Hektir the Tracksmage |
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S!!!. Both of you missed noting that we just passed 9000 posts. Good thing that Zilchus is here to make posting great again: 9000 posts biyotches!!! Woohoo!!!
Zilchus spits and agrees with whatever the gnome is lying about.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hey, I was at 8,999 when I posted, so don't yell at me! Also, sorry missing an update yesterday. Was finishing up a writing project.
"Very well," the soldier grunts. "Carry on."
He salutes, with his right hand brought palm-down to nearly touch his right temple, and returns to the tower, leaving you alone in the busy camp for the moment.
Tsin Windscar |
Tsin speaks in a way that demonstrates no lip movement behind her beard. "We are past the guard wolves. Now, we walk among them. Speaking to anyone here, in their language, I only apologize that I can not support the dialogue." She looks to Pems and Mal, speakers-with-wolves.
"I defer to your judgment. Where shall we wander? In search of Rasputin, heavily-guarded, or in search of allies?"
Hektir the Tracksmage |
Tried to edit or mark or move Zeph on the map as a way to suggest areas to explore. Might we be able to have edit access?
Zephtyr spits and looks around, trying to figure out where he is within the camp.
"Let's go over there," Zeph points to the two building just north of the compass on the bottom of the map.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Sadly, you don't know where the armory is at the moment.
As you begin to move toward the barn, the hair starts to crawl on the back of your necks. Though Mal seems oblivious, the rest of you notice what looks like a humanoid figure covered in spikes almost completely hidden in a snow drift. Further, you notice nearly a dozen bear traps hidden in the snow approaching the building, which looks to have its doors held shut with a stout wooden bar.
Hektir : 1d20 + 23 ⇒ (10) + 23 = 33
Malavarius: 1d20 + 10 ⇒ (2) + 10 = 12
Pemsworth (+1 vs. traps): 1d20 + 21 ⇒ (16) + 21 = 37
Quinn: 1d20 + 30 ⇒ (11) + 30 = 41
Tsin: 1d20 + 20 ⇒ (11) + 20 = 31
Hektir : 1d20 + 23 ⇒ (2) + 23 = 25
Malavarius: 1d20 + 10 ⇒ (6) + 10 = 16
Pemsworth (+1 vs. traps): 1d20 + 21 ⇒ (16) + 21 = 37
Quinn: 1d20 + 30 ⇒ (14) + 30 = 44
Tsin: 1d20 + 20 ⇒ (6) + 20 = 26
Hektir the Tracksmage |
"This is interesting. What's in here, do you think?" Zephtyr stops, spitting into the frozen snow. He eyes the bear traps. "Someone want to scout the place?"
Zephtyr looks to see how solid the barn is and if a bird or mouse might sneak about.
Tsin Windscar |
"Not really. Let's look elsewhere. The thing in the snow feels like the traps in the snow. Feels completely out-of-place in a soldiers' camp like this. If none of the other soldiers approach here, I suggest we follow their lead."
Tsin turns her head to other places, pointing to the two long buildings just across the main path, to the west.
Malavarius King |
"That's a fine idea, Tsin, but Pemsworth told that guard we had urgent business with Rasputin. We can't be wandering about this place in the open like this for long. Plus, it looks like there's a second gate we'll likely need to get through!" Shooting Zeno a look to go flap around and learn what he can of the place, Malavarius then nods to a near building that looks to be in decent repair. "What about there for now?"
Added red arrow to map to point at building I'm talking about
Mott, do you want any checks for Zeno to flit from roof to roof as he tries to get an idea of what each building might serve as?
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
3 people marked this as a favorite. |
To keep things moving, I'm going to follow Tsin's suggestion, since you can do that while talking about Mal's comments.
The smoke from several stoves clouds the air above the long, narrow barracks. A couple dozen soldiers lounge in here, relaxing and trying to keep warm, though you can see they all have weapons near at hand, some of them less familiar than the guns you're also carrying.
Several of them glance up at you as you enter, but then turn back to their own activities: card games, resting, reading and the sort.
Don't forget Pems is off at Gen Con, so if you want him to do something, feel free to "DMPC" him. No, Hektir, he does NOT do that.
ETA Just saw Mal's added OOC comments, so responding to that: I think maybe a Stealth and Perception check for him, though they may not always be relevant.
As far as Zeno can tell, the other building is empty and cold, unused for whatever reason. He's not sure, but he thinks it might have to do with what's disturbingly close to the north, through the second fence: A half-dozen headless horsemen wander among the tents there, not seeming at all concerned about the lack of anything above their neck.
