Hag Eye Ooze

Arboreal’s summon's page

34 posts. Alias of Merisal The Risen.


RSS


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

Sarathor finishes his casting and a water elemental appears and attacks with the flank (applying water mastery and power attack)

slam: 1d20 + 6 + 2 - 1 + 1 ⇒ (7) + 6 + 2 - 1 + 1 = 15
damage: 1d6 + 7 ⇒ (1) + 7 = 8


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

The elemental steps up and tries to ensure Shade gets the gahst

aid another: 1d20 + 7 ⇒ (4) + 7 = 11

+2 on Shades first attack


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

Seeing its attacks prove useless Fiery tries to protect the druid

aid another: 1d20 + 7 ⇒ (11) + 7 = 18

+2 AC for next attack vs Stormy from Ghasty


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

the fire elemental moves quickly and joins Stormy in attacking the caster

attacke: 1d20 + 7 ⇒ (15) + 7 = 22
slam: 1d4 + 5 ⇒ (2) + 5 = 7

Reading that as blunt force trauma style damage but I always remembered fire elementals do fire damage. Taking it that the burn is irrelevant


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

will save: 1d20 ⇒ 6

Poof

My earth elemental had would be 17 hp or be on 1hp

As that is chaos hammer and elemental is neutral it only takes half damage


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

As Arboreals spell finishes a flickering flame figure appears where Kasvot was standing just moments before

ignan:
attack the undeads
calls out arboreal

It moves into the room and attacks yellow

attack: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 IC and flank
fire damage: 1d4 + 5 ⇒ (1) + 5 = 6

If successful hit must also make dc13* reflex save or catch fire taking 1d4 ⇒ 3 damage for 1d4 ⇒ 3 rounds

If hit with natural weapons make same save or burn

(Elementals are immune to poison and paralysis)

*Burn DC is calculated as half hit die plus con mod so for small fire elemental should be dc 12 but is listed as 11 augmented summon increases con mod by 1 and herolab calculates that as dc13.


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

bite: 1d20 + 8 ⇒ (6) + 8 = 14 charging smiting blessed inspired Summoned 10 feet up so charge lane available over Dimple
bite damage: 1d4 + 5 ⇒ (2) + 5 = 7


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

Danny boy

willsave: 1d20 + 8 ⇒ (5) + 8 = 13


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

reflex: 1d20 + 8 ⇒ (2) + 8 = 10

The elemental reacts to Arboreals cry of surprise then hits out at blue
switching to purple if he succceeds in downing blue

slam: 1d20 + 8 ⇒ (10) + 8 = 18
slam damage: 1d6 + 9 ⇒ (6) + 9 = 15

slam: 1d20 + 8 ⇒ (7) + 8 = 15
slam damage: 1d6 + 9 ⇒ (4) + 9 = 13

And not forgetting haste
slam: 1d20 + 8 ⇒ (2) + 8 = 10
slam damage: 1d6 + 9 ⇒ (4) + 9 = 13


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

will 19: 1d20 + 2 ⇒ (7) + 2 = 9

With roar the elemental slams at its life stealing enemy

slam: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
slam damage: 1d6 + 9 ⇒ (5) + 9 = 14

slam: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
slam damage: 1d6 + 9 ⇒ (2) + 9 = 11

With added speed

slam: 1d20 + 8 ⇒ (4) + 8 = 12
slam damage: 1d6 + 9 ⇒ (6) + 9 = 15


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

The water elemental moves to block access to the party
(maybe the second attack could stand in for aoo provoked by green?)

slam on green: 1d20 + 12 - 4 - 3 + 2 ⇒ (17) + 12 - 4 - 3 + 2 = 24
slam damage: 1d8 + 5 - 4 + 6 + 2 ⇒ (1) + 5 - 4 + 6 + 2 = 10

slam on green: 1d20 + 12 - 4 - 3 + 2 ⇒ (17) + 12 - 4 - 3 + 2 = 24
slam damage: 1d8 + 5 - 4 + 6 + 2 ⇒ (2) + 5 - 4 + 6 + 2 = 11


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

Being summoned out of its element the elemental lashes it with lots of fury on the duregar next to it (elemental mastery then power attack) no bless

slam: 1d20 + 12 - 4 - 3 ⇒ (20) + 12 - 4 - 3 = 25
slam damage: 1d8 + 5 - 4 + 6 ⇒ (7) + 5 - 4 + 6 = 14
possible crit
slam: 1d20 + 12 - 4 - 3 ⇒ (16) + 12 - 4 - 3 = 21
slam damage: 1d8 + 5 - 4 + 6 ⇒ (4) + 5 - 4 + 6 = 11

slam: 1d20 + 12 - 4 - 3 ⇒ (13) + 12 - 4 - 3 = 18
slam damage: 1d8 + 5 - 4 + 6 ⇒ (3) + 5 - 4 + 6 = 10

aoo with 10’ natural reach:

slam: 1d20 + 12 - 4 - 3 ⇒ (18) + 12 - 4 - 3 = 23
slam damage: 1d8 + 5 - 4 + 6 ⇒ (2) + 5 - 4 + 6 = 9


