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    Cairo Express

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    Robyo

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    Re: Cairo Express

    Post  Robyo on Thu Sep 11, 2014 8:28 am

    Olivia winces as the magic bolts sear into her. Now she's pissed. Using her held action (as stated earlier when anyone fired at the car), Olivia leaps out of the car and scales the building with her hair. She is heading towards the magic-user. Let me know where she ends up at the end of her movement.

    *BTW, could she see anyone in the cab of the truck?
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    Re: Cairo Express

    Post  whit10 on Thu Sep 11, 2014 10:10 am

    I'll update around lunch... Rob, I don't have the time to check this morning but, the building is 15' tall, can you climb that fast? (movement is 1/2 normal unless you go for fast climbing) Can you make it up to him?
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    Re: Cairo Express

    Post  Robyo on Thu Sep 11, 2014 10:39 am

    Olivia doesn't have fast climbing. Just tell me how far high up she can go. She has 10' reach with her hair, so maybe the villain is within reach? If so, I might spend a Hero Point.

    Also, was there anyone sitting in the cab of truck? If so, she will yell out a verbal warning to the party.
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    Re: Cairo Express

    Post  whit10 on Thu Sep 11, 2014 10:51 am

    Sorry, the truck appears to have one guy at the wheel and no one else.

    Use of a Hero point would get you up to the guy but that would be two move actions to do so (nothing left for an attack)
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    Re: Cairo Express

    Post  Chris on Thu Sep 11, 2014 11:13 am

    GM - I just checked the climbing rules, since JT is thinking about climbing too.  

    Check: With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.

    Accelerated Climbing: You try to climb more quickly than normal. By accepting a –5 penalty, you can move half your speed (instead of one-quarter your speed).

    I just wanted to double check if we are using the PF rules or if you are making a house-rule change, before Rob spends a Hero point and before JT's turn
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    MAS
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    Re: Cairo Express

    Post  MAS on Thu Sep 11, 2014 11:17 am

    Standing by for CJC turn pending resolution of Rob's actions.
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    Re: Cairo Express

    Post  whit10 on Thu Sep 11, 2014 1:05 pm

    Nice catch Chris, PF rules always apply. Sorry, I'm slammed right now at work and didn't really sleep last night... not on my A game today
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    Re: Cairo Express

    Post  Robyo on Thu Sep 11, 2014 3:29 pm

    It's all good. Thanks for running the adventure!

    Olivia will "hang around," so that next turn she can take her move + standard actions. And maybe spend a Hero point, IDK yet.

    Climb check (though it wasn't asked for): 20 + 0 = 20. Whew!

    Sweat cascades off Olivia's scarred brow as she holds onto the window sill. "Hey, there's a magic bolt-slinging villain on top of this building!" she yells down at her companions. "There's also a sniper on the next building over! Inside the truck, there's a guy at the wheel! Get 'em fellas!"
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    Re: Cairo Express

    Post  whit10 on Thu Sep 11, 2014 4:16 pm

    thank you for hte understanding. Insomnia got me last night, just kind of muddle-headed today and work is just a bitch lately. I'll have more time to do updates as the days move forward
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    Re: Cairo Express

    Post  MAS on Thu Sep 11, 2014 4:27 pm

    COL Corbett notices the magical attack launched from the farthest rooftop, and scowls. He pivots and fires two shots at the magic user above Olivia.




    Rifle "Humanoid, Human" Bane weapon = +2/+2d6 vs humans.
    Feat, Rapid shot: Extra attack, both attacks at -2
    Rifle is loaded with +1 ammunition
    Target is within 1st range increment (100 ft) , attack is vs. touch AC

    Both attacks are +7/+2d6+1

    Attack one =

    Result of the throw of dice "1d20 +7" :

    2 + 7 = 9

    If hits,

    Result of the throw of dice "1d12 +2d6 +1" :

    4 + 4 + 5 + 1 = 14

    Attack two =

    Result of the throw of dice "1d20 +7" :

    17 + 7 = 24

    If hits,
    Result of the throw of dice "1d12 +2d6 +1" :

    6 + 6 + 6 + 1 = 19




    "Bloody hell" he says as he rushes the first shot and misses. He exhales deeply, and fires in the low pause between breaths for the next shot...
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    Re: Cairo Express

    Post  whit10 on Thu Sep 11, 2014 8:20 pm

    Corbett's first shot goes wide, badly. His second shot hits the mark and hte shadowy figure yelps and curses.

    CR III is up.
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    Re: Cairo Express

    Post  navyik on Thu Sep 11, 2014 9:11 pm

    Having tangled with this rogue long enough, CR3 delivers a single knife hand chop to the neck, hoping to stun.