They sound like some sort of dullahan, terrifying reapers of souls sent back from the pits of Hell to sow terror and harvest new souls.
Malavarius King |
Zeno Perception: 1d20 + 15 ⇒ (11) + 15 = 26
Zeno Stealth: 1d20 + 14 ⇒ (15) + 14 = 29
Knowledge (religion): 1d20 + 20 ⇒ (17) + 20 = 37
Malavarius nods once to any of the soldiers that look him in the eye directly, but otherwise follows Pemsworth quietly over to one of the stoves to warm their hands.
Hektir the Tracksmage |
Zephtyr spits and fiddle-faddles with his weapon as he follows Mal.
"This place is crazy. Something ain't right," Zephtyr notes. "Maybe we should find out what they are fighting...or are they always this way? What are they doing here? Maybe they are fighting a bunch of pretty amazons. We should go see if they need help or something."
Quinn Kestrel |
"Something isn't right for sure." Quinn notes, "I don't see anyone drinking like Cayden would appreciate and these are soldiers, soldiers, they should have liquor flowing in their veins! We should get through that second fence without delay, maybe whatever thing is trapped in that building would be a good distraction?"
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Malavarius King |
Once he feels he's sufficiently warmed his hands, he sighs grumpily, more for the audience of soldiers than anything else, then turns and heads for the exit, dragging the others in tow.
Once outside and away from prying ears, he whispers harshly, "They've got Dullahans patrolling the tents over there! Dullahans! What the blasted devil do they need those undead monstrosities for?" He then shakes his head, waving off the question. "Nevermind that for now. We need to get out of sight so we can figure out how and where to go!"
Tsin Windscar |
Tsin rubs her warmed hands together, following Mal and Pems towards the next blasphemous spectacle, learning more and more of the company Rasputin brings into his camp.
"So, there is Bear-Trap Garden, and Dullahan Heights... every corner we turn, there is another reason to want nothing to do with this place, and yet the soldiers haven't abandoned their posts. Does that suggest that the nearest hospitable location is dangerously far away? That they have no choice but to endure the monstrosities? Soldiers in war, they must have seen a lot, but really? Headless horsemen? That has to be a breaking straw, if I ever saw one..."
Tsin drafts along with the speakers, waiting until they have a clearer sense of the camp, through conversations with any one of the soldiers. On Mal's insistence, breaching the second set of doors in the inner gate seems to be on the agenda.
Hektir the Tracksmage |
"Maybe there is a bar around? Maybe we should be drinking with these guys to get the lay of the land? People like to talk when they drink," Zephtyr mentions, looking around.
"Zeno, did you see a bar or canteen?"
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Zeno does not see anything that looks like a bar.
He does see:
The interior fence, which is about 15 feet tall. The gate is barred from the inside.
An area with more of the strange metal vehicles littering the yard, seemingly in various states of disrepair area 2.
More burned-out barracks the long buildings.
A pool of steaming water area 3.
An old stone building sits buried in snow, its wooden door hanging ajar. An old tree, lightning-scarred and twisted, juts through the roof area 4.
A large building with nothing that makes it stick out between that one and the yellow cloud, and what looks like a solidly built house to the left of that.
And the ruins of an ancient onion-domed chapel on a small rise at the camp’s center. Its charred bricks still smolder like dying embers as fresh flames flicker eerily across their crumbled surface.
Malavarius King |
"Well, Pemsworth isn't going to be able to speak whatever language it is these people speak for much longer, and any words out of the rest of us will get us outed in the snap of your fingers." The wizard drags the group out of immediate sight from a passing group of guards and nods toward the far side of the fence. "Let's slip into that ruined building there. Maybe we can get through this without bringing the whole camp crashing down on our heads all at once."
Barring any objections, Malavarius casts dimension door and zips the group to the exterior of the target building, then hurries everyone inside through a breach in the wall.
Pemsworth's tongues only lasts for 14 minutes a day and gets spent in 1-minute increments.
Dimension door target on the map is a red circle (trying to keep us out of direct view of any towers) & arrow points toward the breach in the building I'm hoping we can shuffle through.
Hektir the Tracksmage |
Zephtyr gives Mal the aw-man-but-i-wanted-to-drink look, and eventually follows the old geezer who hates fun into targeted building.
He spits when he is inside, looking around for danger.
1d20 + 28 ⇒ (17) + 28 = 45 Perception
If we are alone in the building...
