Motteditor's Strange Aeons PBP

Game Master motteditor

Combat map / Overall map / Treasure tracker / Thrown splash weapon rules


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Initiative +6, AC 27, touch 18, flat-footed 22, hp 132, Fort +20, Ref +20, Will +19; +2 vs. enchantments, CMD 37, Perception +2

"See!" Al shouts at the departing witnesses. "Armel was no match for an old man and I have cataracts, arthritis, and take naps every afternoon. Imagine if that weakling had encountered a real warrior, go tell your friends!"

Pleased with the outcome Al plies the bartender for a good burgundy while the party loots the corpse and also presses him for information about the theatre. "Nice place you have here, it's fine with us if you keep managing the place. Where was Armel and his cronies holing up, any secret rooms you can tell me about?"

Diplomacy: 1d20 + 23 + 2 ⇒ (3) + 23 + 2 = 28


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

Status:
HP: 118/123 | AC: 35 (f30/t11) (included: Magic Vestment)
Weapon Equipped = Scimitar
Conditions = Magic Vestment (net +2), Air Walk (30m), Magic Circle against Evil (150m), Bulls Strength (15m), Heroism (150m), Comprehend Languages (150m), Resist Energy Communal (fire) (60m)
Teralindar's Honor: Attack: BAB +11/5/1, Str +5, Magic +3, Focus +2, (Power -3) Damage: Str +5, Magic +3, Specialization +4, (Power +6) Crit: 15-20 DR Magic, Cold Iron, Silver Special Aberration Bane & Crit x3
Longbow: Attack: BAB +11/5/1, 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 (14/15r, su, sw, +3)
Sacred Armor (15/15m, su, sw, +3)
Dawnflower Sash (1/1, std, feather fall)(1/1, im, cure light wounds)(std, as torch)
Pearl of Power (1/1, first)(0/1, second)
Rod Extend Spell (1/3, bull’s strength (on Al), resist energy communal (fire))
Ring of Spell Storing (Blessings of Fervor, Divine Favor)
Spells (Caster Level 15, Concentration +19)
Zero (13): Create Water, Detect Magic, Light, Mending, Stabilize
First (14): Command, Comprehend Languages, Divine Favor, Divine Favor, Divine Favor, Hide from Undead
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, Magic Vestment, Resist Energy Communal, Second Wind
Fourth (17): Blade of Light, Blessings of Fervor, Blessings of Fervor, Divine Power, Shield of the Dawnflower
Fifth (18): Air Walk Communal, Air Walk Communal, Cleanse
- - -

Kyffin whistles when he realizes the axe was a vorpal weapon. He stows it carefully. He taps a blessing to heal a bit (30hp), and does the same for Al which should bring the old man back to full.

He nods at Al’s line of inquiry, ”Yeah, we’d like to know where he lingered.”

Diplomacy to aid: 1d20 + 0 + 2 ⇒ (14) + 0 + 2 = 16 (heroism) vs DC 10 to aid Al +2


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Tristain will help parse the magics, and hopes the common folk will be willing to help the totally normal human, Al, and also the totally not invincible Kyffin.

He will cast Detect Magic and look around as he tries to aid without making things worse.

1d20 + 20 + 2 ⇒ (12) + 20 + 2 = 34 Perception

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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The bartender is not happy, per se, but nonplussed at the idea of showing you around. He seems to warm up once he realizes Lothan can speak a proper language, however, and shows you around.

The club at first seems to have little of interest. But the storeroom, marked “Staff Only,” contains dozens of crates of wine, liquor, and beer that have been scavenged from throughout the Paris nexus since it formed. Cartons of cigarettes sit stacked on a shelf near the drinks. All of the beverages are potable for the living and dead alike.

The owner's quarters contain an iron chest with a ring of protection +3, a steel scroll case that contains a scroll of cat’s grace, a scroll of mage’s private sanctum, and a scroll of communal resist energy, 2,396 gp, and several tall stacks of worthless paper currency.

--

By the time you return to Erich’s house, a small crowd of Leng ghouls and humans has gathered in the street out front and meets you with cheers. A spokesperson on Erich’s behalf informs the community of your role in Zann’s liberation and restoration. The gendarmes then formally surrender to Erich’s authority. Erich asks you to accompany him to the ruins of a shop that used to sell musical instruments. There he produces three items to assist you on your quest: a gem of seeing, a horn of blasting, and an orb of pure law. Additionally, Erich orders a squadron of the gendarmes to follow you up the Seine River toward the Eiffel Tower. He says this escort will help to clear the sky of shantaks and makes it easier for you to reach the Star Stela.


Male Half-Elf Slayer 16th; Hp's 153/153; Perc: 36; AC 30/touch 18/FF 22, CMD: 34/27 FF, Fort: +16/Ref: +21/Will: +13
motteditor wrote:

The bartender is not happy, per se, but nonplussed at the idea of showing you around. He seems to warm up once he realizes Lothan can speak a proper language, however, and shows you around.

The club at first seems to have little of interest. But the storeroom, marked “Staff Only,” contains dozens of crates of wine, liquor, and beer that have been scavenged from throughout the Paris nexus since it formed. Cartons of cigarettes sit stacked on a shelf near the drinks. All of the beverages are potable for the living and dead alike.

The owner's quarters contain an iron chest with a ring of protection +3, a steel scroll case that contains a scroll of cat’s grace, a scroll of mage’s private sanctum, and a scroll of communal resist energy, 2,396 gp, and several tall stacks of worthless paper currency.

Picking up a carton of cigarettes, he opens one and pulls out a pack. "Hm. Ça te dérange si j'en prends un ?" he asks the bartender, before putting it in his pack. Picking up paper money, he examines it curiously. "C'est quoi ces déchets ? On dirait des ordures. Pourquoi garder des déchets ? C'est quoi ces déchets ? On dirait des ordures. Pourquoi garder des déchets ici ? Cet endroit est vraiment bizarre."

Translation:
"Hm. Mind if I snag one of these?"

"What is this garbage? Looks like trash. Why in the world would you keep trash around? This place is so weird."


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

Kyffin makes sure they pocket the loot, though he'll give 100gp to the bartender for his trouble. A huge amount he knows... and doesn't care.

"That's very helpful Erich, thank you very much! I'm glad we were able to help each other out. How long will it take us to get there?"

He's debating leaving now.


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Tristain follows along, hoping that Lothan is minding his manners in whatever language he's speaking.

He notes the magics, identifying it for those who wish to use it. He's ready to move on.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"Not far, my friends," Erich replies. "No more than an hour of walking."


