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Earl the Earth Elemental's page
211 posts. Alias of Big Joe.
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Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl rumbles forth and slams a pair of stony fists at the (Green) mount.
Attack #1: +1 Slam, Earth Mastery, Power Attack: 1d20 + 16 ⇒ (13) + 16 = 29
Damage #1: Magic, Bludgeoning, Earth Mastery, Power Attack: 2d6 + 17 ⇒ (1, 2) + 17 = 20
Attack #2: +1 Slam, Earth Mastery, Power Attack: 1d20 + 16 ⇒ (20) + 16 = 36
Damage #2: Magic, Bludgeoning, Earth Mastery, Power Attack: 2d6 + 17 ⇒ (5, 5) + 17 = 27
Critical Hit Confirmation Roll for Attack #2: +1 Slam, Earth Mastery, Power Attack: 1d20 + 16 ⇒ (5) + 16 = 21
Critical Hit Damage #2: Magic, Bludgeoning, Earth Mastery, Power Attack: 2d6 + 17 ⇒ (6, 2) + 17 = 25
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl rumbles forth following Rhon's lead and slams a stony fist at the giant (Green).
Attack #1: +1 Slam, Earth Mastery, Power Attack: 1d20 + 16 ⇒ (14) + 16 = 30
Damage #1: Magic, Bludgeoning, Earth Mastery, Power Attack: 2d6 + 17 ⇒ (6, 5) + 17 = 28
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Reflex Save #1: 1d20 + 2 ⇒ (7) + 2 = 9
Reflex Save #2: 1d20 + 2 ⇒ (20) + 2 = 22
Reflex Save #3: 1d20 + 2 ⇒ (2) + 2 = 4
Reflex Save #4: 1d20 + 2 ⇒ (13) + 2 = 15
Earl quickly succumbs to the cold, crumbling into a lifeless pile of rock and dirt before fading away.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl rumbles forth like a landslide hunting its next victim. (Double move.)
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl slips into the earth and makes his way forth.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Another roar sounding like the crashes of boulders echoes through the cavern as the massive earth elemental brings enormous chunks of colalessed earth towards the flying creature.
Attack #1: Slam, power attack, smite evil, earth mastery: 1d20 + 11 ⇒ (13) + 11 = 24
Damage #1: Magic, bludgeoning, good, power attack, smite evil, earth mastery: 2d8 + 22 ⇒ (5, 2) + 22 = 29
Attack #2: Slam, power attack, smite evil, earth mastery: 1d20 + 11 ⇒ (8) + 11 = 19
Damage #2: Magic, bludgeoning, good, power attack, smite evil, earth mastery: 2d8 + 22 ⇒ (4, 1) + 22 = 27
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
A roar sounds like a landslide echoes through the cavern as the massive earth elemental brings enormous chunks of colalessed earth towards the flying creature.
Attack #1: Slam, power attack, smite evil, earth mastery: 1d20 + 11 ⇒ (9) + 11 = 20
Damage #1: Magic, bludgeoning, good, power attack, smite evil, earth mastery: 2d8 + 22 ⇒ (1, 8) + 22 = 31
Attack #2: Slam, power attack, smite evil, earth mastery: 1d20 + 11 ⇒ (6) + 11 = 17
Damage #2: Magic, bludgeoning, good, power attack, smite evil, earth mastery: 2d8 + 22 ⇒ (2, 6) + 22 = 30
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
A deep rumble emanates from the huge celestial earth elemental.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl senses the worm's presence but is unsure what the do next. He knows he is to large to get inside the worm and also that worm can not be killed so long as Rhon is inside it.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl holds his rocky hands wide apart as he speaks.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl comes hurtling out of the rock with a mighty stone fist pointed forward towards where the dragon should have been. Unfortunately for Earl the blasted creature had moved away before he could get his attack in.
Earl plummets back to the earth and lands with a massive crash. He then rises back up to challenge the beast once more.
Fall Damage 10 ft.: 1d6 ⇒ 5
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl keeps himself within the rock while he moves into position for his coming assault.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl glides through the rock of the cave using his Tremorsense to monitor for danger.
Perception: 1d20 + 13 ⇒ (16) + 13 = 29
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl quickly moves down the cliff and starts off exploring the cave to the right.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Blessing of Fervor choice: +2 to hit, AC, and Reflex saving throw.
