
Tristain the Chalker |

Mostly he needs another big round from Lothan, hoping he can put his big mouth in a position where it is actually backed up.
Lothan's D20s: 3, 2, 1, 4.
Tristain does a slow clap in his head as he watches Lothan shoot with the exact same accuracy with which he pisses. Why is *always* outside my tent?
Tristain offers a big boy spell at the offending monster, casting Disintegrate.
1d20 + 11 ⇒ (11) + 11 = 22 touch to hit
1d20 + 18 ⇒ (20) + 18 = 38 SR
14d6 ⇒ (3, 1, 4, 1, 5, 6, 5, 3, 3, 5, 5, 5, 1, 5) = 52 vs. Fort 24 or 5d6 ⇒ (6, 4, 3, 1, 6) = 20 instead.

Starflit |

Starflit swoops acrobatically up to Al, trying to avoid any incoming attacks from the horror. Casting defensively, she attempts to pump some life back into the fallen totally normal human. "You might want to heal yourself some more!" she suggests as her friends continue to take the fight to the monster.
Starflit Acrobatics Check (to avoid AoO): 1d20 + 21 ⇒ (17) + 21 = 38
Starflit Cast on the Defensive (cure serious wounds on Al): 1d20 + 19 ⇒ (20) + 19 = 39
Starflit cure serious wounds (Al): 3d8 + 14 ⇒ (1, 5, 7) + 14 = 27
Was considering a flame strike against the hunting horror but had a bad feeling (wrongly, it turns out) that she'd fail the roll to penetrate the thing's SR. Hope this decision works out....

Kyffin Rhees |

Weapon Equipped = Teralindar's Honor
Conditions = Magic Vestment (1/13h, +3), Air Walk (1/30 or 50m), protection from energy (140/140hp, electricity)
Scimitar: Attack: BAB +10/5, Str +5, Magic +2, Focus +2, (Power -3) Damage: Str +5, Magic +2, Specialization +4, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +10/5, Dex +2, Magic +1 Damage: Str +5 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (8/10, su) (Holy Strike (std), Battle Companion (std), Fast Healing (std, 3 for 1m), or Powerful Healer (sw))
Fervor (8/10, su, sw, DC 20, 5d6)
Sacred Weapon (14/14r, su, sw, +3)
Sacred Armor (14/14m, su, sw, +3)
Dawnflower Sash (1/1, std, feather fall)(1/1, im, cure light wounds)(std, burns like a torch)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 14, Concentration +17)
Zero (13): Create Water, Detect Magic, Light, Mending, Stabilize
First (14): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith, Shield of Faith
Second (15): Bull’s Strength, Burst of Radiance, Delay Poison, Hold Person, Protection from Evil Communal, Sound Burst
Third (16): Dispel Magic, Invisibility Purge, Magic Circle against Evil,
Fourth (17):
Fifth (18):
- - -
Kyffin smiles as the group is yet again victorious! ”That was closer than usual, Al, are you OK?” He sends the lilend azata to heal the totally human friend.
CSW x2: 6d8 + 14 ⇒ (8, 3, 3, 6, 1, 6) + 14 = 41
CLW x5: 5d8 + 25 ⇒ (6, 7, 8, 1, 4) + 25 = 51
He then sends the azata away, with thanks.
For himself, he starts with some fast healing (3 for 1m), and tops up with the wand.
CLW x2: 2d8 + 2 ⇒ (5, 8) + 2 = 15
”Anyone need more healing?” He offers the wand.
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 73 (7d10+35)
Fort +7, Ref +10, Will +10
Immune electricity, petrification, poison; Resist cold 10, fire 10
Offense
Speed 30 ft., fly 70 ft. (average)
Melee +1 longsword +12/+7 (2d6+8/19–20), tail slap +6 (2d6+2 plus grab (+13))
Space 10 ft., Reach 10 ft.
Special Attacks bardic performance (move, 20 rounds/day, +2 inspire, +3 competence), constrict (2d6+5)
Spell-Like Abilities (CL 7th)
3/day—darkness, hallucinatory terrain (DC 18), knock, light
1/day—charm person (DC 15), speak with animals, speak with plants
Spells Known (CL 7th)
3rd (2/day)—charm monster (DC 17), cure serious wounds
2nd (4/day)—hold person (DC 16), invisibility, sound burst (DC 16), suggestion (DC 16)
1st (5/day)—charm person (DC 15), cure light wounds, identify, sleep (DC 15)
0 (at will)—dancing lights, daze (DC 14), detect magic, lullaby (DC 14), mage hand, read magic
- - -

Tristain the Chalker |

Tristain moves away from any future static discharges and waits patiently to use the wand to tend to his own injuries.
9d8 + 9 ⇒ (4, 6, 6, 6, 6, 7, 4, 4, 3) + 9 = 55 CLWs
He will re-cast False Life: 1d10 + 10 ⇒ (7) + 10 = 17 temp hp
"Wow, that guy just sucked, and he wasn't even a polyp," Tristain moans and grouses while looking for a good wall to bonk while others recover themselves.
*bonk*!
*bonk*!
*bonk*!
*bonk*!
*bonk*!
*bonk*!

Starflit |

Starflit uses another cure serious wounds spell to heal herself before asking if anyone else still needs healing. She winces as Tristain again bonks away on the creepy polyp-engineered building.
Starflit cure serious wounds (self): 3d8 + 14 ⇒ (4, 6, 3) + 14 = 27

Albert Hazred |

Al wakes up with the azata healing his wounds and checks to see that everything is still attached properly after the not-dragon's bite. "That was too close, I'll be glad to leave this cursed city when our task is complete." The old man creakily rises to his feet and brushes the worst of the dirt and dust from his shiny armor.

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

After you finish healing -- and searching fruitlessly for any loot -- you move on to the next area. Within this immense gallery, dozens of broad columns reverberate with a sickening chorus of whistling wind that echoes and clashes with itself. Before you can do more than look in, however, a loud voice radiates from Kyffin's blade: "FINALLY! ABERRATIONS FOR ME TO KILL! STOP JUST STANDING AROUND LOLLYGAGGING! THERE'S WORK TO BE DONE!"
Albert: 1d20 + 5 ⇒ (11) + 5 = 16
Kyffin: 1d20 + 1 ⇒ (10) + 1 = 11
Lothan: 1d20 + 9 ⇒ (16) + 9 = 25
Starflit: 1d20 + 7 ⇒ (12) + 7 = 19
Tristain: 1d20 + 4 ⇒ (17) + 4 = 21
Antagonist: 1d20 + 6 ⇒ (12) + 6 = 18
There's a map for this, but it's ... kind of awful. The map itself is cool (you can see it), but doesn't seem to account for battle with not one but TWO huge creatures. So we're going to really play pretend and go with theater of the mind!
Lothan, Tristain and Starflit are up. The nearer polyp is 40 feet away, while the farther is 60 feet. Here's your first encounter with one to remind yourself what you know about them.

