Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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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

Round 1

1d20 + 6 ⇒ (8) + 6 = 14 Sense Motive

Uncaring and jaded Apetir drops his Fire Seeds at the troll, sparking a conflagration.

1d8 + 16 ⇒ (8) + 16 = 24 fire (DC 22 Reflex for half)
1d8 + 16 ⇒ (7) + 16 = 23 fire
1d8 + 16 ⇒ (6) + 16 = 22 fire
1d8 + 16 ⇒ (8) + 16 = 24 fire

1d8 + 16 ⇒ (1) + 16 = 17 fire
1d8 + 16 ⇒ (4) + 16 = 20 fire
1d8 + 16 ⇒ (4) + 16 = 20 fire
1d8 + 16 ⇒ (1) + 16 = 17 fire

ApeTir Status:

[ dice=bite]1d20+22[/dice] to hit;
[ dice]1d6+22[/dice] magic damage;

[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;

[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;

HP 179/179 (46/60 Prot from Cold from Mal)
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 +17, Ref +10, Will +19; +4 vs. fey and plant-targeted effects
Immune poison

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

Strength: 26+4=29 (+10)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.

Melee: +12 BAB +10 Str +4 Amulet -4 PowerAttack = +22 to hit
Damage, bite: 1d6+10 (str) + 8 (PA) + 4 amulet = 1d6+22
Damage, claw: 1d4+10 (str) + 8 (PA) + 4 amulet = 1d4+22

Space 10 ft.; Reach 10 ft.

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

Spells:
Barkskin (extended-320 minutes)
Resinous Skin (extended-320 minutes)
Gr. Longstrider (16 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 179/179 - DR5 piercing

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

+12 BAB +8 Str + 1 Mwk = +21 to hit

Spit:

Druid Spells Prepared (CL 16th; concentration +22)
. . 8th—summon nature's ally VIII (animals only)[D], sunburst (DC 24), word of recall*
. . 7th—animal shapes[D], fire storm (DC 23), heal, sunbeam (DC 23)
. . 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*[UM], 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*, communal resist energy[UC], sleet storm, stone shape
. . 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)


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

sense motive and need a nat 20: 1d20 + 9 ⇒ (10) + 9 = 19

Quinn unloads a trio of bolts as Hektir launches his attacks.

not sure if the evil damage will apply, so will include that separate

holy crossbow: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20
damage: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
extra damage vs evil: 2d6 ⇒ (2, 3) = 5

holy crossbow: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
extra damage vs evil: 2d6 ⇒ (3, 5) = 8

holy crossbow: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
extra damage vs evil: 2d6 ⇒ (4, 2) = 6

possible crits

holy crossbow: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
damage: 1d8 + 1 ⇒ (5) + 1 = 6

holy crossbow: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
damage: 1d8 + 1 ⇒ (5) + 1 = 6


retired (AP completed)

Knowledge (local, DC 25): 1d20 + 20 ⇒ (8) + 20 = 28

Malavarius blurts in alarm as he holds his hat on top of his head with his free hand as Hektir’s fire rips through the room, ”Gadzooks! A jotun troll! But- wait.... -what the devil! What’s happened to its other heads?!“

The old wizard then taps his staff and tries to do to it what he’d managed with the khala before. He then slips around to the rear of the group.

CL check vs SR: 1d20 + 16 + 4 ⇒ (15) + 16 + 4 = 35
Fort Save DC 24 or turn to stone!

Status:

HP: 88/88
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +16 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+4 more vs spells)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 absorbed
Displacement used: 1/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 1/1 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): endure elements [X], feather fall [ ], protection from evil* [X] [X] [X], mage armor [X], shield [X]
Level 2 Prepared (4+2+1): glitterdust [X], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [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 [X], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (3+1+1): banishment [X], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [X]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [X], mind blank [X]
Protective Ward used: 0/10

Ongoing Effects:
protection from arrows (everyone)
protection from energy (everyone, everything)
mage armor (Pemsworth)
greater magic weapon (Hektir)
greater magic weapon (Tsin)
moment of prescience (self)
mind blank (Tsin)
protection from spells (everyone)
protection from evil (Mal, Tsin, Pemsworth)
shield (self)
spell turning (self)
haste (15/16)
cold damage: 9/120
fire damage: 26/120

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin? Pems?


