Supercape Posted October 31, 2014 Author Share Posted October 31, 2014 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!) Link to comment
Brown Dynamite Posted October 31, 2014 Share Posted October 31, 2014 Then the Bo Staff Smacks keep a coming (DC21): 1d20+12 21 Link to comment
Supercape Posted October 31, 2014 Author Share Posted October 31, 2014 1d20+4=20 Also (Just) Kod. Feel free to post something awesome. Link to comment
Supercape Posted October 31, 2014 Author Share Posted October 31, 2014 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! Link to comment
Brown Dynamite Posted November 1, 2014 Share Posted November 1, 2014 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. Link to comment
Supercape Posted November 4, 2014 Author Share Posted November 4, 2014 So, the Van is in Synpases hand once more! You have open road in front of you. Link to comment
Thevshi Posted November 4, 2014 Share Posted November 4, 2014 She will just try to put some distance between them and the riders, but not do so well with only a 13. Link to comment
Supercape Posted November 4, 2014 Author Share Posted November 4, 2014 Thats fine for a straight drive. You can outrun them at this point, so its up to you how to play it. Link to comment
Supercape Posted November 25, 2014 Author Share Posted November 25, 2014 I believe it is time for some initiative rolls! Im giving you guys a +2 Bonus to that due to Foreshadows vision! Link to comment
Brown Dynamite Posted November 25, 2014 Share Posted November 25, 2014 Foreshadow get's a solid Initiative: 1d20+17 27 Link to comment
Supercape Posted November 26, 2014 Author Share Posted November 26, 2014 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. Link to comment
Brown Dynamite Posted November 26, 2014 Share Posted November 26, 2014 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 10Disarm Check: 1d20+6 24 At least I think that was right Link to comment
Supercape Posted November 26, 2014 Author Share Posted November 26, 2014 1d20+4=22, 1d20+4=17 one is disarmed! (Although you may want to expend HP!) In any case, Foreshadow gets a gist that they are unusually, but not superhumanly, strong. Link to comment
Brown Dynamite Posted November 26, 2014 Share Posted November 26, 2014 Shall pass on the HP use. That first guy rolled impressively well and all. Link to comment
Supercape Posted November 26, 2014 Author Share Posted November 26, 2014 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! Link to comment
Supercape Posted November 26, 2014 Author Share Posted November 26, 2014 Which means Synapse is up! Link to comment
Thevshi Posted November 26, 2014 Share Posted November 26, 2014 Okay, mind blast the guard still holding his sub-machinegun. DC 23 Will save. Link to comment
Supercape Posted November 26, 2014 Author Share Posted November 26, 2014 1d20+4=23 unbelievable! Post awaaaay! Round 2 27 - Foreshadow - Unharmed - 1 HP 19 - Crocmen [2] = Unharmed (1 disarmed) 17 - Synapse - Unharmed - 2 HP Link to comment
Brown Dynamite Posted November 26, 2014 Share Posted November 26, 2014 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. Link to comment
Supercape Posted November 26, 2014 Author Share Posted November 26, 2014 falt footed that is a full +5 bonus to DC and his roll is....1d20+5=6 as you have takedown attack, you can have a pop at number 2! Link to comment
Brown Dynamite Posted November 26, 2014 Share Posted November 26, 2014 And he shall do just that with another (DC19) attack on the sword wielding cultist Link to comment
Supercape Posted November 27, 2014 Author Share Posted November 27, 2014 1d20+5=7 and the second is KO. Could you make notice (listen) rolls, DC 10, and assume it is 50' away (i.e. a -5 penalty with regular hearing) Link to comment
Thevshi Posted November 27, 2014 Share Posted November 27, 2014 Even with that penalty, Synapse gets a 24 for her Notice check. Link to comment
Brown Dynamite Posted November 28, 2014 Share Posted November 28, 2014 Let's see how Foreshadow fared with the penalty. Notice: 1d20+10 17 Not his best, but not his worst. Link to comment
Recommended Posts