
Clement Twice-Born |

Will: 1d20 + 11 ⇒ (2) + 11 = 13
Ah, snap. Bibic and Koriah for the win!
Clement blinks a few times, leaning over to nudge Rhesus despite facing certain death.
"Did you see Spasi in..."
His inquiry turns into a mumble as he too gazes deep into the horrific creature's visage.

GM Fanguar |

Oof. Bad rolls... Bibic can physically move people out of line of sight to allow further saving through, or if he has a spell that would break line of sight, that would also work.
The creature attack Koriah,
Attack: 1d20 + 19 ⇒ (1) + 19 = 20
Attack: 1d20 + 19 ⇒ (12) + 19 = 31 Damage: 1d6 + 8 ⇒ (3) + 8 = 11 1 Con Damage
Bite: 1d20 + 19 ⇒ (2) + 19 = 21
Tentacle: 1d20 + 14 ⇒ (12) + 14 = 26 Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Tentacle: 1d20 + 14 ⇒ (7) + 14 = 21
Koriah 123/142 CON damage: 1
Koriah attacks:
Attack: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29 Damage?: 1d10 + 4 + 1d6 + 1d6 ⇒ (9) + 4 + (4) + (2) = 19
Attack: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Attack: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Attack: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23
Attack: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Attack: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Haste: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
Bibic is up
CE Large outsider (chaotic, evil, extraplanar, qlippoth)
Init +4; Senses darkvision 60 ft., scent; Perception +18; Aura misfortune (30 ft.)
DEFENSE
AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, –1 size)
hp 128/150 (12d10+84)
Fort +15, Ref +10, Will +11
DR 10/lawful; Immune cold, poison, mind-affecting effects; Resist acid 10, electricity 10, fire 10; SR 23
Weaknesses light vulnerability
OFFENSE
Speed 40 ft.
Melee 2 slams +19 (1d6+8/19–20 plus 1 Con damage), bite +19 (2d6+8 plus poison), 2 tentacles +14 (1d6+4)
Space 10 ft.; Reach 5 ft. (10 ft. with slams and tentacles)
Special Attacks horrific appearance (DC 20)
Spell-Like Abilities (CL 12th; concentration +16)
Constant—air walk, arcane sight
At will—chaos hammer (DC 18), darkness
3/day—confusion (DC 18), quickened darkness, dispel magic, protection from law
1/day—plane shift (DC 21)
STATISTICS
Str 26, Dex 18, Con 24, Int 13, Wis 17, Cha 19
Base Atk +12; CMB +21; CMD 35 (39 vs. trip)
Feats Blind-Fight, Improved Critical (slam), Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (darkness), Vital Strike
Skills Acrobatics +19 (+23 jump), Escape Artist +19, Intimidate +19, Knowledge (planes) +16, Perception +18, Sense Motive +18, Stealth +15
Languages Abyssal; telepathy 100 ft.
SPECIAL ABILITIES
Aura of Misfortune (Su)
A chernobue radiates an aura of evil malaise to a radius of 30 feet. All lawful or good creatures in this area take a –1 penalty on attack rolls and weapon damage rolls. Lawful good creatures take a –3 penalty and upon first entering the aura must make a DC 20 Fortitude save or be sickened for as long as they remain in the area. This ability is Charisma-based.
Horrific appearance (Su)
All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet.
Creatures that succumb to a chernobue’s horrific appearance become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it.
Light Vulnerability (Ex)
A chernobue within an area of bright light takes 1 point of Constitution damage per minute it remains in the area.
Poison (Su)
Bite—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save.
The thick, orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the poison), the orange fluid bursts from the victim’s body, causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save. The save DC is Constitution-based.

Bibic |

Round 2, Initiative: 9
HP: 54/61; AC: 16 (T14/FF12)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Free: Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Full: Grab Clement and drag him free.
Weapon Equipped = Longbow
Cold Iron Arrows = 50/54
Inubrix Arrows = 20
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Undead Bane Arrows = 7/7
Bardic Performance = 14/26 (+2 round lingering, move action)
Boots of Speed = 9/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (2/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (2/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (2/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere
”Bloody hell, good for nothings! Koria, hold it off if you can a moment please while I try to break these others free.”. Bibic grabs Clement and drags him away from the effect, grunting with the effort and swearing under his breath at having to do manual labor. He continues to inspire courage, mostly for Koria’s benefit.
Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)

