
Tsin Windscar |

Gladly, Master Pems, gladly :)
Round 2, Init 16
AC = 24, courtesy of the halfling
HP = 126/126(110 points, Stoneskin)
Weapon Equipped = MW Composite Longbow +2 Str
Condition(s) = Flame Arrow, Resist Energy(fire, 30), Stoneskin, and Greater Magic Weapon (+2) on her bow, Warded
Flame Arrows = 48/50
Strengthened by magics from her allies, Tsin decides to begin her work, once she reaches the top of the stairs. The unsteadiness of the floor, and a ranged weapon in her hand, she lets fly two arrows in the hopes of discouraging further destruction to the siege weapons. Where there is fire, she hopes to smoke out the two triaxians foolish enough to find themselves amongst her friends.
MW Composite Longbow, GMW: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32 for 1d8 + 2 + 1d6 + 2 ⇒ (4) + 2 + (6) + 2 = 14 damage, including fire
Iterative: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 for 1d8 + 2 + 1d6 + 2 ⇒ (2) + 2 + (1) + 2 = 7 damage, including fire
She harrumphs when she watches such little damage being done from her distance. Looking down on the ice, she considers her next steps, depending on what the saboteurs do.

Hektir the Tracksmage |

Round 2, Init 24
Zephtyr barely registers the damage done to him. Resist 20 cold and DR 10 Adamantine 10 (stone skin). He fights back at the drake with his big airy fists.
1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27 to hit;
1d8 + 7 + 4 ⇒ (4) + 7 + 4 = 15 damage;
1d20 + 15 - 2 ⇒ (18) + 15 - 2 = 31 to hit;
1d8 + 7 + 4 ⇒ (6) + 7 + 4 = 17 damage;
Stoneskin 100/110.
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC
HP 111/113 - DR5 piercing
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
+8 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (110 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements
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 91/103 - DR5 piercing
[ dice]1d20+15+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.
+8 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (220 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements

Quinn Kestrel |

Not that I want to limit our actions, but can we see what's happening at the top of tower in the driving snow storm? It looks to be over 30 feet away on the map? If we have that range of vision and the party catches up, then Quinn will use Blessing of Fervor to aid the party, otherwise he would keep moving forward with an acrobatics check until the creature appeared out of the snow storm and then go with Chaos Slap. The encounter at the stone ring followed by the black rider after the lodge at the beginning of this adventure changed the way I looked at environmental conditions in Pathfinder, I kinda like the conditions f*&^%$g things up :)

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

The distant morning sun provides only dim light, and snow is falling. All creatures have concealment (20% miss chance) from those without darkvision, and the reduced visibility results in a –4 penalty on Perception checks and a –4 penalty on ranged weapon attacks (but not siege
weapons attacks).
It's dim light, so actually, you probably can't see more than 30 feet away...
Not sure I'll have time to update tonight, as my parents are visiting, but they tend to go to sleep well before I do, so it's not impossible.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Pemsworth: 9*
Hektir: 24
Quinn: 20
Tsin: 16
Malavarius: 16
Antagonist: 11
Pems places his ward on Tsin, who hears a grunt as one of her arrows hits its mark, though the other flies into Spurhorn's courtyard. In the gloom, you can see them continue to hack at the siege engines.
Quinn advances, looking for a threat in the gloom -- he finally finds one, a small dragon hovering over the parapet, battling Zephtyr! You can't reach it this turn, however. He sees the blowhard smack the drake twice, sending it staggering, and it begins to retreat, quickly disappearing into the dark sky. It withdraws
"Bother," Mal complains as the storm nearly claims his hat from his head. Clapping his hand down on it, he edges forward though the icy surface on the floor of the tower before raising his protective ward.
Tsin miss?: 1d100 ⇒ 30
Zephtyr miss?: 1d100 ⇒ 39
Zephtyr miss?: 1d100 ⇒ 55
Fly: 1d20 + 10 ⇒ (9) + 10 = 19
Fly: 1d20 + 10 ⇒ (16) + 10 = 26
bastard sword: 1d20 + 14 - 3 ⇒ (4) + 14 - 3 = 15
1d100 ⇒ 20
1d10 + 5 + 6 ⇒ (1) + 5 + 6 = 12
bastard sword: 1d20 + 9 - 3 ⇒ (1) + 9 - 3 = 7
1d100 ⇒ 89
1d10 + 5 + 6 ⇒ (6) + 5 + 6 = 17
bastard sword: 1d20 + 14 - 3 ⇒ (19) + 14 - 3 = 30
1d100 ⇒ 11
1d10 + 5 + 6 ⇒ (9) + 5 + 6 = 20
bastard sword: 1d20 + 9 - 3 ⇒ (20) + 9 - 3 = 26
1d100 ⇒ 74
1d10 + 5 + 6 ⇒ (4) + 5 + 6 = 15
reroll: 1d100 ⇒ 30
reroll: 1d100 ⇒ 21
FD: 84
B1: 48
B2: 17
T1: 24
T2: 35

