
Hektir the Tracksmage |

Uh, we wanted to clump the baddies together. Separating your attacks with the dinosaurs and not focusing fire with them is the exacty opposite of what we wanted to do.
Zephtyr airfacepalms as the dinosaurs go all over the place. He's not sure that the dinosaurs are having the desired effect of drawing the foes together.
Round 1, Init 5
Hektir, seeing the dinosaurs manifest, summons his own friends.
Begin casting SNA IV...he will place them against the dullahan the northmost dullahan.

Tsin Windscar |

Round 1, Init 20
AC = 28, PfE, Hasted
HP = 153/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Expeditious Retreat, PfE, Haste
Tsin takes strength in the new numbers, brought forth by the witchy halfling. She takes heart that the dullahans have brought forth blades, instead of those hideous 'guns'. Spotting a place to start, Tsin moves forward with her increased speed, and tries to plant her sword in the back of Blue, taking the blasphemy with flank.
+1 Flaming Burst Falchion, Power Attack, Flank: 1d20 + 22 - 4 + 2 ⇒ (6) + 22 - 4 + 2 = 26 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (1, 4) + 14 + 12 + (6) + (6) = 43 damage, including fire and precision damage

Quinn Kestrel |

Quinn fires his crossbow on the Dullahan that Tsin attacks.
Holy Crossbow: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
Damage: 1d8 + 1 + 2d6 ⇒ (2) + 1 + (5, 1) = 9
Holy Crossbow: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Damage: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (5, 2) = 11

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

Tsin: 20
Malavarius: 13
Quinn: 9
Hektir: 5
Pemsworth: 23
Antagonist: 21
Tsin pushes open the door and races out, only to hear one of the undead horsemen call her name, its voice seeming to scrape her very soul. Need a DC 22 Fort save, at a -2 penalty, or be staggered for 1d6 ⇒ 5 rounds.
While Hektir starts casting his own spell from the safety of the barn, Quinn and Pems rush to the doors, using their own weapons to try to rain carnage down on the camp's defenders. Quinn's bolts find their home in the unhorsed horseman's back, while a bullet from Pems' gun hits another. Mal moves to a window, pulling out a wand to try to burn the creatures away; all three blasts hit the northernmost dullahan, though one seems to simply melt away in the snow. Looks like Mal has a CL 11 wand of scoring ray...
Ready this time for the dinosaurs' assault, the dullahans mostly manage to avoid their tails, and you can see them seem to stand more erect they're healing as they slash back, one rider spurring forward toward Tsin, though her armor takes the blow of his sword, leaving her unharmed. The other try to end the threat of the dinosaurs, cold blades drawing more of their prehistoric creatures' blood. 13 hp to dino 1; 37 to dino 2; 42 to dino 3
Mal: 1d20 + 8 ⇒ (17) + 8 = 25
Mal: 1d20 + 8 ⇒ (6) + 8 = 14
Mal: 1d20 + 8 ⇒ (6) + 8 = 14
CL: 1d20 + 11 ⇒ (14) + 11 = 25
CL: 1d20 + 11 ⇒ (1) + 11 = 12
CL: 1d20 + 11 ⇒ (19) + 11 = 30
8d6 ⇒ (2, 5, 3, 1, 4, 4, 4, 5) = 28
Dullahan (red): 1d20 + 14 ⇒ (14) + 14 = 28
1d8 + 6 + 1d6 ⇒ (2) + 6 + (5) = 13
Dullahan (red): 1d20 + 9 ⇒ (7) + 9 = 16
Dullahan (orange): 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17
Dullahan (orange): 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
1d8 + 6 + 1d6 ⇒ (3) + 6 + (3) = 12
Dullahan (yellow): 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
1d8 + 6 + 1d6 ⇒ (6) + 6 + (5) = 17
Dullahan (yellow): 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
1d8 + 6 + 1d6 ⇒ (1) + 6 + (1) = 8
Dullahan (aqua): 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
1d8 + 6 + 1d6 ⇒ (8) + 6 + (6) = 20
Dullahan (aqua): 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Dullahan (purple): 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29
1d8 + 6 + 1d6 ⇒ (6) + 6 + (1) = 13
Dullahan (purple): 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
1d8 + 6 + 1d6 ⇒ (1) + 6 + (2) = 9
Dullahan (green): 1d20 + 14 ⇒ (8) + 14 = 22
D (red): 43
D (orange):
D (yellow): 20
D (green): DC (Tsin?)
D (aqua): 35
D (purple):
Note that Tsin and the green rider may be in a slightly different position if she makes her save (she'll be northwest of the aqua rider).
Party is up.

