
GM Wolf |

Round 5
20 goblin mage*
4 Hemmings
4 Vuvu
19 Arsil
17 Tyrel
8 Locke
10 other goblins
5 spikers
1 Man at arms
The goblin mage exits from cover, though it looks like a morphed goblin with a dretch, a lower demon. With its small hand it does some somatic gestures and a green bolt slams into Vuvu, It moves 20 feet from its last position. Vuvu takes 1d4 + 1 ⇒ (3) + 1 = 4 force damage.
I will move the tokens when I get home. Also for round 4 actions see last post of last page.

Hemmings Halfshanks |

Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Hemmings will continue shooting the same target until it falls or he is threatened by something else.
Bow: 1d20 + 7 ⇒ (4) + 7 = 11

Tyrel |

===Round 5===
"Try not to go far from my side alchemist," says Tyrel as he moves closer to the goblin and sends it back to its creator.
Power Attack Greatsword: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18
Damage: 2d6 + 6 + 3 ⇒ (5, 6) + 6 + 3 = 20

Arsil Dawnsinger |

Round 5
Move (marker moved), and attack the goblin in front of her, fighting def
Acrobatics to avoid Aoo Goblin 1: 1d20 + 5 ⇒ (16) + 5 = 21 VS DC 17
Acrobatics to avoid Aoo Goblin 2: 1d20 + 5 ⇒ (12) + 5 = 17 VS DC 17
Scimitar: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 81d6 + 3 ⇒ (4) + 3 = 7
Current AC 25

GM Wolf |

Round 5
Hemmings shoots and the arrow goes high.
Tyrel moves to the right, seeing a goblin in the vegitation. With the massive sword he slices down from an over head chop, cleaving mostly into the body of the goblin, with a bit of effort you pull the sword free from the limp form.
1d10 ⇒ 6 High is good
As Arsil moves in she blocks and dodges the blows the goblins think they can get at her. With all that exerted energy she misses her mark as well.
Ash moves up with Vuvu barking all the way, and biting at the nearest spiked creature. 1d20 + 5 ⇒ (4) + 5 = 9 bite attack, 1d8 + 3 + 1d6 ⇒ (4) + 3 + (2) = 9 bite damage with fire. This time Ash takes a face full of quills. He whimpers from the pain.
Vuvu places a flask of acid right on top of a good target and splashes the mutated goblin too.
Locke moves forward and sees that Tyrel is hurt, he summons up the power to heal, "By the power of what is pure, let my companion be healed." 1d8 + 5 ⇒ (8) + 5 = 13 CLW
All the goblins seem to have a glowing appear in their eyes, it is a green glow. They chant one of their songs of fire and torturing, while they come out of the shrubbery and slice with their weapons. They slice on your defenses though none of the strikes make any true threat.
The spikers move back so they can fling a spike at a nearby enemy.
On Tyrel, 1d20 + 4 ⇒ (9) + 4 = 13 dog slicer attack, 1d6 + 3 ⇒ (3) + 3 = 6 damage.
On Vuvu, 1d20 + 4 ⇒ (8) + 4 = 12 dog slicer attack, 1d6 + 3 ⇒ (3) + 3 = 6 damage.
On Vuvu, 1d20 + 4 ⇒ (11) + 4 = 15 dog slicer attack, 1d6 + 3 ⇒ (6) + 3 = 9 damage.
On Arsil, 1d20 + 4 ⇒ (9) + 4 = 13 dog slicer attack, 1d6 + 3 ⇒ (5) + 3 = 8 damage.
On Arsil, 1d20 + 4 ⇒ (13) + 4 = 17 dog slicer attack, 1d6 + 3 ⇒ (5) + 3 = 8 damage.
On Arsil, 1d20 + 4 ⇒ (8) + 4 = 12 dog slicer attack, 1d6 + 3 ⇒ (2) + 3 = 5 damage.
On Arsil, 1d20 + 4 ⇒ (13) + 4 = 17 dog slicer attack, 1d6 + 3 ⇒ (3) + 3 = 6 damage.
On Locke, 1d20 + 5 ⇒ (9) + 5 = 14 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (2) + 2 = 4 spike damage.
On Locke, 1d20 + 5 ⇒ (4) + 5 = 9 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (3) + 2 = 5 spike damage.
On Vuvu, 1d20 + 5 ⇒ (12) + 5 = 17 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (2) + 2 = 4 spike damage.
On Arsil, 1d20 + 5 ⇒ (17) + 5 = 22 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (1) + 2 = 3 spike damage.
On Arsil, 1d20 + 5 ⇒ (3) + 5 = 8 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (1) + 2 = 3 spike damage.
One spike makes it into Vuvu's flesh, the poison possibly slowing him down, Fort DC 13 or become fatigued. As one spike whizzes by Arsil, and another deflects off her magical defenses.
Sorry folks, it seems I missed you last time I was on. Here we go now, some goblin slaying for yea...

