
Quinn Kestrel |

Quinn prays for Cayden's best healing then dimensional hops behind Tsin. Instead of the usual pat on the backside, this time he offers a quick shoulder rub. "Go get it, Tsin, you're doing great!"
cast Heal, then use dimensional hop to appear behind Tsin and touch her for 120 HP of healing

Animated Objects |

One of the ottomans bursts into a cloud of splinters as the golem crushes it, but the remaining furniture continues it's assault.
HP: 21 (#1 at 6hp, #2 at 21hp, #3 at 21hp, #4 at 21hp)
AC: 14
Attack: +4
Damage: 1d6+2
Saves: Fort 0, Ref 0, Will –5
Special: hardness 5, grab
HP: 1/36
AC: 15
Attack: +5
Damage: 1d6+3
Saves: Fort +1, Ref +1, Will –4
Special: defense hardness 8, stone or crystal, grab
HP: 52
AC: 14
Attack: +6/+6
Damage: 1d6+4
Saves: Fort +2, Ref +2, Will –3
Special: hardness 5, additional attacks, constrict, grab
Ottoman Army 1: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d6 + 2 ⇒ (3) + 2 = 5
Ottoman Army 2: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d6 + 2 ⇒ (6) + 2 = 8
Ottoman Army 3: 1d20 + 4 ⇒ (20) + 4 = 24
damage: 1d6 + 2 ⇒ (5) + 2 = 7
Ottoman Army 4: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d6 + 2 ⇒ (1) + 2 = 3
Ornate Bathing Tub: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d6 + 3 ⇒ (3) + 3 = 6
Gilded Throne: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 1d6 + 4 ⇒ (4) + 4 = 8
Gilded Throne: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d6 + 4 ⇒ (6) + 4 = 10
Crit confirm, Ottoman Army 3: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d6 + 2 ⇒ (6) + 2 = 8
The spidery throne again wraps around the golem and attempts to force regal status on the undead creature.
Throne grapple check: 1d20 + 10 ⇒ (12) + 10 = 22

Tsin Windscar |

Sorry, didn't realize there was a necessary Feat, Strike Back, that must be in place to overcome the Reach/Flyby conundrum. I agree, Mott, it's a silly thing, that hadn't occurred to me, seeing as how its enormous head laid into me twice... with reach... 15' reach? so even a ranseur is out of the question... What about a Longspear...?
Finding no reasonable way to engage the dragon(s) in melee combat, Tsin moves back a ways, through the vault doors, hoping to draw the beast into landing and fighting. Meanwhile, she draws forth the adlet's weapon, and readies that, instead of her falchion. Let me know if this is also a no-go.
+1 Dragon Bane Thawing Longspear: 1d20 + 12 + 1 + 2 + 1 + 2 ⇒ (20) + 12 + 1 + 2 + 1 + 2 = 38 for 1d8 + 6 + 2d6 + 1d6 ⇒ (4) + 6 + (1, 1) + (4) = 16 damage
Confirm Critical?: 1d20 + 12 + 1 + 2 + 1 + 2 ⇒ (6) + 12 + 1 + 2 + 1 + 2 = 24 for 2d8 + 12 ⇒ (1, 4) + 12 = 17 damage

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

Sorry, for some reason, I find flight rules almost as annoying as grappling. From my understanding (and let me know if I'm wrong), Yrax needs to hit DC 20 to do 180 degrees...
Retconned dragonflight: 1d20 + 14 ⇒ (11) + 14 = 25
Retconned dragonflight: 1d20 + 14 ⇒ (11) + 14 = 25
Retconned dragonflight: 1d20 + 14 ⇒ (8) + 14 = 22
Hektir: 14
Tsin: 11
Quinn: 12
Malavarius: 4
Pemsworth: 25
Bone golems: 22
Dragon: 24
Hektir batters more at the golem as he flies over it, but even from his vantage has trouble hitting vital spots, even with the furniture yipping at its heals. Still, the thing appears to be awfully battered, many of its pieces broken. It lays about it, bashing ottomans left and right. 17 hp to Ottoman 1, 8 hp to ottoman 3
Tsin retreat, realizing she can't get in the dragon's reach as is, with Quinn rushing up to her and healing her. its bite has 15 ft. reach, so the spear still won't help you unless you have Lunge; if you can get it to land, the spear should let you get inside its 10 ft. reach for the rest of its attacks, but it's showing no inclination of doing that. Quinn, no need to use your dimensional hop, as Tsin moved close enough to you a regular move was fine.
Pems and Mal continue to focus on the dragons, but the blasts dissipate harmlessly against them as they fly in a gentle loop around the far part of the chamber before coming back and breathing freezing cold over you all again. The distance seems to minimize the effects but even so it's enough to disable the golem, which falls over apparently destroyed. 18d4 and I got a single 4 in there...; 39 hp cold damage, DC 25 Reflex for half. Don't forget the furnitre.
1d8 ⇒ 2
Golem bite: 1d20 + 14 ⇒ (15) + 14 = 29
1d8 + 4 ⇒ (4) + 4 = 8
1d8 ⇒ 2
Golem slam: 1d20 + 14 ⇒ (8) + 14 = 22
2d6 + 4 ⇒ (4, 1) + 4 = 9
1d8 ⇒ 4
Golem slam: 1d20 + 14 ⇒ (6) + 14 = 20
2d6 + 4 ⇒ (1, 3) + 4 = 8
Dragon save: 1d20 + 14 ⇒ (19) + 14 = 33
Dragon Fly: 1d20 + 14 ⇒ (8) + 14 = 22
18d4 ⇒ (1, 3, 3, 3, 2, 1, 3, 1, 2, 3, 4, 1, 3, 2, 3, 1, 2, 1) = 39
1d4 ⇒ 3
Dragons: 32, 3 rounds, 5 images, 4/7, -4 to saves 1 rd.

