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You can be patrolling if you'd rather. It's a nice day! Be near Southern Shore!

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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

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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

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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.

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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. 

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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

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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.

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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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