| Hektir the Tracksmage |
"Ask them who else is in there? How many are there? Any monsters? And if Raspy Puddin' is there too. We need more information if we are to succeed," Zephtyr asks with a spit. He hopes Quinn can do something for them.
| Tsin Windscar |
"Pems, you may want to encourage them to remain here, until we're certain they'll come to no harm outside the Monastery. They don't appear to be soldiers ripped from the ranks to feed the vampires. Perhaps they come from the countryside? Let's hurry now."
Tsin waits for the questions to turn to quiet, before she floats down the first tower, and flies up into the second tower.
| Hektir the Tracksmage |
Zephtyr, recognizing the significance of the coffins, wants to shatter the s%$~ out of all of them. He pulls out his Fire Seeds, ready to set them all ablaze.
He looks at Quinn and spits, wondering if the priest is thinking the same thing he is.
Do you think if we mix Fire Seeds with Vodka, we could have some pretty awesome drinks that would offer quite a burn.
| Tsin Windscar |
Tsin feels a knot developing in her gut, as she remembers the corpse breath on her neck from their previous encounter with the Three. When Hektir brings out his fire, she waits patiently for the demolition to begin.
"Will this end them? The last time, they simply turned to gas, and escaped. What truly destroys a vampire?"
Knowledge(Religion), Monster Lore: 1d20 + 5 + 3 ⇒ (10) + 5 + 3 = 18
| Quinn Kestrel |
| 1 person marked this as a favorite. |
"We could put the coffins at the base of the pew wall, set them on fire, then collapse the wall onto them", Quinn suggests. "Or we push them off the top of the stairwell, while on fire, and let them crash below. Or I could animate the coffins and make them squeeze and crush their contents while trapping them inside." Holy symbol ready and presented at the end of his crossbow, Quinn aims at the coffins and waits for the party to decide the method of destruction.
Quinn will use his Holy Symbol to keep any vampire at bay if it tries to move on the party
| Hektir the Tracksmage |
Zephtyr honestly likes the animated coffin idea. "Oh, animate the coffins...have them walk out into the sunlight," Zephtyr offers with a smile. "I'll glad pay the fare to exit and enter again to see that. Let's take them outside. And burn them good and dead."
| Tsin Windscar |
Tsin waits for the coffins to be destroyed. She imagines she'll enjoy slaying the vampires' homes more than the vampires themselves, for the promise of final revelation, when the Three turn to gas and find themselves homeless.
| Quinn Kestrel |
"Let's be sure the vampires are inside before we disturb Cayden and ask for his gifts." Quinn keeps his holy crossbow presented to keep the creature at bay and trapped in the coffin. "Hektir, Tsin, would you be so kind and open that coffin."
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Aw, I was hoping you'd use the spell and then be disappointed! Though I loved the ideas.
It turns out that the drunkard priest actually shows his wisdom, as each of the three coffins is empty, except for a single candle, which radiates magic.
Each is a chaotic evil candle of invocation.
| Hektir the Tracksmage |
Yeah, there were some good ideas. :)
Zephtyr angrily smashes the s### out of all the coffins, going full hulk on them until they are smithereens.
"Figures that the wouldn't be here," Zephtyr rages, then letting loose with a stream of urine upon the splinters. "I'd like to get them too if we can find them."
| Malavarius King |
Spellcraft: 1d20 + 24 ⇒ (15) + 24 = 39
Malavarius gestures at the trio of candles after a tug on his beard as Hektir smashes the coffins, "Those candles there are trouble. No doubt the brothers have been using them to heighten the potency of their magics, but each one can also be burnt in its entirety to bring one of the most powerful denizens of the deepest hells to their aid." He shakes his head and huffs, his beard and mustache billowing by his lips with the gesture. "We'd best destroy them, along with the coffins, I should think."
| Malavarius King |
Malavarius turns to Quinn, "Lad, do you think you could animate some of the pieces of that barricade if I pointed them out to you?"
Given the success of my earlier knowledge check, could I hazard a guess at a load-bearing portion of the barrier? I'm just looking for a means to collapse it from a safe distance or the like.
