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<blockquote data-quote="sunshadow21" data-source="post: 6265688" data-attributes="member: 6667193"><p><img src="http://www.enworld.org/forum/attachment.php?attachmentid=60012&d=1387314654" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><span style="color: #800080">"Sam, herd that far one closer; we can't let him miss out on all the fun." </span>Quillian commands as he slides down the hill to get closer to the horse before reaching out to it and sending a gentle wind towards it that closes it's wounds. Sam circles around to the far side of the hobgoblin before coming back toward him as if herding sheep. The newly appeared stirges all try to sink their barbed legs into the remaining hobgoblin, and the one across from the half-orc is finally able to get a solid grip as the hobgoblin moves to avoid the other two attempts.</p><p></p><p>[sblock=actions]</p><p>Quillian moves down hill (<a href="http://invisiblecastle.com/roller/view/4407458/" target="_blank">Climb check = 18</a>) and casts stabilize on bleeding horse</p><p><a href="http://invisiblecastle.com/roller/view/4407447/" target="_blank">Handle Animal =18</a> to command Sam to act</p><p></p><p>Sam double moves to herd the hobgoblin in such a way as to avoid aoos</p><p></p><p>All 3 <a href="https://www.google.com/url?q=http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stirge&sa=U&ei=gdEHU7fCFIKh2gWm9IDwAw&ved=0CAkQFjAB&client=internal-uds-cse&usg=AFQjCNFYb3wCOxTZk7JgW6jyjG5AT7cLyg" target="_blank">stirges</a> attempt to attach themselves to the hobgoblin by Tsaaruck; one succeeds (<a href="http://invisiblecastle.com/roller/view/4407439/" target="_blank">Attach touch attack (1d20+1+2 from flank): 7, 12, 10</a></p><p>[sblock=stirge abilities]<span style="font-size: 10px"><span style="font-family: 'arial'">Attach:</span></span><span style="font-size: 10px"><span style="font-family: 'arial'"> When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target's flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or <a href="http://www.d20pfsrd.com/skills/escape-artist" target="_blank">Escape Artist</a> check against it, the stirge is removed.</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p>Blood Drain: <span style="font-size: 10px"><span style="font-family: 'arial'">A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution <a href="http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ability-Damage-and-Drain-Ex-or-Su-" target="_blank">damage</a>. Once a stirge has dealt 4 points of Constitution <a href="http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ability-Damage-and-Drain-Ex-or-Su-" target="_blank">damage</a>, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target.</span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'arial'"></span></span></p><p>Diseased: <span style="font-size: 10px"><span style="font-family: 'arial'">Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of disease. Any creature subjected to a stirge's blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease (See <a href="http://www.d20pfsrd.com/gamemastering/afflictions" target="_blank">Afflictions</a>). Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses.</span></span>[/sblock][/sblock]</p><p></p><p><a href="http://beta.ditzie.com/55109/5307ceaf56ed2" target="_blank">Updated Map</a></p><p></p><p>[sblock=Quillian ministats]</p><p>AC: 19 (Touch 13, Flatfooted 17)</p><p>HP: 20/20 Initiative: +2</p><p>Perception : +7 Sense Motive: +2</p><p>CMB: +2 CMD: 14</p><p>Fort: +4 Reflex: +4 Will: +6</p><p> *+2 vs fear, charm, compulsion</p><p>Current Weapon in Hand: Produce Flame</p><p>Current Conditions in Place: Guidance</p><p></p><p>Lightning Arc 5/5</p><p></p><p>Magic:</p><p>CL 3; +9 Concentration (+13 Casting Defensively); SR +3</p><p>1st level Sapphire of Power - unused</p><p></p><p>Cantrips - Create Water, Guidance, Light, Stabilize</p><p>1st - Obscuring Mist; Cure Light Wounds, Expeditious Excavation, Produce Flame (cast)</p><p>2nd - Wind Wall; Gust of Wind, Summon Nature's Ally II[/sblock]</p><p></p><p>[sblock=Sam ministats]Medium riding dog</p><p>40 ft movement</p><p>AC: 13 (Touch 12, Flatfooted 11)</p><p>HP: 13/13 Initiative: +2</p><p>Perception : +8; Low-light vision, scent</p><p>CMB: +3 CMD: 15(+4 vs trip)</p><p>Fort: +5 Reflex: +5 Will: +1</p><p>Bite: +3 (1d6+3 plus trip) </p><p>Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6</p><p>Skills: Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking)</p><p>Equipment: Riding Saddle, Saddlebags</p><p>Current Conditions in Place:[/sblock]</p></blockquote><p></p>
