Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
Malavarius King wrote:
fire seeds is just a 5ft area burst for the berry-version, isn't it Hektir?

Yes. Seems to be exactly that point on the map with both hydras and the tower. I think, I hope.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 4
Mal and Hektir blast the wheels, energy washing over the tower and the hydras, which are immolated in a blaze of fire as the drakes scream in rage.

A moment later, a sickly green cloud covers the top of the tower sinking down even as the swirling wind blows it back toward the fort. It will sink below the wall level before it returns, so won't do any harm to anyone inside.

Quinn rushes closer to the tower as Tsin awaits his arrival, grinding her teeth in frustration. Remember those are 10-ft. squares; even with Quinn's movement and haste, it's still a full-round action, with no chance to cast a spell afterward.

The tower apparently stopped, the drakes concentrate their fury on Hektir, but he's able to swat their attacks away.

Mechanics:

Hyrdra save: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Hyrdra save: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27

Drake AoO: 1d20 + 13 ⇒ (10) + 13 = 23
Drake AoO: 1d20 + 13 ⇒ (8) + 13 = 21

Wind?: 1d8 ⇒ 1

Drake bite: 1d20 + 13 ⇒ (12) + 13 = 25
tail: 1d20 + 8 ⇒ (11) + 8 = 19

Drake bite: 1d20 + 13 ⇒ (15) + 13 = 28
tail: 1d20 + 8 ⇒ (15) + 8 = 23

D1: 53
D2: 26

ST: 39


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 4, Init { }

Zephtyr sniffs a bit at the charcoaled hydra and spins to face the two drakes. He starts to punch at the more wounded of the two.

1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27 to hit;
1d8 + 7 + 4 ⇒ (8) + 7 + 4 = 19 damage;

1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20 to hit;
1d8 + 7 + 4 ⇒ (3) + 7 + 4 = 14 damage;

Stoneskin 100/110.

ZephTyr Status:

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.

Hektir Status:

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


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems locks his evil beady eyes on the least damaged hydra and does his thing! He moves closer to the Hydra if he needs to in order to get within range!EVIL EYE for -4 to AC, Will Save DC 18


retired (AP completed)

Malavarius continues to hammer at the tower's wheels, intent on bringing the contraption toppling down before it can be pushed any nearer.

Scorching Ray 1: 1d20 + 7 ⇒ (19) + 7 = 26for: 4d6 ⇒ (1, 6, 1, 1) = 9
Scorching Ray 2: 1d20 + 7 ⇒ (10) + 7 = 17for: 4d6 ⇒ (5, 1, 4, 2) = 12
Scorching Ray 3: 1d20 + 7 ⇒ (16) + 7 = 23for: 4d6 ⇒ (2, 5, 1, 5) = 13

Status:

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 [X]
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 (5/11 rounds): +1 dodge bonus to AC, +1 ref, +1 to hit, +30ft movement


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Arriving later than he had planned, Quinn finally grants the gift of flight to Tsin.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 5
Hektir's slams hit the first drake with brutal force, its neck snapping with the second blow as it falls toward the icy ground below. He's joined moments later by Tsin, given the gift of flight by Quinn. She takes a savage bite as she closes in, but lands a blow, knocking the drake down toward the ground. Tsin takes 16 hp, plus 2 cold damage; the drake loses 10 feet of flight from the blow as it fails its Fly check; no AoO. From below, the drake drops a little lower now 15 ft. below you two and lets loose a storm of freezing air, coating Tsin and Hektir. 25 pts. cold damage; DC 18 Reflex for half

Pems rushes to the edge of the tower only to realize the fight is beyond the range of his bunny-gifted supernatural powers. Mal joins him, blasting at the wheels of the tower, but missing in the murky darkness.

