Varisian Barbarian

Grit's page

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M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Ah, I saw a reference suggesting that Eladrin and high elves were the same thing. There lies my confusion. Fey step seems pretty great. I'd have to have a good story to be a valley elf outside of the valley I guess. Maybe raised in the Yeomanry - I think both the Yeomanry and Keoland both try to claim the valley though neither work too hard to move into it. :)


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Enjoyed playing with you Daina and hope to play in a future game.

I dug out my 5e book yesterday and began reading it again. Rules are coming back to me. One question I have (this might be related to an errata or update I do not know about) is about racial powers of high elves or Eladrin. I see souces that say they can Fey Step once per long rest, but I do not see that listed in my player's book. What am I missing?

Also, I did not see the Bladesinger as an archtype to wizard. Where is that class listed? Is it in the DMG? Thanks.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Looking over many options. Currently thinking about a Bladesinger. Not sure I have the stats for that class though. What book is it in? And is there a racial requirement?


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Mostly just from memory of playing Living Greyhawk. Geoff had great writers and a really fine IC website for people to post stories. I'll have to see if that is still available on Yahoo. If I find it I will certainly share it.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

ok. One last setting question - do you have a year in mind for when the story begins as far as Greyhawk cannon goes? IIRC at some point the Gran March grabs a city or two from Geoff in "payment" for their efforts against the giants. Has that happened? And what of the fey in Geoff? Are they part of the background?

Still scheming about my character, but I must admit a spear welding Yeomanry who does not give a whit about titles and nobility does sound appealing. :)


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

First, Daina, please consider giving this a try. I'd like to keep gaming with you. :)

Second, Are we starting in Geoff? Sterich? The Grand March? How about we are a unit from the Yeomanry and the local command is hesitant/confused on how to use or attach us? We have the right to fight under our own banner and our own commander so they cannot just split us up. And the wrong mission could cause diplomatic problems. So we are currently being looked over and ignored.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I wanted to plug the druid class in case someone at least wants to consider it. I have played a druid in 5e in a home game and since I just played a druid I would rather try something new. "Moon" druids are focused on shifting. They make great tanks as each form they take has a hit point pool - this means they can easily have 3 to 4 times the hit points of the toughest fighters. Plus each form has specific advantages and abilities that make the class fun.

I'll have to go look at my book to see what class I want to play this time around. I might consider a wizard type or even a paladin.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Thanks for the great run DM Under a Dark Sun. You are a cut above at writing and I always enjoyed your narrative and plot development. And while hate to see it end I understand all your reasons for ending it. High level play in any system often breaks down and we are teetering on that brink at 10th level.

As for the follow-on game. Count me in! I love the Greyhawk world and played Living Greyhawk for 8 years. And my characters were pretty much all based in the Sheldomar Valley although the region assigned to Alabama was the Yeomanry. This was to the West of the Gran March. Sterich was to the north and some pirate princes to the south iirc.

I have played 5e before and even have a character in the Adventure League (living 5e).But its been a while since I have played and will need to brush off those rules. And I fear that your desire for a more simple set of rules will go unrealized as more and more "splat" books are released adding to the 5e rule set. That seems to be the way of Hasbro. It certainly was for 4e. I guess we can always choose not to use new rules though. But we could have also played core rules in Pathfinder. That is a thing recently by the way - in PFS you can now replay all content but using only the core rulebook. Keeps the rules simpler while dialing up the challenge.

I look forward to getting started in your next game.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

<<Heal as best we can. Grit rumbles through the collective. I would finish this necromancer once and for all if he is foolish enough to give us the chance.>>


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Perception: 1d20 + 17 ⇒ (6) + 17 = 23


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I am waiting to hear if there is some gate to beyond still gaping open that might need closing. :)

As he realizes that the collective is still in place and it appears his companions are all still alive Grit breaths a sigh of relief audibly to the group. <<Well done my friends. I am glad you are all still with me.>>


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

It was a pretty giant tigone....


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I too enjoyed the write-up. Nicely done.

As his unnatural fear begins to subside grit stands up out of the stone he was partially merged with and regards the large chamber looking for further enemies. His mind tentatively feels for the connections of the collective that have become so comforting to him and for the consciousness of his old friend Nnn. He feels a mental tug from Ral, but knows that connection exists outside of the collective and so is not yet reassured. He mentally reaches out more firmly for the minds of his friends as his eyes move to the breached gate and what might lie beyond.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Will Save: 1d20 + 16 ⇒ (7) + 16 = 23 Unless someone can boost Grit's will save he cowers this round...I have added the +1 for Bless already.

Grit
The elemental druid considers too long the nature of the creature they all face and the near hopelessness of the act seems to overcome him as he freezes up in fear.

Ral

Still acting on his master's order to kill the spawn Ral pounces on the southern spawn in the tentacles.

Bite: 1d20 + 19 + 1 ⇒ (6) + 19 + 1 = 262d8 + 12 ⇒ (5, 4) + 12 = 21
Grab: 1d20 + 22 + 1 ⇒ (15) + 22 + 1 = 38

Claw: 1d20 + 19 + 1 ⇒ (11) + 19 + 1 = 311d8 + 12 ⇒ (8) + 12 = 20
Grab: 1d20 + 22 + 1 ⇒ (9) + 22 + 1 = 32

Claw: 1d20 + 19 + 1 ⇒ (16) + 19 + 1 = 361d8 + 12 ⇒ (8) + 12 = 20
Grab: 1d20 + 22 + 1 ⇒ (12) + 22 + 1 = 35

Hasted Bite: 1d20 + 19 + 1 ⇒ (3) + 19 + 1 = 232d8 + 12 ⇒ (2, 4) + 12 = 18
Grab: 1d20 + 22 + 1 ⇒ (16) + 22 + 1 = 39

Rake: 1d20 + 19 + 1 ⇒ (15) + 19 + 1 = 351d8 + 12 ⇒ (7) + 12 = 19
Rake: 1d20 + 19 + 1 ⇒ (4) + 19 + 1 = 241d8 + 12 ⇒ (3) + 12 = 15

Spells on:

All:
Delay Poison Communal
Resist Energy Communal - Fire
Bless

Grit:
Temp Hit Points - 22
Frostbite
Longstrider
Barkskin +4
Resist Energy Lightning
Resist Energy Cold
Resinous Skin
Echolocation
Freedom of Movement
Stoneskin
Aspect of the Wolf

Ral
Temp hit points = 40, but down 40 hit points
Frostbite
Longstrider
Barkskin +4
Air Walk
Greater Magic Fang
Animal Growth

Grit Elemental:

Init +4; Senses low light vision, Scent; Darkvison Perception +18
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+7 armor, +4 Dex, +6 natural, +2 Deflect, -2 Size )
DR 5/-, elemental traits
hp 150 (10d8+44) +8 con = 40 more hp
Fort +18, Ref +10, Will +15; +2 vs. Poison and Disease
--------------------
Offense
--------------------
Speed 30 ft. Fly 60, Earth Glide
Melee 2 Slams +18 (2d8+10+1d6 acid)
Swift Action Trip
Space 15 ft.; Reach 15 ft.
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 27, Int 13, Wis 20, Cha 12
Base Atk +7; CMB +18, 20 to trip; CMD 34

Elemental Template:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*Immune to critical hits, bleed, paralysis, poison, sleep effects, and stunning.
*Immunity to fire, cold, electricity or ACID (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.

Ral:

Tigone
Animal Companion
Tigone
N Large Animal
Init +4; Senses low-light vision, scent; Perception +9

--------------------
Defense
--------------------
AC 28, touch 13, flat-footed 24 (+4 Dex, +11 natural, +4 Armor, -1 size)
hp 82/82 (9d8+36)
Fort +11, Ref +13, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities: Evasion, Devotion

--------------------
Offense
--------------------
Speed 40 ft./50 ft. with Longstrider
Melee bite +13 (2d6+6 plus grab) and
2 claws +12 (1d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 1d6+6 plus grab)

--------------------
Statistics
--------------------
Str 24, Dex 18, Con 18, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +14 (+18 grapple); CMD 28 (32 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes, Weapon Focus Bite

Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception

--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiatack / Extra Attack at -5
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.

Animal Growth Ral::

Tigone
Animal Companion
Tigone
N Huge Animal
Init +3; Senses low-light vision, scent; Perception +9

--------------------
Defense
--------------------
AC 31, touch 13, flat-footed 24 (+3 Dex, +11 natural, +6 Armor, +3 Barkskin, -2 size)
hp 100/100 (9d8+54)
Fort +13, Ref +12, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities: Evasion, Devotion

--------------------
Offense
--------------------
Speed 40 ft./50 ft. with Longstrider
Melee bite +18 (2d6+12 plus grab) and
2 claws +16 (1d6+11 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws +16, 1d6+11 plus grab)

--------------------
Statistics
--------------------
Str 32, Dex 16, Con 22, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +18 (+22 grapple); CMD 32 (36 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes, Weapon Focus Bite

Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception

--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiatack / Extra Attack at -5
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Alas Grit has no more resist spells. Perhaps Woki does. I had reminded him that he does not need to cast Resist Energy Fire on himself since Grit had cast that communally.

Taking an AOO at the spawn that approaches him Grit swings a stone fist and then tries to trip the thing before it can close with him.

Slam: 1d20 + 18 + 1 ⇒ (19) + 18 + 1 = 382d8 + 10 + 1d6 ⇒ (7, 3) + 10 + (2) = 22
Trip: 1d20 + 20 + 1 ⇒ (4) + 20 + 1 = 25

Grit

On his turn Grit steps 5' towards Raun ignoring the black tentacles if he is within the spell radius Freedom of Movement and CMD high enough to tap the roll. and full attacks the spawn attacking Raun. If the creature drops he will attack the other attacking Raun, or if he cannot reach it, the one on him.

Slam: 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 262d8 + 10 + 1d6 ⇒ (8, 7) + 10 + (1) = 26
Trip: 1d20 + 20 + 1 ⇒ (3) + 20 + 1 = 24

Slam: 1d20 + 18 + 1 ⇒ (10) + 18 + 1 = 292d8 + 10 + 1d6 ⇒ (4, 3) + 10 + (2) = 19
Trip: 1d20 + 20 + 1 ⇒ (3) + 20 + 1 = 24

Hasted Slam: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 202d8 + 10 + 1d6 ⇒ (1, 3) + 10 + (6) = 20
Trip: 1d20 + 20 + 1 ⇒ (19) + 20 + 1 = 40

Ral

With a quick word from Grit to defend Daina Ral races through air to pounce upon the spawn threatening the arcanist and tears at the spawn there with a flurry of tooth and claw.

Bite: 1d20 + 19 + 1 ⇒ (12) + 19 + 1 = 322d8 + 12 ⇒ (2, 1) + 12 = 15
Grab: 1d20 + 22 + 1 ⇒ (2) + 22 + 1 = 25

Claw: 1d20 + 19 + 1 ⇒ (3) + 19 + 1 = 231d8 + 12 ⇒ (5) + 12 = 17
Grab: 1d20 + 22 + 1 ⇒ (15) + 22 + 1 = 38

Claw: 1d20 + 19 + 1 ⇒ (17) + 19 + 1 = 371d8 + 12 ⇒ (8) + 12 = 20
Grab: 1d20 + 22 + 1 ⇒ (16) + 22 + 1 = 39

Hasted Bite: 1d20 + 19 + 1 ⇒ (13) + 19 + 1 = 332d8 + 12 ⇒ (2, 1) + 12 = 15
Grab: 1d20 + 22 + 1 ⇒ (14) + 22 + 1 = 37

Rake: 1d20 + 19 + 1 ⇒ (7) + 19 + 1 = 271d8 + 12 ⇒ (7) + 12 = 19

Rake: 1d20 + 19 + 1 ⇒ (18) + 19 + 1 = 381d8 + 12 ⇒ (5) + 12 = 17

Spells on:

All:
Delay Poison Communal
Resist Energy Communal - Fire

Grit:
Temp Hit Points - 22
Frostbite
Longstrider
Barkskin +4
Resist Energy Lightning
Resist Energy Cold
Resinous Skin
Echolocation
Freedom of Movement
Stoneskin
Aspect of the Wolf

Ral
Temp hit points = 40, but down 40 hit points
Frostbite
Longstrider
Barkskin +4
Air Walk
Greater Magic Fang
Animal Growth

Grit Elemental:

Init +4; Senses low light vision, Scent; Darkvison Perception +18
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+7 armor, +4 Dex, +6 natural, +2 Deflect, -2 Size )
DR 5/-, elemental traits
hp 150 (10d8+44) +8 con = 40 more hp
Fort +18, Ref +10, Will +15; +2 vs. Poison and Disease
--------------------
Offense
--------------------
Speed 30 ft. Fly 60, Earth Glide
Melee 2 Slams +18 (2d8+10+1d6 acid)
Swift Action Trip
Space 15 ft.; Reach 15 ft.
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 27, Int 13, Wis 20, Cha 12
Base Atk +7; CMB +18, 20 to trip; CMD 34

Elemental Template:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*Immune to critical hits, bleed, paralysis, poison, sleep effects, and stunning.
*Immunity to fire, cold, electricity or ACID (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.

Ral:

Tigone
Animal Companion
Tigone
N Large Animal
Init +4; Senses low-light vision, scent; Perception +9

--------------------
Defense
--------------------
AC 28, touch 13, flat-footed 24 (+4 Dex, +11 natural, +4 Armor, -1 size)
hp 82/82 (9d8+36)
Fort +11, Ref +13, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities: Evasion, Devotion

--------------------
Offense
--------------------
Speed 40 ft./50 ft. with Longstrider
Melee bite +13 (2d6+6 plus grab) and
2 claws +12 (1d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 1d6+6 plus grab)

--------------------
Statistics
--------------------
Str 24, Dex 18, Con 18, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +14 (+18 grapple); CMD 28 (32 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes, Weapon Focus Bite

Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception

--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiatack / Extra Attack at -5
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.

Animal Growth Ral:

Tigone
Animal Companion
Tigone
N Huge Animal
Init +3; Senses low-light vision, scent; Perception +9

--------------------
Defense
--------------------
AC 31, touch 13, flat-footed 24 (+3 Dex, +11 natural, +6 Armor, +3 Barkskin, -2 size)
hp 100/100 (9d8+54)
Fort +13, Ref +12, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities: Evasion, Devotion

--------------------
Offense
--------------------
Speed 40 ft./50 ft. with Longstrider
Melee bite +18 (2d6+12 plus grab) and
2 claws +16 (1d6+11 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws +16, 1d6+11 plus grab)

--------------------
Statistics
--------------------
Str 32, Dex 16, Con 22, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +18 (+22 grapple); CMD 32 (36 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes, Weapon Focus Bite

Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception

--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiatack / Extra Attack at -5
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

If it matters both Ral and Grit are huge. The dots representing them look large (10X10). Also An epic post DM Under a Dark Sun! Also I am not rolling the 1d6+10 nonlethal from Frostbite. If that were important then let me know. And finally everyone remember that Grit cast communal Delay Poison and Resist Fire on everyone already so Woki might want to reconsider that spell - maybe cold?

His fists dripping acid Elemental Grit swings at the approaching shadow spawn as it tries to close with him. If he hits he gets a free trip attempt and if that succeeds on the one that hit him then the attack likely never connects - 50/50 chance that he trips the one that would have hit him?.

Slam: 1d20 + 18 + 1 ⇒ (11) + 18 + 1 = 302d8 + 10 + 1d6 ⇒ (1, 8) + 10 + (3) = 22
Trip: 1d20 + 20 + 1 ⇒ (16) + 20 + 1 = 37

Ral also attacks the approaching spawn, trying to grapple it as it closes.

Bite: 1d20 + 19 + 1 ⇒ (8) + 19 + 1 = 282d8 + 12 ⇒ (1, 4) + 12 = 17
Grab: 1d20 + 22 + 1 ⇒ (17) + 22 + 1 = 40

Grit

On his turn Grit steps back 5' and full attacks the spawn that he wounded as it approached him. It may be prone granting him additional bonuses to hit.

Slam: 1d20 + 18 + 1 ⇒ (4) + 18 + 1 = 232d8 + 10 + 1d6 ⇒ (4, 6) + 10 + (6) = 26
Trip: 1d20 + 20 + 1 ⇒ (19) + 20 + 1 = 40

Slam: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 332d8 + 10 + 1d6 ⇒ (1, 1) + 10 + (1) = 13
Trip: 1d20 + 20 + 1 ⇒ (7) + 20 + 1 = 28

Hasted Slam: 1d20 + 18 + 1 ⇒ (8) + 18 + 1 = 272d8 + 10 + 1d6 ⇒ (4, 5) + 10 + (1) = 20
Trip: 1d20 + 20 + 1 ⇒ (14) + 20 + 1 = 35

Ral

Ral also 5' steps back and full attacks his opponent.

Bite: 1d20 + 19 + 1 ⇒ (1) + 19 + 1 = 212d8 + 12 ⇒ (5, 6) + 12 = 23
Grab: 1d20 + 22 + 1 ⇒ (5) + 22 + 1 = 28

Claw: 1d20 + 19 + 1 ⇒ (11) + 19 + 1 = 311d8 + 12 ⇒ (5) + 12 = 17
Grab: 1d20 + 22 + 1 ⇒ (9) + 22 + 1 = 32

Claw: 1d20 + 19 + 1 ⇒ (6) + 19 + 1 = 261d8 + 12 ⇒ (5) + 12 = 17
Grab: 1d20 + 22 + 1 ⇒ (2) + 22 + 1 = 25

Hasted Bite: 1d20 + 19 + 1 ⇒ (16) + 19 + 1 = 362d8 + 12 ⇒ (7, 8) + 12 = 27
Grab: 1d20 + 22 + 1 ⇒ (11) + 22 + 1 = 34

Spells on:

