Motteditor's Strange Aeons PBP

Game Master motteditor

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Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Tenebrynn frowns, ”That’s probably where Lowls is heading then.” She then starts, forgetting herself, ”Wait- ‘brought us here last time’? We did all this, even asked the same question essentially, before? But with Lowls?”


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14
motteditor wrote:
"Lowls seeks a city called Neruzavin. To learn of its location in your world, you must seek certain writings in the Necronomicon. The version you have in your hands, the one in the Dreamlands, is of no use to you —"

1d20 + 11 ⇒ (13) + 11 = 24 Know (History) - Neruzavin

Tristain tries to follow along which is totally easy because he is so smart. So smart. Smart. Smartsmartsmart.

"Remind me why Lowls took our memories? How do we stop him from doing that again? And did you aid him in that?" Tristain just can't remember some of Lowl's reasoning, if he ever knew it.


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Albert looks sadly at his companions. "I think last time the gifts were your memories, and I'm guessing maybe you gave them willingly. Could Lowls be on the side of good? Can you tell us, poet sir, did my friends give their memories willingly? And do you know why they did?"

Diplomacy: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tristain, the name doesn't mean anything to you, unfortunately.

"Ah, I'm afraid not," the Mad Poet replies. "As for the circumstances, that would be for Lowls to answer, but ... perhaps another gift will make it clearer and answer your questions. I can give you a glimpse of your past -- and perhaps your future -- by allowing them to speak with the King of Neruzavin.”

Step into the oasis, he says, gesturing grandly with his free hand over the clear waters.


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Tenebrynn seems torn and stuck as she glances from the inviting waters to the group then back to the mad poet several times in sequence. "Ah, well, that seems like a very generous gift, to be sure, but- and I don't want to impose or ask too much, but I was hoping you might be willing to help me with another problem of mine that, I feel, is really bad." She bounces the tips of her index fingers together nervously again as she glances to each of her friends before, at an encouraging pat on the shoulder from Al, she continues.
"When we were in another part of the Dreamlands, a man who we found and were trying to help died pretty horribly. But when we were leaving, his, uh, well, his ghost? his spirit? I don't really know, but some part of him anchored itself in my head somehow and, well, I'd really like him gone. Is that something you could help me with, umm, sir? Please?" Tenebrynn's voice goes very soft at this last question and her eyes shimmer, brimming with unshed tears.


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

"The Necronomicon huh? Sounds unpleasant." Kyffin nods along with the Mad Poet. Still, it would be in the 'real' world, which is much improved over this one he feels. After all, he's never died there.

motteditor wrote:

"Ah, I'm afraid not," the Mad Poet replies. "As for the circumstances, that would be for Lowls to answer, but ... perhaps another gift will make it clearer and answer your questions. I can give you a glimpse of your past -- and perhaps your future -- by allowing them to speak with the King of Neruzavin.”

Step into the oasis, he says, gesturing grandly with his free hand over the clear waters.

Kyffin is ready to step into the oasis, to see what more they can learn, when Tenebrynn’s request brings him up short. He waits to see what the man can do for her, before he proceeds.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14
motteditor wrote:
"I can give you a glimpse of your past -- and perhaps your future -- by allowing them to speak with the King of Neruzavin.”

Tristain seems about ready to speak and agree when Tenebrynn chimes in.

Tenebrynn wrote:
"Is that something you could help me with, umm, sir? Please?"

"Yeah, if you could help her, that would be nice," he reconsiders what he was going to say. "She has some real issues and maybe you could help with that too?"

Otherwise, Tristain will move in to see the vision.


M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Jasno listens in anticipation for an answer.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The Mad Poet thinks for a moment.

"I could," he says, "but such would require a sacrifice. I could take this ... spirit ... as that sacrifice if you wish, or perhaps you have some other offer you care to make?"


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

That seems like a solution.

Tristain looks over at Tenebrynn, having no idea how she might react.


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Kyffin waits to see what Tenebrynn has to offer.


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Tenebrynn’s face twists up in sudden anger at Tristain’s comment, but the mad poet’s response draws her attention back to him. Her eyes widen as she considers the offer, ”Oh. Th-thank you. I hate what Nestor made me do, but I don’t know that he knew what he was doing, you know? If it were up to me, I’d like him to be gone from my head and go straight to his place in the Boneyard, but I don’t know what I could offer that’s as interesting or exotic as some of the things we’ve already brought. I- I found some gems in a nest that I think a dimension hopping slaver used to trail us, but they might also just be normal gems.” She sighs and shrugs, and her eyes begin to well once more as she feels her window for getting help from the mad poet begin to close. She glances to the others, wordlessly begging for help in suggesting a suitable gift.


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

We've some dream-stuff you could use if you wanted, a few gemstones if it's under 5kgp, or the Musical Staff at 32kgp.

Kyffin looks at Tenebrynn, and pulls out a few things they'd picked up in the dreamlands. If that doesn't cut it, they have 6 gems worth 500gp each, or one gem of unknown value all from the real world. (It's worth 10kgp, but we haven't figured that out yet.)


