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<puff> <puff> <wheeze> "Damn it!" ~ HA! Priceless Sir T! Priceless!

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Marta helps out where needed, finding a place to sleep, searching the village, or tending wounds. When Sir T returns she has trouble meeting his eyes.
Damn embarrassing, that.
I just noticed that she does not have a tent on her equipment list so she will be looking for on of those.

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Lore happily heals all who need it... though "if we are going to sleep, two of you will heal your few wounds during the night - Aelwynd, you seem to be hurt the worst hurt... oh, my wand is getting a little low, I'll just channel Sarenrae's healing power for you all."
channel to heal: 7d6 ⇒ (1, 1, 2, 5, 2, 4, 3) = 18
"that should do it! You all look fine now, even you Sir Terramore. That was some experience."

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"By the gods, that feels better! Thank you for your kindness. I have a wand you can use if ever someone is hurt and you need to conserve your considerable abilities for other matters. Don't hesitate to use it."
My CLW wand has 35 charges and feel free to use them whenever. Just be sure to feel around first. It's Aelwynd after all. ;)
-Posted with Wayfinder

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Searching the buildings Marta is able to find a small structure with two exits, in case of danger, and holes up for the night keeping a constant watch throughout.
The night proves uneventful as a few more undead continue to roam the streets, though nothing like what was just experiences mere hours before.
As dawn approaches the group slowly awakens, makes breakfast and conducts their morning prayers before setting out on the two day journey to reach Rijana’s camp.
Any last minute prep? How do you plan to travel?
Aelwynd (66/66)
Marta
Ariana
Sir Terramor (Morningstar 76/76)
Lorelendral
Hamarabi (70/70)

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"If you all would prefer, I can help us make the journey to the camp more swiftly than two days but it will require you to venture along the edge of the Shadow Plane."

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I for one like the light... I'd just as soon finish the way we started... no offense to your abilities or your method of travel, Ali... just my opinion. I don't mind the trek, or the camping, it gives me opportunities to cook for you all morning and evening, too."

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"I'm with the lady on this Hamarabi. With the weird nature of magic being something we need to worry about out here, I would rather rely on simpler methods of travel. Under other circumstances I would definitely take you up on that offer."
Simple travel, on horseback and foot travel for those without a horse. I'm pretty sure this is going to be rough travel as the wastes are well known to be inhospitable.
"By the way, Aelwynd crouches down and whispers to Lore "not only are you beautiful and kind but you cook too? This trip keeps getting better and better." he says, straightening. A wide grin spreads across his face and he says again, this time more to himself than anyone else, "Yes indeed, better and better."

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"Oh Aelwynd... in Absalom I am rather well-known as a chef and often take turns as a guest chef in some her finest restaurants. It is not my profession though, just a hobby really. I will be thrilled to cook for all of you. If you have a favorite dish, just let me know and I'll do my best to make it for you if it's one I know... I do know a few elven dishes, but I must sadly admit, Elven cuisine is not my bailiwick, so I don't know them all... something I need to learn more about I guess!"

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"I'm afraid I'm only half elf, and most of my life has been either on the sea or around various ports of call, so elvish cuisine is not something I've had much experience with either. Whatever you come up with I'm sure we will be grateful for and love it."

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"Food is food. I'm happy with whoever wishes to cook. The shadow jaunt sounds intriguing to me, but I bow to the prejudices of the others. Exercise is good for the body and soul."
As for preps, she casts her daily Greater Magic Weapon since it lasts for 20 hours. She will hold off on the other spells until it looks like they are approaching anything suspicious or dangerous like a building, campsite, narrow defile, etc. At that point she will buff up. Marta will have to walk. She has no mount.

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Angry and sullen, Sir Terramor is uncharacteristically quiet, securing his mount and traveling gear, cleaning his weapons but saying nothing.

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As the morning shapes up and the party begins to travel, it swiftly becomes apparent that something is bothering Sir Terramor. Aelwynd, being who he is, can't sit idly by and let a fine fellow such as the Blue Knight succumb to such negative feelings.
Walking quickly to pull along side the proud knight, Aelwynd says with a serious tone, "I have known many brave men laid low because of a lack of confidence. Don't let the past define you but let it guide you to be better in the future. We need you at your best Sir Terramor. If I can help you at all, it would be my sincere honor to do so."

