Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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retired (AP completed)

Malavarius gathers himself and slams the butt of his staff into the ground as he completes a powerful spell. Ripples of magic explode from a point past Tsin deep in the conjured fog and threaten to rip any woven magics apart.

Area Dispel: 1d20 + 12 ⇒ (14) + 12 = 26

20ft radius burst (which is huge given our present map), would like it to be far enough to the right for Tsin to be just out of the range. Hopefully it'll catch the center point of the fog and the blasted dragon. I'll put the spell 10ft up in the air as well.

Status:

HP: 65/65
AC: 17 (13 T / 14 FF) (includes +2 from bof)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from bof)
Resist 10: Cold
Energy Absorption: 34/36 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 9/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ] [ ], resist energy* [ ] [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (3+2+1): dimensional anchor [ ], dimension door [ ] [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [X] [X], teleport [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [X] [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks
Haste (2/12 rounds): +1 to hit, +1 AC, +1 reflex, +30ft movement
BoF (2/12 rounds): +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Mal, there's no way to catch the center point of the fog and avoid Tsin (or another ally), unless I'm not understanding what you want.


retired (AP completed)

Is that circle on top of us the fog? It is isn't it? Nevermind catching the center point of the fog in that case - I'll deal with that later.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Yes. Sorry, thought that was clear.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn's channel included the bone golems in the first round, did that affect them? Playing it like Quinn doesn't know if they just shrugged it off

BoF: +2/+2

Quinn answers Mal's plea with another wave of healing energy that includes the bone golems. "Cayden help us, we've made a terrible mistake!"

Channel heal to slow the golems, DC 19 Will save, does that healing also help the party or can it not be used that way?


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 3, Init 11

Status:

AC = 26, Haste, BoF, Judgment
HP = 109/138
Weapon Equipped = Adamantine Warhammer
Condition(s) = Haste, Blessing of Fervor, Protection Judgment, Resist Energy Cold 10

Blessing of Fervor for +2 to Hit and Reflex Saves, and AC

With her vision obstructed, and ice dangerously beneath her feet, Tsin holds her position, knowing that a little movement will send her to the floor again. She decides to steel herself against the next wave of cold or bone. Swift Action- Protection Judgment, Standard Action- Cast Resist Energy(Cold)

She then tries to 5' step closer to the doorway, hoping to gain some cover. She hisses to the others.

"I maneuver very poorly on this icy surface, and can only imagine the dragons are just waiting for one of us to step out from the fog to assail us. I'm starting to agree with Quinn on this one."


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems nods at Tsin, but using his true sight, he can see the dragon clearly. Before he falls back to the others, he murmurs a spell: Phantasmal Killer! Will Save DC 19, then Fort Save DC 19! Damage: 3d6 ⇒ (2, 1, 2) = 5 SR Check: 1d20 + 11 ⇒ (18) + 11 = 29

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Quinn, you can't see the golems, so you don't know if they're affected. It says magical affects that heal living creatures are supposed to affect them, so the channels would do both.

Round 3:

Hektir: 14
Quinn: 12
Tsin: 11
Malavarius: 4
Pemsworth: 25
Bone golems: 22
Dragon: 24

Tsin and Hektir continue to prepare themselves with more magic, while Quinn fortifies you with his own divine power.

Mal's spell ripples out through the fog, though its effects are impossible to discern given the impediment to sight -- which seemed to be not at all affected by your magic. Pems, unable to see out of the fog to use the deadly spell he'd like, uses his fortune hex instead on his nearest ally -- Quinn. Sorry, Pems, unless you wanted to leave the fog's cover, which I assume you didn't

The fog's chill continues to seep into your bones 5 hp cold damage (can anyone take damage of 12 cold or less? If not, I won't bother... before another roar from the dragons herald a blast of even more intense chill. 41 hp cold damage, DC 25 Reflex save for half

Hektir:

Hektir, despite what your eyes were telling you, you only sense one dragon (and the two golems) with your spell sense.

Mechanics:

1d4 ⇒ 1
1d4 ⇒ 3

1d4 ⇒ 3
1d4 ⇒ 4

2d6 ⇒ (1, 4) = 5

18d4 ⇒ (2, 2, 2, 1, 2, 3, 2, 3, 4, 1, 2, 1, 3, 3, 1, 3, 3, 3) = 41
1d4 ⇒ 4

Dragons: 21, 4 rounds (no displacement)
BG1: 3 rds.
BG2: 4 rds.


retired (AP completed)

If the fog can do 11 or 12 damage, 1 or 2 damage might squeak through and hurt Malavarius. Probably moot though given my roll to dispel it =)

Reflex Save (DC 25): 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17 +4 if cover still applies, though it looks like that won't matter regardless

Malavarius shivers a bit as a second blast of frosty air washes over him, his staff too near to capacity to absorb more than a passing shard or two of ice. Still, the old wizard stands and slams the butt of his staff down a second time, unravelling the magics knitting the chilling fog together with a triumphant "Harumpf!" His beard and robes billow chaotically as his own magics ripple outward from the bottom of his staff and assault the dragon's lingering spell.

