
|  Exiel | 
 
	
 
                
                
              
            
            "I'll be right there once I finish up here," Exiel yells to his allies who are apparently getting slowly cut and bled dry.
attack roll: 1d20 + 21 - 2 ⇒ (10) + 21 - 2 = 29 
damage roll: 1d8 + 11 ⇒ (7) + 11 = 18
haste attack roll: 1d20 + 21 - 2 ⇒ (19) + 21 - 2 = 38 
damage roll: 1d8 + 11 ⇒ (5) + 11 = 16
iterative attack roll: 1d20 + 21 - 2 ⇒ (6) + 21 - 2 = 25
damage roll: 1d8 + 11 ⇒ (3) + 11 = 14

|  GM Aram Zey | 
 
	
 
                
                
              
            
            Alden bleeds profusely, but grits his teeth against the pain as he continues to protect 42. Exiel hammers at his next golem, but it is not ready to fall yet. 42 also cuts at his golem, bringing it even closer to destruction, but not just yet either.
The golems keep pounding away mindlessly at their targets.
Attack Exiel: 1d20 + 16 ⇒ (20) + 16 = 36
Confirm Exiel: 1d20 + 16 ⇒ (1) + 16 = 17
Attack Exiel: 1d20 + 16 ⇒ (3) + 16 = 19
pain: 2d8 + 5 ⇒ (8, 4) + 5 = 17
bleed: 1d8 ⇒ 3
Attack 42: 1d20 + 16 ⇒ (7) + 16 = 23
Attack 42: 1d20 + 16 ⇒ (2) + 16 = 18
Attack 42: 1d20 + 16 ⇒ (11) + 16 = 27
Attack 42: 1d20 + 16 ⇒ (20) + 16 = 36
Confirm 42: 1d20 + 16 ⇒ (17) + 16 = 33
pain: 2d8 + 5 ⇒ (5, 5) + 5 = 15
bleed: 1d8 ⇒ 1
The luck of our heroes begins to run thin as two of the golems get lucky hits on Exiel and 42. Once again, Alden jumps in the way just in time to protect 42, but takes the hit for his trouble.
Initiative:
Exiel (+3, bleeding 3)
------------------------------------------------
42 (-42)
Glass Golems (-48,shattered,-50,-)
Alden (-48, bleed 8)
Naala (-13)
All your defenses cannot protect you completely from the dreaded natural 20s.
Alden's and Exiel now bleeding. Alden's taken quite a bit of damage.

|  Exiel | 
 
	
 
                
                
              
            
            Wayreth channels a small burst of positive energy into himself to stop the bleeding. Lay on hands as swift action, no actual healing done but the bleed should stop.
Then he tries to finish his fight so he can go to aid 42 and Alden.
attack roll: 1d20 + 21 - 2 ⇒ (5) + 21 - 2 = 24
damage roll: 1d8 + 11 ⇒ (3) + 11 = 14
haste attack roll: 1d20 + 21 - 2 ⇒ (4) + 21 - 2 = 23 
damage roll: 1d8 + 11 ⇒ (6) + 11 = 17
iterative attack roll: 1d20 + 21 - 2 ⇒ (18) + 21 - 2 = 37
damage roll: 1d8 + 11 ⇒ (6) + 11 = 17

|  Subject - 42 | 
 
	
 
                
                
              
            
            Not liking these golems. 42 does his best to destroy at least one while his friends fight around him.
Adamantine Scimitar: 1d20 + 14 ⇒ (2) + 14 = 16
damage: 1d6 + 6 ⇒ (4) + 6 = 10
Adamantine Scimitar: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d6 + 6 ⇒ (4) + 6 = 10
Adamantine Scimitar: 1d20 + 14 ⇒ (7) + 14 = 21
damage: 1d6 + 6 ⇒ (5) + 6 = 11

|  GM Aram Zey | 
 
	
 
                
                
              
            
