Motteditor's Fire Over Blackcrag (Inactive)

Game Master motteditor

Combat map


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HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Reflex DC 19: 1d20 + 7 ⇒ (6) + 7 = 13; Nope.
Nic's remaining HP: 48 - 13 - 15 - 7 = 13
.
Mott, just for clarity, the gargoyles in G.13, L.13, and M.10 are all on the tops of spires, and 60 feet up in the air, correct? If not, what's their elevation?

And I'm gonna wait to see what the field looks like after Lacsar and Big Al before I choose Nic's actions.


HP: 56/57 - AC: 22|19|20 - F:+6 | R:+8 | W:+12 - Per:+16 Init:+7

The invisible archer considers the curious effect of this area on his arrows as well as the alarming abilities of the gargoyles - particularly their capacity for healing. "We have what we came for - fall back."

Abyssal:
Lacsar repeats what he said in Common, adding, "Nic, we could use some cover, if you can manage it."

The archer de-cloaks and hammers five arrows into the wounded gargoyle. The fifth sinks all the way to the fletching in the monster's stone heart.

SWIFT: Ki to gain additional arrow
FULL: FOB
FREE: 1 MP to get additional STAND action
STAND: 1 MP - Fleet Charge (Fire then move 50' diagonally SE)

BOOM:
FULL: Bow (crit: 20/3x)
MODS: Planar, FOB, Deadly Aim, PBS
Arrow #1 HIT: 1d20 + 14 + 5 - 2 ⇒ (6) + 14 + 5 - 2 = 23
Arrow #1 DAM: 1d8 + 6 + 6 - 10 ⇒ (3) + 6 + 6 - 10 = 5

Arrow #2 HIT: 1d20 + 14 + 5 - 2 ⇒ (3) + 14 + 5 - 2 = 20
Arrow #2 DAM: 1d8 + 6 + 6 - 10 ⇒ (6) + 6 + 6 - 10 = 8

Arrow #3 HIT: 1d20 + 14 + 0 - 2 ⇒ (16) + 14 + 0 - 2 = 28
Arrow #3 DAM: 1d8 + 6 + 6 - 10 + 7 ⇒ (1) + 6 + 6 - 10 + 7 = 10 Fickle Attack

Ki Arrow HIT: 1d20 + 14 + 5 - 2 ⇒ (5) + 14 + 5 - 2 = 22
Ki Arrow DAM: 1d8 + 6 + 6 - 10 ⇒ (2) + 6 + 6 - 10 = 4

Fleet CHARGE: Bow (crit: 20/3x)
MODS: Planar, PBS, Deadly Aim
HIT: 1d20 + 14 - 2 + 3 ⇒ (20) + 14 - 2 + 3 = 35 Crit?
CONF: 1d20 + 14 - 2 + 3 ⇒ (10) + 14 - 2 + 3 = 25 Yes
DAM: 3d8 + 18 + 18 ⇒ (3, 5, 5) + 18 + 18 = 49 Bypasses ALL DR

Acrobatics (to avoid the AoO) 1d20 + 12 ⇒ (6) + 12 = 18

Total DAM including DR: 76

Status:
HP: 24 / 57 | AC:22
Ki Pool (7): xxx
Perfect Strike (7): x
Mythic Power (9): xxxx
Spell Effects: Invisibility (ended)

RPG Superstar 2012 Top 16

I believe they're actually 50 feet high, but, yet, Nic.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

A few questions for Mott.
First, did Lacsar drop his targeted gargoyle? If so, which one was it?
Second, how quickly do they appear to be healing? Is it quickly nullifying our attacks? Or will it take a while to heal significant damage?
Third, have we seen any of the gargoyles make that 'blink close and AoO' thing at above a 30 foot range?
Fourth, can Nic cast Sleet Storm, and center it above our heads in a way that it enshrouds the gargoyles on the spires but leaves our team below it? My goal is to hamper their vision without hampering ours to give us a clear escape avenue.

RPG Superstar 2012 Top 16

No, the gargoyle (M-10) is still standing, though teetering.

No, definitely not negating the big attacks, though the two that were hit by the lightning seemed to have healed completely. Al's wound healed a little, but not even close to closing.

No.

Hmm. I guess, since it's magic, there's no reason it needs to touch the ground. The ground below it might get icy though it won't be right away (it's a jungle temperature, so I'll need to think more about whether it would be enough to effect something far below).


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Posting for Big Al

"Sounds good!" Big Al yells as she hefts her shield defensively, "Without a fly spell, I can't get to 'em, anyway!" She's only moments behind Lacsar's retreat, using her shield as best as she can to cover her and Nightsong's rush.

