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Winter Wonderland


Supercape

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Posted

I am going to presume that a few hours have passed, and the Staggere, Bruised, Fatigued conditions have gone. 

 

Round 1:

 

29 - Foreshadow (hidden)  2 HP

19 - Doctor Zero

8 - Synapse. 

 

Foreshadow is up!

Posted (edited)

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
Posted (edited)

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
Posted

I think by the rules thats a miss (-4 to defence from Prone, but not flat footed, and feint only works for the next attack).

 

But on this case, screw the rules. You made the effort to trip and surge, you can get a flat footed from that. 

 

1d20+8=23...which makes that academic, sorry! :(

 

Post away!

Posted

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?

Posted

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.

Posted

Well thats a miss flat footed or not, sorry :(

 

Foreshadow down to Bruised, 1 HP

 

Zero will back of twenty feet, and fire his Gun at Foreshadow again. 1d20+14=21 a clear miss!

 

Post that IC, then I will post Zero's action. 


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