    Roll 10+10=20
    8+4=12 dmg
    Stun fort dc 16

    Then noting the undefended car, he sprints to it.
    If the stun fails he will tumble first. Either way he will use his quickrun shirt to leap to the hood of the car. Also, as he runs, he pulls on his heavy pocketwatch and the chain and blade attached to it spring to life.
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    Re: Cairo Express

    Post  whit10 on Fri Sep 12, 2014 9:08 am

    he was injured to begin with... he's now down and out.

    Alan, how does CR III have 45' movement? I get 40'

    anyway. CR III sprints to the vehicle with incredible speed...

    map is updated.



    Top of Round 3.

    JT is up
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    Re: Cairo Express

    Post  Chris on Fri Sep 12, 2014 10:02 am

    GM - what's the climb DC for the building nearest to JT? (trying to decide if I can go fast climb or not)
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    Re: Cairo Express

    Post  whit10 on Fri Sep 12, 2014 10:21 am

    DC 15 for normal climb (it's an older wood building with 'handholds')
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    Re: Cairo Express

    Post  Chris on Fri Sep 12, 2014 10:50 am

    whit10 wrote:DC 15 for normal climb (it's an older wood building with 'handholds')

    Ok, move action to sheathe melee wpn, 5ft step to 0508 and then climb 15ft (1/2 of 30ft), attempting fast climb up the west wall of the building (height 15ft)

    climb check DC20 = 15 + 5 for fast climbing

    Result of the throw of dice "1d20 +10" :

    11 + 10 = 21 (whew)

    JT should have just reached the top of the wall, but not gone over, given the movement count, right? I want JT to still be on the wall, not the roof, thus not in the line of sight of the guy on top of the roof. looks like hex 0608

    Stealth check if needed
    Result of the throw of dice "1d20 +12" :

    14 + 12 = 26

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    Re: Cairo Express

    Post  whit10 on Fri Sep 12, 2014 11:39 am

    Yes, you are correct as to placement. Your where you want to be.

    One note for everybody.. though it doesn't say so, I count Quick Draw as allowing for quick sheathing or quick 'holstering'. There is no feat for it anymore like there was in D&D 3.5, so I think it makes logical sense.
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    Re: Cairo Express

    Post  Chris on Fri Sep 12, 2014 11:51 am

    whit10 wrote:Yes, you are correct as to placement.  Your where you want to be.

    One note for everybody.. though it doesn't say so, I count Quick Draw as allowing for quick sheathing or quick 'holstering'.  There is no feat for it anymore like there was in D&D 3.5, so I think it makes logical sense.

    affraid hooray for the GM!

    Question - can you quick sheath and quick draw in the same round?

    ex: JT quick sheath his ax, climb 15ft, quick draw + attack (assuming enemy was in range)
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    Re: Cairo Express

    Post  whit10 on Fri Sep 12, 2014 11:58 am

    hmm... good question. I'll say that you can quick draw and sheath ONE item only. Since there is a Mythic Feat that allows for two items to be quick drawn.

    Elliot is up.

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    Re: Cairo Express

    Post  Arcturus2 on Fri Sep 12, 2014 12:58 pm

    Elliot is going to start running after the car, hoping that the others follow suit..

    His 40 ft movement should get him to hex 1006 or so.

    Elliot sees the Butler drop the two baddies that were surrounding him. He hears gunfire and sounds of magical battle down the street and sets off at a trot after Olivia and the cargo. He holds his pistol close to his side hoping not to draw too much notice.

    As he approaches the intersection he should come into LOS with the baddie in 1106.

    Elliot stops in 1006 and raises his .45, taking a quick shot at the enemy.

    Attack 1: 1d20+9 (14+9)=23
    If that hits: 1d10 +4 (9+4)=13
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    Re: Cairo Express

    Post  whit10 on Fri Sep 12, 2014 2:48 pm

    dammit! I did it again, I forgot to save the most recent map on my hard drive. Sorry 'bout that. I'll update early this evening and have the bad guys go.
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    Re: Cairo Express

    Post  Chris on Fri Sep 12, 2014 5:48 pm

    whit10 wrote:
    One note for everybody.. though it doesn't say so, I count Quick Draw as allowing for quick sheathing or quick 'holstering'.  There is no feat for it anymore like there was in D&D 3.5, so I think it makes logical sense.

    since I could have put my axe away for free.... can I still take my standard action?