Full defensive (puts her AC at 26, i think)
Mirror Lacsar's movement, heading 50 ft southeast and ending the same distance and direction from him as she is currently on the map.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

And now Nic…

The combined onslaught sends Nic skittering across the ground, leaving little blood scrapes and spatters on the rocks as well as torn clothes and ripped, pale skin. His manic laughter is gone. He scrambles with arms, legs, and wings to regain some measure of altitude as the black from his eyes crawls along his skin to form inky scales.

Abyssal:
"On it!"

He shouts as he turns and claws at the sky in the direction of the perched gargoyles. A dark, sinister maelstrom pours from the great rents around them and hangs ominously in the air… blocking their vision.

With a grimace, Nic turn and makes his own retreat, flying southeast behind his friend while trying to be aware of positioning to keep himself from becoming a target of the creatures' acid attacks.

Free: Amazing Initiative (1 MP) to activate Cloak of Darkness (+6 AC)
Standard: Cast sleet storm defensively, centering it on the top-right corner of N.13. The vertical height of the spell will go from 40-60ft in the air.
Concentration DC 21: 1d20 + 21 ⇒ (1) + 21 = 22 <-- concentrations don't automatically fail on a 1 do they? I don't see any language to that end in the Concentration block of the PRD.
Move: to head 50ft to the SE as well, ending 10 feet south of Lacsar and 10 feet in the air.

Status:
HP 13/60
AC 22 T 13 FF 19
CMD 18 FF 15
F/R/W +5/+7/+6
---> +2 vs. death, negative energy, removing negative levels
.
Effects/Conditions Cloak of Shadows (1 hr), Resist Energy: Acid (rd 92 of 100), Wings (6 of 10)


HP: 56/57 - AC: 22|19|20 - F:+6 | R:+8 | W:+12 - Per:+16 Init:+7

Concentration isn't like 'to hit' rolls, I believe. It is more like a skill roll and isn't subject to the auto-fail of a '1'.


"What do you mean 'fall back'?! That would just give these things a chance to regenerate! Do you really think that we're stealthy enough to give them the slip while running through their own island?! They're practically certain to catch up, and be even stronger in the next encounter! Our best option is to press the attack!"


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Can I modify Big Al's actions into the following? move over by Tickdown, offer Tickdown a lift, and then ready an action to fall back as soon as Tickdown climbs aboard?

RPG Superstar 2012 Top 16

Sure


HP: 56/57 - AC: 22|19|20 - F:+6 | R:+8 | W:+12 - Per:+16 Init:+7

Assuming Lacsar is still conscious since he might be drawing an AoO...

For Nic's benefit, the archer translates Dorian's opinion into Abyssal. The derisive laugh he adds at the end leaves little doubt in the oracle's mind what Lacsar thinks of the mage's assessment of the situation.

Time not being on his side, the masked man forgoes citing the manifest errors in the spell-slinger's thinking. Instead, he confines his response to a single, tactical comment. "Fall back doesn't mean oh sh!t run for your lives until you have to swim."

Mott: Assuming Lacsar gets clear of the gargoyle's lair - is there any obvious change in the 'weight' effect? Does it follow the chalice or is it linked to the spires themselves?


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13
Nic. wrote:
Can I modify Big Al's actions into the following? move over by Tickdown, offer Tickdown a lift, and then ready an action to fall back as soon as Tickdown climbs aboard?
motteditor wrote:
Sure

Cool, here are… Big Als revised actions

Seeing Lacsar, Nic, and the chalice fall back, Big Al turns NIghtsong about, rushing next to Tickdown and extending a hand. "Need a lift?"

Once her fellow halfling climbs astride (or if he declines), Big Al and Nightsong turn and rush away from the spires and pillar… taking up a position 10 feet directly north of where Lacsar ends his own retreat.

Move to O.18, then ready an action to move South-east along Lacsar's/Nic's route, ending 10 feet north of Lacsar… the trigger being Tick climbing astride Nightsong or declining.
.
so this should be everyone but Tickdown's actions.


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

"Sure thing lass. I'm...less than sparkling at the moment." Tickdown takes the hand eagerly and sits astride, behind the woman Al.

"Maybe I can make some of us lucky..."

Marshal's Rally: As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.

