Forgot your password?
Angel, September 4, 2009 in Archives
Thread for Witch and Zealot
Present and accounted for!
Making a stealth roll of 26 that's just terrible but oh well.
Can't beat that at all
So, we have 10 thugs surrounding a car. They have guns. How do we do this?
well let's roll Initiative first, Zealot got a 14
He'll be hanging back to see how things go for the first round though.
Initiatives (1d20+1=16, 1d20+1=18, 1d20+1=17, 1d20+1=13, 1d20+1=2, 1d20+1=18, 1d20+1=17, 1d20+1=10)
My Initiative (1d20+3=21)
Thug 1: 18
Thug 2: 18
Thug 3: 17
Thug 4: 17
Thug 5: 16
Thug 6: 13
Thug 7: 10
Thug 8: 2
you coulda just rolled one initiative for them and have them all use it, I recommend that
Then again, they could have all went before us or all after us and where would the fun in that be?
Taking 10 to shoot him. It hits. Toughness (1d20+2=20)
Taking 10 on Bluff to Taunt as a move action. Which is 15. vs Demoralize (1d20=13, 1d20=9, 1d20=4, 1d20=10, 1d20=19, 1d20=5, 1d20=20, 1d20=8) The first four, the sixth, and the eighth are demoralized
Dropping down on the thugs in the center of their group and using the targeted burst area strike. Taking ten I hit all within a 45 foot area and they have to make a dc 23 toughness save (which they can't) so there ya go.