Motteditor's Fire Over Blackcrag (Inactive)

Game Master motteditor

Combat map


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Dorian answered instantly.

"None of them. All four elements have equal importance. They stand in balance with one another."

It belatedly occurred to him that this might not be the desired answer. The theme of this place suggested a personal bias on the part of its owner.

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Despite Dorian's concern, a smile crosses the face of the old woman.

"That is correct," she says. "It appears you already have some wisdom, so why have you come here?"


"A few hours ago, Fire Elementals rained down upon Blackcrag Cove. Apparently the 'Queen of the Inferno' is on the verge of rising again. We seek your aid in combating this threat."


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

Lacsar chuckles and adds, "We've come for more wisdom... I find you can never have too much. What can you tell us of her, Ledain, and the doom that may befall Blackcrag Cove?"


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

The gangly samsaran bends low over the surface of the water, starting then aborting a few attempts to dip a long finger into the cold water.

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“What was, will be again. This is the great truth, obscured by our too-short lives,” she replies.

Catching a few drops of water in her outstretched hand, she turns her palm, letting the drops slip slowly to the ground.

“So the water passes from my chambers to the sea. Though it takes a thousand thousand years, in the fullness of time, those drops will rain down again within this cave, long after all we know has departed. So too, the Queen of the Inferno’s wrath has claimed towns before.

“Yet not all were consumed by fire. In the sea to the southeast is an ancient mountain island—an island where legends dwell. None sail to it. Its waters are perilous, its land is cursed. Once, the fires beneath this island stirred as the fires beneath Theana do now, stoked by the Queen’s burning rage."

“The Queen’s wrath is a terrible thing. It is known as the unquenchable fire. Yet each element in its place reigns above all others, a wheel ever turning. Unquenchable, perhaps, but will her fire burn if she has to rage to feed and fan it? The tears of last remorse, brought to the heart of the Queen’s anger, can quench this immortal rage. So it was done on Arakau in an age long forgotten.

“All the waters of this world are as one. The waters of Arakau speak to me through the waters of my grotto. Their voice whispers that the tears yet linger where the Queen’s wrath was stilled. Seek out the island. There, look to wind and sky to find the path that you must travel.

“So the waters have spoken, so I have told. Time is short. The goddess’s anger wells up from the world’s core, ever closer to breaching Theana and consuming Blackcrag Cove. You must go. Take with you these totems of heroes long past—heroes who once stood against the wrath of the Inferno. Take these totems and cross the waves to Arakau. Close the circle, turn the wheel, and cleanse her fury from our land.”

With that, she reaches into the perfectly clear water and pulls forth six items -- a porcelain eyemask, with wilted feathers; a piece of black stone with veins of white snaking through it, looking vaguely like a star; a small silken slipper; a silver wand, its tip bent at a precarious angle; a leather buckler carved with an insignia of a wolf; and a small golden trophy in the shape of a goblet -- that appear far too tarnished and weathered by time to be of use, holding them out to you.


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

Nic's milky eyes seem to lock on the black piece of stone, and his long fingers reach forward, tentatively picking it up.


"Thank you for your wisdom and your gifts," Big Al bows toward the oracle. "Pray if you are able, tell us how can one find and get to this island. Are you saying that it's not possible to sail to it?"

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There's a flash of light as Nic picks up the stone and he feels new vitality course through his veins.

The oracle doesn't reply to Big Al, merely holding out the remaining items.

You can make a Knowledge (geography) check, however.


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

Lacsar circles to the pool to look at the items. He cautiously takes the eyemask and wonders at what type of feathers it bears. He nods to the seemingly blind woman, "You have my thanks."


Dorian delayed taking an item until someone else had already done so (and survived). While waiting, he silently pondered the significance behind this ritual. Did it matter which object he picked? Did the Oracle already know what decision he and the others would make? Was the old woman just toying with them? It was hard to tell. In the end, Dorian just reached out (seemingly) at random, and grabbed the silver wand.


