Kaiju, Mogaru

Summoned Monster!!!!'s page

19 posts. Alias of Jeremy Clements.


RSS


AoO!
Pile-O-Crap-Trap!
Melee Slashing Attack with +5ft reach: 1d20 + 15 ⇒ (6) + 15 = 21
Slashing Damage-Crit on a 19-20!: 1d8 + 15 ⇒ (4) + 15 = 19

I don't think that's good enough. I can't roll decently to save my life lately...


With a 'CRUNCH-SKREEEEEE, CRUNCH-SKREEEEEE...' the 'Pile-o-Crap-Trap' scrapes its bulk across the stained floor of the slaughterhouse towards the Div, reaching out with a blood-stained scythe on a heavy chain and a wooden beam-arm with pitchfork welded to its end!

NOTE: A creature of its size I think it normally has about a 15 foot reach? But I'll leave that up to the GM to decide...

Melee Slashing Attack with +5ft reach: 1d20 + 15 ⇒ (11) + 15 = 26
Slashing Damage-Crit on a 19-20!: 1d8 + 15 ⇒ (7) + 15 = 22
+
Melee Piercing Attack: 1d20 + 15 ⇒ (4) + 15 = 19
Slashing Damage-×3 multiplier on crits!: 1d8 + 15 ⇒ (6) + 15 = 21

78 HPs left; 13 rounds animation duration left!


Animated Object:Initiative!: 1d20 - 2 ⇒ (17) - 2 = 15

Huge Crap-tastic, Broke-ass-pile-of-Trap!(Animated Object!)
N Huge construct
Init -2 Senses darkvision 60, low-light vision; Perception -5
~
DEFENSE
AC 15, touch 6, flat-footed 15 (-2 Dex, +9 natural, -2 size)
hp 78 (7d10+40 +size)
Fort +2, Ref +0, Will -3
Defensive Abilities:
Hardness 5
Immune (Construct Traits)
CMB +19 CMD 27
Speed 30 ft.
Combat:
Melee Slashing Attack +15 (1d8+15)-Crit on a 19-20! (+5 ft Extra Reach)
+
Melee Piercing Attack +15 (1d8+15)-×3 multiplier on crits!
~
4 Construct points!
*Additional Attack (Ex, 1 CP): Gains an additional slam attack.
~
*Slashing Attack (Ex, 1 CP): Replace one slam attack with an attack that does slashing damage and has either a 19–20 threat range (for blade-like attacks) or a ×3 threat multiplier (for axe- or scythelike attacks). Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on slashing attacks.
~
*Exceptional Reach (Ex, 1 CP): The object gains +5 feet of reach with one melee attack. Increase reach on all attacks for an additional +1 CP.
~
*Piercing Attack (Ex, 1 CP): Replace one melee attack with an attack that does the same amount of piercing damage and has a ×3 multiplier. Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on piercing attacks.


Slam Attack! w/Metal Mastery!: 1d20 + 5 + 3 ⇒ (6) + 5 + 3 = 14
Bludgeoning + Lightning: 1d4 + 1d3 ⇒ (1) + (3) = 4
Miss Chance?: 1d100 ⇒ 61

Slam Attack! w/Metal Mastery!: 1d20 + 5 + 3 ⇒ (5) + 5 + 3 = 13
Bludgeoning + Lightning: 1d4 + 1d3 ⇒ (2) + (2) = 4
Miss Chance?: 1d100 ⇒ 11

Slam Attack! w/Metal Mastery!: 1d20 + 5 + 3 ⇒ (15) + 5 + 3 = 23
Bludgeoning + Lightning: 1d4 + 1d3 ⇒ (3) + (2) = 5
Miss Chance?: 1d100 ⇒ 40


Keldor's 3x Lightning Elementals are fanning out and attacking cameras on the three corners designated on the map.

NE Corner Camera
Slam Attack! w/Metal Mastery!: 1d20 + 5 + 3 ⇒ (7) + 5 + 3 = 15
Bludgeoning + Lightning: 1d4 + 1d3 ⇒ (1) + (2) = 3
Miss Chance?: 1d100 ⇒ 69

SE Corner Camera
Slam Attack! w/Metal Mastery!: 1d20 + 5 + 3 ⇒ (11) + 5 + 3 = 19
Bludgeoning + Lightning: 1d4 + 1d3 ⇒ (3) + (2) = 5
Miss Chance?: 1d100 ⇒ 85

SW Corner Camera
Slam Attack! w/Metal Mastery!: 1d20 + 5 + 3 ⇒ (2) + 5 + 3 = 10
Bludgeoning + Lightning: 1d4 + 1d3 ⇒ (2) + (2) = 4
Miss Chance?: 1d100 ⇒ 75

This could take a while!


Three small dark clouds, streaking with electrical flashes, begin to form in the hall before the approaching miasma of poison.

Small Lightning Elemental:

CR 1

XP 400
N Small outsider (air, elemental, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +5, Will +0
Immune electricity, elemental traits

OFFENSE

Speed fly 100 ft. (perfect)
Melee slam +5 (1d4 plus 1d3 electricity)
Special Attacks metal mastery, spark leap

STATISTICS

Str 10, Dex 15, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Escape Artist +6, Fly +12, Knowledge (planes) +1, Perception +5
Language Auran

SPECIAL ABILITIES
*Metal Mastery (Ex)
A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).

