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Egyptian Escapade


Supercape

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Posted

That hits. a DC 21 Toughness Save: 1d20+4=18 and one is down. Lets be cool (if you wish) with Takedown attack 2 and an extended reach staff, alongside Synapses good drive roll, if you wish you can throw in another attack (either moving from side to side smashiing skulls, or whirling the staff around, or whatever cool thing you wish!)

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Posted

So four crocodile fanatics are left. I will rule that SYnapses driving allows only two to strike with swords. the other two will fire submachine gun fire at Foreshadow. 

 

1d20+5=8, 1d20+5=6, 1d20+5=12, 1d20+5=15

 

So the first two can't even hit the Van! The bullets also go amiss!

 

Round 2:

 

29 Foreshadow - 1 HP - Unharmed

15 Synapse - 2 HP - Unharmed

8 Croc Cultists [4]

 

Foreshadow is up again!

Posted

Though we've cleared some distance.  Foreshadow will repeat his previous,

 

Standard Action:  Ready Action:  Attack with Bo Staff, Circumstance being at the first cultist riding near enough to the Van to get struck.

  • 3 weeks later...
Posted

1d20+1=19 for the Crocmen [2]

 

27 - Foreshadow - Unharmed - 1 HP

19 - Crocmen [2] = Unharmed

17 - Synapse - Unharmed

 

Foreshadow is up! The Crocmen are on the alert, so will not be flat footed. They are minions. 

Posted

Free Action:  Draw Escrima Sticks.  

Move Action:  Well more like a 5' Step but moving in close to them.
Standard Action:  He's going to Take 10 to Disarm the Croc Men.  Taking Advantage of Split Attack to target both of them with a +2 Damage Effect.  Coupled with Improved Disarm.
Disarm Check: 1d20+6 10
Disarm Check: 1d20+6 24

 

At least I think that was right  :huh:

Posted

Post awaaaay!

 

The disarmed Crocman will, as a move action, draw his sword, and swipe! 1d20+5=21 miss

 

And the other Crocman will fire his submachine gun...pyow pyow pyow!

 

He is using autofire to fire at all three of you: 1d20+3=18, 1d20+3=5, 1d20+3=21 Miss, miss, Zaki catches one, and a DC 19 Toughness Save. 

 

EDItL Zaki out of sight, so no result!

Posted

Move Action:  Foreshadow will annoy the cultist with a sword by giving an Acrobatic Bluff (Trick)1d20+22 33 It's a set up for a redirect, though with luck won't be needed

Standard Action: Foreshadow will again take 10.  This time to attack with his Escrima Sticks on the cultist armed with the SMG.  (DC19)  Possible Autofire bonus depending on his defense.


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