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Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Survival: 1d20 + 5 ⇒ (11) + 5 = 16 Nelly looks first at the footprints, then at Mel, then growls at the Drover, and finally sits down and looks puzzled. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() MHKN: Nelly is running up and down the kitchen, up to Mel, back to the kitchen, smelling the ground and corners. She seems confused, but not entirely unfazed. She knew her master could move without walking. Maybe that happened here? Certainly, he would come back to her soon. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() MHKN: Nelly puts a paw on the door, cautiously, then looks at Mel with expectation. She puts her nose down a bit, sniffs again, then puts her paw on the door again.
Her muzzle and eyes almost seem worried, but the rest of her body looks tense, her legs and abdomen under tension, ready to spring forward and bite someone. The only thing stopping her from trying to break the door and indiscriminatingly mauling her way towards the source of the smell was her awareness that Mel had the same goal and was more suited to lead the pack in these stone mazes. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() MHKN: Raw, it's 25. I put a point in survival, wisdom plus class. For the record, both wolves and dogs have a racial +4 bonus when tracking by scent(but no rank and class skill boni - so also 5 total)...that is not listed for the animal companion so I do not have it included for Nelly. Also, possibly there could be some synergy with perception.(as unlike normal tracking, she is literally using a primary sense to follow) ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() MHKN: Can Nelly look around and take 20 to see if she gets a trace
Fresh DC is 10, but I have no idea how many hours(+2/per) past the trail passed here. My main concern is that if it's been more than 8 hours, she can't find any trace no matter how hard she tries so I'd rather put in the effort to search here longer and see if there is ANYTHING to be found. Nella approaches the stain, then sniffs in circles on the cobblestone, running into the alley and back and forth on prince street nearby, desperately searching for a trace of her companion. She was his guardian. She did not like the city, and understood that sometimes he had to leave her behind. But if anything happened to him, she could not return to the pack. Not that she would have wanted - she'd find whoever was responsible...and then rip and tear until it was done. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() MHNK: Survival: 1d20 + 5 ⇒ (6) + 5 = 11
Nelly doesn't find anything near the brothel, either. She is used to the great outdoors. There are so many confusing scents in these stony gathering places. She would know Túrions scent from all of them, but some, like perfumes, are so strong it almost hurts in her nose. And the scents are all over the place. She finds no trail to follow. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Only GM / MHKN: Just out of curiosity, is Madame lying on purpose?
When I met her, she was a "slim, red-headed girl of about thirteen", so size and dress seem to fit, age and hair are not really a match. She was also said to wear a simple travelling cloak, so pointing out the dress might also be misleading.(as the brown haid and mid-teen). Like, Nelly would not know, just trying to figure out if she is trying to give them a wrong description. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() MHKN: Nelly attempts to pick up Túrions trail. Survival: 1d20 + 5 ⇒ (9) + 5 = 14(Welp, that's only 2 hours worth without modifiers. Even if the familiarity with the smell gives a bonus, the trail is likely too old)
She seems distraught when she can't find anything. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Nelly cocks her head, looking at Mel with a puzzled expression as she talks.
@GM: In that case, good I decided against bringing her. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Nelly is pacing back and forth at the front door. And it's not because she has to be taken for a walk - she is well aware her master should have been long back. (Amusingly, I even contemplated taking her with me, but figured taking a bath there it would not be a good idea, and the people who assailed me last time might look for a guy with dog...) ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Inside the hideout, several hours after Túrion left:
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Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Perception: 1d20 + 10 ⇒ (15) + 10 = 25 Nelly, however, jumps awake as she hears a sound outside - growling and waking Túrion. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Should be able to post in gameplay a bit later today.
Nelly Level-Up(because it's fast enough to do now): Gets one HD => +10 HP
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Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Nelly is just glad to get out of the murky basement again. The city was getting to her - she longed to run free in Wilderness. To hunt. Not to impress someone. To eat. There were too many smells here. Alas, she had a duty, and she would proudly fulfill it - it was very clear her Master depended on her, after what happened. Again.
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Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Don't forget a watchful eye on him that would not hesitate to chomp him the moment he does something suspicious.
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Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Given no more specific orders, and with the other foes going down, Nelly remains ready to bite the Mage, waiting for him to become visible again to make sure the prey was no longer a threat.
