
| GM Bold Strider | 
 
	
 
                
                
              
            
            Umm... Just to make it simple. Everyone is fully healed by whatever you guys just expended. I'm pretty sure there is some overlap, but Wands of CLW/IH are super cheap. If you want a refund on charges, go for it.
The group heads to the north. Marching Order: Shu -> Mu - > Bevek -> Malachite -> Brewslee -> Gob
You head towards the entrance, the sounds of carnage coming from everywhere, amplified by the acoustics in the opera house.
You find the door locked and can hear screaming and... laughing(?) on the other side.

|  Old Shu | 
 
	
 
                
                
              
            
            Shu peers at it for a moment. "Heh. Oh yeah."
Pulling out some tools, he jams one into the lock.
Disable Device: 1d20 + 10 ⇒ (4) + 10 = 14
"Hmm.." Switching to a smaller one, he tries again.
"Stupid door... make Shu look like fool."
Disable Device: 1d20 + 10 ⇒ (10) + 10 = 20
Disable Device: 1d20 + 10 ⇒ (20) + 10 = 30

|  Gob Master of Greed | 
 
	
 
                
                
              
            
            "Perhaps Bevek could be of assistance here? If not I have a few resources at my disposal." Watching Shu he calmy states "Take your time and do your best even if it takes you a few tries."

| GM Bold Strider | 
 
	
 
                
                
              
            
            Shu pops open the door after a few seconds of banging on the door and trying a few different tools. He sees a human wielding a heavy pick made from bone (or at least it appears that way). This woman is commanding waves of zombies to assault small group of nobles in the entrance way. A man keeps trying to push the door open, but is unsuccessful and hides behind two women.
He sees the Pathfinders and points to them. "THEY'VE COME TO SAVE ME!"
The cleric spins, laughing at the Pathfinders. "Mwahaha! Kill the usurpers, my minions, for the glory of Zyphus and for the glory of Fel Bustrani!” The zombies start to shamble towards the Pathfinders. Ignore the Pink-Squares
Initiative: 
Gob: 1d20 + 2 ⇒ (6) + 2 = 8 
Bevek: 1d20 + 5 ⇒ (3) + 5 = 8 
Brewslee: 1d20 + 4 ⇒ (2) + 4 = 6 
Shu: 1d20 + 3 ⇒ (6) + 3 = 9 
Mu: 1d20 + 2 ⇒ (1) + 2 = 3 
Cleric: 1d20 + 3 ⇒ (15) + 3 = 18
Zombies: 1d20 + 1 ⇒ (10) + 1 = 11
The zombies charge the leader, Shu.
Slam @ Shu-16 AC: 1d20 + 4 + 1 + 2 ⇒ (18) + 4 + 1 + 2 = 25
Slam @ Shu-16 AC: 1d20 + 4 + 1 + 2 ⇒ (10) + 4 + 1 + 2 = 17
Each of the zombies hits Shu solidly in the chest as they run headlong into him.
Damage: 2d6 + 8 + 2 ⇒ (3, 2) + 8 + 2 = 15
The cleric laughs and raises her heavy pick to the sky. "Oh great Zyphus! Let me send even more souls to your realm! We shall use their mortal forms to bring death to the living!"
Black waves of energy emanate from the woman. The group of nobles at the door fall to their knees in pain. A particularly old woman falls to the floor, possibly dead.
DC 14 Will Save for Negative Channel Energy (Take half damage on a save).
Channel Energy: 2d6 ⇒ (3, 4) = 7
Initiative:
1st: Cleric; Zombies (#1; #2)
2nd: Shu @ 18/33 HP; Mu; Gob; Brewslee; Bevek; Malachite

|  Gob Master of Greed | 
 
	
 
                
                
              
            
            Will: 1d20 + 3 ⇒ (3) + 3 = 6
Gob grits his teeth as the wave of negative energy hits him. Gob responds with a few hand gestures and what looks like an extremely loud scream only no sound comes out of his mouth.
Ear piercing scream vs the cultist. DC 16 fort save or she is dazed next round.
The woman with the heavy pick cluthes her ears as if Gob was screaming directly in them.
damage: 2d6 ⇒ (3, 4) = 7

|  Mu Ping | 
 
	
 
                
                
              
            
            Mu doggie rolls past the zombies and assaults the priestess.
tumble red zombie: 1d20 + 9 ⇒ (7) + 9 = 16 
tumble blue zombie: 1d20 + 9 ⇒ (17) + 9 = 26 
Sansetsukon vs priestess: 1d20 + 8 ⇒ (2) + 8 = 10 @1d10 + 4 ⇒ (7) + 4 = 11
spend 1 Ki, extra attack (1/5 Ki)
Sansetsukon vs priestess: 1d20 + 8 ⇒ (18) + 8 = 26 @1d10 + 4 ⇒ (10) + 4 = 14

| GM Bold Strider | 
 
	
 
