Tsin Windscar |
Immediate Action
Escape Artist, Liberating Command: 1d20 + 2 + 20 ⇒ (11) + 2 + 20 = 33
Round 3, Init 6
AC = 25
HP = 142/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Protection from Evil, Haste, Grappled, -3 Con, -3 Wis
Bane = 6/8
If the attempt to escape proves successful, Tsin tries to strike down her defiler.
+1 Flaming Burst Falchion, Bane, Power Attack: 1d20 + 22 + 2 - 4 ⇒ (16) + 22 + 2 - 4 = 36 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (4, 4) + 14 + 12 + (5) + (5, 2) = 46 damage, including Fire and Bane
1st Iterative: 1d20 + 17 + 2 - 4 ⇒ (6) + 17 + 2 - 4 = 21 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (4, 1) + 14 + 12 + (4) + (1, 5) = 41 damage, including Fire and Bane
2nd Iterative: 1d20 + 12 + 2 - 4 ⇒ (11) + 12 + 2 - 4 = 21 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (2, 2) + 14 + 12 + (4) + (1, 6) = 41 damage, including Fire and Bane
Haste Attack: 1d20 + 22 + 2 - 4 ⇒ (17) + 22 + 2 - 4 = 37 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (3, 1) + 14 + 12 + (3) + (3, 3) = 39 damage, including Fire and Bane
edit:
Confirm Critical #1?: 1d20 + 22 + 2 - 4 ⇒ (12) + 22 + 2 - 4 = 32 for 2d4 + 14 + 12 + 1d10 ⇒ (2, 2) + 14 + 12 + (3) = 33 damage, including Flaming Burst
Confirm Critical #2?: 1d20 + 22 + 2 - 4 ⇒ (18) + 22 + 2 - 4 = 38 for 2d4 + 14 + 12 + 1d10 ⇒ (1, 3) + 14 + 12 + (8) = 38 damage, including Flaming Burst
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir: 21
Malavarius: 13
Quinn: 15
Pemsworth: 9
Tsin: 6
Antagonist: 26
Tsin just barely manages to wrench herself free to the bloodsucker thank to Mal's spell, and brings her sword to bear in fiery, violent revenge. The creature is able to block a couple of her blows, but they're just setup for her series of strikes, the final one of which takes it in the chest. Where a normal creature would have the decency to die and slide off her sword, however, this priest merely burst into a bilious noxious smoke, which begins moving toward the door.
A moment later it's joined by another of the vampires, which succumbs to Quinn and Mal's magic.
Pems, unable to move easily, carefully casts and heals himself -- which is just enough to keep him alive as the vampire slashes him again, darkness descending in painful rakes of its claws. 43 hp; Pems is unconscious.
Pems Concentration: 1d20 + 18 ⇒ (16) + 18 = 34
Green claw 1: 1d20 + 20 + 7 ⇒ (17) + 20 + 7 = 44
1d8 + 8 + 11 ⇒ (1) + 8 + 11 = 20
Green claw 1: 1d20 + 20 + 7 ⇒ (5) + 20 + 7 = 32
1d8 + 8 + 11 ⇒ (4) + 8 + 11 = 23
V1 (aqua)
V2 (green): 34, smite good (1)
V3 (orange): smite good (1)
Hektir the Tracksmage |
2 people marked this as a favorite. |
Round 3, Init 21
Zilchus moves to help Pems, squeaking across the floorboards to help the gnomeling. He spits on Pems' forehead and rubs it in good with tiny mouse paw. Cast Heal. +140 hp.
He will quickly then transform into a small air elemental to flank for Tsin.
AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 123/143
Speed: Fly (120') perfect + 10' (Gr. Longstrider) = 130' fly perfect
[ dice]1d20+19-3[/dice] to hit; (-PA)
[ dice]1d8+9+6[/dice] magic damage.
1d20 + 19 - 3 ⇒ (9) + 19 - 3 = 25 to hit; (-PA)
1d8 + 9 + 6 ⇒ (4) + 9 + 6 = 19 magic damage.
