| Tsin Windscar |
Tsin sets her cards down, then stands up and pats Pems on the shoulder. "We played with his cards. I'm not surprised we couldn't win at his game." She turns to the Coffin Man.
"What can you tell us of the war beyond the door? Will you be compelled to stop us, should we attempt to leave, or will you chide us for our folly, and leave us to our fate?"
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
"No, you shall not pass," the figure says, standing up as Zephtyr moves toward the door.
No need to go into combat if you don't want to, but to keep things moving in case you do...
Hektir: 1d20 + 4 ⇒ (10) + 4 = 14
Malavarius: 1d20 + 1 ⇒ (10) + 1 = 11
Pemsworth: 1d20 + 8 ⇒ (3) + 8 = 11
Quinn: 1d20 + 3 ⇒ (6) + 3 = 9
Tsin: 1d20 + 5 ⇒ (14) + 5 = 19
Coffin Man: 1d20 + 7 ⇒ (19) + 7 = 26
Oh, well, I'll go first if/when combat begins, so ... up to you if we go that way or you want to try to stretch things out more. Honestly, you weren't able to change his attitude (though a couple of you didn't try, so with some good rolls that's still possible if you want to give nonviolence a try) and probably can't beat him at cards...
| Hektir the Tracksmage |
| 1 person marked this as a favorite. |
A skeletal figure dressed in strange robes and crowned with a hat...
Zephtyr examines the be-hatted skeletal figure in strange robes, and then speaks to him: "Mal, what is this thing?" Zeph points to the other creature. "Can it stop us? Do we care about this game?"
"I'm not sure that we want to leave, but also not sure what we're looking for in general anyway. But also, dont like him telling us what we can and can't do," Zephtyr spits.
| Tsin Windscar |
Knowledge(Planes) DC 23, Monster Lore: 1d20 + 9 + 3 ⇒ (12) + 9 + 3 = 24
Diplomacy: 1d20 - 1 ⇒ (1) - 1 = 0
"You are nothing but an impotent impediment. We need no permission from you. Move aside, or we will encourage you to find another plane of existence, evil thing."
Tsin is ready to engage.
| Quinn Kestrel |
"Right then," Quinn stands forward with his chest puffed out, something the skeletal man can never do, "Deal me a hand and let's play cards, but know that Cayden favors me."
Bluff: 1d20 + 3 ⇒ (6) + 3 = 9
Sense Motive: 1d20 + 10 ⇒ (4) + 10 = 14
apparently the DiceBot is a greater deity than Cayden in the realm of PbP
| Malavarius King |
Knowledge (planes): 1d20 + 23 ⇒ (18) + 23 = 41
"Hmmpf. I see you for what you are, 'Coffin man' was it? Pfah! More like 'Hat Thief'! Give that here, you devil!" With a huff Malavarius snatches the fine hat from the thanadaemon's head!
results of knowledge check, please! will profoundly influence Malavarius' choice of opening spell =)
HP: 58/72
AC: 15 (11 T / 15 FF)
Fort: +4 // Ref: +5 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 16/50 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 [X] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [X], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (1+1+1): resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
If you get that high, I don't really mind if you check for yourself, for what it's worth (especially if a spell choice is depending on that). I trust you not to look at other parts. At any rate, though thanadaemons have no intrinsic special defenses, it does have spell resistance and is strong-willed, though also hardy and relatively quick in the face of trouble. It does have several special attacks, including a fear gaze and the ability to drain life through its weapons (energy drain). It can also crush a gem containing a soul -- damning it to Abaddon -- to gain fast healing.
Tsin: 19
Hektir: 14
Malavarius: 11
Pemsworth: 11
Quinn: 9
Coffin Man: 26
As Mal reaches for the hat, and Hektir the door, the Coffin Man stands.