RPG Superstar 2012 Top 16

Round 3:

Lacsar: 18
Dorian: 33
Nic: 30
Tickdown: 28
Alemarra: 13
Antagonist: 18

Lacsar reappears and retreats as his arrows slam into the most injured of the gargoyles, the beast teetering but not falling despite the numerous shafts sticking out of its stony hide. Note that the map's going to be a bit off as I don't have space to let you flee... Also, the weight effect does seem to be missing outside the ring of columns.

Alemarra rushes south, letting Tickdown climb aboard and then hurries after Lacsar, as Dorian casts, his spell almost seeming to catch one of the targets before it clears its head with a roar.

Nic casts another spell of his own and the sky fills with a massive storm, pouring cold droplets of water onto the ground below. Nic, I don't believe a 1 is an auto fail on a concentration check, but it's actually not required as they're not close enough to use their opportunistic movement abilities.

The gargoyles leap to pursue, one of them racing through the storm after you. There's no real rules for how sleet storm works in mid-air. I'm treating it as effectively difficult terrain, so they fly at half speed through it. The second emerges from the storm and again breathes a cone of acid toward you. 21 hp acid damage; Reflex save DC 19 for half -- don't forget Tickdown's bonus

The other two, still slowed by Dorian's magics, head for the wizard, one closing to within striking range, while the other merely moves toward another closer pillar.

Mechanics:

Will save: 1d20 + 10 ⇒ (20) + 10 = 30
Will save: 1d20 + 10 ⇒ (9) + 10 = 19+mythic surge: 1d6 ⇒ 4

6d6 ⇒ (4, 6, 1, 3, 1, 6) = 21
1d4 ⇒ 3

SG1: 1 mythic use; 3/13; slow 2/7
SG2: 123, 1 mythic use; 3/13; 3 rounds for bw
SG3: 2 mythic uses; 3/13; 1 round for bw
SG4: 2 mythic uses; 3/13; slow 2/7; 1 round for bw

I don't really have enough room to cover your retreat on the map, obviously. Everyone but Dorian is about 50 feet west; one of the gargoyles is right above you while the badly injured one is close enough to attack next round, just outside the storm. Dorian, I did move you a bit, as I figured you wouldn't want to stay there all alone. I'll see if I can't extend the map, though I don't know if I'll get a chance before Friday.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

I tried to space out the southeast crew so it would limit their ability to AoE us. Nic should be 10 feet south of Lacsar who should be 10 feet south of Big Al/Nightsong/Tick. Did all of us get caught?
.
If so… Reflex DC19: 1d20 + 7 ⇒ (17) + 7 = 24; 0 damage after Resist Energy.

RPG Superstar 2012 Top 16

It's a 60-foot cone, so yes.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13
Mott wrote:
I don't really have enough room to cover your retreat on the map, obviously. Everyone but Dorian is about 50 feet west; one of the gargoyles is right above you while the badly injured one is close enough to attack next round, just outside the storm. Dorian, I did move you a bit, as I figured you wouldn't want to stay there all alone. I'll see if I can't extend the map, though I don't know if I'll get a chance before Friday.

Just for clarity. So the injured one is roughly 40 feet from us and airborne, and a fresher one is closer to us and how high off the ground?


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

Are we all needing Reflex saves? Or were certain folks outside of it? Any soft cover for me being behind Al?

RPG Superstar 2012 Top 16

The closer one is still about 40 feet up; the one closest to Dorian is about 10 feet up. Tickdown, everyone (except Dorian) needs Reflex saves, since it's a cone originating above you.


HP: 56/57 - AC: 22|19|20 - F:+6 | R:+8 | W:+12 - Per:+16 Init:+7

Between his vomit-dodging abilities and the oracle's timely magic, the acid does little more than distract the archer. He takes careful aim with his first arrow, looking to put the wobbly gargoyle down.

First shot is a hit for 13 DAM ignoring its DR. If that's good enough to drop it nicely into the negatives, I'll switch target to whatever 'goyle Al is hunting.

Thwang! Thwang! Thwang! Thwang! Arrows speed down-range to strike their flapping target. (60 DAM)

"Good. Let's keep it tight and make them come to us. Tick, Nic... just keep doing what ya do." At the Oracle's look, he rapidly translates that into Abyssal.

FREE: 1 MP to get additional STAND action
STAND: 1 MP - Fleet Charge w/ Perfect Strike
SWIFT: Ki - Additional Arrow
FULL: FOB

Reflex Save v DC19 1d20 + 8 ⇒ (20) + 8 = 28
Saved and take 0 DAM due to Resist Acid.. but costing me a blasted critical on my first bow shot! D: Curse you, DM and your acid vomiting devil monkeys!

