| Tenebrynn |
Tenebrynn should be 3 squares left of the construct
Are the skins in the windwall all torn down or did they just flap violently?
Almost as soon as it began, the roaring gale in the center of the room quiets, but there remains no immediate sign of Tenebrynn. The gnome, unseen, crouches low to the ground, waiting for the thorny derro to show itself again.
Tenebrynn will delay to the end of the round. If the thorny derro doesn't appear before then, she takes no action. Otherwise, at the end of the round, she explodes back into view with a 5-ft step and full attack so long as it's within 20ft of her. In doing so, she'll suffer 1 burn. If Thorns is further than 20ft away, she moves to within 15ft instead.
Air Blast Whip: 1d20 + 13 ⇒ (15) + 13 = 28for: 4d6 + 12 ⇒ (6, 2, 5, 2) + 12 = 27
Air Blast Whip (iterative): 1d20 + 8 ⇒ (8) + 8 = 16for: 4d6 + 12 ⇒ (6, 6, 4, 5) + 12 = 33
Air Blast Whip (haste): 1d20 + 13 ⇒ (9) + 13 = 22for: 4d6 + 12 ⇒ (6, 1, 1, 4) + 12 = 24
AoO 1 (15ft): 1d20 + 13 ⇒ (20) + 13 = 33for: 4d6 + 12 ⇒ (4, 1, 2, 3) + 12 = 22
AoO 2 (15ft): 1d20 + 13 ⇒ (16) + 13 = 29for: 4d6 + 12 ⇒ (4, 4, 6, 2) + 12 = 28
HP: 88/131
Nonlethal: 5
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +6 (+2 vs illusion)
Burn Accrued: 7/10
Ki Pool Spent: 1/3
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 (4/11): +1 to hit, +1 reflex, +30ft movement speed
Invisible (1/2)
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 2)
Ability Score increases (+2): Dex, Con
| Tristain the Chalker |
Round 3
Tristain, still shaken, cannot properly focus his mind, but he still has his words...but very few words come to mind.
Looking down from above, he tries to get one of the derro to attack its own companions. Tristain shares the fear in his mind.
Murderous Command, Will DC20.
Round 3/11: +1 to all the things, especially attacky things. So attack!
HP: 59/59
AC: 13
Points: 3/7 left
Spells: Lvl 1: 6/8 left (Bless*0,MM*2,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 8/8 left (ReEn*0,FlsLife*0,SpirW*0,Sugg*0,SeeInvis*0) dc 21
Spells: Lvl 3: 6/8 left (ForPun*0,MagVest*0,DazeMM,Haste*2,Hero*0) dc 22
Spells: Lvl 4 5/6 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 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)
| Albert Hazred |
AoO, curve blade, haste, attack penalty: 1d20 + 15 + 1 - 2 ⇒ (7) + 15 + 1 - 2 = 21
Damage: 1d10 + 2 ⇒ (9) + 2 = 11
HP: 52/74, will wait to see what happens with the AoOs...
| Starflit |
Round 3
Starflit grunts as the creepy construct punches her twice, almost certainly cracking a rib. The slight healing from her judgment helps a bit, but the inquisitor knows she'll have to be more accurate with her own attacks if she wants to beat the thing.
Starflit +1 returning starknife 1st Attack (bane, haste): 1d20 + 12 + 2 + 1 ⇒ (14) + 12 + 2 + 1 = 29 for magic, piercing damage (bane): 1d4 + 3 + 2 + 2d6 ⇒ (4) + 3 + 2 + (3, 6) = 18
Starflit +1 returning starknife Iterative Attack (bane, haste): 1d20 + 7 + 2 + 1 ⇒ (15) + 7 + 2 + 1 = 25 for magic, piercing damage (bane): 1d4 + 3 + 2 + 2d6 ⇒ (1) + 3 + 2 + (3, 6) = 15
Starflit +1 returning starknife Bonus Haste Attack (bane, haste): 1d20 + 12 + 2 + 1 ⇒ (13) + 12 + 2 + 1 = 28 for magic, piercing damage (bane): 1d4 + 3 + 2 + 2d6 ⇒ (1) + 3 + 2 + (6, 3) = 15
Judgments: heal (+3 fast healing), protection (+3 sacred to AC);
hp (current): 52/73;
AC: 28, touch 17, flat-footed 24 (+1 dodge from haste, +3 sacred from protection judgment);
Bane (constructs): round #7 of 15;
haste: extra attack (w/full), +1 dodge bonus to AC, +1 bonus to Reflex saves, +30 enhancement bonus to movement rate(s);
Conditions: none;
HP Redux: 73/73 (fast healing, start of round 2); then 49/73 (24 combined dmg); then 52/73 (fast healing, start of Round 3).
| Tenebrynn |
I didnt take any burn to extend its duration, so the wind wall ends at the end of my turn this round.
| Kyffin Rhees |
Round 3
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/10h, +2), Bull’s Strength (4/10m), Haste, 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 DR Magic
Longbow: Attack: BAB +7/2, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 7/10
Blessings (8/8, su) (Holy Strike, Battle Companion, Fast Healing (std); or Powerful Healer (sw))
Fervor (5/7, 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,
Second (14):
Third (15): Invisibility Purge,
Fourth (16):
If he can, Kyffin will 5’ step diagonally southwest and press his attacks. If he needs to move, only the first attack is made.