Initiative +6, AC 27, touch 18, flat-footed 22, hp 132, Fort +20, Ref +20, Will +19; +2 vs. enchantments, CMD 37, Perception +2

"May as well keep going while the momentum is on our side. No telling when another upstart will try to take Armel's place." Al prepares for the hour long walk with a glass of wine and a cigarette.

Al could use that ring of protection +3 and contribute a ring of protection +2 to the party


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

"I agree. Even after an hour, some of our spells will still be going. Let's go now."

Kyffin readies himself and heads out when everyone is in agreement.


Male Half-Elf Slayer 16th; Hp's 153/153; Perc: 36; AC 30/touch 18/FF 22, CMD: 34/27 FF, Fort: +16/Ref: +21/Will: +13

Take it, Al. All good with me.

"Ça marche pour moi." Lothan watches carefully what Al does with the cigarette. He thinks he knows how they work, due to seeing some of the
Leng ghouls smoking, but he wants to be sure.

Translation:
"Works for me."


Female Human Inquisitor of Black Butterfly 15 | hp -96- 123/123 (0 NL) | AC 32, t 17, ff 29 | Fort +15, Ref +14, Will +18 | Init +8 | Perc +22 | Spd 30 ft. | Judgments 4/5 | Liberation 15/15 | Freedom's Call 15/15 | Greater Bane 120/20 | Discern Lies 15/15 | Spells/Day | 5th 2/4 | 4th 1/4 | 3rd 6/6 | 2nd 6/6 | 1st 7/7 | Conditions: Justice, Protection, Purity judgments

Starflit takes a deep breath before nodding. "No time like the present...."


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Tristain hastens on with the party, having nothing useful to add at the moment.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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Staflit, you inhale a lungful of cigarette smoke, thanks to Al and Lothan.

Thank to your accompaniment, a flock of shantaks avoid descending for a fight, and you arrive soon enough at your destination. The remnants of a fantastic iron tower stand here over a broken and rubble-strewn street. The tower is fashioned from a lattice of riveted iron girders. The shattered remains of an elevator system occupy the leg area along with a set of iron stairs. The height of the tower was once approximately one thousand feet, though it has since been snapped in half. The base and two floors are still somewhat intact, although wreckage and twisted metal litter the structure and surrounding area.

The first observation deck is at approximately 190 feet above the ground, and the second observation deck is 380 feet above the ground. Scaling the tower requires a successful DC 15 Climb check, although the height to the second deck may make that impractical. One or more of the staircases are navigable but count as difficult terrain. There is no obstacle to flying. The Star Stela is on the second observation deck in the center of what was once a restaurant.


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

Status:
HP: 123/123 | AC: 35 (f30/t11) (included: Magic Vestment)
Weapon Equipped = Scimitar
Conditions = Magic Vestment (net +2), Magic Circle against Evil (90m), Heroism (90m), Comprehend Languages (90m), Air Walk Communal (30m)
Teralindar's Honor: Attack: BAB +11/5/1, Str +5, Magic +3, Focus +2, (Power -3) Damage: Str +5, Magic +3, Specialization +4, (Power +6) Crit: 15-20 DR Magic, Cold Iron, Silver Special Aberration Bane & Crit x3
Longbow: Attack: BAB +11/5/1, 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 (14/15r, su, sw, +3)
Sacred Armor (15/15m, su, sw, +3)
Dawnflower Sash (1/1, std, feather fall)(1/1, im, cure light wounds)(std, as torch)
Pearl of Power (1/1, first)(0/1, second)
Rod Extend Spell (1/3, bull’s strength (on Al), resist energy communal (fire))
Ring of Spell Storing (Blessings of Fervor, Divine Favor)
Spells (Caster Level 15, Concentration +19)
Zero (13): Create Water, Detect Magic, Light, Mending, Stabilize
First (14): Command, Comprehend Languages, Divine Favor, Divine Favor, Divine Favor, Hide from Undead
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, Magic Vestment, Resist Energy Communal, Second Wind
Fourth (17): Blade of Light, Blessings of Fervor, Blessings of Fervor, Divine Power, Shield of the Dawnflower
Fifth (18): Air Walk Communal, Air Walk Communal, Cleanse
- - -

As they ready to ascend, Kyffin casts his second Air Walk Communal (40 min each for Albert, Lothan, and Starflit, 30min for Kyffin) of the day. Still going are his Magic Vestment, Heroism, Magic Circle against Evil, and Comprehend Languages.

He begins to air-climb. He picks a stairwell though, rather than just climbing in the air outside. He doesn’t want to be that exposed. But he climbs close to the ceiling so as to avoid the difficult terrain. His scimitar is out, and he’s looking for trouble.

Perception: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28 (heroism)


Male Half-Elf Slayer 16th; Hp's 153/153; Perc: 36; AC 30/touch 18/FF 22, CMD: 34/27 FF, Fort: +16/Ref: +21/Will: +13

Lothan follows after Kyffin and the others, following Kyffin's route. He keeps an eye out for everything as well.

Perception: 1d20 + 35 ⇒ (15) + 35 = 50


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Tristain uses his own mind magic to fly up, following the smokin’ goon squad.

This is going great. Nothing can go wrong.


Initiative +6, AC 27, touch 18, flat-footed 22, hp 132, Fort +20, Ref +20, Will +19; +2 vs. enchantments, CMD 37, Perception +2

Al follows along with the party and regrets the cigarette. Even with airwalking it's still a climb up the tower and his old lungs are wheezing after a few minutes.


Female Human Inquisitor of Black Butterfly 15 | hp -96- 123/123 (0 NL) | AC 32, t 17, ff 29 | Fort +15, Ref +14, Will +18 | Init +8 | Perc +22 | Spd 30 ft. | Judgments 4/5 | Liberation 15/15 | Freedom's Call 15/15 | Greater Bane 120/20 | Discern Lies 15/15 | Spells/Day | 5th 2/4 | 4th 1/4 | 3rd 6/6 | 2nd 6/6 | 1st 7/7 | Conditions: Justice, Protection, Purity judgments

Starflit, still coughing occasionally herself from her accidental inhalation of the cigarette smoke, gives Al a couple of slaps on the back. "I know those little things didn't generate any magical aura," she comments with a frown, "yet I can't help but think that there's some manner of curse on those 'cigarette' things."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You make it up to the second observation deck without trouble, and despite your lingering expectation of something going wrong, begin the ritual with the star stela. You're just starting to relax when, after 20 minutes, the ground rumbles and suddenly a titanic worm emerges. It heaves its endless bulk into the air, raising one end as if ready to strike with a massive set of hooked jaws!

