
Gerard Abrigone |

The psion was cursing his lack of foresight. It would have been so easy to have bought a scroll with a Fly spell on it, but he didn't do it. Now he was covered
In demon spittle. Today was not shaping up great.
All he could think of doing was to try his simple spells as they were easier to cast in the damned rocking boat.
Magic Missile damage 3d4 + 3 ⇒ (1, 1, 3) + 3 = 8
Concentration check 1d20 + 6 + 5 ⇒ (7) + 6 + 5 = 18
Spell resistance caster level check 1d20 + 6 ⇒ (10) + 6 = 16
The spell worked fine and three missiles streaked through the air. He hoped they would pierce the beast's magical resistance.

Reigan Steel |

Reigan knows that evil outsiders are notorious for their defenses, so the man rolls the dice and picks one of his special bolts.
Low-CI/High-Silver: 1d100 ⇒ 22
"Hope this works..." he mutters as he loads a cold iron bolt into the crossbow before taking careful aim at the demon's stomach, hoping to pierce some vitals.
Hand Crossbow with Cold Iron Bolt | Focused Shot/PBS/Studied Combat: 1d20 + 7 + 1 + 3 ⇒ (16) + 7 + 1 + 3 = 27
Piercing Damage: 1d4 + 4 + 1 + 3 ⇒ (2) + 4 + 1 + 3 = 10
Move action to load; Swift to Study; Standard to Focused Shot.

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Gerard continues to pelt the outsider with magic missiles and the frog-like creature continues to resist and absorb them. So close
Terry's spells continue to fail and he misses the Hydrodaemon as he slips on the roof's slick surface.
The small water elemental batters away and rams the edge of the shack as Tin the turtle nudges away at Grimnir's arm.
Trying to escape Grinner dives into the water and clings to the pier to make his escape.
Grimnir struggles with the waves and nearly goes under while Reigan loads a cold iron bolt into his crossbow. The bolt sticks into the daemons side as it lurches in pain. The cold iron seems to do the trick as it bypasses some of Guttermaw's natural resistances.
Though Grinner is lucky to have escaped he notices that it is extremely shortlived. While the group has been a bit preoccupied a large group of the shiver dealers and users have formed a good sized mob at the end of the pier. Their scream and yelling rises as they notice Grinner emerge from the water's depths.
Greeley will give a lifetime worth of shiver to anyone who brings in their heads. One man yells.
The mob contains roughly 50 men and women as they begin to hurl trash broken bottle across the pier at Grinner.
"There's one of 'em! Get its frog head."
The hydrodaemon leaps from the building. Extending its arms it glides through the air and slams into Reigan. AoO from terry and small water elemental.
Bull rush vs Reigan CMD 16: 1d20 + 15 ⇒ (19) + 15 = 34
The daemon chortles as it knocks the crossbow wielding man from the boat and back into the water below.
Round 8
Terry (31/43; -1 Cha)
Grinner (20/45)
Grimnir
Reigan (20/36)
---------------------------
Hydrodaemon (-10)
Drug Addled Rabble
---------------------------
Round 7
Gerard

Summoned Monster~ |

Attack of Opportunity (Power Attack, Out of Water): 1d20 + 5 - 1 - 4 ⇒ (13) + 5 - 1 - 4 = 13
Slam Damage (Power Attack): 1d6 + 3 + 3 ⇒ (3) + 3 + 3 = 9
Full Round Action
The elemental charges at the creature. Maybe provoking an AoO?
Sam Attack (Power Attack, Water Mastery, Charge): 1d20 + 5 - 1 + 1 + 2 ⇒ (10) + 5 - 1 + 1 + 2 = 17
Slam Damage (Power Attack, Water Mastery): 1d6 + 3 + 3 + 1 ⇒ (6) + 3 + 3 + 1 = 13

Grinner the Grippli |

Grinner pleads to the crowd, "You do see the frog demon over there right? You should get out of here!"
Are they mad?
Standard Action
Grinner casts Fly on himself to get greater maneuverability across the battlefield.
Move Action
He takes off to get away from the crowd, rising to a height of 25 ft.