Malavarius King |

Reflex (DC 25): 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8 (that would have dropped me if not for the protection from energy! yikes!)
Harumpfing again as his staff sucks in the frigid breath before it can touch him, Malavarius sends a tiny crimson bead zipping past the overlapping images of the thrice-blighted dragon. A moment later and a large portion of the chamber erupts in fire once more.
CL Check vs SR: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 26
Fireball (fire): 10d6 ⇒ (1, 6, 4, 1, 1, 3, 5, 3, 3, 4) = 31 Ref Save DC 22 for 1/2 damage
Pop off a fireball in such a manner that none of my peeps get hit by the blast!
HP: 36/65
AC: 17 (13 T / 14 FF) (includes +2 from bof)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from bof)
Resist 10: Cold
Energy Absorption: 36/36 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 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], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ] [ ], resist energy* [ ] [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [X] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (3+2+1): dimensional anchor [ ], dimension door [ ] [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [X] [X], teleport [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [X], greater dispel magic* [X] [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks
Haste (8/12 rounds): +1 to hit, +1 AC, +1 reflex, +30ft movement
BoF (8/12 rounds): +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
protection from cold: 39/120
Also, just realized I'd been neglecting to add the shaken penalty to my caster level checks previously (at least it didn't make a difference)

Quinn Kestrel |

Reflex save DC 25: 1d20 + 8 ⇒ (8) + 8 = 16
Quinn calls upon Cayden to grant Tsin the gift of flight. "Fly to our foe and I've got another shot of whole healing when you need it, with air delivery, just signal me."
cast Fly on Tsin, HP:58

Hektir the Tracksmage |

Sorry, for some reason, I find flight rules almost as annoying as grappling. From my understanding (and let me know if I'm wrong), Yrax needs to hit DC 20 to do 180 degrees...
I think you do need to do this for extreme maneuvers, but it's mostly token with such a good fly kill, but it might have helped.
1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 Reflex Zeph takes 9.
Full turn to come.

Animated Objects |

The domestic treasures of the horde have no hope of avoiding the dragon's wintery breath. The ottomans crack and splinter as they struggle against the frost, while the ornate bathing tub shatters. Only the throne remains and it twists around seeking the dragon.
Quinn's move action to direct the gilded throne at the dragon, assuming the throne will scuttle around underneath the dragon until the 12 rounds have passed
HP: 18/52
AC: 14
Attack: +6/+6
Damage: 1d6+4
Saves: Fort +2, Ref +2, Will –3
Special: hardness 5, additional attacks, constrict, grab

Hektir the Tracksmage |

Round 9, Init 14
Zephtyr spits, glaring at the dragon.
"Well, Dragon, this is going to hurt us both a lot," Zephtyr says commandingly. "BOTH of us."
Zephtyr casts Fire Seeds holding the berries out in a airy fist 10' from his body. He has reach.
"Come get some, Dragon."
Should the Dragon come bite at Zephtyr, he will activate the seeds (which should get the Dragon because reach).
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC DR 5 bludgeoning
HP 114/123
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
[ dice]1d20+15+2+2-3[/dice] to hit; (flank,BOF,-PA)
[ dice]1d8+7+6[/dice] magic damage.
Glacial:
1d20 + 15 - 3 - 2 ⇒ (19) + 15 - 3 - 2 = 29 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15 magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (30) - 120 minutes
Echolocation - 120 minutes
Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 123/123 - DR5 piercing
[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.
+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements

Pemsworth Smith, Esq. |

Reflex: 1d20 + 9 ⇒ (13) + 9 = 22
Pems holds his position and thinks, hard. He grabs a bottle from his ratty robe and drinks it fast. Smiling, he spits at the dragon!
Using Elixir of Fire Breath! Fire: 4d6 ⇒ (6, 3, 1, 1) = 11 damage and Reflex DC 13 for half!

Tsin Windscar |

Round 9
AC = 26
HP = 97/138
Weapon Equipped = +1 Flaming Falchion
Condition(s) = Haste, BoF, Judgment, Resist Cold 10
Bane = 4/5
Reflex Save v Nigh Impossible: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Tsin takes the healing and the beating in stride, seething from her obvious limitations in striking back at the dragon as it continues to punish her and the others with impunity. Well, at least without her lending to its punishments. When Quinn gives her over to flight again, she hesitates, less thrilled to swirl about with the seasoned warrior dragon(s).
Nonetheless, she does. She flies at it straight, hoping to welcome Yrax to his final moments. Will Save DC 15, or lose AoO
Spell Penetration: 1d20 + 5 ⇒ (16) + 5 = 21
+1 Dragon Bane Thawing Longspear, Charge, Haste, BoF, Power Attack: 1d20 + 17 + 2 + 2 + 1 + 2 - 2 ⇒ (18) + 17 + 2 + 2 + 1 + 2 - 2 = 40 for 1d8 + 6 + 6 + 2d6 + 1d6 ⇒ (7) + 6 + 6 + (4, 1) + (6) = 30 damage
Mirror Images: 1d5 ⇒ 2

