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Korai lets out the loud caw of a predator descending on it's prey as he charges the Hellcat. "RAAAAWWWKKKKKK!!!!"
Free action Intimidate due to Frightening Ambush feat
Intimidate, no magic, smaller: 1d20 + 16 - 1 - 4 ⇒ (8) + 16 - 1 - 4 = 19
If that succeeds, add 1 to the duration of it being shakened. If it would be shakened for 4 rounds it is instead frightened for 1 round.
Dagger charge, flanking, no magic: 1d20 + 11 + 2 + 2 ⇒ (9) + 11 + 2 + 2 = 24
Damage, no magic: 1d6 + 5 - 1 ⇒ (3) + 5 - 1 = 7
Sneak Attack: 2d6 ⇒ (1, 3) = 4
Use brutal beating to forgo 1d6 of sneak attack and instead sicken it for 3 rounds.
Use debilitating injury to bewilder it, giving it a -2 to AC against everyone, and an additional -2 to AC to me only.

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AC without magic is 14. And for some reason inspire courage is supernatural not extraordinary. Grr
Rhuul unfurls his flag with a rune of the open road on it, inspiring the pathfinder team to remember who they are.
+1 to hit, damage and saves vs fear
He then advances up to the beast, and slashes at it with his battle-axe.
attack,flag: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
damage,flag: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

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Wyrgan draws his dagger and tries to cut at the beast knowing he won't be able to break free from its clutches in this anti magic field...
Dagger: 1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 19
if it connects then
DMG: 1d4 + 4 ⇒ (4) + 4 = 8

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Though Korai surprises the Hellcat with a dagger from behind, it's morale holds. The dagger manages to hit a vital internal organ however, and the beast howls in pain. Rhuul reminds the others what they fight for, and draws a spurt of fiery blood with his axe. Wyrgan is able to get his hand on his own dagger and drives it into the Hellcat. The Pathfinders then feel begin to feel their magic surging back, and the fiery cat seems to blink out of existence, as the paladin continues to wrestle with his now invisible captor.
Round 2
Magic: 1d2 ⇒ 2 ON
Maldoc
Sihir
=====================
Cat (-28, sickened ->3 rds, bewildered ->1 rd)
=====================
Korai
Wyrgan (-34, grappled)
Rhuul

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Since it was grappled I assume I can attack the proper square even though its invisible, correct? If so,
Maldoc, not wanting to waste time, decides to simply use his Arcane Pool to enhance his weapon with Speed. That takes all of the +3 bonus I have.
Attack: 1d20 + 16 ⇒ (9) + 16 = 25 for Damage: 1d8 + 10 ⇒ (1) + 10 = 11
Attack: 1d20 + 16 ⇒ (9) + 16 = 25 for Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Attack: 1d20 + 11 ⇒ (20) + 11 = 31 for Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Confirm #3?: 1d20 + 11 ⇒ (16) + 11 = 27 for Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Miss Chance, high always good: 3d100 ⇒ (30, 72, 99) = 201 So only the last two have the chance to strike.

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Sihir holds up his ring - an exquisite platinum number in the shape of an ouroboros - in what would look to a careless observer like a rude gesture, and a spray of scintillating glitter coats the devil!
That was me using my Arcane Bond spell for the day. I try to position it so it coats the Hellcat but nobody else (which looks doable, although the grapple may make it a problem for Wyrgan, I'm not sure). Will save DC is 19.

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When I'm GMing in PFS, I like to make sure all players involved in potential friendly fire agree to it. In home games, it's not so much of an issue to me, but I've seen it cause issues in organized play. I drew a 10 ft burst on the map if centered on the Hellcat, and it would hit 3 others. If even a single person has an issue with it, I will ask that you change your action.

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If it were targetted just one square to the north, it would only get one of us. Or, depending on how much of the cats square has to be affected to make a save, it could avoid all of us if it were two right and one up

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Solved the problem. It doesn't need to get ALL the target, I'm pretty sure (and if we wanted to be picky, its head would obviously be in the square next to Wyrgan).

