
Quinn Kestrel |

"A triceratops is better than doors that might be stuck to the walls." As Pems starts the summoning, Quinn opens the doors and moves back past Hektir.
open the doors and move this round, expecting the triceratops to appear next round, but please do stagger the rounds as needed so that Quinn isn't standing in the doorway when it appears

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

You finalize your plan, and Pems begins casting, summoning a huge dinosaur, which he gestures toward the doors as Quinn opens them.
In front of you is a chamber cut from the heart of the kurgan in the shape of a crescent moon. A pale glow from the center of the room illuminates two tall stone statues. The one on the left is a crude female figure with exaggerated feminine features, an ancient fertility idol representing the nameless goddess revered by the original builders of this mound. The one on the right is much more skillfully carved with more modern techniques, depicting a beautiful woman standing tall and proud, robed in witch’s garb, her left hand extended outward to receive a supplicant and her right holding up a crescent moon above her head.
Between the two statues, an ancient, pitted iron cauldron bubbles over a fire pit, steam rising from its contents, and giving forth the pale, white radiance that provides the room’s dim light. A tall mirror with a frame of glittering ice stands behind the cauldron. A beautiful woman, though one with ice in her eyes, works at the cauldron. Between you and her, two muscular, frog-headed humanoids with tattered flesh hanging from their batlike wings and covered in a viscous slime raise their claws.
They're slimy demodands!
And between you and them is the first of three huge icy creatures, which prevents the triceratops from crashing in. From the waist up, its features are humanoid, but below its body is a snake-like, slithering tail.
They're ice elementals. And judging by their size, they're old, powerful ones...
Hektir (+2 in surprise rounds): 1d20 + 4 ⇒ (11) + 4 = 15
Malavarius: 1d20 + 1 ⇒ (7) + 1 = 8
Pemsworth: 1d20 + 8 ⇒ (7) + 8 = 15
Quinn: 1d20 + 6 ⇒ (7) + 6 = 13
Tsin: 1d20 + 5 ⇒ (11) + 5 = 16
Elvanna: 1d20 + 9 ⇒ (3) + 9 = 12
Slimies: 1d20 + 4 ⇒ (3) + 4 = 7
Icies: 1d20 + 9 ⇒ (14) + 9 = 23
So we'll say on Round 0, Pems' triceratops appears, Mal casts haste and Quinn opens the door. You'll be starting in the round after that, which we'll call Round 1.
A horrible smell hits the nose of the triceratops, which recoils slightly Must make two DC 26 Fort saves or be sickened for 2d6 ⇒ (4, 5) = 9 rounds. The nearest of the ice creatures slams its fists into the dinosaur, the powerful blows punishingly cold. 44 hp, plus 26 cold damage; must make two DC 22 Fort saves or be staggered for 1 round
Blue slam: 1d20 + 24 ⇒ (12) + 24 = 36
2d10 + 10 ⇒ (10, 1) + 10 = 21
Blue slam: 1d20 + 24 ⇒ (18) + 24 = 42
2d10 + 10 ⇒ (8, 5) + 10 = 23
4d8 ⇒ (8, 2, 8, 8) = 26
For this fight, let's NOT go with bunched initiative, so I'll call out who's up. Please make sure you're checking in regularly, since I don't want to have to DMPC anyone.
Round 1 (bold are up): Icies, Tsin, Pems, Hektir, Quinn, Elvanna, Mal, Slimies
Ceiling of the hallway is 15 ft. high. Once you get into the room (if you do), it's 40 ft. high.

Pemsworth Smith, Esq. |

Trike! AC 21, HP 119
Fort vs Smell: 1d20 + 15 ⇒ (18) + 15 = 33 and Fort Vs Smell: 1d20 + 15 ⇒ (7) + 15 = 22
Fort vs Ice: 1d20 + 15 ⇒ (7) + 15 = 22 and Fort vs Ice: 1d20 + 15 ⇒ (6) + 15 = 21
HP 49/119 Staggered for 1 round, Sickened for 9 rounds
The trike lets out a disgusted noise and roars when hit! It tries to gore Blue Ice Gore: 1d20 + 17 - 2 ⇒ (7) + 17 - 2 = 22 for 2d10 + 12 ⇒ (10, 7) + 12 = 29 damage!
Pems lets out a whistle. Planes vs DC 26: 1d20 + 25 ⇒ (19) + 25 = 44 and Planes vs DC 21: 1d20 + 25 ⇒ (10) + 25 = 35 Weaknesses, special attacks, weakest save
He casts Chain Lightning at Blue Ice, arcing to the others! SR check: 1d20 + 14 ⇒ (18) + 14 = 32 and Electricity, Reflex DC 26 primary, 24 secondary: 14d6 ⇒ (1, 4, 2, 5, 1, 3, 2, 3, 1, 2, 1, 4, 1, 2) = 32 damage!
He stay behind the Trike while he can!

