
DoubleGold |

Send someone over to that place he says and send in a cornor as well to identify his death, until then the paintings won't be revealed, but none may leave this building expect for who I send over there in case there is questioning
Assuming you all agree with his plan, exactly 1 hour passes between now and the destroying the paintings. Unless you have a different plan and 1 hour waiting time is too much for you and you are in a hurry to get to were you need to go.

Sharathiel |

While waiting Shar begins to discreetly examine the painting with Detect Magic.
Spellcraft: 1d20 + 16 ⇒ (7) + 16 = 23
Knowledge Arcana: 1d20 + 13 ⇒ (17) + 13 = 30
If the painting secrets are not revealed sufficiently with the first casting of Detect Magic he will cast it again
Spellcraft: 1d20 + 16 ⇒ (7) + 16 = 23
Knowledge Arcana: 1d20 + 13 ⇒ (20) + 13 = 33
If still not satisfied he will cast Identify
Range is 60 ft for both spells so he can examine the painting from a distance to prevent the owner from objecting to this examination.

Kaydanna Krysstalla |

sorry, been a busy week.
Kaydanna will also spend time Detecting magic and evil alongside Shar to speed it up.
"I advise you to listen to us and heed our warning. Nothing good will come of this."
Diplomacy: 1d20 + 9 ⇒ (5) + 9 = 14
and bubkis again...

DoubleGold |

As you all wait an hour, they are about to burn the painting as a report comes back.
Then an invisible stalker takes the painting and fires his crossbow at one of you hit: 11 + 1d20 ⇒ 11 + (4) = 15 dmg: 1d10 ⇒ 4
perception: 12 + 1d20 ⇒ 12 + (7) = 19 Kaydanna, beat a 30 and it is vs your regular not ff ac as you would have noticed him. but the bolt bounces off of her armor
Init time.
init: 8 + 1d20 ⇒ 8 + (17) = 25 stalker
init: 4 + 1d20 ⇒ 4 + (16) = 20 Kaydanna
init: 10 + 1d20 ⇒ 10 + (15) = 25 Sharathiel
init: 5 + 1d20 ⇒ 5 + (12) = 17 Ingrid
init: 3 + 1d20 ⇒ 3 + (8) = 11 Zatqualmie
init: 7 + 1d20 ⇒ 7 + (18) = 25 Semar
You are all 20 feet from him. Sharathiel is up

Sharathiel |

Current Magical Effects and Temp Bonuses
Mage Armor: +4 ac, 21 hr duration
Ablative Barrier 5hp lethal damage per attack converted to non-lethal, 35/40hp, 24hr duration
Perception: 1d20 + 15 ⇒ (18) + 15 = 33
Swift action:use Arcane Pool to enhance my blade by adding Keen and Frost
Move Action: close to within melee range
Standard Action:
Concentration,Cast defensively: 1d20 + 2 + 4 + 5 + 8 ⇒ (5) + 2 + 4 + 5 + 8 = 24 DC 19 to cast 2nd lvl spell
att#1: 1d20 + 15 ⇒ (18) + 15 = 33
katana damage: 1d8 + 15 ⇒ (1) + 15 = 16
Frost damage: 1d6 ⇒ 4
use Magus SpellStrike with
Frigid Touch: 4d6 ⇒ (5, 1, 2, 5) = 13 and causes the target to be staggered for 1 round
Go to Frigid Touch.
Critical Confirmation: 1d20 + 15 ⇒ (11) + 15 = 26
If crit confirmed, add the following damage
katana damage: 1d8 + 7 ⇒ (7) + 7 = 14
Frost damage: 1d6 ⇒ 4
Frigid Touch: 4d6 ⇒ (6, 6, 3, 3) = 18
and Target Staggered for 1 minute
Total damage with crit= 69hp + staggered for 1 minute

Ingrid Desertblood |

"Well. That was quick. Well done, Sharathiel."
Ingrid will check the body, and then look at the painting that Darious points at. "Missing? Who is missing?"

Semar Kalanul |

Semar looks around the room for the missing person, then to the accused painting.
percept: 1d20 + 20 ⇒ (14) + 20 = 34
Semar will use his lore master ability to take 20 on KN Arcana on the painting to know what is going on, as a standard action. Total (20+9)=29
Semar uses gallant inspiration
inspiration: 2d4 ⇒ (3, 2) = 5
New total = 34

Sharathiel |

Yep and he is down and out and the painting breaks and the curse is destroyed. But Darius Finch notices someone is missing and he is trapped on another painting on a wall? Do you wish to go through it?
trapped on a painting? trapped in a painting? "Go through it?" Do you mean examine it? Or go through it like its a portal?
Thanks Ingrid

Kaydanna Krysstalla |

Kaydanna rushes to a combative stance but the lithe and agile magus beats her to the strike and dispatches the foe in a swift manner. Kaydanna pats the magus on the back after her shock of his attack wears off.
"Good deed cousin" She then goes to inspect the paiting using her detect evil ability.

