5th Mendevian Crusade Group 1 (Inactive)

Game Master Brian Minhinnick


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Waiting on Crissor now.


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

Seeing the two lions on Sirhan, Crissor attacks one of the lions to even it up.

Attack 1
1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27

Damage
1d8 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8

Attack 2
1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32

Damage
1d8 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6

Attack 3
1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18

Damage
1d8 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13

Attack 2 crit threat
1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14

damage if confirmed
1d8 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9
1d8 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8


Round 3
Initiative 20

Sigmund's chain misses, as does his falcata swing.

Initiative 17

Peitry sends several magical missiles slamming into the blinded lion. They leave smoking holes in its hide.

Initiative 16

Sirhan hits the lion with his sword, but misses with his teeth.

Initiative 11

Crissor drops the wounded blind lion with three arrows to the face.

Initiative 9

The first lion bites and swipes at Sirhan.

Bite 1d20 + 12 ⇒ (7) + 12 = 19
Claw1 1d20 + 13 ⇒ (5) + 13 = 18
Claw2 1d20 + 13 ⇒ (16) + 13 = 29
Damage 1d6 + 7 ⇒ (1) + 7 = 8

The fifth lion attempts to maintain its hold on Sigmund, and to damage him with its natural weapons.

Grapple 1d20 + 23 ⇒ (3) + 23 = 26
Bite damage 1d8 + 7 ⇒ (2) + 7 = 9
Rake 1 1d20 + 13 ⇒ (1) + 13 = 14
Rake 2 1d20 + 13 ⇒ (19) + 13 = 32
Damage 1d6 + 7 ⇒ (6) + 7 = 13

Hallf, you're up.

Map


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Round 3, Init 8
Shape Tyrannosaurus (form info on sheet)
Hands free
AC 14 HP 66/66
Conditions (effect; target(s); duration)
*Extended Endure Elements; self (cast yesterday night with rod, last until tomorrow night)
*Extended Endure Elements; Yarra (cast yesterday night with rod, last until tomorrow night)
*Extended Greater Magic Fang all natural attacks +1 magical; self (cast at 11am last until 1am)
*Extended Greater Magic Fang all natural attacks +1 magical; Yarra (cast at 11am last until 1am)
*Longstrider; self (cast at 10am last until 5pm)
*Longstrider; Yarra (cast at 10am last until 5pm)

Spells:

1st: Calm Animals(D), *Longstrider, *Longstrider, Endure Elements, Endure Elements, Cure Light Wounds
2nd: Feather Fall(D), Bull's Strength, Bull's Strength, Barkskin, Barkskin, Carry Companion
3rd: Fly(D), Spike Growth, *Greater Magic Fang, *Greater Magic Fang
4th: *Summon Nature's Ally IV(D), Freedom of Movement, Strong Jaw

Hallf and Yarra stalk forward the druid moving around behind the lion and waiting for Yarra to close on the other side before they strike virtually simultaneously.

Hallf PA Bite with Flank: 1d20 + 14 ⇒ (7) + 14 = 21 Damage: 4d6 + 19 ⇒ (1, 3, 1, 6) + 19 = 30
Yarra PA Bite with Flank: 1d20 + 11 ⇒ (16) + 11 = 27 Damage: 2d6 + 21 ⇒ (4, 3) + 21 = 28
Hallf Grab: 1d20 + 20 ⇒ (3) + 20 = 23
Yarra Grab: 1d20 + 17 ⇒ (11) + 17 = 28

Not quite sure about how this works, but if I can I'll have both elect to use their grab ability to join the grapple. It seems like this would allow us to give Sigmund a +4 to escape the grapple?


Round 3
Initiative 8

Hallf and his smaller companion flank the lion on Sigmund and tear two huge chunks out of it. Their gnawing teeth provides a distraction for Sigmund should he choose to attempt escape.

End of Round 3
---------------------
Begin Round 4

Initiative
Kenan 21
Sigmund 20
Peitry 17
Sirhan 16
Crissor 11
Lions 9
Hallf 8

Kenan, Sigmund, Peitry, Sirhan and Crissor you're up.

Map

#5 is more damaged than #1.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

Sirhan switches his Attack toward the healthier lion wondering if he could have a cloak made from the hide of one of these beasts.

Longsword Attack 1d20 + 12 ⇒ (8) + 12 = 20

Longsword Damage 1d8 + 6 ⇒ (2) + 6 = 8

Bite Attack 1d20 + 5 ⇒ (5) + 5 = 10

Bite Damage 1d6 + 2 ⇒ (1) + 2 = 3


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

Crissor lines up another attack on yet another wounded lion, determined to bring it too down. attacking number 5

Attack 1
1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25

Damage
1d8 + 3 + 1 + 1 + 1 ⇒ (5) + 3 + 1 + 1 + 1 = 11

Attack 2
1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30

Damage
1d8 + 3 + 1 + 1 + 1 ⇒ (4) + 3 + 1 + 1 + 1 = 10

Attack 3
1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23

Damage
1d8 + 3 + 1 + 1 + 1 ⇒ (3) + 3 + 1 + 1 + 1 = 9


Peitry casts another spell..

AST 10%= ray of enfeeblement: 1d100 ⇒ 89

..and sends a greenish ray striking at the lion grappling Sigmund.

