Motteditor's Strange Aeons PBP (Inactive)

Game Master motteditor

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

Round 3

Status:
HP: 48/59 | AC: 25 (f20/t13/shieldless 21) (included: magic vestment +2, sacred armor +1)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 1/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (2/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
Third (15): Invisibility Purge, Magic Vestment

Kyffin reacts poorly to being grappled, and does his best to break free, though he chooses the more violent method of attack rather than brute strength. He attacks the bones surrounding him. If he manages to break free, he’ll take a 5’ step south if he can, southeast if he can’t.

Scimitar (magic): 1d20 + 9 + 4 ⇒ (9) + 9 + 4 = 22 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (6) + 11 + 3 = 20 (favor)
hasted Scimitar (magic): 1d20 + 9 + 4 ⇒ (12) + 9 + 4 = 25 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (4) + 11 + 3 = 18 (favor)

No matter what, he prays for additional protection, summoning forth some sacred armor to, slightly, boost his armor (swift).


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

Wow, Tristain is still ‘boned’. teehee

Round 3

Vanyan does the only thing he can think to do...run and hide.

Casting defensively...Vanish.

1d20 + 12 ⇒ (17) + 12 = 29 vs. DC14

He will move down two and to the right five.

Tris' stats:

HP: 8/43
AC: 12
Points: 4+1/5 left
Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*1) dc 17
Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 3/5 left (ForPun*0, MagVest*2,DazeMM,Haste) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII

"gad-ZOOKS!”

Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage

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

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

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

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage

I'm sure this is a very reasonable suggestion. (DC 18 will)


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

Albert continues to be dazed by the display before him as everything happens so quickly. Dang, that boy just chopped them snakes down!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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Round 3:

Kyffin: 16
Jasno: 14******
Tristain: 9
Albert: 6****
Tenebrynn: 18****
Antagonist: 16.5

Tristain -- so scared he can't even remember his name -- disappears and creeps away. That said, Tris, please remember the DC for any concentration check for a spell with a thought component increases by 10. A psychic spellcaster casting a spell with a thought component can take a move action before beginning to cast the spell to center herself; she can then use the normal DC instead of the increased DC.

Kyffin meanwhile hacks at the bones, though he's hampered by the tight constraints you're grappled, so the first one misses because of the penalties that would involve. Still, he manages to badly damage them as the golem turns its attention to the two figures still standing in front of it. He bites at Al, but apparently is more focused on Jasno, heavy bone fists slamming into the dwarf. 14 and 9 hp damage

Mechanics:

1d2 ⇒ 2
Bite: 1d20 + 14 ⇒ (3) + 14 = 17

Slam: 1d20 + 14 ⇒ (18) + 14 = 32
2d6 + 4 ⇒ (4, 6) + 4 = 14
Slam: 1d20 + 14 ⇒ (13) + 14 = 27
2d6 + 4 ⇒ (1, 4) + 4 = 9

Party is up again.


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

Round 4

Status:
HP: 48/59 | AC: 25 (f20/t13/shieldless 21) (included: magic vestment +2, sacred armor +1)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 1/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (2/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
Third (15): Invisibility Purge, Magic Vestment

Kyffin hacks at the bands about him one more time, doing what he can to break free. As before, if he does break free, he’ll 5’ step S or SE if necessary.

Scimitar (magic): 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (2) + 11 + 3 = 16 (favor)
hasted Scimitar (magic): 1d20 + 9 + 4 ⇒ (1) + 9 + 4 = 14 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (5) + 11 + 3 = 19 (favor)

Sigh...

Managing not to hit anything, and surprised the bones surrounding him are so hard to land a solid blow upon, he merely flails about in place as his allies are cut down slowly.


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

Are any of us who haven’t been able to act thus far able to do so now?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sorry, no. All still dazed for a bit yet.


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

Thanks for pointing that out and if I knew it, I totally forgot about it. I kept looking for spells with the thought descriptor, but no, those don't exist. With further research, I see where I was thinking things wrong. Verbal, somatic = psychic crap.

Round 4

Vanyan pulls out something he hopes will delay the golem beast...the scroll they found long ago.  Still vanished, he begins to read from the scroll of SMIII.