Fortunately, you're high enough up that it can't reach you immediately -- but it sprays a disgusting, thick slime that covers the area. Everyone must succeed at a DC 29 Fortitude save or be stunned for 1d4 rounds. Also, the slime transforms the area it coats (the entire level you're on) into difficult terrain. Furthermore, any creature that is in the area (or that attempts to enter the area) must succeed at a DC 29 Reflex save or be entangled by the slime.

Know (arcana) DC 32:

It's a bhole! Known on some worlds as dholes, bholes are among the largest of living creatures, wormlike leviathans of such size that few can claim to have seen one wholly from head to tail, and those who do suffer from madness or other afflictions that cause others to doubt these tales.

Initiative:

1d20 ⇒ 10
Albert: 1d20 + 5 ⇒ (13) + 5 = 18
Kyffin: 1d20 + 1 ⇒ (10) + 1 = 11
Lothan: 1d20 + 9 ⇒ (6) + 9 = 15
Starflit: 1d20 + 7 ⇒ (1) + 7 = 8
Tristain: 1d20 + 4 ⇒ (15) + 4 = 19
Antagonist: 1d20 + 3 ⇒ (20) + 3 = 23

You're lucky. It goes first ... but it can't reach you YET! So you can give me two rounds of actions (and if no one goes down to the lower level, you can give me a third round, after which it will be close enough to reach you).

The worm is immensely long, so special spatial considerations need to be taken into account when a grid is used for combat. The worm’s head reaches the tower’s first observation deck 2 rounds after it emerges, and reaches the second observation deck in another 2 rounds. You can treat the worm’s head as its only actively dangerous part. Treat attacks directed at its immense body as irrelevant—only those directed at its head (which occupies a 30-foot space) actually reduce its hit points. The head moves in three dimensions but remains attached to the body, so it is not flying and isn’t subject to falling. The base of the tower is assumed to hold the bhole’s weight during the encounter as the creature
wraps around the half-destroyed structure.

If the combat lasts for 11 or more rounds, the ritual is disrupted. Likewise the primary caster must remain within close range of the stela and secondary casters must remain within 100 feet. But here's the problem: I think the map -- while cool -- is really unclear; I can't tell where the stela is. I'm going to assume the top (larger) level is the first observation deck and the second, smaller one (where you all are) is the second level. Squares are 5 feet on the map


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

Oof! Remember everyone you are air walking, so the difficult terrain shouldn’t apply at least.

Fort: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37 (heroism) vs DC 29 or stunned rounds: 1d4 ⇒ 2
Reflex: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 (heroism) vs DC 29 or entangled

What are my options to get un-entangled?


Female Human Inquisitor of Black Butterfly 15 | hp -96- 123/123 (0 NL) | AC 32, t 17, ff 29 | Fort +15, Ref +14, Will +18 | Init +8 | Perc +22 | Spd 30 ft. | Judgments 4/5 | Liberation 15/15 | Freedom's Call 15/15 | Greater Bane 120/20 | Discern Lies 15/15 | Spells/Day | 5th 2/4 | 4th 1/4 | 3rd 6/6 | 2nd 6/6 | 1st 7/7 | Conditions: Justice, Protection, Purity judgments

Starflit doesn't notice the monster's arrival until it's too late: the servant of the Black Butterfly is trapped within a cocoon of thick slime and must first extricate herself from the gooey prison if she's to again spread her proverbial wings and battle the horror.

Starflit Fortitude Save: 1d20 + 15 ⇒ (12) + 15 = 27

Starflit Reflex Save: 1d20 + 14 ⇒ (10) + 14 = 24

Starflit Knowledge (arcana) Check: 1d20 + 15 ⇒ (19) + 15 = 34

Stun Duration (rounds): 1d4 ⇒ 3

I assume that her liberation domain power will keep her from being entangled, but I don't believe it helps against stunning.


Male Half-Elf Slayer 16th; Hp's 153/153; Perc: 36; AC 30/touch 18/FF 22, CMD: 34/27 FF, Fort: +16/Ref: +21/Will: +13

Lothan's eyes going wide, "Quoi ... nous sommes tellement morts."

Translation:
"What the ... we are so dead."

Fort: 1d20 + 15 ⇒ (3) + 15 = 18 Stun: 1d4 ⇒ 2
Ref: 1d20 + 19 ⇒ (8) + 19 = 27

Well, I was sure the rounds were gonna be 4. That was my guess.

I can't save for any freaking thing. Such a freaking joke. I swear, I am ALWAYS failing saves. I've no idea how he's lasted this long. No freaking idea. If I had a +100, I'd find a way to roll a -90 on a d20. I totally would.


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Lol...it's known as a b-hole. Probably because it's making Tristain clinch his own.

1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 Fort
1d4 ⇒ 3 rounds

"Sacre cats!" Tristain echoes his thoughts on the happenings. He takes a keen look at things, wondering how and why things are always so awful...wishing he could speak or act.

1d20 + 27 + 2 ⇒ (17) + 27 + 2 = 46 Know (Arcana)

DRs? Weaknesses?


Initiative +6, AC 27, touch 18, flat-footed 22, hp 132, Fort +20, Ref +20, Will +19; +2 vs. enchantments, CMD 37, Perception +2

DC 29 Fortitude save: 1d20 + 18 ⇒ (18) + 18 = 36

DC 29 Reflex save: 1d20 + 18 ⇒ (14) + 18 = 32

Al avoids the worst of the slime and airwalks away from the goo only to see the party stunned by the appearance of the massive beast. He starts working on freeing Kyffin from the mess, and then moves to the other party members as quick as he can.

can Al pull people from the slime? Hopefully so, otherwise he'll learn he can't with Kyffin and do something else

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I think you have to leave the area to be un-entangled -- though I'll also say being 10 feet up from the ground will work. So I'm going to say Al is unable to free folks, but once you can act, you can effectively free yourselves. I think Starflit's abilities would keep her unentangled, and once she's able to act, she could also free more folks.

So I think Kyffin has two actions (or three if he doesn't go downstairs), Al has one (or two), Lothan has one after his stun before the bhole reaches you.

Tristain:

It's tough to hurt this thing (DR 10/—), and he's not aware of any weaknesses it may have.

Starflit:

You know (but sort of wish you didn't) that it's immune to acid, fire, disease, magical control, paralysis, poison, sleep, and stun!


Initiative +6, AC 27, touch 18, flat-footed 22, hp 132, Fort +20, Ref +20, Will +19; +2 vs. enchantments, CMD 37, Perception +2

Al fails at freeing Kyffin from the slime and turns his time to preparing for the conflict. Fearing to approach the maw of the beast he applies a divine bond to his bow as he walks to a higher advantage and starts firing at the beast.