Sharathiel |

smiling at Kaydanna It helps that I'm not weighed down by any armor. I don't know how you walk around in that all day.
Did any of the examination of the painting with Detect magic, spellcraft, identify reveal anything before the invisible assailant attacked?

DoubleGold |

okay, so you all go through a painting, it has plenty of worms and soul devils and chain devils. You are looking for Endrik Archerus who is suppose to be in this painting. planes and arcana gets you stats.
Map drawn below, the worms do not attack, but have a 2% chance of doing something detrimental for each one left alive at the end of the round and they have ac 13 and 25 HP each. They can turn a hit into a miss, a miss into a hit, regen enemies at 1/6 of their max HP or even paralyze one person for the next round
w for worms, d for devils, s for soul harvesters
init: 2 + 1d20 ⇒ 2 + (14) = 16 soul harvesters
init: 7 + 1d20 ⇒ 7 + (19) = 26 chain devils
init: 4 + 1d20 ⇒ 4 + (4) = 8Kaydanna
init: 10 + 1d20 ⇒ 10 + (7) = 17Sharathiel
init: 5 + 1d20 ⇒ 5 + (14) = 19Ingrid
init: 3 + 1d20 ⇒ 3 + (10) = 13Zatqualmie
init: 7 + 1d20 ⇒ 7 + (16) = 23Semar
Devils are up, one will use a unnerving gaze, you must make a will save dc 15 or be shaken for 1d3 rounds
the other 3 will move up and attack.
hit: 11 + 1d20 ⇒ 11 + (5) = 16 vs Kaydanna
hit: 11 + 1d20 ⇒ 11 + (11) = 22 vs zat
hit: 11 + 1d20 ⇒ 11 + (8) = 19 vs semar
anyone hit will take dmg: 2d4 + 2 ⇒ (3, 4) + 2 = 9 blunt dmg.
Sharathiel, Ingrid, Zat and Semar are up

Ingrid Desertblood |

"Oh. Well, then. This does not seem to be a happy place."
Will: 1d20 + 3 ⇒ (16) + 3 = 19
Ingrid is not shaken.

Ingrid Desertblood |

Ingrid goes into her focused rage draws back her twin bows and takes aim at the devil directly to her north-east, and makes him her focused target as well. She also grants her teamwork feat Target of Opportunity to all her allies while she is raging, which will let her use an immediate action to shoot the next creature hit by one of her allies.
manyshot, 2 arrows, magic: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 24
damage: 2d8 + 12 ⇒ (6, 6) + 12 = 24
rapid shot arrow, magic: 1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 27
damage: 1d8 + 6 ⇒ (4) + 6 = 10
iterative arrow, magic: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
damage: 1d8 + 6 ⇒ (3) + 6 = 9
Wow, pretty poor rolls. Using Clustered Shots, so add the damage from any that hit and apply DR only once.

Semar Kalanul |

will: 1d20 + 7 ⇒ (17) + 7 = 24
Semar will take a 5 foot step, quickdraw his dagger, activate archaeologist's luck, and full attack the devil in front of him.
attack: 1d20 + 18 ⇒ (13) + 18 = 31
damage: 1d4 + 20 ⇒ (2) + 20 = 22
attack: 1d20 + 13 ⇒ (2) + 13 = 15
damage: 1d4 + 20 ⇒ (1) + 20 = 21
Opportune parry and riposte
attack: 1d20 + 18 ⇒ (19) + 18 = 37
if this meets or exceeds the attacker's roll, their attack misses and I get a free attack.
attack: 1d20 + 18 ⇒ (8) + 18 = 26
damage: 1d4 + 20 ⇒ (2) + 20 = 22

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Will Save: 1d20 + 4 ⇒ (6) + 4 = 10
Rounds Shaken: 1d3 ⇒ 1
Zee will move back 5 feet drawing his morningstar as he does so. He will then cast Bull's Strength on himself. For the next 80 rounds Zee will have an effective strength of 16 (+2 to hit in melee, +2 damage with one handed weapons).