Mechanics:

Mal Miss?: 1d100 ⇒ 24
Mal Miss?: 1d100 ⇒ 50
Mal Miss?: 1d100 ⇒ 12

Tsin Miss?: 1d100 ⇒ 55
Drake AoO: 1d20 + 13 ⇒ (18) + 13 = 31
2d6 + 6 + 1d6 ⇒ (6, 4) + 6 + (2) = 18

7d6 ⇒ (1, 2, 6, 5, 2, 3, 6) = 25

D2: 57


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 6, Init

Status:

AC = 21
HP = 97/126(92 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
Flame Arrows = 46/50

Reflex Save v DC 18: 1d20 + 7 ⇒ (10) + 7 = 17

Tsin takes the cold in stride, expecting it, though she'll never get used to the punishment. As the drake descends, she decides she'd like not to be struck again in closing the distance. Will Save DC 14 to take AoO

+1 Flaming Falchion, Power Attack: 1d20 + 18 - 2 ⇒ (1) + 18 - 2 = 17 for 2d4 + 13 + 6 + 1d6 ⇒ (1, 3) + 13 + 6 + (1) = 24 damage, including fire

Sadly, she falters as the ice finds the cracks in her shoulder, and stiffens her swing...


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 5, Init { }

1d20 + 6 ⇒ (7) + 6 = 13 Reflex - Zephtyr takes 6.

Zephtyr flaps closer and continues to fight.

1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32 to hit;
1d8 + 7 + 4 ⇒ (4) + 7 + 4 = 15 damage;

Stoneskin 100/110.

ZephTyr Status:

AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC
HP 105/113 - 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.

Hektir Status:

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


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn shoulders his shield and draws his crossbow while cheering on his companions. "That's it, Hektir, pummel those icy beasts!"


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems swears in a rather colorful fashion as he realizes his limits. Instead he snarls and launches his last lightning bolt at the hydras below, aiming to hit as many as he can! Electrical damage: 10d6 ⇒ (1, 4, 1, 6, 6, 4, 6, 1, 1, 2) = 32 Reflex DC 18 for half!


retired (AP completed)

Harumpfing as the tower's wheels vanish in the pre-dawn haze, Malavarius stamps the butt of his staff into the tower's stone and calls up another curtain of protective magics for those beside him.

"How are we supposed to break the blasted wheels, Zeno, when we can't see the wheels to break?! Hmmm?!" He frowns grumpily up at the underside of his hat as he jostles Zeno's perch with a stab from his staff.

Status:

HP: 61/61
AC: 19 (15 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 [X]
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: 2/8

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 (6/11 rounds): +1 dodge bonus to AC, +1 ref, +1 to hit, +30ft movement
protective ward (1/6 rounds): +3 deflection to AC

+3 deflection bonus to AC for those within 10ft of Malavarius!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Pems, the hydras are dead. I'm going to have you hold on to that lightning bolt.
1d20 + 5 ⇒ (5) + 5 = 10

Hektir, using the distraction of Tsin's wild swing, is able to take down the drake, leaving you in a pocket of calm for the moment. With no enemies nearby, Tsin can cut her way into the tower to get full access to the wheels and make sure it has no chance of advancing.

A few minutes later, so haste (and maybe some other spells?) have ended

The battle rages all around, and you realize -- despite snow again falling –4 penalty on Perception checks and a –4 penalty on ranged weapon attacks -- that several enemy troops have breached the walls. You realize three Triaxians are trying to breach the nearest blockhouse door, which would give them access to the fort's interior!

One is trying to bash down the door while two stand guard nearby.

Note that you're about 40 ft. up, at the top of the tower -- they have improved cover from the blockhouse in their current positions.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

"I'll be right back," Zephtyr breathes to the team as he zips away.

Zephtyr will double zip to engage the 3 Trix. Will float about 15' above the door basher so he can 5' flap and full attack next turn.

"Booga booga!" Zephtyr says, trying to intimidate the trix.


retired (AP completed)

While Tsin hacks at the wheels, Malavarius turns to Hektir, "What was that about granting us flight, you gusty windbag? If you're going to do it, stop dithering about and do it! I'm a very old man after all and running around these thrice-blasted ramparts is terribly inconvenient!"


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Shit. Uh...shit. Oh well.