"What we need to do is better scouting. Maybe a few small earth or air elementals? Can one of youse make me invisible? If so, I'll make myself small and go investigate things. You know I can make scouting great again," Zeph offers with a spit.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
The blackened remains of a long wooden barracks building threaten to crumble to ashy ruin in the snow. The haphazard pile of burned timbers resembles a mound of charred and tangled bones. Much of the walls have burned away, leaving the inside open to the elements.
The smell of burnt flesh is strong here, and the skeletal remains of many people, some still strapped to their beds, can be spied among the ruins. A foul creature lookin like a 12-foot-tall emaciated humanoid with the head of a jackal is shuff ling among the debris, gnawing on the burned bodies.
It's a meladaemon.
I'm assuming you're still outside. It doesn't seem to have noticed you yet.
Hektir the Tracksmage |
Looking for posts from Quinn and Pems. Pems should be back by now and I'll poke Quinn over the text-tube. We need posts and pushes from all to keep this game going, especially in a sandbox.
Zephtyr spits.
Quinn Kestrel |
"Demons and undead don't seem like good company for soldiers. Hektir is right that we need better scouting, maybe Cayden's gift of peering through walls would be handy? Maybe we should open that weird barn in the front area and see what runs to deal with it?" Quinn waits for other ideas from the party, but seems content to let Hektir explore.
Pemsworth Smith, Esq. |
Pems is back. Just had a spot of the Crud, as one does after talking for 35+ hours straight. Also the alcohol probably did not help...
"Why do the normal soldiers here not respond to the horrors around them? Are they bewitched or blind or is this world such a hellish place that no one notices?" Pems shakes his head, staring around at the strangeness.
"I suppose I vote we check out that strange temple-like place at the center. If I were an evil mastermind, I'd want to be at the center of the action, you see."
Tsin Windscar |
"Yes, well. I'm considering Rasputin to be something of a queen bee here, and there are plenty of workers moving in their respective spaces. If we provoke the queen too soon, we may be facing the entirety of the hive at its full strength. I feel like this needs further investigation, peripherally, then centrally. I think we need to talk to one of the soldiers here, privately, and learn as much as we can about the dynamics of these horrors. Do they constantly patrol? Does Rasputin come and go? Are any of the soldiers amenable to be our cannon fodder?"
"How much longer are we to be cloaked? When will we be unable to speak in their tongue? If this camp turns into one giant, slow purging of evil, we need to be smart about it."
Malavarius King |
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"Stirring up the camp or not, maladaemons are dreadful things. And I mean to do something about it! Now, you all be ready to put up a fight if this doesn't work. And when that blasted daemon is dealt with we can figure out how best to move about this camp."
The old wizard then shuffles into the building, ready to send the creature back to the plane from whence it came.
CL Check vs SR: 1d20 + 18 ⇒ (18) + 18 = 36
Will Save DC 23 or dismissed!
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +4 // Ref: +5 // Will: +11 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): comprehend languages [ ] [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): create pit [X], glitterdust [ ] [ ], protection from arrows [ ] [ ], resist energy* [X], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ] [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimension door [X] [ ], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (3+1+1): break enchantment* [X], dismissal [X], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ], veil [X]
Level 7 Prepared (1+1+1): resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
veil (14 hours)
Quinn Kestrel |
Quinn raises a toast to Cayden and chaos, take s long swig, and passes the bottle to Hektir. "The old man has balls, they likely hang down to his knees, but he's got balls." His ritual swig is followed by a blessing from Cayden for the swordswoman.
cast Protection from Evil on Tsin
Pemsworth Smith, Esq. |
"We're going to get killed again, aren't we?" Pems mutters as Quinn toasts and Mal casts. "I hope my new body has wings. I'd like to fly. You know, without the inevitable crashing death part at the end."
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
1d20 + 14 ⇒ (16) + 14 = 30
Mal casts his spell, his mind going to the creature's aura of hunger and disease-laden bite. Unfortunately, the creature shrugs off its affects and turns hungrily toward the wizard!
A meladaemon radiates an aura of hunger to a radius of 20 feet. Every round a creature begins its turn within this aura, it must succeed at a Fortitude save or take nonlethal damage and become fatigued from extreme hunger. It also has a daemonic wasting disease that may infect people it bites.