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 7

Status:

AC = 31, PfE, Haste
HP = 129/202
Weapon Equipped = Sever
Condition(s) = Haste, PfS(+8 to saves), PfE, Mind Blank, Communal Protection from ALL Energy (-19 Cold, -43 Fire)
Bane = 9/13

Setting eyes upon the troll, Tsin makes her own assessments, first of its weaknesses, second of its motives.

Knowledge(Local), Monster Lore, DC25: 1d20 + 3 ⇒ (11) + 3 = 14
Sense Motive v DC35: 1d20 + 22 ⇒ (14) + 22 = 36

"The creature... it's trying to resist something. Someone, perhaps? We might be fighting its muscles, not its mind..."

Tsin keeps Sever by her side, and stands well beyond the reach of the troll, waiting to see if the two already attacking it have a change of heart. Delay, likely until next round


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 the round change!

Pems moves to within 30' feet and hits the Jotun with an evil eye, targeting saves! Will DC 22, -4 penalty for 1 round/7 rounds.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Quinn: 10
Hektir: 9
Tsin: 7
Malavarius: 2
Pemsworth: 25
Antagonist: 17

Looking for an angle, Quinn manages to land a single shot, which sinks deep, but the other bolts break on the creature's skin. Hektir doesn't bother with angles, merely throwing his seeds and letting them burst into flame as the creature cries out in pain. Still, it's not enough to kill it. A moment later, Mal finishes his spell and it turns to stone -- but keeps moving in jerky fashion, as if it were a living statue.

Pems' hex seems to have no effect and it pounds away at Hektir to no avail.

Mechanics:

Reflex: 1d20 + 5 ⇒ (15) + 5 = 20
Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
Reflex: 1d20 + 5 ⇒ (18) + 5 = 23
Reflex: 1d20 + 5 ⇒ (2) + 5 = 7

Reflex: 1d20 + 5 ⇒ (4) + 5 = 9
Reflex: 1d20 + 5 ⇒ (13) + 5 = 18
Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
Reflex: 1d20 + 5 ⇒ (17) + 5 = 22

Fort: 1d20 + 15 ⇒ (3) + 15 = 18

Club: 1d20 + 21 ⇒ (5) + 21 = 26
Club: 1d20 + 16 ⇒ (15) + 16 = 31
Club: 1d20 + 11 ⇒ (4) + 11 = 15
Bite: 1d20 + 16 ⇒ (1) + 16 = 17
Claw: 1d20 + 16 ⇒ (4) + 16 = 20

JT: 158

Party is up again; note that I'll be at a wedding this weekend, probably not back to post until Monday (though I may sneak one in tomorrow still).


retired (AP completed)

"What the- how the blazes is it still moving?!" Malavarius scratches his head in bewilderment. Frowning at the wobbling thing, he points the head of his staff toward it and a beam of emerald lances through the intervening space and strikes it in the chest.

I'm not sure if it's still a creature or not or what's going on, but if it's a non-living statue like I expected it to be, then that will simply turn it into a pile of fine dust. If not, then here's a damage roll.

CL Check vs SR: 1d20 + 22 ⇒ (3) + 22 = 25
Disintegrate: 1d20 + 9 ⇒ (17) + 9 = 26for: 32d6 ⇒ (3, 2, 3, 5, 2, 3, 5, 4, 5, 4, 3, 4, 2, 3, 5, 3, 2, 4, 3, 1, 5, 6, 4, 2, 5, 6, 2, 3, 3, 2, 1, 5) = 110
or DC 25 Fort save for: 5d6 ⇒ (2, 1, 5, 3, 1) = 12

Status:

HP: 88/88
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +16 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+4 more vs spells)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 absorbed
Displacement used: 1/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 1/1 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): endure elements [X], feather fall [ ], protection from evil* [X] [X] [X], mage armor [X], shield [X]
Level 2 Prepared (4+2+1): glitterdust [X], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [X] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [X], flesh to stone [X], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (3+1+1): banishment [X], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [X]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [X], mind blank [X]
Protective Ward used: 0/10

Ongoing Effects:
protection from arrows (everyone)
protection from energy (everyone, everything)
mage armor (Pemsworth)
greater magic weapon (Hektir)
greater magic weapon (Tsin)
moment of prescience (self)
mind blank (Tsin)
protection from spells (everyone)
protection from evil (Mal, Tsin, Pemsworth)
shield (self)
spell turning (self)
haste (16/16)
cold damage: 9/120
fire damage: 26/120

This is the last round of haste for everybody.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The stone troll falls into a fine powdery dust, leaving behind a grinning spectre with mad eyes and blood-red hands that twitch and jerk like a puppeteer's as it floats in the air.

