
GM Pox |

Ok ill assume ur not using is this fight.. You still miss though..
Init
Bel
Thomas
Seventh
Baddie
Bug
Kuras
Thomas your up..

GM Pox |

I cant help but think we coulda optimized the group a little better lol.. Oh well pfs isnt always a standard party either.. Usually far from it.. If Thomas hasnt posted by morning ill bot him.. Good nights..

Seventh |

Yep. It turned out we are all melee oriented with just a little bit of healing and no support at all... Thinking about it, there are no real support classes between the new ones (aside maybe from the arcanist), but a tournament as varied as this demands an arcane and divine character, at least....
We've needed blast spells, darkvision, invisibility seeing, flight measures, counters, dispel magic, and more... It's tough!

GM Pox |

Thomas you moved up last round, you can make a full attack..
Attack: 1d20 + 16 ⇒ (19) + 16 = 35
Attack: 1d20 + 11 ⇒ (1) + 11 = 12
Attack: 1d20 + 11 ⇒ (6) + 11 = 17
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Miss, High always good: 1d100 ⇒ 85
Confirm: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 2d4 + 14 ⇒ (1, 4) + 14 = 19
Among his flurry of attacks Thomas is able to cnnect with flesh and connect hard.. A sqeal resonates throught the forest..
Init +3; Senses blindsense 30 ft., low-light vision; Perception +2
DEFENSE
AC 30, touch 15, flat-footed 26
hp 84 (12 HD; 5d6+7d12+41)
Fort +11, Ref +14, Will +12; +2 vs. mind-affecting effects and
poison, SR 24
Resist electricity 10, Fire 30, Cold 30
OFFENSE
Speed 60 ft.
Melee bite +14/+14 (1d6+3 plus 1d6 electricity), 2 claws +14 (1d6+2
plus 1d6 electricity)
Ranged Touch +15
Special Attacks breath weapon (60-ft. line, 12d6
electricity, DC 22, 0/day), claws (7 rounds/
day), dragon bite
Spell-Like Abilities (CL 12th; concentration +16)
1/day—form of the dragon I
Sorcerer Spells Known (CL 10th;
concentration +14)
5th (0/day)—dominate person (DC 19), spell
resistance
4th (1/day)—dimension door, fear, greater
invisibility
3rd (5/day)—fly, haste, heroism, lightning bolt
(DC 17)
2nd (5/day)—acid arrow, protection from arrows,
resist energy, scorching ray, touch of idiocy
1st (5/day)—mage armor, magic missile, ray of
enfeeblement (DC 15), shield, shocking grasp,
true strike
0 (at will)—acid splash, bleed (DC 14),
dancing lights, detect magic, mage
hand, mending, prestidigitation, read magic, resistance
Bloodline Draconic (bronze)
STATISTICS
Str 14, Dex 16, Con 15, Int 10, Wis 10, Cha 18
Base Atk +7; CMB +9; CMD 23
Feats Ability Focus (breath weapon), Combat Casting,
Eschew Materials, Improved Natural Armor, Lightning
Reflexes, Point-Blank Shot, Quicken Spell, Toughness,
Weapon Focus (ray)
Skills Fly +13, Intimidate +12, Knowledge (arcana) +8,
Perception +2, Spellcraft +10; Racial Modifiers +2 Handle
Animal against reptiles, +2 Perception
Languages Nagaji, Tien
SQ bloodline arcana (energy spells that match bloodline
energy deal +1 damage per die)
Combat Gear potion of cure serious wounds; Other Gear amulet
of natural armor +2, cloak of resistance +2, ring of prot +1
Active Spells:
Spell Resistance
Greater Invis
Haste
Heroism
Resist Energy(2)
Mage Armor
Shield
You all here some chanting, but can see nothing to attack so..
All of yall can go again before she does so..

