"Pelor be buggered by a zombie sheep!" Kaelvorr curses in the obscure and guttural tongue of the kaorti as its minions fall. In the same blasphemous language it orders its remaining lackey to retreat.
Kaelvorr itself floats forward, a mystical blindfold beneath its resinous armor protecting it from the dread gaze of the creature. The fiend then reaches into the creature with ghostly arms, trying to merge with the beast.
OOC - Attempt to possess DC 28, evil creatures get a -2 to the save.
Drax, chuckles at that, but quickly looks at Silhouette'smindless corpse and quips, 'Silhouette gave good head? Well, creature you will pay for that presumption."
Drax flies up and casts two spells in quick succession, with the last spell creating a shimmering green ray that he aims at the critter...
Rules: Activate fly (free) and go up 20' or so feet up (if able), swift cast shield on himself. Then try to disinitigrate the critter on the assumption it may be undead - who have really sucky fort saves... Use the Maximize ability from Rune caster on the Disintigrate from runecaster PRC to get... Ta dah
AB +16 ranged touch, CL 14th, DC 23 fort save.
If fails: 24 * 12 = 360 hp damage.
if succeeds: 30 hp
So in the future should I always roll for suspicious people before I know whether or not it has SR? I didn't roll for SR this time because I didn't know it had any.
Bones crack as Snargle charges the creature and smashes it with his mace.
OOC 81+18 = 99 damage total
Kelteror is next in Initiative.
Snargle, you mention taking a move action and then charging . . . it's probably best for us to assume that you hadn't quite shrunk yourself yet since there is no need to yet. I don't want to waste everyone's time over something that could have easily been stated differently.
Silhouette's corpse is intact, but there is, metaphorically speaking, no one home.
Dog Moon said:
So in the future should I always roll for suspicious people before I know whether or not it has SR? I didn't roll for SR this time because I didn't know it had any.
Ah, I don't mean to imply that you did anything wrong. I just wanted to explain that this has SR, and that I didn't forget to roll for you. If I had posted beforehand that it had SR that might have affected your spell choice.
Kelteror grips his Guisarme, preparing himself to attack: "Lets see what you can do", he says to the posessed weapon.
Kelteror will leap attack and charge in an attempt to strike the creature.
[Sblock=OCC]
leap attack: You can combine a jump with a charge against an opponent. If your jump covers at least 10’ of horizontal distance and end in a square which threatens your opponent, you can double the damage bonus from your Power Attack (triple if using a two-handed weapon).
Fortitude save (+20 base, +3 from Kaelvorr) 42
Attack:
+2 mythral guisarme of frost: +25/+20 to hit, 2d6+1d6 (frost) +23 damage, x3, S, 20 ft reach
Attack: 40/21 (-5 for power attack, forgot to include in invisible castle roll)
Damage: 60/64
Note that the attack & damage does not include the bonuses due to the weapon being posessed.
These include: reptilian humanoid bane, flaming, shock, mighty cleaving, and explosive qualities within the guisarme
[/Sblock]
Special abilities and effects usually active[sblock] Attacks:
• +2 mythral guisarme of frost (2 handed): +25/+20 to hit, 2d6+1d6 (frost) +23 damage, x3, S, 20 ft reach
• Natural weapons: +23/+23/+18 to hit with claw/claw/bite; 1d8+14/1d8+14/1d8+7 damage, 20/x2 S/P
• +1 composite longbow (+12 Str): +14/+9 to hit, 1d8+12 damage, x3, P, 110ft range
Feats & other:
5 Attacks of opportunity per round (combat reflexes)
20 ft reach with guisarme, 10 foot reach with natural weapons (claw, claw bite)
Leap attack(feat):
You can combine a jump with a charge against an opponent. If your jump covers at least 10’ of horizontal distance and end in a square which threatens your opponent, you can double the damage bonus from your Power Attack (triple if using a two-handed weapon).
You get a +2 bonus on the attack roll and take a -2 penalty to your AC until the start of your next turn; x3 power attack damage (from leap attack)
Magic:
Adaptation (from necklace)
freedom of movement (from ring)
Hat of disguise
Racial:
Spell resistance 15
(14 base, +1 8HD)
Damage reduction 10/cold iron or good
darkvision 60 ft.
Immunity to electricity and poison
resistance to acid 10, cold 10, and fire 10
Telepathy 100 ft
See invisibility (SLA at will, always renewed)
Spell-Like Abilities, at will: darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 7th.
Sneak Attack (Ex): 2d6
Protective Slime (Su): A slimy red jelly coats the babau’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based.
Scoffing at the relatively minor wound the thing gave him, Rose sneers. "Is that the best you can do?" The dervish continues to whirl.[sblock=OOC]While I'm not sure, IF the thing is suseptible to sneak attacks, Snargle should be able to flank with Rose, as Rose intentionally positioned himself after attacking on the opposite side so someone could flank.
Same basic deal as last round. Power Attack for 2. Circling round and stepping to and fro to make sure that I move at least 40'. Given how much I can move, I SHOULD be able to flank with someone on every attack (I did NOT include that bonus in the attack rolls). I still do NOT tumble, instead actively trying to provoke AoOs from it as I move so that I can Karmic Strike back.
freedom of movement from ring
Expeditious dodge: +2 AC if I move more than 40'
Mobility
Combat Reflexes (seven AoOs/round)
Karmic strike: -4 to AC in exchange for AoO if someone hits me
Uncanny dodge
Dervish dance: 7 rounds remain[/sblock]
ooc [sblock]If Snargle was flanking then he gets +2 more on each of his attack rolls and does the following sneak attack damage 6, 5, 1, 3 for 12 or 15 more damage (not sure if rend counts as a separate attack with sneak attack and DR purposes or is simply bonus damage to the claw attacks)[/sblock]