Pemsworth Smith, Esq. |

I will be on vacation Sunday through Thursday. I will try to keep in touch, but if I am slowing you down, NPC me. I plan to try to ice tomb the slimy buggers and Evil Eye big bad Queen if they're gone, focusing on saves.

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

The demodands have no real weaknesses. Beyond their stench, they drip with acid, and can cut off a (divine) spellcaster's connection with their god briefly by clawing them. They also can grab their foes. They don't move particularly quickly, so may not be able to get out of the way of spells like lightning bolt. They also have spell resistance.
The elementals can move easily on snow and ice, and see through it without problems. Their touch is so cold, it can numb the flesh and make it hard to move (note that cold resistance won't help against that). They're vulnerable to fire, and not particularly strong-willed.

Hektir the Tracksmage |

Round 1
Apetir wants to fly into the room and immediately begin to beat face, rend face, and club face...and then bite face, but doesn't think that's the best plan with all the flesh in the way.
Instead, his focuses his mind on burning the shit out of everything evil in the room. He casts fire storm.
16d6 ⇒ (1, 4, 3, 1, 1, 1, 4, 6, 2, 5, 3, 3, 2, 5, 2, 1) = 44 fire & DC23 for half (if fail, then 4d6 on fire)
[ 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)

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

Round 1
The triceratops' horn slides right over the elemental's form as Pems and Hektir casts. The lightning bolt shoots through the room, catching one of the ice elementals and demodands full on, though the others manage to avoid the worst of it. Hektir's magic seems less effective, for all its fire, the inferno simply flowing around the demodands and Elvanna, though the elementals scream in apparent pain.
Blue Reflex vs. 26: 1d20 + 17 ⇒ (15) + 17 = 32
Purple Reflex vs. 24: 1d20 + 17 ⇒ (13) + 17 = 30
Aqua Reflex vs. 24: 1d20 + 17 ⇒ (3) + 17 = 20
Green slimy Reflex vs. 24: 1d20 + 13 ⇒ (18) + 13 = 31
Yellow slimy Reflex vs. 24: 1d20 + 13 ⇒ (4) + 13 = 17
Elvanna Reflex vs. 24: 1d20 + 18 ⇒ (17) + 18 = 35
--
Hektir CL check: 1d20 + 16 ⇒ (4) + 16 = 20
Blue Reflex vs. 23: 1d20 + 17 ⇒ (2) + 17 = 19
Purple Reflex vs. 23: 1d20 + 17 ⇒ (7) + 17 = 24
Aqua Reflex vs. 23: 1d20 + 17 ⇒ (17) + 17 = 34
Blue ice: 82+4d6 on fire
Aqua ice: 49
Purple ice: 49
Green slimy: 16
Yellow slimy: 32
Elvanna: 16
Round 1 (bold are up): Icies, Tsin, Pems, Hektir, Quinn, Elvanna, Mal, Slimies

Quinn Kestrel |

Quinn gestures and a flaming cocktail appears above the ice creatures and dumps across them. centered to get the 3 elementals and demodands, but that makes it miss Elvanna
Flame Strike: 15d6 ⇒ (5, 3, 3, 3, 2, 3, 4, 1, 4, 6, 4, 6, 4, 5, 2) = 55 damage, half fire. half divine, DC 21 Reflex for half

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

Don't forget your CL checks, spellcasters. They've almost all got SR. Also, Quinn, you're not able to get all three elementals, though you can get two (and the demodands).
Round 1
Quinn adds his fire to the mix, but the flames again seem to be no match for the demodand slime. However, it manages to catch the first ice elemental full force, nearly melting him away completely. Unfortunately, the hissing water seems to protect its neighbor a bit, as it manages to avoid the worst of the blast. First elemental is still standing, but clearly very much diminished.
Quinn CL: 1d20 + 16 ⇒ (2) + 16 = 18
Blue Reflex vs. 21: 1d20 + 17 ⇒ (1) + 17 = 18
Purple Reflex vs. 21: 1d20 + 17 ⇒ (19) + 17 = 36
Blue ice: 150+4d6 on fire
Aqua ice: 49
Purple ice: 83
Green slimy: 16
Yellow slimy: 32
Elvanna: 16
Round 1 (bold are up): Icies, Tsin, Pems, Hektir, Quinn, Elvanna, Mal, Slimies

