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<blockquote data-quote="Someone" data-source="post: 2693731" data-attributes="member: 5656"><p><strong>Nodis, 15/15 hp, 7/10 PPs.</strong></p><p></p><p>Nodis´s construct appears again near Rurik, ready to help the dwarf and absorb the undead´s attacks. The young psion meanwhile makes a brief pause to calm himself, but starts concentrating again soon.</p><p></p><p>[ooc: if at Nodis´turn the skeleton at a4(a) is still alive, er... moving, the construct appears at a4(b) and attacks; if not, it will appear at b4(b), or any place that could grant ad advantage to Rurik or Eusebius; it´s basically the same strategy as used in the previous battle (the Astral construct´s range is 30 feet). I´ll use the Delay action with Nodis to move him to the top of the initiative count next round, so I have to use less conditionals in my posts.</p><p></p><p>Astral construct I: Small Construct</p><p>Hit Dice: 1d10+10 (15 hp) Initiative:+2 Speed: 30 ft. (6 squares) Armor Class: 18 (+2 Dex, +5 natural, +1 size), touch 13, flatfooted 16 Base Attack/Grapple: +2/–1 Attack: Slam +3 melee (1d4+3) Full Attack: Slam +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: construct traits, darkvision 60 ft., low-light vision Saves: Fort +0, Ref +2, Will +0 Abilities: Str 15, Dex 15, Con —, Int —, Wis 11, Cha 10 Skills — Feats:—</p><p></p><p>If the construct hits an enemy, it can make a free trip attack (with a total of a -2 modifier) If he fails the enemy can´t trip the construct in return.</p><p></p><p>Edit: I forgot the attacks: hits AC 11, 13 if flanking, deals 5 bludgeoning damage, trip total is a magnificient 0. Rolls <a href="http://invisiblecastle.com/find.py?id=177904" target="_blank">here</a>]</p></blockquote><p></p>
[QUOTE="Someone, post: 2693731, member: 5656"] [b]Nodis, 15/15 hp, 7/10 PPs.[/b] Nodis´s construct appears again near Rurik, ready to help the dwarf and absorb the undead´s attacks. The young psion meanwhile makes a brief pause to calm himself, but starts concentrating again soon. [ooc: if at Nodis´turn the skeleton at a4(a) is still alive, er... moving, the construct appears at a4(b) and attacks; if not, it will appear at b4(b), or any place that could grant ad advantage to Rurik or Eusebius; it´s basically the same strategy as used in the previous battle (the Astral construct´s range is 30 feet). I´ll use the Delay action with Nodis to move him to the top of the initiative count next round, so I have to use less conditionals in my posts. Astral construct I: Small Construct Hit Dice: 1d10+10 (15 hp) Initiative:+2 Speed: 30 ft. (6 squares) Armor Class: 18 (+2 Dex, +5 natural, +1 size), touch 13, flatfooted 16 Base Attack/Grapple: +2/–1 Attack: Slam +3 melee (1d4+3) Full Attack: Slam +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: construct traits, darkvision 60 ft., low-light vision Saves: Fort +0, Ref +2, Will +0 Abilities: Str 15, Dex 15, Con —, Int —, Wis 11, Cha 10 Skills — Feats:— If the construct hits an enemy, it can make a free trip attack (with a total of a -2 modifier) If he fails the enemy can´t trip the construct in return. Edit: I forgot the attacks: hits AC 11, 13 if flanking, deals 5 bludgeoning damage, trip total is a magnificient 0. Rolls [url=http://invisiblecastle.com/find.py?id=177904]here[/url]] [/QUOTE]
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