Turn 1: airwalk up 40' and divine bond for +2 and axiomatic on the darkwood bow, so now:
+3 axiomatic darkwood composite longbow +24/+19/+14 (1d8+5+2d6/×3)
Turn 2: fire on the beast

Bonded Bow: 1d20 + 24 ⇒ (6) + 24 = 30
Damage: 1d8 + 5 + 2d6 ⇒ (6) + 5 + (2, 2) = 15

Bonded Bow: 1d20 + 19 ⇒ (6) + 19 = 25
Damage: 1d8 + 5 + 2d6 ⇒ (3) + 5 + (2, 1) = 11

Bonded Bow: 1d20 + 14 ⇒ (6) + 14 = 20
Damage: 1d8 + 5 + 2d6 ⇒ (2) + 5 + (2, 6) = 15

wow, Dicebot has a thing for 6s and 2s this afternoon


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

Status:
HP: 123/123 (15temp) | AC: 38 (f33/t14) (included: Magic Vestment, +3 sacred)
Weapon Equipped = Scimitar
Conditions = Magic Vestment (net +2), Magic Circle against Evil (90m), Heroism (90m), Comprehend Languages (90m), Air Walk Communal (30m), Sacred Armor (7r), Blessings of Fervor (14r), Divine Power (15r, +5), invisible
Teralindar's Honor: Attack: BAB +11/5/1, Str +5, Magic +3, Focus +2, (Power -3) Damage: Str +5, Magic +3, Specialization +4, (Power +6) Crit: 15-20 DR Magic, Cold Iron, Silver Special Aberration Bane & Crit x3
Longbow: Attack: BAB +11/5/1, 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 (8/10, su, sw, DC 20, 5d6)
Sacred Weapon (14/15r, su, sw, +3)
Sacred Armor (15/15m, su, sw, +3)
Dawnflower Sash (1/1, std, feather fall)(1/1, im, cure light wounds)(std, as torch)
Pearl of Power (1/1, first)(0/1, second)
Rod Extend Spell (1/3, bull’s strength (on Al), resist energy communal (fire))
Ring of Spell Storing (Blessings of Fervor, Divine Favor)
Spells (Caster Level 15, Concentration +19)
Zero (13): Create Water, Detect Magic, Light, Mending, Stabilize
First (14): Command, Comprehend Languages, Divine Favor, Divine Favor, Divine Favor, Hide from Undead
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, Magic Vestment, Resist Energy Communal, Second Wind
Fourth (17): Blade of Light, Blessings of Fervor, Blessings of Fervor, Divine Power, Shield of the Dawnflower
Fifth (18): Air Walk Communal, Air Walk Communal, Cleanse
- - -

Kyffin does his best to get free of the entangling goo (thanks Al!), but he’s not closing with it, he’s staying up top…

FIRST ROUND
He uses a blessing to summon a battle companion, one Lilend Azata. The Lilend begins a bardic performance (+2 inspire courage).

SECOND ROUND
Kyffin casts Blessings of Fervor to help everyone out and he moves to the edge where the worm is climbing. He also swiftly ensorcels his armor (sacred +3). The Lilend (+2 AC/Attacks/Reflex saves from BoF) casts invisibility on Kyffin and continues to inspire (+2).

THIRD ROUND
Kyffin, invisible, casts Divine Power (+5 att/dam, str, 15 temp hp, extra attack) on himself and repositions himself as needed to face his foe when it arrives. The Lilend continues to inspire, casts invisibility on itself, and flies out to be in flank with the worm when it arrives.

NOTE: I don’t actually expect a flanking bonus given the size of the creature.

Lilend Azata:
Lilend Azata
CURRENTLY: Invisible, +2 AC/Attacks/Reflex saves from BoF)
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
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, 17/20 rounds, +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 (2/2)—charm monster (DC 17), cure serious wounds
2nd (2/4)—hold person (DC 16), invisibility, sound burst (DC 16), suggestion (DC 16)
1st (5/5)—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
- - -


Male Half-Elf Slayer 16th; Hp's 153/153; Perc: 36; AC 30/touch 18/FF 22, CMD: 34/27 FF, Fort: +16/Ref: +21/Will: +13

Lothan tries to break himself free. And if he does, he takes to the air and readies to fire at the massive beast.

Gonna move 30' up.


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Tristain, still stunned, still wishes he could clinch his buttocks and wail and cry, but he cannot. He hopes to be able to act soon.


Female Human Inquisitor of Black Butterfly 15 | hp -96- 123/123 (0 NL) | AC 32, t 17, ff 29 | Fort +15, Ref +14, Will +18 | Init +8 | Perc +22 | Spd 30 ft. | Judgments 4/5 | Liberation 15/15 | Freedom's Call 15/15 | Greater Bane 120/20 | Discern Lies 15/15 | Spells/Day | 5th 2/4 | 4th 1/4 | 3rd 6/6 | 2nd 6/6 | 1st 7/7 | Conditions: Justice, Protection, Purity judgments

Likewise, Starflit hovers in the air, still cross-eyed and knock-kneed from the impact of the slimy tsunami. Much of the gooey cocoon that once had enshrouded her has melted away, no doubt due to her innate divine power that keeps her from having her movement prevented.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 4:

Antagonist: 23
Tristain: 19
Albert: 18
Lothan: 15
Kyffin: 11
Starflit: 8

As Kyffin casts spell and prepares for a fight, Al begins firing arrows -- but his aim is even worse than Lothan's often is and the projectiles bounce off the monstrous worm. Didn't break its AC Lothan finally realizes he should move away and begins air climbing just before the worm arrives and snaps at Kyffin, crushing bones as it latches onto the half-orc. 45 damage, and grabbed

Mechanics:

Target?: 1d4 ⇒ 2
Bite: 1d20 + 29 ⇒ (17) + 29 = 46
6d6 + 25 ⇒ (6, 1, 3, 4, 3, 3) + 25 = 45
Grab: 1d20 + 49 ⇒ (10) + 49 = 59

Party is up. Again, this is a weird fight, since this thing has a 60(!)-foot reach. I'm going to say at this level, it can reach anyone who hasn't climbed at least 60 feet up. Entire party is now up (and I think everyone can act).


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

I was invisible, did it see me or do I get the 50% miss chance? I don't doubt it saw me (sneaky bastard!), but just checking where it is altitude wise too.

If I am bitten and grabbed, I assume it pulled me next to it too, per the grapple rules. Might actually help so I get more attacks, but let me know.