M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Jasno nods at Kyffin’s offer and attempts to apprise the worth of the gems. Apprise: 1d20 + 2 + 5 ⇒ (13) + 2 + 5 = 20


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Tristain listens, giving Tenebrynn space to think and act.


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Tenebrynn fidgets, growing uncomfortable before the poet’s piercing eyes. ”I-I’m not sure what else I could offer.”

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The Mad Poet eyes Tenebrynn up and down. "Perhaps something not of material value, but personal value. I can take that from you in return from taking Nestor out of your mind. You do like to fly, do you not?"


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Tenebrynn balks, glancing to the others of the group before turning back to the Poet. ”You want... my ability to- to fly? If I give that up, you’ll send Nestor to the Boneyard? He won’t be trapped in my head or anywhere else?” She pauses for a moment, listening inwardly to the phantom’s continued ravings after he took the brunt of the strange tree’s influence.
She takes a steadying breath, steeling her face into an expression of calmness, and nods. ”O-ok. I’ll do it. A-and, thank you.”


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Thanks for the appraisal there Jasno!

Kyffin is amazed when Jasno explains the gems worth, "Wow." and he tucks it back away to be sold later for gear. It's so pretty...

He shakes his head to clear it, and listens to Tenebrynn offer her flight as a sacrifice to free Nestor. He's impressed by her offer, and says so, "That's very kind Tenebrynn. You're truly giving of yourself so that another may find peace. That's wonderful."

He smiles at her and waits to see what happens.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Tristain waits, hoping for a good conclusion.


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Tenebrynn looks at Kyffin, though making eye contact nearly causes her to lose grip on her tears, and she sighs, the sound throaty and choked. ”I keep losing parts of me the more this all goes on. I- I hope it stops now.”


M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Jasno is a bit surprised at Tenebrynn’s choice, realizing the strange presence of Nestor must be something else to handle. “Do you think he’ll be at peace after all he’s been through? .. Nestor I mean.


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Tenebrynn shrugs. ”He gave up a lot to chase Kelvetta. Pharasma will recognize that, at least, I’m sure.” She sniffs, then turns to the mad poet and nods stiffly, trying to look more ready then she feels.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Tristain moves to pat Tenebrynn on the back, unable to contemplate what she had just given up, what had been asked of her.

”It’s okay, you take your time. We have all the time in the world here...it’s all different and we can wait.”

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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The Mad Poet nods, accepting the gift, and he gestures, a vaguely humanoid form emerging from Tenebrynn's head. It doesn't seem to struggle, though it also seems to be losing its shape, as if whatever was keeping Nestor as himself is already fading.

He gives a satisfied nod, and turns back to Kyffin to see if the half-orc still plans to step into the oasis, gesturing grandly again for each of you to partake in the offer if you so wish. As Kyffin looks in, he sees a reflection of himself, Tristain and Tenebrynn at the oasis, with Lowls, as well as Heinrich and the fifth person you woke up with so long ago in the asylum, the massive man you knew initially as Lucky. In the reflection, Lowls shoves the quintet into the pool. Their reflections writhe under the water and their faces go blank and distant. A thin mist leeches from the heads of their reflections; the mist contains images of Lowls greeting the five in a busy market, the quintet arriving at a location you recognize as Iris Hill, you performing various unsavory tasks at Lowls’s direction (many of which you discovered while you were in Thrushmoor), and finally Lowls admitting them to Briarstone Asylum. The mist coils beneath the water, rising to the surface; when it breaks the surface, each of you suddenly regain all of your lost memories in a dizzying flash!

In the next moment, the figures in the water lunge forward, seemingly ready to attack!

Initiative:

Albert: 1d20 + 3 ⇒ (15) + 3 = 18
Jasno: 1d20 + 1 ⇒ (15) + 1 = 16
Kyffin: 1d20 + 1 ⇒ (4) + 1 = 5
Tenebrynn: 1d20 + 3 ⇒ (4) + 3 = 7
Tristain: 1d20 + 4 ⇒ (5) + 4 = 9
Antagonist group 1: 1d20 + 2 ⇒ (17) + 2 = 19 (hasted)
Antagonist group 2: 1d20 + 2 ⇒ (7) + 2 = 9 (hasted)

Those that seem to be mirror images of the remaining three of you react more quickly than anyone else, the false Kyffin quickly casting a spell as he steps forward to engage his counterpart at the water's edge, though his blade hits only armor. False Tristain and Faux Tenebrynn quickly attack as well, using their magic. Tristain's spell covers his -- its? -- companions, speeding their actions as Faux Tenebrynn blasts her duplicate with a punishing storm of air. 19 hp A shiver of fear runs through each of you. Each has a fear aura, so needs *five* saves, let's say DCs 16, 16, 16, 16 and 18, or be shaken. Don't forget Al's aura for those of you who are close to him,

Know (planes):

You think these are likely some nightmare versions of yourself -- though maybe, if you're lucky, yourself at a less experienced age, when they first came here with Lowls. You suspect, though, that you would need good or silver weapons to truly hurt them.[/ooc]

[spoiler=Mechanics]
Red Kyffin: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Red Tenebrynn: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34
3d6 + 12 ⇒ (2, 2, 3) + 12 = 19

Tris: haste

Party is up. Good luck!