Know (religion) DC 25:

It's a dybbuk, a misplaced soul who has eluded judgment because of a some great transgression or a pitiful suicide.

That was fun; it can possess creatures and objects, so it just kept going even after Mal stoned it. :) Also, way to kill an innocent creature, Mal.


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 remains at a safe distance, watching the combination of seed and stone come to bear against the massive thing. She becomes ever more curious when the creature doesn't immediately succumb to either.

"I could get used to this. Your magics are far more effective than Sever, when you apply them in concert, against a single enemy." Seeing the stone-troll still moving, she frowns, and finds nothing constructive to add to Malavarius's obvious frustration. When the mage stabs another burst of magic through the doorway, she maintains her position, not interested in getting between the wizard and the willful.

Setting eyes on the evil spirit, Tsin watches it intently.

Knowledge(Religion) v DC 25, Monster Lore: 1d20 + 10 + 3 ⇒ (9) + 10 + 3 = 22

"Is that the troll's soul? Why isn't it passing on?"


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

knowledge religion DC 25: 1d20 + 9 ⇒ (2) + 9 = 11

"What a hideous thing, I think it's a cursed thespian! Hex it, Pems, and I'll blast it." Quinn delays for Pems hex, then destroys the creature.

SR check: 1d20 + 16 ⇒ (18) + 16 = 34

Destruction: 10d6 ⇒ (2, 5, 3, 1, 3, 3, 6, 2, 2, 3) = 30 damage if make DC 22 Fort save, otherwise 160 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Combat is continuing, just to make sure that's clear (in case you want to do something else, Tsin).


retired (AP completed)

Knowledge (Religion, DC 25): 1d20 + 20 ⇒ (11) + 20 = 31

”Ah HA! A dybbuk! Not the troll’s soul, but some other wretch’s who was punished for a cowardly end. Don’t let it jump in you like it did that jotun!”


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

"Can it be hexed?!?" Pems calls out, staring once more at the terrible Diebuck. Will Save DC 22, -4 vs Saves, 1 round/7 rounds.


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 2

A duckduck? Apetir thinks as he studies the strange creature. Who knew ducks could be so fowl?

Apetir moves over to strike at the creature with is magic fists and teeth.

bite: 1d20 + 22 ⇒ (18) + 22 = 40 to hit;
1d6 + 22 ⇒ (2) + 22 = 24 magic damage;

claw: 1d20 + 22 ⇒ (19) + 22 = 41 to hit;
1d4 + 22 ⇒ (3) + 22 = 25 magic damage;

claw: 1d20 + 22 ⇒ (20) + 22 = 42 to hit;
1d4 + 22 ⇒ (3) + 22 = 25 magic damage;

ApeTir Status:

[ dice=bite]1d20+22[/dice] to hit;
[ dice]1d6+22[/dice] magic damage;

[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;

[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;

HP 179/179 (46/60 Prot from Cold from Mal)
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 +17, Ref +10, Will +19; +4 vs. fey and plant-targeted effects
Immune poison

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

Strength: 26+4=29 (+10)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.

Melee: +12 BAB +10 Str +4 Amulet -4 PowerAttack = +22 to hit
Damage, bite: 1d6+10 (str) + 8 (PA) + 4 amulet = 1d6+22
Damage, claw: 1d4+10 (str) + 8 (PA) + 4 amulet = 1d4+22

Space 10 ft.; Reach 10 ft.

