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(CSToA) Touch of the Abyss [IC]
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<blockquote data-quote="Dekana" data-source="post: 3934478" data-attributes="member: 57009"><p><span style="color: DarkOrange">Slisik - Druid/Barbarian - HP: 44/44 - AC: 16 - Fort: 8, Ref: 2, Will: 7</span></p><p><span style="color: DarkOrange">Sasthil - Snake - HP: 21/21 - AC: 19 - Fort: 3, Ref: 7, Will: 3</span></p><p><span style="color: DarkOrange">3 Hippogriffs - Large Magical Beast - HP: 25, 25, 25 - AC: 16 - Fort: 6, Ref: 5, Will: 2</span></p><p></p><p>Slisik's call to the wilds was answered by three hippogriffs, large flying beasts somewhat resembling giant eagles. The dragon could hardly escape their keen eyes; the flight took to the sky immediately upon seeing their enemy, and began harrying the checked beast.</p><p>Slisik was getting annoyed that the dragon would not present a melee target. He decided to change tactics slightly; the lizard sheathed his greatsword and instead drew his Longbow.</p><p></p><p></p><p>[sblock=OOC]<a href="http://invisiblecastle.com/find.py?id=1419612" target="_blank">Summon Nature's Ally (1d3=3)</a> for the number of hippogriffs (I will usually let you roll, but I wanted to accurately fill in the flavor text, hehe). They come into existence at R9, S9, S10 (within 35 feet). They'll move to and attack the dragon; I'm not <em>exactly</em> sure how flying works, but I think they should make it with 100ft speed and average maneuverability. Also I believe they'll have to make the save for the increased wind speed. For Slisik: move action to sheath greatsword, move action to draw Longbow. Sasthil stays put.</p><p></p><p>Spells Active</p><p>Call Lightning - 48 rounds or 4 more bolts (centered at K11)</p><p>Bull's Strength - 48 rounds</p><p>Summon Nature's Ally III - 5 rounds</p><p></p><p>Spells Prepared:</p><p>0 (5): Detect Magic, Detect Magic, Detect Poison, Light, Read Magic</p><p>1 (4): Cure Light Wounds, Cure Light Wounds, Entangle, Faerie Fire</p><p>2 (3): Barkskin, Summon Swarm[/sblock]</p><p>[sblock=Hippogriff Stats]Hit Dice: 3d10+9 (25 hp)</p><p>Initiative: +2</p><p>Speed: 50 ft. (10 squares), fly 100 ft. (average)</p><p>Armor Class: 16 (–1 size, +2 Dex, +4 natural, +1 dodge), touch 11, flat-footed 13 <span style="color: DarkOrange">[I assume they're dodging the only enemy present so +1]</span></p><p>Base Attack/Grapple: +3/+11</p><p>Attack: Claw +6 melee (1d4+4)</p><p>Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)</p><p>Space/Reach: 10 ft./5 ft. <span style="color: DarkOrange">[space is actually 5ft as per the house rule I think?]</span></p><p>Special Attacks: — Special Qualities: Darkvision 60 ft., low-light vision, scent</p><p>Saves: Fort +6, Ref +5, Will +2</p><p>Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8</p><p>Skills: Listen +4, Spot +8</p><p>Feats: Dodge, Wingover[/sblock]</p></blockquote><p></p>
[QUOTE="Dekana, post: 3934478, member: 57009"] [COLOR=DarkOrange]Slisik - Druid/Barbarian - HP: 44/44 - AC: 16 - Fort: 8, Ref: 2, Will: 7 Sasthil - Snake - HP: 21/21 - AC: 19 - Fort: 3, Ref: 7, Will: 3 3 Hippogriffs - Large Magical Beast - HP: 25, 25, 25 - AC: 16 - Fort: 6, Ref: 5, Will: 2[/COLOR] Slisik's call to the wilds was answered by three hippogriffs, large flying beasts somewhat resembling giant eagles. The dragon could hardly escape their keen eyes; the flight took to the sky immediately upon seeing their enemy, and began harrying the checked beast. Slisik was getting annoyed that the dragon would not present a melee target. He decided to change tactics slightly; the lizard sheathed his greatsword and instead drew his Longbow. [sblock=OOC][url=http://invisiblecastle.com/find.py?id=1419612]Summon Nature's Ally (1d3=3)[/url] for the number of hippogriffs (I will usually let you roll, but I wanted to accurately fill in the flavor text, hehe). They come into existence at R9, S9, S10 (within 35 feet). They'll move to and attack the dragon; I'm not [i]exactly[/i] sure how flying works, but I think they should make it with 100ft speed and average maneuverability. Also I believe they'll have to make the save for the increased wind speed. For Slisik: move action to sheath greatsword, move action to draw Longbow. Sasthil stays put. Spells Active Call Lightning - 48 rounds or 4 more bolts (centered at K11) Bull's Strength - 48 rounds Summon Nature's Ally III - 5 rounds Spells Prepared: 0 (5): Detect Magic, Detect Magic, Detect Poison, Light, Read Magic 1 (4): Cure Light Wounds, Cure Light Wounds, Entangle, Faerie Fire 2 (3): Barkskin, Summon Swarm[/sblock] [sblock=Hippogriff Stats]Hit Dice: 3d10+9 (25 hp) Initiative: +2 Speed: 50 ft. (10 squares), fly 100 ft. (average) Armor Class: 16 (–1 size, +2 Dex, +4 natural, +1 dodge), touch 11, flat-footed 13 [COLOR=DarkOrange][I assume they're dodging the only enemy present so +1][/COLOR] Base Attack/Grapple: +3/+11 Attack: Claw +6 melee (1d4+4) Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2) Space/Reach: 10 ft./5 ft. [COLOR=DarkOrange][space is actually 5ft as per the house rule I think?][/COLOR] Special Attacks: — Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +6, Ref +5, Will +2 Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Skills: Listen +4, Spot +8 Feats: Dodge, Wingover[/sblock] [/QUOTE]
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