All:
Delay Poison Communal
Resist Energy Communal - Fire

Grit:
Temp Hit Points - 22
Frostbite
Longstrider
Barkskin +4
Resist Energy Lightning
Resist Energy Cold
Resinous Skin
Echolocation
Freedom of Movement
Stoneskin
Aspect of the Wolf

Ral:
Temp hit points = 40, but down 40 hit points
Frostbite
Longstrider
Barkskin +4
Air Walk
Greater Magic Fang
Animal Growth

Grit Elemental:

Init +4; Senses low light vision, Scent; Darkvison Perception +18
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+7 armor, +4 Dex, +6 natural, +2 Deflect, -2 Size )
DR 5/-, elemental traits
hp 150 (10d8+44) +8 con = 40 more hp
Fort +18, Ref +10, Will +15; +2 vs. Poison and Disease
--------------------
Offense
--------------------
Speed 30 ft. Fly 60, Earth Glide
Melee 2 Slams +18 (2d8+10+1d6 acid)
Swift Action Trip
Space 15 ft.; Reach 15 ft.
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 27, Int 13, Wis 20, Cha 12
Base Atk +7; CMB +18, 20 to trip; CMD 34

Elemental Template:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*Immune to critical hits, bleed, paralysis, poison, sleep effects, and stunning.
*Immunity to fire, cold, electricity or ACID (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.

Ral:

Tigone
Animal Companion
Tigone
N Large Animal
Init +4; Senses low-light vision, scent; Perception +9

--------------------
Defense
--------------------
AC 28, touch 13, flat-footed 24 (+4 Dex, +11 natural, +4 Armor, -1 size)
hp 82/82 (9d8+36)
Fort +11, Ref +13, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities: Evasion, Devotion

--------------------
Offense
--------------------
Speed 40 ft./50 ft. with Longstrider
Melee bite +13 (2d6+6 plus grab) and
2 claws +12 (1d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 1d6+6 plus grab)

--------------------
Statistics
--------------------
Str 24, Dex 18, Con 18, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +14 (+18 grapple); CMD 28 (32 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes, Weapon Focus Bite

Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception

--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiatack / Extra Attack at -5
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.

Animal Growth Ral:

Tigone
Animal Companion
Tigone
N Huge Animal
Init +3; Senses low-light vision, scent; Perception +9

--------------------
Defense
--------------------
AC 31, touch 13, flat-footed 24 (+3 Dex, +11 natural, +6 Armor, +3 Barkskin, -2 size)
hp 100/100 (9d8+54)
Fort +13, Ref +12, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities: Evasion, Devotion

--------------------
Offense
--------------------
Speed 40 ft./50 ft. with Longstrider
Melee bite +18 (2d6+12 plus grab) and
2 claws +16 (1d6+11 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws +16, 1d6+11 plus grab)

--------------------
Statistics
--------------------
Str 32, Dex 16, Con 22, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +18 (+22 grapple); CMD 32 (36 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes, Weapon Focus Bite

Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception

--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiatack / Extra Attack at -5
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Daina, you need SR rolls for the fireball - I guess one for each target?


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit directs Ral to take cover behind a pillar before fully sinking into the stone surrounding the seal. Ral moves to the pillar opposite of Gorkhan on the south. Grit then releases his hold on the bronze and stone. <<It comes. >> he breaths out in an earthy thought to the collective as he looses his grip.

Grit takes cover in the stone of the floor thinking that if there is some immediate energy blast he should be protected some. I think this is the only way he can take cover since to move away would likely immediately release what is behind the seal.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

With the stone shape being cast, does Grit thing he could move away from the seal safely this round? If he has an idea that he can he will move and attack. But if he thinks he is necessary for the seal to last another round he will stay and hold.

Ral Health = 60/100

Ral 5' shifts to gain a flank with Gorkhan and continues to tear at the now undead elf.

Bite: 1d20 + 19 + 2 ⇒ (3) + 19 + 2 = 242d8 + 12 ⇒ (2, 5) + 12 = 19

Claw: 1d20 + 19 + 2 ⇒ (17) + 19 + 2 = 381d8 + 12 ⇒ (4) + 12 = 16

Claw: 1d20 + 19 + 2 ⇒ (2) + 19 + 2 = 231d8 + 12 ⇒ (1) + 12 = 13

Hasted Bite: 1d20 + 19 + 2 ⇒ (5) + 19 + 2 = 262d8 + 12 ⇒ (3, 2) + 12 = 17

Spells on:

All:
Delay Poison Communal
Resist Energy Communal - Fire

Grit:
Temp Hit Points - 30
Frostbite
Longstrider
Barkskin +4
Resist Energy Lightning
Resist Energy Cold
Resinous Skin
Echolocation
Freedom of Movement
Stoneskin
Aspect of the Wolf

Ral:
Frostbite
Longstrider
Barkskin +4
Air Walk
Greater Magic Fang
Animal Growth

Grit Elemental:

Init +4; Senses low light vision, Scent; Darkvison Perception +18
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+7 armor, +4 Dex, +6 natural, +2 Deflect, -2 Size )
DR 5/-, elemental traits
hp 150 (10d8+44) +8 con = 40 more hp
Fort +18, Ref +10, Will +15; +2 vs. Poison and Disease
--------------------
Offense
--------------------
Speed 30 ft. Fly 60, Earth Glide
Melee 2 Slams +18 (2d8+10+1d6 acid)
Swift Action Trip
Space 15 ft.; Reach 15 ft.
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 27, Int 13, Wis 20, Cha 12
Base Atk +7; CMB +18, 20 to trip; CMD 34

Elemental Template:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*Immune to critical hits, bleed, paralysis, poison, sleep effects, and stunning.
*Immunity to fire, cold, electricity or ACID (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.

