Supercape Posted January 26, 2013 Posted January 26, 2013 Hound will use a move action to move to the Pool table, and standard action to pick up improvised weapon (pool cue)!
Supercape Posted January 26, 2013 Posted January 26, 2013 Mess: Move action - get up Standard Action - boost (pump up)
Thevshi Posted January 26, 2013 Author Posted January 26, 2013 Mobster 3 attacks Mess, getting a 21 on his attack roll. Need another toughness save for Mess, this time DC 20 (which takes into account his partial immunity)
Thevshi Posted January 26, 2013 Author Posted January 26, 2013 Mobster 4 throws a chair at Harry and gets a 20. Normally that might hit, but there should be at least a -1 penalty to the attack for range or something, so it just misses. Biker 1 swings a pool cue at Mobster 1 and totally misses with a 3 Biker 3 takes a swing at Mess, but also misses with a 7 Mobster 1 takes a swing at Biker 1 and also misses with a 9 And with that, round three starts: Hound : 21 (wins tie due to higher Dex) Biker 2: 21 (in melee with Mess) Mess: 20 (bruised) (2 HP) Mobster 2: 19 (at front door) Mobster 3: 19 (bruised) (in melee with Mess) Mobster 4: 15 (up near bar) Biker 1: 9 (in melee with Mobster 1) Biker 3: 9 (in melee with Mess) Mobster 1: 4 (in melee with Biker 1)
Supercape Posted January 26, 2013 Posted January 26, 2013 Well, Hound will attack the nearest mobster! Ill presume there is one in melee range (if not, let me know) - or at least cue range, because he is using an improvised weapon! 1d20+10=28 for his attack roll, and thats a rather pittiful DC 18 toughness save!
Thevshi Posted January 26, 2013 Author Posted January 26, 2013 Well, the nearest mobster is the big guy that is fighting Mess. There is a biker nearby that tried to hit Mess last turn. And Hound could get to the mobster that threw the chair with a move action. So, your choice.
Supercape Posted January 26, 2013 Posted January 26, 2013 Ill go with the chair thrower. Leave the big guy to Mess!
Thevshi Posted January 27, 2013 Author Posted January 27, 2013 Amazingly, Mobster 4 makes his toughness save with a 20.
Thevshi Posted January 27, 2013 Author Posted January 27, 2013 Biker 2 swings his pool cue at Mess, hitting with a 22. Thankfully he is a minion, so he can't get a critical hit on Mess. Need a toughness save for Mess, DC 17.
Supercape Posted January 27, 2013 Posted January 27, 2013 1d20+10=29 Forgot to subtract bruise, but yeah, makes it!
Supercape Posted January 27, 2013 Posted January 27, 2013 Ok, boxing time! Move Action: Feint 1d20+5=18 Well, that may flat foot him, or not. Standard Action: Hit! 1d20+10=28 That should hit anyway! DC 25 Toughness save for big mobster.
Thevshi Posted January 27, 2013 Author Posted January 27, 2013 Mobster 3 gets a 30 for his toughness save. He takes another swing at Mess, getting a 21 which is just enough to hit. That is another DC 20 Toughness save for Mess.
Thevshi Posted January 27, 2013 Author Posted January 27, 2013 Mobster 4 takes a swing at Hound, getting a 18, so he misses. Biker 1 attacks Mobster 1 again, getting an 11, closer, but still a miss. Biker 3 changes targets to Mobster 3, and hits with a 16. Mobster 3 rolls a 12 vs the DC 16 punch, so he picks up another bruise as well. Mobster 1 pulls out a pistol and tries to hit Biker 1 with it, getting a 7, which is a miss. This brings up the start of round 4: Hound : 21 (wins tie due to higher Dex, in melee with Mobster 4 up near the bar) Biker 2: 21 (in melee with Mess) Mess: 20 (2 bruised) (2 HP) Mobster 2: 19 (at front door) Mobster 3: 19 (2 bruised) (in melee with Mess and Biker 3) Mobster 4: 15 (up near bar, in melee with Hound) Biker 1: 9 (in melee with Mobster 1) Biker 3: 9 (in melee with Mobster 3) Mobster 1: 4 (in melee with Biker 1) Hound's action.
Supercape Posted January 28, 2013 Posted January 28, 2013 If the mobster is a minion, hound will take 10 on an attack roll and shift +2 dc -2 attack for an attack roll of 18 and dc 20 tough save, if you include the improvised weapon!
Thevshi Posted January 28, 2013 Author Posted January 28, 2013 Mobster 4 gets a 17 on his toughness save, so he is going down. You can go ahead and post all that in IC.
Thevshi Posted January 28, 2013 Author Posted January 28, 2013 Mobster 2's notice check: he gets a 17, and he spots Hound knocking out Mobster 4. Biker 2 attacks Mess once again, this time missing by a mile with a 9. Mess is up.
Thevshi Posted January 28, 2013 Author Posted January 28, 2013 Supercape, I also forgot to mention, Hound has not used his move action, so he can do so if he would like to :)
Supercape Posted January 28, 2013 Posted January 28, 2013 Not at this juncture! Mess: More of the same against the big guy Move Action: Feint 1d20+5=8 Standard Action: Standard Attack 1d20+5=8 not good.
Thevshi Posted January 28, 2013 Author Posted January 28, 2013 Mobster 3 attacks Biker 3, hitting with a 25. Biker 3 rolls vs DC 23 toughness save: 14, so he is out. Mobster 2 takes a shot at Hound: 7, that is a big miss. Biker 1 continues to attack Mobster 1, and continues to miss with a 5. Mobster 1 counter attacks and hits with a 20. Biker 1 totally blows his toughness save with a 5 and is unconscious. This brings us to Round 5 Hound : 21 (wins tie due to higher Dex) Biker 2: 21 (in melee with Mess) Mess: 20 (2 bruised) (2 HP) Mobster 2: 19 (at front door) Mobster 3: 19 (2 bruised) (in melee with Mess and Biker 3) Mobster 1: 4 (at bottom of steps near Mess and others) Hound's action.
Supercape Posted January 28, 2013 Posted January 28, 2013 the Hound will go for a shifted trip attack, -2 attack, +2 DC 1d20+8=12 miss!
Thevshi Posted January 28, 2013 Author Posted January 28, 2013 Biker 2 tries to attack the large mobster now, but misses with an 8. Mess' action.
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