Ranged touch, ray of enfeeblement, shooting into melee: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9 for Strength damage: 1d6 + 3 ⇒ (4) + 3 = 7 DC 17 for half if hit.

Spells Prepared:
:
CL 7, 8 evocation, DC 15 + spell level + 1 evocation. (*=Evocation, (*)=cast)
Cantrips; 4 At will. Detect Magic, Detect Undead, Ray of Frost* (1d3+2), Read Magic
1st; Burning Hands* (5d4+2 DC 18), Magic Missile* x2, Mount(*), Protection from Evil, Ray of Enfeblement, Shield (8 min).
2nd; False Life, Flaming Sphere*, Rope Trick, Scorching Ray* (2 rays, 4d6(+2to one)), See Invisibility, Shatter* (DC 18).
3rd; Dispel Magic(*), Fireball* (8d6+2, DC 19), Haste(*), Wind Wall* (80ft long, 35ft high, 8rnds, DC 19).
4th; Black Tentacles(*), Shout x2*


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Kenan further fires on #1, his challenged target.

Rapid Shot, Far Challenge, Point Blank Shot, Custered Shots

Arrow #1: 1d20 + 13 ⇒ (19) + 13 = 32 Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Arrow #2: 1d20 + 13 ⇒ (17) + 13 = 30 Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Arrow #3: 1d20 + 8 ⇒ (19) + 8 = 27 Damage: 1d8 + 10 ⇒ (5) + 10 = 15


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Round 2, Init 20
Hands: Shield & Holy Symbol
AC 20 [18 when grappled]
HP 8/52
Conditions: Chain of Perdition 3/7, Divine Favor 7/10
Mount: riding with Pietry

Spells:

Channel Energy 8/8
Touch of Glory 8/8
Touch of Good 8/8

Spells. CL 7. DC 15/16/17/18. Conc +12. * = cast.
0th: create water, detect magic, light, stabilize.
1st: (6+1) *divine favor (D), bless, doom, sanctuary, weapons against evil x2
2nd: (4+1) bless weapon (D), shield other, spiritual weapon, resist energy, weapon of awe
3rd: (3+1) heroism (D), archon's aura, *chain of perdition, spear of purity
4th: (2+1) holy smite (D), dimensional anchor, summon monster IV

Dangerously close to passing out, but seeing his foes are similarly stricken, Sigmund elects to go for the kill. He concentrates, and the glowing chain moves south (L19) and tries to trip the remaining lion on Sirhan.
Trip: 1d20 + 12 ⇒ (11) + 12 = 23

Then he stabs with Beacon at the lion on himself, trying to punch through its skull with the force of his blow.
Beacon, power attack, divine favor, grappled: 1d20 + 8 - 2 + 2 - 2 ⇒ (16) + 8 - 2 + 2 - 2 = 22for: 1d8 + 3 + 4 + 2 ⇒ (5) + 3 + 4 + 2 = 14


Round 4
Initiative 21

Kenan puts another three arrows right into the lion's neck, doing massive damage. Damn that guy can shoot.

Initiative 20

Sigmund hacks into the lion biting him as his chain fails to trip the lion on Sirhan.

Initiative 17

Peitry sends his ray into the lion's back (barely) and the creature shudders as its strength is drained.

Fort save 1d20 + 9 ⇒ (17) + 9 = 26

Initiative 16

Sirhan deals the lion on him a glancing blow.

Initiative 11

Crissor puts three more arrows into the lion on Sigmund, but the beast still stands.

Initiative 9

The first lion trys to rip up Sirhan again, stepping closer to Kenan in the process.

Bite 1d20 + 12 ⇒ (8) + 12 = 20
Claw1 1d20 + 13 ⇒ (20) + 13 = 33
Confirm 1d20 + 13 ⇒ (2) + 13 = 15
Damage 1d6 + 7 ⇒ (5) + 7 = 12
Claw2 1d20 + 13 ⇒ (18) + 13 = 31
Damage 1d6 + 7 ⇒ (6) + 7 = 13

The fifth lion attempts to gnaw Sigmund to death before it in turn dies.

Grapple 1d20 + 22 ⇒ (18) + 22 = 40
Bite damage 1d8 + 6 ⇒ (1) + 6 = 7
Rake1 1d20 + 12 ⇒ (15) + 12 = 27
Damage 1d6 + 6 ⇒ (5) + 6 = 11

Feeling the cleric go limp after its first slash, the lion drops him to deal with the two dinosaurs all up in its grill.

Stabilize check please Sigmund.

Hallf, you're up. #5 has 16 HP left, and DR 5/Good. Only telling you so you know if it drops from one attack and react accordingly.

