Kulan: Knightfall's Heroes of Carnell Game [OOC]

I forgot to include the sickened penalties for Lady Pendour and Wieland for their attacks. Wieland's AoO is a miss.

Lady Pendour's two attacks still hit.
 

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They don't stop until they're dead. 😎
And even then they don't stop! :oops:

Round Five (updated)
Caerth: 22 (shaken this round, casts spiritjaws against elf [does not penetrate SR])

Maybe I missed it, but how is Caerth shaken? He made his save versus the rooks, didn't he?

The lawful/not lawful act I was asking about was the flippant and facetious "oops" as he pushed the palisade on top of her.
If you really wanted to fool people into thinking you didn't mean to push that palisade on her, then that may have been unlawful, but it was pretty obvious that you were only pretending from the 'oops'. So not unlawful, I think.
 


On save you're shaken, on failure you're frightened (or even panicked)
Ah, thanks! :)

SRD said:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Updated stats:
Shaken: -2 attack, saving throws, skill checks, ability checks (not included below)

Dire Bat shape:
AC 21
Str 17, Dex 22, Con 17
Fort 13, Ref 12, Will 12
Speed 40, fly 70 (Haste + medium armor)
Melee attack: +12/+7/+7 bite (1d8+4)
Non-wildshaped stats:

AC 19
HP 58/58
Fort 12, Ref 9, Will 12
Speed 40 (Haste + medium armor)
Base attack: +6/+1
Melee attack: +13/+8/+8 spear +1 (twohanded, damage 1d8+8, crit x3)
Melee attack: +13/+8/+8 Kang (magical dagger, damage 1d4+6, crit 19-20/x2, thrown 10ft)
Ranged attack: +12 composite longbow +1 (+4 str bonus) (damage 1d8+6, crit x3)
Note: Extra 2d6 damage on charge attacks (wild rhino hide); power attack means up to BAB penalty to attack and same amount bonus on damage; Haste means extra attack when using Full Attack action

Level 0 (6): create water, create water, detect magic, detect poison, purify food and drink, read magic
Level 1 (5): cure light wounds, entangle, magic fang, obscuring mist, speak with animals
Level 2 (5): flaming sphere, lesser restoration, mass snake’s swiftness, master air, summon swarm
Level 3 (4): giant’s wrath, snare, remove disease, spirit jaws
Level 4 (2): spike stones, ice storm
Level 5 (1): baleful polymorph

Wild Shapes 2/3
HP: 32/32
AC 24
Fort 8, Ref 12, Will 7
Speed: 10 feet, fly 40 feet (average)
Base attack: +5
Melee attack: +13/+11 talons (multiattack, 1d4, distracting attack)
Special attacks: Flyby Attack, multiattack
Special qualities: low-light vision, link, share spells, evasion, devotion, multiattack
Skills: Listen +15, Move silently +20, Spot +8 (in shadows +16) (not sure if these numbers are correct... haven't adjusted for level-up)
Feats: Weapon Finesse, Toughness (racial sub level 1), Flyby Attack, Distracting Attack
Tricks known (max 10): Attack (all creatures, counts as 2 tricks), Come, Down, Fetch, Seek, Stay, Work, Defend, Heel
Hide From Undead active until it attacks (or until after 90 minutes)
 




On the first strike so he can actually move! I need a map! Or a target! :D
Hmm, I don't know if I should allow you to move Maur. You posted a full attack routine. Maur meant to strike out three times, right? Also, there isn't another foe nearby for him to attack with his second and third attacks, so those rolls would be wasted.

The question is this: if we were playing in person, would you have declared a full attack against the wolftroll and rolled all the dice together?

Maybe I'm being a stickler, but I don't usually allow a player to roll all their dice to hit and then if the first one hits and the enemy falls, I let them discard the other rolls and let them move. I can't think of any DMs I know that would allow that to occur.

And, remember, if we rule that the PCs can do it then I can do it as the DM for the bad guys. :devilish:

I will let you all discuss and then make my ruling.
 


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