Scimitar: 1d20 + 13 + 7 ⇒ (14) + 13 + 7 = 34 (bull, favor, haste) damage: 1d10 + 12 + 6 ⇒ (3) + 12 + 6 = 21 (bull, favor)
Scimitar: 1d20 + 8 + 7 ⇒ (14) + 8 + 7 = 29 (bull, favor, haste) damage: 1d10 + 12 + 6 ⇒ (8) + 12 + 6 = 26 (bull, favor)
hasted Scimitar: 1d20 + 13 + 7 ⇒ (18) + 13 + 7 = 38 (bull, favor, haste) damage: 1d10 + 12 + 6 ⇒ (6) + 12 + 6 = 24 (bull, favor)
critthreat hasted Scimitar: 1d20 + 13 + 7 ⇒ (11) + 13 + 7 = 31 (bull, favor, haste) damage: 1d10 + 12 + 8 ⇒ (4) + 12 + 8 = 24 (bull, favor, 2hp fire)
| Albert Hazred |
Al moves alongside Kyffin and adds his own attacks against the group of images while wiping more dirt on his wounds.
Dirt On It: 6d6 ⇒ (2, 6, 5, 3, 1, 4) = 21
HP: 73/74
curve blade, haste, attack penalty: 1d20 + 15 + 1 - 2 ⇒ (5) + 15 + 1 - 2 = 19
Damage: 1d10 + 2 ⇒ (2) + 2 = 4
curve blade, haste, attack penalty: 1d20 + 15 + 1 - 2 ⇒ (2) + 15 + 1 - 2 = 16
Damage: 1d10 + 2 ⇒ (10) + 2 = 12
curve blade, haste, attack penalty: 1d20 + 10 + 1 - 2 ⇒ (17) + 10 + 1 - 2 = 26
Damage: 1d10 + 2 ⇒ (3) + 2 = 5
possible crit, 3rd attack: 1d20 + 10 + 1 - 2 ⇒ (3) + 10 + 1 - 2 = 12
Damage: 1d10 + 2 ⇒ (1) + 2 = 3
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Round 3
Avoiding Al and Kyffin's blades, the derro appears in a multitude of images, two of which Kyffin promptly dispels with thrusts of his blade. His third thrust finds the creature itself, though, and is enough to send the last two images to the ground, where one flickers out as the other dies.
Al, deprived of his first choice of targets, closes with the construct, but manages to hit only a loose shred of "flesh," cutting it free without doing any real harm. Starflit has more luck, the starknife cutting long gouges into the creature. Still, it lets out another roar, and lashes out both at the inquisitor and Al! Starflit manages to duck aside, but Al's not so lucky 14 hp.
Tenebrynn looks around furiously for the remaining derro, but can't find it -- even after the swearing pain as its sword thrusts through her chest twice! 27 and 33 hp, plus 7 bleed and 2 Str damage Tenebrynn can tell she's somewhere south of her, from the spatters of her own blood on the sword, but a moment later they're flicked off the blade.
Images number: 1d4 + 1 ⇒ (2) + 1 = 3
Images-Kyffin?: 1d4 ⇒ 3
Images-Kyffin?: 1d3 ⇒ 2
Images-Kyffin?: 1d2 ⇒ 1
Slam: 1d20 + 23 ⇒ (3) + 23 = 26
1d8 + 8 ⇒ (4) + 8 = 12
Slam: 1d20 + 23 ⇒ (3) + 23 = 26
1d8 + 8 ⇒ (6) + 8 = 14
Sword: 1d20 + 15 ⇒ (5) + 15 = 20
1d4 + 3 + 7d6 ⇒ (1) + 3 + (3, 6, 4, 3, 3, 3, 1) = 27
Sword: 1d20 + 10 ⇒ (7) + 10 = 17
1d4 + 3 + 7d6 ⇒ (2) + 3 + (6, 6, 3, 2, 2, 3, 6) = 33
HO: 42; rage (+2 Strength, –2 AC)
T: 50; invisible, 2 rds
The creature remained invisible after it attacked; it was in the square southeast of Tenebrynn during the attack, but you don't know if it moved after that. Tristain, since Kyffin killed your target before it could do anything, I'll say you didn't use the spell.
| Kyffin Rhees |
Round 4
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/10h, +2), Bull’s Strength (4/10m), Haste, Sacred armor (4/10r, +2 AC), Invisibility Purge (1/10m)
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 DR Magic
Longbow: Attack: BAB +7/2, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 7/10
Blessings (8/8, su) (Holy Strike, Battle Companion, Fast Healing (std); or Powerful Healer (sw))
Fervor (5/7, 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,
Second (14):
Third (15):
Fourth (16):
”Oh, no, we’re not having any of that!” Kyffin swears adding, ”Sorry Tenebrynn, this will affect you too.”
He’ll 5’ step southeast and cast defensively as he doesn’t know where his opponent may be, casting Invisibility Purge (45’ range)
Concentration: 1d20 + 12 ⇒ (17) + 12 = 29 vs DC 21
| Tenebrynn |
No sweat, mott, fights start to get awful complicated round this level =P
As Tenebrynn and the thorn-covered derro both appear in the same blink of an eye, the gnome lashes out with all the wind that suddenly coils around her arm in a breath-stealing rush.