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: 1/1 used
wand of scorching ray: 22/50 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 [ ], protection from arrows [X] [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [X] [X] [X], haste [X], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [X] [X], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [X], lightning arc [ ] [ ], 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* [X]
Protective Ward used: 1/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (everyone): 90/100 remaining
spell turning (140 minutes): ??/?? levels remaining
| Quinn Kestrel |
we're all flying, we could start dismantling the barrier at the top and then use it to our advantage if we want cover or to turn it back into a barrier for whatever is inside
"I could probably make the lower pews twist and creep out of position to bring the thing down, but maybe we can use it to our advantage? Maybe whatever it blocks inside we want to be blocked inside?"
| Hektir the Tracksmage |
Zephtyr looks at the pews and grunts. He spits. He itches airily in the groinal area.
"You want me to summon some friends to knock it down? Or do you have that, Mal? More of them there big giants should do the trick, right?"
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
As you try to make a decision, all of a sudden the choice is taken out of your hands when the pews suddenly tumble out and down, tumbling about 15 feet in a way that you're sure would have hurt had you been any closer.
Beyond them, the piercing echoes of squeaking bats bounce from the walls of the chapel’s transept. Saintly statues of cold white marble perch high above in recessed alcoves, their lifeless eyes streaming blood and their stone faces bathed in purple light—and all of their faces have turned to focus on the unholy fey energies emanating from the strange machinery surrounding the altar beyond.
Arrayed against you stand the three familiar vampire priests dressed in the severely cut cassocks of Orthodox priests, their razor-sharp incisors protruding from behind thin black beards. As before, the three seem to mimic each other’s movements and mannerisms
Beyond them, you can see coils of insulated wires snake forth from mechanical cylinders and batteries standing in the apse beyond, their ends terminating in rows of strange machines arranged like technological standing stones along the walls of the chapel’s presbytery. Between them, the copper-plated floor pulses with engraved runes that writhe like tortured living things.
The “Mad Monk” Grigori Rasputin levitates above the copper plate in the center of the room. Purple energy coruscates around him from the machinery of the World Engine, and this same energy leaks from his eyes, ears, and mouth.
Around him also flicker three familiar shadows, still bearing distorted facades of Hektir, Pems and Quinn.
Hektir: 1d20 + 4 ⇒ (4) + 4 = 8
Malavarius: 1d20 + 1 ⇒ (13) + 1 = 14
Pemsworth: 1d20 + 8 ⇒ (4) + 8 = 12
Quinn: 1d20 + 3 ⇒ (14) + 3 = 17
Tsin: 1d20 + 5 ⇒ (18) + 5 = 23
Antagonist: 1d20 + 7 ⇒ (3) + 7 = 10
5-ft. squares on the map; consider yourself in the square right to the left of what is on the map. The orange square is difficult terrain. All but Hektir are up for Round 1/2.
| Pemsworth Smith, Esq. |
"Yikes!" Pems peeps!
Pems makes a few deft motions and a storm of ice and hail erupts around the vampires! He darts away from the others, trying to avoid a cluster situation!
Ice storm! Bludgeoning: 3d6 ⇒ (6, 1, 2) = 9 and Cold: 2d6 ⇒ (1, 3) = 4 damage!
| Quinn Kestrel |
Quinn points at the defiling priest and curses him to fall prey to his own blasphemy. "Die, funky monk, by the very church you corrupted!" The forgotten trappings, ornament, pipe organs, altars, and craftsmanship of the old church lift from the walls and floor as the errant pieces of machinery, coiled wires, and burnt out batteries weave them together into a monstrous multi-limbed golem that rises directly behind the mad monk. It's nest of wiggling arms lash out at the priest like a mechanical hydra. While the spectacle over the bronze plates unfolds, a large pew leaps from the front of the tumbled stack and quickly scuttles forward to pounce on the central vampire. cast Animated Objects
(it is surprisingly hard to build animated objects per size and ability selected, I've done my best to keep all rules in mind along with the construct traits. Overall Adjustments from medium construct: CR3 to CR7 increases, size to AC/Attack -2, size to CMD/B +2, HP:78 (no Con bonus), str from 14 to 26 attack/damage +6s (-2 from size still applies), stealth -8, damage from d6 to d8.
Huge Animated Church Revenant
Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
DEFENSE
AC 12, touch 8, flat-footed 10 (+4 natural)
hp 78 (7d10+40)
Fort +5, Ref +3, Will 0
Defensive Abilities hardness 5 (or more); Immune construct traits
OFFENSE
Speed 30 ft.
