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[IC] - TIDERULER OF MARAN
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<blockquote data-quote="KahlessNestor" data-source="post: 7353087" data-attributes="member: 6801311"><p>Nerath Wall/Long Return/Mine</p><p>Night</p><p>Round 1</p><p></p><p><span style="color: #646496"><a href="http://roll.coyotecode.net/lookup.php?rollid=198373" target="_blank">Initiative: 1D20+3 = [16]+3 = 19</a></span></p><p></p><p>As soon as Marius had the headband and Hagadark had thrown his little bomb, Morgrym yelled, <strong>“Ever’one intae th’elevator! Back up!”</strong> He hoped if they took the elevator, they could trap these dwarves down here and rescue the girls in the Long Rest. They could always return below to deal with these bozos.</p><p></p><p>After yelling, Morgrym finished his spell. But instead of a constrictor snake he’d intended, he sent a large aurochs charging down the corridor at the stunned dwarves, straight toward the old man, trampling over anyone in its path.</p><p></p><p>Then he ran for the elevator himself.</p><p></p><p>[sblock=Actions and Rolls]</p><p>Move: Move into the elevator.</p><p>Action: Finish casting Summon Nature’s Ally III: Aurochs</p><p><a href="http://paizo.com/pathfinderRPG/prd/bestiary/herdAnimal.html#herd-animal-aurochs" target="_blank">http://paizo.com/pathfinderRPG/prd/bestiary/herdAnimal.html#herd-animal-aurochs</a></p><p>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.</p><p>Trample DC 17 Reflex save for half damage.</p><p><span style="color: #646496"><a href="http://roll.coyotecode.net/lookup.php?rollid=198374" target="_blank">Trample damage: 2D6+9 = [4, 3]+9 = 16</a></span></p><p>Aurochs HP: 22/22</p><p>[/sblock]</p><p></p><p>[sblock=Ministats]</p><p>HP: 59/59 NL: 0</p><p>AC: 17 FF: 11 T: 16 (+4 vs Giants)</p><p>CMD: 16 (+2 vs bull rush, trip)</p><p>Fort: 8 Ref: 2 Will: 8 (+2 vs poisons, spells, SLA; +4 v fey and plant effects)</p><p>Armed: MW Cold Iron Battleaxe</p><p>Ammunition: 9/10 bullets</p><p>Storm Burst 7/7/day</p><p>Wild Shape 1/1/day</p><p></p><p>Conditions: </p><p></p><p>Spells Prepared</p><p>0: Create Water, Detect Magic, Light, Stabilize</p><p>1: Obscuring Mist (Domain), Cure Light Wounds, Produce Flame, Faerie Fire, [Summon Nature’s Ally 1 (Spontaneous)]</p><p>2: Fog Cloud (Domain), Barkskin, Flaming Sphere, [Summon Nature’s Ally II (Spontaneous)]</p><p>3: Call Lightning (Domain), Cure Moderate Wounds, *Protection from Energy, [Summon Nature’s Ally III (Spontaneous)][/sblock]</p></blockquote><p></p>
[QUOTE="KahlessNestor, post: 7353087, member: 6801311"] Nerath Wall/Long Return/Mine Night Round 1 [color=#646496][url=http://roll.coyotecode.net/lookup.php?rollid=198373]Initiative: 1D20+3 = [16]+3 = 19[/url][/color] As soon as Marius had the headband and Hagadark had thrown his little bomb, Morgrym yelled, [b]“Ever’one intae th’elevator! Back up!”[/b] He hoped if they took the elevator, they could trap these dwarves down here and rescue the girls in the Long Rest. They could always return below to deal with these bozos. After yelling, Morgrym finished his spell. But instead of a constrictor snake he’d intended, he sent a large aurochs charging down the corridor at the stunned dwarves, straight toward the old man, trampling over anyone in its path. Then he ran for the elevator himself. [sblock=Actions and Rolls] Move: Move into the elevator. Action: Finish casting Summon Nature’s Ally III: Aurochs [url=http://paizo.com/pathfinderRPG/prd/bestiary/herdAnimal.html#herd-animal-aurochs]http://paizo.com/pathfinderRPG/prd/bestiary/herdAnimal.html#herd-animal-aurochs[/url] 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. [color=#646496][url=http://roll.coyotecode.net/lookup.php?rollid=198374]Trample damage: 2D6+9 = [4, 3]+9 = 16[/url][/color] 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] [/QUOTE]
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