Nerath Wall/Long Return/Mine
Night
Round 2
OOC:
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The aurochs is around for 5 rounds (1r/level, I believe). So he'll make a couple passes over as many as he can, or gore if he can't trample because of allies.
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As the large aurochs turned around for another run over the battlefield, Morgrym charged the nearest dwarf, swinging his axe. “Wot kind o’ dwarf are ye, treatin’ a wee lass like tha’!” he accused as he hacked at the dwarf.
[sblock=Actions and Rolls]
Move: Rush nearest dwarf.
Action:
Cold iron battleaxe: 1D20+6 = [6]+6 = 12
1D8+2 = [2]+2 = 4
http://paizo.com/pathfinderRPG/prd/bestiary/herdAnimal.html#herd-animal-aurochs
The aurochs will Trample straight toward and over the old man and anyone in the way its full movement and then turn around for another pass the next round.
Trample DC 17 Reflex save for half damage.
Trample damage: 2D6+9 = [3, 2]+9 = 14
Gore, if needed:
Gore: 1D20+7 = [15]+7 = 22
1D8+9 = [3]+9 = 12
Aurochs HP: 22/22
[/sblock]
[sblock=Ministats]
HP: 59/59 NL: 0
AC: 17 FF: 11 T: 16 (+4 vs Giants)
CMD: 16 (+2 vs bull rush, trip)
Fort: 8 Ref: 2 Will: 8 (+2 vs poisons, spells, SLA; +4 v fey and plant effects)
Armed: MW Cold Iron Battleaxe
Ammunition: 9/10 bullets
Storm Burst 7/7/day
Wild Shape 1/1/day
Conditions:
Spells Prepared
0: Create Water, Detect Magic, Light, Stabilize
1: Obscuring Mist (Domain), Cure Light Wounds, Produce Flame, Faerie Fire, [Summon Nature’s Ally 1 (Spontaneous)]
2: Fog Cloud (Domain), Barkskin, Flaming Sphere, [Summon Nature’s Ally II (Spontaneous)]
3: Call Lightning (Domain), Cure Moderate Wounds, *Protection from Energy, [Summon Nature’s Ally III (Spontaneous)][/sblock]