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

Kyffin: 20
Tristain: 10
Jasno: 6
Tenebrynn: 17
Albert: 16
Antagonist: 14
Freed by Kyffin's arrows, the others turn their attention to the rapidly approaching Bloodwind, which will pull aside in a matter of seconds two more rounds.
Tristain sets his mind to attacking one of the figures on the deck, but it ducks away, as Al recollects his bow.
Tenebrynn tries to take the battle to the ship itself, but the ship's still too far away for her blast to reach. I don't think you have a way to get 180 feet range, do you? Even now, it's still 120 feet
The warriors heft weapons -- though a couple swing uselessly at the spiritual weapon -- waiting as they get closer.
Party is up. They're planning to just get closer next round, so why don't you take two actions. Assume after the first one they're 60 feet away; on their turn after your second action, they'll pull aside you and it looks like the warrior are planning to cross over.

Tenebrynn |

I have 60 feet of movement and took an additional burn to increase my range to 120ft, was hoping that’d be sufficient

Kyffin Rhees |

Round 4 & 5
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/7h), Water Walk (1/10m), Bulls Strength (1/8m), Invisibility Purge (1/8m), Divine Favor (5/10r), Hasted, Sacred Armor (4/10r), Shaken
Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
Blessings (7/7, su, DC 16) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (6/6, su, sw, DC 16, 3d6)
Sacred Weapon (6/8r, su, sw, +2)
Sacred Armor (7/8m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 8, Concentration +10)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15): Dispel Magic,
Round 4
Kyffin will aim his bow at the lead warrior, the most visible anyway, on their ship. He tries to soften him up before they close. He again swiftly ensorcels his bow (sacred weapon) granting it an additional bonus.
Longbow (magic, cold iron, silver): 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18 (favor, haste, sacred, shaken) damage: 1d8 + 4 + 5 ⇒ (2) + 4 + 5 = 11 (favor, sacred)
Longbow (magic, cold iron, silver): 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24 (favor, haste, sacred, shaken) damage: 1d8 + 4 + 5 ⇒ (2) + 4 + 5 = 11 (favor, sacred)
hasted Longbow (magic, cold iron, silver): 1d20 + 7 + 4 ⇒ (1) + 7 + 4 = 12 (favor, haste, sacred, shaken) damage: 1d8 + 4 + 5 ⇒ (6) + 4 + 5 = 15 (favor, sacred)
Round 5
Kyffin carefully, but quickly, stows his bow, and re-draws his scimitar as he moves into position to receive their attackers. He wants to be in front, hopefully to try and limit their ability to board - if he can - so they face fewer attackers for as long as possible.
(Invisibility Purge to 40’)

Tristain the Chalker |

Round 4
The first chalkboard will continue to attack the tallest humanoid.
1d20 + 9 ⇒ (19) + 9 = 28 to hit;
1d8 + 2 ⇒ (6) + 2 = 8 force damage.
1d20 + 9 - 5 ⇒ (7) + 9 - 5 = 11 to hit;
1d8 + 2 ⇒ (8) + 2 = 10 force damage.
Tristain again casts Spiritual Weapon and sends it at the shortest of the humanoids. A spiritual chalkboard will appear and attack that jerk too.
1d20 + 9 ⇒ (16) + 9 = 25 to hit;
1d8 + 2 ⇒ (6) + 2 = 8 force damage.
HP: 49/49
AC: 13
Points: 3/5 left
Spells: Lvl 1: 6/8 left (MM*1,IllOm*0,MurdCom*0,Vanish*0) dc 17
Spells: Lvl 2: 6/8 left (ReEn*0,SpirW*2,Sugg*0) dc 18
Spells: Lvl 3: 5/6 left (ForPun*0, MagVest*1,DazeMM,Haste*0) dc 19Spells: Lvl 4 2/4 left (Guard*2,MindThrust*0) dc 20
Cure Used: 0/2 used
Rod of Reach: 1/3 used
"gad-ZOOKS!”
Wand of Magic Missile (5): 0/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+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+11[/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 19 will)

Jasno Drakemaul |

Jasno follow's Tenebrynn's example, transforming into a whirlwind before flying overboard. Upon nearing the water he becomes a vortex.
Round 4 & 5
Jasno moves within 40 feet of the ship, casts web bolt Ref Sv, DC 16 and then moves back toward the party.

Tenebrynn |

That’s fine. Unless it’s siege-type weapons, there’s a 40% miss chance because of my current burn.
Thunderstorm Blast: 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 28for: 8d6 + 12 ⇒ (1, 1, 4, 1, 3, 5, 4, 4) + 12 = 35
Thunderstorm Blast: 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18for: 8d6 + 12 ⇒ (6, 5, 4, 1, 2, 5, 3, 5) + 12 = 43
If the initial blast seems to work and I’m not shot from the sky, I’ll throw the next 2 at the boat. If it seems like the Bloodwind isn’t particularly bothered, I’ll direct the next 2 at folks on the deck, preferably obvious order givers if any can be made out.
Waking HP: 56/94
Dreamlands HP: 56/94
Nonlethal: 6
AC: 21 (18 T / 16 FF) // 25% miss chance for ranged attacks (includes +4 from shield, +1 haste)
Fort: +13 // Ref: +10 // Will: +7 (+2 vs illusion, +4 vs mind-affecting) (includes +1 haste)
Burn Accrued: 6/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
Knacks: mage hand, mending, open/close, stabilize
Spell Slots used: 1/2
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
Shared Consciousness: +4 vs mind-affecting effects
Point Blank Shot: +1/+1
Shield (7/10): +4 to AC
Haste (6/6): +1 to hit, +1 AC & reflex, +30ft movement speed
Shaken: -2 to just about everything but AC
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