Tsin Windscar |

Round 2, Init 20
AC = 28, PfE, Hasted
HP = 153/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Expeditious Retreat, PfE, Haste
Fortitude Save DC 22, -2 Penalty, PfE: 1d20 + 17 - 2 + 2 ⇒ (17) + 17 - 2 + 2 = 34
Tsin spins around, marking the dullahan she believes to be the one responsible for throwing its black will upon her own. When she's done with Blue, the marked one is next.
If she's not already standing where she wants to be, in flank with an ank surrounding Blue, she 5' steps closer, using Lunge if necessary, to unleash her full attack, including Malavarius's hellish speed.
+1 Flaming Burst Falchion, Power Attack, Flank: 1d20 + 22 - 4 + 2 ⇒ (11) + 22 - 4 + 2 = 31 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (2, 1) + 14 + 12 + (2) + (6) = 37 damage, including fire and precision
1st Iterative: 1d20 + 17 - 4 + 2 ⇒ (20) + 17 - 4 + 2 = 35 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (3, 2) + 14 + 12 + (4) + (5) = 40 damage, including fire and precision
2nd Iterative: 1d20 + 12 - 4 + 2 ⇒ (1) + 12 - 4 + 2 = 11 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (4, 4) + 14 + 12 + (1) + (2) = 37 damage, including fire and precision
Haste Attack: 1d20 + 22 - 4 + 2 ⇒ (9) + 22 - 4 + 2 = 29 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (1, 1) + 14 + 12 + (1) + (6) = 35 damage, including fire and precision
edit:
Confirm Critical?: 1d20 + 17 - 4 + 2 ⇒ (11) + 17 - 4 + 2 = 26 for 2d4 + 14 + 12 + 1d10 ⇒ (4, 1) + 14 + 12 + (6) = 37 damage, including fire burst
She doesn't focus anymore on Blue, craning her neck to evaluate her next run towards the caster.

Hektir the Tracksmage |

If Green is dead, then go over light blue.
Round 2, Init 5
Zephtyr conjures just one beast, a nice [url=http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/bison]buffalo[/ooc] behind the green dullahan for flank.
1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 to hit;
2d6 + 12 ⇒ (5, 6) + 12 = 23 damage
Zephtyr moves 20' above the front door and casts Produce Flame and tosses a ball of flame at the most wounded dullahan.
1d20 + 14 - 4 ⇒ (5) + 14 - 4 = 15 touch to hit; (-combat)
1d6 + 5 ⇒ (3) + 5 = 8 fire damage
XP 1,200
N Large animal
Init +0; Senses low-light vision, scent; Perception +8
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 42/42
Fort +8, Ref +4, Will +1
OFFENSE
Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+12, DC 20)
STATISTICS
Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12; CMD 22 (26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Perception +8
SPECIAL ABILITIES
AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 112/143
Speed: Fly (120') perfect + 10' (Gr. Longstrider) = 130' fly perfect
[ dice]1d20+19-3+1-2[/dice] to hit; (-PA,+bless,-str)
[ dice]1d8+9+6-2[/dice] magic damage.
1d20 + 19 - 3 ⇒ (7) + 19 - 3 = 23 to hit; (-PA)
1d8 + 9 + 6 ⇒ (5) + 9 + 6 = 20 magic damage.
+10 BAB +8 Str +1 amulet = +19 to hit
1d8 + 8 str damage +1 amulet = 1d8+8
Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 minutes
Echolocation - 140 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.
Elemental Body 4 (druid lvl 12):Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 143/143 - 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-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (0 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements
Druid Spells Prepared (CL 14th; concentration +18)
. . 7th—animal shapes[D], fire storm (DC 21), heal
. . 6th—fire seeds*(2), mass fly[D,APG] (DC 20), quickened resist energy,
. . 5th—beast shape III (animals only)[D], fire snake* (2, DC 19), wall of fire
. . 4th—air walk, echolocation*, flame strike* (2, DC 18), freedom of movement, summon nature's ally IV*[D]
. . 3rd—fly[D], greater longstrider*[ACG], resinous skin* (x2)[UC], sleet storm, spike growth (DC 17), wind wall
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy
. . 1st—calm animals[D] (DC 15), liberating command[UC] (2), obscuring mist, produce flame* (2)

Malavarius King |

Malavarius continues to try and offer support by leaning out a window with his wand.
CL Check vs SR: 1d20 + 18 ⇒ (5) + 18 = 23
Scorching Ray 1: 1d20 + 9 ⇒ (10) + 9 = 19for: 4d6 ⇒ (3, 3, 5, 2) = 13
Scorching Ray 2: 1d20 + 9 ⇒ (9) + 9 = 18for: 4d6 ⇒ (6, 3, 2, 3) = 14
Scorching Ray 3: 1d20 + 9 ⇒ (15) + 9 = 24for: 4d6 ⇒ (1, 2, 2, 5) = 10
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/42 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 [ ], hold portal [ ], protection from evil* [ ] [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], protection from arrows [X] [X] [X], resist energy* [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [X] [X], fireball [X], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [ ], remove curse* [ ], wall of fire [X]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (Pemsworth) 0/100
protection from arrows (Tsin) 0/100
protection from arrows (self) 0/100
veil (14 hrs)
wall of fire (15 rnds)
haste (14 rnds)

Pemsworth Smith, Esq. |

A1: 26/75 HP
A2: GONE
A3: 6/75 HP
The middle saur disappears!
A1 Tail!: 1d20 + 14 ⇒ (18) + 14 = 32 for 3d6 + 12 ⇒ (3, 1, 5) + 12 = 21 damage!
A3 Tail!: 1d20 + 14 ⇒ (12) + 14 = 26 for 3d6 + 12 ⇒ (3, 4, 4) + 12 = 23 damage!
Pems shoots again! Gun-Fu: 1d20 + 12 ⇒ (13) + 12 = 25 for 1d8 ⇒ 4 damage!

