Rogar Valertis Alastoris |
Rogar moves forward until he's next to Undy and waits for the minotaurs to make their move.
Move and standard action to fight on the defensive
GM Cwethan |
The Minotaurs also play it cagey, laying down a withering rain of covering fire, though Rogar's plate is up to the task of keeping him safe.
Piercing: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Longbow: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
Piercing: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Longbow: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
Piercing: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Longbow: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Piercing: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Longbow: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Piercing: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Longbow: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Piercing: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Bold may Go!
Inspired, Prayerful
Hassam - 30' Banner (Should have been bold, my bad, but doesn't seem likely to impact things)
Minotaur Bodyguards
Undy
Dioneo
Ralph (Angel - Wee)
Davorin -36
Warchief Mithrakk the Undying
Rogar
Davorin Blackridge |
Kn: Religion: 1d20 + 8 ⇒ (6) + 8 = 14
Davorin moves forward to take his spot in the forward line. Seeing the large creatures he changes his stance to better deflect their blows.
Move 30'
Standard action - Total defense
Current AC is 28
Dioneo II Starnon |
Dioneo moves behind Rogar.
Double move
Knowledge Religion: 1d20 + 5 ⇒ (18) + 5 = 23
If I get extra info: special attacks
GM Cwethan |
This undying minotaur shimmers with heat, his blade already igniting with flame. You believe from your reading that he could likely unleash this fire in a broad blast as well. 30' Cone He could also bend undead to his will, strengthening them by his mere presence. Just as well there aren't any other undead around...
Hassam al-Rashid |
Hassam moves up and motions for Ralph to follow.
"A moment friends."
Reading to cast haste once Ralph catches up.
continuing to inspire.
Ralph~ |
"Good work, I'd say, for everyone!"
Free Action
Ralph gives a soft pet to Angel as he passes by. "Aww! That's a good girl Angel! Heel, now!"
Double Move
Ralph moves with the rest of the party.
Angel~ |
Move Action
Angel moves up with Ralph, purring and liking the kind attention.
Undiana Jones |
Just a passing note that Undy and Riddy are 25' up and invisible, so Rogar wouldn't have known where they are unless he's got See Invisible up
Undy Knowledge (Religion): 1d20 + 18 ⇒ (17) + 18 = 35
Riddy Knowledge (Religion): 1d20 + 12 ⇒ (2) + 12 = 14
Immunities, Resistances, Special Defenses, Weakest Save
Undy Perception to notice if any of our foes appear to notice Undy and Riddy in their invisible form: 1d20 + 14 ⇒ (20) + 14 = 34
Riddy Perception to notice if any of our foes appear to notice Undy and Riddy in their invisible form: 1d20 + 15 ⇒ (17) + 15 = 32
Undy Fly DC 15 to hover: 1d20 + 12 ⇒ (5) + 12 = 17
Unless the knowledge check reveals immunity to Fire and Cold... Undy unleashes a modified steamy fireball into the midst of their three foes (Should easily catch all three of them). He is using the Steam Caster feat, which gives the spell the water descriptor and makes it a full round action to cast. The damage is still Fire damage unless the knowledge check reveals the boss to be immune/resistant to fire, in which case he will use his Mask of Conflicting Energies to change the energy type to cold (unless that's worse, per the knowledge check).
Fireball damage: 10d6 ⇒ (1, 6, 6, 6, 5, 3, 5, 4, 3, 4) = 43 DC 21 Reflex for half - not sure if they are flatfooted for this since he is invisible?
Crashing Waves Shaman Hex: all who take damage must make a DC 20 Fort save or be knocked prone (the boss will presumably be immune to this because it's a Fort save but hopefully it will knock his minions flat)
Then Undy will 5' step forward (since he will remain invisible (greater invis) this will hopefully make it difficult/impossible for them to correctly target him).
Meanwhile, Riddy will use his wand of Magic Missile against the Warchief.
Magic Missile CL 3: 2d4 + 2 ⇒ (1, 3) + 2 = 6
Riddy also remains invisible (greater invis) and also moves 5' to the side to make it harder for them to target him.