Sharathiel |

Current Magical Effects and Temp Bonuses
Mage Armor:+4 ac, 21 hr duration
Ablative Barrier: 5hp lethal damage per attack converted to non-lethal, 35/40hp, 24hr duration
Haste: +1 ac & reflex, +30movement, one extra attack on full attack
casting Stat for all classes Int 20=+5
Sorcerer, Sage(Int is casting Stat), Arcane Bloodline
0th Known 4| at will (Detect Poison, Drench, Mage Hand, Spark)
1rst Known 2| per day 3+2 bonus (Shield, True Strike)
Arcanist Arcane Bloodline
0th prepared 7| at will (Touch of Fatigue, Message, Detect Magic, Read Magic, Ghost Sound, Light, Mending)
1rst prepared 5| per day 4+2 (Grease, Mage Armor, Blend, Protection from Evil, Shocking Grasp, bloodline: Identify) used =1
2nd prepared 3| per day 4+1 (Ghoul Touch, Resist Energy, Mirror Image, bloodline: Invisibility) used=1
3rd prepared 2| per day 3+1 (Haste, Twilight Knife, bloodline:Dispel Magic) used=2
Magus Kensai -1 spell of each level
0th 4+1 ( Prestidigitationx2, Open-Close x3)
1rst 3+2 (Shocking Grasp Intensified x5x4)
2nd 3+1 (Frigid Touch x3 x2, Ablative Barrier)
3rd 1+1 (Vampiric Touch x2 x1)
Knowledge Arcana: 1d20 + 13 ⇒ (6) + 13 = 19
Knowledge Planes: 1d20 + 9 ⇒ (1) + 9 = 10
Will: 1d20 + 9 ⇒ (3) + 9 = 12 dc15 shaken duration: 1d3 ⇒ 3
Wonderful... A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Concentration to cast Haste defensively: 1d20 + 19 - 2 ⇒ (7) + 19 - 2 = 24 dc21
Despite his past experience fighting foul creatures of the Lower Planes such as these, Shar nevertheless finds himself disturbed by the foul creatures countenance.
Gathering himself he casts Haste on his friends to help them combat these abominations
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30ft movement and an extra attack on a full attack

DoubleGold |

The soul harvesters will delay for this round, Kaydanna is up
Though I'd have to doublecheck HP and DR and stuff, I think one of those Devils is dead, but the worms could very well make it live, ie. turn one of those hits into a miss, so I'm still leaving it on the map after I roll worm percentage to see if there is an effect and then roll d6 a number to show the effect the worm does.

Sharathiel |

I don't see the map. How do I access it?
map link is at the top of the thread above campaign info, then scroll down. It is the same link we previously used, new map is added at the bottom of the page

Kaydanna Krysstalla |

WIL: 1d20 + 13 ⇒ (3) + 13 = 16
Steeling her nerves Kaydanna strides up to the closest devil and unleashes her fury on him...Kaydanna uses a swift action to enchant her wpn with Holy
ECB ATK1: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28...DMG: 1d10 + 10 + 1 ⇒ (10) + 10 + 1 = 21..Holy: 2d6 ⇒ (4, 5) = 9
ECB ATK2: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23...DMG: 1d10 + 10 + 1 ⇒ (1) + 10 + 1 = 12..Holy: 2d6 ⇒ (5, 6) = 11
ECB ATK Haste: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31...DMG: 1d10 + 10 + 1 ⇒ (1) + 10 + 1 = 12..Holy: 2d6 ⇒ (2, 3) = 5

DoubleGold |

worm percentage: 1d100 ⇒ 39 69 or higher does something
The soul Harvesters will double move and that is all they can do.
And the heroes easily down 2 devils and altough the worm magic is strong, they do nothing.
Round 2 start
The chain devils will attack Semar and Zat with a full attack, 4 attacks each hit: 11 + 1d20 ⇒ 11 + (13) = 24
hit: 11 + 1d20 ⇒ 11 + (10) = 21
hit: 11 + 1d20 ⇒ 11 + (4) = 15
hit: 11 + 1d20 ⇒ 11 + (4) = 15 Semar, these top 4 are at you, let me know which ones are countered
hit: 11 + 1d20 ⇒ 11 + (12) = 23 zat
hit: 11 + 1d20 ⇒ 11 + (17) = 28 zat
hit: 11 + 1d20 ⇒ 11 + (6) = 17 zat
hit: 11 + 1d20 ⇒ 11 + (6) = 17 zat
dmg: 2d4 + 2 ⇒ (4, 4) + 2 = 10 this is the dmg of one hit, multiply this out by the number of times you were hit. Which would be 40 dmg if you were hit all 4 times. Soul Harvesters will not delay this time

