Toshigami

Summoned Ally's page

17 posts. Alias of Kartari.


RSS


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Backtrack to Round 13 a moment...

Seeing Jhod head into the solid rock, the earthen creature follows right after him, likewise melding into the wall...

Not sure if it can or not, but the earth elemental may as well take one final swing as a Charge [full round action] at Jhod... it does have the ability to burrow through solid rock as if it were water after all.
Slam Attack: 1d20 + 6 + 2 + 1 + 1 - 1 ⇒ (20) + 6 + 2 + 1 + 1 - 1 = 29
Slam Damage: 1d6 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 13
Crit Confirm: 1d20 + 6 + 2 + 1 + 1 - 1 ⇒ (15) + 6 + 2 + 1 + 1 - 1 = 24
Extra Crit Damage: 1d6 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9

Edit: Added charge attack just in case... damn, this earth elemental has been really brutal this combat, second crit threat in only three rounds!


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Round 11

AoO vs necromancer:
Slam Attack: 1d20 + 6 + 1 + 1 - 1 ⇒ (2) + 6 + 1 + 1 - 1 = 9
Slam Damage: 1d6 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11

...

Round 12

Surprised by the sudden disappearance of its adversary, the earthen creature makes haste to engage the enemy of its summoner...

Double move into melee with Jhod, provoking an AoO from him.


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Round 11

The rumbling earth culminates in the sudden eruption from the ground of a solidly built humanoid of wood, vine, root and stone. It's yellow-green eyes peer at the abomination of nature. Suddenly, it charges forth towards the necromancer. Though small in stature, it raises a relatively massive arm to strike the skeletal fiend with immense power, smacking it dead in its undead chest.

Charge & power attack the necromancer:
Slam Attack: 1d20 + 6 + 2 + 1 + 1 - 1 ⇒ (20) + 6 + 2 + 1 + 1 - 1 = 29
Slam Damage: 1d6 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12
Confirm Crit: 1d20 + 6 + 2 + 1 + 1 - 1 ⇒ (8) + 6 + 2 + 1 + 1 - 1 = 17
Extra Crit Damage: 1d6 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12
Mods: charge, earth mastery, bless, power attack... I forget if we had any other bonuses?

Small Earth Elemental stats

Note: Rather than draw a square, perhaps the GM has an icon to place in melee with the necromancer? Please leave enough room for Connor, thanks.


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Round 7

Before disappearing, the strange creature strikes at the fleeing Stag Lord...

AoO: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Crit Confirm: 1d20 + 4 ⇒ (18) + 4 = 22
Extra Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Round 6

The shimmering creature rises slowly up over the unconscious Svetlana. As it seems to hone in on the Stag Lord once more, a rock from the pile which Aldarion recently rained down upon the ground begins to quiver... and then suddenly shoots forth towards the disgruntled bowman.

Unfortunately, the drunken man dodges the attack.

And the aetherial being then begins to shimmer out of existence...

Telekinetic Throw, rock attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Round 4

The shimmering, strange creature seems to turn its attention towards the Stag Lord. The air between them seems to shimmer for a moment... it appears that Svetlana, who hangs precariously over the edge of the tower from the thug gang's drunken leader, has suddenly been jerked by an invisible force from the Stag Lord's grasp...

Use Telekinetic Maneuver ability: Make a ranged CMB to steal or grapple (GM's call - I am not sure which is more appropriate here) Svetlana from the Stag Lord's grasp... assuming this means the aether elemental can safely carry her back down to the ground, of course, lol (it says it works like telekinesis, so I guess yes). It will fly closer up if necessary, though the maneuver itself is ranged. small aether elemental stats
CMB, Steal or Grapple?: 1d20 + 4 ⇒ (12) + 4 = 16


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Round 3

Shimmering into existence, a bizarre entity materializes beside the big creature and below the tower where Svetlana hangs above. It seems formed from some kind of interwoven, translucent threads of an unusual multicolored... material?

The shimmering, multicolored... thing seems to flash and try to distract the owlbear away from Connor...

Ready Action: If owlbear tries to hit it use Telekinetic Invisibility [std] (like invisibility, including concealment), otherwise if Stag Lord drops Svetlana, use Telekinetic Maneuver [std] to save her from her fall with a CMB check to catch her.