Air Blast Whip: 1d20 + 13 ⇒ (19) + 13 = 32for: 4d6 + 12 ⇒ (2, 2, 1, 1) + 12 = 18
Air Blast Whip (iterative): 1d20 + 8 ⇒ (6) + 8 = 14for: 4d6 + 12 ⇒ (3, 6, 2, 5) + 12 = 28
Air Blast Whip (ki): 1d20 + 13 ⇒ (20) + 13 = 33for: 4d6 + 12 ⇒ (5, 3, 2, 6) + 12 = 28
Crit?: 1d20 + 13 ⇒ (6) + 13 = 19for an additional: 4d6 + 12 ⇒ (1, 6, 3, 1) + 12 = 23
Air Blast Whip (haste): 1d20 + 13 ⇒ (7) + 13 = 20for: 4d6 + 12 ⇒ (4, 1, 1, 6) + 12 = 24
HP: 88/131
Nonlethal: 5
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +6 (+2 vs illusion)
Burn Accrued: 8/10
Ki Pool Spent: 2/3
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 (5/11): +1 to hit, +1 reflex, +30ft movement speed
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 2)
Ability Score increases (+2): Dex, Con
| Tristain the Chalker |
Round 4
Tristain, still shaken but now that he can see things, tries again.
Murderous Command on Derro, Will DC20.
Round 4/11: +1 to all the things, especially attacky things. So attack!
HP: 59/59
AC: 13
Points: 3/7 left
Spells: Lvl 1: 6/8 left (Bless*0,MM*2,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 8/8 left (ReEn*0,FlsLife*0,SpirW*0,Sugg*0,SeeInvis*0) dc 21
Spells: Lvl 3: 6/8 left (ForPun*0,MagVest*0,DazeMM,Haste*2,Hero*0) dc 22
Spells: Lvl 4 5/6 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 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)
| Starflit |
Round 4
The exultation Starflit initially feels from Tristain's magic fades a bit as she realizes all the attacks she's making seem to be wearing her out; only one-of-three is accurate, and she still has a dangerous foe before her.
Starflit +1 returning starknife 1st Attack (bane, haste): 1d20 + 12 + 2 + 1 ⇒ (15) + 12 + 2 + 1 = 30 for magic, piercing damage (bane): 1d4 + 3 + 2 + 2d6 ⇒ (3) + 3 + 2 + (4, 3) = 15
Starflit +1 returning starknife Iterative Attack (bane, haste): 1d20 + 5 + 2 + 1 ⇒ (6) + 5 + 2 + 1 = 14 for magic, piercing damage (bane): 1d4 + 3 + 2 + 2d6 ⇒ (1) + 3 + 2 + (1, 1) = 8
Starflit +1 returning starknife Bonus Haste Attack (bane, haste): 1d20 + 12 + 2 + 1 ⇒ (2) + 12 + 2 + 1 = 17 for magic, piercing damage (bane): 1d4 + 3 + 2 + 2d6 ⇒ (1) + 3 + 2 + (1, 4) = 11
Judgments: heal (+3 fast healing), protection (+3 sacred to AC);
hp (current): 55/73;
AC: 28, touch 17, flat-footed 24 (+1 dodge from haste, +3 sacred from protection judgment);
Bane (constructs): round #8 of 15;
Haste: extra attack (w/full), +1 dodge bonus to AC, +1 bonus to Reflex saves, +30 enhancement bonus to movement rate(s);
Conditions: none;
HP Redux: 55/73 (fast healing, start of Round 4); no new wounds.
| Albert Hazred |
| 3 people marked this as a favorite. |
Albert is bashed, then stabbed, and the light fades from his eyes. The familiar man shifts, his skin changing, twisting, stretching...
that's 74 damage total and knocks Al to -1 HP, triggering Hero's Defiance
Heroic Dirt On It: 7d6 ⇒ (5, 4, 6, 2, 5, 2, 4) = 28
...then his limbs elongate and a gray hand traces dirt over the fresh wounds with clawed, alien fingers. "Noooooo" the feral howl rips at the thorn shielded derro. "Not today, little thing." not-Albert hisses at the creature. More dirt swiftly wipes across his wounds, then the curve blade snakes out with unnatural speed.
swift Dirt On It: 6d6 ⇒ (3, 5, 1, 3, 2, 6) = 20
curve blade, power attack, haste, attack penalty: 1d20 + 15 - 3 + 1 - 2 ⇒ (20) + 15 - 3 + 1 - 2 = 31
Damage: 1d10 + 1 + 9 ⇒ (7) + 1 + 9 = 17
curve blade, power attack, haste, attack penalty: 1d20 + 15 - 3 + 1 - 2 ⇒ (9) + 15 - 3 + 1 - 2 = 20
Damage: 1d10 + 1 + 9 ⇒ (10) + 1 + 9 = 20
curve blade, power attack, haste, attack penalty: 1d20 + 10 - 3 + 1 - 2 ⇒ (4) + 10 - 3 + 1 - 2 = 10
Damage: 1d10 + 1 + 9 ⇒ (10) + 1 + 9 = 20
possible crit, first attack: 1d20 + 15 - 3 + 1 - 2 ⇒ (15) + 15 - 3 + 1 - 2 = 26
Damage: 1d10 + 1 + 9 ⇒ (2) + 1 + 9 = 12
HP: 47/74
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Round 4
As Kyffin purges the derro's invisibility, Tenebrynn and Al turn their attention to her, slashing her a few times, though Al again takes some punishment himself from the thorns covering her skin 16 hp. Still, she looks bloodied, but her wounds are actually closing and healing slightly. Shaking off Tristain's spell, she steps away from Tenebrynn and Al and pulls out a vial and downs it, and her form seems to waver as if perhaps she's not standing quite where it looks like she is. This may provoke from Tenebrynn. Not sure your reach.