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GM: 1d20 ⇒ 15
Maldoc furiously swings his sword about like a whirlwind, cutting two deep gashes into the creatures fiery flesh. The wayang summons forth a dazzling display of shimmering glitter, outlining the hellcat and blinding it, while releasing its grasp on Wyrgan. It unleashes a terrifying roar in frustration as it tries to attack the magus in return, but catches nothing besides air.
Maintain grapple: 1d20 + 19 + 5 - 2 - 2 ⇒ (4) + 19 + 5 - 2 - 2 = 24
Bite: 1d20 + 13 - 2 - 2 ⇒ (17) + 13 - 2 - 2 = 261d8 + 5 - 2 ⇒ (1) + 5 - 2 = 4 Miss: 1d100 ⇒ 36
Claw 1: 1d20 + 13 - 2 - 2 ⇒ (17) + 13 - 2 - 2 = 261d6 + 5 - 2 ⇒ (3) + 5 - 2 = 6 Miss: 1d100 ⇒ 79
Claw 2: 1d20 + 13 - 2 - 2 ⇒ (2) + 13 - 2 - 2 = 111d6 + 5 - 2 ⇒ (1) + 5 - 2 = 4 Miss: 1d100 ⇒ 29
Round 2
Magic: ON
Maldoc
Sihir
=====================
Cat (-69, sickened ->2 rds, bewildered ->Korai, blinded)
=====================
Korai
Wyrgan (-34)
Rhuul

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"What is in your pockets Maldoc? They make cat food out of cow, fish, turkey, chicken & lamb meat—but not mouse meat, which is probably all cats want. I'd check for mice."
After offering this helpful advice... Inspire courage, and flag bearer, both combine for +3 to hit and damage Rhuul continues to swing at the big cat.
attack,inspire: 1d20 + 9 + 3 ⇒ (6) + 9 + 3 = 18
damage(magic, slash, cold iron),inspire: 1d8 + 3 + 3 ⇒ (5) + 3 + 3 = 11

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Free of the clutches of the foe Wyrgan uses his paladin powers to heal himself (LoH as a swift action)...
LoH: 2d6 ⇒ (2, 2) = 4
He then full attacks the creature with his bastard sword...
Bastard Sword+PA+2Handed+FF: 1d20 + 12 ⇒ (3) + 12 = 15
DMG: 1d10 + 13 ⇒ (6) + 13 = 19
Bastard Sword+PA 1handed: 1d20 + 5 ⇒ (3) + 5 = 8
DMG: 1d10 + 13 ⇒ (4) + 13 = 17
Current AC is 27 and HP is 34/60

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Korai attempts to take full advantage of the creature's current predicament.
Dagger: 1d20 + 11 + 3 + 1 ⇒ (14) + 11 + 3 + 1 = 29
Damage: 1d6 + 5 + 3 + 1 ⇒ (4) + 5 + 3 + 1 = 13
Sneak Attack: 3d6 ⇒ (5, 1, 3) = 9
Debilitating Injury: -2 AC, -4 AC against me
Bite (Secondary): 1d20 + 11 + 3 + 1 - 5 ⇒ (8) + 11 + 3 + 1 - 5 = 18
Damage: 1d6 - 1 + 3 + 1 ⇒ (4) - 1 + 3 + 1 = 7
Sneak Attack: 3d6 ⇒ (3, 5, 4) = 12
"Where the hell did this thing come from?"

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As the hellcat flails about in anger and discomfort, Korai takes the opportunity to slide his dagger into the creature's skull, putting it down for good.
Out of combat!
The hellcat's corpse does not provide any evidence as to where it came from or what it was doing. Though you were unable to see it approaching due to its natural invisibility, you are able to easily discern its tracks in the desert sand.

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"Well... I apologize for not noticing that thing. That is kinda my job as a scout... but I must say that it all worked out pretty well. Couldn't have asked for better tactical positioning."
Perception: 1d20 + 12 ⇒ (11) + 12 = 23
"We really should make sure this was a random wandering monster and not something sent to take us out of the picture though."