Big Al pauses, waiting several respectful moments for a reply, then thinking Hmmm, maybe we need to accept our gifts before we can learn more? I don't want to do a disservice to our host.

Her hand hesitates over the buckler -- drawn to the image of the wolf -- but ultimately lays her hand first on the goblet, feeling somehow more called to it.

Alas, Big Al has doesn't have any Knowledge skills.


Dorian takes 10 on his Knowledge (Geography) check {23}.


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

"Well...there's somethin' to be said about a good pair a'shoes. I'm...not quite certain what yer meanin' is though."

Tickdown puts a hand out and pulls it back. He takes a quick breath and reaches out to take the slippers.

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There are more flashes of light through the cave as Lacsar, Dorian and Tickdown take their items, though nothing seems to happen when Alemarra takes the goblet.

Dorian, you think you remember tales of a cursed island called Arakau said to lie to the southeast.


Male Vampire Dwarf | HP: 170/170, AC 23 T 19 FF 17 | Rage: 24/31 | Ki Pool 7/7 | Grapple CMD: 40

Bognus looks down at the only remaining item, the wolf-sigiled buckler, with a raised eyebrow.

Not exactly me style...

"Hrmf. Lass," he mutters, nudging Big Al, "Somethin' tells me that there might be meant fer ye."

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As I'm sure you suspect, you do each now have three mythic tiers! Let me know if there's anything else you'd like to do here.


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

Did the trolls come from in here? If so, maybe they have some treasure?

Lacsar puts away the strange object, feeling very different. His eyes glow slightly from behind the mask. The dark corners of the cave show in crisp detail in his vision. "Interesting..."

Before leaving, he surveys the cave.

Perception 1d20 + 16 ⇒ (17) + 16 = 33


Big Al's hand rests briefly on the gobblet, but somehow it feels wrong. Hearing Bognus, her hand moves over to the buckler. When it does she feels a greenish-yellow light wave slowly over her, as though passing through the aurora borealis.

She flexes her muscles, feeling a new strength rush through her -- and something more, too, more subtle -- a rush of new knowledge and talents. All is new and strange yet it feels that she's somehow become more herself than she was before.

She nods in gratitude to the oracle. "This gift is beyond price. Thank you so much. You have my word as a knight that it will be used for justice and honor."


"What...was...that..."

Dorian spoke as if in a daze. He stood there with the wand in hand, and a stupefied expression on his face. He felt somehow different, in a way that was hard to comprehend. It was as if he'd been spent his whole life walking through a heavy fog, which had only just lifted to reveal the world beyond. He continued to mutter quietly, as if to himself.

"I...see. I see it all now. Of course, of course. It's all so simple. Why could I never grasp this before?"

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Lacsar, you don't see anything else in the cave -- of course, you never saw the items she pulled from the water before she handed them to you, either.

The trolls came from the rocks at the base of the waterfall, 100 feet below.


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

Cool! Ready to go when everyone else is.


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

"Wha...I ain't felt somethin' like that since the first time I solo'ed a show. Much obliged ma'am...but...who are you?"

-Posted with Wayfinder


Male Vampire Dwarf | HP: 170/170, AC 23 T 19 FF 17 | Rage: 24/31 | Ki Pool 7/7 | Grapple CMD: 40

Affirming his choice, Bognus nods and reaches out, taking ahold of the goblet in his meaty paws. For a moment, nothing happens, and he looks about at the others with consternation written on his face. Then, raising the goblet to get a closer look, he notices the liquid within that sparkles with a golden light, and he sniffs it. A pleased and surprised smile appears on his face as he recognizes the smell of the best dwarven rum. Without hesitation, he throws back the goblet's contents, and instantly, the wave of light pulses through him. Slabs of muscle, hardened by decades of training, flex involuntarily as the energy flows through the dwarven champion, increasing his already prodigious strength.