"Enough," it says, crushing a gem as its gaze sweeps over each of you. At the beginning of your turn, you must make a DC 21 Will save or cower in fear for 1d6 ⇒ 5 rounds. This is a mind-affecting fear effect.
| Hektir the Tracksmage |
1d20 + 15 ⇒ (13) + 15 = 28 Will
Zephtyr, who hasn't initiated any combat yet, waits to see if they will be attacked.
"Ain't nobody puts Zephtyr in the corner," Zephtyr hisses, bunching up his airy knuckles. He ain't cowed by no one.
| Pemsworth Smith, Esq. |
Will vs Fear: 1d20 + 13 ⇒ (17) + 13 = 30 Pems blinks twice. "Oooo, he's trying to scare us. How cute! Sir, walking skeletons wearing silly hats don't even rate a mention in my nightmares anymore. Ever felt your eyes begin to freeze as you watch in curiosity as your frostbitten toes fall off? You're hardly even a BOO moment in my life. But, you keep trying."
Pems gives him an encouraging EVIL EYE -4 to Saves, Will DC 22
| Malavarius King |
Will Save (DC 21): 1d20 + 11 ⇒ (3) + 11 = 14
Suddenly seeing a vision of his good hat sneering at him atop the Coffin Man's head, Malavarius recoils as fear and sorrow ripple through him.
HP: 58/72
AC: 15 (11 T / 15 FF)
Fort: +4 // Ref: +5 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 16/50 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 [X] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [X], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (1+1+1): resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
| Tsin Windscar |
Round 1, Init 19
AC = 25, 27 v Evil
HP = 150/150
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Bane
Bane = 6/8
Will Save DC 21: 1d20 + 15 ⇒ (12) + 15 = 27
"Ah, there he is, the evil thing that seeks to obstruct. You make it simple for us to decide how to deal with you, at least."
Tsin takes three swipes at the Coffin Man from where she stands, her falchion suddenly alight with heat. Lunge for Reach
+1 Flaming Burst Falchion, Power Attack, Bane: 1d20 + 20 - 3 + 2 ⇒ (2) + 20 - 3 + 2 = 21 for 2d4 + 13 + 9 + 1d6 + 2d6 ⇒ (2, 1) + 13 + 9 + (5) + (2, 5) = 37 damage
1st Iterative: 1d20 + 15 - 3 + 2 ⇒ (9) + 15 - 3 + 2 = 23 for 2d4 + 13 + 9 + 1d6 + 2d6 ⇒ (4, 3) + 13 + 9 + (2) + (6, 2) = 39 damage
2nd Iterative: 1d20 + 10 - 3 + 2 ⇒ (8) + 10 - 3 + 2 = 17 for 2d4 + 13 + 9 + 1d6 + 2d6 ⇒ (2, 4) + 13 + 9 + (3) + (2, 1) = 34 damage
| Hektir the Tracksmage |
Round 1, Init 14
"Why do you mean to stop us? We're on a mission from Yacki Baby. She wants us to do what we're doing here," Zephtyr grumps, preparing for combat.
He moves into flank for Tsin, using his long arms to stay out of easy reach.
1d20 + 15 + 2 - 3 ⇒ (20) + 15 + 2 - 3 = 34 to hit; (-PA)
1d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17 magic damage.
Pot crit:
1d20 + 15 + 2 - 3 ⇒ (17) + 15 + 2 - 3 = 31 to hit; (-PA)
1d8 + 7 + 6 ⇒ (1) + 7 + 6 = 14 magic damage.