*Spark Leap (Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

*Elemental Traits
An elemental has the following features.
~Immunity to bleed, paralysis, poison, sleep effects, and stunning.
~Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
~Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
~Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
~Elementals do not breathe, eat, or sleep.


Using the small elemental as a launching point, the dinosaur leaps over the man to land behind him...

Acrobatics: 1d20 + 11 ⇒ (17) + 11 = 28


The dino moves quickly through the doorway across the grease at the one reloading...
"HreeeeeeeyYYYYYAAAAssssssss!

Acrobatics(DC10)=Auto success!: 1d20 + 11 ⇒ (16) + 11 = 27

Talon 1: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


Fort: 1d20 + 6 ⇒ (12) + 6 = 18


Screaming, the dinosaur tears into the man!

Bite: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Talon 1: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Talon 2: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


With a screech, the dino turns!

Talon 2(AoO): 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


The summoned Dino leaps at the intruder!

Talon 1(Leap Charge): 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Damage w/Charge: 2d6 + 2 ⇒ (5, 4) + 2 = 11

AC 15, touch 14, flat-footed 12; CMD 15
hp 22
Fort +6, Ref +6, Will +3
Defensive Abilities: evasion; SR:7; Resist: Cold, Acid, and Electricity: '5'


The dinosaur is almost going crazy trying to harm this large human!

Bite w/Smite and Flank: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Damage w/Smite: 1d4 + 1 ⇒ (2) + 1 = 3

Talon 1 w/Smite+Flank: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Damage w/Smite: 1d6 + 1 ⇒ (3) + 1 = 4

Talon 2 w/Smite+Flank: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Damage w/Smite: 1d6 + 1 ⇒ (3) + 1 = 4


The dinosaur continues his attacks!

Bite w/Smite and Flank: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Damage w/Smite: 1d4 + 1 ⇒ (2) + 1 = 3

Talon 1 w/Smite+Flank: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Damage w/Smite: 1d6 + 1 ⇒ (6) + 1 = 7

Talon 2 w/Smite+Flank: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Damage w/Smite: 1d6 + 1 ⇒ (5) + 1 = 6

Looks like a bunch of nothing there.


@GM: Please add a token for the Velociraptor in Roll 20? Assuming he will be there long enough to matter...

With a flash of blue light, the scaled predator hisses and leaps at the large figure's unsuspecting back!

Swift action to activate Smite Evil! Leap Charge! -Note I'm assuming here that the guy is evil. Now let's hope his AC sucks because he charged me.

Bite w/Smite and Charge: 1d20 + 6 + 2 + 2 ⇒ (13) + 6 + 2 + 2 = 23

Damage w/Smite and Charge: 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6

Talon 1 w/Smite: 1d20 + 6 + 2 + 2 ⇒ (7) + 6 + 2 + 2 = 17
Damage w/Smite and Charge: 2d6 + 2 + 2 ⇒ (5, 4) + 2 + 2 = 13

Talon 2 w/Smite: 1d20 + 6 + 2 + 2 ⇒ (11) + 6 + 2 + 2 = 21
Damage w/Smite and Charge: 2d6 + 2 + 2 ⇒ (5, 6) + 2 + 2 = 15

Its considered a CR2 creature, but it has 3d8 'Dice' for its hit points. If its 'official' HD is 3 then add an additional +1 to hit for it on all the smite attacks.


Giant Ant Workers move along the walls and to the nearest spaces to attack the strange creatures!

Melee bite + Grab: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Grab? CMB vs CMD?: 1d20 + 7 ⇒ (11) + 7 = 18

Melee bite + Grab + Flank: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Grab? CMB vs CMD?: 1d20 + 7 ⇒ (19) + 7 = 26


"ARRRgguuugggluuummmm...."

Earth Elemental Slam w/Power Attack!+Elemental Mastery: 1d20 + 6 - 1 + 1 ⇒ (20) + 6 - 1 + 1 = 26
Slam Damage+Elemental Mastery: 1d6 + 4 + 3 + 1 ⇒ (4) + 4 + 3 + 1 = 12

Crit?
Earth Elemental Slam w/Power Attack!+Elemental Mastery: 1d20 + 6 - 1 + 1 ⇒ (14) + 6 - 1 + 1 = 20
Slam Damage+Elemental Mastery: 1d6 + 4 + 3 + 1 ⇒ (3) + 4 + 3 + 1 = 11

NOTE: Water Mastery = add +1 to hit and damage when elemental and enemy are both touching the ground!


I'm pretty sure the fire elemental can move faster than the enemy Android, so as soon as it can get in a charge it will do it. Otherwise he pursues as fast as he can! Either use my previous roll or let me know otherwise and I can roll again for it.


Fire Elemental Slam!: 1d20 + 4 ⇒ (17) + 4 = 21
Slam Damage+Burn(Fire): 1d4 + 1d4 ⇒ (3) + (4) = 7

Burn (Reflex DC:11):

A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire (see Burn universal monster ability for complete details.

Feel free to add +2 to hit if he can charge her!