Albert Hazred |

Albert fires a single arrow as the boat draws closer...
shot at closest sailor: 1d20 + 13 ⇒ (6) + 13 = 19
damage: 1d8 + 2 ⇒ (6) + 2 = 8
...then he slings the bow back over his shoulder and draws the large curved blade as he moves into position to intercept the boarding sailors.
move to location where boarding should provoke an attack from Al

Tenebrynn |

Correction: the miss chance is 25%; it doesn’t improve any time I accept burn, I have to specifically accept burn to increase it in 5% increments. The anytime I accept burn bit only adds the miss chance to rays for 1 round.

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

Kyffin: 20
Tristain: 10
Jasno: 6
Tenebrynn: 17
Albert: 16
Antagonist: 14
Tenebrynn's blast damages the ship, but not enough that she thinks she could stop -- or even slow it -- so she turns her attention to the guards, who respond by throwing javelins that her winds knock aside before getting ready again to board the Starling.
They're followed by Tristain's magic and arrows from Kyffin and Al, as you look around and realize the sailors that had been on the deck of the Starling are all suddenly gone. You were certain they were there a moment before, but no trace of them remains now. Between the attacks, you manage to knock the palest and the darkest two sailors off the deck into the water, where they quickly sink.
As the bolt pulls alongside, five of the six remaining warriors leap over to the Starling, though the shortest, but handsomest, one is stuff by Jasno's web. Two surround Al and Kyffin who get attacks of opportunity, three of them attacking, though it was all the fourth could do to get in position. Kyffin barely fends off the tallest sailor's flail, but Al isn't so lucky and just like that takes two wounds 10 and 7 hp.
You also notice open hatches provide a view of the rowing benches below the Bloodwind's deck. These benches bear manacles at every seat, but are currently empty. Two other figures wait there. One, a tall humanoid whose face is covered as if he were trying to avoid spreading a contagion in a pandemic, lofts a scimitar and wears a battered black tricorne hat. The other is a woman dressed in similar sailor's garb, though you can almost see through her, as if she weren't completely there. The captain casts, and a twisting pattern of subtle, shifting colors weaves through the air near Tristain, catching his eye DC 18 Will save or become fascinated by the pattern of colors.
4d20 ⇒ (17, 1, 9, 15) = 42
Reflex: 1d20 + 3 ⇒ (2) + 3 = 5
Orange: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
1d10 + 3 ⇒ (7) + 3 = 10
Aqua: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
1d10 + 3 ⇒ (4) + 3 = 7
Tallest: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
2d4 ⇒ (4, 1) = 5
GM (tallest): 16
GM (shortest, but handsomest): 8, webbed
Sorry, on my work computer, so can't update the map right now. Will try to get it up later tonight; Bloody Knuckles are the enemy sailors. Other two are still on the Bloodwind.

Kyffin Rhees |

Round 6
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/7h), Water Walk (1/10m), Bulls Strength (1/8m), Invisibility Purge (1/8m), Divine Favor (7/10r), Hasted, Sacred Armor (7/10r), Shaken
Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
Blessings (7/7, su, DC 16) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (6/6, su, sw, DC 16, 3d6)
Sacred Weapon (6/8r, su, sw, +2)
Sacred Armor (7/8m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 8, Concentration +10)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15): Dispel Magic,
AoO Scimitar (magic): 1d20 + 12 + 4 ⇒ (5) + 12 + 4 = 21 (bull, favor, haste, shaken) damage: 1d8 + 7 + 5 ⇒ (4) + 7 + 5 = 16 (bull, favor)
(no power attack as it’s before I had a chance to activate it)
Kyffin greets his new combatants with a swipe before bearing down and doing what he can to keep them occupied.
Scimitar (magic): 1d20 + 10 + 4 ⇒ (4) + 10 + 4 = 18 (bull, favor, haste, shaken) damage: 1d8 + 7 + 5 ⇒ (4) + 7 + 5 = 16 (bull, favor)
Scimitar (magic): 1d20 + 5 + 4 ⇒ (3) + 5 + 4 = 12 (bull, favor, haste, shaken) damage: 1d8 + 7 + 5 ⇒ (6) + 7 + 5 = 18 (bull, favor)
Hasted Scimitar (magic): 1d20 + 10 + 4 ⇒ (7) + 10 + 4 = 21 (bull, favor, haste, shaken) damage: 1d8 + 7 + 5 ⇒ (5) + 7 + 5 = 17 (bull, favor)
Kyffin swings his blade a lot but has trouble making good connections.
(Invisibility Purge to 40’)