GM Fanguar |

@Clement: Yup
The creature continues its assault against Koriah:
Attack: 1d20 + 19 ⇒ (8) + 19 = 27 Damge: 1d6 + 8 ⇒ (6) + 8 = 14 CON damage 1
Attack: 1d20 + 19 ⇒ (19) + 19 = 38
Confirm?: 1d20 + 19 ⇒ (4) + 19 = 23 Damge: 1d6 + 8 ⇒ (5) + 8 = 13 CON damage 1
Bite: 1d20 + 19 ⇒ (15) + 19 = 34 Damage: 2d6 + 8 ⇒ (3, 5) + 8 = 16 Fort save DC23: 1d20 + 12 - 1 ⇒ (12) + 12 - 1 = 23
tentacle: 1d20 + 14 ⇒ (20) + 14 = 34
confirm?: 1d20 + 14 ⇒ (11) + 14 = 25 Damage: 2d6 + 8 ⇒ (3, 3) + 8 = 14
tentacle: 1d20 + 14 ⇒ (19) + 14 = 33 Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Koriah 46/142 CON damage: 3
Koriah reels, "Could use a little back up here guys."
Attack: 1d20 + 13 ⇒ (16) + 13 = 29
Confirm: 1d20 + 13 ⇒ (20) + 13 = 33 Damage: 2d10 + 8 + 1d6 ⇒ (2, 1) + 8 + (5) = 16
Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Confirm: 1d20 + 8 ⇒ (10) + 8 = 18 Damage: 1d10 + 4 + 1d6 ⇒ (8) + 4 + (2) = 14
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Attack: 1d20 + 13 ⇒ (16) + 13 = 29 Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Everyone is up.
CE Large outsider (chaotic, evil, extraplanar, qlippoth)
Init +4; Senses darkvision 60 ft., scent; Perception +18; Aura misfortune (30 ft.)
DEFENSE
AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, –1 size)
hp 118/150 (12d10+84)
Fort +15, Ref +10, Will +11
DR 10/lawful; Immune cold, poison, mind-affecting effects; Resist acid 10, electricity 10, fire 10; SR 23
Weaknesses light vulnerability
OFFENSE
Speed 40 ft.
Melee 2 slams +19 (1d6+8/19–20 plus 1 Con damage), bite +19 (2d6+8 plus poison), 2 tentacles +14 (1d6+4)
Space 10 ft.; Reach 5 ft. (10 ft. with slams and tentacles)
Special Attacks horrific appearance (DC 20)
Spell-Like Abilities (CL 12th; concentration +16)
Constant—air walk, arcane sight
At will—chaos hammer (DC 18), darkness
3/day—confusion (DC 18), quickened darkness, dispel magic, protection from law
1/day—plane shift (DC 21)
STATISTICS
Str 26, Dex 18, Con 24, Int 13, Wis 17, Cha 19
Base Atk +12; CMB +21; CMD 35 (39 vs. trip)
Feats Blind-Fight, Improved Critical (slam), Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (darkness), Vital Strike
Skills Acrobatics +19 (+23 jump), Escape Artist +19, Intimidate +19, Knowledge (planes) +16, Perception +18, Sense Motive +18, Stealth +15
Languages Abyssal; telepathy 100 ft.
SPECIAL ABILITIES
Aura of Misfortune (Su)
A chernobue radiates an aura of evil malaise to a radius of 30 feet. All lawful or good creatures in this area take a –1 penalty on attack rolls and weapon damage rolls. Lawful good creatures take a –3 penalty and upon first entering the aura must make a DC 20 Fortitude save or be sickened for as long as they remain in the area. This ability is Charisma-based.
Horrific appearance (Su)
All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet.
Creatures that succumb to a chernobue’s horrific appearance become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it.
Light Vulnerability (Ex)
A chernobue within an area of bright light takes 1 point of Constitution damage per minute it remains in the area.
Poison (Su)
Bite—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save.
The thick, orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the poison), the orange fluid bursts from the victim’s body, causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save. The save DC is Constitution-based.

