angrydurf Posted February 14, 2010 Author Share Posted February 14, 2010 Toughness Save (1d20+11=18) Fail by 18 he is KO'd Take down at your leisure. :) Link to comment
Gizmo Posted February 14, 2010 Share Posted February 14, 2010 Sweet. Power Attack 5, Autofire 1. (1d20+10=20) So, if his Defense is 12, that's just enough to get the full Autofire bonus, making it DC 31. Jack's still got a move action left, so he'll Taunt PC6 at DC 26 if he's still conscious; if not he'll use it on PC8. Link to comment
angrydurf Posted February 14, 2010 Author Share Posted February 14, 2010 Toughness save (1d20+9=24) Fail by 7 Stunned and Bruised. Sense motive (1d20+7=11) Taunted again. Link to comment
Avenger Assembled Posted February 16, 2010 Share Posted February 16, 2010 Same as last round (hitting all Power Corps), but surging (via HP) to do it twice. Link to comment
angrydurf Posted February 16, 2010 Author Share Posted February 16, 2010 Allright I'm gonna just call that enough to KO all but eight who will be conscious but out of the fight. DC 20 History check to ID what they were after, Intimidate or Diplomacy to get info out of number eight. Link to comment
Gizmo Posted February 16, 2010 Share Posted February 16, 2010 Am I using Jack's stats before he dropped some skill ranks to pick up Beginner's Luck, or his current set up? I just ask because I specifically rearranged his Diplomacy skill. Link to comment
angrydurf Posted February 17, 2010 Author Share Posted February 17, 2010 Use the stats you had when the encounter started which I think was your old stats. You'll update to the new ones as soon as the scene ends. Link to comment
Gizmo Posted February 17, 2010 Share Posted February 17, 2010 That'll work. In that case, Jack's Diplomacy should be at +12 (6 ranks, 22 Charisma). What do you say he plays good cop to crazy-makes-everything-explode-kid's bad cop? Link to comment
Avenger Assembled Posted February 17, 2010 Share Posted February 17, 2010 Natural 20 for a total of 28 Link to comment
Gizmo Posted February 17, 2010 Share Posted February 17, 2010 Diplomacy check. (1d20+12=29) I'd say he spills his guts. Link to comment
Avenger Assembled Posted February 17, 2010 Share Posted February 17, 2010 Success on the Intimidate Aid Link to comment
angrydurf Posted February 17, 2010 Author Share Posted February 17, 2010 Thats a +5 to your roll with his teamwork Gizmo Link to comment
Avenger Assembled Posted February 24, 2010 Share Posted February 24, 2010 So what's the box, boss? :) Link to comment
angrydurf Posted February 26, 2010 Author Share Posted February 26, 2010 So the papyrus is clearly old but not ancient and while somewhat fragile isn't ready to crumble away or anything. Its scribed with hieroglyphics. Link to comment
Gizmo Posted February 26, 2010 Share Posted February 26, 2010 Well, this is pretty much Ace's rodeo. What's the play, coach? Am I mixing my metaphors there? Link to comment
angrydurf Posted April 9, 2010 Author Share Posted April 9, 2010 In OOC parlance it takes a power stunt with the magic descriptor to activate it. Link to comment
Gizmo Posted April 9, 2010 Share Posted April 9, 2010 Alright, Jack's got this one, then. Link to comment
angrydurf Posted April 9, 2010 Author Share Posted April 9, 2010 Alright give me a Will save VS Stun DC 20 Followed by a Will save VS. Something else DC (Super Sekrit) And Take and HP for the second one ;) Link to comment
Gizmo Posted April 9, 2010 Share Posted April 9, 2010 Will save vs. Stun DC 20. (1d20+10=24) Will save vs. ?? (1d20+10=20) Link to comment
Avenger Assembled Posted July 12, 2010 Share Posted July 12, 2010 If I need to, spending an HP for Subtle on Mark's Damage there. Link to comment
angrydurf Posted July 12, 2010 Author Share Posted July 12, 2010 Well if you want it to be subtle you do but you KO'd the only people who would care so thats up to you. Link to comment
Avenger Assembled Posted July 12, 2010 Share Posted July 12, 2010 Nah, I'll just let it go, then. Link to comment
angrydurf Posted July 12, 2010 Author Share Posted July 12, 2010 Beginers luck Disable device Set gadgets to enhanced skill disable device 12 [3pp] Skill mastery disable device [1], takeing 10 gets a 30 on the check. and you are in! Remaining points go to concealment all Visual/Normal audio machines only effects others and (The camera tap) [5pp] Link to comment
Gizmo Posted July 25, 2010 Share Posted July 25, 2010 Jack's just making an Auto-20 Notice while using his Detect Energy to look for any reasonably obvious traps. Link to comment
angrydurf Posted July 25, 2010 Author Share Posted July 25, 2010 Thats skill mastery right? I assume so. There's nothing until you get to the bottom of the stairs . There there is a long hallway that is crisscrossed with IR tripwires. Since you can accurately detect them they can be navigated with a DC 30 acrobatics check as a move action. Taking your time (Full round action) drops its by 5. Losing the greatcoat (Cus its all flappy) will also drop the DC by 5. Without some kind of accurate IR sense it'll be impossible to pass. The guard is surprised so no action for him this round. Need a notice check from Edge when you get a chance AA. Link to comment
Recommended Posts