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5 posters
Pt. 3: "Showdown at Biggs Ranch"
Chris- Posts : 9522
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- Post n°351
Re: Pt. 3: "Showdown at Biggs Ranch"
when Auren sees the new stranger, he will declare in his cop voice, "Arizona Marshall, drop your weapon! Bossman is dead, the rest of his men are helping me clean up, if you need a new job."
whit10- Posts : 6625
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- Post n°352
Re: Pt. 3: "Showdown at Biggs Ranch"
I'M back... let's get this over with
MAS- Admin
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- Post n°353
Re: Pt. 3: "Showdown at Biggs Ranch"
If talking is a free action -
"Aint' with the bossman Marshall Sparx, but I will help you clean this up. Then we'll have a talk..."
Jack is not dropping his shotgun, its still trained on the golem-mech.
"Aint' with the bossman Marshall Sparx, but I will help you clean this up. Then we'll have a talk..."
Jack is not dropping his shotgun, its still trained on the golem-mech.
Chris- Posts : 9522
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- Post n°354
Re: Pt. 3: "Showdown at Biggs Ranch"
"Fair enough, stranger. With all the fiends, face-dancers, purple squid-heads and general weird drek I have seen in the last 3 days, I will gladly take all the help we can get."
Auren strains to see around the corner, "what'cha shootin at?"
(If I recall, speaking is a "swift" action. you get 3 swift actions per turn)
Auren strains to see around the corner, "what'cha shootin at?"
(If I recall, speaking is a "swift" action. you get 3 swift actions per turn)
MAS- Admin
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- Post n°355
Re: Pt. 3: "Showdown at Biggs Ranch"
"Some kinda creature tryin' to drive a 20 ft tall war machine" Stone replies....."And hes a failin' something miserable"
Chris- Posts : 9522
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- Post n°356
Re: Pt. 3: "Showdown at Biggs Ranch"
"Grog" Auren mutters under his breath.
If Auren can now pass through Jack, he will take the rest of his first move to get to about R-3 and his Hustle (-1 vit) to get under the mech, moving diagonally in a straight line.
"Grog! I have already put better men than you in pine boxes today. You don't have to join Biggs, Bain and the others. Shut it down, NOW!"
Auren will use the momentum of his movement for a Charge, Power Attack on the underbelly of the mech. I am visualizing the marshall running at the mech, crouching down and thrusting his greatsword up into the guts (hopefully mechanical gears, power source and such) of the mecha.
single attack, -2 power attack
Result of the throw of dice "1d20 +10" :
1 + 10 = 11
uh oh!
damn, it woulda looked cool anyways
*edit* i had to look back 4 pages to find current vitality\wounds
21\25 vitality, 10\10 wounds
no damage since healing up in after the Bain fight
Robyo wrote:
Auren could see the mech at S-3, but that is where Jack is standing! You can move through an ally's square, but you guys haven't even met yet.
Auren can run under the golem's legs, if he's ducking. The paladin wears plate armor with a great helm, so he's not lithe. And normally, Grog would get an AoO, but he's momentarily stalled, so you're in luck.
If Auren can now pass through Jack, he will take the rest of his first move to get to about R-3 and his Hustle (-1 vit) to get under the mech, moving diagonally in a straight line.
"Grog! I have already put better men than you in pine boxes today. You don't have to join Biggs, Bain and the others. Shut it down, NOW!"
Auren will use the momentum of his movement for a Charge, Power Attack on the underbelly of the mech. I am visualizing the marshall running at the mech, crouching down and thrusting his greatsword up into the guts (hopefully mechanical gears, power source and such) of the mecha.
single attack, -2 power attack
Result of the throw of dice "1d20 +10" :
1 + 10 = 11
uh oh!
damn, it woulda looked cool anyways
*edit* i had to look back 4 pages to find current vitality\wounds
21\25 vitality, 10\10 wounds
no damage since healing up in after the Bain fight
Robyo- Posts : 3587
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- Post n°357
Re: Pt. 3: "Showdown at Biggs Ranch"
Auren's sword glances off the underbelly of the war-golem with no effect.
Grog fails to restart the mech. "Grungar!" he spits, throwing levers.