Tris' stats:

HP: 8/43
AC: 12
Points: 4+1/5 left
Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*1) dc 17
Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 3/5 left (ForPun*0, MagVest*2,DazeMM,Haste) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII

"gad-ZOOKS!”

Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage

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

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

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

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage

I'm sure this is a very reasonable suggestion. (DC 18 will)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

No worries. I regularly have to look up occult magic to make sure I'm not messing it up. :) Also, unless Tristain has come up with some other memory, his name isn't Vanyan.

Round 4:

Kyffin: 16
Jasno: 14*****
Tristain: 9
Albert: 6***
Tenebrynn: 18***
Antagonist: 16.5

As Al, Jasno and Tenebrynn remain entranced thinking about the sexy bone snakes, Kyffin tries to batter his way out of the cage, but the tight confines don't give him room to properly swing his sword. Tristain starts reading from a scroll as the golem continues its assault on the two helpless figures near it.

It bites Jasno 12 hp and slams a fist into Al 12 hp.

Mechanics:

1d2 ⇒ 2
Bite: 1d20 + 14 ⇒ (7) + 14 = 21
1d8 + 4 ⇒ (8) + 4 = 12

Slam: 1d20 + 14 ⇒ (4) + 14 = 18
Slam: 1d20 + 14 ⇒ (14) + 14 = 28
2d6 + 4 ⇒ (5, 3) + 4 = 12

Kyffin and Tristain are up again; rest are still dazed for a bit (sorry!). Also, Jasno, is your stat bar correct? AC 11? I'm having a little trouble making out your key stats in your sheet. Can you put some of the basics at the top of your "sheet"? (Saves, AC, main attack, movement...) Thanks.


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

Doy. My brain is affected by a severe case of the cat flu.

Round 4

Tristain finishes his reading of the scroll, summoning a creature that he hopes will help delay the death of his friends.

1d9 ⇒ 3 SMIII

A majestic and hopefully life-saving boar comes into existence, charging at the bone golem.

The large creature bravely charges the bone golem! The summons has a 40' reach via the scroll, wherever works.

1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 to hit;
2d6 + 9 ⇒ (4, 6) + 9 = 19 damage.

And Tristain (having only a move action left) invisibly moves behind the boar, maybe to keep it healed next round.

Tris' stats:

HP: 8/43
AC: 12
Points: 4+1/5 left
Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*1) dc 17
Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 3/5 left (ForPun*0, MagVest*2,DazeMM,Haste) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII

"gad-ZOOKS!”

Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage

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

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

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

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage

I'm sure this is a very reasonable suggestion. (DC 18 will)


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

Round 5

Status:
HP: 48/59 | AC: 25 (f20/t13/shieldless 21) (included: magic vestment +2, sacred armor +1)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 2/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (2/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
Third (15): Invisibility Purge, Magic Vestment

Kyffin tries for the third round to hack at the bands about him, doing what he can to break free. As before, if he does break free, he’ll 5’ step S or SE if necessary.

Scimitar (magic): 1d20 + 9 + 4 ⇒ (3) + 9 + 4 = 16 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (8) + 11 + 3 = 22 (favor)
hasted Scimitar (magic): 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (4) + 11 + 3 = 18 (favor)

Realizing that this is a dream. And as such, has its own rules, Kyffin discovers that he cannot breaks free, no matter how hard he tries.

So he begins trying to wake up (next round as I presume I'm out of actions).


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

Oh, so the world is still moving. Why can't I?

Dazed.

I'll copy stats from character byline to sheet. With mage armor AC goes to 15. I'll be leaning on that for a bit.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 5:

Kyffin: 16
Jasno: 14****
Tristain: 9
Albert: 6**
Tenebrynn: 18**
Antagonist: 16.5

Kyffin continues to struggle with the bone cage, trapped in its tight confines, just as the others remain trapped in the snakes' lingering dance.