Hektir the Tracksmage |

Round 3, Init 24
Zephtyr flies directly above the north baddie (5' up of him...using reach to hit) and lays down a smack.
1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 23 to hit;
1d8 + 7 + 4 ⇒ (1) + 7 + 4 = 12 damage;
Stoneskin 100/110.
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC
HP 111/113 - DR5 piercing
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
+8 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (110 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements
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 91/103 - DR5 piercing
[ dice]1d20+15+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.
+8 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (220 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements

Tsin Windscar |

Round 2, Init 16
AC = 24, courtesy of the halfling
HP = 126/126(110 points, Stoneskin)
Weapon Equipped = MW Composite Longbow +2 Str
Condition(s) = Flame Arrow, Resist Energy(fire, 30), Stoneskin, and Greater Magic Weapon (+2) on her bow, Warded
Flame Arrows = 46/50
Tsin holds her position, straining to see through the bleakness, taking heart in her gifted bow to shoot twice more at the same target. She begins to debate advancing into melee, based on the success of her archery.
MW Composite Longbow, GMW: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 for 1d8 + 2 + 2 + 1d6 ⇒ (4) + 2 + 2 + (6) = 14 damage, including fire
Miss Chance, High Good: 1d100 ⇒ 32
Iterative: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 for 1d8 + 2 + 2 + 1d6 ⇒ (7) + 2 + 2 + (1) = 12 damage, including fire
Miss Chance, High Good: 1d100 ⇒ 57

Quinn Kestrel |

Quinn chants a prayer to Cayden and a waver of energy surrounds him with the stank of a drunk that hasn't showered since last harvest festival.
Stunning Barrier, Greater, +2 to AC and saves, if a creature strikes Quinn it needs a DC 17 Will save or be Stunned for 1 round. Currently have an AC 26

Malavarius King |

"Good grief, why is it so dark and windy out here? Zeno? Zeno! Do something about this, won't you?"
"Do I look like a druid to you, you old goat? Why can't you fix it?"
"Fix the weather? You know quite well those magics aren't my specialty, you grumpy goose!"
"Well what good is a wizard if he can't conjure a simple little light?!"
Harumpfing at the caustic bird, Malavarius squints against the lashing wind and early morning light, trying to make sense of the scene as he presses on up the stairs.
Perception: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22 Any demons flying around? Triaxians flying without the aid of dragon mounts?
HP: 61/61
AC: 15 (11 T / 14 FF)
Fort: +3 // Ref: +4 // Will: +9 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/33 absorbed
Pearl of Power I: 0/1 used
wand of scorching ray: 8/50 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] [X]
Level 2 Prepared (4+2+1): glitterdust [ ], protection from arrows [X], resist energy* [X] [X] [X] [X], scorching ray [ ]
Level 3 Prepared (4+1+1): dispel magic* [ ], fireball [ ], flame arrow [X], haste [ ], magic weapon (greater) [X] [X]
Level 4 Prepared (3+1+1): dimensional anchor [ ], stoneskin* [X] [X], wall of fire [ ] [ ]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ] [ ], life bubble [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [ ] [ ] [ ]
Protective Ward used: 1/8
Ongoing Effects:
resist energy (110 minute duration, Tsin, Quinn, Pems, Hektir): fire 30
flame arrow (110 minute duration, Tsin)
stoneskin (11 hour duration, Tsin + Hektir)
mage armor (11 hour duration, Hektir + self)
protection from arrow (11 hour duration, self): 0/100 damage prevented
greater magic weapon (11 hour duration, Hektir + Tsin)
protective ward (2/6 rounds): +3 deflection bonus to AC
All allies within 10 ft gain +3 deflection bonus to AC!

