TheAbsurdist Posted June 11, 2017 Author Share Posted June 11, 2017 For the sake of making this odd. Fort check please Link to comment
Supercape Posted June 11, 2017 Share Posted June 11, 2017 Odd is good. Certainly better than not odd. Fort Save for...mystery!: 1d20+10 22 Link to comment
TheAbsurdist Posted June 11, 2017 Author Share Posted June 11, 2017 So I forgot to do a DC on that, but it was gonna be 16. So she is good! Link to comment
TheAbsurdist Posted June 13, 2017 Author Share Posted June 13, 2017 Notice check. DC: Sleight Of Hand: 1d20+7 13 Link to comment
Supercape Posted June 13, 2017 Share Posted June 13, 2017 Notice check vs Sleight of Hand: 1d20+9 29 aced! Link to comment
TheAbsurdist Posted June 13, 2017 Author Share Posted June 13, 2017 So she is not flatfooted. Attack: 1d20+8 17 Miss. Link to comment
TheAbsurdist Posted August 15, 2017 Author Share Posted August 15, 2017 Roll stealth. No penalty for environmental concerns, as her Super Senses will allow her to negate anything that crops up. Link to comment
Supercape Posted August 15, 2017 Share Posted August 15, 2017 Stealth Check: 1d20+14 33 Link to comment
TheAbsurdist Posted August 15, 2017 Author Share Posted August 15, 2017 ... Well she is a ghost. Link to comment
TheAbsurdist Posted August 15, 2017 Author Share Posted August 15, 2017 Passive notice check for Rat: Notice: 1d20+9 24 Results included in thread. Link to comment
TheAbsurdist Posted August 15, 2017 Author Share Posted August 15, 2017 HP for force surprise. Link to comment
Supercape Posted August 24, 2017 Share Posted August 24, 2017 Sneaking into the Club House: 1d20+14 28 for Sneak roll. Link to comment
TheAbsurdist Posted August 27, 2017 Author Share Posted August 27, 2017 Notice check as well Link to comment
Supercape Posted August 27, 2017 Share Posted August 27, 2017 Notice roll in the Club House: 1d20+9 28 Link to comment
TheAbsurdist Posted August 28, 2017 Author Share Posted August 28, 2017 Can you also do a Search check? DC20, if you fail may I have a Notice check against DC20 Link to comment
Supercape Posted August 28, 2017 Share Posted August 28, 2017 Searching CLubhouse: 1d20+7 23 the good rolls keep coming. Link to comment
Supercape Posted September 3, 2017 Share Posted September 3, 2017 I shall take the *ahem* initiative and roll an initiative, in case it is needed: Initiative if its needed: 1d20+10 29 Link to comment
TheAbsurdist Posted September 7, 2017 Author Share Posted September 7, 2017 I'mma treat 'em as zombies, i.e. Init 1. Link to comment
Supercape Posted September 7, 2017 Share Posted September 7, 2017 In which case, firing a knockout dart at the man with the hammer. Firing KO dart at hammert man: 1d20+13 21 If hits: Fort 15 Fatigue effect (with poison) Link to comment
Supercape Posted September 14, 2017 Share Posted September 14, 2017 Not sure if the hammer man is a minion, but if so taking 10. Shifting +3 DC/-3 Attack for an attack roll of 20 and thus a fort 18 save vs stun. Link to comment
TheAbsurdist Posted September 14, 2017 Author Share Posted September 14, 2017 He is. Do you want to do anything else with the action? I'll give Rat the ability to pick a path, but she will need to do a Reflex save to avoid getting tripped up and skitter past the grasping hands, if she wants to go through the crowd, but they are roughly between her and Doc/Trotsky. Alternatively, she can run perpendiculart and put distance between them, but would cost 2-3 rounds to do that. Link to comment
TheAbsurdist Posted September 14, 2017 Author Share Posted September 14, 2017 +1 HP for this. [1:34 PM] Supercape: Any vehicles around, TA? I wondered whether picking through zombies in a golf cart would be on the cards. [1:36 PM] TheAbsurdist: It would be in a little locked fenced in area. Link to comment
Supercape Posted September 14, 2017 Share Posted September 14, 2017 Ok ill throw in a Reflex Save and run through the zombies. Reflex Save picking through zombies: 1d20+8 20 Ill edit post to include that Link to comment
TheAbsurdist Posted September 14, 2017 Author Share Posted September 14, 2017 She easily gets past them. There is also tools and assorted things. She can get over the fence easily, or she can attempt to pick the lock. Link to comment
TheAbsurdist Posted September 15, 2017 Author Share Posted September 15, 2017 Fort: 1d20+4 10 So failed Link to comment
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