Re: Sink hole
"Help me pleeease!" the injured gnome screams, running for his life toward Hoal and Jake, "They'll kill me!"
"Stop that thief!" the humans holler!
"I take it that would be an affirmative," Jake surmises, reaching for his knife, "Important detail: The humans didn't deny they'd kill the little guy."
gnome init 12 + 8 = 20
bandit init 9 + 6 = 15
jake init 3
Gnome is using a double move at 5+2 speed, meaning he's granting CA. The humans are running too, so also granting CA. He will pass by Hoal who will have an opportunity to AoO the little guy if he chooses.
Gnome Skulk HP: 26 (Was hit earlier by human attack.)
2 Human Bandits Level 2 Skirmishers
Medium natural humanoid XP 125
Initiative +6 Senses Perception +1
HP 37; Bloodied 18
AC 16; Fortitude 12, Refl ex 14, Will 12
Speed 6
m Mace (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 + 1 damage, and the human bandit shifts 1
square.
rDagger (standard; at-will) ✦ Weapon
Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
M Dazing Strike (standard; encounter) ✦ Weapon
Requires mace; +4 vs. AC; 1d8 + 1 damage, the target is dazed
until the end of the human bandit’s next turn, and the human
bandit shifts 1 square.
Combat Advantage
The human bandit deals an extra 1d6 damage on melee and
ranged attacks against any target it has combat advantage
against.
Alignment Any Languages Common
Skills Stealth +9, Streetwise +7, Thievery +9
Str 12 (+2) Dex 17 (+4) Wis 11 (+1)
Con 13 (+2) Int 10 (+1) Cha 12 (+2)
Equipment leather armor, mace, 4 daggers
Gnome Skulk Level 2 Lurker
Small fey humanoid XP 125
Initiative +8 Senses Perception +2; low-light vision
HP 34; Bloodied 17
AC 16; Fortitude 14, Refl ex 14, Will 12
Speed 5
mWar Pick (standard; at-will) ✦ Weapon
+7 vs. AC; 1d8 + 3 damage (crit 1d8 + 11).
R Hand Crossbow (standard; at-will) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
Combat Advantage
The gnome skulk deals an extra 1d6 damage on melee and
ranged attacks against any target it has combat advantage
against.
Fade Away (immediate reaction, when the gnome skulk takes
damage; encounter) ✦ Illusion
The gnome skulk turns invisible until it attacks or until the end of
its next turn.
Reactive Stealth
If a gnome has cover or concealment when it makes an initiative
check at the start of an encounter, it can make a Stealth check to
escape notice.
Shadow Skulk
When a gnome skulk makes a melee or a ranged attack from
hiding and misses, it is still considered to be hiding.
Alignment Unaligned Languages Common, Elven
Skills Arcana +10, Stealth +11, Thievery +9
Str 8 (+0) Dex 17 (+4) Wis 12 (+2)
Con 16 (+4) Int 14 (+3) Cha 13 (+2)
Equipment leather armor, war pick, hand crossbow with 20 bolts
This message was last edited by the GM at 00:49, Fri 16 Dec 2011.