            I assume Alden does what he has been doing.
Exiel bleeds a little more before he is able to staunch the flow of blood. He smashes his hammer into golem several times, sending spiderwebs throughout it. It raises is hammer-arm to retaliate, but it is too much for the compromised structure, and causes the action causes the creature to shatter.
42 finds that his blood-loss is making it a little more difficult to focus, and he only manages a single strike on his golem
The golems strike back against 42.
Attack 42: 1d20 + 16 ⇒ (18) + 16 = 34
Attack 42: 1d20 + 16 ⇒ (2) + 16 = 18
Attack 42: 1d20 + 16 ⇒ (18) + 16 = 34
Attack 42: 1d20 + 16 ⇒ (6) + 16 = 22
But this time Alden is able to fend off all the attacks.
Initiative: 
Exiel (-) 
42 (-42) 
Glass Golems (shattered,shattered,-61,-) 
------------------------------------------------ 
Alden (-48, bleed 8) 
Naala (-13)
Your turn again. Exiel, you've destroyed the golems coming from the top.

|  Alden Helpinghand | 
 
	
 
                
                
              
            
            Alden is wishing he was a warpriest, so that he could heal himself mid-battle. LOL
Alden does the same, trying desperately to protect 42 and himself from more glass slices. He will not jump in front of the next attack, however.

|  Exiel | 
 
	
 
                
                
              
            
            Exiel flies alongside Alden and casts cure light wounds on him defensively, more to stop the bleeding than anything else.
"Alden, mate, you're supposed to keep that red stuff inside of you."
concentration DC17: 1d20 + 10 ⇒ (15) + 10 = 25
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

|  Subject - 42 | 
 
	
 
                
                
              
            
            sorry, was busy this weekend..
42 continues his onsloaugt of the glass golem.
Adamantine Scimitar: 1d20 + 14 ⇒ (8) + 14 = 22
damage: 1d6 + 6 ⇒ (6) + 6 = 12
Adamantine Scimitar: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d6 + 6 ⇒ (3) + 6 = 9
Adamantine Scimitar: 1d20 + 14 ⇒ (8) + 14 = 22
damage: 1d6 + 6 ⇒ (2) + 6 = 8

|  GM Aram Zey | 
 
	
 
                
                
              
            
            Alden continues to protect 42, who keeps bashing at his golem. Exiel moves up to heal Alden, stopping his wounds from bleeding further.
The golem that 42 had been attacking looks on the verge of shattering, but it still holds on to be animated, and both golems continue to attack 42 mindlessly and ferociously.
slam: 1d20 + 16 ⇒ (16) + 16 = 32
slam: 1d20 + 16 ⇒ (9) + 16 = 25
slam: 1d20 + 16 ⇒ (14) + 16 = 30
slam: 1d20 + 16 ⇒ (2) + 16 = 18
But Alden's protection holds, and the golems are unable to hit 42.
Initiative: 
Exiel (-) 
42 (-42) 
Glass Golems (shattered,shattered,-90,-) 
------------------------------------------------ 
Alden (-39) 
Naala (-13)
Your turn again. One more hit by either 42 or Exiel's adamantine weapons will destroy the golem. You need to hit AC21. Declare your actions accordingly.

|  Subject - 42 | 
 
	
 
                
                
              
            
            Felling that the Golem is weak, 42 wacks at it again. Or he'll move to the next one if Exiel killed it.
Adamantine Scimitar: 1d20 + 14 ⇒ (9) + 14 = 23 
damage: 1d6 + 6 ⇒ (5) + 6 = 11 
Adamantine Scimitar: 1d20 + 9 ⇒ (16) + 9 = 25 
damage: 1d6 + 6 ⇒ (3) + 6 = 9 
Adamantine Scimitar: 1d20 + 14 ⇒ (6) + 14 = 20 
damage: 1d6 + 6 ⇒ (3) + 6 = 9

|  Exiel | 
 
	
 
                
                
              
            