Ral:

Tigone
Animal Companion
Tigone
N Large Animal
Init +4; Senses low-light vision, scent; Perception +9

--------------------
Defense
--------------------
AC 28, touch 13, flat-footed 24 (+4 Dex, +11 natural, +4 Armor, -1 size)
hp 82/82 (9d8+36)
Fort +11, Ref +13, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities: Evasion, Devotion

--------------------
Offense
--------------------
Speed 40 ft./50 ft. with Longstrider
Melee bite +13 (2d6+6 plus grab) and
2 claws +12 (1d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 1d6+6 plus grab)

--------------------
Statistics
--------------------
Str 24, Dex 18, Con 18, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +14 (+18 grapple); CMD 28 (32 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes, Weapon Focus Bite

Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception

--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiatack / Extra Attack at -5
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.

Animal Growth Ral:

Tigone
Animal Companion
Tigone
N Huge Animal
Init +3; Senses low-light vision, scent; Perception +9

--------------------
Defense
--------------------
AC 31, touch 13, flat-footed 24 (+3 Dex, +11 natural, +6 Armor, +3 Barkskin, -2 size)
hp 100/100 (9d8+54)
Fort +13, Ref +12, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities: Evasion, Devotion

--------------------
Offense
--------------------
Speed 40 ft./50 ft. with Longstrider
Melee bite +18 (2d6+12 plus grab) and
2 claws +16 (1d6+11 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws +16, 1d6+11 plus grab)

--------------------
Statistics
--------------------
Str 32, Dex 16, Con 22, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +18 (+22 grapple); CMD 32 (36 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes, Weapon Focus Bite

Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception

--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiatack / Extra Attack at -5
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Ral is down 40% of his health: i.e at 60 of 100 I think he is the only one wounded.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

If Grit and Ral are hasted then please add +1 to those attack rolls above and +1 to both Grit's and Ral's AC.

Hasted Bite: 1d20 + 19 ⇒ (11) + 19 = 302d8 + 12 ⇒ (5, 2) + 12 = 19


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

[ooc]Ral Status 76/100 hp[ooc]

Grit moves forward, a look of determination and duty on his face. As he moves his body adjusts and he melts with the surrounding material of the stone and the seal, using the fabric of his elemental body and both his physical and mental strength to bolster the seal if only for a few moments.

Ral adjusts back 5' feet and attacks again not bothering to try to grab the elusive Viper this time.

Bite: 1d20 + 18 ⇒ (19) + 18 = 372d8 + 12 ⇒ (6, 7) + 12 = 25

Claw: 1d20 + 18 ⇒ (19) + 18 = 371d8 + 12 ⇒ (6) + 12 = 18

Claw: 1d20 + 18 ⇒ (8) + 18 = 261d8 + 12 ⇒ (4) + 12 = 16

Spells on:

All:
Delay Poison Communal
Resist Energy Communal - Fire

Grit:
Temp Hit Points - 30
Frostbite
Longstrider
Barkskin +4
Resist Energy Lightning
Resist Energy Cold
Resinous Skin
Echolocation
Freedom of Movement
Stoneskin
Aspect of the Wolf

Ral:
Frostbite
Longstrider
Barkskin +4
Air Walk
Greater Magic Fang
Animal Growth

Grit Elemental:

Init +4; Senses low light vision, Scent; Darkvison Perception +18
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+7 armor, +4 Dex, +6 natural, +2 Deflect, -2 Size )
DR 5/-, elemental traits
hp 150 (10d8+44) +8 con = 40 more hp
Fort +18, Ref +10, Will +15; +2 vs. Poison and Disease
--------------------
Offense
--------------------
Speed 30 ft. Fly 60, Earth Glide
Melee 2 Slams +18 (2d8+10+1d6 acid)
Swift Action Trip
Space 15 ft.; Reach 15 ft.
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 27, Int 13, Wis 20, Cha 12
Base Atk +7; CMB +18, 20 to trip; CMD 34

Elemental Template:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*Immune to critical hits, bleed, paralysis, poison, sleep effects, and stunning.
*Immunity to fire, cold, electricity or ACID (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.

Ral:

Tigone
Animal Companion
Tigone
N Large Animal
Init +4; Senses low-light vision, scent; Perception +9

--------------------
Defense
--------------------
AC 28, touch 13, flat-footed 24 (+4 Dex, +11 natural, +4 Armor, -1 size)
hp 82/82 (9d8+36)
Fort +11, Ref +13, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities: Evasion, Devotion

--------------------
Offense
--------------------
Speed 40 ft./50 ft. with Longstrider
Melee bite +13 (2d6+6 plus grab) and
2 claws +12 (1d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 1d6+6 plus grab)

--------------------
Statistics
--------------------
Str 24, Dex 18, Con 18, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +14 (+18 grapple); CMD 28 (32 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes, Weapon Focus Bite

Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception

--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiatack / Extra Attack at -5
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.

Animal Growth Ral:

Tigone
Animal Companion
Tigone
N Huge Animal
Init +3; Senses low-light vision, scent; Perception +9

--------------------
Defense
--------------------
AC 31, touch 13, flat-footed 24 (+3 Dex, +11 natural, +6 Armor, +3 Barkskin, -2 size)
hp 100/100 (9d8+54)
Fort +13, Ref +12, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities: Evasion, Devotion

--------------------
Offense
--------------------
Speed 40 ft./50 ft. with Longstrider
Melee bite +18 (2d6+12 plus grab) and
2 claws +16 (1d6+11 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws +16, 1d6+11 plus grab)

--------------------
Statistics
--------------------
Str 32, Dex 16, Con 22, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +18 (+22 grapple); CMD 32 (36 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes, Weapon Focus Bite

Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception

--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiatack / Extra Attack at -5
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

The druid moves up with a single flying move and tries to figure out if anything can be done to help the seal last even a few more rounds.

Perception: 1d20 + 17 ⇒ (18) + 17 = 35

Grit does not call off the cat and the huge Ral charges at the thing that was once the Viper. It pounces and upon the once man and attempts to shred him. Each tooth and claw is bolstered by the druid's Greater Magic Fang spell making the attacks magic.

