Supercape Posted January 28, 2013 Posted January 28, 2013 Ok ill try for an intimidate as a move action: 1d20+4=24 Good good. And then lets go for a grapple to change things around! 1d20+10=20 I think that hits, so grapple roll, fully boosted 1d20+24=40 ok, now the good rolls start!
Thevshi Posted January 28, 2013 Author Posted January 28, 2013 Mobster 3 ties the intimidate roll with a 24. Hmm, I will give the tie to the PC here, what effect did you want? Also, that is a hit, and Mobster 3 only gets a 32 on his grapple check, so Mess wins the grapple. What does he want to do?
Supercape Posted January 28, 2013 Posted January 28, 2013 Intimidate? Shaken status for this round? Grapple: I'd like to inflict the Bound Status on him (as per house rules). Admittedly this means Mess is flat footed, but hopefully he can shrug off any blow. Ill probably go for damaging him in future rounds as a standard action. Squeeze!
Thevshi Posted January 29, 2013 Author Posted January 29, 2013 Mobster 2 moves to attack Biker 2 and misses with a 6. Mobster 3 tries to escape, grapple check is a 20, so he does not escape. Mobster 1 tries to attack Biker 2 and is lucky he doesn’t hurt himself with a 3. This brings us to Round 6 Hound : 21 (wins tie due to higher Dex) Biker 2: 21 (in melee with Mobsters 1 and 2) Mess: 20 (2 bruised) (2 HP) (grappled with Mobster 3, has pinned and bound him) Mobster 2: 19 (in melee with Biker 2) Mobster 3: 19 (2 bruised) (in melee with Mess and Hound, grappled, pinned by Mess, bound and helpless) Mobster 1: 4 (in melee with Biker 2, dropped pistol) Hound’s action.
Thevshi Posted January 29, 2013 Author Posted January 29, 2013 Biker 2 continues to be ineffective, missing his attack on Mobster 1 with a 9 Mess' action.
Supercape Posted January 29, 2013 Posted January 29, 2013 Ok Move Action: Intimidate at -5: 1d20+4=20 (to hopefully shake the mobster he is holding) Standard Action: Squeeze! for a DC 25 Toughness save on the mobster he has bound. Ill throw in a grapple roll proactively in case Mobster tries to break out of his grapple! 1d20+24=37
Thevshi Posted January 29, 2013 Author Posted January 29, 2013 Mobster 3 only gets a 12 on his toughness roll. So he will go into unconsciousness. Go ahead with an IC post putting him down :)
Thevshi Posted January 29, 2013 Author Posted January 29, 2013 Mobster 2 hits Biker 2 with a 13. Biker 2 fails his toughness save and goes down. Mobster 1 steps up and hits Mess on the back of the neck with the butt of his pistol with a 20. That is a DC 16 toughness save for Mess.
Thevshi Posted January 29, 2013 Author Posted January 29, 2013 This brings us to Round 6 Hound : 21 (wins tie due to higher Dex) Mess: 20 (3 bruised) (2 HP) (dazed) Mobster 2: 19 (near Mess) Mobster 1: 4 (in melee with Mess) Hound’s action.
Supercape Posted January 29, 2013 Posted January 29, 2013 Hounds action will be pressing Ricky for more information as per IC post!
Thevshi Posted January 29, 2013 Author Posted January 29, 2013 Mobster 2 moves to Mess and tries to make an aid other action, but fails with an 8. Mobster 1 tries to hit Mess again, just missing with a 19. Moving to next round, This brings us to Round 7 (8?) Hound : 21 Mess: 20 (3 bruised) (2 HP) Mobster 2: 19 (near Mess) Mobster 1: 4 (in melee with Mess)
Supercape Posted January 29, 2013 Posted January 29, 2013 Hound: Moving back to the bar. Mess...going for broke! Taking 10 on attack, power attack shifting lefty and righty for an attack roll of 15 and a toughness of 30. That should, with takedown attack, drop em both!
Thevshi Posted January 29, 2013 Author Posted January 29, 2013 Mobster 1 blows his save (it was kinda close though), with a 20. He is down, so you get a takedown attack on the other, and I will just have him go down as well, as it is a cool finish for a cool bar fight Go ahead and post IC.
Thevshi Posted January 30, 2013 Author Posted January 30, 2013 Also SC, just in case my earlier IC post wasn't clear, the drive over took enough time for Mess to recover from his 3 bruised conditions (as his CON bonus is high enough to automatically make the checks needed to recover).
Supercape Posted January 30, 2013 Posted January 30, 2013 If it counts, taking 10 on stealth check (with skill mastery) for a stealth roll of 22.
Thevshi Posted January 30, 2013 Author Posted January 30, 2013 That is good Because he is distracted, Firebug only gets a 16 on his roll.
Supercape Posted January 30, 2013 Posted January 30, 2013 Ok, its Mess' turn to sneak, trying to get the hop / surprise on who I presume is Firebug... 1d20+15=34 stealth roll!
Supercape Posted January 30, 2013 Posted January 30, 2013 Initiative Rolls 1d20+7=10 for the Mess and as Harry is probably going to get involved stamping out fires 1d20+6=15 For what I guess (?) is a suprise round, the Mess will drop from above and give Firebug a solid straightforward punch. As he is in dimunitive form, lets shift that +4 DC, -4 Attack 1d20+8=15 Not so good. Might hit if he is flat footed. If it doesn't Ill actually go reroll that with an HP as, to be frank, it seems a little odd to miss... 1d10+18=25 Presuming one or the other hits, then its a DC 27 Toughness save.
Thevshi Posted January 30, 2013 Author Posted January 30, 2013 Surprise Round: Hound: 15 Bloody Mess: 10 (2 HP) Firebug is flat footed, so the first roll does hit (no need to use the HP right now). Firebug just misses the toughness save, so he picks up a bruise. He gets a 4 for his initiative roll for next round. So, Round One: Hound: 15 Bloody Mess: 10 (2 HP) Firebug: 4 (bruised) Hound’s action.
Supercape Posted January 30, 2013 Posted January 30, 2013 Hound: Moving down to the ground level where the action is, and fretting... Mess: Surprised at Firebugs resilience! Move Action: Feint 1d20+5=20 Standard Action: Unshifted punch at Firebug 1d20+12=17 bah (unless the feint works, I guess). Its a DC 23 Toughness if it does connect.
Thevshi Posted January 30, 2013 Author Posted January 30, 2013 Okay, Firebug misses his bluff check, so is fooled by the feint, so the attack hits. This time he gets a lucky roll and makes his toughness save with a 26. SC: taking a move action to look around the front room, Hound spots a fire extinguisher back behind the counter of the shop.
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