Supercape Posted February 1, 2019 Posted February 1, 2019 Given the situation and time, could Sgt Shark use master plan to come up with some cunning battle tactic (In case they come to blows with the aliens? ?
RocketLord Posted February 1, 2019 Author Posted February 1, 2019 I'm leaning towards allowing it, but what kind of knowledge do you think Sgt. Shark have about the so-far unseen aliens that will allow him to make a plan?
Supercape Posted February 1, 2019 Posted February 1, 2019 Nothing! More about the lay of the land , ocean currents, Flanking manoeuvres and coordination I suppose. Whether that applies to esoteric aliens... I guess up to you and how esoteric they are!
Supercape Posted February 1, 2019 Posted February 1, 2019 Mastermind Roll: 1d20+16 27 I think thats a +3 / +3 / +3 / +2 / +1 bonus for the first five rounds? (Skill checks and attack rolls, apparently)
RocketLord Posted February 4, 2019 Author Posted February 4, 2019 Let me know if the effects of the Drain is off and I'll edit. And can I get notice checks from everyone? And mention anything that deals with darkness, too.
Supercape Posted February 4, 2019 Posted February 4, 2019 (edited) Notice: 1d20+13 25 Sgt Shark has low light vision, although that wont help with full darkness. Other than that, accurate acute olfactory senses. Both visual and olfactory are extended 1 [x10 distance] If it comes down to it, he also has blind fight feat. Edited February 4, 2019 by Supercape
Avenger Assembled Posted February 5, 2019 Posted February 5, 2019 Sea Devil has Super-Senses 12 (Darkvision, Radius Sight, Detect Magic 3 [auditory], Hearing [Extended], Sonar [Accurate Ultrasonic Hearing], Scent [Acute], Tremorsense) [12PP] And she has Notice 23
TheAbsurdist Posted February 5, 2019 Posted February 5, 2019 Sorry about that RL: Drain Energy 15 (All Energy; PF: Slow Fade 3, Flaws: Distracting) should be about 30PP, or within the frame of his Array. So up to you if he would get a notice check, if so:Notice: 1d20+8 19
RocketLord Posted February 8, 2019 Author Posted February 8, 2019 Shark and Sea Devil There of what appears to be three squids, roughly man-sized, approaching the group from the direction of the lights. At least two of them seem to be hiding something in their tentacles
RocketLord Posted February 14, 2019 Author Posted February 14, 2019 Sense Motive, Languages, or IC knowledge. Whatever checks you think might help you understand the squid!
Supercape Posted February 14, 2019 Posted February 14, 2019 I dont know if this will help, but as Sgt Shark is a marine Biologist, using Knowledge [Life Sciences] with add +2 bonus from Favoured Opponent [Marine Life]? Know Life: 1d20+12 15 pfft, Ill let Asad and Sea Devil do the work!
Avenger Assembled Posted February 15, 2019 Posted February 15, 2019 Does Aquaria's Comprehend work here?
RocketLord Posted February 15, 2019 Author Posted February 15, 2019 Yep, Sgt. Shark's too low! But Aquaria's comprehend do indeed work! The squid are not communicating in words, as much as in feelings and intent. The two with the boxes that are glowing red are warning you to keep your distance. The one that changes color is warning you too, to stay away, that they just want to be left alone. It is not responding to your question about who their chief is.
TheAbsurdist Posted February 15, 2019 Posted February 15, 2019 Readying Interpose, at this point, just assume it's there.
RocketLord Posted March 4, 2019 Author Posted March 4, 2019 Sorry for the delay! @Avenger Assembled Sense motive check, please.
Avenger Assembled Posted March 5, 2019 Posted March 5, 2019 http://orokos.com/roll/708264 = 27 Sense Motive
RocketLord Posted March 5, 2019 Author Posted March 5, 2019 (edited) @Avenger Assembled The squid seems to be telling the truth. Edited March 5, 2019 by RocketLord
RocketLord Posted March 15, 2019 Author Posted March 15, 2019 DC25 Notice rolls, please. Read spoiler before you post if you make it. There's at least 8 distinct glows inside, potentially more. All the squids that you can see with the glow appear to be armed.
Avenger Assembled Posted March 18, 2019 Posted March 18, 2019 http://orokos.com/roll/711866 = 24 Alas! Let me know if Aquaria's many super-senses give her a bonus on that roll, RL. Super-Senses 12 (Darkvision, Radius Sight, Detect Magic 3 [auditory], Hearing [Extended], Sonar [Accurate Ultrasonic Hearing], Scent [Acute], Tremorsense) [12PP]
RocketLord Posted March 18, 2019 Author Posted March 18, 2019 No bonus there, since it was more about distinguishing amongst the number of very similar things, sorry.
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