Map


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

hp 23/72


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Round 4, Init 8
Shape Tyrannosaurus (form info on sheet)
Hands free
AC 14 HP 66/66
Conditions (effect; target(s); duration)
*Extended Endure Elements; self (cast yesterday night with rod, last until tomorrow night)
*Extended Endure Elements; Yarra (cast yesterday night with rod, last until tomorrow night)
*Extended Greater Magic Fang all natural attacks +1 magical; self (cast at 11am last until 1am)
*Extended Greater Magic Fang all natural attacks +1 magical; Yarra (cast at 11am last until 1am)
*Longstrider; self (cast at 10am last until 5pm)
*Longstrider; Yarra (cast at 10am last until 5pm)

Spells:

1st: Calm Animals(D), *Longstrider, *Longstrider, Endure Elements, Endure Elements, *Cure Light Wounds
2nd: Feather Fall(D), Bull's Strength, Bull's Strength, Barkskin, Barkskin, Carry Companion
3rd: Fly(D), Spike Growth, *Greater Magic Fang, *Greater Magic Fang
4th: *Summon Nature's Ally IV(D), Freedom of Movement, Strong Jaw

I'm not quite sure how this works, I'm guessing that the grapple ends since the controller - the lion - was grappling Sigmund who has now gone limp? If they are still in grapple the attacks rolls are four lower since they also loose flanking.

Yarra snarls and lunges for the lion again, seeing her opponents weakness Yarra lunges forward and rips out its throat, making to swallow until a stern glance from Hallf reminds her she must wait. The smaller tyrannosaur drops her food with a submissive keen.

Seeing the last lion surrounded and not having time to access how badly wounded Sigmund is he decides to growl a cure spell, bending down to revive the cleric before advancing to within fifteen feet of the last lion.

Yarra Bite: 1d20 + 11 ⇒ (9) + 11 = 20 Damage: 2d6 + 21 ⇒ (2, 2) + 21 = 25
Cure Light Wounds: 1d8 + 5 ⇒ (8) + 5 = 13


They lose grapple, it dropped him.


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Round 5, Init 20
Hands: Shield & Holy Symbol
AC 20
HP 20/52
Conditions: Chain of Perdition 2/7, Divine Favor 6/10
Mount: riding with Pietry

Spells:

Channel Energy 8/8
Touch of Glory 8/8
Touch of Good 8/8

Spells. CL 7. DC 15/16/17/18. Conc +12. * = cast.
0th: create water, detect magic, light, stabilize.
1st: (6+1) *divine favor (D), bless, doom, sanctuary, weapons against evil x2
2nd: (4+1) bless weapon (D), *shield other, spiritual weapon, resist energy, weapon of awe
3rd: (3+1) heroism (D), archon's aura, *chain of perdition, spear of purity
4th: (2+1) holy smite (D), dimensional anchor, summon monster IV

Sigmund blacks out as the jaws of death close around him. He wakens moments later as the unfamiliar surge of saurian healing courses through him. Wounds closing, but still seriously injured, he staggers to his feet and heals himself.

Cure Serious Wounds: 3d8 + 7 ⇒ (3, 4, 3) + 7 = 17

The chain continues to attack.
Trip: 1d20 + 12 ⇒ (5) + 12 = 17


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Kenan fires again on #1.

Rapid Shot, Far Challenge, Point Blank Shot, Custered Shots

Arrow #1: 1d20 + 13 ⇒ (15) + 13 = 28 Damage: 1d8 + 10 ⇒ (3) + 10 = 13
Arrow #2: 1d20 + 13 ⇒ (10) + 13 = 23 Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Arrow #3: 1d20 + 8 ⇒ (7) + 8 = 15 Damage: 1d8 + 10 ⇒ (5) + 10 = 15


Casting scorching ray, one on each lion.
ASF 10%: 1d100 ⇒ 49
Ray on #1: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4, Dmg: 4d6 + 2 ⇒ (1, 5, 1, 5) + 2 = 14
Ray on #5: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5, Dmg: 4d6 ⇒ (2, 1, 3, 5) = 11

Well... snap.

Spells Prepared:
CL 7, 8 evocation, DC 15 + spell level + 1 evocation. (*=Evocation, (*)=cast)
Cantrips; 4 At will. Detect Magic, Detect Undead, Ray of Frost* (1d3+2), Read Magic
1st; Burning Hands* (5d4+2 DC 18), Magic Missile* x2 (*), Mount(*), Protection from Evil, Ray of Enfeblement (*), Shield (8 min).
2nd; False Life, Flaming Sphere*, Rope Trick, Scorching Ray* (2 rays, 4d6(+2to one))(*), See Invisibility, Shatter* (DC 18).
3rd; Dispel Magic, Fireball* (8d6+2, DC 19), Haste, Wind Wall* (80ft long, 35ft high, 8rnds, DC 19).
4th; Black Tentacles(*), Shout x2*


Round 4
Initiative 8

Yarra kills the lion, and Hallf heals Sigmund.

End of Round 4
---------------------
Begin Round 5

Initiative
Kenan 21
Sigmund 20
Peitry 17
Sirhan 16
Crissor 11
Lions 9
Hallf 8

Initiative 21

Kenan sends another three arrows into the last lion, dropping it.

End of Combat

2,400 XP each. I'll give a little time for healing and roleplay, and then resume travel.

PS, Sigmund should totally ride Yarra.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf growls a weaves his forearms before his voice emits from the space near his snout,

"It is well done. Now I make meat pure and eat,"

he moves over to the halves of lion strewn about and purifies them with his magics before flinging several of them to Yarra - ensuring likely trophies are not offered up. Once the smaller tyrannosaur is eagerly ripping into the dark meat, he to begins to feed, enjoying the raw meat in this carnivorous form.

"One who fight should sit upon saddle of Yarra. I have no need."