3 Melee slams +13/+13/+13 (1d8+9)(Grab and Constrict)
STATISTICS
Str 26, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +7; CMB +17; CMD 25 (Grapple +21/29)
4 CP Points:
2 on Additional Attack (Ex, 1 CP): Gains an additional slam attack.
1 on Constrict (Ex, 1 CP): Gains constrict with its slam attacks (the object must have grab before it can take this ability).
1 on Grab (Ex, 1 CP): Gains grab special attack with slam attacks.
(it is surprisingly hard to build animated objects per size and ability selected, I've done my best to keep all rules in mind along with the construct traits. Overall Adjustments from medium construct: CR3 to CR5 increases, size to AC/Attack -1, size to CMD/B +1, HP:52 (no Con bonus), str from 14 to 20 attack/damage +3s (-1 from size still applies), stealth -4.
Huge Animated Church Pew
Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
DEFENSE
AC 13, touch 9, flat-footed 11 (+4 natural)
hp 52 (4d10+30)
Fort +3, Ref +2, Will 0
Defensive Abilities hardness 5 (or more); Immune construct traits
OFFENSE
Speed 30 ft.
2 Melee slams +9/+9 (1d6+6)(Grab and Constrict)
STATISTICS
Str 20, Dex 8, Con —, Int —, Wis 1, Cha 1
Base Atk +5; CMB +12; CMD 20 (Grapple +16/24)
3 CP Points:
1 on Additional Attack (Ex, 1 CP): Gains an additional slam attack.
1 on Constrict (Ex, 1 CP): Gains constrict with its slam attacks (the object must have grab before it can take this ability).
1 on Grab (Ex, 1 CP): Gains grab special attack with slam attacks.
| Animated Objects |
The mad monk over estimated the strength that time and history can build into a place, into a building that so much life passes through. As the old church rises again wrapped in discarded pieces of an industrial future it has but one focus, kill the mad monk responsible for this atrocity.
Huge Church Revenant Slam attack: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 1d8 + 9 ⇒ (7) + 9 = 16 plus chance to grapple on hit at CMB +23
Huge Church Revenant Slam attack: 1d20 + 15 ⇒ (10) + 15 = 25
Damage: 1d8 + 9 ⇒ (6) + 9 = 15 plus chance to grapple on hit at CMB +23
Huge Church Revenant Slam attack: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 1d8 + 9 ⇒ (2) + 9 = 11 plus chance to grapple on hit at CMB +23
While the massive golem slams at the monk, a large pew scuttles forward and leaps on the central bloodsucker.
Large Church Pew Slam attack: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 9 ⇒ (2) + 9 = 11 plus chance to grapple on hit at CMB +16
Large Church Pew Slam attack: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 9 ⇒ (3) + 9 = 12 plus chance to grapple on hit at CMB +16
first mistake found, huge object would be at +15, updated stats below
(it is surprisingly hard to build animated objects per size and ability selected, I've done my best to keep all rules in mind along with the construct traits. Overall Adjustments from medium construct: CR3 to CR7 increases, size to AC/Attack -2, size to CMD/B +2, HP:78 (no Con bonus), str from 14 to 26 attack/damage +6s (-2 from size still applies), stealth -8, damage from d6 to d8.
Huge Animated Church Revenant
Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
DEFENSE
AC 12, touch 8, flat-footed 10 (+4 natural)
hp 78 (7d10+40)
Fort +5, Ref +3, Will 0
Defensive Abilities hardness 5 (or more); Immune construct traits
OFFENSE
Speed 30 ft.
3 Melee slams +15/+15/+15 (1d8+9)(Grab and Constrict)
STATISTICS
Str 26, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +7; CMB +19; CMD 27 (Grapple +23/31)
4 CP Points:
2 on Additional Attack (Ex, 1 CP): Gains an additional slam attack.
1 on Constrict (Ex, 1 CP): Gains constrict with its slam attacks (the object must have grab before it can take this ability).
1 on Grab (Ex, 1 CP): Gains grab special attack with slam attacks.
(it is surprisingly hard to build animated objects per size and ability selected, I've done my best to keep all rules in mind along with the construct traits. Overall Adjustments from medium construct: CR3 to CR5 increases, size to AC/Attack -1, size to CMD/B +1, HP:52 (no Con bonus), str from 14 to 20 attack/damage +3s (-1 from size still applies), stealth -4.
