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Motteditor's Reign of Winter PBP

Game Master motteditor

Combat map / overall map


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Manly Stats:
HP 143; AC 23; F:15/R:9/W:16;Fly +13; (Loc) +19, (Nat) +20, (Geog) +5, (Plns) +7, Perc +28, Surv +16,Spllcrft+14
Tracksmage 14

Zephtyr casts Fire Seeds and prepares to offer them to the goat.

"We're killing it, right?"


male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

RE: fort saves and undead; Ah, well that's disappointing.

"Hold it! What if we need the lantern to get the souls out of it?! How will a stone lantern help us?"

"Blast it all!" Malavarius stops his spell at Zeno's question, then with a sigh waves Hektir on toward the undead lantern goat. "Yes, yes, Hektir. It seems we have to do it the noisy way after all." The aged mage then intones a different spell, a familiar one which hastens all his hangers' on steps.

Status:

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: 12/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 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 [ ] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ] [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
haste (1/14 rounds): +1 to hit, +1 AC, +1 ref, +30ft movement


Manly Stats:
HP 143; AC 23; F:15/R:9/W:16;Fly +13; (Loc) +19, (Nat) +20, (Geog) +5, (Plns) +7, Perc +28, Surv +16,Spllcrft+14
Tracksmage 14

Zephtyr floats 20' above the goat and drops down 6 of the Fire Seeds.

1d8 + 14 ⇒ (7) + 14 = 21 fire DC20 reflex for half on each.
1d8 + 14 ⇒ (8) + 14 = 22 fire
1d8 + 14 ⇒ (1) + 14 = 15 fire

1d8 + 14 ⇒ (7) + 14 = 21 fire
1d8 + 14 ⇒ (1) + 14 = 15 fire
1d8 + 14 ⇒ (4) + 14 = 18 fire

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

OK, sounds like everyone can take a surprise round, which would be Mal's spell. You're starting in the tent for the surprise round; remember that you only get a standard action though you can still charge, moving up to your speed (as opposed to double your speed as usual). Hektir, it would take you your surprise round action to move above the goat; also, if you float 20 feet up, everyone's going to see you. Remember there are also six dullahans among the tent. Mal, you can cast haste as the surprise round or in the previous round, but it would then have 1 round less duration.

Initiative:

Hektir: 1d20 + 4 ⇒ (16) + 4 = 20
Malavarius: 1d20 + 1 ⇒ (8) + 1 = 9
Pemsworth: 1d20 + 8 ⇒ (6) + 8 = 14
Quinn: 1d20 + 3 ⇒ (8) + 3 = 11
Tsin: 1d20 + 5 ⇒ (19) + 5 = 24
Antagonist: 1d20 + 10 ⇒ (11) + 10 = 21
Antagonist: 1d20 + 2 ⇒ (11) + 2 = 13

After your surprise round actions, Tsin and Hektir would be up for a full action on Round 1/2, then the antagonists will act, then the party will be up for a round Round 1. I'll update a combat map ASAP with the dullahan's locations. Most of the tents are only 10 feet high, while this big tent is 15 feet high.


male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

I'll cast prior to surprise round, 13 rounds vs 14 shouldn't make a big difference.

"Tsin! Hold just a moment!" The old mage then weaves some protective magics around the butcher-woman, innuring her to the cold. "That should take some of the bite away from those dullahans' swords at least!"

Protection from Energy (cold) on Tsin

Status:

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: 12/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 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 [ ] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ] [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
haste (2/14 rounds): +1 to hit, +1 AC, +1 ref, +30ft movement
protection from energy (cold 20): Tsin


HP 84/84; AC 19, T 15, FF 15; F+6, R+11, W+11; Init +8; Perc+21 (22vs traps)

Pems will cast Fortune on Tsin, giving her good luck, allowing her to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. She must decide to use this ability before the first roll is made. This lasts two rounds!


Manly Stats:
HP 143; AC 23; F:15/R:9/W:16;Fly +13; (Loc) +19, (Nat) +20, (Geog) +5, (Plns) +7, Perc +28, Surv +16,Spllcrft+14
Tracksmage 14

Zepthyr flies above the goat in the surprise round, about 10' up.


1 person marked this as a favorite.
Female Butcher Mitzvah HP 162; AC 25, T 15, FF 23; F+17, R+8, W+14/+16(fear); Init +5; Perc +20; CMD 33/31ff

Round 1/2, Init 24

Status:

AC = 28, Hasted, PfE
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Hasted, Fortune Hex

Properly prepared prior to preemptive provocation, Tsin proceeds.

