Supercape Posted February 1, 2019 Share 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? ? Link to comment
RocketLord Posted February 1, 2019 Author Share 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? Link to comment
Supercape Posted February 1, 2019 Share 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! Link to comment
RocketLord Posted February 1, 2019 Author Share Posted February 1, 2019 Go ahead and make a roll. Link to comment
Supercape Posted February 1, 2019 Share 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) Link to comment
RocketLord Posted February 4, 2019 Author Share 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. Link to comment
Supercape Posted February 4, 2019 Share 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 Link to comment
Avenger Assembled Posted February 5, 2019 Share 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 Link to comment
TheAbsurdist Posted February 5, 2019 Share 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 Link to comment
RocketLord Posted February 8, 2019 Author Share 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 Link to comment
RocketLord Posted February 14, 2019 Author Share Posted February 14, 2019 Sense Motive, Languages, or IC knowledge. Whatever checks you think might help you understand the squid! Link to comment
Supercape Posted February 14, 2019 Share 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! Link to comment
Avenger Assembled Posted February 15, 2019 Share Posted February 15, 2019 Does Aquaria's Comprehend work here? Link to comment
RocketLord Posted February 15, 2019 Author Share 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. Link to comment
TheAbsurdist Posted February 15, 2019 Share Posted February 15, 2019 Readying Interpose, at this point, just assume it's there. Link to comment
RocketLord Posted March 4, 2019 Author Share Posted March 4, 2019 Sorry for the delay! @Avenger Assembled Sense motive check, please. Link to comment
Avenger Assembled Posted March 5, 2019 Share Posted March 5, 2019 http://orokos.com/roll/708264 = 27 Sense Motive Link to comment
RocketLord Posted March 5, 2019 Author Share Posted March 5, 2019 (edited) @Avenger Assembled The squid seems to be telling the truth. Edited March 5, 2019 by RocketLord Link to comment
RocketLord Posted March 15, 2019 Author Share 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. Link to comment
Supercape Posted March 15, 2019 Share Posted March 15, 2019 Shark Senses Notice Roll: 1d20+13 27 Link to comment
TheAbsurdist Posted March 16, 2019 Share Posted March 16, 2019 Notice: 1d20+8 20 Nope Link to comment
Avenger Assembled Posted March 18, 2019 Share 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] Link to comment
RocketLord Posted March 18, 2019 Author Share Posted March 18, 2019 No bonus there, since it was more about distinguishing amongst the number of very similar things, sorry. Link to comment
Avenger Assembled Posted March 23, 2019 Share Posted March 23, 2019 I think we're ready for a GM post! Link to comment
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