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

1d20 + 12 ⇒ (7) + 12 = 19 Will
1d20 + 12 ⇒ (15) + 12 = 27 Will
1d20 + 12 ⇒ (4) + 12 = 16 Will
1d20 + 12 ⇒ (2) + 12 = 14 Will
1d20 + 12 ⇒ (10) + 12 = 22 Will

Gah.

Round 1

With fear and a Tristainganger facing him, Tristain's mind twists into fear.

His palms are sweaty, knees weak, arms are heavy
There's vomit on his sweater already, Al's vengancii
He's nervous, not on the surface he looks scared and unready
To drop haste, but he keeps on forgettin'...

Unable to do much, Tristain casts Murderous Command on FauxTenebrynn, hoping to get her to do some damage to someone other than the good guys. 

DC20 Will or do some damage to an ally to the best of your ability.

Tris' stats:

HP: 59/59
AC: 13
Points: 7/7 left
Spells: Lvl 1: 6/8 left (Bless*0,MM*1,IllOm*0,MurdCom*1,Vanish*0) dc 19
Spells: Lvl 2: 7/8 left (ReEn*0,FlsLife*1,,SpirW*0,Sugg*0,SeeInvis*0) dc 20
Spells: Lvl 3: 7/8 left (ForPun*0,MagVest*0,DazeMM,Haste*1,Hero*0) dc 20
Spells: Lvl 4 6/6 left (Guard*0,MindThrust*0,DimDoor*1) dc 20
Spells: Lvl 5 4/4 left (Commune*0,Serenity*0) dc 23
Cure Used: 0/4 used
Rod of Reach: 0/3 used

"gad-ZOOKS!”

Wand of Magic Missile (5): 0/50 left
[ dice]3d4 + 3[/dice] force damage

Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

[ dice]1d6+5[/dice] force damage
[ dice]1d20+16[/dice] CMB to trip vs. CMD
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage

I'm sure this is a very reasonable suggestion. (DC 20 will)


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Tenebrynn, reacting on instinct to the sudden appearance of another her, leaps up into the air only to find that the mad poet was true to his word and that the wind will bear her up no longer. She lands clumsily on the ground in the midst of her friends, her eyes wide at the sight of both another her and a flood of memories.

She focuses for a moment then jolts her friends with crackling arcs of blue energy, quickening their steps.

Will Save (DC 16): 1d20 + 7 + 4 ⇒ (20) + 7 + 4 = 31
Will Save (DC 16): 1d20 + 7 + 4 ⇒ (14) + 7 + 4 = 25
Will Save (DC 16): 1d20 + 7 + 4 ⇒ (16) + 7 + 4 = 27
Will Save (DC 16): 1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 14
Will Save (DC 18): 1d20 + 7 + 4 - 2 ⇒ (14) + 7 + 4 - 2 = 23

Status:

Waking HP: 114/114
Dreamlands HP: 114/114
Nonlethal: 4
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +14 // Ref: +10 // Will: +7 (+2 vs illusion)
Burn Accrued: 4/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Haste (1/10): +1 to hit, +1 reflex, +30ft movement speed
Shaken: -2's

Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 3)
Ability Score increases (+2): Dex, Con


M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Will, DC 16: 1d20 + 7 ⇒ (8) + 7 = 15
Will, DC 16: 1d20 + 7 ⇒ (7) + 7 = 14
Will, DC 16: 1d20 + 7 ⇒ (12) + 7 = 19
Will, DC 16: 1d20 + 7 ⇒ (4) + 7 = 11
Will, DC 18: 1d20 + 7 ⇒ (9) + 7 = 16

Jasno, looks on a moment longer than he should. Shaken several times over he is at a loss for what to do. delay


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Round 1

Status:
HP: 83/83 | AC: 25 (f22/t12) (included: net +1 magic vestment, +2 sacred armor)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/10h, +2), Heroism, Holy Strike (1/10r, +d6 vs evil and holy), Sacred Armor (1/10r, +2 AC)
Scimitar: Attack: BAB +7/2, Str +5, Magic +1, Focus +2, (Power -2) Damage: Str +5, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Scimitar DR: magic
Longbow: Attack: BAB +7/2, Dex +1 Damage: Str +4
Blessings (7/8, su) (Holy Strike, Battle Companion, Fast Healing (std); or Powerful Healer (sw))
Fervor (7/7, su, sw, DC 17, 3d6)
Sacred Weapon (10/10r, su, sw, +2)
Sacred Armor (8/10m, su, sw, +2)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 10, Concentration +12)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person, Protection from Evil Communal, Sound Burst
Third (15): Invisibility Purge, Magic Vestment, Resist Energy Communal
Fourth (16): Restoration

Shaken:
Will: 1d20 + 11 + 6 ⇒ (12) + 11 + 6 = 29 (old man smell, heroism) vs DC 16
Will: 1d20 + 11 + 6 ⇒ (14) + 11 + 6 = 31 (old man smell, heroism) vs DC 16
Will: 1d20 + 11 + 6 ⇒ (5) + 11 + 6 = 22 (old man smell, heroism) vs DC 16
Will: 1d20 + 11 + 6 ⇒ (15) + 11 + 6 = 32 (old man smell, heroism) vs DC 16
Will: 1d20 + 11 + 6 ⇒ (12) + 11 + 6 = 29 (old man smell, heroism) vs DC 18
- - -

Kyffin has a hard time getting his head back together as his memories come back in a rush! He staggers a moment, reeling at his racing thoughts. He considers summoning aid, but that will take too long (damn those full round summons!).