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"Well, they say humor is the best medicine... if you don't mind a joke or two, I can help you our Sir Wyrgan."
CMW: 2d8 + 8 ⇒ (3, 3) + 8 = 14

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You continue on, following the notes from Rijana's journal. Her directions aren't the most precise, and it's not until the morning of the third day that you finally locate her camp. As soon as you enter the camp, you feel your magical connections restored, and they don't seem to fade out for the time being.
A cold fire pit, well-organized gear and supplies, and two journals blowing lazily in the wind surround a small, stone monolith. The monolith, the stele described in Rijana’s journals, is covered top to bottom in intricate and exotic carvings as well as markings and what look to be writings in an ancient language. The entire camp is covered in a thin layer of reddish dust, as if no one has been here for some time.

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Maldoc will go and collect the journals before the wind carries them away. So, any of you lot understand any of these carvings?

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Rhuul would finish healing up Wygran before resting that night.
"Odd dust that. Looks like nothing has been here for ages, but we know ... something has. Odd about that hellcat too. Why would it be out here?"
He has a quick look at the journals.
"Do we try whatever she was doing? And if so... do we end up turned to dusty husks as well? I'm a dwarf what likes me ale. "

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Sihir checks the journals and monolith for wards or any such thing...
detect magic and Spellcraft on journals: 1d20 + 17 ⇒ (9) + 17 = 26 +2 if Illusion
detect magic and Spellcraft on monolith: 1d20 + 17 ⇒ (18) + 17 = 35 +2 if Illusion
Linguistics on journals: 1d20 + 13 ⇒ (19) + 13 = 32
Linguistics on monolith: 1d20 + 13 ⇒ (13) + 13 = 26

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Korai warns people of approaching. "One moment... best make sure we aren't stepping into a trap... or mold... or a mold trap."
Perception: 1d20 + 12 ⇒ (13) + 12 = 25
He then approaches the monolith and does his best to help Sihir decipher the runes.
Linguistics: 1d20 + 9 ⇒ (20) + 9 = 29

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"Many thanks Master Dwarf." Wyrgan replies after the healing and then assists the others in checking the area out...
Perception: 1d20 + 12 ⇒ (17) + 12 = 29
"Books and Tomes are not really my forte unless they are religious in nature or deal with empyreal military matters, specifically about the hound of the heavens. Did you find anything interesting?" Wyrgan asks.

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You do not notice any traps or alarms, of either the magical or mundane variety. Sihir sees that the stele radiates a faint transmutation aura and a strong conjuration aura. Though he can't decipher the exact magics at work, he is sure that they are somehow protecting the camp from the Mana Wastes drain on magic. The writing on the monolith is some form of ancient Kelish and would take weeks, if not months, for you to translate and decipher. According to the journal you recovered in Geb's Rest, that is exactly what Rijana was working on here.
The two journals are Translations of the Mana Wastes Stele and Flora, Fauna, and Hazards of the Mana Wastes. The first is a half finished book containing page after page of drawings and translations of the stele. The last written page contains an incantation in common and instructions that describe exactly how to activate the stele. A notation below the incantation reads, “Making my first attempt tomorrow.” and is dated several months ago with no following notations. The page immediately preceding that one has this notation: “Worried that if I activate the stele and don’t like the results, may not be able to deactivate it. Pretty sure the incantation I’ve copied on the next page, when read backwards, will return this stele to normal if performed backwards. Will test later.” The second journal is a detailed account of the monsters, plants, and normal animals that call the Mana Wastes home.
The stele is in the middle of the camp and keeps magic active within a 20 ft radius. Also, could you please place yourselves on the next map.

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Maldoc will allow Wyrgan to use his Wand of Cure Light Wounds if he needs additional healing. Do you believe we should try to reverse the activation?