BOOM:
Fleet CHARGE: Bow (crit: 20/3x) - Perfect Strike
MODS: Planar, Deadly Aim
HIT: 1d20 + 13 - 2 + 3 ⇒ (10) + 13 - 2 + 3 = 24 or
HIT: 1d20 + 13 - 2 + 3 ⇒ (13) + 13 - 2 + 3 = 27
DAM: 1d8 + 6 + 5 ⇒ (2) + 6 + 5 = 13 Bypasses ALL DR

FULL: Bow (crit: 20/3x)
MODS: Planar, FOB, Deadly Aim,
Arrow #1 HIT: 1d20 + 13 + 5 - 2 ⇒ (1) + 13 + 5 - 2 = 17 Auto Miss
Tick's RETRY: 1d20 + 13 + 5 - 2 ⇒ (20) + 13 + 5 - 2 = 36 Crit?
Confirm: 1d20 + 13 + 5 - 2 ⇒ (7) + 13 + 5 - 2 = 23 YES
Arrow #1 DAM: 3d8 + 18 + 15 - 10 + 7 ⇒ (1, 7, 2) + 18 + 15 - 10 + 7 = 40 Fickle Attack

Arrow #2 HIT: 1d20 + 13 + 5 - 2 ⇒ (2) + 13 + 5 - 2 = 18
Arrow #2 DAM: 1d8 + 6 + 5 - 10 ⇒ (4) + 6 + 5 - 10 = 5

Arrow #3 HIT: 1d20 + 13 + 0 - 2 ⇒ (6) + 13 + 0 - 2 = 17
Arrow #3 DAM: 1d8 + 6 + 5 - 10 ⇒ (6) + 6 + 5 - 10 = 7

Ki Arrow HIT: 1d20 + 13 + 5 - 2 ⇒ (14) + 13 + 5 - 2 = 30
Ki Arrow DAM: 1d8 + 6 + 5 - 10 ⇒ (7) + 6 + 5 - 10 = 8

Status:
HP: 24 / 57 | AC:22
Ki Pool (7): xxxx
Perfect Strike (7): xx
Mythic Power (9): xxxxxx
Spell Effects: Resist Acid

Tick - Courtesy of Nic, you have Resist Acid 10 protecting you, so if you make the save - you take no damage. Also, I have to thank you for that bit o' luck... you turned a fumbled arrow into a crit!
Props to you as well, Nic. If you hadn't used that spell, I'd have spent an action healing instead of lobbing more arrows.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

POSTING FOR BIG AL! AND JUSTICE!

"This is your stop, Tickdown!" Big Al shouts as Nightsong's padded feet slide to a stop on the loose jungle floor scrabble. "Hop off or hold on, cause it's gonna get hairy!"

She gives him a half-second to make the decision, and that's when the wave of acid hits.

Big Al Reflex DC 19: 1d20 + 6 ⇒ (16) + 6 = 22; 0 acid damage w/ Resist Energy
Nightsong DC 19: 1d20 + 7 ⇒ (10) + 7 = 17
Nightsong's reroll: 1d20 + 7 ⇒ (19) + 7 = 26; 0 acid damage w/ Resist Energy

Nightsong jumps clear, protecting herself and her rider. Outraged, Allemara shouts and kicks Nightsong into motion once more. The wolf's feet churn up the ground as he explodes towards the closer of the two gargoyle's, once again leaping as it gets closer. Big Al's lance once again slams into its thick hide, impacting like a meteor from the heavens.

Charge (spending an 1 MP for Aerial Assault)… against the closest gargoyle (who i think you said was 40 feet up), ending 15 feet beyond it.

Dice, explanations, and resolutions:
Aerial Assault - Acro 1d20 + 17 ⇒ (9) + 17 = 26
(26 / 4) + 30 = 36 vertical height… equals 3d6 extra damage and Big Al can hit a gargoyle up to 46 feet in the air.
.
Lance charge 1d20 + 14 + 4 - 2 ⇒ (5) + 14 + 4 - 2 = 21
---> Damage 6d6 + 30 - 10 ⇒ (2, 1, 2, 4, 3, 3) + 30 - 10 = 35

Summary: Big Al and Nightsong shrug off the acid. Then they burn 1 MP to Aerial Assault the closest gargoyle… hitting to deal 35 damage. They end 15 feet beyond that gargoyle.


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

Reflex: 1d20 + 10 ⇒ (4) + 10 = 14

Reflex REROLL!: 1d20 + 10 ⇒ (13) + 10 = 23 WHEW! No Damage w/resist.

