Quinn Kestrel |
Quinn keeps his distance from Tsin as the party continues. His usual mirth is lost in silent contemplation. Is it a Disease? Poison? A Curse maybe? Something Unholy? Should we continue in this tomb if I can't heal her wounds? As Hektir and Mal investigate the next area, Quinn keeps his attention focused on the butcher.
Perception: 1d20 + 16 ⇒ (10) + 16 = 26
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Mal, you detect divination magic -- you think a true seeing spell -- coming from the table, as well as conjuration magic coming from the arch beyond.
As you look closer at the flowers, Hektir, you realize they're snow drops; you also realize the bowl holds four tiny wooden figurines about 6 inches tall hiding within the flowers. Each figurine depicts a nude maiden performing a different task. One is standing, holding a bouquet of wildflowers. Another is kneeling, and seems to be washing her hair. The third one holds a triangular knot in her hands, and the last figurine is sitting with her head gazing upward.
Hektir the Tracksmage |
Hektir explains the natures of the flowers involved with the table, the figurines (as described above), and spits.
lol - I have no idea either. Motte, is there a check that might help us discern what's what here?
"Maybe we should keep exploring. There might be something someplace else that explains what's going on here. Maybe we go back to..." Hektir describes the path not traveled yet, the middle bottom of the map.
Tsin Windscar |
Tsin positions herself so her flensed cheek remains tucked away from the others. Her tongue unfailingly pokes at it from the inside, out. She watches the others as they debate meaning in meaningless tchotchkes. "I cannot fathom the significance here. The statuettes are maidens, and we're in the Maiden. Simple enough. We're not here to play with wooden figurines. We're here to retrieve what the Ravens riddled." She reaches for her face, and wipes with her sleeve, avoiding her robe.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir the Tracksmage |
"Follow what light, Pems?" Hektir asks.
This room had a lighted stone.
We saw the fey light room, but did it point a direction, Motte?
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tsin Windscar |
Intelligence Check v DC 15: 1d20 ⇒ 20
"Perhaps... we should take this discussion back to the first chamber, where the carvings on the wall seem to mirror the statuettes we see before us..." Tsin returns to the first room, to study the carvings in more detail.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
A reminder of the description
Hewn from the surrounding basalt, the walls of this large chamber have been chiseled into an incredibly intricate display of thousands of wildflowers. In the middle of each of the carvings, a wreath of pinecones encircles a life-sized carving of a young nude woman. On the north wall, the figure washes her hair. On the east wall, the figure sits staring upward at a crescent moon. On the south wall, the figure picks a bouquet of flowers, while to the west, the figure points to a triangular, knot-shaped symbol. To the north, a curving stone staircase climbs up and disappears into the western wall, while an open archway beckons in the southwest corner.
The moon’s phase on the east wall is the waxing crescent.
The triangular knot on the west wall is a triquetra, a symbol used by Iobarian witches to represent the journey through the three stages of a woman’s life—mother, maiden, and crone.
Hektir the Tracksmage |
Hektir reflects of the opening room, spurred by Tsin's recollection.
1d20 + 14 ⇒ (5) + 14 = 19 Know (Nature)
"The main thing I recall from that opening room was that the moon’s phase on the east wall was the waxing crescent," Hektir mutters. "I'm not sure yet how that helps us. Heck, I'm beginning to wonder if we're even in the right place."
Hektir spits, confused.
GM Motte, what kind of check to ID the triangle, knot shaped symbol? Edit: nevermind. Pems below.
Pemsworth Smith, Esq. |
Pems shrugs. "I'm just thinking out loud, Hektir. I'm not sure how any of this fits together."
Knowledge Arcane and Sundry: 1d20 + 12 + 10 ⇒ (19) + 12 + 10 = 41
"Hey! That knot there, on the west wall. It's a triqueta, a symbol the Iobarian witches use to represent the journey of a woman's life: Maiden to Mother to Crone."
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Seeing as you guys seem to be stuck, I'm going to take Hektir's suggestion and send you down the unexplored path.
You continue down the gently sloping corridor past the door you entered previously, only to discover a bulky humanoid -- on his knees as he's clearly too tall for the 8-foot-high corridor -- making his way up oward you.
You believe it's a frost giant.
Eyes widening, he bellows loudly, "INTRUDERS!" in a voice that echoes down the hallway.