Huge Animated Church Pew
Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
DEFENSE
AC 13, touch 9, flat-footed 11 (+4 natural)
hp 52 (4d10+30)
Fort +3, Ref +2, Will 0
Defensive Abilities hardness 5 (or more); Immune construct traits
OFFENSE
Speed 30 ft.
2 Melee slams +9/+9 (1d6+6)(Grab and Constrict)
STATISTICS
Str 20, Dex 8, Con —, Int —, Wis 1, Cha 1
Base Atk +5; CMB +12; CMD 20 (Grapple +16/24)
3 CP Points:
1 on Additional Attack (Ex, 1 CP): Gains an additional slam attack.
1 on Constrict (Ex, 1 CP): Gains constrict with its slam attacks (the object must have grab before it can take this ability).
1 on Grab (Ex, 1 CP): Gains grab special attack with slam attacks.
| Tsin Windscar |
Round 1/2, Init 23
AC = 27, PfE
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE
From the moment she spies the Three, Tsin spares no time in asking Pharasma for a touch of protection against whispers and minds being overtaken.
Cast Protection from Evil
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
| 3 people marked this as a favorite. |
Hektir: 8*
Tsin: 23
Pemsworth: 12
Quinn: 17
Malavarius: 14
Antagonist: 10
Tsin calls on Pharasma's protection as Pems tries to blast the closest foes with his chill magic, catching two of the vampires in its effect. The cold seems to have no effect on them, and even the hail seems to barely bother them.
"Oh dear," Zeno mutters. "We're done for now, you old fool. Look where you've led us!"
"Quiet, you bothersome buzzard," Mal snaps back. "I have just the spell prepared for this situation."
He cast quickly, and lightning arcs between the two farthest vampires, catching the third in its path. All three dodge the worst of it, but each takes some shocks, even if less than the wizard might have hoped. Damn, that was a horrible damage roll, five 1s and no 6s. They did not seem very hurt after it.
Finally, Quinn joins his companions in casting, his spell seeming to have the most effect as the church itself joins the battle. Eep! Definitely didn't expect that...
The pew lands a blow on the central vampire, rocking him forward slightly but failing to grab him as he turns his ire on it. It gets an AoO as he can't 5-ft. step to close; takes 9 and 11 hp
The other vampires, their wounds already closing, emerge from Pems' storm and hold up their holy symbols toward the group, which is suddenly racked by pain. Both channel negative energy against everyone but Pems; 23 and 19 hp, DC 25 Will saves for half
In the apse, Quinn's spell seems to roll off the machinery without effect, though other discarded elements of the church's original structure respond to his command, attacking Rasputin, he actually seems surprised for a moment by the sudden assault, though none of the blows actually seem to touch him.
"Fool!" he snarls. "I might actually keep you alive, let you witness your friends' deaths and then bring you before my mother so she can see the last of her plans foiled!"
The shadow demons close in on the animated object pink provokes an AoO, claws and fangs tearing at it. Accounting for hardness 5, it looks like it took no physical damage, but 18 cold damage
Rasputin carefully casts and a cylinder of flame roars through the temple, charring the two animated objects. 41 hp total (half fire, half divine), DC 23 Reflex for half
14d6 ⇒ (3, 1, 1, 1, 4, 5, 4, 4, 5, 5, 3, 1, 1, 5) = 43
Save: 1d20 + 18 ⇒ (16) + 18 = 34
Save: 1d20 + 18 ⇒ (5) + 18 = 23
Save: 1d20 + 18 ⇒ (13) + 18 = 31
Grapple?: 1d20 + 16 ⇒ (4) + 16 = 20
1d20 + 20 ⇒ (14) + 20 = 34
1d8 + 8 ⇒ (1) + 8 = 9
1d20 + 20 ⇒ (12) + 20 = 32
1d8 + 8 ⇒ (3) + 8 = 11
6d6 ⇒ (4, 6, 1, 3, 3, 6) = 23
6d6 ⇒ (5, 3, 1, 4, 4, 2) = 19
1d20 + 11 ⇒ (2) + 11 = 13
1d6 + 1d6 ⇒ (2) + (4) = 6
1d20 + 11 ⇒ (5) + 11 = 16
1d6 + 1d6 ⇒ (3) + (1) = 4
1d20 + 11 ⇒ (6) + 11 = 17
1d8 + 1d6 ⇒ (3) + (3) = 6
1d20 + 11 ⇒ (12) + 11 = 23
1d6 + 1d6 ⇒ (4) + (1) = 5
1d20 + 11 ⇒ (16) + 11 = 27
1d6 + 1d6 ⇒ (1) + (3) = 4
1d20 + 11 ⇒ (1) + 11 = 12
1d20 + 11 ⇒ (7) + 11 = 18
1d6 + 1d6 ⇒ (5) + (4) = 9
1d20 + 11 ⇒ (16) + 11 = 27
1d6 + 1d6 ⇒ (1) + (2) = 3
1d20 + 11 ⇒ (1) + 11 = 12
Rasputin: 1d20 + 26 ⇒ (4) + 26 = 30
15d6 ⇒ (2, 2, 6, 3, 3, 1, 1, 5, 2, 3, 5, 3, 2, 1, 2) = 41
V (green): 10, channel 1
V (blue): 16
V (orange): 10, channel 1
SD (tellow):
SD (red):
SD (pink):
Rasputin: 0; 5th [x]
Note that the light blue circle indicates an area of heavy snow and sleet. Creatures inside this area take a –4 penalty on Perception skill checks and the entire area is treated as difficult terrain. The things that lesser plays might think are mimics suddenly appearing out of nowhere are in fact animated objects.