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

Note that it's Round 9; if you've got spells with rounds duration active, they may be coming close to ending though don't know if any of those are applicable...
Hektir: 14
Tsin: 11
Quinn: 12
Malavarius: 4
Pemsworth: 25
Bone golems: 22
Dragon: 24
Hektir prepares his best effort to slay the dragon -- even if perhaps he has to take himself with it. He never gets the chance, though, as Tsin races forward thanks to Quinn's gift of flight. Her spell failing, she feels the dragon's teeth rip into her flesh again 19 hp as she plunges her spear into the creature's eye -- a blow sure to kill it! Unfortunately, she's thrown off as the dragon simply disappears, realizing that it was nothing more than illusion she slayed. Note that there're actually 5 dragons now, since its got 4 images plus the real thing. Also, don't forget it still has displacement.
Mal cast his spell, though his efforts to make sure to catch only the dragon go a bit too far, and he realizes he just caught its tail with the leading edge of his blast i.e. it made its save -- and even then seems to barely hurt it for whatever reason, the fire didn't seem to affect it overly much. Similarly, Pems spell has no affect on the creature, the flame impacting harmlessly against its scales.
"Do you really think the Lord of the Howling Storm fears your little fire? Bow down and agree to serve me now and I may think about letting you live! Or at least killing you quickly and painlessly," the dragon roars.
It backwings AoO for Tsin, its teeth snapping shut viciously -- but somehow just barely missing the former butcher as she fights for her and her companions' lives.
Yrax Will: 1d20 + 14 - 4 ⇒ (9) + 14 - 4 = 19
Dragon AoO: 1d20 + 27 ⇒ (12) + 27 = 39
2d8 + 15 ⇒ (1, 3) + 15 = 19
Miss?: 1d100 ⇒ 95
Yrax Reflex: 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22
Yrax Fly: 1d20 + 14 ⇒ (12) + 14 = 26
Dragon Bite: 1d20 + 27 ⇒ (1) + 27 = 28
8d8 + 15 ⇒ (8, 3, 8, 1, 7, 7, 5, 1) + 15 = 55
Dragons: 34, 2 rounds, 4 images, 5/7
Party is up.

Pemsworth Smith, Esq. |

Pems gulps. "Sorry, dragon! I'd totally take you up on the offer of service, but we're already geased to the gills by a Witchy Witch. I don't suppose you've seen a bearskin or some such around here? We're supposed to find it and honestly, I really have no desire to kill or be killed here, so if you were to hand it over we'd happily leave and not bother you any more. Heck, I bet we could even offer you some darn fine moonshine and maybe heal your wounds, just to show we're really not all that bad, honestly!"
Diplomancy: 1d20 + 13 ⇒ (11) + 13 = 24
If that fails, Pems throws a cone of coldness at the wyrm! COLD, with a side of supernatural: 11d6 ⇒ (5, 2, 2, 6, 6, 3, 4, 5, 4, 2, 5) = 44 reflex dc 21 for half!

Malavarius King |

Malavarius harumpfs at Pemsworth's offer and smacks the butt of his staff to the floor again, trying to rip all of the magics woven around the dragon apart.
Dispel Magic: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
can dispel up to 4 effects, starting from highest level effect down
HP: 36/65
AC: 17 (13 T / 14 FF) (includes +2 from bof)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from bof)
Resist 10: Cold
Energy Absorption: 36/36 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 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], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ] [ ], resist energy* [ ] [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [X] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (3+2+1): dimensional anchor [ ], dimension door [ ] [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [X] [X], teleport [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [X], greater dispel magic* [X] [X]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks
Haste (9/12 rounds): +1 to hit, +1 AC, +1 reflex, +30ft movement
BoF (9/12 rounds): +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
protection from cold: 39/120

Tsin Windscar |

AoO
AC = 26
HP = 97/138
Weapon Equipped = +1 Flaming Falchion
Condition(s) = Haste, BoF, Judgment, Resist Cold 10
Bane = 4/5
+1 Dragon Bane Thawing Longspear, Haste, BoF, Power Attack: 1d20 + 17 + 2 + 1 + 2 - 2 ⇒ (13) + 17 + 2 + 1 + 2 - 2 = 33 for 1d8 + 6 + 6 + 2d6 + 1d6 ⇒ (5) + 6 + 6 + (3, 1) + (2) = 23 damage
1 is the Loneliest Dragon: 1d5 ⇒ 2
Miss Chance, High Good: 1d100 ⇒ 54
Tsin rawrs as another mirror image is struck from the record, leaving the wily dragon still well ensconced in protections. The anger draws her into another aerial charge, seeking the meat, not the mirror. Swift Action- Litany of Sloth, Will Save DC 15 or be denied AoO.
Spell Penetration: 1d20 + 5 ⇒ (1) + 5 = 6
+1 Dragon Bane Thawing Longspear, Haste, BoF, Power Attack: 1d20 + 17 + 2 + 1 + 2 - 2 ⇒ (17) + 17 + 2 + 1 + 2 - 2 = 37 for 1d8 + 6 + 6 + 2d6 + 1d6 ⇒ (4) + 6 + 6 + (4, 3) + (4) = 27 damage
1 is the Loneliest Dragon: 1d4 ⇒ 3
Miss Chance, High Good: 1d100 ⇒ 44
"Bloody useless! Yrax, you cowardly psuedodragon, drop the damn magics, and fight like the more noble of your species already!"