1d20 + 12 ⇒ (6) + 12 = 18
1d20 + 12 ⇒ (7) + 12 = 19
1d20 + 12 ⇒ (19) + 12 = 31
1d20 + 12 ⇒ (7) + 12 = 19
Hektir: 1d20 + 4 ⇒ (19) + 4 = 23
Malavarius: 1d20 + 1 ⇒ (16) + 1 = 17
Pemsworth: 1d20 + 8 ⇒ (9) + 8 = 17
Quinn: 1d20 + 3 ⇒ (6) + 3 = 9
Tsin: 1d20 + 5 ⇒ (14) + 5 = 19
Antagonist: 1d20 - 1 ⇒ (1) - 1 = 0
Antagonist: 1d20 + 5 ⇒ (2) + 5 = 7
Party is up; no combat map while I'm at work, but the corridor is only wide enough for two of you to fight side-by-side.
Quinn Kestrel |
Round 1
Quinn blesses the party with the guidance of Cayden.
cast Bless on the party
AC 24, touch 14, flat-footed 21
Fort +12, Ref +9, Will +13 (+2 vs enchantments)
CMD 22
HP 58/58
Resources Remaining
Bolts: 19
Door Sight: 6/6
Touch of Chaos: 6/6
Chaos Blade: 1/1
Channel Energy: 5/6
Dimensional Hop, 5 foot increments: 14/14
Cleric Spells Prepared (CL 7):
4th (2+1/day) Blessing of Fervor, Terrible Remorse DC 17 + Chaos Hammer DC 17
3rd (4+1/day) Dispel magic, Prayer, Protection from Energy Communal, Wrathful Mantle DC 16 + Fly
2nd (4+1/day) Drunkard's breath, Hold person, Spear of Purity DC15, Summon Monster II + Locate Object
1st (5+1/day) Endure Elements, Bless, Protection from Evil, Sun Metal, Unbreakable Heart + Expeditious Retreat
0ish (at will) Light, Detect Magic, Guidance, Purify Food and Drink (DC 13)
Spells used:
4th (2+1/day): 1/0
3rd (4+1/day): 0/1
2nd (4+1/day): 0/0
1st (5+1/day): 3/0
Temporary Effects
none
Constant Effects
Damage Resistance, Cold (2)
Hektir the Tracksmage |
Round 1, Init 23
1d20 + 13 ⇒ (12) + 13 = 25 Know (Local)
Hektir spits and moves up even to Tsin. "More of them frost giants."
Hektir casts flaming sphere and tosses it at the squeezed feet of the first giant. 3d6 ⇒ (2, 1, 4) = 7 fire damage vs. DC 15 reflex for none.
AC 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin = 26
HP 83/83 - DR5 piercing
Mage Armor (8 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin(160 minutes)
Greater Longstrider (8 hours)
Echolocaion (80 minutes)
Flaming Sphere 1/8 used
Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [dice]1d6+7 /dice] slam damage.
Malavarius King |
"Intruders? We, sir, are invited guests! Intruders indeed. Harumpf." Malavarius grumbles loudly before sending a sparking faux-Zeno zipping down the corridor and into the rude giant's face. He adds at the end in giant, "I'll have you know Baba Yaga brought us here herself! Well, in a manner of speaking. Calling us 'intruders', the nerve of you giants!"
Snapdragon Fireworks (fire): 1d4 ⇒ 3 + dazzled for 1 round; Reflex Save DC 18 for 1/2 damage + negates dazzled condition
HP: 39/44
AC: 11 (11 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 absorbed
Pearl of Power I: 0/1 used
Cantrips Prepared (4): arcane mark, detect magic, mage hand, prestidigitation, read magic
Level 1 Prepared (4+2+1): alarm [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): glitterdust [ ] [ ], resist energy* [ ], scorching ray [X] [ ], spontaneous immolation [X]
Level 3 Prepared (3+1+1): dispel magic* [ ] [ ], greater magic weapon [X], haste [ ]
Level 4 Prepared (2+1+1): dimension door [ ], stoneskin* [ ] [ ]
Protective Ward used: 0/8
Ongoing Effects:
greater magic weapon: Hektir's scimitar
snapdragon fireworks: 1/8 rounds
Tsin Windscar |
Round 1, Init 19
AC = 21
HP = 62/74 (12 point unhealable)
Weapon Equipped = +1 Falchion
Condition(s) = Hideous for the time being
Pharasma's Blessing Today = 4-1, 3-2
Judgments = 2/2
Bane = 5 rounds remaining
Tsin rakes her hand at the giant, the closes the distance to swing at it. Cast Litany of Sloth to deny AoO
+1 Falchion, Power Attack: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27 for 2d4 + 8 + 6 ⇒ (2, 1) + 8 + 6 = 17 damage
"Who are you warning, you unfortunate? You block our way, perhaps our fire and metal will convince you to surrender?"