            Exiel leaves 42 to finish off the golem. Instead he flies around the other golem so that he and 42 and flank it later, then swings.
fighting defensively: 1d20 + 21 - 2 ⇒ (16) + 21 - 2 = 35
damage roll: 1d8 + 11 ⇒ (8) + 11 = 19

|  Alden Helpinghand | 
 
	
 
                
                
              
            
            Absolutely. It's literally what he was made for. :) Alden and Naala follow 42, continuing to keep him safe against the golems.

|  GM Aram Zey | 
 
	
 
                
                
              
            
            The beatdown continues. Alden continues to make life existence hard for the golems as 42 finally shatters the golem he was fighting, and move on to the next one. Exiel goes for the last golem as well, and the two of them perform a coordinated attack on the final golem.
AoO on Exiel: 1d20 + 16 ⇒ (7) + 16 = 23
Attack on Exiel: 1d20 + 16 ⇒ (5) + 16 = 21
Attack on Exiel: 1d20 + 16 ⇒ (5) + 16 = 21
The golem bats ineffectively at Exiel, dealing no damage to the heavily defended paladin.
Initiative:
Exiel (-)
42 (-42)
Glass Golems (shattered,shattered,shattered,-37)
------------------------------------------------
Alden (-39)
Naala (-13)
You guys are up again. At this rate, I think this should be the last round of combat. 
Not that this was an easy fight. You guys took quite a bit of damage.

|  Subject - 42 | 
 
	
 
                
                
              
            
            42 steps up 5 feet and attacks at the last golem. If Alden doesn't kill it first.
Adamantine Scimitar: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23 
damage: 1d6 + 6 ⇒ (4) + 6 = 10
Adamantine Scimitar: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18 
damage: 1d6 + 6 ⇒ (4) + 6 = 10
Adamantine Scimitar: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32 
damage: 1d6 + 6 ⇒ (2) + 6 = 8

|  Exiel | 
 
	
 
                
                
              
            
            Exiel just keeps swinging.
attack roll: 1d20 + 21 - 2 ⇒ (16) + 21 - 2 = 35 
damage roll: 1d8 + 11 ⇒ (3) + 11 = 14
haste attack roll: 1d20 + 21 - 2 ⇒ (7) + 21 - 2 = 26 
damage roll: 1d8 + 11 ⇒ (3) + 11 = 14
iterative attack roll: 1d20 + 16 - 2 ⇒ (20) + 16 - 2 = 34 
damage roll: 1d8 + 11 ⇒ (8) + 11 = 19
iterative confirmation roll: 1d20 + 16 - 2 ⇒ (16) + 16 - 2 = 30 
damage roll: 2d8 + 22 ⇒ (4, 3) + 22 = 29
I am pretty sure that is a crit confirmed, and a smashed golem. =)
When the dust of the battle settles, Exiel will do a quick fly-around of the room searching for magic auras, mainly for magic items, but I should be able to pick up magic traps too.
The room is 60ft high and detect magic is a 60ft cone, so I should be able to do a very quick sweep for magic covering all the walls and floor area.

|  GM Aram Zey | 
 
	
 
                
                
              
            
            Exiel and 42 catch the golem between themselves and shatter it into glittering shards on the floor. You take a minute to catch your breath while Exiel scans the room for magic items. He finds none, but instead detects a 15ft by 15ft illusion aura coming from the top of the Western wall. The aura overlays the wall itself.
2 more passages also lead to the North and South respectively from this immense hall.
Now would be the time to heal up, and then tell me what you want to do next.

|  Alden Helpinghand | 
 
	
 
                
                
              
            
            "Exiel, my friend! Don't you think we should be healing our wounds before you go touching random walls??"
I've got no healing left for myself, so I would appreciate some wand use on me from you guys, if possible. I probably need about 6-7 charges, while Naala probably only needs 1-2.

|  GM Aram Zey | 
 
	
 
                
                
              
            
            Exiel moves up to the illusion and his hand passes through the wall as he touches it. He blinks again, and realises he can now see through the permanent illusory wall.
To Alden and 42, it looks like Exiel's hand has gained the ability to pass through solid objects.