Tickdown grips the back of Al's cloak tightly. Sudden weightlessness gives him his cue. He looks and at the shock of impact he digs his heels in and jumps off the wolf. He reaches a hand out towards the gargoyle, "I wouldn't worry about matchin' ole Tickdown...worry about stayin' up in the air!"

Casting touch of gracelessness on the gargoyle.

Touch Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Dex Penalty: 1d6 + 3 ⇒ (6) + 3 = 9
Fort save DC 16 to halve Dex penalty and negate chance of prone

He tucks in and tumbles towards the ground...

Acrobatics: 1d20 + 20 ⇒ (12) + 20 = 32


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Nic makes use of the pause in the mayhem (created by his teammates owning the two nearest gargoyle) to begin a slow chant. His skin begins crawling with what appear to be shadow-maggots that drink his pain and injuries.

Abyssal:
"First the well, then the thirsty."

When they fall away, he looks completely unharmed.

Cast Mythic Cure Serious Wounds (1 MP) defensively (no roll needed, apparently).
6d8 + 14 ⇒ (8, 7, 5, 5, 8, 4) + 14 = 51

Status:
HP 60/60
AC 22 T 13 FF 19
CMD 18 FF 15
F/R/W +5/+7/+6
---> +2 vs. death, negative energy, removing negative levels
.
Effects/Conditions Cloak of Shadows (1 hr), Resist Energy: Acid (rd 93 of 100), Wings (7 of 10)


HP: 56/57 - AC: 22|19|20 - F:+6 | R:+8 | W:+12 - Per:+16 Init:+7

Nice spell, man. Too bad it isn't communal.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

That would be hotness.


"...Fine. If speed is the order of the day, then I'll oblige."

Dorian sounded like a petulant child who'd been told to do housework. His massive ego didn't like being rebuffed. Nonetheless, he begrudgingly ran towards the others, and cast a quickening spell upon them.

Move: move 30 ft closer to the group.
Standard: Cast 'Haste' on as many allies as possible.

RPG Superstar 2012 Top 16

LOL. I think Big Al's wolf is Nightsong, not Justice. ;)

Round 4:

Lacsar: 18
Dorian: 33
Nic: 30
Tickdown: 28
Alemarra: 13
Antagonist: 18

Lacsar's first arrow catches the badly injured gargoyle between the eyes and it plummets from the sky, digging a furrow into the ground where it lands. The next three arrows slam into the next target, which shudders slightly from the impacts Do those also bypass DR? If not, looks like 30 hp.

Dorian starts to retreat, his spell catching the others and boosting their speed to supernatural levels, as Nic's wounds heal under his own powerful magic.

As Al charges, Tickdown touches the same gargoyle I'm ruling Tickdown stayed on Nightsong, as otherwise he wouldn't have been able to touch the gargoyle and it seems to become a little more clumsy, though it's hard to tell in midair. It spins and sprays acid again at the two halflings and wolf. 32 hp acid; DC 19 Reflex save for half

The other gargoyles split targets, one chasing after Dorian -- though his magic is still slowing it enough it can't attack grrr! -- while the other leaps to a pillar near the halflings, about 30 feet up.

Mechanics:

1d20 + 8 ⇒ (19) + 8 = 27

6d6 ⇒ (5, 6, 5, 5, 5, 6) = 32
1d4 ⇒ 2

SG1: 1 mythic use; 3/13; slow 4/7
SG3: 65 (95?), 2 mythic uses; 3/13; 2 rounds for bw; -4 Dex
SG4 (Dorian): 2 mythic uses; 3/13; slow 4/7


HP: 56/57 - AC: 22|19|20 - F:+6 | R:+8 | W:+12 - Per:+16 Init:+7

The last four arrows don't counteract DR but I included a -10 to the DAM for each arrow. So the '60' is the total after DR is accounted for.


HP: 56/57 - AC: 22|19|20 - F:+6 | R:+8 | W:+12 - Per:+16 Init:+7

Invigorated by the mage's spell, Lacsar looses arrows at a staggering pace. Six fly from his bow and strike gargoyle flesh. Despite the beneficial magic effect, the archer wearies, "I can't keep up this rate of fire much longer."

I'll delay until Al strikes. If she can bring down the wounded 'goyle... I'll hammer the next closest beastie. If she can't, I'll try to polish it off with arrows and then fire any remaining arrows at the next closest. If the closest goyle is within 30' then each arrow should do an additional +1 damage.