Quinn Kestrel |

hey gang, I'll have limited availability through New Years, please anyone take actions for Quinn as needed to keep things moving along
Quinn fires on the wounded Dullahan.
Holy Crossbow: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Damage: 1d8 + 1 + 2d6 ⇒ (1) + 1 + (1, 3) = 6
Holy Crossbow: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Damage: 1d8 + 1 + 2d6 ⇒ (4) + 1 + (2, 4) = 11
crit confirm, Holy Crossbow: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Damage: 1d8 + 1 + 2d6 ⇒ (4) + 1 + (4, 4) = 13

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

Tsin: 20
Malavarius: 13
Quinn: 9
Hektir: 5
Pemsworth: 23
Antagonist: 21
Tsin cuts down the first dullahan and spins to reach the second, slashing it once as it cuts back at her with equal fervor.
Reaching out the windows, Mal blasts slay a second dullahans, which succumbs to the fire and the dinosaur's tail. Quinn and Pems lend their efforts to slaying Tsin's attacker, which takes another blow from the creature summoned by Hektir's magic, before it finally succumbs to the ball of fire Hektir follows up with.
Despite their losses, the remaining three dullahans press the attack, one slashing ineffectually at the one dinosaur, while the other two call out Tsin and Hektir's names, scraping their souls. Both much succeed at one DC 22 Fort save, at a -2 penalty, or be staggered for 1d6 ⇒ 4 rounds.
1d20 + 14 ⇒ (2) + 14 = 16
1d20 + 9 ⇒ (11) + 9 = 20
1d20 - 2 ⇒ (1) - 2 = -1
1d20 - 2 ⇒ (11) - 2 = 9
D (orange):
D (yellow): 20
D (purple): 23

Tsin Windscar |

Round 3, Init 20
AC = AC = 28, PfE, Hasted
HP = 153/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Expeditious Retreat, PfE, Haste
Fortitude Save v DC 22: 1d20 + 17 - 2 + 2 ⇒ (5) + 17 - 2 + 2 = 22
Tsin praises Pharasma for the gift of magical protection, before using her enhanced speed to cover the ground effortlessly, and begin her retribution against Yellow, for Yellow was certainly the one who just spoke her name, from where she doesn't care.
+1 Flaming Burst Falchion, Power Attack, Haste: 1d20 + 22 - 4 + 1 ⇒ (6) + 22 - 4 + 1 = 25 for 2d4 + 14 + 12 + 1d6 ⇒ (4, 2) + 14 + 12 + (6) = 38 damage, including Fire
"Where do you get my name, creature? Did Rasputin whisper it into your neckhole?"

Malavarius King |

Slipping out the front door while holding his hat in place, Malavarius fires off a trio of shots at the nearest of the remaining dullahans.
CL Check vs SR: 1d20 + 18 ⇒ (19) + 18 = 37
Scorching Ray 1: 1d20 + 9 ⇒ (19) + 9 = 28for: 4d6 ⇒ (6, 1, 2, 4) = 13
Scorching Ray 2: 1d20 + 9 ⇒ (9) + 9 = 18for: 4d6 ⇒ (6, 2, 4, 2) = 14
Scorching Ray 3: 1d20 + 9 ⇒ (16) + 9 = 25for: 4d6 ⇒ (1, 2, 4, 6) = 13
Shooting at orange!
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 17/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hold portal [ ], protection from evil* [ ] [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], protection from arrows [X] [X] [X], resist energy* [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [X] [X], fireball [X], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [ ], remove curse* [ ], wall of fire [X]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (Pemsworth) 0/100
protection from arrows (Tsin) 0/100
protection from arrows (self) 0/100
veil (14 hrs)
wall of fire (15 rnds)
haste (14 rnds)

Pemsworth Smith, Esq. |

The remaining ankylosaurii attack!
A1 vs Orange: 1d20 + 14 ⇒ (13) + 14 = 27 for 3d6 + 12 ⇒ (3, 4, 3) + 12 = 22 damage!
A1 vs Purple: 1d20 + 14 ⇒ (15) + 14 = 29 for 3d6 + 12 ⇒ (6, 6, 5) + 12 = 29 damage!
Pems shoots again! GUN FU!: 1d20 + 12 ⇒ (7) + 12 = 19 for 1d8 ⇒ 2 damage!
I will be traveling over the holidays. Feel free to NPC me if necessary! Happy holidays, all!