Dispel Magic vs fog: 1d20 + 12 ⇒ (20) + 12 = 32

Status:

HP: 36/65
AC: 17 (13 T / 14 FF) (includes +2 from bof)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from bof)
Resist 10: Cold
Energy Absorption: 36/36 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 9/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ] [ ], resist energy* [ ] [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [X] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (3+2+1): dimensional anchor [ ], dimension door [ ] [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [X] [X], teleport [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [X] [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks
Haste (3/12 rounds): +1 to hit, +1 AC, +1 reflex, +30ft movement
BoF (3/12 rounds): +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

The moment the fog disappears, Pems casts his horrid illusion!

Reflex: 1d20 + 9 ⇒ (11) + 9 = 20

41-10 resistance= 31 damage!
25/72 HP


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Zephtyr will call out the position of the foes, hoping to help Team Moonshine figure out where foes are.

"Just close damn doors if you're that worried," Zephtyr suggests, waiting for an answer before he acts.

Also, GM Motte, as Zephtyr is 20' up, is he caught in the wintry blast as well?


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Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

BoF: + 2 on attack, AC and reflex saves; Shaken: -2 on stuff

Quinn's channel from last round would still heal the party, per Mott, so here is the healing from that channel

Channel Heal: 6d6 ⇒ (3, 5, 5, 6, 6, 3) = 28

Reflex save DC 25: 1d20 + 8 ⇒ (19) + 8 = 27

hp: 75/97, shaken

"Shame on you, beastly dragon, for treating visitors to your horde with such disrespect! May your own treasures be your undoing!" Quinn calls upon Cayden and a divine magic ripples through the room. A gilded throne unwinds like a curled spider while an ornate bathing tub scuttles quickly toward the golems with a small ottoman army behind it.

cast Animate Objects and send one large gilded throne, one medium ornate bathing tub and six lavish ottomans rushing forward to attack the bone golems

"Tsin, where are you? Call to me and I'll pop over with your favorite gift from Cayden!" assuming I can use dimensional hop based on sound, Quinn has flight for you next round


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

+2 to AC from BoF.

Round 4, Init 14

Zephtyr, with the benefits of Echolocation and reach, should be able to sit inside the fog and strike out at the top golem.

1d20 + 15 - 3 - 2 ⇒ (17) + 15 - 3 - 2 = 27 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (1) + 7 + 6 = 14 magic damage.

Zephtyr will continue to shout the location of the foes to others, including any ottomans, that might need it.

ZephTyr Status:

AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC DR 5 bludgeoning +2 BoF = 31
HP 123/123
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect

[ dice]1d20+15+2+2-3[/dice] to hit; (flank,BOF,-PA)
[ dice]1d8+7+6[/dice] magic damage.

Glacial:
1d20 + 15 - 3 - 2 ⇒ (2) + 15 - 3 - 2 = 12 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 magic damage.

+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7

Spells:
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (30) - 120 minutes
Echolocation - 120 minutes

Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.

Hektir Status:

AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 123/123 - DR5 piercing

[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.

Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.

+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;

Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 4, Init 11

Status:

AC = 26, Haste, BoF, Judgment
HP = 127/138
Weapon Equipped = Adamantine Warhammer
Condition(s) = Haste, Blessing of Fervor, Protection Judgment, Resist Energy Cold 10

Reflex Save v Nigh Impossible: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 Well look at that...

Tsin heartens to dodge a good chunk of the new cold blasting through the doorway, before Quinn heals her further.

I'm presuming that the Fog is gone, as well as the impairing ice/grease below our feet, courtesy of Malavarius' Dispel?

"Right here, Quinn, I'm advancing now, hoping to destroy the golems before we're imprisoned again."

With that said, she moves through the doorway, angling towards her own, southern golem.

Blessing of Fervor for +2 AC, Ref, to Hit

Adamantine Warhammer, Haste, BoF, Power Attack: 1d20 + 17 + 1 + 2 - 2 ⇒ (3) + 17 + 1 + 2 - 2 = 21 for 1d8 + 6 + 6 ⇒ (6) + 6 + 6 = 18 damage

If the Fog/ice still impairs us, Tsin simply calls out to Quinn, and waits.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Zephtyr, it's a cone, so I'd say yes, he is caught, but gets a +4 for cover to his save. Sorry, keep forgetting to let you all know about the cover.

Round 4:

Hektir: 14
Quinn: 12
Tsin: 11
Malavarius: 4
Pemsworth: 25
Bone golems: 22
Dragon: 24

Hektir surges forward in the cloud to bat at the nearest golem -- only to have the fog disappear around him as Mal's second attempt to rid the magic takes effect.

Quinn's spell surrounds the golems with bric-a-brac, two of the ottomans getting smashed as they move close 11 and 9 hp, assuming those AoOs hit, while Tsin wades through and lands a blow on the nearest bone creature.

