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Boosting a werewolfs bluff skill (My players shouldn't read this)
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<blockquote data-quote="Kroax" data-source="post: 449842" data-attributes="member: 1142"><p>Next session I'm throwinng my players a hit-and-run encounter with a werewolf. The combat will take place in a moderately dense forest, and if all goes right, he will run out from some trees, hit a pc with his spring attack, and run back and hide behind the trees again a couple of rounds.</p><p></p><p>The problem is, the only way he's going to hide in the middle of a combat is using the bluff skill to create a diversion to hide (PHB p. 64). But I think his bluff skill is still to low for that.</p><p></p><p>I would appreciate any help I can get with this encounter. </p><p></p><p></p><p>Here's his stats:</p><p></p><p><strong>Kal</strong></p><p><strong>Male human werewolf Rgr of Malar 4:</strong> CR 6; Medium-sized shapechanger (werewolf); HD 4d10+16; hp 47; Init +9 (+5 Dex, +4 Misc); Speed 50ft.; AC 19 (touch 17, flat-footed 12); Atk +9 meele (1d6+, Bite); SA Favored Enemy(Human), Alternate Form, Lycanthropic Empathy, Curse of Lycanthropy, Scent, Trip, +4 to Wilderness Lore when tracking by scent; AL CE; SV Fort +10, Refl +6, Will +4; Str 14, Dex 20, Con 18, Int 10, Wis 12, Cha 10</p><p> Skills and Feats: Bluff 3; Hide 12; Move Silently 12; Tumble 8; Jump 4; Control Shape 7; Search 0; Sense Motive 1; Listen 1; Spot 1; Wilderness Lore 8; Ambidexterity, Armor Proficiency (Light, Medium), Blind-Fight, Dodge, Improved Initiative, Martial Weapon Proficiency, Mobility, Shield Proficiency, Simple Weapon Proficiency, Spring Attack, Track, Two-Weapon Fighting, Weapon Finesse (Bite) </p><p> Ranger Spells: 1; base DC = 11 + spell level</p><p> Possessions: Infusion of Forestfold (MotW, +20 to hide and move silently if devoured)</p><p></p><p>All the party members are level 4, but theyre not in their best shape at the moment. This encounter is supposed to be an important happening in my campaign, so I'd like it to be memorable.</p><p></p><p>Thanks.</p></blockquote><p></p>
[QUOTE="Kroax, post: 449842, member: 1142"] Next session I'm throwinng my players a hit-and-run encounter with a werewolf. The combat will take place in a moderately dense forest, and if all goes right, he will run out from some trees, hit a pc with his spring attack, and run back and hide behind the trees again a couple of rounds. The problem is, the only way he's going to hide in the middle of a combat is using the bluff skill to create a diversion to hide (PHB p. 64). But I think his bluff skill is still to low for that. I would appreciate any help I can get with this encounter. Here's his stats: [b]Kal[/b] [b]Male human werewolf Rgr of Malar 4:[/b] CR 6; Medium-sized shapechanger (werewolf); HD 4d10+16; hp 47; Init +9 (+5 Dex, +4 Misc); Speed 50ft.; AC 19 (touch 17, flat-footed 12); Atk +9 meele (1d6+, Bite); SA Favored Enemy(Human), Alternate Form, Lycanthropic Empathy, Curse of Lycanthropy, Scent, Trip, +4 to Wilderness Lore when tracking by scent; AL CE; SV Fort +10, Refl +6, Will +4; Str 14, Dex 20, Con 18, Int 10, Wis 12, Cha 10 Skills and Feats: Bluff 3; Hide 12; Move Silently 12; Tumble 8; Jump 4; Control Shape 7; Search 0; Sense Motive 1; Listen 1; Spot 1; Wilderness Lore 8; Ambidexterity, Armor Proficiency (Light, Medium), Blind-Fight, Dodge, Improved Initiative, Martial Weapon Proficiency, Mobility, Shield Proficiency, Simple Weapon Proficiency, Spring Attack, Track, Two-Weapon Fighting, Weapon Finesse (Bite) Ranger Spells: 1; base DC = 11 + spell level Possessions: Infusion of Forestfold (MotW, +20 to hide and move silently if devoured) All the party members are level 4, but theyre not in their best shape at the moment. This encounter is supposed to be an important happening in my campaign, so I'd like it to be memorable. Thanks. [/QUOTE]
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