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Post by dumptruckman on Nov 23, 2014 0:15:42 GMT -6
(1:02:05 AM) dumptruckman: 1d20+15 Kriger stealth (+40 from invisibility, -40 from glitterdust) (1:02:06 AM) Alea: dumptruckman, Kriger stealth (+40 from invisibility, -40 from glitterdust): 26 [1d20=11] Still hidden? Not sure how you wanna rule this.
(1:02:48 AM) dumptruckman: 1d20+7 Kriger will save vs glitterdust; 1d20+7 rolling twice (1:02:49 AM) Alea: dumptruckman, Kriger will save vs glitterdust: 26 [1d20=19]; rolling twice: 22 [1d20=15]
(1:12:46 AM) dumptruckman: 1d20+10 what are the pages turning into? (1:12:46 AM) Alea: dumptruckman, what are the pages turning into?: 23 [1d20=13]
Kriger, whip in hand, steps away from the governor and the assailants, seeking cover.
(saving standard till knowing more about the pages)
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Post by Aura Guardian on Nov 23, 2014 8:46:23 GMT -6
They're werewolves. The Governor Brencis and the Pages alike.
EDIT: choose two things to know about: attack, defense, special abilities.
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Post by Aura Guardian on Nov 23, 2014 19:36:50 GMT -6
[20:33:05] <dumptruckman> special abilities [20:33:09] <dumptruckman> attack
Melee: A lycanthrope gains natural attacks in animal and hybrid forms according to the base animal.
Special Attacks: A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following: Change Shape (Su)
All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead. Curse of Lycanthropy (Su)
A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Lycanthropic Empathy (Ex)
In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
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Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2 Con in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's stats, a lycanthrope's ability scores change when he assumes hybrid or animal form. In human form, the lycanthrope's ability scores are unchanged from the base creature's form. In animal and hybrid form, the lycanthrope's ability scores are the same as the base creature's or the base animal's, whichever ability score is higher.
A remove disease or heal spell cast by a cleric of 12th level or higher cures the affliction.
You know of (but not the specifics of) a forbidden ritual involving human sacrifice that allows one to become a natural lycanthrope.
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Post by dumptruckman on Nov 23, 2014 19:36:52 GMT -6
Okay, just taking cover to hide from everyone with above stealth roll i suppose.
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Post by Ranger97 on Nov 23, 2014 20:10:39 GMT -6
Sorry. Dreyar casts shield of faith on himself and moves toward the nearest lycanthrope looking person, Milliana moves with him but not attacking yet. 20:08 Alea Ranger97, nature anyways: 16 [1d20=10]
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Post by Aura Guardian on Nov 23, 2014 20:54:17 GMT -6
You know a little about werewolves, but not much.
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Post by LightWolf on Nov 24, 2014 7:18:43 GMT -6
[14:15] <@lightwolf> 3d6 halved [14:15] <%Alea> LightWolf, halved: 16 [3d6=6,4,6]
8 Damage from lightning
Then I 5 foot and cast Ball Lightning creating two balls on the governor. DC 21 for each orb
[14:18] <@lightwolf> 3d6 ; 3d6 BALLS [14:18] <%Alea> LightWolf, 3d6: 11 [3d6=5,4,2]; BALLS: 18 [3d6=6,6,6]
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Post by General Spoon on Nov 24, 2014 8:12:56 GMT -6
Run 170 feet closer, dropping bow and taking out scimitar.
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Post by Aura Guardian on Nov 24, 2014 9:09:43 GMT -6
Brencis was, in fact, delaying. Ball Ligthning works on him once, for 18.
Free action, gets really angry. Agile Hunt, really fast actions. Spend one MP on Brutal Hunt, he becomes much stronger. Spend one MP to make Ferocious Hunt a swift action. Ferocious Hunt, he unleashes a blood-curdling howl. Jenara, Claire, Kriger, and Milliana are affected. Full attack Claire, Agile Hunt second turn, full attack Claire.
First attack: 36, 33, and 40 for first attack routine: claws 15 and 16, bite 19 total: 50 After this, you see him looking a little confused and tired.
