Avenger Assembled Posted January 19, 2020 Author Posted January 19, 2020 Okay, let's see a Stealth check, @Tiffany Korta and @Fox. @Grumblefloof, looks like you're up in the sub.
Tiffany Korta Posted January 19, 2020 Posted January 19, 2020 I'll use Daphne's Concealment 4 (Blending).
Avenger Assembled Posted January 19, 2020 Author Posted January 19, 2020 Give me a check even so, Tiff! =D
Tiffany Korta Posted January 19, 2020 Posted January 19, 2020 Sneaky sneak: 1d20 9 is not her strong point.
Fox Posted January 20, 2020 Posted January 20, 2020 Stealth is Wraith's strong point, thankfully, but she'll have shapeshifted for a tiny bit of extra edge there: Speed 1 (10mph / 100ft per Move Action) [1pp]Super-Movement 3 (Slithering, Wall-Crawling 2) [6pp]Super-Senses 3 (Accurate Normal Auditory [2], Extended Auditory [1]) [3pp] (she already has ultrasonic auditory, if it ends up mattering!) Can't actually buy ranks of Enhanced Skills, since it'd put her over her PL cap on Stealth! Poor planning on my part with the build, alas. She'll use Skill Mastery to auto-10 the Stealth check, for a 28.
Avenger Assembled Posted January 20, 2020 Author Posted January 20, 2020 Notice check for a Deep One: 13 Stealth check for a Deep One 16 Okay, both of you beat that easily! I'll post IC as soon as we hear from @Grumblefloof in the sub.
Amelia Posted January 20, 2020 Posted January 20, 2020 Octoman uses his Concealment effect (normal vision only). Octoman's Stealth check while he's sneaking around: 20. As far as him noticing stuff: He's got Skill Mastery for Notice, so he hits DC25 on that automatically, unless it's a Listen check, in which case he fails automatically. He's got Low-Light Vision and Acute Smell/Taste.
Avenger Assembled Posted January 20, 2020 Author Posted January 20, 2020 Up on da platform Sea Devil - Notice (30) Harbinger - has no Notice!
Amelia Posted January 20, 2020 Posted January 20, 2020 Quote Harbinger - has no Notice! Does he have "Perception?" That's the 3E version. If he doesn't, then it's his raw "Awareness" (Wisdom) bonus.
Avenger Assembled Posted January 21, 2020 Author Posted January 21, 2020 Aquaria's nat-20 was too good to pass up. She's got big nostrils!
Avenger Assembled Posted January 26, 2020 Author Posted January 26, 2020 Easiest first - I need a Reflex save for Artificer! You can roll for his sister as well if you like, Dok.
Dr Archeville Posted January 26, 2020 Posted January 26, 2020 Artificer's Reflex save -- 1d20+3: 16 [1d20=13] I haven't made a sheet for Theodora, so for now, I'll base her on the PL 10 Mystic from Instant Superheroes (though she should be PL 8, same as Artificer). Reflex save -- 1d20+6: 13 [1d20=7]
Avenger Assembled Posted January 27, 2020 Author Posted January 27, 2020 Surprise to Dalekos! Okay, it's initiative time for those of us on the roof! Dok, take an HP. Go ahead and post - people inside the temple, you can't really hear what's going on thanks to the noise inside and the temple's thick, sound-proof walls (Deep Ones hear so well they have to build it that way!) but you can roll DC 25 to tell there's a ruckus out there.
Fox Posted January 27, 2020 Posted January 27, 2020 Wraith will auto-26 that one. Yay, Skill Mastery!
Dr Archeville Posted January 27, 2020 Posted January 27, 2020 Artificer's initiative 1d20+1: 19 [1d20=18] HP Total: 2
Avenger Assembled Posted January 29, 2020 Author Posted January 29, 2020 Go ahead and roll Stealth, @Grumblefloof
Avenger Assembled Posted January 31, 2020 Author Posted January 31, 2020 That'll let you sneak up on the guards despite their super-senses - though you also see the thing Tiff is doing!
Avenger Assembled Posted January 31, 2020 Author Posted January 31, 2020 Init on da roof Artificer: 19 Harbringer: 17 Theodora: 17 Dalekos: 15 Go ahead, Dok!
Dr Archeville Posted January 31, 2020 Posted January 31, 2020 According to a convo in discord, Theodora is in melee range. So: Starting Conditions: Unharmed, 2 HP Standard Action: use Create Object to form a ring of Heroditus statues around Theodora, trapping her. She'll need to make a Reflex save, DC 17. If she makes it, she slips out. If she fails, she's trapped and will need to break out (Toughness 7). Ending Conditions: Unharmed, 2 HP.
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