Outside, by the road, the sniper fires twice:
1) at Lennie: 32vsRef = 24 damage, he's dead
2) at Goliath: Crit! = 34 damage
"We're getting cut to shreds!" says Sarge. "I will try to flank him!" He makes a double-move to C-3.
"Good idea, Sarge, Let's get him in the crossfire!" Bud yells and runs to K-10. He leaves behind a trail of blood and huddles behind some rocks.
Tommy is up...
Grog fails to restart the mech. "Grungar!" he spits, throwing levers.
Outside, by the road, the sniper fires twice:
1) at Lennie: 32vsRef = 24 damage, he's dead
2) at Goliath: Crit! = 34 damage
"We're getting cut to shreds!" says Sarge. "I will try to flank him!" He makes a double-move to C-3.
"Good idea, Sarge, Let's get him in the crossfire!" Bud yells and runs to K-10. He leaves behind a trail of blood and huddles behind some rocks.
Tommy is up...
whit10- Posts : 6625
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- Post n°358
Re: Pt. 3: "Showdown at Biggs Ranch"
Well, Goliath is dead. Tommy is one shot away as well. Time to die with my boots on!
Using rapid shot - two rifle shots
Roll(1d20)+8:
3,+8
Total:11
Roll(1d20)+8:
6,+8
Total:14
Ugh... Rob, I'm just posting this for your attention. I'm going to post some questions on the House Rules page that I hope your amenable to. Just didn't want to clutter this page with it.
Using rapid shot - two rifle shots
Roll(1d20)+8:
3,+8
Total:11
Roll(1d20)+8:
6,+8
Total:14
Ugh... Rob, I'm just posting this for your attention. I'm going to post some questions on the House Rules page that I hope your amenable to. Just didn't want to clutter this page with it.
Chris- Posts : 9522
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- Post n°359
Re: Pt. 3: "Showdown at Biggs Ranch"
Robyo wrote:Auren's sword glances off the underbelly of the war-golem with no effect.
that's it for a fumble? whew, i was expecting something worse.... fall prone, drop wpn, etc
Robyo- Posts : 3587
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- Post n°360
Re: Pt. 3: "Showdown at Biggs Ranch"
Chris wrote:Robyo wrote:Auren's sword glances off the underbelly of the war-golem with no effect.
that's it for a fumble? whew, i was expecting something worse.... fall prone, drop wpn, etc
Oh yeah, fumble. Missed that. Okay, Auren spends his next turn picking up his sword.
Robyo- Posts : 3587
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- Post n°361
Re: Pt. 3: "Showdown at Biggs Ranch"
whit10 wrote:Well, Goliath is dead. Tommy is one shot away as well. Time to die with my boots on!
Using rapid shot - two rifle shots
Roll(1d20)+8:
3,+8
Total:11
Roll(1d20)+8:
6,+8
Total:14
Ugh... Rob, I'm just posting this for your attention. I'm going to post some questions on the House Rules page that I hope your amenable to. Just didn't want to clutter this page with it.
Goliath is dead, really? No Mounted Combat? Maybe you want to end Tommy ASAP?
Sniper is still hidden, but you wouldn't have hit anyhow with those rolls.
Robyo- Posts : 3587
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- Post n°362
Re: Pt. 3: "Showdown at Biggs Ranch"
BTW, new Star Trek film is awesome
Okay, Round 2:
JP is up...
Okay, Round 2:
JP is up...
whit10- Posts : 6625
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- Post n°363
Re: Pt. 3: "Showdown at Biggs Ranch"
oops, forgot about that.
Ride Check:
Roll(1d20)+12:
12,+12
Total:24
Ride Check:
Roll(1d20)+12:
12,+12
Total:24
Robyo- Posts : 3587
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- Post n°364
Re: Pt. 3: "Showdown at Biggs Ranch"
whit10 wrote:oops, forgot about that.
Ride Check:
Roll(1d20)+12:
12,+12
Total:24
Goliath takes no damage from the grazing shot.
navyik- Posts : 5042
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- Post n°365
Re: Pt. 3: "Showdown at Biggs Ranch"
Jp readies his action to blindly throw a lever if grog gets it started. "Hey beuts, maibee yeu cgan trrreep eet, no?" (Swifts)
Robyo- Posts : 3587
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- Post n°366
Re: Pt. 3: "Showdown at Biggs Ranch"
navyik wrote:Jp readies his action to blindly throw a lever if grog gets it started. "Hey beuts, maibee yeu cgan trrreep eet, no?" (Swifts)
Okay, readied action by JP if Grog gets the mech started. Sounds good.