Sharathiel |

casting Stat for all classes Int 20=+5
Sorcerer, Sage(Int is casting Stat), Arcane Bloodline
0th Known 4| at will (Detect Poison, Drench, Mage Hand, Spark)
1rst Known 2| per day 3+2 bonus (Shield, True Strike) used=1
Arcanist Arcane Bloodline
0th prepared 7| at will (Touch of Fatigue, Message, Detect Magic, Read Magic, Ghost Sound, Light, Mending)
1rst prepared 5| per day 4+2 (Grease, Mage Armor, Blend, Protection from Evil, Shocking Grasp, bloodline: Identify) used =1
2nd prepared 3| per day 4+1 (Ghoul Touch, Resist Energy, Mirror Image, bloodline: Invisibility) used=1
3rd prepared 2| per day 3+1 (Haste, Twilight Knife, bloodline:Dispel Magic) used=2
Magus Kensai -1 spell of each level
0th 4+1 ( Prestidigitationx2, Open-Close x3)
1rst 3+2 (Shocking Grasp Intensified x5x4)
2nd 3+1 (Frigid Touch x3 x2, Ablative Barrier)
3rd 1+1 (Vampiric Touch x2 x1)
Current Magical Effects and Temp Bonuses
Mage Armor:+4 ac, 21 hr duration
Ablative Barrier: 5hp lethal damage per attack converted to non-lethal, 35/40hp, 24hr duration
Haste: +1 ac & reflex, +30movement, one extra attack on full attack
Shield: +4ac current AC 30
Shars attack
Still Shaken from the Evil beings power, Shar casts Shield and attacks the foul creature in front of him.
a) swift action:" At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute." I add Keen and Electricity +1d6 to my Katana
b)full attack & Shar casts Shield defensively
DC for casting 1rst lvl spell defensively is DC 17
Concentration: 1d20 + 19 - 2 ⇒ (9) + 19 - 2 = 26 DC17
d) Using
Spell Combat (Ex)
[See FAQ]
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike (Su)
[See FAQ]
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Spell Combat + Haste +1 Shaken -2=+14/+14/+9 (1d8+15+1d6(electric)/15-20/x2 S)
att#1: 1d20 + 14 ⇒ (20) + 14 = 34
dam: 1d8 + 15 + 1d6 ⇒ (8) + 15 + (5) = 28
att#2: 1d20 + 14 ⇒ (5) + 14 = 19
dam: 1d8 + 15 + 1d6 ⇒ (1) + 15 + (2) = 18
att#3: 1d20 + 9 ⇒ (20) + 9 = 29
dam: 1d8 + 15 + 1d6 ⇒ (6) + 15 + (1) = 22
crit confirmation for att#1: 1d20 + 14 ⇒ (13) + 14 = 27
dam: 1d8 + 7 + 1d6 ⇒ (1) + 7 + (5) = 13
crit confirmation for att#3: 1d20 + 9 ⇒ (17) + 9 = 26
dam: 1d8 + 7 + 1d6 ⇒ (2) + 7 + (5) = 14

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Zee will take a 5 foot step NW and then unleash a full attack on the devil in front of him. Zee's morningstar is mithral.
Note: Bull's Strength active, 79 rounds, 16 str, +2 to hit, +2 damage
Haste active: +1 AC & reflex, +30 ft movement, one extra attack at full attack.
Attack roll 1: 1d20 + 13 ⇒ (12) + 13 = 25
Damage roll 1: 1d6 + 4 ⇒ (4) + 4 = 8
Attack roll 2: 1d20 + 13 ⇒ (14) + 13 = 27
Damage roll 2: 1d6 + 4 ⇒ (3) + 4 = 7
Attack roll 3: 1d20 + 8 ⇒ (20) + 8 = 28
Damage roll 3: 1d6 + 4 ⇒ (6) + 4 = 10
Critical confirmation: 1d20 + 8 ⇒ (12) + 8 = 20
Critical damage: 1d6 + 4 ⇒ (6) + 4 = 10

