Satin Knights
First Post
Kalgor tends to his wounded cat. With a small incantation, the wounds start to heal.
[sblock=ooc]I think undead without con scores are dead-dead when they hit zero. Not that it matters here, but for future reference.[/sblock][sblock=mini-stats]Kalgor AC 15 HP 33/45, 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
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Dancing Lights
.,....Summoner 1st Lvl: 3/4 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: 14/26, AC 21 ...... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3
Fort +3, Reflex +7, Will +1, Evasion
Perception +14, Stealth +14, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: Paralyzed 1 round [/sblock]
[sblock=ooc]I think undead without con scores are dead-dead when they hit zero. Not that it matters here, but for future reference.[/sblock][sblock=mini-stats]Kalgor AC 15 HP 33/45, 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
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Dancing Lights
.,....Summoner 1st Lvl: 3/4 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: 14/26, AC 21 ...... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3
Fort +3, Reflex +7, Will +1, Evasion
Perception +14, Stealth +14, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: Paralyzed 1 round [/sblock]
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