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Pushing
Nangi gives each of the Pathfinders a "small" sack of gold (which weighs 9.5 pounds, each, actually!) containing 483gp, though for some reason Tcreese's only contains 358gp (and weighs only a little over 7 pounds). (Only commenting on the weight, assume the coinage is more condensed, such as it being mostly platinum, etc. Also, Tcreese is out of sub-tier)
Following Nangi, the team makes their way up the river for about an hour. Eerie singing echoes from a strange pyramid rising up out of the swamp. A crumbling stone spire at the peak of the pyramid reaches for the heavens.
Nangi leads you through the ruins to the base of the pyramid-shaped temple by canoe. "You go forward. I stay here." he says.

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"Very well."
Edward pulls a rod and casts extended see invisibility and extended resist energy (fire)
"who wanted that stoneskin spell?"

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Reminder -- 9 hours have passed since your briefing... 1 hour since the last fight.

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Tcreese looks at the pyramid and says with certainty, "The Osirion ones are better."
He then thinks for a moment, "This has been a particularly long day. Nangi, do you think it might be a good idea to rest so we're not fatigued?"
We are pushing dangerously close to fatigued territory, which I would prefer to avoid.

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You're just trying to burn my long term buffs, Silbeg ;)
As they approach, Slammu splits another Longstrider, Greater between himself and Jaws (4.5hrs/9hrs), followed by Heightened Awareness (45min/90min) then begins surveying the area.
Does it look like we're going indoors/it's getting dark? I'm between Darkvision and Resinous Skin.
At Edward's query, both Jaws and Slammu pull out pouches of diamond dust.

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Shen nods at Edward and retrieves one of several small pouches from within the folds of his robe. Then gestures that he can quietly move forward should the mage like.
If given the ok, Shen can stealth and move forward to scout.
The monk will kneel and inspect the terrain - looking ahead for potential dangers, and for the best approach.

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Yenven, holding his weapon one handed, after disembarking from the canoe, twirls his open hand and creates a glowing humanoid like form. <dancing lights> He tries to make it look like Tcreese flying around.
"I can keep something like this running if desired?"

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Edward casts communal stonskin on Jaws and Slammu. He also casts stoneskin on Shen.
110 points of DR/10 each
Edward will then follow Shen into the temple.

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You are definitely going indoors.
Fatigue won't be an issue.
Is Shen going forward by himself?

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arbitrary decision making!
Any objections to this order: shen (10 feet ahead of group) then slammu jaws tcreese edward duskwalker?

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Slammu nods excitedly as he and Jaws start lightly tapping eachothers' stony skin.
As they're doing so, he casts up Darkvision on himself, then tells Jaws: "Batbull!"
He agrees to the formation afterward.

Jaws - Big Slammu |

Jaws nods at the command as his tiger stripes fade and his ears and eyes begin growing, his bull-like nose combining with his batlike eyes and crocodile Jaws to create a terrifying sight.
Giving up +4 Dex for 90 ft Darkvision.

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Shen nods at Edward and he moves up while attempting to be stealthy.
Stealth: 1d20 + 15 ⇒ (10) + 15 = 25
20 feet ahead if acceptable. If darkness steals my vision, Slammu can go first

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proceeding, if lighting becomes dark, I'll make use of the dancing lights behind Yenven, using Edwards offered order

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Waiting for Tcreese and any buffs he might need.
Tactical has been tentatively updated.
The inside of the pyramid has been torn apart by a powerful force. Piles of bricks and stones are all that remain of altars and benches. Cracks in the walls let in natural light. A gaping hole has torn apart the floor, providing an entrance to the unlit temple basement below.

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"Remember, the elf asked us to try to save others like him." Yenven attempts to remind the others. He then assumes a ready stance as rearguard.