+10 BAB +8 Str +1 amulet = +19 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
Echolocation - 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
Druid Spells Prepared (CL 14th; concentration +18)
. . 7th—animal shapes[D], fire storm (DC 21), heal
. . 6th—fire seeds**(2), mass fly[D,APG] (DC 20), quickened resist energy,
. . 5th—beast shape III (animals only)[D], fire snake** (2, DC 19), wall of fire
. . 4th—air walk, echolocation, flame strike* (2, DC 18), freedom of movement, summon nature's ally IV*[D]
. . 3rd—fly[D], greater longstrider*[ACG], resinous skin* (x2)[UC], sleet storm, spike growth (DC 17), wind wall
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy
. . 1st—calm animals[D] (DC 15), liberating command[UC] (2), obscuring mist, produce flame (2)
Malavarius King |
"Blasted bloodsucker, leave the halfling alone!" Malavarius sends three fiery beams lancing through the oily, tentacled mass in the middle of the room for the vampire.
CL Check vs SR: 1d20 + 18 ⇒ (18) + 18 = 36
Scorching Ray 1: 1d20 + 8 ⇒ (5) + 8 = 13for: 4d6 ⇒ (1, 6, 2, 2) = 11
Scorching Ray 2: 1d20 + 8 ⇒ (17) + 8 = 25for: 4d6 ⇒ (3, 2, 4, 1) = 10
Scorching Ray 3: 1d20 + 8 ⇒ (3) + 8 = 11for: 4d6 ⇒ (2, 6, 4, 4) = 16
HP: 69/77
AC: 16 (12 T / 14 FF) (includes +1 from haste)
Fort: +8 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +1 from haste)
Resist 10: Cold
Energy Absorption: 12/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 16/50 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 [ ] [ ], resist energy* [ ] [ ], scorching ray [X] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [X], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [X] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [X], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [X]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from energy (cold 20): Tsin
spell turning (self): 7 levels
haste: +1 to hit, +1 AC, +1 ref, +30ft move
bleeding: 1/rd
Quinn Kestrel |
Quinn fires his crossbow on the remaining vampire.
holy holy crossbow: 1d20 + 14 + 1 + 1 ⇒ (6) + 14 + 1 + 1 = 22
damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (4, 6) = 19
holy holy crossbow: 1d20 + 10 + 1 + 1 ⇒ (6) + 10 + 1 + 1 = 18
damage: 1d8 + 1 + 2d6 ⇒ (5) + 1 + (5, 2) = 13
hasted holy holy crossbow: 1d20 + 14 + 1 + 1 ⇒ (6) + 14 + 1 + 1 = 22
damage: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (4, 1) = 9
Tsin Windscar |
Round 4, Init 6
AC = 25
HP = 142/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Protection from Evil, Haste, Grappled, -3 Con, -3 Wis
Bane = 6/8
Tsin groans as the vampire seems to avoid complete destruction through its gaseous leftovers. "It's getting away." She says it matter-of-factly, as she resigns herself and the others to a failed ambush. When the other vampire joins the first one, she looks at the others, waving at the retreating mists. "You didn't plan for that, did you? We sought to destroy vampires, and took no steps to ensure..."
She almost forgets that a third vampire stands so close, until she turns, and throws her falchion's blade angrily through it.
+1 Flaming Burst Falchion, Power Attack, Flank: 1d20 + 22 - 4 + 2 ⇒ (9) + 22 - 4 + 2 = 29 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (3, 2) + 14 + 12 + (1) + (1) = 33 damage, including Fire and Precision
1st Iterative: 1d20 + 17 - 4 + 2 ⇒ (19) + 17 - 4 + 2 = 34 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (1, 1) + 14 + 12 + (1) + (3) = 32 damage, including Fire
2nd Iterative: 1d20 + 12 - 4 + 2 ⇒ (3) + 12 - 4 + 2 = 13 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (3, 4) + 14 + 12 + (4) + (3) = 40 damage, including Fire
Haste Attack: 1d20 + 22 - 4 + 2 ⇒ (11) + 22 - 4 + 2 = 31 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (2, 4) + 14 + 12 + (6) + (5) = 43 damage, including Fire
edit:
Confirm Critical?: 1d20 + 17 - 4 + 2 ⇒ (8) + 17 - 4 + 2 = 23 for 2d4 + 14 + 12 + 1d10 ⇒ (4, 1) + 14 + 12 + (9) = 40 damage, including Flaming Burst
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir: 21
Malavarius: 13
Quinn: 15
Pemsworth: 9
Tsin: 6
Antagonist: 26
Hektir speeds over and heals Pems, who dismisses his previous spell -- before he gets a chance, however, the tentacles throw off Quinn and Mal's aim, only a single fiery blast hitting the quick-moving vampire.
