Supercape Posted February 27, 2012 Author Posted February 27, 2012 And the Gather Information Roll? ;)
Supercape Posted February 27, 2012 Author Posted February 27, 2012 Somewhat irritatingly (in my opinion) rules [p48/49] say 4 checks needed for a metropolis (which I think Paris probably is), each check taking an hour. So lets say you made one. If you want to take onlly 1/2 hour, -5 penalty. +2 Situational bonus because Frederick gave you some hints to his past (RPG) that you picked up on.
Ari Posted February 27, 2012 Posted February 27, 2012 No problemotion! Check#2: 24. Check#3: 31. Check#4: 20.
Supercape Posted March 4, 2012 Author Posted March 4, 2012 Could you throw me a diplomacy roll? as you are using reason. Of course, intimidation is also an option open to you. Failure wont stick the thread, but it will send it in a different direction.
Ari Posted March 4, 2012 Posted March 4, 2012 Taking 10 on this with Skill Mastery, for a result of 20.
Supercape Posted March 10, 2012 Author Posted March 10, 2012 The mist will cause a sicken effect. Fort Save DC 20. Throw me an initiative Roll. Marcel will help out with it, whilst Rene keeps up the incantation. 1d20=19 for Marcel 1d20+0=14 for Gallu
Ari Posted March 11, 2012 Posted March 11, 2012 Ten thousand thundering typhoons! This Gallu is a total douchebag! :evil: Time to tie up the loose ends! Snare power Attack(+-3) attack with the Bolos on Mz. Deadcorpse: 8. Bedanged! Using a HP to reroll, if I have one: 7, +10 because the roll got a 4, so 17. DC17 Reflex save should that hit!
Supercape Posted March 13, 2012 Author Posted March 13, 2012 Ok Round 1 27 - KoS - 4HP - Sickened 19 - Marcel - Unharmed 14- Gallu - Unharmed
Supercape Posted March 13, 2012 Author Posted March 13, 2012 And on your go: Sickened condition gives you a -2 Penalty to attack unfortunately, the link you posted gave a hit roll of 12, (I dont know where you got 7 from that would be impossible!) so 22, -2 penalty to 20 is a hit. -3 for Power Attack is 17) [dont you have +12 on bolo's attack rather than +8? - I confess I am lost here. But I cant see how you can get a miss. Could you clarify for prosperity?] 1d20+0=16 Entangled Marcel will delay action. The corpse will attempt to break free from the Bolas: Toughness 4 vs DC 25 Toughness save: 1d20+4=18 so Snare is damaged but not destroyed. Marcel will only ready his cudgel at this point, and Aim at target.
Supercape Posted March 13, 2012 Author Posted March 13, 2012 Round 2 27 - KoS - 4HP - Sickened 19 - Marcel - Unharmed 14- Gallu - Snared (Entangled 1).
Ari Posted March 13, 2012 Posted March 13, 2012 Like so: rolled 1d20+8, got a four which makes 12 with the bonus. Now, the Sicken condition gives a -2 penalty to attacks, and the Power Attack trade-off was 3, so remove 5 from 12 and you get 7, thus my stated result.
Supercape Posted March 13, 2012 Author Posted March 13, 2012 I make it a +12 bonus with your bolo so from your sheet? Or am I miissing something?
Ari Posted March 13, 2012 Posted March 13, 2012 The Armaments Belt is the Device Array in the Powers section, not the Utility Belt array in the Equipment list. And yes, it IS needlessly confusing having both of those.
Supercape Posted March 13, 2012 Author Posted March 13, 2012 Well lets leave it as is and sorry about my confusion! you are up again!
Ari Posted March 13, 2012 Posted March 13, 2012 On the one hand, I could go with the obvious thing that has worked every blame time and just layer another Snare on top of the Corpsepile. On the other hand, doing new things is always exciting. Coin-toss time, 1 for layering another Snare, 2 for attempting a Grapple. 1. Darn. Layering a Snare.
Ari Posted March 15, 2012 Posted March 15, 2012 Oh right, duh. 26, what...? So that's a DC19 Reflex save then.
Supercape Posted March 15, 2012 Author Posted March 15, 2012 1d20+0=5 Completely Entangled! At this stage I am inclined to say we shall call it over, but post away your next action(s).
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