Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 2, Init 15

Status:

AC = 30, PfE
HP = 75/174
Weapon Equipped = Sever
Condition(s) = PfE, Stoneskin, Haste

Reflex Save v DC 22: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10

AoO: 1d20 + 24 + 1 ⇒ (19) + 24 + 1 = 44 for 2d4 + 14 ⇒ (3, 1) + 14 = 18 damage
Confirm Crit?: 1d20 + 24 + 1 ⇒ (16) + 24 + 1 = 41 for 2d4 + 14 ⇒ (2, 1) + 14 = 17 damage

As Pems's maelstrom washes over her, Tsin takes her single strike at the retreating beast, and stands her ground. She readies another swing, should the nuckelavee find some renewed zest for the fight.

Sever at the Ready: 1d20 + 24 - 4 ⇒ (13) + 24 - 4 = 33 for 2d4 + 14 + 12 ⇒ (1, 2) + 14 + 12 = 29 damage


The Boulder Beasts fly to the attack attack Blue.

Medium Avalanche: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Medium Avalanche: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Large Avalanche: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d6 + 6 ⇒ (2) + 6 = 8

Large Avalanche: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 6 ⇒ (6) + 6 = 12

Huge Avalanche: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 1d8 + 9 ⇒ (1) + 9 = 10

Huge Avalanche: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 1d8 + 9 ⇒ (5) + 9 = 14

Huge Avalanche: 1d20 + 15 ⇒ (5) + 15 = 20
Damage: 1d8 + 9 ⇒ (1) + 9 = 10


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn fires at the retreating mhuckabees. fire on yellow, or blue if yellow drops, if Quinn would know their weakness he can use a bolt of that type, such as cold iron

holy holy light crossbow: 1d20 + 18 ⇒ (4) + 18 = 22
Damage: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (3, 2) = 9

holy holy light crossbow: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d8 + 1 + 2d6 ⇒ (7) + 1 + (4, 4) = 16

holy holy light crossbow: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (2, 6) = 17


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems winces. "Sorry, Tsin!" He reels back and flings a freezing sphere into the midst of the Mikehuckabees.

COLD! Reflex DC 24 half!: 13d6 ⇒ (2, 6, 5, 2, 5, 4, 5, 4, 3, 6, 4, 6, 5) = 57 damage!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:

Malavarius: 11
Hektir: 13
Pemsworth: 13
Quinn: 9
Tsin: 15
Antagonist: 14

Mal's magic outdoes that of the nuckelavees, and the mist disappears, clearing the way for Pems' spell and the newly enhanced boulders to press their attacks. The attackers mostly manage to avoid the worst of the coldball, and the smallest boulder is nearly smashed apart 18 hp by the creatures' whipping tresses as it closes in, none of the moving rocks' blows seeming to do any damage.

Quinn hits one with a bolt, but it seems to do little harm. I don't think you guys ID'd their damage resistance earlier, so you wouldn't know what if anything defeats it, but someone can doublecheck that.

Seeming willing to keep their distance, the nuckelavees focus on their immediate attackers, though the one that was fighting Tsin breathes out another cone of its evilness, catching the swordswoman again 38 hp, DC 24 Reflex for half, plus DC 24 Fort save or take 2 Con damage and be fatigued. Aqua shatters the smallest of the boulders into rubble, its magic expended with its demise, while Purple closes in and whips its hair at the next largest. 8 hp to Medium

The last retreats slightly, removing itself from the bunch and seeming to blur with its speed.

Mechanics:

AoO: 1d20 + 11 ⇒ (8) + 11 = 19
2d6 + 3 ⇒ (2, 6) + 3 = 11
AoO: 1d20 + 11 ⇒ (4) + 11 = 15
2d6 + 3 ⇒ (3, 1) + 3 = 7

Aqua Reflex: 1d20 + 17 ⇒ (13) + 17 = 30
Yellow Reflex: 1d20 + 17 ⇒ (15) + 17 = 32
Purple Reflex: 1d20 + 17 ⇒ (16) + 17 = 33
Green Reflex: 1d20 + 17 ⇒ (5) + 17 = 22

Yellow breath: 10d6 ⇒ (6, 6, 4, 5, 1, 4, 3, 2, 1, 6) = 38
1d4 ⇒ 2
1d4 ⇒ 2

Aqua longsword: 1d20 + 14 ⇒ (1) + 14 = 15
Aqua longsword: 1d20 + 9 ⇒ (14) + 9 = 23
Aqua bite: 1d20 + 11 ⇒ (18) + 11 = 29
Aqua hoof: 1d20 + 11 ⇒ (13) + 11 = 24
Aqua hoof: 1d20 + 11 ⇒ (14) + 11 = 25
Aqua hair: 1d20 + 11 ⇒ (4) + 11 = 15