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Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Reflex: 1d20 + 9 ⇒ (1) + 9 = 10
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Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() As Nelly steps out of the Tentacles, his loudness and smell give the mage away pretty clearly to her. There was blood, too, dripping on the floor and giving the air a faint metallic odor. The hunt was still on. Baring her fangs, she lunged forward, her resolve further strenghtened as her Master appeared nearby - even so the strange girl with him distracted her during one of her attacks.
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Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() GM: Before I do that, could I get a ruling on this part of Scent Rules: The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
Because to me it seems that the pinpointing is actually automatic if next to the source, and does NOT actually require a move action. Which would have meant that I could have full-attacked last round, and more importantly, by using the hero point Standard action to break the Grapple, could instead step forward and Full Attack this turn as well. As Nelly does have an iterative from Multiattack and is under the effect of Haste, attempting to Maul the Mage actually seems a more desirable action, as he already must be quite bloodied, and so far, no flavor description indicates that he has Stoneskin or similar online-) So depending on your ruling, I would consider doing a full attack instead of the grapple. (I'd also like to point out that casting is "speaking" for a -20 DC to negate the +20 from Invisibility - so if he has no actions to actually use 'Stealth' from his Concealment, he should be easy to pinpoint even with a regular passive perception check - so Scent may not even be relevant in this case?(Barring special abilities, standing up and stepping away only leaves very few spaces, followed by casting with vocal component)) ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Nelly CMB to escape grapple DC 30: 1d20 + 15 ⇒ (19) + 15 = 34
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Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Nelly inhales for a moment as the Mage goes invisible. She was sure he was still there. Letting the strongest odor guide her, she snaps forward, and sure enough, there is something to bite down on. Attack Mage, Greater Magic Fang, Haste, Prayer: 1d20 + 14 + 2 + 1 + 1 ⇒ (20) + 14 + 2 + 1 + 1 = 38 Damage: 1d6 + 11 + 2 + 1 ⇒ (5) + 11 + 2 + 1 = 19
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Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Nelly does not even notice the attempt to attack her, but does note the arrival of the Fey, and seems confused for a moment.
Attack, Greater Magic Fang, Haste, Prayer: 1d20 + 14 + 1 + 2 + 1 ⇒ (7) + 14 + 1 + 2 + 1 = 25Damage: 1d6 + 11 + 2 + 1 ⇒ (3) + 11 + 2 + 1 = 17
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Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Nelly steps up to the Halfling and attacks vigorously, only considering stopping if the prey goes limp. Attack, Greater Magic Fang, Haste, Prayer: 1d20 + 14 + 1 + 2 + 1 ⇒ (13) + 14 + 1 + 2 + 1 = 31 Damage: 1d6 + 11 + 2 + 1 ⇒ (5) + 11 + 2 + 1 = 19
Will not continue attack if target goes unconscious. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Nelly wastes no time stepping aside and biting the man she arrived next to, attempting to pull him down as well - while clearly hasty, it was still a very valiant attempt against an unprepared target.
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Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Alley: Seeing her Master come to, Nelly happily wags her tail. (Wolves actually do, same as dogs and for the same reason)
He was physically weak, but truly as immortal as the legends claimed. And she had not failed him this time, either. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Alley: Nelly still focuses on those with spears, allowing the one guard to approach unchallenged. But when he reaches for Túrion, Nelly interposes her paw. Locking eyes with the guard, she then turns on the spot before indicating a vial in her Masters belt, before stubbing his face with her nose again, then steps on the other side so that the guard would have easy access to the vial, but still ready to block any attempts to drag Túrion somewhere else.
I do indeed have one potion of CLW left that I never used AFAIK. Well, here's hoping. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() GM: And here I'm semi-stuck. Technically Nelly is supposed to make sure nobody touches me - but then I am merely unconscious currently, not dependent on regeneration, so she may see some wiggle room there. On the other hand, she understands that she was made smaller and Túrion looked different than usual, because they were hiding who they really are. So letting these people take him is still not a great idea. I think Nelly would meta hard to let them take him away if she considers that the 'better' option. But antagonizing the guards is also not a splendid idea... ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Alley: Diplomacy: 1d20 - 2 ⇒ (20) - 2 = 18 Nelly very lightly growls at the human, then looks at her master, stubbing him with her nose, licking his cheek before snarling at the dead woman - she does not oppose the woman being retrieved, but makes it clear that nobody with a weapon will lay hand on her ward by focusing her attention on those guards with spear ready. Well, Nelly is truly a good girl, getting the Natural 20's when they are needed most... ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Alley: As people with spears approach, Nelly first remains calm, staying at Túrions side. As they approach and lower their weapons, Nelly stands up, standing over Túrion, a low growl responding to the weapons threatening her. Her orders in this situation were clear - do not let others disturb him until he awakens again.