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Lore, about to go have a chat with Terramor, sees Aelwynd do the same, and stays back, not wanting to intrude... I hope he comes out of this funk soon, he's far too valorous, not to mention cute for a human, to give in to one incident like this... He was magically prevented from acting his usually stalwart self... that is nothing to be ashamed of. I know! I'll make him something special for dinner!
lol, ninja'd... original post deleted... lol

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After Aelwynd moves away from Sir Terramor I will walk up to him. In a low voice close to that of a whisper. "Do not let anger and pain cloud your judgement but rather guide it so that you may inflict pain upon those whom you feel deserve it." With that said Hamarabi will turn, walk a short distance away, and finish his preparations to travel.
Praise unto you O' Midnight Lord that I might convert one to your worship.

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Riding the shadow plane sounded fun. Oh well. I'll go along with whatever everyone else wants to do. "I'll be walking." She notices the others talking to Terramor, and decides to wait and see if it helps. Sometimes you just have to figure out it wasn't anything you could control on your own. She waits polishes her sword while waiting for everyone to finish their prep.

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The walk is long and uneventful during half of the first day as the dreary landscapes is filled with ruins all around from the once warring nations of Geb and Nex.
Stealth: 1d20 + 17 ⇒ (10) + 17 = 27
Hamarabi: 1d20 + 19 ⇒ (10) + 19 = 29
Ariana: 1d20 + 11 ⇒ (13) + 11 = 24
Aelwynd: 1d20 + 19 ⇒ (12) + 19 = 31
Lorelendral: 1d20 + 22 ⇒ (4) + 22 = 26
Marta: 1d20 + 24 ⇒ (11) + 24 = 35
Sir Terramor: 1d20 + 13 ⇒ (13) + 13 = 26
Marta and Hamarabi catch sight of thin wisps of movement in the daylight while traveling through the ruins-filled desolate desert. Peering a bit closer the pair see a pair of eerie beasts prowling around the group to the north.
The beasts look to be animated skeletons of huge fanged cats. Their bones glow with fire and are seething with smoke. DC 17 Knowledge Planes In normal light they have a natural invisibility giving them 20% miss chance.
Hamarabi: 1d20 + 1 ⇒ (4) + 1 = 5
Ariana: 1d20 + 2 ⇒ (15) + 2 = 17
Aelwynd: 1d20 + 12 ⇒ (4) + 12 = 16
Lorelendral: 1d20 + 3 ⇒ (15) + 3 = 18
Marta: 1d20 + 12 ⇒ (17) + 12 = 29
Sir Terramor: 1d20 + 2 ⇒ (18) + 2 = 20
Hellcats: 1d20 + 9 ⇒ (16) + 9 = 25
As you enter the area yu feel your magic flicker and begin to wane as all magical effects are snuffed out like a candle being blown out with the wind. There seems to be a magical dead zone passing through the area.
Magical effects: 1d2 ⇒ 1
Entire area functions as if under the effcts of an Anti-magic field.
Round 1
Marta
-----------------------------------
Cats (DC 17 Knowledge Planes)
-----------------------------------
Sir Terramor
Lorelendral
Ariana
Aelwynd
Hamarabi

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Knowledge Planes: 1d20 + 6 + 6 + 2 ⇒ (4) + 6 + 6 + 2 = 18
Kind of funny. She makes the knowledge check with the help of the Heroism spell, but as soon as she enters the anti-magic zone she 'forgets'? Also, Marta will not have the heightened awareness up on such a long trip so deduct 4 from her init. Not sure it would have helped anyway as the check was probably done in the anti-magic zone. That gives her a tie with the Hellcats and she looses the tie breaker so that puts her AFTER the beasties. I'm going to update her AC to account for the anti-magic zone. This is going to hurt but I knew it was coming.