|  Exiel | 
 
	
 
                
                
              
            
            "It's all good, Alden! It's just an illusory wall. But...I think I've found where we want to go next," Exiel replies with a grin.
I think we have a whopping 1 potion of cure moderate wounds left... How many charges are left on 42's wand?
Exiel grimaces as he checks his allies' wounds.
"I don't have much healing left to give. 42, if your wand still has charges, now would be a good time to use them..."
4 x Lay on Hands on Alden: 4d6 ⇒ (4, 4, 5, 6) = 19
He then passes the last healing potion to 42.
"We'll need to make these count. Seems our gracious host has a love for golems... Frankly, I'm getting REALLY tired of fighting golems... But mindless guards that do not raise alarms serves our infiltration well."
Once 42 and Alden are ready, Exiel will carry them one by one to the room behind the illusory wall. I assume there IS a room behind the illusory wall?

|  Subject - 42 | 
 
	
 
                
                
              
            
            42 looks into his bag. "We are really unprepared for this adventure.." he says as he digs out wand. "This cure light wand has about 19 charges left on it. That's all i have left."
The first 10 will heal up 42.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Let me know how you want to use these
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
I think this will heal up Naala as well. 7 charges left on my wand. And Exils potion.

|  GM Aram Zey | 
 
	
 
                
                
              
            
            The illusory wall hides a short corridor and stairway that descends into antechamber even further to the West. A layer of gleaming ice covers every surface of this large circular antechamber. A frosty obelisk of murky ice stands at the center of the chamber, its faceted sides incised with runes and symbols. A short corridor leads West towards a pair of immense metal doors that are currently shut. Two more passages lead from the antechamber Northwards and Southwards respectively. There are no apparent threats in the antechamber.
1d20 + 16 ⇒ (5) + 16 = 21
1d20 + 6 ⇒ (17) + 6 = 23
1d20 + 13 ⇒ (17) + 13 = 30
1d20 + 2 ⇒ (3) + 2 = 5
Knowledge planes to identify.

|  Subject - 42 | 
 
	
 
                
                
              
            
            Knowledge Planes: 1d20 + 13 ⇒ (3) + 13 = 16
42 uses the pathfinder societies hand signals to inform those who haven't noticed the eye about the eye.

|  Exiel | 
 
	
 
                
                
              
            
            knowledge planes Exiel: 1d20 + 10 ⇒ (17) + 10 = 27
knowledge planes Lauriel: 1d20 + 22 ⇒ (1) + 22 = 23
For once Exiel finds himself for more knowledgeable about a matter than Lauriel! I think I know what this is though...
Questions:
Saves highest to lowest
Special attacks
Special defences
Special senses

|  GM Aram Zey | 
 
	
 
                
                
              
            
            Exiel identifies the creature as a greater ice elemental. It has a good fortitude and surprisingly quick reflexes for its size, but is relatively weak will against spells that attack its will. Its strikes are numbingly cold and can leave an opponent staggered.
It continues to stare at you, waiting for your move.

|  Alden Helpinghand | 
 
	
 
                
                
              
            
            "At least it's not another golem, yes? Will your spells affect this thing?"

|  Exiel | 
 
	
 
                
                
              
            
            "It's an elemental. Doesn't have any bones to shatter, but my other spell should work. But first things first."
Exiel casts resist cold on Alden, Naala and 42 (he'd cast it on himself earlier).
"If we're going up against an ice elemental now and then a white dragon afterwards, we want to be resistant to the cold."
With that preparation done, Exiel initiates the festivities by casting siphon might on the ice elemental.
siphon might: 1d6 + 5 ⇒ (5) + 5 = 10

|  GM Aram Zey | 
 
	
 
                
                
              
            