Tristain the Chalker |

Round 6
Tristain will spend two movement actions to focus his blackboards on the pink foe.
1d20 + 9 ⇒ (20) + 9 = 29 to hit;
1d8 + 2 ⇒ (8) + 2 = 10 force damage.
1d20 + 9 ⇒ (2) + 9 = 11 to hit;
1d8 + 2 ⇒ (5) + 2 = 7 force damage.
Pot crit:
1d20 + 9 ⇒ (5) + 9 = 14 to hit;
1d8 + 2 ⇒ (6) + 2 = 8 force damage.
HP: 49/49
AC: 13
Points: 3/5 left
Spells: Lvl 1: 6/8 left (MM*1,IllOm*0,MurdCom*0,Vanish*0) dc 17
Spells: Lvl 2: 6/8 left (ReEn*0,SpirW*2,Sugg*0) dc 18
Spells: Lvl 3: 5/6 left (ForPun*0, MagVest*1,DazeMM,Haste*0) dc 19Spells: Lvl 4 2/4 left (Guard*2,MindThrust*0) dc 20
Cure Used: 0/2 used
Rod of Reach: 1/3 used
"gad-ZOOKS!”
Wand of Magic Missile (5): 0/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+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+11[/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 19 will)

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

Map is updated. Not that because of limitations in the files, it looks like the ships are 10 feet apart. They are not. They're next to each other, though it is 10 feet of difficult terrain to cross from one to the other due to the railings, and not perfect tight fight. Note that despite the icon, the figure in the tricorne hat is masked. The red sailor still on the bloodwind is webbed.

Albert Hazred |

attack of opportunity on blue: 1d20 + 13 - 3 ⇒ (15) + 13 - 3 = 25
damage: 1d10 + 3 + 9 ⇒ (7) + 3 + 9 = 19
Albert unleashes a flurry of attacks on blue while still finding time to slather dirt on his wounds.
curve blade, power attack: 1d20 + 13 - 3 ⇒ (13) + 13 - 3 = 23
damage: 1d10 + 3 + 9 ⇒ (5) + 3 + 9 = 17
curve blade, power attack: 1d20 + 8 - 3 ⇒ (15) + 8 - 3 = 20
damage: 1d10 + 3 + 9 ⇒ (1) + 3 + 9 = 13
dirt on it: 5d6 ⇒ (1, 6, 3, 2, 4) = 16

Tenebrynn |

Tenebrynn zips back to the ship and positions herself in the middle of her friends, though she still maintains some altitude. As she arrives, she jolts each of her companions into reacting more quickly.
Renewing haste on the group!
Waking HP: 56/94
Dreamlands HP: 56/94
Nonlethal: 6
AC: 21 (18 T / 16 FF) // 25% miss chance for ranged attacks (includes +4 from shield, +1 haste)
Fort: +13 // Ref: +10 // Will: +7 (+2 vs illusion, +4 vs mind-affecting) (includes +1 haste)
Burn Accrued: 6/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
Knacks: mage hand, mending, open/close, stabilize
Spell Slots used: 1/2
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
Shared Consciousness: +4 vs mind-affecting effects
Point Blank Shot: +1/+1
Shield (8/10): +4 to AC
Haste (1/6): +1 to hit, +1 AC & reflex, +30ft movement speed
Shaken: -2 to just about everything but AC
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

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

Kyffin: 20
Tristain: 10
Jasno: 6
Tenebrynn: 17
Albert: 16
Antagonist: 14
Kyffin quickly cuts down the tallest of the attackers as the battle is joined for real, Tristain exerting his magics onto the nearest of the enemy sailors. Jasno closes in, cutting off that man's approach to the scholar, so the foe turns his ire on Kyffin, who just barely manages to avoid but cut.
As Tenebrynn speeds you up again, Al nearly cuts down another sailor, but he remains standing and he and a companion set to on the old man. Caught between them, Al takes a couple heavy blows 12 and 9 hp
On the other ship, the two figures watch the battle, the masked captain casting a quick spell as he throws a glob of acid at Kyffin, burning him ever so slightly 1 hp.
Pink: 1d20 + 9 ⇒ (15) + 9 = 24
1d20 + 4 ⇒ (7) + 4 = 11
Aqua: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
1d10 + 3 ⇒ (9) + 3 = 12
1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Orange: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
1d10 + 3 ⇒ (6) + 3 = 9
1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Belated Tristain Will save: 1d20 + 10 ⇒ (14) + 10 = 24
Ranged touch: 1d20 + 16 ⇒ (15) + 16 = 31
1d3 ⇒ 1
GM (shortest, but handsomest): 8, webbed
GM (pinkest): 10
GM (blueest): 49

Jasno Drakemaul |

Round 7
Jasno, still in whirlwind form floats to the side (5 ft) to gain and provide flanking with / for Kyffin. He retrieves his mace and attacks twice with the help of Tenebrynn's spell 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11, miss; 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22; dmg: 1d6 + 1 ⇒ (4) + 1 = 5

Tristain the Chalker |

Round 6
Tristain will spend two movement actions to focus his blackboards on the cyan foe, trying to help Al.
1d20 + 9 ⇒ (12) + 9 = 21 to hit;
1d8 + 2 ⇒ (4) + 2 = 6 force damage.
1d20 + 9 ⇒ (11) + 9 = 20 to hit;
1d8 + 2 ⇒ (8) + 2 = 10 force damage.
HP: 49/49
AC: 13
Points: 3/5 left
Spells: Lvl 1: 6/8 left (MM*1,IllOm*0,MurdCom*0,Vanish*0) dc 17
Spells: Lvl 2: 6/8 left (ReEn*0,SpirW*2,Sugg*0) dc 18
Spells: Lvl 3: 5/6 left (ForPun*0, MagVest*1,DazeMM,Haste*0) dc 19Spells: Lvl 4 2/4 left (Guard*2,MindThrust*0) dc 20
Cure Used: 0/2 used
Rod of Reach: 1/3 used
"gad-ZOOKS!”
Wand of Magic Missile (5): 0/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+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+11[/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 19 will)