Charge, if possible, Power Attack: 1d20 + 22 + 2 + 1 - 4 ⇒ (4) + 22 + 2 + 1 - 4 = 25 for 2d4 + 14 + 12 + 1d6 ⇒ (4, 3) + 14 + 12 + (3) = 36 damage, including Fire

She ignores the Goat, targeting the nearest dullahan. If not, she charges the Goat, instead.


1 person marked this as a favorite.
male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

A perfectly performed panoply of potent and pugnacious proposals, Tsin.


Male Half Elf Traveler 14 | init +3, per +31 | AC 24/14/21 | HP 114 | Fort +16, Reflex +11, Will +19 (+2) | CMB +12, CMD 26

Quinn blesses the party with the might of Cayden as they spring into action.

cast Blessing of Fervor

Blessing of Fervor:

- 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.

These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.


2 people marked this as a favorite.
Male Half Elf Traveler 14 | init +3, per +31 | AC 24/14/21 | HP 114 | Fort +16, Reflex +11, Will +19 (+2) | CMB +12, CMD 26

earlier...

Tsin wrote:
”No, I would have thought you had a deeper connection with it, given the number of them you’ve buggered.”

"I told you, that wasn't me, it was Hektir, I was talking to the farmer when it happened!"


Female Butcher Mitzvah HP 162; AC 25, T 15, FF 23; F+17, R+8, W+14/+16(fear); Init +5; Perc +20; CMD 33/31ff

Well played, Quinn- got a couple of coworkers to ask why they heard laughter emanating from the office... No way was that going to be explained...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

OK, there's a combat map up. The overall map link also has a slight closeup of the battleground, as including the whole thing made it awkward because they're 10-ft. squares. The little pink boxes on the medium map are where the dullahans are when you started (so some aren't visible on the combat map). Keep in mind that the dullahans are technically Medium; they look large because they're mounted on horses.

Surprise Round:

Tsin: 24
Hektir: 20
Antagonist: 17*
Pemsworth: 14
Quinn: 11
Malavarius: 9

With Mal's spell speeding your actions, you leap into battle, Quinn further enhancing your fervor while Mal and Pems bring their own powers to work on Tsin, who races out to attack the nearest dullahan.

Taken completely by surprise, it barely has time to react before her blade cuts into it, a blow that might have separated its head from its body -- were such a feat not accomplished long before Tsin arrived in this place. Didn't matter here, but don't forget you've got rerolls, Tsin.

Hektir floats above the goat, which stops chewing its cud as Tsin races by, and looks up. The dullahans shout in alarm...

Spoiler:
=Mechanics]

D (pink): 36

But before the dullahans can go, Tsin and Hektir get full actions in Round 1/2. Then they're up and then we'll have a full Round 1.


Female Butcher Mitzvah HP 162; AC 25, T 15, FF 23; F+17, R+8, W+14/+16(fear); Init +5; Perc +20; CMD 33/31ff

Round 1, Init 24

Status:

AC = 28, Hasted, PfE
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Hasted, Fortune Hex

Yes, saw the missed opportunity to change '4' into something better, then 'Schneider-goat' occurred...

Tsin thrills to her good fortune, as Pink shifts uncertainly in his saddle, giving her another window through which she fully intends to eviscerate at least one of the dullahans, before the camp even catches wind.

+1 Flaming Burst Falchion, Power Attack, Haste: 1d20 + 22 - 4 + 1 ⇒ (15) + 22 - 4 + 1 = 34 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 3) + 14 + 12 + (3) = 35 damage, including Fire

1st Iterative: 1d20 + 17 - 4 + 1 ⇒ (20) + 17 - 4 + 1 = 34 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 2) + 14 + 12 + (6) = 37 damage, including Fire

2nd Iterative: 1d20 + 12 - 4 + 1 ⇒ (17) + 12 - 4 + 1 = 26 for 2d4 + 14 + 12 + 1d6 ⇒ (1, 2) + 14 + 12 + (1) = 30 damage, including Fire

edit:

Confirm Critical #1?: 1d20 + 22 - 4 + 1 ⇒ (14) + 22 - 4 + 1 = 33 for 2d4 + 14 + 12 + 1d10 ⇒ (3, 2) + 14 + 12 + (2) = 33 damage, including Fire