Starflit, meanwhile, continues to battle the construct, but it proves harder to hit with her starknife than she expects. It continues to lash out at the inquisitor, fists simply powering through her attempts at defense and any protection provided by her armor. 29 and 14 hp (43 total)
Thorns: 1d6 + 11 ⇒ (5) + 11 = 16
Fortification?: 1d100 ⇒ 32
Will: 1d20 + 9 ⇒ (12) + 9 = 21
Slam: 1d20 + 23 ⇒ (19) + 23 = 42
1d8 + 8 ⇒ (6) + 8 = 14
Slam: 1d20 + 23 ⇒ (7) + 23 = 30
1d8 + 8 ⇒ (6) + 8 = 14
Crit?: 1d20 + 23 ⇒ (20) + 23 = 43
1d8 + 8 ⇒ (7) + 8 = 15
HO: 57; rage (+2 Strength, –2 AC)
T: 103, fast healing x2, displacement
| Tenebrynn |
15 feet!
Air Blast Whip (AoO): 1d20 + 13 ⇒ (19) + 13 = 32 for: 4d6 + 12 ⇒ (6, 2, 2, 2) + 12 = 24
| Kyffin Rhees |
Round 5
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/10h, +2), Bull’s Strength (4/10m), Haste, Sacred armor (5/10r, +2 AC), Invisibility Purge (1/10m)
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 DR Magic
Longbow: Attack: BAB +7/2, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 7/10
Blessings (8/8, su) (Holy Strike, Battle Companion, Fast Healing (std); or Powerful Healer (sw))
Fervor (5/7, 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,
Second (14):
Third (15):
Fourth (16):
Kyffin closes up with the dangerous, and now displaced, creature. He move Southeast three squares. He then does what he can to hit the opponent.
Scimitar: 1d20 + 13 + 7 ⇒ (7) + 13 + 7 = 27 (bull, favor, haste) damage: 1d10 + 12 + 6 ⇒ (1) + 12 + 6 = 19 (bull, favor) low is bad for me: 1d100 ⇒ 8
| Starflit |
| 2 people marked this as a favorite. |
Round 5
Al's sudden and unexpected transformation causes Starflit to gasp in shock and horror...and to momentarily take her eyes off her own foe. The construct lands two more powerful blows on her, definitely breaking the ribs she'd previously feared only bruised or cracked. Her fight-or-flight instinct tries to kick in, but something's off: the others (except perhaps for Tristain) don't seem surprised or alarmed at Al's sudden change into...a doppelganger??!! And Al himself has not turned on the party as might be expected; instead he presses the attack against their foes.
In the end, Tristain's spell drives the inquisitor to keep taking the fight to the construct. As before, however, Starflit's first strike is accurate but her two quick follow-ups are wild. She takes a cautious step to the north, hoping her opponent won't come after her to finish her off.
Starflit +1 returning starknife 1st Attack (bane, haste): 1d20 + 12 + 2 + 1 ⇒ (15) + 12 + 2 + 1 = 30 for magic, piercing damage (bane): 1d4 + 3 + 2 + 2d6 ⇒ (4) + 3 + 2 + (5, 6) = 20
Starflit +1 returning starknife Iterative Attack (bane, haste): 1d20 + 7 + 2 + 1 ⇒ (10) + 7 + 2 + 1 = 20 for magic, piercing damage (bane): 1d4 + 3 + 2 + 2d6 ⇒ (3) + 3 + 2 + (6, 5) = 19
Starflit +1 returning starknife Bonus Haste Attack (bane, haste): 1d20 + 12 + 2 + 1 ⇒ (1) + 12 + 2 + 1 = 16 for magic, piercing damage (bane): 1d4 + 3 + 2 + 2d6 ⇒ (2) + 3 + 2 + (6, 5) = 18
Starflit Knowledge (nature) Check (Monster Lore--AL!!): 1d20 + 13 ⇒ (3) + 13 = 16
Judgments: heal (+3 fast healing), protection (+3 sacred to AC);
hp (current): 15/73;
AC: 28, touch 17, flat-footed 24 (+1 dodge from haste, +3 sacred from protection judgment);
Bane (constructs): round #9 of 15;
Haste: extra attack (w/full), +1 dodge bonus to AC, +1 bonus to Reflex saves, +30 enhancement bonus to movement rate(s);
Conditions: none;
HP Redux: 58/73 (fast healing, start of Round 4); -29 and -14 wounds; end of Round 4 15/73 hp.
| Tenebrynn |
Tenebrynn, one eye horrendously bloodshot from a burst vessel and the opposite ear oozing a steady stream of blood, frowns and narrows her eyes at what's left of their foes. With a grunt, she draws the winds in the room into a churning funnel around her as she pushes through the strain her abilities pour into her small frame. Aware in the back of her mind that she's approaching her limit, the gutsy gnome falls back on the forms she's used regularly in the past.
If Thorns is still up, Tenebrynn will shoot her with an electric torrent, requiring a reflex save on her part instead of an attack roll on Tenebrynn's. Thorns can take her miss chance and stuff it! If Thorns fell to the AoO, Tenebrynn instead sends a regular old air blast at the weeping construct.