Kyffin Rhees |

Round 7
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/7h), Water Walk (1/10m), Bulls Strength (1/8m), Invisibility Purge (1/8m), Divine Favor (8/10r), Hasted, Sacred Armor (8/10r), Shaken
Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
Blessings (7/7, su, DC 16) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (6/6, su, sw, DC 16, 3d6)
Sacred Weapon (6/8r, su, sw, +2)
Sacred Armor (7/8m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 8, Concentration +10)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15): Dispel Magic,
Kyffin attacks purple, 5’ stepping to teal if his first target falls in a timely fashion. (+2 flank when attacking purple with Jasno, not applied)
Scimitar (magic): 1d20 + 10 + 4 ⇒ (5) + 10 + 4 = 19 (bull, favor, haste, shaken) damage: 1d8 + 11 + 5 ⇒ (3) + 11 + 5 = 19 (bull, favor)
Scimitar (magic): 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13 (bull, favor, haste, shaken) damage: 1d8 + 7 + 5 ⇒ (8) + 7 + 5 = 20 (bull, favor)
Hasted Scimitar (magic): 1d20 + 10 + 4 ⇒ (18) + 10 + 4 = 32 (bull, favor, haste, shaken) damage: 1d8 + 11 + 5 ⇒ (7) + 11 + 5 = 23 (bull, favor)
critthreat hasted Scimitar (magic): 1d20 + 10 + 4 ⇒ (1) + 10 + 4 = 15 (bull, favor, haste, shaken) damage: 1d8 + 11 + 7 ⇒ (3) + 11 + 7 = 21 (bull, favor, 2hp fire)
(Invisibility Purge to 40’)

Albert Hazred |

Albert continues the battle while wiping more dirt on his wounds.
curve blade, power attack: 1d20 + 13 - 3 + 1 ⇒ (14) + 13 - 3 + 1 = 25
damage: 1d10 + 3 + 9 ⇒ (8) + 3 + 9 = 20
curve blade, power attack: 1d20 + 13 - 3 + 1 ⇒ (1) + 13 - 3 + 1 = 12
damage: 1d10 + 3 + 9 ⇒ (10) + 3 + 9 = 22
curve blade, power attack: 1d20 + 8 - 3 + 1 ⇒ (6) + 8 - 3 + 1 = 12
damage: 1d10 + 3 + 9 ⇒ (4) + 3 + 9 = 16
Dirt On It: 5d6 ⇒ (2, 4, 1, 4, 3) = 14

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

Kyffin: 20
Tristain: 10
Jasno: 6
Tenebrynn: 17
Albert: 16
Antagonist: 14
Kyffin and Jasno cut down the sailor nearest them, as Tristain takes out another one. Al cuts one of the two remaining attackers on the Starling but he dances aside from the next two sweeps of the blade, Tenebrynn's air blast missing too in the melee scrum. Clearly accomplished, he follows up with a swing of the flail that nearly catches Al full in the face, the old man getting up an arm to block just in time! 11 hp
The shortest sailor, meanwhile, rushes around the cabin, closing in on Tristain.
On the Bloodwind, the apparent bosun continues to wait, while the captain concentrates for a moment, his sword glowing briefly, and then throws another ball of acid at Kyffin another 1 hp. The remaining sailor, having freed himself from the web, tosses a javelin toward the half-orc, but a sticky strand still attached to it causes it to take a sharp left into the water.
Air Blast: 1d20 + 10 ⇒ (1) + 10 = 11for: 4d6 + 8 ⇒ (3, 6, 2, 2) + 8 = 21
Orange: 1d20 + 9 ⇒ (20) + 9 = 29
1d10 + 3 ⇒ (8) + 3 = 11
1d20 + 4 ⇒ (5) + 4 = 9
Orange crit?: 1d20 + 9 ⇒ (6) + 9 = 15
1d10 + 3 ⇒ (8) + 3 = 11
Red javelin: 1d20 + 6 ⇒ (2) + 6 = 8
Ranged touch: 1d20 + 16 ⇒ (5) + 16 = 21
1d3 ⇒ 1
GM (shortest, but handsomest): 8
GM (red): webbed
Orange: 20

Tenebrynn |

Tenebrynn sends a bolt of lightning zipping toward the man who keeps throwing acid globs at Kyffin.
Electric Blast: 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24for: 4d6 + 6 ⇒ (3, 6, 3, 1) + 6 = 19
Waking HP: 56/94
Dreamlands HP: 56/94
Nonlethal: 6
AC: 21 (18 T / 16 FF) // 25% miss chance for ranged attacks (includes +4 from shield, +1 haste)
Fort: +13 // Ref: +10 // Will: +7 (+2 vs illusion, +4 vs mind-affecting) (includes +1 haste)
Burn Accrued: 6/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
Knacks: mage hand, mending, open/close, stabilize
Spell Slots used: 1/2
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
Shared Consciousness: +4 vs mind-affecting effects
Point Blank Shot: +1/+1
Shield (9/10): +4 to AC
Haste (2/6): +1 to hit, +1 AC & reflex, +30ft movement speed
Shaken: -2 to just about everything but AC
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