Tsin Windscar |

Round 1
AC = 32 PfE + Judgment
HP = 218/218
Weapon Equipped = Sever
Condition(s) = Protection from Spells, Protection from Evil, Judgment of Protection, Expeditious Retreat, Align Weapon(Good)
Tsin watches around the backside of the triceratops, thrilled to no end that there is no easy path into the heart of Baba Yaga's Kurgan. Certainly no easy path to the side of Elvanna, sitting well-guarded at the back of the pack. She wriggles her way into the room, shooting for a spot in front of Blue, using the dinosaur to the best of her strategic ability to avoid unnecessary slams from either Blue or Purple GM Discretion, of course. She whispers to Pharasma, possibly one last time before the events here unfold to their completion. Judgment of Protection (+2 Sacred bonus to AC)
She lays into Blue, hoping to make room for the others.
Sever, Power Attack: 1d20 + 25 - 4 ⇒ (11) + 25 - 4 = 32 for 2d4 + 14 + 12 + 1d6 ⇒ (1, 4) + 14 + 12 + (2) = 33 damage, including Fire

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
1 person marked this as a favorite. |

Round 1
Tsin manages to kill the first of the elementals, Sever sizzling through it before it collapses into a pile of snow and ice and melts into the floor, though she takes a hard blow from the creature as she closes. 23 hp, plus 8 cold, plus DC 22 Fort save or be staggered 1 round.
As she moves into the area, you all feel a moment of exultation from Baba Yaga.
"Stupid, petulant girl," the doll says. "I'm tired of this. You had your chance to rule, but it's over now."
In addition, each of you feels a sudden connection to the two statues in the room. You realize the the two creature are actually stone golems created by Baba Yaga to protect the sacred confines of her inner sanctum. You hear the Old Crone tell you in your head that you can choose to give up one gift that she previously granted them for another: Control of one of the creatures. You can spend a move action to permanently lose the damage resistance or spell resistance granted by Baba Yaga earlier on and choose one of the shield guardians to control. Thereafter, you are considered the chosen shield guardian’s master, as if you possessed the golem’s keyed amulet, and can issue orders to the shield guardian. Up to two of you can do this.
Unaware of what you're learning, Elvanna casts, her hands moving preternaturally quickly She appears to be hasted. Power seems to emanate from her icy crown and you feel the urge to bow down before her! DC 24 Will save or fall to the ground and prostrates yourself before her divine presence (if you're flying and incapable of hovering, you must land immediately in order to prostrate yourself). You're considered to be helpless for the duration of the spell. Each round on your turn, you may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that makes the initial save to resist this spell is staggered for 1 round.
She cast overwhelming presence.
Blue slam: 1d20 + 24 ⇒ (14) + 24 = 38
2d10 + 10 ⇒ (4, 9) + 10 = 23
2d8 ⇒ (3, 5) = 8
Aqua ice: 49
Purple ice: 49
Green slimy: 16
Yellow slimy: 32
Elvanna: 16
Round 1 (bold are up): Icies, Tsin, Pems, Hektir, Quinn, Elvanna, Mal, Slimies

Tsin Windscar |

Fortitude Save v DC 22: 1d20 + 20 ⇒ (13) + 20 = 33 No 'staggered' from elemental
Will Save v DC 24: 1d20 + 14 ⇒ (12) + 14 = 26 'Helpless'... right here, right now? <shudders> still 'staggered', though...
"Mal, please be so kind as to destroy something outright, in there."

Malavarius King |
1 person marked this as a favorite. |

Will Save (DC 24): 1d20 + 17 ⇒ (14) + 17 = 31
Malavarius' knees go weak before Elvanna's magic, but he keeps them by gripping his staff tightly. With a gesture and a bothered harumpf, he grumbles, "Thrice blasted demodands, go away!"
CL Check vs SR: 1d20 + 22 ⇒ (10) + 22 = 32
Will Save (DC 26) or 32 HD of demodand (and maybe elementals too?) go elsewhere
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 [X], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [X
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)