Making the dream even stranger, a savage boar appears out of nowhere and charges the golem, slamming its tusks into the hard bone. Faced with this new threat, it turns and attacks, nearly breaking the poor creature's porcine back. Still, it remains on its feet. 38 hp

Mechanics:

1d20 + 14 ⇒ (9) + 14 = 23
1d8 + 4 ⇒ (2) + 4 = 6
1d20 + 14 ⇒ (20) + 14 = 34
2d6 + 4 ⇒ (1, 5) + 4 = 10
1d20 + 14 ⇒ (17) + 14 = 31
2d6 + 4 ⇒ (5, 3) + 4 = 12

Crit?: 1d20 + 14 ⇒ (3) + 14 = 17
2d6 + 4 ⇒ (3, 3) + 4 = 10

BG: 14

Tris and Kyffin are up (sorry everyone else!).


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

Round 5

”C’mon guys! I can’t delay this thing forever!”

Tristain waits for the boar to attack then, then casts Vanish upon it so that maybe, just maybe, the boar will last another round.

1d20 + 8 ⇒ (4) + 8 = 12 to hit;
2d6 + 9 ⇒ (5, 3) + 9 = 17 damage.

After casting vanish, he will move back 30’, thinking about what to do next.

Tris' stats:

HP: 8/43
AC: 12
Points: 4+1/5 left
Spells: Lvl 1: 6/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*1) dc 17
Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 3/5 left (ForPun*0, MagVest*2,DazeMM,Haste) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII

"gad-ZOOKS!”

Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage

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

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

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

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage

I'm sure this is a very reasonable suggestion. (DC 18 will)


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

Round 6

Status:
HP: 48/59 | AC: 25 (f20/t13/shieldless 21) (included: magic vestment +2, sacred armor +1)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 3/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (2/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
Third (15): Invisibility Purge, Magic Vestment

Kyffin resigns himself to trying, just one more time, he tells himself, to break free before leaving his allies to be slaughtered.

Scimitar (magic): 1d20 + 9 + 4 ⇒ (10) + 9 + 4 = 23 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (8) + 11 + 3 = 22 (favor)
hasted Scimitar (magic): 1d20 + 9 + 4 ⇒ (2) + 9 + 4 = 15 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (8) + 11 + 3 = 22 (favor)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 6:

Kyffin: 16
Jasno: 14***
Tristain: 9
Albert: 6*
Tenebrynn: 18*
Antagonist: 16.5

Kyffin, giving it one last effort, manages to shatter the cage, leaving him free as the golem continues to try to swat at the now-invisible pig. Unfortunately, it doesn't seem to realize it needs to move and the thing simply pinpoints where it last attacked him. There's a sickening crunch and splatter as the boar dies horrible.

Tenebrynn and Al, meanwhile, feel the fog on their brains start to lift and realize vaguely something is happening. Still can't act, but the following round...

3d20 ⇒ (15, 1, 13) = 29
3d100 ⇒ (76, 75, 86) = 237

Kyffin and Tris are up again.


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

Round 7

Status:
HP: 48/59 | AC: 25 (f20/t13/shieldless 21) (included: magic vestment +2, sacred armor +1) (not included +1 haste)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 3/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (2/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
Third (15): Invisibility Purge, Magic Vestment

Kyffin, with what I think is his last round of haste, moves into position around Tennebryn and strikes, at last, at the enemy.

Scimitar (magic): 1d20 + 9 + 4 ⇒ (13) + 9 + 4 = 26 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (2) + 11 + 3 = 16 (favor)


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

Round 6

Kyffin may die, but he won’t die alone.

Still invisible, Tristain will move up within 15’ and draws out an alchemist flask, having very very few options to hurt the golem.

Tris' stats:

HP: 8/43
AC: 12
Points: 4+1/5 left
Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*1) dc 17
Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 3/5 left (ForPun*0, MagVest*2,DazeMM,Haste) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII

"gad-ZOOKS!”

Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage

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

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

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

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage

I'm sure this is a very reasonable suggestion. (DC 18 will)


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 blinks a few times as the fog recedes. Hey, them snakes ain't dancing anymore, maybe I should be helping!


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

My limbs.. they are still there.

