
DM Sardaukar |

Elemental L1 Reflex Save: 1d20 + 8 ⇒ (13) + 8 = 21
Elemental L2 Reflex Save: 1d20 + 8 ⇒ (17) + 8 = 25
Elemental L3 Reflex Save: 1d20 + 8 ⇒ (11) + 8 = 19
Elemental L4 Reflex Save: 1d20 + 8 ⇒ (16) + 8 = 24
Elemental L5 Reflex Save: 1d20 + 8 ⇒ (12) + 8 = 20
Elemental L6 Reflex Save: 1d20 + 8 ⇒ (15) + 8 = 23
As the frost bead flies from Efreat's finger into the middle of the six elementals, they all seem to turn and duck to give a lower profile to the pending blast. But the freezing blast still wrecks havoc on their fiery bodies and deals 22 points of damage to each. The four that were previously hit with the druid's quench spell have had their fires nearly extinguished!
As Pae moves behind the druid and jumps up to pat down the flames rising from his body, the elementals refuse to retreat. In fact, more small ones stream out of the far door and rush between the bigger ones, reaching Bahir and Efreat, but unable to attack this round. Behind them a couple of medium-sized ones appear. But only the large ones manage to attack this round.
Elemental L1 Slam Attack #1 on Bahir: 1d20 + 12 ⇒ (9) + 12 = 21 Miss
Elemental L1 Slam Attack #2 on Bahir: 1d20 + 12 ⇒ (16) + 12 = 28 Miss
Elemental L2 Slam Attack #1 on Bahir: 1d20 + 12 ⇒ (12) + 12 = 24 Miss
Elemental L2 Slam Attack #2 on Bahir: 1d20 + 12 ⇒ (20) + 12 = 32 Hit, possible crit
Elemental L2 Slam Attack #2 Crit Confirm: 1d20 + 12 ⇒ (1) + 12 = 13 No crit.
Bahir fire damage: 2d8 + 2 ⇒ (7, 6) + 2 = 15
Bahir, make Reflex Save DC16 or catch fire.
Round 2 - Everyone is up!
Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 63/63
Bahir 68/83
Hazreem 74/91
Paellat 78/78
Efreat 70/70
NPCs:
Spooky 15/15
Damage: (Lethal/Non-Lethal)
Elemental L1 - 57 (Nearly extinguished!)
Elemental L2 - 57 (Nearly extinguished!)
Elemental L3 - 57 (Nearly extinguished!)
Elemental L4 - 57 (Nearly extinguished!)
Elemental L5 - 22 (Moderately damaged)
Elemental L6 - 22 (Moderately damaged)
Conditions in effect:
----------
Efreat: Mage Armor - 8.7 hours
Efreat: Overland Flight - 9.7 hours
Mah'ysa: Blessing of Fervor - Ends Round 9
Heat/Fire Resistance:
----------
Mah'ysa: Endure Elements (Spell Cast - 24 hours)
Bahir: Endure Elements (Spell Cast - 24 hours)
Hazreem: Endure Elements (Desert Endurance)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell cast - 24 hours)
Blessing of Fervor options:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Special Item Uses
----------
Bag of Tricks: 2 uses 3 days ago
Hazreem: Wild Shape - 0 today
Bahir: Divine Bond - 0/2 used today
Bahir: Lay on Hands - 2/11 used today
Paellat: Slippers of Spider Climb - 0/10 minutes used today

Hazreem Al'Shakar_1 |

Hmmmm...reading the rules for putting out the fire, it sounds like it is a full round action to put out the fire. However, due to Pae's help here, Hazreem will get a +4 to his Reflex save. I will post according to this ruling. DM Sardaukar, let me know if Hazreem gets any additional actions this round.
.
BTW Hazreem will gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Reflex save: 1d20 + 5 + 2 + 4 ⇒ (1) + 5 + 2 + 4 = 12
Hazreem turns his attention to his own predicament and with the halfling's help puts out the flame. Unfortunately, his efforts prove completely useless.
Lovely...ok let me know if any of Hazreem's items need to make Reflex saves.

DM Sardaukar |

I did a quick search but didn't find anything on putting out fires, but I remember something about taking an action to put it out, so I was going with that. But a full round action to put it out is probably right. Searching again, I found this: (Of course it was linked right from the Burn rule, how did I miss that?)
Catching on Fire
Characters exposed to burning oil, bonfires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash.Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.
Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.
Looks like you could roll on the floor for another +4 bonus and you'd get an additional reflex save, but not until after taking damage first. And it's 1d8 and DC16 for the Large Fire Elemental.
Hazreem Fire Damage: 1d8 ⇒ 5
If you don't want to try putting it out again, you could take your action as normal.
1d20 + 11 ⇒ (7) + 11 = 18
1d20 + 11 ⇒ (11) + 11 = 22
1d20 + 11 ⇒ (6) + 11 = 17
1d20 + 11 ⇒ (14) + 11 = 25
1d20 + 11 ⇒ (9) + 11 = 20
1d20 + 11 ⇒ (6) + 11 = 17
1d20 + 11 ⇒ (7) + 11 = 18
1d20 + 11 ⇒ (15) + 11 = 26
1d20 + 11 ⇒ (10) + 11 = 21
1d20 + 11 ⇒ (18) + 11 = 29
1d20 + 11 ⇒ (8) + 11 = 19
1d20 + 11 ⇒ (11) + 11 = 22
1d20 + 11 ⇒ (8) + 11 = 19
1d20 + 11 ⇒ (15) + 11 = 26
1d20 + 11 ⇒ (13) + 11 = 24
1d20 + 11 ⇒ (15) + 11 = 26
1d20 + 11 ⇒ (9) + 11 = 20
1d20 + 11 ⇒ (8) + 11 = 19
1d20 + 11 ⇒ (16) + 11 = 27
Nothing on you catches fire

Hazreem Al'Shakar_1 |

OK Hazreem will try to extinguish the flames again by rolling on the floor, either this round or next round.
Reflex save: 1d20 + 5 + 2 + 4 ⇒ (18) + 5 + 2 + 4 = 29

Mah'ysa Alandir |

Round 2______
Seeing Pae already helping Hazreem, Mah'ysa waits; she is alert to any changes in her companions health. (Pass this round).

