
Hektir the Tracksmage |

Round 3
BoF to AC.
Apetir flies into flank with Tsin and bites the idol on its indolent ass.
bite: 1d20 + 22 ⇒ (12) + 22 = 34 to hit;
2d6 + 22 ⇒ (4, 3) + 22 = 29 magic damage;
[ 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
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
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
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)

Tsin Windscar |
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Round 2, Init 7
AC = 30 (Judgment)
HP = 189/218
Weapon Equipped = Sever
Condition(s) = Protection from Spells, Witch's Charge, Blessing of Fervor
Tsin endures the bite, allowing it step closer to her, so she can step closer to it. Tsin's got the Strike Back feat, courtesy of our previous encounters on Triaxus.
When she's within 10', she begins a series of thrusts by Lunge. She treats Sever to a touch of Bane, targeting the hippo as Golem Construct?. Blessing of Fervor for an Additional Attack
It also benefits her greatly to enter a flanking situation with Hektir.
Sever, Power Attack, Bane, Flank: 1d20 + 25 - 4 + 2 + 2 ⇒ (14) + 25 - 4 + 2 + 2 = 39 for 2d4 + 14 + 12 + 1d6 + 2d6 + 1d6 ⇒ (3, 3) + 14 + 12 + (1) + (2, 1) + (1) = 37 damage, including Fire, Bane, and Precision
Second Thrust: 1d20 + 20 - 4 + 2 + 2 ⇒ (8) + 20 - 4 + 2 + 2 = 28 for 2d4 + 14 + 12 + 1d6 + 2d6 + 1d6 ⇒ (1, 1) + 14 + 12 + (3) + (4, 3) + (1) = 39 damage, including Fire, Bane, and Precision
Third Thrust: 1d20 + 15 - 4 + 2 + 2 ⇒ (13) + 15 - 4 + 2 + 2 = 28 for 2d4 + 14 + 12 + 1d6 + 2d6 + 1d6 ⇒ (3, 1) + 14 + 12 + (6) + (3, 5) + (3) = 47 damage, including Fire, Bane, and Precision
BoF Attack: 1d20 + 25 - 4 + 2 + 2 ⇒ (1) + 25 - 4 + 2 + 2 = 26 for 2d4 + 14 + 12 + 1d6 + 2d6 + 1d6 ⇒ (3, 3) + 14 + 12 + (6) + (1, 1) + (2) = 42 damage, including Fire, Bane, and Precision

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Pemsworth: 28
Quinn: 25
Malavarius: 18
Hektir: 15
Tsin: 7
Antagonist: 9
As Mal and Quinn get out of the way -- the latter pulling out his crossbow as he moves into the kurgan -- Pems traps the ooze, though it doesn't seem to be harmed at all but the hard ice around it.
Deeper in the cave, Hektir flies close, biting the hard stone idol as he manages to avoid the worst of its own hard jaws. Tsin, undaunted after her first attempt to hit it fails, lays into it with Sever, sending stone chips flying. It lets out a roar and bites back at her, even as it slams her with its stone fists, each blow hitting like a hammer 33, 15 and 16 hp.
That close, Tsin and Hektir suddenly feel a stirring as they meet the creature's eyes, realizing it may well be divine. gaze attack: DC 23 Will save, or you're charmed as charm monster and no longer want to attack it.
Quinn Reflex: 1d20 + 15 ⇒ (8) + 15 = 23
Ooze Fort: 1d20 + 12 ⇒ (11) + 12 = 23
Idol AoO: 1d20 + 24 ⇒ (8) + 24 = 32
Bite: 1d20 + 24 ⇒ (7) + 24 = 31
4d8 + 11 ⇒ (6, 6, 2, 8) + 11 = 33
Slam: 1d20 + 24 ⇒ (13) + 24 = 37
1d8 + 11 ⇒ (4) + 11 = 15
Slam: 1d20 + 24 ⇒ (7) + 24 = 31
1d8 + 11 ⇒ (5) + 11 = 16
Ooze: 19
Idol: 119

Hektir the Tracksmage |

Don't forget the +8 from mindblank, Tsin! Probably doesn’t stack with whatever is giving you that +5, but, even so, it’ll be enough! =)
Oh, I think it does stack. That +5 is for being threatened by the creature per the charm person spell.
Round 4
1d20 + 22 + 5 ⇒ (5) + 22 + 5 = 32 Will vs. charm
Apetir bites the idol on its indolent ass (twice) and begins to rend and rake with his claws, hooting wildly.
bite: 1d20 + 22 ⇒ (13) + 22 = 35 to hit;
1d6 + 22 ⇒ (2) + 22 = 24 magic damage;
claw: 1d20 + 22 ⇒ (8) + 22 = 30 to hit;
1d4 + 22 ⇒ (1) + 22 = 23 magic damage;
claw: 1d20 + 22 ⇒ (12) + 22 = 34 to hit;
1d4 + 22 ⇒ (3) + 22 = 25 magic damage;
BoF Attack:
bite: 1d20 + 22 ⇒ (12) + 22 = 34 to hit;
1d6 + 22 ⇒ (4) + 22 = 26 magic damage;
[ 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
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
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
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)

