Owlbear

Moragul Bearskin's page

79 posts. Alias of Crisischild.


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Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

=(


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Moragul cocks his head, examining the wolf. He rather likes wolves. "Eh, maybe we can get it to come with us. But first, the shrine."

Moragul is ready for the shrine!


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Moragul advances!


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Moragul watches and waits...

Moragul will bide his time for now, he doesn't have much in the way of ranged options. Glad you're getting to use a niche spell so early though hope it works out :P


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Oreld's:

"This way." Moragul gestures towards the shrine through the darkness which his orcish eyes easily pierce. The sooner they drop off the refugees, the sooner Moragul can get back to axe work.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Oreld's:

"Come." Moragul grumbles. "Let's get you lot to to the tavern. There's more to save." He turns, ready to lead the assembled crew back into the darkness. "And more to kill."
Everyone was meeting back at the tavern, right?


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Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Actually each individual point of strength effects carrying capacity! I believe that is the only aspect of the game that works like that...


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Oreld's:

I thought Aelethea had DD for some reason. Guess I'm stereotyping elves a criminals! Anyways, I think I'm a bit confused. Who's in the cellar and where does this door go?

Since everyone wants to get through this door so badly, Moragul's axe should make short work of it. He steps up, hefting the axe, and swings at the side of the door near the hinges. And again. And again. Moragul is feeling weak today. It's a good think he likes trees or he would be embarassed.

I believe you automatically hit unattended items and only need to roll for damage: 1d12 + 4 - 5 ⇒ (4) + 4 - 5 = 3
1d12 + 4 - 5 ⇒ (4) + 4 - 5 = 3
1d12 + 4 - 5 ⇒ (8) + 4 - 5 = 7


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Oreld's:

Moragul isn't one for finesse, but he has the keen eyes of an owlbear. "We could just chop through the door..."
Per Trap helper: 1d20 + 7 ⇒ (11) + 7 = 18


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Oreld's:

Moragul hands Tern four of the berries. "Maybe let the cat go first next time." Moragul suggest in a gravelly voice.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Oreld's:

Goodberry is a useful spell Moragul always keeps prepared as he does so much traveling through the forest. The enchanted berries are both nourishing and can heal injuries. After setting aside his axe, the druid fishes out some berries harvested en route out of a pouch and, chanting a few words in Sylvan, waves a sprig of holly over the collected berries, mildly enchanting them with restorative magic. "Here. Give him one of these."
Berries: 2d4 ⇒ (4, 3) = 7


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Oreld's:

Once again Moragul calls on nature to grant him strength and size, quickly growing to tower over the others and bringing his axe down on the gob.
5-foot-step NE. Swift Action Enlarge. Standard Action to Attack.
Great Axe vs Gob: 1d20 + 4 ⇒ (17) + 4 = 21
S Damage: 3d6 + 6 ⇒ (4, 5, 6) + 6 = 21


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Oreld's group (Aelethea, Moragul, Tern):

"Mhhm." Moragul grumbles, advancing into the store with axe in hand. "Looks like you're all alone, gobby."

Moragul will move towards the gobbo.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

"Let's not give the town up for gone just yet." Moragul grumbles in his gravely, baritone voice. Though he is not from Phaendar, he is not a stranger and is familiar with their plan to run into the forest if the - apparantly - hobgoblins attack. "A show of force will probably drive these cowards back. I've yet to meet anyone that willingly faces down a giant bear." The half-orc hefts his large axe.

Should we split into two groups? Or stick together?


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD
GM Two-Hands wrote:
I hope you guys don't feel that I'm rushing you by posting.

That's fine. One of the nice things about PbP is that narrative time-travel is pretty easy.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

On my 'to play' list is an Occultist that uses Phalanx Formation and Shield Brace modeled after Greek hoplites


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Like the spirit of the elk before it, Moragul channels the growth of the mighty Redwoods, doubling in height until his head knocks against the ceiling. He half swings, half thrust his now enlarged axe at the hobgoblin standing in the pit outside and hits despite the difficult conditions. "The front door looks clear to me."

Swift Action to Enlarge. Standard Action to Attack the further back gobbo.

