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Marcus will take a defensive stance ready for the abomination to make it's entrance

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Dinetta nods in agreement with Jerome.
My guess as well. Which means the caster is still about. Possible invisible, lets search the room unless someone has magic to show what is hidden.
With that Dinetta stands in the middle of the room and carefully listens for any sound that might signal where the Engineer is hiding.
Perception: 1d20 + 12 ⇒ (2) + 12 = 14

baldwin the merciful |

Initiative Order: RD 1 update
Dinetta - stepped up and attacked the creature (illusion) She is in the room
Revhi - prayer +1 luck bonus
Markus - moved up to attack the creature (defensive stance). He s in the room
Jerome - haste
Jean - fired three arrows where the creature was sitting.
Engineer
It's my game night so, I won't be on much. I'll take the engineer's action when I geta chance.

baldwin the merciful |

RD 1: Engineer
An arrow of acid springs from the engineer's prehensile claw and shoots towards Dinetta. As the arrow releases the creature's large frame appears in the northwestern corner of the room.
range touch attack: 1d20 + 10 ⇒ (7) + 10 = 17;damage: 2d4 ⇒ (4, 2) = 6
An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.

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With the burning pain in her side and not knowing what other magic this strange creature may have, the small librarian moves closer to the creature, but, rather than striking, waits with her rapier at the ready prepared to poke the Engineer as soon as it makes a move or otherwise attempts to cast a spell or take any other action.
Move to AJ14.
Ready Action - Attack as soon as the Engineer begins to cast a spell or takes any other action.
Readied Attack-rapier: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
If 2 or more other players attack before Dinetta, add sneak damage from Gang Up feat.
Sneak Damage (if applicable): 2d6 ⇒ (4, 6) = 10

JeromeCaulflower |

Battle stats
HP 37/37
AC 13/T13/FF11 (17/17/15)
Saves: F5R5W8
In hands
Resources Elemental Ray 1/7
Effects: Mage Armor (1 Hour +4 ac),Haste (11 Rounds +1 Attack/AC/Reflex)
(Prayer 5 rounds +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, )
Jerone scurries to AK-17, seeing Dinetta step close, he shouts. Glitterdust in the hole! And sends a sparkling bomb at the back wall AJ-12
[ooc]Will this catch the meleers with a 10' spread? If not, do this DC 16 Will to avoid blinding for 6 rounds+outline, new will save each round to shake off blinding
If the fighters will be caught, Jerome unleashes a Freezing Ray
Freezing Ray,PBS,Touch,Into melee: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 134d6 ⇒ (2, 5, 3, 6) = 16

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Let's try this again
Ki Attack: 1d20 + 10 + 2 - 2 ⇒ (20) + 10 + 2 - 2 = 30 ki Damage: 1d10 + 8 ⇒ (9) + 8 = 17
Confirm: 1d20 + 10 + 2 - 2 ⇒ (12) + 10 + 2 - 2 = 22 Extra: 1d10 + 8 ⇒ (5) + 8 = 13
Haste Attack: 1d20 + 10 + 2 - 2 ⇒ (16) + 10 + 2 - 2 = 26 Haste Damage: 1d10 + 8 ⇒ (7) + 8 = 15
Flurry 1: 1d20 + 10 + 2 - 2 ⇒ (1) + 10 + 2 - 2 = 11 Weapon 1: 1d10 + 8 ⇒ (10) + 8 = 18
Flurry 2: 1d20 + 10 + 2 - 2 ⇒ (5) + 10 + 2 - 2 = 15 Weapon 2: 1d10 + 8 ⇒ (5) + 8 = 13
Flurry 3: 1d20 + 5 + 2 - 2 ⇒ (6) + 5 + 2 - 2 = 11 Weapon 3: 1d10 + 8 ⇒ (7) + 8 = 15
Fighting Defensively, using Crane Wing on first attack

baldwin the merciful |

Dinetta you move up (although he is large he does not have a 10 foot reach) and attack, but whiff.
Markus is quick to follow. You have to move so you don't get a full attack and the extra attack from haste. I also moved you on the board. Markus's first attack hits, but it does not confirm.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
Jerome I put the glitterdust so it would hit the Engineer but not your companions. He brushes off the golden dust.
will save: 1d20 + 11 ⇒ (17) + 11 = 28
Revhi you and Jean you are up.

Revhi |

Revhi strolls into the room, then raises a hand and barks out a spell. A force rapier appears in the air and lunges at the engineer!
Spiritual Weapon: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Moving to AJ16.