Tristain the Chalker |

Round 1, Init 21
As usual, Tristain does the smart thing: he casts Haste and books it back and out of line of sight and effect. He’s not going to be caught when they either start to blow or suck or both.
Tristain's Haste: Round 1/14. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.
HP: 82/82+15 temp hp
AC: 13
Points: 7/7 left
Spells: Lvl 1: 4/8 left (Bless*0,MM*5,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 5/8 left (ReEn*0,FlsLife*1,SpirW*0,Sugg*0,SeeInvis*2,Invis*0) dc 22
Spells: Lvl 3: 2/8 left (Fly*0,ForPun*1,MagVest*0,DazeMM,Haste*3,Hero*2) dc 23
Spells: Lvl 4: 8/8 left (BlakTent*0,Guard*0,MindThrust*0,DimDoor*0,FoM*0) dc 24
Spells: Lvl 5: 4/7 left (Commune*0,Serenity*0,LifeBub*1,OverlandFly*1) dc 25
Spells: Lvl 6: 5/6 left (UnMake*0,EgoWhip*0,PsychSurg*0, Disint dc 24)
Spells: Lvl 7: 4/4 left (Forcecage dc 26,Gr Scrying, Quick Haste, Quick ForcePunch)
Cure Used: 0/4 used
Rod of Reach: 0/3 used
Rod of Extend (6th): 2/3 used
Rod of Extend (3rd): 0/3 used
Daily Prep: False Life 1d10 + 10 ⇒ (3) + 10 = 13 temp hp, Extended Heroism (Tris & Kyffin), Life Bubble (about 5 hours each), Overland Flight (13 hours).
"zee-NOO!”
Wand of Magic Missile (lvl9): 33/50 left
5d4 + 4 ⇒ (2, 2, 3, 3, 4) + 4 = 18 force damage.
[ 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+17[/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 22 will)
Tristain's Haste: Round 1/14. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.

Starflit |

Starflit casts a flame strike, trying to catch both polyps in the effect (unlikely, due to both their swize and general size restraints). Close but no cigar....
Starflit next uses two judgments (Protection and Purity) to protect herself before closing on the nearest beastie.
Starflit Caster Level Check vs. SR: 1d20 + 14 ⇒ (10) + 14 = 24

Starflit |

Missed the range description in the post; no way Starflit could've caught both polyps in her flame strike. Not that it really matters, but let's say she targeted the nearest one.

Lothan Robgard |

Rolling his eyes at the fact that there are two of them, "You gotta be freaking kidding me." Lothan sighs heavily as he takes aim and just fires away at the nearest one.
Attack the one 40' away. Full attack; Clustered shots.
Studied target/Haste/Rapid shot/Deadly Aim
+2 Adaptive composite longbow: 1d20 + 21 ⇒ (3) + 21 = 24
Damage: 1d8 + 15 ⇒ (8) + 15 = 23
(Rapid Shot)+2 Adaptive composite longbow: 1d20 + 21 ⇒ (6) + 21 = 27
Damage: 1d8 + 15 ⇒ (4) + 15 = 19
(Haste)+2 Adaptive composite longbow: 1d20 + 21 ⇒ (7) + 21 = 28
Damage: 1d8 + 15 ⇒ (8) + 15 = 23
+2 Adaptive composite longbow: 1d20 + 16 ⇒ (1) + 16 = 17
Damage: 1d8 + 15 ⇒ (6) + 15 = 21
+2 Adaptive composite longbow: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d8 + 15 ⇒ (4) + 15 = 19
Missing absolutely everything and feeling quite confident that he couldn't hit water if he fell out of a boat, Lothan rolls his eyes and exclaims, "You gotta be freaking kidding me!"
*Slams head on desk* Just kill Lothan and get it over with. This is ridiculous.
AC 28; Hp's 97/118

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

Albert: 16*
Kyffin: 11*
Lothan: 25
Tristain: 21
Starflit: 19
Antagonists: 18
Tristain hurries the party along and retreats as Lothan and Starflit pour arrows and magic into the nearest of the polyps. Unfortunately, the swirling wind creates havoc with Lothan's aim, sending his arrows flying. Starflit doesn't have anymore luck with her magic, as it seems to melt away against the creature. Failed SR; also, sorry, Lothan. Super frustrating when it just won't let you ever roll well.
The nearest one floats back slightly, but sends a blast of wind that explodes among the group of you. 47 bludgeoning to everyone but Tristain, DC 26 Reflex for half Meanwhile, a strange wind seems to pull them back into the room toward the other monstrosity. Everyone but Tristain must attempt a DC 26 Fort save or be slowed, and unable to move while within 100 feet of it.
14d6 ⇒ (2, 5, 1, 2, 6, 6, 1, 2, 1, 5, 6, 3, 4, 3) = 47
1d4 ⇒ 2
Everyone is up. The nearest one is now 50 feet away from you, while the other is 70 feet, with about 30 feet between them horizontally too.

Lothan Robgard |

Ref vs. DC 26: 1d20 + 19 ⇒ (8) + 19 = 27 Evasion
Fort vs. DC 26: 1d20 + 14 ⇒ (1) + 14 = 15
Lothan manages to just dodge out of the way of the massive blast before he finds himself stuck in place. "Well, this sucks."
Feast or famine with those saves. Well, if nothing else, I avoided taking a boatload of damage.

Tristain the Chalker |

Tristain wishes he could bonk out a morse code to some people, but it's hard to believe those people would get it, but he does know in his heart of minds, that haste still exists.
Tristain's Haste: Round 2/14. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.

Kyffin Rhees |

Weapon Equipped = Teralindar's Honor
Conditions = Magic Vestment (2/13h, +3), Air Walk (10/30 or 50m), protection from energy (140/140hp, electricity), Haste & Slow, cannot close, Divine Favor (1/10r, +4)
Scimitar: Attack: BAB +10/5, Str +5, Magic +2, Focus +2, (Power -3) Damage: Str +5, Magic +2, Specialization +4, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +10/5, Dex +2, Magic +1 Damage: Str +5 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (7/10, su) (Holy Strike (std), Battle Companion (std), Fast Healing (std, 3 for 1m), or Powerful Healer (sw))
Fervor (7/10, su, sw, DC 20, 5d6)
Sacred Weapon (14/14r, su, sw, +3)
Sacred Armor (14/14m, su, sw, +3)
Dawnflower Sash (1/1, std, feather fall)(1/1, im, cure light wounds)(std, burns like a torch)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 14, Concentration +17)
Zero (13): Create Water, Detect Magic, Light, Mending, Stabilize
First (14): Command, Divine Favor, Divine Favor,
Second (15): Bull’s Strength, Burst of Radiance, Delay Poison, Hold Person, Protection from Evil Communal, Sound Burst
Third (16): Dispel Magic, Invisibility Purge, Magic Circle against Evil,
Fourth (17):
Fifth (18):
- - -
Reflex: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14 (haste) vs DC 26 for 47hp damage
Fort: 1d20 + 16 ⇒ (7) + 16 = 23 vs DC 26 or slowed
Kyffin gets hammered, and cannot close with the enemy, losing his haste in the process (I think the slow and haste would just cancel each other - right?).
I don’t know exactly how long it’s been to get here from the last combat, but your air walks should still be active should you need it.
Kyffin, unable to close, will summon a Lilend Azata who can, perhaps, help. He summons it right next to the closest critter, but not in the way of the archers who might shoot something. Maybe. He’ll then move in a sideways zigzag, never getting closer, to be 15’ in the air. He’ll also swiftly cast Divine Favor (+4 attacks/damage (luck)) with fervor.
The Azata begins a bardic performance (Inspire +2 everyone, move) and draws her longsword (move).
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 73 (7d10+35)
Fort +7, Ref +10, Will +10
Immune electricity, petrification, poison; Resist cold 10, fire 10
Offense
Speed 30 ft., fly 70 ft. (average)
Melee +1 longsword +12/+7 (2d6+8/19–20), tail slap +6 (2d6+2 plus grab (+13))
Space 10 ft., Reach 10 ft.
Special Attacks bardic performance (move, 20 rounds/day, +2 inspire, +3 competence), constrict (2d6+5)
Spell-Like Abilities (CL 7th)
3/day—darkness, hallucinatory terrain (DC 18), knock, light
1/day—charm person (DC 15), speak with animals, speak with plants
Spells Known (CL 7th)
3rd (2/day)—charm monster (DC 17), cure serious wounds
2nd (4/day)—hold person (DC 16), invisibility, sound burst (DC 16), suggestion (DC 16)
1st (5/day)—charm person (DC 15), cure light wounds, identify, sleep (DC 15)
0 (at will)—dancing lights, daze (DC 14), detect magic, lullaby (DC 14), mage hand, read magic
- - -

