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RocketLord, December 12, 2018 in Elsewhere
Given the situation and time, could Sgt Shark use master plan to come up with some cunning battle tactic (In case they come to blows with the aliens? ?
I'm leaning towards allowing it, but what kind of knowledge do you think Sgt. Shark have about the so-far unseen aliens that will allow him to make a plan?
Nothing! More about the lay of the land , ocean currents, Flanking manoeuvres and coordination I suppose. Whether that applies to esoteric aliens... I guess up to you and how esoteric they are!
Go ahead and make a roll.
Mastermind Roll: 1d20+16 27
I think thats a +3 / +3 / +3 / +2 / +1 bonus for the first five rounds? (Skill checks and attack rolls, apparently)
Let me know if the effects of the Drain is off and I'll edit.
And can I get notice checks from everyone? And mention anything that deals with darkness, too.
Notice: 1d20+13 25
Sgt Shark has low light vision, although that wont help with full darkness. Other than that, accurate acute olfactory senses. Both visual and olfactory are extended 1 [x10 distance]
If it comes down to it, he also has blind fight feat.
Sea Devil has Super-Senses 12 (Darkvision, Radius Sight, Detect Magic 3 [auditory], Hearing [Extended], Sonar [Accurate Ultrasonic Hearing], Scent [Acute], Tremorsense) [12PP]
And she has
Sorry about that RL:
Drain Energy 15 (All Energy; PF: Slow Fade 3, Flaws: Distracting) should be about 30PP, or within the frame of his Array.
So up to you if he would get a notice check, if so:Notice: 1d20+8 19
Shark and Sea Devil
There of what appears to be three squids, roughly man-sized, approaching the group from the direction of the lights. At least two of them seem to be hiding something in their tentacles
Sense Motive, Languages, or IC knowledge. Whatever checks you think might help you understand the squid!
I dont know if this will help, but as Sgt Shark is a marine Biologist, using Knowledge [Life Sciences] with add +2 bonus from Favoured Opponent [Marine Life]?
Know Life: 1d20+12 15
pfft, Ill let Asad and Sea Devil do the work!
Does Aquaria's Comprehend work here?
Yep, Sgt. Shark's too low!
But Aquaria's comprehend do indeed work!
The squid are not communicating in words, as much as in feelings and intent.
Readying Interpose, at this point, just assume it's there.
Sorry for the delay!
@Avenger Assembled Sense motive check, please.
http://orokos.com/roll/708264 = 27 Sense Motive
The squid seems to be telling the truth.
DC25 Notice rolls, please. Read spoiler before you post if you make it.
There's at least 8 distinct glows inside, potentially more. All the squids that you can see with the glow appear to be armed.
Shark Senses Notice Roll: 1d20+13 27
Notice: 1d20+8 20
http://orokos.com/roll/711866 = 24
Alas! Let me know if Aquaria's many super-senses give her a bonus on that roll, RL.
Super-Senses 12 (Darkvision, Radius Sight, Detect Magic 3 [auditory], Hearing [Extended], Sonar [Accurate Ultrasonic Hearing], Scent [Acute], Tremorsense) [12PP]
No bonus there, since it was more about distinguishing amongst the number of very similar things, sorry.
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