Hektir the Tracksmage |

BoF to AC.
Round 12, Init 14
Zephtyr flies above the dragon to drop the seeds from his hand down and activates them...hoping for the best. Double fly up, move 15' above dragon.
1d8 + 12 ⇒ (8) + 12 = 20 fire
1d8 + 12 ⇒ (8) + 12 = 20 fire
1d8 + 12 ⇒ (4) + 12 = 16 fire
1d8 + 12 ⇒ (2) + 12 = 14 fire
1d8 + 12 ⇒ (1) + 12 = 13 fire
1d8 + 12 ⇒ (5) + 12 = 17 fire
1d8 + 12 ⇒ (6) + 12 = 18 fire
1d8 + 12 ⇒ (1) + 12 = 13 fire
DC19 reflex for half. No SR.
AC: 7 armor+2 dex+2 dex(form)+1 ring+5 barkskin+3 NA(form)= 30AC DR 5 bludgeoning+2 BOF =32
HP 114/123
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
[ dice]1d20+15+2+2-3[/dice] to hit; (flank,BOF,-PA)
[ dice]1d8+7+6[/dice] magic damage.
Glacial:
1d20 + 15 - 3 - 2 ⇒ (4) + 15 - 3 - 2 = 14 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (30) - 120 minutes
Echolocation - 120 minutes
Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 123/123 - DR5 piercing
[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.
+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements

Quinn Kestrel |

Quinn positions himself at the center of the party and provides a healing surge. dimensional hop if needed to get to that point, even if it's 10' off the ground and then take falling damage
Channel Heal, selective: 6d6 ⇒ (2, 6, 1, 6, 1, 5) = 21

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

Sorry for the delay everyone. Crazy end of the week, but I think I'm back on schedule.
Hektir: 14
Tsin: 11
Quinn: 12
Malavarius: 4
Pemsworth: 25
Bone golems: 22
Dragon: 24
The seeds explode into a cloud of fire that threatens to immolate the dragons -- until tjeu roars, emerging from the cloud nearly unscarred, though some of their scales are blackened!
Tsin closes in, taking another painful bite 26 hp for her trouble as her spear slashes nothing where she thought the beast was. Seconds later, most of her wounds heal as Quinn appears below her, his healing energy reaching out. Not close enough to get Mal and Pems too, but you got Tsin and Hektir.
Pems rushes forward, hoping to get into range to use his spell, but realizing he's not going to be able to, slows ever so slightly to heal himself. Pems couldn't get close enough to use the spell, so I had him use his healing hex on himself; +21 hp
As Mal casts his dispelling magic, the dragons seem to blur for a second, almost as if they were moving back to where they really were -- and then three disappear, leaving just the one dragon there for you to fight!
Yrax growls, draconic jaws opening in what might be a smile (though might just as easily be a threat): "Very clever little wizard. You vex me, and I shall enjoy eating you. But I suspect I can cast far more spells than you!"
He backwings slightly, maintaining his position and goes to cast -- only to foul his spell as he tries to avoid a blow from Tsin!
He was trying to cast mirror image again.
He lets out another roar of anger and, perhaps, frustration.
Yrax Reflex: 1d20 + 11 ⇒ (4) + 11 = 15 30
Yrax Reflex: 1d20 + 11 ⇒ (6) + 11 = 17 30
Yrax Reflex: 1d20 + 11 ⇒ (14) + 11 = 25 12
Yrax Reflex: 1d20 + 11 ⇒ (15) + 11 = 26 10
Yrax Reflex: 1d20 + 11 ⇒ (12) + 11 = 23 9
Yrax Reflex: 1d20 + 11 ⇒ (4) + 11 = 15 25
Yrax Reflex: 1d20 + 11 ⇒ (17) + 11 = 28 13
Yrax Reflex: 1d20 + 11 ⇒ (12) + 11 = 23 9
Yrax Ao): 1d20 + 27 ⇒ (14) + 27 = 41
2d8 + 15 ⇒ (8, 3) + 15 = 26
2d8 + 10 ⇒ (8, 3) + 10 = 21
Dispel: 1d5 ⇒ 1
Dispel: 1d4 ⇒ 4
Fly: 1d20 + 14 ⇒ (10) + 14 = 24
Cast defensively: 1d20 + 9 ⇒ (7) + 9 = 16
Dragons: 59, 1 round, (no acid)

Malavarius King |

Malavarius chuckles, "Oh ho ho? Can you now, dragon? That didn't look like you got it quite right. Such a simple spell too. Tsk tsk." Shaking his head, he casts another spell of his own and a thin, emerald beam lances out toward the dragon. "Just in case you're thinking of running off. It's rude for the host to abandon his guests, don't you know."
Spellcraft: 1d20 + 22 - 2 ⇒ (5) + 22 - 2 = 25
CL vs SR: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28
Ranged Touch: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
cast dimensional anchor
HP: 57/65
AC: 17 (13 T / 14 FF) (includes +2 from bof)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from bof)
Resist 10: Cold
Energy Absorption: 36/36 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 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], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ] [ ], resist energy* [ ] [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [X] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (3+2+1): dimensional anchor [X], dimension door [ ] [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [X] [X], teleport [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [X], greater dispel magic* [X] [X]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks
Haste (10/12 rounds): +1 to hit, +1 AC, +1 reflex, +30ft movement
BoF (10/12 rounds): +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
protection from cold: 39/120