Getting his act together, he draws his blade and blesses it (Su so no AoO) with Holy Strike. Swiftly, he’ll also enhance his armor with Sacred Armor (another Su).

He stands his ground against their assailants. Themselves…


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Albert steps beside the real Kyffin and slashes at the fake one.

curve blade, power attack, heroism: 1d20 + 15 - 3 + 2 ⇒ (6) + 15 - 3 + 2 = 20
damage: 1d10 + 3 + 9 ⇒ (5) + 3 + 9 = 17

curve blade, power attack, heroism: 1d20 + 10 - 3 + 2 ⇒ (13) + 10 - 3 + 2 = 22
damage: 1d10 + 3 + 9 ⇒ (10) + 3 + 9 = 22

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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Round 1:

Albert: 18
Jasno: 16
Tristain: 9
Tenebrynn: 7
Kyffin: 5
Antagonists: 19 (hasted 1 round)

Al slashes at Kyffin's doppelganger, but he easily avoids the blows, as Kyffin prepares himself to join the fight. Jasno also hesitates, keeping his eye on the Mad Poet, who retreats serenely to his cabin, apparently content with what's happening here. Tenebrynn quickens her companions to match the speed of their foes while Tristain tries to get Tenebrynn's doppelganger to switch sides, if only for a moment.

It's enough, and the gnome swings at the false Heinrich, bruising his flesh. He looks down, but seems unconcerned, pulling a bomb from his pouch and throwing it at Tristain 15 fire damage. Still in the oasis, the false Kyffin holds up his sword, and the real version can see some sort of twisted divine power flow into it as it comes swinging down toward him. Still the move is so familiar that he's easily able to parry it, appreciating for a moment that the weapon doesn't seem to be his newer vorpal blade.

Belzoni concentrates for a second before bursting into action, his scorpion whip slashing across Al's face 11 hp. The false Tristain stands confidently and gestures at the false Tenebrynn as if he were trying to hit her from several feet away. In response, a spectral book appears -- the words "War" and "Peace" emblazoned on its cover -- and slams into her head, nearly concussing her. 14 hp force damage

Mechanics:

RTen Will: 1d20 + 5 ⇒ (2) + 5 = 7
1d2 ⇒ 1
1d20 + 11 ⇒ (12) + 11 = 23
1d4 + 4 ⇒ (2) + 4 = 6

1d2 ⇒ 1
Bomb: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
4d6 + 7 ⇒ (2, 1, 3, 2) + 7 = 15

FK: 1d20 + 11 ⇒ (4) + 11 = 15
Lucky: 1d20 + 13 ⇒ (16) + 13 = 29
1d4 + 7 ⇒ (4) + 7 = 11

RTris spirit weapon: 1d20 + 5 ⇒ (20) + 5 = 25
1d8 + 3 ⇒ (3) + 3 = 6
Crit?: 1d20 + 5 ⇒ (18) + 5 = 23
1d8 + 3 ⇒ (5) + 3 = 8

Red Heinrich: 6
Red Kyffin:
Red Lucky: 1 rd
Red Tenebrynn:
Red Tristain: spirit weapon rd 1


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AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Round 2

Status:
HP: 83/83 | AC: 25 (f22/t12) (included: net +1 magic vestment, +2 sacred armor)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/10h, +2), Heroism, Holy Strike (2/10r, +d6 vs evil and holy), Sacred Armor (2/10r, +2 AC)
Scimitar: Attack: BAB +7/2, Str +5, Magic +1, Focus +2, (Power -2) Damage: Str +5, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Scimitar DR: magic
Longbow: Attack: BAB +7/2, Dex +1 Damage: Str +4
Blessings (7/8, su) (Holy Strike, Battle Companion, Fast Healing (std); or Powerful Healer (sw))
Fervor (6/7, su, sw, DC 17, 3d6)
Sacred Weapon (10/10r, su, sw, +2)
Sacred Armor (8/10m, su, sw, +2)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 10, Concentration +12)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person, Protection from Evil Communal, Sound Burst
Third (15): Invisibility Purge, Magic Vestment, Resist Energy Communal
Fourth (16): Restoration

Happy to be unscathed for now, Kyffin faces off his nemesis - truly happy he doesn’t face the vorpal blade. He swiftly casts Divine Favor (+4 attacks/damage (luck)) and whirls his blade in the air, bringing it down hard on evil-Kyffin!

