The segmented bulk of the worm begins pushing itself from the ground. More loops break through the surface several yards away. Its eyeless head is as big as a barrel, blunt-tipped and with four triangular lips opening to show teeth like shovel-heads running in rows down its gullet. Its hide is a dirty grey patched with mauve and dotted with short black bristles, and seems to be coming away in chunks. It rears up, weaving about blindly for a moment before it seems to get a fix on the prey below.
"Aw, for f**&'s sake. Why is it always some bad-tempered freak of nature that's out to get us? Why can't it be, y'know, Snuffles, Bringer of Raspberries, Cream and Reasonable-quality Booze? But nooooooooo." Janosz is working himself into a lather. "F++& YOU, YOU G+#$%*NED MAGGOT! GIMME SOME STRAWBERRIES OR I'LL KILL YOU!!!"
This wouldn't happen to be an Aberration or a Magical Beast? Know (nature) 10+14=24.
Try a Knowledge (Religion) instead someone (though that by itself probably tells you what sort of creature this is). Though it looks like a purple worm with complection issues. One of these days, one of these days, you'll get to fight an aberration or magical beast.
Man with so man Karrns in the group it would be sweet if we could harness that thing and ride it all the way to Breland.
If it is mindless I just penned a scroll of command undead which grants no save. (Has a terrible DC save if it has a mind).
Requests/Commands are Charisma based though. Maybe Gil should cast it.
I wouldn't worry about it - you're down the initiative and these things take time. And we are used to waiting as we are spread across continents. I expect you will have time to take considered action when the moment comes. ;-)
Please place yourselves - Gil, Runzyl and Janosz are obviously outside, the rest of you can be outside or in the tent. If in the tent, assume that the tent is your square of origin and you can move from there. The others should place themselves somewhere sensible, based on the previous posts. Sad to say, the worm is more or less next to Janosz. The light grey is the road, the dark grey is the bridge (or remains thereof), the blue is the river (though it's actually a dirty sludge colour), the brown marks the position of trees.
Ezreal grabs his scrollcase off the desk and follows Xativa out of the tent in time to see the dead worm towering over the field, flailing with Runzyl dancing around it. Frowning, he pulls on the drawstring and begins reciting the scroll he had only scribed yesterday in an attempt to dominate the worm.
Command Undead CL check if SR is an issue 1d20 + 3 ⇒ (7) + 3 = 10
No save if mindless, if intelligent: Will DC 13
Ezreal casts his spell. He can feel that the worm's mind is a void, a blank slate upon which he should be able to imprint his desires without any effort. But something else is there, some other controlling agency, and it pushes aside his attempt to control the worm.
The worm shudders at the attacks. It hulks forwards and then twists about to try to swallow down the tiny elf (Runzyl gets an AoO). Its spined tail snakes out almost as an afterthought, aimed at Gil.
Bite on Runzyl: 1d20 + 25 ⇒ (2) + 25 = 27 to hit, damage 4d8 + 12 ⇒ (5, 4, 3, 5) + 12 = 29. On a successful hit, the creature initiates a grapple, CMB attack 1d20 + 36 ⇒ (16) + 36 = 52
Sting on Gil: 1d20 + 25 ⇒ (13) + 25 = 38 to hit, damage 2d8 + 12 ⇒ (6, 4) + 12 = 22 plus poison. The poison save is DC 25, frequency 1/round for six rounds, a cure requires three consecutive saves. It does 1d4 ⇒ 3 STR damage.
With a roar, Bor moves forward, drawing his ancestral greataxe as he charges.
Full Round: Charge
Free as part of charge: Draw Ancestral Greataxe
Move as part of charge: 15ft south/down
Attack as part of Charge: Vital Strike (+1 haste, +2 charge, -3 to hit Power Attack)
Damage: 3d6+10 (standard) + 3d6 (vital strike) + 9 (Power Attack)
i think it's gore only, but i am not sure. the entry says "when it makes a charge" but then it doesn't quantify how much of the damage in the entry is "extra". and when powerful charge shows up in entries it just gives specific to hit and damage values. so unless someone knows otherwise, it'd be a DM call.
I was looking at your character sheet and, upon review, see that I was totally reading it wrong. Nothing to see here, carry on. Carry on. Just trying to help you get the craziest damage possible for your first attack, you know.
the haste definitely helps. The +1 makes me feel safer using a power attack. Also the bonus movement is nice too since Bor isn't all that fleet of hoof. I actually contemplated getting him horseshoes of the zephyr but you have to wear all 4 :(