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Sir Terramor feels his face flush in anger and shame at Aelwynd's words. 'A lack of confidence,' indeed! Still, he recognizes that the elf is attempting to be gracious, and Terramor steels himself to a well-practiced genteel Taldan etiquette. "Rest assured that I shall call upon you in need, Master Aelwynd. That is most gracious of you."
Hamarabi's straightforward, if slightly creepy, advice hits Terramor on a more elemental level. He does yearn to expiate his shame through some well-placed and disproportionate violence. However, he reminds himself that he is sworn to protect and lead. The Pathfinders are his charge and everything else must be subordinate to that, even his own honor. After a pause, he responds. "Your words are wise, Master Hamarabi. I shall ponder them."
If Terramor has not returned to his usually cheerful and sociable banter, he has at least ceased to sulk, mostly because he now knows his fellows were aware of his shame, something he also considers dishonorable. Slowly, he nudges his mount Morningstar to the forefront of the team and once more places the banner of the Pathfinder Society fluttering at his back.

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@Marta- This Anti-Magic Field has possibility to change each round. So at point of initiative and knowledge magic was still in effect. Round 0 as you would call it. So you may still act before the Hellcats and would know of them.
Marta quickly recognizes these beasts as Hellcats. The hellcat is a devious predator native to the fiery pits of Hell. While the hellcat is not a devil itself, it often acts as a guardian or mount for devils. Some might assume that hellcats serve devils as pets, but since hellcats are as intelligent as humans, they take offense to the idea that they might be anyone's pet.
On its own, a hellcat prefers to spend its time hunting and stalking prey. While the hellcat, as an outsider, need not eat to survive, it does enjoy eating for pleasure, often leaving significant portions of its kills behind for others to find. A hellcat that enters into an alliance with a devil is often used as a sort of hunter as a result. Human mortals can use spells like planar ally or planar binding to conjure hellcats for similar purposes. Those who do so are well advised to treat the hellcat with respect, for should any master prove too haughty with his hellcat or treat it as a dumb animal, the hellcat nurtures a lasting grudge. In such instances, the hellcat goes to great lengths to plan and coordinate revenge on the spellcaster, hoping to satisfy its own pride and to provide a lesson and example to all those who would deal with their kind.
Though incapable of speech themselves, hellcats understand the Infernal tongue of their home plane, and can communicate by telepathy with any creature capable of speech. Hellcats are quick to retreat if they are clearly overmatched or up against foes they cannot reach, but they never forget prey that escapes them, and will often track potential victims and try to lead allies (including other hellcats) to them in order to make coordinated attacks or ambushes.
The hellcat is only clearly visible in dim light, at these times appearing as a skeletal dire tiger with hellish flames burning and flickering along the surface of its bones. Despite this eerie appearance, the hellcat is neither undead nor an elemental creature. The "fires" are actually its blood coursing through transparent flesh. In bright light, the hellcat's entire body fades away into obscurity, while in darkness its glowing blood is muted.
Hellcats are as large as tigers, measuring 9 feet long and weighing 900 pounds.
You get 1 question

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Since Aelwynd would have noticed them also with his perception roll of 31... while he may not know what they are, he knows they are a danger. He has Combat Reflexes so should be able to parry/riposte(see spoiler)
Know Planes: 1d20 + 7 + 1d6 ⇒ (5) + 7 + (1) = 13
Riposte: 1d20 + 15 ⇒ (14) + 15 = 29
Damage/Piercing/+8 precision: 1d6 + 8 + 8 ⇒ (1) + 8 + 8 = 17

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Marta is interested in special defenses.
What classification of creature are these? I assume Lawful/Evil outsiders from the description, but I'd like to verify before I activate a bane later.
Marta enters Dragon Style as a free action. In spite of the antimagic field she will, if able, begin a judgment as a swift action (Protection +3 AC, and Justice +3 to hit). I know the affects will be suppressed while the antimagic is in effect, but I'm hoping her call to Ragathiel will be heard in spite of the suppression.
She then holsters her spear (move) and pulls out her repeating crossbow (move), then slips to the side in case of an area affect ability.
"I may have to take a back seat for this one guys. I'm a bit vulnerable with no magical protection. I can do a bit more if the antimagic lets up."
I'm not sure what that is on the map but if it offers concealment she will also attempt a bit of stealth just for practice.
Stealth: 1d20 + 6 ⇒ (5) + 6 = 11