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

Round 1-2
Mal's spell sends one of the demodands back to where it came from, but none of the other creatures disappear. The two ice elementals lash out at Tsin, the first one battering her and serving her up perfectly for the second, which nearly slams her fully into the wall, though she barely keeps her balance. 16 hp and 10 cold, then 12 hp and 12 cold, then 28 hp and 10 cold (56 hp and 32 cold total)
The remaining demodand gestures, and a sickly green fog suddenly begins filling the hallway. At first it seems to just block your sight, but then you realize it starts to burn! 11 points acid damage to everyone but Tsin
Will: 1d20 + 14 ⇒ (8) + 14 = 22
1d2 ⇒ 1
Aqua slam: 1d20 + 24 ⇒ (7) + 24 = 31
Aqua slam: 1d20 + 24 ⇒ (9) + 24 = 33
2d10 + 10 ⇒ (5, 1) + 10 = 16
2d8 ⇒ (4, 6) = 10
Purple slam: 1d20 + 24 ⇒ (17) + 24 = 41
2d10 + 10 ⇒ (1, 1) + 10 = 12
2d8 ⇒ (5, 7) = 12
Purple slam: 1d20 + 24 ⇒ (20) + 24 = 44
2d10 + 10 ⇒ (10, 8) + 10 = 28
2d8 ⇒ (7, 3) = 10
Crit?: 1d20 + 24 ⇒ (3) + 24 = 27
Acid: 2d6 ⇒ (6, 5) = 11
Aqua ice: 49
Purple ice: 49
Yellow slimy: 32
Elvanna: 16
Round 2 (bold are up): Icies, Tsin, Pems, Hektir, Quinn, Elvanna, Mal, Slimy (acid fog)

Hektir the Tracksmage |

Round 2
1d20 + 19 ⇒ (15) + 19 = 34 Will
Apetir chooses not to supplicate himself to the Icy Whore Queen, instead focusing on creating space so he can go in there and rip her limb from limb without intrusion. Cast quicken Resist Energy (acid) to add to his protection from acid, I think.
With a 5' flap back, he begins a full round cast. SNA VIII.
[ 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 179-11/179
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)

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

Well, she only got a 24, so may not affect you in this case. That said, I think spell turning does affect overwhelming presence. The spell targets one creature/level, and isn't an area or effect spell...
Hektir, I don't think you can cast SNA this round, since you're staggered: "A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions)." and "A spell that takes 1 round to cast is a full-round action."

Tsin Windscar |

Round 2
AC = 32 PfE + Judgment
HP = 218/218 (-56hp/-32cold)
Weapon Equipped = Sever
Condition(s) = Protection from Spells, Protection from Evil, Judgment of Protection, Expeditious Retreat, Align Weapon(Good)
Tsin actually smiles as one of the demodands disappears, while one of the elementals shatters away to threaten no more. "Well done, master Malavarius. There is a way forward now, a couple of elementals still stand, one slimy thing, and of course, Elvanna herself. If you gentlemen care to enter..?" It's more than a little intimidating being the only focus in the room, especially with Elvanna standing right there.
With the green fog separating her from the others, at least temporarily, Tsin considers Baba Yaga's words, regarding the stone golems.
She takes the crone up on the offer, selecting the more finely crafted golem as her guardian to stand against Elvanna. "If you would be so kind, please attack the ice witch Elvanna with everything you've got." Move Action to lose SR 28, and accept the control of one of the two Shield Guardians
Slam Attack: 1d20 + 22 ⇒ (18) + 22 = 40 for 2d10 + 9 ⇒ (8, 3) + 9 = 20 damage
Slam Attack: 1d20 + 22 ⇒ (9) + 22 = 31 for 2d10 + 9 ⇒ (9, 8) + 9 = 26 damage
With that in motion, Tsin 5' steps closer to Purple, and throws Sever wide, hoping to reduce the antagonists before her by one. She applies a touch of Bane in her single swing, trying to make it count. Swift Action- Bane(Outsider), Lunge for the reach
Sever, Power Attack: 1d20 + 25 - 4 + 2 ⇒ (18) + 25 - 4 + 2 = 41 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (3, 4) + 14 + 12 + (2) + (1, 1) = 37 damage, including Fire and Bane
Confirm Critical?: 1d20 + 25 - 4 + 2 ⇒ (11) + 25 - 4 + 2 = 34 for 2d4 + 14 + 12 + 1d10 ⇒ (3, 1) + 14 + 12 + (3) = 33 damage, including Fire

Malavarius King |

It’s your call of course, but I’d have thought 1/creature per level none of which can be more than 30-ft apart to, essentially, be an area spell.
Though, as I think on it, I can also see it as picking targets and mine bouncing to her instead, but her being more than 30ft from someone else, making her an invalid target? I dunno, this stuff is confusing!

Hektir the Tracksmage |

Hektir, I don't think you can cast SNA this round, since you're staggered: "A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions)." and "A spell that takes 1 round to cast is a full-round action."
Oh, yes, he can begin a full round cast, which uses his standard action this round and his standard action next round.

Hektir the Tracksmage |

Round 2: The Pemmining
Pems takes some acid damage. 98-11/98.
1d20 + 15 ⇒ (8) + 15 = 23 Will save Though with SR 27, not sure he needs to make a roll.
Pems considers doing the stone golem thing, and then considers shooting Apetir with another lightning bolt (because it worked so well last time), but instead tries to entomb the slimie that shat gas at him.
Cold damage: 3d8 ⇒ (6, 7, 1) = 14 Fort DC 26 Half - Failure entombs the victim.

