KahlessNestor
Adventurer
Nerath Wall/Long Return/Mine
Night
Round 3
Morgrym took the circlet and put it on his head, putting a hand on the aurochs’ flank as it huffed to stand by his side.
Morgrym wasn’t sure how this ciclet work, but he thought into it. Get doon ‘ere! Let the gels all gae. They’re o’ nae use noo’. We need ye in the tunnels.”
Perception: 1D20+14 = [11]+14 = 25
Initiative: 1D20+3 = [9]+3 = 12
[sblock=Actions and Rolls]
Move:
Action:
http://paizo.com/pathfinderRPG/prd/bestiary/herdAnimal.html#herd-animal-aurochs
Trample DC 17 Reflex save for half damage.
Gore, if needed:
1D8+9 = [2]+9 = 11[/url]
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 3/5r
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 3
Morgrym took the circlet and put it on his head, putting a hand on the aurochs’ flank as it huffed to stand by his side.
Morgrym wasn’t sure how this ciclet work, but he thought into it. Get doon ‘ere! Let the gels all gae. They’re o’ nae use noo’. We need ye in the tunnels.”
Perception: 1D20+14 = [11]+14 = 25
Initiative: 1D20+3 = [9]+3 = 12
[sblock=Actions and Rolls]
Move:
Action:
http://paizo.com/pathfinderRPG/prd/bestiary/herdAnimal.html#herd-animal-aurochs
Trample DC 17 Reflex save for half damage.
Gore, if needed:
1D8+9 = [2]+9 = 11[/url]
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 3/5r
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]