Bug Eater |

good thing she is chanting since that means I can localize her
perception: 1d20 + 14 ⇒ (12) + 14 = 26 to figure out what square the noise is coming from.
one shot, no rapid shot
to hit: 1d20 + 15 ⇒ (5) + 15 = 20 so much for that

Seventh |

With Kuras free of the spell, Seventh could finally attack the freaking thing. He 5-foot-steps towards it, enhances his Sacred Weapon (+4 Keen) and delivers some good blows:
Power Attack 1 Finally!: 1d20 + 24 - 2 ⇒ (20) + 24 - 2 = 42! Damage: 1d10 + 16 ⇒ (2) + 16 = 18
Confirmation!: 1d20 + 24 - 2 ⇒ (8) + 24 - 2 = 30! Damage: 1d10 + 16 ⇒ (9) + 16 = 25
Power Attack 2 Finally!: 1d20 + 19 - 2 ⇒ (11) + 19 - 2 = 28! Damage: 1d10 + 16 ⇒ (4) + 16 = 20

GM Pox |

Without a successful spellcraft im afraid its the frowny face for you..
As Seventh swings his blade he is without a doubt sure his first attack should have hit, but instead air is all he swings through.. The rest of you who have no acted get a good feeling from the look on his face that she isn't where she was before..

GM Pox |

Yall ahd basically surrounded her.. She cast a spell and is no longer there.. Thats what the spellcraft was for..
Kuras Spellcraft: 1d20 + 13 ⇒ (5) + 13 = 18 Kuras has no clue what was cast either.. Whatever it was took her from the spot she was to another spot somwhere..
Kuras has True Seeing memorized, so he would most certainly use that but im having a hard time figuring out how he has it with it being a 6th level spell.. And its not on the battle shaman bonus list.. Any ideas?
Bel and Thomas are up..

Kuras Narvel |

True seeing is different levels for different classes. 5 for cleric 6 for sorc or wiz 7 for druid. I have it because you said to keep the cleric prepare for today.

GM Pox |

As soon as Kuras casts True Sight he notices her roughly 40' away again.. You see her start to cast again.. The rest of you hear casting start in the opposite direction of where she was before..
As the chanting stops a bolt of lightning orginates roughly 40' away and arcs through.. Random: 2d4 ⇒ (2, 2) = 4 Random: 1d4 ⇒ 3
Bel and Bug, man yall are popular..
LB: 10d6 ⇒ (3, 2, 4, 5, 5, 4, 3, 5, 4, 1) = 36 DC 17 Reflex
Seventh=1
Bel=2
Bug=3
Thomas=4
Kuras=5
Init +3; Senses blindsense 30 ft., low-light vision; Perception +2
DEFENSE
AC 30, touch 15, flat-footed 26
hp 84 (12 HD; 5d6+7d12+41)
Fort +11, Ref +14, Will +12; +2 vs. mind-affecting effects and
poison, SR 24
Resist electricity 10, Fire 30, Cold 30
OFFENSE
Speed 60 ft.
Melee bite +14/+14 (1d6+3 plus 1d6 electricity), 2 claws +14 (1d6+2
plus 1d6 electricity)
Ranged Touch +15
Special Attacks breath weapon (60-ft. line, 12d6
electricity, DC 22, 0/day), claws (7 rounds/
day), dragon bite
Spell-Like Abilities (CL 12th; concentration +16)
1/day—form of the dragon I
Sorcerer Spells Known (CL 10th;
concentration +14)
5th (0/day)—dominate person (DC 19), spell
resistance
4th (1/day)—dimension door, fear, greater
invisibility
3rd (4/day)—fly, haste, heroism, lightning bolt
(DC 17)
2nd (5/day)—acid arrow, protection from arrows,
resist energy, scorching ray, touch of idiocy
1st (5/day)—mage armor, magic missile, ray of
enfeeblement (DC 15), shield, shocking grasp,
true strike
0 (at will)—acid splash, bleed (DC 14),
dancing lights, detect magic, mage
hand, mending, prestidigitation, read magic, resistance
Bloodline Draconic (bronze)
STATISTICS
Str 14, Dex 16, Con 15, Int 10, Wis 10, Cha 18
Base Atk +7; CMB +9; CMD 23
Feats Ability Focus (breath weapon), Combat Casting,
Eschew Materials, Improved Natural Armor, Lightning
Reflexes, Point-Blank Shot, Quicken Spell, Toughness,
Weapon Focus (ray)
Skills Fly +13, Intimidate +12, Knowledge (arcana) +8,
Perception +2, Spellcraft +10; Racial Modifiers +2 Handle
Animal against reptiles, +2 Perception
Languages Nagaji, Tien
SQ bloodline arcana (energy spells that match bloodline
energy deal +1 damage per die)
Combat Gear potion of cure serious wounds; Other Gear amulet
of natural armor +2, cloak of resistance +2, ring of prot +1
Active Spells:
Spell Resistance
Greater Invis
Haste
Heroism
Resist Energy(2)
Mage Armor
Shield