Oh, lastly, is this thing an aberration? My scimitar (link) wants to know.

Sorry to be difficult. Thanks! :)


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Tristain should be free to act now, and also should be able to move freely with Kyffin potentially grabbed. Will need to know for sure.

Tristain ponders his actions.


Male Half-Elf Slayer 16th; Hp's 153/153; Perc: 36; AC 30/touch 18/FF 22, CMD: 34/27 FF, Fort: +16/Ref: +21/Will: +13

Shocked at the reach of the gigantic worm, Lothan gets a bead on the creature before going higher.

Studied Target(Swift); Quarry(Standard); Move 40' further away(which is actually his speed, not 30'. I forgot about the boots).


Initiative +6, AC 27, touch 18, flat-footed 22, hp 132, Fort +20, Ref +20, Will +19; +2 vs. enchantments, CMD 37, Perception +2

Shocked at the reach of the massive worm, Al airwalks higher to stay away from it and fires again at the beast. up to 80' now

Bonded Bow: 1d20 + 24 ⇒ (11) + 24 = 35
Damage: 1d8 + 5 + 2d6 ⇒ (3) + 5 + (3, 5) = 16

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Aw, poop. It couldn't see Kyffin. So, will randomly determine another target. And your blade is quiet because it's a magical beast.

1d2 ⇒ 2 Sorry, Starflit. You take that damage. On the bright side, you can deal pretty easily with grabbed.


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Round 4

With Starflit grappled, Tristain offers Haste to the party, then flies up and back up to 90’ if he can. He's getting far, far away.

Tristain's Haste: Round 1/15. 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.

Tris' stats:

HP: 118/118+15 temp hp
AC: 16
Points: 9/9 left
Spells: Lvl 1: 8/10 left (Bless*0,MM*2,IllOm*0,MurdCom*0,Vanish*0) dc 22
Spells: Lvl 2: 7/9 left (ReEn*0,FlsLife*1,SpirW*0,Sugg*0,SeeInvis*1,Invis*0) dc 23
Spells: Lvl 3: 6/9 left (Fly*0,ForPun*0,MagVest*0,DazeMM,Haste*1,Hero*2) dc 24
Spells: Lvl 4: 9/9 left (BlakTent*0,Guard*0,MindThrust*0,DimDoor*0,FoM*0) dc 24
Spells: Lvl 5: 6/8 left (Commune*0,Serenity*0,LifeBub*1,OverlandFly*1,Teleport) dc 25
Spells: Lvl 6: 7/7 left (BladeBar*0 dc 26,EgoWhip*0,PsychSurg*0, Disint*0 dc 25)
Spells: Lvl 7: 5/5 left (Forcecage dc 27,Gr Scrying, Banishment dc 27 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 ⇒ (9) + 10 = 19 temp hp, See Invisilibility (150 minutes), Extended Heroism (Tris & Kyffin), Life Bubble (about 5 hours each party member), Overland Flight (15 hours).

"zee-NOO!”

Wand of Magic Missile (lvl9): 29/50 left
5d4 + 4 ⇒ (2, 2, 4, 1, 4) + 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+19[/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 23 will)

Tristain's Haste: Round 1/15. 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.


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

Status:
HP: 123/123 (15temp) | AC: 41 (f33/t17) (included: Magic Vestment, +3 sacred, +2 BoF, +1 haste)
Weapon Equipped = Scimitar
Conditions = Magic Vestment (net +2), Magic Circle against Evil (90m), Heroism (90m), Comprehend Languages (90m), Air Walk Communal (30m), Sacred Armor (7r), Battle Companion (6r), Blessings of Fervor (13r), Divine Power (14r, +5), Hasted (15r)
Teralindar's Honor: Attack: BAB +11/5/1, Str +5, Magic +3, Focus +2, (Power -3) Damage: Str +5, Magic +3, Specialization +4, (Power +6) Crit: 15-20 DR Magic, Cold Iron, Silver Special Aberration Bane & Crit x3
Longbow: Attack: BAB +11/5/1, 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 (8/10, su, sw, DC 20, 5d6)
Sacred Weapon (14/15r, su, sw, +3)
Sacred Armor (15/15m, su, sw, +3)
Dawnflower Sash (1/1, std, feather fall)(1/1, im, cure light wounds)(std, as torch)
Pearl of Power (1/1, first)(0/1, second)
Rod Extend Spell (1/3, bull’s strength (on Al), resist energy communal (fire))
Ring of Spell Storing (Blessings of Fervor, Divine Favor)
Spells (Caster Level 15, Concentration +19)
Zero (13): Create Water, Detect Magic, Light, Mending, Stabilize
First (14): Command, Comprehend Languages, Divine Favor, Divine Favor, Divine Favor, Hide from Undead
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, Magic Vestment, Resist Energy Communal, Second Wind
Fourth (17): Blade of Light, Blessings of Fervor, Blessings of Fervor, Divine Power, Shield of the Dawnflower
Fifth (18): Air Walk Communal, Air Walk Communal, Cleanse
- - -

No worries! Thanks motteditor! Er, sorry Starflit. :)

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

”Thanks Tristain! Teralindar's Honor, let’s get it done!” he shouts even if the blade isn’t at its peak. Then he strides (air walking), still invisible, right up to the creature, and swings for all his might!

Scimitar: 1d20 + 18 + 11 ⇒ (14) + 18 + 11 = 43 (power, hero, inspire, BoF) (attacking from invisibility)
damage: 2d6 + 18 + 7 ⇒ (6, 6) + 18 + 7 = 37 (power, inspire)

Kyffin, now visible, is satisfied with his attempt and hopes it draws blood…

The Lilend continues to inspire. She flies around into flank while still invisible. Then she strikes! I didn't apply a flanking bonus 'cause that seems silly with something this large.

Lilend Longsword: 1d20 + 12 + 4 ⇒ (18) + 12 + 4 = 34 (inspire, BoF) (attacking from invisibility)
damage: 2d6 + 8 + 2 ⇒ (5, 3) + 8 + 2 = 18 (inspire)

Lilend Azata:
Lilend Azata
CURRENTLY: Invisible, +2 AC/Attacks/Reflex saves from BoF)
AC 23, touch 15, flat-footed 17 (+3 Dex, +8 natural, –1 size) (included +2 BoF +1 haste)
hp 73 (7d10+35)
Fort +7, Ref +10, Will +10
Immune electricity, petrification, poison; Resist cold 10, fire 10
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, +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 (2/2)—charm monster (DC 17), cure serious wounds
2nd (2/4)—hold person (DC 16), invisibility, sound burst (DC 16), suggestion (DC 16)
1st (5/5)—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
- - -

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Starflit is up.