Semar Kalanul |

He would likely just counter the first one. Not that it really matters because they all miss anyway. So the first one that attacked him gets 26 vs ac, for 22 damage.
Semar will take a step and full attack the devil.
attack: 1d20 + 19 ⇒ (9) + 19 = 28
damage: 1d4 + 22 ⇒ (3) + 22 = 25
attack: 1d20 + 19 ⇒ (20) + 19 = 39
confirm: 1d20 + 19 ⇒ (17) + 19 = 36
damage: 2d4 + 44 ⇒ (3, 1) + 44 = 48
attack: 1d20 + 14 ⇒ (16) + 14 = 30
damage: 1d4 + 22 ⇒ (4) + 22 = 26

DoubleGold |

yeah, one devil and one soul harvester goes down, even with worm help. as they get beaten to death.
Ingrid will fire some arrows off at the last devil and soul harvester
manyshot, 2 arrows, magic: attk: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
damage: 2d8 + 12 ⇒ (1, 7) + 12 = 20
rapid shot arrow, magic: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20
damage: 1d8 + 6 ⇒ (1) + 6 = 7
iterative arrow, magic: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
damage: 1d8 + 6 ⇒ (7) + 6 = 13
but both enemies still barely survive
The soul reaper will try to bite Kaydanna bite: 10 + 1d20 ⇒ 10 + (6) = 16
but can't get a hold of her.
Kaydanna is up

Kaydanna Krysstalla |

Kaydanna attacks the foul beast to her front...
ECB ATK1: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31...DMG+Holy: 1d10 + 10 + 1 + 2d6 ⇒ (3) + 10 + 1 + (6, 5) = 25
ECB ATK2: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23...DMG+Holy: 1d10 + 10 + 1 + 2d6 ⇒ (3) + 10 + 1 + (5, 6) = 25
ECB Haste: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24...DMG+Holy: 1d10 + 10 + 1 + 2d6 ⇒ (6) + 10 + 1 + (5, 4) = 26

DoubleGold |

the chained devil will use its 4 attacks against Zet.
hit: 11 + 1d20 ⇒ 11 + (16) = 27
hit: 11 + 1d20 ⇒ 11 + (11) = 22
hit: 11 + 1d20 ⇒ 11 + (13) = 24
hit: 11 + 1d20 ⇒ 11 + (9) = 20
ouch, he hits him hard for dmg: 4d4 + 4 ⇒ (2, 1, 4, 1) + 4 = 12 blunt dmg total.
the worms worms: 1d100 ⇒ 63 do nothing.

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Bull's Strength active, 78 rounds, 16 STR, +2 to hit, +2 damage
Haste active, +1 A/C & Reflex, + 30 ft movement, 1 extra attack at full attack.
Zee will full attack the devil in front of him.
Attack roll 1: 1d20 + 13 ⇒ (15) + 13 = 28
Damage roll 1: 1d6 + 4 ⇒ (5) + 4 = 9
Attack roll 2: 1d20 + 13 ⇒ (7) + 13 = 20
Damage roll 2: 1d6 + 4 ⇒ (2) + 4 = 6
Attack roll 3: 1d20 + 8 ⇒ (14) + 8 = 22
Damage roll 3: 1d6 + 4 ⇒ (5) + 4 = 9

Sharathiel |

Round 3
Current Magical Effects and Temp Bonuses
Mage Armor:+4 ac, 21 hr duration
Ablative Barrier: 5hp lethal damage per attack converted to non-lethal, 35/40hp, 24hr duration
Haste:+1 to hit, +1 ac & reflex, +30movement, one extra attack on full attack
Shield: +4 AC
Current AC 30
Shaken: 2 rounds remaining, -2 to rolls
casting Stat for all classes Int 20=+5
Sorcerer, Sage(Int is casting Stat), Arcane Bloodline
0th Known 4| at will (Detect Poison, Drench, Mage Hand, Spark)
1rst Known 2| per day 3+2 bonus (Shield, True Strike) used=2
Arcanist Arcane Bloodline
0th prepared 7| at will (Touch of Fatigue, Message, Detect Magic, Read Magic, Ghost Sound, Light, Mending)
1rst prepared 5| per day 4+2 (Grease, Mage Armor, Blend, Protection from Evil, Shocking Grasp, bloodline: Identify) used =1
2nd prepared 3| per day 4+1 (Ghoul Touch, Resist Energy, Mirror Image, bloodline: Invisibility) used=1
3rd prepared 2| per day 3+1 (Haste, Twilight Knife, bloodline:Dispel Magic) used=2
Magus Kensai -1 spell of each level
0th 4+1 ( Prestidigitationx2, Open-Close x3)
1rst 3+2 (Shocking Grasp Intensified x5x4)
2nd 3+1 (Frigid Touch x3 x2, Ablative Barrier)
3rd 1+1 (Vampiric Touch x2 x1)
Spell Combat (Ex)
[See FAQ]
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
With one last fell abomination left attacking Zee, Shar casts True Strike, closes to within striking distance and trips the creature with his black katana.
move action: close to melee range, i want to move to the following position if possible d=devil z=Zee s =Shar
xxs
xdx
xzx
this way Zee can 5 step to flanking position before attacking
standard action:use Spellcombat & cast True Strike (+20 insight to hit), Trip combat manuever to knock prone, this provokes an AAO vs Shar's CMD 29
trip: 1d20 + 15 + 1 - 2 + 20 ⇒ (19) + 15 + 1 - 2 + 20 = 53