Dazed.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 7:

Kyffin: 16
Jasno: 14*
Tristain: 9
Albert: 6
Tenebrynn: 18
Antagonist: 16.5

Al and Tenebrynn suddenly come to their sense, realizing that they're in for a fight -- even though Tristain appears to have woken up, or perhaps run away. They notice Kyffin run toward the golem, taking a vicious blow 15 hp as he closes in, though his blade sends shards of bone flying.

The creature turns its full attention on him, and he takes another par of brutal blows. 24 hp more

Mechanics:

AoO: 1d20 + 14 ⇒ (16) + 14 = 30
2d6 + 4 ⇒ (5, 6) + 4 = 15

Bite: 1d20 + 14 ⇒ (3) + 14 = 17
1d8 + 4 ⇒ (2) + 4 = 6
Slam: 1d20 + 14 ⇒ (11) + 14 = 25
2d6 + 4 ⇒ (6, 4) + 4 = 14
Slam: 1d20 + 14 ⇒ (14) + 14 = 28
2d6 + 4 ⇒ (1, 5) + 4 = 10

BG: 25

All but Jasno are up


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

And yet they will not move..

Dazed


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

Tenebrynn shakes her head and looks around distractedly until a cry from Kyffin draws her attention downward. ”Kyffin!” Reacting to the threat her friend is under, the little gnome weaves both wind and lightning together into a tremendous blast directed at the golem.

Thunderstorm Blast: 1d20 + 12 ⇒ (1) + 12 = 13for: 8d6 + 14 ⇒ (1, 4, 3, 1, 4, 2, 3, 1) + 14 = 33

Status:

Waking HP: 67/75
Dreamlands HP: 75/75
Nonlethal: 3
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +11 // Ref: +9 // Will: +3 (+2 vs illusion)
Burn Accrued: 3/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Haste: +1 to hit, +1 reflex, +30ft movement speed
Elemental overflow: +x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn)
Ability Score increases (+2): Dex, Con

Well, that’s about the opposite of what I’d hoped for. Dang 1’s.


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

Round 8

Status:
HP: 24/59 | AC: 25 (f20/t13/shieldless 21) (included: magic vestment +2, sacred armor +1) (not included +1 haste)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 3/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (1/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
Third (15): Invisibility Purge, Magic Vestment

Kyffin clicks his heels together for a little haste of his own (boots, free action) before swiftly calling on the power of his god to heal himself, at least a little. (Swiftly converting Hold Person to Cure Moderate)
Cure Moderate Wounds: 2d8 + 7 ⇒ (5, 3) + 7 = 15

While he continues to drain his spells and abilities on this first fight, he takes his shots as well, trying to end the beast.
Scimitar (magic): 1d20 + 9 + 4 ⇒ (3) + 9 + 4 = 16 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (3) + 11 + 3 = 17 (favor)
hasted Scimitar (magic): 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (2) + 11 + 3 = 16 (favor)

Alas, Desna continues to frown on poor Kyffin who is beginning to think there's something wrong with the dice bot... :)


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

Round 7

Tristain throws his alchemist fire, then pulls out another one.

1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21 touch to hit;
1d6 ⇒ 6 fire damage.

Pot Crit:
1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6 touch to hit;
1d6 ⇒ 6 fire damage.

Next round: 1d6 ⇒ 5 fire damage

Tris' stats:

HP: 8/43
AC: 12
Points: 4+1/5 left
Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*1) dc 17
Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 3/5 left (ForPun*0, MagVest*2,DazeMM,Haste) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII

"gad-ZOOKS!”

Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage

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

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

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

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage

I'm sure this is a very reasonable suggestion. (DC 18 will)


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

Finally freed from the snake creature's trance, Albert strikes at the bone golem.

Rapier, power attack: 1d20 + 11 ⇒ (16) + 11 = 27
damage: 1d6 + 7 ⇒ (1) + 7 = 8

Rapier, power attack: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d6 + 7 ⇒ (3) + 7 = 10

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 8:

Kyffin: 16
Jasno: 14
Tristain: 9
Albert: 6
Tenebrynn: 18
Antagonist: 16.5

Desna may be the goddess of dreams, but this place seems to be more Pharasma's as luck doesn't favor you. Tenebrynn blasts bones, but not the golem's, though Kyffin and Al manage to do some damage to it and Tristain's throw hits it right in the head, spreading fire over its form.