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Reflex save: 1d20 + 11 ⇒ (10) + 11 = 21
Using the extra attack option on Mah'ysa's spell. Heh, normally I am in the same boat as Pae against elementals with DR but just realized these are FIRE elementals and Vardishal has bane against them.
Vardishal attack #1: 1d20 + 17 ⇒ (1) + 17 = 18
Damage: 1d6 + 6 + 1d6 + 2d6 ⇒ (4) + 6 + (4) + (2, 4) = 20
Vardishal attack #2: 1d20 + 17 ⇒ (6) + 17 = 23
Damage: 1d6 + 6 + 1d6 + 2d6 ⇒ (1) + 6 + (3) + (5, 1) = 16
Vardishal attack #3: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d6 + 6 + 1d6 + 2d6 ⇒ (3) + 6 + (3) + (1, 5) = 18
Bahir swings at the smaller elementals trying to reach Efreat.
He'll attack S1 and work clockwise.
Lay Hands On: 6d6 ⇒ (6, 4, 3, 1, 6, 5) = 25

DM Sardaukar |

As Hazreem rolls on the floor and finally puts the remains of the flames out, Bahir turns to slice through the small elementals using Vardishal's fire outsider bane blade. But he gets over-zealous and catches on the sorcerer's robes with his first swing. Recovering, he quickly cleaves through the two wee ones before him. They both vaporize as the frosted and disruptive steel cuts through. (S1 and S2 are gone)
Round 2 - Efreat and Pae are up!

Efreat 'al Inferis |

Efreat watches the elementals and throws another frost ball into their ranks.
cast defensively. fireball with elemental spell(cold) full cold damage.1d20 + 15 ⇒ (12) + 15 = 27dc 18 reflex for 1/2 damage10d6 ⇒ (6, 1, 5, 6, 1, 3, 3, 6, 1, 1) = 33

DM Sardaukar |

Elemental L1: 1d20 + 11 ⇒ (19) + 11 = 30 Succeed
Elemental L2: 1d20 + 11 ⇒ (3) + 11 = 14 Fail
Elemental L3: 1d20 + 11 ⇒ (13) + 11 = 24 Succeed
Elemental L4: 1d20 + 11 ⇒ (6) + 11 = 17 Fail
Elemental L5: 1d20 + 11 ⇒ (16) + 11 = 27 Succeed
Elemental L6: 1d20 + 11 ⇒ (10) + 11 = 21 Succeed
Elemental S3: 1d20 + 4 ⇒ (6) + 4 = 10 Fail
Elemental M1: 1d20 + 7 ⇒ (4) + 7 = 11 Fail
Elemental M2: 1d20 + 7 ⇒ (9) + 7 = 16 Fail
The sorcerer flings another bead of frost that explodes before you. When the ice blast clears, only two large fire elementals within the blast radius remain. Two smaller (medium-sized) elementals still stand back by the far door who just entered before the blast went off.
Only L5, L6, M3, and M4 remain on the current map.
Round 2 - Pae is up!
Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 63/63
Bahir 83/83
Hazreem 69/91
Paellat 78/78
Efreat 70/70
NPCs:
Spooky 15/15
Damage: (Lethal/Non-Lethal)
Elemental S1 - 16 (Vaporized!)
Elemental S2 - 18 (Vaporized!)
Elemental S3 - 49 (Disintegrated!)
Elemental M1 - 49 (Disintegrated!)
Elemental M2 - 49 (Disintegrated!)
Elemental L1 - 81 (Disappeared!)
Elemental L2 - 106 (Poof!)
Elemental L3 - 81 (Disappeared!)
Elemental L4 - 106 (Poof!)
Elemental L5 - 46 (Nearly extinguished)
Elemental L6 - 46 (Nearly extinguished)
Conditions in effect:
----------
Efreat: Mage Armor - 8.7 hours
Efreat: Overland Flight - 9.7 hours
Hazreem: Prone
Mah'ysa: Blessing of Fervor - Ends Round 9
Heat/Fire Resistance:
----------
Mah'ysa: Endure Elements (Spell Cast - 24 hours)
Bahir: Endure Elements (Spell Cast - 24 hours)
Hazreem: Endure Elements (Desert Endurance)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell cast - 24 hours)
Blessing of Fervor options:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Special Item Uses
----------
Bag of Tricks: 2 uses 3 days ago
Hazreem: Wild Shape - 0 today
Bahir: Divine Bond - 0/2 used today
Bahir: Lay on Hands - 3/11 used today
Paellat: Slippers of Spider Climb - 0/10 minutes used today

DM Sardaukar |

Yep. You are really just distracting/drawing their attention at the right moment to give someone else a bonus on their attack.
Aid Another
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.
And with attack modifiers at Level 10, it is really just "don't roll a 1".