Hektir the Tracksmage |

Round 3, Init 5
Zephtyr sends the buffalo at yellow, following Tsin’s movement.
1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23 to hit;
2d6 + 12 ⇒ (3, 3) + 12 = 18 damage
Are the downed dullahans dead dead? You mentioned they might have fast healing? Regeneration? If so, Zephtyr will fire them to dead dead state.
Zephtyr throws fires at yellow, making sure it is dead dead.
1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24 touch to hit; (-combat)
1d6 + 5 ⇒ (5) + 5 = 10 fire damage
1d20 + 14 - 4 ⇒ (11) + 14 - 4 = 21 touch to hit; (-combat)
1d6 + 5 ⇒ (6) + 5 = 11 fire damage
XP 1,200
N Large animal
Init +0; Senses low-light vision, scent; Perception +8
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 42/42
Fort +8, Ref +4, Will +1
OFFENSE
Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+12, DC 20)
STATISTICS
Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12; CMD 22 (26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Perception +8
SPECIAL ABILITIES
AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 112/143
Speed: Fly (120') perfect + 10' (Gr. Longstrider) = 130' fly perfect
[ dice]1d20+19-3+1-2[/dice] to hit; (-PA,+bless,-str)
[ dice]1d8+9+6-2[/dice] magic damage.
1d20 + 19 - 3 ⇒ (5) + 19 - 3 = 21 to hit; (-PA)
1d8 + 9 + 6 ⇒ (7) + 9 + 6 = 22 magic damage.
+10 BAB +8 Str +1 amulet = +19 to hit
1d8 + 8 str damage +1 amulet = 1d8+8
Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 minutes
Echolocation - 140 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.
Elemental Body 4 (druid lvl 12):Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 143/143 - 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-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (0 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements
Druid Spells Prepared (CL 14th; concentration +18)
. . 7th—animal shapes[D], fire storm (DC 21), heal
. . 6th—fire seeds*(2), mass fly[D,APG] (DC 20), quickened resist energy,
. . 5th—beast shape III (animals only)[D], fire snake* (2, DC 19), wall of fire
. . 4th—air walk, echolocation*, flame strike* (2, DC 18), freedom of movement, summon nature's ally IV*[D]
. . 3rd—fly[D], greater longstrider*[ACG], resinous skin* (x2)[UC], sleet storm, spike growth (DC 17), wind wall
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy
. . 1st—calm animals[D] (DC 15), liberating command[UC] (2), obscuring mist, produce flame* (2)

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

They're undead, Hek, so are immediately destroyed when they reach 0 hp
Tsin: 20
Malavarius: 13
Quinn: 9
Hektir: 5
Pemsworth: 23
Antagonist: 21
Tsin charges the nearest remaining dullahan, heedless of its mounts hooves, one of which bounces off her armor as she closes in and cuts its headless rider. Hektir's beast and his fire quickly finish it off, before it can return a cut of its own. That doesn't spare her danger, though, as one of the two remaining riders spurs its mount in her direction, leaning from the saddle to cut her. The magicked speed lets her get her armored forearm up, though, letting it take the brunt of the blow and leaving her unscathed.
Mal and Quinn open fire, along with Pems, targeting the other dullahans, even as the dinosaurs continue to press their attack, the one taking a cut from its foe purple does 11 hp to the dinosaur.
Meanwhile, you can see a group of soldiers forming up near the ruined chapel as your fight continues to draw the eye. A troop is forming at the spot marked by the red star on the overall map.
Horse AoO: 1d20 - 2 ⇒ (19) - 2 = 17
Holy Crossbow: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
Damage: 1d8 + 1 + 2d6 ⇒ (2) + 1 + (2, 6) = 11
Holy Crossbow: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Damage: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (6, 3) = 13
Dino AoO: 1d20 + 14 ⇒ (1) + 14 = 15
Orange: 1d20 + 14 ⇒ (4) + 14 = 18
Purple: 1d20 + 14 ⇒ (14) + 14 = 28
1d8 + 6 + 1d6 ⇒ (2) + 6 + (3) = 11
Purple: 1d20 + 9 ⇒ (11) + 9 = 20
D (orange): 62
D (purple): 63

Tsin Windscar |

Round 4, Init 20
AC = 28, PfE, Hasted
HP = 153/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Expeditious Retreat, PfE, Haste, PfArrows
Tsin stands below Orange, undaunted. She is, however, daunted by the prospect of another hail of bullets emanating from the contingent grouping at the chapel. She tries to make quick work of the dullahan, so she may retreat to safety within the treant building, with the others.
+1 Flaming Burst Falchion, Power Attack, Haste: 1d20 + 22 - 4 + 1 ⇒ (20) + 22 - 4 + 1 = 39 for 2d4 + 14 + 12 + 1d6 ⇒ (2, 4) + 14 + 12 + (4) = 36 damage, including Fire
Confirm Critical?: 1d20 + 22 - 4 + 1 ⇒ (2) + 22 - 4 + 1 = 21 for 2d4 + 14 + 12 + 1d10 ⇒ (2, 2) + 14 + 12 + (10) = 40 damage, including Fire
If the single swing is enough, she moves back. If not, she throws her effort into slaying Orange dead, remaining where she stands, for now.
1st Iterative: 1d20 + 17 - 4 + 1 ⇒ (19) + 17 - 4 + 1 = 33 for 2d4 + 14 + 12 + 1d6 ⇒ (2, 2) + 14 + 12 + (4) = 34 damage, including Fire
2nd Iteratvie: 1d20 + 12 - 4 + 1 ⇒ (14) + 12 - 4 + 1 = 23 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 4) + 14 + 12 + (2) = 35 damage, including Fire
Haste Attack: 1d20 + 22 - 4 + 1 ⇒ (10) + 22 - 4 + 1 = 29 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 4) + 14 + 12 + (6) = 39 damage, including Fire
edit:
Confirm Critical #2?: 1d20 + 17 - 4 + 1 ⇒ (4) + 17 - 4 + 1 = 18 for 2d4 + 14 + 12 + 1d6 ⇒ (1, 3) + 14 + 12 + (6) = 36 damage, including Fire