Hektir: 1d20 + 4 ⇒ (2) + 4 = 6
Malavarius: 1d20 + 1 ⇒ (3) + 1 = 4
Pemsworth: 1d20 + 8 ⇒ (14) + 8 = 22
Quinn: 1d20 + 3 ⇒ (11) + 3 = 14
Tsin: 1d20 + 5 ⇒ (11) + 5 = 16
Antagonist: 1d20 + 6 ⇒ (5) + 6 = 11
Pems and Tsin are up for Round 1/2. Note Quinn's action above didn't take place as Mal's was the surprise round.
Tsin Windscar |
Round 1/2, Init 16
AC = 25
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = None
Knowledge(Planes) DC 21: 1d20 + 10 + 3 ⇒ (2) + 10 + 3 = 15
Sensing a deep dread from the daemon from Mal's vocal inflections, Tsin decides to better equip herself. Her hand pats her blade, and she feels mildly better about her odds. Cast Align Weapon(Good)
"Whatever you said to it, Mal, it doesn't look pleased. Perhaps you should step back outside for now."
Pemsworth Smith, Esq. |
"Mister Malavarius? Was that a spell to make the vile daemon try to rip our eyes out? Because if it was, I think it worked." Pems steps back five feet, edging away from the creature. Knowledge Planes: 1d20 + 20 ⇒ (11) + 20 = 31
Pems casts his Witch's Charge on Tsin!
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Note that I can't figure out numbers. Quinn acted before the antagonist, so his protection from evil spell DID go off.
Pems, the creature does have SR, and its strong-willed and has quick reflexes.
Pemsworth: 22
Tsin: 16
Quinn: 14
Antagonist: 11
Hektir: 6
Malavarius: 4
Pems, Tsin and Quinn prepare quickly for the joined battle, casting spells in quick unison as the creature quickly casts itself, the interior of the barracks plunging into darkness.
Party is up.
Malavarius King |
Malavarius scoffs and waves his hand. "No hiding in the dark for you, daemon! Pfah!"
Dispel Check (DC=CL+11): 1d20 + 14 ⇒ (13) + 14 = 27
Cast dispel magic
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +4 // Ref: +5 // Will: +11 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): comprehend languages [ ] [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): create pit [X], glitterdust [ ] [ ], protection from arrows [ ] [ ], resist energy* [X], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [ ] [ ] [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimension door [X] [ ], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (3+1+1): break enchantment* [X], dismissal [X], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ], veil [X]
Level 7 Prepared (1+1+1): resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
veil (14 hours)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir the Tracksmage |
Round 1, Init 6
Zephtyr soars at the daemon, moving up to slam once while leaving room beneath him for Tsin.
1d20 + 19 - 3 ⇒ (20) + 19 - 3 = 36 to hit; (-PA)
2d8 + 9 + 6 ⇒ (3, 2) + 9 + 6 = 20 magic damage. (vital strike)
Pot Crit:
1d20 + 19 - 3 ⇒ (6) + 19 - 3 = 22 to hit; (-PA)
2d8 + 9 + 6 ⇒ (7, 2) + 9 + 6 = 24 magic damage. (vital strike)
Zephtyr enters the zone of funkiness, not sure how he feels about it.
1d20 + 15 ⇒ (6) + 15 = 21 Fort But as elementals don't eat, not sure this effect applies.
AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 143/143
Speed: Fly (120') perfect + 10' (Gr. Longstrider) = 120' fly perfect
1d20 + 19 - 3 ⇒ (5) + 19 - 3 = 21 to hit; (-PA)
1d8 + 9 + 6 ⇒ (2) + 9 + 6 = 17 magic damage.
+10 BAB +8 Str +1 amulet = +18 to hit
1d8 + 8 str damage +1 amulet = 1d8+9
Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 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.
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 143/143 - 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-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (0 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements
Quinn Kestrel |
Quinn steps through the opening next to Mal and reaches his arm back extending it behind him. A glowing, pulsing spear of light coalesces in his hand and the cleric lunges forward hurling the glowing missile at the demon.
Touch Attack, Spear of Purity: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 10d6 ⇒ (5, 1, 1, 5, 4, 6, 2, 6, 1, 4) = 35 good aligned damage and Blinded one round, DC 18 Will save for half damage and negate the blindness
An evil creature struck by the spear takes 1d8 points of damage per two caster levels (maximum 5d8). An evil outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is blinded for 1 round. A successful Will save reduces the damage to half and negates the blinded effect. This spell deals only half damage to creatures that are neither evil nor good, and they are not blinded. The spear has no effect on good creatures.
