angrydurf Posted August 25, 2009 Posted August 25, 2009 Sorry it took me so long to respond this one has had me stumped and kept getting lsot in the shuffle. While the cops dig up the info you gave me above Ace'll start checking out the locations the phone was used from. I'll use an illusory disguise to fit in a bit better and make some subtle inquaries if it looks like someone near the locations might be willing to talk. skill mastery hits 32 on Bluff or Gather Info as needed.
angrydurf Posted August 27, 2009 Posted August 27, 2009 Do I need to make a check to get in the door before it closes?
quotemyname Posted August 28, 2009 Author Posted August 28, 2009 Yes. A stealth roll would be appropriate. He can't see or hear you, but you still have an effect on your surroundings. This will reflect your ability to slip through the door without bumping it, etc. Sorry I didn't mention it sooner. I could have sworn I posted something about this >_>
quotemyname Posted August 29, 2009 Author Posted August 29, 2009 Sorry. The DC was 15. would you like to write a post about trying to slip through the door? Include something along the lines of bumping the door on the way in.
angrydurf Posted September 4, 2009 Posted September 4, 2009 Burn an HP for begginers luck Intimidation for atotal of +12 Intimidation check (1d20+12=27) +any bonus you see fit to award for showing up in his house batman style ;)
quotemyname Posted September 5, 2009 Author Posted September 5, 2009 this reeeeeally shouldn't take that long, but please roll initiative anyway. init (1d20+2=22)
angrydurf Posted September 5, 2009 Posted September 5, 2009 Initiative (1d20+2=12) So is it my action then since he went? I'm assumeing that I'm not the surprised one ;)
quotemyname Posted September 6, 2009 Author Posted September 6, 2009 that was the surprise round. but honestly... you scared him so ill just say he looses his action. go ahead. :)
angrydurf Posted September 6, 2009 Posted September 6, 2009 Power attack Disarm (1d20+10=28) Disarm Roll (1d20+8=16) HP that: HP reroll for Disarm (1d20+8=18) +10 gives a 28 he has to beat on a strength check. I'm gonna assume he does not have superhuman strength and that Ace gets the gun away from him. I'll edit if thats not the case. Intimidate check if its needed again Intimidate check (1d20+12=14) blech but I'll let it stand as I already had a pretty good one on him.
quotemyname Posted September 7, 2009 Author Posted September 7, 2009 He ties actually: sense motive, -2 for being shaken already (1d20+4=14) So in the situation, since that was a pretty good talk up, I'm going to say nothing lost, nothing gained. He's still shaken and his mood doesn't change. Though you've pretty much beaten him. IC'ing now
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