DM Sardaukar |

The two elementals that are about your size (Halflings excluded) back by the far hidden door quickly move to fill in where the others vanished. The weakened, larger ones fall in behind. All four strike out at the Paladin.
Elemental M3 Slam Attack: 1d20 + 7 ⇒ (8) + 7 = 15 Miss
Elemental M4 Slam Attack: 1d20 + 7 ⇒ (5) + 7 = 12 Miss
Elemental L5 Slam Attack #1: 1d20 + 12 ⇒ (10) + 12 = 22 Miss
Elemental L5 Slam Attack #2: 1d20 + 12 ⇒ (10) + 12 = 22 Miss
Elemental L6 Slam Attack: 1d20 + 12 ⇒ (20) + 12 = 32 Hit, possible crit
Elemental L6 Slam Crit Confirm: 1d20 + 12 ⇒ (18) + 12 = 30 Crit!
Elemental L6 Damage on Bahir: 3d8 + 4 ⇒ (1, 1, 3) + 4 = 9 That's it?
Bahir is easily able to dodge the smaller ones as the big one steps up he is ready. But when the other large one comes around from behind, he takes a fiery blow right to the face. But luckily it doesn't do much more than burn off most of his facial hair. (Crit Damage: 9)
Bahir, Roll Reflex Save DC16 to avoid catching fire.
Behind these, more tiny elementals swarm through the opening. They make their way around to the side and fill in to surround Bahir and Efreat. But what really catches your attention are the massive elementals coming through after them and filling up the back row, towering up towards the impressively tall ceilings in this place.
Round 3 - Everyone is up!
Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 63/63
Bahir 74/83
Hazreem 69/91
Paellat 78/78
Efreat 70/70
NPCs:
Spooky 15/15
Damage: (Lethal/Non-Lethal)
Elemental S1 - 16 (Vaporized!)
Elemental S2 - 18 (Vaporized!)
Elemental S3 - 49 (Disintegrated!)
Elemental M1 - 49 (Disintegrated!)
Elemental M2 - 49 (Disintegrated!)
Elemental L1 - 81 (Disappeared!)
Elemental L2 - 106 (Poof!)
Elemental L3 - 81 (Disappeared!)
Elemental L4 - 106 (Poof!)
Elemental L5 - 46 (Nearly extinguished)
Elemental L6 - 46 (Nearly extinguished)
Conditions in effect:
----------
Efreat: Mage Armor - 8.7 hours
Efreat: Overland Flight - 9.7 hours
Hazreem: Prone
Mah'ysa: Blessing of Fervor - Ends Round 9
Heat/Fire Resistance:
----------
Mah'ysa: Endure Elements (Spell Cast - 24 hours)
Bahir: Endure Elements (Spell Cast - 24 hours)
Hazreem: Endure Elements (Desert Endurance)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell cast - 24 hours)
Blessing of Fervor options:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Special Item Uses
----------
Bag of Tricks: 2 uses 3 days ago
Hazreem: Wild Shape - 0 today
Bahir: Divine Bond - 0/2 used today
Bahir: Lay on Hands - 3/11 used today
Paellat: Slippers of Spider Climb - 0/10 minutes used today

Efreat 'al Inferis |

Efreat focuses his energy cast defensively:1d20 + 15 ⇒ (7) + 15 = 22 and throws a ball of cold into the elementals path.
cast fireball with energy spell(cold) full cold damage. dc 18 reflex for half.10d6 ⇒ (4, 3, 1, 4, 1, 6, 2, 3, 6, 6) = 36

Hazreem Al'Shakar_1 |

Hazreem rises to his feet, ready to assist in the battle.
Move action: Stand up from prone, draw weapon. He will wait for the other players to act before declaring his standard action.

DM Sardaukar |

Elemental H1 Reflex Save: 1d20 + 14 ⇒ (10) + 14 = 24 Success
Elemental H2 Reflex Save: 1d20 + 14 ⇒ (18) + 14 = 32 Success
Elemental L5 Reflex Save: 1d20 + 11 ⇒ (15) + 11 = 26 Success
Elemental L6 Reflex Save: 1d20 + 11 ⇒ (12) + 11 = 23 Success
Elemental M3 Reflex Save: 1d20 + 7 ⇒ (16) + 7 = 23 Success
Elemental M4 Reflex Save: 1d20 + 7 ⇒ (16) + 7 = 23 Success
Elemental S5 Reflex Save: 1d20 + 4 ⇒ (11) + 4 = 15 Fail
Elemental S6 Reflex Save: 1d20 + 4 ⇒ (10) + 4 = 14 Fail
Elemental S7 Reflex Save: 1d20 + 4 ⇒ (13) + 4 = 17 Fail
After another blue explosion of frosty goodness, fewer elementals stand before you. All but one of the small ones disappeared along with both of the large ones.
S4, M3, M4, H1, H2, and E1 remain.

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Luckily he keeps himself clean shaven :)
Reflex save: 1d20 + 11 ⇒ (12) + 11 = 23
Scimitar slash M4: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 1d6 + 6 + 1d6 + 3 + 2d6 ⇒ (2) + 6 + (6) + 3 + (1, 6) = 24
Scimitar slash M3: 1d20 + 17 ⇒ (7) + 17 = 24
Damage: 1d6 + 6 + 1d6 + 3 + 2d6 ⇒ (6) + 6 + (6) + 3 + (3, 5) = 29
Scimitar slash S4: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d6 + 6 + 1d6 + 1 + 2d6 ⇒ (1) + 6 + (2) + 1 + (6, 6) = 22
Added in the additional damage due to cold vulnerability already.