Hektir the Tracksmage |

Round 13, Init 14
Zephtyr flaps down to attack the dragon. No miss chance for displacement or images via echolocation.
1d20 + 15 + 2 - 2 - 3 ⇒ (17) + 15 + 2 - 2 - 3 = 29 to hit; (flank,-fear,-PA)
1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20 magic damage.
1d20 + 15 + 2 - 2 - 3 ⇒ (18) + 15 + 2 - 2 - 3 = 30 to hit; (flank,-fear,-PA)
1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15 magic damage.
1d20 + 15 + 2 - 2 - 3 ⇒ (13) + 15 + 2 - 2 - 3 = 25 to hit; (flank,-fear,-PA)
1d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17 magic damage.
AC: 7 armor+2 dex+2 dex(form)+1 ring+5 barkskin+3 NA(form)= 30AC DR 5 bludgeoning
HP 114/123
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
[ dice]1d20+15+2+2-3[/dice] to hit; (flank,BOF,-PA)
[ dice]1d8+7+6[/dice] magic damage.
Glacial:
1d20 + 15 - 3 - 2 ⇒ (15) + 15 - 3 - 2 = 25 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19 magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (30) - 120 minutes
Echolocation - 120 minutes
Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 123/123 - DR5 piercing
[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.
+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements

Tsin Windscar |

Round 11, Init 11
AC = 26
HP = 92/138
Weapon Equipped = +1 Flaming Falchion
Condition(s) = Haste, BoF, Judgment, Resist Cold 10
Bane = 4/5
Tsin allows the pain and the relief their turns, as Yrax gets another bite in. She presses the length of the longspear forward, hoping to harry her quarry quorum. When Yrax suddenly appears as a singular entity, she sighs audibly. "Thank you, Mal. I was beginning to wonder if the fight would be at all honorable, and here you've gone and formally introduced Yrax the One and Only."
She sidles up, and lets the speed of Mal's magic carry her for another couple of rounds of attacks, before it completely winks out. Also BoF for +2s...
+1 Dragon Bane Thawing Longspear, Haste, BoF, Power Attack: 1d20 + 17 + 2 + 1 + 2 - 2 ⇒ (19) + 17 + 2 + 1 + 2 - 2 = 39 for 1d8 + 6 + 6 + 2d6 + 1d6 ⇒ (4) + 6 + 6 + (1, 5) + (5) = 27 damage
Iterative: 1d20 + 12 + 2 + 1 + 2 - 2 ⇒ (10) + 12 + 2 + 1 + 2 - 2 = 25 for 1d8 + 6 + 6 + 2d6 + 1d6 ⇒ (5) + 6 + 6 + (3, 3) + (5) = 28 damage
Haste Attack: 1d20 + 17 + 2 + 1 + 2 - 2 ⇒ (10) + 17 + 2 + 1 + 2 - 2 = 30 for 1d8 + 6 + 6 + 2d6 + 1d6 ⇒ (3) + 6 + 6 + (1, 2) + (2) = 20 damage

Quinn Kestrel |

Spellcraft: 1d20 + 4 ⇒ (8) + 4 = 12
BoF: +2s
Quinn takes a defensive position as the party batters the dragon and calls out to it. "Surrender, you flying white whale, and maybe we'll spare your life!"
Intimidate: 1d20 + 3 ⇒ (15) + 3 = 18

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

Hektir: 14
Tsin: 11
Quinn: 12
Malavarius: 4
Pemsworth: 25
Bone golems: 22
Dragon: 24
Hektir and Tsin batter at the dragon, but their blows don't seem to phase it, mostly hitting harmlessly off his scales, which seem harder than rock. Only Tsin's first attack exceeded its AC.
Yrax snorts in apparent mirth at Quinn's boast, as Mal's spell hits him. Pems continues hustling forward, firing his second lightning bolt toward the draconic warlord, only to see it fizzle out against the dragon's scales.
The dragon backwings again and breathes out another blast of frozen cold, catching everyone but Mal. 46 hp cold damage; DC 25 Reflex for half.
Pems caster level check: 1d20 + 11 ⇒ (4) + 11 = 15
Yrax Fly: 1d20 + 14 ⇒ (9) + 14 = 23
18d4 ⇒ (1, 2, 4, 2, 3, 4, 1, 2, 1, 4, 4, 4, 1, 1, 4, 2, 2, 4) = 46
1d4 ⇒ 2
Dragon: 86 (no acid), 2 rounds
Pems: 45