If Thorns...
Electric Torrent (Ref Save DC 21 for 1/2): 4d6 + 3 ⇒ (6, 4, 4, 5) + 3 = 22
If Construct...
Empowered Air Blast: 1d20 + 13 ⇒ (10) + 13 = 23for: 6d6 + 27 ⇒ (6, 5, 2, 3, 2, 5) + 27 = 50
Move action: Gather power, Standard: shoot! (somebody) (somehow)
HP: 88/131
Nonlethal: 5
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +6 (+2 vs illusion)
Burn Accrued: 9/10
Ki Pool Spent: 2/3
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 (5/11): +1 to hit, +1 reflex, +30ft movement speed
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 2)
Ability Score increases (+2): Dex, Con
| Albert Hazred |
| 1 person marked this as a favorite. |
Albert stalks the creatures as it moves away. His limbs move quickly and fluidly, unlike the old man's steps, and his blade continues to snake forward biting at it. target derro with a shift south, or if it's dropped, then shift southeast to create flanking with Starflit and target the construct
Dirt On It: 6d6 ⇒ (2, 5, 3, 3, 4, 4) = 21
HP: 52/74
curve blade, power attack, haste, attack penalty: 1d20 + 15 - 3 + 1 - 2 ⇒ (5) + 15 - 3 + 1 - 2 = 16
Damage: 1d10 + 1 + 9 ⇒ (10) + 1 + 9 = 20
High is Good: 1d100 ⇒ 11
curve blade, power attack, haste, attack penalty: 1d20 + 15 - 3 + 1 - 2 ⇒ (3) + 15 - 3 + 1 - 2 = 14
Damage: 1d10 + 1 + 9 ⇒ (1) + 1 + 9 = 11
High is Good: 1d100 ⇒ 10
curve blade, power attack, haste, attack penalty: 1d20 + 10 - 3 + 1 - 2 ⇒ (7) + 10 - 3 + 1 - 2 = 13
Damage: 1d10 + 1 + 9 ⇒ (8) + 1 + 9 = 18
High is Good: 1d100 ⇒ 68
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Round 5
As Tristain bonks, Kyffin closes on the thorned woman, delivering a perfect strike to her chest -- only it's not where he expected, and he catches nothing but air! Tenebrynn's blast, however, is more accurate, and it sizzles through the air next to the half-orc into their foe. She looks badly burned, but remains on her feet as Al closes in, though the old man's own wounds are still bearing a mark, and he's unable to land a blow. She dodges away again, slashing Kyffin 11 hp total.
Behind them, Starflit continues to battle the construct, who continues to wail. She lands one blow, but is distracted by Al's strange form, and again can't truly fall into her stride. And that could be a fatal mistake as she stumbles and can't defend herself against the creature's fists, which slam first into her chest and then her head, and everything goes black. 25 hp total
Reflex: 1d20 + 15 ⇒ (4) + 15 = 19
T: 1d20 + 15 ⇒ (12) + 15 = 27
1d4 + 3 ⇒ (3) + 3 = 6
T: 1d20 + 10 ⇒ (17) + 10 = 27
1d4 + 3 ⇒ (2) + 3 = 5
Slam: 1d20 + 23 ⇒ (8) + 23 = 31
1d8 + 8 ⇒ (5) + 8 = 13
Slam: 1d20 + 23 ⇒ (11) + 23 = 34
1d8 + 8 ⇒ (4) + 8 = 12
HO: 77; rage (+2 Strength, –2 AC)
T: 149, fast healing x2, displacement
| Kyffin Rhees |
| 1 person marked this as a favorite. |
Round 6
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/10h, +2), Bull’s Strength (4/10m), Haste, Sacred armor (6/10r, +2 AC), Invisibility Purge (1/10m), Divine Favor (5/10r, +4)
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 DR Magic
Longbow: Attack: BAB +7/2, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 7/10
Blessings (8/8, su) (Holy Strike, Battle Companion, Fast Healing (std); or Powerful Healer (sw))
Fervor (5/7, su, sw, DC 17, 3d6)
Sacred Weapon (8/10r, 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,
Second (14):
Third (15):
Fourth (16):
”Al! Starflit is down!” Kyffin yells as if it weren’t already obvious. He hopes something can be done for the poor woman before she succumbs to her injuries. He considers casting stabilize, but wants to try and end the threat before he breaks away.
He’ll 5’ step east to open up more room for Al in case he’s looking to head this way before bashing away at her. He swiftly sanctifies his weapon as he prepares to swing (+2)!
Scimitar: 1d20 + 13 + 9 ⇒ (16) + 13 + 9 = 38 (bull, favor, haste, sacred) damage: 1d10 + 12 + 6 ⇒ (8) + 12 + 6 = 26 (bull, favor, sacred) low is bad for me: 1d100 ⇒ 41
Scimitar: 1d20 + 8 + 9 ⇒ (7) + 8 + 9 = 24 (bull, favor, haste, sacred) damage: 1d10 + 12 + 6 ⇒ (10) + 12 + 6 = 28 (bull, favor, sacred) low is bad for me: 1d100 ⇒ 8
hasted Scimitar: 1d20 + 13 + 9 ⇒ (14) + 13 + 9 = 36 (bull, favor, haste, sacred) damage: 1d10 + 12 + 6 ⇒ (9) + 12 + 6 = 27 (bull, favor, sacred) low is bad for me: 1d100 ⇒ 1
(I HATE displacement or blur. I always roll so badly on the %)
| Tenebrynn |
| 2 people marked this as a favorite. |
"NO! She's new! and NICE! TO ALL OF US!" Tenebrynn screams, the sound ripping through her throat but then getting lost in the sudden crash of a thunderstorm. Burning through all she has left to muster as well as the entirety of her meager reserve, Tenebrynn's emotions get away from her and a storm crashes down upon the thorny derro.