Plan is for Sirhan to ride Yarra since he is more likely to want to get in the thick of it. She has a saddle, but only a 40ft. speed, so putting two riders on her would slow us.


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

Crissor starts in on taking trophies off the lions. "Well...I could of cooked that..." he offers as he watches the two eat.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

"Cook food for man, stay beast, eat as beast," Hallf's voice says, despite his mouth being otherwise engaged.


Peitry gives a small caugh to cover up the turmoil in his stomach, 'Well, that's digusting.'

Moving over to assist Crissor to take his mind off the two dinousours feeding he ficuses on tallying the trophies.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

Sorry for the delay lost internet with the storm, I am fine with Sigmund riding Yarra.

Sirhan kneels and prays to the metal in his sword healing himself

Cure Serious Wounds 3d8 + 7 ⇒ (2, 8, 7) + 7 = 24
47/72

Cure Serious Wounds 3d8 + 7 ⇒ (6, 1, 7) + 7 = 21
68/72

Cure Light Wounds 1d8 + 5 ⇒ (3) + 5 = 8

72/72

Looking at the meat, "Cooking the meat might be best with the foulness of their blood." as he says this he walks towards Sigmund touching him with his sword

Cure Moderate Wounds 2d8 + 7 ⇒ (5, 6) + 7 = 18

Then walks to Kenan repeating his healing ritual

Cure Light Wounds 1d8 + 5 ⇒ (7) + 5 = 12

"I think we all should be good with our wounds, Did we want to camp or move on."


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

"I purify meat. Go on, need only small sleep for ring sustains," Hallf replies, crunching a bone into shards and noisily sucking out the marrow.

Sigmund then? Bare in mind Yarra is going to get stuck in, riding her will be a great protection in the first round and surprise since her combat reflexes reach and grab mean there is a good chance an enemy might not reach you to attack, but after that she will be getting stuck in.


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

Crissor shrugs. "It's not disgusting Pietry...it's...natural in a wierd sort of way."


Keeping his gaze averted from the munching monsters Peitry tries to put the sounds of crunched bones out of his mind.

"If I wanted natural I'd have become a farmer or a druid, I chose magic." says the squeamish evocer.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

Looking at Peitry "You chose to be on this adventure, you must have been aware that sometimes you have to deal with the Wierd Natural stuff." Sirhan pulls a piece of dry meat from his bag.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

"Magic is natural. Wizards just... make, like dog? Domesticate? You magic farmer, I magic hunter."

Hallf straightens, growling and gesticulating again. A deluge of water pours from the empty sky above him washing away the gore, and Yarra hurries over into it stretching up towards it in evident pleasure.

"Yarra hidish! Now who rides?"

Yarra settles down into a crouch, tail flicking lazily from side to side.

Hallit:
Yarra down.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

"That is an interesting philosophy you have about Magic how would describe those that gather their power from the Divine." Sirhan start packing up his gear.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf is quiet for a moment,

"Nature is divine. But I would not wish get magic from other thing that is its own thinking. All is tool, not same tool, hammer and knife? Kill demons with hammer, kill demons with knife. Sometimes kill demons with knife hammered home."


DM Rolls:

1d100 ⇒ 55
1d100 ⇒ 3

08/29/4712 11:05

The lions defeated, the group can continue its way towards the Fort of the Nail. They travel another four hours before everyone is exhausted from the long day of riding.

08/29/4712 15:30

Camp is made on a small grassy hill, and those with rings of sustenance take a short nap while the others eat and rest. After they wake, the two-hour resters are delegated to watch duty, while the others lay back and massage sore muscles.

Updated Travel Map 08/29/4712 18:30

As the sun slides slowly down the sky Hallf sees a huge humanoid form running towards the group with some kind of large implement in its hands. It's still about 750 feet away, but it's coming fast. He thinks they have about 30 seconds before it arrives.

With the -75 to perception checks from distance he can't make out more than that at this point. You've got five rounds before it arrives. It looks like it moves faster than you, and everyone's exhausted so running's probably not an option.

The hill's a gradual slope up to the 15' plateau. Squares with bushes are rough terrain. The grass isn't rough terrain but it can provide concealment if you crouch down (move action) and move at half speed.

Map


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Shape Tyrannosaurus (form info on sheet)
Hands free
AC 14 HP 66/66; Yarra AC 31 HP 45/45
Conditions (effect; target(s); duration)
*Extended Endure Elements; self (cast yesterday night with rod, last until tonight)
*Extended Endure Elements; Yarra (cast yesterday night with rod, last until tonight)
*Magic Fang; Yarra (7 mins)
*Bull's Strength; Yarra; +4 str (7 mins)
*Barkskin; Yarra; +3 natural armor (70 mins)
*Fly; Hallf; (7 mins)

Spells:

1st: Calm Animals(D), Longstrider, *Magic Fang, Endure Elements, Endure Elements, Cure Light Wounds
2nd: Feather Fall(D), *Bull's Strength, Bull's Strength, *Barkskin, Barkskin, Resist Energy
3rd: *Fly(D), Daylight, *Greater Magic Fang, *Greater Magic Fang
4th: *Summon Nature's Ally IV(D), Freedom of Movement, Strong Jaw

Roaring in alarm, still in tyrannosaur form, Hallf points with his snout towards the threat,

Presuming I have 5 rounds to act in, if init makes it 4 then drop the magic fang. Obviously some actions on the part of other PCs or the giant may change some of this.