Hektir the Tracksmage |

Hmm...not sure how Hektir was caught in the blast as Hektir double moved two turns ago to be *above* the dragon, and then slid to get flank.
Zephtyr delays until after Pems, hoping for some help to hit the dragon. Also, BoF bonus to hit.
Round 11, Init 14
Zephtyr continues his attacks, this time sacrificing power for accuracy.
1d20 + 15 + 2 - 2 + 2 ⇒ (14) + 15 + 2 - 2 + 2 = 31 to hit; (flank,-fear,+BoF)
1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21 magic damage.
1d20 + 15 + 2 - 2 + 2 ⇒ (19) + 15 + 2 - 2 + 2 = 36 to hit; (flank,-fear,+BoF)
1d8 + 7 ⇒ (1) + 7 = 8 magic damage.
AC: 7 armor+2 dex+2 dex(form)+1 ring+5 barkskin+3 NA(form)= 30AC DR 5 bludgeoning
HP 123/123
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
[ dice]1d20+15+2+2-3[/dice] to hit; (flank,BOF,-PA)
[ dice]1d8+7+6[/dice] magic damage.
Glacial:
1d20 + 15 - 3 - 2 ⇒ (3) + 15 - 3 - 2 = 13 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15 magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (30) - 120 minutes
Echolocation - 120 minutes
Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 123/123 - DR5 piercing
[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.
+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements

Malavarius King |

"Blasted dragons!" Malavarius sends another green ray lancing through the air, though this one carries much more destructive power than the previous one.
CL vs SR: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23
Disintegrate: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
Fort Save (DC 24; Fail): 24d6 ⇒ (3, 6, 4, 6, 1, 1, 6, 3, 6, 6, 6, 6, 1, 4, 5, 5, 4, 5, 4, 1, 5, 1, 3, 1) = 93
Fort Save (DC 24; Success): 5d6 ⇒ (2, 2, 6, 6, 1) = 17
HP: 65/65
AC: 17 (13 T / 14 FF) (includes +2 from bof)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from bof)
Resist 10: Cold
Energy Absorption: 36/36 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 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], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ] [ ], resist energy* [ ] [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [X] [X], haste [X] [ ], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (3+2+1): dimensional anchor [X], dimension door [ ] [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [X] [X], teleport [ ]
Level 6 Prepared (2+1+1): disintegrate [X], flesh to stone [X], greater dispel magic* [X] [X]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks
Haste (11/12 rounds): +1 to hit, +1 AC, +1 reflex, +30ft movement
BoF (11/12 rounds): +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
protection from cold: 39/120

Hektir the Tracksmage |

Zephtyr tries to twist out of the way of the breath of the strangely maneuverable dragon.
1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9 Reflex
AoO:
1d20 + 15 + 2 - 2 - 3 ⇒ (11) + 15 + 2 - 2 - 3 = 23 to hit; (flank,-fear,-PA)
1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15 magic damage.
Edit: reroll for manliness.
1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 Reflex (30 resist cold...so 16 damage)

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

Tsin: 11
Hektir: 14
Quinn: 12
Malavarius: 4
Pemsworth: 25
Bone golems: 22
Dragon: 24
Tsin closes in, taking another bite for hertrouble 26 hp, as her spear glances off the warlord's breast. Moments later, Hektir swoops around behind the dragon again, though again its scales turn aside some of his usual power. second attack hit Quinn's god again soothes the worst of your pains, as Pems races to try to get close to the dragon and hex it.
Mal's spell again fails as its spell resistance continues to stymie the old man, while Pems struggles to get close enough to use his hexes, choosing to heal himself instead. Pems, you're just too far away from it (and note that line where you're at on the map is a 15 ft. drop; healing you because you're near dead and I think you've got a cure crit wounds left; +28 hp
Hovering, Yrax unleashes flies down, landing on the ground as he bites Tsin. 60 hp
"Enough of this. I tire of your presence!"
AoO: 1d20 + 27 ⇒ (8) + 27 = 35
2d8 + 15 ⇒ (8, 3) + 15 = 26
Tsin +1 Dragon Bane Thawing Longspear, Haste, BoF, Power Attack: 1d20 + 17 + 2 + 1 + 2 - 2 ⇒ (5) + 17 + 2 + 1 + 2 - 2 = 25
Damage: 1d8 + 6 + 6 + 2d6 + 1d6 ⇒ (1) + 6 + 6 + (4, 5) + (5) = 27
4d8 + 11 ⇒ (4, 4, 8, 1) + 11 = 28
Dragon Fly: 1d20 + 14 ⇒ (5) + 14 = 19
Dragon bite: 1d20 + 27 ⇒ (9) + 27 = 36
8d8 + 15 ⇒ (7, 4, 5, 7, 6, 4, 6, 6) + 15 = 60
Dragon: 94 (no acid), 1 round

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

Yup.
1d20 + 17 ⇒ (13) + 17 = 30
The dragon suddenly roars in belated pain as it realizes Mal's spell did have some effect.
Oh, look, you hurt it. What's that saying about letting sleeping dragons lie? :) You all may want to look to your wizard, standing all the over there all on his own...
Dragon: 117 (no acid), 1 round

