Ari Posted April 6, 2012 Author Posted April 6, 2012 Yes. He even gives you the original to help with the practical side of recreating it. DC20 Arcane Lore to figure out what needs getting together and how to make it, DC24 Craft(Artistic) check to make the thing in question. (You may take 10 on the checks if you wish)
Scuffles Posted April 6, 2012 Posted April 6, 2012 Sooo. Ari says that I can take 20 on the above checks. So that's what I'll do seeing as they're pretty hard checks.
GranspearZX Posted April 6, 2012 Posted April 6, 2012 I think I will take 10 to be on the safe side, which covers me for both checks. Post forthcoming.
Scuffles Posted April 9, 2012 Posted April 9, 2012 Can Kristin do anything about the alarm on the door? If possible she'd like to get out without alerting anyone.
Scuffles Posted April 13, 2012 Posted April 13, 2012 Is that rolling initiative type time Ari? If so, 13
Ari Posted April 13, 2012 Author Posted April 13, 2012 Indeed it is! The three robots make their rolls(using the standard medium Robot archetype from the Core with the added power of Blast 8(Extra: Area(Burst, 40ft.)[24PP] Roll: 4. Go ahead! They're quite close together. Around five feet between them.
Scuffles Posted April 15, 2012 Posted April 15, 2012 Kristin would like to get to melee range with the robots because that's the best way she can think of to stop them blasting her new friends with those area attacks. Is that possible? If so, her move action is to move forwards into melee range. Standard action is an attack with her area TK attack against all three: 8, 26, 7. Invisible castle totally hates me at the moment! The second one is a crit though so it's DC26.
Ari Posted April 16, 2012 Author Posted April 16, 2012 Very possible. Okay, hits cannon-Fodder #2. Their DC26 TOU save: 13, it's out. The other two make their attacks with the area Blast: REF save DC18, DC23 TOU save if that is failed, obviously. Order: Glow: Bruised(x3) Cannon-Fodder(x2): Unharmed
Scuffles Posted April 17, 2012 Posted April 17, 2012 12 and 12 for Reflex saves. 21 and 22 for the toughness saves so two more bruises. She'll just pick off one of the robots this time if she can. They're really low defense so she'll power attack +2 against one of them like so: 1d20+6=16. It's a DC25 toughness save if that hits.
Ari Posted April 18, 2012 Author Posted April 18, 2012 It does. DC25 TOU save: 8. Holy cow. They dead. Other one shoots their Area attack, same REF and TOU DCs.
Scuffles Posted April 18, 2012 Posted April 18, 2012 Reflex save: 22 hey I made one! So that halves the toughness DC. 23 would become 19 or something I think. Kristin has 5 bruises which means she saves at like +4 now. 11 which would be dazed and bruised. Considering she's probably not going to get out of this fight if she keeps getting blasted I'll spend her last HP to wipe the daze. Power attack 2 on her attack against the last robot: 4+6=10. I guess that probably misses. Ooops. DC25 again if it doesn't.
Ari Posted April 22, 2012 Author Posted April 22, 2012 Yeah, that does miss unfortunately. Area Attacking again, same rolls as usual.
Scuffles Posted April 22, 2012 Posted April 22, 2012 Area blast still doesn't need an attack roll! Reflex: 13 Toughness (five bruises): 21 Good timing for that, but still tack on another bruise. Just hanging in there. Attack roll: 26 So DC23 toughness for robot.
Ari Posted April 23, 2012 Author Posted April 23, 2012 DC23 TOU for the robot: 11. Boom. Okay, that is now the last planned martial obstacle for Glow in the facility, otherwise she has a clear shot at escaping with the two students. Do you want her to escape now with Frank and Lucy, send them on ahead through the teleporter, or do you want to do more damage to the OVERTHROW fellows with their(minimal) help?
Scuffles Posted April 23, 2012 Posted April 23, 2012 Kristin will be very pleased to just get out of the base standing at this point, so just making the escape sounds like a plan to me!
Ari Posted April 23, 2012 Author Posted April 23, 2012 Alright, post away your destruction of the robot and daring escape through the teleporter(last-minute dives optional)!
Vahnyu Posted April 24, 2012 Posted April 24, 2012 Well... it was fun while it lasted. Stealth Roll. 1d20+5 → [1,5] = (6) Reroll 1d20+5 → [17,5] = (22) Moving to get near the crates in the platform. Just a Knowledge(Technology) check of DC16, a Computers check of DC15, and another Stealth check DC18. Stealth check you can take 20 on due to the slow speed of the palform and some other factors that will come into play once those first two checks are cleared. Take 10 on Knowledge Technology and Computers, to the totals of 20 on both of them, and 20 on the Stealth check, for a total of 25
Ari Posted April 24, 2012 Author Posted April 24, 2012 GM Fiating that you re-roll that Stealth check.
Ari Posted April 26, 2012 Author Posted April 26, 2012 El Heraldo will make with the sweet-talking. Diplomacy roll: 27. Opposed Diplomacy check by Mr. Badsort(played here by a veteran Paragon actor): 14. Strongarm is brought from Hostile to Neutral.
Vahnyu Posted May 3, 2012 Posted May 3, 2012 DC15 Notice to locate the proper instruments, DC20 Knowledge(Tech) to operate them. You can take 10 or 20 on them if you wish. Take 10 on Notice: 15 Take 20 on Knowledge(Technology): 30 Computer check to write a mask programm, +4 circumstantial bonus, vs 25 DC: 1d20+14 → [9,14] = (23)
Vahnyu Posted May 6, 2012 Posted May 6, 2012 1d20+7 → [5,7] = (12) Pheww... only just made it by the width of a hair.
Vahnyu Posted May 6, 2012 Posted May 6, 2012 Stealth Check: 1d20+5 → [4,5] = (9) In case the robots decide to look at Net Fly. Net Fly uses his Datalink to connect with the camera above his head(assuming it's within reach for his Datalink 1(5ft)). Taking 10 on both Knowledge Technology and Computers. If I can't, Knowledge Technology: 1d20+10 → [4,10] = (14), and Computers Check: 1d20+10 → [16,10] = (26), to make sure that the camera is offline and stays that way, and if not, cut if off or divert it's attention from the ground.
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