Female Human Inquisitor of Black Butterfly 15 | hp -96- 123/123 (0 NL) | AC 32, t 17, ff 29 | Fort +15, Ref +14, Will +18 | Init +8 | Perc +22 | Spd 30 ft. | Judgments 4/5 | Liberation 15/15 | Freedom's Call 15/15 | Greater Bane 120/20 | Discern Lies 15/15 | Spells/Day | 5th 2/4 | 4th 1/4 | 3rd 6/6 | 2nd 6/6 | 1st 7/7 | Conditions: Justice, Protection, Purity judgments

Not sure if Starflit would have to spend a full round to auto-escape from the grapple with Liberation or not. If not, she'll defensively cast invisibilty (auto-success with her +20 modifier) and try to escape by heading down, away from the others, if that's possible.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 4:

Tristain: 19
Albert: 18
Lothan: 15
Kyffin: 11
Starflit: 8
Antagonist: 23

Lothan and Al move up and away toward the height of the strange tower, and out of the bhole's reach, with the latter landing a first blow against the creature -- a small prick from an arrow. Tristain speeds up those close enough and then joins Al and Lothan in the sky, leaving Kyffin, Starflit and the poor azata within range of the creature.

The Black Butterfly's power immediately frees Starflit as freedom of movement and happens automatically from what I can see, who barely manages to defensively cast invisibility and flee upward.

Undaunted by being left completely alone, Kyffin and the azata appear on opposite sides of the monstrous worm, drawing blood. Both hits, though DR applies Enraged, it chomps the azata, latching on to the poor celestial, who nearly dies in the process. It bumps Kyffin, but merely moves him slightly out of the way didn't break his AC.

Tristain can start to feel the ritual's power slipping away from him. Clock is ticking to get this fight over!

Mechanics:

Starflit Spellcraft Check: 1d20 + 11 ⇒ (8) + 11 = 19
1d2 ⇒ 2

Bite: 1d20 + 29 ⇒ (19) + 29 = 48
6d6 + 25 ⇒ (6, 5, 3, 5, 1, 6) + 25 = 51
Grab: 1d20 + 49 ⇒ (5) + 49 = 54

Slam: 1d20 + 29 ⇒ (5) + 29 = 34

B: 41


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

Status:
HP: 123/123 (15temp) | AC: 41 (f33/t17) (included: Magic Vestment, +3 sacred, +2 BoF, +1 haste)
Weapon Equipped = Scimitar
Conditions = Magic Vestment (net +2), Magic Circle against Evil (90m), Heroism (90m), Comprehend Languages (90m), Air Walk Communal (30m), Sacred Armor (6r), Battle Companion (5r), Blessings of Fervor (12r), Divine Power (13r, +5), Hasted (14r)
Teralindar's Honor: Attack: BAB +11/5/1, Str +5, Magic +3, Focus +2, (Power -3) Damage: Str +5, Magic +3, Specialization +4, (Power +6) Crit: 15-20 DR Magic, Cold Iron, Silver Special Aberration Bane & Crit x3
Longbow: Attack: BAB +11/5/1, 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 (8/10, su, sw, DC 20, 5d6)
Sacred Weapon (13/15r, su, sw, +3)
Sacred Armor (13/15m, su, sw, +3)
Dawnflower Sash (1/1, std, feather fall)(1/1, im, cure light wounds)(std, as torch)
Pearl of Power (1/1, first)(0/1, second)
Rod Extend Spell (1/3, bull’s strength (on Al), resist energy communal (fire))
Ring of Spell Storing (Blessings of Fervor, Divine Favor)
Spells (Caster Level 15, Concentration +19)
Zero (13): Create Water, Detect Magic, Light, Mending, Stabilize
First (14): Command, Comprehend Languages, Divine Favor, Divine Favor, Divine Favor, Hide from Undead
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, Magic Vestment, Resist Energy Communal, Second Wind
Fourth (17): Blade of Light, Blessings of Fervor, Blessings of Fervor, Divine Power, Shield of the Dawnflower
Fifth (18): Air Walk Communal, Air Walk Communal, Cleanse
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

Uninjured so far, Kyffin boosts his weapon (sacred +3) and swings for the rafters!
Scimitar: 1d20 + 18 + 11 ⇒ (8) + 18 + 11 = 37 (power, hero, inspire, BoF, sacred)
damage: 2d6 + 18 + 7 ⇒ (6, 2) + 18 + 7 = 33 (power, inspire, sacred)

Scimitar: 1d20 + 13 + 11 ⇒ (11) + 13 + 11 = 35 (power, hero, inspire, BoF, sacred)
damage: 2d6 + 18 + 7 ⇒ (6, 4) + 18 + 7 = 35 (power, inspire, sacred)

Scimitar: 1d20 + 8 + 11 ⇒ (1) + 8 + 11 = 20 (power, hero, inspire, BoF, sacred)
damage: 2d6 + 18 + 7 ⇒ (2, 2) + 18 + 7 = 29 (power, inspire, sacred)

Divine Power Scimitar: 1d20 + 18 + 11 ⇒ (16) + 18 + 11 = 45 (power, hero, inspire, BoF, sacred)
damage: 2d6 + 18 + 7 ⇒ (5, 5) + 18 + 7 = 35 (power, inspire, sacred)
critthreat Divine Power Scimitar: 1d20 + 18 + 11 + 4 ⇒ (7) + 18 + 11 + 4 = 40 (power, hero, inspire, BoF, sacred, crit)
damage: 2d6 + 18 + 7 ⇒ (4, 1) + 18 + 7 = 30 (power, inspire, sacred)
(there's also 2hp fire, but you said it was immune so I didn't add it)

- - -

The Lilend has no where to do, so she continues to inspire (+2 att/dam) and swings herself for the beast.
Lilend Longsword: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15 (inspire, BoF, grappled)
damage: 2d6 + 8 + 2 ⇒ (5, 1) + 8 + 2 = 16 (inspire)

Lilend Longsword: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26 (inspire, BoF, grappled)
damage: 2d6 + 8 + 2 ⇒ (2, 3) + 8 + 2 = 15 (inspire)

Lilend Tail Slap: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 (inspire, BoF, grappled)
damage: 2d6 + 2 + 2 ⇒ (6, 4) + 2 + 2 = 14 (inspire)

hasted Lilend Longsword: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31 (inspire, BoF, grappled)
damage: 2d6 + 8 + 2 ⇒ (1, 2) + 8 + 2 = 13 (inspire)

Lilend Azata:
Lilend Azata
CURRENTLY: Invisible, +2 AC/Attacks/Reflex saves from BoF)
AC 23, touch 15, flat-footed 17 (+3 Dex, +8 natural, –1 size) (included +2 BoF +1 haste)
hp 22/73 (7d10+35)
Fort +7, Ref +10, Will +10
Immune electricity, petrification, poison; Resist cold 10, fire 10
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, +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 (2/2)—charm monster (DC 17), cure serious wounds
2nd (2/4)—hold person (DC 16), invisibility, sound burst (DC 16), suggestion (DC 16)
1st (5/5)—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
- - -


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Male Half-Elf Slayer 16th; Hp's 153/153; Perc: 36; AC 30/touch 18/FF 22, CMD: 34/27 FF, Fort: +16/Ref: +21/Will: +13

Lothan, clearly afraid of the massive creature before them, strangely finds himself a little concerned for Kyffin, as only he and his summons stand toe-to-toe against the beast.