Not rolling Frostbite as you mentioned he was now undead - but if non-lethal matters then each attack is an additional 1d6+10

Bite: 1d20 + 18 ⇒ (10) + 18 = 282d8 + 12 ⇒ (3, 8) + 12 = 23
Grab: 1d20 + 22 ⇒ (5) + 22 = 27

Claw: 1d20 + 18 ⇒ (20) + 18 = 381d8 + 12 ⇒ (6) + 12 = 18
Grab: 1d20 + 22 ⇒ (12) + 22 = 34

Claw: 1d20 + 18 ⇒ (16) + 18 = 341d8 + 12 ⇒ (2) + 12 = 14
Grab: 1d20 + 22 ⇒ (4) + 22 = 26

Rake: 1d20 + 18 ⇒ (17) + 18 = 351d8 + 12 ⇒ (7) + 12 = 19

Rake: 1d20 + 18 ⇒ (10) + 18 = 281d8 + 12 ⇒ (7) + 12 = 19

Confirm on the Claw: 1d20 + 18 ⇒ (7) + 18 = 251d8 + 12 ⇒ (4) + 12 = 16


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Daina, when you said "wait" do you intend that to mean we should not attack the Viper? Cause I'm thinking its clobbering time. :) DM, can an air-walking Ral pounce upon the Viper from his current location?

Spells on:

All:
Delay Poison Communal
Resist Energy Communal - Fire

Grit:
Temp Hit Points - 30
Frostbite
Longstrider
Barkskin +4
Resist Energy Lightning
Resist Energy Cold
Resinous Skin
Echolocation
Freedom of Movement
Stoneskin
Aspect of the Wolf

Ral:
Frostbite
Longstrider
Barkskin +4
Air Walk
Greater Magic Fang
Animal Growth

Grit Elemental:

Init +4; Senses low light vision, Scent; Darkvison Perception +18
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+7 armor, +4 Dex, +6 natural, +2 Deflect, -2 Size )
DR 5/-, elemental traits
hp 150 (10d8+44) +8 con = 40 more hp
Fort +18, Ref +10, Will +15; +2 vs. Poison and Disease
--------------------
Offense
--------------------
Speed 30 ft. Fly 60, Earth Glide
Melee 2 Slams +18 (2d8+10+1d6 acid)
Swift Action Trip
Space 15 ft.; Reach 15 ft.
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Statistics
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Str 30, Dex 18, Con 27, Int 13, Wis 20, Cha 12
Base Atk +7; CMB +18, 20 to trip; CMD 34

Elemental Template:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*Immune to critical hits, bleed, paralysis, poison, sleep effects, and stunning.
*Immunity to fire, cold, electricity or ACID (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.

Ral:

Tigone
Animal Companion
Tigone
N Large Animal
Init +4; Senses low-light vision, scent; Perception +9

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Defense
--------------------
AC 28, touch 13, flat-footed 24 (+4 Dex, +11 natural, +4 Armor, -1 size)
hp 82/82 (9d8+36)
Fort +11, Ref +13, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities: Evasion, Devotion

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Offense
--------------------
Speed 40 ft./50 ft. with Longstrider
Melee bite +13 (2d6+6 plus grab) and
2 claws +12 (1d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 1d6+6 plus grab)

--------------------
Statistics
--------------------
Str 24, Dex 18, Con 18, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +14 (+18 grapple); CMD 28 (32 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes, Weapon Focus Bite

Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception

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Special Abilities
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Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiatack / Extra Attack at -5
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.

Animal Growth Ral:

Tigone
Animal Companion
Tigone
N Huge Animal
Init +3; Senses low-light vision, scent; Perception +9

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Defense
--------------------
AC 31, touch 13, flat-footed 24 (+3 Dex, +11 natural, +6 Armor, +3 Barkskin, -2 size)
hp 100/100 (9d8+54)
Fort +13, Ref +12, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities: Evasion, Devotion

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Offense
--------------------
Speed 40 ft./50 ft. with Longstrider
Melee bite +18 (2d6+12 plus grab) and
2 claws +16 (1d6+11 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws +16, 1d6+11 plus grab)

--------------------
Statistics
--------------------
Str 32, Dex 16, Con 22, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +18 (+22 grapple); CMD 32 (36 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes, Weapon Focus Bite

Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception

--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiatack / Extra Attack at -5
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Note that both Grit and Ral should be huge at the moment.

Grit flies forward intent on trying to somehow repair the broken seal if possible or at least delay the complete destruction of the seal to buy some time. Perhaps his stone cunning or elemental form and ability to meld into stone will be of use...

Unless he is told not to do so he commands Raj to attack the viper. Ral, take the viper down! Grit says as he flies towards the seal.

I understand that it may be he has knowledge we need, but I doubt we can get it out of him. And the Tigone will likely do enough non-lethal so that it does not kill him. Plus the viper is out of Pounce range at the moment unless we become hasted

Note he has a fly speed of 60 at the moment.

Spells on:

All:
Delay Poison Communal
Resist Energy Communal - Fire

Grit:
Temp Hit Points - 30
Frostbite
Longstrider
Barkskin +4
Resist Energy Lightning
Resist Energy Cold
Resinous Skin
Echolocation
Freedom of Movement
Stoneskin
Aspect of the Wolf

Ral:
Frostbite
Longstrider
Barkskin +4
Air Walk
Greater Magic Fang
Animal Growth

Grit Elemental:

Init +4; Senses low light vision, Scent; Darkvison Perception +18
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+7 armor, +4 Dex, +6 natural, +2 Deflect, -2 Size )
DR 5/-, elemental traits
hp 150 (10d8+44) +8 con = 40 more hp
Fort +18, Ref +10, Will +15; +2 vs. Poison and Disease
--------------------
Offense
--------------------
Speed 30 ft. Fly 60, Earth Glide
Melee 2 Slams +18 (2d8+10+1d6 acid)
Swift Action Trip
Space 15 ft.; Reach 15 ft.
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 27, Int 13, Wis 20, Cha 12
Base Atk +7; CMB +18, 20 to trip; CMD 34

Elemental Template:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*Immune to critical hits, bleed, paralysis, poison, sleep effects, and stunning.
*Immunity to fire, cold, electricity or ACID (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.

Animal Growth Ral:

In Work


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision
Nnn'tkklik'l wrote:

Grit, I am making a druid (Saurian Shaman) in my other Dark Sun game.