Tsin Windscar |

Much obliged for the memory goose, Mal.
Tsin shakes her head, looking down on her lowered blade, then looks about the chamber. "Well, that went better than I imagined." She eyes the left and right exits, waiting for the others to decide which way to go. Should there be anything interesting laying about, she gives it a cursory glance.
Perception: 1d20 + 21 ⇒ (18) + 21 = 39

Hektir the Tracksmage |
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”Puny god,” Apetir grunts in unintelligible ape-speech while picking out a piece of god-ass from his front teeth. He looks around the creature for what it have been guarding or why it existed here.
1d20 + 33 ⇒ (18) + 33 = 51 Perception

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

A number of items lie in front of where the idol stood for however long it was there, and quick investigation shows a couple are magical: a dark blue rhomboid ioun stone, a scroll of insect plague scribed on a piece of uncured hide, a pile of uncut gems (worth 2,800 gp total), seven bits of mammoth ivory with rough scrimshaw carvings of elk and plains bison (worth 50 gp each), and a section of petrified tree trunk 3 feet high, 1 foot thick, and weighing 225 pounds that has been carved to resemble some crude prehistoric deity or nature spirit (worth 3,500 gp).
There's no obvious reason for its existence here, and Hektir suspects it's simply where whatever worshiped it happened to be or to build it.
With no clear indication of which way to go, Quinn directs the group to the right, into a musty chamber that smells faintly of decay. Stacked against the walls are hundreds of bundles of hides and pelts, votive offerings left by whatever people built this place long ago.
1d2 ⇒ 2

Tsin Windscar |

Tsin regards the hides and pelts with the proper amount of paranoia for a witch's Kurgan. "They'll animate shortly, Baba Yaga? Try and wrap about our heads and strangle us where we stand?" Tsin regards the matroyshka doll, weirdly jealous of the crone's exemption from any of the hostility shown to them as a whole.
Tsin keeps her Sever at the ready, expecting something to fly through the air, and attack them, or her. She respectfully requests a bit more protection from Pharasma, regarding inherently evil creatures. Cast Protection from Evil
She then marches along the left wall, stepping lively, so she can draw the ire of the ermine.

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

"That seems very obvious, doesn't it?" the Old Crone retorts to Tsin as she moves into the room, keeping an eye on the various hides.
She notices that included among the many pelts and furs, stiff with dry rot, are rolls of scaled skin.
They appear to be the shed skins of giant snakes.

Tsin Windscar |

Knowledge(Nature), Monster Lore: 1d20 + 10 + 3 ⇒ (6) + 10 + 3 = 19
Tsin continues walking along the left wall, and listens intently for words of wisdom coming from any of the others. She wonders how many more chambers await them...

Quinn Kestrel |

Quinn shudders at the decaying offerings. "It's such a shame when religions require waste and sacrifice. Cayden teaches us the exact opposite, to use and enjoy the bountiful fruits that life has to offer, not waste them!" He follows Tsin along the left wall oblivious to the nature of the scaled skin.
Perception: 1d20 + 32 ⇒ (10) + 32 = 42
Thanks for covering in all the games, Mott!

Malavarius King |

”Let’s just be thankful that bloated thing hadn’t found the starstone like Cayden and instead had only a sliver of divinity in it. Oh, good heavens, look at this mess!” Malavarius frowns at the scattered offerings and hides, shaking his head in disapproval.
Knowledge (nature, DC 20): 1d20 + 12 ⇒ (4) + 12 = 16

Hektir the Tracksmage |

1d20 + 22 ⇒ (17) + 22 = 39 Know (Nature)
Apetir snorts as if he knows exactly what the skins are, but chooses not to say anything about it...mostly because it would be more unintelligible gibberish, like that of what Quinn speaks while on a bender.
He doesn’t seem too worried about it, looking to move on after others are healed.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
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You move quickly through the chamber, not giving the chance for the shed snakeskins to form into some sort of undead hollow serpent.
The cavern continues to wind through the underground, barely wide enough for Hektir, before it corridor widens to create two alcoves containing stylized stone statues of saber-toothed tigers engraved by the ancients with crude glyphs and sigils. Again, Tsin expects them to animate, but again she's surprised (and perhaps disappointed) when they prove to be nothing more than simple stone.
Moving on, you get to the convergance of two earthen tunnels. The floor of the intersection is clogged with broken bones and bits of dried flesh from creatures that obviously met violent deaths. The cobwebs and advanced state of decay of some of the remains show that these remains have been collected here for many, many years.