Zephtyr doesn't turn around. He flies off, either ignoring the old man, or not hearing the words over the sounds of battle/blood, or because he's a lying yahoo who just forgot.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

LOL!


retired (AP completed)

Malavarius stamps his foot as Hektir spends the several minutes Tsin is busy with the tower ignoring his entreaties and doing loop-de-loops and other nonsense instead.

As the group heads off toward the next scuffle, MINUTES after Tsin began disabling the siege tower, the wizard grumps, "Blasted tracksmage! Remind me to ask for a new one from Pharamol once this is all said and done! Tsin? Tsin! You're getting all my magics from now on!"

Can't see the map, but I'm guessing this is a double move turn for Malavarius to get into position (or at least nearer to being in position) to see the terds pounding the door.

Status:

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 [X]
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: 2/8

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)


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems follows, choosing not to let Mister Malavarius know he can cast fly, too...


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn starts running again. "Curses, you'd think we had better fitness after traveling across worlds" he wheezes.

double move, sheath(?) crossbow

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"There's no time for this!" Tsin exclaims. "Mal, can't you use that floating spell again, and I can just jump down?"

It's going to take a bit of time to run down; want to give Mal a chance to respond and then I'll post update...


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems smiles. "Can you carry Mal and I? Because I can grant you flight and you can just ZOOM us down." If she agrees, Pems casts fly on Tsin!


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin sheathes her falchion, planting free hands on both Mal and Pems, readying to carry both of them over. When Pems brings the gift of flight, she takes several steps to clear them over the merlons, before descending to deliver both as a stork would deliver newborn babes.

She tries to cover most of the distance to the infesting triaxians, before setting the boys down.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1
Quinn watches in dismay as Tsin grabs his two companions and with a grunt lifts them into the air and begins descending down the outside of the tower. Quinn, it's going to be a few rounds to get down; if you want to dim door instead, I'll still allow that.

Hektir zips ahead of them, arriving at the door just in time to see the one Triaxian's massive hammer slam into twice, the wood buckling under the impact. It holds for now, but likely won't for another set of blows like that.

Before he can try to stop him, though, one of the other Triaxians casts, and a bolt of lightning comes streaking from her hands right at the elemental! 35 hp electrical; DC 16 Reflex for half

Mechanics:

1d20 + 12 - 3 ⇒ (11) + 12 - 3 = 20
1d8 + 6 + 6 ⇒ (8) + 6 + 6 = 20
1d20 + 7 - 3 ⇒ (13) + 7 - 3 = 17
1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17

10d6 ⇒ (2, 6, 6, 2, 3, 6, 2, 2, 5, 1) = 35

Door: 38

The spellcaster is outlined in red on the map to differentiate her.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 1, Init { }

1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 Reflex

Zephtyr glares at the spellcaster, but it's clear that it will need to wait as he 5' flaps down to attack the doorcrasher with his long airy arms.

1d20 + 15 - 2 ⇒ (9) + 15 - 2 = 22 to hit;
1d8 + 7 + 4 ⇒ (5) + 7 + 4 = 16 damage;

1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9 to hit;
1d8 + 7 + 4 ⇒ (1) + 7 + 4 = 12 damage;

Stoneskin 100/110.

ZephTyr Status:

AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC
HP 87/113 - 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.

Hektir Status:

AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 87/113 - 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


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 2

Status:

AC = 19, Charging
HP = 97/126(92 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
Flame Arrows = 46/50

Tsin uses her increased speed in flight to charge the triaxian that she can see clearly enough. "They are very good at damaging the fortress, aren't they? I'm surprised it's managed to hold for this long."

+1 Flaming Falchion, Charge, Power Attack: 1d20 + 18 + 2 - 2 ⇒ (13) + 18 + 2 - 2 = 31 for 2d4 + 13 + 6 + 1d6 ⇒ (2, 3) + 13 + 6 + (1) = 25 damage, including fire


retired (AP completed)

Are you... ah, dropping us, Tsin?
I only ask because I can't see the map here at the office and mott's description made it sound to me like we were still in transit rather than planted upon a floor.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sorry, I assumed she was able to get you to ground level.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Yes, was hoping ground level was achieved- they're decently close, and with the smashing of the door, it seemed imperative to engage.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33
Mott wrote:
Quinn, it's going to be a few rounds to get down; if you want to dim door instead, I'll still allow that