I have a question and my google-fu isn't getting me the answer. When in wild shape, can you go form to form without spending new uses? For instance if my Wild Shape lasts 4 hours, can i be a medium animal, later shape to a small animal, etc. without using more of my daily uses?

No, you cannot do this. Each form requires a new use of the daily shifting ability. That is why I am reluctant to shift from one form to another in this game. Get druid vestments as soon as you can to add one more shift/day. It is worth the cost in most games.

And a note on Saurian Shaman - It was the author's intent that Shamen in general would not be able to shift to another form until 6th level. At that point they shift into their chosen forms like an 8th level druid and into other forms like a 4th level druid. This was his intent BUT the RaW failed to implement this. So basically if you go by Raw you can shift at 4th level like a non-shamen druid. I thought you might want to know...


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

<< I concur. We can deal with that one later IF there is a later. I for one would prefer to take vengeance on this Viper if vengeance is to be had. And I am pleased to know that the enemies teleporter and support caster has deserted them. >>


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Slightly confused. This guy is saying he has not seen Payne but then seems to be suggesting that Payne stabbed the villichi woman. Which is it?

Grit considers the elf's words. Sense Motive: 1d20 + 10 ⇒ (7) + 10 = 17 He then adds It matters not if you are being fully truthful. With what you have helped bring about with your own hand there is no place safe you can teleport to. We are here to stop this thing before it is fully completed if we can. You must help us or you will not survive. Will you help?

Diplomacy Assist: 1d20 + 3 ⇒ (3) + 3 = 6


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Note that Grit's buff's include Communal Delay Poison and Resist Energy Fire on everyone. And I have decided to use the Orb of Jah-hoz to become a huge earth elemental. Never used it and this may be the last dance...

I see no immediate down side to talking...

Grit, already huge tries to further block the passage. Hmm. We have always heard Dote Mal Payne was human but you are an elf. Grit says in a deep gravelly voice. Explain that to start with if you are indeed Dote Mal Payne.

Grit will not assume a huge size if the passage is not large enough to accommodate him. Nor will he cast Animal Growth on Ral if its too small.

Spells on:

All:
Delay Poison Communal
Resist Energy Communal - Fire

Grit:
Frostbite
Longstrider
Barkskin +4
Resist Energy Lightning
Resist Energy Cold
Resinous Skin
Echolocation
Freedom of Movement
Stoneskin
Aspect of the Wolf

Ral:
Frostbite
Longstrider
Barkskin +4
Air Walk
Greater Magic Fang

Grit Elemental:

Init +4; Senses low light vision, Scent; Darkvison Perception +18
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+7 armor, +4 Dex, +6 natural, +2 Deflect, -2 Size )
DR 5/-, elemental traits
hp 150 (10d8+44) +8 con = 40 more hp
Fort +18, Ref +10, Will +15; +2 vs. Poison and Disease
--------------------
Offense
--------------------
Speed 30 ft. Fly 60, Earth Glide
Melee 2 Slams +18 (2d8+10+1d6 acid)
Swift Action Trip
Space 15 ft.; Reach 15 ft.
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 27, Int 13, Wis 20, Cha 12
Base Atk +7; CMB +18, 20 to trip; CMD 34

Elemental Template:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*Immune to critical hits, bleed, paralysis, poison, sleep effects, and stunning.
*Immunity to fire, cold, electricity or ACID (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.

Animal Growth Ral:

In Work


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Finalizing spell selection. If Grit is getting Fly he will use Air Walk on Raj, who has that trick trained but might not do well with flight.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I would not know where to find that list.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Earlier, before spells are prepared

As the party rides Grit speaks to the group the the link Nnn provides. <<We now know this enemy and must prepare for him. I think we can expect similar spell tactics from him: Flight, Stoneskin, invisibility, and Freedom of Movement. Those of us capable of doing so should be prepared to dispel, counter, or otherwise deal with these defenses.>>


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Ready to roll.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

The druid marvels at the huge ray, his heart glad that such a thing exists in his world. As he moves to mount Grit reminds the elder man that should he be able to do so after this mission runs to completion he will return to this camp and help them with their growing for a time. With fresh bread in his hand he climbs the ladder and finds a place to sit, urging his Tigone to join him.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Er, Feeblemind... :)


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Nnn. If you are going to provide that negative energy/death protection again the Grit will memorize a different 5th level spell. They seem to do about the same thing. Thoughts?


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision
DM Under a Dark Sun wrote:


Grit: Loses ring of deflection +1 (although I'm not sure where that came from. I have you getting a +1 deflection from your cloak). Gains belt of constitution +2, amulet of wisdom +2 and ring of deflection +2

Ah, that explains it. I had added a +1 ring to my equipment in Herolab to simulate that bonus. Grit did NOT have a +1 ring. I had simply forgotten where the bonus came from. Sorry for that error.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

No thoughts on the huge cat vs the huge elemental? I guess it depends somewhat on terrain. And DM Under a Dark Sun, what are your thoughts on the Elemental Wild Shape and the Elemental form? Do they simply overlap or might there be some synergies?


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision
Däina wrote:
I can just imagine the last fight being instantly ended by a feeblemind spell. It's so tempting.

Yep. Int based casters may have Will as a good save, but they do not typically have the Wisdom to also back it up. So the -4 from the spell for arcane casters is usually a big enough hit to make the spell a threat. I know when I play a wizard I try to have a ring of Counterspell loaded with Feeblemind by 9th level. :)


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit is pretty happy with his huge kitty form, but he also has this item:

Orb of Jah-hoz:
This fist-sized chunk of red marble can be used by a druid to augment wildshape. By calling on the orb and taking on an aspect of the spirit within, the druid can wildshape into an earth elemental as if his or her druid level was two levels higher than normal. The druid also gains a +4 enhancement bonus to Constitution while in earth elemental form. For 24 hours after using the orb, the druid is treated as two levels lower when using wildshape to take any form other than an earth elemental.