Purple hair: 1d20 + 11 ⇒ (17) + 11 = 28
2d6 + 3 ⇒ (1, 4) + 3 = 8

Aqua: 95, 1 round
Yellow: 115, 2 rounds
Purple: 76, 2 rounds
Green: 81


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Status:

AC = 30, PfE
HP = 37/174
Weapon Equipped = Sever
Condition(s) = PfE, Stoneskin, Haste

Reflex Save v DC 24: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Fortitude Save v DC 24: 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 36

Surprised the creatures were in fact backing off, and not retreating, Tsin makes her own about-face, and returns to the confines of the wall, where she makes no further attempts to engage the enemy until her wounds are tended to.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn steps next to Tsin and heals her wounds while the boulders press the attack.

cast heal, Tsin heals 150 HP and all ability damage


retired (AP completed)

Malavarius lifts off from the ground and flies 30 feet above the center of the street before gesturing at the leading three nuckelavees and sending a blast of lightning through their midst.

Lightning Arc: 15d6 ⇒ (1, 6, 3, 5, 6, 1, 1, 2, 4, 1, 6, 2, 4, 6, 2) = 50 Ref Save DC 23 for 1/2 damage

Fly forward and above the bigger of the mimic tokens, then zippy-zap!

Status:

HP: 83/83
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/45 absorbed
Displacement used: 0/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 35/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): comprehend languages [X] [X] [X] [X], endure elements* [X], feather fall [ ], mage armor [X]
Level 2 Prepared (4+2+1): glitterdust [ ], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [ ], remove curse* [ ], stoneskin [ ] [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], lightning arc [X] [ ] [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ] [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): banishment [ ], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (1+1+1): moment of prescience [X], protection from spells* [ ] [ ]
Protective Ward used: 0/10

Ongoing Effects:
protection from arrows (everyone)
comprehend languages (everyone but Pemsworth)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 3

Apetir moved above pink last round.

Apetir uses his long reach to beat down upon the most wounded bad thing (light blue?).

bite: 1d20 + 21 + 1 + 1 ⇒ (11) + 21 + 1 + 1 = 34 to hit;
1d6 + 17 ⇒ (4) + 17 = 21 magic damage;

claw: 1d20 + 21 + 1 + 1 ⇒ (3) + 21 + 1 + 1 = 26 to hit;
1d4 + 17 ⇒ (2) + 17 = 19 magic damage;

claw: 1d20 + 21 + 1 + 1 ⇒ (6) + 21 + 1 + 1 = 29 to hit;
1d4 + 17 ⇒ (2) + 17 = 19 magic damage;

ApeTir Status:

[ dice=bite]1d20+21[/dice] to hit;
[ dice]1d6+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

HP 168-43/168
AC: 10 + 9 breastplate + 5 shield + 1 dex - 1 size + 3 deflection + 4 NA + 5 Barkskin: 36 AC
Resist 15/cold and fire; 10/good; resinous skin

Fort +16, Ref +10, Will +18; +4 vs. fey and plant-targeted effects
Immune poison

N Large animal
Init +3; Senses low-light vision, scent, ferocity

Strength: 25+4=29 (+9)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.

Melee: +11 BAB +9 Str +4 Amulet -3 PowerAttack = +21 to hit
Damage, bite: 1d6+9 (str) + 6 (PA) + 4 amulet = 1d6+17
Damage, claw: 1d4+9 (str) + 6 (PA) + 4 amulet = 1d4+17

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 1d4+17)

Spells:
Barkskin (extended-300 minutes)
Resinous Skin (extended-300 minutes)
Gr. Longstrider (15 hours)
Resist Fire (30) - minutes
Echolocation - 0 minutes
Endure Elements

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 168/168 - DR5 piercing

Rimeblade:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+7[/dice] magic damage.