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir: 23
Tsin: 19
Malavarius: 17
Pemsworth: 17
Quinn: 9
Antagonist: 0
The giant rears back, narrowly avoiding hitting its head, as Hektir's flaming sphere rolls toward it, but it can't avoid Tsin's blow, her blade cutting into its azure flesh.
As Quinn blesses the party, the giant yelps in pain as Mal's spell hits it, shielding its eyes to no avail vs. Pems' curse Pems, can you give me the DC for your hexes when you post them, please? Saves me clicking on your profile and searching for it. Thanks.
Hampered by his inability to move well in the tunnel, the giant crawls backward 5-ft. step. Despite the squeeze, his axe proves to still be dangerous, as he catches Tsin with a powerful blow that nearly cuts her in half. 26 hp
Behind him, you see a pair of andrazku demons that you fought earlier duck out of a door. Realizing they can't get past the giant, they duck back into wherever they came from.
Reflex: 1d20 + 3 ⇒ (18) + 3 = 21
Reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Will: 1d20 + 6 ⇒ (9) + 6 = 15
Axe: 1d20 + 18 - 4 ⇒ (12) + 18 - 4 = 26
3d6 + 13 ⇒ (6, 5, 2) + 13 = 26
Axe: 1d20 + 13 - 4 ⇒ (10) + 13 - 4 = 19
FG: 21, dazzled 1 round, -2 to saves 8 rounds
Tsin Windscar |
Round 2, Init 19
AC = 21
HP = 36/74 (12 point unhealable)
Weapon Equipped = +1 Falchion
Condition(s) = Hideous for the time being
Pharasma's Blessing Today = 4-1, 3-2
Judgments = 2/2
Bane = 5 rounds remaining
Tsin grunts as her body takes a severe blow from the giant's swing. She advances, glad to only stagger forward the same distance the giant tries to retreat.
+1 Falchion, Power Attack: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17 for 2d4 + 8 + 6 ⇒ (1, 4) + 8 + 6 = 19 damage
+1 Falchion, Power Attack: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7 for 2d4 + 8 + 6 ⇒ (3, 4) + 8 + 6 = 21 damage
"Quinn, not sure how long I'll be standing here. Also not sure we want to bring down the giant, if it means we'll deal with a pair of those ape demons on the heels of its death."
Malavarius King |
Each square while squeezing counts as 2 squares, so no 5-ft steps for our giant friend! AoO's abound! =D
Malavarius harumpfs and grumps some more as he sends another Zeno into the giant. Once it collides with the brute, he pushes past some of the young fools and calls one of his more power wards up around Tsin (stoneskin).
Snapdragon Fireworks (fire): 1d4 ⇒ 4 + dazzled for 1 round; Reflex Save DC 18 for 1/2 damage + negates dazzled condition
+2 deflection bonus to AC for all allies w/in 10 feet!
Edit: changed my mind after realizing how much damage Tsin took from the giant!
HP: 39/44
AC: 13 (13 T / 12 FF) (includes +2 from ward)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 absorbed
Pearl of Power I: 0/1 used
Cantrips Prepared (4): arcane mark, detect magic, mage hand, prestidigitation, read magic
Level 1 Prepared (4+2+1): alarm [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): glitterdust [ ] [ ], resist energy* [ ], scorching ray [X] [ ], spontaneous immolation [X]
Level 3 Prepared (3+1+1): dispel magic* [ ] [ ], greater magic weapon [X], haste [ ]
Level 4 Prepared (2+1+1): dimension door [ ], stoneskin* [X] [ ]
Protective Ward used: 0/8
Ongoing Effects:
greater magic weapon: Hektir's scimitar
snapdragon fireworks: 2/8 rounds
stoneskin (Tsin): 80 minute duration
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Quinn Kestrel |
Round 2
Quinn moves up behind Tsin and places a healing hand on the easiest spot to reach while ducking away from her whirling blade. "I'm here, Tsin, let me help you!"