The dragon snorts as Pems' spell hits it. "I am Yrax, Lord of the Howling Storm, little morsel. I fear NOTHING!" he roars.

He casts again, again suddenly seeming to slip a little though the air though Pems' spell lets him see the dragon where he actually is.

Spellcraft DC 18:

He again cast displacement.

The golems again, slowly, cast about them, bony limbs slamming two more ottomans. 11 hp and 8 hp respectively. Quinn, please keep track of your furniture and its hit points. :)

Mechanics:

1d4 ⇒ 2
Golem AoO: 1d20 + 14 - 1 ⇒ (5) + 14 - 1 = 18
2d6 + 4 ⇒ (4, 3) + 4 = 11

1d4 ⇒ 4
Golem AoO: 1d20 + 14 - 1 ⇒ (3) + 14 - 1 = 16
2d6 + 4 ⇒ (3, 2) + 4 = 9

Yrax Will: 1d20 + 14 ⇒ (9) + 14 = 23
Yrax Fort: 1d20 + 17 ⇒ (18) + 17 = 35

1d5 ⇒ 5
Golem smash: 1d20 + 14 - 1 ⇒ (19) + 14 - 1 = 32
2d6 + 4 ⇒ (2, 5) + 4 = 11

1d5 ⇒ 4
Golem smash: 1d20 + 14 - 1 ⇒ (19) + 14 - 1 = 32
2d6 + 4 ⇒ (1, 3) + 4 = 8

Dragons: 21, 3 rounds
BG1: 9, 2 rds.
BG2: 18, 3 rds.


retired (AP completed)

"Obviously you've never seen the halfling lad devour the eyeballs of the recently slain, Mister Storm, or otherwise you would be afraid! I assure you, it's quite unsettling!"

The wizard sends a trio of fiery beams lancing through the air toward the shifting dragon, but only the second comes close to the true target. Not waiting to see the results, Malavarius then hustles into cover should the dragon decide to use its breath once more.

Scorching Ray x3: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11for: 4d6 ⇒ (4, 6, 5, 4) = 19
Miss (low good): 1d100 ⇒ 65

Scorching Ray x3: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21for: 4d6 ⇒ (5, 3, 5, 6) = 19
Miss (low good): 1d100 ⇒ 29

Scorching Ray x3: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9for: 4d6 ⇒ (4, 3, 4, 1) = 12
Miss (low good): 1d100 ⇒ 53

CL Check vs SR: 1d20 + 16 ⇒ (12) + 16 = 28

Fire off a scorching ray, then move to a spot between the open door and the wall (presuming the doors open inward toward the vault)

Status:

HP: 36/65
AC: 17 (13 T / 14 FF) (includes +2 from bof)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from bof)
Resist 10: Cold
Energy Absorption: 36/36 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 10/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ] [ ], resist energy* [ ] [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [X] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (3+2+1): dimensional anchor [ ], dimension door [ ] [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [X] [X], teleport [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [X] [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks
Haste (4/12 rounds): +1 to hit, +1 AC, +1 reflex, +30ft movement
BoF (4/12 rounds): +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems gulps. "Well, it worth a shot." He snarls and fires a lightning bolt at the wyrm! ELECTRICAL BOOM!: 10d6 ⇒ (6, 2, 3, 2, 5, 4, 2, 2, 2, 6) = 34 Reflex DC 18 for half!


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 5, Init 14

Not sure it even matters now...with Quinn's healing and Zeph's resist cold:

1d20 + 6 + 2 + 4 ⇒ (8) + 6 + 2 + 4 = 20 Reflex Save

Zephtyr continues to beat at the top golem, moving a bit higher (to 15' up).

1d20 + 15 - 3 - 2 ⇒ (4) + 15 - 3 - 2 = 14 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21 magic damage.

1d20 + 15 - 3 - 2 ⇒ (6) + 15 - 3 - 2 = 16 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17 magic damage.

BoF Attack:
1d20 + 15 - 3 - 2 ⇒ (8) + 15 - 3 - 2 = 18 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (3) + 7 + 6 = 16 magic damage.

Nice.

ZephTyr Status:

AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC DR 5 bludgeoning
HP 123/123
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect

[ dice]1d20+15+2+2-3[/dice] to hit; (flank,BOF,-PA)
[ dice]1d8+7+6[/dice] magic damage.

Glacial:
1d20 + 15 - 3 - 2 ⇒ (12) + 15 - 3 - 2 = 22 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20 magic damage.

+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7

Spells:
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (30) - 120 minutes
Echolocation - 120 minutes

Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.

Hektir Status:

AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 123/123 - DR5 piercing

[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.

Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.

+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;

Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The doors open outward, into the main room.


retired (AP completed)

Of course they do. Dang doors. I'll tuck into the corner for the cover bonus as best as I can then.


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Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn lets Tsin focus on the golems and turns his attention back to their host.

Yrax wrote:
"I am Yrax, Lord of the Howling Storm, little morsel. I fear NOTHING!"