+11 BAB +7 Str + 1 Mwk = +19 to hit

Spit:

Druid Spells Prepared (CL 15th; concentration +21)
. . 8th—summon nature's ally VIII (animals only)[D], word of recall
. . 7th—animal shapes[D], fire storm (DC 23), heal
. . 6th—fire seeds*(2), mass fly[D,APG] (DC 22), quickened resist energy (2)
. . 5th—beast shape III (animals only)[D], death ward, fire snake[APG] (2, DC 21), stoneskin, wall of fire
. . 4th—echolocation, flame strike (DC 20), freedom of movement, life bubble[APG] (DC 20), slowing mud[ACG] (DC 20), summon nature's ally IV (animals only)[D]
. . 3rd—daylight, fly[D], greater longstrider*[ACG], resinous skin[UC], communal resist energy[UC], sleet storm
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy (2)
. . 1st—air bubble[UC], calm animals[D] (DC 17), liberating command[UC] (2), obscuring mist, produce flame (2)
. . 0 (at will)—light, mending, spark[APG] (DC 16), stabilize
. . D Domain spell; Domain Animal (Feather domain[APG] subdomain)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sorry, Hektir, so you did. I moved you and then for some reason unmoved you.

Round 3:

Malavarius: 11
Hektir: 13
Pemsworth: 13
Quinn: 9
Tsin: 15
Antagonist: 14

Mal's spell rips through the creatures, the one on his left collapsing to the ground, its limbs twitching as it dies. Pems joins him, sped by Mal's magic, and zips forward to try to imprison one of the attackers in an icy tomb, but it merely shakes off the attempt.

Hektir continues the assault, nearly beating Aqua to death, though it maintains its feet. It's about to return the assault when the huge avalanche rolls forward and crushes it in a pile of rocks, ending its threat. The remaining frontliner slashes Hektir with her hair 14 hp, plus must succeed at a DC 21 Fortitude save or be staggered for 1 round by overwhelming feelings of desire and shame. It retreats then, giving the ape a chance to strike at it, though its form seems to blur with its speed.

The final one breathes out another blast of filth, catching Hektir, whose body painfully cramps and convulses. 37 hp; DC 24 Reflex for half; also need DC 24 Fort save or take 3 Con damage and be fatigued.

Mechanics:

Aqua Reflex: 1d20 + 17 ⇒ (18) + 17 = 35
Yellow Reflex: 1d20 + 17 ⇒ (3) + 17 = 20
Purple Reflex: 1d20 + 17 ⇒ (17) + 17 = 34

Purple Fort: 1d20 + 11 ⇒ (20) + 11 = 31
3d8 ⇒ (6, 2, 3) = 11

Huge Avalanche: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 1d8 + 9 ⇒ (6) + 9 = 15

Huge Avalanche: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 1d8 + 9 ⇒ (2) + 9 = 11

Huge Avalanche: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 1d8 + 9 ⇒ (7) + 9 = 16

Tresses: 1d20 + 11 ⇒ (20) + 11 = 31
Crit?: 1d20 + 11 ⇒ (5) + 11 = 16
2d6 + 3 ⇒ (6, 5) + 3 = 14

10d6 ⇒ (5, 1, 6, 4, 3, 6, 4, 3, 4, 1) = 37
2d4 ⇒ (3, 3) = 6

Purple: 106, 2 rounds
Green: 81, 3 rounds

Man, I'm suddenly on the Natty 20 train.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn resumes firing on the Green Nuckelavees.

holy holy light crossbow: 1d20 + 18 - 2 ⇒ (7) + 18 - 2 = 23
Damage: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (5, 5) = 14

holy holy light crossbow: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
Damage: 1d8 + 1 + 2d6 ⇒ (4) + 1 + (4, 1) = 10

holy holy light crossbow: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
Damage: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (1, 4) = 9


The avalanches live up to their name and avalanche down the gully into the Nuckaelavees.
charge, er, avalanche, so -2 to AC, large on green and huge on purple

Large Avalanche: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Damage: 1d6 + 6 ⇒ (1) + 6 = 7

Large Avalanche: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Damage: 1d6 + 6 ⇒ (2) + 6 = 8

Huge Avalanche: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22
Damage: 1d8 + 9 ⇒ (3) + 9 = 12

Huge Avalanche: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31
Damage: 1d8 + 9 ⇒ (7) + 9 = 16

Huge Avalanche: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26
Damage: 1d8 + 9 ⇒ (8) + 9 = 17

assuming the 31 hits...

Grapple by Huge Avalanche: 1d20 + 23 ⇒ (12) + 23 = 35

Huge Avalanche:

Huge Animated Avalanche
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)

Large Avalanche:

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)


retired (AP completed)

Malavarius flies further up into the air, but he turns his attention elsewhere rather than after the fleeing nuckelavees in case this was little more than a distraction.