Reigan Steel |

Swim: 1d20 - 1 ⇒ (20) - 1 = 19
As if Reigan is in a shounen fighting story, the lithe man flies off the boat 20' through the air before landing in the water with a resounding splash.
As crazy as that sounds, the man who has never swam before in his life is able to stay above the water and pulls out another cold iron bolt, locks it in and fires at the demon. "Suck on this water demon!"
Bolt @ Hydrodaemon: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 1d4 + 8 ⇒ (1) + 8 = 9

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@Gerard- Unless you are able to 5 foot step I would think it would provoke. This is similar in aspect to difficult terrain.
As the daemon leaps from the roof it catches Terry and the elemental by surprise and they both miss their opportunity by mere inches.
Skidding to a halt Grinner leaps into the air where he begins to float well above the approaching mob. The mob seems well aware of the frog-like demon but the promise of a lifetime supply of shiver seems well worth it.
The small water elemental charges through the water and slams into the daemon's unnaturally thick hide, unphasing it. The Hydrodaemon slams back at the water elemental.
AoO vs Water elemental AC 17: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Reigan regains himself from flying into the water. Loading another bolt he fires it in the daemons direction. Though the bolt falls short as it skips through the violent waters instead.
Round 8
Terry (31/43; -1 Cha)
Grinner (20/45) (Water elemental 1/13)
Grimnir
Reigan (20/36)
---------------------------
Hydrodaemon (-10)
Drug Addled Rabble
---------------------------
Round 7
Gerard

Terry PBP |

Damn. How am I supposed to skewer it from here? I guess I'll have to try a spell.
Drawing from his spell scars, Terry launches a CL 5 Magic Missile at the toad. Though he does not expect much due to the probable spell resistance.
Spell Resistance check: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
damage: 3d4 + 3 ⇒ (4, 2, 2) + 3 = 11

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Gerard dives back into the violent waters below to get away from the daemon. Need a swim check. The daemon seems to pay the man no mind as it thrashes at the smaller water elemental. No AoO as it does not have combat reflexes.
Gerard still has a standard action
Terry fires three missiles at the daemon and it just keeps absorbing them all one by one.
Round 8
Terry (31/43; -1 Cha)
Grinner (20/45) (Water elemental 1/13)
Grimnir
Reigan (20/36)
---------------------------
Hydrodaemon (-10)
Drug Addled Rabble
---------------------------
Round 7
Gerard

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Grimnir is up.
@Gerard- ya you can grab the edge of the boat.

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Grimnir Swim: 1d20 - 2 ⇒ (2) - 2 = 0
Grimir sinks below the waves as Gerard grabs the edges of the boat.
The hydrodaemon turns its attention to the water elemental and shreds it back into the oceans waves.
Bite: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
With the water elemental gone the Hydrodaemon dives back into the turbulent waters.
Meanwhile the drug-addled rabble hurls broken glass and garbage at Grinner. the rubbage hurtles through the air but the grippli is just barely out of range as it falls into the waters below.
Round 9
Terry (31/43; -1 Cha)
Grinner (20/45)
Grimnir
Reigan (20/36)
---------------------------
Hydrodaemon (-10)
Drug Addled Rabble
---------------------------
Round 8
Gerard

Grinner the Grippli |

Grinner tries to hover.
Fly (Small Size, Fly Spell): 1d20 + 2 + 3 ⇒ (6) + 2 + 3 = 11
Move Action
Unable to hover, he sets off towards Terry at full speed, stabilizing himself at the end of the flight. As he does so, he descends and takes out his Wand of Cure Light Wound. He winds up 5 ft. above the water.
Standard Action
He taps himself with the wand.
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

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Grimnir Swim: 1d20 - 2 ⇒ (5) - 2 = 3
Grimnir can't seem to get ahold as he is battered against the ceiling in the shack, even as Tin tries to help him out.
Terry gets bold and charges his hand with electricity in the violent waters. Peering his head over the edge of the boat he can't seem to find the Hydrodaemon. It must have gone underneath the surface.
You have too many actions going Grinner. You have a move action to fly closer to the shack. Standard action to draw wand. Standard action to heal yourself. Unless I am missing something.
Round 9
Terry (31/43; -1 Cha)
Grinner (20/45)
Grimnir (Underwater 2)
Reigan (20/36)
---------------------------
Hydrodaemon (-10)
Drug Addled Rabble
---------------------------
Round 8
Gerard