Tristain the Chalker |

Tristain pauses, hoping that others remember to use electricity if they have it, like suppose they are holding a powerful electric weapon or are playing with balloons on the fur of cats or something.
Round 2, Init 24
Tristain peeks from cover to offer a bit of magical support. He shoots at the closer to jerk and tries to stay out of line of effect.
1d6 + 5 ⇒ (3) + 5 = 8 force damage
1d6 + 5 ⇒ (4) + 5 = 9 force damage
1d6 + 5 ⇒ (5) + 5 = 10 force damage
1d6 + 5 ⇒ (2) + 5 = 7 force damage
1d6 + 5 ⇒ (3) + 5 = 8 force damage
1d20 + 14 + 4 ⇒ (11) + 14 + 4 = 29 SR
Tristain's Haste: Round 2/14. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.
HP: 82/82+15 temp hp
AC: 13
Points: 7/7 left
Spells: Lvl 1: 2/8 left (Bless*0,MM*5,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 5/8 left (ReEn*0,FlsLife*1,SpirW*0,Sugg*0,SeeInvis*2,Invis*0) dc 22
Spells: Lvl 3: 2/8 left (Fly*0,ForPun*1,MagVest*0,DazeMM,Haste*3,Hero*2) dc 23
Spells: Lvl 4: 8/8 left (BlakTent*0,Guard*0,MindThrust*0,DimDoor*0,FoM*0) dc 24
Spells: Lvl 5: 4/7 left (Commune*0,Serenity*0,LifeBub*1,OverlandFly*1) dc 25
Spells: Lvl 6: 5/6 left (UnMake*0,EgoWhip*0,PsychSurg*0, Disint dc 24)
Spells: Lvl 7: 4/4 left (Forcecage dc 26,Gr Scrying, Quick Haste, Quick ForcePunch)
Cure Used: 0/4 used
Rod of Reach: 0/3 used
Rod of Extend (6th): 2/3 used
Rod of Extend (3rd): 0/3 used
Daily Prep: False Life 1d10 + 10 ⇒ (5) + 10 = 15 temp hp, Extended Heroism (Tris & Kyffin), Life Bubble (about 5 hours each), Overland Flight (13 hours).
"zee-NOO!”
Wand of Magic Missile (lvl9): 33/50 left
5d4 + 4 ⇒ (1, 1, 3, 1, 3) + 4 = 13 force damage.
[ 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+17[/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 22 will)
Tristain's Haste: Round 1/14. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.

Albert Hazred |

DC 26 Reflex save: 1d20 + 18 ⇒ (8) + 18 = 26
DC 26 Fort save: 1d20 + 18 ⇒ (6) + 18 = 24
Al slowly wipes dirt on his wounds and calls upon his god for protection from the evil before them.
dirt on it: 8d6 ⇒ (4, 6, 6, 3, 5, 2, 5, 4) = 35
communal protection from evil

Lothan Robgard |

Finding himself unable to move from his current spot, that doesn't keep Lothan from continuing to fire upon the beast.
Attack the closer of the 2.
Studied target/Haste/Rapid shot/Deadly Aim
+2 Adaptive composite longbow: 1d20 + 20 ⇒ (8) + 20 = 28
Damage: 1d8 + 15 ⇒ (5) + 15 = 20
(Rapid Shot)+2 Adaptive composite longbow: 1d20 + 20 ⇒ (4) + 20 = 24
Damage: 1d8 + 15 ⇒ (8) + 15 = 23
+2 Adaptive composite longbow: 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 1d8 + 15 ⇒ (3) + 15 = 18
+2 Adaptive composite longbow: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d8 + 15 ⇒ (5) + 15 = 20
AC 29; Hp's 97/118

Starflit |

Starflit can't avoid the mighty wind blast and it tears away some of her skin. The inquisitor casts a cure serious wounds spell upon herself before marching forward to engage the nearest beast.
Starflit cure serious wounds (self): 3d8 + 14 ⇒ (7, 8, 6) + 14 = 35
Sorry--been busy with a project for an online computer course I'm taking. That's in the rearview mirror now.
I started to post to the game a day or two ago but got sidetracked; I recall that I'd failed both of Starflit's saving throws, though. I think I never posted because I figured the polyps' blowing/sucking thing was gonna be a royal pain to deal with...and I apparently never finished the post.
Not sure if other haste bonuses go out the window. Maybe not for Starflit, since her Liberation power automatically kicks in as soon as her movement is hindered (I ticked one round off her total). If haste still affects her movement speed, she might be able to reach the nearest polyp this round; I'm expecting an AoO or three if she gets up to the thing; she'd take normal damage but no constriction damage (again, thanks to Liberation).
Yup--the complexity of her turn definitely played a big part in me not finishing her post earlier.

