quotemyname Posted August 24, 2009 Share Posted August 24, 2009 Breakdown Vs. Stinger Any questions? Link to comment
quotemyname Posted August 24, 2009 Author Share Posted August 24, 2009 I plan on discussing that with Elfy. I haven't forgotten you ;) Link to comment
quotemyname Posted August 24, 2009 Author Share Posted August 24, 2009 Elfy: As Breakdown's notice is abysmal, do you just want to have the car alarm go off so he knows your there? Also: When do you want this to occur? Link to comment
Elfy Posted August 24, 2009 Share Posted August 24, 2009 imho, a +6 notice should be good enough to spot the shifty activity--especially since he's specifically looking for anything suspicious going on around him. so, that's what i recommend =) how about the night of the 23rd--a quiet sunday night seems the perfect opportunity to go pilfering about =) Link to comment
quotemyname Posted August 25, 2009 Author Share Posted August 25, 2009 Fair enough. notice (1d20+6=11) Are we just going to say DC 10 or what? Judge going to rule on this one? I'll wait a little longer before I post IC. Also: going to the time line to post this for the 23rd now. Link to comment
Geez3r Posted August 25, 2009 Share Posted August 25, 2009 Quote asked me to step in real quick. I would say the best way to do it is with an opposed check. His Notice vs your Sleight of Hand. Or maybe Sense Motive vs Bluff. Unless you're being obvious about breaking into the car, in which case he would see you. Either way it's him asking "what're they doing over there?" being opposed by "nothing out of the ordinary" Carry on then. Link to comment
quotemyname Posted August 25, 2009 Author Share Posted August 25, 2009 Okay. Lets do that then. Go ahead and roll. Thanks as always, Geez! Link to comment
Elfy Posted August 25, 2009 Share Posted August 25, 2009 i was going with the presumption of him automatically noticing, since the scenario depends on him becoming aware of the activity, but, okie, we can roll notice vs. sleight of hand then. welp, stinger rolled a fumble (1d20+3=4) - so that answers that. it should be quiet clear to breakdown what the figure is attempting to do. stinger's disable device check to pick the lock on the car door quickly isn't good enough (1d20+5=12) since the books says an average lock is dc 25, but stinger should get it in a couple of minutes (take 20) if she's allowed to work uninterrupted. Link to comment
quotemyname Posted August 25, 2009 Author Share Posted August 25, 2009 Well I can't let that be the case Posting nao! For when it's needed: init (1d20 6=14) Link to comment
Elfy Posted August 25, 2009 Share Posted August 25, 2009 stinger's initiative (1d20+2=16) =) Link to comment
quotemyname Posted August 25, 2009 Author Share Posted August 25, 2009 Go ahead then. By the way, because of the flight, jazz form is currently active. Link to comment
quotemyname Posted August 25, 2009 Author Share Posted August 25, 2009 I am persistent, aren't I SKA form is active (thus the leaping) Link to comment
Elfy Posted August 26, 2009 Share Posted August 26, 2009 i don't notice anything in the description indicating whether breakdown has turned on his force field or not. Link to comment
quotemyname Posted August 26, 2009 Author Share Posted August 26, 2009 It's always on by default when his forms are active. When he enters a form, all the powers that can turn on do so. A general rule of thumb is if you have to ask, it's turned on :) Link to comment
Elfy Posted August 26, 2009 Share Posted August 26, 2009 so it's like sparkling, or something. okie. Link to comment
quotemyname Posted August 26, 2009 Author Share Posted August 26, 2009 I prefer the description that the sound waves vibrate the air around him. so it's almost like a mirage. You can see waves coming off of him, almost like heat waves. except they are pure sound :P Link to comment
quotemyname Posted August 27, 2009 Author Share Posted August 27, 2009 skill mastery makes that a DC 24 feint with Perform (dance). if you don't make a bluff, sense motive, or will save of DC 24 you are flat footed against this attack. Link to comment
Elfy Posted August 27, 2009 Share Posted August 27, 2009 is he doing the feint as a move action (and suffering the -5 penalty for doing so), or spending a hero point to surge to get another standard action? Link to comment
quotemyname Posted August 28, 2009 Author Share Posted August 28, 2009 I'm sorry. Yes that feint is as a move action. Drops the DC to 19. Link to comment
Elfy Posted August 30, 2009 Share Posted August 30, 2009 she had to spend a hero point to re-roll her toughness save. 8 is less than 11, so adding 10=18+6=24. Link to comment
quotemyname Posted August 30, 2009 Author Share Posted August 30, 2009 roger that. So neither of us are hurt still. And I still have two Hero Points. free action: Switch to Rock Form Move action: Run after Stinger Standard: Attack attack fails even with the HP. I am down to 1 HP left. Link to comment
Elfy Posted August 30, 2009 Share Posted August 30, 2009 stinger has a (10+6=) 16 dodge. are you sure he missed with his re-roll? wouldn't his attack total be (12+6=) 18? Link to comment
quotemyname Posted August 31, 2009 Author Share Posted August 31, 2009 Whoops. I guess that's a miscalculation. I do actually hit with that attack. I'll go edit the IC Link to comment
Elfy Posted September 2, 2009 Share Posted September 2, 2009 stinger is staggered (and stunned). if i understand knockback correctly, stinger is knocked forward rank ((6+5=)11-3=) 8 distance, which is 250 feet, and knocked prone. is this correct? ((dc26-16=)10) Link to comment
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