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Linguistics: 1d20 + 15 ⇒ (12) + 15 = 27
Barbo examines the Iobaran closely, taking notes.
Linguistics: 1d20 + 15 ⇒ (11) + 15 = 26
Upon entry to the room, he stares at the ceiling. "When the two pretenders' heads tear at one another, their blood shall ignite the fires of the Second Dragon's return." He frowns. "Well, I suppose this whole mess makes a lot more sense now. Stupid prophesies." He draws a magic rod from his bag, slowly.
I have Calm Emotions but that would probably just delay the inevitable.

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Unsure if the team would want to pursue a peaceful course of action, the archer stands at the ready.
Perception: 1d20 + 25 ⇒ (19) + 25 = 44
Sense Motive: 1d20 + 23 ⇒ (10) + 23 = 33

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Willem, somewhat recovered from his encounter with the spores decides that words might work better than blades here. "What the Marquise means to say is that we have come here to end this feud and restore peace to the land for all involved. If you are going to hinder that, we will have little choice but to stop you."
Aid Diplomacy: 1d20 + 13 ⇒ (19) + 13 = 32

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History: 1d20 + 13 ⇒ (17) + 13 = 30
Linguistics: 1d20 + 21 ⇒ (2) + 21 = 23
Linguistics: 1d20 + 21 ⇒ (15) + 21 = 36
Local: 1d20 + 14 ⇒ (5) + 14 = 19
Arcana: 1d20 + 16 ⇒ (11) + 16 = 27
Uzziah also detects as evil.
Uzziah bursts out laughing at Maxime's words. "Surrender to her justice? Who's to say that the dragon doesn't have just claim on this place?" he says as he walks forward
Diplomacy the head cyclops (to stall): 1d20 + 18 ⇒ (14) + 18 = 32
Casting
Casting Time 1 standard action
Components V, M (a snake's tongue and a honeycomb)
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 hour/level or until completed
Saving Throw Will negates; Spell Resistance yes
Description
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
Suggestion: Do me no harm for the foreseeable future
Bluff to cover up casting: 1d20 + 20 ⇒ (18) + 20 = 38
Prerequisites: Deceitful, Spell Focus (enchantment).
Benefit: When you cast an enchantment spell or use an enchantment spell-like ability to influence a creature’s attitude or actions and the foe negates the spell with a successful Will save, she has a 50% chance not to notice that she just succeeded at a saving throw (she still can attempt to identify your spell or spell-like ability as normal). If the foe fails the saving throw or is otherwise affected by the spell, the Sense Motive DC to notice she is under the effects of an enchantment increases by 5.
Normal: Anyone who successfully saves against a spell notices the mental intrusion automatically.
50>don't notice they saved against: 1d100 ⇒ 42

GM Pendrak |

I am Maxime Chanteclerc de Hénin, Marquise of Beauregard and follower of Iomedae. You claim this place as your temple, but Iomedae's light will shine on this place.
I will give you only one chance to surrender to Her justice.
We will stop the infighting and bring peace and hope on these lands. The Dragon will not raise again.
Surrender, or Die.She says as she points her sword toward the half dragon Cyclop.
"I am Ismene, the inheritor of the Firespeakers’ legacy and herald of the Second Dragon. It is my divine mandate to usher in the Dragon’s return. He conquered this land once, and will return and conquer it again: the dragon wearing the skin of mortal man. He shall arise and punish these people for forgetting their place and we, his true and loyal subjects, will be at his side to carry out his justice."
"What the Marquise means to say is that we have come here to end this feud and restore peace to the land for all involved. If you are going to hinder that, we will have little choice but to stop you."
"Orlovsky, Surtova, they are merely the tinder to the coming inferno. We sparked the flame from under them, and now we wait and watch them burn. This feud was long foreseen in our ancestor’s visions; we only hastened along the inevitable with simple whispers and witchery."
Uzziah bursts out laughing at Maxime's words. "Surrender to her justice? Who's to say that the dragon doesn't have just claim on this place?" he says as he walks forward
"Yes, your words are wise, elf," says the cyclops, as she watches Uzziah move forward. But then she seems to notice with her single, keen eye, that the psychic is up to something. "Wait, he is casting some sort of spell..." she says, but then her eyes glaze over slightly. "Kill them all, except for this one," she says to her followers, pointing at Uzziah.
The two women below do not react immediately, and instead babble incoherently, clearly still intoxicated, as they sway at the foot of the waterfall.
Ismene, Perception check: 1d20 + 26 ⇒ (20) + 26 = 46
Tarn, Perception check: 1d20 + 1 ⇒ (14) + 1 = 15
Seeress 2, Perception check: 1d20 + 1 ⇒ (15) + 1 = 16
Ismene, Will save vs. suggestion: 1d20 + 12 ⇒ (2) + 12 = 14
Glorne: 1d20 + 2 ⇒ (2) + 2 = 4
Barbo: 1d20 + 8 ⇒ (3) + 8 = 11
Bo: 1d20 + 8 ⇒ (1) + 8 = 9
Willem: 1d20 + 6 ⇒ (11) + 6 = 17
Maxime: 1d20 + 1 ⇒ (15) + 1 = 16
Uzziah: 1d20 - 1 ⇒ (6) - 1 = 5
Πολυμάθεια: 1d20 + 3 ⇒ (10) + 3 = 13
Ismene: 1d20 ⇒ 10
Mad Seeresses: 1d20 + 6 ⇒ (14) + 6 = 20
Surprise Round Uzziah ([i]suggestion)[/i]
Round One Seeresses (tripping balls), Willem (up), Maxime (up), Πολυμάθεια (up), Barbo (up), Ismene (not yet up), Bo (not yet up), Uzziah (not yet up), Glorne (not yet up)
How long does the archon stay around?
Willem, Maxime, Πολυμάθεια, and Barbo may act.