"You should fear yourself, hiding away the best of your furniture instead of letting anyone enjoy it, threatening visitors before you even ask them what they're doing pocketing your best treasures, what kind of monster are you? Have you no shame?"

cast Terrible Remorse on Yrax, DC 20 Will save

SR check: 1d20 + 12 ⇒ (3) + 12 = 15

Terrible Remorse: You fill a target with such profound remorse that it begins to harm itself. Each round, the target must save or deal 1d8 points of damage + its Strength modifier to itself using an item held in its hand or with unarmed attacks. If the creature saves, it is staggered for 1 round and takes a -2 penalty to Armor Class, after which the spell ends. Duration 12 rounds if failed the save.


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6 Ottomans:

HP: 21
AC: 14
Attack: +4
Damage: 1d6+2
Saves: Fort 0, Ref 0, Will –5
Special: hardness 5, grab

1 Ornate Bathing Tub:

HP: 36
AC: 15
Attack: +5
Damage: 1d6+3
Saves: Fort +1, Ref +1, Will –4
Special: defense hardness 8, stone or crystal, grab

1 Gilded Throne:

HP: 52
AC: 14
Attack: +6/+6
Damage: 1d6+4
Saves: Fort +2, Ref +2, Will –3
Special: hardness 5, additional attacks, constrict, grab

The Animated Objects swarm over the golems in a horrific display that chills even a white dragon's heart. 4 ottomans on the southern golem, and 2 ottomans, an ornate bathing tub, and a gilded throne on the northern golem. Let's assume one ottoman was destroyed by the dual 11 damage rolls and one ottoman has hp: 4/21, Mott can decide which golem got the kill. The special attacks are built around grab.

Ottoman Army 1: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d6 + 2 ⇒ (4) + 2 = 6

Ottoman Army 2: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d6 + 2 ⇒ (6) + 2 = 8

Ottoman Army 3: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d6 + 2 ⇒ (1) + 2 = 3

Ottoman Army 4: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d6 + 2 ⇒ (4) + 2 = 6

Ottoman Army 5: 1d20 + 4 ⇒ (20) + 4 = 24
damage: 1d6 + 2 ⇒ (4) + 2 = 6

Ornate Bathing Tub: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d6 + 3 ⇒ (5) + 3 = 8

Gilden Throne: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d6 + 4 ⇒ (5) + 4 = 9

Gilden Throne: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d6 + 4 ⇒ (6) + 4 = 10

The spidery throne wraps around the golem and attempts to force regal status on the undead creature.

Throne grapple check: 1d20 + 10 ⇒ (11) + 10 = 21

Throne grapple check: 1d20 + 10 ⇒ (14) + 10 = 24


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 5, Init 11

Status:

AC = 26, Haste, BoF, Judgment
HP = 127/138
Weapon Equipped = Adamantine Warhammer
Condition(s) = Haste, Blessing of Fervor, Protection Judgment, Resist Energy Cold 10

Tsin flinches unnecessarily, as she watches the southern golem begin to swing its arms. She waits for the inevitable bone cage to erupt around her again, only to find that furniture has become a surreal front line surrounding her and it.

"Quinn, I can't even..."

She can't find words, because she's thoroughly confused as to which ones she'd need for the flickering emotions juxtaposing disbelief with relief that she's left to her own devices.

Blessing of Fervor- +2s...

Adamantine Warhammer, Haste, BoF, Power Attack: 1d20 + 17 + 1 + 2 - 2 ⇒ (15) + 17 + 1 + 2 - 2 = 33 for 1d8 + 6 + 6 ⇒ (4) + 6 + 6 = 16 damage

Iterative: 1d20 + 12 + 1 + 2 - 2 ⇒ (6) + 12 + 1 + 2 - 2 = 19 for 1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17 damage

Haste Attack: 1d20 + 17 + 1 + 2 - 2 ⇒ (6) + 17 + 1 + 2 - 2 = 24 for 1d8 + 6 + 6 ⇒ (7) + 6 + 6 = 19 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Dice decree the southern golem got the kill.

Round 5:

Hektir: 14
Quinn: 12
Tsin: 11
Malavarius: 4
Pemsworth: 25
Bone golems: 22
Dragon: 24

Hektir's blows are ineffective against the golem, as he hits solid plates of bone, despite the interference from the various furniture, which slightly batter the constructs, but aren't able to wrap themselves around them. Tsin hammers away at the other golem, bone chips flying as her blows land home, reminding her of her old work in the butcher's shop. The creatures battle back, one slamming the bathtub 15 hp, while the other batters Tsin back 6 hp.

Mal's spell hits one of the dragons -- only to see it blink out of existence. His relief that there's likely just one of them, not six, mingles with his frustration at not hitting the real thing at all.

Pems gets only frustration as his spell let him see the true dragon, but his spell fizzles out against its spell resistance.

The dragon casts again and a spear of ice lances up out of the ground under Tsin, who struggles to keep her feet. 7 hp piercing, 8 hp cold damage, got a CMB 30 to trip you, which I'm not sure if is enough; DC 17 Reflex for half damage and negate the trip; circle indicates where the ice spear takes up the square Tsin was in -- I moved her in a random direction.