Tristain the Chalker |

Round 6
"Kyffin! Help!" Tristain says as he 5' steps back from the jerkpirate attacking him. He will spend two move equivalent actions to summon the blackboards to that jerkpirate.
1d20 + 9 ⇒ (13) + 9 = 22 to hit;
1d8 + 2 ⇒ (3) + 2 = 5 force damage.
1d20 + 9 ⇒ (8) + 9 = 17 to hit;
1d8 + 2 ⇒ (7) + 2 = 9 force damage.
HP: 49/49
AC: 13
Points: 3/5 left
Spells: Lvl 1: 6/8 left (MM*1,IllOm*0,MurdCom*0,Vanish*0) dc 17
Spells: Lvl 2: 6/8 left (ReEn*0,SpirW*2,Sugg*0) dc 18
Spells: Lvl 3: 5/6 left (ForPun*0, MagVest*1,DazeMM,Haste*0) dc 19Spells: Lvl 4 2/4 left (Guard*2,MindThrust*0) dc 20
Cure Used: 0/2 used
Rod of Reach: 1/3 used
"gad-ZOOKS!”
Wand of Magic Missile (5): 0/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+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+11[/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 19 will)

Kyffin Rhees |

Round 8
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/7h), Water Walk (1/10m), Bulls Strength (1/8m), Invisibility Purge (1/8m), Divine Favor (9/10r), Hasted, Sacred Armor (8/10r), Shaken
Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
Blessings (7/7, su, DC 16) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (6/6, su, sw, DC 16, 3d6)
Sacred Weapon (6/8r, su, sw, +2)
Sacred Armor (7/8m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 8, Concentration +10)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15): Dispel Magic,
Kyffin very nearly makes the leap onto the other ship, until he hears his name called out in terror by Tristain. He glances his way and sees one of the enemy battling the poor man. He rushes over to assist! "Coming!"
Scimitar (magic): 1d20 + 10 + 4 ⇒ (12) + 10 + 4 = 26 (bull, favor, haste, shaken) damage: 1d8 + 11 + 5 ⇒ (1) + 11 + 5 = 17 (bull, favor)
(Invisibility Purge to 40’)

Albert Hazred |

Albert unloads another flurry of attacks against the remaining sailor...
curve blade, power attack: 1d20 + 13 - 3 + 1 ⇒ (2) + 13 - 3 + 1 = 13
damage: 1d10 + 3 + 9 ⇒ (1) + 3 + 9 = 13
curve blade, power attack, haste: 1d20 + 13 - 3 + 1 ⇒ (5) + 13 - 3 + 1 = 16
damage: 1d10 + 3 + 9 ⇒ (8) + 3 + 9 = 20
curve blade, power attack: 1d20 + 8 - 3 + 1 ⇒ (5) + 8 - 3 + 1 = 11
damage: 1d10 + 3 + 9 ⇒ (6) + 3 + 9 = 18
...and continues to wipe dirt on his wounds.
Dirt On It: 5d6 ⇒ (1, 2, 6, 4, 3) = 16

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

Tristain: 10
Kyffin: 20
Jasno: 6
Tenebrynn: 17
Albert: 16
Antagonist: 14
Tristain and Kyffin turn their attention to the short -- but devilishly handsome -- sailor, who staggers back for a moment under the assault. He manages to regain his footing, however, before Jasno can arrive. Seeing the half-orc as the greatest threat, he swings at him, but Kyffin ably defends himself.
Elsewhere on the Starling, Al struggles with his foe, unable to land a blow, though he manages to avoid any cuts himself.
Tenebrynn blasts the captain -- who sidesteps the attack! He gestures to the bosun -- and she takes to the sky, launching herself at the gnome! Tenebrynn barely manages to avoid the woman's touch as she rakes her clawed hand at her.
Still on the deck of the Bloodwind, the remaining sailor launches a javelin at Tristain's back, while the captain sends acid toward Al 2 hp.
Shortest: 1d20 + 9 ⇒ (3) + 9 = 12
Shortest: 1d20 + 4 ⇒ (18) + 4 = 22
Orangest: 1d20 + 9 ⇒ (6) + 9 = 15
Orangest: 1d20 + 4 ⇒ (14) + 4 = 18
Red: 1d20 + 6 ⇒ (6) + 6 = 12
Acid: 1d20 + 16 ⇒ (14) + 16 = 30
1d3 ⇒ 2
Bad touch: 1d20 + 6 ⇒ (11) + 6 = 17
GM (shortest, but handsomest): 39
GM (red): webbed
Orange: 20