Quinn Kestrel |

Quinn continues firing upon the headless guards.
Holy Crossbow: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35
Damage: 1d8 + 1 + 2d6 ⇒ (5) + 1 + (1, 4) = 11
Holy Crossbow: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Damage: 1d8 + 1 + 2d6 ⇒ (7) + 1 + (6, 4) = 18
likely my last post through the holidays, Merry Christmas and Happy New Year everyone!
edit: WOw!
crit confirm, Holy Crossbow: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
Damage: 1d8 + 1 + 2d6 ⇒ (2) + 1 + (2, 3) = 8
crit confirm, Holy Crossbow: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Damage: 1d8 + 1 + 2d6 ⇒ (7) + 1 + (4, 6) = 18

Hektir the Tracksmage |

How long before the soldiers are set up to attack with lines of sight to attack?
Round 4, Init 5
Zephtyr 's buffalo continues fighting yellow unless its down from Tsin's attack, in which case it goes after purple.
1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 to hit;
2d6 + 12 ⇒ (4, 1) + 12 = 17 damage
Zephtyr throws more fire at yellow and purple.
1d20 + 14 - 4 ⇒ (6) + 14 - 4 = 16 touch to hit; (-combat)
1d6 + 5 ⇒ (5) + 5 = 10 fire damage
1d20 + 14 - 4 ⇒ (18) + 14 - 4 = 28 touch to hit; (-combat)
1d6 + 5 ⇒ (3) + 5 = 8 fire damage
XP 1,200
N Large animal
Init +0; Senses low-light vision, scent; Perception +8
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 42/42
Fort +8, Ref +4, Will +1
OFFENSE
Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+12, DC 20)
STATISTICS
Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12; CMD 22 (26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Perception +8
SPECIAL ABILITIES
AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 112/143
Speed: Fly (120') perfect + 10' (Gr. Longstrider) = 130' fly perfect
[ dice]1d20+19-3+1-2[/dice] to hit; (-PA,+bless,-str)
[ dice]1d8+9+6-2[/dice] magic damage.
1d20 + 19 - 3 ⇒ (14) + 19 - 3 = 30 to hit; (-PA)
1d8 + 9 + 6 ⇒ (8) + 9 + 6 = 23 magic damage.
+10 BAB +8 Str +1 amulet = +19 to hit
1d8 + 8 str damage +1 amulet = 1d8+8
Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 minutes
Echolocation - 140 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.
Elemental Body 4 (druid lvl 12):Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 143/143 - 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-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (0 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements
Druid Spells Prepared (CL 14th; concentration +18)
. . 7th—animal shapes[D], fire storm (DC 21), heal
. . 6th—fire seeds*(2), mass fly[D,APG] (DC 20), quickened resist energy,
. . 5th—beast shape III (animals only)[D], fire snake* (2, DC 19), wall of fire
. . 4th—air walk, echolocation*, flame strike* (2, DC 18), freedom of movement, summon nature's ally IV*[D]
. . 3rd—fly[D], greater longstrider*[ACG], resinous skin* (x2)[UC], sleet storm, spike growth (DC 17), wind wall
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy
. . 1st—calm animals[D] (DC 15), liberating command[UC] (2), obscuring mist, produce flame* (2)

Malavarius King |

Malavarius continues to pepper the field with lances of fire as he brings his wand to bear against one of the remaining dullahans once more. "Blasted undead! They've no heads and they've the lost the sense to fall along with them!"
Meanwhile, in the distance, a towering column of fire continues to swirl around one of the guard towers.
CL Check vs SR: 1d20 + 18 ⇒ (18) + 18 = 36
Scorching Ray 1: 1d20 + 9 ⇒ (5) + 9 = 14for: 4d6 ⇒ (4, 1, 2, 3) = 10
Scorching Ray 2: 1d20 + 9 ⇒ (17) + 9 = 26for: 4d6 ⇒ (3, 6, 5, 4) = 18
Scorching Ray 3: 1d20 + 9 ⇒ (7) + 9 = 16for: 4d6 ⇒ (6, 6, 6, 3) = 21
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 17/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hold portal [ ], protection from evil* [ ] [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], protection from arrows [X] [X] [X], resist energy* [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [X] [X], fireball [X], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [ ], remove curse* [ ], wall of fire [X]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (Pemsworth) 0/100
protection from arrows (Tsin) 0/100
protection from arrows (self) 0/100
veil (14 hrs)
wall of fire (15 rnds)
haste (14 rnds)

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

Tsin: 20
Malavarius: 13
Quinn: 9
Hektir: 5
Pemsworth: 23
Antagonist: 21
Tsin cuts down her foe with a single swing, retreating to the building where her companions open fire on the final headless horseman, destroying it before they move back into the gold-filled chamber.
The remaining creatures start moving toward the massing Russian soldiers, no idea of what they're facing as -- in the far trench -- soldiers rush to throw water and snow at the burning tower.
You've all back in the building; dullahans are dead (again), but the troop continues to coalesce. You probably have another round or two while they assemble and deal with the summoned critters.
Happy New Year, all!

Tsin Windscar |

Tsin takes a moment to look over the room's treasures, oddly enough. War building outside, dullahans slayed to the one, and she rests assured that they can blink from the current building to somewhere else, and avoid purposeless conflict, as the ants outside strain against phantom summoned monsters.
Selecting a couple of choice items, Tsin waits for Mal to offer to port them away, and avoid conflict with the metal projectile spewers.
"I presume we're not interested in the little ones? Now that the horsemen are dead, where would we like to go? That long building to the south seems like a reasonable place to investigate." She indicates Building 13, by foot or by crook.