Tsin has more luck on her side, her blade again carving deep into the creature, which transforms into a swarm of bats and makes for the door! Tsin can get an AoO as it departs, but it's moving out the door
V1 (aqua)
V2 (green): 132, smite good (1)
V3 (orange): smite good (1)
Combat is over unless you have someway to restrain the swarm.
Hektir the Tracksmage |
Combat is over unless you have someway to restrain the swarm.
In theory, Zephtyr can chase and blast as well. We'll see how Tsin's AoO goes (and Zephtyr should have one as well?), then see if a flame strike will end it. Zephtyr is flying, fast, & furious.
1d20 + 18 - 3 + 2 ⇒ (16) + 18 - 3 + 2 = 33 to hit; (-PA,+flank)
1d8 + 8 + 6 ⇒ (8) + 8 + 6 = 22 magic damage.
14d6 ⇒ (1, 6, 2, 1, 3, 5, 2, 2, 5, 3, 4, 5, 1, 3) = 43 flame strike vs DC 19 for half
Tsin Windscar |
Tsin lowers her blade, calming her ire for all things vampiric. She can't remember which one of them carries her blood away, and she is not sure she'll remember their faces, should they cross paths again.
Tsin declines the AoO.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
You can destroy the vampire if you want to use more spells, but it's just going to turn to mist that you can't harm and escape (the barracks isn't airtight). Without any way to trap it here (unless you have one that I'm not aware of), it's going to escape (again, unless you have some idea that I'm not thinking of).
Hektir the Tracksmage |
Misting is better than bats. And Zephtyr is happy to try to track the mists back to the lair. Not sure why Tsin wouldn’t strike.
Also, in theory, Zephtyr’s whirlwind could entrap the mists, but not for that long and not for any good end.
Zephtyr fights because he wasn’t a helpless mistpyre rather than a bitey bat swarm to deal with.
Quinn Kestrel |
yep, mist is better than bats, assuming we would know that about vampires
Quinn tends to the party's wounds while they discuss their next steps. "We should rid this camp of that last Dullahan as well. We could get all of the foul undead out of here."
will spend the necessary healing for Tsin to get back to good
Tsin Windscar |
Tsin feels the veil lift from behind her eyes, as Quinn restores her. "I'm alright with that, as well. Rasputin keeps ill company." She waits to learn what motivates the others, what direction they want to take.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Want to try to keep us going, as I think we're on the verge of finishing this. You're options as I see them are: More hit-run tactics to try to take ou the remaining dullahan/other things; bring back Victor; rest for tomorrow (when you can assault the world anchors, or if you want spend another day trying to do hit-run tactics on the camp and hope whatever Rasputin's doing, he isn't almost done). Please just state what you want to do, as if you all try to accommodate each other, we won't get anywhere in this case.
Also, please let Quinn know what healing you all need; that last fight was actually pretty brutal considering its brevity. Hope you learned some lessons should you fight those vampires again. :)
Hektir the Tracksmage |
I was waiting to hear about taking out the vampire, following back its mists and seeing what happens there.
Zephtyr waits to see if he needs to pursue the mists/swarm.
GM Motte, if this isn't a good way to go (the vamps are gone), then let's bring back Victor or hit more dullahans.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Whoops, sorry, Hek. The vampires are more or less gone. They escaped through a powerful spell. That said, you can have traced their mist back toward the burning building at the center of camp, though they disappear before getting to it.
They appear to be called through a gate effect.
Hektir the Tracksmage |
1d20 + 14 ⇒ (3) + 14 = 17 Spellcraft
Seeing the mists disappear, Zephtyr returns to the party having failed to accomplish anything useful.
"Given that I don't have much juice left, maybe we should continue to talk to Victor, then rest for the night before hitting the towers on the morrow," Zephtyr offers with a spit.
"But if you want to fight the dullahans I can contribute some fire."
Tsin Windscar |
"It's a singular dullahan, wasn't it? Likely more powerful than its fledglings, if it stands over the battlefield without engaging directly."
Tsin readies to head out, and look for the roaming lone dullahan.
Perception: 1d20 + 20 ⇒ (9) + 20 = 29
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Realizing you could be in for another difficult fight, as the dullahan has been ordering other soldiers around and likely could call on aid again when you attack him, you emerge from the barracks and look around.
You don't see him immediately and realize you're going to need to move around a bit to avoid the buildings blocking your line of sight. Give me Stealth checks, plus let me know which direction you're going. The Hektir image on the overall map shows your general location.