Earl lets his stony fists do one of the things that they do best and pummeling the creature.
Attack #1: Slam, Power Attack, Earth Mastery, Heroes' Feast, Blessing of Fervor: 1d20 + 19 ⇒ (10) + 19 = 29
Damage #1: Magic, Bludgeoning, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (6, 6) + 17 = 29
Attack #2: Slam, Power Attack, Earth Mastery, Heroes' Feast, Blessing of Fervor: 1d20 + 19 ⇒ (10) + 19 = 29
Damage #2: Magic, Bludgeoning, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (4, 6) + 17 = 27
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Blessing of Fervor choice: +2 to hit, AC, and Reflex saving throw.
Earl takes one step forward to help defend Rhon for when the creature approaches. He makes ready to strike when it comes within reach.
Readied Attack: Slam, Power Attack, Earth Mastery, Heroes' Feast, Blessing of Fervor: 1d20 + 19 ⇒ (4) + 19 = 23
Readied Damage: Magic, Bludgeoning, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (2, 7) + 17 = 26
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Blessing of Fervor choice: +2 to hit, AC, and Reflex saving throw.
Earl brings both stony limbs down against the tree over and over.
Attack #1: Slam, Power Attack, Earth Mastery, Blessing of Fervor, Heroes' Feast: 1d20 + 19 ⇒ (6) + 19 = 25
Damage #1: Magic, Bludgeon, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (6, 7) + 17 = 30
Attack #2: Slam, Power Attack, Earth Mastery, Blessing of Fervor, Heroes' Feast: 1d20 + 19 ⇒ (18) + 19 = 37
Damage #2: Magic, Bludgeon, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (4, 8) + 17 = 29
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Blessing of Fervor choice: +2 to hit, AC, and Reflex saving throw.
Earl rises out of the ground and brings both stony limbs down against the tree.
Attack: Slam, Power Attack, Earth Mastery, Blessing of Fervor, Heroes' Feast: 1d20 + 19 ⇒ (16) + 19 = 35
Damage: Magic, Bludgeon, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (2, 6) + 17 = 25
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl slips below ground level and follows Rhon. Double move.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Heroes' Feast Temporary HP: 1d8 + 7 ⇒ (6) + 7 = 13
Earl dips below ground and using his Tremorsense sees if he can pick up on any other creatures that might be present nearby waiting to surprise us.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl fades away, returning to the elemental plane of earth.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Reflex Save #1: 1d20 + 2 ⇒ (19) + 2 = 21
Fortitude Save #1: 1d20 + 11 ⇒ (6) + 11 = 17
Reflex Save #2: 1d20 + 2 ⇒ (12) + 2 = 14
Fortitude Save #2: 1d20 + 11 ⇒ (13) + 11 = 24
Earl drives his humongous stone fists at the head of the fey creature before him.
Attack #1 vs. Yellow: Slam, Earth Mastery, Power Attack, Smite Evil: 1d20 + 16 ⇒ (5) + 16 = 21
Damage #1: Magic, Bludgeon, Earth Mastery, Power Attack, Smite Evil: 2d8 + 27 ⇒ (7, 6) + 27 = 40
Attack #2 vs. Yellow: Slam, Earth Mastery, Power Attack, Smite Evil: 1d20 + 16 ⇒ (16) + 16 = 32
Damage #2: Magic, Bludgeon, Earth Mastery, Power Attack, Smite Evil: 2d8 + 27 ⇒ (5, 2) + 27 = 34
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
A pair of huge stony fists pummel the large fey creature as it approaches. His fist hit hard against evil.
Attack #1 vs. Yellow: Slam, Power Attack, Earth Mastery: 1d20 + 16 ⇒ (8) + 16 = 24
Damage #1: Magic, Bludgeoning, Power Attack, Earth Mastery, Smite Evil: 2d8 + 27 ⇒ (3, 7) + 27 = 37
Attack #2 vs. Yellow: Slam, Power Attack, Earth Mastery: 1d20 + 16 ⇒ (4) + 16 = 20
Damage #2: Magic, Bludgeoning, Power Attack, Earth Mastery, Smite Evil: 2d8 + 27 ⇒ (5, 1) + 27 = 33
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl fades back the plane of Earth.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Reflex Save #1: 1d20 + 4 ⇒ (5) + 4 = 9
Reflex Save #2: 1d20 + 4 ⇒ (4) + 4 = 8
Fortitude Save #1: 1d20 + 11 ⇒ (11) + 11 = 22
Fortitude Save #2: 1d20 + 11 ⇒ (9) + 11 = 20
An Earth Elemental with evasion would be a sight to see.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Blessing of Fervor choice: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Thanks to Amsheagar's healing Earl rises up, steps forward and slams his stony fist into the fey creature.