Perception: 1d20 + 16 ⇒ (16) + 16 = 32

Status:

HP: 83/83
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/45 absorbed
Displacement used: 0/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 35/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): comprehend languages [X] [X] [X] [X], endure elements* [X], feather fall [ ], mage armor [X]
Level 2 Prepared (4+2+1): glitterdust [ ], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [X] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [ ], remove curse* [ ], stoneskin [X] [X]
Level 5 Prepared (3+1+1): break enchantment* [ ], lightning arc [X] [ ] [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ] [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): banishment [ ], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (1+1+1): moment of prescience [X], protection from spells* [ ] [ ]
Protective Ward used: 0/10

Ongoing Effects:
protection from arrows (everyone)
comprehend languages (everyone but Pemsworth)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sorry, I should have been clearer/more descriptive. There's fighting going on around you between maftets and other nuckelvees, but these are the ones you've been left with.


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Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
motteditor wrote:
The remaining frontliner slashes Hektir with her hair 14 hp, plus must succeed at a DC 21 Fortitude save or be staggered for 1 round by overwhelming feelings of desire and shame.

ROTFLMAO. What makes you think, after 5+ books of this AP, that Hektir has the ability to feel shame?

1d20 + 16 ⇒ (16) + 16 = 32 Fort

Shamer wrote:
The final one breathes out another blast of filth, catching Hektir, whose body painfully cramps and convulses. 37 hp; DC 24 Reflex for half; also need DC 24 Fort save or take 3 Con damage and be fatigued.

1d20 + 10 ⇒ (3) + 10 = 13 Reflex

1d20 + 16 ⇒ (6) + 16 = 22 Fort Will use Luck to give this +4

AoO vs. FleeyMcGee
bite: 1d20 + 21 ⇒ (7) + 21 = 28 to hit;
1d6 + 17 ⇒ (5) + 17 = 22 magic damage;


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 4

Apetir floats on, moving above purple/green, to hack and slash from above at the most wounded.

bite: 1d20 + 21 + 1 + 1 ⇒ (19) + 21 + 1 + 1 = 42 to hit;
2d6 + 17 ⇒ (4, 5) + 17 = 26 magic damage;

ApeTir Status:

[ dice=bite]1d20+21[/dice] to hit;
[ dice]1d6+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

HP 168-43-37/168
AC: 10 + 9 breastplate + 5 shield + 1 dex - 1 size + 3 deflection + 4 NA + 5 Barkskin: 36 AC
Resist 15/cold and fire; 10/good; resinous skin

Fort +16, Ref +10, Will +18; +4 vs. fey and plant-targeted effects
Immune poison

N Large animal
Init +3; Senses low-light vision, scent, ferocity

Strength: 25+4=29 (+9)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.

Melee: +11 BAB +9 Str +4 Amulet -3 PowerAttack = +21 to hit
Damage, bite: 1d6+9 (str) + 6 (PA) + 4 amulet = 1d6+17
Damage, claw: 1d4+9 (str) + 6 (PA) + 4 amulet = 1d4+17

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 1d4+17)

Spells:
Barkskin (extended-300 minutes)
Resinous Skin (extended-300 minutes)
Gr. Longstrider (15 hours)
Resist Fire (30) - minutes
Echolocation - 0 minutes
Endure Elements

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 168/168 - DR5 piercing

Rimeblade:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+7[/dice] magic damage.

+11 BAB +7 Str + 1 Mwk = +19 to hit

Spit:

Druid Spells Prepared (CL 15th; concentration +21)
. . 8th—summon nature's ally VIII (animals only)[D], word of recall
. . 7th—animal shapes[D], fire storm (DC 23), heal
. . 6th—fire seeds*(2), mass fly[D,APG] (DC 22), quickened resist energy (2)
. . 5th—beast shape III (animals only)[D], death ward, fire snake[APG] (2, DC 21), stoneskin, wall of fire
. . 4th—echolocation, flame strike (DC 20), freedom of movement, life bubble[APG] (DC 20), slowing mud[ACG] (DC 20), summon nature's ally IV (animals only)[D]
. . 3rd—daylight, fly[D], greater longstrider*[ACG], resinous skin[UC], communal resist energy[UC], sleet storm
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy (2)
. . 1st—air bubble[UC], calm animals[D] (DC 17), liberating command[UC] (2), obscuring mist, produce flame (2)
. . 0 (at will)—light, mending, spark[APG] (DC 16), stabilize
. . D Domain spell; Domain Animal (Feather domain[APG] subdomain)


retired (AP completed)

The old wizard is still suspicious and worried about some black-ops strike team trying to go for the queen. Whether there's anything to see or not, he'll still scout about from behind bushy eyebrows.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 4, Init 15

Status:

AC = 30, PfE
HP = 174/174
Weapon Equipped = Sever
Condition(s) = PfE, Stoneskin, Haste

Tsin clasps Quinn on the shoulder as he Heals her mightily. Without another word, she takes her leave of the land, deciding she'd like to circle the remaining nuckelavees. She soars in a lazy arc to her right, giving the breathers ample berth, before taking her place on the other side, hoping to enter flank for Hektir's continued pummeling.