AC: 7 armor+2 dex+2 dex(form)+1 ring+3 NA(form) +5 barkskin =30
HP 133/133
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
[ dice]1d20+15+2-3[/dice] to hit; (-PA)
[ dice]1d8+7+6[/dice] magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-260 minutes)
Resinous Skin (extended-260 minutes)
Gr. Longstrider (13 hours)
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
HP 133/133
[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
+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
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
| 1 person marked this as a favorite. |
Tsin: 19
Hektir: 14
Malavarius: 11
Pemsworth: 11
Quinn: 9
Coffin Man: 26
With Malavarius cowering in her way, Tsin is forced to lunge over the coffin, spoiling her aim as each of her slashes fall short of their mark. Hektir, already close, has more luck, his blows raining down on the daemon, though their effect seems muted and he begins to heal almost immediately. He has DR plus fast healing
Quinn, realizing his wish the discussion would get more time to ferment was hop-less ... er, hopeless, leaps into action. Stepping back, he summons his favorite brew -- the white hot, searing light of Cayden and throws it at the daemon, which hollers in pain. casting spear of purity
"Worse than my brother and sister, you are!" he curses, spinning his scythe and slashing at Hektir, cutting his airy form twice. 13 and 11 hp, plus need two DC 21 Fort save; gain 1 negative level for each failure
Quinn caster: 1d20 + 13 ⇒ (20) + 13 = 33 damn waste of a 20...
10d6 ⇒ (5, 3, 4, 3, 6, 6, 2, 4, 6, 2) = 41
Will: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
1d20 + 22 ⇒ (10) + 22 = 32
2d4 + 9 ⇒ (1, 3) + 9 = 13
1d20 + 17 ⇒ (18) + 17 = 35
2d4 + 9 ⇒ (1, 1) + 9 = 11
1d20 + 12 ⇒ (13) + 12 = 25
Delayed Will vs. Pems.: 1d20 + 14 ⇒ (16) + 14 = 30
TD: 16, 14 rds., -4 saves 1 round.
| Pemsworth Smith, Esq. |
Pems stares at the coffin man, disappointed. "Family trouble? I feel you, Coffey. My sister is a real piece of work. She constantly borrows my stuff and never brings it back. I mean, what sort of person DOES that?!?" Pems sighs. "You need time to think, time alone. Let's try this!"
Trying to use Ice Tomb hex! A storm of ice and freezing wind envelops the target, which takes 3d8 ⇒ (2, 7, 1) = 10 points of cold damage (Fortitude DC 22 half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.
| Tsin Windscar |
Round 2, Init 19
AC = 25, 27 v Evil
HP = 150/150
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Bane
Bane = 6/8
When she fails to connect in any meaningful way, Tsin pats her blade for a moment, before continuing to engage the Coffin Man. She steps back 5', just to be cautious. Cast Align Weapon- Good.
Looking over to Malavarius, she shakes her head. "Come now, this thing is resisting Pems's magic, so we need everyone's strength here. Mal, stay with us..."
| Hektir the Tracksmage |
Round 2, Init 14
1d20 + 14 ⇒ (19) + 14 = 33 Fort vs. DC21
1d20 + 14 ⇒ (2) + 14 = 16 Fort vs. DC21
Zephtyr takes the blows, but then fights back.
1d20 + 15 + 2 - 3 + 2 - 1 ⇒ (4) + 15 + 2 - 3 + 2 - 1 = 19 to hit; (-PA, flank,-neg)
1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19 magic damage.
1d20 + 15 + 2 - 3 + 2 - 1 ⇒ (1) + 15 + 2 - 3 + 2 - 1 = 16 to hit; (-PA, flank,-neg)
1d8 + 7 + 6 ⇒ (1) + 7 + 6 = 14 magic damage.
AC: 7 armor+2 dex+2 dex(form)+1 ring+3 NA(form) +5 barkskin =30
HP 123/133
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
[ dice]1d20+15+2-3[/dice] to hit; (-PA)
[ dice]1d8+7+6[/dice] magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-260 minutes)
Resinous Skin (extended-260 minutes)
Gr. Longstrider (13 hours)
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
HP 133/133
[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
+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 shouts in fear and despair briefly, "Auuughhh!" before dashing past Tsin and Pemsworth and curling up behind a coffin on the opposite side of the room.
Double move to the spot just north of the table on the left side of the room. Will provoke.