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

could have sworn I had posted this

The water elemental continues to chase the floss grim in the water

slam: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
slam damage: 1d6 + 10 + 2 ⇒ (2) + 10 + 2 = 14

Now applying inspire courage as well as water mastery and power attack

3/6 rounds

Danny boy just flies higher to observe


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

How much bonus does a water elemental get on its perception check. Also not entirely sure if vortex from small elemental would affect the fossegrim but may be a means of searching for it

perception: 1d20 + 4 ⇒ (20) + 4 = 24
slam: 1d20 + 7 ⇒ (9) + 7 = 16
slam damage: 1d6 + 10 ⇒ (6) + 10 = 16

*&^&^&** should have just gone attack and let gm sort out whether perception needed


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

aoo slam: 1d20 + 7 ⇒ (8) + 7 = 15
slam damage: 1d6 + 10 ⇒ (6) + 10 = 16


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

The elemental moves forward and slams into the creature

slam: 1d20 + 7 ⇒ (2) + 7 = 9
slam damage: 1d6 + 10 ⇒ (2) + 10 = 12

Applying power attack and water mastery and from the roll summoning sickness


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

reflex: 1d20 + 5 ⇒ (20) + 5 = 25

Arboreals Familiar Takes flight as the icy blast flows over her and climbs into the sky out of the combat


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

Celestial eagle 1 aka Good and smitey

bite: 1d20 + 6 ⇒ (14) + 6 = 20damage: 1d4 + 4 ⇒ (4) + 4 = 8
claw: 1d20 + 6 ⇒ (2) + 6 = 8damage: 1d4 + 4 ⇒ (4) + 4 = 8
claw: 1d20 + 6 ⇒ (7) + 6 = 13damage: 1d4 + 4 ⇒ (4) + 4 = 8

4/5

Celestial eagle 2 aka Good and smitey more

bite: 1d20 + 6 ⇒ (7) + 6 = 13damage: 1d4 + 4 ⇒ (4) + 4 = 8
claw: 1d20 + 6 ⇒ (16) + 6 = 22damage: 1d4 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 6 ⇒ (16) + 6 = 22damage: 1d4 + 4 ⇒ (3) + 4 = 7

1/5

Bitey ant

bite: 1d20 + 6 ⇒ (13) + 6 = 19
bite damage: 1d6 + 7 ⇒ (2) + 7 = 9

3/4


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

Thanks for whoever updated the picture Earth elemental really not so good vs flying creatures

nibbling attack: 1d20 + 6 ⇒ (20) + 6 = 26
nibble damage: 1d6 + 7 - 10 ⇒ (2) + 7 - 10 = -1
nibble crit: 1d20 + 6 ⇒ (10) + 6 = 16
Shirt reroll
nibble crit: 1d20 + 6 + 4 ⇒ (12) + 6 + 4 = 22
nibble damage if crit: 1d6 + 7 - 1 ⇒ (6) + 7 - 1 = 12

2/4


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

bite: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
bite: 1d4 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Claw: 1d4 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Claw: 1d4 + 4 ⇒ (4) + 4 = 8

2/5


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

As one eagle completes its service

bite: 1d20 + 6 ⇒ (20) + 6 = 26
bite damage: 1d4 + 4 ⇒ (1) + 4 = 5
bite crit confirm: 1d20 + 6 ⇒ (4) + 6 = 10
bite crit damage: 1d4 + 4 ⇒ (2) + 4 = 6

claw: 1d20 + 6 ⇒ (18) + 6 = 24
claw damage: 1d4 + 4 ⇒ (4) + 4 = 8
claw: 1d20 + 6 ⇒ (6) + 6 = 12
claw damage: 1d4 + 4 ⇒ (2) + 4 = 6

Another appears

bite: 1d20 + 6 ⇒ (11) + 6 = 17
bite damage: 1d4 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 6 ⇒ (9) + 6 = 15
claw damage: 1d4 + 4 ⇒ (2) + 4 = 6
claw: 1d20 + 6 ⇒ (12) + 6 = 18
claw damage: 1d4 + 4 ⇒ (3) + 4 = 7

A couple of 5 foot flutters to maintain the flank


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

Meanwhile his first celestial friend continues to harry the talkative foe

bite: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d4 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d4 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d4 + 4 ⇒ (1) + 4 = 5

Spoiler:

4/5
caster level 2 +2 magical knack +1round from conjurer
Not sure if Dimple had a weapon to provide a flank so not added +2 for that


