Como cabía esperar, el esfuerzo del enano fue en balde ante la clara superioridad del escorpión monstruoso. El último apretón de las pinzas de la bestia acabó con la vida del valiente duergar. Con la cabeza elevada hacia el infinito, Mûrgol exhaló un último suspiro antes de olvidarse por completo del dolor y las preocupaciones más mundanas. Por fin iba a descubrir qué demonios había al otro lado...
Motivo: Prueba enfrentada de presa
Tirada: 1d20
Resultado: 5(+10)=15
A estos niveles, los dados mandan sobre la estrategia.
¡Enhorabuena, Talyn! Ha sido un combate muy bueno. Lo he disfrutado mucho y he aprendido aún más. Espero volver a encontrarte de nuevo por la web.
Aquí te dejo mi ficha para que puedas comprobar todo de primera mano. Si tienes alguna duda, pregunta:
Mûrgol Sombracero (Vadania)
Hombre, enano duergar, clérigo de nivel 1 / bárbaro de nivel 1
Experiencia: 4.500
Humanoide, mediano, neutral auténtico
Deidad patrona: -
Región de origen: La Infraoscuridad
Estatura: 1´23 m. (4´1"), Peso: 60 Kg (134 lb).
Ojos: blancos, Cabello: blanco, Piel: grisácea.
Edad: -
Fue: 15 (+2)
Des: 18 (+4)
Con: 17 (+3) [15, +2 racial]
Int: 14 (+2)
Sab: 15 (+2)
Car: 10 (+0) [14, -4 racial]
CA: 20 (+4 Des, +4 Armadura, +2 Escudo), Toque 14, Desprevenido 16
* +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants)
PG: 20, DG: 1D8+1d12+6
TS Fort +7 (+4 base, +3 Con), Ref +4 (+0 base, +4 Des), Vol +4 (+2 base, +2 Sab)
* Immunity to paralysis, phantasms, and poison
* +2 racial bonus on saving throws against spells and spell-like effects
Inic: +8 (+4 Des, +4 dote), Vel: 30’.
Atq base: +1, Presa: +3
Atq cuerpo a cuerpo: +4 maza de armas de gran calidad (1d8+2/20 x2)
Atq a distancia: +5 ballesta ligera (1d8/19-20 x2), 10 virotes
* +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears)
Habilidades con rangos:
Artesanía (talla de gemas): +3 (1 rango, +2 Int)
Concentración: +7 (4 rangos, +3 Con)
Con. Conjuros: +6 (4 rangos, +2 Int)
Escuchar: +8 (5 rangos, +2 Sab, +1 racial)
Saber arcano: +6 (4 rangos, +2 Int)
Saber religión: +6 (4 rangos, +2 Int)
Dotes:
(1º) Sentido del peligro
(bonus por dominio de Tiempo) Iniciativa mejorada
Idiomas: enano, infracomún, común y dracónico
Dominios:
* Tiempo (Iniciativa mejorada como dote adicional)
* Suerte (You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.)
Hechizos de clase preparados: [3/1+1 (+1 por Sab); NL 1º]
1º.: Hoja de sangre x2 e Impacto verdadero (dominio)
0: Orientación divina, Resistencia y Virtud.
Rasgos raciales y de clase:
Duergar Traits (Ex)
* +2 Constitution, -4 Charisma.
* Medium size.
* A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
* Darkvision out to to 120 feet.
* Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
* Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
* Immunity to paralysis, phantasms, and poison.
* +2 racial bonus on saving throws against spells and spell-like effects.
* +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
* +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
* +2 racial bonus on Appraise checks that are related to stone or metal items.
* +2 racial bonus on Craft checks that are related to stone or metal.
* Spell-Like Abilities: 1/day—enlarge person and invisibility as a wizard of twice the duergar’s class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.
* Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell.
* +4 racial bonus on Move Silently checks.
* +1 racial bonus on Listen and Spot checks.
* Favored Class: Fighter.
* Level adjustment +1
Class Features
* Weapon and Armor Proficiency: proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields)
* Spells
* Deity, Domains, and Domain Spells
* Spontaneous Casting (healing spells)
* Turn Undead (Su), 3xday
* Fast Movement (Ex)
* Rage 1/day (Ex)
Equipo:
Maza de armas de gran calidad (6 lb, 306po)
Ballesta ligera y 10 virotes (5 lb, 36po)
Camisote de mallas (25 lb, 100po)
Escudo pesado de madera (10 lb, 7po)
Símbolo sagrado de plata en forma de infinito (1 lb, 25po)
Brute Gauntlets (500po) - Magic Item Compendium
Amber Amulet of Vermin, Large Montrous Scorpion (700po) - Magic Item Compendium
Bolsa de maraña x2 (8 lb, 100po)
Pergamino de Causar miedo (25po)
1po (0,02 lb)
(Carga ligera hasta 66 lb; carga media 67-133 lb ; carga pesada 134-200 lb)
Carga actual: 55,02 lb.
gracias,
Yo he aprendido bastante sobre las presas, cosa que no habia utilizado nunca y que sacar pocion requiere un tiempo xd.
Decir que tenia ventaja...yo ya era nivel 3.
Pero la diferencia ha sido unicamente mi conjuro de vigor, que a nivel 3 mas oleada indomita lo lanzaba a nivel 5 asi por las buenas (10% de fallar) y me sumaba la cantidad de+25 pg durante 10 minutos. Algo que sin ello me hubieras matado :D
Yo también era de nivel 3 (tengo un ajuste de nivel racial de +1). ^^
¡Buen combo el de los puntos de golpe temporales! ¡Sí, señor!
Y si no me equivoco, en lugar de 10 min son 5 min (3 de tu nivel + 2 por la oleada indómita). ;D
puede ser, te lo digo de memoria.
Cachis...
este combate lo ha ganado el escorpion.
:(
tecnicamente entre nosotros no nos hemos ni tocado xd.