Kolohehonu Posted April 23, 2017 Posted April 23, 2017 (edited) Oh that makes sense. I'm not looking for friends just looking to not get shot, or at least put that off mjnd control not mind reading Edited April 23, 2017 by Kolohehonu
Supercape Posted April 23, 2017 Author Posted April 23, 2017 (edited) Whoops! Apologies. Yes you have mind controlled the captain. Feel free to command him as you wish! NB: As it isnt suble or insidious, the Captain will know you are mind controlling him. Is this still your planned action? Edited April 23, 2017 by Supercape
Kolohehonu Posted April 23, 2017 Posted April 23, 2017 You know what I wont do that, I'm just going to use the power of Hina to calm him down without mind controlling him. So either Diplomacy or just Charisma?
Supercape Posted April 23, 2017 Author Posted April 23, 2017 (edited) I think we can just use your diplomacy roll as a general indicator of "Calm TF down" to the situation! However, I think it also reasonable at this juncture to award a general HP for maintaining your secret ID and curtailing your powers (and trying to calm down a situation heroically!) HP - 2 You can always stunt a feat (subtle or insidious) in the future if you wish. Edited April 23, 2017 by Supercape
Kolohehonu Posted April 24, 2017 Posted April 24, 2017 Flipping over to Puenui Take ten with radius vision notice at 15 also gonna detect magic, which seems obvious but worth doing. Going to mind read the doctor, spend an HP to make it subtle.
Supercape Posted April 24, 2017 Author Posted April 24, 2017 HP - 1 Will Save: Will Save vs Mind Reading: 1d20+6 8 which means mind read, concentration duration (i.e. active until you say so, although given the terrain I may call for a concentration roll to maintain it whilst you move). Ill post IC (imminently) the results.
Supercape Posted April 24, 2017 Author Posted April 24, 2017 Can you toss me a Concentration DC 15 roll to maintain the mind reading (given the collision, insects, heat, and terrain)? Incidentally, the terrain is enough to cause a -50% movement penalty (without sure footed), and is officially a "hot" terrain, meaning fort saves every hour. Unlikely to cause a major problem, but for reference.
Kolohehonu Posted April 24, 2017 Posted April 24, 2017 (edited) Concentration check: 1d20+5 18 misread my bonus, so 13 it drops. Also going to use X-ray vision on the shrine Edited April 24, 2017 by Kolohehonu
Kolohehonu Posted April 24, 2017 Posted April 24, 2017 Knowledge Theology check: 1d20+1 14 i don't know what I might know theology/arcane wise, but it seems like something to try
Supercape Posted April 24, 2017 Author Posted April 24, 2017 With X Ray vision, you can see a figure inside, female, huddled over a camping stove (and various bits of eldritch witchcraft, herbs, and camping equipment etc). Theology check wont get you much, other than the general realisation that its a temple or at least the very primitive version of it - some kind of place of worship (although you know of no monotheistic deity it could be dedicated to).
Kolohehonu Posted April 25, 2017 Posted April 25, 2017 Sense motive on the woman Sense motive: 1d20+5 12
Kolohehonu Posted April 25, 2017 Posted April 25, 2017 And as a note Kimo is going to try as best he can to keep Rosa out of the shrine, blocking the doorway/ entrance if he can.
Supercape Posted April 25, 2017 Author Posted April 25, 2017 Duly noted. Swamp woman Bluff: Bluff vs Sense Motive: 1d20+8 27 so no clue! I'm not sure what array you have active right now, could you let me know, and throw in a notice roll whilst you are about it? You can make both a theology/philosophy roll and an arcane roll too.
Kolohehonu Posted April 25, 2017 Posted April 25, 2017 Puenui array Notice Check: 1d20+5 15 Knowledge Theology: 1d20+1 4
Kolohehonu Posted April 25, 2017 Posted April 25, 2017 Going for a mind reading. Gonna also bluff Check to seem like I'm way more comfortable and confident than I am. Bluff check: 1d20+7 20
Supercape Posted April 25, 2017 Author Posted April 25, 2017 Sense Motive: 1d20+13 15 You call her bluff, ill post accordingly. Will Save vs Mind Reading: 1d20+12 17 She just makes the mind reading. Could I trouble you for a) another notice roll? b) a DC 10 Fort save from inhaling the drugged fumes. For save vs fumes: 1d20+2 12 which Rosa makes.
Kolohehonu Posted April 25, 2017 Posted April 25, 2017 Notice Check: 1d20+5 20 Fortitude save: 1d20+5 12
Kolohehonu Posted April 25, 2017 Posted April 25, 2017 Nope, snakes are similar enough to eels to freak Kimo out when one he didn't notice slides over his foot. Power array Pele I'm using my shockwave so she gets to make a DC 19 reflex to avoid that for half damage.
Kolohehonu Posted April 25, 2017 Posted April 25, 2017 Thinking it through I want to go ahead and make a bluff check to try and Hide the fact that Kimo's hand hurts from doing that, basically to make him seem a lot more badass than he is feeling. And I'm going to make an intimidate check as well. Bluff check: 1d20+7 13 Intimidate: 1d20 16
Supercape Posted April 25, 2017 Author Posted April 25, 2017 ok we can basically waive the Bluff check. The intimidate check is vs: Sense Motive vs Intimidate: 1d20+13 17 so won't work. However, Vesper is fragile. Also, sitting down, Ill give her a -2 penalty to her reflex. Reflex Save vs Shockwave: 1d20+0 20 which she actually makes for a DC 19 Toughness save. Save vs Toughness: 1d20+1 12 Its still enough to stun and bruise her (I am assuming its non lethal damage) In response the viper snake at your feet will sink his fangs into Kimo. We are using a modified Snake (Viper) statistics, and assuming that Kimo is flat footed and its an "Aimed" attack due to the thing being only felt not seen and having snuck up on him. Attacks Kimo: 1d20+7 12 with +2 for aim makes 14, which just hits him. You can choose to narrate that as kicking the thing of your foot just after it sinks its teeth in. No real damage effect (a little blood but nothing to cause a bruise or injury). But its a Drain Constitution 4 effect for you to roll!
Kolohehonu Posted April 25, 2017 Posted April 25, 2017 Ok well I'm leaving the viper alone Attack Vesper: 1d20+5 20 so if that hits it's a DC 24 toughness Save and ill improve grab to attempt to grapple her. Fort save against poison: 1d20+5 11 oof... so not feeling great, but definitely feeling pissed off.
Supercape Posted April 25, 2017 Author Posted April 25, 2017 That will hit! Toughness Save vs KK: 1d20+0 1 and she is out like a light. No need to roll for a grapple of an unconscous body. Your CON is now 7, meaning a Toughness of +7, Fort of +3.
Kolohehonu Posted April 25, 2017 Posted April 25, 2017 Snake is still around can I try to grab that thing?
Supercape Posted April 25, 2017 Author Posted April 25, 2017 Not in the same round, but if you post IC first, lets see what happens!
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