DM Sardaukar |

The halfling works to draw the elementals attention, but Bahir doesn't need it. His fire bane blade slices right through these fiery abominations like warm butter. He cleaves through all three leaving nothing behind but wisps of smoke.
Back in the main hallway, the two monstrous elementals slide forward maybe 5 feet before they reach out and attempt to slam the paladin with blasts of fiery pain. (15 foot reach)
Elemental H1 Slam #1 Attack on Bahir: 1d20 + 15 ⇒ (20) + 15 = 35 Hit, possible crit
Elemental H1 Slam #2 Attack on Bahir: 1d20 + 15 ⇒ (11) + 15 = 26 Miss
Elemental H2 Slam #1 Attack on Bahir: 1d20 + 15 ⇒ (7) + 15 = 22 Miss
Elemental H2 Slam #2 Attack on Bahir: 1d20 + 15 ⇒ (18) + 15 = 33 Hit
Elemental H1 Slam #1 Crit Confirm: 1d20 + 15 ⇒ (13) + 15 = 28 No crit.
Elemental H1 Slam #1 Damage: 4d6 + 4 ⇒ (4, 5, 4, 3) + 4 = 20
Elemental H2 Slam #2 Damage: 4d6 + 4 ⇒ (6, 3, 1, 3) + 4 = 17
Bahir takes a barrage of attacks and two strikes land solid. (Total Damage: 37. Make 2 Reflex Saves DC18 to avoid catching fire)
In the back, the elder fire elemental moves forward, merging momentarily with the others before re-materializing as its own entity on the other side. It moves to the side, giving Bahir an opening he needs.
Bahir: Take AoO on E1.
It then brings its own pain upon the paladin, nearly burning Bahir alive in his armor. (Bahir: Make a third Reflex Save at DC22 to avoid catching on fire.)
Elemental E1 Slam Attack on Bahir: 1d20 + 23 ⇒ (16) + 23 = 39 Hit
Elemental E1 Slam Damage: 2d8 + 2d10 + 8 ⇒ (6, 4) + (2, 1) + 8 = 21
Round 4 - Everyone is up!
Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 63/63
Bahir 16/83
Hazreem 69/91
Paellat 78/78
Efreat 70/70
NPCs:
Spooky 15/15
Damage: (Lethal/Non-Lethal)
Elemental S1 - 16 (Vaporized!)
Elemental S2 - 18 (Vaporized!)
Elemental S3 - 49 (Disintegrated!)
Elemental S4 - 22 (Nothing but smoke!)
Elemental S5 - 54 (Gone!)
Elemental S6 - 54 (Gone!)
Elemental S7 - 54 (Gone!)
Elemental M1 - 49 (Disintegrated!)
Elemental M2 - 49 (Disintegrated!)
Elemental M3 - 56 (Nothing but smoke!)
Elemental M4 - 51 (Nothing but smoke!)
Elemental L1 - 81 (Disappeared!)
Elemental L2 - 106 (Poof!)
Elemental L3 - 81 (Disappeared!)
Elemental L4 - 106 (Poof!)
Elemental L5 - 73 (Gone!)
Elemental L6 - 73 (Gone!)
Elemental H1 - 27 (Minor disruption)
Elemental H2 - 27 (Minor disruption)
Elemental E1 - 0
Conditions in effect:
----------
Efreat: Mage Armor - 8.7 hours
Efreat: Overland Flight - 9.7 hours
Mah'ysa: Blessing of Fervor - Ends Round 9
Heat/Fire Resistance:
----------
Mah'ysa: Endure Elements (Spell Cast - 24 hours)
Bahir: Endure Elements (Spell Cast - 24 hours)
Hazreem: Endure Elements (Desert Endurance)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell cast - 24 hours)
Blessing of Fervor options:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Special Item Uses
----------
Bag of Tricks: 2 uses 3 days ago
Hazreem: Wild Shape - 0 today
Bahir: Divine Bond - 0/2 used today
Bahir: Lay on Hands - 3/11 used today
Paellat: Slippers of Spider Climb - 0/10 minutes used today

Mah'ysa Alandir |

Round 4_____
Mah'ysa moves up to Bahir and exchanges Neutralize Poison to cast Cure Critical Wounds defensively.
Cure Critical: 4d8 + 9 ⇒ (3, 5, 3, 8) + 9 = 28 points healed.

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Reflex save #1: 1d20 + 11 ⇒ (20) + 11 = 31 Success!
Reflex save #2: 1d20 + 11 ⇒ (3) + 11 = 14 Fail!
Reflex save #3: 1d20 + 11 ⇒ (14) + 11 = 25 Success!
The blistering heat staggers the paladin for just a moment before he grits his teeth, sets his shield, and launches into another attack.
Fighting defensively and taking to +2 on attacks/defense option from Mah'ysa's spell. Pae's aid other added into attacks.
AC 33 currently. He'll back up 5' feet into Efreat's square to get out of range of the 2 huge elementals if the sorcerer will allow it.
Scimitar swing #1 on Elder Fire Elemental: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 1d6 + 6 + 1d6 + 2 + 2d6 ⇒ (5) + 6 + (5) + 2 + (5, 1) = 24
Scimitar swing #2 on Elder Fire Elemental: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 1d6 + 6 + 1d6 + 3 + 2d6 ⇒ (4) + 6 + (6) + 3 + (6, 6) = 31
Lay Hands On:6d6 ⇒ (3, 6, 1, 5, 6, 1) = 22
Almost forgot Scimitar AOO on Elder Fire Elemental: 1d20 + 17 ⇒ (1) + 17 = 18
Damage: 1d6 + 6 + 1d6 + 2 + 2d6 ⇒ (1) + 6 + (4) + 2 + (1, 6) = 20

Hazreem Al'Shakar_1 |

Hazreem steps back to allow Mah'ysa to heal Bahir. Looking at the size of the elementals, a brief look of resignation crosses his face. "I don't know about this, but I can try to distract them, Bahir." He then chants another prayer to his god.
He will take a 5' step back diagonal, and cast Ball Lightning. One sphere centered on each of the Huge elementals. SR check: 1d20 + 10 ⇒ (18) + 10 = 28
H1: 3d6 ⇒ (6, 4, 6) = 16 electrical
H2: 3d6 ⇒ (5, 3, 1) = 9 electrical
.
He will select the option *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Efreat 'al Inferis |

Efreat backs up slightly along with Bahir. Focusing his energy,defensive cast1d20 + 15 ⇒ (2) + 15 = 17but fumbles the spell.
5' step back. tried to cast fireball with elemental spell(cold)