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Barbo nods. "Unsurprising, but disappointing nonetheless." He raises the staff into the air while waving his other hand and mutters a key phrase. A ball of shining motes of dust spins into existence and the old man thrusts it at the dragon! The glitter explodes outwards, covering all three of the foes. Glitterdust, DC 18 will save or be blinded for 12 rounds.

GM Pendrak |

As the dust covers the cyclops and her henchwomen, you see that only one of the human women seems to be effected. She rubs her eyes and reaches around, confused.
Ismene, Will save vs. glitterdust: 1d20 + 12 ⇒ (9) + 12 = 21
Blue (Tarn), Will save vs. glitterdust: 1d20 + 8 ⇒ (15) + 8 = 23
Red, Will save vs. glitterdust: 1d20 + 8 ⇒ (3) + 8 = 11
Surprise Round Uzziah ([i]suggestion)[/i]
Round One Seeresses (tripping balls), Barbo (glitterdust), Willem (up), Maxime (up), Πολυμάθεια (up), Ismene (not yet up), Bo (not yet up), Uzziah (not yet up), Glorne (not yet up)
Willem, Maxime, and Πολυμάθεια (if the archon is still around) may act.

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It will stay until we finish to explore the dungeon.
Πολυμάθεια moves closer to Maxime and casts Aid on her.
Temp HP: 1d8 + 5 ⇒ (6) + 5 = 11
Then Maxime challenge the half-dragon. Smite Evil, +3AC
May the Inheritor judge your soul and give us victory!
and moves closer after casting a spell. Divine Favor

GM Pendrak |

Botting Willem.
More cautious after his flirt with death in the previous bout, Willem advances with a keen eye to his own self-defense.
Move 20' and take a total defense.
"Fools," cries Ismene the cyclops, and she leaps from the waterfall, using her massive wings to slowly descend and land before Maxime and Willem.
"Burn in the cleansing fire of the Dragon!" She murmurs a few arcana syllables in Cyclops and waves her hands, and a cone of searing flame shoots from her fingertips, engulfing Maxime, Willem, and the codex archon. She laughs, and more heat seems to exude like an aura from her very skin, again singeing Willem and Maxime.
Ismene casts burning hands.
burning hands: 5d4 ⇒ (2, 2, 4, 2, 2) = 12
rounds of being on fire: 1d4 ⇒ 4
heat aura: 3d4 ⇒ (1, 1, 2) = 4
Surprise Round Uzziah (suggestion)
Round One Seeresses (tripping balls), Barbo (glitterdust), Willem (moved and total defense), Maxime (moved and divine favor), Πολυμάθεια (moved and aid), Ismene (burning hands), Bo (up), Uzziah (up), Glorne (up)
Round Two Seeresses (not yet up), Barbo (not yet up), Willem (not yet up), Maxime (not yet up), Πολυμάθεια (not yet up), Ismene (not yet up), Bo (not yet up), Uzziah (not yet up), Glorne (not yet up)
Maxime, Willem, and Πολυμάθεια need to make a DC 18 Reflex save to try to dodge the cone of fire. If they succeed they each take 6 points of damage; if they fail they each take 12 points of damage and catch on fire for 4 rounds. If you catch fire, you can extinguish it as a move action with a DC 18 Reflex save (dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire). Then Willem and Maxime need to make another DC 17 Reflex save against the heat aura. If they succeed they take 6 points of damage; if they fail they take 3 points of damage.
I'm only slightly put out that Ismene wasn't able to drop a fireball on all y'all, but Uzziah's spell prevented it entirely. I hope I did everything right with your spellcasting, Uzziah, there are a lot of moving parts when you cast your enchantments.
Bo, Uzziah, and Glorne may act.

