
Flynn Elric |

Rapid shot, bane, and attack with bow.
attack: 1d20 + 9 ⇒ (18) + 9 = 27
rapid shot: 1d20 + 9 ⇒ (3) + 9 = 12
damage: 1d8 + 3 + 2d6 ⇒ (4) + 3 + (3, 1) = 11
rapidshot: 1d8 + 3 + 2d6 ⇒ (6) + 3 + (3, 3) = 15

Garrath Tricks the Giants |

Garrath grabs the throwing axes from his belt and lets them fly.
attack 1: 1d20 + 10 ⇒ (15) + 10 = 25
attack 2: 1d20 + 10 ⇒ (12) + 10 = 22
damage: 1d6 + 3 ⇒ (3) + 3 = 6
damage: 1d6 + 3 ⇒ (6) + 3 = 9

Mazra's BBEG |

The Sandpoint Devil clumsily flies between two trees. Small limbs and leaves are torn from their branches raining down to the ground twenty feet below.
The demon horse spews forth fire down upon three members of the party along the more open trail area. Leaves and thin branches near the edges catch fire.
Sandpoint Devil Hellfire Breath: 6d6 ⇒ (6, 2, 2, 3, 5, 3) = 21
Brandark, Flynn, and Garrath take 21 points of damage or 10 if you save. (See below for Save DC and additional affects from the Hellfire Breath.
Hellfire Breath (Su) The Sandpoint devil can unleash blasts of infernal flame in a 30-ft cone (damage 6d6d fire, DC 20 Reflex Save for half). Any creature that fails the save also takes a –4 penalty on attack rolls, saves, ability checks, and skill checks. This effect lasts for a number of days equal to the damage taken.
@Elektra - Haste has a 40 foot range. Also, no two creatures can be more than 30 feet apart. Who does Elektra affect?
Brandark and Stone have actions. Depending on who is affected by Elektra's spell, Flynn may have another shot. To move things along, Elektra and Garrath go ahead with Round Three actions. The Sandpoint Devil is still about twenty feet off the ground.

Flynn Elric |

reflex: 1d20 + 5 ⇒ (5) + 5 = 10
hasted shot: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d8 + 3 + 2d6 ⇒ (1) + 3 + (4, 1) = 9

Brandark Plainswalker |

sorry, i am tied up until end of the month. Please bot me as neccessary

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Die you abomination!
School evocation [good]; Level cleric 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration instantaneous (1 round); see text
Saving Throw Will partial; see text; Spell Resistance yes
You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.
The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded . Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.
Evil: 3d8 ⇒ (8, 2, 2) = 12
Evil Outsider: 7d6 ⇒ (1, 2, 4, 4, 5, 1, 4) = 21

Garrath Tricks the Giants |

3rd axe from haste round 2?: 1d20 + 10 ⇒ (9) + 10 = 19
damage: 1d6 + 3 ⇒ (4) + 3 = 7
Round 3 Actions:
Garrath charges the Devil yelling his challenge as the veins stand out on his arms and neck and his face fills with rage.
attack 1: 1d20 + 15 ⇒ (6) + 15 = 21
damage: 2d6 + 16 ⇒ (1, 6) + 16 = 23 -2 if it has no spell like abilities
attack 2: 1d20 + 13 ⇒ (7) + 13 = 20
damage: 2d6 + 16 ⇒ (6, 1) + 16 = 23
attack hasted: 1d20 + 13 ⇒ (17) + 13 = 30
damage: 2d6 + 16 ⇒ (3, 3) + 16 = 22
Garrath reaches for his rope and tries to throw a loop around the devil's neck, pulling the rope around the trunk of a tree, and hauling with all his might.
ranged attack with rope ?: 1d20 + 3 ⇒ (1) + 3 = 4
or ranged grapple?: 1d20 + 8 ⇒ (18) + 8 = 26
refl save: 1d20 + 10 ⇒ (11) + 10 = 21