DM Sardaukar |

The Huge and Elder elementals have damage reduction to the non-energy damage from the Bahir's weapon. The frost damage still does 1.5x the damage and bypasses DR.
Bahir on fire rounds: 1d4 ⇒ 2
Elemental E1 AoO on Mah'ysa: 1d20 + 23 ⇒ (3) + 23 = 26 Hit
Elemental E1 Damage on Mah'ysa: 2d8 + 2d10 + 8 ⇒ (4, 5) + (2, 1) + 8 = 20
Bahir on-fire Damage: 2d10 ⇒ (1, 8) = 9
Elemental E1 AoO on Hazreem (combat reflexes): 1d20 + 23 ⇒ (14) + 23 = 37 Hit
Elemental E1 Damage on Hazreem: 2d8 + 2d10 + 8 ⇒ (8, 4) + (10, 8) + 8 = 38
Elemental E1 Slam Attack #1 on Bahir: 1d20 + 23 ⇒ (13) + 23 = 36 Hit
Elemental E1 Slam Attack #2 on Bahir: 1d20 + 23 ⇒ (13) + 23 = 36 Hit
Elemental E1 Slam #1 Damage: 2d8 + 2d10 + 8 ⇒ (3, 6) + (5, 6) + 8 = 28
Elemental E1 Slam #2 Damage: 2d8 + 2d10 + 8 ⇒ (4, 5) + (8, 2) + 8 = 27
Everyone backs up as the Paladin stumbles backwards from the fiery blows. As he does, you notice that he hair under his helm has caught fire. Mah'ysa rushes forward to aid him, but the mere act of rushing to the Paladin's side draws the elder elemental's wraith. It blasts her with a wave of fire before she reaches her paladin, but she holds on to give him the Dawnflower's blessing to heal his wounds. (Mah'ysa takes 20 points fire damage and must make DC22 Reflex save to avoid catching fire herself.)
Bahir recovers from the blow and returns the attack, but fails to be as effective on this one as he was on the previous elementals. (Total Damage on E1: 40 after DR, includes cold vulnerability from frost damage) His own faith in Sarenrae helps heal the burns, but with the fire still raging upon his own head, it is not as effective. (9 fire damage, make another Reflex Save DC22 to prevent next round's damage.)
From behind everyone, Hazreem starts to cast a spell. But even though he stepped back away from the giant fire elemental and it already moved against the cleric, it still is able to give the druid a beating for daring to stand still and try to concentrate before it. (AoO, 15 foot reach through the opening, Damage: 38! Make Reflex Save DC22 to avoid catching fire (with +2). Make Wisdom Check DC52 to get spell off. Ummm, yeah.)
Not wanting to suffer the same fate as the druid, Efreat tries to be careful casting his own offensive spell. But the pressure is too much and he fumbles it. Pae stands back and watches this unfold feeling helpless.
The elder elemental does not relent on the Paladin. And he continues to be burned alive. (2 Attacks hit, Total Damage: 55. Now 2/83 HPs, Make 2 more Reflex Saves DC22 to avoid extending or re-catching fire) Without being able to reach an unable to move further in, one of the huge elementals moves back give the elder some breathing room and he backs up 5 feet as well.
Round 5 - Everyone is up!
Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 43/63
Bahir 2/83
Hazreem 31/91
Paellat 78/78
Efreat 70/70
NPCs:
Spooky 15/15
Damage: (Lethal/Non-Lethal)
Elemental H1 - 27 (Minor disruption)
Elemental H2 - 27 (Minor disruption)
Elemental E1 - 40 (Minor disruption)
Conditions in effect:
----------
Efreat: Mage Armor - 8.7 hours
Efreat: Overland Flight - 9.7 hours
Mah'ysa: Blessing of Fervor - Ends Round 9
Bahir: On Fire - 1 more round
Heat/Fire Resistance:
----------
Mah'ysa: Endure Elements (Spell Cast - 24 hours)
Bahir: Endure Elements (Spell Cast - 24 hours)
Hazreem: Endure Elements (Desert Endurance)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell cast - 24 hours)
Blessing of Fervor options:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Special Item Uses
----------
Bag of Tricks: 2 uses 3 days ago
Hazreem: Wild Shape - 0 today
Bahir: Divine Bond - 0/2 used today
Bahir: Lay on Hands - 4/11 used today
Paellat: Slippers of Spider Climb - 0/10 minutes used today

Mah'ysa Alandir |

Ref save: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 avoids being set on fire
Round 5_____
Blessing of Fervor selection: *Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Mah'ysa casts Resist Energy (Fire) (DR20) as Extended on Bahir defensively.

Efreat 'al Inferis |

Efreat focuses his energy again defensive roll1d20 + 15 ⇒ (20) + 15 = 35 and sends a ball of cold energy into the elementals.
[ooc]defensively cast fireball with elemental spell(cold) full cold damage[ooc]10d6 ⇒ (5, 5, 4, 6, 1, 5, 3, 2, 3, 2) = 36

Hazreem Al'Shakar_1 |

Hazreem cries out in pain as the blow hammers him. By the Gods, this one is tough! He knows Bahir and Efreat must be kept alive if the party had any chance to survive. He therefore weaves his way around Mah'ysa and Efreat to strike at the elder elemental, but first to bolster Bahir's defenses.
Blessing of Fervor options: *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
.
Cast Protection from Energy (fire, duh.), hold the charge and move behind Efreat and Mah'ysa to avoid an AoO. Once next to Bahir he will touch the paladin and discharge the spell.
Reflex save DC 22: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 success!