Bibic |

Round 3, Initiative: 9
HP: 54/61; AC: 16 (T14/FF12)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Free: Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Full: Grab Spasi and drag him free.
Weapon Equipped = Longbow
Cold Iron Arrows = 50/54
Inubrix Arrows = 20
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Undead Bane Arrows = 7/7
Bardic Performance = 13/26 (+2 round lingering, move action)
Boots of Speed = 9/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (2/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (2/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (2/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere
”I’m doing what I can Koria, just do the best you can to not get hit so much!”. Bibic grabs Spasi and drags him away from the area of effect and continues to inspire courage.
Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)

Clement Twice-Born |

Third try to roll a 9 or better...
Will DC20: 1d20 + 11 ⇒ (3) + 11 = 14
Clement, despite being removed from the vicinity of chernobue, seems oblivious to the imminent threat. He just stares straight ahead, unblinking.
(although to be fair, he's only been away for 12 seconds, which isn't all that long!)
But, c'mon dice!

GM Fanguar |

Rhesus can make another saving throw to see if he can act next turn.
The creature continues to beat on Koriah:
Attack: 1d20 + 19 ⇒ (9) + 19 = 28 Damage: 1d6 + 8 ⇒ (3) + 8 = 11 1 Con damage
Attack: 1d20 + 19 ⇒ (8) + 19 = 27 Damage: 1d6 + 8 ⇒ (2) + 8 = 10 1 Con damage
Bite: 1d20 + 19 ⇒ (11) + 19 = 30 damage: 2d6 + 8 ⇒ (3, 4) + 8 = 15 Koriah Fort save DC23: 1d20 + 12 ⇒ (5) + 12 = 17 Poison 1/6 CON: 1d2 ⇒ 1
Tentacle: 1d20 + 14 ⇒ (19) + 14 = 33Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Tentacle: 1d20 + 14 ⇒ (7) + 14 = 21
Koriah -22/142 CON damage: 6
Koriah lets out a cry of pain as the vile abomination tears at her flesh. She sways on her feet for a moment, as the creature's vile toxins work their way through her veins, before falling nerveless to the floor. She's dead.
Everyone is up.
CE Large outsider (chaotic, evil, extraplanar, qlippoth)
Init +4; Senses darkvision 60 ft., scent; Perception +18; Aura misfortune (30 ft.)
DEFENSE
AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, –1 size)
hp 118/150 (12d10+84)
Fort +15, Ref +10, Will +11
DR 10/lawful; Immune cold, poison, mind-affecting effects; Resist acid 10, electricity 10, fire 10; SR 23
Weaknesses light vulnerability
OFFENSE
Speed 40 ft.
Melee 2 slams +19 (1d6+8/19–20 plus 1 Con damage), bite +19 (2d6+8 plus poison), 2 tentacles +14 (1d6+4)
Space 10 ft.; Reach 5 ft. (10 ft. with slams and tentacles)
Special Attacks horrific appearance (DC 20)
Spell-Like Abilities (CL 12th; concentration +16)
Constant—air walk, arcane sight
At will—chaos hammer (DC 18), darkness
3/day—confusion (DC 18), quickened darkness, dispel magic, protection from law
1/day—plane shift (DC 21)
STATISTICS
Str 26, Dex 18, Con 24, Int 13, Wis 17, Cha 19
Base Atk +12; CMB +21; CMD 35 (39 vs. trip)
Feats Blind-Fight, Improved Critical (slam), Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (darkness), Vital Strike
Skills Acrobatics +19 (+23 jump), Escape Artist +19, Intimidate +19, Knowledge (planes) +16, Perception +18, Sense Motive +18, Stealth +15
Languages Abyssal; telepathy 100 ft.
SPECIAL ABILITIES
Aura of Misfortune (Su)
A chernobue radiates an aura of evil malaise to a radius of 30 feet. All lawful or good creatures in this area take a –1 penalty on attack rolls and weapon damage rolls. Lawful good creatures take a –3 penalty and upon first entering the aura must make a DC 20 Fortitude save or be sickened for as long as they remain in the area. This ability is Charisma-based.
Horrific appearance (Su)
All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet.
Creatures that succumb to a chernobue’s horrific appearance become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it.
Light Vulnerability (Ex)
A chernobue within an area of bright light takes 1 point of Constitution damage per minute it remains in the area.
Poison (Su)
Bite—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save.
The thick, orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the poison), the orange fluid bursts from the victim’s body, causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save. The save DC is Constitution-based.