Double Move

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 4:

Malavarius: 11
Hektir: 13
Pemsworth: 13
Quinn: 9
Tsin: 15
Antagonist: 14

As Mal looks around, he sees the maftets defending their home from a number of other nuckelavees, several falling before the attackers breath weapons as they swoop down to deliver devastating strikes in defense of their home.

Hektir and Tsin move in, trying to set up to catch the creatures between them. Hektir lands a blow, rocking the one creature, but they still stand, striking out at both warriors. Their hair hits him again, but he doesn't feel it through his tough hide as the avalanches rush forward, delivering powerful blows, but blocking Quinn's aim, his bolts shattering on the heavy stone.

The nuckelavees edge forward, hair whipping out again to this time test Tsin's defenses as they bring sword and hooves to bear vs. the stones. 82 hp to large, destroying it

Pems swoops around and manages to entomb the other creature, giving Hektir and Tsin ample time to destroy the other one. Let's call it combat over.

As you catch your breath, you realize the maftets seem to have similarly won their battles, the attackers retreating, but the toll was heavy -- it looks like dozens of them lie on the ground, maybe a quarter of the population from what you've seen so far!

Mechanics:

Purple AoO vs. Hek: 1d20 + 11 ⇒ (9) + 11 = 20
Green AoO vs. Hek: 1d20 + 11 ⇒ (18) + 11 = 29

Purple longsword: 1d20 + 14 ⇒ (5) + 14 = 19
1d8 + 9 ⇒ (6) + 9 = 15
Purple longsword: 1d20 + 9 ⇒ (13) + 9 = 22
1d8 + 9 ⇒ (1) + 9 = 10
Purple bite: 1d20 + 11 ⇒ (3) + 11 = 14
1d8 + 3 ⇒ (7) + 3 = 10
Purple hoof: 1d20 + 11 ⇒ (11) + 11 = 22
1d6 + 3 ⇒ (5) + 3 = 8
Purple hoof: 1d20 + 11 ⇒ (1) + 11 = 12
Purple hair: 1d20 + 11 ⇒ (15) + 11 = 26

Green longsword: 1d20 + 14 ⇒ (17) + 14 = 31
1d8 + 9 ⇒ (6) + 9 = 15
Green longsword: 1d20 + 9 ⇒ (4) + 9 = 13
1d8 + 9 ⇒ (1) + 9 = 10
Green bite: 1d20 + 11 ⇒ (3) + 11 = 14
1d8 + 3 ⇒ (2) + 3 = 5
Green hoof: 1d20 + 11 ⇒ (19) + 11 = 30
1d6 + 3 ⇒ (2) + 3 = 5
Green hoof: 1d20 + 11 ⇒ (8) + 11 = 19
1d6 + 3 ⇒ (1) + 3 = 4
Green hair: 1d20 + 11 ⇒ (3) + 11 = 14

Green Fort: 1d20 + 11 ⇒ (5) + 11 = 16

1d20 + 10 ⇒ (14) + 10 = 24

Purple: 147, 2 rounds
Green: 81, 3 rounds


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin finally looks over the city's population, and considers the results of the second clash with the nuckelavees.

"Without understanding the full strength of the enemy, I can't tell if the maftet casualities are an acceptable loss of life here. If this continues throughout the week, we're really just paying witness to their inevitable extinction."

Tsin wipes off her blade, before sheathing in the Baldric.

"I'm not confident that either Esmyra or the maftet she shares the intelligence of the Tree's location are going to survive this."


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Apetir floats closer to Quinn, proudly showing the wounds that he has taken from combat, but also trying to signal how impressive his tableswarm was in the combat. +1 for the animated objects!

Down about 90 hp. Will use wand if there is no group healing being offered.


retired (AP completed)

Malavarius zips down to the others as Tsin offers her concern and Hektir begs for Quinn’s. ”What are you all dithering about for? Those skinless monsters are on the run! We’ve got to give chase and follow them back to where they come from! Come on then, quick as you can!”


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

"We need to heal the injured first. Stay with me for Cayden's blessing." The cleric flies to the nearest wounded Maftets and expunges healing energy to save the dying and heal the party.

