Teutonic for Wolf of Thor (HP 126, AC 30, F+16/R+14/W+11, Ini +3, Perc. +8)
It's your first visit to the wolves. And last time Bruihu was with Clara and Tarjun. Also it depends a lot on your definition of hostile. They look as if they want to invite you for dinner. ;) The wolves look confused as they are addressed in wolf speak. Some of them start howling and the alpha gets up to take a closer look what shenanigans are going on there. As the wolf approaches Jewel realizes that this will be a talk on eye-level. Literally. This wolf is huge. But when there are only 20 feet distance left it recoils. Tail tucked in and teeth bared it retreats.
Teutonic for Wolf of Thor (HP 126, AC 30, F+16/R+14/W+11, Ini +3, Perc. +8)
Tunstall is happy to be in Korvosa, because at the king's table there is a lot of food and good food. Leaving for the wilderness again is also fine with him. Sleeping all day and hunting at night is his natural cycle anyway. And with regular hunting there is regular food. Without the ambitions Mushu has, Tunstall finds his place in the Sun Clan too, where he lies around in the shadows most of the time and plays some with the kids.
Teutonic for Wolf of Thor (HP 126, AC 30, F+16/R+14/W+11, Ini +3, Perc. +8)
Ayako wrote: Still here! Perhaps a daring stealth mission by Mushu and Fluffy to rescue someone! Totally cool suggestion. I'm in! This is another dungeon crawl and those tend to get tedious after a while with nothing else in between. But the queen won't get away without her death punishment! She won't stop us with magic, her army's prowess, or trying to bore us to death with endless rooms full of Grey Maidens! ;)
Teutonic for Wolf of Thor (HP 126, AC 30, F+16/R+14/W+11, Ini +3, Perc. +8)
Fluffy stands with Mushu in the corridor, increasingly unhappy about the situation. Receiving not so happy feelings from Tyrandro and being cut off by a wall of ice. Fluffy throws himself at the wall of ice.
Teutonic for Wolf of Thor (HP 126, AC 30, F+16/R+14/W+11, Ini +3, Perc. +8)
Iolana Altumas wrote: Get Fluffy some heavy armor, and he can tank for us. Not worth the hassle. I would need two feats and then the expensive barding to get there and lose the high movement. I'm at AC30 already. AC36 when going full defense. It's just these undead touch attack incorporeals I don't want to stand in front of. But if you include me in the wards I can totally give you full cover to hide behind when the next arrow shooters come. I'd still be at AC27 flat footed and AC23 when paralyzed.
Teutonic for Wolf of Thor (HP 126, AC 30, F+16/R+14/W+11, Ini +3, Perc. +8)
Fluffy does as told and goes for saving Tyrandro, biting him into the tail and dragging it away. At least that's the plan. :D
Teutonic for Wolf of Thor (HP 126, AC 30, F+16/R+14/W+11, Ini +3, Perc. +8)
All that adventuring with not many boons of civilization is hard enough on the nose as it is. You don't want to share a camp at night with shambling Tyrandro :P Also it would take a lot of onyx gems to animate him. Fluffy presses between Laori and Tyrandro's corpse and snarls at her.
Teutonic for Wolf of Thor (HP 126, AC 30, F+16/R+14/W+11, Ini +3, Perc. +8)
Tyrandro's worst nightmare: Drown in a swarm of vermin that are immune to weapon damage.
If you think Fluffy can actually get where the bogeyman is now and bite again
Teutonic for Wolf of Thor (HP 126, AC 30, F+16/R+14/W+11, Ini +3, Perc. +8)
Will Save Crushing Despair: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19
Fluffy doesn't believe in nightmares, but is too demoralized to hit the clown.
Teutonic for Wolf of Thor (HP 126, AC 30, F+16/R+14/W+11, Ini +3, Perc. +8)
Will save: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Scent: This extraordinary ability lets a creature detect approaching
enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. [b]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.[/b Blind Fight:
You are skilled at attacking opponents that you cannot
clearly perceive. Benefit: In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. Perfectly prepared for this fight. And then these rolls... |