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@Marta- LE Outsiders. As for the ioun stones, all magic ceases so they would all just fall to the ground. If and when magic does come back you would have to grab them and set them afloat again.
Marta knows that in areas of bright light that Hellcats are nearly impossible to see as they have a natural invisibility. They have a natural resistance to damage unless the weapon has good qualities as well as resistant to fire and most spells.
Marta quickly shifts into a dragon style and pulls out a repeating crossbow. Ducking behind a low stone wall Marta takes aim as she tries to hide.
The pair of Hellcats charge in as they pounce on top of Hamarabi and Sir Terramor.
Red Bite vs Hamarabi AC FF 13; charge: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Red Claw 1 vs Hamarabi AC FF 13; charge: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Red Claw 2 vs Hamarabi AC FF 13; charge: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
Damage: 1d6 + 5 ⇒ (2) + 5 = 7 + Grab
Grab vs CMD 20: 1d20 + 19 ⇒ (2) + 19 = 21
Green Bite vs Sir Terramor AC FF 24; charge: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
Green Claw 1 vs Sir Terramor AC FF 24; charge: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Green Claw 2 vs Sir Terramor AC FF 24; charge: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
Damage: 1d6 + 5 ⇒ (1) + 5 = 6 + Grab
Grab vs CMD 27: 1d20 + 19 ⇒ (14) + 19 = 33
The Hellcats claws and fangs shred into the pair as the massive claws take hold of their bodies and hold on tight, ready to rake them with their hind legs.
Round 2 Magical Effects: 1d2 ⇒ 2
Round 2 only Magic functions as normal. So that only effects Marta at this point.
Round 2
Marta
-----------------------------------
Hellcat (Red Grappled)(Green Grappled)
-----------------------------------
Round 1
Sir Terramor (79/85; Grappled)
Lorelendral
Ariana
Aelwynd
Hamarabi (43/70; Grappled)

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will channeling work in a magic free zone? I assume not, but just checking.

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or nvm.. if magic is going to function normally in round 2, Lore will channel to damage evil outsiders.
channel vs evil outsiders: 7d6 ⇒ (2, 6, 1, 5, 1, 5, 6) = 26

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I struggle to take control of the grapple. Wiggling, tossing, and turning within the grasp of the Hellcat.
CMB to take control of the grapple: 1d20 + 8 ⇒ (3) + 8 = 11

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Good plan for round two, but what will Lore do in round one?
Aelwynd sees two of his new friends come crashing down in a ferocious tangle of fangs and claws. Seeing Hamarabi is in worse shape than sir Terramor, he quickly steps forward and thrusts his blade into the beast to his left. RED
non magic adamantine/piercing: 1d20 + 15 ⇒ (5) + 15 = 20
non magic adamantine/piercing: 1d20 + 10 ⇒ (11) + 10 = 21
Fingers crossed the grappled condition helps drop their AC enough for those rolls to hit.
Damage adamantine/piercing: 1d6 + 8 + 8 ⇒ (3) + 8 + 8 = 19
Damage adamantine/piercing: 1d6 + 8 + 8 ⇒ (4) + 8 + 8 = 20
Non magic Riposte: 1d20 + 15 ⇒ (15) + 15 = 30
Damage adamantine/piercing: 1d6 + 8 + 8 ⇒ (3) + 8 + 8 = 19
Crit confirm?: 1d20 + 15 ⇒ (18) + 15 = 33
Damage adamantine/piercing: 1d6 + 8 ⇒ (4) + 8 = 12

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round 1
Lore draws her mace and shield and hacks at the one that's got Sir Terry.
to hit: 1d20 + 12 ⇒ (5) + 12 = 17
dmg if hits: 1d6 ⇒ 2

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Ariana draws her silver bastard sword, and moves carefully around to try to get in a flank with either Sir Terramor or the horse. She swings with all her power.
Silver Bastard Sword Power Attack: 1d20 + 14 ⇒ (10) + 14 = 24 +2 if in a Flank
Damage: 1d10 + 12 ⇒ (10) + 12 = 22

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Marta activates her judgment this round as a swift action, as it apparently failed the previous round. She chooses, instead, Protection +3 AC, and Smiting (attacks count as magic, good and adamantine for purposes of penetrating DR), having learned about all that DR. Then she casts Divine Favor to grant her a +3/+3 on any strikes and moves out from behind her rock to get into a flank with the Cavalier.
"We got them surrounded now!"