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The Archon has SR16 if it matters
Reflex Archon DC18: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Reflex Maxime DC18: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30 use the guidance bonus given by Gamin
Reflex Maxime DC17: 1d20 + 10 ⇒ (14) + 10 = 24
Both Πολυμάθεια and Maxime dodge the worst of the attack.
Is that all you can do?
Spellcraft: 1d20 + 5 ⇒ (6) + 5 = 11

GM Pendrak |

Despite its spell resistance, the spell seems to affect the codex archon just the same.
Ismene, caster level check: 1d20 + 7 ⇒ (20) + 7 = 27

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Glorne laughs as he moves..."Fire? Fire is no fun, Cold is best."....then he raises his hand, the cool, pale mist from around his body flares up, then a blast of pure cold bursts forth...
ranged Touch vs. Ismene: 1d20 + 5 + 1 + 1 ⇒ (16) + 5 + 1 + 1 = 23
possible COLD damage vs. Ismene: 3d6 + 2 + 1 + 2 ⇒ (2, 2, 4) + 2 + 1 + 2 = 13
Spell Resistance check vs. Ismene: 1d20 + 5 ⇒ (11) + 5 = 16
NOTE: Applying Point-Blank and Precise Shot feats, and Elemental Overflow. I did not apply Inspiration as I couldn't tell if it was up.
Also: Cold Blast(SP)(range touch; 3d6+1/2 con; 30'; All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction; SR applies to cold blast.)

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Yes, mostly right. Though it mattered little, the Bluff to conceal casting is opposed by Sense Motive. As I said though it made little difference.
Uzziah breaks into his wicked grin as he surveys the battlefield. (Begins casting Deep Slumber)
Bluff to conceal casting: 1d20 + 20 ⇒ (17) + 20 = 37

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Not certain which ammunition might be best, the archer takes a moment to cast a spell to ensure his arrows hit with greater force.
Casting Gravity Bow

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Reflex v. Fire: 1d20 + 3 ⇒ (1) + 3 = 4
Reflex v. Heat: 1d20 + 3 ⇒ (12) + 3 = 15
Ouch... 15 damage and on fire...
Caution not working for him Willem decides he is going to charge the cyclops, but instead becomes preoccupied with the flames surrounding him. He rolls to the ground and attempts to douse them with the weight of his armor.
Stop Drop and Roll: 1d20 + 3 ⇒ (20) + 3 = 23
And a standard to get back up..

GM Pendrak |

The Pathfinders begin preparing themselves with spells, save Glorne who fires off an ice blast that takes the draconic cyclops full in the chest. Ismene roars.
Behind her the two human women seem to recover their senses, and begin casting spells of their own, albeit one of them blindly.
The one who can see is casting confusion.
The other is casting haste.
Red, Will save vs. glitterdust: 1d20 + 8 ⇒ (2) + 8 = 10
Surprise Round Uzziah (suggestion)
Round One Seeresses (tripping balls), Barbo (glitterdust), Willem (moved and total defense), Maxime (moved and divine favor), Πολυμάθεια (moved and aid), Ismene (burning hands), Bo (gravity bow), Uzziah (started casting), Glorne (ice blast)
Round Two Seeresses (cast spells), Barbo (up), Willem (put out fire), Maxime (up), Πολυμάθεια (up), Ismene (not yet up), Bo (not yet up), Uzziah (not yet up), Glorne (not yet up)
Round Three Seeresses (not yet up), Barbo (not yet up), Willem (put out fire), Maxime (not yet up), Πολυμάθεια (not yet up), Ismene (not yet up), Bo (not yet up), Uzziah (not yet up), Glorne (not yet up)
Ismene- 13 damage
Red- blind for 11 rounds
Everyone but Barbo needs to make a DC 16 Will save or be confused for 8 rounds.
Barbo, Maxime, and Πολυμάθεια may act.