Brandark Plainswalker |

reflex: 1d20 + 5 ⇒ (5) + 5 = 10
Oh Roar Yourself you miserable excuse for a nag
Brandark quickly grabs for his little used bow, and takes a shot with it, while standing fast.
attack: 1d20 + 7 + 2 + 1 - 4 + 2 ⇒ (19) + 7 + 2 + 1 - 4 + 2 = 27 +1 if Magical or Abberation
BAB,Dex,Mwk,Challenge,Hellfire
damage: 1d8 + 2 + 8 ⇒ (8) + 2 + 8 = 18
MWK,Challenge
And then he looses a second shot.
attack: 1d20 + 2 + 2 + 1 - 4 + 2 ⇒ (14) + 2 + 2 + 1 - 4 + 2 = 17 +1 if Magical or Abberation
BAB,Dex,Mwk,Challenge,Hellfire
damage: 1d8 + 2 + 8 - 4 ⇒ (1) + 2 + 8 - 4 = 7
MWK,Challenge,hellfire
He grabs his handy axe, and rushes forward to lay a beating on the critter
attack: 1d20 + 7 + 4 + 1 + 2 + 2 - 2 - 4 ⇒ (11) + 7 + 4 + 1 + 2 + 2 - 2 - 4 = 21
BAB,STR,Magic,Challenge,Focus,Power,Hellfire
damage: 1d10 + 6 + 6 + 8 + 1 - 4 ⇒ (2) + 6 + 6 + 8 + 1 - 4 = 19
STR,Power,Challenge,magic,hellfire
AC 20, HP 34/51

Brandark Plainswalker |

I forgot to ask again, was I able to find a Sashimoto in Magnimar ??
This would allow me to display my banner properly, as it will be mounted on my back.

GM Mazra |

My apologies. Brandark easily finds a Sashimoto. He was able to find one without cost from a kindred spirit at the Bazaar of Sails.
Round Two
Garrath throws handaxes at the Sandpoint Devil. One, then the other stick into demon horse's flesh.
I would think with Haste, Garrath would be able to get a second attack without the Quickdraw feat. Though I agree a third attack would not be possible without the feat.
Elektra knows the legend. The Sandpoint Devil is an evil outsider. Unfortunately, Elektra, as everyone else, does not know how such a creature came about. That may be forever a mystery to this region.
Elektra maneuvers her horse back toward the fighters. She cast Haste.
The Sandpoint Devil flies between the trees, scattering twigs and leaves with its large bat-like wings. It lets out a burst of fire from its mouth upon three party members. The surrounding trees were singed, but the dampness prevented them from catching fire.
Stone cast Holy Smite against the Sandpoint Devil. The evil outsider has never before faced a Cleric of Sarenrae. It takes the full effect of the Holy Smite.
Sandpoint Devil's Will Save: 1d20 + 7 ⇒ (5) + 7 = 12
Brandark grabs his little used bow and sticks an arrow solidly into the creature's neck. His second shot sailed under the horse, after the Sandpoint Devil reacted from the quality first strike.
Flynn too has a successful first shot. His arrow penetrating the creature's thick hide. The Sandpoint Devil whinnies in pain. The Inquisitor's second and third shots either missed or glanced of the creature's thick hide.
Shalelu still without the presence of mind is lead further away by her calm horse.
Round Three
Garrath pulls out a rope and tries to lasso the Sandpoint Devil. The rope was blocked by overhanging limbs, and falls to the ground missing its intended target.
Garrath 29 (AC18 67/77)
Elektra 25 (AC 13 39/39)
Sandpoint Devil 23 (AC21 22/102)
Stone 21 (AC22 30/51)
Brandark 18 (AC21/20 34/55)
Flynn 11 (AC19 43/43)
Shalelu 7 (AC17 53/53)
Elektra has an action before the Sandpoint Devil flies away to recover from its many wounds.

Elektra Stardancer |

Quickly waving her hand Elektra casts glitterdust to hamper the demons sight before moving toward her friends preparing a dimdoor to get closer to the devil "Gather round.... he won´t escape so easely! NOT today!"

Mazra's BBEG |

Sandpoint Devil's Will Save vs. Glitterdust: 1d20 + 7 ⇒ (12) + 7 = 19
It just made its Saving Throw. It is covered in Glitterdust, but not blinded. Trees are still providing partial cover.
@Garrath and Elektra - You can both take Round Four actions, since you go before the Sandpoint Devil. The party did a lot of damage to the Sandpoint Devil in Round Two. A few lucky arrows may do the trick.

Elektra Stardancer |

Time for some MMM Electra weaves a quick spell and casts Magic missle: 4d4 + 4 ⇒ (4, 2, 4, 1) + 4 = 15. "Sigh, evocation is without style, needs no true artistry. But it gets the job done."