Linguistics?: 1d20 - 2 ⇒ (12) - 2 = 10 She is actually trained in Linguistics to understand Sylvan - not sure if Perform(Act) would be the better fit (which would have the same modifier actually). Basically, she wants to show, with body language or otherwise, that she is defending her master, not looking to attack someone. She does appear as a large dog, someone SHOULD be able to tell the difference between "rapid street dog" and "defending owner". Their menacing behaviour be damned - none of them would be allowed to spear her master - if she needed to, she would build a wall of their bodies around Túrion to keep him save from harm. Aye, thats what I meant by being in trouble regardless of whether Nelly wins or not...her standing orders are quite clear in this situation. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Alley: If she's unconscious, Nelly is good. She is not 'prey' to be consumed. That is, she has no qualms to kill, but is distinctly aware that taking people alive has value. If she notes that Túrion is still breathing, she'll be merciful. If she doesn't, she'll go into kill mode.
Nelly pulls the woman down again, noting her collapse like a ragdoll, then hovers her teeth at her throat for a moment. The weak sneaky female was at her mercy. She bested her easily. Life/Dead: 1d2 ⇒ 1 Noting some ragged breathing from her unconscious master, she releases the female and rushes back to his side, laying down perpendicular to the alley, looking left and right to protect Túrion from anybody approaching him. I am tempted to just have Nelly kill her, but one of the backstory-points was that Gael, the Druid, tried to frame Túrions Wolves for a kill they did not commit - I believe the pack, including Nelly, understands well that while self-defense is necessary, killing humanoids is something only to be done in specific circumstances. That and even with border skirmishes or bandits, it would be valuable to have prisoners. Even if that means she may survive and cause trouble in the future, or present her bluff-enhanced story to any guards - I'd rather not have Nelly casually kill without Túrion weighing in on the matter - so I am actually quite content with the die roll. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Alley: Seeing Túrion down and unmoving, Nelly is filled with terrible resolve, ripping and tearing at the woman with teeth far more vicious than her size would suggest. Biting once as the woman attempts to stand, then again as she tries to move away - snarling and growling, she is not willing to let this prey escape, moving to cut her off from the alleys exit before resuming her assault.
Attack of Opportunity Stand-up: 1d20 + 13 ⇒ (13) + 13 = 26 Damage: 1d6 + 11 ⇒ (5) + 11 = 16 Attack of Opportunity Move: 1d20 + 13 ⇒ (10) + 13 = 23 Damage: 1d6 + 11 ⇒ (3) + 11 = 14 Trip: 1d20 + 16 ⇒ (14) + 16 = 30 Attack: 1d20 + 13 ⇒ (13) + 13 = 26 Damage: 1d6 + 11 ⇒ (3) + 11 = 14 Trip(if Attack of Opportunity Move did not hit): 1d20 + 16 ⇒ (14) + 16 = 30 Multi-Attack(if Attack of Opportunity move did hit): 1d20 + 8 ⇒ (18) + 8 = 26 Damage: 1d6 + 11 ⇒ (4) + 11 = 15 AoO, AoO, then depending if second AoO hits and Trips her, either 5 foot-step and multiattack, or move to cut off her exit and attack her again.(with 50 speed I should be able to go around her without provoking - probably even with 40 considering i started behind her). ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Bookstore: While Túrion is busy talking with the uniformed man and the small man, Nelly is, also thanks to her headgear, smart enough to understand what else may be important. When the talking starts, she gets up and moves up to any openings of the room, smelling and listening to see if someone is eavesdropping, before laying down at Túrions feet.
Passive Perception to notice any new arrivals after the active Scent-based ones: 10 + 9 = 19 If someone is eavesdropping, guard or bookstore-employee, Nelly would inform Túrion. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Bookstore: Nelly is overjoyed when Túrion returns. Before they make their way to the destination, Túrion shrinks her down, then cuddles with her. She felt like a puppy all over. Maybe getting shrunken now and then was not THAT bad, after all. Scratches and pets were so much better, and tasty goodies seemed that much larger...
Alas, eventually they were on their way, and Nelly stuck to her Master's heel closely, as if not wanting to risk that anybody so much as walked between them. When he stopped to talk to some uniformed man, she sits down, watching the man with curious eyes. Those had weapons. But her teeth were superior to those clumsy tools. And Túrion was calm. There was no danger here at this time. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Also, for safety, we can leave Nelly behind.