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Spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13
Spellcraft: 1d20 + 10 ⇒ (10) + 10 = 20
"Haste, huh? I enjoyed that class as well, at the academy. " He shrugs and waves his left hand, the other still holding his staff. "Quiet now, we've already heard that one. " He looks to Willem and calls out, "Sorry, buddy! " Then he snaps his fingers and Willem hears... nothing.
Casting Silence, at a point in space, with the Extend Rod. Casting time is 1 round. It will last 10 rounds. I don't think they get a Will save. But if they do, its DC 18.
I really hope Willem doesn't need verbal to challenge... It looks like he doesn't.

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Spellcraft 1: 1d20 + 17 ⇒ (13) + 17 = 30
Spellcraft 2: 1d20 + 17 ⇒ (2) + 17 = 19
Will: 1d20 + 10 ⇒ (10) + 10 = 20
So, for one, Silence's 1 round cast time means that you haven't finished casting it (just like my Deep Slumber). You finish casting it as of the beginning of your nest turn. Two, silence is a great spell because you can select a point in space and, as such, it does not allow for Will saves (though it does allow for SR).
I know it isn't my turn yetm but my actions are very unlikely to change.
Upon release of his psychic energy the two human women feel sleepy.
(DC 24 will or fall asleep. It'll affect red first, then blue. It affects a max of 10 HD.)
Uzziah then secretly begins gathering psychic power again. (Begin casting Deep Slumber again)
Bluff to conceal casting: 1d20 + 20 ⇒ (1) + 20 = 21

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Will (Archon): 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 @GM don't forget its SR16 ;-)
Will (Maxime): 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
Spellcraft (Archon): 1d20 + 11 ⇒ (18) + 11 = 29
Spellcraft (Archon): 1d20 + 11 ⇒ (4) + 11 = 15
Spellcraft (Maxime): 1d20 + 5 ⇒ (14) + 5 = 19
Spellcraft (Maxime): 1d20 + 5 ⇒ (10) + 5 = 15
Maxime's mind resist the confusion.
Confusion (Archon): 1d4 ⇒ 1
Πολυμάθεια realize that his under confusion and he casts calm emotion on himself!
Maxime takes a 5ft. step towards Ismene while Gamin bless her with a guidance
Feel the wrath of the Inheritor!
Smite with Gamin: 1d20 + 14 + 2 + 1 + 4 ⇒ (17) + 14 + 2 + 1 + 4 = 38
Damages: 1d8 + 13 + 2 + 9 ⇒ (1) + 13 + 2 + 9 = 25
Smite with Gamin: 1d20 + 9 + 2 + 1 + 4 ⇒ (11) + 9 + 2 + 1 + 4 = 27
Damages: 1d8 + 13 + 2 + 9 ⇒ (5) + 13 + 2 + 9 = 29

