Raveled Posted June 5, 2017 Share Posted June 5, 2017 Here we go again with a group of three. Link to comment
Raveled Posted June 5, 2017 Author Share Posted June 5, 2017 @Blue Rose and @KnightDisciple should be here. Link to comment
KnightDisciple Posted June 5, 2017 Share Posted June 5, 2017 So are we starting out in civilian guise at the coffee shop, or near it? Link to comment
Raveled Posted June 5, 2017 Author Share Posted June 5, 2017 You can be patrolling if you'd rather. It's a nice day! Be near Southern Shore! Link to comment
KnightDisciple Posted June 23, 2017 Share Posted June 23, 2017 Do I need to make any checks for Sun to slip away, change, and come back, or can I just do it? Link to comment
Raveled Posted June 23, 2017 Author Share Posted June 23, 2017 We'll say Sun Walker can just do that. Link to comment
Raveled Posted July 11, 2017 Author Share Posted July 11, 2017 (edited) Results 10#1d20: 10 # 10 [1d20=10] 5 [1d20=5] 8 [1d20=8] 13 [1d20=13] 18 [1d20=18] 9 [1d20=9] 6 [1d20=6] 16 [1d20=16] 19 [1d20=19] 11 [1d20=11] Tona's going to sneak up on the scene, with +24 Stealth she'll get 34 to hide. Hammer-Time will try to Intimidate Sun Walker in order to make him Shaken. 5 + 8 means Sun Walker has to beat a 13 Intimidate or Sense Motive or Will, or else be Shaken. Edited July 17, 2017 by Raveled Link to comment
KnightDisciple Posted July 12, 2017 Share Posted July 12, 2017 Right, let's see... Will Save: 11. Le Sigh. Of course. Link to comment
Raveled Posted July 17, 2017 Author Share Posted July 17, 2017 (edited) Blue Jay's going to attack. The action she takes on her surprise round is to use a Stun round on the Sword guy. 8+15 means an attack of 23, enough to beat the guy's flat-footed Def of 12. He has to make a DC 20 Fort save. 13+6 is 19, he is Dazed for one round. Initiative time! Blue Jay 15+18 = 33 Sword 8+9 = 17 Hammer 4+6 = 10 Gun 6+16 = 22 Need Sun Walker's Initiative, please. Oh, and Jay is making her Stealth check again to hide, with the Snipe penalty. That makes it 4+19 = 23. The two guys able to look around have Perception +4, so their rolls of 11 and... need more rolls. Damn. Sun Walker can also make a DC 23 Perception check to spot where Blue Jay is, though. Edited July 17, 2017 by Raveled Link to comment
Raveled Posted July 18, 2017 Author Share Posted July 18, 2017 (edited) Results 10#1d20: 10 # 8 [1d20=8] 20 [1d20=20] 17 [1d20=17] 4 [1d20=4] 8 [1d20=8] 7 [1d20=7] 16 [1d20=16] 10 [1d20=10] 18 [1d20=18] 12 [1d20=12] Gunny gets 8+4 12 Perception. He doesn't see Jay either. Edited July 24, 2017 by Raveled Link to comment
KnightDisciple Posted July 18, 2017 Share Posted July 18, 2017 Init Roll: 9. Delightful. Perceptron: 22. Almost, but no. Link to comment
Raveled Posted July 20, 2017 Author Share Posted July 20, 2017 Initiative 33 -- Blue Jay -- Uninjured -- HPx2 22 -- Sun Walker -- Shaken, Uninjured -- HPx6 22 -- Gun -- Daze, Bruisex1 -- GM 17 -- Sword -- Daze, Uninjured -- GM 10 -- Hammer -- Uninjured -- GM Sun Walker and Gunny have the same Initiative and same Initiative modifier, but Sun Walker has the better Dex so he goes first. Blue Jay's going to start by shooting a bunch of arrows at Gunny. She rolls a 20 to hit, so a crit, and she'll take +5 to her damage. That gives her a 35 overall which handily beats his flat-footed Def of 12, and gives her the full Autofire bonus. Total Toughness DC is 30. He rolls a 17+8 on his Toughness, so 25, so that's Daze + Bruise. Jay has to make her Stealth check again, 4+3 means it's only a DC 7 to spot her. Link to comment
KnightDisciple Posted July 20, 2017 Share Posted July 20, 2017 5 hours ago, Raveled said: Initiative 33 -- Blue Jay -- Uninjured -- HPx2 22 -- Sun Walker -- Shaken, Uninjured -- HPx6 22 -- Gun -- Daze, Bruisex1 -- GM 17 -- Sword -- Daze, Uninjured -- GM 10 -- Hammer -- Uninjured -- GM Sun Walker and Gunny have the same Initiative and same Initiative modifier, but Sun Walker has the better Dex so he goes first. Blue Jay's going to start by shooting a bunch of arrows at Gunny. She rolls a 20 to hit, so a crit, and she'll take +5 to her damage. That gives her a 35 overall which handily beats his flat-footed Def of 12, and gives her the full Autofire bonus. Total Toughness DC is 30. He rolls a 17+8 on his Toughness, so 25, so that's Daze + Bruise. Jay has to make her Stealth check again, 4+3 means it's only a DC 7 to spot her. 22 was my Perception, not my init. My init is 9. FYI. Link to comment
Raveled Posted July 21, 2017 Author Share Posted July 21, 2017 (edited) Okay, so then it's Initiative 33 -- Blue Jay -- Uninjured -- HPx2 22 -- Gun -- Daze, Bruisex1 -- GM 17 -- Sword -- Daze, Uninjured -- GM 10 -- Hammer -- Uninjured -- GM 9 -- Sun Walker -- Uninjured -- HPx6 Gun & Sword are both out this round, so it's Hammertime. He'll try and smack Sun Walker: 8+8 is 16, which misses Walker. His Perception check is 7+4 = 11, which sees Blue Jay. Edited July 24, 2017 by Raveled Link to comment
Raveled Posted July 24, 2017 Author Share Posted July 24, 2017 Okay, should all be caught up now. Ready for Walker's post. Link to comment
KnightDisciple Posted July 24, 2017 Share Posted July 24, 2017 Not sure if I'd still be Shaken or not, I guess a round has gone by...anywho! Gonna try to Grapple the Hammer guy. TAIL POWER HO! Unarmed Attack: 33. (So close to a crit!) Grapple Check: 35. Link to comment
Raveled Posted July 24, 2017 Author Share Posted July 24, 2017 The Shaken wears off in one round, so Walker's out of it. Hammer gets hit by the tail and makes his grapple check; 16 + 7 = 23, a pretty good result but not good enough for here. Walker wins by 5+ and Hammer is Bound and Helpless. Link to comment
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