Ecalsneerg Posted September 8, 2014 Posted September 8, 2014 Turning on his chameleonic field inducer, and rolling Stealth since it only covers visual and radar. Stealth roll (1d20+10=19)
Supercape Posted September 8, 2014 Author Posted September 8, 2014 That works fine. You may wish to roll Gather Information as you have the Well Informed Feat DC 20 MAX MEDICINES works primarily in cancer and autoimmune drug research. It has a fairly clean reputation, is fairly small, and fairly effective. It has had some investigation in terms of rushing experimental medications through, but as it is backed by many charities and wealthy individuals with terminal cancer looking for cures against all hope, it is pretty robust and popular DC 30 Two month ago, it fired one of its main researchers, some scandal about experiments not following protocol, and his mental breakdown
Ecalsneerg Posted September 8, 2014 Posted September 8, 2014 I'll just take 10 using Skill Mastery, for a 25.Keep bein' sneaky (1d20+10=28), only now on the ceiling!
Supercape Posted September 9, 2014 Author Posted September 9, 2014 Yeah, he can sneak away to his hearts content vs these guys now!
Ecalsneerg Posted September 9, 2014 Posted September 9, 2014 Alrighty then, turn off the Concealment, and Charge off the ceiling to do a disarm attack on the junkie holding a gun, Power Attacking for 3 as he does so. He'd also get Sneak Attack, so... Roll to hit, then contested roll vs Strength to disarm. (1d20+15=19, 1d20+9=18)
Supercape Posted September 10, 2014 Author Posted September 10, 2014 As per chat, lets just say that happens!
Supercape Posted September 10, 2014 Author Posted September 10, 2014 The four thugs fire! Bam Bam Bam! and Bam! Of course they can only succeed on natural 20s. 1d20+2=22, 1d20+2=6, 1d20+2=16, 1d20+2=6 Well whaddya know? Thats a DC 15 Fort Save Fatigue Effect please. If you wish you can be knocked out by that for an HP.
Supercape Posted September 10, 2014 Author Posted September 10, 2014 Ok so that has the poison extra on it, so another save...later (this wont last 10 rounds). You are up again. COnsider the disarmed due frozen with fear. Four left, in reasonably close proximity.
Ecalsneerg Posted September 10, 2014 Posted September 10, 2014 All-out Attack 2, Power Attack 3 using his Strike 2 and Takedown Attack. Taking 10, that's 23 to hit for DC 24 Toughness saves
Supercape Posted September 10, 2014 Author Posted September 10, 2014 1d20+5=16, 1d20+5=21, 1d20+5=7, 1d20+5=15 All out, post away!
Supercape Posted September 10, 2014 Author Posted September 10, 2014 So out of combat, may as well roll that second fort save.
Ecalsneerg Posted September 10, 2014 Posted September 10, 2014 If you wanna Fiat now, I'd be fine with it. Otherwise, Fortituuuuude (1d20+9=16)
Supercape Posted September 10, 2014 Author Posted September 10, 2014 Thats your call! Your character, your choice!
Ecalsneerg Posted September 11, 2014 Posted September 11, 2014 Thats your call! Your character, your choice! Let's drug 'im!
Supercape Posted September 11, 2014 Author Posted September 11, 2014 You are fairly sure the guy speaking to you is hallucinating.
Ecalsneerg Posted September 12, 2014 Posted September 12, 2014 Skill Mastery 31 on Bluff to trick him into monologuing.
Supercape Posted September 14, 2014 Author Posted September 14, 2014 So forgot to post this, sorry. The restraints are a DC 25 Escape Artist to get out of . Of course you may want other tricks! Taking 20 is entirely possible but there is a clock / time element to this, as Dr Tonic is on his way to hospital.
Ecalsneerg Posted September 15, 2014 Posted September 15, 2014 Strength roll to try and loosen the bonds, with a +2 to the roll from using an Extra Effort. (1d20+6=25)
Supercape Posted September 15, 2014 Author Posted September 15, 2014 Yeah that works for me...loosened enough to give a +5 Escape artist check!
Ecalsneerg Posted September 15, 2014 Posted September 15, 2014 I'll burn a HP to remove the Extra Effort Fatigue, and...Escape Artist check, DC 25 (1d20+20=33)
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