Tristain the Chalker |

Round 7
Tristain took a 5' step back last turn.
Tristain's chalkboards continue to attack the handsome sailor.
1d20 + 9 ⇒ (19) + 9 = 28 to hit;
1d8 + 2 ⇒ (5) + 2 = 7 force damage.
1d20 + 4 ⇒ (7) + 4 = 11 to hit;
1d8 + 2 ⇒ (8) + 2 = 10 force damage.
1d20 + 9 ⇒ (9) + 9 = 18 to hit;
1d8 + 2 ⇒ (2) + 2 = 4 force damage.
1d20 + 4 ⇒ (6) + 4 = 10 to hit;
1d8 + 2 ⇒ (1) + 2 = 3 force damage.
Taking another 5' step back, he casts a Magic Missile at the foe attacking Tenebrynn.
5d4 + 5 ⇒ (3, 4, 3, 4, 3) + 5 = 22 force damage
HP: 49/49
AC: 13
Points: 3/5 left
Spells: Lvl 1: 5/8 left (MM*3,IllOm*0,MurdCom*0,Vanish*0) dc 17
Spells: Lvl 2: 6/8 left (ReEn*0,SpirW*2,Sugg*0) dc 18
Spells: Lvl 3: 5/6 left (ForPun*0, MagVest*1,DazeMM,Haste*0) dc 19Spells: Lvl 4 2/4 left (Guard*2,MindThrust*0) dc 20
Cure Used: 0/2 used
Rod of Reach: 1/3 used
"gad-ZOOKS!”
Wand of Magic Missile (5): 0/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+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+11[/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 19 will)

Tenebrynn |

A 24 missed the captain’s touch AC? Gadzooks!
Tenebrynn dips down out of the bosun’s reach and sends a jolt of lightning at her after Tristain’s Magic’s slam into her.
Electric Blast (ranged touch): 1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25for: 4d6 + 7 ⇒ (2, 3, 3, 5) + 7 = 20
Fly down 10ft, will provoke, then blast!
Waking HP: 56/94
Dreamlands HP: 56/94
Nonlethal: 6
AC: 21 (18 T / 16 FF) // 25% miss chance for ranged attacks (includes +4 from shield, +1 haste)
Fort: +13 // Ref: +10 // Will: +7 (+2 vs illusion, +4 vs mind-affecting) (includes +1 haste)
Burn Accrued: 6/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
Knacks: mage hand, mending, open/close, stabilize
Spell Slots used: 1/2
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
Shared Consciousness: +4 vs mind-affecting effects
Point Blank Shot: +1/+1
Shield (10/10): +4 to AC
Haste (3/6): +1 to hit, +1 AC & reflex, +30ft movement speed
Shaken: -2 to just about everything but AC
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

Jasno Drakemaul |

Round 9
Seeing the captain stand amidst the onslaught, Jasno casts bungle at him.

Kyffin Rhees |

Round 9
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/7h), Water Walk (1/10m), Bulls Strength (1/8m), Invisibility Purge (1/8m), Divine Favor (10/10r), Hasted, Sacred Armor (9/10r), Shaken
Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
Blessings (7/7, su, DC 16) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (6/6, su, sw, DC 16, 3d6)
Sacred Weapon (6/8r, su, sw, +2)
Sacred Armor (7/8m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 8, Concentration +10)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15): Dispel Magic,
Kyffin focuses on the bastard attacking Tristain (if he’s not already chalkboarded to death).
Scimitar (magic): 1d20 + 10 + 4 ⇒ (19) + 10 + 4 = 33 (bull, favor, haste, shaken) damage: 1d8 + 11 + 5 ⇒ (1) + 11 + 5 = 17 (bull, favor)
critthreat Scimitar (magic): 1d20 + 10 + 4 ⇒ (5) + 10 + 4 = 19 (bull, favor, haste, shaken) damage: 1d8 + 11 + 7 ⇒ (4) + 11 + 7 = 22 (bull, favor, 2hp fire)
Scimitar (magic): 1d20 + 10 + 4 ⇒ (10) + 10 + 4 = 24 (bull, favor, haste, shaken) damage: 1d8 + 11 + 5 ⇒ (1) + 11 + 5 = 17 (bull, favor)
Scimitar (magic): 1d20 + 5 + 4 ⇒ (17) + 5 + 4 = 26 (bull, favor, haste, shaken) damage: 1d8 + 11 + 5 ⇒ (8) + 11 + 5 = 24 (bull, favor)
hasted Scimitar (magic): 1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31 (bull, favor, haste, shaken) damage: 1d8 + 11 + 5 ⇒ (7) + 11 + 5 = 23 (bull, favor)
If instead, the man is down (or goes down on the first swing), he’ll move toward the captain in the tricorn hat.
(Invisibility Purge to 40’)

Albert Hazred |

Al curses as the sailor dodges his strikes and launches another set of attacks...
curve blade, power attack: 1d20 + 13 - 3 + 1 ⇒ (4) + 13 - 3 + 1 = 15
damage: 1d10 + 3 + 9 ⇒ (8) + 3 + 9 = 20
curve blade, power attack, haste: 1d20 + 13 - 3 + 1 ⇒ (18) + 13 - 3 + 1 = 29
damage: 1d10 + 3 + 9 ⇒ (9) + 3 + 9 = 21
curve blade, power attack: 1d20 + 8 - 3 + 1 ⇒ (4) + 8 - 3 + 1 = 10
damage: 1d10 + 3 + 9 ⇒ (6) + 3 + 9 = 18
...and one of the flailing attacks lands well.
crit confirm, curve blade, power attack, haste: 1d20 + 13 - 3 + 1 ⇒ (3) + 13 - 3 + 1 = 14
damage: 1d10 + 3 + 9 ⇒ (4) + 3 + 9 = 16