Rogar Valertis Alastoris |
Meanwhile Rogar prepares himself to charge forward and clash with the monsters in bloody melee...
GM Cwethan |
Undiana's greater understanding of Mithrakk's undying nature pays some dividends. He knows that in addition to the host of mortal maladies that undead are no longer heir to, Graveknights such as Mithrakk are immune to cold, electricity, and frequently fire. The flames that enshroud him do lend themselves to that guess as well He is. As with most minotaurs he's immune to mazes and being caught flat-footed, but as a Graveknight he'll additionally be resistant to unenchanted weapons as well as most spells, and the channeling of positive energy. If you can find a spell that works on the undead anyways, his fortitude is his weakest defense. Phew!
Riddy's SR check: 1d20 + 3 ⇒ (14) + 3 = 17
Reflex: 1d20 + 10 ⇒ (6) + 10 = 16
Reflex: 1d20 + 10 ⇒ (20) + 10 = 30
Fortitude: 1d20 + 6 ⇒ (19) + 6 = 25
Fortitude: 1d20 + 6 ⇒ (8) + 6 = 14
Undy's watery fireball leaves Mithrakk untouched, but smashes into his bodyguards, hurling one from her feet as she dodges, while the other takes the brunt of the explosion.
Unfortunately, Riddy's missiles simply pock off of Mithrakk's armor.
Advancing implacably, Mithrakk doesn't appear to know exactly where Undiana and Riddy are, so he just unleashes a wave of fire in the general vicinity.
Fire Damage: 4d6 ⇒ (1, 5, 6, 3) = 15 Reflex DC 16 for 1/2, no SR allowed
Bold may Go!
Inspired, Prayerful, Hasty
Hassam - 30' Banner
Minotaur Bodyguards (Red -43, Blue -21)
Undy Reflex saves required
Dioneo
Ralph (Angel - Wee)
Davorin -36
Warchief Mithrakk the Undying
Rogar
Hassam al-Rashid |
Hassam takes advantage of his haste as he moves up to the corner and makes a vital strike against the prone minotaur guard.
stab vs blue(not including prone): 1d20 + 22 - 2 ⇒ (17) + 22 - 2 = 37
damage: 2d8 + 25 ⇒ (6, 5) + 25 = 36
continuing to inspire, 12 rounds remaining today.
GM Cwethan |
The minotaur grunts as Hassam's spear catches in her entrails, but despite the grievous wound, she's still reaching for her axe...
Bold may Go!
Inspired, Prayerful, Hasty
Hassam - 30' Banner
Minotaur Bodyguards (Red -43, Blue -21)
Undy Reflex saves required
Dioneo
Ralph (Angel - Wee)
Davorin -36
Warchief Mithrakk the Undying
Rogar
I'll have Rogar charge Mithrakk tonight if he doesn't make it back into the thread since that seems to line up best with his stated goal.
GM Cwethan |
AoO: 1d20 + 15 + 2 - 2 ⇒ (15) + 15 + 2 - 2 = 30
Magic Slashing + Fire: 2d8 + 11 + 6 + 1d6 ⇒ (7, 6) + 11 + 6 + (2) = 32
Greatsword (Charge, FF-PA, Hassam: 1d20 + 20 + 2 - 0 + 6 ⇒ (17) + 20 + 2 - 0 + 6 = 45
Slashing: 2d6 + 16 + 9 + 5 ⇒ (2, 2) + 16 + 9 + 5 = 34
Confirm?: 1d20 + 20 + 2 + 6 ⇒ (8) + 20 + 2 + 6 = 36
Extra Damage Slashing: 2d6 + 16 + 9 + 5 ⇒ (1, 5) + 16 + 9 + 5 = 36
Rogar and Mithrakk come together with a crash like thunder, both of them reel back from the force of the other's blow, but it seems that Rogar has gotten the best of the exchange!
Working together, the other minotaurs concentrate on Hassam, an arrow piercing him just before her partner snatches up her axe and deals him another nasty wound!