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

Seeing the pat clear to its smite focus the eagle flies in

bite: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d4 + 4 ⇒ (1) + 4 = 5


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

intelligence: 1d20 - 4 ⇒ (12) - 4 = 8 Above 5 so will not chase after smite target

bite: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d4 + 3 ⇒ (3) + 3 = 6
claw: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d4 + 3 ⇒ (4) + 3 = 7
claw: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d4 + 3 ⇒ (3) + 3 = 6

2/5


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

Inspired augmented celestial eagle smites at the foul dagger stealer

bite: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d4 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d4 + 4 ⇒ (4) + 4 = 8
Claw: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d4 + 4 ⇒ (2) + 4 = 6

1/5 rounds

stat block:

eagle with inspired smite augmented applied
Celestial eagle (Pathfinder RPG Bestiary, 118)
N Small animal
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7 (1d8+3)
Fort +5, Ref +4, Will +2; +1 morale bonus vs. charm and fear
Resist acid 5, cold 5, electricity 5; SR 5
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee bite +4 (1d4+4), 2 talons +4 (1d4+4)
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +2; CMD 13
Feats Weapon Finesse
Skills Acrobatics +2 (-6 to jump), Fly +8, Perception +10; Racial Modifiers +8 Perception
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fly (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +0 to hit, +1 to damage when used.
Spell Resistance (5) You have Spell Resistance.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

Aoo attack

slam: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
slam: 1d4 + 5 ⇒ (3) + 5 = 8

the air elemental chases after the halfelf

slam: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
slam: 1d4 + 5 ⇒ (1) + 5 = 6


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

And the air elemental tries to slam into the half elf from directly above

slam: 1d20 + 6 ⇒ (7) + 6 = 13
slam: 1d4 + 4 ⇒ (4) + 4 = 8

I think dimple was so busy moaning about his scones he forgot to inspire


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

Correction previous damage was not 9 but

slam damage: 1d4 + 4 ⇒ (2) + 4 = 6
Got it in my head slam was d6 not d4 only one previous hit I believe half elf gets 3 hp back

The air elemental slams at the cleric

aoo slam: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
slam damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9

With its great speed (100 feet!) the air elemental sweeps round and attacks the halfelf trying to cut off its escape
slam: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
slam damage: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8

aoo:

aoo slam: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
slam damage: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

Sorry missed Niza was there The half elf air elemental gargoyle option sounds good

reflex: 1d20 + 6 ⇒ (6) + 6 = 12

Air elemental not impressed though


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

The air elemental slams at the half elf

slam: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
slam damage: 1d6 + 5 ⇒ (6) + 5 = 11


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

Arboreal completes his spell and a small air elemental attacks the cleric

blue circled Arboreal is summoned creature on map

slam: 1d20 + 6 ⇒ (18) + 6 = 24
slam damage: 1d6 + 4 ⇒ (5) + 4 = 9


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

Athnul moves to the cell recieves a cure off Ramexes

cards healed: 2d6 ⇒ (3, 2) = 5

Athlete and blessing of the gods 3 shuffled in

She explores and finds a horn of assured victory

fort 7: 1d10 + 4 ⇒ (10) + 4 = 14

With a name like that Athnul snatches it up quickly

ends turn and resets hand
draws 1 blood periapt, 2 Athlete, 3 quartermaster, 4 teamster, 5-8 Blessing of the gods: 1d8 ⇒ 7

Athnul wrote:

Hand: Blessing of Gozreh, Turtle, Quarterstaff, Snake, Horn of assured victory, Blessing of the Gods 1

Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes:
Mythic Charges: 2 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 []+3
STR Mythic Bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
CON Mythic Bonus: +2
Fortitude: Constitution +2
INTELLIGENCE d4 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Perception: Wisdom +2
CHARISMA d6 []+1 []+2

Hand Size 5 [X]6 []7
Proficient with: (none)
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter ( [X] Then you may recharge that blessing to explore your location.)
<Power 2>
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Guardian
Add your number of mythic charges to your Strength of Constitution c heck. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and you may reroll any dice that rolled a value of 1; take the new result.
When a location is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.

Athnul you will need to update your deck handler yourself when you get back


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

So Dark Forest starts at card 5
Currently there Athnul

Wounded lands Closed
Ulliah here

Molten pool unshuffled top 3 are

Nectar of the gods
Demonic Fly
Spiny shield

Canyon only other open location

Cave viper 9
Temptation of invinciblity 6
Zombie 8


small water elementalAC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 small water elemental

Just wondering if posting an update like this would be helpful

Bow turn 8 Amarylis (blessing of ascension)

Location decks as per above linked post except

Canyon has been shuffled and cave viper (card 9) is on top
Ramexes is here

Abyssal river is card 6-10 only
Nyctessa and amarylis are here

Nyctessa could have examined top or bottom card (6 or 10) at the end of her turn

This is an alias of Ramexes