                
                
              
            
            Gob screams at her and Mu tumbles past the zombies to whack the Priestess, but he misses.
@Mu: Pretty sure that you can't extra attack with your Sansekuton. Using a Ki Point only gives you an extra attack during a flurry.
Initiative: 
1st: Cleric; Zombies (#1; #2) 
2nd: Shu @ 18/33 HP; Mu @ 30/35 HP; Gob @ 16/23 HP; Brewslee; Bevek; Malachite

| GM Bold Strider | 
 
	
 
                
                
              
            
            1st: Forgot the Ear-Piercing Scream. 2nd: Going over the Acrobatics; You fail the first tumble against Red and need to make one against the Priestess. She is wielding a Heavy Pick.
Mu avoids a bite from the zombie to his right, but is distracted enough to let the zombie on his left slam into him.
Fortitude Save: 1d20 + 5 ⇒ (11) + 5 = 16
Slam @ Mu-21 AC: 1d20 + 4 + 2 + 1 ⇒ (15) + 4 + 2 + 1 = 22
Damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Initiative: 
1st: Cleric @ 3 damage; Zombies (#1-Red; #2-Blue) 
2nd: Shu @ 18/33 HP; Mu @ 22/35 HP; Gob @ 16/23 HP; Brewslee; Bevek; Malachite

|  Old Shu | 
 
	
 
                
                
              
            
            Will: 1d20 + 2 ⇒ (19) + 2 = 21
"Argh! Oof!" Shu steps away from the zombies, making room for the monks to fight, and readies his wand of infernal healing.
Cant edit position. 5' step back.

| GM Bold Strider | 
 
	
 
                
                
              
            
            @Mu: For future reference, you need to activate Panther Style to use Panther Parry. It is a Swift Action at the beginning of every combat. Also, you need to confirm the potential critical.
Shu steps back 5' and draws his wand of Infernal Healing. Not sure what you are readying it for.
Initiative: 
1st: Cleric @ 3 damage; Zombies (#1-Red; #2-Blue) 
2nd: Shu @ 15/33 HP; Mu @ 22/35 HP; Gob @ 16/23 HP; Brewslee; Bevek; Malachite

| GM Bold Strider | 
 
	
 
                
                
              
            
            @Shu: Oh, so you are casting it. Gotcha. You will have a move action after finishing the cast next turn since it doesn't look like you have a Spring-Loaded Wrist Sheath. Move Action: Draw Wand; Standard Action: Start Casting.
Initiative: 
1st: Cleric @ 3 damage; Zombies (#1-Red; #2-Blue) 
2nd: Shu-Casting @ 15/33 HP; Mu @ 22/35 HP; Gob @ 16/23 HP; Brewslee; Bevek; Malachite

|  Gob Master of Greed | 
 
	
 
                
                
              
            
            Isn't infernal healing a full round spell?
I never thought to look before but it is in fact a 1 round cast time. Also this: A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed. So he gets a normal turn next round with a standard and move action.

| GM Bold Strider | 
 
	
 
                
                
              
            
            @Mu: Correct. Two points: 1) Panther Claw makes the strike a free action, but you have to activate Panther Style at the beginning of a combat, which requires a Swift Action. Panther Style doesn't just stay on permanently. 2) Panther Parry/Claw can only be used with unarmed strikes, not your Sansekuton.
Roll damage for an unarmed critical, Mu
Initiative: 
1st: Cleric @ 3 damage; Zombies (#1-Red; #2-Blue) 
2nd: Shu-Casting @ 15/33 HP; Mu @ 22/35 HP; Gob @ 16/23 HP; Brewslee; Bevek; Malachite

|  Gob Master of Greed | 
 
	
 
                
                
              
            
            Just found this: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

|  Old Shu | 
 
	
 
                
                
              
            
            Yeah, I need to get a couple spring-loaded wrist sheaths. Getting out the wand and it's casting time was part of the reason Shu wasn't running around trying to heal everyone in the last combat.
Mu, I think you Crit it.

|  Old Shu | 
 
	
 
                
                
              
            
            From wands...
Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

|  Bevek Verdade | 
 
	
 
                
                
              
            
            Will Save: 1d20 + 2 ⇒ (9) + 2 = 11
The wave of negative energy slams into Bevek, causing him to wince noticeably.
I am not going toe to toe with you guys again.
He draws a vial of holy water from his bandolier and throws it at the blue zombie.
Holy Water: 1d20 + 1 ⇒ (4) + 1 = 5
Miss Direction: 1d8 ⇒ 2 
The vial bounces off the blue zombie and lands between the two. When the vial shatters, it splashes up on both zombies, but to little effect.
Each zombie takes 1 hp damage.

