Keeland draws his old sword and hacks experimentally at the nearest cacti to determine how hard it would be to clear a path.
OOC
There's a fairly narrow path cleared by Aodhán already - enough to drop the DC on the Acrobatics checks to 12. The cacti are tough. I would be the work of some while to widen the path.
Quote:
Originally Posted by Leif
OOC: Houwlou is just +6 on Handle Animal, but that may be the best in the party? Oh, I hope someone can beat that!
OOC
I can't be sure without looking, but I think Houwlou is likely the only one with Handle Animal (it's a 'Trained Only' skill and not a class skill for anyone else). Looks like the Ranger - Servant of Nature and Steward of the Green - is going to actually have to be Rangerly . . .
i can't be sure without looking, but i think houwlou is likely the only one with handle animal.... Looks like the ranger is going to actually have to be rangerly . . .
Just about everything bad that can happen does as Houwlou makes his way through the narrow path hewn by Aodhán - he stumbles over roots, catches his tail on a cactus, slips on cactus juice, etc. He does manage to avoid taking any damage . . . just. He finally makes it to the rest of the group and begins trying to calm the terrified goat.
Leif
Make two Handle Animal checks (DC 15) and take the worse of the two, please.
Are y'all leaving him tied until Houwlou gets him calmed down?
Now that Houwlou's done his Ranger thing, is anyone going to do anything with the frantic goat? Also, the 'Pugwampi' tracks led directly into the cactus patch . . .
OOC: Oh, what the heck . . . let's make this easy!
IC:
As Houwlou tries to calm the terrified Rombard, there is an enraged screech from off to the left and the ugliest little thing you've ever seen in your life charges out from behind a rock (it does not close with the party).
OOC
For the duration of this encounter, every time you roll a d20, please roll it twice and take the lesser of the two rolls.
"Dang cactice!"curses the wizard as it seems his every move is slowed by his clothing getting caught on some needle somewhere. he finally gets one of his hands free as he raises it to cast a spell.
he speaks a few words and gestures and a patch of caltrops are summened on the ground near the pugiwhumpi. (trying to cast them in the path of the moveing creature.
Houwlou draws a javelin from the quiver on his waist and lets it fly at the pugwampi. 1d20+2=11, 1d6+3=8 The Olcán gets ALL of his wolfish ass behind the throw, but, sadly, this is more than was required, and the javelin goes sailing well over the pugwampi's li'l' noggin.
Stat Block
Houwlou Groulenas - Male Olcán Ranger 1
Initiative: +1, Perception: +8(?)(+2 more smell/sound,+2 more vs. undead), Low Light Vision 60'
AC: 17 (4Chain Shirt + 2Lg. Shield + 1Dex);FF16;T11
Fort:+2 | Ref:+3 | Will:+4
HP: 21/21
The little jackal-man's malevolent gaze sharpens as it focuses on Harnry and belts forth a piercing scream. The Wizard feels the battle axe on his back begin to vibrate, emitting a tone that matches the pitch of the Pugwampi's scream.
OOC
Harnry, make two Will saves, please, taking the worse.
Actions/Rolls?
David, Caltrops doesn't appear in the PFRPG, where can I find it?
Caltrops
School; Conjuration (Creation)
Level: Sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: See text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Description
A caltrops spell covers one 5-foot-by-5- foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one. A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks. For every two caster levels beyond 1st, you can affect an additional 5-foot by- 5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum). Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.
The butt-ugly, pugnacious little imp gibbers and capers madly as Harnry's most prized possession, the axe passed down to him by his father, rings like a bell and shatters into a hundred pieces. Shards tinkle down into the neck of the wizard's leather armor.