Channel Heal: 8d6 ⇒ (2, 4, 6, 4, 4, 6, 4, 6) = 36

Channel Heal: 8d6 ⇒ (6, 3, 3, 3, 6, 4, 2, 2) = 29


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin doesn't need to be told twice, when the healer bids them follow. She does so, more curious to see how devastated the maftets truly are.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

As Quinn starts healing, Mal can see mist rising up again at the edges of the city, the nuckelavees disappearing into its midst as they quickly fall back.

The maftets similarly fall back, calling out for help at times, many of them carrying wounded or slain companions off the battlefield.

"Don't chase," you can all hear them call. "Stay here where we have defenses!"

A few wipe tears from their eyes, but they seem to be more focused on their continued survival than the losses they've already suffered.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

do the maftets need healing? Quinn will address the healing for both party and maftets as needed

"Was that their best assault? Did we beat them already?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Some of the maftets do need healing, and are very appreciative of Quinn's efforts. However, they give him blank looks as he asks his questions, clearly not understanding his strange language.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Apetir waits for healing, certain there will be more battle soon enough.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems uses a Heal spell on Apetir, restoring 130 HP to the simian defender.


retired (AP completed)

Malavarius frowns. ”What the devil are we waiting for? Blast it, the five of us alone could level this whole city if we wanted and I dare say we could do the same to those thrice blasted nuckelavees. I say we quit dithering about and get after those blighted, skinless fey!”


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

"Unless you have an error-free way of pursuing them into the depths of the waters, I wouldn't be so quick to pursue, master Malavarius. Your stoneskin was of little use against their breath, and we're assuming that there are only the nuckelavees out there, without a clue as to their numbers or allies. Remember the thing that flew out of the sky at us before? These creatures have had plenty of time in Baba Yaga's world to make friends."


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Apetir gives Pems the a big, apy thumbs up for the healing. Then turns to Mal, showing his big red backside to the old man, to show his displeasure with the idea of going underwater. He agrees with Tsin, it’s somewhat of a crazy idea. And by ‘somewhat’, Apetir means ‘a lot’ of crazy.

He looks at Quinn, wondering what the alpha wants to do next.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

"What matters to us completing our quest is right here and we stay with her until she can lead us to our goal." Quinn proclaims as he looks back to the palace. "Lets be ready for the next attack, cover and range will help us. What have we learned about these creatures?"

what checks would we need to know their weaknesses?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

It was Knowledge (nature), but you already had attempted them. You do know they have some form of DR, and that they're fey, so you could make an educated guess there.

Also, I'm out of town Friday into Saturday evening, so not sure I'll get to post much before then.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You return to the city, helping the maftets heal up and prepare for more attacks that you hope won't come.

Unfortunately, several hours later, your fears are realized as cries spread through the night again -- another attack is under way! The maftets again rise to their city's defense, as you wait to find the most vulnerable spot. This time, however, it's closer than before as four creatures with scaly, moist armored flesh appear on the overlook at the heart of the city. Their large, toothy mouths gape below pairs of hungry, reptilian eyes.

Know (planes) DC 21:

They're hezrou demons, monstrous and bestial creatures formed from the souls of evil mortals who poisoned themselves, their kin, or their surroundings.

Initiative:

Hektir (+2 in surprise rounds): 1d20 + 4 ⇒ (11) + 4 = 15
Malavarius: 1d20 + 1 ⇒ (9) + 1 = 10
Pemsworth: 1d20 + 8 ⇒ (5) + 8 = 13
Quinn: 1d20 + 6 ⇒ (1) + 6 = 7
Tsin: 1d20 + 5 ⇒ (3) + 5 = 8
Antagonist: 1d20 + 4 ⇒ (2) + 4 = 6

As you arrive, you're ready to engage while they seem to take a moment to notice your presence. Party is up; note that it's night, so you need some sort of light/way to see in the dark.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 1, Init 8

Status:

AC = 30, PfE
HP = 174/174
Weapon Equipped = Sever
Condition(s) = Protection from Evil

Knowledge(Planes) v DC 21, Monster Lore: 1d20 + 10 + 3 ⇒ (16) + 10 + 3 = 29

Tsin takes heed of the creatures' nature to prepare herself for the fight. Cast Protection from Evil

"Demon things, hezrou I believe they're called. I only hope these are the only ones about the city. There will be more maftets to bury if there are."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin, you know they're immune to electricity and poison; and resist acid, cold and fire, as well as most magic in general.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

For his companions' propensity for strongly elemental attacks, she shares the demons' resistances and immunities with them, before they learn it the hard way.