1d8 ⇒ 6
1d4 ⇒ 3
Quinn Kestrel |
Quinn bumbles along with the party as his lack of stealth and discretion becomes evident.
Stealth: 1d20 + 2 ⇒ (14) + 2 = 16
we should figure out needed healing as well, as that will impact Quinn's remaining spells for the day
Tsin Windscar |
Stealth: 1d20 + 2 ⇒ (17) + 2 = 19
Tsin is loath to attract the attentions of the Troops, so does her best to stalk the grounds of the camp quietly in her full set of armor.
She moves from Building 6 from its central path on the eastern side, trying to keep buildings between them and the western trench. She moves along the eastern side of the long building, eyeballing the central ruins of Building 9, as the intent for locating the roaming lone dullahan is to angle back towards the dullahan camp, expecting it returns to its own, eventually.
When she's about to move south of the circular dome of Building 9, and move closer to Building 4, she stops to look about.
Perception: 1d20 + 20 ⇒ (4) + 20 = 24
Malavarius King |
"What are we creeping about for? We look like a group of those soldiers still, after all. I'd think we'd want to act like we're supposed to be here."
Have we seen any normal human soliders back in this portion of the camp, mott? Or have they entirely been in that front section?
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
There are normal human soldiers. And, sorry, I didn't realize you'd cast veil today, as I thought you were just building hopping. If you did, however, I think we can dispense with the Stealth checks. Which means you can see the final dullahan currently among the tents where you fought the last batch.
Malavarius King |
You know, I thought I had cast it and had intended to, but looking back I didn't record or state as much anywhere and it's also absent from my prepped spells. I have a pair of as-yet unspent 6th level slots, though, if you don't mind me making the correction. Also fine with my prepped spells standing as is and us making stealth checks as I should have been on top of that.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Malavarius King |
As it is written, so shall it be.
Malavarius bonks each the folk being furtive at the edge of the building on the crown of his or her the head with his staff and points toward the route indicated by Tsin. "Stop acting suspicious! We look like them, after all. Though, now that I think on it, I haven't seen any of them yet nearly as pimply as I made Hektir." He then strides out across the open in the direction he pointed, on the lookout for any sign of the remaining dullahan.
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
HP: 69/77
AC: 16 (12 T / 14 FF) (includes +1 from haste)
Fort: +8 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +1 from haste)
Resist 10: Cold
Energy Absorption: 12/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 16/50 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 [ ] [ ], resist energy* [ ] [ ], scorching ray [X] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [X], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [X] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [X], flesh to stone [ ], greater dispel magic* [ ], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [X]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from energy (cold 20): Tsin
veil
spell turning (self): 7 levels
Pemsworth Smith, Esq. |
Apologies, a late season cold took me down hard over the weekend. I'm back, but fuzzy with cold meds. Will ramp back up as feeling returns to my face.
Perception: 1d20 + 21 ⇒ (18) + 21 = 39 Pems also peers about.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Quinn Kestrel |
"Right, let's smash that Dullahan and any other cronies that come to his aid, then retreat for the evening." Quinn gets ready to drop his last divine flaming cocktail of the day over the Dullahan.
Tsin Windscar |
Tsin allows her senses to take in the singular dullahan, though she begins to look to and fro, trying to spy minions being drawn to the dullahan's aid, now that its camp has been properly purged.
She walks and waits to see when the creature marks them for enemies, and readies to engage it. Before she steps into the clearing, she whispers once again to Pharasma for protections against evil, hoping that its duration will last as long as it's necessary.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tsin invokes Pharasma's protection as you walk toward the tents, where you can see the final dullahan astride a fiery mount.
The horse is, in fact a nightmare.
He turns, clearly aware of your previous disguises and not fooled by Mal's illusion, and the horse paws at the ground in anticipation.
"Итак, наконец, вы пришли умереть. Я сам позабочусь о вас."
"So, at last you have come to die. I will take care of you myself."
Hektir: 1d20 + 4 ⇒ (18) + 4 = 22
Malavarius: 1d20 + 1 ⇒ (20) + 1 = 21
Pemsworth: 1d20 + 8 ⇒ (11) + 8 = 19
Quinn: 1d20 + 3 ⇒ (5) + 3 = 8
Tsin: 1d20 + 5 ⇒ (15) + 5 = 20
Antagonist: 1d20 + 9 ⇒ (6) + 9 = 15
Note that the map is 10-ft. squares again, with a slightly larger view inset to the top right. There's a troop in the trench and guards in the tower. Everyone except Quinn can act in Round 1. Also note that technically the horse is the 10-ft. square. The dullahan is mounted on the horse but is a Medium creature.