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Sardaukar: He missed his save against one of the huge elementals but looks like the burn damage was rolled for the elder one. Not sure if it'll make any difference since it rolled low but just an FYI.
Reflex save #1: 1d20 + 13 ⇒ (20) + 13 = 33Success!
Reflex save #2: 1d20 + 13 ⇒ (17) + 13 = 30Success!
Reflex save #2: 1d20 + 13 ⇒ (18) + 13 = 31Success!
Realizing that the elemental is quickly overwhelming him, "I...can't hold it much longer." He swings with his ebbing strength, hoping for a lucky blow on the creature when the heat from the flames suddenly disappears. Able to breathe again, because of Hazreem's spell, he sucks in a lungful of air.
Fighting defensively and taking to +2 on attacks/defense option from Mah'ysa's spell. Pae's aid other added into attacks.
AC 33 currently.
Scimitar swing #1 on Elder Fire Elemental: 1d20 + 17 ⇒ (6) + 17 = 23
Damage: 1d6 + 6 + 1d6 + 3 + 2d6 ⇒ (6) + 6 + (6) + 3 + (1, 6) = 28
Scimitar swing #2 on Elder Fire Elemental: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d6 + 6 + 1d6 + 2 + 2d6 ⇒ (4) + 6 + (4) + 2 + (2, 3) = 21
Scimitar swing #2 crit confirm on Elder Fire Elemental: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 1d6 + 6 + 1d6 + 1 + 2d6 ⇒ (5) + 6 + (3) + 1 + (3, 1) = 19 Oh....wait....just remembered they can't be crit-ed. Oh well, missed anyway.
Think it took 5 less damage last round because I have the Cold vulnerability already added in.
Lay Hands On:6d6 ⇒ (6, 6, 6, 1, 2, 1) = 22

DM Sardaukar |

I see, you are going back and editing the roll with the cold vulnerability. Updated.
Elemental H1 Reflex Save: 1d20 + 14 ⇒ (12) + 14 = 26
Elemental H2 Reflex Save: 1d20 + 14 ⇒ (17) + 14 = 31
Elemental E1 Reflex Save: 1d20 + 19 ⇒ (10) + 19 = 29
Elemental E1 Slam Attack #1 on Bahir: 1d20 + 23 ⇒ (18) + 23 = 41 Hit
Elemental E1 Slam Attack #2 on Bahir: 1d20 + 23 ⇒ (13) + 23 = 36 Hit
Elemental H2 Slam Attack #1 on Bahir: 1d20 + 15 ⇒ (8) + 15 = 23 Miss
Elemental H2 Slam Attack #2 on Bahir: 1d20 + 15 ⇒ (20) + 15 = 35 Hit, possible crit
Elemental H2 Slam Attack #2 Crit Confirm: 1d20 + 15 ⇒ (9) + 15 = 24 No crit.
Elemental E1 Attack #1 Damage: 2d10 + 2d8 + 8 ⇒ (2, 1) + (7, 1) + 8 = 19
Elemental E1 Attack #2 Damage: 2d10 + 2d8 + 8 ⇒ (1, 6) + (4, 8) + 8 = 27
Elemental H2 Attack #2 Damage: 4d6 + 4 ⇒ (6, 5, 4, 1) + 4 = 20
Mah'ysa tries to give Bahir some fire resistance, but she just can't seem to handle the heat and doesn't get the spell off. The sorcerer meanwhile has little trouble and send another explosion of cold their way. Used to this tactic by now, they easily shrink their profile minimizing the damage. (All three take 27 damage)
With the elder elemental stepping back, Hazreem finds himself out of its reach and enables him to get a spell off without disruption. Hiding behind the others, he is then able to reach out and touch the Bahir's scorching hot back just as the Paladin manages to get his own fire out.
Barely able to stand, Bahir pushes forward and step back up to fight this thing, putting him back into the range of the huge elemental behind it. His first attack misses, but the disruptive nature of his blade takes full force with the second. Though it manages to ignore part of it. (Damage on E1 with DR: 11)
The two massive elementals do not relent on the poor Paladin while the third who cannot get in range but is still being hit by Efreat's blasts, backs up out of range and waits for his opportunity to move in and strike. Once again Bahir takes another beating of raging fire. But this time Hazreem's spell absorbs it all and the Holy Warrior doesn't feel a thing. (Total Damage absorbed: 66, 54 points remain)
Round 6 - Everyone is up!
Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 43/63
Bahir 24/83
Hazreem 31/91
Paellat 78/78
Efreat 70/70
NPCs:
Spooky 15/15
Damage: (Lethal/Non-Lethal)
Elemental H1 - 54 (Major disruption)
Elemental H2 - 54 (Major disruption)
Elemental E1 - 73 (Moderate disruption)
Conditions in effect:
----------
Efreat: Mage Armor - 8.7 hours
Efreat: Overland Flight - 9.7 hours
Mah'ysa: Blessing of Fervor - Ends Round 9
Bahir: Protection From Energy (Fire: 54 points remaining) - 100 minutes
Heat/Fire Resistance:
----------
Mah'ysa: Endure Elements (Spell Cast - 24 hours)
Bahir: Endure Elements (Spell Cast - 24 hours), Protection from Energy
Hazreem: Endure Elements (Desert Endurance)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell cast - 24 hours)
Blessing of Fervor options:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Special Item Uses
----------
Bag of Tricks: 2 uses 3 days ago
Hazreem: Wild Shape - 0 today
Bahir: Divine Bond - 0/2 used today
Bahir: Lay on Hands - 5/11 used today
Paellat: Slippers of Spider Climb - 0/10 minutes used today

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Yeah, mentioned I was adding it in for you in a previous attack but should have kept it listed as added in each subsequent one. Sorry, I will try and be clearer about what I am doing in the future and list all the modifiers better.
Getting a reprieve with the magical protection the paladin presses the attack hard.
Using haste attack option. Pae's aid other added into attacks. Bane added into attacks and damage. Cold vulnerability added in to damage.
AC 29 currently.
Scimitar swing #1 on Elder Fire Elemental: 1d20 + 19 ⇒ (18) + 19 = 37
No crit roll needed as they are immune.
Damage: 1d6 + 6 + 1d6 + 3 + 2d6 ⇒ (4) + 6 + (6) + 3 + (4, 5) = 28
Scimitar swing #2 on Elder Fire Elemental: 1d20 + 19 ⇒ (10) + 19 = 29
Damage: 1d6 + 6 + 1d6 + 2 + 2d6 ⇒ (3) + 6 + (4) + 2 + (5, 5) = 25
Scimitar swing #3 on Elder Fire Elemental: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 1d6 + 6 + 1d6 + 1 + 2d6 ⇒ (3) + 6 + (2) + 1 + (4, 4) = 20
Lay Hands On:6d6 ⇒ (3, 4, 1, 2, 5, 5) = 20

Mah'ysa Alandir |

Select: *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Round 5_____
Mah'ysa Channels Positive Energy: All allies in 30' gain 5d6 ⇒ (5, 3, 3, 1, 3) = 15 healing (except the enemy).

