Satin Knights
First Post
Unnatural darkness has fallen upon Kalgor. That shall not last, he shall fight back the dark. The aasimar casts and restores light to the area.
Gragnor, being a student of flank fighting knows he is in a bad position. With deft grace, he moves to put his back in a corner and draw the group away from the entrance so they may flank the little buggers.
[sblock=actions]move action, drop the dead body, (assuming more than a free considering the weight), std cast Daylight upon his horned helm. That will cancel and block darkness spells, but only cancel one deeper darkness spell
Gragnor: acrobatics move to I7, fight defensively while biting number 3. (He's never going to get that amulet turned on in time for a fight. )
Yeah, missed the surprise action only, would have chosen move over activating the amulet.
[/sblock][sblock=mini-stats]
Kalgor AC 15 HP 45/45, Init +2, Perception +8/+10 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +8, 2d6+7+1 dirty fighting trait when flanking, or
Handbo +7, d6+4
Comp Longbow, +6, d8+4..... Arrows 10 Normal, 5 CI, 3 Blunt, 2 Smoking
Fort: +5, Reflex +5, Will +5, CMB +7, CMD 19
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Dancing Lights
.,....Summoner 1st Lvl: 0/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Enlarge Self*(3m), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (50 minutes)
,.Summoner Monster II: 4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack
...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Effects:
Gragnor HP: 17/26, AC 27 with Mage Armor and fighting defensively ...... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3
Fort +3, Reflex +7, Will +1, CMB +2, CMD 16, Evasion
Perception +14, Stealth +14, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: Mage Armor 2.5 hrs, fighting defensively [/sblock]
Gragnor, being a student of flank fighting knows he is in a bad position. With deft grace, he moves to put his back in a corner and draw the group away from the entrance so they may flank the little buggers.
[sblock=actions]move action, drop the dead body, (assuming more than a free considering the weight), std cast Daylight upon his horned helm. That will cancel and block darkness spells, but only cancel one deeper darkness spell
Gragnor: acrobatics move to I7, fight defensively while biting number 3. (He's never going to get that amulet turned on in time for a fight. )
Yeah, missed the surprise action only, would have chosen move over activating the amulet.
[/sblock][sblock=mini-stats]
Kalgor AC 15 HP 45/45, Init +2, Perception +8/+10 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +8, 2d6+7+1 dirty fighting trait when flanking, or
Handbo +7, d6+4
Comp Longbow, +6, d8+4..... Arrows 10 Normal, 5 CI, 3 Blunt, 2 Smoking
Fort: +5, Reflex +5, Will +5, CMB +7, CMD 19
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Dancing Lights
.,....Summoner 1st Lvl: 0/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Enlarge Self*(3m), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (50 minutes)
,.Summoner Monster II: 4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack
...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Effects:
Gragnor HP: 17/26, AC 27 with Mage Armor and fighting defensively ...... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3
Fort +3, Reflex +7, Will +1, CMB +2, CMD 16, Evasion
Perception +14, Stealth +14, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: Mage Armor 2.5 hrs, fighting defensively [/sblock]
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