
Madeleine "Maddie" Greyheart |

Then she moves on her right side to put the (North?) pillar between her and the enemy on her left side (South?), so as to get cover from him;
then she casts Blistering Invective (Reflex DC 22) against the enemy in front of her.
Intimidate check for Blistering Invective and fire damage: 1d20 + 52 ⇒ (2) + 52 = 541d10 ⇒ 2. If it's demoralized and it fails its save it catches fire.
edit: Inquisitor Slayer ability: protection. AC sacred bonus becomes +6.

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As you work on light and prep, something strikes at each of you out of the darkness.
Wu: 1d20 + 11 ⇒ (18) + 11 = 29 versus flat-footed touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (12) + 26 = 38 to pull you 5' closer (plus 5' per 5 over CMD.) Roper spends Mythic Point:If you fail the save for Strength damage, you are also paralyzed for 1 round.
Rafael: 1d20 + 11 ⇒ (17) + 11 = 28 versus flat-footed touch AC for 1d6 ⇒ 1 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (7) + 26 = 33 to pull you 5' closer (plus 5' per 5 over CMD.) Roper spends Mythic Point:If you fail the save for Strength damage, you are also paralyzed for 1 round.
Worse News you are also each in the area effect of an antimagic field (60' line) CL 15

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1d20 + 5 ⇒ (12) + 5 = 17Fails its save, is demoralized (shaken 6 rounds) and catches fire! Vulnerable to fire, takes 3 damage.
It turns to face you, catching you in a line of antimagic field CL15, and snaps out at you with a crapton of tendrils.
Tendril #1 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25 versus touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (11) + 26 - 2 = 35 to pull you 5' closer (plus 5' per 5 over CMD.)
Tendril #2 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12 versus touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (6) + 26 - 2 = 30 to pull you 5' closer (plus 5' per 5 over CMD.)
Tendril #3 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27 versus touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (1) + 26 - 2 = 25 to pull you 5' closer (plus 5' per 5 over CMD.)
Tendril #4 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26 versus touch AC for 1d6 ⇒ 1 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (2) + 26 - 2 = 26 to pull you 5' closer (plus 5' per 5 over CMD.)
Tendril #5 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28 versus touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (19) + 26 - 2 = 43 to pull you 5' closer (plus 5' per 5 over CMD.)
Tendril #6 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12 versus touch AC for 1d6 ⇒ 5 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (19) + 26 - 2 = 43 to pull you 5' closer (plus 5' per 5 over CMD.)
Tendril #7 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28 versus touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (10) + 26 - 2 = 34 to pull you 5' closer (plus 5' per 5 over CMD.)
Tendril #8 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29 versus touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (3) + 26 - 2 = 27 to pull you 5' closer (plus 5' per 5 over CMD.)
Edit: Crit confirm 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14 additional 1d6 ⇒ 3
Tendril #9 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20 versus touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (17) + 26 - 2 = 41 to pull you 5' closer (plus 5' per 5 over CMD.)
Tendril #10 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21 versus touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (5) + 26 - 2 = 29 to pull you 5' closer (plus 5' per 5 over CMD.)
Tendril #11 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24 versus touch AC for 1d6 ⇒ 3 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (20) + 26 - 2 = 44 to pull you 5' closer (plus 5' per 5 over CMD.)
Tendril #12 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22 versus touch AC for 1d6 ⇒ 2 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (18) + 26 - 2 = 42 to pull you 5' closer (plus 5' per 5 over CMD.)
The other one moves a double move of 20'. Hiding behind the pillar was a good idea, it seems.