Sweating profusely, and angry at the fact he can't shake off the fear of everyone getting swallowed by that thing, he nocks an adamantine arrow and takes aim.

The sound of battle becomes a distant echo upon the half-elf as he concentrates. He can practically hear his own heartbeat over everything else at the moment. You got this, Lothan. You got this. Drop this oversized grub worm. Nobody dies today. Nobody. Just the stupid worm.

As a drop of sweat falls from his nose, Lothan launches arrow after arrow with amazing speed, roaring loudly as he does.

Adamantine arrows

Studied target +4/Rapid shot/Deadly Aim/Haste/Quarry +2/BoF(the +2's)
+2 Adaptive composite longbow: 1d20 + 27 ⇒ (17) + 27 = 44
Damage: 1d8 + 16 ⇒ (1) + 16 = 17

(Rapid Shot)+2 Adaptive composite longbow: 1d20 + 27 ⇒ (20) + 27 = 47
Damage: 1d8 + 16 ⇒ (4) + 16 = 20

(Haste)+2 Adaptive composite longbow: 1d20 + 27 ⇒ (6) + 27 = 33
Damage: 1d8 + 16 ⇒ (8) + 16 = 24

+2 Adaptive composite longbow: 1d20 + 22 ⇒ (18) + 22 = 40
Damage: 1d8 + 16 ⇒ (2) + 16 = 18

+2 Adaptive composite longbow: 1d20 + 17 ⇒ (5) + 17 = 22
Damage: 1d8 + 16 ⇒ (2) + 16 = 18

BOOM! That 2nd hit is an auto-crit due to Quarry. :)

Crit Damage: 2d8 + 32 ⇒ (3, 8) + 32 = 43

Watching as several of his arrows land beautifully, "Take that!!! Take that, you oversized b-hole!!! You are sooo gonna die today!!! Nobody or nothing jacks with this crew!!!"

Between anxiety, fear, anger, concern, and joy(due to his well-placed shots), with such strong emotions pouring out from the half-elf all at once, Lothan never notices that he stopped talking in that odd language.


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Tristain should be further away on the combat map.

Round 5

Tristain, lacking any good options against a creature this big, (can't imagine trying to argue that wall of force, or force cage, or blade barrier, or black tentacles would in any way helpful) Tristain tries to put the creature into a pacifist stupor.  

Casting Serenity. DC 26 Will or 3d6 nonlethal damage whenever they attack.

1d20 + 15 + 15 + 2 ⇒ (15) + 15 + 15 + 2 = 47 SR
3d6 ⇒ (3, 4, 2) = 9 nonlethal

Tristain's Haste: Round 2/15. 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.

Tris' stats:

HP: 118/118+15 temp hp
AC: 16
Points: 9/9 left
Spells: Lvl 1: 8/10 left (Bless*0,MM*2,IllOm*0,MurdCom*0,Vanish*0) dc 22
Spells: Lvl 2: 7/9 left (ReEn*0,FlsLife*1,SpirW*0,Sugg*0,SeeInvis*1,Invis*0) dc 23
Spells: Lvl 3: 6/9 left (Fly*0,ForPun*0,MagVest*0,DazeMM,Haste*1,Hero*2) dc 24
Spells: Lvl 4: 9/9 left (BlakTent*0,Guard*0,MindThrust*0,DimDoor*0,FoM*0) dc 24
Spells: Lvl 5: 6/8 left (Commune*0,Serenity*0,LifeBub*1,OverlandFly*1,Teleport) dc 25
Spells: Lvl 6: 7/7 left (BladeBar*0 dc 26,EgoWhip*0,PsychSurg*0, Disint*0 dc 25)
Spells: Lvl 7: 5/5 left (Forcecage dc 27,Gr Scrying, Banishment dc 27 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 ⇒ (9) + 10 = 19 temp hp, See Invisilibility (150 minutes), Extended Heroism (Tris & Kyffin), Life Bubble (about 5 hours each party member), Overland Flight (15 hours).

"zee-NOO!”

Wand of Magic Missile (lvl9): 29/50 left
5d4 + 4 ⇒ (1, 3, 3, 4, 3) + 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+19[/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 23 will)

Tristain's Haste: Round 1/15. 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.


Initiative +6, AC 27, touch 18, flat-footed 22, hp 132, Fort +20, Ref +20, Will +19; +2 vs. enchantments, CMD 37, Perception +2

Al keeps firing away even though the arrows do little no damage against the creature.

Bonded Bow: 1d20 + 24 ⇒ (1) + 24 = 25
Damage: 1d8 + 5 + 2d6 ⇒ (7) + 5 + (4, 4) = 20

Bonded Bow: 1d20 + 19 ⇒ (3) + 19 = 22
Damage: 1d8 + 5 + 2d6 ⇒ (2) + 5 + (4, 3) = 14

Bonded Bow: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d8 + 5 + 2d6 ⇒ (6) + 5 + (5, 3) = 19


Female Human Inquisitor of Black Butterfly 15 | hp -96- 123/123 (0 NL) | AC 32, t 17, ff 29 | Fort +15, Ref +14, Will +18 | Init +8 | Perc +22 | Spd 30 ft. | Judgments 4/5 | Liberation 15/15 | Freedom's Call 15/15 | Greater Bane 120/20 | Discern Lies 15/15 | Spells/Day | 5th 2/4 | 4th 1/4 | 3rd 6/6 | 2nd 6/6 | 1st 7/7 | Conditions: Justice, Protection, Purity judgments

Starflit takes a moment to call forth two judgments: Healing and Protection. Next, she casts a healing spell on herself. Then she flies quickly (and, I believe, still invisibly) back toward the battle.