Pemsworth Smith, Esq. |
Pems reaches toward the daemon and calls forth the ice spears from the ground! Casting ice spears! 3 spears, Reflex Save DC 19! If the daemon is large, I'll overlap the spears to hit him with all three! Damage Spear 1 piercing: 2d6 ⇒ (3, 4) = 7 and Damage spear 1 cold: 2d6 ⇒ (5, 4) = 9! Damage Spear 2 piercing: 2d6 ⇒ (6, 2) = 8 and Damage spear 2 cold: 2d6 ⇒ (4, 6) = 10! Damage Spear 3 piercing: 2d6 ⇒ (3, 5) = 8 and Damage spear 3 cold: 2d6 ⇒ (6, 4) = 10!
CMB check to trip! Spear 1: 1d20 + 18 ⇒ (19) + 18 = 37 +10 for each spear that hits beyond the first!
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir, you don't need to worry about the aura, as you don't eat.
Malavarius: 4
Hektir: 6
Pemsworth: 22
Tsin: 16
Quinn: 14
Antagonist: 11
Hektir rushes forward, slamming the creature in the head, though the blow doesn't land quite as strong as he'd hoped didn't confirm the crit and the impact seems a bit muted by the creature's fur. It has DR.
A moment later, icy spears erupt under it. The points shatter on the creature's flesh as it leaps into the air to avoid the worst of the attacks, though you do see patches of cold on its lower extremities it took just cold damage.
Tsin takes advantage of its distraction as Quinn blasts and blinds it with divine magic to rush into the building, casting another spell as she goes. She can't reach him this round, so having her cast divine favor.
The creature, realizing you won't be easy prey, dropped the charred remains of what apparently was going to be its next meal -- a hunchbacked individual with a prosthetic leg -- and bites and slashes at Zephtyr, apparently perfectly fine fighting without sight. Hey, it's got Blind Fighting! Hektir's able to avoid the creature's claws, but its sharp teeth sink into him 20 hp, plus need a Fort save vs. disease.
Adding to the horror, three of the burned corpses suddenly spring to life, leaping up from the charred timbers of the barracks to fire at you with their guns. The soldiers feet are eerily morphed into bird talons, and their partially burned, stringy gray hair clings tightly to their withered, ashen skin.
You think they're baykoks, undead obsessed with the hunt!
One fires at Mal, and another at Hektir, but the third steps back and lets loose a bone-chilling howl. Mal takes 9 hp plus 1 hp negative energy; Hektir 7 plus 2 hp negative energy; both must also make a DC 19 Fortitude save or be paralyzed 1d3 ⇒ 2 rounds. Everyone must succeed at a DC 19 Will save or become paralyzed with fear for 1 round; success means you're shaken for 1 round instead
Reflex: 1d20 + 15 ⇒ (13) + 15 = 28
Reflex: 1d20 + 15 ⇒ (17) + 15 = 32
Reflex: 1d20 + 15 ⇒ (3) + 15 = 18
Will: 1d20 + 14 ⇒ (3) + 14 = 17
Bite: 1d20 + 20 ⇒ (18) + 20 = 38
Miss?: 1d100 ⇒ 79
2d8 + 6 ⇒ (7, 7) + 6 = 20
Claw: 1d20 + 19 ⇒ (7) + 19 = 26
Miss?: 1d100 ⇒ 96
Claw: 1d20 + 19 ⇒ (12) + 19 = 31
Miss?: 1d100 ⇒ 12
Miss reroll?: 1d100 ⇒ 22
3d15 + 3d2 ⇒ (5, 10, 13) + (2, 1, 2) = 33
Baykok: 1d20 + 20 ⇒ (14) + 20 = 34
1d10 + 1 + 1d6 ⇒ (8) + 1 + (1) = 10
Baykok: 1d20 + 20 ⇒ (12) + 20 = 32
1d10 + 1 + 1d6 ⇒ (6) + 1 + (2) = 9
MD: 64, blind 1 round
Tsin owes me a DC 22 Fortitude save at the start of her turn or take 1d6 ⇒ 2 nonlethal damage and become fatigued from extreme hunger.
Malavarius King |
Knowledge (religion): 1d20 + 20 ⇒ (14) + 20 = 34
Fort Save (DC 19): 1d20 + 5 ⇒ (12) + 5 = 17
Will Save (DC 19): 1d20 + 12 ⇒ (6) + 12 = 18
Malavarius knows a lot about the strange, burning undead, but his body seizes instantly and he finds he can neither move nor speak. Despite this, his staff flares briefly and steals a tiny bit of bite from the bullet that struck him.