Quinn Kestrel |

Will Save DC 24: 1d20 + 20 + 2 ⇒ (3) + 20 + 2 = 25
Quinn wills away his gift in preparation of accepting the golem. "Haha! A trick when we need it!" Staggered by the queen's presence, he still calls down another flaming cocktail on the foes. only a standard action, so will take golem next round and drop flame strike on the ice elemental and the demodand this round
SR check: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30
Flame Strike: 15d6 ⇒ (2, 5, 1, 5, 2, 6, 5, 6, 1, 3, 2, 3, 6, 3, 4) = 54 damage, half fire. half divine, DC 21 Reflex for half

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

GUARDIANS OF THE INNER SANCTUM (2) CR 13
XP 25,600 each
Shield guardian stone golem (Pathfinder RPG Bestiary 158, 163)
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size)
hp 107 each (14d10+30); fast healing 5
Fort +4, Ref +3, Will +4
DR 10/adamantine; Immune construct traits, magic
OFFENSE
Speed 20 ft.
Melee 2 slams +22 (2d10+9)
Space 10 ft.; Reach 10 ft.
Special Attacks slow (DC 17)
Spell-Like Abilities (CL 13th; concentration +8)
1/day—shield other, spell storing (contains debilitating portent; CL 20th)
STATISTICS
Str 28, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +14; CMB +24; CMD 33
SQ find master, guard
Round 2
Tsin claims the golem's allegiance and sets it to attack Elvanna, who grunts as one of the blows hits her. As she moves into the room, though, the stench of the one demodand hits her, and she nearly gags. DC 26 Fort save, please or be sickened for 1d6 ⇒ 3 rounds
Behind the swordswoman, Apetir quickly casts, then retreats slightly and begins casting again. Pems tries to entomb the outsider, but the ice just seems to slough off of it with a layer of slime, which quickly regenerates took no damage at all. Quinn tries a spell of his own, but the two creatures seem to move quickly out of the way -- the demodand seemingly even more quickly than he did for the lightning he has a bonus vs. divine spells. Meanwhile, the acid continues to eat away at those remaining in the hall 6 hp. The dinosaur tries to escape, but can barely move and the remaining ice elemental slams it down -- before it disappears -- as it tries to get into the room.
Elvanna, realizing the danger from the golem, turns her baleful gaze on Tsin and the triceratops -4 to all saves for 13 rounds, DC 30 Will save to reduce that to 1 round, then moves with supernatural speed away from the statues, behind one of the remaining elementals, flying up 30 feet.
Slimy Fort: 1d20 + 18 ⇒ (10) + 18 = 28
Purple Reflex: 1d20 + 17 ⇒ (16) + 17 = 33
Slimy Reflex: 1d20 + 13 + 4 ⇒ (13) + 13 + 4 = 30
Aqua AoO: 1d20 + 24 ⇒ (16) + 24 = 40
2d10 + 10 + 2d8 ⇒ (9, 3) + 10 + (8, 6) = 36
Acid: 2d6 ⇒ (1, 5) = 6
Aqua ice: 49
Purple ice: 82
Yellow slimy: 49
Elvanna: 26 (120)
Round 2 (bold are up): Icies, Tsin, Pems, Hektir, Quinn, Elvanna, Mal, Slimy; plus Tsin can take a golem AoO for Elvanna moving away from it.

Malavarius King |

Malavarius glares at the remaining demodand, his bushy eyebrows furrowing in frustration. ”Did I stutter? I said ‘go away!’ And, blast it, I mean it!”
CL Check vs SR: 1d20 + 22 ⇒ (3) + 22 = 25
Will Save (DC 24) or the last demodand gets poofed like its earlier counterpart
Bah. What a crappy roll. Dang dicebot.
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 [X], 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 [X], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [X
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)