Confirm Critical #2?: 1d20 + 17 - 4 + 1 ⇒ (13) + 17 - 4 + 1 = 27 for 2d4 + 14 + 12 + 1d10 ⇒ (4, 2) + 14 + 12 + (8) = 40 damage, including Fire

Confirm Critical #3?: 1d20 + 12 - 4 + 1 ⇒ (14) + 12 - 4 + 1 = 23 for 2d4 + 14 + 12 + 1d10 ⇒ (4, 3) + 14 + 12 + (3) = 36 damage, including Fire

Fortune reroll:

Confirm Critical #3?: 1d20 + 12 - 4 + 1 ⇒ (3) + 12 - 4 + 1 = 12 for 2d4 + 14 + 12 + 1d10 ⇒ (2, 1) + 14 + 12 + (3) = 32 damage, including Fire

second edit:

Haste Attack: 1d20 + 22 - 4 + 1 ⇒ (16) + 22 - 4 + 1 = 35 for 2d4 + 14 + 12 + 1d6 ⇒ (1, 4) + 14 + 12 + (1) = 32 damage, including Fire

Confirm Critical #4?: 1d20 + 22 - 4 + 1 ⇒ (19) + 22 - 4 + 1 = 38 for 2d4 + 14 + 12 + 1d10 ⇒ (3, 4) + 14 + 12 + (4) = 37 damage, including Fire

If the horse requires slaughter, the swordswoman applies any one of those swings to end it as well.

Tsin draws her burning blade back to her side, no longer looking at Pink. She only considers the next blasphemy, and how quickly it will fall.


Manly Stats:
HP 143; AC 23; F:15/R:9/W:16;Fly +13; (Loc) +19, (Nat) +20, (Geog) +5, (Plns) +7, Perc +28, Surv +16,Spllcrft+14
Tracksmage 14

Round 1

Zephtyr drops the seeds on the goat, offering the command word.

Hektir the Tracksmage wrote:

Zephtyr floats 20' above the goat and drops down 6 of the Fire Seeds.

1d8 + 14 ⇒ (7) + 14 = 21 fire DC20 reflex for half on each.
1d8 + 14 ⇒ (8) + 14 = 22 fire
1d8 + 14 ⇒ (1) + 14 = 15 fire

1d8 + 14 ⇒ (7) + 14 = 21 fire
1d8 + 14 ⇒ (1) + 14 = 15 fire
1d8 + 14 ⇒ (4) + 14 = 18 fire

He will float 15' off the ground, ready to light this place up.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1/2:

Tsin: 24
Hektir: 20
Antagonist: 17*
Pemsworth: 14
Quinn: 11
Malavarius: 9

Tsin's blade snicker-snacks and, just like that, the dullahan is dead, as if it never were, its death punctuated by a nearby explosion caused by Hektir that quickly draws the other horsemen.

The goat, which somehow survived the conflagration, looks up and a pale yellow light seems to glow from it, filling all who look upon it with fear. DC 22 Will save or be panicked for each of you. It pulls at its cord, futilely trying to break the rope tying it in place, as its wounds start to heal.

Meanwhile, two of the remaining dullahan rush in to surround Tsin, but enhanced with magic, she's able to fend them off. Three others pull up short, two of them raising their heads, which call out Tsin and Hektir's names, their voices scraping the pair's souls. DC 22 Fort saves from both, with a -2 penalty. or be staggered The other pulls out a small revolver and fires a shot at Hektir, the pellet stinging but not enough to do harm outside the first range, so I think it doesn't resolve with touch attack and thus misses.

From afar, you can hear cries of alarm in Russian.

Mechanics:

Reflex: 1d20 + 12 ⇒ (7) + 12 = 19 21
Reflex: 1d20 + 12 ⇒ (7) + 12 = 19 22
Reflex: 1d20 + 12 ⇒ (18) + 12 = 30 7
Reflex: 1d20 + 12 ⇒ (4) + 12 = 16 21
Reflex: 1d20 + 12 ⇒ (15) + 12 = 27 7
Reflex: 1d20 + 12 ⇒ (15) + 12 = 27 9
1d20 + 4 ⇒ (2) + 4 = 6

1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22

1d20 + 10 ⇒ (18) + 10 = 28

Goat: 77
D (green): DC
D (orange): DC

Entire party is up.


Female Butcher Mitzvah HP 162; AC 25, T 15, FF 23; F+17, R+8, W+14/+16(fear); Init +5; Perc +20; CMD 33/31ff

Round 2, Init 24

Status:

AC = 28, PfE, Hasted
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Hasted, PfE

Will Save v DC 22: 1d20 + 16 ⇒ (12) + 16 = 28

"Beware of its light! The glow of the lantern has power!"