| GM Bold Strider | 
 
	
 
                
                
              
            
            Bevek is a quick thinker and pulls out a vial of Holy Water to douse the zombies, but misses and it only burns away a bit of their flesh.
Mu's Crit: 2d8 + 6 ⇒ (2, 5) + 6 = 13 Rolling for him since its been a while. Mu retaliatory strike against the zombie seems to do way more damage than he expected.
Initiative: 
1st: Cleric @ 3 damage; Zombies (#1-Red @ 9 damage; #2-Blue @ 1 damage) 
2nd: Shu-Casting @ 15/33 HP; Mu @ 22/35 HP; Gob @ 16/23 HP; Bevek @ 9/16 HP; Brewslee; Malachite

|  Brewslee Haiiya | 
 
	
 
                
                
              
            
            Will save: 1d20 + 6 ⇒ (15) + 6 = 21
Acrobatics: 1d20 + 8 ⇒ (16) + 8 = 24
Acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25
Brewslee grasps his guirsame as he slams headfirst into the mass of undead, knocking them aside as he moves past them, nearly slicing one with his guirsame as it sends Brewslee into a spin. Ugh thish shtuff is hitting me wrong today. As he feels the effects of the cleric's negative energy hit him.
Guirsame: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 2d4 + 3 ⇒ (1, 3) + 3 = 7
You can just say that I am in panther style each combat as this character is built around that style.
Acrobatics to be able to move past zombies but once past I will drop it to provoke from both of them.
Provoke AoO through movement 
Mobility adds +4 to AC making it 21 25 against AoO from movement 
Panther Style- retaliate against an AoO with a free unarmed strike
AoO Panther Style reaction strike: 1d20 + 3 ⇒ (13) + 3 = 16 
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Which one is the cleric on the map?

| GM Bold Strider | 
 
	
 
                
                
              
            
            If you want to say that you are going into Panther Style every fight, that's fine. But, it should be noted that it requires a Swift Action to enter a Style, thus you are auto-using your Swift Action every combat.
The Cleric is the one next to you on the map. Outlined in Green. You also provoke from her. I assume that you want to Panther Style her since she is the boss and you are trying to reach her?
Brewslee does some weird tumble stuff to get past the two zombies and lashes out at the Cleric who tries to hit him with her Heavy Pick. The other zombie also tries to hit him as he moves away.
Slam @ Brewslee-25 AC: 1d20 + 4 + 2 + 1 ⇒ (18) + 4 + 2 + 1 = 25
Heavy Pick @ Brewslee-25 AC: 1d20 + 6 ⇒ (1) + 6 = 7
The cleric misses, but the zombie connects. Brewslee's unarmed strike bounces off of the Cleric's armor under her black tabard. Even if you targeted the Zombie, you would have hit, but done no damage.
Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Brewslee is not feeling that great and is reminded of that last time he tumbled past two zombies about five minutes ago.
Initiative: 
1st: Cleric @ 3 damage; Zombies (#1-Red @ 9 damage; #2-Blue @ 1 damage) 
2nd: Shu-Casting @ 15/33 HP; Mu @ 22/35 HP; Gob @ 16/23 HP; Bevek @ 9/16 HP; Brewslee @ 5/17 HP; Malachite

|  Karu the Bold Strider | 
 
	
 
                
                
              
            
            I read it as all of it was until your next turn... Well, someone did. I honestly don't think I read the charge rules, just had them explained to me. I'll research tomorrow. For now, we go as if it does last.
-Posted with Wayfinder

|  Malachite Stoneheart | 
 
	
 
                
                
              
            
            DC 14 Will for half Dmg: 1d20 + 5 ⇒ (1) + 5 = 6
Malachite cries out as the negative energy washes over him, causing more pain. He grunts in frustration as he's spent more time unconscious then upright in this adventure so far.
He drinks his CLW potion trying to stay in the fight, recovering enough to consider an attack next round.
Dig for Clw potion as Move action, drink as Standard
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
What tier is this? I'm getting smoked left and right...

| GM Bold Strider | 
 
	
 
                
                
              
            