GM Wolf |

Round 6
20 goblin mage*
19 Arsil
17 Tyrel
12 Ash
8 Locke
4 Hemmings
4 Vuvu
10 other goblins
5 spikers
1 Man at arms
The mutant goblin mage has the same eerie green glow in its eyes, it traces a rune in the air before it, then it crushes its goblin arm, splattering the rune with the offered blood. All goblins and the spikers seem to become visibly enraged and get a bit larger. There seems to be a green aura coming off of all of them too.
Feel free to spoiler your rounds for Round 7, 8 and 9. If you need to recon just state so. I want to see if that will speed up things

Arsil Dawnsinger |

Round 6
Spell Combat: Rim Frostbite, Fighting Def
Concentration: 1d20 + 12 ⇒ (16) + 12 = 28
Spellstrike Scimitar Frostbite: 1d20 + 6 - 2 - 4 ⇒ (4) + 6 - 2 - 4 = 41d6 + 3 + 1d6 + 3 ⇒ (6) + 3 + (2) + 3 = 14
Spellstrike Scimitar Frostbite: 1d20 + 6 - 2 - 4 ⇒ (17) + 6 - 2 - 4 = 171d6 + 3 + 1d6 + 3 ⇒ (2) + 3 + (5) + 3 = 13
Current AC 25
If it hits Intimidate: 1d20 + 8 ⇒ (16) + 8 = 24 or Shaken
Damaged target is: Fatigued (takes a –2 penalty to Strength and Dexterity until healed), Entangled (1rd) (takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity) and possibly shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks)

Tyrel |

Round 6
What's with the goblins that has '/'?
"More things to slash!"
Power Attack Greatsword: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
Damage: 2d6 + 6 + 3 ⇒ (5, 2) + 6 + 3 = 16
Crit Confirm: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25
Crit Damage: 2d6 + 6 + 3 ⇒ (1, 3) + 6 + 3 = 13
Round 7
If that didn't kill the Tyrel will attempt again, if it does Tyrel will move in close to the one without the '/'
"And here's a special version of these buggers, I wonder if you're tougher."
Power Attack Greatsword: 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 10
Damage: 2d6 + 6 + 3 ⇒ (6, 4) + 6 + 3 = 19
Round 8
"I guess you are, you little ....! Well try this one again!"
Power Attack Greatsword: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12
Damage: 2d6 + 6 + 3 ⇒ (1, 3) + 6 + 3 = 13
"How are you guys doing?"

