Aoiroo Posted November 4, 2010 Author Posted November 4, 2010 Bruised and stunned, and he'll probably be limping if you aimed at his legs.
ex3lev3n Posted November 6, 2010 Posted November 6, 2010 Stealth check. Hide in Plain Sight. (1d20+20=24)
ex3lev3n Posted November 7, 2010 Posted November 7, 2010 Move action (Speed 1 [100 feet]) and a Charge. Melee Attack roll. Charge. Toughness save DC 18. (1d20+13=21)
Aoiroo Posted November 7, 2010 Author Posted November 7, 2010 Bruised and stunned and lieing on the ground moaning in pain. Hotwiring an old truck, DC 20.
ex3lev3n Posted November 7, 2010 Posted November 7, 2010 Disable Device check. Quickness 1 (x2). (1d20+20=33)
ex3lev3n Posted November 24, 2010 Posted November 24, 2010 Spending my last HP for a GPS/mini-tracer on the Razorcycle.
Aoiroo Posted November 24, 2010 Author Posted November 24, 2010 You should totally add that to the updates if it can be taken so easily.
ex3lev3n Posted November 24, 2010 Posted November 24, 2010 I used to have it on there, but I needed to free up points for an HQ =p
ex3lev3n Posted December 9, 2010 Posted December 9, 2010 Readying a Melee Attack roll. Toughness save DC18 (DC23 with Sneak Attack 4). (1d20+11=19)
Aoiroo Posted December 9, 2010 Author Posted December 9, 2010 Let's see, thug archetype so that's a hit. DC save, 4, he's out. Not close enough for takedown attack. So initiative roll?
Aoiroo Posted December 9, 2010 Author Posted December 9, 2010 Right, so something different for the leader, STR 24 (+7) DEX 24 (+7) CON 24 (+7) INT 10 WIS 10 CHA 10 TOUGHNESS +7 FORTITUDE +10 REFLEX +10 WILL +6 Skills: Acrobatics 8 (+15), Climb 8 (+15), Intimidate 8(+8), Notice 4 (+4) Feats: Acrobatic Bluff, Chokehold, Diehard, Improved Grab, Improved Grapple, Improved Pin, Power Attack, Takedown Attack 2 (5-foot move) Combat: Attack +5, Grapple +12, Damage +7 (unarmed), Defense +5, Knockback -3, Initiative +7 Wrestler build, because the thugs are way too easy so something resembling a challenge might make things a bit easier.
ex3lev3n Posted December 9, 2010 Posted December 9, 2010 Damn, he's a beast! Initiative check. (1d20+12=14) Razorwing is unharmed and has 0 HP.
Aoiroo Posted December 9, 2010 Author Posted December 9, 2010 Boss characters often are, 11 inititive, unharmed.
ex3lev3n Posted December 12, 2010 Posted December 12, 2010 Ranged Attack roll. (1d20+11=17) HIT! Stealth check. Hide in Plain Sight. (1d20+20=27)
Aoiroo Posted December 12, 2010 Author Posted December 12, 2010 DC for the range hit, also, no way he's going to be able to counter that stealth check.
ex3lev3n Posted December 12, 2010 Posted December 12, 2010 it was for the Obscure Power. it has a 20' radius and will last for 6 rounds with no effort from Razorwing (Independent).
Aoiroo Posted December 17, 2010 Author Posted December 17, 2010 Attack roll with the minus two blindness modifier, 20, close but no hit on Razor.
ex3lev3n Posted January 7, 2011 Posted January 7, 2011 Melee Attack roll. Twin Strike. Toughness save DC 19 twice. If it counts as a suprise attack, then the Toughness save DC is 24. (1d20+11=15) Readying an Action, waiting for the guy to stumble out of the smoke.
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