            42, your first 9 charges healed you to full, so I applied the 10th charge to Alden. The 11th and 12th charges were given to Naala.
The ice elemental watches Exiel motionlessly as he casts his protection spells. As soon as he turns his attention to the elemental and begins to cast his third spell, however, the elemental rises to its feet and charges!
42: 1d20 + 5 ⇒ (20) + 5 = 25
Alden: 1d20 + 3 ⇒ (18) + 3 = 21
Exiel: 1d20 + 9 ⇒ (13) + 9 = 22
baddies: 1d20 + 9 ⇒ (7) + 9 = 16 
Even with a +9 modifier, the ice elemental goes after all of you.
Initiative order: 
42 (-)
Exiel (-)
Alden (-16)
Naala (-)
Ice elemental
Exiel, your spell will go off on your turn. Alden and 42, what do the two of you do?

|  Alden Helpinghand | 
 
	
 
                
                
              
            
            Alden will steel himself to block the elemental's attack on Exiel, He'll give Exiel a +10 to AC as a Swift action, then 42 a +10 as a Standard, and Naala will give 42 another +6 with her Standard action. Effective ACs as long as they don't move away from Alden: Exiel - 41, 42 - 41, Alden - 36, Naala - 35.

|  Subject - 42 | 
 
	
 
                
                
              
            
            Finally happy with something he can hit, 42 charges forward and casts vampiric touch. Using an arcana point to charge his sword with keen, he attacks.
Normal Scimitar: 1d20 + 14 ⇒ (7) + 14 = 21
damage: 1d6 + 6 ⇒ (1) + 6 = 7
Vampiric: 5d6 ⇒ (3, 6, 4, 1, 4) = 18 no saving throw.

|  GM Aram Zey | 
 
	
 
                
                
              
            
            42 goes first, charging in to attack the greater ice elemental head-on. Unfortunately for him, the ice elemental is not flat-footed - he has been watching your group the whole time, but had not acted as he is bound to only attack when the room is trespassed upon. He takes a swing at 42 before the magus is able to close in.
AoO: 1d20 + 24 ⇒ (14) + 24 = 38
damage: 2d10 + 10 ⇒ (1, 7) + 10 = 18
cold damage: 2d8 ⇒ (7, 7) = 14
42 is struck a ringing blow, but fortunately Exiel's ward fends off the numbing cold that would normally accompany such a strike. He presses on and strikes at the elemental, but the elemental shows remarkable speed for its size and bats the scimitar aside. You can still hold the charge on your vampiric touch spell.
Exiel is next, channeling his necromantic energy to draw strength from his enemy. 
fort: 1d20 + 14 ⇒ (9) + 14 = 23
But the ice elemental is tough, and partially resists the necromantic siphon.
Finally, Alden moves up to protect his ally... but which one?
Alden, Exiel is still behind, but 42 is now up front. If you move up with 42, you risk the odds that the elemental has combat reflexes. Do you want to change your action?
Initiative order:
42 (18)
Exiel (-, +5str)
-----------------------------------------------
Alden (-16)
Naala (-)
Ice elemental (-5str)

|  Alden Helpinghand | 
 
	
 
                
                
              
            
            I'll go ahead and follow 42, because if I'm not adjacent to him my actions were wasted. If I take an AOO, so be it. Next round, I'll use my Standard action to give all my allies the Escape Route feat so that it's not a problem anymore.

|  GM Aram Zey | 
 
	
 
                
                
              
            
            The ice elemental displays remarkably quick reflexes as it strikes at Alden as well when he moves to cover 42.
AoO: 1d20 + 21 ⇒ (14) + 21 = 35
Fortunately, Exiel's spell drains the elemental's strength enough to slow it down a little, and Naala is able to shift aside in time to help Alden block the blow. 
With two targets before it, the elemental goes for 1d2 ⇒ 2 Alden again.
attack: 1d20 + 21 ⇒ (13) + 21 = 34
attack: 1d20 + 21 ⇒ (17) + 21 = 38
damage: 2d10 + 7 ⇒ (1, 1) + 7 = 9
Alden is struck once, but a combination of sheer luck and the elemental being weakened by Exiel's spell makes it just a glancing blow.
Initiative order:
-----------------------------------------------
42 (holding charge on 18 damage vampiric touch)
Exiel (-, +5str)
Alden (-25)
Naala (-)
Ice elemental (-5str)
You guys are up!