"Gah!" Flinching, Bognus stumbles backwards a few steps, still holding the cup in his right hand. He shakes his head, shaggy hair flying. Only a few moments ago, the blue streaks in his beard had been barely noticeable, but now, his former dark brown coloring is almost covered entirely by the deep, vibrant blue.

Looking down at himself in confusion, he raised his left arm and experimentally clenched his fist. Under the newfound power in his grip, the gauntlets creaked in protest, and the dwarf grinned his mad grin, white teeth shining behind his azure whiskers. "Now there's a drink!"


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

Nic stands mute—milky eyes wide enough to make nearly perfect circles on his pale blue face—for nearly a minute. While his body stands perfectly still, his mouth works in a constant stream of silent words as his pale eyes dash from point to point in the air in front of his face... seemingly trying to make sense of some puzzle no one but him can see.

Finally, he seems to snap out of the bizarre trance, shaking his head as he comes to a moment of surprising lucidity. He cracks a wide, crooked grin as he looks at Lacsar, then everyone else, then bounces the small stone on his palm.

"I don't know what the hells this rock is, but I like it."

He looks over at the oracle, his usual strange demeanor begins returning as he cocks his head to one side. "And thank you, miss... um... yah."

I'll get to updating today. :D

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The woman doesn't reply to Tickdown's question, merely staring at you all with her milky white eyes.

Assuming Lacsar searches below, where the trolls were:

Stuffed between the rocks of their hiding place are what appears to be the half-devoured carcass of what was once a dwarf, his still-booted feet and lower legs stacked next to his midsection, but his head and arms apparently eaten earlier. Most of his possessions are ruined, but in his belt pouch you can find a potion bottle, 100 gp, and a sapphire.


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

Nic quietly follows Lacsar out of the cave, spending a few minutes poking at the boots when they are uncovered. "So we're hired to calm down a god on the brink of burning up a whoel town of folk." He stuffs his unlit pipe in his mouth, puffing away contentedly, "Sounds easy enough. Like your new look, by the way... did it come with a small adrenaline surge, too?"


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

"It came with... something." Lacsar changes the subject, looking at the dwarf's remains. "Any idea what this potion does or if the gem - or anything else - is magical? I think we'll need every edge we can get."


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

Nic kneels down, his jaw clenching around his pipe-stem as his eyes become empty blackness. The depths beyond the veil spring to life before his eyes, and he searches the objects for telltale signs that they are more than they seem.

Detect Magic
Spellcraft (potion): 1d20 + 8 ⇒ (11) + 8 = 19
Spellcraft (sapphire): 1d20 + 8 ⇒ (9) + 8 = 17
Spellcraft (anything else; boots?): 1d20 + 8 ⇒ (7) + 8 = 15


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

Updated my profile with Myffic Stuff!

Big Al...I took Glorious Charge...I think you'll like it.


Just read it. Holy pinball machine, batman! (It'll go nicely with my Aerial Assault, Burst Through, and Mythic Ride by Attack.)

I've been looking at how nutty I get just with my Champion abilities, I hadn't started thinking how a Marshall makes me even nuttier. We may need a handful of fire deities to keep us busy now! ;-)

EDIT: btw, my profile has Mythic Super-Al in all her glory.


It took a while for Dorian to snap out of his daze. Even then, he still seemed a little out of focus. It sounded as if he was only now responding to the Oracle's parting words.

"Arakau: That's an island to the southeast, if memory serves. We'll probably need transportation. Although to be honest, I'm half tempted to swim the whole way there. I feel more than capable of such a feat."

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Grr. Had a post almost completed and then accidentally closed the tab... This will be a little more perfunctory as a result -- sorry.

Nic, you believe it's a potion of spider climb, but you're not sure what the boots can do.

Moving ahead to keep us moving, but feel free to retcon actions with the boots.

The trip back to Blackcrag Cove is uneventful, though signs of the volcano's seemingly imminent eruption are everywhere, with gray ash covering the landscape and black clouds spewing forth from the belching fissure.