Watching the giant thing approach, as long as he is sure it is a threat, moving forward to stand just behind the bushes, he calls Yarra to him and casts bull's strength, magic fang, and barkskin upon her. Then he begins to summon, taking longer than normal to call in a none saurian creature, and cast fly upon himself rising up some thirty feet into the air. Hallf waits upon the results of the tigers assault before he has Yarra - who has moved into a position from which she can charge - emulate it.

The tiger charges forward and pounces upon its great foe!

Claw 1: 1d20 + 14 ⇒ (8) + 14 = 22 Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Claw 2: 1d20 + 14 ⇒ (12) + 14 = 26 Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Bite: 1d20 + 13 ⇒ (16) + 13 = 29 Damage: 2d6 + 8 ⇒ (3, 6) + 8 = 17
Rake 1: 1d20 + 14 ⇒ (8) + 14 = 22 Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Rake 2: 1d20 + 14 ⇒ (12) + 14 = 26 Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Grab Claw 1: 1d20 + 17 ⇒ (13) + 17 = 30
Grab Claw 2: 1d20 + 17 ⇒ (18) + 17 = 35
Grab Bite: 1d20 + 17 ⇒ (6) + 17 = 23

Tiger:

N Large animal
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE

AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 57 (6d8+30)
Fort +10, Ref +7, Will +3
OFFENSE

Speed 40 ft.
Melee 2 claws +12 (1d8+8 plus grab), bite +11 (2d6+8 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 1d8+8)
STATISTICS

Str 27, Dex 15, Con 21, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +13 (+17 grapple); CMD 25 (27 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +13; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)


Everybody can have four rounds of buffing and then we'll roll init.

As the thing gets closer the group can see that it's some sort of green skinned giant, wearing chain armor and carrying a massive sword. Its flesh is rotting and decomposed, torn open in some places to reveal bone and muscle beneath. Jammed into both sides of its neck are some kind of metal spikes, which are glowing with a red energy. Its eyes are glowing the same color as it runs forward, moaning. The thing stands easily fifteen feet tall, and must weight over a ton.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

After the fight against the Lions:

Thanks Sirhan, but my wounds were only scratches. Tsonjin needs serious aid.


Male Horse Animal companion (HP 66/66; AC 33/15/27; F+9/R+12/W+5; CMD 29; Perc +10; Init +5)

HP: -2/51


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

While in the Healing and RPing Sirhan pulls out his Wand of Cure light and Heals Tsonjin
"I will take good care of him Kenan." Sirhan pulls a thin metal rod from his back pack touching the horse with it.

1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (1) + 1 = 2

With all the Roll Tsonjin should be at 49

Sirhan gathers his weapon and shield and begins to cast, Divine Favor(+2Att,+2Dam, Luck,1 min),Lead Blades(Long Sword Damage increase to 2d6, 7min),Shield of Faith (+3 AC, 7min) and Spiritual Weapon(7Rnds)

Stats After Buffing
AC 29
HP 72
Longsword(Bane against Evil Outsiders) +14 (2d6+8/19-20/x2)
Bite +7 (1d6+4/x2)
Spiritual Long Swords +8 (1d8+2 Force)

As a spiritual clone of his blade appears next to him Sirhan Growls ready for battle. He takes a position next to his companions and studies the oncoming giant

Knowledge Religion 1d20 + 6 ⇒ (17) + 6 = 23
Knowledge Planes 1d20 + 8 ⇒ (12) + 8 = 20

will need to know if my sword does the Bane damage to this thing.

Spells after buffs:
3 (3/5/day) Magic Vestment, Prayer, Cure Serious Wounds, Keen Edge
2 (4/7/day) Restoration, Lesser, Spiritual Weapon, Cure Moderate Wounds, Remove Paralysis, Heat Metal (DC 17)
1 (3/8/day) Lead Blades, Divine Favor, Shield of Faith, Remove Sickness (DC 16), Remove Fear, Magic Fang, Cure Light Wounds, Gorum's Armor
0 (at will) Resistance, Stabilize, Purify Food and Drink (DC 15), Detect Magic, Guidance, Light, Vigor


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

At what distance do we see, that this is some form of unnatural giant?

When Kenan sees that this giant is something unnatural or that he is definitely an enemy, he will open fire against the giant.

Range Penalties:
Feet: First Arrow/Further Arrows
< 110: 0/0
< 220: 0/-2
< 330: 0/-4
< 440: -6/-6
< 550: -8/-8
< 660: -10/-10

First Round:
Kenan will challenge the giant and fire 2 cold iron arrows:
Flurry of Blows, Far Challenge, Custered Shots
Arrow #1: 1d20 + 13 ⇒ (3) + 13 = 16 Damage: 1d8 + 9 ⇒ (6) + 9 = 15
Arrow #1: 1d20 + 13 ⇒ (19) + 13 = 32 Damage: 1d8 + 9 ⇒ (7) + 9 = 16
Optional Boni: Point Blank Shot; Optional Mali: Range Penalty