Fortitude Save v DC 22: 1d20 + 17 ⇒ (6) + 17 = 23

"How do they know our names, Mal?!"

Tsin takes a leisurely 5' step to enter flank with Hektir around Blue, before applying her martial art.

+1 Flaming Burst Falchion, Power Attack, Haste, Flank: 1d20 + 22 - 4 + 1 + 2 ⇒ (1) + 22 - 4 + 1 + 2 = 22 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (2, 4) + 14 + 12 + (2) + (6) = 40 damage, including Fire and Precision Damage

1st Iterative: 1d20 + 17 - 4 + 1 + 2 ⇒ (9) + 17 - 4 + 1 + 2 = 25 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (4, 4) + 14 + 12 + (5) + (1) = 40 damage, including Fire and Precision Damage

2nd Iterative: 1d20 + 12 - 4 + 1 + 2 ⇒ (3) + 12 - 4 + 1 + 2 = 14 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (4, 1) + 14 + 12 + (3) + (5) = 39 damage, including Fire and Precision Damage

Haste Attack: 1d20 + 22 - 4 + 1 + 2 ⇒ (4) + 22 - 4 + 1 + 2 = 25 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (1, 4) + 14 + 12 + (3) + (1) = 35 damage, including Fire and Precision Damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Don't forget you have blessing of fervor too, though they won't stack extra attacks.


Female Butcher Mitzvah HP 162; AC 25, T 15, FF 23; F+17, R+8, W+14/+16(fear); Init +5; Perc +20; CMD 33/31ff

I blame Quinn. He humored me good. If the GM will allow, Tsin will take the +2 to Hit and AC this round...


Manly Stats:
HP 143; AC 23; F:15/R:9/W:16;Fly +13; (Loc) +19, (Nat) +20, (Geog) +5, (Plns) +7, Perc +28, Surv +16,Spllcrft+14
Tracksmage 14

Round 2, Init 20

Fervor: +2 to AC. You can't touch this.

Zephtyr is way too manly to be afraid or name dropped. He stands breezily tall.

1d20 + 16 ⇒ (13) + 16 = 29 Will vs. Fear
1d20 + 16 ⇒ (11) + 16 = 27 Will vs. Naming

Zephtyr, angered by the goat for no good reason, casts fire snake. With 14 squares of snaking, can get goat and bottom two dullahan. Reflex DC 19 for half.

14d6 ⇒ (1, 2, 5, 3, 6, 3, 6, 5, 4, 1, 3, 3, 1, 4) = 47 Fire

After snaking, Zephtyr will float closer to the ground to gain cover from the tents.

ZephTyr Status:

AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 117/143
Speed: Fly (120') perfect + 10' (Gr. Longstrider) = 130' fly perfect

[ dice]1d20+19-3[/dice] to hit; (-PA)
[ dice]1d8+9+6[/dice] magic damage.

1d20 + 19 - 3 ⇒ (15) + 19 - 3 = 31 to hit; (-PA)
1d8 + 9 + 6 ⇒ (3) + 9 + 6 = 18 magic damage.

+10 BAB +8 Str +1 amulet = +19 to hit
1d8 + 8 str damage +1 amulet = 1d8+9

Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 minutes
Echolocation - 0 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

Hektir Status:

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

Spit:

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)


HP 84/84; AC 19, T 15, FF 15; F+6, R+11, W+11; Init +8; Perc+21 (22vs traps)

Pems sighs deeply. "Goats and headless men. This is the worst vacation ever." He murmurs a frosty spell and a wall of ice explodes up from the ground between Hektir and the headless men to the south!

Wall of Ice - 120 feet long, 10' tall, 1' thick. 36 HP, DC 27 Strength check to break it. I'll snake it west, then NW to block the southern two riders from charging. If it's long enough, he'll snake it around to block the NW rider as well.


male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

Will Save (DC 22): 1d20 + 16 ⇒ (9) + 16 = 25

Malavarius steps out from the tent and, ignoring the horrifying sounds from the goat, traces a few quick gestures in the air, causing a crackling bolt of lightning to lance between the goat and one of the distant dullahans.