Great Axe (10' Reach): 1d20 + 4 ⇒ (19) + 4 = 23
S Damage: 3d6 + 7 ⇒ (2, 6, 5) + 7 = 20


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Be sure to post on roll 20 and state who your character is so Dos-Manos can assign the right token to you.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Instinctively at the first sign of trouble, Moragul calls on the hastening magic of the elk, lengthening his stride such that his heavier armor does nothing to slow him. He casts a quick glance around for Emiko, but his focus is on the hobgoblins. Tiny hobgoblins, but then everyone is tiny to Moragul. Already on his feet, he looses a gutteral, primal roar which should certainly catch the attention of any of the variously inebriated tavern-dwellers that somehow missed the hobgoblin's dramatic entrance. Rolling his shoulders, he hefts his great axe and rolls his shulders. A dense, short 'cape' of cave bear fur, decorated in the claws of the owlbear slain by Moragul and Emiko sits upon Moragul's shoulders, making for a powerful display. "I was wondering when the entertainment would arrive!"

Standard Action to cast Longstrider. Move Action to move closer to the gobs. I don't like the idea/visual of 'sheathing' a huge axe - I'm actually kind of a historical weapons nerd - so Moragul probably already had it in hand, but if someone objects to that then he'll draw his axe instead of moving.

I'll retroactively add Moragul's arriving-to-town post at some point either later today or early in the AM. Emiko is Moragul's fellow ranger, a kitsune. She can be included in the scenes or not, just thought I'd bring an extra PC along with Moragul since he's from Crystalhurst, not Phaendar.

@Aelethea: Is Shi'ra a wolf or a dog or what? I don't think you've actually said lol. Just for my own personal knowledge. Moragul gets along with wolves.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD
GM Two-Hands wrote:
@Moragul, I'm gonna assume you've made your way to the tavern by now :)

Sorry, game start coincided with big changes in my business, so I've been quite busy. I assure you I am here.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD
"" wrote:
Welcome all!

=}

"" wrote:
1. How would you prefer we handle battle maps? Outside of theater of the mind or a shared google drive map, I really have no idea how else to approach this.

Anything the players can edit like roll20 or google drive is fine. Theater if the mind might not work with seven players.

"" wrote:
2. Any tips for information to keep in your character descriptions? I've trawled through some games and seen people that include current HP, initiative, AC, etc. I like the visibility it provides at a glance, so it would be cool if we could standardize that.

You can see Moragul's header is quite comprehensive. It could also help in combat if you were to keep a spoiler of each PCs current HP for easy reference for the entire party instead of eight people trying to decipher seven headlines between every single post to see if someone is in critical need of healing.

HP:

Bob - 03/17
Joe - 21+3/21
Sally - 16/18

"" wrote:
3. Is everyone happy for me to pre-roll initiative, perception, insight, saving throws when they apply?

Sure. And with seven players, it would probably be best to do two intiative blocks. Initiative determines which party acts first, and anyone can act in any order within their initiative block.

Seven players. Seven skellingtons. The players roll a higher average initiative than the skeletons - even though some individual players rolled lower init than some individual skallingtons - so all the players go first, and they can act in any order. Then the skeletons go and can also act in any order. Then the players go and can act in any order, they don't have to maintain the order they went in last round. This lets players post when they can without having to wait for others players or individual skeletons further up in initiative.

Standard block intiative, with a group going before and a group going after enemies, can work, but can still fall prey to a single missing person grinding the entire thing to a halt when everyone else is ready to move on, and with seven players there are a lot of indiviual gears that can break.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

=)

At work. Will make a better post later.


Here's my drood, a half-orc from Crystalhurst. He and his kitsune friend, Emiko, are in town bringing medicine to Phaendar from Crystalhurst. They're not strangers in town, though their arrival during the festival is coincidental. I'll get an RP post of them arriving in town up... uh... at some point. Hopefully later today.

Moragul Bearkskin:

======Description======
Pic for Inspiration.

Age: 22 | Height: 6'10" | Weight: 318 lbs. | Hair: Medium length shaggy brown hair and beard | Eyes: Brown

Moragul stands taller than most half-orcs. Broad-shouldered with a barrel chest and impressive biceps, one might say he is built like a bear. He has many tribal scars and tattoos; maybe some instinct from his orcish blood made him feel like he needed them. His clothing is of a drab color pallet - he wears a hooded, sleeveless tunic made up of mossy greens and browns to blend in with the forest. The goliath half-orc moves more quietly than one would expect for someone his size. He carries a commensurately large cold iron axe, relying on raw strength to overpower foes of Nirmathas. His bearskin cloak is far too short to offer any real protection from the elements, but decorated as it is with the fangs and claws of predators, it adds to his intimidating stature. His stoic bearing and the half-mask that covers his eyes generally makes it difficult to read him, though he rarely seems overly concerned about anything.

