Supercape Posted February 14, 2011 Author Posted February 14, 2011 Notice roll [Auditory] Here, Its quite far off So -10 Penalty for 100 feet. DC 10 To hear however. [DC 20 for details] 1d20=18 Rene misses it...
GranspearZX Posted February 14, 2011 Posted February 14, 2011 Notice (auditory): (1d20+6=21) -10 would give him 11, so he'd hear SOMETHING...
Supercape Posted February 15, 2011 Author Posted February 15, 2011 Rather sloppy set of rolls for Rene's Illusion creation: 1d20=17, 1d20=20, 1d20=16, 1d20=10, 1d20=1 It was designed as the power has a 50% failure chance and I wanted to see how many rounds he would need to create it so I rolled five times. As it happened, he hit it first time. A bit sloppy and I wont do it that way again!
Supercape Posted February 15, 2011 Author Posted February 15, 2011 Oh dear, Rene's Stealth... 1d20-3=16 missread it, is actually -2, so a roll of 19-2 for 17. Not bad! Lucky! Feel free to climb a tree / whatever. Make a stealth roll etc. Climbing a tree is simple for you with Climb +5, and I would rule that would give you a good +5 bonus on the Stealth roll - I am being especially generous here as the "incoming" is looking on the ground and will already be distracted by Rene's illusions - the chances of looking up are pretty small.
GranspearZX Posted February 15, 2011 Posted February 15, 2011 Climb: (1d20+5=14) And taking 10 for the Stealth roll for a cool 20. (10 + 5 skill + 5 circumstance).
Supercape Posted February 16, 2011 Author Posted February 16, 2011 Diplomacy Roll for Rene 1d20+6=21 Pretty Good: was unfriendly, now indifferent. Marcus welcome to interject or just stay hanging in the trees. If he feels Beast Rune -> Aggression thats certainly worth an HP for complication.
GranspearZX Posted February 16, 2011 Posted February 16, 2011 HP it is, while he tried NOT to let the Beast Rune get the better of him. *nods*
Supercape Posted February 16, 2011 Author Posted February 16, 2011 OK, In which case I can let MArcus have the drop on Sir Knight (Quite literally!) with a Suprise Attack! Do the Surprise round first, but roll initiative. 1d20+2=19 Rene - who may or may not do much! 1d20+5=13 Sir Knight Initiative
GranspearZX Posted February 16, 2011 Posted February 16, 2011 Initiative: (1d20+5=23) Attack: (1d20+9=12) ...and: Attack (Hero Point Reroll): (1d20+9=21)
Supercape Posted February 16, 2011 Author Posted February 16, 2011 vs DC 24 toughness then 1d20+8=17 Stunned, Bruised. Moving into combat proper. 23 Arcturus - 0 HP - Unharmed 21 Rene - 4 HP - Unharmed 12 Sir Knight - Bruised, Stunned
GranspearZX Posted February 16, 2011 Posted February 16, 2011 Disarm Check: (1d20+9=12) The dice don't like me this afternoon. o.o
Supercape Posted February 16, 2011 Author Posted February 16, 2011 Yes, thats a miss no matter how you cut the mustard! Rene is going to try something a little more subtle - a sleep spell on Sir Knight. 1d20+8=12 Which... misses... It may home in next round however!
GranspearZX Posted February 17, 2011 Posted February 17, 2011 Attack roll: (1d20+9=27) Grapple Check: (1d20+18=23)
Supercape Posted February 17, 2011 Author Posted February 17, 2011 Sir Knights Grapple (for the Grapple hits!) 1d20+12=21 You have him pinned, but not bound (as per house rules). He looses his dodge bonus, is at extra -4 defence, and is immobile. (Incidentally you loose your defence bonus too). Sir Knight is going to do a attack shifted pummel with his sword, attack +8, Damage +12 as a move action, and will intimidate you as a move action. 1d20+8=9 Gazooks, that won't hit! The intimidate... 1d20+3=7 well, bad rolls all round.
Supercape Posted February 17, 2011 Author Posted February 17, 2011 Rene up Homing Fatigue 1d20+8=13 Sir Knights Reflex 1d20+7=24 lordy! Rene will do the same shifted -2 attack +2 damage 1d20+6=18 1d20+7=21 le sigh!
Supercape Posted February 17, 2011 Author Posted February 17, 2011 Ok I had to edit my OOC last post as I completely screwed up thinking Rene was trying to snare him instead of send him to sleep, which kinda screws up your post. Sorry! I knew he was doing something non lethal but had a brain fart. Could you re-edit and combat continued - you still have him pinned.
GranspearZX Posted February 17, 2011 Posted February 17, 2011 Ah! In that case: Arc tries to intimidate the knight (move action): Intimidate (1d20+11=16) -5 makes that 11. Oi. Maintaining the grapple (free action): Grapple Check: (1d20+18=38) And trying to wrestle the sword out of his hand (standard action): Disarm attempt: (1d20+9=25)
Supercape Posted February 17, 2011 Author Posted February 17, 2011 Again sorry for the balls up! 1d20+9=26 Sir Knight laughs at your ursine attempt at intimidation with his sense motive! NO chance to beat that grapple. Attempting a disarm does still technically require a "to hit" roll: although his defence is only +1 at this point and your attack is +11. I took an outrageous liberty and rolled that for you. Guess what, you made it. Are you surprised? DIsarm attempt: 1d20+2=10 You have the sword - in your hand if you wish!
GranspearZX Posted February 17, 2011 Posted February 17, 2011 Arc would probably just toss it somewhere. He doesn't want to hurt the guy... much... :)
Supercape Posted February 19, 2011 Author Posted February 19, 2011 Ok I think with the Knight disarmed we are moving out of combat back into social - although wrong words or slip ups could move us back into it and feel free to continue wailing on him at any point.
Supercape Posted February 19, 2011 Author Posted February 19, 2011 Sense Motive roll may be appropriate 1d20+8=11 Not much from Rene. DC 15 for a feel for the guy.
Supercape Posted February 19, 2011 Author Posted February 19, 2011 Marcus is fairly confident that Sir Thomas is not deceiving him, and also appears not to recognise you.
Supercape Posted March 8, 2011 Author Posted March 8, 2011 Ok I am going to do a bit of Handwave here - saying we can follow the defeated underlings with Marcus nose. I hate to ask for "marching order", but I am going to ask loosely how you want to follow, as it may make a difference as to what happens and stealth / surprise etc.
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