Suddenly, as you enter the village, the ground trembles and splits open, spilling magma from the world’s molten heart onto the surface. A trio of 10-foot-tall humanoids, made from the very lava, emerge, seemingly intent on your destruction!

Initiative:

Alemarra: 1d20 + 5 ⇒ (9) + 5 = 14
Bognus: 1d20 + 5 ⇒ (2) + 5 = 7
Dorian: 1d20 + 16 ⇒ (17) + 16 = 33
Lacsar: 1d20 + 7 ⇒ (3) + 7 = 10
Nic: 1d20 + 13 ⇒ (6) + 13 = 19
Tickdown: 1d20 + 11 ⇒ (18) + 11 = 29
Antagonist: 1d20 + 3 ⇒ (20) + 3 = 23

I added 3 to each of your initiatives to go with your mythic abilities, but let me know if your mythic ability gain might've changed it as well. Looks like Dorian and Tickdown get to go, then I'll have the bad guys go, then we'll do a full Round 1. Obviously this is our first mythic combat, so please be patient. If you don't mind really spelling out what abilities you're using if you're doing anything new (which I hope you will), it'd be much appreciated. I put a new link to the combat map up, and have some basic stats for the bad guys in the campaign info tab.


Dorian's initiative is only +13. The listed value already takes his mythic abilities into account.

An unhealthy grin spread across Dorian's face. For the first time in years, he felt eager to fight. The normally conservative Wizard could barely wait to test out his new limits. First things first: Soften up the enemy. He gleefully dashed between his allies, until he came to rest ten feet ahead of Bognus. With a mighty exhalation, he sent torrents of freezing air to wash over the two front-most elementals.

The old Dorian would have been done at this point. Actually, the old Dorian wouldn't have even been able to reach this point. The spell he'd just cast wasn't even in his spellbook. But the new Dorian was already in the process of casting again. Writhing tentacles suddenly erupted from the ground, to restrain whatever elementals remained.

"Incredible! Truly incredible!"

Spoiler:
Move action: Move two squares ahead of Bognus.

Swift action: Use 'Wild Arcana' to cast 'Dragon's Breath (30 ft cone of cold)'. The spell gains a +2 bonus to its caster level.

Damage: 9d6 ⇒ (6, 4, 5, 3, 5, 5, 1, 5, 6) = 40 cold damage {Reflex DC 21 for half}

Standard action: Use bonded object to cast 'Black Tentacles'. The front edge of the spell's area is positioned to barely encompass the frontmost living Elemental; I.E, such that melee PCs can attack it without getting caught in the tentacles.

Tentacle grapple roll: 1d20 + 12 ⇒ (6) + 12 = 18
Damage roll for grappled foes: 1d6 + 4 ⇒ (6) + 4 = 10


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

The +14 I list includes the +3 for Tier...thanks motteditor!

"Alright laddies and ladies, shall we dance with yon fiery doom in the graceful ballet of a deadly fight?"

Double move to be directly left of Big Al.

"Big lass, when I lead in screamin' you come follow behind, right?"

Getting myself in position...hopefully I'll be able to use Glorious Charge next round, giving Big Al the chance to charge 2x next round.

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OK, here goes nothing. Let's see how I do with mythic combat...

Round 1/2:

Dorian: 33
Tickdown: 29
Antagonist: 23

Tickdown advances, but before he can do anything, Dorian rushes forward and words of arcane power seem to tumble from his lips, followed almost instantly by a cone of cold, which catches them full force, their skin darkening and seeming to turn to black rock.

Seconds later, black tentacles burst from the ground, grasping at the lava creatures, but the heat seems to throw them off, and they can't grab hold of the monstrous figures.

The two injured lava creatures seem to climb straight up 20 feet into the air as if it were solid, out of the grasp of the tentacles and both cast spells, their fiery glow once again overcoming almost all of the blackened portions of their bodies.