Hektir the Tracksmage |

Apetir pauses, looking in every alcove and at every burnt bone. He trusts nothing...especially not for Baby Yoga to help in any way.
1d20 + 33 ⇒ (6) + 33 = 39 Perception

Tsin Windscar |

Tsin sees the ceiling rising, and comes to a stop. "Can we all enjoy a little flight? I'd prefer to not delay chasing something upwards, given the space. Pemsworth, please stay back. You might be borne away by a large bird."

Tsin Windscar |

Tsin flinches a little, as she turns back to see the halfling-become-half-elf. I look forward so much, I forget to acknowledge those who follow... "It's true. I picture you returning to your previous self when this is all over..."

Hektir the Tracksmage |

Apetir will cast Mass Fly, which he already thought he cast. Oops. But cast now for sursies.
When others are ready, he will slowly move upward, looking for danger.
1d20 + 33 ⇒ (3) + 33 = 36 Perception

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

As you plan to further investigate, you suddenly hear another horrific howl echo through the cave. DC 28 Will save to avoid becoming shaken for an hour, and panicked for 1d4 + 4 ⇒ (2) + 4 = 6 rounds. This is a mind-affecting fear effect.
A moment later, a second howl splits the air. Same saves as above; 1d4 + 4 ⇒ (2) + 4 = 6 rounds for possible panic.
Hektir (+2 in surprise rounds): 1d20 + 4 ⇒ (13) + 4 = 17
Malavarius: 1d20 + 1 ⇒ (4) + 1 = 5
Pemsworth: 1d20 + 8 ⇒ (18) + 8 = 26
Quinn: 1d20 + 6 ⇒ (5) + 6 = 11
Tsin: 1d20 + 5 ⇒ (9) + 5 = 14
Antagonist: 1d20 + 13 ⇒ (19) + 13 = 32
Party is up...

Hektir the Tracksmage |

1d20 + 19 ⇒ (20) + 19 = 39 Will
1d20 + 19 ⇒ (10) + 19 = 29 Will
Apetir backs up. Not that he is afraid, but that he hears fear from others and doesn’t want to proceed alone. He backs up more, and then more again, waiting for some people to get their shit together.

Malavarius King |
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Will Save (DC 28): 1d20 + 17 ⇒ (1) + 17 = 18 Well, at least I didn't prepare teleport today.
Will Save (DC 28): 1d20 + 17 ⇒ (3) + 17 = 20
Malavarius' eyes go impossibly wide as his pupils narrow to pinpoints. Trembling, he glances from side to side for a moment before shouting, "Fly, you fools!" He then promptly vanishes from sight.
dimension door 1,040 feet out of the kurgan and back toward where we first arrived
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)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 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): endure elements [X], feather fall [ ], identify [ ], mount [ ], protection from evil* [ ], mage armor [X], shield [ ]
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 [X] [X], fireball (intensified) [ ] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [X] [ ], flesh to stone [ ], greater dispel magic* [ ]
Level 7 Prepared (3+1+1): banishment [ ], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [ ], mind blank [X]
Protective Ward used: 0/10
Ongoing Effects:
protection from arrows (everyone)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)
mind blank (Tsin)
protection from spells (Tsin, 160 minutes)
blessing of fervor: +2 to hit, +2 AC, +2 Ref Saves

Quinn Kestrel |

DC 28 Will save: 1d20 + 20 ⇒ (18) + 20 = 38
DC 28 Will save: 1d20 + 20 ⇒ (5) + 20 = 25
The first howl doesn't seem so bad, but the second howl sends chills through his soul and Quinn joins Pems in flight from the cave.

Tsin Windscar |

Will Save v DC 28: 1d20 + 17 + 8 ⇒ (13) + 17 + 8 = 38
Will Save v DC 28: 1d20 + 17 + 8 ⇒ (2) + 17 + 8 = 27
Tsin finds no pleasure in the howl, leveled against no less than twice in as many seconds. She fears that there is now more than one creature waiting somewhere above them, and rightfully retreats.