Rhesus Ghawn |

HP 122/135 DR 5/-, 10/lethal, fire 2
AC 22/T15/FF20
CMD 31
F+15, R+9, W+7; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 18/28
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: Crabthingy
Effects: Shield Other, Communal Resist (cold, fire), Lifelink, Inspired, Hasted
Will Save DC 20: 1d20 + 7 ⇒ (3) + 7 = 10

Spasi Gaten |

Spasi stares blankly, unable to help any more than the haste...though he hopes Clem can find a way to save Koriah.

Clement Twice-Born |

Round 4
HP: 87/135 | AC 27 (T1123/FF27)
F: +10 R: +6 W: +11
Spells Left Today: 1st - 1/7 | 2nd - 2/7 | 3rd - 3/7 | 4th - 0/6 | 5th - 2/4
Channels Left Today (8d6+1 each): 1/6
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Communal Resist (Cold, Fire), Freedom of Movement
Location: Front?
MA: To Koriah
SA: Breath of Life
Will DC20: 1d20 + 11 ⇒ (18) + 11 = 29
OMG, finally.
Clement is shaken back to his senses as Koriah's scream echoes through the hall.
"NOT YET BEAST!"
His eyes flash a blinding white as he rushes ahead and presses his glowing hands onto her fallen form.
Breath of Life.
5d8 + 11 ⇒ (6, 6, 1, 3, 3) + 11 = 30

Bibic |

Round 4, Initiative: 9
HP: 54/61; AC: 16 (T14/FF12)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Free: Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow (cold iron): 1d20 + 11 + 6 ⇒ (1) + 11 + 6 = 18 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (1) + 12 + 3 + (2) = 18 (point blank, inspiration, sonic)
Longbow (cold iron): 1d20 + 11 + 6 ⇒ (13) + 11 + 6 = 30 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (1) + 12 + 3 + (1) = 17 (point blank, inspiration, sonic)
iterative Longbow (cold iron): 1d20 + 6 + 6 ⇒ (17) + 6 + 6 = 29 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (1) + 12 + 3 + (6) = 22 (point blank, inspiration, sonic)
Hasted Longbow (cold iron): 1d20 + 11 + 6 ⇒ (10) + 11 + 6 = 27 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (7) + 12 + 3 + (2) = 24 (point blank, inspiration, sonic)
Weapon Equipped = Longbow
Cold Iron Arrows = 46/54
Inubrix Arrows = 20
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Undead Bane Arrows = 7/7
Bardic Performance = 12/26 (+2 round lingering, move action)
Boots of Speed = 9/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (2/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (2/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (2/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere
"Well done Clement! Well done!"
Glad that Clement has joined them, but worried he’s in the line of fire now, he uses his bow to try and whittle the nasty brute down a little! He continues to inspire courage, for his own benefit at least.
I have clustered shot, so DR is applied only once per volley rather than once per arrow.
Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)