Hazreem Al'Shakar_1 |

Hazreem nods in satisfaction. That should buy us some time. He elects to take a defensive posture as he steps up next to Bahir and attempts to distract the elemental to assist Bahir's defenses.
Since he cannot move any further without provoking an AoO, Hazreem will take a 5' step and Aid Another (Bahir AC).
Aid Another: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
.
Select: *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Efreat 'al Inferis |

Efreet focuses his energy again defensive cast1d20 + 15 ⇒ (16) + 15 = 31, he shoots another ball of cold energy into the elementals.
defensively cast fireball with elemental spell(cold) full cold damage10d6 ⇒ (3, 6, 5, 6, 5, 4, 6, 4, 6, 4) = 49

DM Sardaukar |

Elemental E1 Reflex Save: 1d20 + 19 ⇒ (4) + 19 = 23
Elemental H2 Reflex Save: 1d20 + 14 ⇒ (10) + 14 = 24
Elemental E1 Slam Attack #1 on Bahir: 1d20 + 23 ⇒ (19) + 23 = 42 Hit
Elemental E1 Slam Attack #2 on Bahir: 1d20 + 23 ⇒ (10) + 23 = 33 Hit
Elemental E1 Attack #1 Damage: 2d10 + 2d8 + 8 ⇒ (3, 7) + (5, 8) + 8 = 31
Elemental E1 Attack #2 Damage: 2d10 + 2d8 + 8 ⇒ (10, 5) + (4, 5) + 8 = 32
Elemental H1 Slam Attack on Bahir: 1d20 + 15 ⇒ (9) + 15 = 24 Miss
Despite both elementals doing their best to avoid the brunt of Efreat's blast, this one was exceptionally powerful and the big guy in the back is unable to hold form and dissipates. (36 Damage to each) The Elder's fire seems to be flickering, but it continues its unrelenting assault on Bahir. The protection spell absorbs most of the fiery damage, but even it can't withstand the furnace and the Paladin begins to feel the heat again. (Total Damage: 63, 54 absorbed by spell, 9 goes through)
The other huge elemental that moved out of the way of the freezing explosion, returns to take the fallen elemental's place. With their quick speed it is able to get another assault in on Bahir, but he sees it coming a mile away and is able to hold off the blast with his shield.
Bahir: Make 2 Reflex Saves DC22 to avoid catching fire.
Round 7 - Everyone is up!
Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 58/63
Bahir 50/83
Hazreem 46/91
Paellat 78/78
Efreat 70/70
NPCs:
Spooky 15/15
Damage: (Lethal/Non-Lethal)
Elemental H1 - 54 (Major disruption)
Elemental H2 - 90 (Nothing but smoke)
Elemental E1 - 142 (Severe disruption)
Conditions in effect:
----------
Efreat: Mage Armor - 8.7 hours
Efreat: Overland Flight - 9.7 hours
Mah'ysa: Blessing of Fervor - Ends Round 9
Heat/Fire Resistance:
----------
Mah'ysa: Endure Elements (Spell Cast - 24 hours)
Bahir: Endure Elements (Spell Cast - 24 hours)
Hazreem: Endure Elements (Desert Endurance)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell cast - 24 hours)
Blessing of Fervor options:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Special Item Uses
----------
Bag of Tricks: 2 uses 3 days ago
Hazreem: Wild Shape - 0 today
Bahir: Divine Bond - 0/2 used today
Bahir: Lay on Hands - 6/11 used today
Paellat: Slippers of Spider Climb - 0/10 minutes used today

Mah'ysa Alandir |

Select: *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Round 7_____
Mah'ysa Channels Positive Energy: All allies in 30' gain 5d6 ⇒ (5, 4, 3, 3, 3) = 18 healing (except the enemy).

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Reflex save #1: 1d20 + 11 ⇒ (8) + 11 = 19 Fail!
Reflex save #2: 1d20 + 11 ⇒ (13) + 11 = 24 Success!
Feeling fully recovered from his fiery ordeal he presses the attack.
Using haste attack option. Pae's aid other added into attacks. Bane added into attacks and damage. Cold vulnerability added in to damage.
AC 29 currently.
Scimitar swing #1 on Elder Fire Elemental: 1d20 + 19 ⇒ (20) + 19 = 39
No crit roll needed as they are immune.
Damage: 1d6 + 6 + 1d6 + 1 + 2d6 ⇒ (4) + 6 + (1) + 1 + (5, 5) = 22
Scimitar swing #2 on Elder Fire Elemental: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: 1d6 + 6 + 1d6 + 2 + 2d6 ⇒ (5) + 6 + (5) + 2 + (1, 1) = 20
Scimitar swing #3 on Elder Fire Elemental: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d6 + 6 + 1d6 + 1 + 2d6 ⇒ (4) + 6 + (1) + 1 + (5, 2) = 19
Lay Hands On:6d6 ⇒ (2, 2, 2, 1, 2, 5) = 14

Hazreem Al'Shakar_1 |

Hazreem steps forward to assist Bahir in vanquishing the elder elemental.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
.
5' step up and Full attack.
Scimitar #1: 1d20 + 11 ⇒ (2) + 11 = 13; damage: 1d6 + 4 + 1d6 + 2d6 ⇒ (4) + 4 + (4) + (2, 6) = 20 cold, bane.
Hasted Scimitar #1: 1d20 + 11 ⇒ (4) + 11 = 15; damage: 1d6 + 4 + 1d6 + 2d6 ⇒ (4) + 4 + (3) + (1, 5) = 17 cold, bane
Scimitar #2: 1d20 + 6 ⇒ (5) + 6 = 11; damage: 1d6 + 4 + 1d6 + 2d6 ⇒ (1) + 4 + (5) + (1, 2) = 13 cold, bane.
.
1...2...3 strikes and he is out!