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

Round 2-3
Mal's spell has no effect, and the slimy casts a spell before flying up to join Elvanna. DC 17 Will save vs. fear for everyone but Hektir or be panicked for 16 rounds. Shaken for 1 round if you succeed. Tsin, don't forget the -4
The sole target standing between the two ice elementals, Tsin is the focus of their cold fury heh; see what I did there.... Bone-crunching blows slam into her, the chill seeping into her bones. 54 hp and 15 cold from one blow; 21 and 8 and 17 and 9 from the other; total of 92 hp and 32 cold; plus need 3 DC 22 Fort saves or be staggered for 1 round (don't forget -4 to saves)
Aqua slam: 1d20 + 24 ⇒ (19) + 24 = 43
2d10 + 10 ⇒ (8, 8) + 10 = 26
2d8 ⇒ (7, 8) = 15
Aqua slam: 1d20 + 24 ⇒ (1) + 24 = 25
Purple slam: 1d20 + 24 ⇒ (17) + 24 = 41
2d10 + 10 ⇒ (8, 3) + 10 = 21
2d8 ⇒ (3, 5) = 8
Purple slam: 1d20 + 24 ⇒ (17) + 24 = 41
2d10 + 10 ⇒ (4, 3) + 10 = 17
2d8 ⇒ (4, 5) = 9
Aqua confirm: 1d20 + 24 ⇒ (8) + 24 = 32
2d10 + 10 ⇒ (9, 9) + 10 = 28
Slimy Concentration: 1d20 + 19 ⇒ (17) + 19 = 36
Aqua ice: 49
Purple ice: 82
Yellow slimy: 49
Elvanna: 36 (110)
Round 2 (bold are up): Icy, Tsin, Pems, Hektir, Quinn, Elvanna, Mal, Slimy

Tsin Windscar |

Round 3
AC = 33 PfE + Judgment + Hasted
HP = 70/218 (-116 cold)
Weapon Equipped = Sever
Condition(s) = Mindblank, Protection from Spells, Protection from Evil, Judgment of Protection, Expeditious Retreat, Align Weapon(Good), Hasted, Shaken1r, Sickened3r, Staggered1r
Tsin points to Aqua, and commands her Shield Guardian to attack it swiftly.
Slam Attack v Aqua: 1d20 + 22 ⇒ (15) + 22 = 37 for 2d10 + 9 ⇒ (10, 4) + 9 = 23 damage
Slam Attack v Aqua: 1d20 + 22 ⇒ (18) + 22 = 40 for 2d10 + 9 ⇒ (2, 2) + 9 = 13 damage
While she girds her loins against the rest of the room, her will and her constitution are put to the test, rigorously.
Fortitude Save v DC 26, Demodand Stench: 1d20 + 20 ⇒ (3) + 20 = 23 Sickened for 3 Rounds
Will Save DC 17 (v Fear): 1d20 + 17 - 4 + 8 ⇒ (10) + 17 - 4 + 8 = 31 Shaken, not Stirred
Fortitude Save #1 v DC 22: 1d20 + 20 - 4 ⇒ (8) + 20 - 4 = 24
Fortitude Save #2 v DC 22: 1d20 + 20 - 4 ⇒ (5) + 20 - 4 = 21 Staggered
Fortitude Save #3 v DC 22: 1d20 + 20 - 4 ⇒ (14) + 20 - 4 = 30
She fails to withstand the barrage of cold blows, so moves from the chamber, defeated. Expeditious Retreat, and Tsin returns to the Acid Fog, alongside Quinn
When she passes any of the skulkers in the fog, she simply growls at them...
I'm presuming the Acid Fog has been providing Concealment, no? It's been foggy to me, if it was...

Tsin Windscar |

I overlooked the Haste from the start, but I think I still fall short, as the Fortitude Saves are unbolstered by either protective magical weaving. In hindsight, I might have chosen to shift her Judgment from Protection to Purity, for the bump to Saves. Elvanna timed her Hex appropriately. Ah well...

Quinn Kestrel |

As Tsin moves back to him, Quinn calls on Cayden and grants her a divine surge of healing warmth. "We'll get that icy queen yet!"
cast heal on Tsin
With the butcher healed, Quinn turns his attention to the golem and sends it to pummel the elemental near it.

Animated Objects |

CR 13
XP 25,600 each
Shield guardian stone golem (Pathfinder RPG Bestiary 158, 163)
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size)
hp 107 each (14d10+30); fast healing 5
Fort +4, Ref +3, Will +4
DR 10/adamantine; Immune construct traits, magic
OFFENSE
Speed 20 ft.
Melee 2 slams +22 (2d10+9)
Space 10 ft.; Reach 10 ft.
Special Attacks slow (DC 17)
Spell-Like Abilities (CL 13th; concentration +8)
1/day—shield other, spell storing (contains debilitating portent; CL 20th)
STATISTICS
Str 28, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +14; CMB +24; CMD 33
SQ find master, guard
The statue leaps from it's base and slams it's mighty fists into the elemental beside it.
Slam attack: 1d20 + 22 ⇒ (9) + 22 = 31
Damage: 2d10 + 9 ⇒ (4, 6) + 9 = 19
Slam attack: 1d20 + 22 ⇒ (14) + 22 = 36
Damage: 2d10 + 9 ⇒ (9, 4) + 9 = 22

Tsin Windscar |

Despite the acid working its way into her throat, Tsin utters a very grateful word of thanks to the priest. "Another serving of elemental fists, and I would have blacked out. The room pulses with animosity. I'm only glad I'll be able to return shortly. I would have slain another elemental, if my muscles hadn't seized up."