Empowered Thunderstorm Torrent (Ref Save DC 21 for 1/2): 12d6 + 30 ⇒ (2, 1, 2, 1, 3, 5, 3, 3, 6, 5, 5, 2) + 30 = 68
As the peal of thunder passes, Tenebrynn rises back to her feet, brushing a fresh stream of blood from beneath one nostril. Her voice is eerily still and quiet and her hair now stark white once more. She turns slowly to the construct, "You will regret that."
HP: 88/131
Nonlethal: 10
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +6 (+2 vs illusion)
Burn Accrued: 10/10
Ki Pool Spent: 2/3
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 (6/11): +1 to hit, +1 reflex, +30ft movement speed
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 2)
Ability Score increases (+2): Dex, Con
| Starflit |
Starflit looks strangely peaceful as she lies unmoving on the floor. Perhaps she's experiencing the consummate silence and tranquility between her increasingly shallow breaths.
Starflit Constitution Check to Stabilize: 1d20 + 2 - 10 ⇒ (13) + 2 - 10 = 5
| Tristain the Chalker |
Round 5
Tristain hopes for the best.
Round 5/11: +1 to all the things, especially attacky things. So attack!
HP: 59/59
AC: 13
Points: 3/7 left
Spells: Lvl 1: 6/8 left (Bless*0,MM*2,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 8/8 left (ReEn*0,FlsLife*0,SpirW*0,Sugg*0,SeeInvis*0) dc 21
Spells: Lvl 3: 6/8 left (ForPun*0,MagVest*0,DazeMM,Haste*2,Hero*0) dc 22
Spells: Lvl 4 5/6 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 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)
| Albert Hazred |
Albert curses as necessity forces him to abandon the attacks on the derro and turn his attention to the construct and Starflit. "Settle down, Mun, we can take you to your friend once we eliminate the evil derro." Expecting the blow from Mun, Al moves to Starflit (provoking on the move) and wipes healing dirt over her wounds.
Dirt On It, Starflit: 6d6 ⇒ (2, 1, 1, 4, 2, 5) = 15
can Al move into the same square as Starflit and protect her from attacks? If so, he'll do that on the move action
| Starflit |
Starflit's eyes open slowly--almost casually--as Al heals some of her grievous wounds. Her eyes fill with terror as she takes in the man's contorted form and she instinctively recoils. The young woman quickly masters her emotions, however, having been taught that actions speak louder than words...or appearances.
"Thank you," she tells Al before her eyes dart around to scan the battlefield.
We're not out of this mess just yet!
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
I'm used to natty 1s on Paizo, but not on d100s, Kyffin!
Round 6
Kyffin can't seem to find the mark on his target, but Tenebrynn's blast hits her like a ton of bricks. She staggers slightly, but keeps her feet, though blood now spills from her ears. Still, she steps closer to the gnome and stabs her once with her blade 5 hp.
Behind that battle, Al moves past the construct and stands over Starflit's blow, taking a pounding of his own as he heals the group's newest acquaintance. 12 hp He's barely recovered when two more fists slam into him, one catching him right across the jaw, snapping his neck back. He collapses into a boneless heap on top of Starflit. 14 hp and then 27 hp, which I think renders Al unconscious
Reflex: 1d20 + 15 ⇒ (20) + 15 = 35
HO AoO: 1d20 + 23 ⇒ (16) + 23 = 39
1d8 + 8 ⇒ (4) + 8 = 12
1d20 + 15 ⇒ (15) + 15 = 30
1d4 + 3 ⇒ (2) + 3 = 5
1d20 + 10 ⇒ (5) + 10 = 15
HO: 1d20 + 23 ⇒ (9) + 23 = 32
1d8 + 8 ⇒ (6) + 8 = 14
HO: 1d20 + 23 ⇒ (20) + 23 = 43
1d8 + 8 ⇒ (7) + 8 = 15
Crit?: 1d20 + 23 ⇒ (14) + 23 = 37
1d8 + 8 ⇒ (4) + 8 = 12
HO: 77; rage (+2 Strength, –2 AC)
T: 178, fast healing x3, displacement
| Tenebrynn |
Tenebrynn turns to regard the derro after being struck, the gnome’s face a mask of emotionless stoicism. ”You survived.” The words are simple and her tone flat, neither doing much to convey any surprise Tenebrynn might be feeling. She shrugs, as lightning begins to crackle along the length of her right arm. ”Tit for tat.” The gnome brings her arm up in a sudden slash then, the crackling arcs of electricity forming together into a blade that extends several inches past her knuckles.