    I would like to use my Vanishing Trick to turn invisible for 5 rds
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    Re: Cairo Express

    Post  whit10 on Fri Sep 12, 2014 5:55 pm

    Yes Chris, that's fine (since it was a rules clarification on my part)
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    Re: Cairo Express

    Post  whit10 on Fri Sep 12, 2014 8:36 pm

    JT is concealed (as far as he knows) just over the edge of the roof.

    Elliot blasts away at the baddie at 1106. The baddie takes the round and yelps angrily.

    Bad guys turn.

    The baddie that Elliot shot pulls his own pistol and fires back...

    Roll(1d20)+5:
    5,+5
    Total:10


    ....and misses badly, sheesh.

    The second baddie right next to him moves up and attempts to disarm Elliot with his long dagger...

    Roll(1d20)+6:
    8,+6
    Total:14

    ...and he fails too (I need new baddies)

    The guy above Elliot on the roof top pulls another 'stick' out of his tunic and (for those that can see) it has a large bulbous end... it is a German 'potato masher' style grenade.

    He tosses it at Elliot after pulling the pin.

    Roll(1d20)+5:
    2,+5
    Total:7

    ARRRG!!! Scatter rule in effect (he was targeting Elliot)

    Roll(1d8)+0:
    7,+0
    Total:7

    lol... he dropped it by his own guys (facepalm)

    Roll(4d6)+0:
    5,4,1,6,+0
    Total:16

    Both of those guys take damage, the one that Elliot shot is dead.

    To the east, another rogue emerges from the darkness and attacks CR III with the whip in his hand, attempting to trip him.

    Roll(1d20)+5:
    16,+6
    Total:22

    a near miss!

    The rogue driving the truck emerges with an older looking sawed-off double barrel shotgun, he blasts away at Olivia and CR III (both barrels, -2 to each shot)

    Roll(1d20)+4:
    10,+4
    Total:14

    Roll(1d20)+4:
    9,+4
    Total:13

    miss on both shots... pellets bounce off the street and building that Olivia is climbing.

    The baddie on top of the building that Olivia is climbing sends a flashing green arrow at the Colonel (ranged touch attack)

    Roll(1d20)+7:
    9,+7
    Total:16

    I think that hits. Matt, can you finish your character and provide AC, touch AC and what not? I think your BAB is also too low, should be +4 by my count.

    anyway, the Colonel takes 6 points of acid damage... the arrow burrows into Corbett's flesh and burns horrifically.

    the same mage screams something in Arabic (for those that understand it... "get the carpets you fools!") and he backs away from the roof top....

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    Re: Cairo Express

    Post  whit10 on Fri Sep 12, 2014 8:37 pm

    I think that Olivia is up next? Since she held her action earlier....

    Anyway, after Olivia is the Colonel and then CR III
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    Re: Cairo Express

    Post  navyik on Fri Sep 12, 2014 9:02 pm

    "Like the wind" boosts base speed 5' (alternate sylph racial ability). CR3 has 10' reach now. AoO on whip attacker?

    2+10=12
    If it hits 5+2=7 damage
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    Re: Cairo Express

    Post  whit10 on Fri Sep 12, 2014 9:09 pm

    It would have missed anyway, but you only get AoOs when they try to move though a space or move up and don't attack in your threat range. He attacked, so not in this case.

    Where are you getting the extra 5' of reach from? I just don't see it on your character (not that I don't believe it's there, I just couldn't find it)
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    Re: Cairo Express

    Post  navyik on Fri Sep 12, 2014 10:05 pm

    Kusarigama. He entered my threatened area at 10' and kept moving up to 5'. Textbook AoO dude! study
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    Re: Cairo Express

    Post  whit10 on Fri Sep 12, 2014 10:13 pm

    When you're right, you're right. I got you confused with the icon for Elliot for a moment.

    You missed the AoO anyway, but you're right about getting to do it. drunken
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    Re: Cairo Express

    Post  Robyo on Fri Sep 12, 2014 10:14 pm

    We're still in same initiative, correct? A held action is not the same as delayed action, so she shouldn't have moved in the initiative order. Just trying to be clear.

    Olivia finishes her climb to the rooftop. Closing in on the mage, she flips out into a Controlled Rage (free action), gaining a bonus +4 to her Constitution. Olivia attacks with her hair, using Flurry of Blows and applying Stunning Fist. Her dreadlocks are like tentacles, flinging out at the foe with wild force.

    1st Attack) 17 + 8 + 2 = 27

    If that hits, damage: 3 + 5 + 2 = 10 and target is Stunned

    2nd) 15 + 8 + 2 = 25

    damage: 4 + 5 + 2 = 11 and target is Stunned


    That concludes Olivia's turn.