Hektir the Tracksmage |

"I wouldn't mind put a hurt on them soldiers. Now that we've taken out the dullhands, if we git rid of the soldiers, then we won't have to worry about them no more. Might make it easier in the future. They'll likely be wont to follow us," Zephtyr offers a spit, holding the fire seeds in an airy hand.
"Might be that we fog cloud them closer, so they can't see us from so far away...then we give them the 'whatfor'," Zephtyr smashes his airy fist into his airy palm.
"Maybe that's what we do. Or Tsin's idea. That'll work too."

Pemsworth Smith, Esq. |

"I have spells of deadly cold that might affect many. But I'd have to be relatively close to affect them. Or I could create a haze like that which rises over a graveyard." Pems pauses for a moment. "Are we the bad guys? All my spells seem to do is kill a lot of people in really dreadful ways."

Hektir the Tracksmage |

"Are we the bad guys? All my spells seem to do is kill a lot of people in really dreadful ways."
"What? Bad guys? Us?" Zephtyr ponders for a moment. He spits.
"Nah. Not us. We're not the ones running around with the undead and demons. Nope, not us. That's not what we are doing at all." Zephtyr looks out the window for someone to joyfully incinerate to ash. "Nah, we're here to get back our summer. One of these witches stole our summer and we're going to make sure that never happens again."

Tsin Windscar |

"If you ever brought that magic to bear upon innocents, I would answer 'yes', master Pems. It all lies in your definition of 'people'. Since we've been put upon a path largely occupied by horrors, I'd say your strength is wholly pure of spirit."
Tsin waits to see what the aggressors of the party choose to do about the amassing soldiers. She refrains from petitioning a departure, but she is also nonplussed regarding any advance across the field, losing track of Mal's protections against projectiles.

Quinn Kestrel |

Quinn shovels loads of golden objects into his haversack as the party debates. "Of course we're good, Cayden's blessings prove it. There's no need to follow laws or rules when you're doing the right thing, you just do it, because it's the right thing, and leave the doubts behind." His haversack bulging with all the most expensive looking, jewel encrusted, fancy golden objects that it can fit, Quinn prepares to fight or flee as the party decides. "I can dump another flaming cocktail on them, or teleport us back to safety?"

Malavarius King |

"The more corpses we leave behind though, the more fodder there'll be for Rasputin to make those dreadful horrors from the first village." Malavarius makes the remark as the group sifts through the treasure-laden table and begins to sweep valuables into the haversack alongside Quinn. "Plus, I'm an old man and I'd prefer avoiding a needless fight if it can be managed."
Happy to bampf into the building Tsin suggested if everyone else is

Pemsworth Smith, Esq. |

Pems sighs and feels slightly relieved as he watches Quinn loot the finery. "Alright, but as soon as we have Summer back, I expect to see a witch get kicked in the teeth, right? Someone else will have to do it, unless the witch in question is lying down or very small. Not that I'm not tall enough where it counts, mind!"

Tsin Windscar |

"Plus, I'm an old man and I'd prefer avoiding a needless fight if it can be managed."
Tsin nods. "Yes, let them bleed their strength with the remaining beasts. Take what you can here. We may not be able to return, quickly or at all." The swordswoman smiles approvingly as Quinn does just that. With what little time running out, Tsin joins Mal and Quinn, and waits for one of them to bounce them into the unknown building just to the south. For all the mayhem, we should have stirred the denizens. Let's hope there is little to confront us in this new building.

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

Call it 8,000 gp worth of golden objects, Quinn.
Mal's magic teleports you to the next building, where horrifyingly every wall is splattered with gore, and eviscerated bodies are strung up with barbed wire, their flayed flesh stretched taut to expose raw muscle and their disemboweled entrails draped like limp clotheslines over the high rafters of this horrific chamber.
As you arrive, a multi-limbed monstrosity of claws and blades -- its core a glistening mass of veins, organs, and twisted flesh -- turns toward you and, you think, grins. It leaps toward you before you can react, razor-sharp claws from one of its limbs slashing Tsin. 8 hp, plus 2 bleed.
As your eyes meet it, you feel your stomachs roil. Need a DC 22 Will save from each or become staggered for 1 round as you become convinced that you recognize some of your own body parts in the creature.
It's an interlocutor kyton.
Hektir: 1d20 + 4 ⇒ (12) + 4 = 16
Malavarius: 1d20 + 1 ⇒ (4) + 1 = 5
Pemsworth: 1d20 + 8 ⇒ (11) + 8 = 19
Quinn: 1d20 + 3 ⇒ (12) + 3 = 15
Tsin: 1d20 + 5 ⇒ (9) + 5 = 14
Antagonist: 1d20 + 7 ⇒ (16) + 7 = 23
1d20 + 20 ⇒ (16) + 20 = 36
1d8 + 7 ⇒ (1) + 7 = 8
1d6 ⇒ 2
Note: If you're in the squares at the edges of the building, that's difficult terrain due to the beds. The center squares are not, as it's only because of the map constraints that you're not in the center aisle.