HP: 58/72
AC: 15 (11 T / 15 FF)
Fort: +4 // Ref: +5 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 16/50 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 [X] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [X], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (1+1+1): resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
| Quinn Kestrel |
Quinn stares incredulously as the battle rages about him and his request to play cards goes ignored. "I don't get to play a hand? Curses!" His frustration evident, the cleric shifts back a step, loads his crossbow, and points it at the skeletal man. "Deal me a hand, now!"
Intimidate: 1d20 + 3 ⇒ (15) + 3 = 18
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tsin: 19
Hektir: 14
Malavarius: 11
Pemsworth: 11
Quinn: 9
Coffin Man: 26
Pems' attempt to end the fight before it really got started having failed, Hektir tries to end it his own way, with his airy fists. Neither blow lands, though, as the Coffin Man proves tougher than he looks.
Mal retreats, getting a slash across his back for his trouble, the wound sending a chill through his body. 12 hp, plus need a DC 21 Fort save or gain 1 negative level
As Tsin and Quinn step back to prepare their weapons, the Coffin Man -- its wounds now almost completely healed -- turns its attention to the spellcasting warrior woman, completely ignoring the crossbow-wielding cleric. Stepping away from Zephtyr, it carefully gestures and a black beam hits Tsin, immediately sapping her strength, though not as much as she'd feared. it used enervation; 1 negative level to Tsin
CM AoO: 1d20 + 22 ⇒ (4) + 22 = 26
2d4 + 9 ⇒ (2, 1) + 9 = 12
Concentration: 1d20 + 19 ⇒ (18) + 19 = 37
Ranged touch: 1d20 + 18 ⇒ (19) + 18 = 37
1d4 ⇒ 1
CM: 1, 13 rds.
Also, I think everyone still needs to make a DC 21 Will save or cower in fear for 1d6 ⇒ 1 rounds. There's nothing that indicates this only potentially affects PCs once, so as long as you're in range and are meeting his gaze (don't worry about this last round, obviously; that was on me for not calling it out)... Entire party is up.
| Malavarius King |
Fort Save (DC 21): 1d20 + 4 ⇒ (3) + 4 = 7
Malavarius continues to tremble from his new hiding spot as he shrinks away from the gaze of the CoffinMan-HatThief.
HP: 41/67 -5 max from neg lvl
AC: 15 (11 T / 15 FF)
Fort: +3 // Ref: +4 // Will: +9 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) -1 from neg lvl
Resist 10: Cold
Energy Absorption: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 16/50 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 [X] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [X], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (1+1+1): resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
cowering in fear: 3/5
Negative Levels: 1
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.
A creature with temporary negative levels receives a new saving throw to remove the negative level each day.
| Tsin Windscar |
Round 3, Init 19
AC = 25, 27 v Evil
HP = 145/145
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Bane, Align Weapon(Good)
Bane = 5/8
Tsin shudders as the grave man leeches her vital energies. With her newly-weakened state, she tries to resist the creature's gaze, hoping to avoid becoming another cowering cow.
Will Save v DC 21: 1d20 + 15 - 1 ⇒ (12) + 15 - 1 = 26
With her falchion fortified against the evil thing, she steps forward again, seeking to damage it mightily. She steps 5' around the Coffin Man, planning to enter flank with Hektir at the soonest convenience.