Yes, please, was thinking I'd be there next round just running. How about last round Quinn shoulders his crossbow and draws his shield and weapon, then this next round he will dimensional hop as a move action, what would be the distance on the hop to be in combat and attack that round?


retired (AP completed)

Hiking up his robe, Malavarius scuttles around to get view of the door about to be breached. He wags a finger at the triaxian doing the pounding, as one might wag a finger at a child being caught sneaking a cookie before dinner, before calling up a curtain of fire between the attacker and the door. "That's enough of that, you!"

I'll call up the wall as a straight line running east-west, just inches in front of the door, with the hot-side facing south. I can make it 220 feet long if I needed to, but that seems a bit extreme. Can I have the wall extend 20 feet to either side of the tower? If not, then it's just gonna be a real long wall I guess.

Fire Damage (passing through): 2d6 + 11 ⇒ (3, 3) + 11 = 17
Fire Damage (10ft): 2d4 ⇒ (4, 2) = 6
Fire Damage (11-20ft): 1d4 ⇒ 2

Intent is for the door-beater to be in the wall, so he'll take the first and second bits of damage every round he stays there. I think both the others are near enough at this point to take the 2d4 roll.

Status:

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 [X]
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 [X] [ ]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ] [ ], life bubble [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [ ] [ ] [ ]
Protective Ward used: 2/8

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)
wall of fire (11 rounds + concentration): 2d6+11 for passing through, 2d4 if within 10 feet, 1d4 if within 20

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2
Hektir slaps at the hammer-wielding Triaxian, landing a glancing blow before a wall of flame suddenly roars up below him, threatening to scorch him as well as the attackers. Despite catching the Triaxian directly in the wall, it seems to almost completely ignore the flame, flinching only a little as it finishes hammering the door down. It's got some fire resistance; Hektir also takes 17 hp fire damage (he's directly above the Triaxian, while Tsin takes 2.

Quinn pops onto the ground It would be 110 feet to end up just on the far side of the bunker as Tsin charges forward, blade cutting into her opponent, though its flame seems to have no effect. Pems rushes forward, hoping to catch sight of the combatants so he can join in the battle, only to see the Triaxian's blade cut deep into the former butcher's apprentice 13 and 6 hp to Tsin

The spellcaster chants and suddenly the trio of Triaxians begins moving more quickly, their motions a blur...

Mechanics:

Hammer: 1d20 + 12 - 3 ⇒ (18) + 12 - 3 = 27
1d8 + 6 + 6 ⇒ (7) + 6 + 6 = 19
Hammer: 1d20 + 7 - 3 ⇒ (17) + 7 - 3 = 21
1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13

Sword: 1d20 + 14 ⇒ (7) + 14 = 21
1d10 + 5 ⇒ (8) + 5 = 13
Sword: 1d20 + 9 ⇒ (17) + 9 = 26
1d10 + 5 ⇒ (1) + 5 = 6

B1: 18, haste 0 rounds
B2: 24, haste 0 rounds
S: haste 0 rounds


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 2, Init { }

Zephtyr takes no fire damage from Mal because resist energy from Mal. The wizard done knew what he was gunna done do from the start.

Zephtyr continues to attack down.

1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15 to hit;
1d8 + 7 + 4 ⇒ (7) + 7 + 4 = 18 damage;

1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26 to hit;
1d8 + 7 + 4 ⇒ (6) + 7 + 4 = 17 damage;

Stoneskin 100/110.

ZephTyr Status:

AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC
HP 87/113 - 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.