Also, this is going to be a very busy fight to keep track of, so apologies in advance if I make mistakes.
| Quinn Kestrel |
DC 25 Will save, 23hp: 1d20 + 19 ⇒ (14) + 19 = 33
DC 25 Will save, 19hp: 1d20 + 19 ⇒ (5) + 19 = 24
Quinn expels a burst of healing energy to counter the vampires negative vibes. quick channel heal
Channel Heal: 7d6 ⇒ (6, 5, 1, 4, 4, 4, 4) = 28
Then he calls upon Cayden to divinely bless the party. cast Blessing of Fervor, only lasts 12 rounds due to negative levels, remember you can choose a new benefit each round
Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
~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.
| Animated Objects |
The pew slams the vampire a second time as the foul thing advances.
AoO, Animated Pew: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Then the divine fire rips through it...
DC 23 Reflex save: 1d20 + 2 ⇒ (5) + 2 = 7
...and the solid planks of the pew crack and splinter, the burning pieces falling to the icy floor.
The huge revenant holds off the shadows and endures the fire, then lashes out again at the monk.
AoO on shadow, Animated Church: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 1d8 + 9 ⇒ (3) + 9 = 12
DC 23 Reflex save: 1d20 + 3 ⇒ (9) + 3 = 12
HP: 19/78
Huge Church Revenant Slam attack: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 1d8 + 9 ⇒ (4) + 9 = 13 plus chance to grapple on hit at CMB +23
Huge Church Revenant Slam attack: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 1d8 + 9 ⇒ (3) + 9 = 12 plus chance to grapple on hit at CMB +23
Huge Church Revenant Slam attack: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 1d8 + 9 ⇒ (2) + 9 = 11 plus chance to grapple on hit at CMB +23
| Tsin Windscar |
Round 1, Init 23
AC = 31, PfE, Judgment, BoF
Current CMD = 37
HP = 160/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Blessing of Fervor
Will Save v DC 25: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
Will Save v DC 25: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23
Blessing of Fervor for +2s
Tsin prepares herself further, seeing the Three standing between her and Rasputin. She asks Pharasma for more power, seeking to slay them for the abominations they are. Swift Action- Judgment of Sacred Protection +2
She moves in front of Malavarius, and asks Pharasma for Favor, to gild Cayden's Fervor. Cast Divine Favor
"There are more minions than I expected. Can we reduce the pawns from here, or must we engage immediately? The lightning didn't seem to be very effective."
| Hektir the Tracksmage |
1d20 + 16 ⇒ (6) + 16 = 22 Will vs. DC 25
1d20 + 16 ⇒ (6) + 16 = 22 Will vs. DC 25
Hektir delays for the Quinn heal and BoF.