Tsin Windscar |

Round 1, Init 14
AC = 28, PfE, Hasted
HP = 143/162, Bleed
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Expeditious Retreat, PfE, Haste, PfArrows, Bleed
Will Save DC 22: 1d20 + 16 ⇒ (11) + 16 = 27
Tsin takes in her environment... and heartens. The color, the consistency of the splatter... the only thing missing is the sound of last-moment bleating. A charnel house is, after all, not so different from a butcher's shop.
When her eyes alight upon the horror responsible for the hanging, flayed flesh, she readies herself for bloody engagement.
Knowledge(Planes), Monster Lore, v DC 22: 1d20 + 10 + 3 ⇒ (18) + 10 + 3 = 31 DR/SR/Special Attacks
She matches the thing's swings with swings of her own, lacing her blade with a Bane against Outsiders.
+1 Flaming Burst Falchion, Power Attack, Haste, Bane: 1d20 + 22 - 4 + 1 + 2 ⇒ (2) + 22 - 4 + 1 + 2 = 23 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (1, 2) + 14 + 12 + (1) + (6, 6) = 42 damage, including fire and bane
1st Iterative: 1d20 + 17 - 4 + 1 + 2 ⇒ (13) + 17 - 4 + 1 + 2 = 29 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (4, 3) + 14 + 12 + (5) + (1, 3) = 42 damage, including fire and bane
2nd Iterative: 1d20 + 12 - 4 + 1 + 2 ⇒ (16) + 12 - 4 + 1 + 2 = 27 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (2, 1) + 14 + 12 + (2) + (2, 6) = 39 damage, including fire and bane
Haste Attack: 1d20 + 22 - 4 + 1 + 2 ⇒ (12) + 22 - 4 + 1 + 2 = 33 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (4, 1) + 14 + 12 + (5) + (1, 4) = 41 damage, including fire and bane
edit:
Confirm Critical?: 1d20 + 12 - 4 + 1 + 2 ⇒ (16) + 12 - 4 + 1 + 2 = 27 for 2d4 + 14 + 12 + 1d10 ⇒ (3, 4) + 14 + 12 + (1) = 34 damage, including fire

Pemsworth Smith, Esq. |

Will: 1d20 + 11 ⇒ (16) + 11 = 27
Planes: 1d20 + 20 ⇒ (17) + 20 = 37 "Agh! It's an interlocutor kyton! Mister Malavarius, weren't you telling me all about these things once?" Worst Save, special defenses
Pems stares at the thing, giving it the EVIL EYE! Will Save DC 22 or -4 to AC for 7 rounds/1 round on success He scrambles backwards from the thing, trying to get away from it and its chains.

Hektir the Tracksmage |

Round 1, Init 16
1d20 + 16 ⇒ (13) + 16 = 29 Will vs DC 22
1d20 + 7 ⇒ (12) + 7 = 19 Know (Planes)
Zephtyr almost notices a very striking and handsome man within the twisted mass of body parts, but then realizes it's just Quinn's face in the mash instead.
He floats 5' forward and uses his long reach to place the fire seeds at the back of the creature. He speaks the command word to ignite the fires contained within the pods. DC20 reflex for half.
1d8 + 14 ⇒ (2) + 14 = 16 fire
1d8 + 14 ⇒ (2) + 14 = 16 fire
1d8 + 14 ⇒ (8) + 14 = 22 fire
1d8 + 14 ⇒ (2) + 14 = 16 fire
1d8 + 14 ⇒ (5) + 14 = 19 fire
1d8 + 14 ⇒ (4) + 14 = 18 fire
1d8 + 14 ⇒ (2) + 14 = 16 fire
1d8 + 14 ⇒ (8) + 14 = 22 fire
Full: 145 Half: 72
1d20 + 14 ⇒ (15) + 14 = 29 SR, as necessary
AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 112/143
Speed: Fly (120') perfect + 10' (Gr. Longstrider) = 130' fly perfect
[ dice]1d20+19-3+1-2[/dice] to hit; (-PA,+bless,-str)
[ dice]1d8+9+6-2[/dice] magic damage.
1d20 + 19 - 3 ⇒ (1) + 19 - 3 = 17 to hit; (-PA)
1d8 + 9 + 6 ⇒ (1) + 9 + 6 = 16 magic damage.
+10 BAB +8 Str +1 amulet = +19 to hit
1d8 + 8 str damage +1 amulet = 1d8+8
Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 minutes
Echolocation - 140 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.
Elemental Body 4 (druid lvl 12):Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 143/143 - 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-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (0 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements
Druid Spells Prepared (CL 14th; concentration +18)
. . 7th—animal shapes[D], fire storm (DC 21), heal
. . 6th—fire seeds*(2), mass fly[D,APG] (DC 20), quickened resist energy,
. . 5th—beast shape III (animals only)[D], fire snake* (2, DC 19), wall of fire
. . 4th—air walk, echolocation*, flame strike* (2, DC 18), freedom of movement, summon nature's ally IV*[D]
. . 3rd—fly[D], greater longstrider*[ACG], resinous skin* (x2)[UC], sleet storm, spike growth (DC 17), wind wall
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy
. . 1st—calm animals[D] (DC 15), liberating command[UC] (2), obscuring mist, produce flame* (2)

Quinn Kestrel |

Will save, DC 22: 1d20 + 19 ⇒ (12) + 19 = 31
As Quinn grimaces at the horrible creature, Tsin eviscerates it, appropriately, and Hektir burns the foul corpse to ashes. assuming that massive boatload of damage smokes the thing "Ha, treats it right for the evil and pain it inflicted." Their foe dispatched, Quinn searches the room.
Perception: 1d20 + 31 ⇒ (6) + 31 = 37