GM Fanguar |

Koriah gasps and coughs. 8/142 6 CON damage, 1 negative level
Bibics arrows pummel into the creature's hide, causing serious pain. The beasty attacks Clem:
Attack: 1d20 + 19 ⇒ (14) + 19 = 33 Damage: 1d6 + 8 ⇒ (5) + 8 = 13 1 CON damage
Attack: 1d20 + 19 ⇒ (14) + 19 = 33 Damage: 1d6 + 8 ⇒ (1) + 8 = 9 1 CON damage
Bite: 1d20 + 19 ⇒ (17) + 19 = 36 Damage: 2d6 + 8 ⇒ (6, 5) + 8 = 19 Make a DC23 Fort save
Tentacle: 1d20 + 14 ⇒ (14) + 14 = 28 Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Tentacle: 1d20 + 14 ⇒ (14) + 14 = 28 Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Koriah grabs her swords and wobbles back to her feet.
Everyone is up.
CE Large outsider (chaotic, evil, extraplanar, qlippoth)
Init +4; Senses darkvision 60 ft., scent; Perception +18; Aura misfortune (30 ft.)
DEFENSE
AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, –1 size)
hp 65/150 (12d10+84)
Fort +15, Ref +10, Will +11
DR 10/lawful; Immune cold, poison, mind-affecting effects; Resist acid 10, electricity 10, fire 10; SR 23
Weaknesses light vulnerability
OFFENSE
Speed 40 ft.
Melee 2 slams +19 (1d6+8/19–20 plus 1 Con damage), bite +19 (2d6+8 plus poison), 2 tentacles +14 (1d6+4)
Space 10 ft.; Reach 5 ft. (10 ft. with slams and tentacles)
Special Attacks horrific appearance (DC 20)
Spell-Like Abilities (CL 12th; concentration +16)
Constant—air walk, arcane sight
At will—chaos hammer (DC 18), darkness
3/day—confusion (DC 18), quickened darkness, dispel magic, protection from law
1/day—plane shift (DC 21)
STATISTICS
Str 26, Dex 18, Con 24, Int 13, Wis 17, Cha 19
Base Atk +12; CMB +21; CMD 35 (39 vs. trip)
Feats Blind-Fight, Improved Critical (slam), Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (darkness), Vital Strike
Skills Acrobatics +19 (+23 jump), Escape Artist +19, Intimidate +19, Knowledge (planes) +16, Perception +18, Sense Motive +18, Stealth +15
Languages Abyssal; telepathy 100 ft.
SPECIAL ABILITIES
Aura of Misfortune (Su)
A chernobue radiates an aura of evil malaise to a radius of 30 feet. All lawful or good creatures in this area take a –1 penalty on attack rolls and weapon damage rolls. Lawful good creatures take a –3 penalty and upon first entering the aura must make a DC 20 Fortitude save or be sickened for as long as they remain in the area. This ability is Charisma-based.
Horrific appearance (Su)
All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet.
Creatures that succumb to a chernobue’s horrific appearance become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it.
Light Vulnerability (Ex)
A chernobue within an area of bright light takes 1 point of Constitution damage per minute it remains in the area.
Poison (Su)
Bite—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save.
The thick, orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the poison), the orange fluid bursts from the victim’s body, causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save. The save DC is Constitution-based.

Bibic |

Round 5, Initiative: 9
HP: 54/61; AC: 16 (T14/FF12)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Free: Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow (cold iron): 1d20 + 11 + 6 ⇒ (14) + 11 + 6 = 31 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (3) + 12 + 3 + (3) = 21 (point blank, inspiration, sonic)
Longbow (cold iron): 1d20 + 11 + 6 ⇒ (4) + 11 + 6 = 21 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (1) + 12 + 3 + (3) = 19 (point blank, inspiration, sonic)
iterative Longbow (cold iron): 1d20 + 6 + 6 ⇒ (15) + 6 + 6 = 27 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (4) + 12 + 3 + (6) = 25 (point blank, inspiration, sonic)
Hasted Longbow (cold iron): 1d20 + 11 + 6 ⇒ (14) + 11 + 6 = 31 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (1) + 12 + 3 + (3) = 19 (point blank, inspiration, sonic)
Weapon Equipped = Longbow
Cold Iron Arrows = 42/54
Inubrix Arrows = 20
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Undead Bane Arrows = 7/7
Bardic Performance = 11/26 (+2 round lingering, move action)
Boots of Speed = 9/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (2/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (2/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (2/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere
Where did Koriah get a negative level?
Bibic swears as Clement is raked by the creature. Everyone is out of the effect that can be gotten out, so all he can do is shoot and hope for the best! He continues to perform as well, keeping his courage up.
I have clustered shot, so DR is applied only once per volley rather than once per arrow.
Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)

Rhesus Ghawn |

HP 122/135 DR 5/-, 10/lethal, fire 2
AC 22/T15/FF20
CMD 31
F+15, R+9, W+7; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 18/28
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: Crabthingy
Effects: Shield Other, Communal Resist (cold, fire), Lifelink, Inspired, Hasted
Will Save DC 20: 1d20 + 7 ⇒ (5) + 7 = 12

