Supercape Posted November 3, 2011 Author Posted November 3, 2011 Going to clarify that: Firstly, an acrobatics roll not needed for a leap (although might speed it / improve its distance). Secondly, a hero point would give you Jack of All Trades for rank 0 in it, but you could make the roll untrained. Or what did you have in mind?
Tiffany Korta Posted November 3, 2011 Posted November 3, 2011 I though I could probably make the jump unaided but I made the roll in case I needed the extra distance. I got Acrobatic from Beginner's luck from my Enhanced Feats, needs a hero point to activate.
Supercape Posted November 3, 2011 Author Posted November 3, 2011 Ah got ya! well thats actually 5 ranks in acrobatics you have for the scene, not 4! so a roll of 23, or +8 feet. Strength of 30, I get base: Running Jump 20, Standing Jump 10, High Jump 5. Quite what Acrobatics adds to is not clear, but I am guessing a running jump of 28 feet is quite enough to get you to your destination! Young Britannia - 1 Hero Point - Bruised
Tiffany Korta Posted November 3, 2011 Posted November 3, 2011 As I'm simple little old Annice I only have Str 16, or a 13ft jump if I remmber right. I have Normal Idenity so it takes an actio to change and kinda ovious hence my improptu parkour session .
Supercape Posted November 3, 2011 Author Posted November 3, 2011 That will still do! Ill edit post a bit.
Supercape Posted November 5, 2011 Author Posted November 5, 2011 Just a quick fluff check: DC 10 Notice to smell the gunpowder in the box...
Tiffany Korta Posted November 6, 2011 Posted November 6, 2011 Notice check 1d20+9=12. No problems for a change!
Supercape Posted November 7, 2011 Author Posted November 7, 2011 OK, two more surprise shots I am afraid, although they are not aimed this time. Then initiative! For Reference, the steam powered rifles here are +5 Damage equipment with x2 Range. The assasins are not minions, and based (with minor alterations, like skills and languages) off the assassin archetype in <&M Core BOok. However they have Attack +6 both ranged and melee and have other equipment. Surprise Shots: 1d20+6=12, 1d20+6=8 Both miss. You are about 20 feet from them. Initiative Roll please!
Tiffany Korta Posted November 7, 2011 Posted November 7, 2011 I'm at my best now I can take the hits, just not to many Iniative 1d20+4=15
Tiffany Korta Posted November 7, 2011 Posted November 7, 2011 k, Hit Assasin no. 1 with a burst of light 1d20+5=7, if that hits it'll be DC 19.
Supercape Posted November 9, 2011 Author Posted November 9, 2011 Unfortunately, its a miss Return volley! Standard Action 1d20+6=26, 1d20+6=9 One critical hit, so a DC 25 Toughness save please. Move action: Retreat around a corner!
Tiffany Korta Posted November 10, 2011 Posted November 10, 2011 k, Must Toughness save 1d20+10=28 Quick Check on the Usher to she if he's okay, 11 if I can take 10, only 1d20+1=6
Supercape Posted November 12, 2011 Author Posted November 12, 2011 He looks like he is breathing, anyway. You would need a closer examination / time / medical skill to get more accurate diagnosis! Assassins are just running all out on their turn. Round 3 15 YB - Unharmed - 1 Hero Point 10 Assassins - Unharmed.
Tiffany Korta Posted November 13, 2011 Posted November 13, 2011 k, First move around so I'm within 10ft of them, next spend my shiny hero point to stunt this ability from my Light Array. Dazzle 4 ( Extra: Area (Burst), Selective Attack) - Blinding burst of light. Everyone out to 20ft, except my allies, need to make a Reflex save v DC 14 or be blinded.
Supercape Posted November 13, 2011 Author Posted November 13, 2011 Young Brittania - 1 Hero Point, Fatigued, Sickened 1d20+6=23, 1d20+6=21 they make their reflex rolls... but you have some friends you made last night... Also, I forgot to add you are sickened from your hangover still... (I'll let you throw that off with a recovery roll after this scene...)
Supercape Posted November 17, 2011 Author Posted November 17, 2011 THe assassins are fanatics! but make a diplomacy roll in any case! Alternatively (and I leave this to you) if you wish to make this a veiled threat, intimidate roll (matched vs their will roll, d20 + 4).
Tiffany Korta Posted November 17, 2011 Posted November 17, 2011 I'll settle for Diplomacy 1d20+5=14, thats 18 if they find me attractive. I think I liked it better when it was someone elses roll .
Tiffany Korta Posted November 20, 2011 Posted November 20, 2011 I'm going to try again to getting him to talk using Batman interrogation techniques . As I'm not going to hurt him in any way I'm hoping I can get away with a bluff...
Supercape Posted November 20, 2011 Author Posted November 20, 2011 I would still call that an intimidate roll, sorry - but go ahead and make it!
Tiffany Korta Posted November 21, 2011 Posted November 21, 2011 Worth a try, k so my Intimidate roll is 1d20+3=22, plus any bonus for being so far up!
Supercape Posted November 24, 2011 Author Posted November 24, 2011 Unfortunately fanatics get +20 on intimidate rolls. They ain't talking! However, I don't want to let this stall here, so I will throw in some direction with your permission.
Supercape Posted November 29, 2011 Author Posted November 29, 2011 Could you throw me a sense motive roll, DC 10?
Tiffany Korta Posted November 29, 2011 Posted November 29, 2011 Sense motive 1d20+1=17, she obviously having a good day.
Supercape Posted November 29, 2011 Author Posted November 29, 2011 Mr. Trowell is nervous and concealing something. However, he does seem very, geniunely, concerned about Ms. Wheatley.
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