Supercape Posted December 12, 2011 Author Share Posted December 12, 2011 Could you throw me a diplomacy roll for that? Oh, and its about time to see if you recover from Sickened condition I think! DC 9 to shake off. Link to comment
Tiffany Korta Posted December 13, 2011 Share Posted December 13, 2011 Diplomacy Roll : 1d20+5=21 Link to comment
Supercape Posted December 14, 2011 Author Share Posted December 14, 2011 Good enough for me! And you can add attractive to that to make it 25, shifting him from indifferent (the snooty nosed guy!) to helpful!!! Link to comment
Tiffany Korta Posted December 28, 2011 Share Posted December 28, 2011 Gonna use beginner luck to gain Forgery,taking 10 for a total of 15.That will cost me a heropoint and hopefully create a note good enough to fool the bishop. Link to comment
Supercape Posted December 30, 2011 Author Share Posted December 30, 2011 OK, having considered this I dont think a handwritten note really requires a hero point or expertise. At most I would call it a straight INT check, but unless you are going to produce something that you wish to stand up to proper forensic analysis, I am going to say that with enough time you can do something reasonably effective. EDIT # Incidentally I took a few liberties with the Bishops actions, if you actively resist his clutches, let me know and I will edit. Link to comment
Tiffany Korta Posted December 31, 2011 Share Posted December 31, 2011 Bluff roll (00:43:42) System: TiffanyKorta rolls 1d20 and gets (12)+9=21. Link to comment
Supercape Posted December 31, 2011 Author Share Posted December 31, 2011 Good enough for me! Link to comment
Tiffany Korta Posted January 1, 2012 Share Posted January 1, 2012 Do you want me to spend a HP and work out the Concealment for my little firework display? Link to comment
Supercape Posted January 1, 2012 Author Share Posted January 1, 2012 SOunds like it is a stunt of some sort...what exactly are you trying to achieve? Link to comment
Tiffany Korta Posted January 1, 2012 Share Posted January 1, 2012 Try to make sure that any of those nasty little Inquistion don't see the glowing light that is YB landing on the ship. Link to comment
Supercape Posted January 1, 2012 Author Share Posted January 1, 2012 Well that sounds like a stunt, a very suitable one for a light control array! Concealment 4: (All Visual) [8pp] This ok? Will only conceal YB built like that alternatively you could do Concealment 2: (Normal Sight, Extras: Affects Others, Burst, Selective) [10pp], to selectively cause concealment in everything withing 10 feet of you. Link to comment
Tiffany Korta Posted January 1, 2012 Share Posted January 1, 2012 I think the second best fits the way I described the effect, so lets go with that. And thanks for doing the heavy lifting for me . Link to comment
Supercape Posted January 1, 2012 Author Share Posted January 1, 2012 Now you know what to spend an extra PP on for your next edit ;) Link to comment
Tiffany Korta Posted January 2, 2012 Share Posted January 2, 2012 I'd like to apply just enough force to break the lock without destrying the door. With my Super-Strength that would be 14 against the door. Link to comment
Supercape Posted January 2, 2012 Author Share Posted January 2, 2012 Editted post accordingly, but they would still hear that! Initiative roll! Link to comment
Tiffany Korta Posted January 2, 2012 Share Posted January 2, 2012 Initative : (02:03:23) System: TiffanyKorta rolls 1d20 and gets (7)+4=11. Is this a good time to mention the major edits I put up last month and haven't gone through yet? Link to comment
Supercape Posted January 7, 2012 Author Share Posted January 7, 2012 It would be an excellent time to poke TT about that, yes! *Ahem* Anyway, I really can't find a suitable archetype for Inquisition / Vatican Super Agents so I am going to wing it (below doesnt account for misc stuff like skill in theology). Spoiler if you want to keep it fresh! STR 12 DEX 12 CON 12 INT 14 WIS 14 CHA 10 Attack +6 Defence +6 Fort +4, Reflex +4, Will +4, Tough +4 (+2 Flat Footed). Initiative +5, Grapple +7 Feats: Improved Initiative, Precise Shot, Improved Aim, Defensive Roll 1 Skills: Stealth +4 (+5), Intimidate 8 (+8), Sense Motive +4(+6), Bluff 4 (+4) Equipment: Vatican Robes (+1 Toughness), Knife (+3 Damage, Crit 19-20), Crossbow +3 Damage, Crit 19-20) This doesn't include the various equipment they have stuffed around the current location. Initiative: 1d20+5=15 So, their action will be to arm themselves! Link to comment
Tiffany Korta Posted January 11, 2012 Share Posted January 11, 2012 And we're good to go. I'd like to use my new foung dazzle to blind the inqusitors. And hopeful using the door to spare my companions from the blinding effects. Link to comment
Supercape Posted January 11, 2012 Author Share Posted January 11, 2012 ok that will drop concealment. I'm not sure the door and position give full protection from your dazzle, but I will allow them a +5 circumstance reflex roll for it. 1d20+5=21 which they make (rolled for both) The Inquistion: 1d20+4=15, 1d20+4=14, 1d20+4=9, 1d20+4=11, 1d20+4=22, 1d20+4=14 2 Of them are dazzled. Round 2: 16 Inquisition - 2 Dazzled 11 Revenant - Unharmed - 1 Hero Point The four non-dazzled Inquisition are going to Move to you, at start beating up on you with Knives. This is lethal damage! 1d20+6=23, 1d20+6=22, 1d20+6=24, 1d20+6=15 Nothing critical, anyway, but all of them hit! However, your Impervious 7 Ability makes you immune to them all! Link to comment
Tiffany Korta Posted January 12, 2012 Share Posted January 12, 2012 Can I do some kind of sweeping motion with the door to try and knock some (all?) of them down? Link to comment
Supercape Posted January 12, 2012 Author Share Posted January 12, 2012 That would probably come under getting the takedown feat by spending a hero point? Then you could wallop one after the other providing you KO. Link to comment
Tiffany Korta Posted January 12, 2012 Share Posted January 12, 2012 Actually I think I'm out of HP's, if not I'll go for the takedown. 1d20+5=16, I think that squeaks by as a hit. Link to comment
Supercape Posted January 12, 2012 Author Share Posted January 12, 2012 Yeah unfortunately you are out of Hero Points Extra Effort, and you could stunt off your enhanced Strength for something like that, I would guess (A Strike 4, Cone Extra applied to Strike and Strength) - Total 14PP. How does that sound? Would mean a DC 17 Reflex Save and DC 22 / 19 Toughness Save. Link to comment
Tiffany Korta Posted January 13, 2012 Share Posted January 13, 2012 Yeah lets go with that, ta Link to comment
Supercape Posted January 15, 2012 Author Share Posted January 15, 2012 Reflex ROlls 1d20+4=16, 1d20+4=24, 1d20+4=9, 1d20+4=19 So, DC 22/19/22/19 Toughness Saves 1d20+4=14, 1d20+4=11, 1d20+4=19, 1d20+4=7 All KO'd! Post away! Link to comment
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