Note: I placed it on the map as a black square.


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Round 3

The swarm of bats mercilessly follows after the remaining hobgoblin. Bits of flesh are slashed as they encircle him, squealing and splattering blood droplets in all directions.

Move 10 ft. [move] and swarm attack the remaining hobgoblin [std]. Takes 2 bleed damage per turn now, and must make Fort save vs DC 11 or be nauseated for 1 round.
Swarm Damage: 1d6 ⇒ 3


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Round 2

Hundreds of tiny bats appear from the shadows of the tree canopies near Zeke. They spiral downwards, squealing loudly as they overtake two of the mercenaries attacking the scout. Many tiny teeth and claws scratch away at them, drawing much hobgoblin blood.

Move in [move] and swarm attack two hobgoblins [std]. Both take 1 bleed damage per turn and must make Fort saves vs DC 11 or be nauseated for 1 round.
Swarm Damage (left): 1d6 ⇒ 5
Swarm Damage (right): 1d6 ⇒ 3

I drew a 10 by 10 ft. square on the map to indicate the bat swarm's space occupancy.


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

The great vermin positions itself between the orb and the party, assaulting it if it tries to approach any one of them before returning to the earth once more.


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Round 2

Bursting forth from the earth beside Connor, a great centipede creeps up towards the nearest standing bandit. It's mandibles seek out flesh to gnaw on...

[move act] Move up to the nearest bandit, [std act] attack bandit:
Bite Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Bite Damage: 1d6 - 1 ⇒ (1) - 1 = 0 <-- min. 1, plus bandit must make Fort save vs DC 13 or suffer poison


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Something is coming... :o


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Round 4

The remaining monkey from a tree branch, angered at the troll's rude behavior, reaches for its... behind. Yes, indeed... with poo in hand, it flings it at the troll's face, aiming for its eyes...

Too angry is the monkey, perhaps, as the poo harmlessly (yet equally disgustingly) is flung instead in the direction of Zeke. And the monkey rejoices with jubilant cheer before vanishing into the ether from whence it came.

Attempted an (improvised) ranged dirty trick maneuver to temporarily blind the troll for a round... though not doing anything useful with that roll, lol:
CMB, Dirty Trick: 1d20 ⇒ 1


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Round 2

As the humanoid-shaped tree root's beady little eyes blink with sudden consciousness, its head tilts to look around and discern the situation. It springs to action, tilting its spear-like appendage and circling round one of the mites. It stabs at the nasty blue devil with a solid strike.

5 ft. step [free]. Attack nearest mite[standard]:
Longspear Attack: 1d20 + 1 ⇒ (17) + 1 = 18
Longspear Damage: 1d6 ⇒ 3


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Round 3

...and the thick root of the great sycamore at last forms into a roughly humanoid form. A nearby, discarded orange peel happens to cap its head. Short, thin, and green, this small plant-person wields a spear, formed as well from the sycamore's root. Tendrils of fungus dangle from its arms, midsection, and legs.

The creature turns its head to one side, blinking a couple of times as if judging the situation carefully. It then readies its spear, and charges into melee... thrusting upwards as best it can into the side of the great vermin.

Charge the giant centipede (mods: charge, flank):
Longspear Attack: 1d20 + 1 + 2 + 2 ⇒ (10) + 1 + 2 + 2 = 15
Longspear Damage: 1d6 ⇒ 4


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Round 4

The plant creature withdraws. It returns back into the ground from whence it came...


Small Earth Elemental HP: 13/13 | AC: 17 | T: 10 | FF: 17 | CMD: 13 | Fort: +4 | Ref: -1 | Will: +3 | Init: -1 | Perc: +4DT | Rounds: 0/3

Round 3

The earth gives way as green tendrils burst forth from below. This patch of vines is ornamented with beautiful crimson and violet flowers, the petals of which seem to bear tiny faces.

The plant creature's tendrils pull it closer to the worg. Its petals release a pollen-like substance into the air around it, which now latch onto the worg. Some are breathed in by the snarling beast...

Move into melee with worg [move action]. Use Soporific Pollen ability [standard action] on worg: DC 14 Will save, or fall asleep for 1d3 minutes:
Minutes of Sleep: 1d3 ⇒ 3