+1 Flaming Burst Falchion, Power Attack, Bane: 1d20 + 20 - 3 + 2 - 1 ⇒ (17) + 20 - 3 + 2 - 1 = 35 for 2d4 + 13 + 9 + 1d6 + 2d6 ⇒ (1, 4) + 13 + 9 + (4) + (3, 3) = 37 damage, weapon aligned good, as well as fire damage
1st Iterative: 1d20 + 15 - 3 + 2 - 1 ⇒ (16) + 15 - 3 + 2 - 1 = 29 for 2d4 + 13 + 9 + 1d6 + 2d6 ⇒ (3, 2) + 13 + 9 + (4) + (5, 4) = 40 damage, weapon aligned good, as well as fire damage
2nd Iterative: 1d20 + 10 - 3 + 2 - 1 ⇒ (2) + 10 - 3 + 2 - 1 = 10 for 2d4 + 13 + 9 + 1d6 + 2d6 ⇒ (2, 3) + 13 + 9 + (5) + (4, 4) = 40 damage, weapon aligned good, as well as fire damage
edit:
Confirm Critical #1?: 1d20 + 20 - 3 + 2 - 1 ⇒ (13) + 20 - 3 + 2 - 1 = 31 for 2d4 + 13 + 9 + 1d10 ⇒ (2, 2) + 13 + 9 + (2) = 28 damage, weapon aligned good, as well as fire damage
Confirm Critical #2?: 1d20 + 15 - 3 + 2 - 1 ⇒ (12) + 15 - 3 + 2 - 1 = 25 for 2d4 + 13 + 9 + 1d10 ⇒ (4, 3) + 13 + 9 + (1) = 30 damage, weapon aligned good, as well as fire damage
"Quinn, would Cayden favor an intervention right about now?"
| Quinn Kestrel |
"Cayden, intervene!" Quinn prays, echoing the words of Tsin.
cast Blessing of Fervor on the party
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
| Hektir the Tracksmage |
Round 3, Init 14
1d20 + 15 ⇒ (18) + 15 = 33 Fort vs. DC21
Zephtyr continues to fight, happy that Tsin is engaged.
1d20 + 15 + 2 - 3 + 2 - 1 ⇒ (10) + 15 + 2 - 3 + 2 - 1 = 25 to hit; (-PA, flank,-neg)
1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19 magic damage.
1d20 + 15 + 2 - 3 + 2 - 1 ⇒ (8) + 15 + 2 - 3 + 2 - 1 = 23 to hit; (-PA, flank,-neg)
1d8 + 7 + 6 ⇒ (3) + 7 + 6 = 16 magic damage.
BoF:
1d20 + 15 + 2 - 3 + 2 - 1 ⇒ (12) + 15 + 2 - 3 + 2 - 1 = 27 to hit; (-PA, flank,-neg)
1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19 magic damage.
AC: 7 armor+2 dex+2 dex(form)+1 ring+3 NA(form) +5 barkskin =30
HP 123/133
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
[ dice]1d20+15+2-3[/dice] to hit; (-PA)
[ dice]1d8+7+6[/dice] magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-260 minutes)
Resinous Skin (extended-260 minutes)
Gr. Longstrider (13 hours)
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
HP 133/133
[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
+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
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tsin: 19
Hektir: 14
Malavarius: 11
Pemsworth: 11
Quinn: 9
Coffin Man: 26
As Pems joins Mal in cowering in the corner, Tsin closes in on the Coffin Man, her blade cutting deep, though the fire seems not to bother him at all. Hektir moves in to try to finish it off, as Quinn calls on his god's blessing, but the tracksmage catches a glance of the Coffin Man and though he resists the sudden fear, it throws off his aim, only one blow hitting.
Despite the tracksmage, the Coffin Man keeps his attention on Tsin, this time bringing his scythe to bear. Fortunately for her, her magical protections hold, and only one of the blows cuts her. 13 hp, plus need a DC 21 Fort save or gain a negative level.
Hektir Will: 1d20 + 15 - 1 ⇒ (2) + 15 - 1 = 16 Er, never mind, but keeping the roll so it doesn't change the rest of my rolls.
Quinn Will: 1d20 + 18 ⇒ (10) + 18 = 28
Scythe: 1d20 + 22 ⇒ (5) + 22 = 27
2d4 + 9 ⇒ (2, 2) + 9 = 13
Scythe: 1d20 + 17 ⇒ (3) + 17 = 20
2d4 + 9 ⇒ (3, 3) + 9 = 15
Scythe: 1d20 + 12 ⇒ (11) + 12 = 23
2d4 + 9 ⇒ (3, 3) + 9 = 15
CM: 112, 13 rds.