Damages: Brencis: 26 Claire: 50
Initiatives: Gov. Brencis: 46.932 Jenara: 29.9+ Pages: 23.5 Clockwork person: 21.6 Court Mage: 20.5 Kriger 17.4 Milliana: 19.4 Luce: 15.5 Dreyar: 14 Claire: 11.7
Jenara, Claire, Kriger, and Milliana need will saves. Kriger and Milliana have a +2 bonus on this check. This is a mind-affecting fear effect. DC is 28, shaken for 1 minute (save reduces to 1 round)
Claire, does that drop you? He starts smashing the clockwork after. Also, fort save vs mythic curse of lycanthropy
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Post by Aura Guardian on Nov 24, 2014 9:24:08 GMT -6
Jenara turn.
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Post by General Spoon on Nov 24, 2014 11:25:30 GMT -6
Hero point (I have 3 maybe???) spent on fort save; nat 7 rolled for a total of 23. Will save failed.
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Post by theangryscientist on Nov 24, 2014 13:33:56 GMT -6
<the_angry_scientist> 1d20+8 will <Alea> the_angry_scientist, will: 14 [1d20=6]
gonna try to hit as many of them as i can with a lightning bolt (while not hitting claire)
<the_angry_scientist> 7d6 electric damage <Alea> the_angry_scientist, electric damage: 25 [7d6=4,5,1,1,4,6,4]
dc is 21
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Post by Aura Guardian on Nov 25, 2014 7:02:44 GMT -6
Two werewolves including the not-blinded one drop, and are bleeding. One stabilizes and one bleeds (stabilizes next turn). The two remaining wait. Of those up, one is no longer blinded. As the court mage flies off, he shouts, "Clockwork! Kill Brencis!" The clockwork 5-foots to flank with Claire, but whiffs both attacks. A skeletal person then shows up and casts Lightning Bolt. Brencis takes... 32 damage. Two pages die. "What was that about the Five? YOU! DO YOU KNOW WHERE THAT MANIPULATIVE BITCH IS?" Brencis: "What? The Five are men, not... why would I... what? ... tired..." Damages: Brencis: 58 Claire: 50 Werewolf 1: 26 Werewolf 2: 25 Initiatives: Gov. Brencis: 46.932 Jenara: 29.9+ Pages 1 and 2: 23.5 (down) Clockwork person: 21.6 Court Mage: 20.5 Lich: 19. Kriger 17.4 Milliana: 19.4 Luce: 15.5 Dreyar: 14 Claire: 11.7 tas: unless actually on/in/above the walls themselves, mention rolling concentration per wild magic, please. Everyone except Jenara turn.
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Post by General Spoon on Nov 25, 2014 7:54:39 GMT -6
Hero point (I have 3 maybe???) spent on fort save; nat 7 rolled for a total of 23. Will save failed. Add +2 for heroism for 25
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Post by Aura Guardian on Nov 25, 2014 8:06:32 GMT -6
Fort was made.
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Post by dumptruckman on Nov 25, 2014 13:26:59 GMT -6
Kriger moves up to flank Brencis with Claire (10 ft away)
(2:25:30 PM) Alea: dumptruckman, flank attack with legendary surge: 29 [1d20=11; 1d8=5]; sneak attack whip: 14 [1d3=1; 2d6=5,2]
A glittery form moves up behind Brencis and suddenly becomes visible when a whip lashes out at Brencis's throat. Kriger, a tall blonde Ulfen man wearing dark leathers, looks somewhat surprised at the ineffectiveness of his attack.
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Post by Aura Guardian on Nov 25, 2014 13:28:52 GMT -6
Rage may have dropped, but the -2 AC has not... you hit, barely. But it only does 4 damage. (Normally, he would not be subject to flanking. The drawbacks on the powers of the Mythic Wolf, however, permit it against him.)
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Post by LightWolf on Nov 26, 2014 8:20:18 GMT -6
I standard to Lightning Bolt the wolf DC 20 Then I move action to move my two balls on him DC 21 + Metal Armor shit
[15:19] <%Alea> LightWolf, Lightning Bolt: 12 [3d6=5,3,4]; 3d6: 11 [3d6=4,3,4]; BALLS: 15 [3d6=4,6,5]
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Post by Aura Guardian on Nov 26, 2014 8:55:54 GMT -6
By dint of natural 20, he dodges the second lightning ball. The bolt does full damage, as does the first lightning ball.
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Post by dumptruckman on Nov 26, 2014 9:53:03 GMT -6
Should have noted use of Studied Target on Brencis as immediate action (thanks to sneak attack) for an additional 2 damage.
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