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

Spells:
Barkskin (extended-320 minutes)
Resinous Skin (extended-320 minutes)
Gr. Longstrider (16 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 179/179 - DR5 piercing

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

+12 BAB +8 Str + 1 Mwk = +21 to hit

Spit:

Druid Spells Prepared (CL 16th; concentration +22)
. . 8th—summon nature's ally VIII (animals only)[D], sunburst (DC 24), word of recall*
. . 7th—animal shapes[D], fire storm (DC 23), heal, sunbeam (DC 23)
. . 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*[UM], 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*, communal resist energy[UC], sleet storm, stone shape
. . 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)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:

Malavarius: 2
Pemsworth: 25
Quinn: 10
Hektir: 9
Tsin: 7
Antagonist: 17

The hex seems to have no effect on the spirit, and Quinn's magic does little more, leaving Hektir to try to bite and claw at it, though even when he seems to get the middle of it, his natural weaponry largely passes through its form. It's incorporeal AND has DR

Mal's about to cry out a warning about its abilities -- it resists channeled energy and anything except good weapons; that it can cause pain with a mere touch; and it can possess objects and creatures -- when it moves into Hektir, seemingly embracing the big monkey even as its being clawed and bitten. Hektir feels it trying to control him! Need a DC 26 Will save or you can feel yourself entrapped in your body (like magic jar). If you fail, you can turn and make attacks on Quinn as it controls you, though its BAB is 1 better than yours so they'd be at +1

Mechanics:

Fort: 1d20 + 13 ⇒ (9) + 13 = 22

Dybbuk: 57


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

1d20 + 19 ⇒ (16) + 19 = 35 Will

Apetir resists the possession. His body is his own. A man ape's body. And it was his alone. He is master of his own domain.


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 aims another destructive blast at the creature.

SR check: 1d20 + 16 ⇒ (10) + 16 = 26

Destruction: 10d6 ⇒ (2, 4, 5, 3, 6, 3, 2, 3, 1, 2) = 31 damage if make DC 22 Fort save, otherwise 160 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 2

Apetir rips at the intruding ghost, biting again while flailing with teeth and fists.

bite: 1d20 + 22 ⇒ (13) + 22 = 35 to hit;
1d6 + 22 ⇒ (2) + 22 = 24 magic damage;

claw: 1d20 + 22 ⇒ (15) + 22 = 37 to hit;
1d4 + 22 ⇒ (3) + 22 = 25 magic damage;

claw: 1d20 + 22 ⇒ (8) + 22 = 30 to hit;
1d4 + 22 ⇒ (1) + 22 = 23 magic damage;

ApeTir Status:

[ dice=bite]1d20+22[/dice] to hit;
[ dice]1d6+22[/dice] magic damage;

[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;

[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;

HP 179/179 (46/60 Prot from Cold from Mal)
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 +17, Ref +10, Will +19; +4 vs. fey and plant-targeted effects
Immune poison

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

Strength: 26+4=29 (+10)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.

Melee: +12 BAB +10 Str +4 Amulet -4 PowerAttack = +22 to hit
Damage, bite: 1d6+10 (str) + 8 (PA) + 4 amulet = 1d6+22
Damage, claw: 1d4+10 (str) + 8 (PA) + 4 amulet = 1d4+22

Space 10 ft.; Reach 10 ft.

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

Spells:
Barkskin (extended-320 minutes)
Resinous Skin (extended-320 minutes)
Gr. Longstrider (16 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 179/179 - DR5 piercing

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

+12 BAB +8 Str + 1 Mwk = +21 to hit

Spit:

Druid Spells Prepared (CL 16th; concentration +22)
. . 8th—summon nature's ally VIII (animals only)[D], sunburst (DC 24), word of recall*
. . 7th—animal shapes[D], fire storm (DC 23), heal, sunbeam (DC 23)
. . 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*[UM], 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*, communal resist energy[UC], sleet storm, stone shape
. . 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)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Fort: 1d20 + 13 ⇒ (14) + 13 = 27

The spirit again resists Quinn's magic, its form fraying for a second before coming back together so the round continues.


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, Retcon

With Malavarius's counsel, Tsin anticipates a ghostly arm protruding from the wall, so casts a touch of magic to oppose the evil spirit. Cast Align Weapon(Good)

Round 2, Init 7

Status:

AC = 31, PfE
HP = 129/202
Weapon Equipped = Sever
Condition(s) = PfS(+8 to saves), PfE, Mind Blank, Communal Protection from ALL Energy (-19 Cold, -43 Fire), Align Weapon(Good)
Bane = 9/13

It becomes clear that she many need to lend a strike or two against the spirit. She really hopes it will fall to Quinn's powerful divine magics, but resigns herself to closing with the ghost.