The third also rises into the air, but rushes forward, and slams its might fist into Dorian, though the spellcaster's able to breath out a last few breaths of cold air to put out his clothing before it can catch fire. 12 hp; it charged, so is -2 AC and is at ground level

Mechanics:

Reflex: 1d20 + 7 ⇒ (5) + 7 = 12
Reflex: 1d20 + 7 ⇒ (13) + 7 = 20

8d8 + 10 ⇒ (2, 7, 8, 3, 4, 4, 3, 1) + 10 = 42
8d8 + 10 ⇒ (5, 3, 1, 6, 8, 1, 7, 5) + 10 = 46

1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
1d8 + 4 ⇒ (8) + 4 = 12
Dorian Reflex: 1d20 + 5 ⇒ (20) + 5 = 25

LE 1: 18, cure crit
LE 2: 14, cure crit
LE 3: -2 AC from charge

OK, party's up; note that the area starting with the left-most elemental is covered with black tentacles for 40 feet back; Tickdown, is there any easy way I can set up the map to indicate that?

Round 1:

Nic: 19
Alemarra: 14
Lacsar: 10
Bognus: 7
Dorian: 33
Tickdown: 29
Antagonist: 23


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

Nic reaches into the dark corners of his mind for any memories of these creatures' weaknesses...
Do they have vulnerability: cold?
Knowledge: Planes: 1d20 + 10 ⇒ (7) + 10 = 17 <-- unlikely

At the same time, the now-black eyes of the Samsaran probe the minds of his allies, seeking the small clusters and knots of emotions. He pries and probes with his mind until he finds what he's looking for… the little mass of brain that dictates hope and—by extension—courage.

With a dark cry and a twist of his clawed hand, everyone feels a surge of courage and adrenaline flood their minds and bodies.

Then Nic mentally reaches through the star in his pocket into his new-found well-spring of power, drawing enough energy to drag the shadows from his mind into a protective layer in his clothes. The inky black from his eyes once again bleed into his jacket.

Cast Good Hope; everyone benefits for 7 min (70 rds).
Then swift to use Amazing Initiative to activate Cloak of Darkness.

Status:
HP 53/60
AC 22 T 13 FF 19
CMD 18 FF 15
F/R/W +7/+9/+8
---> +2 vs. death, negative energy, removing negative levels
.
Effects/Conditions Cloak of Darkness (1 hr), Good Hope (1 of 70 rds)

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You believe the magma elementals are indeed vulnerable to cold.


I always forget my Knowledge rolls.

Knowledge (Planes): 1d20 + 14 ⇒ (8) + 14 = 22

There's nothing in particular that I'd like to learn.


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

You can use the draw shape tool to draw a rectangle, circle, etc., then change the fill color of that shape to transparent, then you can change the color and thickness of the border lines for that shape to demarcate the area of effect.

The 40 feet back...is that back FROM the creature or is that 40 feet around it? That'll change my action.

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40 feet back, since he was trying to get all three elementals, I assumed. I'll see if I can't get the map updated.

Hmm, well, there's a blue circle delineating the area now. Best I can do...


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

Lacsar slides towards a large building loosing an arrow on the run. It stings the nearest elemental. He skids to a halt in the building's shadow and send three more arrows faultlessly into the same elemental.

~ Round 1 ~

SWIFT: Fleet Charge (to the square 1 up and 2 right of Nic)
FULL: FOB

Status:
HP: 56 / 57 | AC:22
Ki Pool (7): x
Perfect Strike (7): x
Mythic Power (9): x
Spell Effects: Good Hope

BOOM:
Fleet Charge let's me fire an arrow during my standard move (50') at my full base attack + Tier bonus (+3). Since it is an action by itself, I believe that doesn't let me include it into my FOB attack - hence the slightly lower to HIT.

