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Posted (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 by Raveled
Posted (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 by Raveled
Posted

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.

Posted
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. 

Posted (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 by Raveled
Posted

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.

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