Starflit cure serious wounds: 3d8 + 15 ⇒ (5, 2, 2) + 15 = 24 +5 from the Healing judgment.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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At this point, I'm kind of fudging the map, because the scale is so off with the size of this b-hole.

Round 5:

Tristain: 19
Albert: 18
Lothan: 15
Kyffin: 11
Starflit: 8
Antagonist: 23, serenity (3d6 each round it attacks)

Al and Lothan continue their barrage from afar, pelting the creature with arrows. Lothan's aim is true, and shaft after adamantine shaft slam into the creature. Al has much less luck, each of his arrows bouncing off the worm's tough hide.

The lillend is unable to do anything against the creature, which swallows it/sends it back to the celestial planes before roaring in pain as Kyffin flenses flesh off it. It turns its full attention to the half-orc. Despite its grievous wounds, it dishes out as good as it gets, slamming into the half-orc before biting him and holding on! 119 hp, plus grabbed!

Mechanics:

Will: 1d20 + 11 ⇒ (4) + 11 = 15

Grapple: 1d20 + 49 ⇒ (4) + 49 = 53
6d6 + 25 ⇒ (6, 5, 6, 1, 1, 2) + 25 = 46

Slam: 1d20 + 29 ⇒ (20) + 29 = 49
3d8 + 25 ⇒ (3, 2, 5) + 25 = 35

Bite: 1d20 + 29 ⇒ (19) + 29 = 48
6d6 + 25 ⇒ (4, 1, 1, 4, 1, 1) + 25 = 37
Grab: 1d20 + 49 ⇒ (3) + 49 = 52

Crit slam?: 1d20 + 29 ⇒ (2) + 29 = 31
Crit bite?: 1d20 + 29 ⇒ (18) + 29 = 47
6d6 + 25 ⇒ (6, 2, 5, 6, 1, 2) + 25 = 47

Melee bite +29 (6d6+25/19–20 plus grab), slam +29 (3d8+25/19–20)

B: 272


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

Status:
HP: 41/123 | AC: 41 (f33/t17) (included: Magic Vestment, +3 sacred, +2 BoF, +1 haste)
Weapon Equipped = Scimitar
Conditions = Magic Vestment (net +2), Magic Circle against Evil (90m), Heroism (90m), Comprehend Languages (90m), Air Walk Communal (30m), Sacred Armor (5r), Blessings of Fervor (11r), Divine Power (12r, +5), Hasted (13r)
Teralindar's Honor: Attack: BAB +11/5/1, Str +5, Magic +3, Focus +2, (Power -3) Damage: Str +5, Magic +3, Specialization +4, (Power +6) Crit: 15-20 DR Magic, Cold Iron, Silver Special Aberration Bane & Crit x3
Longbow: Attack: BAB +11/5/1, 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 (13/15r, su, sw, +3)
Sacred Armor (13/15m, su, sw, +3)
Dawnflower Sash (1/1, std, feather fall)(1/1, im, cure light wounds)(std, as torch)
Pearl of Power (1/1, first)(0/1, second)
Rod Extend Spell (1/3, bull’s strength (on Al), resist energy communal (fire))
Ring of Spell Storing (Blessings of Fervor, Divine Favor)
Spells (Caster Level 15, Concentration +19)
Zero (13): Create Water, Detect Magic, Light, Mending, Stabilize
First (14): Command, Comprehend Languages, Divine Favor, Divine Favor, Divine Favor, Hide from Undead
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, Magic Vestment, Resist Energy Communal, Second Wind
Fourth (17): Blade of Light, Blessings of Fervor, Blessings of Fervor, Divine Power, Shield of the Dawnflower
Fifth (18): Air Walk Communal, Air Walk Communal, Cleanse
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

Nearly dropped in one round, Kyffin heals as much as he can, swiftly healing with fervor (so as to avoid any casting - su so grappled doesn’t matter).
Healing: 5d6 ⇒ (4, 4, 5, 4, 5) = 22

Scimitar: 1d20 + 18 + 7 ⇒ (1) + 18 + 7 = 26 (power, hero, BoF, - grappled)
damage: 2d6 + 18 + 5 ⇒ (5, 5) + 18 + 5 = 33 (power)

Scimitar: 1d20 + 13 + 7 ⇒ (5) + 13 + 7 = 25 (power, hero, BoF, - grappled)
damage: 2d6 + 18 + 5 ⇒ (5, 4) + 18 + 5 = 32 (power)

Scimitar: 1d20 + 8 + 7 ⇒ (3) + 8 + 7 = 18 (power, hero, BoF, - grappled)
damage: 2d6 + 18 + 5 ⇒ (1, 1) + 18 + 5 = 25 (power)

Divine Power Scimitar: 1d20 + 18 + 7 ⇒ (2) + 18 + 7 = 27 (power, hero, BoF, - grappled)
damage: 2d6 + 18 + 5 ⇒ (3, 1) + 18 + 5 = 27 (power)

Somebody shoot me and put me out of my misery! Damn dice rolls!


Male Half-Elf Slayer 16th; Hp's 153/153; Perc: 36; AC 30/touch 18/FF 22, CMD: 34/27 FF, Fort: +16/Ref: +21/Will: +13

Seeing Kyffin get tore into, "Aw crap, LET'S FREAKING KILL THIS THING!!!" Lothan continues to unload arrow after arrow against the gargantuan target.

Clustered Shots; Adamantium arrows

Studied target +4/Rapid shot/Deadly Aim/Haste/Quarry
+2 Adaptive composite longbow: 1d20 + 27 ⇒ (2) + 27 = 29
Damage: 1d8 + 16 ⇒ (4) + 16 = 20

(Rapid Shot)+2 Adaptive composite longbow: 1d20 + 27 ⇒ (4) + 27 = 31
Damage: 1d8 + 16 ⇒ (3) + 16 = 19

(Haste)+2 Adaptive composite longbow: 1d20 + 27 ⇒ (2) + 27 = 29
Damage: 1d8 + 16 ⇒ (3) + 16 = 19

+2 Adaptive composite longbow: 1d20 + 22 ⇒ (16) + 22 = 38
Damage: 1d8 + 16 ⇒ (1) + 16 = 17

+2 Adaptive composite longbow: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 1d8 + 16 ⇒ (2) + 16 = 18

AND back to crappy rolling again. Ugh. Horrible timing.

Double UGH. Between mine, Kyffin's, and Al's last rolls, we might as well feed ourselves to this freaking worm. Un-freaking-believable. Talk about a demonic dice-roller. These single digit rolls are a bunch of crap. Ugh again.

AC 31; Hp's 143/143

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