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"SHHHHHHHHHHHHHHH" Slammu whispers, following Shen.
Stealth: 1d20 + 6 ⇒ (11) + 6 = 17

Jaws - Big Slammu |

"SHHHHHHHHHHHHHHH" Jaws replies, following Shen.
Stealth: 1d20 + 6 ⇒ (19) + 6 = 25

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Tcreese watches everybody start to buff up and follows suit by chugging down a series of extracts.
After all the fiddling he pulls his bow and looks at everybody, "Long day, let's go. I like pyramids." As a near afterthought he rummages in his pack, pulls out a set of earplugs, stuffs them in his ears and says, "Bad song, remember?"
He creeps forward checking the room once over seeing if he can sense any traps, magical or otherwise.
Perception for traps: 1d20 + 22 ⇒ (11) + 22 = 33

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Glancing back at Slammu and Jaws, the monk just grumbles something quietly under his breath.
Shen deftly pulls four shurikens into his left hand and continues onward.

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stealth: 1d20 + 7 ⇒ (15) + 7 = 22
Yenven turns, "SHHH-" and abruptly stops as he remembers he's the last one in line...

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Taking the hint, Tcreese also tries to be quiet in his movements.
Stealth: 1d20 + 6 ⇒ (18) + 6 = 24

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The inside of the pyramid has been torn apart by a powerful force. Piles of bricks and stones are all that remain of altars and benches. Cracks in the walls let in natural light. A gaping hole has torn apart the floor, providing an entrance to the unlit temple basement below.
1d20 + 14 ⇒ (1) + 14 = 15
1d20 + 14 ⇒ (13) + 14 = 27
1d20 + 14 ⇒ (5) + 14 = 19
1d20 + 14 ⇒ (3) + 14 = 17
As the team explores, and tries to be stealthy, several spectral, horrifying figures glide silently up from under the floor, as if it didn't exist, surrounding the party. They see you all, and it is apparent that you are all now targets for their pent up rage.
Duskwalker init: 1d20 + 3 ⇒ (15) + 3 = 18 3
Big Slammu init: 1d20 + 4 ⇒ (12) + 4 = 16 5
Edward init: 1d20 + 5 ⇒ (11) + 5 = 16 4
Jaws init: 1d20 + 1 ⇒ (4) + 1 = 5 10
Shen init: 1d20 + 3 ⇒ (8) + 3 = 11 7
Tcreese init: 1d20 + 4 ⇒ (1) + 4 = 5 9
Red: 1d20 + 7 ⇒ (15) + 7 = 22 2
Green: 1d20 + 7 ⇒ (17) + 7 = 24 1
Blue: 1d20 + 7 ⇒ (3) + 7 = 10 8
Pink: 1d20 + 7 ⇒ (7) + 7 = 14 6
The red ghost's moaning matches the Song, “Forsake beauty, embrace envy.”".
Frightful Moan
Duskwalker will: 1d20 + 11 ⇒ (1) + 11 = 12
Big Slammu will: 1d20 + 8 ⇒ (1) + 8 = 9
Edward will: 1d20 + 10 ⇒ (20) + 10 = 30
Jaws will: 1d20 + 3 ⇒ (4) + 3 = 7
Shen will: 1d20 + 16 ⇒ (8) + 16 = 24
Tcreese will w/ earplugs: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Pausing for a couple of hours to allow Duskwalker and Tcreese to reroll, if available.
Forgot the Howler curse saves!
Big Slammu will: 1d20 + 8 ⇒ (9) + 8 = 17
Edward will: 1d20 + 10 ⇒ (4) + 10 = 14
Jaws will: 1d20 + 3 ⇒ (1) + 3 = 4 FAIL
Tcreese will: 1d20 + 5 ⇒ (13) + 5 = 18

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At this moment, Tcreese is glad he wore the brown pants and acts accordingly.

