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Stealth is Wraith's strong point, thankfully, but she'll have shapeshifted for a tiny bit of extra edge there:

 

Speed 1 (10mph / 100ft per Move Action) [1pp]
Super-Movement 3 (Slithering, Wall-Crawling 2) [6pp]
Super-Senses 3 (Accurate Normal Auditory [2], Extended Auditory [1]) [3pp] (she already has ultrasonic auditory, if it ends up mattering!)

 

Can't actually buy ranks of Enhanced Skills, since it'd put her over her PL cap on Stealth! Poor planning on my part with the build, alas.

 

She'll use Skill Mastery to auto-10 the Stealth check, for a 28.

 

 

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Octoman uses his Concealment effect (normal vision only).

 

Octoman's Stealth check while he's sneaking around: 20.

 

As far as him noticing stuff: He's got Skill Mastery for Notice, so he hits DC25 on that automatically, unless it's a Listen check, in which case he fails automatically. He's got Low-Light Vision and Acute Smell/Taste.

 

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Harbinger - has no Notice! 

 

Does he have "Perception?" That's the 3E version.

 

If he doesn't, then it's his raw "Awareness" (Wisdom) bonus.

 

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Artificer's Reflex save -- 1d20+3: 16 [1d20=13]

 

I haven't made a sheet for Theodora, so for now, I'll base her on the PL 10 Mystic from Instant Superheroes (though she should be PL 8, same as Artificer).

Reflex save -- 1d20+6: 13 [1d20=7]

 

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Surprise to Dalekos! 

 

Okay, it's initiative time for those of us on the roof! Dok, take an HP. 

 

Go ahead and post - people inside the temple, you can't really hear what's going on thanks to the noise inside and the temple's thick, sound-proof walls (Deep Ones hear so well they have to build it that way!) but you can roll DC 25 to tell there's a ruckus out there. 

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Wraith will auto-26 that one. Yay, Skill Mastery!

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According to a convo in discord, Theodora is in melee range.  So:

 

Starting Conditions: Unharmed, 2 HP

Standard Action: use Create Object to form a ring of Heroditus statues around Theodora, trapping her.

She'll need to make a Reflex save, DC 17.  If she makes it, she slips out. If she fails, she's trapped and will need to break out (Toughness 7).

Ending Conditions: Unharmed, 2 HP.

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