She steps through the doorway, and lets Sever seek out its essence.

Sever, Power Attack: 1d20 + 25 - 4 ⇒ (11) + 25 - 4 = 32 for 2d4 + 14 + 12 + 1d6 ⇒ (2, 2) + 14 + 12 + (4) = 34 damage, including fire


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 groans as his hex does nothing and decides to try something new. He fires his handgun at it!

DIE DIE DIE: 1d20 + 15 ⇒ (17) + 15 = 32 for 1d8 + 2 ⇒ (2) + 2 = 4 damage!


retired (AP completed)

Malavarius taps the butt of his staff on the floor and conjures up his familiar curtain of shimmering protective magic. "Blasted undead!"

+4 deflection bonus to everyone's AC

Status:

HP: 88/88
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +16 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+4 more vs spells)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 absorbed
Displacement used: 1/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 1/1 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): endure elements [X], feather fall [ ], protection from evil* [X] [X] [X], mage armor [X], shield [X]
Level 2 Prepared (4+2+1): glitterdust [X], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [X] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [X], flesh to stone [X], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (3+1+1): banishment [X], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [X]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [X], mind blank [X]
Protective Ward used: 1/10

Ongoing Effects:
protection from arrows (everyone)
protection from energy (everyone, everything)
mage armor (Pemsworth)
greater magic weapon (Hektir)
greater magic weapon (Tsin)
moment of prescience (self)
mind blank (Tsin)
protection from spells (everyone)
protection from evil (Mal, Tsin, Pemsworth)
shield (self)
spell turning (self)
cold damage: 9/120
fire damage: 26/120
protective ward: 1/8 rounds

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 3:

Malavarius: 2
Pemsworth: 25
Quinn: 10
Hektir: 9
Tsin: 7
Antagonist: 17

With Quinn's spell failing again, Hektir and Tsin bring their weaponry to bear, as does Pems, though his bullet seems to pass through the spirit with no effect.

Mal gets ready to cast, but the spirit beats him to the punch, floating away from Tsin and Hektir and down through the floor. It's withdrawing.

You stay tensed for a few more moments, but it appears to have retreated for now, leaving you alone in the room. A look around reveals it doesn't appear to be anything more than the bedroom Quinn described earlier. A single door leads into the unexplored area of the hut.

Mechanics:

Dybbuk: 132


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

As much as she'd desire a pursuit of the malevolent spirit, all Tsin's senses focus on the door standing on the opposite side of the room. She would go to it, and open it, revealing one last corner of the cottage, but she's been tempered enough by the effectiveness of Quinn's Peeping to wait, and let the priest do what he does best. See beyond.

"Do spirits like that heal from battle like we do? If it has some kind of spiritual support, has it gone off to tend to its wounds?"


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 beats his chest in answer to Tsin's question, he doesn't have an answer. He feels like he's hurting it and will just need to be more careful with the next object/person that attacks.

He is ready to move forward, but also waits to see if anyone wants to hazard a guess at Tsin's question.


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

would knowledge religion work for knowing how it heals?

Knowledge Religion: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24

"Ah yes, it will find the nearest tavern and consume all of the bar pretzels until it's strength has been restored,"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Quinn realizes it shouldn't be able to heal without some other force, but without knowing where it's retreating to it's hard to know for sure.


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

When Quinn calls all-clear on the remaining door, Tsin opens it, then steps back to welcome the next antagonist into the larger room.


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 looks into the new room, waiting for the ghosty thing to try that s+@# again.

1d20 + 33 ⇒ (14) + 33 = 47 Perception


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

With guidance from Cayden, Quinn again peers through the door.

door sight, guidance for the save that will be needed when duckduck tries to meld

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The door opens into a nondescript closet lined with cedar panels, and various cloaks, dresses, and robes hang from hooks along the walls.

As you enter, looking around, the matryoshka doll giggles. "Hidey, hidey hole. Can’t get in unless you knock, knock, knock with the witch’s stick.”


retired (AP completed)

"Knock with the- what the devil are you going on about? Witch's stick? What the blazes is a witch's stick?" Malavarius tugs on his beard as he regards the doll, trying to simultaneously solve another riddle and rack his brain for some way to defeat the ghostly dybbuk should it return.