Turn to come on the morrow when sobriety exists. 42-28 = -14 hp.
| Malavarius King |
Will Save (DC 25): 1d20 + 16 ⇒ (15) + 16 = 31 (halved to 12 damage)
Will Save (DC 25): 1d20 + 16 ⇒ (2) + 16 = 18 (19 damage)
CL Check vs SR: 1d20 + 18 ⇒ (18) + 18 = 36
Lightning Arc: 14d6 ⇒ (2, 5, 5, 2, 2, 3, 5, 4, 5, 2, 6, 3, 6, 3) = 53 Ref Save DC 23 for 1/2 damage
The head of the wizard's staff flares beneath the flashes of negative energy and when the blasts clear, Malavarius stands unscathed. "Bah! Blasted vampires!" The old mage then tries his previous spell again, letting loose another blast of lightning that leaps from brother to brother (green and 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: 31/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 22/50 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 [ ], protection from arrows [X] [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [X] [X] [X], haste [X], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [X] [X], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [X], lightning arc [X] [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* [X]
Protective Ward used: 1/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (everyone): 90/100 remaining
spell turning (140 minutes): ??/?? levels remaining
| Hektir the Tracksmage |
Round 1, Init 8
Zephtyr almost smiles at the array of foes in front of them as he realizes that they are all jerks and he will enjoy re-killing most of them.
Zephtyr floats around the corner, 5' above greenjerk (10' above ground). Situate Zephtyr between greenjerk and blue circle (fountain?).
He casts fire snake, snaking the fire on to all 3 priest jerks.
14d6 ⇒ (3, 6, 2, 2, 6, 2, 4, 1, 6, 4, 1, 5, 3, 3) = 48 fire vs. DC 18 reflex for half
AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 129/143
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 ⇒ (9) + 19 - 3 = 25 to hit; (-PA)
1d8 + 9 + 6 ⇒ (4) + 9 + 6 = 19 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 Fire (30) - 140 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 129/143 - 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[APG] (2, DC 19), wall of fire
. . 4th—echolocation*[UM], flame strike (2) (DC 18), freedom of movement, summon nature's ally IV[D], Life Bubble
. . 3rd—sleet storm** (2), fly[D], greater longstrider*[ACG], resinous skin* (2)
. . 2nd—barkskin* (2), feather fall[D], fog cloud*, resist energy*, lesser restoration
. . 1st—calm animals[D] (DC 15), endure elements, liberating command[UC] (2), produce flame (2)
. . 0 (at will)—light, mending, spark[APG] (DC 14), stabilize
| Pemsworth Smith, Esq. |
Pems flies to the side, trying to stay out of the cluster fireball formation. He unleashes a sonic scream on one of the more hale looking vampire priests!
Ear Splitting Scream!: 5d6 ⇒ (5, 6, 4, 3, 6) = 24 sonic damage! Fort DC 16 for half.
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir pointed out that usually channel negative energy doesn't work at that range. BUT you don't know if there's some special ability that lets them do that in here, so I'm going with that, rather than I don't know the rules.
The blue circle is a font.
Hektir: 8
Tsin: 23
Quinn: 17
Pemsworth: 12
Malavarius: 14
Antagonist: 10
Magic wracks the vampires, fire and lightning blasting them, though they avoid the worst of the attacks and the lightning especially seems to do little to hurt them. As Quinn's healing soothes everyone but Hektir, Pems moves farther away, unleashing a sonic cry that hits one of the vampires technically, I think it shouldn't affect them, but I think it makes sense that it does so I'm going to allow it; plus he rolled a 1 on his saving throw, which was the only way he could fail that.
Tsin and Quinn hang back and cast, as the animated church parts continue their assaults. It swings one pew right through a demon -- which seems unaffected -- but then is able to land a couple blows against Rasputin, who growls in rage even as it takes hold of him. The demons continue their assault against the thing 1 hp, plus 39 hp cold damage, freeing the mad monk before he can take any further harm, and he casts two spells in quick succession, one of them healing his wounds.