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

Albert: 16
Kyffin: 11
Lothan: 25
Tristain: 21
Starflit: 19
Antagonists: 18
Al heals himself and calls on blessings, which fall on everyone nearby, though Tristain is too far away to get its benefits. To be fair, he's likely too far away to be hurt either, but one never knows if something could come up from behind.
As Kyffin again summons an azata and ascends, a familiar voice clearly expresses its disapproval: "WHAT ARE YOU DOING? DON'T JUST WALK BACK AND FORTH! GO KILL THEM! DO I HAVE TO DO EVERYTHING MYSELF?!"
Best friends Lothan and Tristain seem to act in unison, as if they were sharing a mind, both targeting the nearest polyp while Starflit closes in on it. Tristain's attack is far more effective, however, as the wind again seems to throw off Lothan's attempts. It may simply be too strong for arrows! The creature lashes out at Starflit, but perhaps it's too amazed at her ability to ignore the sucking wind, as the tentacle doesn't even come close to her.
It adjusts, though, and slams her with its next two attempts, while the azata escapes worse harm, even slipping out of the grasp of one tentacle. 31 hp to Starflit; 14 to the azata Meanwhile, the strange wind continues from the other one DC 26 Fortitude save or it is slowed until it leaves the area (if it wasn't already slowed) and a creature already under the effects of any slowing effect (such as from this sucking wind) that fails this save is held in place for 1 round.
Then it seems to cast a spell, and a wall of wind suddenly springs up between most of the group and the two polyps, Starflit and the azata!
AoO vs. Starflit: 1d20 + 21 ⇒ (1) + 21 = 22
1d8 + 9 ⇒ (5) + 9 = 14
Tentacle vs. Starflit: 1d20 + 21 ⇒ (17) + 21 = 38
1d8 + 9 ⇒ (5) + 9 = 14
Tentacle vs. Starflit: 1d20 + 21 ⇒ (16) + 21 = 37
1d8 + 9 ⇒ (8) + 9 = 17
Tentacle vs. Azata: 1d20 + 21 ⇒ (15) + 21 = 36
1d8 + 9 ⇒ (5) + 9 = 14
Grab: 1d20 + 28 ⇒ (1) + 28 = 29
Tentacle vs. Azata: 1d20 + 21 ⇒ (1) + 21 = 22
P1: 42
P2:
I'll rule the freedom of movement negates the sucking wind, so Flit is fully hasted; for everyone else, the slow and haste cancel out.

Tristain the Chalker |

Tristain watches as Lothan's arrows go all over the place, probably because of the "airquote"*wind*"airquote".
Wow, there is not 1, not 2, but 3 sucking monsters out there.
Tristain ponders how to snap his team out of the doldrums.
So it's Starflit, the Azata, and the polyps on one side, and the old grumpus, sir shoots a lot, Tristain, and Mr.Yellsword on the other?

Albert Hazred |

Who has the energy gun thing? Lothan has the best range attack and could be the marksman.
what's the effect stopping our movement, is it anything enchantment or mental related? Do we get additional saves against it, or just constant within 100' now that we failed? Al has the mercy Remove Paralyzed, can he use that against it?
Al struggles to move forward, can Erastil will him through the moment...
if we don't know the source/fix of the unable to move condition, then Al will use the Remove Paralyze mercy and if it works, Al will free himself and then move to Kyffin and free him (swift, move, standard)

Lothan Robgard |

Tristain watches as Lothan's arrows go all over the place, probably because of the "airquote"*wind*"airquote".
LOL!
Who has the energy gun thing? Lothan has the best range attack and could be the marksman.
Energy gun?! We have an energy gun?! Cool! Let's use that bad boy! By the way, what's an energy gun? *stares blankly before shrugging* :P
Fort: 1d20 + 14 ⇒ (4) + 14 = 18
Okay. I'm held in place for 1 round. Can I still act or am I "frozen" completely for the round, so to speak?

Kyffin Rhees |

Weapon Equipped = Teralindar's Honor
Conditions = Magic Vestment (2/13h, +3), Air Walk (10/30 or 50m), protection from energy (140/140hp, electricity), Haste & Slow, cannot close, Divine Favor (1/10r, +4), Protection from evil
Scimitar: Attack: BAB +10/5, Str +5, Magic +2, Focus +2, (Power -3) Damage: Str +5, Magic +2, Specialization +4, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +10/5, Dex +2, Magic +1 Damage: Str +5 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (6/10, su) (Holy Strike (std), Battle Companion (std), Fast Healing (std, 3 for 1m), or Powerful Healer (sw))
Fervor (7/10, su, sw, DC 20, 5d6)
Sacred Weapon (14/14r, su, sw, +3)
Sacred Armor (14/14m, su, sw, +3)
Dawnflower Sash (1/1, std, feather fall)(1/1, im, cure light wounds)(std, burns like a torch)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 14, Concentration +17)
Zero (13): Create Water, Detect Magic, Light, Mending, Stabilize
First (14): Command, Divine Favor, Divine Favor,
Second (15): Bull’s Strength, Burst of Radiance, Delay Poison, Hold Person, Protection from Evil Communal, Sound Burst
Third (16): Dispel Magic, Invisibility Purge,
Fourth (17):
Fifth (18):
- - -
Kyffin, in fury at being unable to close with the enemy, converts a spell to a cure serious - boosted with the power of his sun god!
CSW: 3d8 + 14 ⇒ (8, 7, 5) + 14 = 34 +50% = 51 healing
The Azata continues a bardic performance (Inspire +2 everyone, move) and attacks!
Longsword: 1d20 + 12 + 4 ⇒ (3) + 12 + 4 = 19 (inspire, flank) damage: 2d6 + 8 + 2 ⇒ (2, 1) + 8 + 2 = 13 (inspire)
Longsword: 1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 14 (inspire, flank) damage: 2d6 + 8 + 2 ⇒ (3, 6) + 8 + 2 = 19 (inspire)
Tail slap: 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28 (inspire, flank) damage: 2d6 + 2 + 2 ⇒ (6, 1) + 2 + 2 = 11 (inspire) Grab: 1d20 + 13 ⇒ (8) + 13 = 21
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 59/73 (7d10+35)
Fort +7, Ref +10, Will +10
Immune electricity, petrification, poison; Resist cold 10, fire 10
Offense
Speed 30 ft., fly 70 ft. (average)
Melee +1 longsword +12/+7 (2d6+8/19–20), tail slap +6 (2d6+2 plus grab (+13))
Space 10 ft., Reach 10 ft.
Special Attacks bardic performance (move, 20 rounds/day, +2 inspire, +3 competence), constrict (2d6+5)
Spell-Like Abilities (CL 7th)
3/day—darkness, hallucinatory terrain (DC 18), knock, light
1/day—charm person (DC 15), speak with animals, speak with plants
Spells Known (CL 7th)
3rd (2/day)—charm monster (DC 17), cure serious wounds
2nd (4/day)—hold person (DC 16), invisibility, sound burst (DC 16), suggestion (DC 16)
1st (5/day)—charm person (DC 15), cure light wounds, identify, sleep (DC 15)
0 (at will)—dancing lights, daze (DC 14), detect magic, lullaby (DC 14), mage hand, read magic
- - -

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
2 people marked this as a favorite. |

This is the sucking wind ability from the flying polyp. By my read, you have to make a save each round or be slowed until you leave the area. If you're already slowed (by this affect or something else), your save instead means you can't move. It doesn't say you're paralyzed (and explicitly says you are not helpless), so I think you are able to move to cast spells or what not, just not able to move out of your square.
Kaklatath has the energy gun, and I'll admit I forgot about it. I can have it shoot this next round.
Teralindar's honor cannot to anything to help you defeat this ability. And, yes, wind wall has Starflit, the Azata, and the polyps on one side, and the old grumpus, sir shoots a lot, Tristain, and Mr.Yellsword (plus Kyffin!) on the other.
ETA Because you're all hasted, that means you wouldn't actually be slowed, so you wouldn't get to the can't move kicker. But it would effectively negate the haste, so you should all be able to act normally. Except for Tristain, who's out of the area of effect, so has extra bonking ability. And I'll say the same holds true for Starflit, because of her freedom of movement.