Hektir Status:

AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 87/113 - 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


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 3

Status:

AC = 21
HP = 94/126(76 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
Flame Arrows = 46/50
Bane = 1/8

Tsin shirks off the flame's heat, while her stony skin helps prevent even further damage from the triaxian's blade. She presses her attack, this time applying her Arte, to make sure the blade hits better, and buries deeper. Bane

+1 Flaming Falchion, Bane, Power Attack: 1d20 + 18 + 2 - 2 ⇒ (2) + 18 + 2 - 2 = 20 for 2d4 + 13 + 2d6 + 6 ⇒ (4, 3) + 13 + (2, 5) + 6 = 33 damage, no fire

Iterative: 1d20 + 13 + 2 - 2 ⇒ (13) + 13 + 2 - 2 = 26 for 2d4 + 13 + 2d6 + 6 ⇒ (4, 4) + 13 + (5, 5) + 6 = 37 damage, no fire

"They seem to be as resistant to flame as we are. They're smart, at least."


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn's Dimensional Hop is a move action, he would still have a standard action in round 2

also, Stunning Barrier, Greater is still in effect

Round 2

Quinn pops to the base of the tower and slashes at the trixian.

rapier: 1d20 + 11 ⇒ (5) + 11 = 16
damage: 1d6 + 3 ⇒ (5) + 3 = 8

Round 3

Quinn shifts to flanking with the swordswoman and presses the attack.

rapier: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
damage: 1d6 + 3 ⇒ (1) + 3 = 4

rapier: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
damage: 1d6 + 3 ⇒ (4) + 3 = 7

possible crit on first attack

rapier: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
extra damage: 1d6 + 3 ⇒ (3) + 3 = 6


retired (AP completed)

I suspected some kind of fiery resistances, alas. Also a shame that the fire didn't save the door by breaking line of sight. Ah well. I'm doin' mah best!

Malavarius shakes his head as the triaxian's forms blur and shift. "Ah! I don't think so!" With a powerful gesture and some arcane words, the air trembles slightly in the midst of their three foes as Malavarius works to pull apart all the magics knit around them.

Greater Dispel (area): 1d20 + 11 ⇒ (10) + 11 = 21 (20ft radius burst, DC = 11 + triaxian's CL)

Status:

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 [X]
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 [X] [ ]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ] [ ], life bubble [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [X] [ ] [ ]
Protective Ward used: 2/8

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)
wall of fire (11 rounds + concentration): 2d6+11 for passing through, 2d4 if within 10 feet, 1d4 if within 20


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems moves closer and as soon as he's within range, puts an Icy Tomb on one of the Triaxians attacking Tsin! Cold Damage: 3d8 ⇒ (7, 8, 8) = 23 and Fort Save DC 19 for half and to avoid the Tomb effect!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

That's a good point, Mal. Also, I forgot everything has 20 percent concealment unless you have darkvision, so going to start off with some miss checks that could result in some retconning. Everyone please remember to roll your miss chances if needed. And ... looks like no changes. Quinn, your R2 attack missed; however, you can't attack if you pop to the base of the tower as there are no Triaxians there. I moved you to where they were, which took all your dimensional hopping for the day.

Miss chances:

Zeph miss: 1d100 ⇒ 36
Tsin miss: 1d100 ⇒ 97

Hammer miss: 1d100 ⇒ 94
Hammer miss: 1d100 ⇒ 26
Sword miss: 1d100 ⇒ 92
Sword miss: 1d100 ⇒ 63

Round 2
Hektir, Tsin and Quinn continue to bring their blades to bear, though the darkness and chaos of the battle take their toll, as they struggle to land blows against the suddenly fast-moving Triaxians, with only Hektir's slam and Quinn's rapier hitting home.

They suddenly slow, however, as Mal's spell takes effect*, though not so much that the one Triaxian can't avoid Pems' icy tomb.

The Triaxians continue to fight, the hammer-wielder swinging ineffectively at Hektir above him before stepping out from the wall and into the shelter of the fort He's directly below Hektir now, inside the bunker. The other slashes at Tsin, powerful blows that she's easily able to avoid as he combines them with a sidestepping movement moments before a lightning bolt comes sizzling through the space he vacated moments earlier. 33 hp electric damage to Quinn and Tsin; DC 16 Reflex for half

The spellcaster than joins her companion in the bunker's shelter provoking a blow from Hektir.

