1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
Ogre 1, Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Ogre 2, Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Ogre 3, Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Targeting the enemies starting with the guy on the left, and moving around the circle as/if they die. As a reminder they all have Reach. 1d20 ⇒ 5
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
The skeletal ogres squeezed into the hall and waited for enemies to close towards the doorway. Ogre 1, Readied Javelin, point blank, precise shot: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Ogre 2, Readied Javelin, point blank, precise shot: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Ogre 3, Readied Javelin, point blank, precise shot: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
I'll leave Ranulfus' actions up to you.
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
The four ogre soldiers twitched and surged to a mockery of life, their flesh smoldering and baking to a tough sheath over their bones that smelled like overcooked meat. Blood seeped from the cracks in the charred flesh. They picked up their clubs and turned their heads in slow synchronization towards Grey.
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
The two controlled Crypt Things converged on the Owlbear furthest away, one looping around the rickety wall, the other warping in from outside the walls to appear on the other side of the creature. Crypt Thing 1, Claw, flanking: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Crypt Thing 2, Dimensional Agility, Claw, flanking: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
The Crypt Thing vanished, reappearing behind one of the owlbears, on the other side of the wall from the Bandit Leader. It's claws flashed, reaching for fur and feathers. Quickened Dimension Door Claw 1, Prayer: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Claw 2, Prayer: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
One of the skeletal archers took the bandoleer as the other two took and threw the remaining holy water. Touch Attack: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Touch Attack: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 Heh. Not good.
...aaaaand all out of holy water.
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
The skeleton warrior attempted to dodge... Reflex: 1d20 + 4 ⇒ (2) + 4 = 6 Failing miserably. The skeleton archers obeyed, each grabbing a jar and tossing it down the pit. Touch Attack: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Touch Attack: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Touch Attack: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
gA 1, bow: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
gA 2, bow: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
gA 3, bow: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Skeletal soldier charges
Probably meaningless if this is a swarm creature.
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
gS1, Arrow to Spider: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
gS2, Arrow to Spider: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
gS3, Arrow to Spider, Bolstered: 1d20 + 2 + 1 + 1 ⇒ (20) + 2 + 1 + 1 = 24
gS, Claw 1 to Spider: 1d20 + 2 ⇒ (8) + 2 = 10
gS, Claw 2 to Spider: 1d20 + 2 ⇒ (3) + 2 = 5
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
The skeletal archers continued their volley. Ga3 Arrow to W9: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Ga2 Arrow to W9: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Ga1 Arrow to W3: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
and the skeletal warrior continued it's savage attacks Gs Claw 1 to W7: 1d20 + 2 ⇒ (6) + 2 = 8
Gs Claw 2 to W7: 1d20 + 2 ⇒ (2) + 2 = 4
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
The skeletal archers, finding their targets too close to employ their weapons, step away a few paces and continue their volley. ga1, arrow, W3: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
ga2, arrow, W9: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
ga3, arrow, W9: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
ga3 provokes an AoO from moving out of W9's threat zone. The other two 5' adjust back. Finally having an enemy in range, the skeletal warrior lashed out with both claws. gs, claw, W3: 1d20 + 2 ⇒ (14) + 2 = 16
gs, claw, W3: 1d20 + 2 ⇒ (9) + 2 = 11
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
The skeleton archers aim straight up past the undead bees. Skeleton Archer 1: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Skeleton Archer 2: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Skeleton Archer 3: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
The skeletal warrior waits to attack the first bee that comes within reach. Skeletal Warrior Kressle, Readied Attack, hand axe: 1d20 + 4 ⇒ (7) + 4 = 11
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
Round 4 Skeletons don't care much about piercing damage. Damage is reduced to 1 by DR. The archers all fall back neatly and keep firing at the wasps in front of them. 5'adjustment backwards. Archer 1 Attack, Point Blank Shot: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Archer 2 Attack, Point Blank Shot: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Archer 3 Attack, Point Blank Shot: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
The skeletal warrior lashes out with it's claws. Claw 1: 1d20 + 2 ⇒ (7) + 2 = 9
Claw 2: 1d20 + 2 ⇒ (17) + 2 = 19
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
GM: You are correct. Derp moment on my part. Rather than setting vs. charge, they will ready arrows until such time as the lead wasp is in Close range. The last skeleton will ready a hand axe to be thrown for the same effect. Skeleton 1, Readied Shot, close range: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Skeleton 2, Readied Shot, close range: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Skeleton 3, Readied Shot, close range: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Melee Skeleton, Readied Axe-throw, close range: 1d20 + 2 ⇒ (15) + 2 = 17
Mindless creatures do not receive morale effects.
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
The Skeleton that was once Kressle moves to the rear of the wagon.
Kressle Skeleton
The skeletal archers stop moving and concentrate their fire on the figure atop the cart. Archer 1
Attack: 1d20 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6
Archer 2
Attack: 1d20 + 2 + 1 + 2 ⇒ (12) + 2 + 1 + 2 = 17
Archer 3 Attack: 1d20 + 2 + 1 + 2 ⇒ (8) + 2 + 1 + 2 = 13
Attack: 1d20 + 2 + 1 + 2 ⇒ (16) + 2 + 1 + 2 = 21
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
The skeletons continue to advance, now finally inside optimal range, maintaining their barrage of arrows. Skeleton 1, Close range, Haste: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
Skeleton 2, Close range, Haste: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Skeleton 3, Close range, Haste: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
The skeleton following Thrkull adjusts into Flanking position and attacks. Claw, Flanking: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Claw, Flanking: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32
The three skeletal archers continue to move forward, closing the distance for better accuracy, driven by some limited intelligence and instinct regarding how to most efficiently kill. Skeleton Archer 1, Med range, Hase: 1d20 + 2 - 2 + 1 ⇒ (10) + 2 - 2 + 1 = 11
Skeleton Archer 2, Med range, Hase: 1d20 + 2 - 2 + 1 ⇒ (16) + 2 - 2 + 1 = 17
Skeleton Archer 3, Med range, Hase: 1d20 + 2 - 2 + 1 ⇒ (3) + 2 - 2 + 1 = 4
The skeleton following Thrkull ran with surprising grace, looping wide at the end of the run to come in from the side, trying to get around behind the dwarf Thrkull was attacking. Full move for Melee Skeleton, off to one side. Will adjust into flanking position next round.
About Psykir Ashtares#54329-22 Psykir Ashtares
• (1) Morphic Monsters:
This also causes the morphic savant’s summoning power to be less reliable than a standard summoner’s. Each time he uses his summon monster spell-like ability to summon multiple creatures, there is a 50% chance he summons one more monster than normal for the summon monster spell he uses, in which case the creatures remain for only 1 round per level (instead of 1 minute per level). Also, starting at 2nd level, the morphic savant can grant one 1-point evolution to all the creatures he summons with his summon monster spell-like ability. He can’t grant an evolution that duplicates the function of, or has the same name as, any ability the summoned creatures already possess (for example, he can’t grant a creature with a bite attack another bite attack), nor can he add an evolution that causes the summoned monsters to have more attacks than his eidolon’s maximum number of attacks. The creatures do not have to be of the correct subtype to gain an evolution, but do have to meet any other prerequisites. This ability alters summon monster. • (1) Chaos Magic:
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