Cure Serious Wounds: 3d8 + 8 ⇒ (6, 4, 4) + 8 = 22
AC 24, touch 14, flat-footed 21
Fort +12, Ref +9, Will +13 (+2 vs enchantments)
CMD 22
HP 58/58
Resources Remaining
Bolts: 19
Door Sight: 6/6
Touch of Chaos: 6/6
Chaos Blade: 1/1
Channel Energy: 5/6
Dimensional Hop, 5 foot increments: 14/14
Cleric Spells Prepared (CL 7):
4th (2+1/day) Blessing of Fervor, Terrible Remorse DC 17 + Chaos Hammer DC 17
3rd (4+1/day) Dispel magic, Prayer, Protection from Energy Communal, Wrathful Mantle DC 16 + Fly
2nd (4+1/day) Drunkard's breath, Hold person, Spear of Purity DC15, Summon Monster II + Locate Object
1st (5+1/day) Endure Elements, Bless, Protection from Evil, Sun Metal, Unbreakable Heart + Expeditious Retreat
0ish (at will) Light, Detect Magic, Guidance, Purify Food and Drink (DC 13)
Spells used:
4th (2+1/day): 1/0
3rd (4+1/day): 1/1
2nd (4+1/day): 0/0
1st (5+1/day): 3/0
Temporary Effects
none
Constant Effects
Damage Resistance, Cold (2)
Hektir the Tracksmage |
Round 2, Init 23
Hektir mentally commands the flaming sphere to move up (square furthest away from Hektir, but on giant).
3d6 ⇒ (1, 6, 5) = 12 fire damage vs. DC 15 Reflex
Hektir himself moves up right next to the giant, drawing his magic'd scimitar as he moves.
AC 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin = 26
HP 83/83 - DR5 piercing
Mage Armor (8 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin(160 minutes)
Greater Longstrider (8 hours)
Flaming Sphere 2/8 used
Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [dice]1d6+7 /dice] slam damage.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir: 23
Tsin: 19
Malavarius: 17
Pemsworth: 17
Quinn: 9
Antagonist: 0
This time the sphere catches the giant fully as Hektir races forward, scimitar drawn, to stand at Tsin's side. The swordswoman manages to strike twice against the hampered giant, though her wounds seem to be taking a toll of their own on her.
Mal and Quinn race up to care for the butcher, while Pems lays another curse on the giant, though this one seems to have less effect.
Growling and bleeding profusely, the giant backs up past the doorway, his axe again slamming into Tsin. 27 hp; giants hit hard... He does provoke from Tsin and Hektir, though.
Reflex:: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6
Will: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20
1d20 + 18 - 4 - 2 ⇒ (16) + 18 - 4 - 2 = 28
3d6 + 13 ⇒ (4, 6, 4) + 13 = 27
FG: 59, dazzled 1 round, -2 to saves 8 rounds; -2 to hit for 1 round
Quinn Kestrel |
Round 3
Quinn heals Tsin again as the giant delivers another massive strike.
Cure Serious Wounds: 3d8 + 8 ⇒ (2, 6, 3) + 8 = 19
AC 24, touch 14, flat-footed 21
Fort +12, Ref +9, Will +13 (+2 vs enchantments)
CMD 22
HP 58/58
Resources Remaining
Bolts: 19
Door Sight: 6/6
Touch of Chaos: 6/6
Chaos Blade: 1/1
Channel Energy: 5/6
Dimensional Hop, 5 foot increments: 14/14
Cleric Spells Prepared (CL 7):
4th (2+1/day) Blessing of Fervor, Terrible Remorse DC 17 + Chaos Hammer DC 17
3rd (4+1/day) Dispel magic, Prayer, Protection from Energy Communal, Wrathful Mantle DC 16 + Fly
2nd (4+1/day) Drunkard's breath, Hold person, Spear of Purity DC15, Summon Monster II + Locate Object
1st (5+1/day) Endure Elements, Bless, Protection from Evil, Sun Metal, Unbreakable Heart + Expeditious Retreat
0ish (at will) Light, Detect Magic, Guidance, Purify Food and Drink (DC 13)
Spells used:
4th (2+1/day): 1/0
3rd (4+1/day): 2/1
2nd (4+1/day): 0/0
1st (5+1/day): 3/0
Temporary Effects
none
Constant Effects
Damage Resistance, Cold (2)
Hektir the Tracksmage |
Round 3, Init 23
AoO:
1d20 + 12 + 2 + 1 ⇒ (7) + 12 + 2 + 1 = 22 to hit; (bless)
1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10 damage.