Jack is up...
MAS- Admin
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- Post n°367
Re: Pt. 3: "Showdown at Biggs Ranch"
"looks like you got mite better idea whats going here, Marshall. I'll cover your move" says jack.
Holding action-
Holding action-
Robyo- Posts : 3587
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- Post n°368
Re: Pt. 3: "Showdown at Biggs Ranch"
MAS wrote:"looks like you got mite better idea whats going here, Marshall. I'll cover your move" says jack.
Holding action-
It's best if you declare a trigger upon which you plan to use your held action.
Auren is up...
Chris- Posts : 9522
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- Post n°369
Re: Pt. 3: "Showdown at Biggs Ranch"
I believe you had said earlier it is a move action to pick up a dropped weapon? when the guy used the whip on Auren
move action - pick up Greatsword
standard action - rapid attack, -2
power attack -2
Auren, still trying to recover his coolness after that last flop, will crouch down to pick up his sword and in a spinning motion take 1 swing at each leg of the mech (since he can't stand all the way up)
Left leg, 1st swing
Result of the throw of dice "1d20 +8" :
15 + 8 = 23
if that hits, damage
Result of the throw of dice "2d6 +27" :
2 + 5 + 27 = 34
right leg, 2nd swing
Result of the throw of dice "1d20 +8" :
9 + 8 = 17
if that hits
Result of the throw of dice "2d6 +27" :
2 + 6 + 27 = 35
+5 damage if Grog is evil alignment
move action - pick up Greatsword
standard action - rapid attack, -2
power attack -2
Auren, still trying to recover his coolness after that last flop, will crouch down to pick up his sword and in a spinning motion take 1 swing at each leg of the mech (since he can't stand all the way up)
Left leg, 1st swing
Result of the throw of dice "1d20 +8" :
15 + 8 = 23
if that hits, damage
Result of the throw of dice "2d6 +27" :
2 + 5 + 27 = 34
right leg, 2nd swing
Result of the throw of dice "1d20 +8" :
9 + 8 = 17
if that hits
Result of the throw of dice "2d6 +27" :
2 + 6 + 27 = 35
+5 damage if Grog is evil alignment
MAS- Admin
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- Post n°370
Re: Pt. 3: "Showdown at Biggs Ranch"
Robyo wrote:MAS wrote:"looks like you got mite better idea whats going here, Marshall. I'll cover your move" says jack.
Holding action-
It's best if you declare a trigger upon which you plan to use your held action.
Auren is up...
Fair enough - End of round, or Grog gets the Golem-mecha re-started...
Robyo- Posts : 3587
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- Post n°371
Re: Pt. 3: "Showdown at Biggs Ranch"
Both of Auren's blows bounce off the golem's heavy plating.
Grog throws a lever and restarts his mech. The belly furnace flares up green and burns brightly in a magical flame. Once again, steam jets out of the shoulders. Then he begins to move away.
*Grog still has a move action, but JP and Jack can use their readied actions as immediates.
JP up...
Grog throws a lever and restarts his mech. The belly furnace flares up green and burns brightly in a magical flame. Once again, steam jets out of the shoulders. Then he begins to move away.
*Grog still has a move action, but JP and Jack can use their readied actions as immediates.
JP up...
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- Post n°372
Re: Pt. 3: "Showdown at Biggs Ranch"
"I reckon we best stop this thingeramjig".......BOOM!
1 Move action = Actviate "True StrikeM: Once daily as a move action, boost your next attack roll that round by +10"
1 Standard action = Attack, shotgun, +9 (+10)
Result of the throw of dice "1d20 +19" :
11 + 19 = 30
If it hits :
Result of the throw of dice "2d8 +4" :
3 + 7 + 4 = 14
1 Move action = Actviate "True StrikeM: Once daily as a move action, boost your next attack roll that round by +10"
1 Standard action = Attack, shotgun, +9 (+10)
Result of the throw of dice "1d20 +19" :
11 + 19 = 30
If it hits :
Result of the throw of dice "2d8 +4" :
3 + 7 + 4 = 14
Chris- Posts : 9522
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- Post n°373
Re: Pt. 3: "Showdown at Biggs Ranch"
AoO if Grog moves the mech?