It responds to the swords by lashing out again at Kyffin and Al, battering both 9 hp to Al, 20 to Kyffin

Mechanics:

Bite (Al): 1d20 + 14 ⇒ (13) + 14 = 27
1d8 + 4 ⇒ (5) + 4 = 9

Slam (Kyffin): 1d20 + 14 ⇒ (17) + 14 = 31
2d6 + 4 ⇒ (3, 4) + 4 = 11
Slam (Kyffin): 1d20 + 14 ⇒ (10) + 14 = 24
2d6 + 4 ⇒ (1, 4) + 4 = 9

BG: 45 (5 next round)

Everyone can act (yes, you too, Jasno!). Also, heh: I typo'd that it did 1d86+4 to Al. And got max damage!


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

Round 9

Status:
HP: 21/59 | AC: 25 (f20/t13/shieldless 21) (included: magic vestment +2, sacred armor +1) (not included +1 haste)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 4/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (0/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 8/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
Third (15): Invisibility Purge, Magic Vestment

(Motteditor, my AC is 25 currently, thanks to more holy power. My current AC is always in my status spoiler. So I think I’m 9hp up from the last round. Let me know if I’m mistaken though.)

Kyffin clicks his heels together for a little haste of his own (boots, free action) before swiftly calling on the power of his god to heal himself, at least a little. (Swiftly converting Burst of Radiance to Cure Moderate)
Cure Moderate Wounds: 2d8 + 7 ⇒ (2, 8) + 7 = 17

While he continues to drain his spells and abilities on this first fight, he takes his shots as well, trying to end the beast.
Scimitar (magic): 1d20 + 9 + 4 ⇒ (4) + 9 + 4 = 17 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (3) + 11 + 3 = 17 (favor)
hasted Scimitar (magic): 1d20 + 9 + 4 ⇒ (7) + 9 + 4 = 20 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (8) + 11 + 3 = 22 (favor)

Kyffin says nothing as he continues to swing his blade wildly.


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

Round 9

Seeing that his limbs respond and there is only one threat remaining, much to large to escape, Jasno calls on his rings power improving his own meager defense (at will, ring of foe focus. +2 AC & Sv vs remaining creature) before mounting an equally meager attack mace: 1d20 + 4 ⇒ (19) + 4 = 23, dmg: 1d6 + 1 ⇒ (4) + 1 = 5.

AC 13 vs golem

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sorry, Kyffin, you are. My bad -- I got lazy on checking.


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

Round 8

Tristain throws his last alchemist fire, then moves back some distance, trying to figure out a way to help.

1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16 touch to hit;
1d6 ⇒ 6 fire damage.

Next round fire damage: 1d6 ⇒ 1 fire damage.

Tris' stats:

HP: 8/43
AC: 12
Points: 4+1/5 left
Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*1) dc 17
Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 3/5 left (ForPun*0, MagVest*2,DazeMM,Haste) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII

"gad-ZOOKS!”

Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage

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

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

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

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage

I'm sure this is a very reasonable suggestion. (DC 18 will)


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

Albert swiftly wipes some dirt across his wounds and then stabs at the bone golem.

Dirt on it: 4d6 ⇒ (2, 4, 4, 5) = 15

Rapier, power attack: 1d20 + 11 ⇒ (12) + 11 = 23
damage: 1d6 + 7 ⇒ (1) + 7 = 8

Rapier, power attack: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d6 + 7 ⇒ (2) + 7 = 9


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

”Get away from my friends!” Tenebrynn lashes out again, barely reigning her abilities in as the hall fills with a roar of thunder and rushing wind.
Thunderstorm Blast: 1d20 + 12 ⇒ (1) + 12 = 13for: 8d6 + 14 ⇒ (1, 6, 1, 2, 1, 2, 5, 4) + 14 = 36

Status:

Waking HP: 67/75
Dreamlands HP: 75/75
Nonlethal: 5
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +11 // Ref: +9 // Will: +3 (+2 vs illusion)
Burn Accrued: 5/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Haste: +1 to hit, +1 reflex, +30ft movement speed
Elemental overflow: +x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn)
Ability Score increases (+2): Dex, Con

I’m beginning to see a rather unfortunate pattern with this new composite blast, I’m afraid.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Nothing like having a new toy and having it never work...