Hektir keeps the flaming sphere on the giant. 3d6 ⇒ (2, 4, 3) = 9 fire damage vs. DC 15 reflex for none.
Hektir moves up to the giant again.
AC 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin = 26
HP 83/83 - DR5 piercing
Mage Armor (8 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin(160 minutes)
Greater Longstrider (8 hours)
Flaming Sphere 3/8 used
Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [dice]1d6+7 /dice] slam damage.
Malavarius King |
Malavarius sends another flaming avian zipping down the hall after the giant then calls up a familiar curtain of protective magics, hoping it might further blunt the cornered brute's nasty axe.
Snapdragon Fireworks (fire): 1d4 ⇒ 3 + dazzled for 1 round; Reflex Save DC 18 for 1/2 damage + negates dazzled condition
+2 deflection bonus to AC for any allies within 10 feet!
HP: 39/44
AC: 13 (13 T / 12 FF) (includes +2 from ward)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 absorbed
Pearl of Power I: 0/1 used
Cantrips Prepared (4): arcane mark, detect magic, mage hand, prestidigitation, read magic
Level 1 Prepared (4+2+1): alarm [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): glitterdust [ ] [ ], resist energy* [ ], scorching ray [X] [ ], spontaneous immolation [X]
Level 3 Prepared (3+1+1): dispel magic* [ ] [ ], greater magic weapon [X], haste [ ]
Level 4 Prepared (2+1+1): dimension door [ ], stoneskin* [X] [ ]
Protective Ward used: 1/8
Ongoing Effects:
greater magic weapon: Hektir's scimitar
snapdragon fireworks: 3/8 rounds
stoneskin (Tsin): 80 minute duration
ward: 1/6 rounds
Tsin Windscar |
Round , Init 19
AC = 21
HP = 62/74 (12 unhealable)
Weapon Equipped = +1 Falchion
Condition(s) = Stoneskin(70/80), Bless
Pharasma's Blessings = 4-1, 3-2
Judgments = 2/2
Bane = 5/5
Tsin digs her heels in as she first feels Mal's stony patina ripple over her skin, then Quinn's and Pems's healing. As the giant backs away again, she feels much less vulnerable...
AoO, Power Attack: 1d20 + 13 - 2 ⇒ (4) + 13 - 2 = 15 for 2d4 + 8 + 6 ⇒ (4, 2) + 8 + 6 = 20 damage
+1 Falchion, Power Attack: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22 for 2d4 + 8 + 6 ⇒ (2, 2) + 8 + 6 = 18 damage
Iterative: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24 for 2d4 + 8 + 6 ⇒ (4, 3) + 8 + 6 = 21 damage
Confirm Critical?: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9 for 2d4 + 8 + 6 ⇒ (1, 3) + 8 + 6 = 18 damage
"Thank you... gentlemen... I worry less about those apes now, when this giant collapses. Be ready. The pair is probably waiting even now."
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Sorry for the delay.
Hektir: 23
Tsin: 19
Malavarius: 17
Pemsworth: 17
Quinn: 9
Antagonist: 0
Hektir cuts into the giant, though Tsin misses as it moves away, and the pair press their attack, Hektir taking a vicious blow from the axe as he closes again 27 hp. Tsin's blade slices into the oversized foe, blood pouring from vicious wounds, and it bellows in pain and fury as Mal's flaming bird hits it again.
Quinn rushes up and heals Tsin, Pems close on his heels. However, it's a full move for Pems to close, so he can't actually heal her this round.
Beginning to look desperate, the giant swings twice at Hektir, hoping to put down the tracksmage, but blood loss seems to be taking its toll and both blows prove way too high to make contact.
Unfortunately, it's bolstered by the two andrazku you saw momentarily earlier, one of them breathing a blast of frigid air hitting Tsin. 7 hp cold damage; DC 17 Reflex save for half
It's followed a moment later by one of the wintry demons trying to slam into the butcher, but the tricky quarters seem to hamper it and she's able to avoid its blow at the last minute. Behind them, the path seems to descend beyond your view in the chaos.