Scimitar (good): 1d20 + 13 + 7 ⇒ (15) + 13 + 7 = 35 (heroism, haste, favor) damage: 1d10 + 12 + 4 + 1d6 ⇒ (2) + 12 + 4 + (4) = 22 (favor, d6 evil)
Scimitar (good): 1d20 + 8 + 7 ⇒ (19) + 8 + 7 = 34 (heroism, haste, favor) damage: 1d10 + 12 + 4 + 1d6 ⇒ (9) + 12 + 4 + (5) = 30 (favor, d6 evil)
critthreat Scimitar (good): 1d20 + 8 + 7 ⇒ (16) + 8 + 7 = 31 (heroism, haste, favor) damage: 1d10 + 12 + 6 ⇒ (2) + 12 + 6 = 20 (favor, 2hp fire)

hasted Scimitar (good): 1d20 + 13 + 7 ⇒ (17) + 13 + 7 = 37 (heroism, haste, favor) damage: 1d10 + 12 + 4 + 1d6 ⇒ (4) + 12 + 4 + (4) = 24 (favor, d6 evil)

Ooof. Now that was a good round. Thanks for all the buffs folks!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Son of a biscuit! I forgot haste in my turn. Oh well. Guess you guys got a round off from that. I don't think it would have mattered on any of the attack rolls, but didn't get to make a few attacks.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Round 2

With his mind still scared, Tristain can only use words to help the party.

"Hey Fake Tenebrynn, I *suggest* that you go find your own lake to play in. Yeah, you're too big of a fish for his pond...go find another."

DC21 Will or go find another lake to jump into.

With that, Trist will move back 30' to get away from the immediate carnage.

Tris' stats:

HP: 59/59 -15
AC: 13
Points: 7/7 left
Spells: Lvl 1: 6/8 left (Bless*0,MM*1,IllOm*0,MurdCom*1,Vanish*0) dc 20
Spells: Lvl 2: 6/8 left (ReEn*0,FlsLife*1,,SpirW*0,Sugg*1,SeeInvis*0) dc 21
Spells: Lvl 3: 7/8 left (ForPun*0,MagVest*0,DazeMM,Haste*1,Hero*0) dc 22
Spells: Lvl 4 6/6 left (Guard*0,MindThrust*0,DimDoor*1) dc 23
Spells: Lvl 5 4/4 left (Commune*0,Serenity*0) dc 24
Cure Used: 0/4 used
Rod of Reach: 0/3 used

"gad-ZOOKS!”

Wand of Magic Missile (5): 0/50 left
[ dice]3d4 + 3[/dice] force damage

Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

[ dice]1d6+5[/dice] force damage
[ dice]1d20+16[/dice] CMB to trip vs. CMD
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage

I'm sure this is a very reasonable suggestion. (DC 20 will)


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

The sands begin to whip and rise up into a swirling funnel around the real Tenebrynn as she gathers the wind around her. Lightning begins to dance across her arms and shoulders, then begins flashing within the wind and sand itself. With a strangled roar of frustration, she spins, and sends a storm of lightning and sand through the false Kyffin and Belzoni.

Thunderstorm Torrent (Ref Save DC 21 for 1/2): 8d6 + 22 ⇒ (6, 5, 3, 1, 3, 4, 2, 6) + 22 = 52

Status:

Waking HP: 114/114
Dreamlands HP: 100/114
Nonlethal: 4
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +14 // Ref: +10 // Will: +7 (+2 vs illusion)
Burn Accrued: 6/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Haste (2/10): +1 to hit, +1 reflex, +30ft movement speed
Shaken: -2's

Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 3)
Ability Score increases (+2): Dex, Con


M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Seeing the blast hit Tristan Jasno decides to offer a bit of healing as he stays close to his odd traveling companion. Cast Cure LW: 1d8 + 5 ⇒ (4) + 5 = 9


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Al focuses his attacks on the badly wounded false Kyffin while wiping dirt on his own wounds.

Dirt On It: 6d6 ⇒ (4, 5, 1, 4, 5, 5) = 24

curve blade, power attack, heroism, haste: 1d20 + 15 - 3 + 2 + 1 ⇒ (1) + 15 - 3 + 2 + 1 = 16
Damage: 1d10 + 3 + 9 ⇒ (8) + 3 + 9 = 20

curve blade, power attack, heroism, haste: 1d20 + 15 - 3 + 2 + 1 ⇒ (5) + 15 - 3 + 2 + 1 = 20
Damage: 1d10 + 3 + 9 ⇒ (5) + 3 + 9 = 17

curve blade, power attack, heroism, haste: 1d20 + 10 - 3 + 2 + 1 ⇒ (15) + 10 - 3 + 2 + 1 = 25
Damage: 1d10 + 3 + 9 ⇒ (1) + 3 + 9 = 13

possible crit on 3rd attack, curve blade, power attack, heroism, haste: 1d20 + 10 - 3 + 2 + 1 ⇒ (4) + 10 - 3 + 2 + 1 = 14
Damage: 1d10 + 3 + 9 ⇒ (1) + 3 + 9 = 13

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:

Albert: 18
Jasno: 16
Tristain: 9
Tenebrynn: 7
Kyffin: 5
Antagonists: 19 (hasted 2 rounds)

Al and Kyffin focus their attention on the half-orc's doppelganger, cutting him down. As the original's blade makes a final hit, the duplicate dissolves into mist, blowing away across the oasis. Belzoni snaps his whip twice, but Al's easily able to avoid the first as he sees it come through the mist, and then just barely ducks the second.