CL Check vs SR: 1d20 + 18 ⇒ (19) + 18 = 37
Lightning Arc: 14d6 ⇒ (1, 2, 6, 1, 6, 6, 4, 1, 6, 6, 2, 5, 2, 1) = 49 Ref Save DC 23 for 1/2 damage

Anchor points for lightning arc are goat and green, should catch yellow in the effect and still avoid Tsin and Hektir. Unless Pems' wall resolves first, which will then block line of sight/effect and I'll just anchor it to yellow instead of green.

Status:

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: 12/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 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 [ ] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [ ], remove curse* [ ]
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* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
haste (3/14 rounds): +1 to hit, +1 AC, +1 ref, +30ft movement
protection from energy (cold 20): Tsin
BoF: +2 AC, +2 hit, +2 ref


Male Half Elf Traveler 14 | init +3, per +31 | AC 24/14/21 | HP 114 | Fort +16, Reflex +11, Will +19 (+2) | CMB +12, CMD 26

Will save, DC 22: 1d20 + 19 ⇒ (4) + 19 = 23

Quinn fires upon the goat before it can cause any harm.

BoF: +2/+2

Holy Crossbow: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
damage: 1d8 + 1 + 2d6 ⇒ (2) + 1 + (3, 6) = 12

Holy Crossbow: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
damage: 1d8 + 1 + 2d6 ⇒ (4) + 1 + (1, 3) = 9

extra attack, Holy Crossbow: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
damage: 1d8 + 1 + 2d6 ⇒ (2) + 1 + (4, 2) = 9

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Quinn: 11
Malavarius: 9
Tsin: 24
Hektir: 20
Pemsworth: 14
Antagonist: 17*

Quinn moves to the entrance of the tent and fires upon the tied-up goat; the first two bolts seem to not even penetrate its hide, but the third sticks into its rotting flesh, causing it to bleat loudly. Mal follows it up with a blast of electricity, which the goat again somehow mostly avoids, but which catches the two dullahans and all but incinerates their mounts, which disappear from beneath them, dropping them to the ground fantastic rolls there.... The change actually throws Tsin's aim off for a moment, but she recovers quickly and sends the nearest rider to hell before he can even try to get back to his feet.

Hektir's fire snakes across the combatants, the goat again somehow managing to dance over the worst of it, as the other dehorsed dullahan clambers back to his feet just in time for Pems' spell to bring the ice and block him from the fight.

Unfortunately, that ends up being short-lived as the halfling and Caydenite see a blade slash through the wall of the tent and the two dullahans ride in, their lack of head actually making it easier for them to maneuver despite being on horseback and their wounds healing before the pair's eyes.

The one still engaged with Tsin slashes her, sword penetrating her guard 7 hp plus 6 cold damage as she ducks away from its rearing horse's hooves.

Meanwhile, the goat paws at the rope tying it in place, snapping it as if it were little more than a twig. It rears its head, looking over the battlefield.

Mechanics:

Goat Reflex: 1d20 + 12 ⇒ (11) + 12 = 23
D (green) Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
D (yellow) Reflex: 1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 7 ⇒ (4) + 7 = 11
1d20 + 7 ⇒ (3) + 7 = 10
2d6 ⇒ (5, 4) = 9

Goat Reflex: 1d20 + 12 ⇒ (10) + 12 = 22
D (purple) Reflex: 1d20 + 5 ⇒ (10) + 5 = 15
D (orange) Reflex: 1d20 + 5 ⇒ (6) + 5 = 11

Aqua: 1d20 + 14 ⇒ (13) + 14 = 27
1d8 + 6 + 1d6 ⇒ (1) + 6 + (6) = 13
Aqua: 1d20 + 9 ⇒ (9) + 9 = 18
2d20 ⇒ (4, 12) = 16

2d8 + 12 ⇒ (5, 6) + 12 = 23

Goat: 99
D (purple): 42
D (aqua):
D (green): 49, DC
D (orange): 42, DC
Wall: 23


male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

Good golly, for being tied up that sure is one nimble goat!


Female Butcher Mitzvah HP 162; AC 25, T 15, FF 23; F+17, R+8, W+14/+16(fear); Init +5; Perc +20; CMD 33/31ff

Round 3, Init 24

Status:

AC = 30, PfE, Hasted, BoF
HP = 155/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Hasted, PfE, BoF

+2 to Hit/AC/Reflex

Mal's magics allow Tsin to shirk off the cold damage of the damned horseman. She doesn't like the goat's sudden urge to free itself, so points it out to the others, before she renews her attacks against Blue.