GM Pendrak |

Maxime slices at the cyclops with her legendary blade, and twice draws blood. Ismene once again roars in pain. But despite the threat in front of her, she realizes that the spellcasters in the rear are going to cause her more problems than she and her seeresses are ready to deal with, especially if they have a way of preventing the cyclops and her allies' own spellcasting. With a quick, muttered word, divine energy wreathes her body. As Ismene lifts off the ground and flies over their heads, some strange magic prevents Maxime and Willem from trying to attack the cyclops. She lands near Bo and Uzziah, and again taking special effort to remain defensive while casting she sends forth yet another gout of flame, this one engulfing Bo and the spellcasting Barbo.
Ismene, Caster level check vs. archon SR 16: 1d20 + 7 ⇒ (13) + 7 = 20
Ismene, Spellcraft vs. gravity bow, DC 16: 1d20 + 13 ⇒ (1) + 13 = 14
Ismene, Spellcraft vs. silence, DC 17: 1d20 + 13 ⇒ (5) + 13 = 18
Ismene, Spellcraft vs. calm emotions, DC 17: 1d20 + 13 ⇒ (19) + 13 = 32
Ismene, Concentration to cast grace defensively, DC 17: 1d20 + 11 ⇒ (18) + 11 = 29
Ismene, Concentration to cast burning hands defensively, DC 17: 1d20 + 11 ⇒ (8) + 11 = 19
Burning hands: 5d4 ⇒ (1, 3, 2, 2, 1) = 9
On fire: 1d4 ⇒ 3
Surprise Round Uzziah (suggestion)
Round One Seeresses (tripping balls), Barbo (glitterdust), Willem (moved and total defense), Maxime (moved and divine favor), Πολυμάθεια (moved and aid), Ismene (burning hands), Bo (gravity bow), Uzziah (started casting), Glorne (ice blast)
Round Two Seeresses (cast spells), Barbo (started casting), Willem (put out fire), Maxime (full attack), Πολυμάθεια (cast calm emotions), Ismene (cast grace, flew, and cast burning hands again), Bo (up), Uzziah (up), Glorne (up)
Round Three Seeresses (not yet up), Barbo (not yet up), Willem (put out fire), Maxime (not yet up), Πολυμάθεια (not yet up), Ismene (not yet up), Bo (not yet up), Uzziah (not yet up), Glorne (not yet up)
Ismene- 67 damage
Red- blind for 11 rounds
Bo and Barbo need to make a DC 18 Reflex save to try to dodge the cone of fire. If they succeed they each take 4 points of damage; if they fail they each take 9 points of damage and catch on fire for 4 rounds. If you catch fire, you can extinguish it as a move action with a DC 18 Reflex save (dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire).
Then Barbo needs to make a concentration check if he takes damage. The DC is 12 plus whatever damage he ends up taking.
Bo, Uzziah, and Glorne may act.

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Upon release of his psychic energy the two human women feel sleepy.
(DC 24 will or fall asleep. It'll affect red first, then blue. It affects a max of 10 HD.)Uzziah then secretly begins gathering psychic power again. (Begin casting Deep Slumber again)
Bluff to conceal casting: 1d20 + 20 ⇒ (1) + 20 = 21

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Glorne raises his hand, the cool, pale mist from around his body flares up, then a blast of pure cold bursts forth...
ranged Touch vs. Ismene: 1d20 + 5 + 1 + 1 ⇒ (13) + 5 + 1 + 1 = 20
possible COLD damage vs. Ismene: 3d6 + 2 + 1 + 2 ⇒ (2, 1, 5) + 2 + 1 + 2 = 13
Spell Resistance check vs. Ismene: 1d20 + 5 ⇒ (12) + 5 = 17
NOTE: Applying Point-Blank and Precise Shot feats, and Elemental Overflow. I did not apply Inspiration as I couldn't tell if it was up.
Also: Cold Blast(SP)(range touch; 3d6+1/2 con; 30'; All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction; SR applies to cold blast.)

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Reflex: 1d20 + 5 ⇒ (16) + 5 = 21
Barbo bends to the side to avoid the flame. "Ow!"
Concentration, DC 16: 1d20 + 13 ⇒ (16) + 13 = 29
Yet, he still maintains his casting! I attended the Absalom college of magic! You cannot distract me!

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Reflex: 1d20 + 10 ⇒ (4) + 10 = 14
So focused on his target, the monk does not even realize he has been set ablaze.
Activating his Rapture ability. Round 1 of 6. +4 morale bonus to STR & CON. 66/75 hp and on fire.
Ranged Flurry vs Ismene{PBS/DA/RA}: 1d20 + 13 ⇒ (6) + 13 = 192d6 + 12 ⇒ (3, 3) + 12 = 18
Ranged Flurry vs Ismene{PBS/DA/RA}: 1d20 + 13 ⇒ (14) + 13 = 272d6 + 12 ⇒ (3, 2) + 12 = 17
Ranged Flurry vs Ismene{PBS/DA/RA}: 1d20 + 8 ⇒ (14) + 8 = 222d6 + 12 ⇒ (1, 4) + 12 = 17
Ranged Flurry vs Ismene Ki Point {PBS/DA/RA}: 1d20 + 13 ⇒ (11) + 13 = 242d6 + 12 ⇒ (5, 5) + 12 = 22