Tsin Windscar |

AoO
+1 Dragon Bane Thawing Longspear, Haste, BoF, Power Attack: 1d20 + 17 + 2 + 1 + 2 - 2 ⇒ (19) + 17 + 2 + 1 + 2 - 2 = 39 for 1d8 + 6 + 6 + 2d6 + 1d6 ⇒ (4) + 6 + 6 + (1, 3) + (1) = 21 damage
Round 13, Init 11
AC = 23
HP = 4/138
Weapon Equipped = +1 Dragon Bane Thawing Longspear
Condition(s) = Judgment, Resist Cold 10
Bane = 4/5
Reflex Save v DC Nigh Impossible: 1d20 + 7 ⇒ (20) + 7 = 27
Despite maneuvering extremely well to avoid the next wave of cold to crash over them all, Tsin almost collapses from two more bites. She retreats, waiting for more of Quinn's restorative magics, before risking another opportunistic bite. She does smile bloodily as Mal's magic finds its way through to injure the dragon.
4/138

Hektir the Tracksmage |

Round 14, Init 14
Zephtyr flaps down to attack the dragon. No miss chance for displacement or images via echolocation.
1d20 + 15 + 2 - 2 ⇒ (12) + 15 + 2 - 2 = 27 to hit; (-fear)
1d8 + 7 ⇒ (4) + 7 = 11 magic damage.
AC: 7 armor+2 dex+2 dex(form)+1 ring+5 barkskin+3 NA(form)= 30AC DR 5 bludgeoning+2 BOF =32
HP 114/123
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
[ dice]1d20+15+2+2-3[/dice] to hit; (flank,BOF,-PA)
[ dice]1d8+7+6[/dice] magic damage.
Glacial:
1d20 + 15 - 3 - 2 ⇒ (16) + 15 - 3 - 2 = 26 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (3) + 7 + 6 = 16 magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (30) - 120 minutes
Echolocation - 120 minutes
Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 123/123 - DR5 piercing
[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.
+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements

Quinn Kestrel |

As promised, Quinn delivers a second healing surge to Tsin. Praying quickly, he dimensional hops directly behind her and briefly rubs her shoulders again. "I've few gifts from Cayden left, bury your sword in that thing already!"
cast heal and dimensional hop behind Tsin, heals 120 hp

Malavarius King |

Malavarius hustles up beside Pemsworth, knowing that his magics quickening his allies are about to falter. Coming up beside the halfling, he holds a spell at the ready in case he's drawn too much of the dragon's ire.
Move up beside Pemsworth, ready a dimension door if the dragon flies into melee range with either of us. Will pop both myself and the halfling to a spot adjacent to Tsin.
HP: 65/65
AC: 17 (13 T / 14 FF) (includes +2 from bof)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from bof)
Resist 10: Cold
Energy Absorption: 36/36 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 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], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ] [ ], resist energy* [ ] [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [X] [X], haste [X] [ ], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (3+2+1): dimensional anchor [X], dimension door [ ] [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [X] [X], teleport [ ]
Level 6 Prepared (2+1+1): disintegrate [X], flesh to stone [X], greater dispel magic* [X] [X]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks
Haste (12/12 rounds): +1 to hit, +1 AC, +1 reflex, +30ft movement
BoF (12/12 rounds): +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
protection from cold: 39/120

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

I know some of you are using phones, but are you guys looking at the map? This is a more mobile fight than usual. Quinn, you don't need to dimension hop to get behind Tsin. (Though I did just realize I screwed up with Pems, sorry. Using the blessing of fervor, he could have been adding 30 ft. to his speed, letting him get closer to the dragon...)
Tsin: 11
Hektir: 14
Quinn: 12
Malavarius: 4
Pemsworth: 25
Bone golems: 22
Dragon: 24
Mal advances to Pems' side, just barely getting there thanks to Quinn's earlier blessing, while Tsin retreats, Quinn joining her at her side and healing her with a touch.
Hektir's blow bounces off the dragon's hide it has no more displacement active; however, you were already in melee, so you can take a full attack, and with nothing else facing him at the moment, Yrax turns its attention fully to the elemental, fangs and claws flashing, even as hit tail and wings buffet the tracksmage. Somehow, he manages to avoid the worst of it -- likely thanks to his position above and behind the draconic warlord -- though one claw does catch him, as do the wings. 21, 6, and 13 hp: 40 hp total
Bite: 1d20 + 27 ⇒ (2) + 27 = 29
2d8 + 15 ⇒ (5, 2) + 15 = 22
Claw: 1d20 + 27 ⇒ (1) + 27 = 28
2d6 + 10 ⇒ (4, 4) + 10 = 18
Claw: 1d20 + 27 ⇒ (10) + 27 = 37
2d6 + 10 ⇒ (6, 5) + 10 = 21
Tail: 1d20 + 22 ⇒ (3) + 22 = 25
2d6 + 15 ⇒ (3, 1) + 15 = 19
Wing: 1d20 + 22 ⇒ (20) + 22 = 42
1d8 + 5 ⇒ (1) + 5 = 6
Wing: 1d20 + 22 ⇒ (15) + 22 = 37
1d8 + 5 ⇒ (8) + 5 = 13
Wing crit?: 1d20 + 22 ⇒ (5) + 22 = 27
1d8 + 5 ⇒ (4) + 5 = 9
Dragon: 138 (no acid)

Quinn Kestrel |

"Get that beast!" Quinn proclaims in a divine tone. cast bless on the party The gilded throne races at the landed dragon, only to slow to a halt just inches from grappling distance where the magic fades and it becomes an inanimate object again.
Quinn dimensional hopped on purpose last round so there was no chance of some crazy reach wrecking his best healing and dooming Tsin, a small price in resources to make sure our swordswoman survives the round