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"Would probably be a good idea, but first we should take notes and rubbings of the monolith in it's current condition. I'm sure that would help the society figure out what went wrong."
Korai will begin to take notes and rubbings. Once he's confident that he and his allies have recorded all of the information needed by the society to understand this mishap, he'll help Maldoc prepare to reverse the ritual.

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Rhuul nods.
"Because the society needs more help getting things wrong." he laughs.
However he is more than willing to take additional rubbings and notes. The bard does take the time to memorise the incantation, both forward and backward, so that if necessary he can repeat it without the book.
Then, after a quick ale, decides to write it down on another piece of paper, 'just in case'.
"Anyone else think it is odd that these stones can resist the magic drain of the waste?"

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then there would have been no need to burn wand charges to heal Wyrgan up so Maldoc can save resources.
"Seems we have enough copies now. Do we say the incantations aloud to see if that is what is needed?" Wyrgan says offering a suggestion.

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The party huddles around the stele in the center of the camp, and everyone take a deep breath before Maldoc recites the incantation. Once he does, a brilliant flash of blue light surrounds them; when the light fades, you’re still standing in the camp, but all of Rijana’s supplies are gone, the stele is gone—its also as dark as the middle of the night, though the sky lacks any stars and is black as pitch. The wind, so prevalent as you traveled across the Mana Wastes, is still. Nothing moves, nothing makes a sound, nothing is here. Your arrival seems to change that however, as three figures begin to stir around you. They appear to be the same undead zombie warriors that you found in Geb's Rest.
Init,Wyrgan: 1d20 + 6 ⇒ (2) + 6 = 8
Init,Maldoc: 1d20 + 8 ⇒ (19) + 8 = 27
Init,Korai: 1d20 + 7 ⇒ (6) + 7 = 13
Init,Sihir: 1d20 + 3 ⇒ (6) + 3 = 9
Init,Rhuul: 1d20 + 0 ⇒ (8) + 0 = 8
Zombies: 1d20 + 6 ⇒ (9) + 6 = 15
Round 1
Maldoc
=====================
Red
Green
Blue
=====================
Korai
Sihir
Wyrgan
Rhuul
It is total darkness here.

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So we can't see at all? Do we know that magic is still working here?
If I can still target, Maldoc will cast Fireball, centered on the two to the right of the party but still catching the tree in the blast with the idea of setting it on fire to act like a torch as a source of light.
Damage: 9d6 ⇒ (4, 4, 4, 4, 5, 6, 3, 3, 5) = 38
If that is not feasible, Maldoc will simply cast Light on his sword so everyone will be able to see.

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I have no issue with that, I'm sure it's a daily buff for you.
One of the zombies yells out at the sight of you, and the three forms lurch to attention. "Intruderssss. Killlll." One moves out from behind a shrub and slices Sihir with a scimitar. The other two move to surround the tengu, each one drawing a spurt of blood that stains the sands.
Red vs Sihir: 1d20 + 9 ⇒ (12) + 9 = 211d6 + 8 ⇒ (6) + 8 = 14
Green vs Korai: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 161d6 + 8 ⇒ (3) + 8 = 11
Blue vs Korai: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 261d6 + 8 ⇒ (1) + 8 = 9
Round 1
Maldoc
=====================
Red Knowledge Religion, DC 15, one question plus one for every 5 you beat DC.
Green
Blue
=====================
Korai (-20)
Sihir (-14)
Wyrgan
Rhuul
@ Korai: Do you have Uncanny Dodge? I don't see it on your sheet, so I wasn't sure if you gave it up for an archetype. If you do have it, then Green wouldn't have hit.

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false life: 1d10 + 7 ⇒ (8) + 7 = 15 Ah, so turn that -14 into a +1
Despite the deep gash into Sihir, no blood issues forth; it's like slicing into a ball of clay.
Sihir steps back and spreads a pinch of yellow dust on the wind....
Halt undead on all three of them, DC 20 IF applicable!