GM Hawthwile |

Alright, let's get this show back on the road!
Quick note - I trust my players not to metagame and tend to keep my rolls for opponents out in the open. If this would be problematic for you, just give a holler.
Glorne's icy blast strikes Ismene, as does one of Bo's arrows, and the cyclops howls in pain and anger.
Red Will vs Deep Slumber (DC 24): 1d20 + 8 ⇒ (6) + 8 = 14
The blind mumbling lady in red is out like a light! Her companion in blue stares incredulously, then begins loudly and angrily telling the story of Gza'Kabik, who fell asleep in the middle of combat and was slain by a goblin warlord as she steps over to her companion and begins shaking her awake. As the lady in blue continues speaking, her spear begins to glow before bursting into flame - as does her companion's spear and Ismene's claws and mouth!
The lady in red wakes up from her companion's shaking and, using her companion's arm as a guide, slowly gets back on her feet and rubs at her eyes...
Red Will vs Glitterdust (DC 18): 1d20 + 8 ⇒ (5) + 8 = 13
...but to no avail!
Round 3! Bold may act!
Red (Blind 2/12 rounds)
Blue (Weapon Song 1/??)
Barbo
Willem
Maxime (Smiting Ismene)
Πολυμάθεια
Ismene (-97)
Bo
Uzziah
Glorne
What do you do?

GM Hawthwile |

It looks like that's the intended target, but since the spell takes 1 round to cast Barbo's been having to concentrate while Ismene tried to disrupt him from casting it. It'll go off at the start of Barbo's turn - which certainly puts a damper on those flaming spears, eh?

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"KABLAM!" is the sound that the two women would have heard, had Barbo not finished casting the Silence spell. I passed the concentration check five posts up, thankfully.
He looks at the giant cyclops and grits his teeth. Then he shakes the determination loose and regains his characteristic smile. "Look! Pretty colors!" He shakes his hands loose and conjures up a bundle of glittering sparkles, tossing them at the wall where they explode onto the dragon! DC 18 Will save or Blindness.
I think I aimed that so that only the cyclops gets hit. It's shown with the yellow circle.

GM Hawthwile |

@Barbo - I might not be reading your profile correctly, but it looks like you only prepared glitterdust once today and you've used it once to blind the lady in red earlier. Is this correct?

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Maxime moves closer to Ismene provoking and strikes!
In Iomedae's name!
Gamin: 1d20 + 14 + 2 + 1 + 4 ⇒ (13) + 14 + 2 + 1 + 4 = 34
Damages: 1d8 + 13 + 2 + 9 ⇒ (8) + 13 + 2 + 9 = 32
The Archon moves out of the reach of the powerful creature. 5ft. step

GM Hawthwile |

Botting Willem.
Willem waits, waiting to see where he can be most effective.
As the woman's story cuts off right before everyone learns if Gza'Kabik woke up in time to avoid the goblin's killing blow, the cyclops tries to keep the glitter from getting in her eye...
Will vs DC 18: 1d20 + 12 ⇒ (14) + 12 = 26
...and apparently it's easier when you only have one eye to worry about. She snarls as Maxime approaches and tries to bite her...
Bite vs AC 31: 1d20 + 23 ⇒ (8) + 23 = 31
Bite damage: 1d8 + 12 ⇒ (8) + 12 = 20
...and chews the paladin's shoulder, even as Maxime strikes back and draws blood!
Enraged, Ismene chants something quickly before opening her wings and taking to the air with such grace that none of her opponents can strike.
From the safety of the skies, she chants and points at her companions...
Dispel check vs DC 17: 20 + 7 = 27 Yep, she didn't roll that - she picked it.
...and sound rushes back into the previously silent zone! As the woman's voice fills the cavern again, the weapons of her allies burst into flame once more. Unfortunately, the Pathfinders will never know quite what happened to poor Gza'Kabik because she's made it past that part of the story.
Still on fire, Bo takes another point of (fire) damage!
Also, since I'm jumping in late on this battle, could everyone let me know in their next post how much damage their character has taken? Thanks!
Round 3! Bold may act!
Red (Blind 2/12 rounds)
Blue (Weapon Song 1/??)
Barbo (-4)
Maxime (-20, Smiting Ismene)
Πολυμάθεια
Ismene (-129, 10 ft above ground)
Willem
Bo (-10, on fire)
Uzziah
Glorne
What do you do?