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Pemsworth: 9*
Hektir: 24
Quinn: 20
Tsin: 16
Malavarius: 16
Antagonist: 11
Pems waits fruitlessly for further enemies to show themselves, as does Mal only the two Triaxians, both standing on the tower, that you can see right now, while Hektir ignores the fleeing drake, focusing now on the Triaxian trying to destroy the siege engine. He hits a powerful blow, followed by an arrow from Tsin (along with one that might well have been aimed at him, but which fortunately misses).
Quinn prays for protection, but for the moment the Triaxians seem willing to ignore you, focused on destroying the siege engines. The first completes his task and moves toward Quinn provoking from Hektir. The second also finishes smashing the device, and looks around for an enemy.
bastard sword: 1d20 + 14 - 3 ⇒ (3) + 14 - 3 = 14
1d100 ⇒ 23
1d10 + 5 + 6 ⇒ (3) + 5 + 6 = 14
bastard sword: 1d20 + 14 - 3 ⇒ (14) + 14 - 3 = 25
1d100 ⇒ 89
1d10 + 5 + 6 ⇒ (8) + 5 + 6 = 19
bastard sword: 1d20 + 9 - 3 ⇒ (2) + 9 - 3 = 8
1d100 ⇒ 54
1d10 + 5 + 6 ⇒ (4) + 5 + 6 = 15
B1: 48
B2: 17

Hektir the Tracksmage |

Round 4, Init 24
Zephtyr takes his AoO.
1d20 + 15 - 2 ⇒ (1) + 15 - 2 = 14 to hit;
1d8 + 7 + 4 ⇒ (4) + 7 + 4 = 15 damage;
Then follows the Trix to get another swipe in, flying above it and striking down.
1d20 + 15 - 2 ⇒ (3) + 15 - 2 = 16 to hit;
1d8 + 7 + 4 ⇒ (6) + 7 + 4 = 17 damage;
Stoneskin 100/110.
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC
HP 111/113 - DR5 piercing
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
+8 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (110 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements
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 91/103 - DR5 piercing
[ dice]1d20+15+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.
+8 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (220 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements

Quinn Kestrel |

Quinn shifts toward Hektir (one square north to set up flanking for Tsin) and stabs at the Trixian. "Begone, foul brute!"
Rapier: 1d20 + 11 ⇒ (12) + 11 = 23
damage: 1d6 + 3 ⇒ (6) + 3 = 9
Rapier: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 1d6 + 3 ⇒ (5) + 3 = 8
possible crit on second attack
Rapier, crit confirm: 1d20 + 6 ⇒ (15) + 6 = 21
extra damage: 1d6 + 3 ⇒ (3) + 3 = 6

Malavarius King |

Malavarius sees the 2nd Triaxian who'd just dismantled the siege engine and the old wizard huffs in unintelligible frustration. "That was- what the- why you- blathering blatherskeit!" He extends his wand and sends a trio of fiery rays swirling and twisting through the air toward the dastardly saboteur.
Scorching Ray 1: 1d20 + 6 ⇒ (16) + 6 = 22for: 4d6 ⇒ (4, 4, 6, 1) = 15
Scorching Ray 2: 1d20 + 6 ⇒ (3) + 6 = 9for: 4d6 ⇒ (4, 1, 3, 4) = 12
Scorching Ray 3: 1d20 + 6 ⇒ (5) + 6 = 11for: 4d6 ⇒ (6, 6, 2, 4) = 18
HP: 61/61
AC: 18 (14 T / 14 FF)
Fort: +3 // Ref: +4 // Will: +9 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/33 absorbed
Pearl of Power I: 0/1 used
wand of scorching ray: 9/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ] [ ], protection from evil* [ ] [ ], mage armor [X] [X]
Level 2 Prepared (4+2+1): glitterdust [ ], protection from arrows [X], resist energy* [X] [X] [X] [X], scorching ray [ ]
Level 3 Prepared (4+1+1): dispel magic* [ ], fireball [ ], flame arrow [X], haste [ ], magic weapon (greater) [X] [X]
Level 4 Prepared (3+1+1): dimensional anchor [ ], stoneskin* [X] [X], wall of fire [ ] [ ]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ] [ ], life bubble [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [ ] [ ] [ ]
Protective Ward used: 1/8
Ongoing Effects:
resist energy (110 minute duration, Tsin, Quinn, Pems, Hektir): fire 30
flame arrow (110 minute duration, Tsin)
stoneskin (11 hour duration, Tsin + Hektir)
mage armor (11 hour duration, Hektir + self)
protection from arrow (11 hour duration, self): 0/100 damage prevented
greater magic weapon (11 hour duration, Hektir + Tsin)
protective ward (3/6 rounds): +3 deflection bonus to AC
All allies within 10 ft gain +3 deflection bonus to AC!