Mechanics:

1d2 ⇒ 2
Ottoman Army 5 crit?: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d6 + 2 ⇒ (3) + 2 = 5

Mal: 1d6 ⇒ 4

Pems caster check: 1d20 + 11 ⇒ (9) + 11 = 20
Reflex: 1d20 + 11 ⇒ (1) + 11 = 12

1d5 ⇒ 4
Golem slam: 1d20 + 14 - 1 ⇒ (10) + 14 - 1 = 23
2d6 + 4 ⇒ (6, 5) + 4 = 15

1d5 ⇒ 1
Golem slam: 1d20 + 14 - 1 ⇒ (18) + 14 - 1 = 31
2d6 + 4 ⇒ (1, 1) + 4 = 6

2d6 ⇒ (1, 6) = 7
2d6 ⇒ (3, 5) = 8
Trip: 1d20 + 10 + 4 ⇒ (16) + 10 + 4 = 30
1d8 ⇒ 6

Dragons: 21, 2 rounds, 5 images, 1/7
BG1: 18, 1 rd.
BG2: 59, 2 rds.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 6, Init 11

Status:

AC = 26, Haste, BoF, Judgment
HP = 114/138
Weapon Equipped = Adamantine Warhammer
Condition(s) = Haste, Blessing of Fervor, Protection Judgment, Resist Energy Cold 10

CMD 29's the target, got her by 1.

Reflex Save DC 17 to avoid Trip: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24

Tsin is forced to shift unexpectedly, as the floor becomes dangerous beneath her feet. She quickly flicks her gaze at the golem, but sees it only flailing its arms, so she notes Yrax's attack, and smashes at the golem, hopefully for the last volley. She'd like to engage the dragons as soon as possible.

Adamantine Warhammer, Haste, BoF, Power Attack: 1d20 + 17 + 1 + 2 - 2 ⇒ (3) + 17 + 1 + 2 - 2 = 21 for 1d8 + 6 + 6 ⇒ (4) + 6 + 6 = 16 damage

Iterative: 1d20 + 12 + 1 + 2 - 2 ⇒ (12) + 12 + 1 + 2 - 2 = 25 for 1d8 + 6 + 6 ⇒ (3) + 6 + 6 = 15 damage

Haste Attack: 1d20 + 17 + 1 + 2 - 2 ⇒ (2) + 17 + 1 + 2 - 2 = 20 for 1d8 + 6 + 6 ⇒ (2) + 6 + 6 = 14 damage


retired (AP completed)

Did my earlier area dispel not dispel the mirror image? I was thinking that beasty only had it's most current casting of displacement up.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems moves toward the dragons so he's within 30' and casts his EVIL EYE at the damnable worm! Targeting his SAVES with a -4 to them for 1 round or 7 rounds on a DC 18 Will Save fail!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Unless I missed something, it didn't, Mal. I think it just dispels the highest-level spell affecting it, which at the time was the initial casting of displacement.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 6, Init 14

Zephtyr continues to beat at the top golem. He will 5' flap away from the where the dragon might breathe (inching forward so he might come around to flank soon).

1d20 + 15 - 3 - 2 ⇒ (18) + 15 - 3 - 2 = 28 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 magic damage.

1d20 + 15 - 3 - 2 ⇒ (9) + 15 - 3 - 2 = 19 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19 magic damage.

BoF Attack:
1d20 + 15 - 3 - 2 ⇒ (8) + 15 - 3 - 2 = 18 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15 magic damage.

ZephTyr Status:

AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC DR 5 bludgeoning
HP 123/123
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect

[ dice]1d20+15+2+2-3[/dice] to hit; (flank,BOF,-PA)
[ dice]1d8+7+6[/dice] magic damage.

Glacial:
1d20 + 15 - 3 - 2 ⇒ (1) + 15 - 3 - 2 = 11 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (3) + 7 + 6 = 16 magic damage.

+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7

Spells:
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (30) - 120 minutes
Echolocation - 120 minutes

Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.

Hektir Status:

AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 123/123 - DR5 piercing

[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.

Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.

+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;

Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements


retired (AP completed)

Nope - you're right. I misunderstood how it ticked down one by one until it succeeded. Carry on. Carry on.

From his spot in the corner, and fearing another blast of dragony breath, Malavarius weaves a protective enchantment around himself. "That's it, Tsin! Keep dismantling that blasted golem!"

cast protection from energy (cold)

Status:

HP: 36/65
AC: 17 (13 T / 14 FF) (includes +2 from bof)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from bof)
Resist 10: Cold
Energy Absorption: 36/36 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 10/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ] [ ], resist energy* [ ] [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [X] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (3+2+1): dimensional anchor [ ], dimension door [ ] [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [X] [X], teleport [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [X] [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks
Haste (5/12 rounds): +1 to hit, +1 AC, +1 reflex, +30ft movement
BoF (5/12 rounds): +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
protection from cold: 0/120


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

"You didn't even offer us a drink, let me show you that's done." Quinn prays and a second flaming beverage appears above the dragon and again dumps it's fiery contents on the rude host.

