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Rough and Tumble (OOC)


Thevshi

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Move Action: Taunt the other guy at -5 bluff check. Taking skill mastery on that for a DC 15 intimidate effect. 

 

Ok, next up, a standard action: so Shifting Defensive Attack +2 Defence, -2 Attack and making a trip attack. 

 

1d20+8=22 I will guess that hits?

 

His opposed trip roll is +2 base attack, and +4 from Improved Trip attack: 1d20+6=24 which is kind of good. Also, seeing as these two look stronger than they are agile, I choose they defend with Dexterity/Acrobatics rather than Strength!

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Okay, Jack is going to Aid other by trying to set up for Malcom to get a shot at Lucy, he easily does this with a 22 on his attack roll vs the DC 10 for the action.  Thanks to the Teamwork feat, this gives Malcom a +3 on his attack roll.

 

Malcom stands up and attacks Lucy, but still misses despite the +3 with a 17

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Okay, some new combatants.  Thugs in waiting room.  The Fighters.  

 

Round Two

 

25 Revenant (unharmed, 1 HP)

25 Fighter 8

25 Fighter 12

24 Fighter 2

20 Fighter 10

20 Thug 6

19 Hound (unharmed)

18 Crimson Tiger (unharmed, 4 HP)

18 Fighter 11

18 Thug 3

17 Fighter 5

14 Bloody Mess (unharmed, 2 HP)

14 Fighter 3

13 Fighter 9

13 Thug 4

12 Fighter 4

9 Thug 5

8 Fighter 1

7 Fighter 7

6 Jack (bruised)

6 Fighter 6

5 Malcom

4 Thug 7

 

Rev is up!

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Okay, Fighter 8 starts moving toward the door and opens it to see the melee taking place outside.

 

Fighter 12 follows after, and comes up behind Harry and throws a punch.  He hits with a 21, so a DC 18 toughness save for Hound!

 

Fighter 2 closes with Mess and attacks, but misses with a 16.

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So Harry will take the total defence action this round, using his standard action to boost his defence by +8! (due to improved defence 2 feat). 

 

For his move action, he will try a bluff / feint on the fighter (using set up feat to allow Revenant to punch him), taking 10 on the bluff roll, with a -5 penalty for move action, that is a DC 15 feint on the fighter. May work!

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Crimson Tiger's gonna pull out all the stops here;

 

First, she's gonna drop these two thugs like a bag of potatoes; DC27 TOU saves all around.

 

They aren't able to make that (according to chat), so it's on! She's gonna surge after knocking these guys out;

 

Move-by-action past the fallen thugs and lining up an attack; 21 if that hits, he's got a DC25 TOU save to make

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