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

Sorry, didn't realize that was a touch attack; should've doublechecked. It did hit -- but it didn't seem to hurt him at all!
Tristain: 10
Kyffin: 20
Jasno: 6
Tenebrynn: 17
Albert: 16
Antagonist: 14
Tristain's magic batters the short sailor, marring his beautiful face, before Kyffin cuts him down, and then leaps across the gunwales to the other ship, where the captain and the remaining sailor there move to attack. Jasno also turns his attention to the captain, who ignored his spell. Kyffin's able to fend off the one attacker on the stairs, but the captain moves like a blur, stepping in and taking advantage of every distraction the other sailor provides to carve gaping wounds into the half-orc. Kyffin doesn't even have time to feel the pain before his form slumps to the ground, and fades away into nothingness! 102 hp total; Kyffin, you can give me a Will save, please.
On the Starling, Al continues to battle the remaining attacking sailor, who withstands his own wounds to deliver to bloody flail hits to the old man. 17 hp total
Above, the bosun shudders as Tristain's magic hits her, but still swipes at Tenebrynn's retreating form -- missing again! She blasts it, but much of the electricity seems to just pass through her form. Turning her attention to the source of the missiles, the creature dives down to drive her hand through his chest. It burns slightly, but he also feels suddenly far weaker. 2 hp negative energy, plus 3 Con drain
AoO: 1d20 + 6 ⇒ (1) + 6 = 7
Touch-a touch-a touch-Tristain: 1d20 + 6 ⇒ (16) + 6 = 22
2d6 ⇒ (2, 1) = 3
Orange: 1d20 + 9 ⇒ (15) + 9 = 24
1d10 + 3 ⇒ (6) + 3 = 9
Orange: 1d20 + 4 ⇒ (19) + 4 = 23
1d10 + 3 ⇒ (5) + 3 = 8
Crit?: 1d20 + 4 ⇒ (5) + 4 = 9
Red: 1d20 + 9 + 3 ⇒ (11) + 9 + 3 = 23
Captain Will: 1d20 + 8 ⇒ (14) + 8 = 22
Strike: 1d20 + 17 + 3 ⇒ (11) + 17 + 3 = 31
1d6 + 7 + 5d6 ⇒ (3) + 7 + (6, 3, 4, 2, 3) = 28
Strike: 1d20 + 12 + 3 ⇒ (7) + 12 + 3 = 22
Strike: 1d20 + 7 + 3 ⇒ (18) + 7 + 3 = 28
1d6 + 7 + 5d6 ⇒ (5) + 7 + (5, 4, 1, 2, 3) = 27
1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
1d6 + 2 + 5d6 ⇒ (3) + 2 + (4, 3, 5, 6, 2) = 25
1d6 ⇒ 6
1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
1d4 + 2 + 5d6 ⇒ (2) + 2 + (5, 6, 4, 1, 2) = 22
GM (red):
Orange: 41
Bosun: 32
Captain:

Kyffin Rhees |

Round 10
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/7h), Water Walk (2/10m), Bulls Strength (2/8m), Invisibility Purge (2/8m), Hasted, Sacred Armor (10/10r), Shaken
Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
Blessings (7/7, su, DC 16) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (6/6, su, sw, DC 16, 3d6)
Sacred Weapon (6/8r, su, sw, +2)
Sacred Armor (7/8m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 8, Concentration +10)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15): Dispel Magic,
Kyffin goes from near max to -37 in one rounds attacks. Ouch!
Kyffin crumples to the ground, his blade falling from his hand once again - though this time it’s his favorite blade he’s losing as he dies.
Will: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21 (shaken)

Tristain the Chalker |

Round 8
Tristain 5' steps to the left while commanding both chalkboards to attack the burny drainy guy.
1d20 + 9 ⇒ (7) + 9 = 16 to hit;
1d8 + 2 ⇒ (4) + 2 = 6 force damage.
1d20 + 9 ⇒ (7) + 9 = 16 to hit;
1d8 + 2 ⇒ (2) + 2 = 4 force damage.
HP: 49/49 -2 3 con
AC: 13
Points: 3/5 left
Spells: Lvl 1: 5/8 left (MM*3,IllOm*0,MurdCom*0,Vanish*0) dc 17
Spells: Lvl 2: 6/8 left (ReEn*0,SpirW*2,Sugg*0) dc 18
Spells: Lvl 3: 5/6 left (ForPun*0, MagVest*1,DazeMM,Haste*0) dc 19Spells: Lvl 4 2/4 left (Guard*2,MindThrust*0) dc 20
Cure Used: 0/2 used
Rod of Reach: 1/3 used
"gad-ZOOKS!”
Wand of Magic Missile (5): 0/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+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+11[/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 19 will)

Albert Hazred |

Albert continues his ineffective battle against the sailor.
curve blade, power attack: 1d20 + 13 - 3 + 1 ⇒ (3) + 13 - 3 + 1 = 14
damage: 1d10 + 3 + 9 ⇒ (5) + 3 + 9 = 17
curve blade, power attack: 1d20 + 13 - 3 + 1 ⇒ (7) + 13 - 3 + 1 = 18
damage: 1d10 + 3 + 9 ⇒ (7) + 3 + 9 = 19
curve blade, power attack: 1d20 + 8 - 3 + 1 ⇒ (18) + 8 - 3 + 1 = 24
damage: 1d10 + 3 + 9 ⇒ (3) + 3 + 9 = 15
possible crit, curve blade, power attack: 1d20 + 8 - 3 + 1 ⇒ (18) + 8 - 3 + 1 = 24
damage: 1d10 + 3 + 9 ⇒ (3) + 3 + 9 = 15

Jasno Drakemaul |

Round 10
Jasno readies windy escape before he moves toward the captain (5 ft step).