Arsil Dawnsinger |

Round 7
Arsil will hit a different goblin then the one she hit previously
Scimitar: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 3 + 1d6 + 3 ⇒ (1) + 3 + (6) + 3 = 13
Intimidate: 1d20 + 8 ⇒ (4) + 8 = 12 or Shaken
Damaged target is: Fatigued (takes a –2 penalty to Strength and Dexterity until healed), Entangled (1rd) (takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity) and possibly shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks)
Current AC 22 and 5ft step back (already did on map)
if you don't mind i'll withhold round 8 for the moment as lots of things can still happen :)

GM Wolf |

Round 6
Arsil strikes down the goblin flanking her and moves back.
Tyrel slashes the goblin before him into chunks.
Ash backs up to Vuvu whimpering then turns to Locke.
Locke says, "Ash come here boy, let me fix you." Then attempts his best to pull the quills out without hurting the dog, 1d20 + 8 ⇒ (15) + 8 = 23 heal check vs. DC 18.
4 Hemmings shoots his bow aiming at one of the most clear quill beasts 1d20 + 7 ⇒ (8) + 7 = 15.
Vuvu withdraws to get to a better vantage point.
The goblins swarm, mostly on Arsil. As the spikers continue shooting quills from distance.
The red slashes are representations of goblins that are hurt, easier to remember than keeping a tally sheet. The critters with red 'X's are dead or at least out cold.
Vuvu, I believe you are roughly down 10 hit points from two hits, and one spike stuck in your shoulder.
On Tyrel, 1d20 + 5 ⇒ (6) + 5 = 11 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (1) + 2 = 3 spike damage.
On Tyrel, 1d20 + 5 ⇒ (2) + 5 = 7 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (4) + 2 = 6 spike damage.
On Arsil, 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (3) + 2 = 5 spike damage.
On Arsil, 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (3) + 2 = 5 spike damage.
On Arsil, 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (2) + 2 = 4 spike damage.
1d20 + 4 ⇒ (14) + 4 = 18 balance check, success
enraged goblins
On Arsil, 1d20 + 6 ⇒ (20) + 6 = 26 dog slicer attack, 1d6 + 5 ⇒ (1) + 5 = 6 damage.
On Arsil, 1d20 + 6 ⇒ (7) + 6 = 13 dog slicer attack, 1d6 + 5 ⇒ (2) + 5 = 7 damage.
On Arsil, 1d20 + 6 ⇒ (14) + 6 = 20 dog slicer attack, 1d6 + 5 ⇒ (6) + 5 = 11 damage.
On Arsil, 1d20 + 6 ⇒ (19) + 6 = 25 dog slicer attack, 1d6 + 5 ⇒ (3) + 5 = 8 damage.
1d100 ⇒ 76
On Arsil confirming crit, 1d20 + 6 ⇒ (13) + 6 = 19 dog slicer attack, 1d6 + 5 ⇒ (5) + 5 = 10 damage.
On Arsil confirming crit, 1d20 + 6 ⇒ (8) + 6 = 14 dog slicer attack, 1d6 + 5 ⇒ (2) + 5 = 7 damage.
On Vuvu, 1d20 + 6 ⇒ (1) + 6 = 7 dog slicer attack, 1d6 + 5 ⇒ (3) + 5 = 8 damage.
Spikes fly but don't hit anyone. The goblins swarming around Arsil seem to be making hit, several severe hits dealing 14 damage to her. Vuvu the one goblin that just ran forward falls prone tripping on a root, provoking an AoO. One of the goblins are still on a rock and wildly attacks Arsil, he keeps his footing, just barely.
"Bloood, bloood, bloood..." They chant.