FREE: 1 MP to get additional STAND action
STAND: 1 MP - Fleet Charge w/ Perfect Strike
SWIFT: Ki - Additional Arrow
FULL: FOB

BOOM:
Fleet CHARGE: Bow (crit: 20/3x) - Perfect Strike
MODS: Planar, Deadly Aim, Haste
HIT: 1d20 + 13 - 2 + 3 + 1 ⇒ (9) + 13 - 2 + 3 + 1 = 24 or
HIT: 1d20 + 13 - 2 + 3 ⇒ (6) + 13 - 2 + 3 = 20
DAM: 1d8 + 6 + 5 ⇒ (7) + 6 + 5 = 18 Bypasses ALL DR

FULL: Bow (crit: 20/3x)
MODS: Planar, FOB, Deadly Aim, Haste
Arrow #1 HIT: 1d20 + 13 + 5 - 2 + 1 ⇒ (5) + 13 + 5 - 2 + 1 = 22
Arrow #1 DAM: 1d8 + 6 + 5 - 10 ⇒ (8) + 6 + 5 - 10 = 9

Arrow #2 HIT: 1d20 + 13 + 5 - 2 + 1 ⇒ (11) + 13 + 5 - 2 + 1 = 28
Arrow #2 DAM: 1d8 + 6 + 5 - 10 + 7 ⇒ (1) + 6 + 5 - 10 + 7 = 9 Fickle Attack

Arrow #3 HIT: 1d20 + 13 + 0 - 2 + 1 ⇒ (12) + 13 + 0 - 2 + 1 = 24
Arrow #3 DAM: 1d8 + 6 + 5 - 10 ⇒ (3) + 6 + 5 - 10 = 4

Ki Arrow HIT: 1d20 + 13 + 5 - 2 + 1 ⇒ (17) + 13 + 5 - 2 + 1 = 34
Ki Arrow DAM: 1d8 + 6 + 5 - 10 ⇒ (5) + 6 + 5 - 10 = 6

Haste Arrow HIT: 1d20 + 13 + 5 - 2 + 1 ⇒ (10) + 13 + 5 - 2 + 1 = 27
Haste Arrow DAM: 1d8 + 6 + 5 - 10 ⇒ (8) + 6 + 5 - 10 = 9

Total DAM, after DR: 55 DAM

Status:
HP: 24 / 57 | AC:22
Ki Pool (7): xxxxx
Perfect Strike (7): xxx
Mythic Power (9): xxxxxxxx
Spell Effects: Resist Acid
Haste - extra attack, +1 to HIT, +30' speed


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

Reflex: 1d20 + 10 ⇒ (4) + 10 = 14

YEOUCH! 22 damage after resistance...which leaves me stable with Hard to Kill.

Tickdown slides off the back of Nightsong...without any grace. He lands heavily to the ground and doesn't move.


Big Al and Nightsong dodge the brunt of the acid, and feel their magical protection defend them from the rest.

Seeing her companions start to falter, Big Al decides to pull out all the stops. She throws her shield down on the ground, holding the lance in both hands and circles around to get into position. She points it at one of the gargoyles, shouting "You're MINE!", and then leaps to attack two of the remaining gargoyles. The first ducks back behind the pillar and her blow goes wide. The second she connects with, sending stone flying in all directions.

Al's Reflex: 1d20 + 6 ⇒ (14) + 6 = 20

Nightsong's Reflex: 1d20 + 14 ⇒ (6) + 14 = 20

Both Al and Nightsong make their reflex saves
Free: Amazing initiative > Move to H12 (1 MP), dropping her shield as she does
Swft: Challenge K18
Full: Charge J15 and then K18 (Aerial assault, 1 MP) end at M20

acrobatics for aerial assault: 1d20 + 7 ⇒ (11) + 7 = 18

Lance: 1d20 + 16 ⇒ (1) + 16 = 17 (+7 BAB +5 STR +1 size +1 enhancement -2 power attack +4 charge) >> DOH! That's a miss...

Lance: 1d20 + 15 ⇒ (4) + 15 = 19 (+2 BAB +5 STR +1 size +1 enhancement -2 power attack +2 morale +4 charge +4 challenge)
Damage: 6d6 + 84 ⇒ (2, 2, 1, 3, 2, 2) + 84 = 96 (+7 STR +9 power attack +4 risky strike +1 enhancement +7 challenge >> x3 for charge)

stats:

AC20, touch 14, flat-footed 18 (+6 armor, +2 Dex, +1 size, +1 deflection)
hp 76/82
Mythic Power 6/11
Cavalier’s Challenge 1/3
Fort +9, Ref +6, Will +7; +2 vs. fear, +2 Morale bonus vs. fear when beneath banner
Special Attacks cavalier's charge, sword's challenge +7

Nightsong
hp 61/63


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

Surge: 1d6 ⇒ 3

-Posted with Wayfinder


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Nic frowns and cocks his head over at the still Tickdown. Then he points at the halfling and utters out a dark command. The pain-eating, black leech-things respond instantly… slipping and swimming through the air with impossible speed to gorge themselves on Tick's pain.