Wu Cheng |

In an anti-magic field, my flat footed CMB is 40 vs. grapple.
He will activate dragon style and pummeling style, and charge the critter unleashing a massive blow.
I'm a bit unclear if mutagen is affected by anti-magic field or not
In the anti magic field I should be +19 (BAB)+ 13 (Str, assuming mutagen still works) +2(focus, gr forcus), +1 weapon training -2 flurry= +33
If mutagen doesn't work, subtract 3 from to hit and 6 from damage for each attack.
dragon style, pummeling style
to hit: 1d20 + 33 ⇒ (3) + 33 = 36 damage: 2d8 + 21 ⇒ (6, 2) + 21 = 29
to hit: 1d20 + 33 ⇒ (16) + 33 = 49 damage: 2d8 + 21 ⇒ (1, 1) + 21 = 23
to hit: 1d20 + 28 ⇒ (10) + 28 = 38 damage: 2d8 + 21 ⇒ (8, 4) + 21 = 33
to hit: 1d20 + 28 ⇒ (18) + 28 = 46 damage: 2d8 + 21 ⇒ (7, 2) + 21 = 30
to hit: 1d20 + 23 ⇒ (3) + 23 = 26 damage: 2d8 + 21 ⇒ (4, 3) + 21 = 28
to hit: 1d20 + 23 ⇒ (20) + 23 = 43 damage: 2d8 + 21 ⇒ (2, 8) + 21 = 31
to hit: 1d20 + 18 ⇒ (12) + 18 = 30 damage: 2d8 + 21 ⇒ (3, 8) + 21 = 32
confirm: 1d20 + 37 ⇒ (16) + 37 = 53
Ok, now owing to how pummeling style works:
A) All the attacks are added up and DR applied once.
B) Since I critted once and likely confirmed it, all the successful hits count as criticals.
Not sure what the AC is, so it's a bit hard to figure out the crit bonus damage, but I can make the rolls.
damage: 2d8 + 21 ⇒ (3, 2) + 21 = 26
damage: 2d8 + 21 ⇒ (8, 6) + 21 = 35
damage: 2d8 + 21 ⇒ (8, 3) + 21 = 32
damage: 2d8 + 21 ⇒ (7, 4) + 21 = 32
damage: 2d8 + 21 ⇒ (5, 8) + 21 = 34
damage: 2d8 + 21 ⇒ (8, 2) + 21 = 31
damage: 2d8 + 21 ⇒ (3, 2) + 21 = 26
AC <=26 : 216+216= 432
AC <=30: 370
AC <=36: 312
AC <=38: 257
That seems high enough for AC ranges.

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** spoiler omitted **
The only problem I see is
With the mutagen, it's an alchemical bonus, so it shouldn't be affected by antimagic.

Wu Cheng |

Now I do have a miss chance, so that I should roll.
high is good
miss chance: 1d100 ⇒ 88 hit

Madeleine "Maddie" Greyheart |

12 Fortitude saves (add +16 to each d20, fails on a roll of 11 or less)
Fort: 12d20 ⇒ (6, 3, 12, 5, 15, 8, 12, 9, 5, 9, 15, 17) = 116
Failed saves 1, 2, 4, 6, 8, 9, 10 for total Str damage= 30
Inside the antimagic field Maddie's Str is 22 so she's at -8 and unconscious.
I guess Maddie's knowledge roll wasn't high enough to know about the antimagic field and the (I suppose) blindsight ability?

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There's no actual rule that I can't charge while not seeing.
There are at least two such rules, under charge and under darkness. Moved to discussion. Good news, however, under the current circumstances I'm allowing the charge.
AoO from 10' reach as you charge.
1d20 + 20 ⇒ (10) + 20 = 30 for 4d8 + 18 ⇒ (6, 2, 7, 7) + 18 = 40
and then
block attacks 1d20 + 20 ⇒ (17) + 20 = 37 doesn't beat your attack
Next, miss chances, not miss chance. You're pooling damage from the attacks that hit and that has yet to be determined until you roll all your miss chances.

Wu Cheng |

miss chance: 1d100 ⇒ 89
miss chance: 1d100 ⇒ 85
miss chance: 1d100 ⇒ 89
miss chance: 1d100 ⇒ 76
miss chance: 1d100 ⇒ 71
miss chance: 1d100 ⇒ 32 and again since I have blindfighting miss chance: 1d100 ⇒ 35 miss
Crazy set of rolls.
adjust the damage above down by 58.
taking into account no mutagen
Ok, damage drops another 72, so 130 from above totals also AC numbers shift down by 3

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I guess Maddie's knowledge roll wasn't high enough to know about the antimagic field and the (I suppose) blindsight ability?
They don't have blindsight, but since you cast a spell targeting a creature, invisibility ended.
You asked to know creature type and subtype, deadliest attack, and weakest save as your first three pieces of information and I supplied that info based on your check.
Sorry about the abrupt defeat.