Malavarius King |
Malavarius looses a stiff harumpf before casting a spell and tapping his staff on the ground in two sharp clicks. "Bah! Babble all you like!"
CL Check vs SR: 1d20 + 18 ⇒ (10) + 18 = 28
The horse gets to make a fort save (DC 24) or turn into stone.
HP: 69/77
AC: 16 (12 T / 14 FF) (includes +1 from haste)
Fort: +8 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +1 from haste)
Resist 10: Cold
Energy Absorption: 12/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 16/50 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 [ ] [ ], resist energy* [ ] [ ], scorching ray [X] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [X], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [X] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [X], flesh to stone [X], greater dispel magic* [ ], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [X]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from energy (cold 20): Tsin
veil
spell turning (self): 7 levels
Hektir the Tracksmage |
Human=>Lg Air=>Hekraffe=>Titmousetir=>Sm Air=>Lg Air. Zephtyr is a large AA.
Round 1, Init 22
Zephtyr, once again a large air elemental, floats down behind the nearest tent and casts two spells. Quickened Resist Fire & begins a full round cast. SNAVII.
Moving down 2, right 1.
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) = 130' fly perfect
[ dice]1d20+19-3[/dice] to hit; (-PA)
[ dice]1d8+9+6[/dice] magic damage.
1d20 + 19 - 3 ⇒ (16) + 19 - 3 = 32 to hit; (-PA)
1d8 + 9 + 6 ⇒ (7) + 9 + 6 = 22 magic damage.
+10 BAB +8 Str +1 amulet = +19 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
Echolocation - 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
Druid Spells Prepared (CL 14th; concentration +18)
. . 7th—animal shapes[D], fire storm (DC 21), heal*
. . 6th—fire seeds**(2), mass fly[D,APG] (DC 20), quickened resist energy*,
. . 5th—beast shape III (animals only)[D], fire snake** (2, DC 19), wall of fire
. . 4th—air walk, echolocation, flame strike** (2, DC 18), freedom of movement, summon nature's ally IV*[D]
. . 3rd—fly[D], greater longstrider*[ACG], resinous skin* (x2)[UC], sleet storm, spike growth (DC 17), wind wall
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy
. . 1st—calm animals[D] (DC 15), liberating command[UC] (2), obscuring mist, produce flame (2)
Tsin Windscar |
Round 1, Init 20
AC = 29, PfE, Judgment
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Align Weapon(Good)
Bane = 6/8
Sorry, was waiting to see the outcome of the horse stoning, before taking action. I'll just go ahead and move...
Tsin waits expectantly for the horse to become petrified by Malavarius's stony magic. She caresses her blade, reinforcing it with magic she thinks may be appropriate for the fight, while she strolls due south, placing a tent between her and the possible charge. Cast Align Weapon(Good), and move 30' down.
While she strolls across the snowy battlefield, she beseeches Pharasma to bring the dullahan to heel without undue suffering. Swift Action- Judgment(Protection)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Sorry, Tsin. If you're specifically waiting, let me know; otherwise I'll resolve everything at the same time. Also, Hek, last I saw, you were Small, but doesn't really matter.
Quinn: 8*
Hektir: 22
Malavarius: 21
Tsin: 20
Pemsworth: 19
Antagonist: 15
Hektir zips off, probably not to hide despite appearances, as his companions spring into action.
Mal statue-fies the nightmare, drawing a cry of outrage from the dullahan, as Pems moves away and begins casting his own spell. Way out of range for evil eye; I had you move slightly away and begin casting summon monster V (I figured you have enough distance to probably get away with it, and since it may be the last fight of the day you might as well bring out the big guns.
The foe clambers off his mount -- the unmoving stirrups apparently giving him trouble he failed his quick dismount attempt -- and calls out Tsin's name, a sound that seems to scrape her soul. Tsin must succeed at a DC 22 Fortitude save (with a –2 penalty) or be staggered for 1d6 ⇒ 1 rounds. This is a mind-affecting curse effect.
Behind him, you can hear cries of alarm among the Russian soldiers in the trench and watchtower.
Nightmare Fort: 1d20 + 8 ⇒ (14) + 8 = 22
Ride: 1d20 + 7 ⇒ (6) + 7 = 13