Miss Chance (high good): 1d100 ⇒ 63
Electric Blast blade: 1d20 + 13 ⇒ (14) + 13 = 27for: 4d6 + 12 ⇒ (3, 5, 4, 5) + 12 = 29
HP: 83/131
Nonlethal: 10
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +6 (+2 vs illusion)
Burn Accrued: 10/10
Ki Pool Spent: 2/3
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 (7/11): +1 to hit, +1 reflex, +30ft movement speed
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 2)
Ability Score increases (+2): Dex, Con
| Starflit |
Starflit weighs her limited options as Al's still-monstrous form collapses atop her. She tries casting a spell on the defensive, hopefully payback for the healing Al just rendered to her.
Starflit Concentration Check (casting on the defensive--cure moderate wounds on Al): 1d20 + 14 ⇒ (12) + 14 = 26
cure moderate wounds (on Al): 2d8 + 10 ⇒ (2, 7) + 10 = 19
Judgments: heal (+3 fast healing), protection (+3 sacred to AC);
hp (current): 7/73;
AC: 28, touch 17, flat-footed 24 (+1 dodge from haste, +3 sacred from protection judgment);
Haste: extra attack (w/full), +1 dodge bonus to AC, +1 bonus to Reflex saves, +30 enhancement bonus to movement rate(s);
Conditions: prone; generally screwed;
HP Redux: 7/73 (fast healing, start of Round 6); no damage this round; end of Round 6 7/73 hp.
| Albert Hazred |
Albert withstands the first two punches, but the third catches him in the jaw and he drops like a sack of potatoes on top of Starflit.
HP: -1/74
Stability check: 1d20 - 1 ⇒ (1) - 1 = 0
HP: -2/74
| Tristain the Chalker |
Round 6
Tristain, still shook out of his mind, hopes for the best.
Round 6/11: +1 to all the things, especially attacky things. So attack!
HP: 59/59
AC: 13
Points: 3/7 left
Spells: Lvl 1: 6/8 left (Bless*0,MM*2,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 8/8 left (ReEn*0,FlsLife*0,SpirW*0,Sugg*0,SeeInvis*0) dc 21
Spells: Lvl 3: 6/8 left (ForPun*0,MagVest*0,DazeMM,Haste*2,Hero*0) dc 22
Spells: Lvl 4 5/6 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 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)
| Kyffin Rhees |
Round 6
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/10h, +2), Bull’s Strength (4/10m), Haste, Sacred armor (7/10r, +2 AC), Invisibility Purge (1/10m)
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 DR Magic
Longbow: Attack: BAB +7/2, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 7/10
Blessings (8/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (5/7, su, sw, DC 17, 3d6)
Sacred Weapon (8/10r, 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,
Second (14):
Third (15):
Fourth (16):
”Damnation!” Kyffin hollers as Al goes down. That damn construct is tearing us apart.
To boost himself, he swiftly converts a Resist Energy Communal to a Cure Serious Wounds to start off.
CSW: 3d8 + 10 ⇒ (4, 2, 6) + 10 = 22
He then 5’ steps and unloads on the damn construct as best he can.
Scimitar: 1d20 + 13 + 9 ⇒ (10) + 13 + 9 = 32 (bull, favor, haste, sacred) damage: 1d10 + 12 + 6 ⇒ (6) + 12 + 6 = 24 (bull, favor, sacred)
Scimitar: 1d20 + 8 + 9 ⇒ (1) + 8 + 9 = 18 (bull, favor, haste, sacred) damage: 1d10 + 12 + 6 ⇒ (9) + 12 + 6 = 27 (bull, favor, sacred)
hasted Scimitar: 1d20 + 13 + 9 ⇒ (14) + 13 + 9 = 36 (bull, favor, haste, sacred) damage: 1d10 + 12 + 6 ⇒ (5) + 12 + 6 = 23 (bull, favor, sacred)
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Round 7
Tenebrynn's lightning dagger stabs the derro, who convulses, thorns slashing the badly beaten-up gnome even as the strange woman collapses. 17 hp
As Starflit sneakily heals Al, Kyffin closes in on the construct, blade chopping through it. Despite the damage it's clearly taken with strips of "skin" shredded, it still stays on its feet, and turns its attention -- with another wail of anguish -- toward the half-orc. Its fists pound into him, cracking ribs. 21 hp total
1d6 + 11 ⇒ (6) + 11 = 17
1d20 + 23 ⇒ (16) + 23 = 39
1d8 + 8 ⇒ (4) + 8 = 12
1d20 + 23 ⇒ (17) + 23 = 40
1d8 + 8 ⇒ (1) + 8 = 9
| Tenebrynn |
Tenebrynn turns from the fallen derro and dashes up beside Kyffin and the distraught construct. ”Enough.” Her words are emotionless and flat as she cuts at the construct in the same manner she used against her previous foe.
Electric Blast blade: 1d20 + 13 ⇒ (9) + 13 = 22for: 4d6 + 12 ⇒ (6, 4, 6, 4) + 12 = 32
HP: 66/131
Nonlethal: 10
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +6 (+2 vs illusion)
Burn Accrued: 10/10
Ki Pool Spent: 2/3
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 (8/11): +1 to hit, +1 reflex, +30ft movement speed
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 2)
Ability Score increases (+2): Dex, Con
| Kyffin Rhees |
Round 8
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/10h, +2), Bull’s Strength (4/10m), Haste, Sacred armor (8/10r, +2 AC), Divine Favor (7/10r), Invisibility Purge (1/10m)
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 DR Magic
Longbow: Attack: BAB +7/2, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 7/10
Blessings (8/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (3/7, su, sw, DC 17, 3d6)
Sacred Weapon (8/10r, 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,
Second (14):
Third (15):
Fourth (16):
He swiftly converts a Sound Burst to a Cure Moderate Wounds, but he knows he’s running out of options. He must take the construct down quickly.