Reflex: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3
AoO: 1d20 + 18 - 4 - 2 - 1 ⇒ (15) + 18 - 4 - 2 - 1 = 26
3d6 + 13 ⇒ (5, 5, 4) + 13 = 27
Reflex: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14
1d20 + 18 - 4 - 2 - 1 ⇒ (5) + 18 - 4 - 2 - 1 = 16
1d20 + 13 - 4 - 2 - 1 ⇒ (6) + 13 - 4 - 2 - 1 = 12
BW: 3d6 ⇒ (1, 5, 1) = 7
1d4 ⇒ 3
Charge: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
FG: 125, dazzled 1 round, -2 to saves 8 rounds; -2 to hit for 1 round
A1: 3 rds.
A2: Charge (-2 AC, 1 rd.)
Tsin Windscar |
Round 4, Init 19
AC = 21
HP = 47/74 (12 unhealable)
Weapon Equipped = +1 Falchion
Condition(s) = Stoneskin(70/80), Bless
Pharasma's Blessings = 4-1, 3-2
Judgments = 2/2
Bane = 5/5
Reflex Save v DC 17: 1d20 + 6 ⇒ (8) + 6 = 14
Concentrating too much on the giant's nasty axe, Tsin fails to shift her weight enough to dodge the frigid blast at all.
She swings first at the giant, seeking to still its blade, then lets the momentum carry into one of the Andrazkus, starting her work on these new enemies.
+1 Falchion, Power Attack: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23 for 2d4 + 8 + 6 ⇒ (3, 2) + 8 + 6 = 19 damage
Cleaving Finish, Power Attack: 1d20 + 13 - 2 ⇒ (4) + 13 - 2 = 15 for 2d4 + 8 + 6 ⇒ (2, 1) + 8 + 6 = 17 damage
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir the Tracksmage |
Round 4, Init 23
Hektir keeps the flaming sphere on the lead demon, bouncing it over Tsin. 3d6 ⇒ (1, 6, 2) = 9 fire damage vs. DC 15 reflex for none.
And Hektir takes a swing at the demon after a 5' step next to Tsin.
1d20 + 12 + 2 + 1 - 1 ⇒ (16) + 12 + 2 + 1 - 1 = 30 to hit; (bless,-PA)
1d6 + 5 + 2 + 2 ⇒ (2) + 5 + 2 + 2 = 11 damage.
AC 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin = 26
HP 83/83 - DR5 piercing
Mage Armor (8 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin(160 minutes)
Greater Longstrider (8 hours)
Flaming Sphere 3/8 used
Magic Weapon from Mal: +2
Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [dice]1d6+7 /dice] slam damage.
Malavarius King |
As the giant collapses before Hektir and Tsin, Malavarius sends another screaming Zeno into one of the demons now harrassing the pair.
Snapdragon Fireworks (fire): 1d4 ⇒ 1 + dazzled for 1 round; Reflex Save DC 18 for 1/2 damage + negates dazzled condition
Targetting the one that used a breath weapon.
HP: 39/44
AC: 13 (13 T / 12 FF) (includes +2 from ward)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 absorbed
Pearl of Power I: 0/1 used
Cantrips Prepared (4): arcane mark, detect magic, mage hand, prestidigitation, read magic
Level 1 Prepared (4+2+1): alarm [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): glitterdust [ ] [ ], resist energy* [ ], scorching ray [X] [ ], spontaneous immolation [X]
Level 3 Prepared (3+1+1): dispel magic* [ ] [ ], greater magic weapon [X], haste [ ]
Level 4 Prepared (2+1+1): dimension door [ ], stoneskin* [X] [ ]
Protective Ward used: 1/8
Ongoing Effects:
greater magic weapon: Hektir's scimitar
snapdragon fireworks: 4/8 rounds
stoneskin (Tsin): 80 minute duration
ward: 2/6 rounds
+2 deflection bonus to AC for any allies w/in 10ft of Malavarius
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tsin: 19
Hektir: 23
Malavarius: 17
Pemsworth: 17
Quinn: 9
Antagonist: 0
Tsin beheads the giant, but her blade gets caught in the massive humanoid's vertebrae just long enough to give the demon next to her a moment to raise its paw and deflect the attack harmlessly away.
Hektir turns to join her fight against the andrazku, but its chill seems to overpower the flaming sphere didn't penetrate its SR and his attack seems blunted by its demonic fur. It's got DR.
Mal's spell bursts in the creature's face, though it manages to dodge the worst of it as it falls back seemingly unscathed no apparent effect from the spell, while Pems and Quinn heal their more militant companions.
The two wintry demons retreat into the room at the base of the hallway.
