KahlessNestor
Adventurer
Nerath Wall/Long Return/Mine
Night
Round 2
Morgrym continued attacking with his battleaxe at the nearest opponent.
The aurochs wheeled around, heading for any dwarves remaining standing, trampling over any still on the ground.
[sblock=Actions and Rolls]
Move: Move to nearest dwarf, if necessary
Action: Battleaxe attack and damage: 1D20+6 = [17]+6 = 23
1D8+2 = [8]+2 = 10
http://paizo.com/pathfinderRPG/prd/bestiary/herdAnimal.html#herd-animal-aurochs
Trample DC 17 Reflex save for half damage.
Trample damage: 2D6+9 = [4, 4]+9 = 17
Gore, if needed:
Gore: 1D20+7 = [12]+7 = 19
1D8+9 = [2]+9 = 11
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: Summon Aurochs 4/5r
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]
Night
Round 2
Morgrym continued attacking with his battleaxe at the nearest opponent.
The aurochs wheeled around, heading for any dwarves remaining standing, trampling over any still on the ground.
[sblock=Actions and Rolls]
Move: Move to nearest dwarf, if necessary
Action: Battleaxe attack and damage: 1D20+6 = [17]+6 = 23
1D8+2 = [8]+2 = 10
http://paizo.com/pathfinderRPG/prd/bestiary/herdAnimal.html#herd-animal-aurochs
Trample DC 17 Reflex save for half damage.
Trample damage: 2D6+9 = [4, 4]+9 = 17
Gore, if needed:
Gore: 1D20+7 = [12]+7 = 19
1D8+9 = [2]+9 = 11
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: Summon Aurochs 4/5r
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]