Chris- Posts : 9522
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- Post n°374
Re: Pt. 3: "Showdown at Biggs Ranch"
Robyo wrote:Both of Auren's blows bounce off the golem's heavy plating.
bounced off as in hit but didn't get past the DR or bounced off as in didn't actually hit (beat Fort)?
navyik- Posts : 5042
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- Post n°375
Re: Pt. 3: "Showdown at Biggs Ranch"
Jp will magehand again randomly yankin on controls. Can he step into the mech?
Robyo- Posts : 3587
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- Post n°376
Re: Pt. 3: "Showdown at Biggs Ranch"
Chris wrote:Robyo wrote:Both of Auren's blows bounce off the golem's heavy plating.
bounced off as in hit but didn't get past the DR or bounced off as in didn't actually hit (beat Fort)?
You didn't beat it's Fort. It's got pretty tough DR too.
Robyo- Posts : 3587
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- Post n°377
Re: Pt. 3: "Showdown at Biggs Ranch"
navyik wrote:Jp will magehand again randomly yankin on controls. Can he step into the mech?
Random yanking of controls stalls the mech, again. "Confound it!" shouts Grog.
Since JP is immaterial, he can indeed pass through solid objects. You could step into the mech's leg, for instance. However, it's arcane augmentation makes it a 50% chance that JP will take damage (1d6).
Robyo- Posts : 3587
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- Post n°378
Re: Pt. 3: "Showdown at Biggs Ranch"
MAS wrote:"I reckon we best stop this thingeramjig".......BOOM!
1 Move action = Actviate "True StrikeM: Once daily as a move action, boost your next attack roll that round by +10"
1 Standard action = Attack, shotgun, +9 (+10)
Result of the throw of dice "1d20 +19" :
11 + 19 = 30
If it hits :
Result of the throw of dice "2d8 +4" :
3 + 7 + 4 = 14
The shot hits! But DR is thick on the war-golem. Yet again, there isn't noticeable damage done to it's armored hide.
Robyo- Posts : 3587
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- Post n°379
Re: Pt. 3: "Showdown at Biggs Ranch"
Chris wrote:AoO if Grog moves the mech?
If he ever gets moving again, yes.
whit10- Posts : 6625
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- Post n°380
Re: Pt. 3: "Showdown at Biggs Ranch"
This is where adamantine weapons would be helpful (assuming that Radiance has the same rules as PF... or TNT
Chris- Posts : 9522
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- Post n°381
Re: Pt. 3: "Showdown at Biggs Ranch"
whit10 wrote:This is where adamantine weapons would be helpful (assuming that Radiance has the same rules as PF... or TNT
Auren just needs a Lightsaber
bypasses all DR, except Sith Alchemy enhanced wpns\armor.
Robyo- Posts : 3587
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- Post n°382
Re: Pt. 3: "Showdown at Biggs Ranch"
On the road, north of the ranch,
Sniper shoots at Bud and Sarge (who are trying to flank him):
1) At Bud: 24vsRef = 25 damage, he crumbles over dead.
2) At Sarge: 18vsRef = 26 damage, he's wounded.
Sarge shouts, "Deputy Tom c'mon, let's get him!" He lays down a suppressing fire:
1) 15vsRef = miss?
2) 25vsRef = hit! You hear a pained grunt from the ridge-line.
Next up is Tommy...
Sniper shoots at Bud and Sarge (who are trying to flank him):
1) At Bud: 24vsRef = 25 damage, he crumbles over dead.
2) At Sarge: 18vsRef = 26 damage, he's wounded.
Sarge shouts, "Deputy Tom c'mon, let's get him!" He lays down a suppressing fire:
1) 15vsRef = miss?
2) 25vsRef = hit! You hear a pained grunt from the ridge-line.