|  Subject - 42 | 
 
	
 
                
                
              
            
            42 attacks several times. Are we still hasted?
attack 1: 1d20 + 14 ⇒ (8) + 14 = 22 damage: 1d6 + 6 ⇒ (5) + 6 = 11
attack 1: 1d20 + 9 ⇒ (14) + 9 = 23 damage: 1d6 + 6 ⇒ (2) + 6 = 8
attack 1: 1d20 + 14 ⇒ (2) + 14 = 16 damage: 1d6 + 6 ⇒ (2) + 6 = 8
Not feeling well after the golems, This elemental seems to be a lot quicker than he would expect it to be.

|  Exiel | 
 
	
 
                
                
              
            
            Not yet, but...
Perceiving that this they were up against a formidable foe, Exiel casts haste on the party again, then adopts the crane stance, draws his longspear and steps closer to the elemental.
Now we are hasted. Running low on 3rd level spell slots though.

|  Alden Helpinghand | 
 
	
 
                
                
              
            
            Alden grants his allies the Escape Route feat, then continues to protect his allies.
Exiel - 41, 42 - 41, Alden - 36, Naala - 35.

|  GM Aram Zey | 
 
	
 
                
                
              
            
            The ice elemental raises a fist to strike 42, then sees what Alden is doing. Unlike golems, this creature is able to understand what is going on, that unless Alden is taken down first, it has little to no chance of striking his allies. It reaches over to Alden, seeking to clobber him first. 
attack: 1d20 + 21 ⇒ (7) + 21 = 28
attack: 1d20 + 21 ⇒ (4) + 21 = 25
But its sudden decision to change targets throws it off balance, and its fist slam down on either side of the halfling knight.
Initiative order:
-----------------------------------------------
42 (holding charge on 18 damage vampiric touch, haste)
Exiel (-, +5str,haste)
Alden (-25, haste)
Naala (-, haste)
Ice elemental (-5str)
Lucky Alden! You guys are up again.

|  Subject - 42 | 
 
	
 
                
                
              
            
            Upset that this elemental is proving a little resistant to his attacks. as in i can't hit this barn sized opponent 42 tries again to hit.
attack 1: 1d20 + 14 ⇒ (6) + 14 = 20
attack 2: 1d20 + 9 ⇒ (19) + 9 = 28
attack 3: 1d20 + 14 ⇒ (7) + 14 = 21
Crit Confirm: 1d20 + 14 ⇒ (17) + 14 = 31
damage: 2d6 ⇒ (4, 4) = 8
crit spell: 5d6 ⇒ (6, 6, 2, 2, 2) = 18 What are the odds.
Completely negating the damage that the elemental has done to him, 42 steals the life from the beast of earth.

|  Alden Helpinghand | 
 
	
 
                
                
              
            
            With the creature focusing on him, Alden will take some precautions for himself. He will five-foot step to get adjacent to Exiel, then use his Swift action to add AC to Naala, then take a full defensive action, giving him a +6 for himself. He will also command Naala to aid his own AC, giving him another +6. His adjacent allies will still get a +16 on up to 4 attacks, and he and Naala can still help each other in the same way.
Effective ACs - Alden: 47, Naala: 44, 42: 41, Exiel: 47

|  Exiel | 
 
	
 
                
                
              
            
            Exiel takes a 5ft step in and stabs furiously with his spear.
attack roll: 1d20 + 18 - 2 ⇒ (9) + 18 - 2 = 25 
damage roll: 1d8 + 11 ⇒ (4) + 11 = 15
haste attack roll: 1d20 + 18 - 2 ⇒ (6) + 18 - 2 = 22 
damage roll: 1d8 + 11 ⇒ (7) + 11 = 18
iterative attack roll: 1d20 + 13 - 2 ⇒ (14) + 13 - 2 = 25 
damage roll: 1d8 + 11 ⇒ (1) + 11 = 12

|  GM Aram Zey | 
 
	
 