SR check: 1d20 + 12 ⇒ (13) + 12 = 25

Flame Strike: 12d6 ⇒ (6, 6, 4, 1, 4, 2, 1, 3, 1, 6, 5, 4) = 43 damage, half fire and half divine, DC 21 Reflex save for half damage


5 Ottomans:

HP: 21
AC: 14
Attack: +4
Damage: 1d6+2
Saves: Fort 0, Ref 0, Will –5
Special: hardness 5, grab

1 Ornate Bathing Tub:

HP: 21/36
AC: 15
Attack: +5
Damage: 1d6+3
Saves: Fort +1, Ref +1, Will –4
Special: defense hardness 8, stone or crystal, grab

Gilded Throne:

HP: 52
AC: 14
Attack: +6/+6
Damage: 1d6+4
Saves: Fort +2, Ref +2, Will –3
Special: hardness 5, additional attacks, constrict, grab

The animated furniture mercenaries continue their harassment of the golems.

Ottoman Army 1: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d6 + 2 ⇒ (2) + 2 = 4

Ottoman Army 2: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d6 + 2 ⇒ (3) + 2 = 5

Ottoman Army 3: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d6 + 2 ⇒ (6) + 2 = 8

Ottoman Army 4: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d6 + 2 ⇒ (5) + 2 = 7

Ottoman Army 5: 1d20 + 4 ⇒ (20) + 4 = 24
damage: 1d6 + 2 ⇒ (3) + 2 = 5

Ornate Bathing Tub: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d6 + 3 ⇒ (2) + 3 = 5

Gilden Throne: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d6 + 4 ⇒ (3) + 4 = 7

Gilden Throne: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d6 + 4 ⇒ (4) + 4 = 8

Ottoman Army 5, crit confirm: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d6 + 2 ⇒ (6) + 2 = 8

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 6:

Hektir: 14
Quinn: 12
Tsin: 11
Malavarius: 4
Pemsworth: 25
Bone golems: 22
Dragon: 24

Hektir continue to batter at the golem, though his blows seem to have little effect i.e. you didn't beat it's AC on two of them; also, not sure I moved you where you wanted to go -- went 5 ft. to the right from your previous position. One of the ottomans does manage to knock off a piece of its toe as well.

Tsin has more luck, her hammer blows shattering her foe, its bones falling amidst the animated furniture that had been harassing it.

As Mal casts his protective magics on himself, Quinn take to the offense, though the dragon is able to avoid the worst of the flames.

Pems gives the creature his evil eye, but again it barely seems to notice as the combined forms swoop in a curving arc past you and to the south, the dragon reaching out to snap at Tsin as it moves, teeth tearing painfully into her. 49 hp

The other golem, still moving slowly, batters the bathtub, denting the fine golden finish. 9 hp

Mechanics:

Yrax Reflex: 1d20 + 11 ⇒ (11) + 11 = 22
Yrax Will: 1d20 + 14 ⇒ (11) + 14 = 25

Bite: 1d20 + 27 ⇒ (13) + 27 = 40
8d8 + 15 ⇒ (7, 5, 2, 8, 5, 5, 1, 1) + 15 = 49

1d5 ⇒ 3
Golem slam: 1d20 + 14 - 1 ⇒ (14) + 14 - 1 = 27
2d6 + 4 ⇒ (3, 2) + 4 = 9

Dragons: 32, 1 round, 5 images, 2/7, -4 to saves 1 rd.
BG1: 39


retired (AP completed)

"Oh for pity's sake! Tsin? Are you alright?" Malavarius tries to buy the former butcher some time by casting one of his mightiest spells at the dragon and with a flash from the wizard's staff the beast begins to feel its scales and muscles stiffen and harden!

CL Check vs SR: 1d20 + 16 ⇒ (3) + 16 = 19
flesh to stone: fort save DC 24 or turn to stone!

Status:

HP: 36/65
AC: 17 (13 T / 14 FF) (includes +2 from bof)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from bof)
Resist 10: Cold
Energy Absorption: 36/36 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 10/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ] [ ], resist energy* [ ] [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [X] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (3+2+1): dimensional anchor [ ], dimension door [ ] [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [X] [X], teleport [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [X], greater dispel magic* [X] [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks
Haste (6/12 rounds): +1 to hit, +1 AC, +1 reflex, +30ft movement
BoF (6/12 rounds): +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
protection from cold: 0/120


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

How long does shaken condition last?

Round 7, Init 14

Zephtyr continues to beat at the top golem, again 5' flapping to the top and right of the map.

1d20 + 15 - 3 - 2 ⇒ (13) + 15 - 3 - 2 = 23 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 magic damage.

1d20 + 15 - 3 - 2 ⇒ (10) + 15 - 3 - 2 = 20 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19 magic damage.