Tsin Windscar |

Round 4(?), Init 16
AC = 24, courtesy of the halfling
HP = 126/126(110 points, Stoneskin)
Weapon Equipped = MW Composite Longbow +2 Str
Condition(s) = Flame Arrow, Resist Energy(fire, 30), Stoneskin, and Greater Magic Weapon (+2) on her bow, Warded
Flame Arrows = 46/50
Spotting Quinn's adjustment, Tsin can't help but stay her arrows, and draws her blade, hoping to end one of the saboteurs. The ice beneath her feet initially gives her pause about accuracy of her stroke.
+1 Flaming Falchion, Flank: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25 for 2d4 + 13 + 1d6 + 1d6 ⇒ (3, 4) + 13 + (4) + (1) = 25 damage, including fire and precision damage
Miss Chance, High Good: 1d100 ⇒ 46

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Pemsworth: 9*
Hektir: 24
Quinn: 20
Tsin: 16
Malavarius: 16
Antagonist: 11
Pems blasts the farther of the two Triaxians with electricity, a ray of flame from Mal following moments later as the enemy warrior screams in rage.
Hektir punches at the other Triaxian, but the swirling snow throws off his aim and he misses badly, but sets up Quinn, whose rapier drives deep -- though not as deeply as he'd expected you did not crit; they also have a minimal DR. He's joined by Tsin, whose blade sends a spray of blood splashing over the white snow before the wound is cauterized by the flame.
Undeterred by its wounds, the creature continues spinning its blade, slashing at the warrior woman 8 hp as one blow hits -- and then biting at Quinn!
The other abandons the rubble of the siege engine and closes in on Quinn, drawing blood from the Caydenite. 8 hp
Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
Quinn miss: 1d100 ⇒ 63
Quinn miss: 1d100 ⇒ 32
bastard sword: 1d20 + 14 ⇒ (4) + 14 = 18
1d10 + 5 ⇒ (2) + 5 = 7
1d100 ⇒ 43
bastard sword: 1d20 + 9 ⇒ (15) + 9 = 24
1d10 + 5 ⇒ (3) + 5 = 8
1d100 ⇒ 67
bite: 1d20 + 7 ⇒ (5) + 7 = 12
1d4 + 2 ⇒ (4) + 2 = 6
1d100 ⇒ 54
bastard sword: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28
1d10 + 5 ⇒ (3) + 5 = 8
1d100 ⇒ 16
reroll: 1d100 ⇒ 23
B1: 88
B2: 54

Malavarius King |

Malavarius extends his wand again, looses another trio of fiery beams that spin and twist like a corkscrew toward the Triaxian he'd blasted a moment before. "Blast it all, do you have any idea how complicated that device looked to be? Good grief!"
Scorching Ray 1: 1d20 + 6 ⇒ (19) + 6 = 25for: 4d6 ⇒ (1, 4, 5, 3) = 13
Concealment 1 (1-20=miss): 1d100 ⇒ 100
Scorching Ray 2: 1d20 + 6 ⇒ (3) + 6 = 9for: 4d6 ⇒ (2, 4, 4, 2) = 12
Concealment 2 (1-20=miss): 1d100 ⇒ 18
Scorching Ray 3: 1d20 + 6 ⇒ (17) + 6 = 23for: 4d6 ⇒ (5, 6, 6, 3) = 20
Concealment 3 (1-20=miss): 1d100 ⇒ 28
HP: 61/61
AC: 18 (14 T / 14 FF)
Fort: +3 // Ref: +4 // Will: +9 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/33 absorbed
Pearl of Power I: 0/1 used
wand of scorching ray: 10/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ] [ ], protection from evil* [ ] [ ], mage armor [X] [X]
Level 2 Prepared (4+2+1): glitterdust [ ], protection from arrows [X], resist energy* [X] [X] [X] [X], scorching ray [ ]
Level 3 Prepared (4+1+1): dispel magic* [ ], fireball [ ], flame arrow [X], haste [ ], magic weapon (greater) [X] [X]
Level 4 Prepared (3+1+1): dimensional anchor [ ], stoneskin* [X] [X], wall of fire [ ] [ ]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ] [ ], life bubble [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [ ] [ ] [ ]
Protective Ward used: 1/8
Ongoing Effects:
resist energy (110 minute duration, Tsin, Quinn, Pems, Hektir): fire 30
flame arrow (110 minute duration, Tsin)
stoneskin (11 hour duration, Tsin + Hektir)
mage armor (11 hour duration, Hektir + self)
protection from arrow (11 hour duration, self): 0/100 damage prevented
greater magic weapon (11 hour duration, Hektir + Tsin)
protective ward (4/6 rounds): +3 deflection bonus to AC
All allies within 10 ft gain +3 deflection bonus to AC!

