Ecalsneerg Posted June 22, 2010 Posted June 22, 2010 Ok, so Geckoman shot from behind... DC 22 hit, he gets 15. Bruised + Stunned, knocked on his stomach. Geckonitiative, assailant (1d20+9=20, 1d20+9=18) Round One Geckoman lies down for some time, in pain. Assailant swings through window and removes flame, i.e. source of light. Round Two Geckoman stands up, draws .44 Smith & Wesson Model 29 revolver, shoots at assailant. Gets a 10. Assailant is not a bystander.
Ecalsneerg Posted June 22, 2010 Author Posted June 22, 2010 Round Two, Continued Forgot to mention Gecks healed already. The assailant tries to Startle as a move action. Startle; Resist! (1d20+13=33, 1d20+5=20) And... facepunching... DC 24 Toughness save (1d20+6=10, 1d20+7=18) HAH! Round Three Retaliatory feint + shot! DC 23 feint by default, Resist, shoot, DC 19[21 with feint] (1d20+12=29, 1d20+10=23, 1d20+10=12) So... fail to feint, then miss. Grapple! Roll to hit; assailant grapple; Geckograpple; damage if hits desk is DC 18 (1d20+11=18, 1d20+15=18, 1d20+10=20, 1d20+7=17) He misses by 1!
Ecalsneerg Posted June 23, 2010 Author Posted June 23, 2010 Round Four Geckoman drops the Feint bomb, DC 23 to resist again! Assailant resisting feint, roll to hit, Assailant toughness (1d20+13=32, 1d20+10=17, 1d20+10=23) :? The assailant PAs for 5 with a punch... DC 24 punch to Geckoface, in offensive stance! (1d20+8=16, 1d20+7=24) WHY CAN NOONE HIT IN THIS THREAD! Fiat. Retry, and a different save for fairness' sake (1d20+8=18, 1d20+7=13) Add 10 to the initial roll for... 20. Critical hit. Gecks fails by 16 and is unconscious. So, spend my Fiat HP on a re-roll. Back to 2... DC 29, don't fail me! (1d20+7=25) A mere bruise.
Ecalsneerg Posted July 28, 2010 Author Posted July 28, 2010 Geckoman has 2 HP still, and has fired 3/6 shots of his clip. Round Five The bruise peels off. Geckoman taunts, then goes for feint number 3. DC 28 on each count. Resist taunt, resist feint [at -2 if taunt works] (1d20+12=22, 1d20+15=30) Well, the taunt worked. The assailant goes to Startle again. It works stupidly well. He then goes to trip. Hit, trip, resist trip (1d20+11=16, 1d20+5=25, 1d20+5=22) When Gecks is prone, he then goes to kick him when he's down. Power Attack for 5, DC 23 (1d20+6=24, 1d20+7=21) Another bruise, and the assailant will be fatigued next round from surging.
Ecalsneerg Posted August 27, 2010 Author Posted August 27, 2010 Round Six Geckoman is on 3 HP, has 3 shots left, and his bruise automatically heals. He makes a DC 20 Skill Mastery Acrobatics check as a free action, getting to his feet, a move action to cross the room as a move action, and shoots as a standard action. DC 19 Toughness (1d20+10=12) Misses by miles. The assailant is now Fatigued. And charging offensive stance Power Attacks. (-6 defence, -1 Attack, +5 DC) Punch the Gecko! DC 24 with FISTS! (1d20+10=24, 1d20+7=9) He hits, he fails by 16, I'm sick of this, Geckoman's down and out.
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