CMW: 2d8 + 10 ⇒ (5, 2) + 10 = 17
Scimitar: 1d20 + 13 + 7 ⇒ (5) + 13 + 7 = 25 (bull, favor, haste) damage: 1d10 + 12 + 4 ⇒ (5) + 12 + 4 = 21 (bull, favor)
Scimitar: 1d20 + 8 + 7 ⇒ (2) + 8 + 7 = 17 (bull, favor, haste) damage: 1d10 + 12 + 4 ⇒ (6) + 12 + 4 = 22 (bull, favor)
hasted Scimitar: 1d20 + 13 + 7 ⇒ (19) + 13 + 7 = 39 (bull, favor, haste) damage: 1d10 + 12 + 4 ⇒ (10) + 12 + 4 = 26 (bull, favor)
critthreat hasted Scimitar: 1d20 + 13 + 7 ⇒ (7) + 13 + 7 = 27 (bull, favor, haste) damage: 1d10 + 12 + 6 ⇒ (5) + 12 + 6 = 23 (bull, favor, 2hp fire)
| Starflit |
Round 8
Knowing that trying to stand up is almost certain to get her knocked back down--perhaps permanently--Starflit improvises her thinking.
Maybe there's a weak spot down around its ankles! If I take one out, maybe it won't be able to balance correctly and will be easy pickings for the others!
Swiftly invoking her bane power again, Starflit desperately tries to take out an ankle.
Starflit +1 returning starknife 1st Attack (bane, haste, prone): 1d20 + 12 + 2 + 1 - 4 ⇒ (9) + 12 + 2 + 1 - 4 = 20 for magic, piercing damage (bane): 1d4 + 3 + 2 + 2d6 ⇒ (4) + 3 + 2 + (1, 1) = 11
Starflit +1 returning starknife Iterative Attack (bane, haste, prone): 1d20 + 7 + 2 + 1 - 4 ⇒ (16) + 7 + 2 + 1 - 4 = 22 for magic, piercing damage (bane): 1d4 + 3 + 2 + 2d6 ⇒ (2) + 3 + 2 + (1, 6) = 14
Starflit +1 returning starknife Bonus Haste Attack (bane, haste, prone): 1d20 + 12 + 2 + 1 - 4 ⇒ (4) + 12 + 2 + 1 - 4 = 15 for magic, piercing damage (bane): 1d4 + 3 + 2 + 2d6 ⇒ (2) + 3 + 2 + (4, 6) = 17
Yep, that worked just about as well as I expected....
Judgments: heal (+3 fast healing), protection (+3 sacred to AC);
hp (current): 10/73;
AC: 28, touch 17, flat-footed 24 (+1 dodge from haste, +3 sacred from protection judgment);
Bane (constructs): round #10 of 15;
Haste:[/b] extra attack (w/full), +1 dodge bonus to AC, +1 bonus to Reflex saves, +30 enhancement bonus to movement rate(s);
Conditions: prone;
HP Redux: 10/73 (fast healing, start of Round 8); no damage this round; end of turn Round 8 10/73 hp.
| Tristain the Chalker |
Round 7
Tristain is still mostly useless.
Round 7/11: +1 to all the things, especially attacky things. So attack!
HP: 59/59
AC: 13
Points: 3/7 left
Spells: Lvl 1: 6/8 left (Bless*0,MM*2,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 8/8 left (ReEn*0,FlsLife*0,SpirW*0,Sugg*0,SeeInvis*0) dc 21
Spells: Lvl 3: 6/8 left (ForPun*0,MagVest*0,DazeMM,Haste*2,Hero*0) dc 22
Spells: Lvl 4 5/6 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 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)
| Albert Hazred |
Albert finds himself crumpled on the floor as the battle continues above him. He wipes dirt over his wounds while retrieving his blade and adds a desperate slash at the construct's shin from his prone position.
Dirt On It: 6d6 ⇒ (5, 6, 3, 2, 5, 5) = 26
HP: 44/74, dirt: 2/10
curve blade, haste, prone, indefinite attack penalty: 1d20 + 15 + 1 - 4 - 2 ⇒ (11) + 15 + 1 - 4 - 2 = 21
damage: 1d10 + 1 ⇒ (1) + 1 = 2
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
| 1 person marked this as a favorite. |
Kyffin slashes desperately, finally managing to bring the blade down in a long arc across the creature's had.
As it dies, the half-orc, Tenebrynn, Tristain and Al hear a quiet voice in their heads and see images of a fungus rapidly growing and then collapsing in on itself before growing anew. The voice says, “It reaches its tendrils through the minds of those who know of it. It reaches beyond the veil of dreams. Hurry.”
Whew. That was a serious fight! You're lucky you took the other derro out so quickly, or I'd have gotten some more sneak attacks in.
| Tenebrynn |
Tenebrynn mechanically wipes her forearm across the lower half of her face, sweeping twin trickles of blood into a smear across her cheek. Her one eye, bloodshot from burst vessels, looks even worse in contrast to her now platinum hair.
She helps Al and Starflit up, then looks up the ladder at Tristain, her countenance stony. She states flatly, ”You should help next time.”