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 looks at the weird little doll, and retrieves the witch's broom, knocking it on the back wall of the closet.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

As Pems hits the wall the third time, the floor disappears, leaving the halfling to plumet down a 300-foot-shaft! Before he can even react quickly enough to activate his ability to fly, however, his descent slows and he begins drifting safely downward.

What're the rest of you doing? Pems is about 15 feet down and drifting at this point.


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

Mildly interested in the various cloaks hanging in a witch's closet, Tsin turns to Malavarius. "Before we drop down the well after master Pems, would you regard any of these cloaks as worthy of bringing along?"

As she can contribute nothing to the magical sniffing of the closet's contents, she immediately drops into the shaft after Pems, to accompany the halfling to the other side of yet another 'pool'.


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

"Maybe she meant a different st... AAAAAAAAAAAAAAAAAAAAAAA oh wait, I'm floating. This isn't so bad."


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 shrugs and follows the not-halfling down the bottomless pit of doom.

This place is ridiculous. I'm not sure this isn't all dream. What a world.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

One of the hanging items -- a frayed and tattered knitted gray wrap -- does indeed radiate magic.

Spellcraft DC 18:

It's a shawl of the crone.

As you drift down several hundred feet, the temperature drops and when you finally reach the bottom, a thin rime of ice coats the walls of a cold natural cavern. A heavy woolen curtain hangs over an opening to the north.


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

"Hektir! I found more winter!" Pems calls up the shaft with a grin.


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

Spellcraft: 1d20 + 7 ⇒ (20) + 7 = 27

"Hey, it's the shawl of the crone!" Quinn grabs the frayed and tattered knitted gray wrap and stuffs it into his haversack before following Mal into the free fall shaft.

Quinn will go last


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 takes her place by Pems's side, and waits for the others to drop like leaves from the cottage 'above'. She eyes the curtain warily, expecting some new fey creature to emerge and mock them while they wait.


retired (AP completed)

Malavarius huffs stiffly and shakes his head as he descends down the shaft. Upon landing at the bottom, he grumbles, "Blasted crone and her hut! Where the devil are her blighted daughters?!"


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 too, looking around. He also waits for trouble and prepares another set of Fire Seeds.

1d20 + 33 ⇒ (4) + 33 = 37 Perception


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 waits until everyone is down, then creeps to the curtain and peers beyond it.
Stealth: 1d20 + 11 ⇒ (12) + 11 = 23

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Nothing seems to happen, but after a minute you notice the shaft above you seems to seal itself closed again.

Pems finally moves forward and looks past the curtain: A thick layer of smooth ice coats the walls, floor, and ceiling of this cavern, creating a translucent shell that looks like a scene out of a fantasyland. Icicles dangle from the ceiling, creating a maze of hanging natural sculptures high above. Some appear to have fallen as clumps of broken ice blocks scattered across the floor.

DC 21 Knowledge (planes):

The broken ice blocks appear to actually be the shattered remnants of ice elementals.


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

Knowledge, Planes DC 21: 1d20 + 5 ⇒ (20) + 5 = 25

"Brrr, this must be the ice box for the house." Quinn spies the ice cubes scattered on the floor. "Those were ice elementals, something shattered them!"


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

"Shattered? Can elementals be shattered? Does it make them not move and act anymore or will they just... you know, flow back together?" Pems peers around.


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 shrugs, not knowing enough about elementals to say, but he agrees with Quinn, the Alpha, if that’s what he thinks. The Alpha wouldn’t be wrong.

He ponders what could be shattering elementals and looks around for tracks or signs of fighting...a footprint that might help identify what happened.

1d20 + 18 ⇒ (15) + 18 = 33 Survival


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 looks just past the curtain, and at the icy floor. "We should take to flying again. Won't do to slip and slide on the ice."

Knowledge(Planes), Monster Lore: 1d20 + 10 + 3 ⇒ (11) + 10 + 3 = 24

"I don't remember hearing anything about elementals being able to regenerate or reform. Once destroyed, they should remain destroyed."

Tsin doesn't dare move forward, until she's certain everyone will be able to pass through the chamber, unfettered.

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