Hektir the Tracksmage |

Round 5, Init 24
Zephtyr continues to pound the near Trix.
1d20 + 15 - 2 ⇒ (6) + 15 - 2 = 19 to hit;
1d8 + 7 + 4 ⇒ (1) + 7 + 4 = 12 damage;
1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20 to hit;
1d8 + 7 + 4 ⇒ (1) + 7 + 4 = 12 damage;
Stoneskin 100/110.
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC
HP 111/113 - DR5 piercing
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
+8 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (110 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements
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 91/103 - DR5 piercing
[ dice]1d20+15+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.
+8 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (220 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements

Pemsworth Smith, Esq. |

Pems stares for a moment at the two Triaxians, then reaches toward the nearest one. Ice explodes around him, trying to imprison him! Ice Tomb hex! Fort DC 20 for half, Cold damage: 3d8 ⇒ (5, 5, 3) = 13!

Tsin Windscar |

Round 5, Init 16
AC = 24, courtesy of the halfling
HP = 126/126(102 points, Stoneskin)
Weapon Equipped = MW Composite Longbow +2 Str
Condition(s) = Flame Arrow, Resist Energy(fire, 30), Stoneskin, and Greater Magic Weapon (+2) on her bow, Warded
Flame Arrows = 46/50
Tsin takes the blow in stride, as Mal's magic makes sure none of it reaches her. She swings twice, hoping to move on to the second triaxian still drawing breath.
+1 Flaming Falchion, Flank: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25 for 2d4 + 13 + 1d6 + 1d6 ⇒ (1, 3) + 13 + (6) + (5) = 28 damage, including fire and precision
Iterative: 1d20 + 13 + 2 - 2 ⇒ (7) + 13 + 2 - 2 = 20 for 2d4 + 13 + 1d6 + 1d6 ⇒ (4, 2) + 13 + (5) + (1) = 25 damage, including fire and precision
Above the wind, she tries to inquire with her companions, expecting their gathering to be somewhat private, save for the invaders.
"So, as long as the walls hold, we're good? No need to risk ourselves more than we need to, I would think."

Quinn Kestrel |

Quinn has the Stunning Barrier, Greater, +2 to AC and saves, if a creature strikes Quinn it needs a DC 17 Will save or be Stunned for 1 round. Currently have an AC 26
Holding his ground to provide the swordswoman her advantage, Quinn continues his attack.
Rapier: 1d20 + 11 ⇒ (5) + 11 = 16
damage: 1d6 + 3 ⇒ (6) + 3 = 9
miss chance, high is good: 1d100 ⇒ 62
Rapier: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d6 + 3 ⇒ (2) + 3 = 5
miss chance, high is good: 1d100 ⇒ 37

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Pemsworth: 9*
Hektir: 24
Quinn: 20
Tsin: 16
Malavarius: 16
Antagonist: 11
Pems' hex doesn't seem to faze the winter-born Triaxian, as he fights off Hektir's blows ... only to leave himself open for Tsin's blade, which cuts deep into his chest, taking the fight -- and life -- right out of him.
Realizing he's down to just one foe, Quill spins and jabs at the remaining opponent, but can't defeat its guard. It flinches as Mal blasts it twice, the scorching rays badly throwing off its aim as it hacks wildly at Quinn once more before you're finally able to put it down.
Fort save: 1d20 + 10 ⇒ (19) + 10 = 29
Tsin miss?: 1d100 ⇒ 85
Will: 1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 14 ⇒ (9) + 14 = 23
1d100 ⇒ 31
1d20 + 9 ⇒ (1) + 9 = 10
1d100 ⇒ 38
1d20 + 7 ⇒ (16) + 7 = 23
1d100 ⇒ 92
B2: 87
Combat over; one hit likely would have finished it and I'll assume you'd have gotten it.
You're barely able to catch your breath you have 1 round of actions you can take when a Triaxian rushes up his stairs.
"Regards, strangers," he gasps in Draconic. "Commander Pharamol requests your help on the northeast wall. The Drakelands have a siege engine they're bring to bear to bypass the palisade!"

