Supercape Posted April 17, 2012 Author Posted April 17, 2012 Diplomacy roll if you are speaking to the sharks (or intimidate etc). With Animal Empathy skill of course you can replace Diplomacy with your Animal Handling Skill.
Ari Posted April 19, 2012 Posted April 19, 2012 Yeah, I'll use the Animal Empathy feat(because how often exactly DOES it get used, really?), substituting Wave-Eye's Handle Animal bonus for Diplomacy. Handle Animal roll: 13. Grllphsurlmuiooorgh... Hm. On the one hand I could burn a HP and reroll, but with two other leads(one of which is a kraken), I see no reason to do that at present.
Supercape Posted April 22, 2012 Author Posted April 22, 2012 I feel another animal handling / empathy roll coming on!
Ari Posted April 22, 2012 Posted April 22, 2012 Me too. Alright, with Empathy substituting Handle for other interaction skill: 15.
Supercape Posted April 25, 2012 Author Posted April 25, 2012 Enough to change it from Unfriendly to Neutral.
Supercape Posted April 28, 2012 Author Posted April 28, 2012 Could I have a direct WISdom check please DC 10 (and 20 for higher insight). Also, a Knowledge (History) Check if you have it, otherwise an untrained INT roll DC 10 (and 20 for higher insight).
Supercape Posted April 29, 2012 Author Posted April 29, 2012 WIS Check: You are aware, in this dim cavern, of a chill running down your spine - the place is alive with undead, curses, etc... History Check: The bones and the weapons are those of the Ancient America's and Atlantis..around 4000B.C... .... ....the time of his birth and the terrible wars he fought in! (details up to you!).
Supercape Posted April 29, 2012 Author Posted April 29, 2012 Initiative Rolls! 10 Skeletal Warriors: 1d20+4=14 (they are minions) 1d20+0=14 for Skull Face (not a minion!), Skeletons win tie breaker.
Ari Posted April 29, 2012 Posted April 29, 2012 Sunuvabastich! Initiative: 20. Huzzah! Okay, going to pluck Skull Face from the belt as a Free Action, and throw him at one the closest skeleton for a Standard. Attack roll: 7. BAHAHAHAAAA! Free Action to Wax Sophistical. Move Action ten feet vertically from the encroaching skeletons, Free Action to draw the Conch.
Supercape Posted April 29, 2012 Author Posted April 29, 2012 First off, 1 HP for missing, and generally entertaining me with that post Wave-Eye Injured x1, HP 3 Skelingtons: Swim and Attack - they are actually quite fast underwater (well, they have had 6000 years to practice...) 10 Attacks: 1d20+4=15, 1d20+4=20, 1d20+4=16, 1d20+4=15, 1d20+4=9, 1d20+4=14, 1d20+4=8, 1d20+4=19, 1d20+4=20, 1d20+4=15 With a defence of 18, that is 3 hits, all DC 18 Toughness saves (Lethal Damage from Spears and Knives) - Note your pre existing bullet wound injury for toughness saves! Skull Face: Standard Action Intimidate: 1d20+20=31! match that with Will save or demoralised next round! Awaiting your saves before posting.
Ari Posted April 30, 2012 Posted April 30, 2012 TOU saves : 9, 23, 12. Re-rolling the first one. 24. So that's a Daze, a Bruise and another Injury. Damn. Wave-Eye needs some Impervious... Will Save: http://invisiblecastle.com/roller/view/3495350/12. And he's Demoralized too. This shows why heroes so seldom work alone.
Supercape Posted April 30, 2012 Author Posted April 30, 2012 Post away and onto next round! Wave eye is up!
Ari Posted April 30, 2012 Posted April 30, 2012 Alright, Wave-Eye's turn, he's going to kick so much butt when he stops being Dazed! Which is not now, so blegh.
Supercape Posted April 30, 2012 Author Posted April 30, 2012 Round 2! 20 - Wave-Eye - 2 HP - Injured x1, Bruised, Dazed (till (till 14), Demoralised (till 14) 14 - Skelingtons 14 - Skull Head Your turn - shaking of Dazed. Skelingtons: 1d20+4=15, 1d20+4=10, 1d20+4=22, 1d20+4=13, 1d20+4=10, 1d20+4=24, 1d20+4=20, 1d20+4=20, 1d20+4=14, 1d20+4=10 1 hit, 1 critical. DC 18, 23 Toughness Rolls (at -2 for Injured and Bruised). you are up again!
Ari Posted April 30, 2012 Posted April 30, 2012 ....Yeah, this trap is working out awesomely for Skull Face. Also, he's Injured twice, from the gun and all. Thankfully, two hits, 2HP, so if I fail I can just try again. TOU saves: 23, 8. Amazing. Spending a HP to reroll the second save: 23, what? Whatever, I can do things now. Move Action upwards 40ft, and using the Area Damage power of the Conch to go ahead and Attack the Skeletons in a cone 1200ft. wide. DC27 TOU check for...I think all the skeletons? DC21 if they succeed the DC22 REF save, obviously. EDIT: Realized I need to roll for it because of being Targeted, so the Attack roll: 10. Is bad, but whatev's.
Supercape Posted May 2, 2012 Author Posted May 2, 2012 Can I check? As the skelingtons are minions you could take 10 and hit them all? (If you want to miss, thats an HP!)
Supercape Posted May 2, 2012 Author Posted May 2, 2012 Which is enough to hit them...1d20+6=17, 1d20+6=22, 1d20+6=16, 1d20+6=8, 1d20+6=11, 1d20+6=13, 1d20+6=22, 1d20+6=23, 1d20+6=16, 1d20+6=19 all Knocked out!
Ari Posted May 3, 2012 Posted May 3, 2012 That is seriously astounding. Okay, hundreds of these things are pretty surely beyond Wave-Eye's current PL, so he's going to try and convince Skull Face to lay off with the raising of the dead by grabbing him and taking him to a nice coral reef somewhere, move action to reach the guy, standard to pick his head up, then Surging for another Move action to begin his escape. That sound good?
Supercape Posted May 6, 2012 Author Posted May 6, 2012 Escape Artist DC 10 Check to get through the crack! (Other methods entertained of course!)
Ari Posted May 7, 2012 Posted May 7, 2012 Not going to do anything fancy with moving undersea cliffs yet, so I'll just make the check: 17. Hoorrah.
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