Jean-Phillipe Poulain |

shot: 1d20 + 12 ⇒ (9) + 12 = 21shothaste: 1d20 + 12 ⇒ (7) + 12 = 19perception : 1d20 + 14 ⇒ (11) + 14 = 25dam1: 1d8 + 3 ⇒ (6) + 3 = 9damhaste: 1d8 + 3 ⇒ (7) + 3 = 10

baldwin the merciful |

"My turn you worthless slug."
it claws at Marcus,
claw1: 1d20 + 13 ⇒ (4) + 13 = 17;damage: 1d6 + 7 ⇒ (5) + 7 = 12
claw2: 1d20 + 13 ⇒ (19) + 13 = 32;damage: 1d6 + 7 ⇒ (2) + 7 = 9
Then it's chompers go after the monk,
bite: 1d20 + 13 ⇒ (10) + 13 = 23;damage: 1d8 + 7 ⇒ (8) + 7 = 15
plus poison, Fort 21
str and staggered: 1d2 ⇒ 2
for 6 rounds; effect 1d2 Strength damage and staggered;
cure 2 consecutive saves. The save DC is Constitution based.
The creature's multi-brains radiate heat and anger as it attacks. Then it sneers at Dinetta letting her know she is next.

JeromeCaulflower |

Battle stats
HP 37/37
AC 13/T13/FF11 (17/17/15)
Saves: F5R5W8
In hands
Resources Elemental Ray 1/7
Effects: Mage Armor (1 Hour +4 ac),Haste (10 Rounds +1 Attack/AC/Reflex)
(Prayer 4 rounds +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, )
Jerome decides to stick the old reliable and magic darts fly out of his fingers
Magic Missile: 3d4 + 3 ⇒ (3, 1, 1) + 3 = 8

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Guys. Dinetta has Gang Up. If two of you attack/threaten, all her attacks are considered flanking - +2 attack and sneak damage.
Dinetta will delay hoping her companions join her in the attack to set up her attacks.
Action - delay until after Revhi and Jean

Revhi |

Revhi's spiritual weapon continues attacking!
Spiritual Weapon: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Confirm: 1d20 + 9 ⇒ (3) + 9 = 12
Crit Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Revhi sees that Marcus is taking the brunt of the beating and moves up behind him to heal him!
CSW: 3d8 + 6 ⇒ (1, 3, 3) + 6 = 13
Sacrificing water breathing.

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Feeling refreshed from Revhi's spell, Marcus attacks.
Haste Attack: 1d20 + 10 + 2 - 2 ⇒ (14) + 10 + 2 - 2 = 24 Haste Damage: 1d10 + 8 ⇒ (4) + 8 = 12
Flurry 1: 1d20 + 10 + 2 - 2 ⇒ (4) + 10 + 2 - 2 = 14 Weapon 1: 1d10 + 8 ⇒ (7) + 8 = 15
Flurry 2: 1d20 + 10 + 2 - 2 ⇒ (14) + 10 + 2 - 2 = 24 Weapon 2: 1d10 + 8 ⇒ (7) + 8 = 15
Flurry 3: 1d20 + 5 + 2 - 2 ⇒ (12) + 5 + 2 - 2 = 17 Weapon 3: 1d10 + 8 ⇒ (9) + 8 = 17
Fighting Defensively, using Crane Wing on first attack

baldwin the merciful |

Revhi's spirtual hammer hits, but does not confirm. Markus unleashes a flurry of blows but they miss.
AC 25
The Engineer snickers at monk, "I'm going to enjoy adding your barin to my collection." He glances toward Jerome, "Useless magic, I should have killed you when I was curing on the meat hook."

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Feint: 1d20 + 11 ⇒ (18) + 11 = 29
Attack-rapier: 1d20 + 9 ⇒ (15) + 9 = 24 <-- if feint successful, it is denied dex bonus
Damage: 1d4 + 4 + 2d6 ⇒ (4) + 4 + (5, 1) = 14
Spell craft: 1d20 + 3 ⇒ (3) + 3 = 6
Dinetta feints before plunging her rapier as deep as the tiny weapon will go.
Jean. Step up to distract him. I should be able to get some solid shots in if he is distracted.

