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Winter Wonderland


Supercape

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So a couple of sneaky steps to reach Zero.  Taking 10 if you want a roll this time.

 

Where his Combinable Escrima Sticks will be drawn as a free action.
 
Foreshadow will then take advantage of zero being unaware by performing a Sneaking Power Attack (+5 Dmg/-5 Atk) with Escrima Sticks (DC 26): 1d20+7 21 Technically should be 23 forgot to account for accurate  :D 

Edited by HG Morrison
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Alright so demoralized means things will be at -2.  

 

Free Action:  Switch to Staff Configuration

Move Action:  Time to get around that Uncanny Dodge then Acrobatic Feint: 1d20+20 33  

Standard Action:  Trip: 1d20+10 18

Assuming that hit, Trip Check: 1d20+11 29

If he is successfully tripped was also planning on surging to attack while he is prone.

Edited by HG Morrison
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So, Zero is up. 

 

Free Action: Attempt to get up as a move action: 1d20+13=25

 

Standard Action: Grapple Attack, 1d20+14=34

 

yoikes, he is rolling really well. That is another critical. So +5 to the opposed grapple roll, of which he gets: 1d20+22=25 so at last you get a break! ANd I forgot to add the crit bonus to that so his opposed grapple is still 30!

 

COuld you post your opposed grapple roll?

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If I recall Foreshadow started the fight with 2 HP actually.  And will use one to burn away fatigue.
 
Especially as he'll be needing some STR now. 
 
Free Action:  Split Bo Staff into Escrima Sticks so that he may holster it.
Move Action:  Another Acrobatic Bluff (Feint): 1d20+22 23.  As it's the second used Zero starts getting +1 to his resistance.  
Standard Action:  Disarm Attempt: 1d20+12 15  Well this is a thing that occurred. 
                             Well for completeness sake will put down the moot Disarm Check: 1d20+6 13

 

The dice gods are sadist today.

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