BoF Attack:
1d20 + 15 - 3 - 2 ⇒ (14) + 15 - 3 - 2 = 24 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (3) + 7 + 6 = 16 magic damage.

ZephTyr Status:

AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC DR 5 bludgeoning
HP 123/123
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect

[ dice]1d20+15+2+2-3[/dice] to hit; (flank,BOF,-PA)
[ dice]1d8+7+6[/dice] magic damage.

Glacial:
1d20 + 15 - 3 - 2 ⇒ (12) + 15 - 3 - 2 = 22 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (3) + 7 + 6 = 16 magic damage.

+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7

Spells:
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (30) - 120 minutes
Echolocation - 120 minutes

Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.

Hektir Status:

AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 123/123 - DR5 piercing

[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.

Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.

+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;

Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sorry; 17 rounds. Frightful presence is frightful!

5d6 ⇒ (6, 3, 1, 6, 1) = 17


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

BoF: +2 to attack, reflex, AC

Quinn directs the ottoman army and it's leaders to the remaining golem (move action) then calls out support to Tsin. "Fear not, Tsin, I'll be there in a moment with the most divine touch you've ever known!" His promise of healing made, the cleric focuses his attention on the dragon.

ready action, dispel magic, counterspell


5 Ottomans:

HP: 21 (1 at 4hp)
AC: 14
Attack: +4
Damage: 1d6+2
Saves: Fort 0, Ref 0, Will –5
Special: hardness 5, grab

Ornate Bathing Tub:

HP: 12/36
AC: 15
Attack: +5
Damage: 1d6+3
Saves: Fort +1, Ref +1, Will –4
Special: defense hardness 8, stone or crystal, grab

Gilded Throne:

HP: 52
AC: 14
Attack: +6/+6
Damage: 1d6+4
Saves: Fort +2, Ref +2, Will –3
Special: hardness 5, additional attacks, constrict, grab

The animated furniture scuttles over the remaining golem in a swarm of mahogany, darkwood, and gold leaf.

Ottoman Army 1: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d6 + 2 ⇒ (6) + 2 = 8

Ottoman Army 2: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d6 + 2 ⇒ (3) + 2 = 5

Ottoman Army 3: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d6 + 2 ⇒ (5) + 2 = 7

Ottoman Army 4: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d6 + 2 ⇒ (6) + 2 = 8

Ottoman Army 5: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d6 + 2 ⇒ (4) + 2 = 6

Ornate Bathing Tub: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d6 + 3 ⇒ (1) + 3 = 4

Gilded Throne: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d6 + 4 ⇒ (3) + 4 = 7

Gilded Throne: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d6 + 4 ⇒ (1) + 4 = 5


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems uses accursed hex to target the dragon with EVIL EYE (-4 to saves) again!


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 7, Init 11

Status:

AC = 26, Haste, BoF, Judgment
HP = 114/138
Weapon Equipped = Adamantine Warhammer
Condition(s) = Haste, Blessing of Fervor, Protection Judgment, Resist Energy Cold 10

Looking down on the destroyed golem, Tsin has little chance to celebrate, as she's raked from above. Dragons' teeth seem move like dragon's teeth, so she sets herself to the task, dropping the warhammer, and drawing her falchion. She moves towards the center, hoping that Quinn, in his own way, is right about Cayden's gift.

She lets the blade ripple into flame, and turns her gaze upwards, expecting another set of teeth along shortly.

Readied Action:

+1 Flaming Falchion, Haste, BoF, Power Attack: 1d20 + 17 + 1 + 2 - 2 ⇒ (1) + 17 + 1 + 2 - 2 = 19 for 2d4 + 13 + 6 + 1d6 ⇒ (1, 1) + 13 + 6 + (5) = 26 damage, including fire

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Not that it matters, but I don't think you need Accursed Hex to target the dragon, Pems. There's no per-day limit on evil eye.

Round 7:

Hektir: 14
Quinn: 12
Tsin: 11
Malavarius: 4
Pemsworth: 25
Bone golems: 22
Dragon: 24

Hektir batters more at the golem, which is starting to show some wear and tear as he and the furniture continue to batter at it, though the latter seem to be doing little more than nipping at its bone spurs. Suddenly moving more quickly, it lashes out all around it, biting the tub 11 hp, and battering two of the ottomans. 15 hp to ottoman 1 and 8 hp to ottoman 4 (I figure it's mindless, so it's lashing out randomly as opposed to focusing on its most effective attacker

Mal's spell fizzles against the dragon's spell resistance even as Pems persists in his efforts to curse it and make it more vulnerable to magic attacks. Hmm, a better caster level check might've ended this fight with the evil eye going...