baldwin the merciful |

RD 2: Engineer
who will he attack, 1 Dinetta, 2 Marcus: 1d2 ⇒ 2
The Engineer doubles down and unleashes his vicious attack on Marcus.
bite: 1d20 + 13 ⇒ (10) + 13 = 23;damage: 1d8 + 7 ⇒ (7) + 7 = 14
plus poison DC Fort 21
str and staggered: 1d2 ⇒ 2
*did the bite hit you last round? if so, did you make your save, I didn't see it.
for 6 rounds; effect 1d2 Strength damage and staggered;
cure 2 consecutive saves. The save DC is Constitution based.
Claw attacks;
claw 1: 1d20 + 13 ⇒ (18) + 13 = 31;damage: 1d6 + 7 ⇒ (5) + 7 = 12
claw 2: 1d20 + 13 ⇒ (16) + 13 = 29;damage: 1d6 + 7 ⇒ (2) + 7 = 9
If both claws hit then:
rend: 2d6 + 7 ⇒ (1, 3) + 7 = 11

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*did the bite hit you last round? if so, did you make your save, I didn't see it.
Fighting Defensively My AC is 25 so he missed me by 2 both times.
After getting shredded by the beast, Marcus rethinks his strategy. He backs away 10' and whacks down a potion.
CSW: 3d8 + 10 ⇒ (7, 1, 8) + 10 = 26

JeromeCaulflower |

HP 37/37
AC 13/T13/FF11 (17/17/15)
Saves: F5R5W8
In hands
Resources Elemental Ray 1/7
Effects: Mage Armor (1 Hour +4 ac),Haste (9 Rounds +1 Attack/AC/Reflex)
(Prayer 3 rounds +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, )
Jerome fires off another ray
Freezing Ray,PBS,Prayer,Melee,Touch: 1d20 + 6 + 1 - 4 ⇒ (8) + 6 + 1 - 4 = 114d6 ⇒ (3, 4, 5, 4) = 16

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Cursing as her companions continue to fight in a uncoordinated manner, the small librarian also decides to pull back to allow the party to regroup.
Withdraw 10' to remain next to Marcus.

baldwin the merciful |

Initiative Order: RD 3 update
Dinetta - withdraw
Revhi -
Markus - withdraw, CSW
Jerome - freezing ray missed
Jean -
Engineer -
I was hoping Revhi and Jean would have gone by now. I will DMPC if they haven't gone by the afternoon. I'm hesitant to just skip them and have them go at the end of the round as that could lead to deaths.

Jean-Phillipe Poulain |

shot1: 1d20 + 12 ⇒ (2) + 12 = 14damage1: 1d8 + 2 ⇒ (7) + 2 = 9shot2: 1d20 + 7 ⇒ (4) + 7 = 11dam2: 1d8 + 2 ⇒ (5) + 2 = 7
Poulain lets two clumsy shots loose and curses himself for an amateur.

baldwin the merciful |

The engineer lets a deep cackle emerge, "Foolish humanoids! Now meet real power."
tagets 1, 2, or 3: 1d3 ⇒ 1
1=Jean and Jerome
2= Dinetta and Revhi
3= marcus and revhi
He raises an appendage and a blue white crackle springs forth. A lightning bolt hits Jean and Jerome.
lightning bolt: 7d6 ⇒ (5, 5, 5, 5, 1, 3, 5) = 29
DC16 reflex save for half damage.

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Lets try this again
Haste Attack: 1d20 + 10 + 2 - 2 ⇒ (3) + 10 + 2 - 2 = 13 Haste Damage: 1d10 + 8 ⇒ (3) + 8 = 11
Flurry 1: 1d20 + 10 + 2 - 2 ⇒ (12) + 10 + 2 - 2 = 22 Weapon 1: 1d10 + 8 ⇒ (5) + 8 = 13
Flurry 2: 1d20 + 10 + 2 - 2 ⇒ (18) + 10 + 2 - 2 = 28 Weapon 2: 1d10 + 8 ⇒ (9) + 8 = 17
Flurry 3: 1d20 + 5 + 2 - 2 ⇒ (10) + 5 + 2 - 2 = 15 Weapon 3: 1d10 + 8 ⇒ (7) + 8 = 15
Fighting Defensively, using Crane Wing on first attack

JeromeCaulflower |

HP 23/37
AC 13/T13/FF11 (17/17/15)
Saves: F5R5W8
In hands
Resources Elemental Ray 1/7
Effects: Mage Armor (1 Hour +4 ac),Haste (8 Rounds +1 Attack/AC/Reflex)
(Prayer 2 rounds +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, )
Reflex,Haste,Prayer: 1d20 + 7 ⇒ (17) + 7 = 24
Jerome manages to get away with a minor scorching and tries to return the favor with a Freezing Ray after moving one square north
Freezing Ray,PBS,Haste,Prayer,Touch: 1d20 + 8 ⇒ (6) + 8 = 144d6 ⇒ (2, 4, 2, 6) = 14
I really think we should use an off site roller because low rolls have been consistent across multiple games