Tristain the Chalker |

Round 3, Init 24
Tristain flies closer to Lothan, and, touching the man, casts Dimension Door to blamph both of them to the other side of the wall of wind. He hopes to find a place definitely out of melee reach and also somewhat far away (within 75' or so).
He hopes to give the Lothan a clear full round attack at the injured polyp without putting himself in any danger.
Tristain's Haste: Round 3/14. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.
HP: 82/82+15 temp hp
AC: 13
Points: 7/7 left
Spells: Lvl 1: 2/8 left (Bless*0,MM*5,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 5/8 left (ReEn*0,FlsLife*1,SpirW*0,Sugg*0,SeeInvis*2,Invis*0) dc 22
Spells: Lvl 3: 2/8 left (Fly*0,ForPun*1,MagVest*0,DazeMM,Haste*3,Hero*2) dc 23
Spells: Lvl 4: 8/8 left (BlakTent*0,Guard*0,MindThrust*0,DimDoor*0,FoM*0) dc 24
Spells: Lvl 5: 4/7 left (Commune*0,Serenity*0,LifeBub*1,OverlandFly*1) dc 25
Spells: Lvl 6: 5/6 left (UnMake*0,EgoWhip*0,PsychSurg*0, Disint dc 24)
Spells: Lvl 7: 4/4 left (Forcecage dc 26,Gr Scrying, Quick Haste, Quick ForcePunch)
Cure Used: 0/4 used
Rod of Reach: 0/3 used
Rod of Extend (6th): 2/3 used
Rod of Extend (3rd): 0/3 used
Daily Prep: False Life 1d10 + 10 ⇒ (2) + 10 = 12 temp hp, Extended Heroism (Tris & Kyffin), Life Bubble (about 5 hours each), Overland Flight (13 hours).
"zee-NOO!”
Wand of Magic Missile (lvl9): 33/50 left
5d4 + 4 ⇒ (4, 3, 2, 1, 3) + 4 = 17 force damage.
[ 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+17[/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 22 will)
Tristain's Haste: Round 1/14. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.

Lothan Robgard |

Taken somewhat by surprise, Lothan finds himself free of the locked-down area and quickly fires away. Just keep firing, just keep firing, firing, firing, just keep firing, runs through Lothan's mind in a sing-song way.
Attack injured baddie; Clustered shots
Studied target +3/Rapid shot/Deadly Aim
+2 adaptive composite longbow: 1d20 + 20 ⇒ (16) + 20 = 36
Damage: 1d8 + 15 ⇒ (8) + 15 = 23
(Rapid Shot)+2 adaptive composite longbow: 1d20 + 20 ⇒ (19) + 20 = 39
Damage: 1d8 + 15 ⇒ (8) + 15 = 23
+2 adaptive composite longbow: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d8 + 15 ⇒ (7) + 15 = 22
+2 adaptive composite longbow: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 + 15 ⇒ (3) + 15 = 18
Crit confirm
(Rapid Shot)+2 adaptive composite longbow: 1d20 + 20 ⇒ (7) + 20 = 27
Damage: 1d8 + 15 ⇒ (1) + 15 = 16
AC 29; Hp's 97/118

Starflit |

Empowering her magical starknife with greater bane vs. aberrations, Starflit swings it three times at the monster, thanks to Tristain's haste spell.
Starflit +2 returning starknife Main Attack (greater bane, haste): 1d20 + 15 + 2 + 1 ⇒ (8) + 15 + 2 + 1 = 26 for adamantine, magic, piercing damage (greater bane): 1d4 + 4 + 2 + 4d6 ⇒ (2) + 4 + 2 + (4, 4, 4, 1) = 21
Starflit +2 returning starknife Iterative Attack (greater bane, haste): 1d20 + 10 + 2 + 1 ⇒ (10) + 10 + 2 + 1 = 23 for adamantine, magic, piercing damage (greater bane): 1d4 + 4 + 2 + 4d6 ⇒ (4) + 4 + 2 + (1, 4, 5, 6) = 26
Starflit +2 returning starknife Bonus Haste Attack (greater bane, haste): 1d20 + 15 + 2 + 1 ⇒ (14) + 15 + 2 + 1 = 32 for adamantine, magic, piercing damage (greater bane): 1d4 + 3 + 2 + 4d6 ⇒ (4) + 3 + 2 + (5, 3, 4, 6) = 27
Spells: 5th 2/3; 4th 4/4; 3rd 2/5; 2nd 5/6; 1st 6/7
Judgments: #4 of 5; purity (+3 sacred bonus on all saving throws (+6 against curses, diseases, and poisons)); protection (+3 sacred bonus to Armor Class (+6 against attack rolls made to confirm critical hits against the inquisitor))
Buff Spells: life bubble, air walk
hp (current):72/115; (31 damage since last turn);
AC (CURRENT): 31, touch 20, flat-footed 25 (+3 sacred from protection judgment);
Saving Throws (CURRENT): Fort +16, Ref +14, Will +19; stalwart; purity judgment (+3 sacred bonus on all saving throws (+6 against curses, diseases, and poisons)); +1 dodge bonus on Reflex Saves from haste)
Greater Bane (aberrations); 17/18
Conditions: wind blown/sucked; haste (kinda neutralized by wind suckage)

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

I'm going to say no attack, just to help me keep things moving. Sorry!
Albert: 16
Kyffin: 11
Lothan: 25
Tristain: 21
Starflit: 19
Antagonists: 18
Realizing Tristain's magic (or maybe it's really the Black Butterfly?) is allowing you to move more capably, you move in. Tristain grabs his best friend Lothan and teleports the two of them to the other side of the wind wall, allowing the archer to land a couple of arrows in the nearest polyp. Starflit slashes it as Kyffin and Al -- the former harangued by the sword: "DO I NEED TO DO EVERYTHING MYSELF?!" -- move in.
Behind you, Kaklatath seems to struggle with the lightning gun, but finally is able to fire it. Unfortunately, it misses badly, the lightning blasting harmlessly against the wall.
The polyp lashes out, focusing on Starflit after it cut her, and the azata. 23 damage to Starflit, 30 to the azata The second seems to cast again, catching Lothan and Tristain in a river of wind! 17 hp and knocked prone; DC 19 Fort save for half damage and to avoid being knocked prone
Miss: 3d100 ⇒ (84, 47, 82) = 213
Kaklatath: 1d20 + 15 ⇒ (3) + 15 = 18
Tentacle vs. Starflit: 1d20 + 21 ⇒ (13) + 21 = 34
1d8 + 9 ⇒ (4) + 9 = 13
Tentacle vs. Starflit: 1d20 + 21 ⇒ (9) + 21 = 30
1d8 + 9 ⇒ (1) + 9 = 10
Tentacle vs. Lil: 1d20 + 21 ⇒ (10) + 21 = 31
1d8 + 9 ⇒ (7) + 9 = 16
Tentacle vs. Lil: 1d20 + 21 ⇒ (16) + 21 = 37
1d8 + 9 ⇒ (5) + 9 = 14
4d6 ⇒ (3, 5, 6, 3) = 17
P1: 95
P2:

Kyffin Rhees |

Weapon Equipped = Teralindar's Honor
Conditions = Magic Vestment (2/13h, +3), Air Walk (10/30 or 50m), protection from energy (140/140hp, electricity), Haste & Slow, Divine Favor (3/10r, +4), Protection from evil, Sacred Weapon (+3)
Scimitar: Attack: BAB +10/5, Str +5, Magic +2, Focus +2, (Power -3) Damage: Str +5, Magic +2, Specialization +4, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +10/5, Dex +2, Magic +1 Damage: Str +5 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (6/10, su) (Holy Strike (std), Battle Companion (std), Fast Healing (std, 3 for 1m), or Powerful Healer (sw))
Fervor (7/10, su, sw, DC 20, 5d6)
Sacred Weapon (13/14r, su, sw, +3)
Sacred Armor (14/14m, su, sw, +3)
Dawnflower Sash (1/1, std, feather fall)(1/1, im, cure light wounds)(std, burns like a torch)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 14, Concentration +17)
Zero (13): Create Water, Detect Magic, Light, Mending, Stabilize
First (14): Command, Divine Favor, Divine Favor,
Second (15): Bull’s Strength, Burst of Radiance, Delay Poison, Hold Person, Protection from Evil Communal, Sound Burst
Third (16): Dispel Magic, Invisibility Purge,
Fourth (17):
Fifth (18):
- - -
Kyffin hollers back at the blade, ”I’m working on it. OK? Now. Do your stuff!” He swings twice on the beastie after first blessing the weapon (sacred +3/+3) for the round.
Scimitar: 1d20 + 16 + 11 ⇒ (19) + 16 + 11 = 46 (favor, sacred, inspire, flank)
damage: 1d10 + 17 + 9 ⇒ (3) + 17 + 9 = 29 (favor, sacred, inspire)
Scimitar: 1d20 + 16 + 11 ⇒ (13) + 16 + 11 = 40 (favor, sacred, inspire, flank)
damage: 1d10 + 17 + 11 ⇒ (2) + 17 + 11 = 30 (favor, sacred, inspire, 2hp fire)
Scimitar: 1d20 + 11 + 11 ⇒ (10) + 11 + 11 = 32 (favor, sacred, inspire, flank)
damage: 1d10 + 17 + 9 ⇒ (10) + 17 + 9 = 36 (favor, sacred, inspire)
The Azata continues a bardic performance (Inspire +2 everyone, move) and attacks!
Longsword: 1d20 + 12 + 4 ⇒ (17) + 12 + 4 = 33 (inspire, flank) damage: 2d6 + 8 + 2 ⇒ (3, 6) + 8 + 2 = 19 (inspire)
Longsword: 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23 (inspire, flank) damage: 2d6 + 8 + 2 ⇒ (3, 2) + 8 + 2 = 15 (inspire)
Tail slap: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21 (inspire, flank) damage: 2d6 + 2 + 2 ⇒ (2, 2) + 2 + 2 = 8 (inspire) Grab: 1d20 + 13 ⇒ (18) + 13 = 31
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 29/73 (7d10+35)
Fort +7, Ref +10, Will +10
Immune electricity, petrification, poison; Resist cold 10, fire 10
Offense
Speed 30 ft., fly 70 ft. (average)
Melee +1 longsword +12/+7 (2d6+8/19–20), tail slap +6 (2d6+2 plus grab (+13))
Space 10 ft., Reach 10 ft.
Special Attacks bardic performance (move, 20 rounds/day, +2 inspire, +3 competence), constrict (2d6+5)
Spell-Like Abilities (CL 7th)
3/day—darkness, hallucinatory terrain (DC 18), knock, light
1/day—charm person (DC 15), speak with animals, speak with plants
Spells Known (CL 7th)
3rd (2/day)—charm monster (DC 17), cure serious wounds
2nd (4/day)—hold person (DC 16), invisibility, sound burst (DC 16), suggestion (DC 16)
1st (5/day)—charm person (DC 15), cure light wounds, identify, sleep (DC 15)
0 (at will)—dancing lights, daze (DC 14), detect magic, lullaby (DC 14), mage hand, read magic
- - -

Lothan Robgard |

Fort: 1d20 + 14 ⇒ (10) + 14 = 24
"Okay, time to die. And I mean the creature, not me. Just so I'm clear." Lothan fires another multitude of arrows, aiming for the thing's stupid face.
Attack!(Full round); DESTROY!(Part of the full round); Clustered Shots
Prepare for some critical damage, bay-bee! Calling it before I preview.
Studied target +3/Rapid shot/Deadly Aim
+2 adaptive composite longbow: 1d20 + 22 ⇒ (15) + 22 = 37
Damage: 1d8 + 17 ⇒ (3) + 17 = 20
(Rapid Shot)+2 adaptive composite longbow: 1d20 + 22 ⇒ (12) + 22 = 34
Damage: 1d8 + 17 ⇒ (5) + 17 = 22
+2 adaptive composite longbow: 1d20 + 17 ⇒ (9) + 17 = 26
Damage: 1d8 + 17 ⇒ (3) + 17 = 20
+2 adaptive composite longbow: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d8 + 17 ⇒ (8) + 17 = 25
Darn. Or, you know, NOT. :P
AC 29; Hp's 97/118

Albert Hazred |

Al struggles against the wind and the odds only to find he's the last to arrive at the battle. "Danged polyps!" Blade whirling he attacks the creature.
curve blade, power attack with focus: 1d20 + 21 ⇒ (12) + 21 = 33
damage: 1d10 + 5 + 12 ⇒ (2) + 5 + 12 = 19
curve blade, power attack with focus: 1d20 + 16 - 4 ⇒ (12) + 16 - 4 = 24
damage: 1d10 + 5 + 12 ⇒ (4) + 5 + 12 = 21
curve blade, power attack with focus: 1d20 + 11 - 4 ⇒ (10) + 11 - 4 = 17
damage: 1d10 + 5 + 12 ⇒ (1) + 5 + 12 = 18

Starflit |

Starflit considers healing herself again but decides it's best to try to eliminate one of the polyps immediately. Her starknife stabs at it in a whirl of motion.
Starflit +2 returning starknife Main Attack (greater bane, haste, IC +2): 1d20 + 15 + 2 + 1 + 2 ⇒ (6) + 15 + 2 + 1 + 2 = 26 for adamantine, magic, piercing damage (greater bane, IC +2): 1d4 + 4 + 2 + 2 + 4d6 ⇒ (2) + 4 + 2 + 2 + (6, 3, 3, 6) = 28
Starflit +2 returning starknife Iterative Attack (greater bane, haste, IC +2): 1d20 + 10 + 2 + 1 + 2 ⇒ (7) + 10 + 2 + 1 + 2 = 22 for adamantine, magic, piercing damage (greater bane, IC +2): 1d4 + 4 + 2 + 2 + 4d6 ⇒ (1) + 4 + 2 + 2 + (6, 5, 5, 4) = 29
Starflit +2 returning starknife Bonus Haste Attack (greater bane, haste, IC +2): 1d20 + 15 + 2 + 21 ⇒ (2) + 15 + 2 + 21 = 40 for adamantine, magic, piercing damage (greater bane, IC +2): 1d4 + 3 + 2 + 4d6 ⇒ (2) + 3 + 2 + (4, 2, 2, 5) = 20
She may be flanking opposite the azata, but with those rolls the extra +2 probably won't help.

