| Tsin Windscar |
Round 4, 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, Shaken
With the large ape in front of her, Tsin debates her next steps. She can easily slip through the hairy legs, and take a stab at the wendigo with her lunge technique, but she also wonders what she might do from the other side of the beasts.
"Quinn, do you think you could help me retrieve Sever, so I might hack this thing down from the other side of it? I understand if that's not possible at the moment, but I'm doing my best to strategize."
Tsin moves up to 10' away, and lunges once.
+1 Greatsword, Power Attack, Shaken: 1d20 + 23 - 4 - 2 + 2 ⇒ (18) + 23 - 4 - 2 + 2 = 37 for 2d6 + 12 + 12 ⇒ (4, 6) + 12 + 12 = 34 damage
She takes the time to sheathe the greatsword, and pick up Sever, ready to return to the fight from the other side.
| Quinn Kestrel |
His prayers failing and fear rising again, Quinn hops at the chance to help Tsin.
dimensional hop with Tsin, will go 40 feet if that gets us 15 feet past it on the other side of the Wendigo
From the far side of the Wendigo Quinn calls upon Cayden and a flaming cocktail appears above the creature and pours down upon it.
Sr Check: 1d20 + 16 ⇒ (8) + 16 = 24
Flame Strike: 15d6 ⇒ (3, 4, 6, 1, 5, 6, 3, 4, 1, 5, 5, 5, 2, 3, 6) = 59 half fire, half divine damage, DC 21 Reflex for half
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Pemsworth: 26
Hektir: 17
Tsin: 14
Quinn: 11
Malavarius: 5
Antagonist: 32
Tsin and Quinn reappear behind the wendigo actually took 45 feet of movemeny, the latter then casting a spell that evaporates as it hits the creature didn't beat SR. Tsin steps forward and lunges, cutting the creature, though again it begins to heal immediately sever is still fairly far away (about 120 feet) so I had you attach with the greatsword, though that suffers from DR.
It bites behind it at the swordswoman (whose ring lets her slip from of its jaws) as it continues battling Hektir, who manages to cut it once. Still both suffer wounds as it claws the ape, its touch bitterly cold Tsin takes 23 and 18 cold; Hektir takes 18 and 14 cold.
Far away, Mal continues hustling toward the fight. "Hurry up, hurry up, hurry up!" Zeno exhorts. "They're probably all dead already because you just had to run away with magic! I can hardly finish freeing Baba Yaga by myself!"
Bite: 1d20 + 26 ⇒ (12) + 26 = 38
2d8 + 9 + 4d6 ⇒ (5, 8) + 9 + (2, 6, 6, 4) = 40
Claw: 1d20 + 26 ⇒ (12) + 26 = 38
2d6 + 9 + 4d6 ⇒ (6, 4) + 9 + (6, 5, 2, 1) = 33
Claw: 1d20 + 26 ⇒ (6) + 26 = 32
Wendy: 40
Party is up.
| Tsin Windscar |
Round 5, 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, Shaken
"Thank you, Quinn. This is a much better position."
Blessing of Fervor for an Additional Attack
Finding herself in flank against the wendigo, Tsin still feels a pulling sensation. A desire to retreat, and secure her true weapon. Only for its true strength, not because the monstrosity before her still causes her doubt of her martial skill. She corrects her swing, the greatsword feeling awkward in her two hands, placing the tip of the weapon in tighter arc. Dropping Power Attack this round, and applying Bane(Outsider)
+1 Greatsword, Shaken, Flank, Bane: 1d20 + 23 - 2 + 2 + 2 ⇒ (8) + 23 - 2 + 2 + 2 = 33 for 2d6 + 12 + 1d6 + 2d6 ⇒ (5, 3) + 12 + (2) + (6, 3) = 31 damage, including Precision and Bane
2nd Swing: 1d20 + 18 - 2 + 2 + 2 ⇒ (10) + 18 - 2 + 2 + 2 = 30 for 2d6 + 12 + 1d6 + 2d6 ⇒ (5, 6) + 12 + (6) + (2, 6) = 37 damage, including Precision and Bane
3rd Swing: 1d20 + 13 - 2 + 2 + 2 ⇒ (11) + 13 - 2 + 2 + 2 = 26 for 2d6 + 12 + 1d6 + 2d6 ⇒ (6, 6) + 12 + (5) + (5, 4) = 38 damage, including Precision and Bane
BoF Attack: 1d20 + 23 - 2 + 2 + 2 ⇒ (9) + 23 - 2 + 2 + 2 = 34 for 2d6 + 12 + 1d6 + 2d6 ⇒ (2, 6) + 12 + (5) + (1, 5) = 31 damage, including Bane and Precision
| Quinn Kestrel |
His prayers useless, Quinn pops next to the wendigo and slaps it hard. "Back to the abyss with you, foul beast!"