Longbow: 1d20 + 11 - 2 + 1 ⇒ (3) + 11 - 2 + 1 = 13
Piercing: 2d6 + 6 + 1 ⇒ (3, 2) + 6 + 1 = 12
Longbow: 1d20 + 11 - 2 + 1 ⇒ (14) + 11 - 2 + 1 = 24
Piercing: 2d6 + 6 + 1 ⇒ (4, 6) + 6 + 1 = 17
Longbow: 1d20 + 6 - 2 + 1 ⇒ (4) + 6 - 2 + 1 = 9
Piercing: 2d6 + 6 + 1 ⇒ (3, 4) + 6 + 1 = 14
Greataxe: 1d20 + 12 - 4 - 3 ⇒ (17) + 12 - 4 - 3 = 22
Magic Slashing: 3d6 + 7 + 9 ⇒ (3, 1, 6) + 7 + 9 = 26
Bold may Go!
Inspired, Prayerful, Hasty
Hassam -43, 30' Banner
Minotaur Bodyguards (Red -43, Blue -21)
Undy Reflex saves required
Dioneo
Ralph (Angel - Wee)
Davorin -36
Warchief Mithrakk the Undying -70
Rogar -32
Ralph~ |
"Hey, that's not very nice, is it?"
Standard Action
Ralph casts Cure Critical Wounds.
Move Action
He walks up behind Hassam and touches him.
Cure Critical Wounds (Hassam): 4d8 + 8 ⇒ (1, 6, 4, 5) + 8 = 24
Free Action
Ralph points to the tan colored minotaur. "Angel, attack!"
Angel~ |
Move Action
Angel growls as she strides up. (Provokes an AoO from the tan one)
Standard Action
She attacks.
Bite Attack (Power Attack, Inspire Courage, Flagbearer, Prayer, Haste): 1d20 + 12 - 2 + 3 + 2 + 1 + 1 ⇒ (8) + 12 - 2 + 3 + 2 + 1 + 1 = 25
Bite Damage (Power Attack, Inspire Courage, Flagbearer, Prayer, Reduce Animal): 1d6 + 6 + 3 + 2 + 1 - 1 ⇒ (5) + 6 + 3 + 2 + 1 - 1 = 16
Dioneo II Starnon |
Woah nasty boss!
Seeing the boss being taken care of, Dioneo hurls a fireball as well towards the two minions.
The fighters have it covered, I believe.
Fireball, ref DC 22: 10d6 ⇒ (1, 2, 6, 1, 5, 1, 5, 4, 4, 2) = 31
Undiana Jones |
Undy Reflex: 1d20 + 10 ⇒ (4) + 10 = 14 Undy takes 15 fire dmg, 3 of which go to temp hp from False Life = -12 below baseline hp
Riddy Reflex: 1d20 + 7 ⇒ (1) + 7 = 8 Riddy takes 7 fire dmg due to Improved Evasion, all of which come off of False Life temp hp = Riddy has full hp plus 8 temp hp remaining
With his spells running low, Undy will delay.
Riddy fires two more magic missiles, this time at Red.
Magic Missile: 2d4 + 2 ⇒ (2, 4) + 2 = 8
Davorin Blackridge |
Davorin follows Angel, and while he hopes that the large cat will take the blow, he tries to tumble into position just in case. Waiting to head in and hoping the tan one doesn't have Combat Reflexes
Move action to move 45' with last two squares using acrobatics.
Acrobatics: 1d20 + 8 ⇒ (9) + 8 = 17
Once into position he grasps Remembrance in two hands before taking what he hopes is a mighty swing, drawing his shield again afterwards.
Standard: Attack, quickdraw shenanigans
Remembrance (2H, CE, PA, Hassam, Prayer, Haste): 1d20 + 7 + 5 + 1 + 1 ⇒ (13) + 7 + 5 + 1 + 1 = 27 Damage (Silver): 1d8 + 16 + 5 + 1 ⇒ (4) + 16 + 5 + 1 = 26
AoO AC (if applicable) = 25, Current AC = 28
GM Cwethan |
With a dry cackle the undying minotaur manages to blunt Davorin and Angel's assault, meeting blade with blade and fang with vambrace!