            Ok. I can't find anything that says that the Charge would last until your next turn, but as a side note it does seem that Pounce characters only get +2 to the first attack roll made when charging. I found that interesting. Will have to bring that up to my lodge when I get back to the US.
Thus the hits against Mu and Brewslee are negated.
Malachite takes full damage from the wave of negative energy, but heals himself back up with some positive energy!
The ornate man that was trying to push his way out of the door cheers Brewslee on. Great strike, old chap! Protect me and you will be handsomely rewarded! He scurries to cower behind a wet bar.
The Cleric steps towards the zombies to group up against the vile intruders and then summons dark energy to surround her hand as she shoves it into Brewslee's chest.
The two zombies lash out at Brewslee and Mu.
Slam @ Brewslee-21 AC: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Slam @ Mu-21 AC: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Touch Attack @ Brewslee-17 AC: 1d20 + 4 ⇒ (13) + 4 = 17 DC 15 Will Save
Total Damage:
Mu: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Brewslee: 2d8 + 3 ⇒ (6, 4) + 3 = 13
The Cleric and one of the zombies fends off Mu and Brewslee. Shu finishes casting Infernal Healing on himself. One move action left Shu.
Initiative: 
1st: Cleric @ 3 damage; Zombies (#1-Red @ 9 damage; #2-Blue @ 1 damage) 
2nd: Shu-IH (10 Rounds) @ 15/33 HP; Mu @ 21/35 HP; Gob @ 16/23 HP; Bevek @ 9/16 HP; Brewslee @ 1/17 HP; Malachite

|  Gob Master of Greed | 
 
	
 
                
                
              
            
            Gob moves just north of Shu and sends a jet of flame out of his hands catching the zombies and the evil cleric.
damage: 3d6 ⇒ (1, 3, 3) = 7 burning hands DC 16 reflex for half

|  Malachite Stoneheart | 
 
	
 
                
                
              
            
            Malachite don't forget I hit you with mage armor so your AC should be 20 now.
Missed it completely, thanks for the reminder, and the hit!

|  Malachite Stoneheart | 
 
	
 
                
                
              
            
            Following behind the jet of flame from Gob, Mal advances on Red Zombie swinging his temple sword, and flanking with the wise master Shu.
Malachite Temple Sword, flanking: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 
Dmg, two handed: 1d8 + 4 ⇒ (5) + 4 = 9
AC 20, HP 9/9

|  Brewslee Haiiya | 
 
	
 
                
                
              
            
            Would her touching me provoke an AoO? If so I will post one below.
Will save: 1d20 + 6 ⇒ (20) + 6 = 26
AoO unarmed strike: 1d20 + 3 ⇒ (5) + 3 = 8 
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
The cleric inflicts wounds on Brewslee but he is unable to feel the majority of the wounds due to his inebriation.
Brewslee staggers around the woman as he slices his guirsame at her in a drunken rage.
Provoke AoO through movement 
Mobility adds +4 to AC making it 25 against AoO from movement 
Panther Style- retaliate against an AoO with a free unarmed strike
AoO Panther Style reaction strike: 1d20 + 3 ⇒ (14) + 3 = 17 
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Stunning Fist DC 15 with panther strike
Guirsame: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 2d4 + 3 ⇒ (1, 4) + 3 = 8

|  Bevek Verdade | 
 
	
 
                
                
              
            
            Oh, yeah, fire! I got one of those too!
Bevek grabs another vial from his bandolier and throws it at the priestess.
Alchemist's Fire: 1d20 + 1 ⇒ (2) + 1 = 3
Miss Direction: 1d8 ⇒ 8
Instead of hitting the intended target, the blue zombie knocks it out of the air, shattering it at his feet.
Blue zombie, priestess, Brewslee, and Bevek all take 1 hp splash damage. Sorry, Brews.

|  Gob Master of Greed | 
 
	
 
                
                
              
            
            Just realized I rolled the wrong damage for burning hands.
burning hands: 3d4 ⇒ (1, 4, 1) = 6
-Posted with Wayfinder

| GM Bold Strider | 
 
	
 
                
                
              
            
            @Brewslee: It would, but not because of her touching you. She cast without casting defensively, thus would provoke.
Malachite and Gob take down the zombie (red) in tandem as Bevek launches an Alchemist's Fire that seemingly does more harm than good to the party.
Reflex Save: 1d20 + 0 ⇒ (12) + 0 = 12
Reflex Save: 1d20 + 2 ⇒ (13) + 2 = 15
Shu takes cover behind a pillar before drawing an Alchemist's Fire as well.
Brewslee move around the cleric and the remaining zombie, drawing attacks and lashing back at the cleric, but his guisarme and unarmed strikes just bounce off her armor. He hears the man cowering behind the wet bar yell out to him. You got him next time! The women and children however are being ravaged by the zombies as this man cowers.
Heavy Pick AoO @ Brewslee-25 AC: 1d20 + 6 ⇒ (19) + 6 = 25
Slam AoO @ Brewslee-25 AC: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
The zombie lashes out at the monk but the drunken monk deftly sidesteps while the priest also attempts to cleave him with her pick and is able to catch him in the side.
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Initiative: 
1st: Cleric @ 9 damage; Zombies (#2-Blue @ 7 damage) 
2nd: Shu-IH (10 Rounds) @ 15/33 HP; Mu @ 21/35 HP; Gob @ 16/23 HP; Bevek @ 8/16 HP; Brewslee @ 4/17 HP; Malachite
 
	
 
     
    