Hektir caster check: 1d20 + 8 ⇒ (5) + 8 = 13
Mal caster check: 1d20 + 8 ⇒ (15) + 8 = 23
Reflex: 1d20 + 6 ⇒ (18) + 6 = 24
A1: 2 rds.
A2: 7
Malavarius King |
Hektir, do you have anything giving you cold resistance? I think Tsin has some from her robe or whatever, but I don't think you're sporting any resistance at the moment, correct?
"Here now, Hektir! Before you go running off after those frosty demons, let an old man have a quick look at you!" Malavarius hustles up to the tracksmage and calls up another ward before waving the man off after the retreating demons.
resist energy (cold) for Hektir
HP: 39/44
AC: 13 (13 T / 12 FF) (includes +2 from ward)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 absorbed
Pearl of Power I: 0/1 used
Cantrips Prepared (4): arcane mark, detect magic, mage hand, prestidigitation, read magic
Level 1 Prepared (4+2+1): alarm [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): glitterdust [ ] [ ], resist energy* [X], scorching ray [X] [ ], spontaneous immolation [X]
Level 3 Prepared (3+1+1): dispel magic* [ ] [ ], greater magic weapon [X], haste [ ]
Level 4 Prepared (2+1+1): dimension door [ ], stoneskin* [X] [ ]
Protective Ward used: 1/8
Ongoing Effects:
greater magic weapon: Hektir's scimitar
resist energy (Hektir): cold, 80 minute duration
stoneskin (Tsin): 80 minute duration
snapdragon fireworks: 5/8 rounds
ward: 3/6 rounds
Hektir the Tracksmage |
Round 5, Init 23
Hektir grunts as Mal's icy fingers tickle his backside. He doesn't resist, but Hektir can't do much about the touching with demons on his mind. He spits and surveys the fleeing demons.
Keeping his eyes open, he'll move in 30' (or shorter, if danger) and swing at a baddie (or ready to swing if they are too far away).
1d20 + 18 ⇒ (17) + 18 = 35 Perception
1d20 + 12 + 2 + 1 - 1 ⇒ (19) + 12 + 2 + 1 - 1 = 33 to hit; (bless,-PA)
1d6 + 5 + 2 + 2 ⇒ (3) + 5 + 2 + 2 = 12 damage.
AC 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin = 26
HP 83/83 - DR5 piercing
Mage Armor (8 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin(160 minutes)
Greater Longstrider (8 hours)
Flaming Sphere 3/8 used
Magic Weapon from Mal: +2
Prot from Cold 10 from Mal (80 minutes)
Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [dice]1d6+7 /dice] slam damage.
Quinn Kestrel |
Round 5
"Back, stinky, witchy demons!" hollers Quinn as he flicks his mug in their direction sending a stream of frothy liquid lancing at the beast in front of Hektir.
Splash of Purity, touch attack: 1d20 + 9 ⇒ (15) + 9 = 24
check to beat SR: 1d20 + 8 ⇒ (9) + 8 = 17
damage to evil outsider: 8d6 ⇒ (4, 2, 2, 5, 2, 2, 6, 4) = 27 plus Blinded 1 round, DC 15 Will save for half damage and No blindness[/ooc]
AC 24, touch 14, flat-footed 21
Fort +12, Ref +9, Will +13 (+2 vs enchantments)
CMD 22
HP 58/58
Resources Remaining
Bolts: 19
Door Sight: 6/6
Touch of Chaos: 6/6
Chaos Blade: 1/1
Channel Energy: 5/6
Dimensional Hop, 5 foot increments: 14/14
Cleric Spells Prepared (CL 7):
4th (2+1/day) Blessing of Fervor, Terrible Remorse DC 17 + Chaos Hammer DC 17
3rd (4+1/day) Dispel magic, Prayer, Protection from Energy Communal, Wrathful Mantle DC 16 + Fly
2nd (4+1/day) Drunkard's breath, Hold person, Spear of Purity DC15, Summon Monster II + Locate Object
1st (5+1/day) Endure Elements, Bless, Protection from Evil, Sun Metal, Unbreakable Heart + Expeditious Retreat
0ish (at will) Light, Detect Magic, Guidance, Purify Food and Drink (DC 13)
Spells used:
4th (2+1/day): 1/0
3rd (4+1/day): 3/1
2nd (4+1/day): 1/0
1st (5+1/day): 3/0
Temporary Effects
none
Constant Effects
Damage Resistance, Cold (2)