Jump to content
RocketLord

Defenders of the Deep OOC

Recommended Posts

Thanks

 

Depending on time, Sgt Shark will look at the geological data and use Knowledge [Earth Sciences] either taking 10 (minutes) or 20 (hours!) to see what thestate of play is - looking at the stability of the region and also age of the plates around here. 

 

EDIT: Should have added that would be a 20 or 30 result on the "roll" respectively. 

Edited by Supercape

Share this post


Link to post

Aquaria has the following Super-Senses: 

Super-Senses 12 (Darkvision, Radius Sight, Detect Magic 3 [auditory], Hearing [Extended], Sonar [Accurate Ultrasonic Hearing], Scent [Acute], Tremorsense) [12PP]

And her Notice check is 

21

Share this post


Link to post

Notice Roll: 1d20+13 15 although it might be academic!

 

For reference, Sgt Shark has low light vision, and accurate acute olfactory sense. Both are extended 1 (x10 range). Also, his uncanny direction sense is keeping track of their path! :)

Share this post


Link to post

Shark Stats, for ease of use for me 

P1FelYv.png

 

Initiative: 1d20+2 = 22

Beware the dreaded turbo sharks

 

And yes, that'd be a fail, if I understand Handle Animal checks listed right.

 

So, initiative:

 

24 - Sgt. Shark - 1 HP - Undamaged

22 - 4 Sharks - Undamaged

15 - Asad - 3 HP - Undamaged

13 - Sea Devil - 2 HP - Undamaged

 

So, @Supercape is up!

Share this post


Link to post

EDIT! I had forgotten the minion rule about being KO'ed on a failed toughness save

 

Alright, effects of Shockwave: 

Since I didn't specify their locations that much, rolling 1d4 to determine how many get caught in the cone: 1d4 = 3

 

Reflex Saves vs. DC25 for half damage: 3x 1d20+5 = 12 12 19

Sharky Toughness saves vs. DC30: 3x 1d20+4 = 19 24 17

 

So, new status:

 

24 - Sgt. Shark - 1 HP - Undamaged

22 - Shark 1 - Undamaged, Shark 2, 3, 4 - Unconscious

15 - Asad - 3 HP - Undamaged

13 - Sea Devil - 2 HP - Undamaged

Edited by RocketLord

Share this post


Link to post

Sgt Shark will swim to the unwounded one (move action), then attack!

 

For this round, as he is in his favoured environment, adding +2 to Defence

 

Bite Shark: 1d20+12 32 Bang, a critical for a DC 30 Toughness save. If its ok with you, as his blood is up and these are sharks, making that lethal damage. 

Share this post


Link to post
Posted (edited)

Mind Control roll: 1d20+10 = 15

 

Sgt. Shark is mind controlled! And Asad and Sea Devil are suddenly looking mighty tasty! Supercape, I'll deny the immediate new Will Save by Invoking Sgt. Shark's Bloodlust complication, so you get a HP. Feel free to attack as you want! Sgt. Shark is compelled to attack the others to keep them away from the light.

 

And let's go with the previous init rolls, to avoid rolling again already.

 

24 - Sgt. Shark - 2 HP - Undamaged

15 - Asad - 3 HP - Undamaged

13 - Sea Devil - 1 HP - Undamaged

Edited by RocketLord

Share this post


Link to post

Blood lust activated! And to keep things amusing, directing his lust towards Sea Devil. Move action: Move Standard Action: Bite!

 

Bite Sea Devil: 1d20+12 21 which might hit, depending on whether Sea Devil is flat footed or not. If it does, DC 25 Tough Save. 

Share this post


Link to post

Asad goes to Grapple

Grapple: 1d20+27 45

 

Will wait for  SC's roll before I post IC, just so we have a resolve to that?

Share this post


Link to post
Posted (edited)

Sorry, missed this!

 

Grapple Roll: 1d20+25 43 which i believe is pinned, but not grappled (or something like that?)

 

On that note, as Sgt SHark is mind controlled, I have no objection to these rolls being made on my behalf!

Edited by Supercape

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...