_________ Reminds me of a Shadowrun-Session we had a couple years ago. I was the party's Rigger/Decker - I had a Stormcloud providing Sniper Cover for the Party, then dove into the system to give intel/open doors etc. for an extraction.
I got into a messy situation - locked into the system with retreat blocked by black ICE - needed to find an alternate way out. The team managed to extract the 2 scientists we were sent to free, and retreated back to the Roadmaster under Fire from enemies. Arriving there, the first thing they did was push the 2 scientists into the heavily armored vehicle to make sure they were safe.
One of the most awesome "Oh man...." moments in table gaming I had in the past couple years - :D ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Also, those voting D, please do help me understand the follow-up. Say we retrieve the treasure(or part of it) - expose the theft and/or get the linen shop raided by royal guard. Whats our next step from there? If the baddies notice in time that we took something, they may even have moved the goods and make us look like fools(who still have to explain where we got part of the treasury - and I do not want them to run a background-check on most of us.). I'll go with the majority, not trying to be partisan here - I just fail to see the benefit. Retrieving the treasure or getting the place raided seems to kill off one possible lead, at best. At the same time it would alert the mastermind behind the scheme to lay low and cut any ties that would implicate him; or in the worst case even make us face scrutiny or place us as suspects(which even if we can clear our names, puts us out in the open, no longer giving us the advantage of operating hidden.) Do explain to me like you would explain to a dog :) ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Stealth is not selective if you share a point of observation. But in this case, the focus is on not being observed by one specific person. That may e.g. encompass lingering at the edge of a house near a crossroad, before following into an alley(adding some distance for a less crowded space). Someone behind that knows what they are looking for, or even being given signals when it's safe to do so would not have the same difficulty following the agent as the person being followed has to notice they are.
All that said, Nelly can track Mel's smell so yeah, lets roll with that. Typical DC for a fresh Trail is 10. She has 5 ranks, so by taking 10 should auto-succeed even on a trail up to 2 hours old. I'll roll just in case.
As Túrion opts to stay out of sight from their quarry, he quickly loses sight of Mel as well. Luckily, Nelly was not so limited in her available senses. After a short moment to find the familiar smell of the Elf Woman, she followed the trail. It was fresh and easy enough to run along - while following, Túrion made sure the others were not as lost as he was, indicating Nellys activities subtly to any of his allies that seem lost. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() The boys: Nelly, meanwhile, withdrew from the offensive stench, scanning the area visually. It was unusual for prey to suddenly disappear. Túrion seemed unfazed by the creatures lack of remains, so everything seemed in order, but she decided to remain alert, all the same. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Haring: The 14 damage was against the Fiend. The Haring post with the attack against the rabbit is this one, and it says 13.
In your first post on the matter you also have 3 + 10. Also, yay Natural 20 on stabilize! ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Haring: Because Nonlethal and Lethal are tracked separately.
Dealing Nonlethal Damage wrote: : Certain attacks deal nonlethal Damage. Other effects, such as heat or being exhausted, also deal nonlethal Damage. When you take nonlethal Damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal Damage number from your current Hit Points. It is not "real" Damage. Instead, when your nonlethal Damage equals your current hit points, you're staggered (see below), and when it exceeds your current Hit Points, you fall unconscious. and Staggered and Unconscious wrote: If a creature's nonlethal Damage is equal to his total maximum Hit Points (not his current hit points), all further nonlethal Damage is treated as lethal Damage. This does not apply to creatures with Regeneration. So it takes 3 nonlethal, which is the total maximum hitpoint. Then it takes the remainder(10) as lethal damage. BUT: he is still at 3/3 HP for lethal damage, despite the 3 nonlethal it took earlier, as per the bold of first quote. So he takes 3 lethal damage to go to 0/3, then another 7 pushing it to -7/-9My point was that nonlethal damage is, for effect, based on current hit points.