Clement Twice-Born |

Round 5
HP: 46/135 | AC 27 (T1123/FF27)
F: +10 R: +6 W: +11
Spells Left Today: 1st - 1/7 | 2nd - 2/7 | 3rd - 3/7 | 4th - 0/6 | 5th - 2/4
Channels Left Today (8d6+1 each): 0/6
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Communal Resist (Cold, Fire), Freedom of Movement
Location: Back
SA: Channel
MA: Move 30ft to back
What's the duration on Rhesus and Spasi's paralyze? 2d6 rounds? (Not that in character we'd know, but I'm not sure we rolled for it?)
13 + 9 + 19 + 5 + 7 = 53 dmg.
Fort DC23: 1d20 + 10 ⇒ (9) + 10 = 19
Clement coughs as he glances at the gaping wound left by the fiend's bite.
Con Drain: 1d2 ⇒ 2 -22hp since 4 total Con lost. Total 53+22hp=75hp lost. 87-75=12hp.
As each successive claw and tentacle lash him in turn, he stumbles backward and looks at his injuries.
"So that's what they feel like."
Clement unleashes a burst of radiant energy before hustling away from his adversary.
Channel: 8d6 + 1 ⇒ (6, 2, 4, 5, 2, 4, 5, 5) + 1 = 34
Clement will wait until Bibic & Koriah attack in the case they can finish it off. Otherwise once he is at 12+34=46hp he'll provoke an AOO to move away such that if he's continued to be the focus target he can only be attacked once.

GM Fanguar |

@Bibic: Breath of life confers one temporary negative level
@Clem: The duration is 8 rounds.
The massive damage from Bibic draws the creature's ire and it moves in to end the threat.
Koriah takes the opportunity to attack:
AoO: 1d20 + 13 ⇒ (19) + 13 = 32
Confirm: 1d20 + 13 ⇒ (18) + 13 = 31 Damage: 2d10 + 8 + 1d6 + 1d6 ⇒ (5, 6) + 8 + (1) + (2) = 22
She manages to hit something vital in its alien physiology and it deflates with a gurgling sigh.
Koriah collapses to a knee with a wheeze.
42/142 6 CON damage, 1 negative level
Combat is over.

Spasi Gaten |

Spasi eventually comes to to see the slaughter and mayhem.
”Oh man, who’s blood is all that? It’s not mine, right? Is it?!” Spasi checks himself for wounds and is relieved when it’s not him.
”Clem? What the hell happened? Is some of that *your* blood? What have you been doing this fight?”

Clement Twice-Born |

Clement glances at his dagger with a look that seems to suggest man, I wish I had a polearm and instead opts to kick the fallen beast with the tip of his plated boot.
"Looks dead. That was... closer than I'd expect given my go-- err, powers at controlling life."
He glances to Koriah having performed his first feat at bringing someone back from death's door.
"Did you see anything Koriah? A tunnel? Desna? I, err, she wasn't ready to take you yet, it seems. Work to do here on Golarion and all that."
Clement glances to Rhesus, still seeming to have ignored Spasi's inquiry.
"Looks like I'm patching someone else up this time. Might be worth using the wands."
Cure Serious (Clem): 3d8 + 11 ⇒ (8, 7, 5) + 11 = 31
Cure Serious (Koriah): 3d8 + 11 ⇒ (3, 3, 8) + 11 = 25
46+31=77hp.
Spells Left Today: 1st - 1/7 | 2nd - 2/7 | 3rd - 1/7 | 4th - 0/6 | 5th - 2/4

Bibic |

Bibic takes out the wand and approaches Koriah first. (Please heal yourselves and I'll track the wand charges. The wand I have has 38 charges left)
"That thing was nasty, and you lot all just wandered off mentally on us. Quite a power. Good thing most folks can't do that." he grins and then searches the room and body for anything that might help them.
"Should we take a break? Maybe head topside for a rest? I'm OK and can continue, but this was quite grueling, and I think Koriah needs some restoration as well. What about you Clement? Did you take some damage of that sort as well?"

Clement Twice-Born |

Ah yes, not out of the woods on the poison.
Clem Con 14
Fort DC23 #2: 1d20 + 10 ⇒ (7) + 10 = 17 1d2 ⇒ 2 .. 12
Fort DC23 #3: 1d20 + 10 ⇒ (1) + 10 = 11 1d2 ⇒ 1 .. 11
Fort DC23 #4: 1d20 + 10 ⇒ (3) + 10 = 13 1d2 ⇒ 2 .. 9
Fort DC23 #5: 1d20 + 10 ⇒ (5) + 10 = 15 1d2 ⇒ 2 .. 7
Fort DC23 #5: 1d20 + 10 ⇒ (19) + 10 = 29 .. saved
That's 9 Con drain and 2 Con damage.
Clem's out of 4th level spots but can use his two last 5th level slots for a pair of Restoration on himself and Koriah.
With the 7 additional drain prior to restortation, Clem will be down a further 3x11=33hp. 77-33=44hp.
After seeming to struggle a bit, Clement straightens himself up and pulls Koriah close before more radiant light emanates from his hands and washes over the duo.
"It was.. the poison."
He coughs for dramatic effect.
"But, better now. Maybe some water?"
Clement pulls out his canteen before using his divinity to conjure fresh water into the vessel and offering it to Koriah first.
Spells Left Today: 1st - 1/7 | 2nd - 2/7 | 3rd - 1/7 | 4th - 0/6 | 5th - 0/4
"I'm fairly tapped out today, now. I'm not sure I have it in me to stop Pharasma should he decide he wishes to claim one of us... again."
Clem eyes Koriah as if she would be the most effected by this statement, but his eyes flutter towards Rhesus briefly during the comment.