This would let me take the form of a Huge Earth Elemental. I'd gain DR5, and become immune to bleed, crits, and sneak attack. I'd gain +8 Strength, -2 Dex, +4 Con, and +6 NA. In cat form I get +6 Strength, -4 Dex, no Con bonus and +6 NA. So, better strength an con bonuses and less Dex loss.

Attacks would be two slams for +16 to hit for 2d8+10 with a 15 foot reach. I'd gain Earth Glide movement too. But I'd loose grab and the third attack. Plus I'd loose pounce and rake.

Overall the form will be more defensive, but slower. It will have better reach but not grab. I am unsure how Elemental Wild Shape might effect it.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit wonders at the garden, obviously pleased that such a place exists. You have done well here Tarelon. I thank you for your hospitality and hope to find a way to repay you. Perhaps I can help with some of these plants on the return trip, if we are successful that is.

When the option of trading comes up Grit asks We must plan to fight a great foe and his minions. He is a vial defiler and necromancer. If you have any potions, scrolls or other talismans that would provide protection from such magic, or bolster our own resistance then that would be most welcome.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I am a fan of Feeblemind to use against arcane casters. This is a little unusual for me as I usually do not care for "save or suck" spells.

Effectiveness of Telekinesis seems too DM dependent based on my experience.

I do like Wall of Stone too and were we planning on a lot more play I might encourage that way because its fun to build with. :)


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I am good with the recommendations but I am not sure we will ever have another chance trade before the final scene of this game. So if someone can use an item on the trade list take it now. Edit, just read the game post so never mind. :)

Oh, Grit has a +1 ring to give back to the party for use or trade.

I cannot think of anything he might need in the way of new items but will recommend we try to trade for a few consumables like scrolls and potions of some good buffs.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Roger that. I was not sure of the time table.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I was just about to suggest last minute shopping trips. Why would that not work. If Daina is familiar with Tyr and wants to teleport there and back she has to make the % die rolls but IF she rolls well is there a problem?


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Bull Rushing is a standard action (right?) so you do that instead of attack. Combat reflexes gets you more attacks.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit levels to level 10.

Hit Points: 1d8 ⇒ 3 [oh, well]

+1 BAB
+1 to Fort and Will

I gain another 4th and 5th level spell.

I gain another wild shape per day

5 skill points
+1 Perception
+2 survival
+2 Sense Motive


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I like Combat Reflexes Raun, especially for someone with reach.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Taking his Mul form Grit addresses the man I'd follow that one to the end of the earth if need be. Its another fight for me.

Grit could use the Belt of Con, the Circlet of Wisdom and the ring. The wisdom item would grant him another first and 4th level spell so that would be his first pick. I'd think you would want the Torc Nnn. And you should wear the Bracers if we do not have a chance to buy and sell things. But you should also be getting mage armor from Daina daily if you can talk her out of the spell. :)


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Seeing that his animal companion is not harming the creature Grit now sends his tigone away after a last bite attempt. Single Bite and then hasted move away to try to be out of range of whatever it might try - Move of 80.. Grit attempts to hold on to the undead champion and full attacks.

Ral

Bite vs grappled opponent: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 182d6 + 6 ⇒ (5, 1) + 6 = 12

Grit

Maintain Grapple: 1d20 + 16 + 5 ⇒ (16) + 16 + 5 = 37

Bite: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 362d8 + 9 + 1d6 ⇒ (7, 7) + 9 + (2) = 25

claw: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 252d6 + 9 + 1d6 ⇒ (1, 4) + 9 + (6) = 20

claw: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 362d6 + 9 + 1d6 ⇒ (5, 1) + 9 + (5) = 20

Rake: 1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 262d6 + 9 + 1d6 ⇒ (4, 6) + 9 + (6) = 25

Rake: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 242d6 + 9 + 1d6 ⇒ (3, 6) + 9 + (6) = 24

Ral:

Animal Companion
Tigone
N Large Animal
Init +3; Senses low-light vision, scent; Perception +9

--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 22 (+3 Dex, +10 natural, +4 Armor, -1 size)
hp 64/64 (+28)
Fort +10, Ref +11, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion

--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +10 (2d6+6 plus grab) and
2 claws +10 (1d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d6+6 plus grab)

--------------------
Statistics
--------------------
Str 23, Dex 17, Con 18, Int 2, Wis 15, Cha 10
Base Atk +5; CMB +12 (+16 grapple); CMD 25 (29 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes

Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception

--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.

Huge Earth Elemental Dire Tiger:

Huge Dire Tiger:
Init +3; Senses low light vision, Scent; Perception +13
--------------------
Defense
--------------------
AC 29, touch 13, flat-footed 24 (+7 armor, +2 Dex, +6+4 natural, +1 Deflect, -1 Size )
hp 69 (6d8+18)
Fort +9, Ref +6, Will +9; +2 vs. Poison and Disease
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Offense
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Speed 40 ft. +10= 50+ Haste
Melee 2 Claws +15 (2d6+9) + Grab, +15 Bite (2d8+9) + Grab
Pounce, Rake for 2 Claws +15 (2d6+9)
Space 15 ft.; Reach 10 ft.
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Statistics
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Str 28, Dex 14, Con 17, Int 13, Wis 17, Cha 12
Base Atk +5; CMB +15; CMD 31

Elemental Template:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*A 50 percent chance to ignore critical hits, bleed, paralysis, poison, sleep effects, and stunning. The chance to ignore increases to 75 percent at 11th level.
*Immunity to fire, cold, electricity or acid (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.

Elemental Wild Shape
You can infuse your wild shape with the power of the natural elements.
Prerequisite: Wild shape class feature, Knowledge (nature) 5 ranks.
Benefit: When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class feature to add the elemental template to your animal form. This form grants you the following abilities:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*A 50 percent chance to ignore critical hits, bleed, paralysis, poison, sleep effects, and stunning. The chance to ignore increases to 75 percent at 11th level.
*Immunity to fire, cold, electricity or acid (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.

spells on:

Frostbite on Grit and Ral
Longstrider on Grit and Ral
Barkskin on Grit and Ral
Resist Energy Fire (20) Communal
Delay Poison Communal (1 hour)
Resinous Skin
Freedom of Movement
Airwalk
Deathward

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