Hektir the Tracksmage |

With Resist 30 acid, Apetir doesn't worry about the gas.
Round 4
Apetir finishes his long casting cast, summoning 1d3 ⇒ 3 mighty snakes to the fray. He grunts happily as 3 enter the fracas.
He creates the snakes to climb on the walls and toward different targets. 2 at the witch, 1 at the right/bottom elemental. The might provoke as the move in, but climbing to avoid the slimie.
With their long reach (20'), they snap and try to grapple things smaller than themselves.
@witch
1d20 + 19 ⇒ (2) + 19 = 21 to hit;
4d6 + 19 ⇒ (4, 5, 3, 3) + 19 = 34 damage;
1d20 + 30 ⇒ (12) + 30 = 42 to grapple.
@witch
1d20 + 19 ⇒ (8) + 19 = 27 to hit;
4d6 + 19 ⇒ (1, 6, 3, 2) + 19 = 31 damage;
1d20 + 30 ⇒ (17) + 30 = 47 to grapple.
@right elemental
1d20 + 19 ⇒ (1) + 19 = 20 to hit;
4d6 + 19 ⇒ (3, 3, 3, 1) + 19 = 29 damage;
1d20 + 30 ⇒ (12) + 30 = 42 to grapple.
Unable to attack this round, Apetir moves in, sticking to the ceiling and trying to get 10' above the witch jerk.
[ 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
126/126 - @witch
126/126 - @witch
126/126 - @right elemental
Gargantuan animal
Init +6; Senses low-light vision, scent; Perception +22
DEFENSE
AC 25, touch 9, flat-footed 22 (+2 Dex, +1 dodge, +16 natural, –4 size)
hp 126 (12d8+72)
Fort +14, Ref +10, Will +5
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +19 (4d6+19/19–20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (4d6+19)
STATISTICS
Str 36, Dex 14, Con 23, Int 1, Wis 13, Cha 2
Base Atk +9; CMB +26 (+30 grapple); CMD 39 (can’t be tripped)
Feats Dodge, Improved Critical (bite), Improved Initiative, Power Attack, Skill Focus (Perception), Weapon Focus (bite)
Skills Climb +21, Perception +22, Swim +21; Racial Modifiers +8 Climb, +8 Swim
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 |

Round 3: The Pemsisite
Pems HP: 98-11/98.
1d20 + 15 ⇒ (3) + 15 = 18 Will save Though with SR 27, not sure he needs to make a roll.
Pems moves up behind Tsin, trying to evil eye the witch jerk: (evil eye: -4, Will DC 26 reduces to 1 round, otherwise 7 rnds) vs. saves.

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

Round 3
Tsin retreats back into the fog, the statue slamming into the elemental, joined by its sister statue a moment later as Quinn takes command of it after healing Tsin. The one farther from Elvanna looks as if it's starting to suffer from the blows, though the hard ice seems to absorb much of the pummeling.
Pems considers heading into the room, but thinks the better of it once Tsin retreats. Unable to see in the fog, much less out of into the room, he places a fortune hex on Tsin lasts two rounds. Sorry, Hek, I overruled your action, since I didn't think Pems would head into the room on his own The fog also hampers Hektir's casting, and he can only summon the snakes next to him, though he immediately sends them slithering into the room, out of the burning fog 7 hp acid damage to all the PCs.
Before they can get close to her, Elvanna gestures and a storm of ice and freezing wind envelops two of them 6 points of cold damage (DC 30 Fortitude half). If the target fails its save, it is paralyzed and unconscious while trapped in ice.
2d6 ⇒ (2, 5) = 7
Know (arcana: 1d20 + 33 ⇒ (8) + 33 = 41
3d8 ⇒ (1, 1, 4) = 6
Aqua ice: 65
Purple ice: 103
Yellow slimy: 49
Elvanna: 36 (110)
Round 3 (bold are up): Icies, Tsin, Pems, Hektir, Quinn, Elvanna, Mal, Slimies

Malavarius King |

”Blasted fog! How’s an old supposed to see through this mess?” Malavarius stamps the butt of his staff upon the ground and tries to banish the troublesome fog.
Dispel (DC=11+CL): 1d20 + 16 ⇒ (4) + 16 = 20
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* [X] [ ] [ ] [ ], 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 [X], 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 [X], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [X
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)

