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Quest:Lamia Daughter Quest
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== Battle Reference == Battle actions use d20 rolls (higher being better), except for initiative which is a d10. Everyone has 6 wounds until death. Dawnchasers and other friendlies hit on 13, or with magic on 12. Mooks hit on 16, alphas & leaders 15, bosses 14. === Ssen === Currently about 16-17 feet long [http://suptg.thisisnotatrueending.com/archive/24624956/#p24628972 as of thread 41]. * Clang v2: +2 AC * Beacon +2 ** +2 To all combos & every hit on you or from you causes Beacon's Light to shine brighter, 5 points brighter you can use Beacon's Flare ** Charging Beacon: hits to Ssen, or hits blocked by Clang that would have hit, charge by 1. Direct attacks with Beacon charge by 2. Combos with Beacon charge by 1. ** Beacon's Flare: *** Slam Beacon's end on the ground tip pointing up and bathe the area with the Light. Auto-critical for all ally actions in progress. *** Point it at a Target and let Beacon shine upon them. * Beacon +2/Constrict +2 * Beacon +2/Tail +2 * Beacon Pierce (Damage, charge Beacon by 1, reduce target AC) * Double sweep (Need Beacon, Damage & Turn loss) * Bow +2 * Tail +1/Bow +1 * Constrict on 12, Pull free on 16+. Can crush constricted enemies if they don't break free; kills most opponents instantly, but if not dead they get another attempt to break free. * Tail Whip +2 * Tail Disarm * Claws +2: extendable with one action or at start of combat. Two attacks per round (four with a successful dodge), if not using Clang. * White poison: melts bones slowly, or kills a Lamia quickly by stopping its heart. (Ssen is immune to her own poison.) * Black poison: paralytic. Second dose kills (paralyzes heart). ** Sneak attacks with the paralytic give a full dose, for immediate paralysis. ** In battle, four doses from claw hits add up to a full dose and paralysis. Initial partial doses give negative modifiers due to partial paralysis; strong enemies may shrug off those negative effects, but not the eventual full paralysis. Magical healing or targeted anti-venoms may reduce venom dosage. Fewer than four doses may suffice to paralyze non-boss enemies. * Clear poison: acidic. Not strong enough to melt through stone or metal. * Can use any poison on claws, arrows, and Beacon (Beacon will not get brighter while poisoned) * Mix all three poisons: deadly yellow fumes (including to allies), costs 3 turns. * Lamia Dodge: roll in response to an attack against Ssen. Roll higher than them and they miss when they'd otherwise hit. Roll 5+ higher than your current target (whether they miss or hit): you are now directly behind them and get an additional attack with +2 extra (Or +1/+1 if it's a combo) to your attack roll. ** Lamia Dodge works on every attack if not using Beacon and Clang, or on only one attack per round otherwise. Dodging behind and attacking only works against current target. ** If an opponent rolls a natural 20, on a dodge of 17+ it goes down to just a regular hit, on 20 they miss. === Mage === * Firebolt/Ice Blast/Lightning Bolt * Stone to Mud * Stalking Spell (Muffles footsteps). Critical success gives near-perfect camouflage. Critical failure (or intentional failure) gives a deafening CRACK. * Charge Troll Blood Healing Potion * Shatter (Destroys non-moving, non-living target, target number varies) * Haste (double speed on animals, enlargement) * Translation spell * Cold/Freezing (both for combat and as a utility spell) * Rupture (Freezing+Haste) === Tricia === * Sickle * Healing Pollen * Summon Insects (Upkeep roll is required every turn) === Peri === * Double Slash (Second blow hits on 14) * Hide in Shadows * Backstab (Must be hidden first) * Swap === Mari === * Crossbow (Now can fire every turn) * Analyze (Grants +1 to all if hits target number) * Alchemical Shot (Hits on 14, elemental effect) * Swap === Peri/Mari === * Shoot/Slash === Lea === * Attack * Stunning Strike * Armor Crack
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