+1 Flaming Burst Falchion, Power Attack, Haste, Flank: 1d20 + 22 - 4 + 1 + 2 + 2 ⇒ (15) + 22 - 4 + 1 + 2 + 2 = 38 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (1, 1) + 14 + 12 + (4) + (6) = 38 damage, including Fire and Precision

1st Iterative: 1d20 + 17 - 4 + 1 + 2 + 2 ⇒ (14) + 17 - 4 + 1 + 2 + 2 = 32 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (4, 4) + 14 + 12 + (5) + (6) = 45 damage, including Fire and Precision

2nd Iterative: 1d20 + 12 - 4 + 1 + 2 + 2 ⇒ (20) + 12 - 4 + 1 + 2 + 2 = 33 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (2, 4) + 14 + 12 + (6) + (2) = 40 damage, including Fire and Precision

Haste Attack: 1d20 + 22 - 4 + 1 + 2 + 2 ⇒ (8) + 22 - 4 + 1 + 2 + 2 = 31 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (4, 1) + 14 + 12 + (3) + (5) = 39 damage, including Fire and Precision

She 5' steps around the dullahan, expecting to have to chase a goat shortly.

edit:

Confirm Critical #1?: 1d20 + 22 - 4 + 1 + 2 + 2 ⇒ (18) + 22 - 4 + 1 + 2 + 2 = 41 for 2d4 + 14 + 12 + 1d10 ⇒ (3, 1) + 14 + 12 + (10) = 40 damage, including Fire

Confirm Critical #2?: 1d20 + 12 - 4 + 1 + 2 + 2 ⇒ (1) + 12 - 4 + 1 + 2 + 2 = 14 for 2d4 + 14 + 12 + 1d10 ⇒ (1, 1) + 14 + 12 + (1) = 29 damage, including Fire


male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

Malavarius spins around, his bushy eyebrows arched high in surprise to see a pair of dullahans charging through the tent right for him. "Oh good heavens!" With a start, he casts a quick spell, sending a green ray lancing from one finger toward the nearest of the pair. "Back, you devils!" He then hustles away, his eyes still wide from the dullahan's unexpected appearance. Move 7 squares straight up on the map!

Shooting @ purple
CL Check vs SR: 1d20 + 18 ⇒ (20) + 18 = 38
Disintegrate: 1d20 + 9 ⇒ (19) + 9 = 28for: 28d6 ⇒ (2, 4, 6, 3, 6, 4, 3, 6, 3, 4, 1, 1, 5, 3, 6, 5, 1, 1, 2, 2, 2, 2, 5, 6, 2, 2, 4, 4) = 95
Fort Save (DC 22): 5d6 ⇒ (6, 5, 2, 2, 3) = 18

This one works on objects, so them being undead won't help them this time!

Status:

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: 12/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 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 [ ] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
haste (4/14 rounds): +1 to hit, +1 AC, +1 ref, +30ft movement
protection from energy (cold 20): Tsin
BoF: +2 AC, +2 hit, +2 ref


Manly Stats:
HP 143; AC 23; F:15/R:9/W:16;Fly +13; (Loc) +19, (Nat) +20, (Geog) +5, (Plns) +7, Perc +28, Surv +16,Spllcrft+14
Tracksmage 14

Round 3, Init 20

Zephtyr offers a second firesnake around, this time catching all dullahans and goat, except green.

14d6 ⇒ (4, 5, 2, 4, 1, 2, 4, 1, 4, 3, 6, 1, 3, 3) = 43 fire vs. DC 19 Reflex

ZephTyr Status:

AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 143/143
Speed: Fly (120') perfect + 10' (Gr. Longstrider) = 130' fly perfect

[ dice]1d20+19-3[/dice] to hit; (-PA)
[ dice]1d8+9+6[/dice] magic damage.

1d20 + 19 - 3 ⇒ (11) + 19 - 3 = 27 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+9

Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 minutes
Echolocation - 0 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

Hektir Status:

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

Spit:

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)


HP 84/84; AC 19, T 15, FF 15; F+6, R+11, W+11; Init +8; Perc+21 (22vs traps)

Pems steps back NW from the riders! "Bother, bother, bother!" He mutters and sends a ray of enfeeblement at the closest still fighting dullahan. Ranged Touch: 1d20 + 12 ⇒ (5) + 12 = 17 for 1d6 + 5 ⇒ (5) + 5 = 10 Strength damage. Fort Save DC 16 for half.


male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

Undead are immune to fort saves, Pems! Unless it also works vs objects!

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