Tsin moves to the dragon's nest, preparing for another pass from the dragon Tsin, doesn't look like your hp reflect the damage you just took?, as Quinn prepares for draconic magic instead. Tsin's preparation proves most relevant, though not enough as the dragon swoops by again, head again reaching down to bite at her. 49 more hp

Mechanics:

Yrax Will: 1d20 + 14 ⇒ (10) + 14 = 24

Bite: 1d20 + 27 ⇒ (9) + 27 = 36
8d8 + 15 ⇒ (7, 2, 4, 1, 7, 8, 2, 3) + 15 = 49

1d8 ⇒ 6
Golem bite: 1d20 + 14 ⇒ (4) + 14 = 18
1d8 + 4 ⇒ (7) + 4 = 11

1d8 ⇒ 2
Golem slam: 1d20 + 14 ⇒ (16) + 14 = 30
2d6 + 4 ⇒ (5, 6) + 4 = 15

1d8 ⇒ 5
Golem slam: 1d20 + 14 ⇒ (13) + 14 = 27
2d6 + 4 ⇒ (1, 3) + 4 = 8

Dragons: 32, 5 images, 3/7, -4 to saves 1 rd.
BG1: 63


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 8, Init 14

Zephtyr continues to beat at the top golem, again 5' flapping to the top and right of the map.

1d20 + 15 - 3 - 2 ⇒ (3) + 15 - 3 - 2 = 13 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19 magic damage.

1d20 + 15 - 3 - 2 ⇒ (5) + 15 - 3 - 2 = 15 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20 magic damage.

BoF Attack:
1d20 + 15 - 3 - 2 ⇒ (18) + 15 - 3 - 2 = 28 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 magic damage.

ZephTyr Status:

AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC DR 5 bludgeoning
HP 123/123
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect

[ dice]1d20+15+2+2-3[/dice] to hit; (flank,BOF,-PA)
[ dice]1d8+7+6[/dice] magic damage.

Glacial:
1d20 + 15 - 3 - 2 ⇒ (2) + 15 - 3 - 2 = 12 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (3) + 7 + 6 = 16 magic damage.

+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7

Spells:
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (30) - 120 minutes
Echolocation - 120 minutes

Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.

Hektir Status:

AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 123/123 - DR5 piercing

[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.

Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.

+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;

Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 8, Init 11

Status:

AC = 26
HP = 16/138
Weapon Equipped = +1 Flaming Falchion
Condition(s) = Haste, BoF, Judgment, Resist Cold 10
Bane = 4/5

Correct, Mott- new HP up.

BoF- +2s...

Tsin sways a little in place, relatively sure that this pilgrimmage, all of the journey, was a fool's errand. Goose chasing. Snipe hunting. All in vain. All to oppose a constant climate condition.

She brings her falchion to her side, readying to swing on the dragon(s) the next time it passes her. She'll bloody it once, at least, before she leaves this world.

"Now or never, Quinn."

Readied Action:

+1 Flaming Falchion, Haste, BoF, Power Attack, Bane: 1d20 + 17 + 1 + 2 - 2 + 2 ⇒ (6) + 17 + 1 + 2 - 2 + 2 = 26 for 2d4 + 13 + 6 + 1d6 + 2d6 ⇒ (3, 1) + 13 + 6 + (5) + (3, 1) = 32 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin, it has reach; though it seems a little silly, per the rules, I don't think you can hit it when it reaches out to attack you. Unless I'm missing something.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems decides to keep the EVIL EYE up again, still hoping the mean dragon will roll a 1... -4 to SAVES!


retired (AP completed)

"Blasted dragon!" Malavarius sends a trio of blasts at the beast, only to have them fizzle into nothingness once more. "What! Does no magic work on this thrice-blighted wyrm?! Good heavens!"

Wand CL Check vs SR: 1d20 + 15 ⇒ (2) + 15 = 17 It seems I'm not allowed to have 'better caster level checks', Mott. How'd you bribe the dicebot?
Scorching Ray 1: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14for: 4d6 ⇒ (6, 1, 3, 3) = 13
Scorching Ray 2: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27for: 4d6 ⇒ (3, 3, 1, 4) = 11
Scorching Ray 3: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16for: 4d6 ⇒ (1, 4, 2, 4) = 11

Status:

HP: 36/65
AC: 17 (13 T / 14 FF) (includes +2 from bof)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from bof)
Resist 10: Cold
Energy Absorption: 36/36 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 11/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ] [ ], resist energy* [ ] [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [X] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (3+2+1): dimensional anchor [ ], dimension door [ ] [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [X] [X], teleport [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [X], greater dispel magic* [X] [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks
Haste (7/12 rounds): +1 to hit, +1 AC, +1 reflex, +30ft movement
BoF (7/12 rounds): +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
protection from cold: 0/120

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You rolled a 20 right there! Stop complaining! :)


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
motteditor wrote:
Tsin, it has reach; though it seems a little silly, per the rules, I don't think you can hit it when it reaches out to attack you. Unless I'm missing something.

One can take a 5' step as part of a readied action, but that's of less use when one is not flying and the dragon flies. The usual balance/check for this kind of thing is flying ability and, some dragons have more or less than others. It's only somewhat interesting that this dragon can bank and turn around every turn.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Hmm, do I need to be making Fly checks?


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
motteditor wrote:
Hmm, do I need to be making Fly checks?

Yes, it matters here.

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