DC 21 Will save everyone, or cower in fear for 1d6 ⇒ 5 rounds.
| Pemsworth Smith, Esq. |
Will: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24 Pems recovers from his cowering. He moves to where he can hit the Coffin Man and launches a lightning bolt at him!
ELECTRICITY!: 10d6 ⇒ (5, 4, 4, 2, 2, 3, 2, 6, 3, 1) = 32 Reflex DC 18 for half.
| Malavarius King |
Will Save (DC 21): 1d20 + 9 ⇒ (13) + 9 = 22
Malavarius continues to hunker down behind the overturned coffin, as the mere thought of his good hat's scorn keeps him curled up around his knees.
So, current cower duration continues, but at least it isn't overwritten by a new 5-round span.
HP: 41/67 -5 max from neg lvl
AC: 15 (11 T / 15 FF)
Fort: +3 // Ref: +4 // Will: +9 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) -1 from neg lvl
Resist 10: Cold
Energy Absorption: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 16/50 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 [X] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [X], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (1+1+1): resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
cowering in fear: 4/5
Negative Levels: 1
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.
A creature with temporary negative levels receives a new saving throw to remove the negative level each day.
| Tsin Windscar |
Round 4, Init 19
AC = 25, 27 v Evil
HP = 132/145
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Bane, Align Weapon(Good)
Bane = 4/8
Fortitude Save v DC 21: 1d20 + 17 - 1 ⇒ (7) + 17 - 1 = 23
Will Save v DC 21: 1d20 + 15 - 1 ⇒ (2) + 15 - 1 = 16
Tsin curtsies quickly, averting her eyes for the horror that finally seeps into her consciousness. She mewls quietly, despite her attempts to suppress the noise that surely draws the daemon's gaze down upon her.
| Hektir the Tracksmage |
Round 4, Init 14
1d20 + 15 - 1 ⇒ (16) + 15 - 1 = 30 Will vs. DC21
Zephtyr continues to fight, grousing that Tsin has stopped her attacks.
1d20 + 15 + 2 - 3 + 2 - 1 ⇒ (9) + 15 + 2 - 3 + 2 - 1 = 24 to hit; (-PA, flank,-neg)
1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19 magic damage.
1d20 + 15 + 2 - 3 + 2 - 1 ⇒ (1) + 15 + 2 - 3 + 2 - 1 = 16 to hit; (-PA, flank,-neg)
1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19 magic damage.
BoF:
1d20 + 15 + 2 - 3 + 2 - 1 ⇒ (9) + 15 + 2 - 3 + 2 - 1 = 24 to hit; (-PA, flank,-neg)
1d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17 magic damage.
AC: 7 armor+2 dex+2 dex(form)+1 ring+3 NA(form) +5 barkskin =30
HP 123/133
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
[ dice]1d20+15+2-3[/dice] to hit; (-PA)
[ dice]1d8+7+6[/dice] magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-260 minutes)
Resinous Skin (extended-260 minutes)
Gr. Longstrider (13 hours)
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
HP 133/133
[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
+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 |
Will save: 1d20 + 18 ⇒ (11) + 18 = 29
Quinn fires two shots at the creature, hoping the burning goodness of his bolts will distract it from his companions.
holy crossbow: 1d20 + 13 ⇒ (17) + 13 = 30
damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (1, 2) = 12
holy crossbow: 1d20 + 8 ⇒ (5) + 8 = 13
damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (6, 6) = 21
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tsin: 19
Hektir: 14
Malavarius: 11
Pemsworth: 11
Quinn: 9
Coffin Man: 26
Tsin cowers back as a sudden fear overcomes her, leaving Hektir to fight on alone and struggling to land a blow as the Coffin Man is able to give his full attention to him. That does leave him open for Quinn's shot, but that alerts him to the other threats and he barely dodges the worst of Pems' spell.