Round 9:

Kyffin: 16
Jasno: 14
Tristain: 9
Albert: 6
Tenebrynn: 18
Antagonist: 16.5

Tenebrynn is again thrown off balance by the power of her latest trick, tossing her around in the air and coming nowhere even close to her target.

It throws off her companions too, Kyffin missing badly as he has to leap aside, and Al and Jasno's blows doing little damage as they mostly glance off the bones. Tristain's fire is more effective, but the creature continues its attack in the meantime. Jasno takes a couple more blows 23 hp and Al one as well 14 hp.

Mechanics:

Target?: 1d3 ⇒ 2
1d20 + 14 ⇒ (4) + 14 = 18
1d8 + 4 ⇒ (8) + 4 = 12

Target?: 1d3 ⇒ 3
1d20 + 14 ⇒ (14) + 14 = 28
2d6 + 4 ⇒ (6, 4) + 4 = 14

Target?: 1d3 ⇒ 2
1d20 + 14 ⇒ (14) + 14 = 28
2d6 + 4 ⇒ (2, 5) + 4 = 11

BG: 59 (1 next round)


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

The latest attack impacts Jasno to his core...

I realized earlier that I hadn't calculated hit points. Forgot to ask how I should set hp in character creation. Thus far I'm seeing 58 hp in damage, which is approaching max hp for Jasno if calculated max each level. Checking in as he may be down for the count at this point. Hit dice: D8 (4 lvls), D6 (2 lvls), D8 (1 lvl)


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

Round 10

Status:
HP: 30/59 | AC: 25 (f20/t13/shieldless 21) (included: magic vestment +2, sacred armor +1) (not included +1 haste)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 5/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (0/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 7/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
Third (15): Invisibility Purge, Magic Vestment

(Motteditor, no problem, there’s a lot for you to track. Thanks!)

Unable to get to Jasno to help him, Kyffin 5’ steps SW into flank with Al as he presses his attacks, calling on his boots one more time for their speed.
Scimitar (magic): 1d20 + 9 + 6 ⇒ (2) + 9 + 6 = 17 (favor, haste, flank) damage: 1d8 + 11 + 3 ⇒ (8) + 11 + 3 = 22 (favor)
hasted Scimitar (magic): 1d20 + 9 + 6 ⇒ (12) + 9 + 6 = 27 (favor, haste, flank) damage: 1d8 + 11 + 3 ⇒ (5) + 11 + 3 = 19 (favor)


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

Tristain doesn’t have much he can do, but has a healing spell or potion that might help keep someone alive.

He’ll wait to see where Jasno is on hp and go from there. Delay.


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

Slumps to the ground.


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

Round 10

Seeing Jasno slump to the ground, Tristain nearly panics, but then casts Stabilize on the overmatched sailor.

Could have been me.


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

”Jasno!” Tenebrynn draws the wind in around her to stabilize herself in the air before hurling it back down at the golem.

Empowered Air Blast: 1d20 + 13 ⇒ (14) + 13 = 27for: 6d6 + 13 ⇒ (1, 5, 2, 6, 2, 6) + 13 = 35

Status:

Waking HP: 67/75
Dreamlands HP: 75/75
Nonlethal: 5
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +11 // Ref: +9 // Will: +3 (+2 vs illusion)
Burn Accrued: 5/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Haste: +1 to hit, +1 reflex, +30ft movement speed
Elemental overflow: +x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn)
Ability Score increases (+2): Dex, Con

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Kyffin cuts into the thing and then Tenebrynn finally gets her feet under her -- proverbially; she's still up in the air -- and finds her target, blowing the golem apart.

Combat over


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

Albert wipes some dirt on Jasno's wounds. "Good show, lad, that thing beat you like a rug in spring and you didn't flinch."