Moragul is quiet, a half-orc of few words. He relates more to animals than with most people. Territorial, he enjoys protecting the borders of the Fangwood and hunting poachers and trespassers. He is dependable, if you can find him to make a request of him. He could be called a guardian of Crystalhurst, but he believes prevention is the best cure and wanders far from his childhood hometown to keep it safe.

======History======
Infant Moragul was found by wandering Varisians at the mouth of a cave near the Lost Mines of the Mindspin Mountains on the western edge of Nirmathas. The boy was unharmed and alone, packed neatly into a basket. Perhaps there was an unknown entrance into the darklands through those caves and his mother thought he would have a better life on the surface. Taking the infant with them the varisians, traveling east through Chernasardo along the southern edge of the Fangwood, accidentally stumbled upon the hidden druid village of Crystalhurst. The Varisians did not particularly want the abandoned half-orc infant and the isolated village did not have many children of its own, and so it was deemed that the child would be taken in by a half-elf couple who had recently lost their baby, Dandridan and Elyenbwynn Erfaren.

Like many young boys, Moragul was not content to sit in class or help with canning fruit. Day after day, he wandered further and further into the Fangwood, exploring and getting into trouble. What use was mathematics and history when the forest provided for all of ones needs? The lad had an innate skill with druidic magic, even showing an affinity for transmutation magics and shapeshifting, much to the delight of the druidic council that led Crystalhurst. At fourteen he joined the Crystalhurst Irregulars - a group of rangers that used druidic magic to keep Crystalhurst hidden and deal with threats of magical beasts and fey. Moragul's natural command of nature magic helped, as did his imposing physicality. He was strong and had great endurance and keen eyes.

When Moragul was twenty, whilst hunting a mad owlbear, Moragul's fellow ranger, a kitsune by the name of Emiko, broke her back in a fall. As Moragul was making up a litter for Emiko, the owlbear, known as Barbathrax, attacked. It was a harrowing battle, Moragul with his greataxe and leather armor and Emiko doing her best from her state of near paralysis to hamper the owlbear with summoned roots and whipping vines, but the pair of young rangers were eventually able to fell the corrupted beast. As the owlbear fell, a human woman appeared from the underbrush as if by magic. Most likely by magic. She introduced herself as Aubrin "the Green", a Chernasardo Warden. She had been impressed by the pairs performance against the owlbear and invited Moragul and Emiko to Phaendar to apply to their elite Warden school.

Two years have passed since the owlbear was slain. Moragul and Emiko are neophyte Chernasardo Wardens. The training process is long and arduous, but the rewards will be worth the effort. The Chernasardo Wardens are the first and last line of defense for the villages and towns within the Fangwood.

Stats:

Moragul Bearskin
Male half-orc druid 1
NG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +6
Aura enlarge
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 13 (1d8+5)
Fort +4, Ref +0, Will +4
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+3/19-20) or
. . greataxe +3 (1d12+4/×3)
Druid Spells Prepared (CL 1st; concentration +3)
. . 1st—enlarge person[D] (DC 13), goodberry, longstrider
. . 0 (at will)—create water, purify food and drink (DC 12), stabilize
. . D Domain spell; Domain Plant (Growth domain subdomain)
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 10, Wis 14, Cha 8
Base Atk +0; CMB +3; CMD 13
Feats Toughness
Traits animal whisperer, magical knack
Skills Acrobatics -3 (-7 to jump), Climb +4, Intimidate +1, Knowledge (geography) +4, Knowledge (nature) +6, Linguistics +1, Perception +6, Survival +8; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc, Sylvan
SQ finesse weapon attack attribute, nature bond (Growth domain), nature sense, orc blood, wild empathy +1
Combat Gear hide armor, dagger, greataxe, holly and mistletoe, spell component pouch
Other Gear backpack, bedroll, belt pouch, belt pouch, blanket, canteen, canteen, 9 gp, 4 sp
--------------------
Special Abilities
--------------------
+2 Ability Score Constitution 12 > 14
Darkvision (60 feet) You can see in the dark (black and white only).
Druid Domain (Growth)
Enlarge (5/day) (Su) Swift action: Enlarge person on yourself.
Intimidating +2 Intimidate.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Orcish Weapon Familiarity Proficient with Falchion and Battle Axe. Treat 'Orc' weapons as Martial.
Spontaneous Casting Convert spells to Summon Nature's Ally.
Trait (Campaign) Animal Whisperer +1 Handle Animal.
Trait (Magic) Magical Knack +2 Caster Level (Druid).
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Possible Build:

Level 1 (Druid) - FCB: +1/3 NA While Wildshaped; Feat: Toughness
Level 2 (Druid) - FCB: +1/3 NA While Wildshaped;
Level 3 (Druid) - FCB: +1/3 NA While Wildshaped; TBD, something to Retrain into Natural Spell post Druid/4.
Level 4 (Druid) - FCB: +1/3 NA While Wildshaped;
Level 5 (Ranger); Feat: Shapeshifting Hunter.
Level 6 (Druid) - FCB: +1/3 NA While Wildshaped;
Level 7 (Druid) - FCB: +1/3 NA While Wildshaped; Feat: Planar Wild Shape
Level 8 (Druid) - FCB: +1/3 NA While Wildshaped;
Level 9 (Druid) - FCB: +1/3 NA While Wildshaped; Feat: Eldritch Claws.
Level 10 (Druid) - FCB: +1/3 NA While Wildshaped;


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Moragul tries to finish off the super-resilient oracle!

Axe vs Oracle (Power attack, Flanking, Inspire Courage): 1d20 + 7 + 2 + 1 - 1 ⇒ (10) + 7 + 2 + 1 - 1 = 19
S Damage: 1d12 + 9 + 1 ⇒ (2) + 9 + 1 = 12


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Oof, I see I didn't add the proper amount of damage for the previous attack. The oracle is hacking my posts!

The oracle's strange resistance to Moragul's axeblade only makes the druid angry.

5-foot-step and attack Oracle.
Axe vs Oracle (Power attack, Flanking, Inspire Courage): 1d20 + 7 + 2 + 1 - 1 ⇒ (11) + 7 + 2 + 1 - 1 = 20
S Damage: 1d12 + 9 + 1 ⇒ (11) + 9 + 1 = 21


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Moragul can't dodge the shards from the oracle's spell, but he shakes off the paralysis from the previous spell, steps up, and obliterates the oracle.

Fort vs Hold Person: 1d20 + 7 ⇒ (17) + 7 = 24
Axe vs Oracle (Power attack): 1d20 + 7 + 1 - 1 ⇒ (15) + 7 + 1 - 1 = 22
S Damage: 1d12 + 1 + 1 ⇒ (11) + 1 + 1 = 13


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Suddenly, Moragul is frozen, his body refusing to follow his commands...

Will: 1d20 + 7 ⇒ (5) + 7 = 12


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

His spear gone, Moragul hefts his greataxe, stepping up and cleaving one of the sprogs in twain.

Move up and attack the one to Moragul's South.
Greataxe (Inspired; Power Attack): 1d20 + 7 + 1 - 1 ⇒ (18) + 7 + 1 - 1 = 25
S Damage: 1d12 + 9 + 1 ⇒ (2) + 9 + 1 = 12


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Moragul ignores the scrabbling of all the troggs and draws the spear he had enchanted earlier in the day. He aims for the spellcaster, assuming it to be the most dangerous, and throws the spear, discharging its' magical enchantment to enhance the attack.

Move Action to draw the spear. Standard Action to use the Huntsmaster's Spear special attack vs the oracle. I'm subtracting 4 from the ranged attack since I assume the caster has soft cover from all the troggs standing in front of Moragul.

Huntsmaster's Spear: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
P Damage: 1d8 + 5 + 2d6 ⇒ (3) + 5 + (2, 3) = 13

Crit Conf: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
Crit Damage: 2d8 + 10 + 4d6 ⇒ (3, 1) + 10 + (1, 3, 6, 1) = 25

Huntsmaster's Spear spell Link


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Moragul swings his axe at the trogg, but he's just as surprised by the trogg as the trogg is by him, and he misses.