Jasno heals Tristain before the latter retreats, though he can still feel the fear of these foes running through him. Still, his spell seems to have its intended effect and perhaps the most powerful member of the attackers leaps upward, taking to the sky to look around for another oasis in the midst of the desert.

The original moves to line up her foes, and -- with false Kyffin gone -- blasts Heinrich and faux Tristain instead. Heinrich ducks, leaving fake Tristain to take the brunt of the blast, though he still stands. They both turn their attention to the remaining group. Heinrich throws a bomb toward Kyffin, but Tenebrynn blows it far away, protecting them all from damage effing horrible rolls!. The fake Tristain casts again, a familiar spell as magic missiles strike out at the close quartet, pushing them over. 5 hp to Al and Jasno, 4 to Tenebrynn and Kyffin; all but Jasno are knocked prone The book continues to batter Tenebrynn, slamming into her again 10 hp.

Mechanics:

RedTen Will: 1d20 + 5 ⇒ (1) + 5 = 6
RedHein Ref: 1d20 + 10 ⇒ (19) + 10 = 29
RedTris Ref: 1d20 + 10 ⇒ (7) + 10 = 17

Lucky?: 1d2 ⇒ 2
1d20 + 13 ⇒ (4) + 13 = 17
1d4 + 7 ⇒ (4) + 7 = 11
Haste?: 1d20 + 13 ⇒ (9) + 13 = 22
1d4 + 7 ⇒ (1) + 7 = 8

Bomb: 1d20 + 12 ⇒ (1) + 12 = 13
4d6 + 7 ⇒ (1, 1, 3, 6) + 7 = 18

1d4 + 1 ⇒ (4) + 1 = 5
1d20 + 12 ⇒ (15) + 12 = 27
1d4 + 1 ⇒ (4) + 1 = 5
1d20 + 12 ⇒ (2) + 12 = 14
1d4 + 1 ⇒ (3) + 1 = 4
1d20 + 12 ⇒ (17) + 12 = 29
1d4 + 1 ⇒ (3) + 1 = 4
1d20 + 12 ⇒ (19) + 12 = 31

Spiritual weapon: 1d20 + 5 ⇒ (12) + 5 = 17
1d8 + 3 ⇒ (7) + 3 = 10

Red Heinrich: 16
Red Lucky: 2 rds
Red Tenebrynn:
Red Tristain: 42, spirit weapon rd 2

Party is up; Fake Tenebrynn is 30 feet up.


M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Jasno transforms into a whirlwind (standard action), taking to the sky (move action) in hopes of distracting fake Tenebyrnn while the others focus on the other imposters.

The Storm Kindler can damage and trap Medium (with 4th lvl) or smaller creatures caught in the whirlwind, Reflex save (DC 15, fail lethal dmg, unarmed strike: 1d3 + 1 ⇒ (1) + 1 = 2 for faux Tenebrynn and lifting them into the air if it fails a second Reflex save.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Round 3

With his mind still scared, Tristain can only use words to help the party. He keeps his distance, yelling at Fake Tristain.

"Hey Fake Me, I *suggest* that you kill us with your dagger instead. I bet you can do it. It’s a good idea."

DC23 Will or use weapons to kill us. Will make the spell overpowered.

Tris' stats:

HP: 59/59 -15
AC: 13
Points: 3/7 left
Spells: Lvl 1: 6/8 left (Bless*0,MM*1,IllOm*0,MurdCom*1,Vanish*0) dc 20
Spells: Lvl 2: 5/8 left (ReEn*0,FlsLife*1,,SpirW*0,Sugg*2,SeeInvis*0) dc 21
Spells: Lvl 3: 7/8 left (ForPun*0,MagVest*0,DazeMM,Haste*1,Hero*0) dc 22
Spells: Lvl 4 6/6 left (Guard*0,MindThrust*0,DimDoor*1) dc 23
Spells: Lvl 5 4/4 left (Commune*0,Serenity*0) dc 24
Cure Used: 0/4 used
Rod of Reach: 0/3 used

"gad-ZOOKS!”

Wand of Magic Missile (5): 0/50 left
[ dice]3d4 + 3[/dice] force damage

Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

[ dice]1d6+5[/dice] force damage
[ dice]1d20+16[/dice] CMB to trip vs. CMD
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage

I'm sure this is a very reasonable suggestion. (DC 20 will)


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Tenebrynn shifts quickly, swinging around the edge of the water a few steps before throwing a crackling lance of lightning through the false pair of Heinrich and Tristain again.

