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Los ladrones van a la oficina

Combates y demás

Cargando editor
10/06/2015, 18:28
Director

Logística:

Orden de marcha modo exploración: Neblin, Mialee; Madmartigan, Morgran; Galid ?????

Orden de marcha modo combate:

Orden de guardias (X h cada una):

Comportamientos por defecto: (si no se dice nada...)

Aprovecho y hago AdO contra cualquier enemigo.

Conjuro a la defensiva si estoy adjacente a algún bicho.

ETC ya diréis.

Iniciativas: Jacobi +1, Dunstan +6, Vendetta +0, Tarot +4, Eidolon +3

Cargando editor
22/06/2015, 22:06
Dunstan

Comportamiento por defecto Dunstan:
Escudo pesado (no torre) y spiked gaunlet hasta que me toque. Después Fauchard.
Power Attack + Intimidar. Ready tirar un Chakram si hay enemigos al abrir puertas / esconderme tras el escudo torre si la abro yo.

Iniciativa+5
El orden creo que era Linzor, Jacobi, Dustan, Tarot, Vendeta aunque Linzor a veces iba al lado de Tarot.

Cargando editor
25/06/2015, 19:47
Khara-Thom "Tarot"

No a veces, casi siempre, ya que da bonus a Tarot.

Conjuros defensivos usado:
Eidolon Armadura de Mago, Barkskin

Cargando editor
11/07/2015, 10:08
Vendetta

Por defecto voy lo más atrás posible con los conjuros defensivos (MAGE ARMOR,BARKSKIN, FALSE LIFE...) y depende de lo que salga algo haremos, no tengo una acción inmediata preparada.

Cargando editor
12/10/2015, 18:06
Director

COMBATE: Calikang

PJ - puntos de vida (puntos de vida que tenía antes del ataque, etc.)

Vendeta 42(69)/69 hp
Jacobi 71/71 hp
Dunstan: 31(85)/85 hp
Kara-Thom: 18(72)/72 hp
Linzor: 80/80 hp

Bicho - heridas (heridas que tenía antes del ataque)

Calikang -23(-27) (Dunstan + Fast Healing 5)

ORDEN:

Dunstan 25

Calikang 21

Kara-Thom 17
Jacobi 14
Vendeta 10
Linzor 8

ELEMENTOS DEL ENTORNO:

RECURSOS GASTADOS:

Cargando editor
12/10/2015, 18:10
Director
Sólo para el director

Calikang CR 12
XP 19,200
LN Large monstrous humanoid
Init +6; Senses darkvision 60 ft.; Perception +20
Defense
AC 27, touch 11, flat-footed 25 (+2 Dex, +12 natural, +4 shield, –1 size)
hp 157 (15d10+75); fast healing 5
Fort +12, Ref +11, Will +11
Defensive Abilities defensive slam, energy absorption, suspend
animation, Immune electricity, mind-affecting effects, negative
energy; SR 23
Offense
Speed 30 ft.
Melee +1 longsword +18/+13/+8 (2d6+8/17–20), +1 longsword +18
(2d6+8/17–20), 4 slams +16 (1d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks energy blast
Spell-Like Abilities (CL 12th; concentration +15)
Constant—air walk, magic weapon, true seeing, water walk
3/day—lightning bolt (DC 16)
1/day—chain lightning (DC 19)
Statistics
Str 25, Dex 15, Con 20, Int 8, Wis 14, Cha 17
Base Atk +15; CMB +23; CMD 35
Feats Critical Focus, Double Slice, Great Fortitude, Improved
Critical (longsword), Improved Initiative, Staggering Critical,
Two-Weapon Fighting, Vital Strike
Skills Intimidate +21, Perception +20, Use Magic Device +18
Languages Common, Giant
Ecolo gy
Environment temperate or tropical hills
Organization solitary, gang (2–4), or tribe (5–12)
Treasure standard (2 +1 longswords plus other treasure)
Special Abilities
Defensive Slam (Ex) A calikang is adept at blocking and parrying
blows with its bony, muscular forearms. Each hand that does
not wield a manufactured weapon in combat grants the calikang
a cumulative +1 shield bonus to its AC to a maximum of +4 (a
calikang who doesn’t wield any weapons does not gain a bonus
for the last two free hands). Many calikangs wear decorative
bracers on their arms, but the presence or lack of bracers does
not aid or impede the creature’s defensive slam ability. An actual
shield used by a calikang does not stack with this ability. A
calikang can make slam attacks with these arms without losing
the shield bonus granted from its defensive slam.
Energy Absorption (Su) Whenever a spell effect that normally
inflicts energy damage (whether acid, cold, electricity, fire, or
sonic) fails to penetrate the calikang’s spell resistance or its
immunity to electricity, the calikang absorbs that spell’s energy
into its body. This heals the calikang an amount of damage
equal to the absorbed spell’s caster level, and grants it an
additional daily use of its energy blast ability.
Energy Blast (Su) Once per day as a standard action, a calikang
can direct a beam of energy out of its eyes and mouth. This
creates a 60-foot-long line of energy of any kind (the calikang
chooses from acid, cold, electricity, fire, or sonic when it
makes its attack) that inflicts 14d6 points of damage on all
creatures caught in the blast. Calikangs are particularly adept
at using electricity in this manner, and if one chooses to inflict
electricity damage, it inflicts 1 additional point of damage per
energy blast damage die. A successful DC 22 Reflex save halves
the damage done. The save DC is Constitution-based.
Suspend Animation (Su) As a full-round action, a calikang can
enter a state of suspended animation, freezing in place and
becoming completely motionless. A calikang in suspended
animation remains completely aware of its surroundings. It
does not age, breathe, grow thirsty or hungry, or move at all.
In this state, a calikang can still be harmed, but is immune
to disease, inhaled toxins, poison, starvation, and thirst. It
receives a +4 bonus on all Fortitude saves while in suspended
animation. A calikang can exit its suspended animation as
an immediate action—if it does so to attack a foe or initiate
combat, it gains a +4 circumstance bonus on its Initiative
check. Often, a calikang leaves its suspended animation as soon
as it perceives any foe about to attack it, hoping to achieve the
first action in combat.