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Rhuul waves his flag in the air.
"You know, my par, bless his axe once asked me. 'What is the best place to be in a zombie invasion, Rhuul?'"
He pauses for a moment. "I think he was hoping I was going to say 'The armory', you can imagine his disappointment when I replied. 'The living room'"
Flag bearer and inspire courage active. +3 to hit and damage
The dwarf then swings his axe at the close zombie
Assuming it is still moving and not affected by halt undead, if it is, he'll 5' step towards a still moving one and swing
attack: 1d20 + 9 + 3 ⇒ (18) + 9 + 3 = 30
damage(slash,magic,coldiron): 1d8 + 3 + 3 ⇒ (4) + 3 + 3 = 10

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I have uncanny dodge, but without my armor that still hits. I'll update my stat line accordingly, and fix my profile. I gave up trapfinding for my archetype.
Korai shrugs off the blow. "My turn..."
He steps to get a better tactical position with Rhuul and aims to precisely remove the ligaments keeping its head pointed straight.
Dagger + Buffs + Flank: 1d20 + 11 + 3 + 2 ⇒ (19) + 11 + 3 + 2 = 35
Cold Iron Damage: 1d6 + 5 + 3 ⇒ (2) + 5 + 3 = 10
Sneak Attack Damage: 3d6 ⇒ (4, 4, 1) = 9
Debilitating Injury: -2 to AC, -4 to AC vs me
Confirm?: 1d20 + 11 + 3 + 2 ⇒ (19) + 11 + 3 + 2 = 35
Crit Damage: 1d6 + 5 + 3 ⇒ (2) + 5 + 3 = 10
Beak: 1d20 + 10 + 3 + 2 - 5 ⇒ (4) + 10 + 3 + 2 - 5 = 14
Damage: 1d6 - 1 + 3 ⇒ (5) - 1 + 3 = 7
Sneak Attack Damage: 3d6 ⇒ (6, 2, 4) = 12

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Wyrgan moves up to the red zombie and attacks it...
Bastard Sword+PA+2Handed+FF: 1d20 + 12 ⇒ (14) + 12 = 26
DMG: 1d10 + 13 ⇒ (9) + 13 = 22

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Red: 1d20 ⇒ 3
Green: 1d20 ⇒ 18
Blue: 1d20 ⇒ 19
Korai shoves his dagger deep into one of the undead warriors, though doesn't do as much damage as he expects, and also tries a bite. Sihir demands that the zombies stop their attacking, though only one seems to heed his command. Rhuul tried to break the tension with some humor while landing a solid blow with his axe.
@ Wyrgan: Red is halted and attacking it breaks the effect. You can change your action if you like. Feel free to keep the rolls too.
Round 1/2
Active conditions: Inspire and Flagbearer +3
Maldoc
=====================
Red (halted)
Green (-34, bewildered)
Blue
=====================
Korai (-20)
Sihir (-14)
Wyrgan
Rhuul

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Maldoc casts Intensified Shocking Grasp and then takes a 5' step to attack the blue enemy! I believe I can make a full attack with just a 5' step. I never can remember how Spellstrike works exactly.
Touch: 1d20 + 16 ⇒ (17) + 16 = 33 for Damage: 1d8 + 12 ⇒ (2) + 12 = 14
Attack: 1d20 + 16 ⇒ (15) + 16 = 31 for Damage: 1d8 + 12 ⇒ (7) + 12 = 19
Attack: 1d20 + 11 ⇒ (4) + 11 = 15 for Damage: 1d8 + 12 ⇒ (5) + 12 = 17
Spell Damage when hits: 9d6 ⇒ (3, 4, 1, 3, 6, 3, 6, 2, 6) = 34

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I have very little experience with Magus so I will just take your word for it. I know spellstrike can be tricky to figure out. Does the touch attack do damage as well though? I thought spellstrike just meant you delivered touch spells through your normal attack. Also, is your weapon magic, I can't really tell from your sheet.

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Yes, you do weapon and spell damage with the "touch" attack, though it is vs AC. The weapon is a Black Blade and is a +3 equivalent I believe.