Thevshi Posted January 4, 2014 Posted January 4, 2014 The OOC for >this thread. HG, go ahead and put up a Stealth roll and a Notice check.
Brown Dynamite Posted January 4, 2014 Posted January 4, 2014 Alrighty. Welp could use skill mastery for once...nah. First the Stealth Check: 1d20+10 15 Then the Notice Check: 1d20+15 22
Thevshi Posted January 10, 2014 Author Posted January 10, 2014 Foreshadow is easily able to make the jump across. Just as he rolls up to his feet and starts moving into deep shadows, the flood lights flick on, bathing the rooftop in light. It is an area visual Dazzle, so a DC 20 Reflex save to avoid the area effect (reducing it to half even if you miss thanks to Evasion 2). If you miss the first save, you get another DC 15 Reflex save to avoid being temporarily blinded. The three guys up on the rooftop all have goggles that make them immune to the Dazzle. They make Notice checks, but only one manages to spot you.
Brown Dynamite Posted January 10, 2014 Posted January 10, 2014 Alrighty no need to put the sensory shield of his mask to use because of his Reflex Save: 1d20+10 28
Thevshi Posted January 10, 2014 Author Posted January 10, 2014 The Thugs get 6, 20 and 6. So Foreshadow is clearly first. Round One 34 Foreshadow 20 Thug 2 6 Thug 1 6 Thug 3
Brown Dynamite Posted January 11, 2014 Posted January 11, 2014 Seeing as they're armed he will be too. Reaching for his throwing discs as a free action. Foreshadow will take a shot at Thug 2.Sneak Attacking with Autofire Throwing Discs vs Thug 2 (DC20): 1d20+7 27 Welp that is a thing that happened.
Thevshi Posted January 13, 2014 Author Posted January 13, 2014 Okay, the other two are firing at Foreshadow, Thug 1 with a shotgun, Thug 2 with a SMG. Thug 1 misses with a 14, and Thug 2 also misses with an 11.
Thevshi Posted January 13, 2014 Author Posted January 13, 2014 Round Two 34 Foreshadow 6 Thug 1 6 Thug 3 Foreshadow is up.
Brown Dynamite Posted January 13, 2014 Posted January 13, 2014 Alrighty will Foreshadow have to move around to get a better view of them? If so will use a move action in doing so. And how close together to one another are they distance wise?
Thevshi Posted January 13, 2014 Author Posted January 13, 2014 You don't need to move to use a range attack against either. They about 15' feet apart.
Brown Dynamite Posted January 13, 2014 Posted January 13, 2014 (edited) Welp that's just a penalty of -3 I believe. Let's test our luck taking the full round toWalk the Autofire Throwing Dics Thugs 1 & 3 (DC18): 1d20+4 13 Yup should have prepped it. Definitely a miss. Edited January 13, 2014 by HG Morrison
Thevshi Posted January 13, 2014 Author Posted January 13, 2014 Actually, you should be at +3 on your roll, as I see your Ranged attack bonus is only +6 and it is -3 to hit. But, even with a 12, that is enough to hit one. You also need to make a second attack roll for the second target (as you make an separate attack roll for each).
Brown Dynamite Posted January 13, 2014 Posted January 13, 2014 Walking the Autofire Throwing Dics Thug 3 (DC18): 1d20+4 8 That's good get the low rolls out of the way now.
Thevshi Posted January 13, 2014 Author Posted January 13, 2014 Thug 1 gets a 23 on his toughness save, so is unhurt.
Thevshi Posted January 15, 2014 Author Posted January 15, 2014 Okay, they will attack again, Thug 1 actually does worse than before, getting a 12. Thug 3 also does even worse with a 8.
Brown Dynamite Posted January 15, 2014 Posted January 15, 2014 Taking them one at a time then. Autofire Throwing Discs vs Thug 1 (DC18): 1d20+7 26 So close to a repeat performance The TOU DC is of course raised by autofire if/how it succeeds the defense by the appropriate increments
Thevshi Posted January 15, 2014 Author Posted January 15, 2014 Well, it increased to DC22, so there was a remote chance he could roll a 22 or a 23, but he doesn't and is out.
Thevshi Posted January 21, 2014 Author Posted January 21, 2014 Clearly baiting the guy with the SMG was not a good idea, he got a 22 on his attack roll, but that is still a miss. Very close though. So, on to… Round Three 34 Foreshadow 6 Thug 3
Brown Dynamite Posted January 26, 2014 Posted January 26, 2014 I'm reminded of how the one consistently good thing about the Topher Grace Spider Man movies was the obligatory slowed down Spidey Sense reaction scene. That's all close means to him So let's start with some flippy stuff giving off an Acrobatic Bluff: 1d20+22 33 If he wins that opens him up to Sneak Attack, which will be followed up with Autofire Throwing Discs vs Thug 1 (DC20*), DC -2 if Acrobatic Fluff fails: 1d20+7 9...that is a hilarious moment
Thevshi Posted January 28, 2014 Author Posted January 28, 2014 Well, after getting close, Thug 3 is getting worse again. He is then going to run for a roof access door, just reaching the door at the end of his move.
Brown Dynamite Posted January 29, 2014 Posted January 29, 2014 Alright Foreshadow will chase after Thug 3. They had the higher ground if I recall. So I'm assuming some climbing is in order. Through Up the Walls means or drawing out his fancy Super Movement method.
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