Gerard Abrigone |

Gerard tries to again climb in the boat with the demon having left them for a moment.
Climb 1d20 - 1 ⇒ (10) - 1 = 9
If that is considered just a move action, he will try yet again to get in the boat.
Climb 1d20 - 1 ⇒ (10) - 1 = 9

Terry PBP |

Terry is on top of the building, not in the boat or in the water. Unless the water level is over the top of the building?
Terry watches as his buddies start sinking.
"Grinner, you got any more of those elementals handy or something that can bail those two out? By the way, don't touch me or you will be electrocuted. Just sayin' Not that you are the touchy feely sort, but some of those cure spells require a touch and all. Say, you can channel, right? Can you get you, me, and Regan in one channel? Oh, and how about a sandwich? I'm getting hungry."
How's that for too many actions :) Can you squeeze in two more this round?

Reigan Steel |

Swim-DC 15: 1d20 - 1 ⇒ (1) - 1 = 0
Reigan plunges under the water as he believes his luck has run out.
Why didn't I try harder in gym class... he thinks to himself as he sees only the swirling waters around him.

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Gerard isn't quite able to make it into the boat and only manages to nearly capsize the thing.
terry plunges underneath the water and nearly comes face to face with the beast.
The Hydrodaemon lifts its head just above the water and sprays more caustic spittle at Terry.
Need a DC 19 Will save or sleep for 6 rounds
Round 10
Terry (31/43; -1 Cha)
Grinner (20/45)
Grimnir (Underwater 2)
Reigan (20/36; Underwater 1)
---------------------------
Hydrodaemon (-10)
Drug Addled Rabble
---------------------------
Round 9
Gerard

Grinner the Grippli |

Grinner tries to hover again.
Fly (Small Size, Fly Spell): 1d20 + 2 + 3 ⇒ (19) + 2 + 3 = 24
Non Action
Grinner is able to stabilize himself in the air and slowly drifts to the North just 5 ft.
Standard Action
He points at the beast and calls upon the powers of the spirits to work against it. Misfortune Hex, DC 18 Will save negates.
Move Action
*Ribbit* *Ribbit* Chant Hex to extend Misfortune's duration.

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It is marked correctly on the map.
@Gerard- You still have a standard action
Gerard is able to make it back onto the boat. using the boat as cover Gerard is able to make it into the boat safely.
Grinner looks down upon the Hydrodaemon and brings misfortune down upon it.
Will save: 1d20 + 3 ⇒ (14) + 3 = 17
While Tin helps Grimnir try to reach the surface.
Grimnir Swim: 1d20 - 2 + 2 ⇒ (3) - 2 + 2 = 3
No matter how much the little lizard urges and helps Grimnir can't seem to reach the surface and remains just below the water's edge.
Round 10
Terry (31/43; -1 Cha)
Grinner (20/45)
Grimnir (Underwater 3)
Reigan (20/36; Underwater 1)
---------------------------
Hydrodaemon (-10; Misfortune)
Drug Addled Rabble
---------------------------
Round 9
Gerard (28/38)

Grinner the Grippli |

Draw or Sheathe a Weapon
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.
If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.
Weapon-Like objects can be pulled out as part of a move action.
Drawing and Sheathing a Weapon-like Object: I know I can draw or sheathe a weapon-like object as a move action using the "Draw or sheathe a weapon" action, but if I have a base attack bonus of +1 or higher, can I draw a weapon-like object with a regular move?
Yes. As shown on the chart on page 183, when you have a BAB of +1 or higher, you are combining the regular draw or sheathe a weapon action (to draw a weapon) with a move action. Thus all rules for draw or sheathe a weapon apply, including the ability to draw a weapon-like object.

Pregen - PatheticWretch |

Grimnir desperately tries to regain the surface.
swim: 1d20 - 2 + 2 ⇒ (13) - 2 + 2 = 13
Back! Now if I could just help!