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"Everyone, watch me and be ready!"
As a swift action, Sir Terramor grants all his allies the BROKEN WING GAMBIT teamwork feat.
Broken Wing Gambit:Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.
From the height of Morningstar's back, Sir Terramor then attacks both cats.
+1 adamantine longsword and Flanking v. Red: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 361d8 + 5 ⇒ (3) + 5 = 8
+1 adamantine longsword and Flanking v. Yellow: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 171d8 + 5 ⇒ (8) + 5 = 13
Morningstar's Bite and Flanking v. Green: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 191d4 + 5 ⇒ (2) + 5 = 7
Morningstar's Hoof and Flanking v. Green: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 151d6 + 2 ⇒ (1) + 2 = 3
Morningstar's Hoof and Flanking v. Green: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 261d6 + 2 ⇒ (5) + 2 = 7
If either or both of Sir Terramor's attacks hit, he will spend a free action to grant that opponent the +2 to hit and damage on his next attack against Terramor, as per Broken Wing Gambit.
If anyone (such as the hellcat) attacks Sir Terramor (whether as an AoO or on its turn), Morningstar will use Bodyguard to grant Terramor a +2 on his AC for up to four attacks. If any attack hits, Morningstar will use In Harm's Way to take the damage instead.
If anyone (such as the hellcat) attacks Lore, Aelwynd or Morningstar (whether as an AoO or on his/her/its turn), Sir Terramor will use Aid Allies, Bodyguard and Intercept to grant Lore, Aelwynd or Morningstar a +5 bonus to AC for up to three attacks.
In addition, Sir Terramor's banner grants all his allies +3 save vs. fear & +2 to hit while charging. (No action)

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There is a red and a green, but no yellow. I assume you meant green when you said yellow? I'm betting it looks yellow on your device or something.

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There is a red and a green, but no yellow. I assume you meant green when you said yellow? I'm betting it looks yellow on your device or something.
Either that or I wasn't actually looking at the map and just misremembered it! Thanks for the notice.

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Within the clutches of the hellcat Sir Terramor's instincts kick in as his mind formulates many strategies. Sir Terramor and Morningstar fight back. Most of their attacks hit the hellcats but are greatly hindered by its natural resistance to damage. Sir Terramor's longsword cleaves into the neck of the outsider scratching at Hamarabi's chest.
Lorendral does what she can with her mace but can't seem to connect with the large flaming cat clawing at Sir Terramor.
Ariana fares a small bit better as her bastard sword cleaves into the beast. Aelwynd quickly thrusts his blade into the Hellcat pouncing on top of Harambi, who is busy fighting for his life to no avail as he can't seem to get the large cat off of him.
Marta activates her judgement, offering a familiar form of magical protection.
Red Maintain Grapple vs Hamarabi CMD 20: 1d20 + 19 + 5 ⇒ (7) + 19 + 5 = 31
Grapple Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Rake Claw 1 vs Hamarabi AC 12; Grappled: 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Rake Claw 2 vs Hamarabi AC 12; Grappled: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Green Maintain Grapple vs Sir Terramor CMD 27: 1d20 + 19 + 5 ⇒ (7) + 19 + 5 = 31
Grapple Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Green Claw 1 vs Sir Terramor AC 23; Grappled: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Green Claw 2 vs Sir Terramor AC 23; Grappled: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16
Hamarbi barely remains conscious as the beast's claws rend and rake into his chest. His screams fill the silent air. Sir Terramor also can't seem to break its grasp as a claw digs into his side, though Morningstar is able to get in just enough to take one of the claws before her master can. Grapple damage to you and Rake damage to Morningstar.
Round 3 Magical Effects: 1d2 ⇒ 2
Round 2 folks have magic as well as Round 3
Round 3
Marta
-----------------------------------
Hellcat (Red -45; Grappled to Harambi)(Green -19; Grappled to Terramor)
-----------------------------------
Round 2
Sir Terramor (72/85; Grappled)(Morningstar 66/76)
Lorelendral
Ariana
Aelwynd
Hamarabi (13/70; Grappled)

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Lore channels to heal rather than harm and Hamarabi, Terramor and Morningstar are all healed for:
channel to heal: 7d6 ⇒ (5, 1, 6, 6, 3, 4, 5) = 30
"By SArenrae's holy light, may this warm your soul as it heals your body!"