Empowered Electric Torrent (Ref Save DC 21 for 1/2): 6d6 + 9 ⇒ (2, 3, 4, 4, 4, 5) + 9 = 31

Status:

Waking HP: 114/114
Dreamlands HP: 100/114
Nonlethal: 4
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +14 // Ref: +10 // Will: +7 (+2 vs illusion)
Burn Accrued: 6/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Haste (3/10): +1 to hit, +1 reflex, +30ft movement speed
Shaken: -2's

Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 3)
Ability Score increases (+2): Dex, Con


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Albert gets to his feet and circles around the huge man to create a flanking opportunity for Kyffin and to close with the fake caster.

move to stand, and move with haste to the square that's NE of Belzoni and south of fake Tristain, will provoke AoO from Belzoni if needed


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Round 3

Status:
HP: 79/83 | AC: 25 (f22/t12) (included: net +1 magic vestment, +2 sacred armor)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/10h, +2), Heroism, Holy Strike (3/10r, +d6 vs evil and holy), Sacred Armor (3/10r, +2 AC)
Scimitar: Attack: BAB +7/2, Str +5, Magic +1, Focus +2, (Power -2) Damage: Str +5, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Scimitar DR: magic
Longbow: Attack: BAB +7/2, Dex +1 Damage: Str +4
Blessings (7/8, su) (Holy Strike, Battle Companion, Fast Healing (std); or Powerful Healer (sw))
Fervor (6/7, su, sw, DC 17, 3d6)
Sacred Weapon (10/10r, su, sw, +2)
Sacred Armor (8/10m, su, sw, +2)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 10, Concentration +12)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person, Protection from Evil Communal, Sound Burst
Third (15): Invisibility Purge, Magic Vestment, Resist Energy Communal
Fourth (16): Restoration

Kyffin stands back up from prone, takes a 5’ step north, and swings for the rafters as he tries another enemy with his blade. Amazingly, he doesn’t take advantage of his swift action this round…

Scimitar (good): 1d20 + 13 + 7 ⇒ (11) + 13 + 7 = 31 (heroism, haste, favor) damage: 1d10 + 12 + 4 + 1d6 ⇒ (6) + 12 + 4 + (4) = 26 (favor, d6 evil)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 3:

Albert: 18
Jasno: 16
Tristain: 9
Tenebrynn: 7
Kyffin: 5
Antagonists: 19 (hasted 3 rounds)

Al moves around Belzoni, letting his armor take a slash from the whip, but Kyffin moves toward the false Heinrich instead, catching him with a vicious slash. Belzoni drops his whipe and tries to slash Al with a quickly drawn sword, but again the old man lets his armor take the brunt of the blow.

Fake Tristain ignores possibly real Tristain's command, and steps away from Al. He concentrates and is about to cast a spell of his own when Tenebrynn's blast catches him, and obliterates him moments after doing the same to Heinrich.

Jasno launches himself into the air, catching up the fake Tenebrynn for a moment, though their mastery of the air seems equal, and she manages to avoid taking any harm. Her attention drawn back to the fight, she lashes out with her own power, blasting the whirlwind with her own powerful winds. I think that's a crit, so 45 hp She throws her head back and laughs madly.

Mechanics:

Belzoni AoO: 1d20 + 13 ⇒ (7) + 13 = 20
Tenebrynn Reflex: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Fake Tris Will: 1d20 + 11 ⇒ (18) + 11 = 29
Heinrich Reflex: 1d20 + 11 ⇒ (7) + 11 = 18
Fake Tris Reflex: 1d20 + 11 ⇒ (7) + 11 = 18
Belzoni: 1d20 + 12 ⇒ (8) + 12 = 20

Red Ten: 1d20 + 13 ⇒ (20) + 13 = 33
3d6 + 12 ⇒ (3, 5, 1) + 12 = 21
Crit?: 1d20 + 13 ⇒ (6) + 13 = 19
3d6 + 12 ⇒ (4, 2, 6) + 12 = 24

Red Lucky: 3 rds
Red Tenebrynn:


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Round 4

Status:
HP: 79/83 | AC: 25 (f22/t12) (included: net +1 magic vestment, +2 sacred armor)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/10h, +2), Heroism, Holy Strike (4/10r, +d6 vs evil and holy), Sacred Armor (4/10r, +2 AC)
Scimitar: Attack: BAB +7/2, Str +5, Magic +1, Focus +2, (Power -2) Damage: Str +5, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Scimitar DR: magic
Longbow: Attack: BAB +7/2, Dex +1 Damage: Str +4
Blessings (7/8, su) (Holy Strike, Battle Companion, Fast Healing (std); or Powerful Healer (sw))
Fervor (6/7, su, sw, DC 17, 3d6)
Sacred Weapon (9/10r, su, sw, +2)
Sacred Armor (8/10m, su, sw, +2)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 10, Concentration +12)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person, Protection from Evil Communal, Sound Burst
Third (15): Invisibility Purge, Magic Vestment, Resist Energy Communal
Fourth (16): Restoration

Kyffin 5' steps SE and swings for the rafters, hoping for the best! For this assault, he’ll bless his weapons with sacred energy (sw, +2) to boot.