    *Not sure if it would have made a difference from the auto-hit magic bolts from earlier, but Olivia was, and is still, under the effects of her Protection from Evil potion. It lasts 6 minutes, I believe.
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    Re: Cairo Express

    Post  navyik on Fri Sep 12, 2014 10:15 pm

    I am, afterall, the one who settled the ancient debate over thermal dets!
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    Re: Cairo Express

    Post  whit10 on Fri Sep 12, 2014 10:32 pm

    Delay

    By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.

    You never get back the time you spend waiting to see what's going to happen. You also can't interrupt anyone else's action (as you can with a readied action).

    Initiative Consequences of Delaying: Your initiative result becomes the count on which you took the delayed action. If you come to your next action and have not yet performed an action, you don't get to take a delayed action (though you can delay again).

    If you take a delayed action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.



    That's what's in the combat section at the bottom of the page.  I wasn't being clear enough on asking when you wanted to act.  You floored it when they fired at the car in round 1.  Since then, I've counted you as going right after the baddies.

    We just need to be more clear in the future... myself included.  I also never asked if you had left the car running the whole time or if you had turned it off at any point... my bad on that (it might have been significant)

    Any who...

    you may only make one Stunning Fist per round... so only the first one is a Stunning Fist hair whip.

    Roll(1d20)+5:
    5,+6
    Total:11

    And the GM's dice continue to SUCK!!  

    Your target is badly injured and stunned...  nicely done!

    Read the 1st level spell Magic Missile... it auto hits unless you have the spell - Shield active or if you have Magic Resistance, or has Total Cover or Concealment, which you did not have.  Just partial cover
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    Re: Cairo Express

    Post  whit10 on Sat Sep 13, 2014 12:38 am

    The Colonel is up.
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    Re: Cairo Express

    Post  Robyo on Sat Sep 13, 2014 8:09 am

    I never specified a Delay. I said held action, which meant Ready action, since that has always been the parlance on this forum, as far as I have winessed. That is why I announced the "trigger" for said action. It also why she took a move action before she held (Readied) her standard action.

    "Drive up in front of the truck so the vehicles are nose-to-nose. Prepared to jump out (held action) in case they open fire."

    Ready

    The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).

    Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

    You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.

    Initiative Consequences of Readying: Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don't get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

    ...

    Technically, Olivia should have been able to exit the car before she was shot with magic missle, since her (stated) trigger was anyone firing at the car and the magic user seemed to go after the crossbow sniper. Though I was mistaken, apparently a Readied action does change your initiative order. However, I think her new placement would be ahead of the sniper and mage, not after them.

    Which also means we have been abusing the "held action" rule, since in no previous games that I recall, a character's initiative order was changed due to them using the held action option. Now I know Radiance isn't as specific, and maybe SW uses the rule differently. Too lazy to look it up right now. But we've also played PF and this issue hasn't come up.

    And that is also why, when I run games, I often re-list the initiative order. It helps to avoid confusion and keep that important information from being lost "up thread."

    As for the car, yeah, it would still be running, unless disengaging the ignition is a free action, which I doubt. It may have made a difference if that had been stated, you are correct. But CRIII is there now so he can babysit the car if he wants.
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    Re: Cairo Express

    Post  Chris on Sat Sep 13, 2014 9:49 am

    Rob is correct here, nice catch!

    I just checked SW (3.25e) and the "consequences" of using Ready\Held and Delay are exactly the same as he quoted from PF.  I know that I was playing them differently as GM, apparently incorrectly.

    FWIW, I will continue to run them as before for the following reasons:

    Delay - you can do anything you want, at any later time, with no restrictions.  To me, this means you are lowering your initiative, but you have full freedom of when to act in terms of when and what you do. This is NOT an interrupt, you cannot jump another person's initiative or interrupt their actions.

    Ready\Held - In the SW language, it costs you a standard action to Ready\Hold a later action\trigger.  You spend your standard action on your normal initiative count, so in my opinion, you have actually acted on your proper initiative for that turn.  You must state a specific action which you are holding AND create a specific "Trigger" condition under which it will occur.  This IS an interrupt, that is it's intent and purpose, you spend your standard action, on your turn, to play your 'interrupt' card, you just hold it in your hand to see if the "trigger" condition is met, if it is you get to jump ahead of that character and interrupt them. If it is never met in that turn, you are not really losing anything, because you spent your standard action to create the ready\hold.

    The language in SW about spending your Standard action to create the ready\trigger is a big part of my thinking here.

    There is also a big difference in freedom of action\choice between Ready\Held and Delay.  The language about not being able to act twice in the same round, by delaying out of one round and into the next is worth noting, since it creates a whole separate issue in my mind.
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    Re: Cairo Express

    Post  whit10 on Sat Sep 13, 2014 9:58 am

    I see your point Rob. On the next round, I will change the order back.

