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Ari, November 28, 2012 in Archives
OOC for this thread.
Animal Empanthy roll for Philos to try and calm down the Gazelles,
They will have a Will save to oppose being mellowed out, though as I'm using the Herd Animal build in the Core Rules(which has a bonus of +1), they might need a little help from Archetype: 21! They are calmed right down. EDIT: To explain, in this case as they're being controlled, the Will save represents Archetype's control over the herd, which if it had succeeded would have prevented it from having its normal effect.
King of Suits will use Skill Mastery with Stealth for an automatic result of 25. Sneaking into the alleyway behind the pair of villainous types and preparing for an attack, waiting a bit to see what their deal is.
The villain's Notice checks: 17, 23. Neither succeed.
Okie dokie, so what do the villains do now, and the animals too.
Philos is gonna try a Diplomacy roll against the villains, 27
Archetype is currently Unfriendly, not Hostile because she doesn't see Philos as much of a threat to what she and Wreak are up to. That puts her over into Friendly, and persuades her handily.
Wreak is Hostile, King of Suits is going to try for an Intimidate roll opposed by Wreak's to keep him from attacking: 22. Wreak: 10. Success.
Alright, the antelopes do not bolt and are successfully teleported back to Africa. A Sense Motive roll would not go amiss, by the way.
Excellent. Philos realizes that Archetype is trying to hide just how many animals they brought along.
King of Suits Diplomacy roll: 16. Wreak's: 9.
Intimidate roll: 27! DC27 Will save: 22! Failed.
The chimps and one of the buffaloes is calmed!
What about the other buffaloes?
They are still a little mad, due to being abducted and confined out of nowhere.
Can I roll a sense motive for Philos to determine whether or not he can reason with the parents?
Sure. Difficulty Class is 15.
It will take some doing, but they could be convinced, especially if the two can get their kids to speak up on their behalf.
Right, diplomacy roll, 22
KoS will Aid that roll: 13. 23 is numerically superior to 22, I suppose. Using a HP(2HP left) reroll: 18. Making that a 26.
They go from Hostile to Unfriendly, though that bumps up the DC of further attempts to change their stance by +10.