Hektir the Tracksmage |

Zephtyr zips to the northeast, barely waiting for the others. He will stop 60' or so out (the limit of his vision) and somewhat high up as to scout before he barrels in with winds blowing.
1d20 + 21 ⇒ (19) + 21 = 40 Perception
What does he see?

Tsin Windscar |

As does Tsin. She sheathes her falchion, readying to fire with her magicked bow once again. She watches for both Mal and Pems to gather on, not allowing herself to distance from them while they advance.

Malavarius King |

Before he or Pemsworth convey the triaxian's instruction and Hektir zips off, Malavarius casts a spell over his gathered allies. As the magics settle over him and the others, the old wizards waves them onward with a shooing motion. "Go on, then! I'm right behind you!" Once the others start hurrying toward the northeastern wall, he hikes up his robe and begins to dash along behind.
cast haste on the group
HP: 61/61
AC: 16 (12 T / 14 FF)
Fort: +3 // Ref: +5 // Will: +9 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/33 absorbed
Pearl of Power I: 0/1 used
wand of scorching ray: 10/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ] [ ], protection from evil* [ ] [ ], mage armor [X] [X]
Level 2 Prepared (4+2+1): glitterdust [ ], protection from arrows [X], resist energy* [X] [X] [X] [X], scorching ray [ ]
Level 3 Prepared (4+1+1): dispel magic* [ ], fireball [ ], flame arrow [X], haste [X], magic weapon (greater) [X] [X]
Level 4 Prepared (3+1+1): dimensional anchor [ ], stoneskin* [X] [X], wall of fire [ ] [ ]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ] [ ], life bubble [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [ ] [ ] [ ]
Protective Ward used: 1/8
Ongoing Effects:
resist energy (110 minute duration, Tsin, Quinn, Pems, Hektir): fire 30
flame arrow (110 minute duration, Tsin)
stoneskin (11 hour duration, Tsin + Hektir)
mage armor (11 hour duration, Hektir + self)
protection from arrow (11 hour duration, self): 0/100 damage prevented
greater magic weapon (11 hour duration, Hektir + Tsin)
haste (1/11 rounds): +1 dodge bonus to AC, +1 ref, +1 to hit, +30ft movement
Are you able to carry someone while you're an air elemental, Hektir? I would not mind being airlifted =P

Hektir the Tracksmage |

I think I'm out of the haste effect and, also, too, won't/can't carry Mal. It's not that he has an aversion to old man skin, but he might. Do ask him about it if we get tossed to another encounter after this.
Zephtyr zips on.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Hektir flies off before any of the rest of you can react, though you're quick to follow thanks to Mal's spell.
On the far side of the fort, Hektir sees through the darkness a pair of multi-headed draconic creatures pushing a siege tower up a steep slope toward the walls, a pair of blue drakes like he just fought circling to provide cover.
The steep angle of the rocky slope makes the tower extremely unstable; an attack against the tower’s rear wheels would likely destabilize the tower, causing it to tip over, possibly sliding back down the slope and dragging the hydras with it.
To reach the tower’s rear wheels, you'll need to get inside the tower somehow (either find an entrance or break through the walls.
We're going to go mapless for this one (at least initially) though the overall map has your general locations (obviously not to scale, and with Mal representing the whole slower group). It will take two more turns for Mal and Co. to arrive at the tower with Hektir, which will be three rounds total of the haste spell.
The siege tower is 60 feet away from the wall on a steep 45-degree slope and moving closer at 10 feet per round. The siege tower takes up a space 15 feet across. The hydras pushing the tower have improved cover against attacks from the other side. It is still early morning; all creatures have concealment (20% miss chance) from those without darkvision.

Hektir the Tracksmage |

What is the tower made out of, Motte? Wood, burn-able wood? How are the 'multi-headed draconic creatures' tethered to the towers? And if via rope/chain, what is the distance between them and the siege tower?
Zephtyr pauses in the air, studying what he sees and how best to attack it.
Why I'm such a 'good' player, Vol: XXXIV: Looking at Zephtyr's spelllist, I realize he has the mass fly spell jacked and ready to go. I wonder if that would be good to cast at some point? GAH! #I'llDoBetterNextTime #GAH #facepalm

Quinn Kestrel |

Quinn has move 40' normally, so can cover 280' round running with Haste, the range on Flame Strike is 210', can Quinn cast that next round and will it capture the circling blue drakes with the height of 40'?
Quinn keeps running. "Hurry Tsin, Cayden will grant you flight if you desire such a boon."