Perhaps you've made your point, however, as he raises his scythe a moment.
"Enough. You have proved your point. Perhaps you will survive beyond this door. If you wish to leave, I shall not stop you. I suspect my brother, if he is out there, shall not show you such mercy."
He seems ready to strike out again should you choose to press the fight.
Reflex: 1d20 + 12 ⇒ (11) + 12 = 23
CM: 125, 12 rds.
| Hektir the Tracksmage |
Zephtyr puts his airy fists up, holding.
"What?" Zephtyr can't believe his ears, but he has no desire to fight an opponent who does not want to fight and is admitting defeat (of a sorts...we've proved our point).
"Of course we can kick the tar out of you and whatever else is out there. But why do we even want to go outside? What is out there for us?"
In the past we've been looking for things...eggs and rugs and whatnot. Have I missed why we'd want to go out? Also, we should probably rest.
How long will the neg levels last?
| Malavarius King |
"Good heavens, stop asking questions and just accept the nice thanadaemon's offer! He can keep the blasted hat for all I care!"
The old wizard continues to try and hide in what meager cover he can manage.
HP: 41/67 -5 max from neg lvl
AC: 15 (11 T / 15 FF)
Fort: +3 // Ref: +4 // Will: +9 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) -1 from neg lvl
Resist 10: Cold
Energy Absorption: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 16/50 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 [X] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [X], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (1+1+1): resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
cowering in fear: 5/5
Negative Levels: 1
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.
A creature with temporary negative levels receives a new saving throw to remove the negative level each day.
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
There were no clues that you discovered in the hut. All you know is the keys that were apparently left for you on Triaxus brought you here.
Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.
"You do not know the “Mad Monk” Rasputin?" the Coffin Man replies.
He skeletal jaw drops slightly into what can only be a grin.
| Hektir the Tracksmage |
"The Mad-Monk? Oh...and is he as charming as you are?" Zephtyr scratches his ass and gives a spit.
"Do you have any idea why the Hut would have brought us here? And where are we?"
| Quinn Kestrel |
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"Maybe he should follow the teaching of Cayden, than he wouldn't be so mad?" Quinn suggests helpfully. "Is he angry about those terribly inefficient wagons built from metal?"
Quinn will need another morning to gain Restoration, but should be able to cast it before 24 hours has passed
| Malavarius King |
Malavarius pokes his head up over the lip of the coffin at the Coffin Man's words, his eyes wide with surprise. "I'm sorry, did you just say this Rasputin fellow is Baba Yaga's son? She's got daughters coming out her wrinkled ears, but this is the first I've ever heard of her having a son!" His face then scrunches up in further confusion, "I thought you said the Old Crone was your cousin? How can she be your cousin and this Rasputin fellow be your brother? This is all terribly confusing."
| Tsin Windscar |
Tsin finally rises to full height, her gaze unwilling to meet the Coffin Man's, so she stands, looking mildly repentant, waiting for the others to finish their conversation, before setting out.
For the new mention of Yaga Kin, she begins to figure them for needing to engage this Rasputin fellow, in order to find the witch herself.
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
"Our family is not one such as you is likely to understand, Mortal Rider," the Coffin Man responds to Mal. "As for the rest of your questions, if you were able to best me, you should be able to learn the answers on your own."
Let me know what's next. You can head out, or find a safe place in the Hut spend the night to recover and prepare new spells as needed.
| Malavarius King |
"Hmpf. Very well then. Next thing you'll be telling me you're your own grandfather." His fear at last waning, Malavarius picks himself from the floor and brushes a good bit of dust and ash from his robes, though he avoids inquiring into the source of the ashen flakes.
"I don't suppose you know the name of the place we're landed where this Rasputin fellow is? We've been across the whole face of Golarion, then to Triaxus - how far have we come now, I wonder?"