Touch Attack, Slap of Chaos: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
| Hektir the Tracksmage |
With Resist 15 cold, no cold damage this time. DR10/good helps. hp 168/179.
Round 3
Apetir fights back against the winnebago.
bite: 1d20 + 22 + 2 ⇒ (16) + 22 + 2 = 40 to hit; (flank)
1d6 + 22 ⇒ (2) + 22 = 24 magic damage;
claw: 1d20 + 22 + 2 ⇒ (2) + 22 + 2 = 26 to hit;
1d4 + 22 ⇒ (4) + 22 = 26 magic damage;
claw: 1d20 + 22 + 2 ⇒ (9) + 22 + 2 = 33 to hit;
1d4 + 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)
| Hektir the Tracksmage |
| 1 person marked this as a favorite. |
I say let it fly. If old movies are correct, and the lore holds true, the electricity should supercharge Apetir to kick more ass. More likely the SR check may not be passed and just Apetir is getting zinged.
1d20 + 10 ⇒ (8) + 10 = 18 Reflex
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
| 1 person marked this as a favorite. |
Fair enough, Hektir. Tsin, I don't think BoF is active currently.
Pemsworth: 26
Hektir: 17
Tsin: 14
Quinn: 11
Malavarius: 5
Antagonist: 32
As Mal continues to hustle back -- he can hear the sounds of the fight from ahead of him -- Pems tries blasting the wendigo. Instead, he zaps Hektir and the bolt of electricity seems to just melt away as it hits the monstrous creature.
Quinn appears and slaps the creature, as Tsin and Hektir continue their own attempts to bring it down, drawing blood, though it quickly begins to heal again. It lashes back, clawing at both of them and biting Quinn, but only Tsin gets hit as he blade manages to catch its mouth -- saving Quinn -- and the static supercharge from Pems' bolt makes Hektir's fur stand out, making him look bigger than he actually is and throwing off the other claw. 15 hp and 19 cold to Tsin
Pems caster level check?: 1d20 + 14 ⇒ (5) + 14 = 19
Claw vs. Tsin: 1d20 + 26 ⇒ (14) + 26 = 40
Claw reroll: 1d20 + 26 ⇒ (13) + 26 = 39
2d6 + 9 + 4d6 ⇒ (3, 3) + 9 + (4, 5, 5, 5) = 34
Claw vs. Hektir: 1d20 + 26 ⇒ (6) + 26 = 32
Claw reroll: 1d20 + 26 ⇒ (3) + 26 = 29
Bite vs. Quinn: 1d20 + 26 ⇒ (7) + 26 = 33
Bite reroll: 1d20 + 26 ⇒ (12) + 26 = 38
Wendy: 91
Mal, you can arrive back at the fight (below Pems) this round with a double move.
| Tsin Windscar |
Round 6, Init 14
AC = 30 PfE
HP = 118/218 (2 Cold Resistance)
Weapon Equipped = +1 Greatsword
Condition(s) = Protection from Spells, Witch's Charge, Protection from Evil, Shaken
Ah, thanks, GM. Felt like the Fervor was still upon us...
Tsin continues to bleed and freeze, so lashes out, praying to Pharasma that the gorilla does his level best on the other side of the wendigo. They have the numbers, but the creature is something wholly unholy, so who knows, really. She senses a bitter irony in the making, should they fall to this guardian, so close to their final goal. Her fear forces her to steady her swings, making them less powerful.