                
                
              
            
            42's manages to get a single successful hit with his scimitar, and through his scimitar simply bounces off, the spell it carries discharges with critical effect.
Exiel's stabs all hit home, but he also finds that the lance head has some trouble penetrating, but at least he is able to punch through a little with each strike.
It appears that this elemental is quite resistant to physical damage!
It responds by swinging at 42, who he currently sees as the biggest threat!
slam: 1d20 + 21 ⇒ (3) + 21 = 24
slam: 1d20 + 21 ⇒ (2) + 21 = 23
Between the life-steal by 42 and strength-steal by Exiel, the elemental is feeling quite ill at the moment, and fails to deal any meaning strikes at 42.
Damn those rolls...
Initiative order:
-----------------------------------------------
42 (+36 temp, holding charge on 18 damage vampiric touch, haste)
Exiel (-, +5str,haste)
Alden (-25, haste)
Naala (-, haste)
Ice elemental (-51, -5str)
Your turn

|  Subject - 42 | 
 
	
 
                
                
              
            
            Smiling as the elemental tries to attack him, 42 uses his gloves to help him deliver a lightning bolt through his scimitar.
attack: 1d20 + 14 ⇒ (11) + 14 = 25
damage: 1d6 + 6 ⇒ (1) + 6 = 7
electrical damage: 10d6 ⇒ (6, 1, 1, 3, 6, 6, 2, 1, 1, 5) = 32 Reflex 17 for half
haste attack: 1d20 + 14 ⇒ (3) + 14 = 17

|  Exiel | 
 
	
 
                
                
              
            
            Realising that he would need to break the elemental with brute force, Exiel takes a moment to cast divine favour defensively and takes a 5ft adjustment to wards the South.
defensive casting concentration roll: 1d20 + 10 ⇒ (19) + 10 = 29

|  Alden Helpinghand | 
 
	
 
                
                
              
            
            Alden continues his job of keeping his allies safe while keeping himself and Naala safe as well.
Going to repeat last round's actions, ACs stay the same.

|  GM Aram Zey | 
 
	
 
                
                
              
            
            42's blade strikes the elemental, and although the blade itself leaves no mark on the elemental, the electricity that he has charged it with courses through the elemental, and causes it to melt in several places. It bellows in significant pain.
Alden continues to guard his allies and Exiel casts yet another spell to augment his fighting abilities. But it is determined to perform its assigned task, and keeps swinging at Alden.
slam: 1d20 + 21 ⇒ (10) + 21 = 31 
slam: 1d20 + 21 ⇒ (17) + 21 = 38
He does not even come close. When Alden is determined not to be hit in combat, few are able to penetrate his defences.
Initiative order: 
----------------------------------------------- 
42 (+36 temp, holding charge on 18 damage vampiric touch, haste) 
Exiel (-, +5str,haste, divine favor) 
Alden (-25, haste) 
Naala (-, haste) 
Ice elemental (-83, -5str)
Your turn.

|  Alden Helpinghand | 
 
	
 
                
                
              
            
            Alden continues keeping everyone safe, feeling useful and helpful, which is his goal in life.
:-D. Same actions as last round.

|  Exiel | 
 
	
 
                
                
              
            
            Having buffed himself as best he can, Exiel presses the attack.
attack roll: 1d20 + 20 - 2 ⇒ (14) + 20 - 2 = 32 
damage roll: 1d8 + 13 ⇒ (5) + 13 = 18
haste attack roll: 1d20 + 20 - 2 ⇒ (6) + 20 - 2 = 24 
damage roll: 1d8 + 13 ⇒ (3) + 13 = 16
iterative attack roll: 1d20 + 15 - 2 ⇒ (17) + 15 - 2 = 30 
damage roll: 1d8 + 13 ⇒ (7) + 13 = 20
 
	
 
     
    