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uses reroll +1 star, checking for unused boons +2 vs enchants(1/2 elf) if applies.
reroll will save: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18

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Knowledge check (general)!
religon: 1d20 + 11 + 1d6 ⇒ (18) + 11 + (4) = 33

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Not an enchantment. Fear.
As the creature moans and howls, the Tcreese, Slammu, and Jaws are all three overwhelmed with fear. (All three are panicked
As it is standing right next to Shen, the green creature moves to flank, and then reaches its hand out to touch the Tien monk. As it reaches to him, it sings, "The shadows call out for souls." Its hand reaches into Shen, and suddenly wounds open up all over Shen's body. Wounds long since healed re-open, and Shen appears to age years in a moment.
vs. FF incorporeal touch (AC25), Flank: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19 corrupting touch: 6d6 ⇒ (4, 6, 6, 6, 2, 2) = 26
Shen Fort: 1d20 + 12 ⇒ (8) + 12 = 20 1/2 damage, 13 taken
Duskwalked, Slammu and Edward are up!
Universal Adjustments:
Universal Conditions:
Knowledge: Religion
- x Green
- x Red
- => Duskwalker
- => Edward
- => Big Slammu [PANIC!]
- Pink
- Shen
- Blue
- Tcreese [PANIC!]
- Jaws [PANIC!]
S = Surprised
D = Delay
C = Casting
Conditions:
Duskwalker : 80/80
Big Slammu: 84/84 [WIS damage: 1]
Edward: 62/62 [WIS damage: 1]
Jaws: 64/69 [WIS damage: 2]
Shen: 83/83
Tcreese: 87/66 [WIS damage: 1]
Blue: -55
Purple: -46
Duskwalker:
CLW Wand: 3
Edward:
IH Wand: 1
Shen:
IH Wand: 6
Slammu:
CLW Wand: 1
Tcreese:
Bombs: 1
EDIT: Silly monk rules...

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Tcreese drops his bow, throws his hands above his head, and yells, "YOUR ALL GOING TO DIEEEEEEEEEEE!" His scream trails off as he disappears into the distance.
Full Round: Withdraw
Kn: Religion: 1d20 + 9 ⇒ (19) + 9 = 28
Off in the distance you hear somebody yell, "Ga-ga-ga-ga-Ghosts!"

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not a surprise round? your arrow points to me, did you mean me and edward, not tcreese are up? based upon the initiative rolls?

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Edward prepares to cast haste as duskwalker steps up. (Hitting everyone)
kn:religion: 1d20 + 15 ⇒ (3) + 15 = 18

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When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. Such beings are in eternal anguish, lacking in substance and unable to set things right. Although ghosts can be any alignment, the majority cling to the living world out of a powerful sense of rage and hatred, and as a result are chaotic evil—even the ghost of a good or lawful creature can become hateful and cruel in its afterlife.
They are incorporeal undead. Their touch will instantly age and harm the target. Their moan can cause panic.

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not a surprise round? your arrow points to me, did you mean me and edward, not tcreese are up? based upon the initiative rolls?
It was edited. I got caught in a server timeout, and had to go run and do somethings. Forgot one edit while gone.

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Yenven adopts his kirin style, infuses his +1 fauchard with "ghost touch" 1 point from mental focus, and m-flex activates: power attack. he also 5' steps adjacent to Edward.
Ghost touch and power attack 1 min duration
incorporeal touch ac=21

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Slammu and begins rushing out of the room withdrawing shoving Jaws out of the way as he goes.
"RUN JAWS RUN!!"

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The pink creature steps up, crying out, “Raise your voices. The greatest scream choir will be heard this day.” as it reaches forward for Jaws.
corrupting touch, vs FF AC13: 1d20 + 8 ⇒ (13) + 8 = 21
corrupting damage: 6d6 ⇒ (6, 5, 6, 4, 2, 2) = 25
Jaws fort: 1d20 + 10 ⇒ (17) + 10 = 27 (1/2 damage for 12)
Shen is up!
Universal Adjustments: Haste
Universal Conditions:
Knowledge: Religion
- x Green
- x Red
- x Duskwalker
- x Edward
- x Big Slammu [PANIC!]
- x Pink
- => Shen
- Blue
- Tcreese [PANIC!]
- Jaws [PANIC!]
S = Surprised
D = Delay
C = Casting
Conditions:
Duskwalker : 80/80
Big Slammu: 84/84 [WIS damage: 1]
Edward: 62/62 [WIS damage: 1]
Jaws: 52/69 [WIS damage: 2]
Shen: 83/83
Tcreese: 87/66 [WIS damage: 1]
Blue: -55
Purple: -46
Duskwalker:
CLW Wand: 3
Edward:
IH Wand: 1
Shen:
IH Wand: 6
Slammu:
CLW Wand: 1
Tcreese:
Bombs: 1