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@GM If Aelwynd hits he will use broken wing gambit as a free action per SirT's post
Seeing the blood and flesh fly from Hamarabi as the big cat tears into him, Aelwynd focuses his strike to the creature's head in an effort to confuse it, with the hopes it will be just enough to keep Hamarabi alive till the beast can be killed.
Spend 1 panache, Targeted Strike Deed as a full round action. If Aelwynd hits, in addition to normal damage the cat is confused for one round. Not magic and no save
Magic Adamantine rapier: 1d20 + 16 ⇒ (4) + 16 = 20 I sure hope this hit 'cause Hami needs all the help he can get!
Damage, Magic/Adamantine/piercing: 1d6 + 10 + 8 ⇒ (6) + 10 + 8 = 24
riposte: 1d20 + 20 ⇒ (15) + 20 = 35
Damage, Magic/Adamantine/piercing: 1d6 + 14 + 8 ⇒ (2) + 14 + 8 = 24

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Seeing her companion being ripped to shreds, Marta activates Bane and goes into a mad frenzy on red. Swift action to activate Bane, Full attack, flurry of blows. Remember that her weapon is magic, good, and adamantine for the purposes of penetration.
+20/6d6+21 | +20/6d6+19 | +15/6d6+19 Unarmed Strike Power Attack with Bane [crit x2; b] (+8[BAB] +4[str] -3[pwa] +2[GMW] +2[bane] +3[divine favor] +4[outflank] / +8/6/6/6[str&drfer] +6[pwa] +2[GMW] +1d6[corrosive] +1d6[merciful] +2[bane] +2d6[bane] +3[divine favor] +1d6[precise strike])
Damage is magic, good, adamantine (for bypassing DR, not hardness)
If a hit connects and I make my intimidate check it will cause the opponent to be shaken for as many rounds as non-lethal damage, provided non-lethal damage works on it because of the Enforcer feat. A second hit will cause the opponent to be sickened due to the Cruel enchantment on her Amulet of Mighty Fists.
First attack
- Unarmed Strike attack roll: 1d20 + 20 ⇒ (7) + 20 = 27
- Non-lethal damage/acid/precision: 6d6 + 21 ⇒ (6, 4, 1, 5, 1, 6) + 21 = 44
- Intimidate: 1d20 + 29 ⇒ (14) + 29 = 43
Second attack, attempting a stunning fist if the first strike hit
- Unarmed Strike attack roll: 1d20 + 20 ⇒ (20) + 20 = 40
- Non-lethal damage/acid/precision: 6d6 + 19 ⇒ (5, 4, 5, 4, 1, 6) + 19 = 44
- Intimidate: 1d20 + 29 ⇒ (17) + 29 = 46
- Stunning fist is a DC 21 Fort ST or be stunned, it the attack hits, and at minuses to its ST for the effects above (shaken and sickened).
- Crit Confirm: 1d20 + 20 ⇒ (19) + 20 = 39
- Non-lethal damage: 2d6 + 19 ⇒ (4, 2) + 19 = 25
Final attack at -5 BAB, attempting a stunning fist if the first strike missed and the second strike hit
- Unarmed Strike attack roll: 1d20 + 15 ⇒ (5) + 15 = 20
- Non-lethal damage/acid/precision: 6d6 + 19 ⇒ (2, 3, 3, 3, 3, 4) + 19 = 37
- Intimidate: 1d20 + 29 ⇒ (1) + 29 = 30

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Holy mamma of madness that's some frenzied assault Marta! That should do it alright! And Lore got the healing done too! Phew!

