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RocketLord, December 12, 2018 in Elsewhere
OOC for this.
Dec 27 2018
Jan 7 2019
Feb 1 2019
Jan 9 2019
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.
Can I get notice checks from everyone?
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
Aquaria notices that there's sharks moving in, and that they're moving somewhat erratically.
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!
With those extra senses, Sgt. Shark makes the roll too.
Asad has no super senses, so he's keeping close to them, and that's it.
Unless you try something else, can I get some initiative rolls?
Initiative: 1d20+11 24
Aquaria is going to try a Handle Animal check, and also roll init
Handle Animal: 13
And fail badly at both! Alas.
Well Asad is just gonna float over and use Shockwave. He hopes it will be super effective.
Initiative: 1d20+7 15
Shark Stats, for ease of use for me
Initiative: 1d20+2 = 22
Beware the dreaded turbo sharks
And yes, that'd be a fail, if I understand Handle Animal checks listed right.
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!
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:
22 - Shark 1 - Undamaged, Shark 2, 3, 4 - Unconscious
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.
Toughness Save: 1d20+4 = 21
All sharks unconscious or dead! Combat over, for now!
Sea Devil and Sgt. Shark: Will Saves, please!
Will Save: 1d20+6 12!
Will save: 14
I feel like one of us should make the save, so I'll spend an HP and get a 23 on the reroll.
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
13 - Sea Devil - 1 HP - Undamaged
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.
29, so Aquaria makes the Tou save! I'll go ahead and wait for @TheAbsurdist to post before I do anything.
Asad goes to GrappleGrapple: 1d20+27 45
Will wait for SC's roll before I post IC, just so we have a resolve to that?
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!
Is the effect being used on Sgt. Shark magic, @RocketLord?
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