Attack vs. Red: Slam, Power Attack, Haste: 1d20 + 19 ⇒ (11) + 19 = 30
Damage: Magic, Bludgeoning, Power Attack: 2d8 + 16 ⇒ (2, 7) + 16 = 25
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Stabilization check: 1d20 + 4 - 18 ⇒ (13) + 4 - 18 = -1
Earl fades away back to the plane of Earth.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl collapses into a heap of earth and rock. He is still currently alive.
Stabilize Check: 1d20 + 4 - 17 ⇒ (7) + 4 - 17 = -6
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Reflex Save #1: 1d20 + 3 ⇒ (20) + 3 = 23
Reflex Save #2: 1d20 + 3 ⇒ (13) + 3 = 16
Reflex Save #3: 1d20 + 3 ⇒ (18) + 3 = 21
Reflex Save #4: 1d20 + 3 ⇒ (11) + 3 = 14
Fortitude Save #1: 1d20 + 11 ⇒ (16) + 11 = 27
Fortitude Save #2: 1d20 + 11 ⇒ (17) + 11 = 28
Fortitude Save #3: 1d20 + 11 ⇒ (5) + 11 = 16
Fortitude Save #4: 1d20 + 11 ⇒ (2) + 11 = 13
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl charges forth and smashes into the nearest creature with his massive stone fist. (Attacking Red)
Attack: Slam, Earth Mastery Charge, Haste, Power Attack: 1d20 + 20 ⇒ (7) + 20 = 27
Damage: Magic, Bludgeoning, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (2, 3) + 17 = 22
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl lands with a crash his stony hand having missed grabbing the dragon out of the air as he swept past. The dragons then tear into him leaving nothing but a pile of earth and rock laying helpless on the cave floor before it fades away leaving behind only an amulet.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl sensing a moment to try something he has never before tried takes a flying leap from the cave wall and tries to grab hold of the dragon and bring it crashing to the ground along with himself.
Grapple vs. Blue Dragon, Earth Mastery: 1d20 + 22 - 4 ⇒ (3) + 22 - 4 = 21
He comes 48,000 lbs of earth and rock crashing down. Hopefully right on the dragons head. :)
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl quickly moves into the rock of the cave wall and begins burrowing his way up towards the height of the dragon. Earl moves a total of 80 feet (double move) and is now 60 feet above of the cave floor.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl's stone fists pummel the nearest Salamander.
Earl Full Attacks the Orange Salamander.
Attack #1: Slam, Power Attack, Earth Mastery: 1d20 + 17 ⇒ (8) + 17 = 25
Damage #1: Magic, Bludgeon, Good, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (3, 4) + 17 = 24
Attack #2: Slam, Power Attack, Earth Mastery: 1d20 + 17 ⇒ (14) + 17 = 31
Damage #2: Magic, Bludgeon, Good, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (4, 2) + 17 = 23
Hasted Attack: Slam, Power Attack, Earth Mastery: 1d20 + 17 ⇒ (14) + 17 = 31
Hasted Damage: Magic, Bludgeon, Good, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (8, 7) + 17 = 32
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl's stone fists pummel the nearest Salamander.
Earl Full Attacks the Pink Salamander and if it goes down will direct all remaining attacks at the Orange Salamander.
Attack #1: Slam, Power Attack, Earth Mastery: 1d20 + 20 ⇒ (12) + 20 = 32
Damage #1: Magic, Bludgeon, Good, Power Attack, Earth Mastery: 2d8 + 20 ⇒ (4, 4) + 20 = 28
Attack #1: Slam, Power Attack, Earth Mastery: 1d20 + 20 ⇒ (5) + 20 = 25
Damage #1: Magic, Bludgeon, Good, Power Attack, Earth Mastery: 2d8 + 20 ⇒ (2, 1) + 20 = 23
Attack #1: Slam, Power Attack, Earth Mastery: 1d20 + 20 ⇒ (5) + 20 = 25
Damage #1: Magic, Bludgeon, Good, Power Attack, Earth Mastery: 2d8 + 20 ⇒ (5, 2) + 20 = 27
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl aims his stony fists at the closest foe and attempts smash it into the stone. Earl full attacks the Pink Salamander. If it goes down he will switch the Orange Salamander for all remaining attacks.