Reflex: 1d20 + 10 ⇒ (3) + 10 = 13
Reflex: 1d20 + 10 ⇒ (5) + 10 = 15 Sigh...
Dioneo's fireball clears the chaff, allowing the group to focus on the Warchief!
Trying to avoid being flanked, the graveknight steps back, nonetheless unleashing a furious assault on Rogar!
Gore: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Damage: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Sword: 1d20 + 15 + 2 - 2 ⇒ (11) + 15 + 2 - 2 = 26 Charge Penalty and Haste should leave this as a hit
Slashing + Fire: 2d8 + 11 + 2 + 6 + 1d6 ⇒ (7, 8) + 11 + 2 + 6 + (2) = 36
Sword: 1d20 + 10 + 2 - 2 ⇒ (19) + 10 + 2 - 2 = 29
Slashing + Fire: 2d8 + 11 + 2 + 6 + 1d6 ⇒ (1, 7) + 11 + 2 + 6 + (2) = 29
Ralph's Reroll Sword: 1d20 + 10 + 2 - 2 ⇒ (8) + 10 + 2 - 2 = 18
Rogar ducks the sweep of Mithrakk's horns, but as the Warchief begins to wind up, unleashing Powerful Attacks, they break the noble Taldan's guard, the first strike leaves him nearly defenseless, open to a mortal blow, but Misfortune strikes and Mithrakk's sword is wedged in Rogar's plate for too long to take advantage of the opportunity!
Bold may Go!
Inspired, Prayerful, Hasty
Hassam -19, 30' Banner
Undy -12 (Riddy +8)
Dioneo
Ralph Swift used (Angel - Wee)
Davorin -36
Warchief Mithrakk the Undying -70
Rogar -66
Rogar Valertis Alastoris |
"Ok. You had your fun. Now it's my turn, rotten beast!" Rogar states calmly as he raises his adamantine greatsword in the air...
Power Attack roll 01: 1d20 + 20 + 5 + 1 ⇒ (1) + 20 + 5 + 1 = 27 → Damage roll: 2d6 + 16 + 9 + 5 ⇒ (5, 2) + 16 + 9 + 5 = 37
Power Attack roll 02: 1d20 + 13 + 5 + 1 ⇒ (20) + 13 + 5 + 1 = 39 → Damage roll: 2d6 + 16 + 9 + 5 ⇒ (6, 1) + 16 + 9 + 5 = 37
Power Attack roll (haste): 1d20 + 20 + 5 + 1 ⇒ (19) + 20 + 5 + 1 = 45 → Damage roll: 2d6 + 16 + 9 + 5 ⇒ (5, 4) + 16 + 9 + 5 = 39
Edit
Critical Confirmation check 02: 1d20 + 13 + 5 + 1 ⇒ (4) + 13 + 5 + 1 = 23 → Damage roll: 2d6 + 16 + 9 + 5 ⇒ (2, 5) + 16 + 9 + 5 = 37
Critical Confirmation (haste): 1d20 + 20 + 5 + 1 ⇒ (7) + 20 + 5 + 1 = 33 → Damage roll: 2d6 + 16 + 9 + 5 ⇒ (2, 6) + 16 + 9 + 5 = 38
GM Cwethan |
Mithrakk holds back the first of Rogar's strikes, and it seems that he might weather the next, but the third pays for all!
You have done great work in defense of the city, but the day's tasks are not yet finished...
Okay guys, you can either go hunting after another Tougher minotaur, or you can go help battle the naval invaders. First to two takes it!
Hassam -19
Undy -12 (Riddy +8)
Davorin -36
Rogar -66
Rogar Valertis Alastoris |
"Good riddance I say!" Rogar exclaims as the armored minotaur falls down and dies.
"Now... if someone would be so kind to lend a hand I think I'm bleeding internally somewhere..."
Rogar gives his wand of CLW tosomeone willing and able to use it on him
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
10 charges spent. I vote to hunt down another minotaur
Undiana Jones |
I vote for the naval invaders, even though Undy isn't too good against undead and is running out of spells anyway. But seems like it will be more fun to try a different challenge instead of repeating the same one.
Dioneo II Starnon |
I am with Undy on this one. :)
GM Cwethan |
Then to the harbor!