Next up is Tommy...
whit10- Posts : 6625
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- Post n°383
Re: Pt. 3: "Showdown at Biggs Ranch"
Ok, dammit... need a couple good shots for once
Two rifle shots at the sniper
Roll(1d20)+8:
20,+8
Total:28
Roll(1d20)+8:
2,+8
Total:10
Hey hey! That's one good one!
Crit damage:
29 total damage, no DR
Two rifle shots at the sniper
Roll(1d20)+8:
20,+8
Total:28
Roll(1d20)+8:
2,+8
Total:10
Hey hey! That's one good one!
Crit damage:
29 total damage, no DR
Robyo- Posts : 3587
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- Post n°384
Re: Pt. 3: "Showdown at Biggs Ranch"
whit10 wrote:Ok, dammit... need a couple good shots for once
Two rifle shots at the sniper
Roll(1d20)+8:
20,+8
Total:28
Roll(1d20)+8:
2,+8
Total:10
Hey hey! That's one good one!
Crit damage:
29 total damage, no DR
You hear the dead sniper's corpse roll off the back of the huge rock and thud on the dirt below.
"Good shooting, Deptuty," says Sarge. "I was wondering though, maybe you got a bandage in them saddle bags?" He smiles weakly and coughs up some blood.
Robyo- Posts : 3587
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- Post n°385
Re: Pt. 3: "Showdown at Biggs Ranch"
Third round,
JP is up...
JP is up...
whit10- Posts : 6625
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- Post n°386
Re: Pt. 3: "Showdown at Biggs Ranch"
I'll bandage and attempt a heal check on him next round
navyik- Posts : 5042
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- Post n°387
Re: Pt. 3: "Showdown at Biggs Ranch"
Can jp get up to the co kpit?
Robyo- Posts : 3587
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- Post n°388
Re: Pt. 3: "Showdown at Biggs Ranch"
navyik wrote:Can jp get up to the co kpit?
JP doesn't notice any obvious ladder or steps going up. Give me a Perception check to locate possible concealed doors.
navyik- Posts : 5042
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- Post n°389
Re: Pt. 3: "Showdown at Biggs Ranch"
Perception: 7+21=28 (+ any incorp bonuses?)
Robyo- Posts : 3587
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- Post n°390
Re: Pt. 3: "Showdown at Biggs Ranch"
navyik wrote:Perception: 7+21=28 (+ any incorp bonuses?)
+5 to Perception checks for being incorporeal.
Robyo wrote:
JP's spirit is trapped between realms. he gains the Incorporeal template:
He gains +2 levels.
JP is now at full Wounds and Vitality and also, gains +10 vitality, and +1 on Attacks, DR, and all Defenses.
He also gains the following abilities:
~Etheric Skills: Incorporeal creatures are quiet, hard to spot, and observant. Apply a +5 bonus on Perception and Stealth checks.
~Incorporeal Traits (M): This creature is incorporeal. Mundane attacks against incorporeal creatures have a 90% miss chance and magic attacks have a 50% miss chance. Incorporeal creatures cannot handle solid objects, can pass through solid objects such as walls, may choose to be invisible to enjoy a +10 bonus on Stealth checks, and must materialize to make attack rolls. Materializing and dematerializing are swift actions that cost 5 vitality each.
~Mage Hand (M): An incorporeal creature can telekinesis a single unattended object weighing up to 5 pounds out to a distance of 30 ft.
*JP is technically not Undead, since he is not powered by Negative Energy. Once he stays on the mortal plane for days exceeding his Con score, he will make endurance checks or be turned into a ghost.
There is a concealed door on the backside of the mech. One edge of it seems to have a latch.
navyik- Posts : 5042
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- Post n°391
Re: Pt. 3: "Showdown at Biggs Ranch"
Jp will open the door and enter. Stealth: 15+9+5=29. Jp intends to perch behind grog to see how he uses controls.
Robyo- Posts : 3587
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- Post n°392
Re: Pt. 3: "Showdown at Biggs Ranch"
navyik wrote:Jp will open the door and enter. Stealth: 15+9+5=29. Jp intends to perch behind grog to see how he uses controls.
The door is latched and locked. Give me a Mechanics check to Open Lock... You need to materialize to do this. Otherwise, you can walk inside it, but possibly take damage (50% chance to fail and take 1d6 damage).
