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Celestial: SR15, DR10/good, resist electricity, acid, cold 15 Aerial:
DR5/-, Resist electriicity 20 ![]() The elephants close in once again and try to gore death! Will saves:
They need nat 20's so just rolling 4d20 4d20 ⇒ (17, 7, 5, 2) = 31 All of them are affected
Attacks: I am pretty sure that they need nat 20's to hit this thing given they are attacking at +20 so I am just going to roll the bare dice and see 2d20 ⇒ (6, 16) = 22
Looks like they all miss
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Celestial: SR15, DR10/good, resist electricity, acid, cold 15 Aerial:
DR5/-, Resist electriicity 20 ![]() The elephants lash out! Gore, flank, pa: 2d20 ⇒ (1, 1) = 2 +19
Gore, flank, pa: 2d20 ⇒ (3, 13) = 16 +19
Gore, flank, pa: 2d20 ⇒ (7, 6) = 13 +19
Gore, flank, pa: 2d20 ⇒ (5, 7) = 12 +19
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Celestial: SR15, DR10/good, resist electricity, acid, cold 15 Aerial:
DR5/-, Resist electriicity 20 ![]() Having had no success trampling him the elephants try and batter him to death! Two fly over and behind death, two can reach him with a 5' step, given their reach. With 160' fly speed they can get oround him without provoking which I assume they would do given what he did to them last turn Will saves:
Rolling at +5 with 2 negative levels, they all fail White: 1d20 ⇒ 6 Blue: 1d20 ⇒ 13 Red: 1d20 ⇒ 14 Green: 1d20 ⇒ 8 Attacks: All attacks include power attack, the negative levels and the -1 from the Pillar Blue Gore: 1d20 + 17 ⇒ (13) + 17 = 30
White Gore: 1d20 + 17 ⇒ (10) + 17 = 27
Red Gore, flank: 1d20 + 19 ⇒ (11) + 19 = 30
Red Slam, flank: 1d20 + 18 ⇒ (19) + 18 = 37
Green Gore, flank: 1d20 + 19 ⇒ (3) + 19 = 22
Green Slam, flank: 1d20 + 18 ⇒ (3) + 18 = 21
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Celestial: SR15, DR10/good, resist electricity, acid, cold 15 Aerial:
DR5/-, Resist electriicity 20 ![]() MOOOOOOOOOO Each flying elephant has a flight speed of 80' giving them a trample range of 160' which should be enough for each of them to get over there and try and stomp on him. Death can either make an opportunity attack at -4 (if he has combat reflexes or can otherwise react) or take a reflex save for half damage. Their trample DC is 31, possibly 1 lower if they have to save against the pillar effect. Here are four saves in case they do Will saves:
Will, red: 1d20 + 7 ⇒ (20) + 7 = 27 Will, green: 1d20 + 7 ⇒ (8) + 7 = 15 Will, yellow: 1d20 + 7 ⇒ (1) + 7 = 8 Will, blue: 1d20 + 7 ⇒ (5) + 7 = 12 Trample: Trample damage is: Trample, red: 2d8 + 21 ⇒ (8, 3) + 21 = 32 +2d6 ⇒ (5, 2) = 7 electricity
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Celestial: SR15, DR10/good, resist electricity, acid, cold 15 Aerial:
DR5/-, Resist electriicity 20 ![]() MOOOOOOOOOOOOO Red Attacks:
Slam, flank, pa: 1d20 + 22 + 2 - 3 ⇒ (18) + 22 + 2 - 3 = 39
Gore, flank, pa: 1d20 + 23 + 2 - 3 ⇒ (12) + 23 + 2 - 3 = 34
Green Attacks: Slam, flank, pa: 1d20 + 22 + 2 - 3 ⇒ (7) + 22 + 2 - 3 = 28
Gore, flank, pa: 1d20 + 23 + 2 - 3 ⇒ (14) + 23 + 2 - 3 = 36
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