Use Animal Aspect Bull as Swift Action; Attack as Standard Action
Greataxe vs Trogg: 1d20 + 6 ⇒ (7) + 6 = 13
S Damage: 1d12 + 9 ⇒ (7) + 9 = 16


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Moragul finds the location of the merchant odd.

Looks good to me.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Yeah let's sell first. There was a Ring of Protection in the trog chamber Moragul searched that should either go to Moragul or Darry. I think that's the only thing unclaimed that I'm interested in.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

"I'd say it's just trogg nonsense, but that all sounds a little high concept for troggs." Moragul says. "Most of the things you hear about coming from the darklands are bad."

Looks like this room extends south? Move south whence everyone is ready.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

"I wonder how these undead got down here. Seems strange for them to be trapped in this small room."

Per: 1d20 + 8 ⇒ (20) + 8 = 28
Nice shield here. Does Darry use shields?
East door next, please!


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Moragul hefts his axe. "We will put these abominations to rest. They cannot be allowed to continue to exist."

Moragul is ready to engage.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

West please!


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Moragul opens the hidden door, if he can.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

"I hear... maybe machines, through this door. Is everyone ready to proceed?" He glances at Faerieth.

Moragul can get half bull's strength with the animal Animal Focus. Probably better to give em to Faerieth if she's gonna mix it up in melee with shillelagh.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

As far as gelatinous cube encounters go, that was pretty tame.Heal Skill(?): 1d20 + 6 ⇒ (16) + 6 = 22

Moragul doesn't know anything about (hopefully) temporary paralysis. He props the elf up in a sitting position against the cave wall. "Well, I don't see how it could have damaged your nervous system. Probably just temporary." There are various fish and frogs that can temporarily paralyze attackers. Since she's still breathing, it doesn't seem to be an emergency.

While waiting for Faerieth to come round, Moragul inspects one of the hidden doors.

Moved Moragul to the western door.

Moragul also has a partially charged Wand of CLW. We good on healin' for a while =)


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Can't you take an AoO against a jelly boy when it tries to eat you instead of trying to avoid it? I'll do that if I can If it tries to eat Moragul again. It can't have that much health left.

AoO: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15
1d12 + 9 ⇒ (7) + 9 = 16


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Moragul slices into the cube again, with no idea if he's actually effecting it.

Power Attack: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23
S Damage: 1d12 + 9 ⇒ (7) + 9 = 16


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

"Is the lore of monsters not your purview, bard?"


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

"Some kind of... blob." Moragul says, unimpressed. He drops his spear since the blob clearly isn't a troglodyte, draws his greataxe, and swings it through the gelatinous body of the thing with great strength.

I was gonna move away and cast Stone Call to slow it down, but I don't wanna abandon Faerieth. Free Action to Drop spear, Swift Action to use Animal Focus (Bull), Move Action to Draw greataxe, Standard Action to Attack.

Greataxe (Power Attack): 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14
S Damage: 1d12 + 9 ⇒ (11) + 9 = 20


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Moragul kneels near the statue, looking for signs of life. "I don't know much about troglodytes but I assume the higher ranking ones will be deeper within the earth. Expect trouble."

Survival (Footprints): 1d20 + 9 ⇒ (5) + 9 = 14


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Sounds good!


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Moragul has 18 str. I'm sure he can handle the lil snickerdoodle.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Alright, I've added the ring of natural armor to Moragul. If no one is using that spear you guys have on the loot sheet, Moragul will take it for the day and cast Huntsmaster's Spear, since it looks like we have more trogs in our future. And sure, he'll take the scroll of hold animal. Might come in handy.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

The trogs prove to have more of value than Moragul expects. Probably stole it all. It will keep them going a little longer, at any rate. He follows into the great pit, curious what lies below.

Per for the Central Chamber: 1d20 + 8 ⇒ (16) + 8 = 24
Onward.


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Moragul doesn't know that much about troggs, but he doubts they have much of value to the refugees here. "We'll have an advantage against anything crawling out of the pit. This is as good a place to break as any. Aside from the smell."

Perception (Anything interesting in the boss room besides the super-spooky pit?: 1d20 + 8 ⇒ (14) + 8 = 22


Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Despite the distraction offered by the summoned pup, Moragul's next strike misses the big trog.

Greataxe (Flanking): 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
S Damage: 1d12 + 4 ⇒ (3) + 4 = 7

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