Attack #1: Slam, Power Attack, Earth Mastery, Haste: 1d20 + 17 ⇒ (5) + 17 = 22
Damage #1: Magic, Bludgeon, Good, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (7, 1) + 17 = 25
Attack #2: Slam, Power Attack, Earth Mastery, Haste: 1d20 + 17 ⇒ (17) + 17 = 34
Damage #2: Magic, Bludgeon, Good, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (8, 2) + 17 = 27
Hasted Attack: Slam, Power Attack, Earth Mastery, Haste: 1d20 + 17 ⇒ (18) + 17 = 35
Hasted Damage: Magic, Bludgeon, Good, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (2, 1) + 17 = 20
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl aims his stony fists at the closest foe and attempts smash it into the stone. Earl full attacks the Yellow Salamander. If it goes down he will switch the Pink Salamander for all remaining attacks.
Attack #1: Slam, Power Attack, Earth Mastery, Haste: 1d20 + 17 ⇒ (18) + 17 = 35
Damage #1: Magic, Bludgeon, Good, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (8, 7) + 17 = 32
Attack #2: Slam, Power Attack, Earth Mastery, Haste: 1d20 + 17 ⇒ (2) + 17 = 19
Damage #2: Magic, Bludgeon, Good, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (4, 3) + 17 = 24
Hasted Attack: Slam, Power Attack, Earth Mastery, Haste: 1d20 + 17 ⇒ (5) + 17 = 22
Hasted Damage: Magic, Bludgeon, Good, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (3, 3) + 17 = 23
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl aims his stony fists at the closest foe and attempts smash it into the stone. Earl full attacks the Yellow Salamander. If it goes down he will switch the Pink Salamander for all remaining attacks.
Attack #1: Slam, Power Attack, Earth Mastery, Haste: 1d20 + 17 ⇒ (12) + 17 = 29
Damage #1: Magic, Bludgeon, Good, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (3, 2) + 17 = 22
Attack #2: Slam, Power Attack, Earth Mastery, Haste: 1d20 + 17 ⇒ (1) + 17 = 18
Damage #2: Magic, Bludgeon, Good, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (8, 5) + 17 = 30
Hasted Attack: Slam, Power Attack, Earth Mastery, Haste: 1d20 + 17 ⇒ (2) + 17 = 19
Hasted Damage: Magic, Bludgeon, Good, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (3, 3) + 17 = 23
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl rushes forward to aid Rhon in his fight. (Double move)
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl turns his full attention on the lone serpent before him. With a wordless roar he smashes his stony fists against it.
Attack #1: Slam, Power attack, Earth mastery, Haste: 1d20 + 17 ⇒ (9) + 17 = 26
Damage #1: Magic, Bludgeon, Power attack, Earth mastery: 2d8 + 17 ⇒ (6, 7) + 17 = 30
Attack #2: Slam, Power attack, Earth mastery, Haste: 1d20 + 17 ⇒ (15) + 17 = 32
Damage #2: Magic, Bludgeon, Power attack, Earth mastery: 2d8 + 17 ⇒ (8, 6) + 17 = 31
Hasted Attack: Slam, Power attack, Earth mastery, Haste: 1d20 + 17 ⇒ (20) + 17 = 37
Hasted Damage: Magic, Bludgeon, Power attack, Earth mastery: 2d8 + 17 ⇒ (2, 7) + 17 = 26
Critical Threat Confirmation Roll for Hasted Attack: 1d20 + 17 ⇒ (11) + 17 = 28
Critical Damage: 2d8 + 17 ⇒ (4, 3) + 17 = 24
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl continues pummeling the giant with his stone fists.
If the giant goes down he will switch to attacking the serpent.
