Gizmo Posted December 14, 2016 Share Posted December 14, 2016 Okay! Start off with some initiative rolls for me. We won't be worrying about Toughness saves for this part since they're not actively trying to hurt each other, just make touch attacks. Link to comment
Ecalsneerg Posted December 14, 2016 Share Posted December 14, 2016 Geckonitiative: 1d20+12 18 Link to comment
R. Bluefish Posted December 14, 2016 Share Posted December 14, 2016 Echo's initiative: 1d20+14 25 Link to comment
Gizmo Posted December 15, 2016 Author Share Posted December 15, 2016 Alright, Echo is up first then! Let me know if you need any help working out the mechanics of what you want her to do. Link to comment
R. Bluefish Posted December 18, 2016 Share Posted December 18, 2016 All right, sorry for the holdup folks. Move action: Jump up to the ceiling. (I assume Chris is still up there.) Standard action: Unarmed strike vs. Chris: 1d20+14 33 I do believe that's a point to Echo, unless I'm much mistaken. Link to comment
Gizmo Posted December 18, 2016 Author Share Posted December 18, 2016 Looks like it unless Ecal has some rebuttal! Echo 1 : Gecko 0 Link to comment
Ecalsneerg Posted December 21, 2016 Share Posted December 21, 2016 Boop: 1d20+16 21 He has no rebuttal. Link to comment
R. Bluefish Posted December 30, 2016 Share Posted December 30, 2016 Echo will use an Acrobatic Feint on Chris. Using Skill Mastery to take 10 on the check, he has to beat a 32 with Acrobatics or Sense Motive, or lose his dodge bonus against her next attack. Then she'll boop him right back: 1d20+14 18 Link to comment
Gizmo Posted January 11, 2017 Author Share Posted January 11, 2017 Alright, rolling for Geckoman since we've been waiting on Ecal for two weeks: Acrobatics vs DC 32: 1d20+15 17 That means the feint works and the attack hits. Go ahead and post in-character, Bluefish. Link to comment
Ecalsneerg Posted January 29, 2017 Share Posted January 29, 2017 Move Action: Move to the other side of the room. Standard Action: Ready an attack to hit if Buffy gets into melee range. Link to comment
R. Bluefish Posted January 29, 2017 Share Posted January 29, 2017 Move action: Teleport behind Chris. Standard action: Unarmed attack. 1d20+14 16 Link to comment
R. Bluefish Posted January 29, 2017 Share Posted January 29, 2017 Stealth check: 1d20+15 19 Link to comment
Ecalsneerg Posted January 29, 2017 Share Posted January 29, 2017 Notice to avoid being blindsided: 1d20+9 17 Link to comment
Ecalsneerg Posted January 30, 2017 Share Posted January 30, 2017 Standard Action: Everybody was kung fu fighting: 1d20+16 29 Hah! Move Action: Fast Taunt using Skill Mastery, for a 31 on Bluff. If successful, demoralise gives an all-important -2 to attack. Link to comment
R. Bluefish Posted February 3, 2017 Share Posted February 3, 2017 Bluff check to resist Taunt: 14. Yeah, that wasn't happening. (Cripes, Chris has a +21 Bluff? Why does he even bother hitting people, he could just convince them that he's actually their long-lost mother.) Move action: Fast Acrobatic Feint (again). With Skill Mastery, that's a 32 to beat. Standard action: Have at thee: 1d20+14-2 29 My, my my. Woulda look at that. Link to comment
Ecalsneerg Posted March 1, 2017 Share Posted March 1, 2017 Sorry it took too long to respond, new job has me all in a loop. Move Action: Fast Feint, with a +21 bonus. She can't resist, so. Standard Action: Face punch! In the face: 1d20+16 24 Link to comment
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