The Hunted (DM: IronSky, Judge: ???)

GM: As jkason says, Aid another's DC is 10 + 1/2 your level (rounding down). Success adds +2 to the primary check, failure subtracts 1.

Where does it say there's a round cap?

Half-way done, keep it up!

Oh, I totally forgot to put on the Boons you guys should have had with that treasure parcel that should help out with the traps. Might be sad, but the first thing I though of when I woke up today was "I forgot to give them the boons!"

Demon-Hunter's Boon(Legendary)
Property: 19-20 crit range on attacks against demons.
Property: Gain +1 to all skill checks made to notice, avoid, or disarm traps. Gain +1 to all defenses against trap attacks.
Power: Variable Resistance(Free Action, when you take Acid, Cold, Fire, Lightning, or Thunder damage * Daily) Gain resist 5 against that damage type until the end of the encounter.
 
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Cannot give you XP for the boon, but vow! It's questionable how often that crit range will come into play, but giving a sorcerer with one type of resist another, vow! You need to be careful, Toeto and the rest are undead slayers, we're demon hunters, you'll create distinct groups of xy hunters :)

Round in skill challenge is not a round in combat, I think you could remove your armor before trying something, but I'm not the expert. As for round cap, I heard it in another game or two, it sounded like a rule not like DM's fiat...
 

OOC: Hey guys, I'm back to civilization, I hope you got the notice, I made a hasted post in Talk the Talk forum, hoping the new to spread out. I'm back on town now, with internet.
 

GM: Demon-Hunter's Boon(Legendary)
Property: 19-20 crit range on attacks against demons.
Property: Gain +1 to all skill checks made to notice, avoid, or disarm traps. Gain +1 to all defenses against trap attacks.
Power: Variable Resistance(Free Action, when you take Acid, Cold, Fire, Lightning, or Thunder damage * Daily) Gain resist 5 against that damage type until the end of the encounter.

OOC: ]Ooh! Nifty. :) Is this what the black scars are? Had to dig up what boons are, exactly, but quite neat. Question: the boon stuff I read indicates they expire after some measure of time / levels (looks like 5 levels). Is that the case with these?
 


OOC: Behold the power of the boons

Illarion Thievery Aid; Mab's base roll (1d20+7=10, 1d20+17=19) - these rolls DO NOT include boon bonus against traps.

Add one to Illarions roll to succeed on aid another which in turn gives Mab +4 to her roll in addition to boosting her own roll by 1.


Illarion helps Mab look over the remaining traps beyond the ward. But at the critical moment he brushes on the vine dropping from above and flinches, disturbing even professional trap master such as Auntie Mab. Both of their new marks flare, stabilizing them before more permanent harm is done. The traps remain dormant.
 


OOC: So we just have the Perception roll left, right? With the boons, Mab's check rises to +9 (though the +1/2 level makes her aid target 12), Devinihm's base to +11. I believe I need to wait until she rolls, or can I roll and she can aid if I'm close enough for it to matter?
 

GM: I didn't read that part about boons fading. Presumably they last until replaced by another boon.

As for the rolls, you have to wait for Mab to roll first, since if she aids and the result is a failure, she'll be subject to the trap attack too.
 

I forgot another bonus for Mab, I believe she had skill bonus from the ship while on the island...that makes her aid almost auto-success (was it +1 or +2)?

Auntie Mab looks over the work they did and points out few possible points they may have missed, but otherwise seems content to stand back and let others do some work.


Perception aid another (1d20+8=17) - base roll, good enough.
 

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