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

Round 3-4
Mal dispels the fog just in time for you to see Hektir's three snakes suddenly disappear Slimyused an ability, though none of you could see that.
With everyone else still in the hall, the ice elementals turn their attention to the stone golems, focusing their attention on the one closer to Elvanna green, which is controlled by Tsin. The heavy blows crack the stone, sending huge chunks falling to the frozen ground. The cracks immediately begin reforming, but it's clear it's very badly damaged. I think it takes cold damage, from what I can tell, so a total of 91 after its DR is accounted for. It does have fast healing 5, and since the numbing cold is a Fort save, it is unaffected by that.
Dispel: 1d20 + 16 ⇒ (12) + 16 = 28
Aqua slam: 1d20 + 24 ⇒ (14) + 24 = 38
2d10 + 10 + 2d8 ⇒ (9, 2) + 10 + (2, 7) = 30
Aqua slam: 1d20 + 24 ⇒ (11) + 24 = 35
2d10 + 10 + 2d8 ⇒ (7, 9) + 10 + (2, 4) = 32
Purple slam: 1d20 + 24 ⇒ (12) + 24 = 36
2d10 + 10 + 2d8 ⇒ (4, 7) + 10 + (8, 4) = 33
Purple slam: 1d20 + 24 ⇒ (13) + 24 = 37
2d10 + 10 + 2d8 ⇒ (10, 10) + 10 + (1, 5) = 36
Round 3-4 (bold are up): Icies, Tsin, Pems, Hektir, Quinn, Elvanna, Mal, Slimies
I realized that I accidentally put the acid fog on Elvanna's turn, but it wouldn't have done damage until the Slimy's turn, after Mal dispelled it, so everyone can ignore the 7 hp acid damage I mentioned last post

Tsin Windscar |

Round 4
AC = 31 PfE + Hasted
HP = 218/218 (-116 cold)
Weapon Equipped = Sever
Condition(s) = Mindblank, Protection from Spells, Protection from Evil, Judgment of Purity, Expeditious Retreat, Align Weapon(Good), Hasted, Sickened2r
For the barrage of incoming witherings, Tsin finally shifts her Judgment to something more robust. Swift Action- Protection to Purity, Saves +2 Sacred Bonus
Tsin encourages the Shield Guardian to exact the same level of punishment against Aqua, making sure to slip into flank with it, first.
Slam Attack v Aqua, flank: 1d20 + 22 + 2 ⇒ (7) + 22 + 2 = 31 for 2d10 + 9 ⇒ (4, 4) + 9 = 17 damage
Slam Attack v Aqua, flank: 1d20 + 22 + 2 ⇒ (3) + 22 + 2 = 27 for 2d10 + 9 ⇒ (9, 6) + 9 = 24 damage
Sever, Charge, Flank, Power Attack, Sickened, Hasted v Aqua: 1d20 + 25 + 2 + 2 - 4 - 2 + 1 ⇒ (13) + 25 + 2 + 2 - 4 - 2 + 1 = 37 for 2d4 + 14 + 12 + 1d6 + 1d6 - 2 ⇒ (4, 4) + 14 + 12 + (3) + (1) - 2 = 36 damage, including Fire and Precision
"Let's destroy these damned elementals, already! My golem is almost done for, and she's barely lent herself to this battle."

Hektir the Tracksmage |

Will post as Pems tonight if he hasn't already. He should be back already.
Round 4
Hektir curses in apish as his snakes are destroyed. However, hearing Tsin's call for help with the elementals, Apetir is quick to respond. Apetir flies up to toss his fire seeds down between the two icy foes.
”Burn.”
1d8 + 16 ⇒ (3) + 16 = 19 fire
1d8 + 16 ⇒ (4) + 16 = 20 fire
1d8 + 16 ⇒ (1) + 16 = 17 fire
1d8 + 16 ⇒ (6) + 16 = 22 fire
1d8 + 16 ⇒ (2) + 16 = 18 fire
1d8 + 16 ⇒ (2) + 16 = 18 fire
1d8 + 16 ⇒ (2) + 16 = 18 fire
1d8 + 16 ⇒ (4) + 16 = 20 fire
Looks like 152 damage, 76 halved. BoF to AC.
[ 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 dimensionally hops into the room near the elemental with an aqua hue and unleashes a storm of electricity that arcs and crackles through the room.
try to position where the 30' radius gets all the bad guys, but if that's not possible will get both elementals as primary targets.
stormbolts: lightning spills forth from your body in all directions. The bolts do not harm natural vegetation or creatures in the area you wish to exclude from damage. Any other creatures within the area take 1d8 points of electricity damage per caster level (maximum 20d8) and are stunned for 1 round. A successful saving throw halves the damage and negates the stun effect.
SR check: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30
Stormbolts: 16d8 ⇒ (6, 3, 7, 2, 8, 4, 8, 7, 2, 8, 6, 6, 6, 8, 7, 4) = 92 damage, DC 24 Fortitude for half