FLEET CHARGE: Bow (crit: 20/3x)
MODS: Planar, PBS, Deadly Aim (Mythic), Fleet, Good Hope
HIT: 1d20 + 14 - 2 + 3 + 2 ⇒ (10) + 14 - 2 + 3 + 2 = 27
DAM: 1d8 + 6 + 6 + 2 ⇒ (3) + 6 + 6 + 2 = 17 Bypasses all DR

FOB gets the benny of Mythic Deadly Aim - so -2/+6

FULL: Bow (crit: 20/3x)
MODS: Planar, FOB, PBS, Deadly Aim (Mythic), Good Hope
Arrow #1 HIT: 1d20 + 13 + 5 + 1 - 2 + 2 ⇒ (8) + 13 + 5 + 1 - 2 + 2 = 27
Arrow #1 DAM: 1d8 + 5 + 1 + 6 + 2 ⇒ (3) + 5 + 1 + 6 + 2 = 17

Arrow #2 HIT: 1d20 + 13 + 5 + 1 - 2 + 2 ⇒ (20) + 13 + 5 + 1 - 2 + 2 = 39
Arrow #2 DAM: 1d8 + 5 + 1 + 6 + 2 ⇒ (7) + 5 + 1 + 6 + 2 = 21

Arrow #3 HIT: 1d20 + 13 + 0 + 1 - 2 + 2 ⇒ (13) + 13 + 0 + 1 - 2 + 2 = 27
Arrow #3 DAM: 1d8 + 5 + 1 + 6 + 2 ⇒ (4) + 5 + 1 + 6 + 2 = 18

Total DAM: 73

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I was asked via chat, so... roofs are 40 feet high. They're steeply pitched, though, so half speed while moving on them.


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

"Al, on my mark! One...Two..."

Tickdown bounces on his feet for a few moments and then takes off with a wild scream. He looks back as he draws his dagger out at Big Al, "Three! MARK!!!!!!!"

Charge w/ Dagger: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Possible Crit: 1d20 + 7 ⇒ (11) + 7 = 18 If Charge counts towards Crit Confirm, +2
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Crit Damage: 1d3 + 1 ⇒ (1) + 1 = 2

"Bognus...don't just stand there yerself! Get in there man!"

Using Mythic: Glorious Charge (Ex)

You call your allies to make a coordinated charge at the same time. As an immediate action when you start a charge, you can expend one use of mythic power and allow an ally to charge immediately after your charge is complete. You can expend additional uses, allowing one more ally to charge per use spent. An ally's charge doesn't count toward the number of actions it can take on its next turn.

Using 2 uses of Mythic Power to call Big Al and Bognus to Charge. Doens't count towards their actions for the round.


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

Sadly, Tick, if these guys are like the last batch, they are immune to crits. :(


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

Dang!


Swept up in Tickdown's enthusiasm, Big Al charges the elemental in front of Dorian, spraying magma off it's side to cool on the ground. Then -- somehow faster than she's ever been before, she takes another successful strike before backing up and...charging UP, as (under her guidance) Nightsong leaps 30' into the air.

As she sails through the sky toward the elemental she's hit twice already she is sure she can't miss but the surreal experience of this epic leap throws her aim off slightly and her shot goes clear over it's head. Undeterred, she follows her arc higher until she skewers the flying elemental, hearing it roar in pain as large hunks of it's magma mass slough off into the dirt.

"Great Desna, this is starting to get fun!"
______________

Glorious Charge (thanks to Tickdown) running to 5' left of Dorian.
Lance: 1d20 + 18 ⇒ (18) + 18 = 36 (+7 BAB +5 STR +1 size +1 enhancement -2 power attack +2 morale +4 charge)
Damage: 3d6 + 48 ⇒ (4, 2, 1) + 48 = 55 (+5 STR +4 power attack +4 risky strike +1 enhancement +2 morale >> x3 for charge)

Swift: Fleet Charge (Champion attack) spend 1 MP for one extra attack at max BAB, then an extra move to 15' to Dorian's right (triggering an AoO)
Lance: 1d20 + 14 ⇒ (13) + 14 = 27 (+7 BAB +5 STR +1 size +1 enhancement -2 power attack +2 morale)
Damage: 1d6 + 16 ⇒ (4) + 16 = 20 (+5 STR +4 power attack +4 risky strike +1 enhancement)

Elemental's AoO on me: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Al's Reflex vs Burn: 1d20 + 6 ⇒ (10) + 6 = 16 Saved!