Second Round:
Kenan will fire 2 additional cold iron arrows:
Flurry of Blows, Far Challenge, Custered Shots
Arrow #1: 1d20 + 13 ⇒ (8) + 13 = 21 Damage: 1d8 + 9 ⇒ (6) + 9 = 15
Arrow #1: 1d20 + 13 ⇒ (16) + 13 = 29 Damage: 1d8 + 9 ⇒ (1) + 9 = 10
Optional Boni: Point Blank Shot; Optional Mali: Range Penalty

Third Round:
Kenan will fire 2 additional cold iron arrows:
Flurry of Blows, Far Challenge, Custered Shots
Arrow #1: 1d20 + 13 ⇒ (8) + 13 = 21 Damage: 1d8 + 9 ⇒ (3) + 9 = 12
Arrow #1: 1d20 + 13 ⇒ (13) + 13 = 26 Damage: 1d8 + 9 ⇒ (3) + 9 = 12
Optional Boni: Point Blank Shot; Optional Mali: Range Penalty

I think that more than three pre rolled rounds will not be needed.


At the end of the third round, he'd be about 300 ft away, at that point it would be clear that this thing was some kind of wierd giant waving and sword and running at you. So we'll say you would shoot in the third and fourth rounds Kenan.


Spells Prepared:
Cantrips; At will. Detect Magic, Detect Undead, Ray of Frost* (1d3+2), Read Magic
1st 5+1; Burning Hands* (5d4+2 DC 18), Magic Missile x2, Mount(*), Protection from Evil(*), Shield (7 rds), Mage Armor(*).
2nd; False Life, Flaming Sphere*, Rope Trick, Scorching Ray* (2 rays, 4d6(+2to one)), See Invisibility, Shatter* (DC 18).
3rd 3+1; Dispel Magic, Fireball* (7d6+2, DC 19), Haste(*), Wind Wall* (80ft long, 35ft high, 8rnds, DC 19).
4th Black Tentacles, Shout, Lightning Bolt.

Round 1: Shrug of Armored coat to avoid spell failure.
Round 2: Mage Armor on Hallf.
Round 3: Protection from Evil on self.
Round 4: Haste, 7 individuals, I will exclude myself if needed to cover the group.
Round 5: Don Armored Coat.

Peitry hurries to prepare with the group as best he can.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

Stats After Haste
AC 30
HP 72
Longsword(Bane against Evil Outsiders) +15 (2d6+8/19-20/x2)
Bite +8 (1d6+4/x2)
Spiritual Long Sword +8 (1d8+2/19-20/x2 Force)
Longsword(Bane against Evil Outsiders) +15 (2d6+8/19-20/x2)


Think we're just waiting on Sigmund and Crissor to prepare.


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

"Oh...this should be fun." 1st round Crissor broods a little bit before invoking a prayer to Erastil to help smite the giant and 2nd round then focuses on his divine bond with his bow to strike the giant before it gets too close. adding the 'distance' properity to the bow instead of the extra +1

He then notches an arrow and aims

3rd round fire at long range with penalty, within 440 feet it's a -2

Attack 1
1d20 + 11 + 2 - 2 ⇒ (1) + 11 + 2 - 2 = 12

Damage
1d8 + 3 + 1 + 7 ⇒ (8) + 3 + 1 + 7 = 19

Attack 2
1d20 + 11 + 2 - 2 ⇒ (14) + 11 + 2 - 2 = 25

Damage
1d8 + 3 + 1 + 7 ⇒ (5) + 3 + 1 + 7 = 16

Attack 3
1d20 + 6 + 2 - 2 ⇒ (10) + 6 + 2 - 2 = 16

Damage
1d8 + 3 + 1 + 7 ⇒ (7) + 3 + 1 + 7 = 18

4th round with haste from Pietry if he is within 220ft no penalty

Attack 1
1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23

Damage
1d8 + 3 + 1 + 7 ⇒ (2) + 3 + 1 + 7 = 13

Attack 2
1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25

Damage
1d8 + 3 + 1 + 7 ⇒ (1) + 3 + 1 + 7 = 12

Attack 3
1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9

Damage
1d8 + 3 + 1 + 7 ⇒ (2) + 3 + 1 + 7 = 13

hasted attack
1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22

Damage
1d8 + 3 + 1 + 7 ⇒ (5) + 3 + 1 + 7 = 16


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Round 1-4
Hands: Shield & Holy Symbol
AC 21
HP 51/52
Conditions: Bless, Haste. Heroism & Weapon of Awe on Crissor.
Mount: riding Yarra

Spells:

Channel Energy 8/8
Touch of Glory 8/8
Touch of Good 8/8

Spells. CL 7. DC 15/16/17/18. Conc +12. * = cast.
0th: create water, detect magic, light, stabilize.
1st: (6+1) *divine favor (D), *bless, doom, *sanctuary, *weapons against evil x2
2nd: (4+1) bless weapon (D), *shield other, spiritual weapon, resist energy, *weapon of awe
3rd: (3+1) *heroism (D), archon's aura, *chain of perdition, spear of purity
4th: (2+1) holy smite (D), dimensional anchor, *summon monster IV

After lion fightCure light wounds x2: 2d8 + 10 ⇒ (1, 2) + 10 = 13

First, Sigmund dismounts and casts Bless, affecting all his allies. Then, he approaches and casts Heroism and Weapon of Awe on Crissor (Heroism will overlap Bless, not stack). Finally, with the giant closing, he starts casting Summon Monster IV.