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Shen winces having fought ghosts before. Glancing down at his amulet he knows what's about to come.
Adopting an offensive pattern he unleashes an assault he once learned during the Quest for Perfection.
Flurry of Blows, Greater
Swift Action
Exploit Weakness: 1d20 + 16 ⇒ (13) + 16 = 29
Attack Rolls [ooc]Subtract 2 if Exploit Weakness does not apply
Open Hand Strike, Fighting Defensively, Power Attack, Exploit Weakness, Haste: 1d20 + 12 - 4 - 2 + 2 + 1 ⇒ (10) + 12 - 4 - 2 + 2 + 1 = 19
Spin Kick, Fighting Defensively, Power Attack, Exploit Weakness, Haste: 1d20 + 12 - 4 - 2 + 2 + 1 ⇒ (14) + 12 - 4 - 2 + 2 + 1 = 23
Hammerfist, Fighting Defensively, Power Attack, Exploit Weakness, Haste: 1d20 + 12 - 4 - 2 + 2 + 1 ⇒ (4) + 12 - 4 - 2 + 2 + 1 = 13
Leaping Knee, Fighting Defensively, Power Attack, Exploit Weakness, Haste: 1d20 + 12 - 4 - 2 + 2 + 1 ⇒ (1) + 12 - 4 - 2 + 2 + 1 = 10
(Haste)Kniferidge, Fighting Defensively, Power Attack, Exploit Weakness, Haste: 1d20 + 12 - 4 - 2 + 2 + 1 ⇒ (9) + 12 - 4 - 2 + 2 + 1 = 18
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (1, 4) + 6 + 4 + (1) + (4, 1) = 21
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (3, 3) + 6 + 4 + (4) + (4, 4) = 28
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (6, 5) + 6 + 4 + (6) + (4, 2) = 33
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (3, 5) + 6 + 4 + (3) + (5, 3) = 29
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (4, 2) + 6 + 4 + (3) + (1, 2) = 22
[dice=Improved Unarmed Strike, Power Attack, Acid, Vicious]2d6+6 +4 +1d6 +2d6/dice]
Touch AC is now AC28 with defensive and haste
Once the dust settles, the monk nimbly steps into a more advantageous position.

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Shen attacks the red ghost a whole lot of times. He hits with his first two attacks, misses the next two, and finally comes back, and lands a final blow. 10+14+11=35 damage dealt by Shen He grimaces with each attack as the feedback hurts him as well.
Vicious damage: 3d6 ⇒ (1, 6, 5) = 12
The blue ghost then attacks Jaws, moaning, "“Beg, beg for pain. The Midnight Lord will show his might.” Somehow, the ghost manages to miss.
Touch vs FF AC13: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Then, Tcreese screams and runs away, screaming "Ga-ga-ga-ga-Ghosts!" at the top of his lungs. (withdrawal maneuver)
Jaws, also shrieking, follows his master out the door. Unfortunately for him, even if he were intelligent enough to use the maneuver, it wouldn't matter due to its location.[/ooc]
Blue Touch vs touch AC15: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 6d6 ⇒ (2, 3, 2, 6, 6, 5) = 24
Pink Touch vs touch AC15: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 6d6 ⇒ (3, 4, 2, 2, 4, 3) = 18
Fort vs Blue: 1d20 + 10 ⇒ (8) + 10 = 18 1/2 damage for 12
Fort vs Pink: 1d20 + 10 ⇒ (16) + 10 = 26 1/2 damage for 9
The green ghost steps up towards Shen, wailing, “Learn to welcome the chains.”, and waits. Red then steps through the wall to get a flank, at which time Green attacks Shen. Red attacks Shen directly after that. Both manage to miss the nimble monk.
Blue Touch vs touch AC25: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27 6d6 ⇒ (1, 3, 3, 4, 6, 5) = 22
Blue Touch vs touch AC25: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22 6d6 ⇒ (5, 3, 5, 1, 3, 4) = 21
Duskwalker, Edwardm and Slammu are up!
Universal Adjustments: Haste (9)
Universal Conditions:
Knowledge: Religion
- x Green
- x Red
- => Duskwalker
- => Edward
- => Big Slammu [PANIC!]
- Pink
- Shen
- Blue
- Tcreese [PANIC!]
- Jaws [PANIC!]
S = Surprised
D = Delay
C = Casting
Conditions:
Duskwalker : 80/80
Big Slammu: 84/84 [WIS damage: 1]
Edward: 62/62 [WIS damage: 1]
Jaws: 43/69 [WIS damage: 2]
Shen: 71/83
Tcreese: 87/66 [WIS damage: 1]
Red: -35
Green:
Blue:
Pink
Duskwalker:
CLW Wand: 3
Edward:
IH Wand: 1
Shen:
IH Wand: 6
Slammu:
CLW Wand: 1
Tcreese:
Bombs: 1