"Their skin with slough off electrical and poisonous attacks with impunity, and while they're less immune to acid, cold and fire, I'm sure they'll feel it, if your attack is strong enough, and able to overcome their resistance to magic."


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Are those demons?

1d20 + 9 ⇒ (11) + 9 = 20 Know (planes)

Probably. I think so.

Round 1

Apetir casts Echolocation enabling him to ‘see’ quite well, even in the dark. Also invisible things are visible to him.

He’s ready to rumble.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn blesses the party with the fervor of Cayden.

cast Blessing of Fervor

BoF:

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.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Pems, Mal? I'd really rather not bot two characters at this level.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Sorry, missed this thread when I updated.

Pems' eyes widen as the demonic things appear. He casts black tentacles in the midst of the things, hoping to bind them up.

CMB: 1d20 + 18 ⇒ (11) + 18 = 29 doing 1d6 + 4 ⇒ (3) + 4 = 7 damage!


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retired (AP completed)

”Demons and fey? Blast it all!” The old mage then gestures at the most distant of the lot and grumbles, ”Go bother someone else!”

CL Check vs SR: 1d20 + 21 ⇒ (14) + 21 = 35
banishment vs up to 30HD of demons
Will Save DC 25

Status:

HP: 83/83
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/45 absorbed
Displacement used: 0/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 35/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): comprehend languages [X] [X] [X] [X], endure elements* [X], feather fall [ ], mage armor [X]
Level 2 Prepared (4+2+1): glitterdust [ ], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [X] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [ ], remove curse* [ ], stoneskin [X] [X]
Level 5 Prepared (3+1+1): break enchantment* [ ], lightning arc [X] [ ] [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ] [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): banishment [X], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (1+1+1): moment of prescience [X], protection from spells* [ ] [ ]
Protective Ward used: 0/10
Ongoing Effects:
protection from arrows (everyone)
comprehend languages (everyone but Pemsworth)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)


1 person marked this as a favorite.
Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
Malavarius King wrote:
”Go bother someone else!”

This entire post is one big fat bomb of awesome. Well played.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Malavarius: 10
Hektir: 15
Pemsworth: 13
Tsin: 8
Quinn: 7
Antagonist: 6

Mal's spell rips through the demons, two of them disappearing with a slight pop of air as they're sent back to their home plane.

Around him, Hektir and Tsin make their preparations, while Pems tries to slow the foes. Tentacles sprout from the cliffside, just barely catching the demons, though they don't seem to do any damage You don't need to bother to roll damage, Pems; it's not going to overcome their DR. Even as Quinn speeds your movement, the two remaining demons easily shred the tentacles holding onto them and stride out of the grasping mass, further into the city.

Around you, maftets continue to battle nuckelavees, ferocious clashes as they dart through the air toward the land-bound creatures, trying to avoid their noxious breath.

Perception DC 40:

You notice a couple of the maftets seem to stop and point off toward the left.

Mechanics:

Will: 1d20 + 9 ⇒ (15) + 9 = 24
Will: 1d20 + 9 ⇒ (9) + 9 = 18
Will: 1d20 + 9 ⇒ (17) + 9 = 26

Break grapple: 1d20 + 19 ⇒ (13) + 19 = 32
Break grapple: 1d20 + 19 ⇒ (16) + 19 = 35

Party is up


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 1

1d20 + 31 ⇒ (15) + 31 = 46 Perception

With his earsight, Apetir points to the left even as he 5’ steps to the left to bellow and issue challenge to the demon in front of him. He points to something that is startling the maftets.

bite: 1d20 + 21 + 1 + 1 ⇒ (5) + 21 + 1 + 1 = 28 to hit;
1d6 + 17 ⇒ (1) + 17 = 18 magic damage;

claw: 1d20 + 21 ⇒ (19) + 21 = 40 to hit;
1d4 + 17 ⇒ (2) + 17 = 19 magic damage;

claw: 1d20 + 21 ⇒ (11) + 21 = 32 to hit;
1d4 + 17 ⇒ (3) + 17 = 20 magic damage;

BOF:
bite: 1d20 + 21 + 1 + 1 ⇒ (1) + 21 + 1 + 1 = 24 to hit;
1d6 + 17 ⇒ (6) + 17 = 23 magic damage;

ApeTir Status:

[ dice=bite]1d20+21[/dice] to hit;
[ dice]1d6+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

HP 168-43-37/168
AC: 10 + 9 breastplate + 5 shield + 1 dex - 1 size + 3 deflection + 4 NA + 5 Barkskin: 36 AC
Resist 15/cold and fire; 10/good; resinous skin

Fort +16, Ref +10, Will +18; +4 vs. fey and plant-targeted effects
Immune poison

N Large animal
Init +3; Senses low-light vision, scent, ferocity

Strength: 25+4=29 (+9)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.