We'll keep the Stealth check you rolled, since you probably want to be doing this quietly.
MAS- Admin
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Join date : 2011-09-12
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- Post n°393
Re: Pt. 3: "Showdown at Biggs Ranch"
"Hmmph...Need a bigger blast"........
Jack looks around the room to see if there is anything (gunpowder, fuel, dynamite, ammo, whatever) that could be used against the mech -
Using 1 standard action - Perception check
Using two "2" vitality to activate Secret Agent Shades, +5 perception
Result of the throw of dice "1d20 +10" :
19 + 10 = 29
Jack looks around the room to see if there is anything (gunpowder, fuel, dynamite, ammo, whatever) that could be used against the mech -
Using 1 standard action - Perception check
Using two "2" vitality to activate Secret Agent Shades, +5 perception
Result of the throw of dice "1d20 +10" :
19 + 10 = 29
navyik- Posts : 5042
Join date : 2012-03-22
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- Post n°394
Re: Pt. 3: "Showdown at Biggs Ranch"
Mechanics:7+16=23
Robyo- Posts : 3587
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- Post n°395
Re: Pt. 3: "Showdown at Biggs Ranch"
navyik wrote:Mechanics:7+16=23
JP materializes (swift) and opens the locked hatch. Next turn he can move up to the cockpit if he chooses. He's still in stealth mode.
*Costs 5 vitality to shift into material form. Are you tracking this stuff? I ask only because your character sheet thread still says JP is 3rd level. He should be 4th level by now I think, plus the spectral buff adds 2 levels, so effectively 6th, I think.
Robyo- Posts : 3587
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- Post n°396
Re: Pt. 3: "Showdown at Biggs Ranch"
MAS wrote:"Hmmph...Need a bigger blast"........
Jack looks around the room to see if there is anything (gunpowder, fuel, dynamite, ammo, whatever) that could be used against the mech -
Using 1 standard action - Perception check
Using two "2" vitality to activate Secret Agent Shades, +5 perception
Result of the throw of dice "1d20 +10" :
19 + 10 = 29
Some things that Jack sees:
P-3: Workbenches with tools
N-3: Piles of large sacks
M-4: Several wooden crates marked TNT
S-6: More crates and some barrels marked Black Powder
You still have a move action. Putting on the shades is a swift. Activating them is a swift (you get three total swifts per round, plus the standard and move).
Chris- Posts : 9522
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- Post n°397
Re: Pt. 3: "Showdown at Biggs Ranch"
Robyo wrote:
JP materializes (swift) and opens the locked hatch. Next turn he can move up to the cockpit if he chooses. He's still in stealth mode.
Auren is under the mech, between its legs - does he see JP or the latch open?
perception if you need it
Result of the throw of dice "1d20" :
14 + 7 = 21
navyik- Posts : 5042
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- Post n°398
Re: Pt. 3: "Showdown at Biggs Ranch"
If jp sees "boots" he will grin, wink, and give a shush signal with finger to lips.
Robyo- Posts : 3587
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- Post n°399
Re: Pt. 3: "Showdown at Biggs Ranch"
Auren and JP can see each other.
Also received confirmation that Jack is moving towards the dynamite (not sure where exactly).
Auren's turn...
Also received confirmation that Jack is moving towards the dynamite (not sure where exactly).
Auren's turn...
Chris- Posts : 9522
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- Post n°400
Re: Pt. 3: "Showdown at Biggs Ranch"
Auren will acknowledge JP with a nod of his helmet. At this point Auren just assumes JP was somehow invisible, since he doesn't know he is dead.
The Marshall wants to enter the Mech, thus bypassing its armor and go for the pilot.
Move action - move and climb into the mech. yeah, not very stealthy, sorry JP.
What can Auren see and does he have a LOS on Grog to attack? or at least an unarmored path, like through a chair or something?
mech is still disabled, so no AoO, hopefully....
The Marshall wants to enter the Mech, thus bypassing its armor and go for the pilot.
Move action - move and climb into the mech. yeah, not very stealthy, sorry JP.
What can Auren see and does he have a LOS on Grog to attack? or at least an unarmored path, like through a chair or something?
mech is still disabled, so no AoO, hopefully....
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