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Edward smirks as the ghosts fail to bypass the monk's nimbleness nor mage armor. "Embracing Envy has worked out well for me. However... the Midnight Lord will not get what he wants this day."
don't forget mage armor applies vs incorporeal touch - I'm waiting until duskwalker posts to take my turn."

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Slammu, once out of sight, activates Earth form, dives into the ground outside the temple, and waits.

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Yenven moves into the room, past the two ghosts near the entry, and positions himself at reach(w/o drawing an aoo from green), behind the green ghost and swings:
Ghost touch keen +1 fauchard; PA, C-exp, defensive, flank: 1d20 + 15 - 2 - 2 - 4 + 2 ⇒ (19) + 15 - 2 - 2 - 4 + 2 = 28 : confirm: 1d20 + 15 - 2 - 2 - 4 + 2 ⇒ (19) + 15 - 2 - 2 - 4 + 2 = 28 for slashing: 2d10 + 28 ⇒ (8, 5) + 28 = 41
incorporeal touch ac = 26
Yenven also knowledges the pink ghost k:religon(kirin): 1d20 + 11 + 1d6 ⇒ (10) + 11 + (6) = 27 storing the 6 in his hat(pink)
Hat=6(pink)(probably to be used on a poor save roll, check at need); Kirin(pink)<+2 save vs pinks attacks, +2 ac vs pinks aoo>
sorry, busy day at work, didn't have time to check until i got home

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"I think someone else can embrace your...chains..." 35/60 spd used

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Edward casts shield, and steps away out of sight.
incorporeal touch ac is 20 atm.

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The pink ghost drops down under the floor, and then pops back up next to Duskwalker. (no AoO, as it is coming up out from total cover) It reaches out to touch Duskwalker. However, it manages to miss him.
corrupting touch: 1d20 + 8 ⇒ (8) + 8 = 16
Shen are up!
Universal Adjustments: Haste
Universal Conditions:
Knowledge: Religion
- x Green
- x Red
- x Duskwalker
- x Edward
- x Big Slammu [PANIC! Buried!]
- x Pink
- => Shen
- Blue
- Tcreese [PANIC!]
- Jaws [PANIC!]
S = Surprised
D = Delay
C = Casting
Conditions:
Duskwalker : 80/80
Big Slammu: 84/84 [WIS damage: 1]
Edward: 62/62 [WIS damage: 1]
Jaws: 43/69 [WIS damage: 2]
Shen: 71/83
Tcreese: 87/66 [WIS damage: 1]
Red: -35
Green: -41
Blue:
Pink
Duskwalker:
CLW Wand: 3
Edward:
IH Wand: 1
Shen:
IH Wand: 6
Slammu:
CLW Wand: 1
Tcreese:
Bombs: 1
Thank you for listing your incorporeal touch. One quick tweak: please have it as the last line of your post... so I know where to look to find it when I am quickly scrolling up. Thank you.