GM Pox |

Id say for the most part the fights in this module have been decently challenging.. Esp the 1 vs Party ones.. The oracle gave you a run and now this chick is too.. Although a See Invis pot or a glitterdust/faerie fire/dispel would have this much easier lol

Kuras Narvel |

"I'll show her to you all!"
Kuras flies closer to her, and begins to outline her with his magic.
Using Stardust as my standard action this turn. She will shed light like a torch, and take a -3 on all attack rolls, and perception checks. She also cannot benefit from Concealment, or any invisibility effects for 5 rounds. This effect fails if she doesn't have the ability to see.

GM Pox |

So she could close her eyes and use her blindsense? Does it allow a save or SR? Looking at it now and its an (Sp) so you need to roll SR.. And yea she's not sightless even though she could close her eyes and use blindsense.. Beat the SR and yall are golden basically..

Kuras Narvel |

Not sure as while the Hexes can have a save the spirit ability doesn't say whether they do or don't. Also, the spirit ability doesn't say if it would be any type of save. Here is a copy of it as I'm putting this up to DM ruling as I'm confused about it right now.
Stardust (Sp): As a standard action, the shaman can cause stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and they cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman may use this ability a number of times per day equal to 3 + her Charisma modifier

Thomas Thorne |

Once she is visible, Thomas will use his stealth to give her a good stabbing. What is her FF AC?
Slice: 1d20 + 18 ⇒ (2) + 18 = 20

Seventh |

Hex: A shaman learns a number of magical tricks, called hexes, that grants her powers or weakens foes. At 2nd level, a shaman learns one hex, chosen from those available from her spirit. At 10th and 18th levels, the
shaman learns a new hex, chosen from those available from her spirits.
Unless otherwise noted, using a hex is a standard action that doesn’t provoke attacks of opportunity. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.
Individual hexes are described in the description of each spirit.
Spirits
Each shaman must select from the following spirits.
Unless otherwise noted, the DC to save against the special abilities of these spirits is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier. The level indicated with each spirit magic spell is the
level of the spell slot used to cast the spell.

GM Pox |

I agree Bug, She could overcome the neg penalty to attacks and such by closing her eyes and relying on blindsense, but the dust is on her rendering her invis moot.. That is if SR is passed.. The ability is an (Sp), or spell-like, so is subject to SR.. Witch's hexes are mostly (Su), or supernatural, and not subject to SR.. As far as a save goes hexes that allow saves state that.. This ability doesnt state it allows a save so im rolling that it doesnt..

GM Pox |

You all see Kuras move over to an area and fling some sorta dust.. It covers something and makes an outline of a figure that you can all see..
Seeing the enemey Thomas moves up and takes a swing but is unable to hit..
Current AC 30/ T 15/ FF 26
Seventh and Bel your up..

GM Pox |

Casting Silence is a Full Round Action therefore you could only take a 5' step afterwards..
Spellcraft: 1d20 + 10 ⇒ (13) + 10 = 23 vs DC 17.. You hear an audible hiss as you cast your spell and move ever so slightly closer to her..
Bel your up still..