    I like that it's worded that way, actually.
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    Re: Cairo Express

    Post  navyik on Sat Sep 13, 2014 10:16 am

    Chris was WRONG? Next, the seas will dry up!
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    Re: Cairo Express

    Post  Robyo on Sat Sep 13, 2014 1:35 pm

    "Human sacrifice, dogs and cats living together... mass hysteria!"
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    Re: Cairo Express

    Post  MAS on Sat Sep 13, 2014 10:16 pm

    navyik wrote:Chris was WRONG?  Next, the seas will dry up!

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    Re: Cairo Express

    Post  navyik on Sat Sep 13, 2014 10:19 pm

    Its your move matt. bounce
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    Re: Cairo Express

    Post  MAS on Sat Sep 13, 2014 10:56 pm

    That hits, CJC takes 6 dmg. I didnt realize I hadnt finished those calculations, Ill get it cleaned up on record asap.




    Full round action, run: Straight down, then turn behind the buildings and get as close to the magic missile guy as I can - on the ground. Once behind the buildings, the intent is to keep eyes on the shooter - I want to see if he comes down, jumps to another building, etc.


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    Re: Cairo Express

    Post  whit10 on Sat Sep 13, 2014 11:18 pm

    So you mean south, I assume. I'll move you down 40' on the updated map.

    CR III is up.
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    Re: Cairo Express

    Post  MAS on Sat Sep 13, 2014 11:47 pm

    whit10 wrote:So you mean south, I assume.  I'll move you down 40' on the updated map.

    CR III is up.

    Down on a map does not automatically mean south. Wink

    Run
    You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you're in heavy armor).

    If your not going to let me use x4 movement, Im not going to waste a full round action on it. If that is the case, Ill use my single 30 ft move down to 0510, and then cast "invisibility".
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    Re: Cairo Express

    Post  navyik on Sun Sep 14, 2014 12:14 am

    CR3's assailant ducks past the kusarigama only to meet up face to spinning back elbow.

    Flurry + additional attack for 1 ki point:

    Att 14+8=22
    Dmg 7+4=11

    Kick to the knee
    Att 11+8=19
    Dmg 8+4=12

    Elbow to the back of the neck
    Att 9+8=17
    Dmg 8+4=12

    If he drops, then 5' step into that hex glaring at the truck driver. Evil or Very Mad

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    Re: Cairo Express

    Post  whit10 on Sun Sep 14, 2014 10:06 am

    He drops.... you're glaring at the guy with the shotgun that missed earlier. He looks a bit worried. lol




    Top of Round 4
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    Re: Cairo Express

    Post  Chris on Sun Sep 14, 2014 10:28 am

    Using his skills honed in the trenches of the Somme, JT will slip silently up over the lip of the wall, carefully creeping up on the unsuspecting opponent on the roof 0908. JT waits until he is behind his prey, quickly drawing his dwarven trenchax and burying it deeply in his back.

    Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving.

    Stealth check +20 for inviso
    Roll(1d20)+32:
    8,+32
    Total:40

    Invisible: Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any).

    Sneak Attack, 2H, +2 Inviso
    Roll(1d20)+11:
    16,+11
    Total:27

    no dex bonus for him

    if that hits
    Roll(1d10)+7:
    8,+7
    Total:15

    sneak attack damage
    Roll(3d6)+0:
    2,6,3,+0
    Total:11

    (this is the same guy I hit in rd1)
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    Re: Cairo Express

    Post  whit10 on Sun Sep 14, 2014 10:42 am

    'aaiigghhh' the incompetent shadow on the top of the first building drops as his unseen assailant appears over his body, blood dripping from the trench axe.

    Elliot is up, then Olivia (although basically simultaneous)
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    Re: Cairo Express

    Post  Arcturus2 on Sun Sep 14, 2014 6:23 pm

    Is the map current? What're the positions of the car and truck?
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    Re: Cairo Express

    Post  Chris on Sun Sep 14, 2014 7:11 pm

    Arcturus2 wrote:Is the map current? What're the positions of the car and truck?

    map was current at start of rd 4, but JT moved over and took out the shadow guy. I can see the car and truck on the right side of the map. if you can't see them, it is probably a setting or something in your browser.

    Try just clicking on the image of the map, so it loads in a new window. that fixes it, sometimes
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    Re: Cairo Express

    Post  whit10 on Sun Sep 14, 2014 7:13 pm

    The map is current except for JT, who is on top of the building to the South, near the river.

    Can you not see all of the map?

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