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HP 46(52)/36(42)
![]() Hal turns back to the mage, and swears. He cuts off a moment later with a guilty look at Mel.
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HP 46(52)/36(42)
![]() perception: 1d20 + 19 ⇒ (12) + 19 = 31 assuming this is enough to see the flickering firelight, or the sound of the bonfire, or gets told...
"You got this for now?" Hal asks Nelly, then shakes his head. He sighs, uses his staff to push himself to his feet, and starts moving. He ducks under an Archon, around a barrel and then past another Archon. He vaguely waves his staff in the rough direction of the burning fire behind the man, and a massive blast of water weaves its way along the ground through the crowd, gathering mass as it moves. Finally reaching a wave a few feet tall it throws itself into the burning fire.
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HP 46(52)/36(42)
![]() @Túrion: fair enough - Hal doesn't get a lot of use out of it anyway!
Quote: If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use. I think this will also tell him how many items the man has, and active spells. Not sure how long it takes to actually identify things/spells. If he sees magic starting he'll cue Nelly and Mel to strike.If he sees anything that looks like a contingency then he'll deal with that. Otherwise he'll try to start disarming the mage. As mage is still invisible this will be based on his memory from before, his perception and the relevant auras. Feel free to roll for Hal as necessary. Move Action: Manipulate object. Take a (noticed) object from the mage in the following priority: Component Pouch, Staff, Wand, Necklace/Amulet, Cloak. Still smoking slightly, Hal looks up as Fennith vanishes. He blinks, mutters "Hallus?" and then turns back to the mage. As if deciding something he nods to himself, and then looks quickly to Mel and Nelly. "Alright. Keep an eye on him for a moment. I'm going to try to disarm him." He hovers the invisible mage, staring intently. Moments later his hand darts down and returns with an object. ![]()
HP 46(52)/36(42)
![]() Reasoning:
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HP 46(52)/36(42)
![]() reflex: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
The Monk smokes in the aftermath of the lightning bolt, a metal chain around his neck having left a scalding burn around his neck.
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HP 46(52)/36(42)
![]() As the tentacles close around him, Hal fumbles for a component, and with his one free hand poking from the dark loops attempts to invoke a mindless, ancient power.
mechanics for dispel: Standard action to cast Dispel on the tentacles. Focussed Spell for +4 CL Diminishing Sash for +1 CL concentration check to cast dispel: 1d20 + 13 + 8 ⇒ (20) + 13 + 8 = 41 IF this works, will burn a hero point on the dispel. dispel check: 1d20 + 13 + 8 + 1 ⇒ (12) + 13 + 8 + 1 = 34 ![]()
HP 46(52)/36(42)
![]() Hal - who had been considering standing in front of Turion - instead squeezes his staff through the doorway and launches another 2 magical streaks. They flickered through the air, impacting... nothing. The same nothing Nelly was attacking.
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HP 46(52)/36(42)
![]() skill rolls and divinations:
Sorry for the length... Spellcraft to identify Turion's spell (if spell) DC 15 + spell level: 1d20 + 21 + 5 ⇒ (14) + 21 + 5 = 40 Knowledge Nature to identify Fennith: 1d20 + 16 + 5 ⇒ (10) + 16 + 5 = 31 soulsight goggles: This set of goggles is engraved with geometric patterns and arcane runes. The wearer can immediately see and discern magical auras within 60 feet, as arcane sight.
The 'Monk' darts to the corner of the room furthest away from the recently arrived young lady. ![]()
HP 46(52)/36(42)
![]() Good point Brookside GM: In this case it'd be modelled on an officer of the law securing someone (which he'd have experience of, though on the other end). Mechanically I think it'd be a grapple, followed by a pin, followed by restraints (if he had restraints).
I grant it's not a great tactical move, but it fits what he's seen before - excepting assassination. ![]()
HP 46(52)/36(42)
![]() perception: 1d20 + 9 + 5 ⇒ (12) + 9 + 5 = 26
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HP 46(52)/36(42)
![]() I didn't used to like it, but in the first Lockdown almost all my RL games moved to it. Once I got past the learning curve I found it pretty good, so I'm fine with it. Two questions though:
Either works, but some games answer this differently, and it can lead to confusion. ![]()
HP 46(52)/36(42)
![]() From the air a voice growled quietly [b]"There's a lever. I pinned it. We'll have a bit before they can get it ta move, but I suggest we move fast. I dunno if they're all in on it, 'specially the kids. Maybe non-lethal?"[/n] figure that must have been pretty close to the 8 rounds duration;given he went in, looked, disabled, and came back
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HP 46(52)/36(42)
![]() mechanics:
perception: 1d20 + 9 + 5 ⇒ (20) + 9 + 5 = 34 is it trapped? disabled device + circumstance bonus: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20 if it is trapped, trapspringer gloves grant an additional +5 Edit: let's add another luck point luck: 1d8 - 2 ⇒ (6) - 2 = 4 min 0 This won't make him visible, will it? If so he'll need to hide afterwards. Shop: Invisible the 'Monk' studies the lever for a few moments, ensures he is out of line of sight, and moves. he rifles through a set of miniature thieves tools by feel. A thin nail - more a pin - is carefully jammed through a hair thin gap, and a squeeze of two different adhesives applied to the joint, the alchemical mixtures hardening instantly as they touch each other. 'Hope that's enough... time to head out and tell the others.' |