Belsiard the Wanderer |

1d20 + 20 - 3 ⇒ (16) + 20 - 3 = 33 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (2) + 10 + 7 + 6 + 2 + 1 = 28
1d20 + 20 - 3 ⇒ (4) + 20 - 3 = 21 for 1d6 + 7 + 6 + 2 + 1 ⇒ (3) + 7 + 6 + 2 + 1 = 19 to confirm

GM Pox |

Bel moves up and makes a good strike on the glittery outline.. It hisses..
You all see the creature back up 5' and it unleashes a cone in your faces.. Well all except Seventh.. Everyone but Seventh make a Will save DC 18..
Fear
School necromancy [fear, mind-affecting]; Level bard 3,sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (the heart of a hen or a white feather)
Range 30 ft.
Area cone-shaped burst
Duration 1 round/level or 1 round; see text
Saving Throw Will partial; Spell Resistance yes
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Init +3; Senses blindsense 30 ft., low-light vision; Perception +2
DEFENSE
AC 30, touch 15, flat-footed 26
hp 56 (12 HD; 5d6+7d12+41)
Fort +11, Ref +14, Will +12; +2 vs. mind-affecting effects and
poison, SR 24
Resist electricity 10, Fire 30, Cold 30
OFFENSE
Speed 60 ft.
Melee bite +14/+14 (1d6+3 plus 1d6 electricity), 2 claws +14 (1d6+2
plus 1d6 electricity)
Ranged Touch +15
Special Attacks breath weapon (60-ft. line, 12d6
electricity, DC 22, 0/day), claws (7 rounds/
day), dragon bite
Spell-Like Abilities (CL 12th; concentration +16)
1/day—form of the dragon I
Sorcerer Spells Known (CL 10th;
concentration +14)
5th (0/day)—dominate person (DC 19), spell
resistance
4th (0/day)—dimension door, fear, greater
invisibility
3rd (4/day)—fly, haste, heroism, lightning bolt
(DC 17)
2nd (5/day)—acid arrow, protection from arrows,
resist energy, scorching ray, touch of idiocy
1st (5/day)—mage armor, magic missile, ray of
enfeeblement (DC 15), shield, shocking grasp,
true strike
0 (at will)—acid splash, bleed (DC 14),
dancing lights, detect magic, mage
hand, mending, prestidigitation, read magic, resistance
Bloodline Draconic (bronze)
STATISTICS
Str 14, Dex 16, Con 15, Int 10, Wis 10, Cha 18
Base Atk +7; CMB +9; CMD 23
Feats Ability Focus (breath weapon), Combat Casting,
Eschew Materials, Improved Natural Armor, Lightning
Reflexes, Point-Blank Shot, Quicken Spell, Toughness,
Weapon Focus (ray)
Skills Fly +13, Intimidate +12, Knowledge (arcana) +8,
Perception +2, Spellcraft +10; Racial Modifiers +2 Handle
Animal against reptiles, +2 Perception
Languages Nagaji, Tien
SQ bloodline arcana (energy spells that match bloodline
energy deal +1 damage per die)
Combat Gear potion of cure serious wounds; Other Gear amulet
of natural armor +2, cloak of resistance +2, ring of prot +1
Active Spells:
Spell Resistance
Greater Invis
Haste
Heroism
Resist Energy(2)
Mage Armor
Shield
Ok that works Seventh, just make your SR roll please..

Seventh |

SR: 1d20 + 10 ⇒ (16) + 10 = 26
This! was a nice opportunity:
Spellcraft to understand what is it doing: 1d20 + 5 ⇒ (15) + 5 = 20
If after the silence takes place the hiss still affects everyone, Seventh well move 30ft closer to the group and casts Swallow your Fear!!!!!!!! on my allies, lessening the effects of the fear caused by the creature by one step. {preferring the ones who are panicked first - One of the party will be left out of the spell, aside from me that do not need it)

Kuras Narvel |

Will save: 1d20 + 12 ⇒ (10) + 12 = 22
Kuras feels threatened by the creature, but then he remembers his courage. he charges forward, and slices at the creature with his sword.
Attack w/Pa w/charge: 1d20 + 21 ⇒ (16) + 21 = 37
Damage: 3d8 + 21 ⇒ (8, 3, 4) + 21 = 36