+1 Greatsword, Shaken, Flank, Bane: 1d20 + 23 - 2 + 2 + 2 ⇒ (9) + 23 - 2 + 2 + 2 = 34 for 2d6 + 15 + 1d6 + 2d6 ⇒ (5, 5) + 15 + (6) + (5, 2) = 38 damage, including Precision and Bane
Second Swing: 1d20 + 18 - 2 + 2 + 2 ⇒ (8) + 18 - 2 + 2 + 2 = 28 for 2d6 + 15 + 1d6 + 2d6 ⇒ (3, 3) + 15 + (1) + (3, 4) = 29 damage, including Precision and Bane
Third Swing: 1d20 + 13 - 2 + 2 + 2 ⇒ (13) + 13 - 2 + 2 + 2 = 28 for 2d6 + 15 + 1d6 + 2d6 ⇒ (2, 3) + 15 + (2) + (4, 2) = 28 damage, including Precision and Bane
"Where in the hells is Mal?! This thing should be stone already..."
| Hektir the Tracksmage |
With Resist 15 cold, no cold damage this time. DR10/good helps. hp 168-25(Pems)/179....so 143/179.
Round 4
Apetir takes a lightning strike from a teammate and channels his rage into clawing at the winnebago.
bite: 1d20 + 22 + 2 ⇒ (13) + 22 + 2 = 37 to hit; (flank)
1d6 + 22 ⇒ (4) + 22 = 26 magic damage;
claw: 1d20 + 22 + 2 ⇒ (7) + 22 + 2 = 31 to hit;
1d4 + 22 ⇒ (4) + 22 = 26 magic damage;
claw: 1d20 + 22 + 2 ⇒ (17) + 22 + 2 = 41 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)
| Pemsworth Smith, Esq. |
"Sorry, Hektir! I honestly thought you'd repel the lightning!" He gulps and draws his gun, firing at the Windygo. GUN: 1d20 + 15 ⇒ (20) + 15 = 35 for 1d8 + 2 ⇒ (8) + 2 = 10 damage!
Possible Crit: 1d20 + 15 ⇒ (13) + 15 = 28 for an additional 3d8 + 6 ⇒ (4, 1, 4) + 6 = 15 damage!
| Malavarius King |
Malavarius arrives, his beard dancing with every loud and labored puff of breath. In between huffs, he manages to rasp, ”Good heavens! Why isn’t it dead yet?!”
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 (6/6)
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Pemsworth: 26
Hektir: 17
Tsin: 14
Quinn: 11
Malavarius: 5
Antagonist: 32
Mal returns to the fight just in time to see Pems shoot between Hektir's legs and hit the wendigo center mass, though it doesn't seem to hurt it that badly. Certainly, Hektir's claws do far more damage, as he finally lands a couple of vicious blows , or even Tsin's sword, though that damage begins to heal almost immediately.
Quinn slaps it again, imbuing it with chaos, as it turns its full attention to Hektir. By this time, however, his fur has settled back down and he takes a bite and claw, barely missing another vicious slash. 13 hp and 11 cold; then 17 hp and 14 cold
Quinn Touch Attack, Slap of Chaos: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
Bite: 1d20 + 26 ⇒ (17) + 26 = 43
Reroll: 1d20 + 26 ⇒ (12) + 26 = 38
2d8 + 9 + 4d6 ⇒ (1, 3) + 9 + (2, 1, 5, 3) = 24
Claw: 1d20 + 26 ⇒ (12) + 26 = 38
Reroll: 1d20 + 26 ⇒ (16) + 26 = 42
2d6 + 9 + 4d6 ⇒ (6, 2) + 9 + (6, 4, 3, 1) = 31
Claw: 1d20 + 26 ⇒ (6) + 26 = 32
Reroll: 1d20 + 26 ⇒ (8) + 26 = 34
Wendy: 160
You're getting a lot out of that cold protection.
| Hektir the Tracksmage |
With Resist 15 cold, no cold damage this time. DR10/good helps. 143/179, taking 3 and 7, 133/179. Yes, Apetir is getting lucky.
Round 4
Apetir claws and bites at the winnebago.
bite: 1d20 + 22 + 2 ⇒ (17) + 22 + 2 = 41 to hit; (flank)
1d6 + 22 ⇒ (5) + 22 = 27 magic damage;
claw: 1d20 + 22 + 2 ⇒ (7) + 22 + 2 = 31 to hit;
1d4 + 22 ⇒ (4) + 22 = 26 magic damage;
claw: 1d20 + 22 + 2 ⇒ (19) + 22 + 2 = 43 to hit;
1d4 + 22 ⇒ (1) + 22 = 23 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)
| Malavarius King |
Malavarius fumbles for one of his wands, pulling it from one of his baggy sleeves, then sends a trio of fiery beams spiraling through the fracas.