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Hektir, It appears to be made out of wood, with frost-covered hides; you're not sure how burn-able it is, but common sense would indicate they would take some precautions against that. The multi-headed draconic creatures are pushing the engine, so are adjacent to it.
I'm not sure "good" is the phrase you were looking for there. :)
Quinn, you could do it next round (these are 10' squares, so you're still a ways away).

Tsin Windscar |

Tsin moves more quickly with Mal's spell, but nods vigorously as Quinn promises to unshackle her from the ground. "A shame we can't all fly... would make... huff... maneuvering... huff... so much easier as a unit..." Full move 30, running if possible across the terrain

Hektir the Tracksmage |

I'm deeply torn how I feel about the overall map having a big pic of Hektir's head.
Zephtyr reaches into his pouch and pulls out another pouch. He casts a spell over the seeds inside.
Giving the team another round to catch up before he goes in.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Zephtyr reaches into his pouch and casts a spell, his companions still out of sight in the morning gloom, though he's sure they're moving as quickly as they can. One more turn for Mal and Co. to arrive, though if Quinn stops to cast next round it will be two rounds for him. Your spell should catch the drakes as well.
The hydras push the siege engine 10 feet closer, leaving it 50 feet from the wall. Trying to get the combat map updated...

Quinn Kestrel |

Quinn hustles forward another 70 feet, than calls upon Cayden to dump a flaming cocktail on the drakes and siege threat. try to position it to get everything
Flame Strike: 11d6 ⇒ (4, 3, 4, 5, 3, 6, 3, 4, 4, 4, 3) = 43 damage, half from fire, half divine, DC 19 Reflex for half
"Keep running, Tsin, I'll be there next round with flight!" he calls after the swordswoman.

Tsin Windscar |

Tsin nods to Quinn, as they close the distance. For the circumstance, she begins to wonder if this affair is all some lesson contrived by the great Baba Yaga herself to understand some deepity of the world. Go here, find this, secure the hut, go there, find that, choose sides, take that, continue onward, ever onward... wild goose chase, snipe hunt, pilgrimmage...? What? To attain the two-headed eagle, and to preserve their collective good health, she pushes forward.

Hektir the Tracksmage |

Zephtyr moves up and roars challenge to the drakes, readying himself for a massively fun beating of air against scale.
With the seeds in hand, he readies to punch the first drake to come with in 10'.
Readied:
1d20 + 15 - 2 ⇒ (3) + 15 - 2 = 16 to hit;
1d8 + 7 + 4 ⇒ (6) + 7 + 4 = 17 damage;
He will move to within 20' of the drakes/tower before issuing challenge.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Round 3
As his companions arrive -- minus Quinn, who stops and send fire splashing down on the siege tower -- Hektir takes to the sky and roars his challenge to the drakes, one of which breathes a cloud of icy mist at him 21 points cold damage; DC 18 Reflex for half while the other closes to bite him Don't think a 21 hits, ducking his windy fist.
Quinn's spell explodes on the combatants, catching one full force, but seeming to have little effect on the others as one drake skirts its edges while the two hydra seem to gain some protection from the cover of the tower.
The two hydra continue to push the tower -- which seems singed a little, but barely effected by the divine energy and flame -- ever-closer...
Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
Reflex: 1d20 + 10 + 4 ⇒ (5) + 10 + 4 = 19
Reflex: 1d20 + 10 + 4 ⇒ (16) + 10 + 4 = 30
Drake breath: 7d6 ⇒ (6, 2, 6, 1, 2, 3, 1) = 21
1d6 ⇒ 5
Drake bite: 1d20 + 13 ⇒ (8) + 13 = 21
D1: 53
D2: 26
WH1:
WH2:
ST: 11