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Rafael follows the wall away from the attack. You get light! Here's a map. The current AM fields are highlighted, but they will probably change as the Ropers go...
Wu is still in the AM field. Please don't forget to adjust for reduced stats due to magic item suppression.
The northern roper acts first, turning its gaze (& AM field) towards Wu and lashing out with all twelve lashes!
Tendril #1 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27 versus AMF touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (5) + 26 = 31 to pull you 5' closer (plus 5' per 5 over CMD.)
Crit Confirm: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16 NOPE!
Tendril #2 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13 miss
Tendril #3 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22 versus AMF touch AC for 1d6 ⇒ 3 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 4 ⇒ (9) + 26 - 4 = 31 to pull you 5' closer (plus 5' per 5 over CMD.)
Tendril #4 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10 versus AMF touch AC MISS
Tendril #5 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18 versus AMF touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (11) + 26 = 37 to pull you 5' closer (plus 5' per 5 over CMD.) This is a pull not a grapple, vs basic AMF CMD, pulls you north
Tendril #6 1d20 + 11 ⇒ (3) + 11 = 14 versus AMF touch AC miss
Tendril #7 1d20 + 11 ⇒ (20) + 11 = 31 versus AMF touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (10) + 26 = 36 to pull you 5' closer (plus 5' per 5 over CMD.)
Crit Confirm: 1d20 + 11 ⇒ (8) + 11 = 19 for extra 1d6 ⇒ 5
Tendril #8 1d20 + 11 ⇒ (9) + 11 = 20 versus AMF touch AC for 1d6 ⇒ 2 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (2) + 26 = 28 to pull you 5' closer (plus 5' per 5 over CMD.)
Tendril #9 1d20 + 11 ⇒ (15) + 11 = 26 versus AMF touch AC for 1d6 ⇒ 3 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (5) + 26 = 31 to pull you 5' closer (plus 5' per 5 over CMD.)
Tendril #10 1d20 + 11 ⇒ (13) + 11 = 24 versus AMF touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (16) + 26 = 42 to pull you 5' closer (plus 5' per 5 over CMD.)
Tendril #11 1d20 + 11 ⇒ (4) + 11 = 15 versus AMF touch AC for miss
Tendril #12 1d20 + 11 ⇒ (6) + 11 = 17 versus AMF touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (14) + 26 = 40 to pull you 5' closer (plus 5' per 5 over CMD.)
The southern Roper, freed from Wu's threat, turns its gaze back towards Rafael and lashes out at him with its tendrils, although it makes no attempt to move him with them.
Tendril #1 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12 versus AMF touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save.
Tendril #2 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15 versus AMF touch AC for 1d6 ⇒ 2 Strength damage unless DC 28 Fort Save.
Tendril #3 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23 versus AMF touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save.
Tendril #4 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26 versus AMF touch AC for 1d6 ⇒ 1 Strength damage unless DC 28 Fort Save.
Tendril #5 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15 versus AMF touch AC for 1d6 ⇒ 2 Strength damage unless DC 28 Fort Save.
Tendril #6 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23 versus AMF touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save.
Tendril #7 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26 versus AMF touch AC for 1d6 ⇒ 2 Strength damage unless DC 28 Fort Save.
Tendril #8 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13 versus AMF touch AC for 1d6 ⇒ 1 Strength damage unless DC 28 Fort Save.
Tendril #9 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26 versus AMF touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save.
Tendril #10 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19 versus AMF touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save.
Tendril #11 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25 versus AMF touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save.
Tendril #12 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16 versus AMF touch AC for 1d6 ⇒ 1 Strength damage unless DC 28 Fort Save.

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As you step through the gate, you are plunged into darkness. Thankfully, you can see in such. ten feet away to the north and south are two large pillars. Ahead 30' to the west, you see a large sloping pit where a sarcophagus, probably 40' tall if you were to stand it up, lies unearthed. At the nearest corners of the pit, two creatures stir to life, their single red eyes fixing their gaze in your direction.
Initiatives
Pharnmournx 1d20 + 16 ⇒ (17) + 16 = 33
Valgrim 1d20 + 8 ⇒ (9) + 8 = 17
Ropers 1d20 + 5 ⇒ (11) + 5 = 16
You get to act before they look turn on you. map

Pharnmournx |

I want Motol's enervation to go off first. Then, I'm casting orb of void (Fort DC 33 or negative level) and quickened enlarge person.
Motol's ranged touch attack: 1d20 + 14 ⇒ (15) + 14 = 29

Madeleine "Maddie" Greyheart |

** spoiler omitted **
Also, what made their attacks so deadly was exactly the antimagic field, otherwise a 28 Fort check wouldn't have been a problem (edit: and a lot of those hits would have been misses). That's a gap of information that made a significant difference, imho.