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

Pemsworth: 26
Hektir: 17
Tsin: 14
Quinn: 11
Malavarius: 5
Antagonist: 32
Pems and Quinn turn tail and take off running, while Mal casts a quick spell and disappears with a quick pop of displaced air. Please keep track of how far away you are, if you don't mind, though I'll try to do the same.
Hektir and Tsin retreat a little more carefully, so they can see when a horrific creature with the head of a feral elk with jagged teeth and sharp antlers. Its humanoid legs end in blackened, burnt stumps. Though they may have avoided it earlier, the wendigo has found them now!
Moving far faster than you, the creature closes with Hektir and bites savely into him 18 hp, plus 16 cold, though the ape is able to pull his arm free before the wendigo can grab him!
1d2 ⇒ 1
Bite: 1d20 + 26 ⇒ (15) + 26 = 41
2d8 + 9 + 4d6 ⇒ (1, 8) + 9 + (2, 6, 5, 3) = 34
1d20 + 32 ⇒ (1) + 32 = 33
Mal: 1,040 ft.
Quinn: 30 ft.
Pems: 30 ft.
I assumed Tsin and Hektir retreated 30 feet, but if you wanted to go the full 60 feet, let me know. Either way, it's able to catch up to you fairly easily despite starting from some fairly greater height.

Tsin Windscar |

Tsin failed the second save, so joins the others in a Panicked retreat. Sever is dropped to the floor, and Tsin runs 'top speed' 120' back from whence they came. Another round, and another 120'...

Malavarius King |

Fleeing while panicked at least ends as soon as you break line of sight; so some of you might not need to run quite so far?
Malavarius spins around, scanning the horizon as he huffs and tries to catch his breath. "Gadzooks that was dreadful! Now, where the blazes have I gotten myself?"
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)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 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): endure elements [X], feather fall [ ], identify [ ], mount [ ], protection from evil* [ ], mage armor [X], shield [ ]
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 [X] [X], fireball (intensified) [ ] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [X] [ ], flesh to stone [ ], greater dispel magic* [ ]
Level 7 Prepared (3+1+1): banishment [ ], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [ ], mind blank [X]
Protective Ward used: 0/10
Ongoing Effects:
protection from arrows (everyone)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)
mind blank (Tsin)
protection from spells (Tsin, 160 minutes)
Panicked (2/6)

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

Whoops, sorry Tsin. Also, Hektir reminded me your speed is boosted by fly (so 60 feet at least). So no one was attacked that round, because the wendigo isn't so fast it could get to you AND attack without charging. That said, it could certainly get to you. You can assume your fleeing will end this round, as you'll now all have seen the wendigo and then broken line of sight. Hek, do you want to move past all the fleeing slowpokes?
Either way, the wendigo is in position to attack you next round; 10 feet from the slowest person, which is either Hektir or randomly Quinn/Tsin/Pems (unless one of you has another speed boost)...

Tsin Windscar |

Tsin's current fly speed is 40', due to armor, and the Fly spell won't allow her to Run, only Charge, so feet on the ground, Running, would have been her selection for retreat. (80' back v 120' back). I'll defer to GM as to the current positions...

Hektir the Tracksmage |

Apetir flies tactically, trying to give his companions time to recover their shit and get back into the fight. He has no desire to go toe to ape-toe with this horror, but also doesn’t want Pems eaten like a peeled grape.
He will fly 20’ away from the creature, casting Freedom of Movement and issuing a roaring challenge.

Quinn Kestrel |

Quinn's flight slacks off as the panic slips away and his concern for his friends takes charge again. Embarrassed, he turns back and retraces his route.
I will defer on position as well, not sure where Quinn would be, Destruction on Wendigo is his next goal

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

Pemsworth: 26
Hektir: 17
Tsin: 14
Quinn: 11
Malavarius: 5
Antagonist: 32
Pems, Quinn and Tsin turn tail and keep running, though as the Wendigo slips from their sight, they realize things aren't quite so grave!
Hektir meanwhile girds his loins for the fight in the close confines of the tunnel, as the wendigo closes on him. He barely manages to get his neck back as the horrific creature snaps at him, sparing him from possibly having his throat ripped out in a single bite, though his magic lets him slip free of the wendigo's jaws. 13 hp, plus 14 cold damage
Bite: 1d20 + 26 ⇒ (18) + 26 = 44
2d8 + 9 + 4d6 ⇒ (3, 1) + 9 + (1, 6, 6, 1) = 27
So we'll say everyone has retreated a total of 240 feet in two rounds; Apetir flew 120 feet, then this round flew 20 feet and cast, at which point the wendigo closed to within 10 feet of him and attacked; so everyone else (except Mal) is 100 feet away from those two combatants.