Full: standard charge action, spending 1 MP for Aerial Assault
Aerial assault jumping 30' in the air, landing directly in front of the left-most elemental.

Nightsong’s acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16

Lance: 1d20 + 18 ⇒ (1) + 18 = 19 (+7 BAB +5 STR +1 size +1 enhancement -2 power attack +2 morale +4 charge) The ONLY roll that could've missed on a charge!

Lance: 1d20 + 13 ⇒ (12) + 13 = 25 (+7 BAB +5 STR +1 size +1 enhancement -2 power attack +2 morale +4 charge)
Damage: 3d6 + 42 + 3d6 ⇒ (5, 5, 1) + 42 + (1, 4, 1) = 59 (+5 STR +4 power attack +4 risky strike +1 enhancement >> x3 for charge +3d6 from Aerial Assault)

stats:

AC 23, touch 14, flat-footed 21 (+6 armor, +3 shield, +2 Dex, +1 size, +1 deflection)
hp 77/82
Mythic Power 9/11
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 (2/3)


The fiery fist brought Dorian back to his senses. It reminded him that, no matter how powerful he may feel, he definitely wasn't invincible. Perhaps it would pay to be a tad more prudent. He paused to regard the writhing mass of tentacles. If they'd still failed to ensnare an Elemental (or had captured a careless ally), he'd dismiss them. Then he'd let loose with some more offensive magic, before retreating to a safer distance.

Spoiler:
The tentacles attempt to grapple anyone within their reach at the start of Dorian's turn.
Tentacle grapple: 1d20 + 12 ⇒ (14) + 12 = 26
Tentacle damage: 1d6 + 4 ⇒ (4) + 4 = 8

If ((no enemy/an ally) is grappled):
--Standard action: Dismiss Black Tentacles.
Else
--Standard Action: Defensively cast 'Glitterdust' on remaining Elemental(s) (prioritising nearest).

Swift action: Cast 'Dragon's Breath' on whichever Elementals can be hit without also hurting allies.
Damage: 9d6 ⇒ (4, 4, 3, 4, 6, 5, 4, 1, 5) = 36 cold damage {Reflex DC 21 for half}

If not in danger of provoking an AOO:
--Move action: Move back 30 feet.

RPG Superstar 2012 Top 16

The creature apparently can't charge, since black tentacles are much taller than I realized, so Dorian took no injuries.

Round 1:

Nic: 19
Alemarra: 14
Lacsar: 10
Bognus: 7
Dorian: 33
Tickdown: 29
Antagonist: 23

Nic casts his spell, instilling hope in his new companions, as Alemarra charges, her lance catching the elemental threatening Dorian twice with a mighty blow and dispersing it into so much molten rock.

Swept up, she charges up into the sky, slaying a second of the brutes! Damn; plus no AoO because she killed the first elemental. Mental note: Turn my Wrath of the Righteous barbarian into a cavalier!

Before anyone else can react, Lacsar unleashes a storm of arrows on the final elemental and it dissipates just as the first two did.

I repeat: Damn. And the mod actually only calls for two, but I upped it because there are six of you. I might have to start doubling these guys hit points! :D

Once the smoke dissipates, Dorian dismisses the tentacles, leaving several frightened villagers looking on in awe as quiet returns to Blackcrag Cove once more -- though the volcano continues to smoke menacingly.


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

As ashes and silence descends, Nic stands back on his heels. "I think it's of note that those creatures are also vulnerable to cold."

Dang. Good job, all.

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