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if enlarged from his 'partner' Valgrim is +2 STR, -2 DEX, -1 AC, -1 Atk rolls and when added to his buffs he is 40 STR, 12 DEX, AC:51 FF:46 T:25, Saves +7, FH 2,
cant manipulate my icon on the map so please move me accordingly.

Rafael Destarrie |

How far did I have to move to get out of AMF? If it was a single move, I still had an action (which was to take total defense) and to pull out a sunrod (while moving) and swift action to enter Crane Style..
Also, knowledge (Dungeoneering) to identify creatures?
Know (dungeoneering) 1d20 + 31 ⇒ (11) + 31 = 42

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Please include caster level checks to defeat SR with each of your spells. Please roll the d4 for the enervation, and when rolling vs SR for that, remember to use the wand's caster level.
How many negative levels the north roper has will affect its rolls, so I need those before continuing with saves,etc.

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How far did I have to move to get out of AMF? If it was a single move, I still had an action (which was to take total defense) and to pull out a sunrod (while moving) and swift action to enter Crane Style..
Also, knowledge (Dungeoneering) to identify creatures?
Know (dungeoneering) 42
You moved 40' (you could still move further if you want)
You have identified the Mythic Ropers and get 3 pieces of information with that result. What do you wish to know?

Wu Cheng |

fort saves: 1d20 + 19 ⇒ (2) + 19 = 21 -4 str
fort saves: 1d20 + 19 ⇒ (20) + 19 = 39 pass
fort saves: 1d20 + 19 ⇒ (13) + 19 = 32 pass
fort saves: 1d20 + 19 ⇒ (4) + 19 = 23 -4
fort saves: 1d20 + 19 ⇒ (9) + 19 = 28 pass
fort saves: 1d20 + 19 ⇒ (2) + 19 = 21-3
fort saves: 1d20 + 19 ⇒ (9) + 19 = 28 pass
fort saves: 1d20 + 19 ⇒ (16) + 19 = 35 pass
Str down 11 more, so 19 str.
Considering I'd rather be in melee, I don't actually care if he pulls me in. I won't resist. (Not to mention I'm bloody sick of AM field calculations, even Hero Lab doesn't have an option for that I can find).
Since the roper is kind enough to bring me into melee range, I might as well oblige him.
dragon style, pummeling style
to hit: 1d20 + 25 ⇒ (5) + 25 = 30 damage: 2d8 + 13 ⇒ (1, 5) + 13 = 19
to hit: 1d20 + 25 ⇒ (18) + 25 = 43 damage: 2d8 + 13 ⇒ (1, 2) + 13 = 16
to hit: 1d20 + 20 ⇒ (3) + 20 = 23 damage: 2d8 + 13 ⇒ (2, 5) + 13 = 20
to hit: 1d20 + 20 ⇒ (1) + 20 = 21 damage: 2d8 + 13 ⇒ (6, 5) + 13 = 24
to hit: 1d20 + 15 ⇒ (2) + 15 = 17 damage: 2d8 + 13 ⇒ (3, 4) + 13 = 20
to hit: 1d20 + 15 ⇒ (2) + 15 = 17 damage: 2d8 + 13 ⇒ (8, 6) + 13 = 27
to hit: 1d20 + 10 ⇒ (7) + 10 = 17 damage: 2d8 + 13 ⇒ (7, 5) + 13 = 25

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I am going to assume that I moved out of the AMF in my 1st 30' of movement. Is the object in the bottom right corner a structure that can block line of sight?
Actually, looking at the map again, you would have hit the gap between the two fields after backing up 15' towards the entry. Do you see the gap on the map? Rafael could take his actions there, instead of re-entering the field and emerging on the other side.
The object south is tall enough to hide behind (about 5' high), yes.
No Hero Points.