Mechanics:

Zeph miss: 1d100 ⇒ 1
Tsin miss: 1d100 ⇒ 3
Quinn miss: 1d100 ⇒ 18
Quinn miss: 1d100 ⇒ 93

Fort: 1d20 + 10 ⇒ (10) + 10 = 20

Fire wall: 2d6 + 11 ⇒ (6, 1) + 11 = 18
2d4 ⇒ (4, 1) = 5
1d4 ⇒ 4

Hammer: 1d20 + 12 ⇒ (10) + 12 = 22
Hammer: 1d20 + 7 ⇒ (4) + 7 = 11

Sword: 1d20 + 14 - 3 ⇒ (6) + 14 - 3 = 17
Sword: 1d20 + 9 - 3 ⇒ (14) + 9 - 3 = 20

10d6 ⇒ (5, 4, 6, 3, 4, 4, 2, 3, 1, 1) = 33

B1: 34
B2: 37 (avoided tomb)
S: 3

* For future reference, technically wouldn't this spell also affect your companions, dispelling any magic affecting them? (In this case, I don't think they have any spells affecting them with a CL of less than 21.)


retired (AP completed)

Does the giant, roaring wall of flames provide illumination in the immediate vacinity perchance?
RE: area dispel, yes - it's indiscriminate in its undoing of magics

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Yeah, I suppose illumination from the wall would make sense, meaning Tsin's second blow hit (37 hp).


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 3

Status:

AC = 21
HP = 61/126(76 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
Flame Arrows = 46/50
Bane = 2/8

Reflex Save v DC 16: 1d20 + 7 ⇒ (2) + 7 = 9

Tsin stands in the face of lightning, taking all damage and bringing her to half strength. As the triaxian disappears behind the wall of flame, she marks it for retribution. Meanwhile, she takes two swings on the still-standing one in front of her. Alas, her ire isn't enough to drive the blade home, even once.

+1 Flaming Falchion, Power Attack, Bane: 1d20 + 18 - 2 + 2 ⇒ (6) + 18 - 2 + 2 = 24 for 2d4 + 13 + 6 + 2d6 ⇒ (4, 3) + 13 + 6 + (6, 2) = 34 damage, no fire
Miss Chance, High Good: 1d100 ⇒ 7

Iterative: 1d20 + 13 - 2 + 2 ⇒ (5) + 13 - 2 + 2 = 18 for 2d4 + 13 + 6 + 2d6 ⇒ (1, 4) + 13 + 6 + (5, 2) = 31 damage, no fire
Miss Chance, High Good: 1d100 ⇒ 54


retired (AP completed)

No miss chance near the wall of fire, Tsin. [Ralph Wiggum voice]I'm a helper! =)

"Blasted Triaxians! Don't let them get away! Don't just stand there gawking, you louts! Catch them!"

Malavarius waves the others on after the pair to breach the bunker, stymied by the invaders resilience and seemingly inherent immunity to his flames. He slams the butt of his staff into the ground at his feet and calls up a shimmering curtain of protective magics once more.

Status:

HP: 61/61
AC: 19 (15 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 [X]
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 [X] [ ]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ] [ ], life bubble [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [X] [ ] [ ]
Protective Ward used: 3/8

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)
wall of fire (11 rounds + concentration): 2d6+11 for passing through, 2d4 if within 10 feet, 1d4 if within 20
protective ward (1/6): +3 deflection bonus to AC

I'm mostly out of tricks to try and stop these terds at this point. =(


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Ah, ninjaed by GM decision :)


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems tries to hit the old Triaxian with an Ice Tomb! Cold: 3d8 ⇒ (8, 1, 6) = 15 and Fort Save DC 19 for half and to avoid the tomb effect.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 4, Init { }

Zephtyr takes no fire damage from Mal because resist energy from Mal.

Zephtyr moves to attack blindly through the wall of fire.

1d20 + 15 - 2 ⇒ (16) + 15 - 2 = 29 to hit;
1d8 + 7 + 4 ⇒ (1) + 7 + 4 = 12 damage;
1d100 ⇒ 17 miss chance (high is good)

1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27 to hit;
1d8 + 7 + 4 ⇒ (8) + 7 + 4 = 19 damage;
1d100 ⇒ 2 miss chance (high is good)

"Some one get rid of this piddlespotting wall of piddlespotting fire!"