GM Wolf |

Round 7
The mutated goblin mage, casts a spell and faint shimmering purple surrounds the caster, its wounds seem to fix.
Arsil strikes down the goblin that was going to flanking her and moves back.
Tyrel slashes at the quill beast before him but it dodges his attack.
Ash now healed by Locke, with only the one spike in its side waits for Locke to fix that before going after the goblins.
Locke pulls the spike out, 1d20 + 12 ⇒ (4) + 12 = 16 heal check vs. DC 18.
Ash then goes after the nearest goblin that is next to Vuvu.
1d20 + 5 ⇒ (11) + 5 = 16 bite attack, 1d8 + 3 + 1d6 ⇒ (2) + 3 + (1) = 6 bite damage with fire. Ash's jaws now cover the goblins little head, he is mauling it to death with the flames as well.
Hemmings shoots his bow aiming at one of the most clear quill beasts scoring a hit, 1d20 + 7 ⇒ (19) + 7 = 26.
Vuvu throws his bomb hitting the ground so only the goblins not Arsil gets hit by the splash damage.
The goblins swarm, mostly on Arsil. As the spikers continue shooting quills from distance.
On Tyrel, 1d20 + 5 ⇒ (1) + 5 = 6 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (1) + 2 = 3 spike damage.
On Tyrel, 1d20 + 5 ⇒ (3) + 5 = 8 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (3) + 2 = 5 spike damage.
On Tyrel, 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (1) + 2 = 3 spike damage.
On Arsil, 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (4) + 2 = 6 spike damage.
On Arsil, 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (2) + 2 = 4 spike damage.
enraged goblins
On Arsil, 1d20 + 6 ⇒ (18) + 6 = 24 dog slicer attack, 1d6 + 5 ⇒ (3) + 5 = 8 damage.
On Arsil, 1d20 + 6 ⇒ (7) + 6 = 13 dog slicer attack, 1d6 + 5 ⇒ (1) + 5 = 6 damage.
On Arsil, 1d20 + 6 ⇒ (12) + 6 = 18 dog slicer attack, 1d6 + 5 ⇒ (2) + 5 = 7 damage.
On Arsil confirming crit, 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17 ranged spike attack, 1d4 + 2 ⇒ (4) + 2 = 6 damage.
1d100 ⇒ 90
Spikes fly deflecting off of armor, except for one of them which hits home on Arsil. Fort Save DC 13 Arsil. The goblins swarming around Arsil seem to be making Arsil hurt even more as another hit gets through her defenses, dealing 8 damage to her as the spike hurts her for 4 additional piercing damage.
"Bloood, bloood, bloood..." They chant though they don't recognize the dwindling number that are chanting it. They cry up when blood is spilt by their number or if one of their own bleeds. They are enraptured in some sort of spell.

Locke Vernariah |

Round 7
Locke says, "Ash one more." Then attempts his best to pull the spike out without hurting the dog but it is in there deep. Locke pulls the spike out, though it hurts the dog, 1d4 + 2 ⇒ (3) + 2 = 5.

GM Wolf |

Round 8
The mutated goblin mage, attacks Tyrel with its oversized claw for a hand. It rakes on Tyrel's armor, though does no apparent damage to the paladin.
1d20 + 9 ⇒ (6) + 9 = 15 claw attack, 1d8 + 6 ⇒ (6) + 6 = 12 damage.
19 Arsil
17 Tyrel
12 Ash
8 Locke
4 Hemmings
4 Vuvu
10 other goblins
5 spikers
1 Man at arms
Yes, two rounds might be good, though it does make more sense to be just posting for one round, for drastic things can change by each round.

Vuvu |

retcon for Vuvu. I didn't realize ash was suffering...i would have healed him asap, so instead of mutagen I will heal ash, after the aoo
rd 7
1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23 cane for 1d6 - 1 ⇒ (3) - 1 = 2
heal on ash 1d20 + 8 ⇒ (12) + 8 = 20
I'm sorry boy. I got you.
rd8
Vuvu administers a CLW to Ash 1d8 + 3 ⇒ (6) + 3 = 9

Arsil Dawnsinger |

Round 8
Greviously wounded Arsil will attempt a gamble, (i think the mutated goblin is about 5ft step away from her
Spell combat: Shocking grasp, Fighting def + Arcane Accuracy
Frosbite Touch attack: 1d20 + 6 - 4 - 2 + 5 ⇒ (15) + 6 - 4 - 2 + 5 = 201d6 + 3 ⇒ (3) + 3 = 6 if it hits touch AC: Damaged target is: Fatigued (takes a –2 penalty to Strength and Dexterity until healed), Entangled (1rd) (takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity) and possibly shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks)
Concentration : 1d20 + 8 ⇒ (11) + 8 = 19 vs DC 17
Spellstrike Shocking grasp Scimitar : 1d20 + 6 - 4 - 2 + 5 ⇒ (18) + 6 - 4 - 2 + 5 = 231d6 + 3 + 3d6 + 3 ⇒ (1) + 3 + (2, 4, 5) + 3 = 18 Please add +3 to hit if target wears metal armor or metal weapon
Free intimidate: 1d20 + 8 ⇒ (12) + 8 = 20 or shaken
Crit conf : 1d20 + 6 - 4 - 2 + 5 ⇒ (10) + 6 - 4 - 2 + 5 = 151d6 + 3 + 3d6 + 3 ⇒ (6) + 3 + (6, 3, 5) + 3 = 26 Please add +3 to hit if target wears metal armor or metal weapon
Current AC 25