Efreat 'al Inferis |

Efreat focuses his energy again defensive cast1d20 + 15 ⇒ (7) + 15 = 22 and barely focuses as another blast of cold energy hits the elementals.
use 5th level slot to defensively cast fireball with elemental spell(cold)10d6 ⇒ (5, 2, 2, 2, 6, 4, 4, 6, 5, 4) = 40

DM Sardaukar |

Bahir On-Fire Rounds: 1d4 ⇒ 3
Bahir Fire Damage: 2d10 ⇒ (8, 7) = 15
Elemental H1 Reflex Save: 1d20 + 14 ⇒ (8) + 14 = 22
The paladin may be feeling recovered, but his holy warrior garb has caught on fire. It begins to burn painfully. (Fire Damage: 15 - Make another Reflex Save DC22 to avoid another round of fire damage.)
Oblivious to the burning on his shoulders, Bahir pushes the attack with a final gusto. He slices, he dices, and he cuts through the Elder elemental. (Total Damage: 31) Hazreem steps up behind him and swings wildly and hits nothing but air. That's because the elemental has dissipated into nothing.
Efreat, starting to dip into his magical reserves, sends a final coldball at the huge elemental in the back. It detonates leaving only a wisp of fire that was once there before. (Damage: 30)
As Mah'ysa sends the power of the Dawnflower over everyone to heal their wounds, the remains of the last fire elemental retreats back and disappears from sight. You find yourself alone, tired, covered in sweat, and with many burns from the battle.
Out of initiative
Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 63/63
Bahir 67/83
Hazreem 64/91
Paellat 78/78
Efreat 70/70
NPCs:
Spooky 15/15
Damage: (Lethal/Non-Lethal)
Elemental H1 - 84 (Just a wisp of fire remains)
Elemental H2 - 90 (Nothing but smoke)
Elemental E1 - 173 (Finished!)
Conditions in effect:
----------
Efreat: Mage Armor - 8.7 hours
Efreat: Overland Flight - 9.7 hours
Mah'ysa: Blessing of Fervor - Ends Round 9
Bahir: On Fire - 2 additional rounds
Heat/Fire Resistance:
----------
Mah'ysa: Endure Elements (Spell Cast - 24 hours)
Bahir: Endure Elements (Spell Cast - 24 hours)
Hazreem: Endure Elements (Desert Endurance)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell cast - 24 hours)
Blessing of Fervor options:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Special Item Uses
----------
Bag of Tricks: 2 uses 3 days ago
Hazreem: Wild Shape - 0 today
Bahir: Divine Bond - 0/2 used today
Bahir: Lay on Hands - 7/11 used today
Paellat: Slippers of Spider Climb - 0/10 minutes used today

Hazreem Al'Shakar_1 |

Hazreem watches the elemental leave with a grim look on his sweaty and burned face, making his features look positively frightening. "I hope they leave us alone now." He mutters to Bahir as he helps the holy warrior to put out his flames. (Bahir gets a +4 bonus to his Reflex save to put out the fire.)
Once Bahir is no longer aflame, he takes out his healing wand. "I am really starting to hate this place...a LOT!"
Wand of CMW: 2d8 + 3 ⇒ (7, 2) + 3 = 12 Bahir
Wand of CMW: 2d8 + 3 ⇒ (8, 5) + 3 = 16 Hazreem
Wand of CMW: 2d8 + 3 ⇒ (4, 3) + 3 = 10 Hazreem

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Relex save: 1d20 + 17 ⇒ (3) + 17 = 20 Fail!
Fire damage: 2d10 ⇒ (8, 10) = 18
Relex save: 1d20 + 17 ⇒ (11) + 17 = 28 Success!
Lay Hands On: 6d6 ⇒ (4, 4, 3, 5, 5, 5) = 26
Frowning at his scorched clothes the paladin nods in agreement to Hazreem's statement, "Well, let's see where they came from. If that last one comes back it should not prove to be much of a threat now."
After everyone is ready he will cross over to the other secret door and look in.

DM Sardaukar |

With the fire out, you head through what was once a hidden door to the north. Inside is a large, bare room about the same size as the one to the south. But this one has a massive door to the left side that stands ajar.
On the other side of this opening, you find that the floors of this dimly lit chamber are marred by scorch marks and smears of smoke and ash. Light is provided by an ornate brazier that burns in a small side room, standing before a tall tripartite reredos of cast bronze. The wings of the reredos exhibit images of burning warriors engaged in battle with beings composed of whirlwinds of water. The large central portion, however, bears an engraving of an ornate fountain in exquisite detail.

Efreat 'al Inferis |

know(planes) & know(arcana)1d20 + 14 ⇒ (12) + 14 = 261d20 + 14 ⇒ (6) + 14 = 20
Efreat cracks his neck after the elementals are destroyed. "I dare say that I could not do that again anytime soon."
Moving along Efreat looks the reredos up and down. "I cannot say what this is. Does anyone else have a clue?"

Hazreem Al'Shakar_1 |

Hazreem looks up from examining the walls. "Are you kidding? Still, this is where those elementals came from. I wonder if they were guarding that corpse we saw earlier."