Tristain the Chalker |

Round 4, Init 24
Tristain shoots the more wounded polyp with magic before flying back and away out of line of sight/effect.
5d6 + 5 ⇒ (4, 6, 4, 5, 2) + 5 = 26 force damage
1d20 + 18 ⇒ (12) + 18 = 30 SR
Tristain's Haste: Round 4/14. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.
HP: 82/82+15 temp hp
AC: 13
Points: 7/7 left
Spells: Lvl 1: 1/8 left (Bless*0,MM*6,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 5/8 left (ReEn*0,FlsLife*1,SpirW*0,Sugg*0,SeeInvis*2,Invis*0) dc 22
Spells: Lvl 3: 2/8 left (Fly*0,ForPun*1,MagVest*0,DazeMM,Haste*3,Hero*2) dc 23
Spells: Lvl 4: 8/8 left (BlakTent*0,Guard*0,MindThrust*0,DimDoor*0,FoM*0) dc 24
Spells: Lvl 5: 4/7 left (Commune*0,Serenity*0,LifeBub*1,OverlandFly*1) dc 25
Spells: Lvl 6: 5/6 left (UnMake*0,EgoWhip*0,PsychSurg*0, Disint dc 24)
Spells: Lvl 7: 4/4 left (Forcecage dc 26,Gr Scrying, Quick Haste, Quick ForcePunch)
Cure Used: 0/4 used
Rod of Reach: 0/3 used
Rod of Extend (6th): 2/3 used
Rod of Extend (3rd): 0/3 used
Daily Prep: False Life 1d10 + 10 ⇒ (6) + 10 = 16 temp hp, Extended Heroism (Tris & Kyffin), Life Bubble (about 5 hours each), Overland Flight (13 hours).
"zee-NOO!”
Wand of Magic Missile (lvl9): 33/50 left
5d4 + 4 ⇒ (2, 4, 1, 1, 1) + 4 = 13 force damage.
[ 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+17[/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 22 will)
Tristain's Haste: Round 1/14. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.

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

Albert: 16
Kyffin: 11
Lothan: 25
Tristain: 21
Starflit: 19
Antagonists: 18
Al cuts into the polyp, but Kyffin is surprised when his first cut seems to be perfectly lined up and the creature flickers, causing him to miss. "COME ON!" the sword cries, before finally cutting into the polyp. "YES, LIKE THAT! ARE YOU SEEING HOW MUCH I'M HELPING? REMEMBER WHAT I CAN DO!"
As the two warriors and Starflit crowd around the creature, they seem to distract it enough for Lothan to finally hit, his arrows -- despite seeming to not sink deeply into the awful polyp -- and Tristain's magic missiles just enough to kill the monstrosity. Unfortunately, as Kaklatath approaches and fires its lightning gun -- missing badly again -- the three warriors are left along in the front, perfectly clustered with the azata for the other polyp. It explodes the air around them, which blasts back against them. 48 bludgeoning, DC 26 Reflex save for half
Al miss?: 1d100 ⇒ 31
Kyffin miss?: 3d100 ⇒ (14, 98, 39) = 151
Lothan miss?: 2d100 ⇒ (68, 90) = 158
Kaklatath: 1d20 + 15 ⇒ (4) + 15 = 19
14d6 ⇒ (4, 1, 3, 5, 3, 2, 3, 1, 3, 6, 3, 5, 6, 3) = 48
1d4 ⇒ 3
P2:
Party is up; the remaining polyp is about 40 feet from most of the group.

Starflit |

Starflit seizes up as the polyp's blast crashes over her. Her eyes close briefly as her consciousness starts to fade...but then reopen: the magical belt her superiors gifted her provides that extra bit to keep her conscious! "Gotta...heal," she manages to croak at Kyffin, Al, and the azata. One spell later, the inquisitor's still looking worse for wear. She swiftly staggers to the side to avoid remaining clumped together with the others and then moves a bit closer to the last polyp as well (since she has 60 ft. of movement thanks to Tristain's spell).
Starflit Reflex Saving Throw (judgment, haste): 1d20 + 9 + 3 + 1 ⇒ (11) + 9 + 3 + 1 = 24
Starflit cure serious wounds (self): 3d8 + 14 ⇒ (2, 6, 5) + 14 = 27
Spells: 5th 2/3; 4th 4/4; 3rd 1/5; 2nd 5/6; 1st 6/7
Judgments: #4 of 5; purity (+3 sacred bonus on all saving throws (+6 against curses, diseases, and poisons)); protection (+3 sacred bonus to Armor Class (+6 against attack rolls made to confirm critical hits against the inquisitor))
Buff Spells: life bubble, air walk
hp (current):28/115; (21 damage (48-27 healing) since last turn);
AC (CURRENT): 31, touch 20, flat-footed 25 (+3 sacred from protection judgment);
Saving Throws (CURRENT): Fort +16, Ref +13, Will +19; stalwart; purity judgment (+3 sacred bonus on all saving throws (+6 against curses, diseases, and poisons)); +1 dodge bonus on Reflex Saves from haste)
Greater Bane (aberrations); 15/18
Conditions: wind blown/sucked; haste

Kyffin Rhees |

Weapon Equipped = Teralindar's Honor
Conditions = Magic Vestment (2/13h, +3), Air Walk (10/30 or 50m), protection from energy (140/140hp, electricity), Haste & Slow, Divine Favor (3/10r, +4), Protection from evil, Sacred Weapon (+3)
Scimitar: Attack: BAB +10/5, Str +5, Magic +2, Focus +2, (Power -3) Damage: Str +5, Magic +2, Specialization +4, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +10/5, Dex +2, Magic +1 Damage: Str +5 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (6/10, su) (Holy Strike (std), Battle Companion (std), Fast Healing (std, 3 for 1m), or Powerful Healer (sw))
Fervor (7/10, su, sw, DC 20, 5d6)
Sacred Weapon (13/14r, su, sw, +3)
Sacred Armor (14/14m, su, sw, +3)
Dawnflower Sash (1/1, std, feather fall)(1/1, im, cure light wounds)(std, burns like a torch)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 14, Concentration +17)
Zero (13): Create Water, Detect Magic, Light, Mending, Stabilize
First (14): Command, Divine Favor, Divine Favor,
Second (15): Bull’s Strength, Burst of Radiance, Delay Poison, Hold Person, Protection from Evil Communal, Sound Burst
Third (16): Dispel Magic, Invisibility Purge,
Fourth (17):
Fifth (18):
- - -
Kyffin Reflex: 1d20 + 11 ⇒ (7) + 11 = 18 vs DC 26 for 48hp
Azata Reflex: 1d20 + 10 ⇒ (11) + 10 = 21 vs DC 26 for 48hp
Kyffin takes it full in the face, and the azata is blown to smithereens! Kyffin moves up toward the other polyp - double move.