Gerard Abrigone |

Gerard readies an action to blast the monster when it exits the water.
Its going to be a long shot, but I'm going to ready a mind blast. We are all probably going to die, so I've got to try it.

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I will correct your health total on the next go around.

Reigan Steel |

Swim: 1d20 - 1 ⇒ (15) - 1 = 14 So close!
Reigan continues to flounder just under the surface of the water as he struggles to pull himself up to the tasty, tasty air.

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Gerard readies a mind thrustfor when the Hydrodaemon leaves the water.
Go ahead and have readied actions posted ahead of time as it will speed things up :)
terry continues to hold his hand charged with elecctricity while Reigan flounders in the water.
Boldly the daemon leaps from the water and glides to the roof at Terry. The daemon's head jerks as it nearly falls back to the water. It's mind assaulted from Gerard ducking low in the boat. The daemon's head whips back as it definitely has its eyes set on Gerard's head as it's mind seems shattered. The daemon becomes a bit more defensive as it truly underestimated the group.
Gerard Mind Thrust III: 8d8 ⇒ (3, 8, 4, 8, 1, 8, 7, 3) = 42
Will save DC 20: 1d20 + 3 ⇒ (10) + 3 = 13
SR: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
As it reaches the roof Terry reaches across and discharges his shocking grasp against the daemon's side.
Shocking Grasp tch: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 5d6 ⇒ (5, 6, 5, 4, 1) = 21
Sr: 1d20 + 6 ⇒ (16) + 6 = 22
The daemon jerks as it nearly collapses on the roof. Gliding through the air leaves it with just enough momentum to pounce on Terry.
Terry also gets an AoO from movement.
Bite vs Terry AC 20: 1d20 + 13 ⇒ (13) + 13 = 26
Misfortune reroll: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Grab: 1d20 + 9 ⇒ (19) + 9 = 28
Misfortune reroll: 1d20 + 9 ⇒ (13) + 9 = 22
Claw 1 vs Terry AC 20: 1d20 + 13 ⇒ (2) + 13 = 15
Misfortune reroll: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Claw 2 vs Terry AC 20: 1d20 + 13 ⇒ (6) + 13 = 19
Misfortune reroll: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
The hydrodaemon leaps on top of Terry. Its sharp claws nearly tear the magus in two halves as it's powerful jaws grab ahold of his shoulder. Using his arms he is able to fend off each of the claws as he holds the frog-like legs out wide away from his body.
The rabble merely hurls garbage and bellows from the edge of the pier as it taunts the party with threats of death.
Round 11
Terry (25/43; -1 Cha; grappled)
Grinner (20/45)
Grimnir (Underwater 3)
Reigan (20/36; Underwater 2)
---------------------------
Hydrodaemon (-73; Misfortune; grappled)
Drug Addled Rabble
---------------------------
Round 10
Gerard (28/38)

Terry PBP |

Terry will cast shocking grasp and parry and riposte if attacked.
I know that post was a while ago, but Terry had to wait for quite a while. His attack is
+10/1d6+13 Rapier [crit 18-20/x2/+3; P)and it would have been through a successful riposte that the shocking grasp would most likely have been delivered. He has 4 panache and combat reflexes, more than enough for 3 parry and riposte attempts I think. May I make the parry and riposte rolls (or you make them, I don't care which), or should we just let things go on as is?

Grinner the Grippli |

Grinner tries to hover again.
Fly (Small Size, Fly Spell): 1d20 + 2 + 3 ⇒ (3) + 2 + 3 = 8
Move Action
He can't stabilize himself, so must move at least 30 ft. He maneuvers around the demon.
Second Move Action
*Ribbit* *Ribbit* Using Chant Hex to extend the duration of Misfortune Hex again.

Gerard Abrigone |

Thanks, DM.
Gerard again tries to blow the demon's mind with a demonstration of his power. He casts Mind Blast 3 again.
Damage 8d8 ⇒ (5, 5, 3, 8, 4, 2, 2, 4) = 33
Caster level check versus SR 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25

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@Terry- Yes go ahead and roll your parry and riposte.

