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A Merc's Life: Howl of the Carrion King [03]
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<blockquote data-quote="Leif" data-source="post: 5855998" data-attributes="member: 48762"><p><strong>Houwlou Groulenas, Olcán Ranger4</strong></p><p></p><p>Houwlou is disappointed that his plan didn't even get a moments' attention from his fellows, but like any good warrior, he knows when he's been bested. <span style="color: darkorange">"To use the conjured elemental beasties to sow fear necessarily implies that one or more of their intended targets will escape. If they all die when first attacked, who will sow this fear? But it does sound like a good plan. Perhaps the elemental could select the puniest, weakest among the hyena-humping louts and hit him hard once but then only beat him up?"</span></p><p></p><p>[sblock=OOC]What he's suggesting is: maybe have the elemental attack with full fury once and then make all subsequent attacks be non-lethal against ONE gnoll only, and the weakest looking one. That way, he'd still get the sh*t beat out of him and it might make his 'they're all dead and only I escaped to warn you' story a little more believable?[/sblock]</p><p></p><p>[sblock=Stat Block][code]</p><p> Houwlou Groulenas, Olcán Ranger</p><p> Level: Ranger 4</p><p> HP: 44/44 AC: 17 AC(T): 11 AC(FF): 16</p><p> Init: +01 ST(F):+05 ST(R):+04 ST(W):+05</p><p> Per: 15 (+2 Undead or Desert) HERO Points: 03</p><p>S16 +3</p><p>D13 +1</p><p>C16 +3</p><p>I16 +3</p><p>W18 +4</p><p>C15 +2</p><p></p><p>BAB: 04 CMB: +7 CMD: 18</p><p></p><p>Weapon Attack Damage Critical Special</p><p>Longsword (MW) +9 1d8+3 19-20/x2 +1 TH Gnolls</p><p>Dagger +1 (T) +8 (+6) 1d4+2 19-20/x2 +3 TH/Damage</p><p>Longsword (MW) +7 1d8+3 19-20/x2 (Undead)</p><p> & Dagger +1 +6 1d4+2 19-20/x2 </p><p>Longsword (MW) +5 1d8+3 19-20/x2 </p><p> & Longsword +4 1d8+1 19-20/x2 </p><p>Javelin (M) +5 (+3) 1d6+3 20/x2 Range 30'</p><p></p><p>Selected Skills (not quite all are shown)</p><p>Acrobatics -5; </p><p>Appraise +4; </p><p>Bluff +5; </p><p>Climb +2 (with ACP); </p><p>Diplomacy +3; </p><p>Intimidate +3; </p><p>Knowledge (nature) +9; </p><p>Handle Animal +10; </p><p>Heal +10; </p><p>Perception +15 (+2 undead or desert)</p><p>Perform +3 </p><p>Profession (Guide) +10; </p><p>Ride +3; </p><p>Sense Motive +7; </p><p>Spellcraft +10; </p><p>Stealth +2; </p><p>Survival +10; </p><p>Swim -9</p><p></p><p>Spells Prepared:</p><p>Summon Nature's Ally I</p><p>[/code][/sblock]</p></blockquote><p></p>
[QUOTE="Leif, post: 5855998, member: 48762"] [b]Houwlou Groulenas, Olcán Ranger4[/b] Houwlou is disappointed that his plan didn't even get a moments' attention from his fellows, but like any good warrior, he knows when he's been bested. [color=darkorange]"To use the conjured elemental beasties to sow fear necessarily implies that one or more of their intended targets will escape. If they all die when first attacked, who will sow this fear? But it does sound like a good plan. Perhaps the elemental could select the puniest, weakest among the hyena-humping louts and hit him hard once but then only beat him up?"[/color] [sblock=OOC]What he's suggesting is: maybe have the elemental attack with full fury once and then make all subsequent attacks be non-lethal against ONE gnoll only, and the weakest looking one. That way, he'd still get the sh*t beat out of him and it might make his 'they're all dead and only I escaped to warn you' story a little more believable?[/sblock] [sblock=Stat Block][code] Houwlou Groulenas, Olcán Ranger Level: Ranger 4 HP: 44/44 AC: 17 AC(T): 11 AC(FF): 16 Init: +01 ST(F):+05 ST(R):+04 ST(W):+05 Per: 15 (+2 Undead or Desert) HERO Points: 03 S16 +3 D13 +1 C16 +3 I16 +3 W18 +4 C15 +2 BAB: 04 CMB: +7 CMD: 18 Weapon Attack Damage Critical Special Longsword (MW) +9 1d8+3 19-20/x2 +1 TH Gnolls Dagger +1 (T) +8 (+6) 1d4+2 19-20/x2 +3 TH/Damage Longsword (MW) +7 1d8+3 19-20/x2 (Undead) & Dagger +1 +6 1d4+2 19-20/x2 Longsword (MW) +5 1d8+3 19-20/x2 & Longsword +4 1d8+1 19-20/x2 Javelin (M) +5 (+3) 1d6+3 20/x2 Range 30' Selected Skills (not quite all are shown) Acrobatics -5; Appraise +4; Bluff +5; Climb +2 (with ACP); Diplomacy +3; Intimidate +3; Knowledge (nature) +9; Handle Animal +10; Heal +10; Perception +15 (+2 undead or desert) Perform +3 Profession (Guide) +10; Ride +3; Sense Motive +7; Spellcraft +10; Stealth +2; Survival +10; Swim -9 Spells Prepared: Summon Nature's Ally I [/code][/sblock] [/QUOTE]
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