Sharathiel |

damn!! I wanted to get my post up before Zee's, so he could 5 step and flank.. oh well

Sharathiel |

up to you DM DG if you want to consider the target prone -4ac for Zee's attacks and whether to allow Zee the 5 ft step for flanking +2 to hit +sneak attack dam

Sharathiel |

"let sleeping worms lie, but if they move they die. Any sign of our wayward traveler? "
-Posted with Wayfinder

Semar Kalanul |

"It might be a good idea, but don't let them get near you."
Semar will activate arcane strike and throw his returning dagger at the last devil.
attack: 1d20 + 19 ⇒ (8) + 19 = 27
damage: 1d4 + 24 ⇒ (1) + 24 = 25
He will quickdraw another dagger and throw it.
attack: 1d20 + 18 ⇒ (14) + 18 = 32
damage: 1d4 + 18 ⇒ (2) + 18 = 20
He will quickdraw another dagger and throw it.
attack: 1d20 + 13 ⇒ (13) + 13 = 26
damage: 1d4 + 18 ⇒ (4) + 18 = 22
The returning dagger flies back to his hand.
Let me know if the creature dies before the second or third attack so that I know how many daggers to retrieve.

DoubleGold |

all the creatures are dead, but the worms are evil and will corrupt the painting so I assume you slaugther them too as they do not fight back.
after that is over, Endrik Archerus comes out of hiding. Each transforms from snake form back into himself.
However the painting was evil to begin with, so it gets destroyed and everyone is forced out of the painting.
He thanks you and a note is on the ground.
"It is said that the souls of thieves and liars are damned to an eternity of torment in Hell.
So then, Master Archerus, gaze upon this portrait, a gift to you, and ponder who damned soul you see.
Ah, and lest I forget: your compatriot, you should know, will join you soon. The Sting of his duplicity gnaws at him, you can be sure."
More painting Endrick said, you must destroy the evil paintings. And put a stop to whoever is behind this. Would you follow me, so I can show you where they are and be kind enough to help us with this problem?

Sharathiel |

Following Kaydanna and Zee

DoubleGold |

Okay, so you all arrive at the Gauthfallow Manor.
The manor resemsbles a small keep, with a 10-foot-high stone wall surrounding the property, broken only by a tall gate at the front, facing Sandalwood Lane. The surrounding walls are 5 feet thick and topped by short spikes. The gate is 10 feet high, 2 inches thick and is locked.
You need to get into that place, what will you do?

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The first thing Zee does is pull out a wand of cure light wounds and get himself back to full health.
wand charge 1: 1d8 + 1 ⇒ (2) + 1 = 3
wand charge 2: 1d8 + 1 ⇒ (6) + 1 = 7
wand charge 3: 1d8 + 1 ⇒ (3) + 1 = 4
wand charge 4: 1d8 + 1 ⇒ (4) + 1 = 5
wand charge 5: 1d8 + 1 ⇒ (6) + 1 = 7
Having gotten himself back to full health, Zee asks, "Anybody else need healing?"

Sharathiel |

UMD =10 +2 for having successfully used my CLW wand before
Use Magic Device: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 DC20
Shar pulls out his own CLW wand and cures himself healing: 1d8 + 1 ⇒ (2) + 1 = 3
Thanks Zee, I'm good
Shar takes a moment to activate his one of his Pearls of Power regaining the Intensified Shocking Grasp he had previously cast.

Sharathiel |

Endrik.. How do you know this is where the paintings came from? We will not be used to settle petty scores between Nobles.

Ingrid Desertblood |

"I agree with Sharathiel. Proof of where these paintings came from would be warranted, in this case." Ingrid crosses both sets of arms, looking firmly at Endrik.