[QUOTE="sunshadow21, post: 6265688, member: 6667193"] [IMG]http://www.enworld.org/forum/attachment.php?attachmentid=60012&d=1387314654[/IMG] [COLOR=#800080]"Sam, herd that far one closer; we can't let him miss out on all the fun." [/COLOR]Quillian commands as he slides down the hill to get closer to the horse before reaching out to it and sending a gentle wind towards it that closes it's wounds. Sam circles around to the far side of the hobgoblin before coming back toward him as if herding sheep. The newly appeared stirges all try to sink their barbed legs into the remaining hobgoblin, and the one across from the half-orc is finally able to get a solid grip as the hobgoblin moves to avoid the other two attempts. [sblock=actions] Quillian moves down hill ([URL="http://invisiblecastle.com/roller/view/4407458/"]Climb check = 18[/URL]) and casts stabilize on bleeding horse [URL="http://invisiblecastle.com/roller/view/4407447/"]Handle Animal =18[/URL] to command Sam to act Sam double moves to herd the hobgoblin in such a way as to avoid aoos All 3 [URL="https://www.google.com/url?q=http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stirge&sa=U&ei=gdEHU7fCFIKh2gWm9IDwAw&ved=0CAkQFjAB&client=internal-uds-cse&usg=AFQjCNFYb3wCOxTZk7JgW6jyjG5AT7cLyg"]stirges[/URL] attempt to attach themselves to the hobgoblin by Tsaaruck; one succeeds ([URL="http://invisiblecastle.com/roller/view/4407439/"]Attach touch attack (1d20+1+2 from flank): 7, 12, 10[/URL] [sblock=stirge abilities][SIZE=2][FONT=arial]Attach:[/FONT][/SIZE][SIZE=2][FONT=arial] When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target's flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or [URL="http://www.d20pfsrd.com/skills/escape-artist"]Escape Artist[/URL] check against it, the stirge is removed. [/FONT][/SIZE] Blood Drain: [SIZE=2][FONT=arial]A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution [URL="http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ability-Damage-and-Drain-Ex-or-Su-"]damage[/URL]. Once a stirge has dealt 4 points of Constitution [URL="http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ability-Damage-and-Drain-Ex-or-Su-"]damage[/URL], it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target. [/FONT][/SIZE] Diseased: [SIZE=2][FONT=arial]Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of disease. Any creature subjected to a stirge's blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease (See [URL="http://www.d20pfsrd.com/gamemastering/afflictions"]Afflictions[/URL]). Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses.[/FONT][/SIZE][/sblock][/sblock] [URL="http://beta.ditzie.com/55109/5307ceaf56ed2"]Updated Map[/URL] [sblock=Quillian ministats] AC: 19 (Touch 13, Flatfooted 17) HP: 20/20 Initiative: +2 Perception : +7 Sense Motive: +2 CMB: +2 CMD: 14 Fort: +4 Reflex: +4 Will: +6 *+2 vs fear, charm, compulsion Current Weapon in Hand: Produce Flame Current Conditions in Place: Guidance Lightning Arc 5/5 Magic: CL 3; +9 Concentration (+13 Casting Defensively); SR +3 1st level Sapphire of Power - unused Cantrips - Create Water, Guidance, Light, Stabilize 1st - Obscuring Mist; Cure Light Wounds, Expeditious Excavation, Produce Flame (cast) 2nd - Wind Wall; Gust of Wind, Summon Nature's Ally II[/sblock] [sblock=Sam ministats]Medium riding dog 40 ft movement AC: 13 (Touch 12, Flatfooted 11) HP: 13/13 Initiative: +2 Perception : +8; Low-light vision, scent CMB: +3 CMD: 15(+4 vs trip) Fort: +5 Reflex: +5 Will: +1 Bite: +3 (1d6+3 plus trip) Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking) Equipment: Riding Saddle, Saddlebags Current Conditions in Place:[/sblock] [/QUOTE]
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