Spasi Gaten |

Spasi nods, thinking about all the fighting that they had done for the day.
"We've done a lot. Let's take a rest and figure out how we can not die in the future," Spasi's eyes flicker to Koriah.
Let's go back a few rooms and find a good spot for the night.

GM Fanguar |

The previous room with the statue of Sarenrae is a safe place to rest.
Koriah stiffly climbs back to her. "It's judgement Clement. It's not pleasant to have your life scrutinized to that level of detail. Thanks for the call back. I think I could use a couple more ticks in the good column before I get my final tally."
"I know this place. It's the Temple of the Windsong. There's supposed to be a emergency cache stored here for emergencies."

Rhesus Ghawn |

Rhesus is silent, watching for any further attack while Clem heals himself. He's obviously concerned for his friend.
"Yeah, let's make sure Clem is ok. Sorry about that fight guys, not sure what took hold of me there. Best we take a break, yeah?"

Spasi Gaten |

”Temple, huh?” Spasi says, raising his breeches after taking a leak in the corner. ”Not a bad place, I suppose. A cache? Let’s see...”
1d20 + 20 + 2 ⇒ (6) + 20 + 2 = 28 Perception
...Spasi is unable to find anything. He looks over to Clem. ”Clem? You okay?”

Bibic |

Perception: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31 (heroism)
He finds a hidden panel at the floor of the statue's feet and whistles as he opens it. Casting detect magic, he identifies things as he pulls them out. (please read the spoiler and help yourself Clem!)
"Nice haul, we can definitely use these things!"
He'll take his watch rotation, and otherwise sleep fairly soundly, comfortable in the knowledge that his allies will keep a good watch.

GM Fanguar |

Koriah is going to use 10 wand charges if there is not other healing.
Koriah: 117/142 5 CON damage.
The resting occurs without incident. There's lots of CON damage that still needs to be healed
This floor has been cleared. There are two different stairwells that lead down. One off of C8 and one off of C7. Where to next?

Bibic |

Bibic can lay down a bit of healing before he goes to sleep to save on the wand.
CSW x2: 6d8 + 22 ⇒ (2, 7, 5, 8, 3, 6) + 22 = 53
Also, Clemenet did full Restorations, which should restore all lost Con.
In the morning, Bibic prepares his quiver, readies his spells, and suggests the stairwell off C7.

Clement Twice-Born |

Wouldn't Clem's Restoration have removed all her Con damage?
Clem tends to what injuries he still has the capacity to do before he settles down to sleep.
His rest is deeper than any he can remember in recent memory as he feels a dull ache in both body and soul as if he's expended every possible ounce of energy.
Prior to resting: 1st - 1/7 | 2nd - 2/7 | 3rd - 1/7 | 4th - 0/6 | 5th - 0/4
Will let Bibic tackle the 53 on Koriah and Clem will tackle himself.
Cure Light (Clem): 1d8 + 5 ⇒ (2) + 5 = 7
Cure Mod (Clem): 2d8 + 10 ⇒ (8, 4) + 10 = 22
Cure Mod (Clem): 2d8 + 10 ⇒ (5, 6) + 10 = 21
Cure Serious (Clem): 3d8 + 11 ⇒ (4, 1, 7) + 11 = 23
Clem 44hp + 7 + 22 + 21 +23 = 117hp.

Rhesus Ghawn |

I'm down 13 if there's a spare CLW wandering around.
Rhesus keeps watch and wakes rested. He goes through a brief stretch and workout before looking through his pack for anything resembling a blindfold.
"Nothing in here. I'm sure Spasi has something but who wants that?"
He shrugs and prepares to move out and down.