Malavarius King |

Will Save (DC 22): 1d20 + 15 ⇒ (5) + 15 = 20
Knowledge (planes): 1d20 + 24 ⇒ (20) + 24 = 44
"Agh! Agh! That's my nose! That kyton's got my nose!" Malavarius gropes at his own face, hands fumbling to find the bit of him he sees plainly spliced into the palm of one of its several clawed hands. "Kill it! Kill it before it can get away!"
The old mage then fires off a thin, emerald beam at the creature, hoping to prevent its escape.
Everything Malavarius blurts about Interlocutors
CL Check vs SR: 1d20 + 18 ⇒ (11) + 18 = 29
Dimensional Anchor: 1d20 + 8 ⇒ (5) + 8 = 13
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 17/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hold portal [ ], protection from evil* [ ] [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], protection from arrows [X] [X] [X], resist energy* [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [X] [X], fireball [X], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [X], dimension door [X] [X], remove curse* [ ], wall of fire [X]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (Pemsworth) 0/100
protection from arrows (Tsin) 0/100
protection from arrows (self) 0/100
veil (14 hrs)
wall of fire (15 rnds)
haste (14 rnds)

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

Pemsworth: 19
Hektir: 16
Quinn: 15
Tsin: 14
Malavarius: 5
Antagonist: 23
As Mal quickly begins blurting out information about the creature, Pems is the quickest to react with force, cursing it with his evil eye before scrambling away until his back hits the building's wall.
The others are almost as quick, however, following up with the deadly force Pems had mentioned only moments earlier. Hektir's fire blasting it before Tsin slices it out of existence before Mal can even cast his dimensional anchor spell. Eep! (Though, Tsin, I don't think you're hasted anymore.)
Will: 1d20 + 17 ⇒ (16) + 17 = 33
Reflex: 1d20 + 9 ⇒ (16) + 9 = 25
Kyton: 199, -4 AC for 1 round
As Quinn immediately sets to surveying the group's new surroundings, he somehow hears something over the moans of the dozen or so still-living soldiers strung up around the abattoir: A shuffling noise within a small closet.
A moment later, you hear a whistle and loud BOOM! coming from the north, sounding much like the bombs that dropped from the sky as you fought in the burned village what seems like ages ago. It was in fact in July.

Hektir the Tracksmage |

Zephtyr casts another Fire Seeds as he makes his way to the closet, full of air and fury signifying nothing...and opens the door.
"WHO IS MAKING NOISE IN HERE!?!" Zephtyr roars angrily, seeds in hand.

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

Sorry, Quinn also found a doctor’s bag shoved beneath a victim’s bed that contains five rolls of bandages. In addition, he notices a well-honed blade lying among the blood and gore.
Zephtyr's roar startles two teenage children -- a sickly boy and a petite young woman -- who are huddled together in the closet. A moment later, the boy steps protectively in front the girl, and says something in the strange folk's strange language: "Мы Алексей и Анастасия Романов, наследники престола Российской империи!"
"We are Alexei and Anastasia Romanov, heirs to the throne of the Russian Empire!"

Hektir the Tracksmage |

"Quinn, Pems, come. They appear injured and are speaking gibberish," Zephtyr calls back.
Zephtyr airs down, turning himself into a mighty battle floof, and begins to explore the closet and the people.
He approaches on padded feet to examine the boy.
1d20 + 4 ⇒ (12) + 4 = 16 Heal check

Pemsworth Smith, Esq. |

Pems shoulders his way into the room, activating his hex as he hears words. "They say they're the heirs to the 'Russian Empire'. Alexei and Anastasia."
He turns back to the children.

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

The siblings -- dirty, malnourished, and on the precipice of shock -- appear confused at your words.
Anastasia, about 17 years old with shoulder-length brown hair and wearing a lacy white dress that is now ragged and ruined, merely looks at you and blinks in apparent non-understanding.
Alexei, who appears to be about 13 years old and is dressed in the tattered rags of a child-sized military uniform. Sickly and pale, he nonetheless maintains his stance in front of his sister.
"Твои слова не имеют смысла. Мы не знаем Серены. Если вы просто здесь, чтобы говорить глупости, мы не будем этого делать!"
"Your words make no sense. We know no Serena. If you are simply here to speak nonsense, we shall have none of it!"

Tsin Windscar |

"The boy seems protective of the girl. Do not threaten him. We do not need him calling out the guard just yet."
Tsin leans down to inspect the dead interlocutor, remembering Mal's description of the foul entity. Gazing down upon it, she slowly becomes more and more uncomfortable with the fact of its existence. When Quinn points out the finely crafted blade, she takes it up, and studies it more closely. Wouldn't happen to be another falchion, would it, master Mott?
Tsin looks over the gathered, now that there are two youth among them. "If Serena was so concerned about these two, how are we going to manage here? Leave them to sit and wait here, I hope? I'll not assume the responsibility of escorting them about, for the risk and the uncertainty. We're still searching for a soul, aren't we? I'm assuming the interlocutor was some kind of bodyguard for the two? Now that it's dead, do we have to worry that they'll be bold enough to attempt their own escape?" The swordswoman speaks in her common tongue, but trusts Pems and Mal to distill what questions they seek to ask the children, and continue the conversation til it no longer bears fruit.
She looks about the long barracks while the others speak the strange language.
Perception: 1d20 + 20 ⇒ (1) + 20 = 21