Brown Dynamite Posted January 29, 2014 Share Posted January 29, 2014 That saves mental image math. I thought they were higher with the language on the being noticed post. Well in that case after moving to chase afterwards he's going to throw the throwing discs againAutofire Throwing Discs vs Thug 3 (DC18): 1d20+7 23 Link to comment
Thevshi Posted January 29, 2014 Author Share Posted January 29, 2014 Well, it is possible for Thug 3 to make the toughness save. But no. He is out, post away! Link to comment
Thevshi Posted January 30, 2014 Author Share Posted January 30, 2014 Okay, as the last thug on the roof goes down, a sniper takes a shot at Foreshadow, but misses with a 13. Link to comment
Brown Dynamite Posted January 30, 2014 Share Posted January 30, 2014 So, would a notice check, distance penalties and all, to spot where the shots were coming from work? Link to comment
Thevshi Posted January 31, 2014 Author Share Posted January 31, 2014 Well, penalties for distance and darkness can make it pretty hard. But go ahead and make one and you might be able to estimate the direction it came from. Link to comment
Brown Dynamite Posted January 31, 2014 Share Posted January 31, 2014 Hm didn't think darkness would come penalty wise with the Darkvision. But let's see what he can make out Notice Check: 1d20+15 33. Link to comment
Thevshi Posted January 31, 2014 Author Share Posted January 31, 2014 Good point, I missed that on your sheet. Well, with that roll, even with some hefty range penalties, I'll say you do spot the sniper, on a rooftop about 120' away. Link to comment
Brown Dynamite Posted February 1, 2014 Share Posted February 1, 2014 Well then he's going to do the foolhardy and begin making strides in covering that distance instead of heading right for the door. Link to comment
Brown Dynamite Posted February 2, 2014 Share Posted February 2, 2014 as discussed in chat and I think his last post covered. He's moving to the edge of the building and then dropping down using his grapnel. So that he can begin swinging the next turn. Link to comment
Thevshi Posted February 2, 2014 Author Share Posted February 2, 2014 The sniper takes another shot at Foreshadow, coming closer with a 21, but still missing. Link to comment
Brown Dynamite Posted February 3, 2014 Share Posted February 3, 2014 And his next few bits of Move Actions were if I recall what you said was possible moving forward to begin ascending in a swing towards the building the sniper's at. Link to comment
Thevshi Posted February 3, 2014 Author Share Posted February 3, 2014 Well, actually, I had stated that you could do a move action to get to the edge of the building, then another to start swinging across last round (which is how I went with things in my GM post for the sniper trying to shoot at you again). So, now it would just be a move action up to him and you can attack. Link to comment
Brown Dynamite Posted February 3, 2014 Share Posted February 3, 2014 Welp a move action up to him it is. Followed by an unimpressive attempt to kick the Sniper (DC18): 1d20+10 13 Link to comment
Thevshi Posted February 3, 2014 Author Share Posted February 3, 2014 Man, Foreshadow is off his game! Perhaps there might be an IC reason to explain this to be revealed soon (yes, that is a miss, barely) Link to comment
Thevshi Posted February 3, 2014 Author Share Posted February 3, 2014 The sniper turns around and tries to hit Foreshadow with the butt of his sniper rifle, missing with a 13. Link to comment
Brown Dynamite Posted February 3, 2014 Share Posted February 3, 2014 Acrobatic Bluff: 1d20+22 34Attack Sniper with Autofire Escrima Sticks (DC21/23*): 1d20+10 30 I guess he's not that off his game *Sneak Attack Damage Link to comment
Thevshi Posted February 3, 2014 Author Share Posted February 3, 2014 Yeah, no way the guy could make that toughness save (with a critical hit and +4 damage from autofire). So, post taking him down hard (and no, not too off his game, but he is sort of alternating between really good rolls and pretty bad ones ) Link to comment
Thevshi Posted February 4, 2014 Author Share Posted February 4, 2014 Okay HGM, so the vans are starting to accelerate. Foreshadow probably has maybe two rounds to try to keep up with them swinging before they really start pulling away from him, so let me know what you might want him to do. Link to comment
Brown Dynamite Posted February 5, 2014 Share Posted February 5, 2014 Alrighty! So I'm thinking of swinging towards the van to try and land on the roof of the vehicle before it gets too far away. He's got the balance for car surfing after all. Though trying to do it silently on a moving vehicle is of course just asking for disaster. Link to comment
Thevshi Posted February 5, 2014 Author Share Posted February 5, 2014 Yeah, not an easy thing. Please give me an acrobatics roll and a stealth roll. Link to comment
Brown Dynamite Posted February 5, 2014 Share Posted February 5, 2014 Acrobatics Check: 1d20+22 34Stealth Check: 1d20+10 19 Link to comment
Thevshi Posted February 5, 2014 Author Share Posted February 5, 2014 Okay, I am going with you getting a situational bonus because of the successful acrobatics check, so your Stealth roll is to high for them to beat as a result. Link to comment
Thevshi Posted February 6, 2014 Author Share Posted February 6, 2014 HGM, can I get a Reflex save, a Toughness save and a Acrobatic check? (I probably will not need them all, but figured it best to ask all at once just in case ) Link to comment
Brown Dynamite Posted February 6, 2014 Share Posted February 6, 2014 Reflex Check: 1d20+10 25Toughness Check: 1d20+6 16Acrobatics Check: 1d20+22 35 Link to comment
Thevshi Posted February 9, 2014 Author Share Posted February 9, 2014 Someone inside the van fires a SMG up through the roof at the sound, missing Foreshadow with a 15 Link to comment
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