Tsin Windscar |

Round 14, Init 11
AC = 23
HP = 124/138
Weapon Equipped = +1 Flaming Falchion
Condition(s) = Judgment, Resist Cold 10, Bless
Bane = 4/5
Tsin comes back to life, never ceasing to be amazed at Quinn's magnitude of healing. She looks down on the spear in frustration. She drops the spear at Quinn's feet, drawing her own weapon, and flying directly at the dragon, waiting for the next gnashing of teeth sure to greet her. She flies directly into flank with Hektir. She wills the dragon to stand its ground, and take the beating to end its life.
+1 Flaming Falchion: 1d20 + 19 + 1 + 2 + 2 + 2 + 2 ⇒ (6) + 19 + 1 + 2 + 2 + 2 + 2 = 34
for 2d4 + 13 + 2d6 + 1d6 + 1d6 ⇒ (1, 3) + 13 + (3, 3) + (2) + (2) = 27 damage
Attack- Bless, Bane, Charge, Judgment, Flank
Damage- Bane, Fire, Precise Strike

Hektir the Tracksmage |

Mostly sure that the dragon moved down and away from Zephtyr, which is why he had to chase last round, but he's good to go this round. He just wishes he had some help to hit.
Round 14, Init 14
Zephtyr a bit to the north, trying to slowly get into flank. No miss chance for displacement or images via echolocation.
1d20 + 15 - 2 ⇒ (7) + 15 - 2 = 20 to hit; (-fear)
1d8 + 7 ⇒ (4) + 7 = 11 magic damage.
1d20 + 15 - 2 ⇒ (13) + 15 - 2 = 26 to hit; (-fear)
1d8 + 7 ⇒ (4) + 7 = 11 magic damage.
1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21 to hit; (-fear)
1d8 + 7 ⇒ (7) + 7 = 14 magic damage.
AC: 7 armor+2 dex+2 dex(form)+1 ring+5 barkskin+3 NA(form)= 30AC DR 5 bludgeoning+2 BOF =32
HP 114/123
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
[ dice]1d20+15+2+2-3[/dice] to hit; (flank,BOF,-PA)
[ dice]1d8+7+6[/dice] magic damage.
Glacial:
1d20 + 15 - 3 - 2 ⇒ (14) + 15 - 3 - 2 = 24 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (30) - 120 minutes
Echolocation - 120 minutes
Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 123/123 - DR5 piercing
[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.
+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements

Malavarius King |

Malavarius lets a trio of fiery beams loose from his trusted wand once more, but it sparks and pops as each ray springs forth and they either sputter out before reaching the dragon or they skew far wide of the target. "Confounded wand! Work, blast it!"
Scorching Ray 1: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5for: 4d6 ⇒ (4, 6, 2, 6) = 18
Scorching Ray 2: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6for: 4d6 ⇒ (4, 1, 6, 5) = 16
Scorching Ray 3: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11for: 4d6 ⇒ (1, 6, 4, 1) = 12
HP: 65/65
AC: 15 (11 T / 14 FF)
Fort: +4 // Ref: +5 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 36/36 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 12/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ] [ ], resist energy* [ ] [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [X] [X], haste [X] [ ], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (3+2+1): dimensional anchor [X], dimension door [ ] [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [X] [X], teleport [ ]
Level 6 Prepared (2+1+1): disintegrate [X], flesh to stone [X], greater dispel magic* [X] [X]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks
protection from cold: 39/120

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

Tsin: 11
Hektir: 14
Quinn: 12
Malavarius: 4
Pemsworth: 25
Bone golems: 22
Dragon: 24
The dragon snaps at Tsin as she charges back into the fray, teeth once more drawing blood from the renewed swordswoman 19 hp as her falchion cuts deep, drawing a roar of rage from Yrax, who ignores Hektir's ineffectual blows.
As Cayden's blessing settles over the group, Mal's shots go wide, with Pems offering his own chance to help the wizard.
The dragon, bleeding now from numerous wounds turns his attention to Tsin, clawing and biting at her 53 total, while his wings and tail again batter Hektir 9 hp.
AoO: 1d20 + 27 ⇒ (12) + 27 = 39
2d8 + 15 ⇒ (2, 2) + 15 = 19
Bite: 1d20 + 27 ⇒ (4) + 27 = 31
2d8 + 15 ⇒ (2, 2) + 15 = 19
Claw: 1d20 + 27 ⇒ (16) + 27 = 43
2d6 + 10 ⇒ (4, 6) + 10 = 20
Claw: 1d20 + 27 ⇒ (19) + 27 = 46
2d6 + 10 ⇒ (1, 3) + 10 = 14
Tail: 1d20 + 22 ⇒ (6) + 22 = 28
2d6 + 15 ⇒ (3, 2) + 15 = 20
Wing: 1d20 + 22 ⇒ (6) + 22 = 28
1d8 + 5 ⇒ (7) + 5 = 12
Wing: 1d20 + 22 ⇒ (20) + 22 = 42
1d8 + 5 ⇒ (4) + 5 = 9
Crit?: 1d20 + 22 ⇒ (1) + 22 = 23
1d8 + 5 ⇒ (8) + 5 = 13
Dragon: 163 (no acid)
Quinn, just wanted to check, how much longer is your blessing of fervor up?