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Shen leaps into the air and spins around at blinding speeds!
” Tatsumaki Senpukyaku!!” Little Street Fighter II for all you old nerds
Flurry of Blows
Swift Action
Exploit Weakness: 1d20 + 16 ⇒ (7) + 16 = 23
Attack Rolls Subtract 2 if Exploit Weakness does not apply, once or if green falls, I lose flank and exploit weakness on red.
Hurricane Kick, Power Attack, Exploit Weakness, Flank, Haste: 1d20 + 12 - 2 + 2 + 2 + 1 ⇒ (14) + 12 - 2 + 2 + 2 + 1 = 29
Hurricane Kick, Power Attack, Exploit Weakness, Flank: 1d20 + 12 - 2 + 2 + 2 + 1 ⇒ (8) + 12 - 2 + 2 + 2 + 1 = 23
Hurricane Kick, Power Attack, Exploit Weakness, Flank: 1d20 + 7 - 2 + 2 + 2 + 1 ⇒ (12) + 7 - 2 + 2 + 2 + 1 = 22
Hurricane Kick, Power Attack, Exploit Weakness, Flank: 1d20 + 7 - 2 + 2 + 2 + 1 ⇒ (13) + 7 - 2 + 2 + 2 + 1 = 23
Hurricane Kick(Haste), Power Attack, Exploit Weakness, Flank: 1d20 + 12 - 2 + 2 + 2 + 1 ⇒ (19) + 12 - 2 + 2 + 2 + 1 = 34
Improved Unarmed Strike, Power Attack, Acid, Vicious, Dirty Fighter: 2d6 + 6 + 4 + 1d6 + 2d6 + 1 ⇒ (1, 4) + 6 + 4 + (2) + (6, 5) + 1 = 29
Improved Unarmed Strike, Power Attack, Acid, Vicious, Dirty Fighter: 2d6 + 6 + 4 + 1d6 + 2d6 + 1 ⇒ (5, 6) + 6 + 4 + (1) + (5, 6) + 1 = 34
Improved Unarmed Strike, Power Attack, Acid, Vicious, Dirty Fighter: 2d6 + 6 + 4 + 1d6 + 2d6 + 1 ⇒ (4, 3) + 6 + 4 + (2) + (4, 4) + 1 = 28
Improved Unarmed Strike, Power Attack, Acid, Vicious, Dirty Fighter: 2d6 + 6 + 4 + 1d6 + 2d6 + 1 ⇒ (2, 5) + 6 + 4 + (5) + (5, 1) + 1 = 29
Improved Unarmed Strike, Power Attack, Acid, Vicious, Dirty Fighter: 2d6 + 6 + 4 + 1d6 + 2d6 + 1 ⇒ (1, 3) + 6 + 4 + (6) + (1, 6) + 1 = 28
Improved Unarmed Strike, Power Attack, Acid, Vicious, Dirty Fighter: 2d6 + 6 + 4 + 1d6 + 2d6 + 1 ⇒ (6, 5) + 6 + 4 + (6) + (1, 6) + 1 = 35
1d6 ⇒ 5
1d6 ⇒ 4
1d6 ⇒ 4
1d6 ⇒ 3
1d6 ⇒ 6
1d6 ⇒ 5

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Shen attacks, hitting Red once, and the ghost goes away. He then hits green once, and it goes away.
Shen takes 9 damage... the rest of the attacks are moot.
The Blue ghost drops down below ground, and then pops up next to Duskwalker. But (the GMs dice have gone cold, and) he is unable to touch the half-elf.
corrupting touch: 1d20 + 8 ⇒ (5) + 8 = 13
Tcreese and Jaws continue their panicked running...
Duskwalker and Edward are up!
Universal Adjustments: Haste
Universal Conditions:
Knowledge: Religion
- => Duskwalker
- => Edward
- x Big Slammu [PANIC! Buried!]
- Pink
- Shen
- Blue
- Tcreese [PANIC!]
- Jaws [PANIC!]
S = Surprised
D = Delay
C = Casting
Conditions:
Duskwalker : 80/80
Big Slammu: 84/84 [WIS damage: 1]
Edward: 62/62 [WIS damage: 1]
Jaws: 43/69 [WIS damage: 2]
Shen: 62/83
Tcreese: 87/66 [WIS damage: 1]
Blue:
Pink
Duskwalker:
CLW Wand: 3
Edward:
IH Wand: 1
Shen:
IH Wand: 6
Slammu:
CLW Wand: 1
Tcreese:
Bombs: 1