Scimitar (good): 1d20 + 13 + 9 ⇒ (18) + 13 + 9 = 40 (heroism, haste, favor, sacred)
damage: 1d10 + 12 + 6 + 1d6 ⇒ (8) + 12 + 6 + (2) = 28 (favor, d6 evil, sacred)

critthreat Scimitar (good): 1d20 + 13 + 9 ⇒ (18) + 13 + 9 = 40 (heroism, haste, favor, sacred)
damage: 1d10 + 12 + 6 + 1d6 + 2 ⇒ (1) + 12 + 6 + (1) + 2 = 22 (favor, d6 evil, sacred, 2hp fire)

Scimitar (good): 1d20 + 8 + 9 ⇒ (11) + 8 + 9 = 28 (heroism, haste, favor, sacred)
damage: 1d10 + 12 + 6 + 1d6 + 2 ⇒ (2) + 12 + 6 + (3) + 2 = 25 (favor, d6 evil, sacred)

hasted Scimitar (good): 1d20 + 13 + 9 ⇒ (6) + 13 + 9 = 28 (heroism, haste, favor, sacred)
damage: 1d10 + 12 + 6 + 1d6 ⇒ (4) + 12 + 6 + (5) = 27 (favor, d6 evil, sacred)


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

OMG Jasno! I had Fake Tenebrynn leaving and you bring her back into the fight?! F#*~.

Tristain, from far away, ponders what to do.


M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Jasno continues his pursuit.

And clearly an unwise choice.


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Albert presses the attack against the giant of a man.

curve blade, power attack, heroism, haste: 1d20 + 15 - 3 + 2 + 1 ⇒ (18) + 15 - 3 + 2 + 1 = 33
Damage: 1d10 + 3 + 9 ⇒ (4) + 3 + 9 = 16

curve blade, power attack, heroism, haste: 1d20 + 15 - 3 + 2 + 1 ⇒ (8) + 15 - 3 + 2 + 1 = 23
Damage: 1d10 + 3 + 9 ⇒ (8) + 3 + 9 = 20

curve blade, power attack, heroism, haste: 1d20 + 10 - 3 + 2 + 1 ⇒ (4) + 10 - 3 + 2 + 1 = 14
Damage: 1d10 + 3 + 9 ⇒ (1) + 3 + 9 = 13

possible crit 1st attack, curve blade, power attack, heroism, haste: 1d20 + 15 - 3 + 2 + 1 ⇒ (10) + 15 - 3 + 2 + 1 = 25
Damage: 1d10 + 3 + 9 ⇒ (9) + 3 + 9 = 21


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Round 4

With his mind still scared, Tristain can only use words to help the party.  He keeps his distance, yelling at Fake Tristain.

"Hey Fake Tenebrynn. Sure, you can kill us all with your mighty wind and lightning, and weird voice, but have you tried your dagger? Maybe you should use that instead."

DC20 Will or use weapons to kill us.

Tris' stats:

HP: 59/59 -15
AC: 13
Points: 3/7 left
Spells: Lvl 1: 6/8 left (Bless*0,MM*1,IllOm*0,MurdCom*1,Vanish*0) dc 20
Spells: Lvl 2: 4/8 left (ReEn*0,FlsLife*1,,SpirW*0,Sugg*2,SeeInvis*0) dc 21
Spells: Lvl 3: 7/8 left (ForPun*0,MagVest*0,DazeMM,Haste*1,Hero*0) dc 22
Spells: Lvl 4 6/6 left (Guard*0,MindThrust*0,DimDoor*1) dc 23
Spells: Lvl 5 4/4 left (Commune*0,Serenity*0) dc 24
Cure Used: 0/4 used
Rod of Reach: 0/3 used

"gad-ZOOKS!”

Wand of Magic Missile (5): 0/50 left
[ dice]3d4 + 3[/dice] force damage

Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

[ dice]1d6+5[/dice] force damage
[ dice]1d20+16[/dice] CMB to trip vs. CMD
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage

I'm sure this is a very reasonable suggestion. (DC 20 will)


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Tenebrynn shoots a withering glance toward Tristain, "Weird voice?!" For a moment, she considers sending a jolting arc of blue toward a different target, but with a huff and shake of her head, she tries to blast the nearest of the nightmare copies.

CL Check vs SR: 1d20 + 8 ⇒ (2) + 8 = 10
Electric Blast (ranged touch): 1d20 + 15 ⇒ (4) + 15 = 19for: 4d6 + 10 ⇒ (6, 4, 6, 6) + 10 = 32

Status:

Waking HP: 114/114
Dreamlands HP: 100/114
Nonlethal: 4
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +14 // Ref: +10 // Will: +7 (+2 vs illusion)
Burn Accrued: 6/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Haste (4/10): +1 to hit, +1 reflex, +30ft movement speed
Shaken: -2's

Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 3)
Ability Score increases (+2): Dex, Con

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