Female Elf Druid 3 2168xp
you are right toad will only go 3 squares from a preprogrammed aciton not it's full movement, so toad will move from w9 to Z12 and lose it's attack the toad will attack the nearest enemy or the last enemy it attacked on it's preprogrammed action or move on it's own towards someone to attack(without my intervention) The toad is one of the best summons because it will attack on it's own
Female Elf Druid 3 2168xp
map still showing Terra and Toad in the wrong places Sefra too she is in Z8 but I can work with it since my movement is an 8 Terra moves to Z11 and calls down lighting on square AC19 burst 1 centered on square effect: in area zone of rumbling thunder is created while in zone enemies take -2 to attack, if they leave teh zone they take 5 thunder dmg 1d20 + 8 ⇒ (17) + 8 = 25vs B10 vs Ref
Toad moves to AC15 and attacks b10
Female Elf Druid 3 2168xp
Terra shifts to T11 and summons a Giant Toad to V8
"Let's try to even these odds" The giant toads tongue flicks out and tries to hit B4. 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13vs Ref
"Come on warty you can do better than that..."
woot crit 13 dmg unless summoned pet takes dmg for +1 implement too... 1d6 ⇒ 5 just in case
Female Elf Druid 3 2168xp
I'll place Marc at S12 as I could see him leaning on the rock facing westish... I'll be at S10 and use my move action to stand up Terra begins to blow into her hand and throws a red ember at B3. 1d20 + 8 ⇒ (14) + 8 = 22vs ref
Female Elf Druid 3 2168xp
1d20 + 11 ⇒ (12) + 11 = 23insight 1d20 ⇒ 9history In Elven
Female Elf Druid 3 2168xp
1d20 + 11 ⇒ (10) + 11 = 21 insight Terra guffaws at the 2 nearest centaurs... and replies in Elven "If you think he smells funny you should get closer to this one, after he's been near an ogre..." Terra points at Marc.... Terra replies to Aleph in common as neutrally as possible.. "They think you smell funny Aleph you are making them nervous." Terra walks over to stand by Marc and points at the female centaur... "Why don't you send her to talk to us?"
Female Elf Druid 3 2168xp
1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21 both trained "We have some options, it looks like they are a mile away, there is a cliff behind us, we could potentially outrun or evade them... or we could try and cross the river to the south... If they just want to talk running may be a problem, but if they have nefarious intent... I say we get to the cliff and use that so they can't circle us"
Female Elf Druid 3 2168xp
1d20 + 13 ⇒ (7) + 13 = 20nature
"Hmm manticore interesting, that's a Centaur tribe territory marker... and I see recent hoof prints.... does anyone know if they are friendly? I'm not from this area so I don't know alot about the local history"
Female Elf Druid 3 2168xp
assuming you can do this in 4th you can in 3.5 and pf... in 3.5 and pf it was against an AC5 Terra blows into her hands and hurls a fire seed at square 07. 1d20 + 7 ⇒ (17) + 7 = 24 vs AC
@Aleph Spoiler: I normally always play a healer so I will share this Hasren's heal takes you automatically to 0 (see page 295 of player guide assuming you have a healing surge left you get 1/4 of your hps +3(from his boost) so you should have 1/4 of yours +3 instead of just 2
Female Elf Druid 3 2168xp
Terra moves to Q8 as she does she begins to blow into her hands and a warm glow appears. Once it gets good and bright she throws it at Ogre 1. 1d20 + 7 ⇒ (4) + 7 = 11 vs ref 1d6 ⇒ 4 fire damage and the squares adjacent to the target become a fiery zone that lasts until the end of your next turn, Any enemy that enters the zone or starts its turn there takes 5 fire damage |