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Again, upon release of his psychic energy the two human women feel sleepy.
(DC 24 will or fall asleep. It'll affect red first, then blue. It affects a max of 10 HD.)
Uzziah then secretly begins gathering psychic power, yet again. (Begin casting Deep Slumber)
Bluff to conceal casting: 1d20 + 20 ⇒ (9) + 20 = 29

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Spellcraft, DC 17: 1d20 + 10 ⇒ (16) + 10 = 26
Barbo watches the dragonic cyclops fly away with ease and sighs. Grace. Figures.
Spellcraft, DC 18: 1d20 + 10 ⇒ (2) + 10 = 12

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I was at full hit points before this fight started.
Again the monk sends a series of arrows at the cyclops.
Ranged Flurry vs Ismene{PBS/DA}: 1d20 + 12 ⇒ (5) + 12 = 172d6 + 12 ⇒ (1, 4) + 12 = 17
Ranged Flurry vs Ismene{PBS/DA}: 1d20 + 12 ⇒ (17) + 12 = 292d6 + 12 ⇒ (6, 3) + 12 = 21
Ranged Flurry vs Ismene{PBS/DA}: 1d20 + 7 ⇒ (1) + 7 = 82d6 + 12 ⇒ (6, 4) + 12 = 22

GM Hawthwile |

Red Will vs DC 24: 1d20 + 8 ⇒ (5) + 8 = 13
As her companion falls asleep again, the lady in blue becomes even more upset.
Only one of Bo's arrows strikes the cyclops above him, who roars at the insult.
Round 3! Bold may act!
Red (Asleep, Blind 2/12 rounds)
Blue (Weapon Song 1/??)
Barbo (-4)
Maxime (-20, Smiting Ismene)
Πολυμάθεια
Ismene (-150, 10 ft above ground)
Willem
Bo (-10, on fire)
Uzziah
Glorne
What do you do?

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Information in my tagline is current.
Glorne raises his hand, the cool, pale mist from around his body flares up, then a blast of pure cold bursts forth...
ranged Touch vs. Ismene: 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25
possible COLD damage vs. Ismene: 3d6 + 2 + 1 + 2 ⇒ (3, 6, 3) + 2 + 1 + 2 = 17
Spell Resistance check vs. Ismene: 1d20 + 5 ⇒ (12) + 5 = 17
NOTE: Applying Point-Blank and Precise Shot feats, and Elemental Overflow. I did not apply Inspiration as I couldn't tell if it was up.
Also: Cold Blast(SP)(range touch; 3d6+1/2 con; 30'; All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction; SR applies to cold blast.)
Glorne then moves to the South-West.

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Seeing that his companions seem to have the red woman taken care of, Willem focuses on the blue one, charging at her. "No more magic from you!", he yells.
Sword Strike: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 231d8 + 3 ⇒ (3) + 3 = 6

GM Hawthwile |

Glorne, is that saying you've taken 7 points of burn today or 0 points of burn? If you haven't taken any burn, then Elemental Overflow isn't in effect. If you've taken 7 points of burn, then you've taken 35 points of non-healable non-lethal damage - is this reflected in your stat bar?
Also, has everyone rolled for boons?
Both Glorne and Willem strike their targets! The lady in blue glares at Willem and tells her story about a magpie sleeping through the harvest and starving to death in the winter very loudly to her companion as she shakes her awake again.
The lady in red is equally grumpy from having been shaken awake for the second time in the span of seconds. She clambers to her feet, then also begins telling a story about a bird that nagged all its children into abandoning it in the winter. She tries again to rub the glitter out of her eyes...
Red Will vs DC 18: 1d20 + 8 ⇒ (19) + 8 = 27
...and crows victoriously as her sight returns!
Meanwhile, this new story seems to bring something unnatural with it. Wisps of spirits begin flitting around the three women, and two of them lash out at Willem!
Red Spirit vs AC 21: 1d20 + 9 ⇒ (7) + 9 = 16
Negative energy damage: 1d4 + 3 ⇒ (2) + 3 = 5
Blue Spirit vs AC 21: 1d20 + 9 ⇒ (6) + 9 = 15
Negative energy damage: 1d4 + 3 ⇒ (3) + 3 = 6
Neither connect, but all three women are still surrounded by wisps of spirits as the lady in red's story continues.
Round 4! Bold may act!
Red (Weapon Song 1/??)
Blue (-6, Weapon Song 1/??)
Barbo (-4)
Maxime (-20, Smiting Ismene)
Πολυμάθεια
Ismene (-167, 10 ft above ground)
Willem
Bo (-10, on fire)
Uzziah
Glorne
What do you do?

