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

Here's the IC text I changed in my post:
"I told you, I'm not a gn- AHHHHH!" Aureus tries to avoid the woman's touch, but the priestess is faster. Dark energy flows from the woman's hand into Aureus's body. She begins to bleed from the place Omen touched her, as well as from her nose and mouth. "You evil witch!" She coughs blood out onto the cave floor.

Omen laughs in triumph.

"Aureus!" Lady Pendour screams. "Get out of there!"
It's still a nasty domain ability but it won't kill Aureus outright. She could still be killed, but she has a chance to survive. She takes 1d6 points of damage (5) in the first round of the bleeding touch and it last for another 2 rounds.
 
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@Neurotic, Maur cannot take a 5 ft. step from where he is located, as the depression is too close to his current position. It costs two squares to move into that square unless he's flying, hovering, or has an ability to negate difficult terrain.

However, he could do it if he makes a successful DC 5 Balance check to avoid the edge of the depression. I know Maur has a major penalty to Balance, but it isn't impossible for him to make it, if you roll high enough.

If you have him move without the Balance check, Tarrak will get an AoO.
 


He is flying, so I didn't consider the terrain at all. Also, he didn't move more than 5' step so +2 ac (the one at the top of mini stats)

Changes: 2/6 smites, 3 rounds of divine favor, 6 rounds of tranformation
 

He is flying, so I didn't consider the terrain at all. Also, he didn't move more than 5' step so +2 ac (the one at the top of mini stats)

Changes: 2/6 smites, 3 rounds of divine favor, 6 rounds of tranformation
I was confused because you wrote that he took a 5-ft. step, which made me assume he landed on the round last round. If not, no worries. However, remember with flying that you have to move the minimum forward distance based on maneuverability while flying or the character has to land.

Minimum Forward Speed

If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed on a DC 20 Reflex save to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.
Now, after checking lesser holy transformation, Maur's speed through the air is Good, which means there is no min. forward speed. That's a pretty cool spell.
 

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