“They’re coming! The armada of the dead is coming!” shouts a terrified member of the Harbor Guard while running past. Down in the Flotsam Graveyard, dozens of ships with tattered black sails are winding among and crashing through the hazardous wrecks that dot the bay, rapidly approaching the harbor. As the skeletal ships advance, more sunken ships start rising of their own accord through the foaming waves, joining the undead invasion.
A soldier clad in mithral armor, wearing a blue cloak, and carrying a barbed spear nods a greeting, carrying a worried look on her face. “I’m Captain Sevana Kinhan of the Wave Riders, and I’m glad to see you have come to help us — we’ve taken heavy casualties, our allies from Escadar haven’t arrived, and the undead armada doesn’t seem deterred by the Flotsam Graveyard’s wreckage.
“In order to stop their advance, we must destroy their five command ships. Your superior at the Pathfinder Society has informed me that your skills would be well suited for attacking the Oppara, commanded by Commodore Maurus Korgen. We have more hippocampi than there are able-bodied Wave Riders left to command them, so you can borrow our steeds if that helps you reach and board their tattered ships.”
Feel free to swim yourself, or use other means of transport, but Captain Kinhan is happy to loan you a hippocampus.
As you draw nearer the ships, you see that the waters are churning with aggressive marine life, clearly driven into a frenzy by the curse of the Black Echelon.
You can attempt to circumnavigate the raging sea creatures if you wish. If you plan to do so, either make a ride check (if you're on a hippocampus), a more difficult swim check (though with a +2 bonus for every 10' by which your swim speed exceeds 30'), or explain how else you're getting to the ships. The journey will take a few minutes unless you use particularly speedy means of travel.
"Oh, before you go! Take these. I know not all you dirt-lovers are prepared for the sea."
The good captain passes over two potions of touch of the sea and a potion of water breathing. You also have the option if you like to spend your Aid Token right now to get an extra 4 potions of touch of the sea and 2 more potions of water breathing.
Ralph~ |
Probably what will happen is Ralph would use a Scroll of Air Walk and I would like Angel to take a potion of Touch of the Sea. I don't want Ralph to get wet!
Dioneo II Starnon |
Knowledge History: 1d20 + 5 ⇒ (4) + 5 = 9 or Knowledge Nobility: 1d20 + 5 ⇒ (20) + 5 = 25
A few minutes of travel? Could Dioneo get to the ship with a fly speed of 60' (120' per round as he'd be double-moving) in 5 minutes or less? Otherwise, he'll take an hippocampus.
"Beware. The spirits tell me that Morgen is a cruel man who killed hundreds of prisoners of war. He was repeatedly keelhauled until his intestines hung out." the baron says, rubbing his temples.
Undiana Jones |
Undy Knowledge (History): 1d20 + 12 ⇒ (11) + 12 = 23
Riddy Knowledge (History): 1d20 + 7 ⇒ (7) + 7 = 14
Both Undy (40') and Riddy (60') are flying. Is there any reason they can't just fly to the destination and bypass the fighting in the water? If swimming is required, both of them have 30' swim speeds and water breathing.
Undy, If flying isn't an option, swim check: 1d20 + 10 ⇒ (17) + 10 = 27
Riddy, If flying isn't an option, swim check: 1d20 + 17 ⇒ (3) + 17 = 20
Dioneo II Starnon |
Dioneo can get there with his fiery wings but it will take all 5 remaining uses of "wings of fire" he has. I'd say he'll get there and try to figure how to get back afterwards. If a potion of touch of the sea can be saved, I'd be delighted.
Dioneo's wings unfold as he's ready to go.
Rogar Valertis Alastoris |
Rogar concentrates on his magical belt syphoning a part of its power to gain the power to fly.
Rogar will be getting there via flight
Davorin Blackridge |
Davorin consumes the potion of fly provided while saving the city. He floats in with the rest of the crew.
CLW: 8d6 + 8 ⇒ (2, 6, 5, 4, 4, 3, 3, 2) + 8 = 37
GM Cwethan |
As you approach the Oppara, you are greeted with an unsettling sight; the main deck is ominously empty, even the steering wheel seems to be moving under its own power.