Tenebrynn |

Tenebrynn gasps as Kyffin vanishes in numerous arcs of blood and then a cloud of dust. ”Kyffin!” Her gasp turns to a frown as she sees the bosun tangling with Tristain and with a groan and a sigh, she keeps focusing on that threat. With a huff, she grumbles, ”Don’t get the wrong idea here, Tristain.” The little gnome then sends another bolt toward the flying bosun.
Empowered Electric Blast (ranged touch): 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24for: 6d6 + 6 ⇒ (1, 4, 3, 1, 6, 1) + 6 = 22
move action: gather power
standard action: blasty blast!
Waking HP: 56/94
Dreamlands HP: 56/94
Nonlethal: 6
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks (includes +1 haste)
Fort: +13 // Ref: +10 // Will: +7 (+2 vs illusion, +4 vs mind-affecting) (includes +1 haste)
Burn Accrued: 6/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
Knacks: mage hand, mending, open/close, stabilize
Spell Slots used: 1/2
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
Shared Consciousness: +4 vs mind-affecting effects
Point Blank Shot: +1/+1
Haste (4/6): +1 to hit, +1 AC & reflex, +30ft movement speed
Shaken: -2 to just about everything but AC
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

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

He faded away, as folks have when you were in the Dreamlands.
Also, Tris, I screwed up last round; you can attempt a DC 17 Fort save to negate the Con drain
Tristain: 10
Kyffin: 20
Jasno: 6
Tenebrynn: 17
Albert: 16
Antagonist: 14
Tristain finds himself with little space to retreat as the chalkboards swing at the incorporeal creature to little effect two misses. Tenebrynn's blast is more effective, but again, much of it merely passes through the creature. Still, it reaches out again toward the scholar, who manages to duck away from one hand, but not the other. 2 hp, plus need a DC 17 Fort save or 2 Con damage
Al finally finds his footing and cuts down the enemy sailor, while the captain and remaining sailor on the Bloodwind prepare again for anyone to try to board it. Both still strike out toward Al, the sailor launching his final javelin and the captain another blob of acid. 3 points acid damage
Red javelin: 1d20 + 6 ⇒ (12) + 6 = 18
Ranged touch: 1d20 + 16 ⇒ (13) + 16 = 29
1d3 ⇒ 3
Bosun: 1d20 + 6 ⇒ (5) + 6 = 11
Bosun: 1d20 + 6 ⇒ (13) + 6 = 19
2d6 ⇒ (2, 2) = 4
GM (red):
Bosun: 43
Captain:
Jasno, not quite sure what you wanted there. A 5-foot step still leaves you pretty far away from the captain, and windy escape is an immediate action, so you still have both a move and standard action from the previous round if you want to take them.

Albert Hazred |

Albert moves ahead of Tristain protecting the young scholar and slashes at the ghostly bosun.
curve blade, power attack: 1d20 + 13 - 3 + 1 ⇒ (5) + 13 - 3 + 1 = 16
damage: 1d10 + 3 + 9 ⇒ (9) + 3 + 9 = 21

Jasno Drakemaul |

Round 10 Clarification
Jasno closes distance to the captain, but makes sure to not get so close that he risks attack approaching. So just outside captain's reach.
Trying to move close enough to the captain to not get attacked immediately, but be a distraction.

Tristain the Chalker |

Round 9
Tristain 5' steps to the left while commanding both chalkboards to attack the burny drainy guy.
1d20 + 9 ⇒ (10) + 9 = 19 to hit;
1d8 + 2 ⇒ (6) + 2 = 8 force damage.
1d20 + 4 ⇒ (13) + 4 = 17 to hit;
1d8 + 2 ⇒ (1) + 2 = 3 force damage.
1d20 + 9 ⇒ (1) + 9 = 10 to hit;
1d8 + 2 ⇒ (2) + 2 = 4 force damage.
1d20 + 4 ⇒ (16) + 4 = 20 to hit;
1d8 + 2 ⇒ (7) + 2 = 9 force damage.
And if the creature is still up, Tristain will offer a magic missile as well.
5d4 + 5 ⇒ (3, 1, 3, 3, 1) + 5 = 16 force damage
HP: 49/49 -2-2 2 con
AC: 13
Points: 3/5 left
Spells: Lvl 1: 4/8 left (MM*4,IllOm*0,MurdCom*0,Vanish*0) dc 17
Spells: Lvl 2: 6/8 left (ReEn*0,SpirW*2,Sugg*0) dc 18
Spells: Lvl 3: 5/6 left (ForPun*0, MagVest*1,DazeMM,Haste*0) dc 19
Spells: Lvl 4 2/4 left (Guard*2,MindThrust*0) dc 20
Cure Used: 0/2 used
Rod of Reach: 1/3 used
"gad-ZOOKS!”
Wand of Magic Missile (5): 0/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+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+11[/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 19 will)

Kyffin Rhees |

Kyffin wakes up with a start and looks to the others. No one else seems to be awake, so he waits a moment, still hoping for success. He’ll position himself to start waking people up, but he’ll wait for another to come to, and let him know what’s going on in the fight. He won’t ruin their chances by randomly waking folks.
So this round, I’ll get up and move into position.
- - -