Thevshi Posted November 14, 2013 Author Posted November 14, 2013 So Rev tries to sucker punch the blond guy. While she hits, he actually was not caught flat footed and tried to dodge. He gets a 22 on his toughness save, so is only bruised. Hound is up!!
Supercape Posted November 14, 2013 Posted November 14, 2013 Move Action: Taunt the other guy at -5 bluff check. Taking skill mastery on that for a DC 15 intimidate effect. Ok, next up, a standard action: so Shifting Defensive Attack +2 Defence, -2 Attack and making a trip attack. 1d20+8=22 I will guess that hits? His opposed trip roll is +2 base attack, and +4 from Improved Trip attack: 1d20+6=24 which is kind of good. Also, seeing as these two look stronger than they are agile, I choose they defend with Dexterity/Acrobatics rather than Strength!
Thevshi Posted November 14, 2013 Author Posted November 14, 2013 The other one (the African American) resists the taunt with a 23, but you still manage to connect with the trip and manage to trip him.
Thunder King Posted November 14, 2013 Posted November 14, 2013 Mali's gonna take 10 for 18, she's full damage shifting. DC27 TOU saves for all. Gonna sweep everyone she can
Thevshi Posted November 14, 2013 Author Posted November 14, 2013 Rolling for thugs 1 and 2 together, they both fail and are DOWN!
Thevshi Posted November 14, 2013 Author Posted November 14, 2013 Thug 3 takes a shot a Crimson, missing badly with a 9. Cape, need a notice check for Mess DC 15 to hear the gunshot (thick walls and a little distance).
Thevshi Posted November 15, 2013 Author Posted November 15, 2013 Thug 3 takes a shot at Crimson as well, faring little better than his pal.
Thevshi Posted November 15, 2013 Author Posted November 15, 2013 Okay, Jack is going to Aid other by trying to set up for Malcom to get a shot at Lucy, he easily does this with a 22 on his attack roll vs the DC 10 for the action. Thanks to the Teamwork feat, this gives Malcom a +3 on his attack roll. Malcom stands up and attacks Lucy, but still misses despite the +3 with a 17
Thevshi Posted November 15, 2013 Author Posted November 15, 2013 Okay, some new combatants. Thugs in waiting room. The Fighters. Round Two 25 Revenant (unharmed, 1 HP) 25 Fighter 8 25 Fighter 12 24 Fighter 2 20 Fighter 10 20 Thug 6 19 Hound (unharmed) 18 Crimson Tiger (unharmed, 4 HP) 18 Fighter 11 18 Thug 3 17 Fighter 5 14 Bloody Mess (unharmed, 2 HP) 14 Fighter 3 13 Fighter 9 13 Thug 4 12 Fighter 4 9 Thug 5 8 Fighter 1 7 Fighter 7 6 Jack (bruised) 6 Fighter 6 5 Malcom 4 Thug 7 Rev is up!
Thevshi Posted November 15, 2013 Author Posted November 15, 2013 (and slight edit to give each of you a hero point for...I don't know, getting caught in a BIG brawl! (hopefully not over doing things here ))
Tiffany Korta Posted November 16, 2013 Posted November 16, 2013 One shall continue to pummel the same Battle Bro 1d20+12=31. If I'm lucky that might just hot
Thevshi Posted November 16, 2013 Author Posted November 16, 2013 Well, he gets a 24, so picks up another bruise.
Thevshi Posted November 16, 2013 Author Posted November 16, 2013 Okay, Fighter 8 starts moving toward the door and opens it to see the melee taking place outside. Fighter 12 follows after, and comes up behind Harry and throws a punch. He hits with a 21, so a DC 18 toughness save for Hound! Fighter 2 closes with Mess and attacks, but misses with a 16.
Supercape Posted November 17, 2013 Posted November 17, 2013 So Harry will take the total defence action this round, using his standard action to boost his defence by +8! (due to improved defence 2 feat). For his move action, he will try a bluff / feint on the fighter (using set up feat to allow Revenant to punch him), taking 10 on the bluff roll, with a -5 penalty for move action, that is a DC 15 feint on the fighter. May work!
Thevshi Posted November 17, 2013 Author Posted November 17, 2013 Unfortunately, the fighter doesn’t fall for it. Crimson is up!
Thunder King Posted November 20, 2013 Posted November 20, 2013 Crimson Tiger's gonna pull out all the stops here; First, she's gonna drop these two thugs like a bag of potatoes; DC27 TOU saves all around. They aren't able to make that (according to chat), so it's on! She's gonna surge after knocking these guys out; Move-by-action past the fallen thugs and lining up an attack; 21 if that hits, he's got a DC25 TOU save to make
Thevshi Posted November 20, 2013 Author Posted November 20, 2013 Well, he might not be a minion, but Fighter 12 blows his save with a 9, so, he is OUT.
Thevshi Posted November 20, 2013 Author Posted November 20, 2013 Fighter 11 moves forward and throws a jab at Crimson, hitting with a 24, so a DC 18 toughness save for Crimson. Thug 3 moves close to the door, but holds back. Fighter 5 closes with Mess and attacks, hitting with a 21, so DC 16 toughness save for Mess.
Supercape Posted November 22, 2013 Posted November 22, 2013 1d20+10=20 No problem for the Mess (I presume thats Bludgeoning damage being a fist, which is 1/2 effect but no difference anyway!)
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