GM Pox |

Im unsure if she would get a save to negate the silence as the spell is kinda vague.. I take it as the person that it was casts on would get a save, but it makes sense that anyone resisting the effect would also get the save.. For now thats how im playing it.. Any thoughts or rules etc and ill retcon.. This means that any of you in the spell that dont wanna be silent may make the save as well..
Will Save vs Silence: 1d20 + 12 ⇒ (15) + 12 = 27 Vs DC 16..
She is unaffected by the silence spell, but not by the massive blow Kuras delivers.. In the aftermath of the blow you hear an "I surrender" If you can hear that is..
Yall making the fear save is what ended this, it was her last play.. GJ Kuras for having the needed stuff to get past this encounter.. Still curious about the silence question though..
A few seconds after her surrender the invisibility wears off and you all see a female nagaji with dragon-like wings flying before you.. Her scales are greenish in color, with just a hint of bronze around the edges.. "Well done pathfinders.. Here is your reward.. Better hurry if your to make it back by dusk.." She hands you the required item..
At a fast pace you all make it back in time to hand it over to the Emissary who is surpirsed you managed to get it done.. He says "Ever surprising your are.." For your victory over the nagaji dragon disciple he awards you with a selection of any item worth 10,000 gps or less..

Bug Eater |

Silence only grants a save if you are the one who is being targeted. After that it is an emanation and anyone in the area is silent. You have to move out of the area to cast again. In this case I don't suppose it really matters. They can become visible and indicate yielding silently as well.

GM Pox |

Ok in that case she would have done a full withdraw then surrendered.. Actually her being in the middle of a round her only coarse would have been to hand gesture a surrender, as Bel and Thomas would have gone before she could have withdrawed..
Ill post the next thing latter on, getting off work now..

Seventh |

I second Bug's post. Silence is more of an area control than really something to affect people. The air surrounding you stops carrying the sounds you make, so I don't believe there's a will save to end it for you.
Seventh checks the bracelet, counting to guarantee there are really 99 tiny gems on it (counting by multiplying rows and columns to hasten it up). He asks the guardian's name to see if it matches the one they were told. "Thank you. Farewell."
I don't have interest in any particular item now. You may choose one if you'd like.
To the emissary Seventh adds a little teasing. "We would be glad if we were the only ones surprising people, but it seems there are a lot of surprises this year, aren't there?"
Sense Motive: 1d20 + 8 ⇒ (20) + 8 = 28

Kuras Narvel |

Kuras gives the dragon woman a bow, and thanks her for the bracelet.
"I apologize for my attack, but we had to win this. Please watch out as there are unsavory things happening in this tournament."
My suggestion for the item is a +1 seeking, adaptive bow (longbow or shortbow) for either Thomas or Belsiard to use.

GM Pox |

The Emissary nods.. "It is being taken care of"
After the choice of magic item you all make your way back to the noodle house to meet Marthysan at 9pm.. As you get back the noodle house its oddly quiet around compared to usual.. Perhaps everyone is just to tired to party tonight.. There's only a few customers present and they all seem to be eating soup.. Nine o'clock passes and no Marythsan.. Maybe he's running late.. Just as yall are about to give up and go to bed the noodling eating patrons all stand up and drink a potion, going invisible..
Thorne Init: 1d20 + 8 ⇒ (16) + 8 = 24
Belsiard Init: 1d20 + 9 ⇒ (12) + 9 = 21
Seventh Init: 1d20 + 7 ⇒ (17) + 7 = 24
Kuras Init: 1d20 + 1 ⇒ (1) + 1 = 2
Bug Init: 1d20 + 3 ⇒ (16) + 3 = 19
Thugs: 1d20 + 2 ⇒ (15) + 2 = 17
#1 80/80
#2 80/80
#3 80/80
#4 80/80
#5 80/80
#6 80/80
#7 80/80
Init Order
Thomas
Seventh
Bel
Bug
Thugs
Kuras
Thomas jumps up drawing steel, looking around.. He quickly puts his back to a corner..
All but Kuras are up..

Belsiard the Wanderer |

Son of a…
Bel readies an attack if he gets a chance, AND will riposte/parry
1d20 + 20 - 2 - 3 ⇒ (7) + 20 - 2 - 3 = 22 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (1) + 10 + 7 + 6 + 2 + 1 = 27
parry 1d20 + 20 - 2 - 3 ⇒ (10) + 20 - 2 - 3 = 25
riposte 1d20 + 20 - 2 - 3 ⇒ (6) + 20 - 2 - 3 = 21 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (6) + 10 + 7 + 6 + 2 + 1 = 32