Attack #1: Slam, Power attack, Earth mastery, Haste: 1d20 + 17 ⇒ (4) + 17 = 21
Damage #1: Magic, Bludgeon, Power attack, Earth mastery: 2d8 + 17 ⇒ (8, 8) + 17 = 33
Attack #2: Slam, Power attack, Earth mastery, Haste: 1d20 + 17 ⇒ (16) + 17 = 33
Damage #2: Magic, Bludgeon, Power attack, Earth mastery: 2d8 + 17 ⇒ (4, 3) + 17 = 24
Hasted Attack: Slam, Power attack, Earth mastery, Haste: 1d20 + 17 ⇒ (6) + 17 = 23
Hasted Damage: Magic, Bludgeon, Power attack, Earth mastery: 2d8 + 17 ⇒ (4, 8) + 17 = 29
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl moves 40 feet and attacks.
Earl brings a fist down against the giant (yellow).
Attack: Slam, Haste, Power attack, Earth mastery: 1d20 + 17 ⇒ (1) + 17 = 18
Damage: Magic, Bludgeon, Power attack, Earth mastery: 2d8 + 17 ⇒ (3, 1) + 17 = 21
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl swings his stony arms at the giant once again. Come on, connect!
Attack #1: Slam, Power attack, Earth mastery: 1d20 + 19 ⇒ (18) + 19 = 37
Damage #1: Magic, Bludgeon, Power attack, Earth mastery: 2d8 + 20 ⇒ (7, 4) + 20 = 31
Attack #2: Slam, Power attack, Earth mastery: 1d20 + 19 ⇒ (11) + 19 = 30
Damage #2: Magic, Bludgeon, Power attack, Earth mastery: 2d8 + 20 ⇒ (5, 4) + 20 = 29
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl swings his stony arms at the giant once more.
Attack #1: Slam, Power attack, Earth mastery: 1d20 + 16 ⇒ (3) + 16 = 19
Damage #1: Magic, Bludgeon, Power attack, Earth mastery: 2d8 + 17 ⇒ (8, 5) + 17 = 30
Attack #1: Slam, Power attack, Earth mastery: 1d20 + 16 ⇒ (1) + 16 = 17
Damage #1: Magic, Bludgeon, Power attack, Earth mastery: 2d8 + 17 ⇒ (2, 1) + 17 = 20
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl raises his powerful stone arms and brings them down with a violent crash against the giant.
Attack #1: Slam, Power attack, Earth mastery: 1d20 + 16 ⇒ (10) + 16 = 26
Damage #1: Magic, Bludgeon, Power attack, Earth mastery: 2d8 + 17 ⇒ (5, 8) + 17 = 30
Attack #2: Slam, Power attack, Earth mastery: 1d20 + 16 ⇒ (11) + 16 = 27
Damage #2: Magic, Bludgeon, Power attack, Earth mastery: 2d8 + 17 ⇒ (8, 3) + 17 = 28
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl raises his powerful stone arms and brings them down with a violent crash against the giant.
Attack #1: Slam, Power attack, Earth mastery: 1d20 + 16 ⇒ (7) + 16 = 23
Damage #1: Magic, Bludgeon, Power attack, Earth mastery: 2d8 + 17 ⇒ (8, 3) + 17 = 28
Attack #2: Slam, Power attack, Earth mastery: 1d20 + 16 ⇒ (19) + 16 = 35
Damage #2: Magic, Bludgeon, Power attack, Earth mastery: 2d8 + 17 ⇒ (3, 3) + 17 = 23
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl follows Rhon' lead and moves foward 20 feet. He readied an attack to strike the giant when he moves into threatened range.
Readied Attack: Slam, Power Attack, Earth Mastery: 1d20 + 16 ⇒ (19) + 16 = 35
Damage: Magic, Bludgeon, Power Attack, Earth Mastery: 2d8 + 17 ⇒ (8, 4) + 17 = 29
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl moves 60 feet ahead of the party in his scouting. Just enought space that his Tremorsense doesn't pick up the party as they move. Once it starts to hurt he will resurface and return to the party.
Earl grumbles and groans as he resurfaces and complains in Terran about the below ground heat.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Everyone can hear Earl make and almost contented humming like noise as he enters the tunnel and sinks into the earth.
Earl slips into the earth and moves ahead of the party. Using his Tremorsense he begins scouting the area ahead of the group.
Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:
Earl rumbles along in conversation with Purs while waiting for things to get started.
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