CL Check vs SR: 1d20 + 22 - 2 ⇒ (16) + 22 - 2 = 36
Scorching Ray: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10for: 4d6 ⇒ (2, 6, 4, 2) = 14
Scorching Ray: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25for: 4d6 ⇒ (1, 1, 6, 6) = 14
Scorching Ray: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9for: 4d6 ⇒ (2, 2, 3, 1) = 8
3 ranges touch attacks, though cover may well reduce those by an additional -4 each
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: 36/50 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)
| Pemsworth Smith, Esq. |
Pems tries to line up another shot at the Wenteego, but Hektir's apeness gets in his way. Instead he sighs and slaps Apetir, healing him for 3d8 + 14 ⇒ (2, 7, 8) + 14 = 31 HP. "Keep hitting him, big guy!"
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Pemsworth: 26
Hektir: 17
Tsin: 14
Quinn: 11
Malavarius: 5
Antagonist: 32
Pems heals Apetir, undoing almost all the wendigo's hard work and drawing a clear from the monstrosity. Also from behind the ape, Mal sends three fiery blasts toward the creature, but in his effort to avoid hitting Hektir, all three hit nothing but icy rock did indeed get cover.
Closer, Quinn continues bringing chaos to its efforts as Hektir and Tsin continue to try to cut it down. It looks like a vicious slice with her huge sword will take it down, but the creature's natural toughness keeps it floating and it turns around one more time in an effort to at least do some harm before it's destroyed. Tsin takes a claw 16 hp plus 16 cold a moment before she and Hektir are able to finally bring the thing down. Combat over; it would be dead next round
Tsin+1 Greatsword, Shaken, Flank, Bane: 1d20 + 23 - 2 + 2 + 2 ⇒ (15) + 23 - 2 + 2 + 2 = 40
Damage: 2d6 + 15 + 1d6 + 2d6 ⇒ (6, 5) + 15 + (5) + (6, 2) = 39
Tsin+1 Greatsword, Shaken, Flank, Bane: 1d20 + 18 - 2 + 2 + 2 ⇒ (14) + 18 - 2 + 2 + 2 = 34
Damage: 2d6 + 15 + 1d6 + 2d6 ⇒ (2, 5) + 15 + (6) + (1, 5) = 34
Tsin+1 Greatsword, Shaken, Flank, Bane: 1d20 + 13 - 2 + 2 + 2 ⇒ (11) + 13 - 2 + 2 + 2 = 26
Damage: 2d6 + 15 + 1d6 + 2d6 ⇒ (1, 1) + 15 + (5) + (4, 5) = 31
Bite: 1d20 + 26 ⇒ (2) + 26 = 28
Reroll: 1d20 + 26 ⇒ (1) + 26 = 27
Claw: 1d20 + 26 ⇒ (9) + 26 = 35
Reroll: 1d20 + 26 ⇒ (14) + 26 = 40
2d6 + 9 + 4d6 ⇒ (4, 3) + 9 + (4, 5, 2, 5) = 32
Claw: 1d20 + 26 ⇒ (12) + 26 = 38
Reroll: 1d20 + 26 ⇒ (3) + 26 = 29
Wendy: 269
| Hektir the Tracksmage |
Apetir spends another round or two tearing the body of the wendigo, hoping to ensure that it never rises again. He is is sure it is dead, he beats his chest and lets out a roar.
He finally finishes his beating (both chest and monster), breathing heavily. He pauses to see what others will do.
| Hektir the Tracksmage |
Not even when you’ve looked into the mirror? Apetir seems to respond to Mal, but doesn’t actually say anything, because he can’t.
He floats back into the lair of the wendigo and looks around.
1d20 + 33 ⇒ (6) + 33 = 39 Perception
| Tsin Windscar |
Tsin wipes the greatsword on the wendigo's neck fur, before sheathing, and walking briskly back to retrieve Sever. She doesn't speak on the recent unnerving experience, a howl capable of disarming her in panic. She returns to Quinn's side, hoping the claw marks are able to speak to her injuries, and the healing will commence.
"I suppose we'll be left unmolested in the wendigo's lair? The thing is intimidating enough to chase other guardians off to their respective corners of this kurgan."
