Retreat a ways and find an opening to get on top of the pipe.
Str 12
Dex 10
Con 10
Int 9
Wis 10
Cha 9
11 HP Saves f13 r13 w14
Bonus: Temporarily increase physical ability score modifier once per day, by +1 for rounds equal to his level.
Knacks: Display knowledge, Etiquette, Jump, Mechanics
Skills: Acrobatics, Endure, Athletics, Jump, Climb sheer surfaces, Demolitions
Feats: Toughness
Revolver eh? Thats got 6 shots, a ROF of 3, 1d6 damage, 180ft range.
Tools...How about some rope, grappling hook, Climbing gear, and compass
((...Seriously? It's not that hard to stay in one place to ambush some guys. All we had to do was hide behind the cover we were already behind.))
You slosh a good 200 feet away and get behind a chuck of concrete. You look around for a way up onto the edge of the pipe and you think you might be able to get up there by climbing a big hunk of fallen building over there.
Str 16 (+2)
Dex 12
Con 10
Int 9
Wis 9
Cha 3 (-3)
8 HP, Saves F13 R14 W15
Attack bonus +1
Bonuses: +2 save vs fatigue
Knacks: Endure
Skills: Bend Bars, Break Down Doors, Endure, Jump and Lift Gates.
Feats: Taunt, Exploit weakness, Pugilist
Greatsword: 1d10+2, extra +1
Jo staff, 2 handed, 1d4+2
Any way to get total cover in this area? ie break line of sight completely? I wanna stick 'em with my big slasher but they're too far away. Find that and go to it ASAP. Otherwise duck and wait to murder when they get close.
Well, if you put a wall between yourself and them they can't shoot through it...with their guns at least. Breaking line of sight would protect you but losing them completely would be difficult. They're not metal gear solid guards; they're gonna look for you. So for now, you just get some hard cover and hide behind it, waiting for them to get closer.
If the others retreat, run like hell. Otherwise, shoot at the most exposed of the other guys.
Oz
Str 12
Dex 12
Con 10
Int 8 (-1)
Wis 6 (-1)
Cha 5 (-2)
6 HP, Saves F13 R14 W15
Attack bonus +1
Bonuses: None
Knacks: Ride mount, Handle animals
Skills: Bend Bars, Break Down Doors, Endure, Jump and Lift Gates.
Feats: Dilettante, Power attack, Quick draw
gear
Long rifle: 2d4, ROF 2, shots 5
hunting knife: 1d4+1
throwing knife (x5): Hmm well we have ninja stars so we'll call them the same thing. 1d2. You can throw one a round.
So you're acting at the same time as the soldiers, which means you're running under fire. I'm giving you AC +2 because you're a fast moving target. We have 4 soldiers, 2 are focusing on you, two are heading off to follow gentle.
Both of them are gonna unload 20 shots at you each. The first one is gonna add 4d6 worth of damage from their attack, the second is gonna add +10 to hit and 2d6.
Your AC is 12, they get +3 on their attack roll. First guy gets a 1 +3 and totally fucking misses. Just sprays lead into thin air. Other guy gets 12 with +3+10 so he hits. 3d6 =1+1+5
-1 Hp. Unconcious, slowly dying.
So John attempts to make a run for it but gets gunned down as he runs.
The other two soliders start slowly advancing towards Gentle's location, with their weapons raised.
Soldier – Special Forces
Type: Warrior
Intelligence: Average (9-12)
Hit Dice: 17
Movement: 40
Armor Class: 11
Attacks: Sub-machine gun (1d6), fighting knife (1d4+1) or pistol (1d6)
Skills: Climb Sheer Surfaces, Demolitions, Endure, Hide in Shadows, Jump, Move Silently, Sky Dive, Survive Outdoors, Swim
Saving Throws: F11, R13, W14
No. Appearing: Squad (1d6)
XP Value: 150 (CL 3)
Soldier – Special Forces
Type: Warrior
Intelligence: Average (9-12)
Hit Dice: 12 hp
Movement: 40
Armor Class: 11
Attacks: Sub-machine gun (1d6), fighting knife (1d4+1) or pistol (1d6)
Skills: Climb Sheer Surfaces, Demolitions, Endure, Hide in Shadows, Jump, Move Silently, Sky Dive, Survive Outdoors, Swim
Saving Throws: F11, R13, W14
No. Appearing: Squad (1d6)
XP Value: 150 (CL 3)
Soldier – Special Forces
Type: Warrior
Intelligence: Average (9-12)
Hit Dice: 19
Movement: 40
Armor Class: 11
Attacks: Sub-machine gun (1d6), fighting knife (1d4+1) or pistol (1d6)
Skills: Climb Sheer Surfaces, Demolitions, Endure, Hide in Shadows, Jump, Move Silently, Sky Dive, Survive Outdoors, Swim
Saving Throws: F11, R13, W14
No. Appearing: Squad (1d6)
XP Value: 150 (CL 3)
Soldier – Special Forces
Type: Warrior
Intelligence: Average (9-12)
Hit Dice: 20
Movement: 40
Armor Class: 11
Attacks: Sub-machine gun (1d6), fighting knife (1d4+1) or pistol (1d6)
Skills: Climb Sheer Surfaces, Demolitions, Endure, Hide in Shadows, Jump, Move Silently, Sky Dive, Survive Outdoors, Swim
Saving Throws: F11, R13, W14
No. Appearing: Squad (1d6)
XP Value: 150 (CL 3)