Tickdown:
It's as if a host of unintelligible, gleeful voices force their way into your head… gibbering madly as they pull and suck at not only the pain in your body, but draw forth every painful memory you have.

Your body is recovered, but it leaves you with a feeling of … being invaded by something completely alien and not altogether friendly.

Cast Mythic Cure Serious Wounds on Tickdown (defensively; no roll needed)
6d8 + 14 ⇒ (5, 4, 5, 4, 5, 1) + 14 = 38 cured… bringing Tick back up to 28 hp.

Status:
HP 60/60
AC 23 T 14 FF 19
CMD 19 FF 15
F/R/W +5/+8/+6
---> +2 vs. death, negative energy, removing negative levels
.
Effects/Conditions Haste (rd 1 of 7), Cloak of Shadows (1 hr), Resist Energy: Acid (rd 94 of 100), Wings (8 of 10)


It didn't look as if these creatures really needed to be given more afflictions. Dorian decided to mix in a little damage with his efforts to hinder them.

Dorian delays until Lacsar and Al have acted. He then casts 'Boneshatter' {DC 21 Fort} on whichever Gargoyle remains (with preference given to those which are currently least hindered by spell effects)

Damage: 7d6 ⇒ (4, 5, 6, 3, 1, 4, 4) = 27

Should any Gargoyles remain after that, he'll move 30 ft southeast; Then use his 'Shift' ability to teleport an extra 15 ft.


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

Tickdown stirs, then groans. Then he screams. "What in the blazes?! Stop...TALKING! I'm...I'm me...I'm ok. How...who...what..."

RPG Superstar 2012 Top 16

Round 5:

Tickdown: 28
Nic: 30
Alemarra: 13
Lacsar: 18
Antagonist: 18
Dorian: 33

Tickdown blinks his eyes as Nic's magic heals him just in time to see Al's lance slam into the gargoyle threatening Dorian, nearly ripping its head from its neck with the fury of her blow.

Before he can climb to his feet, three arrows from Lacsar's bows slam into it and it falls, two more arrows hitting the creature closest in pursuit of him and his companions.

Dorian's spell hits it a moment later, and it screams in pain, though remains moving, charging toward Lacsar and viciously clawing the archer. 12 hp

The slowed gargoyle, still unhurt, remains atop one of his pillars 50 feet up and breathes acid toward the halfling and her mount once more, hoping it's enough to overcome her magic. 21 hp acid; DC 19 Reflex save for half.

Mechanics:

Fort save: 1d20 + 11 ⇒ (20) + 11 = 31

1d20 + 16 ⇒ (6) + 16 = 22
1d6 + 8 ⇒ (4) + 8 = 12

6d6 ⇒ (6, 4, 3, 3, 2, 3) = 21
1d4 ⇒ 3

SG1: 1 mythic use; 3/13; 3 rounds for bw; slow 5/7
SG3: 127, 2 mythic uses; 3/13; 1 round for bw; -4 Dex; exhausted


HP: 56/57 - AC: 22|19|20 - F:+6 | R:+8 | W:+12 - Per:+16 Init:+7

A long slash and a wide smear of blood stains the archer's shroud (down to 12 HP). His bow sings as he stitches the nearest gargoyle with five more arrows.

SWIFT: Ki - Additional Arrow
FULL: FOB

BOOM:
FULL: Bow (crit: 20/3x)
MODS: Planar, FOB, Deadly Aim, Haste, PBS
Arrow #1 HIT: 1d20 + 13 + 5 - 2 + 1 + 1 ⇒ (7) + 13 + 5 - 2 + 1 + 1 = 25
Arrow #1 DAM: 1d8 + 6 + 5 - 10 + 1 ⇒ (3) + 6 + 5 - 10 + 1 = 5

Arrow #2 HIT: 1d20 + 13 + 5 - 2 + 1 + 1 ⇒ (3) + 13 + 5 - 2 + 1 + 1 = 21
Arrow #2 DAM: 1d8 + 6 + 5 - 10 + 1 ⇒ (7) + 6 + 5 - 10 + 1 = 9