Locke Vernariah |

Round 8
Mutant Goblin is next to Tyrel now. Same here I would have trouble accessing it now, but I remember from last night. Round 8 it is next to Tyrel.
Spells only crit on a 20, so only extra damage from your weapon, but please correct me if it is addressed. Also where is the extra +5 coming from Arsil?
Locke goes to Arsil's aid, "By the powers of pure and love, restore my friend, scream for me much, not even a sharp help?" Locke jokes as he heals the hurt magus. CMW, 2d8 + 7 ⇒ (5, 4) + 7 = 16.

Tyrel |

Our positions on the map refect our actions after round 8 or no? Looking at it I could take a 5 ft step and flank with Arsil, in that way I will be able to somewhat hold the other goblin since if it moves it will take an AoO from me, if he does take a 5 ft step then it is still a move away from others.

Arsil Dawnsinger |

the goblin i was hoping to 1 shoot is the one i just made a scribble one hoping that it was the mutated goblin. :) But that is ok i still have some mojo left in me for round 9 is that is indeed the one tyrel and i are flanking
Sorry lock i was concentrating on keeping the pain from altering my concentration to cast spell. I fell much better now thank you

GM Wolf |

Round 8
Tyrel moves a bit over to get into flanking, though with his magical defenses Tyrel does not come close to hitting the deformed goblin mage.
Arsil attempts to strike the Dretch/goblin mage and her spells are directed, but the damage from her blade does not carry through.
Hemmings shoots his bow aiming at one of the most clear quill beasts, hits it and kills it, 1d20 + 7 ⇒ (18) + 7 = 25.
Vuvu heals Ash, as it finishes mauling the goblin, leaving a charred husk of a corpse.
Locke healed Arsil.
hp: 22/28
AC 23 (shield +4, mage armor +4, Nat +3, size +1, Dex +3. rage -2)
Fatigued until 6 nonlethal is cured.
Fatigued (takes a –2 penalty to Strength and Dexterity until healed),
Entangled (1rd) (takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity),
shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks)
Until Arsil's next turn.
+3 vs.poison; Resist electricity 10, acid 5, cold 5, fire 5
3/cold iron or good
+9 attack, 1d8+6 damage normal with slam
enraged +4 str, +4 con, -2 AC, and Dretch Sliphed +6 str, +2 con, dead in 24 hours or less. Once dead, Dretch breaks free with 1/2 hp out of corpse in 3d8 rounds. Explosion if body destroyed.
Enraged +11 attack, 1d8+9
*Edit*
Two of the spikers flat out disappear in a smoke of some sort. The two left spikers shoot at Arsil and Ash. The goblins continue their swarm tactic on Arsil, though none of their attacks get through her enhanced stance and defenses. Ash takes another spike to the shoulder, and appears to be a bit more sluggish in his movements.
On Arsil, 1d20 + 5 ⇒ (9) + 5 = 14 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (3) + 2 = 5 spike damage.
On Ash, 1d20 + 5 ⇒ (19) + 5 = 24 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (2) + 2 = 4 spike damage.
On Arsil, 1d20 + 6 ⇒ (13) + 6 = 19 dog slicer attack, 1d6 + 5 ⇒ (6) + 5 = 11 damage.
On Arsil, 1d20 + 6 ⇒ (1) + 6 = 7 dog slicer attack, 1d6 + 5 ⇒ (2) + 5 = 7 damage.
On Arsil, 1d20 + 6 ⇒ (15) + 6 = 21 dog slicer attack, 1d6 + 5 ⇒ (4) + 5 = 9 damage.
1d20 + 6 ⇒ (5) + 6 = 11 Fort save for Ash vs. DC 13.