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Edward steps up to the door, plesantly surprised to only see two ghosts, and walks calmly up to shen, spring loaded wrist sheath out his wand and begins activating infernal healing.
incorporeal touch ac 20

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Yenven, continuing his defensive fighting posture, takes a 5' step towards Shen, and swings furiously(normal full attack)at the pink ghost.
GT/K/+1fauchard:pa,ce,def: 1d20 + 15 - 2 - 2 - 4 ⇒ (13) + 15 - 2 - 2 - 4 = 20 for damage: 1d10 + 14 ⇒ (2) + 14 = 16
attack 2: 1d20 + 15 - 2 - 2 - 4 ⇒ (2) + 15 - 2 - 2 - 4 = 9
attack 3: 1d20 + 10 - 2 - 2 - 4 ⇒ (16) + 10 - 2 - 2 - 4 = 18/confirm: 1d20 + 10 - 2 - 2 - 4 ⇒ (14) + 10 - 2 - 2 - 4 = 16add +6 from hat stored point to confirmation roll for damage: 2d10 + 28 ⇒ (8, 7) + 28 = 43
He then K:Religion(Kirin-blue): 1d20 + 11 + 1d6 ⇒ (7) + 11 + (4) = 22 storing the 4 in his hat(vs blue).
hat 4(blue); Kirin?(blue)
base incorporeal touch= 26

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can't seem to move my icon on the map while using my phone
normal, hasted, non-flurry, full attack unless Shen is willing to not resist me repositioning him. If willing:
bonus maneuver: reposition(Shen): 1d20 + 22 ⇒ (4) + 22 = 26
Never mind, that's making it too complicated

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With a deft flip, Shen lands in front of the last ghost and unleashes a withering display of punches. attacks on blue
Flurry of Blows
Swift Action
Exploit Weakness: 1d20 + 16 ⇒ (1) + 16 = 17
Attack Rolls Subtract 2 if Exploit Weakness does not apply
Hundred Hand Technique, Power Attack, Exploit Weakness, Haste: 1d20 + 12 - 2 + 2 + 1 ⇒ (6) + 12 - 2 + 2 + 1 = 19
Hundred Hand Technique, Power Attack, Exploit Weakness, Haste: 1d20 + 12 - 2 + 2 + 1 ⇒ (2) + 12 - 2 + 2 + 1 = 15
Hundred Hand Technique, Power Attack, Exploit Weakness, Haste: 1d20 + 7 - 2 + 2 + 1 ⇒ (13) + 7 - 2 + 2 + 1 = 21
Hundred Hand Technique, Power Attack, Exploit Weakness, Haste: 1d20 + 7 - 2 + 2 + 1 ⇒ (15) + 7 - 2 + 2 + 1 = 23
Hundred Hand Technique(Haste), Power Attack, Exploit Weakness, Haste: 1d20 + 12 - 2 + 2 + 1 ⇒ (10) + 12 - 2 + 2 + 1 = 23
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (5, 3) + 6 + 4 + (2) + (3, 5) = 28
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (5, 1) + 6 + 4 + (5) + (5, 5) = 31
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (3, 1) + 6 + 4 + (5) + (3, 5) = 27
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (1, 6) + 6 + 4 + (2) + (1, 3) = 23
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (3, 3) + 6 + 4 + (1) + (6, 3) = 26
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (1, 3) + 6 + 4 + (5) + (1, 6) = 26
1d6 ⇒ 4
1d6 ⇒ 6
1d6 ⇒ 2
1d6 ⇒ 4
1d6 ⇒ 4
1d6 ⇒ 6