Lothan Robgard |

Ref: 1d20 + 18 ⇒ (2) + 18 = 20
Taking the full brunt of the explosion, Lothan quickly works to gather himself and turns his focus upon the last one left.
Clustered shots
Studied target +3/Rapid shot/Deadly Aim
+2 adaptive composite longbow: 1d20 + 20 ⇒ (17) + 20 = 37
Damage: 1d8 + 15 ⇒ (7) + 15 = 22
(Rapid Shot)+2 adaptive composite longbow: 1d20 + 20 ⇒ (18) + 20 = 38
Damage: 1d8 + 15 ⇒ (1) + 15 = 16
+2 adaptive composite longbow: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 1d8 + 15 ⇒ (7) + 15 = 22
+2 adaptive composite longbow: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d8 + 15 ⇒ (5) + 15 = 20
AC 29; Hp's 49/118

Tristain the Chalker |

Round 5, Init 24
Tristain shoots at the remaining polyp.
5d6 + 5 ⇒ (5, 2, 5, 2, 6) + 5 = 25 force damage
1d20 + 18 ⇒ (13) + 18 = 31 SR
Tristain's Haste: Round 5/14. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.
HP: 82/82+15 temp hp
AC: 13
Points: 4/7 left
Spells: Lvl 1: 0/8 left (Bless*0,MM*6,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 5/8 left (ReEn*0,FlsLife*1,SpirW*0,Sugg*0,SeeInvis*2,Invis*0) dc 22
Spells: Lvl 3: 2/8 left (Fly*0,ForPun*1,MagVest*0,DazeMM,Haste*3,Hero*2) dc 23
Spells: Lvl 4: 8/8 left (BlakTent*0,Guard*0,MindThrust*0,DimDoor*0,FoM*0) dc 24
Spells: Lvl 5: 4/7 left (Commune*0,Serenity*0,LifeBub*1,OverlandFly*1) dc 25
Spells: Lvl 6: 5/6 left (UnMake*0,EgoWhip*0,PsychSurg*0, Disint dc 24)
Spells: Lvl 7: 4/4 left (Forcecage dc 26,Gr Scrying, Quick Haste, Quick ForcePunch)
Cure Used: 0/4 used
Rod of Reach: 0/3 used
Rod of Extend (6th): 2/3 used
Rod of Extend (3rd): 0/3 used
Daily Prep: False Life 1d10 + 10 ⇒ (7) + 10 = 17 temp hp, Extended Heroism (Tris & Kyffin), Life Bubble (about 5 hours each), Overland Flight (13 hours).
"zee-NOO!”
Wand of Magic Missile (lvl9): 33/50 left
5d4 + 4 ⇒ (1, 4, 2, 1, 1) + 4 = 13 force damage.
[ 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+17[/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 22 will)
Tristain's Haste: Round 1/14. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.

Albert Hazred |

DC 26 Reflex save: 1d20 + 18 ⇒ (4) + 18 = 22
Al smears some dirt on his wounds and charges the polyp.
Dirt On It: 8d6 ⇒ (2, 6, 4, 4, 6, 6, 2, 4) = 34
curve blade, power attack with focus: 1d20 + 21 + 2 ⇒ (1) + 21 + 2 = 24
damage: 1d10 + 5 + 12 ⇒ (4) + 5 + 12 = 21
HP: 88/102

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

Sorry for yet another delay. I finished my two PFS PBPs that I was running for GameDay, so that should help me keep up more with this one.
Albert: 16
Kyffin: 11
Lothan: 25
Tristain: 21
Starflit: 19
Antagonists: 18
Al charges in, but the vicious blow from the polyp throws off his own aim 17 hp. Another one prevents Kyffin from even getting a swing off 13 hp -- "WHAT ARE YOU WAITING FOR?" the sword complains -- while Starflit keeps some distance between herself and the others I wasn't sure if you wanted to close within AoO range. Tristain's magic missiles hit home as do two of Lothan's arrows, but as before the shifting shape of the polyp means one shot that he was certain was going to hit instead misses.
The creature focuses on the two closeby threats, lashing Al and Kyffin with its tentacles. 31 hp to Al, 13 to Kyffin The tentacles wrap around the two combatants as the polyp begins to crush the life out of them. 17 more hp to both
Tentacle AoO vs. Al: 1d20 + 21 ⇒ (5) + 21 = 26
1d8 + 9 ⇒ (8) + 9 = 17
Tentacle AoO vs. Kyffin: 1d20 + 21 ⇒ (16) + 21 = 37
1d8 + 9 ⇒ (4) + 9 = 13
Lothan miss?: 3d100 ⇒ (10, 44, 77) = 131
Tentacle vs. Al: 1d20 + 21 ⇒ (9) + 21 = 30
1d8 + 9 ⇒ (8) + 9 = 17
Tentacle vs. Al: 1d20 + 21 ⇒ (5) + 21 = 26
1d8 + 9 ⇒ (5) + 9 = 14
Tentacle vs. Kyffin: 1d20 + 21 ⇒ (15) + 21 = 36
1d8 + 9 ⇒ (4) + 9 = 13
Tentacle vs. Kyffin: 1d20 + 21 ⇒ (3) + 21 = 24
1d8 + 9 ⇒ (8) + 9 = 17
Grabs: 4d20 ⇒ (16, 11, 4, 16) = 47
Constrict: 1d8 + 9 ⇒ (8) + 9 = 17
P2: 61
I don't think Starflit's activated her Freedom's Call aura, so Al and Kyffin are grabbed. That said, I'll say she is within 30 feet of both. If they do have some ability to avoid being grappled, ignore the last damage from constrict.

Starflit |

Starflit invokes her Freedom's Call ability to give Kyffin and Al a fighting chance against the monster.
Still considering her options for a move action.

Lothan Robgard |

Lothan just keeps firing.
Studied target +3/Rapid shot/Deadly Aim
+2 adaptive composite longbow: 1d20 + 20 ⇒ (4) + 20 = 24
Damage: 1d8 + 15 ⇒ (6) + 15 = 21
(Rapid Shot)+2 adaptive composite longbow: 1d20 + 20 ⇒ (11) + 20 = 31
Damage: 1d8 + 15 ⇒ (4) + 15 = 19
+2 adaptive composite longbow: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 1d8 + 15 ⇒ (1) + 15 = 16
+2 adaptive composite longbow: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d8 + 15 ⇒ (2) + 15 = 17
AC 29; Hp's 49/118