Tsin Windscar |

Round 3, Init 14
AC = 30 PfE
HP = 189/218
Weapon Equipped = +1 Greatsword
Condition(s) = Protection from Spells, Witch's Charge, Blessing of Fervor, Protection from Evil
Tsin does the same, returning to the fight by foot, though she's mildly out of breath from all the running. She stops just 10' away from the howler, should the tunnel permit a columnar front line. If the ceiling allows it, Tsin will try and face the wendigo from the same distance as Hektir. If not, she stops just in back of him.
The swordswoman now wields a greatsword, in place of discarded Sever.

Malavarius King |

Huffing, Malavarius comes to a rest at the top of a small rise. Turning slowly, he sees the kurgan in the distance, but in the opposite direction he'd been hustling. "What the- how in the-" Sighing profusely, the wizard hikes up his robes and starts heading for the distant kurgan. "Blasted kurgan! Stay put this time! I'm a very old man without his staff for pity's sake!" Too winded to grumble any more, the wizard does his best to hurry back toward the kurgan.
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)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 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): endure elements [X], feather fall [ ], identify [ ], mount [ ], protection from evil* [ ], mage armor [X], shield [ ]
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 [X] [X], fireball (intensified) [ ] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [X] [ ], flesh to stone [ ], greater dispel magic* [ ]
Level 7 Prepared (3+1+1): banishment [ ], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [ ], mind blank [X]
Protective Ward used: 0/10
Ongoing Effects:
protection from arrows (everyone)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)
mind blank (Tsin)
protection from spells (Tsin, 160 minutes)
Panicked (2/6)

Hektir the Tracksmage |

With Resist 15 cold, no cold damage this time. DR10/good helps. hp 176/179.
Round 3
With a snarl, Apetir fights back against the dreaded winnebago.
bite: 1d20 + 22 ⇒ (4) + 22 = 26 to hit;
1d6 + 22 ⇒ (4) + 22 = 26 magic damage;
claw: 1d20 + 22 ⇒ (4) + 22 = 26 to hit;
1d4 + 22 ⇒ (2) + 22 = 24 magic damage;
claw: 1d20 + 22 ⇒ (10) + 22 = 32 to hit;
1d4 + 22 ⇒ (3) + 22 = 25 magic damage;
[ 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
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
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
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)

Quinn Kestrel |

Quinn returns to the scene of the battle and directs his wrath at the wendigo. "You should be ashamed of yourself, going around and frightening people like that! Be gone, foul beast!"
SR check: 1d20 + 16 ⇒ (15) + 16 = 31
cast Terrible Remorse on the wendigo, DC 20 Will save, You fill a target with such profound remorse that it begins to harm itself. Each round, the target must save or deal 1d8 points of damage + its Strength modifier to itself using an item held in its hand or with unarmed attacks. If the creature saves, it is staggered for 1 round and takes a -2 penalty to Armor Class, after which the spell ends. Last for 16 rounds, or until save

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

Don't forget you're all still shaken except Hektir.
Pemsworth: 26
Hektir: 17
Tsin: 14
Quinn: 11
Malavarius: 5
Antagonist: 32
Hektir unfortunately takes up the full space in the tunnel, so Tsin, Pems and Quinn are only able to return to his backside, while Mal hustles back, still far from the fight. As the two monstrous beasts battle, the wendigo shrugs off Quinn's spell, its flesh immediately starting to close the wounds inflicted by Hektir's claws. The ape's own hide is tough enough that it turns aside the windigo's fangs and claws, but he can feel the pressure of the blows, and thinks his hide held only be the narrowest of margins.
Wendigo save: 1d20 + 11 ⇒ (10) + 11 = 21
Bite: 1d20 + 26 ⇒ (7) + 26 = 33
Claw: 1d20 + 26 ⇒ (6) + 26 = 32
Claw: 1d20 + 26 ⇒ (3) + 26 = 29
Wendy: 10

Hektir the Tracksmage |

With Resist 15 cold, no cold damage this time. DR10/good helps. hp 176/179.
Round 2
Waited 3 days for someone to post, but I guess we can re-arrange things next round. Not sure what else Apetir can do to make room.
Apetir fights back against the winnebago.
bite: 1d20 + 22 ⇒ (9) + 22 = 31 to hit;
1d6 + 22 ⇒ (3) + 22 = 25 magic damage;
claw: 1d20 + 22 ⇒ (18) + 22 = 40 to hit;
1d4 + 22 ⇒ (4) + 22 = 26 magic damage;
claw: 1d20 + 22 ⇒ (1) + 22 = 23 to hit;
1d4 + 22 ⇒ (3) + 22 = 25 magic damage;
[ 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
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
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
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)