Eviscerus Posted September 4, 2009 Posted September 4, 2009 Present and accounted for! Making a stealth roll of 26 that's just terrible but oh well.
Angel Posted September 4, 2009 Author Posted September 4, 2009 Can't beat that at all So, we have 10 thugs surrounding a car. They have guns. How do we do this?
Eviscerus Posted September 4, 2009 Posted September 4, 2009 well let's roll Initiative first, Zealot got a 14 He'll be hanging back to see how things go for the first round though.
Angel Posted September 4, 2009 Author Posted September 4, 2009 Initiatives (1d20+1=16, 1d20+1=18, 1d20+1=17, 1d20+1=13, 1d20+1=2, 1d20+1=18, 1d20+1=17, 1d20+1=10) My Initiative (1d20+3=21) Witch: 21 Thug 1: 18 Thug 2: 18 Thug 3: 17 Thug 4: 17 Thug 5: 16 Zealot: 14 Thug 6: 13 Thug 7: 10 Thug 8: 2
Eviscerus Posted September 4, 2009 Posted September 4, 2009 you coulda just rolled one initiative for them and have them all use it, I recommend that
Angel Posted September 4, 2009 Author Posted September 4, 2009 Then again, they could have all went before us or all after us and where would the fun in that be?
Angel Posted September 4, 2009 Author Posted September 4, 2009 Taking 10 to shoot him. It hits. Toughness (1d20+2=20) Taking 10 on Bluff to Taunt as a move action. Which is 15. vs Demoralize (1d20=13, 1d20=9, 1d20=4, 1d20=10, 1d20=19, 1d20=5, 1d20=20, 1d20=8) The first four, the sixth, and the eighth are demoralized
Angel Posted September 4, 2009 Author Posted September 4, 2009 Shots (1d20=12, 1d20=7, 1d20=8, 1d20=9)
Eviscerus Posted September 4, 2009 Posted September 4, 2009 Dropping down on the thugs in the center of their group and using the targeted burst area strike. Taking ten I hit all within a 45 foot area and they have to make a dc 23 toughness save (which they can't) so there ya go.
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