Terry PBP |

Thanks. And the readied action would have been a rapier strike, not a touch, so I'll add the damage for that too.
Damage from readied strike:
damage: 1d6 + 13 ⇒ (6) + 13 = 19 (3 points of that is precise damage)
Parry against bite, need to beat 26.
Parry: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25 (-2 due to size advantage)
Riposte: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 1d6 + 13 ⇒ (4) + 13 = 17 (3 points of that is precise damage)
Sooo close. Too bad he was power attacking :(
Now, I'm not sure if he is grappled at this point or if he becomes grappled later. If grappled because of the bite then the next two parries suffer from a -4 to hit and -2 precise damage due to dex loss.
Parry against first claw, need to beat 15.
Parry: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28 (-2 due to size advantage)
Riposte: 1d20 + 10 ⇒ (13) + 10 = 23
damage: 1d6 + 13 ⇒ (6) + 13 = 19 (3 points of that is precise damage)
Parry against second claw, need to beat 19.
Parry: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18 (-2 due to size advantage)
Riposte: 1d20 + 10 ⇒ (7) + 10 = 17
damage: 1d6 + 13 ⇒ (1) + 13 = 14 (3 points of that is precise damage)
Note - just so that I am consistent, this is how I will line up rolls. Even if it looks like it will miss I will post the riposte and damage and all crit confirms will be rolled after all the other rolls, though in this case there were no crit threats.

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Terry is able to parry one of the claws though most of the damage is mitigated by the daemon's natural resistances. (DR 10)
Though terry distracts it enough, by feeding it his shoulder that Gerard is able to completely shatter it's mind for good with his mind thrust. The hydrodaemon jerks one final time as it releases Terry's shoulder and erupts into a small pile of ash that blows into the wind.
As immediately as the daemon perishes the spell controlling the violent surge of water also ends and the water lowers 18 feet back below the pier and begins to calm down enough. Though with good news also comes bad as now the drug-induced rioters looking for your head are now able to reach the party.
Water is now calm and 10 feet below the pier.
Grimnir gasps for breath as be now lies on the floor of the shack once again, not submerged in 8 feet of rushing water.
Grinner go ahead and change your actions if you need / want to.
Round 11
Terry (25/43; -1 Cha)
Grinner (20/45)
Grimnir
Reigan (20/36; Underwater 2)
---------------------------
Drug Addled Rabble
---------------------------
Round 10
Gerard (28/38)

Grinner the Grippli |

Move Action
Grinner lands next to Terry.
Standard Action
Grinner taps Terry on the shoulder with his Wand of Cure Light Wounds.
Wand of Cure Light Wounds (On Terry): 1d8 + 1 ⇒ (5) + 1 = 6

Pregen - PatheticWretch |

Sputtering and very angry, Grimnir lands with a thud on the rickety floor of the shack. But seeing the mob incoming, he stands and moves to the doorway.
"Thes part, Ah can handle," the dwarf says with a scowl.
stand, 5' step, ready attack. Though I'm not liking that they are looking like a swarm instead of individual combatants.
+1 Corrosive Dorn Dergar (power attack): 1d20 + 3 ⇒ (15) + 3 = 181d10 + 11 + 1d6 ⇒ (5) + 11 + (2) = 18
Note that I have combat reflexes and stand still feats, and I'll be using the weapon as a reach weapon.

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Grinner flies over to Terry and heals some of his wounds from the daemon's vile teeth. Tin the turtle scampers across the building as it drips with the ocean's waters still drains from the cracks in the wood beams.
Grimnir stands up and moves to the doorway as he readies his dorn dergar.
Round 11
Terry (31/43; -1 Cha)
Grinner (29/45)
Grimnir
Reigan (20/36; Underwater 2)
---------------------------
Drug Addled Rabble
---------------------------
Round 10
Gerard (28/38)

Reigan Steel |

Swim: 1d20 - 1 ⇒ (4) - 1 = 3
Floundering for air, Reigan becomes antsy as he struggles to reach the surface of the water. I may die here! he thinks as he struggles to swim, but his lack of any training is proving to be problematic.