GM Wolf |

Round 9
The mutated goblin mage, now frozen a bit, but not shaken takes a moment, and steps back, next to Tyrel. It then attacks Tyrel with its oversized claw for a hand once more. It rakes on Tyrel's armor, but then there is a quick jagged movement with the slam and its fingers cut deeply into tyrels upper leg.
1d20 + 8 ⇒ (14) + 8 = 22 claw attack, 1d8 + 7 ⇒ (4) + 7 = 11 damage.
19 Arsil
17 Tyrel
12 Ash
8 Locke
4 Hemmings
4 Vuvu
10 other goblins
5 spikers
1 Man at arms
The mutated goblin mage has moved back to not be flanked anymore. Arsil I moved you so that you can strike him.

Arsil Dawnsinger |

Round 9
he took zero damage from the electricity? my my he really had been a bad boy experiment. :). I am still assuming that he is the goblin we are currently flanking with tyrel ?
Spell combat: Frostbite, + Arcane accuracy (swift)
Concentration: 1d20 + 12 ⇒ (5) + 12 = 17
Spellstrike Frostbite Scimitar: 1d20 + 6 + 2 + 5 - 2 ⇒ (11) + 6 + 2 + 5 - 2 = 221d6 + 3 + 1d6 + 3 ⇒ (4) + 3 + (5) + 3 = 15
if hits Intimidate: 1d20 + 8 ⇒ (18) + 8 = 26 or shaken 8 rd
Spellstrike Frostbite Scimitar: 1d20 + 6 + 2 + 5 - 2 ⇒ (18) + 6 + 2 + 5 - 2 = 291d6 + 3 + 1d6 + 3 ⇒ (6) + 3 + (4) + 3 = 16
if it hits Intimidate: 1d20 + 8 ⇒ (8) + 8 = 16 or shaken 8 rd
Crit Conf: 1d20 + 6 + 2 + 5 - 2 ⇒ (18) + 6 + 2 + 5 - 2 = 291d6 + 3 + 1d6 + 3 ⇒ (5) + 3 + (6) + 3 = 17
Current AC 22
Damaged target is: Fatigued (takes a –2 penalty to Strength and Dexterity until healed), Entangled (1 rd) (takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity) and possibly shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks)

Vuvu |

Rd 9
Vuvu roars as Ash wimpers again.
He moves to help Ash.
You have studied the arts of healing and alchemy amongst the Gnomes of Brastlewark. You have learned their methods of mixing alchemy with traditional healing in untraditional ways. As a result you have learned to look at both skills in a new way.
You gain +1 to both Craft: Alchemy and Heal, and one becomes a class skill. Additionally, once per day you may gain a +2 circumstance bonus to a Heal check vs poison or disease by making an Alchemy skill check. The DC of this Alchemy roll is the DC of the affliction.
Vuvu tries to remove the spikes and help him shake any effects of poison.
Alchemy-see trait text 1d20 + 13 ⇒ (4) + 13 = 17
Heal1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Your ok boy.

GM Wolf |

Round 9
With a massive blow from Arsil the mutated monstrosity falls, but not before landing a blow on the paladin.
Vuvu works with Ash, freeing the spike without hurting the dog, and applying a cloth with a few choice alchemy ingredients to soak up the poison, the effects are drawn out of Ash.
Nice Arsil taking down the big baddie, Cool Vuvu, that worked great for you! Now to see what Tyrel has for the goblins over yonder. :)
Locke stays with Arsil and heals her again, saying something in Celestial, touching her and feel the power of restorative magic. CLW 1d8 + 5 ⇒ (8) + 5 = 13
Ash moves forward with renewed vigor and tears at the nearest goblin.
1d20 + 5 ⇒ (6) + 5 = 11 bite attack, 1d8 + 3 + 1d6 ⇒ (3) + 3 + (2) = 8 bite damage with fire. Even with his renewed energy the goblins leather armor stops him from damaging the goblin.