HP: 68/77
AC: 15 (11 T / 14 FF)
Fort: +4 // Ref: +5 // Will: +11 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 1/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): comprehend languages [ ] [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): create pit [X], glitterdust [ ] [ ], protection from arrows [ ] [ ], resist energy* [X], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [ ] [ ] [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimension door [X] [ ], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (3+1+1): break enchantment* [X], dismissal [X], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ], veil [X]
Level 7 Prepared (1+1+1): resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
veil (14 hours)
paralyzed (fear): 1/1 round
paralyzed (not-fear?): 1/2 rounds
Tsin Windscar |
Round 2, Init 16
AC = 25
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Align Weapon(Good), Divine Favor, Shaken
Fortitude Save v DC 22: 1d20 + 17 ⇒ (5) + 17 = 22 whew...
Will Save v DC 19: 1d20 + 16 ⇒ (8) + 16 = 24
Worried that the Mal-adaemon is going to continue producing charred spawn, she steps forward, lunging to the best of her ability to slay the Hunger. She wonders how Pharasma looks on such creatures as these, for their desecration of the dead and charred bodies...
"More projectiles. Let's hope we don't draw unwanted attentions..."
+1 Flaming Burst Falchion, DF, Lunging, Power Attack: 1d20 + 22 + 1 - 4 - 2 ⇒ (13) + 22 + 1 - 4 - 2 = 30 for 2d4 + 14 + 12 + 1 + 1d6 ⇒ (4, 3) + 14 + 12 + 1 + (1) = 35 good damage, including fire
1st Iterative: 1d20 + 17 + 1 - 4 - 2 ⇒ (16) + 17 + 1 - 4 - 2 = 28 for 2d4 + 14 + 12 + 1 + 1d6 ⇒ (3, 1) + 14 + 12 + 1 + (1) = 32 good damage, including fire
2nd Iterative: 1d20 + 12 + 1 - 4 - 2 ⇒ (11) + 12 + 1 - 4 - 2 = 18 for 2d4 + 14 + 12 + 1 + 1d6 ⇒ (4, 1) + 14 + 12 + 1 + (4) = 36 damage, including fire
edit:
Confirm Critical?: 1d20 + 17 + 1 - 4 - 2 ⇒ (18) + 17 + 1 - 4 - 2 = 30 for 2d4 + 14 + 12 + 1 + 1d10 ⇒ (3, 3) + 14 + 12 + 1 + (7) = 40 good damage, including fire
edit for Shaken...
Hektir the Tracksmage |
Round 2, Init 6
1d20 + 15 ⇒ (4) + 15 = 19 Fort vs. Disease
1d20 + 15 ⇒ (12) + 15 = 27 Fort vs. Paralysis
1d20 + 16 ⇒ (16) + 16 = 32 Will vs. Fear
Zephtyr swipes at the daemon, moving up to slam once while leaving room beneath him for Tsin.
1d20 + 19 - 3 ⇒ (3) + 19 - 3 = 19 to hit; (-PA)
1d8 + 9 + 6 ⇒ (6) + 9 + 6 = 21 magic damage.
1d20 + 19 - 3 ⇒ (7) + 19 - 3 = 23 to hit; (-PA)
1d8 + 9 + 6 ⇒ (3) + 9 + 6 = 18 magic damage.
"Let's get this one down, then worry about the rest."
AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 119/143 (20 and 4 because DR 5)
Speed: Fly (120') perfect + 10' (Gr. Longstrider) = 130' fly perfect
1d20 + 19 - 3 ⇒ (10) + 19 - 3 = 26 to hit; (-PA)
1d8 + 9 + 6 ⇒ (8) + 9 + 6 = 23 magic damage.
+10 BAB +8 Str +1 amulet = +19 to hit
1d8 + 8 str damage +1 amulet = 1d8+8
Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 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.
Elemental Body 4 (druid lvl 12):Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 143/143 - 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-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (0 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements
Malavarius King |
You need a dc 19 will save too, Tsin!
One fires at Mal, and another at Hektir, but the third steps back and lets loose a bone-chilling howl. Mal takes 9 hp plus 1 hp negative energy; Hektir 7 plus 2 hp negative energy; both must also make a DC 19 Fortitude save or be paralyzed 1d3 ⇒ 2 rounds. Everyone must succeed at a DC 19 Will save or become paralyzed with fear for 1 round; success means you're shaken for 1 round instead.