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Flare Knight, November 18, 2010 in Archives
Using hero point from luck to use connected feat(which I should add later) to gather info on where that truck is headed.
your contacts are nice enough enough to inform Sil that the van belongs to a Gang Member under the employ of one of the Freedom City Mobs, and that if he used it to commit a crime, he's probably going to a nearby junkyard to either dump the van or get it painted over and the plates swapped, and are nice enough to give you directions.
Taking ten on stealth for Sil, which is 25DC, which is physically impossible for the two of them to notice if they are thugs.
You are correct, and they fail to notice you.
Trip roll, 21, against the junk yard owners dex.
STR 24 (+7)
DEX 24 (+7)
CON 24 (+7)
Skills: Acrobatics 8 (+15), Climb 8 (+15), Intimidate 8(+8), Notice 4 (+4)
Feats: Acrobatic Bluff, Chokehold, Diehard, Improved Grab, Improved Grapple, Improved Pin, Power Attack, Takedown Attack 2 (5-foot move)
Combat: Attack +5, Grapple +12, Damage +7 (unarmed), Defense +5, Knockback -3, Initiative +7
That's the Wrestler. The Boxer has the same stats, but with the following feats instead: Acrobatic Bluff, Diehard, All-out Attack, Defensive Attack, Elusive Target, Takedown Attack, Improved Initiative, Power Attack. This increases his Initiative to +11, and his Grapple to +8
15+11=26 Boxer Boy get 26
3+7=10 Wrestler goes after Sil
12+0=12 Powerhouse gets a 12
Boxer, Powerhouse, Sil, Wrestler is the Initiative order.
Boxer will All-Out Attack, lowering his Defense to 0 for a total of +10 to hit. 3+10 =13, missing Sil.
Powerhouse will respond by attacking the Wrestler, 11+10=21 DC of 30. The save is 1+7=8 and he's out.
DC 21 toughness roll.
Taking ten disable device to make twenty to unlock the breifcase with Sil's set of poor man lockpicks.