Melee: +11 BAB +9 Str +4 Amulet -3 PowerAttack = +21 to hit
Damage, bite: 1d6+9 (str) + 6 (PA) + 4 amulet = 1d6+17
Damage, claw: 1d4+9 (str) + 6 (PA) + 4 amulet = 1d4+17

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 1d4+17)

Spells:
Barkskin (extended-300 minutes)
Resinous Skin (extended-300 minutes)
Gr. Longstrider (15 hours)
Resist Fire (30) - minutes
Echolocation - 0 minutes
Endure Elements

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 168/168 - DR5 piercing

Rimeblade:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+7[/dice] magic damage.

+11 BAB +7 Str + 1 Mwk = +19 to hit

Spit:

Druid Spells Prepared (CL 15th; concentration +21)
. . 8th—summon nature's ally VIII (animals only)[D], word of recall
. . 7th—animal shapes[D], fire storm (DC 23), heal
. . 6th—fire seeds*(2), mass fly[D,APG] (DC 22), quickened resist energy (2)
. . 5th—beast shape III (animals only)[D], death ward, fire snake[APG] (2, DC 21), stoneskin, wall of fire
. . 4th—echolocation, flame strike (DC 20), freedom of movement, life bubble[APG] (DC 20), slowing mud[ACG] (DC 20), summon nature's ally IV (animals only)[D]
. . 3rd—daylight, fly[D], greater longstrider*[ACG], resinous skin[UC], communal resist energy[UC], sleet storm
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy (2)
. . 1st—air bubble[UC], calm animals[D] (DC 17), liberating command[UC] (2), obscuring mist, produce flame (2)
. . 0 (at will)—light, mending, spark[APG] (DC 16), stabilize
. . D Domain spell; Domain Animal (Feather domain[APG] subdomain)


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Perception DC 40: 1d20 + 30 ⇒ (3) + 30 = 33

Quinn, oblivious to the Maftets concerns, unloads a round of holy bolts at the demons.

holy holy light crossbow: 1d20 + 18 ⇒ (19) + 18 = 37
holy damage: 1d8 + 1 + 2d6 ⇒ (5) + 1 + (5, 6) = 17

holy holy light crossbow: 1d20 + 13 ⇒ (8) + 13 = 21
holy damage: 1d8 + 1 + 2d6 ⇒ (7) + 1 + (6, 4) = 18

holy holy light crossbow: 1d20 + 8 ⇒ (14) + 8 = 22
holy damage: 1d8 + 1 + 2d6 ⇒ (5) + 1 + (2, 5) = 13

possible crit...

crit confirm holy light crossbow: 1d20 + 18 ⇒ (16) + 18 = 34
holy damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (4, 4) = 17


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems shrugs at the tentacles hold but don't damage. Then he frowns as the demons break free...

He targets the closer one with his Ice Tomb hex! Fort DC 23 for half! Cold: 3d8 ⇒ (3, 3, 3) = 9 damage!


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn suddenly remembers that he himself had provided a blessing from Cayden and quickly fires off another shot at the demon.
BoF: extra attack

holy holy light crossbow: 1d20 + 18 ⇒ (11) + 18 = 29
holy damage: 1d8 + 1 + 2d6 ⇒ (4) + 1 + (4, 6) = 15


retired (AP completed)

"What the devil are you pointing at, Hektir? The hezrou are in front of you! Yes, there! Careful biting them though, lad, they look as hideous as those skinless fey." Despite the hezrou's presence, Malavarius looks over in the direction the mighty ape gesticulates toward and squints into the darkness. "Bah!" Preparing for more trouble, the wizard's form suddenly begins to waver as he flips the hood of his cloak up.

activate displacement

Status:

HP: 83/83
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/45 absorbed
Displacement used: 1/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 35/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): comprehend languages [X] [X] [X] [X], endure elements* [X], feather fall [ ], mage armor [X]
Level 2 Prepared (4+2+1): glitterdust [ ], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [X] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [ ], remove curse* [ ], stoneskin [X] [X]
Level 5 Prepared (3+1+1): break enchantment* [ ], lightning arc [X] [ ] [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ] [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): banishment [X], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (1+1+1): moment of prescience [X], protection from spells* [ ] [ ]
Protective Ward used: 0/10

Ongoing Effects:
protection from arrows (everyone)
comprehend languages (everyone but Pemsworth)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)
displacement (self)

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