Aoiroo Posted August 30, 2011 Share Posted August 30, 2011 GANG Member POWER LEVEL 7 Str 20 Dex 18 Con 14 Int 10 Wis 10 Cha 15 Skills: Bluff 4 (+6), Climb 4 (+5), Drive 2 (+3), Intimidate 4 (+6), Knowledge (current events) 4 (+4), Knowledge (streetwise) 6 (+6) Feats: Equipment 2, Set-Up, Teamwork, Power Attack, Accurate Attack, Move-By Action Equipment: leather jacket (+1 Toughness), Rifle (+4 damage), cell phone Combat: Attack +9, Damage +5 (unarmed), +4 (Rifle), Defense +8, Initiative +4 Saving Throws: Toughness +6 (+5 without jacket), Fortitude +10, Reflex +8, Will +8 Abilities 27 + Skills 6 (24 ranks) + Feats 7 + Combat 30 + Saves 24 = 94 Link to comment
Aoiroo Posted September 22, 2011 Author Share Posted September 22, 2011 Catalyst initaive 17, Thugs iniative (they're nonminions), two sets of ten, 21, 12. Link to comment
Ecalsneerg Posted September 22, 2011 Share Posted September 22, 2011 Initiative (1d20+9=23) Speed Racer, he's a demon on wheels? Link to comment
Aoiroo Posted September 22, 2011 Author Share Posted September 22, 2011 Okay, spending an HP for infared goggles and Catalyst is gonna give Arrowhawk her extra gas mask in the back so her attacks don't take him along as collateral damage. Link to comment
Ecalsneerg Posted September 22, 2011 Share Posted September 22, 2011 Move Action: Fast Startle at -5 for speed, but with Skill Mastery, he still hits 25 vs one of the thugs. Standard Action Then he will Power Attack for 5, which results in; DC27 blunt arrow Blast on a thug (1d20+12=19) Eeeeeh. Link to comment
Aoiroo Posted September 22, 2011 Author Share Posted September 22, 2011 19, so he is staggered and dazed. He's part of the first batch, so the thugs all attack well Arrowhawk. Three hit, so three rolls of DC 19 toughness to Arrowhawk. Catalyst shoots up the area with her smokescreen, which pretty much covers everyone. Thugs 2 turn, only three get the area too attack Arrowhawk, 1 hits, so another roll of toughness DC 19. Then Arrowhawks turn again. Link to comment
Ecalsneerg Posted September 22, 2011 Share Posted September 22, 2011 Four consecutive Toughness saves vs DC 19 (1d20+10=19, 1d20+10=14, 1d20+10=26, 1d20+10=21) Meh. Wimps. One Bruise. Sod it, I'll burn one of my three HP on getting rid of the Daze. Then he will use his Targetted Area to cover a 35' line which takes in the most targets. Unfortunately, it is a full round distracting action, so sucks to be him? DC27 Blast with Power Attack, 35' Shapeable Targetted Area. (1d20+12=20) Link to comment
Aoiroo Posted September 22, 2011 Author Share Posted September 22, 2011 Bruised and dazed injury so, top of the round. Arrowhawk Bruised and Dazed 3HP Thugs 9 Unharmed, 1 Staggered and Dazed Catalyst Unharmed 1HP Thugs Group 2 Unharmed Link to comment
Aoiroo Posted September 22, 2011 Author Share Posted September 22, 2011 Okay, that hits like 12 of them, so 4 are unconcious, 2 are staggered and dazed, 3 are bruised and dazed, 1 of those was the staggered dude so he's concious, the other two are bruised. So quadrant one is done for the turn. So Catalyst turn, she does an area fortitude drain, shifted by 3 22, so DC 20 Fortitude Save from everyone not wearing a gas mask, so everyone not wearing a gas mask, 3 are stunned, and 3 are dazed So, Arrowhawk Bruised 2HP Thugs 5 Unconcious, 2 Staggered and Dazed, 1 Bruised and Dazed, 1 Bruised and Stunned, 1 Bruised Catalyst Unharmed 1HP Thugs Group 2 1 Bruised and Dazed, 2 Stunned, 3 Dazed Group two try and attack anyone in this case Catalyst, so three of them get the area right in the fog, so they attack, 1 hits, DC 19, 23, so Catalyst makes it. Arrowhawks turn. Link to comment
Ecalsneerg Posted September 29, 2011 Share Posted September 29, 2011 Attempt to intimidate everyone into buggering off... "Back down, ya louts!" Intimidate check. (1d20+16=24) Link to comment
Aoiroo Posted September 29, 2011 Author Share Posted September 29, 2011 Subtract for for loss of sight and group intimidation, First batch, 1 is running, two are shaken, two are uneffected. Okay, two run off, three are shaken, 1 is uneffected. Arrowhawk Bruised 2HP Thugs 5 Unconcious, 1 Staggered and Dazed, 1 Bruised and Dazed, 1 Bruised Stunned and Shaken, 1 Bruised and Shaken Catalyst Unharmed 1HP Thugs Group 2 1 Bruised and Dazed, 3 Dazed And Shaken Only one thug can act in group one, he shoots in the fog, and hits in Arrowhawks direction, so now for hte attack roll, 22, misses. Catalyst's turn, well those who didn't bugger off get a nice little surprise that it was a one time offer, cause time for Snare. Snare is a 25 area, so it hits like all the remaining guys. Shifting the attack by 3. Which misses, think I'll burn the last HP cause we're pretty much near the end of this combat, And Critical, which ups the shifted DC of 21 (18 DC plus autofire bonus) to 26. First batch of thugs is, 2 Bound and Helpless, 2 Entangled. Second batch is 3 bound and Helpless, one avoided the snare altogether. So, Arrowhawk Bruised 2HP Thugs 5 Unconcious, 1 Staggered and Bound, 1 Bruised and Entangled, 1 Bruised Bound and Shaken, 1 Bruised, Bound and Shaken Catalyst Unharmed 0HP Thugs Group 2 1 Bruised and Bound, 2 Bound And Shaken, 1 Shaken Just shaken takes a shot at Catalyst, so against concealment 1, he gets the area and actual attack 15, he misses. Arrowhawks turn. Link to comment
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