Dirt On It (lay on hands), Jasno: 4d6 ⇒ (2, 6, 2, 4) = 14 healing


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

Status:
HP: 56/59 | AC: 25 (f20/t13/shieldless 21) (included: magic vestment +2, sacred armor +1)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Bulls Strength (+4, 1/7m), Sacred armor (+1, 1/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (0/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 7/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(0/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
Third (15): Invisibility Purge, Magic Vestment

Kyffin takes out the wand of healing, growling, "That was an unpleasant fight. Took damn near all my resources too." He shakes his head as he applies healing to Jasno first, and then himself, "The next fight will be harder."

(Any who need healing, go ahead and roll for yourselves and I'll track charges.)

CLW Kyffin: 4d8 + 4 ⇒ (8, 1, 5, 8) + 4 = 26

When everyone is healed and is ready to proceed, he'll cast Bull's Strength on himself, replenishing it with a pearl of power. Gripping his scimitar, he advances down the hall and around the corner.


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

Tenebrynn alights on the ground gently as Jasno regains consciousness and she helps him to his feet. As she lands, it’s plain to the others that the thin shock of white in her hair is much larger now and nearly one whole half of her normally tulip red hair has gone stone white. ”Sorry, everyone. That snake did something and- and I was just frozen. I wanted to help but couldn’t, and when I could it was all too much for me to control.”


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

Tristain moves over to also try to heal Jasno, but smiles when Al gets there first.

”Oh man, Jasno. Maybe...maybe you shouldn’t be here? That was awful. I can’t...I can’t say that it isn’t risky here,” Tristain says, holding his own crushed ribs after the beating he received and as he awaits the wand. ”I did the best I could...but yeah...those snakes were so hypnotizing.”

When the wand is ready...
1d8 + 1 ⇒ (2) + 1 = 3 CLW
1d8 + 1 ⇒ (2) + 1 = 3 CLW
1d8 + 1 ⇒ (2) + 1 = 3 CLW
1d8 + 1 ⇒ (5) + 1 = 6 CLW

1d8 + 1 ⇒ (7) + 1 = 8 CLW
1d8 + 1 ⇒ (2) + 1 = 3 CLW
1d8 + 1 ⇒ (1) + 1 = 2 CLW
1d8 + 1 ⇒ (3) + 1 = 4 CLW

HP 40/43. -8 charges.

When that is done, he’s willing to pick himself up and continue the fight. He hopes that they aren’t surprised like that again.

”Jasno, do you want some armor to wear? I’m sure we can find something.”


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

Getting up slowly.

"I take it that thing died. Thanks for patching me back together. The few tricks I know aren't so good when caught up close like that or if I did have armor. Never had much need for armor sailing. Could usually see trouble coming too. A lot to adjust to here. Wherever here is."


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

Tenebrynn sighs as she takes to the air once more, ”Can’t really offer specifics, I’m afraid, Jasno, but every place has been a bad place, so far. Let me slip ahead this time. I’ll see if there are any other ambushes ahead.” The little gnome then darts quietly down the passage, flitting from shadow to shadow up over head.

Stealth: 1d20 + 22 ⇒ (17) + 22 = 39
Perception: 1d20 + 10 ⇒ (17) + 10 = 27

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Once you're fully recovered and ready, you continue on, going around a corner into a plaza that is a large cave with strange stone buildings built into the walls. Cracked bones of numerous shapes and sizes cover the floor, piled into grisly, jagged dunes. A solid square building juts from the bones in the center of the plaza, surrounded by a low circular wall of gray stone. Multicolored fungus lights the cavern.

The heaped bones vary in depth from 1 to 2 feet; Medium and smaller creatures treat the plaza ground as difficult terrain, and all Stealth checks made while moving in this area incur a –5 penalty.


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

Tristain stays back, letting Tenebrynn scout and hopes to find foes at a distance rather than in his face.

”Anyone see anything yet?” Tristain asks his eyes searching the bones.

1d20 + 12 ⇒ (6) + 12 = 18 Perception

”Maybe we should set an ambush...because I feel we’re walking into one right now.”


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

I presume airborne stealth checks aren’t penalized since there’s no walking on noisy bones?

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