Stoneskin 100/110.

ZephTyr Status:

AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC
HP 87/113 - 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.

Hektir Status:

AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 87/113 - 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


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

DC 16 Reflex save: 1d20 + 7 ⇒ (11) + 7 = 18

Quinn's barrier of protecting splinters away with Mal's spell. "Curses, old man, that was my sneaky subterfuge to leave these beasts vulnerable to Tsin!" His barrier gone and smelling of burnt hair and ozone, Quinn continues to press the attack as he shifts his stance to aid the swordswoman. shift to provide flanking for Tsin

rapier: 1d20 + 11 ⇒ (14) + 11 = 25
damage: 1d6 + 3 ⇒ (5) + 3 = 8

rapier: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d6 + 3 ⇒ (4) + 3 = 7

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Quinn, I don't think that dispel should've affected your magic, as you're at caster level 11.

Round 3
Tsin further bloodies her foe, Quinn adding a jab that he seems to barely notice as Hektir closes in on the other, dropping down to ground level to battle while standing in the wall -- only to find the flames block his vision and throw off his aim. Hektir, you take 24 points of fire damage, I think some of that might exceed your resistance?. The Triaxian swings back with his hammer, but Hektir easily dodges. The spellcaster steps back and tries to cast a spell defensively, but must have made an error, as he stamps his feet in frustration, a gesture easily recognizable despite the difference in races.

Pems, realizing he can't see any other targets for his ice tomb, gives the evil eye to the nearby Triaxian, hoping to prevent him from hurting his allies, though it seems to simply shrug off the curse, his blade spilling Tsin's blood from a couple new gaping wounds. 20 hp total

Mechanics:

Fire wall: 2d6 + 11 ⇒ (3, 5) + 11 = 19
2d4 ⇒ (2, 3) = 5
1d4 ⇒ 4

Will: 1d20 + 6 ⇒ (15) + 6 = 21

Sword: 1d20 + 14 - 4 ⇒ (11) + 14 - 4 = 21
1d10 + 5 ⇒ (5) + 5 = 10
Sword: 1d20 + 19 - 4 ⇒ (17) + 19 - 4 = 32
1d10 + 5 ⇒ (5) + 5 = 10

Hammer: 1d20 + 12 ⇒ (2) + 12 = 14
Miss?: 1d100 ⇒ 56
Hammer: 1d20 + 7 ⇒ (13) + 7 = 20
Miss?: 1d100 ⇒ 54

Concentration: 1d20 + 13 ⇒ (4) + 13 = 17

B1: 34
B2: 77 (avoided tomb)
S: 3


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 4

Status:

AC = 21
HP = 41/126(76 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
Flame Arrows = 46/50
Bane = 2/8

Frustration mounts as the sole triaxian withstands her assault, almost too easily. "Gah. Die already."

+1 Flaming Falchion, Bane, Power Attack: 1d20 + 18 + 2 - 2 ⇒ (18) + 18 + 2 - 2 = 36 for 2d4 + 13 + 6 + 2d6 ⇒ (3, 1) + 13 + 6 + (1, 3) = 27 damage, no fire

Iterative: 1d20 + 13 + 2 - 2 ⇒ (15) + 13 + 2 - 2 = 28 for 2d4 + 13 + 6 + 2d6 ⇒ (2, 4) + 13 + 6 + (3, 2) = 30 damage, no fire

Confirm Critical?: 1d20 + 18 + 2 - 2 ⇒ (11) + 18 + 2 - 2 = 29 for 2d4 + 13 + 6 + 2d6 ⇒ (3, 3) + 13 + 6 + (3, 4) = 32 damage, no fire

Tsin looks across the severely-injured triaxian to Quinn. "This one's taken its toll. I may need your healing shortly."


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems moves toward Tsin, trying to get close enough to heal her! Cure Moderate Wound: 2d8 + 10 ⇒ (3, 6) + 10 = 19


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

"Thank you, Master Pems. Many times over." She feels part of her ribcage release its pinch on her lung, and she literally breathes easier.

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