At the second, the floor suddenly seems to drop out from under Tsin, Quinn and Mal as gravity reverses, slamming them into the ceiling 30 feet up! 6 hp "falling" damage
Meanwhile, the vampires -- unfettered from the animated church -- move into action, one emerging from the storm to heal himself and the one dazed by Pems' spell. The third, as his own wounds start to heal, merely scrambles 5 feet up the wall as if it were a flat surface and rakes his claws at Hektir. 11 hp and 10 hp, slashing (magic)
Reflex (green): 1d20 + 18 ⇒ (9) + 18 = 27
Reflex (blue): 1d20 + 18 ⇒ (4) + 18 = 22
Reflex (orange): 1d20 + 18 ⇒ (14) + 18 = 32
Reflex (green): 1d20 + 18 ⇒ (7) + 18 = 25
Reflex (orange): 1d20 + 18 ⇒ (20) + 18 = 38
1d3 ⇒ 1
Fort (orange): 1d20 ⇒ 1
Grab?: 1d20 + 23 ⇒ (4) + 23 = 27
Grab?: 1d20 + 23 ⇒ (7) + 23 = 30
Demon: 1d20 + 11 ⇒ (2) + 11 = 13
1d6 + 1d6 ⇒ (2) + (3) = 5
Demon: 1d20 + 11 ⇒ (13) + 11 = 24
1d6 + 1d6 ⇒ (2) + (5) = 7
Demon: 1d20 + 11 ⇒ (12) + 11 = 23
1d8 + 1d6 ⇒ (6) + (4) = 10
Demon: 1d20 + 11 ⇒ (17) + 11 = 28
1d6 + 1d6 ⇒ (5) + (5) = 10
Demon: 1d20 + 11 ⇒ (19) + 11 = 30
1d6 + 1d6 ⇒ (1) + (5) = 6
Demon: 1d20 + 11 ⇒ (8) + 11 = 19
1d8 + 1d6 ⇒ (8) + (1) = 9
Demon: 1d20 + 11 ⇒ (8) + 11 = 19
1d6 + 1d6 ⇒ (6) + (6) = 12
Demon: 1d20 + 11 ⇒ (5) + 11 = 16
1d6 + 1d6 ⇒ (3) + (5) = 8
Demon: 1d20 + 11 ⇒ (14) + 11 = 25
1d8 + 1d6 ⇒ (7) + (5) = 12
CSW: 3d8 + 15 ⇒ (3, 3, 4) + 15 = 25
Falling: 3d6 ⇒ (1, 2, 3) = 6
Channel: 6d6 ⇒ (1, 4, 5, 4, 5, 2) = 21
Claws: 1d20 + 20 ⇒ (17) + 20 = 37
1d8 + 8 ⇒ (3) + 8 = 11
Claws: 1d20 + 20 ⇒ (12) + 20 = 32
1d8 + 8 ⇒ (2) + 8 = 10
V (green): 45, channel 1
V (blue): 14, channel 1
V (orange): 48, channel 1, dazed
SD (tellow):
SD (red):
SD (pink):
Rasputin: 0; 7th [xx], 5th [x]
OK, think I got everything right that time.
| Malavarius King |
Do we still have Hektir's fly going?
Malavarius crashes to the ceiling and grunts. Pushing himself back to his feet, he grumbles, "Bah! Blasted monk!" Shaking his head to banish the disorientation that comes with Up and Down suddenly revserving themselves, he then extends his wand toward the vampire (orange) that seems to still be reeling from Pemsworth's spell.
CL Check vs SR: 1d20 + 18 ⇒ (5) + 18 = 23
Scorching Ray 1: 1d20 + 7 ⇒ (4) + 7 = 11for: 4d6 ⇒ (3, 2, 6, 1) = 12
Scorching Ray 2: 1d20 + 7 ⇒ (5) + 7 = 12for: 4d6 ⇒ (4, 5, 3, 2) = 14
Scorching Ray 3: 1d20 + 7 ⇒ (5) + 7 = 12for: 4d6 ⇒ (1, 3, 1, 5) = 10
HP: 71/77
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: 31/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 22/50 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 [ ], protection from arrows [X] [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [X] [X] [X], haste [X], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [X] [X], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [X], lightning arc [X] [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* [X]
Protective Ward used: 1/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (everyone): 90/100 remaining
spell turning (140 minutes): ??/?? levels remaining
| Malavarius King |
Oh! I also forgot about BoF so those scorching rays are all at an additional +2 to hit
Reflex (DC 25): 1d20 + 12 ⇒ (14) + 12 = 26
HP: 77/77
AC: 17 (13 T / 14 FF) (includes +2 from bof)
Fort: +8 // Ref: +11 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from bof)
Resist 10: Cold
Energy Absorption: 31/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 22/50 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 [ ], protection from arrows [X] [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [X] [X] [X], haste [X], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [X] [X], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [X], lightning arc [X] [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* [X]
Protective Ward used: 1/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (everyone): 90/100 remaining
spell turning (140 minutes): ??/?? levels remaining
blessing of fervor (2/12 rds): +2 to hit, ac, ref