Rafael Destarrie |

Rafael will move behind the pillar to the south and then he will strike the tip of the sunrod.
Sorry, Wu, without light I can do almost nothing. However, next round will be entertaining. If you can hold out one more round we are OK. I also have a wand of restoration (not lesser) so I will be able to remove all of your ability damage in a single round, as well as a wand of cure serious wounds. The sunrod is not magical and the radius of light is 30' instead of the 20' of a torch, as well as being one more level of light higher than a torch.

Pharnmournx |

CL Check, wand: 1d20 + 7 ⇒ (18) + 7 = 25 CL check, Pharnmournx: 1d20 + 22 ⇒ (6) + 22 = 28 negative levels: 1d4 ⇒ 1
Edit: I don't see any SR on Valgrim's profile, but (just in case) here's a CL check for enlarge person::
CL Check: 1d20 + 22 ⇒ (14) + 22 = 36

Rafael Destarrie |

No complaints. You seem better prepared for this mess than I am.
I did plan to be fighting in AMFs :) as it is my main defense (my ring) against 20th level caster types in duels :) It is also the reason I wasn't worried about Ashe's build as I knew that between the AMF and my Confounding Duelist ability I would completely shut his character off :)

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Unfortunately, both the wand and the orb fail to penetrate the creature's SR. Vlagrim has more luck with the spear: Will Save for half 1d20 + 13 ⇒ (20) + 13 = 33 (Mythic Iron Will roll twice and take better roll 1d20 + 13 ⇒ (7) + 13 = 20), creature takes 9 points of good energy damage.
The Southern Roper unleashes its 60' line of Antimagic Field at Valgrim(free action) and bites at him
Bite 1d20 + 20 ⇒ (13) + 20 = 33 for 4d8 + 18 ⇒ (8, 7, 4, 3) + 18 = 40 damage.
The Northern Roper, losing Pharnmournx behind the column, turns southward to strike out at Valgrim with its tendrils.
Tendril #1 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11 vs. AMF touch AC for 1d6 ⇒ 3 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (12) + 26 - 4 = 34 to pull you 5' north (+5' for every 5 it beats your AMF CMD by) MISS
Tendril #2 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20 vs. AMF touch AC for 1d6 ⇒ 3 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (15) + 26 - 4 = 37 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)
Tendril #3 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25 vs. AMF touch AC for 1d6 ⇒ 1 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (8) + 26 - 4 = 30 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)
Tendril #4 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23 vs. AMF touch AC for 1d6 ⇒ 6 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (6) + 26 - 4 = 28 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)
Tendril #5 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10 vs. AMF touch AC for 1d6 ⇒ 5 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (5) + 26 - 4 = 27 to pull you 5' north (+5' for every 5 it beats your AMF CMD by) MISS
Tendril #6 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19 vs. AMF touch AC for 1d6 ⇒ 5 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (20) + 26 - 4 = 42 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)
Tendril #7 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24 vs. AMF touch AC for 1d6 ⇒ 5 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (13) + 26 - 4 = 35 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)
Tendril #8 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14 vs. AMF touch AC for 1d6 ⇒ 3 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (10) + 26 - 4 = 32 to pull you 5' north (+5' for every 5 it beats your AMF CMD by) ??
Tendril #9 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14 vs. AMF touch AC for 1d6 ⇒ 6 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (14) + 26 - 4 = 36 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)??
Tendril #10 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12 vs. AMF touch AC for 1d6 ⇒ 1 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (17) + 26 - 4 = 39 to pull you 5' north (+5' for every 5 it beats your AMF CMD by) MISS
Tendril #11 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25 vs. AMF touch AC for 1d6 ⇒ 6 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (10) + 26 - 4 = 32 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)
Tendril #12 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23 vs. AMF touch AC for 1d6 ⇒ 3 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (8) + 26 - 4 = 30 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)

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FORT: 1d20 + 25 ⇒ (3) + 25 = 28
FORT: 1d20 + 25 ⇒ (2) + 25 = 27
FORT: 1d20 + 25 ⇒ (9) + 25 = 34
FORT: 1d20 + 25 ⇒ (2) + 25 = 27
FORT: 1d20 + 25 ⇒ (9) + 25 = 34
FORT: 1d20 + 25 ⇒ (1) + 25 = 26
FORT: 1d20 + 25 ⇒ (19) + 25 = 44
FORT: 1d20 + 25 ⇒ (17) + 25 = 42
FORT: 1d20 + 25 ⇒ (6) + 25 = 31
three fails so -9 to STR