Tyrel |

"Good one, now to finish this one up." as he slashes down the goblin him and Arsil is flanking.
5 ft step into the goblin above Arsil
Power Attack Greatsword, Flanking: 1d20 + 8 - 1 + 2 ⇒ (19) + 8 - 1 + 2 = 28
Crit Confirm: 1d20 + 8 - 1 + 2 ⇒ (12) + 8 - 1 + 2 = 21
Damage: 2d6 + 6 + 3 ⇒ (4, 4) + 6 + 3 = 17
Crit Damage: 2d6 + 6 + 3 ⇒ (3, 5) + 6 + 3 = 17
"This will surely leave a mark," Tyrel uses Lay on Hands on himself as a swift action.
Lay on Hands: 1d6 ⇒ 4
Hp = 19/35

GM Wolf |

Round 9
The goblin between Tyrel and Arsil goes splat, chunks of that goblin go in all directions!
Overkill! +5% xp at end of encounter!
Two goblins left and they rage!!! Well they were already ragin... and they miss.
On Arsil, 1d20 + 6 ⇒ (2) + 6 = 8 dog slicer attack, 1d6 + 5 ⇒ (2) + 5 = 7 damage.
On Arsil, 1d20 + 6 ⇒ (5) + 6 = 11 dog slicer attack, 1d6 + 5 ⇒ (2) + 5 = 7 damage.
Round 10
Finish it off heroes
3d8 ⇒ (3, 8, 4) = 15
Locke gets behind Arsil and heals her once more speaking in Celestial. 1d8 + 5 ⇒ (4) + 5 = 9 CLW.
Ash gets on the other side of the goblin next to Arsil giving her flanking. Ash crushes its windpipe and burns the poor wretch, it is now out cold and dieing.
1d20 + 5 ⇒ (16) + 5 = 21 bite attack, 1d8 + 3 + 1d6 ⇒ (6) + 3 + (2) = 11 bite damage with fire.

Arsil Dawnsinger |

Round 10
if any target still up arsil will attack him.
Move to target
Spellstrike Frostbite Scimitar: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 3 + 1d6 + 3 ⇒ (3) + 3 + (2) + 3 = 11
if it hits intimidate: 1d20 + 8 ⇒ (16) + 8 = 24 or Shaken 5 rd
Damaged target is: Fatigued (takes a –2 penalty to Strength and Dexterity until healed), Entangled (1 rd) (takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity) and possibly shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks)
Current AC 22

Locke Vernariah |

"Glad to be of help Madam, now onto our dear paladin!" Locke happily says.
In that case the last CLWs goes to Tyrel, you get 9 healing.
Don't have to move he is right there. Arsil puts a good blow on the goblin but he is still up... does he get one more round?
Hemmings shoots his bow... 1d20 + 7 ⇒ (19) + 7 = 26 he hits, 1d4 ⇒ 2
It is amazing he actually holds on. It swings wildly at the target it has been after for the last minute...
On Arsil, 1d20 + 1 ⇒ (20) + 1 = 21 dog slicer attack, 1d6 + 4 ⇒ (4) + 4 = 8 damage. Wow, Arsil can debuff a guy!
And yet, he gets a crit to finish off their blood chanting...No critical though he slices Arsil for 8 damage.
1d20 + 1 ⇒ (7) + 1 = 8 dog slicer attack crit, 1d6 + 4 ⇒ (2) + 4 = 6 damage
"No, I just healed her, finish him off! So we can all go rest and get healed up." Locke whines a bit at the loss of some of his work.
Round 11 - GO!!! He only has 5 hit points left, go for an overkill!