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HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() A column of ice forms out of the swamp water, growing to a height of almost four feet. It gradually takes the shape of an ape-like creature, and strikes at the rear of the shambling creature! Slam -1 Power Atttack, +1 Bless, +2 Flank: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 ...meh. Sadly I am unable to change the avatar of the critter right now but it is an ice elemental. ![]()
HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() A rocky shape shimmers into being behind the wisp, and it strikes at the strange orb with a fist-like blob of stone! Slam +2 Flank, -1 Power Attack: 1d20 + 8 + 2 - 1 ⇒ (13) + 8 + 2 - 1 = 22 ![]()
HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() "OOOOOUUUUHHHH!!" The elemental steps away from Weyve to get a better angle of attack against the undead creature, and then attacks with a rocky fist! 5' step then attack. Slam +2 Flank, +1 Earth Mastery, -1 Power Attack: 1d20 + 8 + 2 + 1 - 1 ⇒ (7) + 8 + 2 + 1 - 1 = 17
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HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() Behind the enormous shark, water begins to swirl into a vortex until an elemental appears! The elemental immediately recognizes the shark as an enemy, and attacks. Slam +1 water mastery +2 flank -1 power attack: 1d20 + 7 + 1 + 2 - 1 ⇒ (10) + 7 + 1 + 2 - 1 = 19
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HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() The elemental switches targets and circles around, flanking the Sahuagin (with Terana). With an 80' swim speed I assume that's possible. Slam +1 water mastery +2 flank -1 power attack: 1d20 + 7 + 1 + 2 - 1 ⇒ (10) + 7 + 1 + 2 - 1 = 19
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HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() A water elemental appears and attacks the nearest Sahuagin! Flanking with Terana if that's possible. Slam +1 Water Mastery +2 Flank: 1d20 + 7 + 1 + 2 ⇒ (3) + 7 + 1 + 2 = 13 ...meh. ![]()
HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() Almost forgot: The last elemental continues to attack the Chuul. Curly +1 Water Mastery -1 Power Attack: 1d20 + 7 + 1 - 1 ⇒ (19) + 7 + 1 - 1 = 26 That better be a hit!
Time Remaining:
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HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() The remaining elementals each slide sideways through the water, and strike at the Chuul from either side! Curly +2 Flank +1 Water Mastery -1 Power Attack: 1d20 + 7 + 2 + 1 - 1 ⇒ (3) + 7 + 2 + 1 - 1 = 12
Time Remaining:
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HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() The water elementals (Larry, Curly, and Moe) move up to the pool and attack anything that might be hostile. Time Remaining:
I will roll attacks for them when you let me know what they find. ![]()
HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() The elemental shifts slightly to the south and attacks the remaining Draugr. Now flanking with Gideon and technically Terana too, though the critter has cover from Terana. If Gideon attacks, then moves out of the way before Terana attacks then that would be ideal. Slam vs. Yellow +1 water mastery, -1 Power Attack, +1 bless, +2 flank: 1d20 + 7 + 1 - 1 + 1 + 2 ⇒ (5) + 7 + 1 - 1 + 1 + 2 = 15
Might be a hit, but probably not. ![]()
HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() The elemental rises out of the water and turns on the Draugr. Slam vs. Yellow +1 water mastery, -1 Power Attack, +1 bless: 1d20 + 7 + 1 - 1 + 1 ⇒ (12) + 7 + 1 - 1 + 1 = 20
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HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() BTW, I'm not going to bother rolling for the dolphin as I'm pretty sure it can't hurt the elemental. But it will attack anyway, seeing as it's the only enemy around. It has 1 HP left. ![]()
HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() The celestial dolphin rams Eliza with its snout. Using its smite evil ability. +2 to damage unless she is not evil. Hopefully she is now entangled by the shadow trap. Slam: 1d20 + 4 ⇒ (12) + 4 = 16
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HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() fly: 1d20 + 8 ⇒ (9) + 8 = 17 The silver eagle launches into the air and manages to hover in place. It shuffles slightly to the side to strike from behind. Then, with another screech it attacks! 5' step to flank with Calvin, then full attack. Talon 1 +2 flank: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Talon 1 damage +1 smite: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Assuming Talon 2 was not a hit. ![]()
HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() I placed the eagle flanking with Gideon because I don't think I can see the square that flanks with Calvin from where I am. This appears he can appear above the bookcase or in the space with it (it is a small creature). "Skreeeeeeeeeeeee!" With a screech the eagle attacks! Full attack and using Smite Evil. Talon 1 +2 Flank: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
damage talon 1 +1 Smite: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Fly DC 15 to hover: 1d20 + 8 ⇒ (1) + 8 = 9 After the attack the Eagle lands on the bookshelf. ![]()
HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() As soon as they are able, the Aurochs charge and begin trampling the halflings. Aurochs 1 Trample reflex DC 19 for 1/2 damage: 2d6 + 12 ⇒ (4, 5) + 12 = 21
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HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() A silvery eagle appears behind one of the skum, flanking it with Gideon. With a screech it slashes at the skum! Attacking with smite evil for +1 damage per hit. talon 1 +2 flank: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
I'm guessing #1 and #3 are hits. talon 1 damage: 1d4 + 2 ⇒ (3) + 2 = 5
So that's 8 damage, or 10 if they are evil. ![]()
HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() fly check to hover: 1d20 + 9 ⇒ (3) + 9 = 12 The eagle breaks off and flies to one side of the darkmantle, pecking at it with its beak. Can't stay in the same spot and multiattack, so fly 10' and bite at the darkmantle once the eagle is flanking with Calvin. Bite +2 flank: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
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HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() "Sssskkkkrrrreeeeee!" A silver eagle appears in midair and with a screech it tears into one of the darkmantles. It is a celestial eagle so it will use smite evil for +1 damage per hit if the darkmantles are evil. All attacks are +2 for flanking. Fly DC 15 to hover in place: 1d20 + 9 ⇒ (8) + 9 = 17 talon 1: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
I'm guessing there are two hits here. damage talon 2: 1d4 ⇒ 3 +1 if darkmantle is evil
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HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() Whether or not the boar is entangled... The eagle screeches and claws at the boar. talon: 1d20 + 3 ⇒ (19) + 3 = 22
fly DC 15 to hover: 1d20 + 8 ⇒ (5) + 8 = 13 The eagle flutters and tries to balance in the air, but fails and instead settles to the ground in front of the boar. ![]()
HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() A silver eagle with gold tips on the ends of its feathers appears on a tree branch! It waits for a moment as the shots streak down from various crossbows, and then with a screech it swoops down at one of the boars! talon +2 charging: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
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HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() "Sssskkkkkrrreeeeeee!" The eagle screeches as it attacks the goblin in front of it. It's eyes flash visibly with anger. Assuming the goblins are evil, so the eagle will use smite evil for an extra +1 damage per hit. If I can flank with Calvin (or anyone else) I will for an extra +2 to hit (not included in rolls below). talon 1: 1d20 + 3 ⇒ (14) + 3 = 17
talon 1 damage: 1d4 + 1 ⇒ (4) + 1 = 5
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HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() EltonJ wrote: You smashed through the elf. ... GM: don't forget the Aurochs. The elves get a new save against his trample. As long as the elves stay in a line the Aurochs will just keep going back and forth. ![]()
HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() EltonJ wrote:
I'll assume then that the Aurochs was summoned off to the left of the three elves side-by-side (top of map), and ran through them and is now to the left. *snort!* The Aurochs turns around, stomps the ground a few times, and charges back again, overrunning the elves once again. Trample Reflex DC 19 for half damage: 2d6 + 12 ⇒ (5, 5) + 12 = 22 ![]()
HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() The huge bull looks around until it spots the nearest group of elves, and it charges. Attempting to trample some elves. If the Aurochs can get more than one elf in it's trample line then that is what it will go for - it will try to get as many elves as possible. Total move distance is 80'. Trample Reflex DC 19 for half damage: 2d6 + 12 ⇒ (3, 6) + 12 = 21 Creatures can make AoO's at -4 but if they do they get no save vs. trample. Trample ability: Trample (Ex) As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 creature's HD + creature's Str modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. ![]()
HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() "A-a-a-a-ackkk!" The dolphin's eyes flash with a white glow, and it strikes at the Grindylow with its snout. Activate Smite (from celestial template) against the Gridylow and then attack. slam +2 flank: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Probably not... ![]()
HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() "UrrrraaaAAA!" The elemental turns towards the nearest plant, and rushes forwards. Will charge if possible but otherwise just move and attack. If a charge is allowed add +2 to its attack roll and -2 to AC. slam, Power Attack -1, Earth Mastery +1: 1d20 + 8 ⇒ (6) + 8 = 14
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HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c
![]() The elemental hunches down and prepares to charge. Readying an action to charge as soon as the enemies are within range. Charge distance is only 40'. Readied Charge: Slam, Charge +2, Earth Mastery +1, Power Attack -1: 1d20 + 10 ⇒ (15) + 10 = 25 damage, power attack +3, Earth Mastery +1: 1d6 + 11 ⇒ (5) + 11 = 16 |