She expects the priest and ape to investigate, for their keen eyes.
| Quinn Kestrel |
Quinn heals Tsin's wounds and provides a healing burst for the party, then turns his attention to the surroundings. "What a tremendously awful creature! I can't imagine what else fell to it's claws over the centuries?"
cast Heal on Tsin, and a channel for everyone
Channel, Heal: 8d6 ⇒ (6, 4, 1, 1, 2, 4, 2, 1) = 21
Perception: 1d20 + 32 ⇒ (14) + 32 = 46
| Hektir the Tracksmage |
1d20 + 16 ⇒ (19) + 16 = 35 Spellcraft
Apetir picks up the ring, examining it then passes it on to those who might know it and use it.
He nods thanks to Quill for his healing, almost undoing what Pems had wrought. He is ready to move on, anxious to be done with this place.
| Tsin Windscar |
"What do you say, Quinn? One last time, pressing your palms to the doors, and informing us of what lies beyond? Unless the wise Baba Yaga cares to elaborate on the nestles of her Kurgan? That's a pretty impressive set of doors. I imagine it's not long before we're crossing swords with Elvanna..."
Tsin turns to the others.
"Are we ready, then? I mean, really ready? This might be Rasputin, all over again. If we can strike her down swiftly, whatever obstacles she might still have between us should fall. Do we accept surrender, should she beg? I'd like not to, of course, but we should consider all options."
| Quinn Kestrel |
Quinn waits for the doll to comment on the door. Then he detects for the presence of magic on the door. Then he searches for traps on the door, or helps the better among the party at that task. Finally, if everything seems clear, he presses his hands against it and pushes his sight through to the other side.
Perception, traps or aid another: 1d20 + 32 ⇒ (20) + 32 = 52
Door Sight, By touching a door for 1 minute, use clairvoyance on the other side
| Hektir the Tracksmage |
If the Alpha determines threat to the door, Apetir is happy to accept responsibility for opening it. He grunts and tries to scoot everyone away so that he might open it alone.
However, if others have solutions, he will listen to them.
He can also summon an even lesser ape to open the door. Whatever works.
| Malavarius King |
Malavarius frowns, ”No, my dear, I’m afraid this won’t end with any prisoners.” He brushes his beard thoughtfully as he continues, ”Even if Elvanna were to genuinely ask for mercy, the old crone isn’t one to forgive those who have crossed her. Elvanna put her life on the line as soon as she set herself upon this path.”
At Quinn’s word, the old wizard then turns to the door.
Knowledge (arcana, DC 24): 1d20 + 26 ⇒ (7) + 26 = 33
”Mmm. This door is powerfully warded indeed. Let’s see if I can do anything about that, hmmm?
Greater Dispel Magic + Moment of Prescience (DC=11+CL): 1d20 + 16 + 20 ⇒ (2) + 16 + 20 = 38
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: 36/50 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* [X]
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)
mind blank (Tsin)
protection from spells (Tsin, 160 minutes)
| Hektir the Tracksmage |
As Mal signals it’s time to breach, Apetir breaches after checking to see that his Fire Seeds are ready to burn anything that will get between him and lifting his curse. He would see summer again or die trying.
He opens the doors.
For funsies, Motte, what was on the door?
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
| Tsin Windscar |
Tsin reties her braid, making sure she'll have no mundane reason to complain, should her vision become as obstructed as Quinn is promising for the fog of door.
She checks each weapon for ease of access, keeping Sever front and center. She petitions Pharasma for a little magical acceleration. cast Expeditious Retreat, affects land speed only- I think we're still capable of flight, yes?
She also tinges Sever with more magic, in case she needs a weapon capable of flensing evil skin. cast Align Weapon(Good)
She brings her Spell Resistance up 28, fully expecting a face-full of offensive magics to greet them as they pass through the doorway.
"I'll bear left. We shouldn't give them ourselves as a gaggle, if we can help it."
| Quinn Kestrel |
I think we still need to find and disable traps on that door before trying to open it
"Lets send a few servants before us, no telling what's lurking in that fog."
is there enough material around to animate either 2 huge objects, or one gargantuan object? If so, then Quinn will animate objects, then send them through the door once we think we can open it
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
You managed to dispel the only trap, so I'm going to handwave that. Earlier, you passed two alcoves containing stylized stone statues of saber-toothed tigers engraved with crude glyphs and sigils. They're both Large, though. You smashed the only larger thing you've found so far to animate. There's also another area you haven't explored yet if you want to look for more.
| Quinn Kestrel |
can Quinn animate the doors? They would tear themselves off the hinges and proceed into the fog
anyone else have any ideas? low leveled summoned creatures to open the doors? lets proceed with caution