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A Merc's Life: Howl of the Carrion King [03]
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<blockquote data-quote="Scott DeWar" data-source="post: 5515422" data-attributes="member: 49929"><p>Harnrey moves to F,14 and orders his summoned elemental to attack. He then points his finger at the nightmere and a globof acid forms then shoots at the creature.</p><p></p><p></p><p></p><p>summon monster II- summon a small air elemental</p><p>Feat: Augment Summoning</p><p>-benefits: Benefit: Each creature you conjure with any summon spell</p><p>-gains a +4 enhancement bonus to Strength and Constitution</p><p>-for the duration of the spell that summoned it.</p><p>[sblock=small air elemental stat block]</p><p>move 100 (perfect)</p><p>defense:</p><p>AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)</p><p>hp 17 (2d10+4)</p><p>Fort +6, Ref +6, Will +0</p><p>Defensive Abilities air mastery; Immune elemental traits</p><p>offense:</p><p>Speed fly 100 ft. (perfect)</p><p>Melee slam +6 (1d4+3)</p><p>Special Attacks whirlwind (DC 12)</p><p>stats:</p><p>Str 16, Dex 17, Con 16, Int 4, Wis 11, Cha 11</p><p>Base Atk +2; CMB +4; CMD 17</p><p>Feats Flyby Attack, Improved Initiative, Weapon Finesse</p><p>Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11[/sblock]</p><p></p><p>spell: casting time 1 round</p><p>range 35 feet</p><p>duration: 1 round / level (base)+1/2 levels (school power)= 6 rounds (round 1 of 6)</p><p></p><p>acid dart: natural 20!</p><p></p><p>the air elemental does its flyby attack, but seeing the acid dart it moves off and away in fear of the nasty substance (rolled a 1)</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 5515422, member: 49929"] Harnrey moves to F,14 and orders his summoned elemental to attack. He then points his finger at the nightmere and a globof acid forms then shoots at the creature. summon monster II- summon a small air elemental Feat: Augment Summoning -benefits: Benefit: Each creature you conjure with any summon spell -gains a +4 enhancement bonus to Strength and Constitution -for the duration of the spell that summoned it. [sblock=small air elemental stat block] move 100 (perfect) defense: AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size) hp 17 (2d10+4) Fort +6, Ref +6, Will +0 Defensive Abilities air mastery; Immune elemental traits offense: Speed fly 100 ft. (perfect) Melee slam +6 (1d4+3) Special Attacks whirlwind (DC 12) stats: Str 16, Dex 17, Con 16, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +4; CMD 17 Feats Flyby Attack, Improved Initiative, Weapon Finesse Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11[/sblock] spell: casting time 1 round range 35 feet duration: 1 round / level (base)+1/2 levels (school power)= 6 rounds (round 1 of 6) acid dart: natural 20! the air elemental does its flyby attack, but seeing the acid dart it moves off and away in fear of the nasty substance (rolled a 1) [/QUOTE]
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