Spells cast will last many minutes. Summon spell will complete on my initiative in round 5.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Then Kenans attacks will be modified to the following:

Round 4: (Range: 300ft)
Kenan will challenge the giant and fire 2 cold iron arrows:
Far Challenge, Custered Shots
Arrow #1: 1d20 + 14 ⇒ (3) + 14 = 17 Damage: 1d8 + 9 ⇒ (6) + 9 = 15
Arrow #2: 1d20 + 14 -4 ⇒ (19) + 14 = 29 Damage: 1d8 + 9 ⇒ (7) + 9 = 16

Round 5:(Range 150ft)
Kenan will fire 3 additional cold iron arrows:
Far Challenge, Custered Shots
Arrow #1: 1d20 + 15 ⇒ (8) + 15 = 23 Damage: 1d8 + 9 ⇒ (6) + 9 = 15
Arrow #1: 1d20 + 15 -2 ⇒ (16) + 15 -2 = 29 Damage: 1d8 + 9 ⇒ (1) + 9 = 10
Arrow #1: 1d20 + 15 -2 ⇒ (8) + 15 -2 = 21 Damage: 1d8 + 9 ⇒ (3) + 9 = 12


On Vacation until Friday, updates will be slow until then.


Rounds 1-2

People cast buff spells.

Round 3

Kenan fires two arrows at the giant, they both hit, sticking out of its flesh. It shows no reaction whatsoever and continues to run forward.

Crissor also fires three arrows, but only one of them hits the creature.

Others continue to buff.

Round 4

Kenan will fire an additional three arrows at the thing, they all hit in his signature triangle pattern. Crissor gets off four shots thanks to Peitry's haste spell, three of which hit the giant. Between the two of them the creature's head. neck and shoulders resemble a pin cushion. But it still shows no sign of pain, or slowing down.

Kenan, you can throw a fourth arrow up for round 4 if haste would give you a fourth attack.

Round 5

Initiative:

Crissor:1d20 + 4 ⇒ (11) + 4 = 15
Peitry:1d20 + 2 ⇒ (5) + 2 = 7
Sirhan:1d20 + 3 ⇒ (9) + 3 = 12
Sigmund:1d20 + 0 ⇒ (19) + 0 = 19
Kenan:1d20 + 4 ⇒ (10) + 4 = 14
Hallf:1d20 + 4 ⇒ (4) + 4 = 8
Monster 1:1d20 + 6 ⇒ (12) + 6 = 18
Monster 2:1d20 + 6 ⇒ (13) + 6 = 19

Initiative
Sigmund 19
Giant 18
Crissor 15
Kenan 14
Sirhan 12
Hallf 8
Peitry 7

Sigmund, you're up.

Map


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Kenan used Flurry of Blows instead of Rapid Shot, which gave him a higher AB for the distance shots. Haste gabe him the 3rd shot in Round five.

It could be possible that I post rarely in the following few days. I'm in hospital with suspicion of kidney stones.


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Round 5, Init 19
Hands: Shield & Holy Symbol
AC 21
HP 51/52
Conditions: bless; haste; heroism & weapon of awe @ Crissor; summon monster iv; weapons against evil
Mount: riding Yarra

Spells:

Channel Energy 8/8
Touch of Glory 8/8
Touch of Good 8/8

Spells. CL 7. DC 15/16/17/18. Conc +12. * = cast.
0th: create water, detect magic, light, stabilize.
1st: (6+1) *divine favor (D), *bless, doom, *sanctuary, **weapons against evil x2
2nd: (4+1) bless weapon (D), *shield other, spiritual weapon, resist energy, *weapon of awe
3rd: (3+1) *heroism (D), archon's aura, *chain of perdition, spear of purity
4th: (2+1) holy smite (D), dimensional anchor, *summon monster IV

Lantern Archon:

Lantern Archon
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)

DEFENSE
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification

OFFENSE
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)

STATISTICS
Str 1, Dex 11, Con 12, Int 6, Wis 11, Cha 10
Base Atk +2; CMB –4; CMD 6
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
SQ gestalt

SPECIAL ABILITIES
Gestalt (Su)
Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.

Light Ray (Ex)
A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.

Sigmund completes his spell, and 1d3 ⇒ 3 lantern archons appear out in front of him (T, U, V 41). They fly forward 60' and spread out so they are 30' above ground (S, U, W 41). They ready to fire light rays as soon as the giant approaches within 30'.
S archon, ranged touch: 1d20 + 3 ⇒ (5) + 3 = 8damage, ignore DR: 1d6 ⇒ 3
U archon, ranged touch: 1d20 + 3 ⇒ (18) + 3 = 21damage, ignore DR: 1d6 ⇒ 2
W archon, ranged touch: 1d20 + 3 ⇒ (11) + 3 = 14damage, ignore DR: 1d6 ⇒ 4
If the giant approaches within 20' of the archons, he is affected by their aura of menace (each archon's aura separately).

Sigmund will move west 20' (R 31) and cast Weapons Against evil on Kenan & Crissor's bows; Sirhan & Sigmund's swords; and Hallf, Yarra, and Sirhan's bites.


Minor corrections.

Round 3

Hallf begins summoning.