(e.g. if it exceeds your current hit points, you fall unconscious) but it does not "sum up" with lethal damage(if I knock a healthy man out, a single stab will not kill him any more than it would if he was up and healthy - unless I coup-de-grace him). As said, I believe it won't really make a difference. The Rabbit will likely have a brain aneurism by the time Nelly makes it back here. I'm just somewhat angry, once more, that there is no proper way of handling such a situation. I mean, that's only her natural unbuffed strenght and the only attack she has, I could not have done less - only meta and go for the grapple :/ But I'll roll with it, no worries :D - I only hope that the judges saw she only pawed it and it's still twitching as she runs back - and did not savagely kill it messily - I mean, at least there's no bite marks, right? :P ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Haring: Actually I would like to contest that. It has not taken lethal before, so 3 nonlethal get it to 0, then the remainder is lethal damage - but not counted from current, as nonlethal and lethal is tracked separately...so it should be at -7 HP - of course, unless it stabilizes with a natural 20, that means at the end of the 2 rounds it's still dead from internal bleeding. Also I forgot to apply reduce animal - so strenght should be 2 lower and attack die 1 step smaller - but thats on me, plus I rolled low on the damage die anyway. I did consider grapple but found nothing in handle animal I could push for to make her decide to use that. *shrug*
(She is not a spoiled city dog. We do not play fetch. We hunt. We kill and eat. Her interpretation of "subdue" is to not use lethal force, but still decisive force. I will definitely suggest repeating that with a Boar :P) ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Noting the sudden presence of a fiend and her master jumping into action, Nelly starts her own assault against the creature, trying to move into a flank with one of the others. I think none of them acted yet, so it may be a moot point, but still worth trying :P
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Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Haring: As the rabbit nervously starts running, Nelly is prepared and cuts the rabbit off with a sudden jump. As it tries to do a rapid turn and shift away from the Wolf, she finds an opportunity to swipe at it with her paw, knocking it down. It's hard for her to limit her power, but she hopes she did not kill the small creature.
Attack of Opportunity, Nonlethal: 1d20 + 13 - 4 ⇒ (19) + 13 - 4 = 28 Damage, Nonlethal: 1d8 + 10 ⇒ (3) + 10 = 13 Autotrip unless 1: 1d20 ⇒ 15 Assuming it's out cold, Nelly would pick it up and rush back to Túrion. I suspect it took lethal damage, because the HP of Rabbits seems rather low, but I wonder how others dealt with this problem, unless you want to handwave it. (I know one of my groups had a houserule that non-lethal damage is never going beyond -1 stabilized after a Sap Master accidently killed someone he wanted to knock out. Which, incidentally, he would have done if he were only an Adept. But without a means to actually "limit" the power of a blow, it could be completely impossible for Nelly to knock it out without kiling it.(if she had her belt of giant strenght, that would be +2 damage, if greater magic fang herbalist drink, another +2, for 15 minimal damage. Arctic Hare has 9 Con and 3 HP, so would instantly die with a minimal damage nonlethal roll.)) ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Haring: The specified ready action is exactly what I stated. If the Hare moves more than 15 feet from the bush it's hiding in, Nelly will move to intercept it. Technically, that should stop the Hare from running - it can still do the rest of it's move, but would probably even provoke unless it makes an acrobatics check to exit the threatened area. Nelly did not get closer before she's ready to pounce, but I guess there's always a chance it gets nervous and starts running. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Quote: Nelly, do I correctly understand your mechanics as a move action to locate the source of the scent? Yes. Move action to locate the origin direction. I could take a chance and move to one of the bushes, thus pinpointing the hare - but such behaviour may trigger the rabbit to try and flee.So she's only doing a move action to find out which bush, then a ready to "intercept" the hare in case its a nervous little buddy and attempts to flee anyway.
I'd prefer not to chase it down all over the arena.
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Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Nelly sniffs the air, spending a moment to take in the scent, trying to see from which of the nearby bushes the scent comes - but does not risk revealing herself, instead preparing to move if her presence alone prompts the hare to try and run. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Nelly breaks into a sprint, sniffing the air while running along the outer border of the area.
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Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() +1 HD (9)
+2 Natural Armor
Ability Score Increase: +1 Constitution (19=>20), +8 HP, +1 Fort Multiattack - Iterative Bite available. ![]()
Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
![]() Nelly rushes right in at full speed - after stopping and looking back to Túrion, she circles around the bushes near the southern end of the lake, and, if no luck there, then rushes towards the northwestern end of the arena, checking the undergrowth there. Run action for round 1, double-move for round 2, Run action for Round 3 If I understood right, they can't be near the bushes exactly near the entrance, passive scent operates normally(no action), and regular in regards to east and west, but halved for north and doubled for south(upwind/downwind) - so Nellys Smell Radar has about the dimension outlined with pink dots near her end position? Aliases
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