Arrow #3 HIT: 1d20 + 13 + 0 - 2 + 1 + 1 ⇒ (7) + 13 + 0 - 2 + 1 + 1 = 20
Arrow #3 DAM: 1d8 + 6 + 5 - 10 + 1 + 7 ⇒ (1) + 6 + 5 - 10 + 1 + 7 = 10 Fickle Attack

Ki Arrow HIT: 1d20 + 13 + 5 - 2 + 1 + 1 ⇒ (2) + 13 + 5 - 2 + 1 + 1 = 20
Ki Arrow DAM: 1d8 + 6 + 5 - 10 + 1 ⇒ (7) + 6 + 5 - 10 + 1 = 9

Haste Arrow HIT: 1d20 + 13 + 5 - 2 + 1 + 1 ⇒ (5) + 13 + 5 - 2 + 1 + 1 = 23
Haste Arrow DAM: 1d8 + 6 + 5 - 10 + 1 ⇒ (6) + 6 + 5 - 10 + 1 = 8

Total DAM, after DR: 41 DAM

Status:
HP: 12 / 57 | AC:22
Ki Pool (7): xxxxxx
Perfect Strike (7): xxx
Mythic Power (9): xxxxxxxx
Spell Effects: Resist Acid
Haste - extra attack, +1 to HIT, +30' speed


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Abyssal:
"I can't keep this up much longer, Lacsar! We need to end this quickly or consider a more permanent withdrawal!"

Nic shouts as he continues his orchestration of the void-maggots… looking like some macabre puppetmaster. They swim-streak towards and around the archer, their hungry mouths sucking at his many bleeding claw-marks and leaving raw, fresh skin in their oily wake.

Lacsar:
The invasion of the strange creatures into your mind is both welcoming and repugnant… but a sensation you've had many times in your days traveling with the samsaran. It's not the first time wondering if some dark taint is left on your mind after the chorus of legion, manic voices gleefully chitters as they drink in your physical and emotional pain.

Same with Lacsar… Mythic Cure Serious Wounds (1MP & 1 third level spell slot)
6d8 + 14 ⇒ (1, 4, 2, 3, 1, 4) + 14 = 29

Status:
HP 60/60
AC 23 T 14 FF 19
CMD 19 FF 15
F/R/W +5/+8/+6
---> +2 vs. death, negative energy, removing negative levels
.
Effects/Conditions Haste (rd 2 of 7), Cloak of Shadows (1 hr), Resist Energy: Acid (rd 95 of 100), Wings (9 of 10)

Also, Nic's only got 3 MP and 1 third level spell slot remaining.


Shouldn't that Gargoyle have missed Lacsar? Remember, 'Haste' boosts his AC to 23.

RPG Superstar 2012 Top 16

Oooh, yes, forgot about haste (sorry)


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

I see 2 'goyles up on the map. One adjacent to Lacsar and one up on the pedestal (which should actually make him above the sleet storm and thus unable to target us). Is the one adjacent to Lacsar still up? Or did the archer's most recent salvo finish it off?


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

Not waiting on me are we?

RPG Superstar 2012 Top 16

Yes, Tickdown, as well as Big Al and Dorian. The archer's most recent salvo will finish off the one gargoyle, so just the final one remaining.


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

OOPS! Sorry!

Tickdown gets up and looks at the remaining gargoyle. He takes a hesitant step forward, thinks better of it, and decides instead to "lead" his troops. His usual flair and attitude must have been left with his consciousness a few seconds ago.

Derring-do (Su): A daredevil can use her performance to bring out grace in the clumsiest allies. The daredevil and any allies who see her receive a +2 morale bonus on Reflex saving throws and a +4 competence bonus on Dexterity-based skill checks. Allies who move at least 10 feet during their turn gain a +2 dodge bonus to their Armor Class until the start of their next turn. This is a mind-affecting ability that uses visual components. This ability replaces inspire courage.

So everyone that can hear Tickdown gets +2 morale bonus to Reflex saves, +4 competence bonus to Dex-based skills, and a +2 dodge bonus to AC.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

We can't see the last gargoyle, right? He's in/above the Sleet Storm, right?

RPG Superstar 2012 Top 16

It has concealment, though you know it's there.


Dorian's pretty much just waiting for Lacsar and Big Al to finish the last Gargoyle. He's trying to conserve his remaining strength, in case this isn't the last encounter of the day.

RPG Superstar 2012 Top 16

OK. If you can just post something (even if it's just in the discussion thread) so I'm aware that you're not really taking an action, that helps me a lot. Thanks.


Sorry, I usually do. It slipped my mind this time around.

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