Round 4

So Hallf, round 1 bull's str. Round 2 barkskin. Round 3 summon. Round 4, fly on self, move up 30'. Yarra move into charge position.

"Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line"

So Tigers and Yarra can't grab huge creatures.

As the giant is approaching Hallf finishes his summoning spell, and a tiger appears, charging the giant. As it enters his reach the giant brings his huge sword down with enormous force at the cat.

AOO 1d20 + 30 ⇒ (16) + 30 = 46
Damage 4d6 + 22 ⇒ (3, 4, 3, 6) + 22 = 38

Tiger health 19/57

The blow chops the tiger's back wide open and slams it into the dirt, before it scrambles back to its feet and continues its pounce. It bites and claws the giant four times, tearing off huge ribbons of rotting flesh, but still the thing stands.

Round 5
Initiative 19

Sigmund completes his summoning spell and three archons appear, flying forward near Hallf to wait for the giant. Sigmund then moves and casts Weapons Against evil on Kenan & Crissor's bows; Sirhan & Sigmund's swords; and Hallf, Yarra, and Sirhan's bites.

Initiative 18

1d20 ⇒ 15

The giant chops the tiger in half, and it disappears. It then raises its sword into a defensive position.

DC 18 Knowledge (Religion):
This appears to be a zombie created from the body of a giant. Though the spikes in its neck do not fit with normal zombies, nor does the smoothness or apparent intelligence of its movements. Normally they are mindless creatures.

DC 23 Knowledge (Religion):
Zombies are vulnerable to slashing damage.

Crissor, Kenan, Sirhan, Hallf and Peitry are up.

Map


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)
Hallf the Scaled wrote:
Hallf waits upon the results of the tigers assault before he has Yarra - who has moved into a position from which she can charge - emulate it.

On round 4. Yarra AC 29 after charge

Seeing that the tiger can hurt the strange giant Hallf growls to Yarra who hurls herself forward charging the thing.

Yarra Bite Charge pa: 1d20 + 12 ⇒ (4) + 12 = 16 Damage: 2d6 + 20 ⇒ (4, 2) + 20 = 26 Actually 18 to hit and 30 damage due to Bull's Strength

Round 5
Shape Tyrannosaurus (form info on sheet)
Hands free
AC 14 HP 66/66; Yarra AC 31 HP 45/45
Conditions (effect; target(s); duration)
*Extended Endure Elements; self (cast yesterday night with rod, last until tonight)
*Extended Endure Elements; Yarra (cast yesterday night with rod, last until tonight)
*Magic Fang; Yarra (7 mins)
*Bull's Strength; Yarra; +4 str (7 mins)
*Barkskin; Yarra; +3 natural armor (70 mins)
*Fly; Hallf; (7 mins)
*Bless
*Haste; Yarra and Hallf
*Weapon of Awe; on Yarra and Hallf.

Spells:

1st: Calm Animals(D), Longstrider, *Magic Fang, Endure Elements, Endure Elements, Cure Light Wounds
2nd: Feather Fall(D), *Bull's Strength, Bull's Strength, *Barkskin, Barkskin, Resist Energy
3rd: *Fly(D), Daylight, *Greater Magic Fang, *Greater Magic Fang
4th: *Summon Nature's Ally IV(D), Freedom of Movement, *Strong Jaw

Hallf flies forward sixty feet and summons a giant crocodile behind the giant which bites at it and swings its tail.

Giant Crocodile:
N Huge animal
Init +0; Senses low-light vision; Perception +8
DEFENSE

AC 15, touch 10, flat-footed 13 (+7 natural, –2 size)
hp 41 (3d8+21)
Fort +10, Ref +4, Will +2
OFFENSE

Speed 20 ft., swim 30 ft.; sprint
Melee bite +8 (2d6+8 plus grab) and tail slap +3 (3d6+4)
Space 15 ft.; Reach 10 ft.
Special Attacks death roll (2d6+8 plus trip)
STATISTICS

Str 27, Dex 10, Con 25, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +12 (+16 grapple); CMD 22 (26 vs. trip)
Feats Skill Focus (Perception, Stealth)
Skills Perception +8, Stealth +0 (+8 in water), Swim +16; Racial Modifiers +8 on Stealth in water
SQ hold breath
SPECIAL ABILITIES
Death Roll (Ex)

When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Hold Breath (Ex)

A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Sprint (Ex)

Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

Croc Bite: 1d20 + 10 ⇒ (17) + 10 = 27Damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13 Grab: 1d20 + 16 ⇒ (15) + 16 = 31
Croc Tail: 1d20 + 5 ⇒ (16) + 5 = 21Damage: 3d6 + 4 ⇒ (5, 6, 6) + 4 = 21

As the tiger is ripped in half Yarra snarls and with her magically enhanced speed snaps at the creature twice.

Yarra Bite flank pa: 1d20 + 12 ⇒ (10) + 12 = 22 Damage: 2d6 + 20 ⇒ (1, 4) + 20 = 25
Actually 24 to hit and 29 damage due to Bull's Strength
Haste Yarra Bite flank pa: 1d20 + 12 ⇒ (3) + 12 = 15 Damage: 2d6 + 20 ⇒ (6, 3) + 20 = 29
Actually 17 to hit and 33 damage due to Bull's Strength

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