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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: 5517261" data-attributes="member: 49929"><p>ooc: in case i am working at the start of the next round, i will be doing the same as last round and here are my rolls:</p><p></p><p>attacking the masochistic goat daemon with acid dart, again. (attack damage are at +1 due to Keelands badic encouragement stuff, so att = 15 touch and 5 acid damage</p><p></p><p>The air elemental will use the full effects of flyby attack by flying away for 20 feet, turn around and fly 20 feet, attack and continue for 60 feet for its full 100 foot movement.</p><p></p><p>[sblock=air elemental stuff-round 2 of 6]</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></p><p>[sblock=small air elemental stat block]</p><p>move 100 (perfect)</p><p></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></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></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</p><p>[/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 2 of 6)</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 5517261, member: 49929"] ooc: in case i am working at the start of the next round, i will be doing the same as last round and here are my rolls: attacking the masochistic goat daemon with acid dart, again. (attack damage are at +1 due to Keelands badic encouragement stuff, so att = 15 touch and 5 acid damage The air elemental will use the full effects of flyby attack by flying away for 20 feet, turn around and fly 20 feet, attack and continue for 60 feet for its full 100 foot movement. [sblock=air elemental stuff-round 2 of 6] 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 2 of 6) [/sblock] [/QUOTE]
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