Malavarius King |

Knowlege (engineering, DC 15): 1d20 + 13 ⇒ (11) + 13 = 24
Zeno shouts with alarm as he sees the hydras lumbering forward, "The hill! The hill is too steep! Focus on the tower's back wheels! The wheels, you wingless fools!"
"Who are you calling a wingless fool, you... you... handless harpy?" Chuckling to himself and rather pleased with 'handless harpy', Malavarius nonetheless heeds Zeno's advice and tries to blast one of the tower's rear wheels.
Scorching Ray 1: 1d20 + 7 ⇒ (18) + 7 = 25for: 4d6 ⇒ (6, 2, 1, 4) = 13
Scorching Ray 2: 1d20 + 7 ⇒ (16) + 7 = 23for: 4d6 ⇒ (1, 3, 1, 6) = 11
Scorching Ray 3: 1d20 + 7 ⇒ (5) + 7 = 12for: 4d6 ⇒ (5, 6, 6, 4) = 21
HP: 61/61
AC: 16 (12 T / 14 FF)
Fort: +3 // Ref: +5 // Will: +9 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/33 absorbed
Pearl of Power I: 0/1 used
wand of scorching ray: 11/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ] [ ], protection from evil* [ ] [ ], mage armor [X] [X]
Level 2 Prepared (4+2+1): glitterdust [ ], protection from arrows [X], resist energy* [X] [X] [X] [X], scorching ray [ ]
Level 3 Prepared (4+1+1): dispel magic* [ ], fireball [ ], flame arrow [X], haste [X], magic weapon (greater) [X] [X]
Level 4 Prepared (3+1+1): dimensional anchor [ ], stoneskin* [X] [X], wall of fire [ ] [ ]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ] [ ], life bubble [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [ ] [ ] [ ]
Protective Ward used: 1/8
Ongoing Effects:
resist energy (110 minute duration, Tsin, Quinn, Pems, Hektir): fire 30
flame arrow (110 minute duration, Tsin)
stoneskin (11 hour duration, Tsin + Hektir)
mage armor (11 hour duration, Hektir + self)
protection from arrow (11 hour duration, self): 0/100 damage prevented
greater magic weapon (11 hour duration, Hektir + Tsin)
haste (4/11 rounds): +1 dodge bonus to AC, +1 ref, +1 to hit, +30ft movement

Pemsworth Smith, Esq. |

I am assuming the siege tower has a closed room at the top where the troops are. Based on that...
Pems huffs and wheezes as he arrives. He sees the siege tower and recognizing what it holds, makes a few arcane gestures and mumbled words of power. Casting cloudkill! Fort DC 20. Aiming the cloud to start around the top of the engine, knowing it will fall on subsequent rounds.
0th - ray of frost, detect magic, light, message
1st - cure light wounds ()(), snowball ()(), ear-piercing scream ()()
2nd - cure moderate wounds ()(), flurry of snowballs () (), summon swarm ()
3rd - fly (), lightning bolt (x)(), rimed flurry of snowballs ()
4th - neutralize poison (), rimed ice storm (), phantasmal killer (), wall of ice ()
5th - cone of cold (), cloudkill (x)()

Hektir the Tracksmage |

Round 3, Init { }
1d20 + 6 ⇒ (5) + 6 = 11 Reflex
Zephtyr takes 1 point of cold (Resist Cold 20), and swats away the other attack. He takes total defense as he moves between both hydras and the tower, dropping his sack of seeds.
He provokes from the drakes. vs. AC 33
He utters the command words to cause the seeds to spring to fiery life.
Fire seeds: 8d8 + 88 ⇒ (7, 6, 8, 2, 4, 7, 4, 7) + 88 = 133 fire damage vs. DC 19 reflex for half. Should get both hydras and tower (tower may catch on fire). Fire Seeds link.
Stoneskin 100/110.
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC
HP 110/113 - DR5 piercing
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
+8 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (110 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements
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 91/103 - DR5 piercing
[ dice]1d20+15+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.
+8 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (220 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements

Tsin Windscar |

Round 4
AC = 19, Charging
HP = 126/126(102 points, Stoneskin)
Weapon Equipped = MW Composite Longbow +2 Str
Condition(s) = Flame Arrow, Resist Energy(fire, 30), Stoneskin, and Greater Magic Weapon (+2) on her bow, Warded
Flame Arrows = 46/50
"As always, Quinn, you are gracious with your gifts." Tsin takes flight, delaying as the others bring about great gouts of retribution. She marks the cloud for what it is- obscuration, and likely to choke, so she steers clear of its location. When fire erupts, she decides to wait out striking at the base of the tower until it's clear.
Instead, she charges a drake, preferably already injured.
+1 Flaming Falchion, Charge, Power Attack: 1d20 + 18 + 2 - 2 ⇒ (9) + 18 + 2 - 2 = 27 for 2d4 + 13 + 6 + 1d6 ⇒ (1, 4) + 13 + 6 + (5) = 29 damage, including fire