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If the Red Hellcat is down then it will be cast at the Green Hellcat.
I cast Boneshaker defensively against the Red Hellcat.
Casting Defensively: DC 19: 1d20 + 15 ⇒ (5) + 15 = 20
Boneshaker Damage: 8d6 ⇒ (6, 2, 2, 3, 6, 3, 3, 2) = 27 Fortitude Save, DC 18 for half damage and to negate movement.

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Ariana swings with all her might at the green tinged hellcat. She yells Cicero, and a ring of ice circles around her sword. "Get off him. We aren't here for you."
Attack 1
+1 Bastard Sword Silver Power Attack, Flank: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Damage + Cold: 1d10 + 18 + 1d6 ⇒ (10) + 18 + (5) = 33
+1 Bastard Sword Silver Power Attack, Flank Crit Confirm: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22
Damage + Cold: 1d10 + 18 + 1d6 ⇒ (7) + 18 + (6) = 31
Attack 2
+1 Bastard Sword Silver Power Attack, Flank: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Damage + Cold: 1d10 + 18 + 1d6 ⇒ (6) + 18 + (3) = 27

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GM - Since the Green cat attacked Sir Terramor, the Broken Wing Gambit should have given Ariana, Aelwynd and Lorelendral free AoO's against the cat.

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free aoo with mace from broken wing gambit: 1d20 + 12 ⇒ (1) + 12 = 13
dmg if hits: 1d6 ⇒ 5
hah! oh well

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Free AOO
+1 Bastard Sword Silver Power Attack, Flank: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Damage + Frost: 1d10 + 18 + 1d6 ⇒ (3) + 18 + (6) = 27
Possible Crit Confirm +1 Bastard Sword Silver Power Attack, Flank: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36
Damage + Frost: 1d10 + 18 + 1d6 ⇒ (1) + 18 + (5) = 24
Woot I like that gambit.

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AoO: 1d20 + 15 ⇒ (7) + 15 = 22
damage, adamantine/magic/piercing: 1d6 + 10 + 8 ⇒ (2) + 10 + 8 = 20
Yes, that is some serious teamwork stuff! Great tactics sir!

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As Sir Terramor pretends to be mortally wounded and the weaker of the group, thus drawing the Hellcat to himself, allows the rest of the group to pummel the Hellcat unhindered as both Ariana and Aelwyn are able to land serious blows against it, though it's natural reduction to damage still allows it to stand as it rakes against Morningstar.
Lorelendral sends out a wave of warm positive energy into her companions, healing their injuries.
Pulling back her blade once more Ariana cleaves the Hellcat's head clean off, sending it back to the realm from whence it came.
Aelwynd focus his strike and rends his own blade across the remaining Hellcat's ribcage. The blow seems to confuse the beast as it's eyes glaze over and droop a small bit.
barely able to utter the words as he holds the large fiery cat back Hamarabi brsts the bones apart on the creature's chestplate.
Fort save DC 18: 1d20 + 10 ⇒ (5) + 10 = 15
The Hellcat howls in pain. Marta takes advantage and leaps on the creature's back and begins to punch it repeatedly in the weak point of its spine until it shatters, dropping the Hellcat to the ground where Marta easily finishes it off.
It is likely that the camp is still a little more than a day away.
Marta
Sir Terramor (85/85)(Morningstar 76/76)
Lorelendral
Ariana
Aelwynd
Hamarabi (43/70)

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"Good teamwork everyone." she pats Morningstar on the flank. "Once we catch our breath. We should get moving. I'd hate to still be here if friends of those creatures come along."

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"Still lookin' a little worse for wear there, Hamar. Would you mind a little help from an Inquisitor of Ragathiel?" she asks with a hint of irony in her voice.
Hamarabi probably has his own healing available, but if not Marta will cast a cure serious wounds. You make the roll as I don't want the roll to influence any decision. Not that it would. It just feels kind of like cheating if I roll first and then we choose. 3d8+10.
"I also have this first level Pearl of Power I usually use to convince a wizard to cast mage armor on me, but there are no arcane casters here. Anyone who can use it is welcome to do so. Perhaps tomorrow someone could use it to cast a Longstrider on me or some other beneficial first level long duration spell?"