It would be simple enough to land on the main deck for everyone except Angel, but if you preferred, there are also vacant ballista ports closer to the waterline that you should be able to fit through.
First to two votes takes it. The Ballista ports are 15' above the waterline, while the main deck is another 10' above that.
Undiana Jones |
vote for the ballista ports
Will use wand of Heightened Awareness before we enter the ship.
GM Cwethan |
Angel's Climb checks: 1d20 + 11 ⇒ (2) + 11 = 13
Angel's Climb checks: 1d20 + 11 ⇒ (18) + 11 = 29
You all fly through once Angel gets close to her entry point, and for a moment it's silent. Then doors slam open and a terrible stench wafts in from the bow. Rotting undead stand ready to assail you from either end of the ship, their own deterioration clearly not extending to their blades.
Undy: 1d20 + 4 ⇒ (8) + 4 = 12 +4 more if Heightened Awareness
Dioneo: 1d20 + 10 ⇒ (20) + 10 = 30
Rogar: 1d20 + 6 ⇒ (19) + 6 = 25
Hassam: 1d20 + 13 ⇒ (19) + 13 = 32
Davorin: 1d20 + 2 ⇒ (15) + 2 = 17
Ralph: 1d20 + 5 ⇒ (3) + 5 = 8
Bad Guys: 1d20 + 9 ⇒ (4) + 9 = 13
Bad Guys: 1d20 + 3 ⇒ (6) + 3 = 9
Bold may Go!
Hassam - 30' Banner
Dioneo
Rogar
Davorin
Undy
Assorted Undead
Ralph (Angel - Squeezing)
Undiana Jones |
Dismissing Heightened Awareness
On the guys with the pirate hats
Undy Knowledge (Religion): 1d20 + 15 ⇒ (13) + 15 = 28
Riddy Knowledge (Religion): 1d20 + 11 ⇒ (1) + 11 = 12
In order of preference: Special attacks, immunities, resistances, weakest save
On the green undead
Undy Knowledge (Religion): 1d20 + 15 ⇒ (18) + 15 = 33
Riddy Knowledge (Religion): 1d20 + 11 ⇒ (2) + 11 = 13
In order of preference: Special attacks, immunities, resistances, weakest save
GM Cwethan |
Green's teeeecccchnically not in view yet. Once it is I'll be happy to give Undy the skinny.
The undead sailors that assail you are particularly putrid wights! They can drain the life from you Negative levels with every blow they land. Aside from typical undead immunities they don't possess anything extra. Their weakness is their somewhat diminished Reflexes.
Undiana Jones |
Forgot to heal up on our way over to the ship. Hope it's ok to do so now. Using one charge of his wand of Infernal Healing, and one from wand of CLW to fully heal.
Undy uses his racial SLA (Hydraulic Push) and the Hydraulic Maneuver feat to try to trip the wight.
CMB vs flat-footed CMD: 1d20 + 17 ⇒ (2) + 17 = 19 If it beats its CMD, the creature is tripped.
Riddy shoots at the same one with his wand of magic missile.
Magic Missile: 2d4 + 2 ⇒ (1, 1) + 2 = 4
Undiana Jones |
Totally fine to heal now (Davorin too). Red or blue, by the way?
Blue
Hassam al-Rashid |
Hassam once again lets out a shout as he inspires his companions, he then takes a step and readies to vital strike the first enemy that gets within range.
Ready: 1d20 + 20 - 2 ⇒ (6) + 20 - 2 = 24
damage: 2d8 + 24 ⇒ (8, 1) + 24 = 33
smack: 1d20 + 20 - 2 ⇒ (18) + 20 - 2 = 36
damage: 1d8 + 24 ⇒ (3) + 24 = 27
Dioneo II Starnon |
Dioneo shushes the red pirate. "Undeath is temporary. The stars are eternal." and as he says so, stardust begin to cover the undead.
No save, -3 to attacks and perception.
Ralph~ |
Thanks for the bot!
I reduced Angel's size. The Oil of Reduce Animal actually lasts for 3 hours.