Spasi Gaten |

Spasi takes his morning dump in a concealed corner of the temple, away from the others. Feeling refreshed, Spasi prepares for the day with a litany of spells.
Overland Flight, Ext Heroism, Ext See Invisibility, False Life, & Mage Armor. 1d10 + 10 ⇒ (1) + 10 = 11 temp hp.
”Alright then, where to?” Spasi seems ready to get on with the sickness. C7 is great.

Rhesus Ghawn |

"Thanks Bibic."
Feeling fully refreshed the barbarian buffs the group the only way he knows how by flexing while they get ready.
Richard Simmons workout in the dungeon, who's with me!?

GM Fanguar |

Sorry missed the restoration casts. Yup CON damage has been dealt with. If both the CSW go into Koriah, she won't need any wand charges
You move down the the stairwell and down to the next sublevel. The stairwell descends to a short hallway that opens onto a room decorated with large bas-reliefs of azure marble that depict the sea and a multitude of marine creatures-fish, shellfish, mollusks, dolphins, and whales, but also many merfolk. A spherical lamp of corrugated blue crystal sits near the north wall. D10
A long hallway exits off to the west, short hallways to the north D11 and east end in stone doors. The clang of metal on metal can be heard from the door to the east D12.
Dungeon level 3
I will add this to the campaign description, but I can't update the campaign right now, because the website is being temperamental.

Clement Twice-Born |

Any spare Heroism? Looks like Saving Throws are starting to be an issue..
Clement wakes and rubs his hands together, seeming to be fully recharged despite yesterday's grueling grind.
He shoulders Rhesus with a crooked grin.
"Kind of amazing, right? Not a scratch on any of us after yesterday!"
Shield Other & Lifelink on Rhesus.
**
Clement sticks his thumb towards the eastern door.
"Sounds like that way, if we don't go see it, I'm sure it'll come see us."

Spasi Gaten |

Spasi rolls his eyes, but then goes down to hit Clem with a Heroism.
"Fine, now we're all *so* heroic," Spasi sarcasms. "We're just great Pathfinders, after all, so heroic and s$*$. Just like Pathfinders."
In D10, Spasi will cast Detect Magic and look around, especially at the crystal ball.
1d20 + 23 + 2 ⇒ (7) + 23 + 2 = 32 Spellcraft

Rhesus Ghawn |

Rhesus nods at Clem.
"Yeah, but it's getting tougher to keep you in one piece buddy."
He looks around while the others do their thing.
Perception: 1d20 + 13 ⇒ (16) + 13 = 29

Clement Twice-Born |

Clem follows Rhesus and does his best to discern what is in the room within (D12).
Perception: 1d20 + 15 ⇒ (5) + 15 = 20
Is the clang of metal on the door like something inside is trying to get out? Or is it as if someone is working an anvil?

Bibic |

Bibic drags a little behind the others as usual, watching the rear and taking in the big picture before shooting it.
He keeps an eye out and waits to see what Spasi learns. Good question Clement!
Perception: 1d20 + 17 ⇒ (20) + 17 = 37

Spasi Gaten |

Spasi nearly tries to smash the crystal out of disappointment for the weak magics, but instead pretends to care about the historical aspects of the item because he is *such* a good pathfinder. He gently pats the crystal on its head.
”Oh yeah, look at the verdigris on the filigree of this antique. It’s so...uh,...good, ain’t it, Koriah?” Spasi looks forward to the smithy, ready to follow others.
Only one magical aura in the room, except for our own and the crystal?

GM Fanguar |

D12
The room beyond has four pillars supporting a vaulted, forty-foot-high ceiling. Each pillar is decorated with flame-like carvings and stylized images of phoenixes. A low, two-stepped platform in the middle of the floor surrounds a diamond-shaped fire pit in which a forge sits.
A muscular female giant with crimson skin, smoldering eyes, and small black horns works the forge. Smoke rises in curls from her flesh as she hammers on what appears to be a suit of armor (Anyone with Know(planes) should recognize her as an Efreeti Genie). Three snake-bodies humanoids assist her with her work as spines of crackling flame dance along the their blackened, fiery-red scales.
The giant looks up from her work at your intrusion. She waves you away in irritation. "I've only got one more day here. Leave without a fuss and I won't be forced to burn you alive."