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Adjusted status bar. I have taken 7 out of my maximum 7 burn today. I have 35 non-healable, non-lethal damage currently until my character can sleep 8 hours. I currently have 4 HP of normal(lethal) damage.

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For some reason it won't let me post my boon roll in the Discussion tab. Just preview it. But it was an 8, so don't worry about me!.
Barbo turns to the empty air behind him. "Jeeves, my wand. No, not that wand. The other. Incompetent oaf." He plucks one of the wands which has been floating behind, following him, and holds it aloft. "A bit blunt, but sometimes we must be." He lowers his hand and points the wand at the cyclops. He mutters an arcane word and a bolt of energy flies unerringly at the fiend. Magic Missile!
Magic Missile Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Also, I'm now seeing why people don't build illusion-focused wizards. Against this high-will save combat, it's rough going.

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It can be quite a struggle against the frequency of immunity.

GM Hawthwile |

Ismene roars in defiance, but falters slightly before chanting something. Her wounds seem to close a bit, and she laughs at the Pathfinders below her.
Fly vs Damaged DC 10: 1d20 + 8 ⇒ (4) + 8 = 12
Fly vs Hover DC 15: 1d20 + 8 ⇒ (10) + 8 = 18
??: 3d8 + 7 ⇒ (7, 3, 2) + 7 = 19
Round 4! Bold may act!
Red (Weapon Song 1/??)
Blue (-6, Weapon Song 2/??)
Barbo (-4)
Maxime (-20, Smiting Ismene)
Πολυμάθεια
Ismene (-153, 10 ft above ground)
Willem
Bo (-10, on fire)
Uzziah
Glorne
What do you do?

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Realizing that the Pathfinders can last against a protracted fight, the monk calls upon his inner focus to hasten his arms and fire and extra arrow.
Ranged Flurry vs Ismene{PBS/DA/RA}: 1d20 + 13 ⇒ (20) + 13 = 332d6 + 12 ⇒ (4, 3) + 12 = 19
Ranged Flurry vs Ismene{PBS/DA/RA}: 1d20 + 13 ⇒ (7) + 13 = 202d6 + 12 ⇒ (2, 2) + 12 = 16
Ranged Flurry vs Ismene Ki Point{PBS/DA/RA}: 1d20 + 13 ⇒ (13) + 13 = 262d6 + 12 ⇒ (3, 6) + 12 = 21
Ranged Flurry vs Ismene{PBS/DA/RA}: 1d20 + 8 ⇒ (2) + 8 = 102d6 + 12 ⇒ (3, 1) + 12 = 16
CONFIRM?: 1d20 + 13 ⇒ (15) + 13 = 284d6 + 24 ⇒ (5, 4, 6, 2) + 24 = 41

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Yet again, upon release of his psychic energy the two human women feel sleepy.
(DC 24 will or fall asleep. It'll affect red first, then blue. It affects a max of 10 HD.)
Uzziah then, irritated by their waking each other up, invades the mind of the one not sleeping and attempts to prevent any orders from the brain going to the rest of the body. (casts Hold Person [spending 4 ppp to up the dc by 2] DC 24 on one that is not asleep after Deep Slumber, prioritizing red)
Bluff to conceal casting: 1d20 + 20 ⇒ (4) + 20 = 24

GM Hawthwile |

Ismene plummets to the ground with a scream, Bo's arrow lodged deep in her eye socket. She lays motionless on the ground, dead.
Bo, that was your first attack. If you would like to direct those additional attacks against another target, just let me know which one.
The flames of her spell continue licking at Bo though, paining him ever so slightly.
The lady in red tries to resist Uzziah's spell...
Red Will vs DC 24: 1d20 + 8 ⇒ (20) + 8 = 28
...and shakes off her sleepiness. Her friend feels suddenly very tired...
Blue Will vs DC 24: 1d20 + 8 ⇒ (8) + 8 = 16
...and it is her turn to snore now. Her companion looks at her gloatingly as Uzziah invades her mind...
Red Will vs DC 24: 1d20 + 8 ⇒ (17) + 8 = 25
...but she shakes off his efforts again!
Round 4! Bold may act!
Red (Weapon Song 1/??)
Blue (-6, Sleeping)
Barbo (-4)
Maxime (-20)
Πολυμάθεια
Ismene
Willem
Bo (-11, on fire)
Uzziah
Glorne
What do you do?