Tiffany Korta Posted May 24, 2012 Share Posted May 24, 2012 I hope you don't mind me making a OOC for this. Anyhow my Sense Motive roll 1d20+8=17. Link to comment
Supercape Posted May 24, 2012 Share Posted May 24, 2012 An OOC thread is a very good idea! something like this! Ok Miss the sense motive! Post away IC! Link to comment
Tiffany Korta Posted May 25, 2012 Author Share Posted May 25, 2012 You know I did look for the OOC honest! Though I think I was thrown off by you posting the roll in the IC part, am I missing a post somewhere? Link to comment
Supercape Posted May 25, 2012 Share Posted May 25, 2012 Yep, it should not have been posted in IC! editting! Link to comment
Supercape Posted June 1, 2012 Share Posted June 1, 2012 Ok this is a visual, will based Fatigue attack by the master. DC 22 Reflex Save, or you must make a DC 22 Will Fatigue attack. Also, please make a DC 22 Arcane Knowledge and Sense Motive Roll. Revenant is free to attack back or do anything, after the gaze, the body collapses in on itself, to become a shrunken withered inanimate corpse. Link to comment
Tiffany Korta Posted June 2, 2012 Author Share Posted June 2, 2012 Reflex Save : 1d20+8=26. Sense Motive : 1d20+8=27 Arcane Knowledge : 1d20+4=6. Well two out of three ain't bad :) Link to comment
Supercape Posted June 2, 2012 Share Posted June 2, 2012 Ok You look away. Sense Motive, you realise that this figure you have been pushing around has been under mind control / posession etc., Link to comment
Tiffany Korta Posted June 5, 2012 Author Share Posted June 5, 2012 In case i need these to convince the Butler, Diplomacy 1d20+10=17 and Bluff 1d20+12=18. Link to comment
Supercape Posted June 6, 2012 Share Posted June 6, 2012 Sense Motive Roll DC 20 Please. Link to comment
Tiffany Korta Posted June 6, 2012 Author Share Posted June 6, 2012 Sense Motive 1d20+8=22, yay. Link to comment
Supercape Posted June 6, 2012 Share Posted June 6, 2012 You suspect that the butler is not being entirely honest, or is withholding information from you in some way. Link to comment
Supercape Posted June 8, 2012 Share Posted June 8, 2012 Arcane Knowledge Roll DC 20 The Tome is somewhat obscure, author unknown, but is a rare occult text on necromancy, its thesis being on the transmutation of souls between the plane of death and the living. Not just the bodies (as in classical undead) but the heart and soul too, as in true resurrection. It is a black work, and even reading it is said to be perilous. Link to comment
Tiffany Korta Posted June 9, 2012 Author Share Posted June 9, 2012 Arcane Knowledge 1d20+4=22, Revenant has been hanging around with the right (or wrong) people! Link to comment
Supercape Posted June 9, 2012 Share Posted June 9, 2012 The Butler is, well, not lying exactly. But the book is indeed dangerous as he is saying. You get the feeling he is downplaying its dangerousness. Link to comment
Supercape Posted June 11, 2012 Share Posted June 11, 2012 Notice Roll Please. DC 0 to see how many figures DC 5 for details on figures DC 10 to details around the figures DC 15 to recognise one of the figures! However, you are 20 feet away, and its low light, so -8 penalty to the notice roll. Link to comment
Tiffany Korta Posted June 12, 2012 Author Share Posted June 12, 2012 Notice Roll 1d20+11-8=19, yay! Link to comment
Supercape Posted June 12, 2012 Share Posted June 12, 2012 Dum dum daaah! Hope that works. Link to comment
Supercape Posted June 22, 2012 Share Posted June 22, 2012 Initiative Rolls! 1d20+2=11 Mr. White The Four men 1d20=3 Are not quite dead but half zombies, and pretty powerful. However, they are minions. STR 26 (+8) DEX 10 CON 10 INT - WIS - CHA -. Saves Fort +10, Reflex +0, Will Immune, Protection +8, Grapple +12 Attack +4 Defence +2 (Damage 10 Strike from Strength and Electricity). Powers: Immunity to Will Saves, Limited Immunity to Fort Saves, Protection +8, Aura (Strike 2 Continuous: Electrical) Link to comment
Tiffany Korta Posted June 23, 2012 Author Share Posted June 23, 2012 Initiative 1d20+6=26, I guess she was expecting trouble. Link to comment
Supercape Posted June 23, 2012 Share Posted June 23, 2012 Round 1! 26 - Revenant - Unharmed - 1 HP 11 - Mr. White - Unharmed 3 - Zombiemen - Unharmed [4] Revenant is up! Link to comment
Tiffany Korta Posted June 24, 2012 Author Share Posted June 24, 2012 Okay let's try to thin out the not-dead-undead. I'm starting with a Groundstrike to (try) and knock everyone prone. It covers a 100 ft radius, there trip resistance is 1d20+10=16, half that if they make a DC 20 Reflex save. Link to comment
Supercape Posted June 24, 2012 Share Posted June 24, 2012 1d20=1, 1d20=16, 1d20=3, 1d20=10 All failing their reflex rolls. 1d20+4=7 As does Mr. White. 1d20+5=14, 1d20+5=11, 1d20+5=8, 1d20+5=23 3 out of 4 Zombies Tripped. 1d20+2=18 White stays afloat. So, I am going to offer you: HP, and if you take it, the ichor in the flask spills over - releasing science/magic! which is harmful to Revenant (Injured and you wont be able to regenerate). Link to comment
Tiffany Korta Posted June 24, 2012 Author Share Posted June 24, 2012 Oh, I'll happily take the damage in the name of Plot! And the extra HP won't hurt either . Link to comment
Supercape Posted June 24, 2012 Share Posted June 24, 2012 Okay, take an Injury and an HP! The Life Ichor is now floating around and its a DC 21 Toughness save next round (19/17/15/stops in following rounds) All the half zombies are Injured and may also take damage, however being half dead its reduces to SC 18/17/16/15/Stop. Mr. White: Move Action (Move to door), Throwing off a Paralyse Perception Range Attack, so thats a DC 13 Will Save for Revenant. Zombies: Move Action (Get up), Standard Action (Move to Revenant). One Zombie however did not need to get up so will attack Revenant: Despair: The subject is shaken, suffering a –2 on attack rolls, saving throws, and checks. Failure by 10 or more means the target is overcome with hopelessness, helpless and unable to take any actions. and misses! Link to comment
Tiffany Korta Posted June 24, 2012 Author Share Posted June 24, 2012 Okay my will save is 1d20+8=27, so that's okay. It my go right? If so I'll use my shiny HP to temporary gain Takedown Attack, and let's take down these pesky not zombies. I'll take 10 on the attack so that's 22 to attack and a DC 27 Toughness save. If I can I'll use my move to scoop up the fallen so they don't dissolve in the "glop". Link to comment
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