Brandark Plainswalker |

Round 3
With smoke still rising from his beard, Brandark continues to use his little used bow.
attack: 1d20 + 7 + 2 + 1 + 2 - 4 ⇒ (14) + 7 + 2 + 1 + 2 - 4 = 22 Add 1 if Magical or Abberation
BAB,DEX,MWK,Challenge,Hellfire
damage: 1d8 + 2 + 8 - 4 ⇒ (5) + 2 + 8 - 4 = 11
MWK,Challenge,Hellfire
miss: 1d100 ⇒ 75Low is bad
attack 2: 1d20 + 2 + 2 + 1 + 2 - 4 ⇒ (3) + 2 + 2 + 1 + 2 - 4 = 6 Add 1 if Magical or Abberation
BAB,DEX,MWK,Challenge,Hellfire
damage: 1d8 + 2 + 8 - 4 ⇒ (3) + 2 + 8 - 4 = 9
MWK,Challenge,Hellfire
miss: 1d100 ⇒ 46Low is bad
Only to have some of the smoke get into his eyes for the last shot.
AC 20, HP 34/51

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Stone will call for Sarenrae's aid. Then hopes off of Shadow and move towards Elektra.
School evocation [force]; Level cleric/oracle 4
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect spiritual ally of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
DESCRIPTION
An ally made of pure force appears in a single 5-foot square within range. The ally takes the form of a servant of your god.
The spiritual ally occupies its space, though you and your allies can move through it, since it is your ally. The spiritual ally carries a single weapon, one favored by your deity (as for spiritual weapon), which has the same threat range and critical modifiers as a real weapon of its form. Each round on your turn, starting with the turn that you cast this spell, your spiritual ally can make an attack against a foe within its reach that you designate. The spiritual ally threatens adjacent squares and can flank and make attacks of opportunity as if it were a normal creature. The spiritual ally uses your base attack bonus (gaining extra attacks if your base attack bonus is high enough) plus your Wisdom bonus when it makes a melee attack. When the spiritual ally hits, it deals 1d10 points of force damage + 1 point of damage per 3 caster levels (maximum +5 at 15th level). It strikes as a spell, not a weapon, so it bypasses DR and can affect incorporeal creatures.
Each round after the first, you can move the spiritual ally as a swift action. It has a speed of 30 feet, and a fly speed of 30 feet (perfect maneuverability). Being a construct of force, the spiritual ally cannot be harmed by any physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual ally's AC against touch attacks is 10.
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual ally strikes it. If the ally is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
The Spirate appears on the west side of the devil and then attacks.
Attack: 1d20 + 8 ⇒ (17) + 8 = 251d10 + 2 ⇒ (3) + 2 = 5 Bypasses DR

Flynn Elric |

Rapid shot, bane, hasted, hellfire penalty is factored in as well
Attacks: 1d20 + 5 ⇒ (7) + 5 = 12
Attacks: 1d20 + 5 ⇒ (18) + 5 = 23
Attacks: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 3 + 2d6 ⇒ (8) + 3 + (1, 1) = 13
Damage: 1d8 + 3 + 2d6 ⇒ (7) + 3 + (1, 1) = 12
Damage: 1d8 + 3 + 2d6 ⇒ (7) + 3 + (3, 6) = 19

Garrath Tricks the Giants |

Garrath starts at a dead run, trying to get ahead of the beast somewhere he can get elevation to attack. Not sure if there is a place like that. So it would increase his normal run to 70' x4 if he really needs to go dead out.

GM Mazra |

I forgot to apply the Sandpoint Devil's DR in the previous Round.
Round Three
Elektra calls the party to gather around her. Adverse to Evocation Spells, she sighs and sends a Magic Missile out against the winged demon horse.
The Sandpoint Devil begins to fly away.
Stone quickly calls in a Spiritual Ally, that appears and strikes the Sandpoint Devil.
Brandark fires a couple more arrows. He hits with the first, but smoke from the smouldering trees obstructs his second shot.
Flynn fires three arrows, striking home with the second arrow.
Courage returns to Shalelu. Unable to turn her horse, Shalelu dismounts and heads back toward the party.
Handle Animals: 1d20 + 3 ⇒ (2) + 3 = 5
Garrath 29 (AC18 67/77)
Elektra 25 (AC 13 39/39)
Sandpoint Devil 23 (AC21 9/102)
Stone 21 (AC22 30/51)
Brandark 18 (AC21/20 34/55)
Flynn 11 (AC19 43/43)
Shalelu 7 (AC17 53/53)
Round Four
Garrath runs and moves ahead of the beast as it flies away.
In a deep forrest, it is unlikely that you would be able to run at full speed. But Garrath should be able to get ahead of the beast.
Elektra is up and you nearly have him.

Brandark Plainswalker |

I forgot to mention, and not sure if it makes a difference, but I am using cold iron arrows.

Ranger Shalelu |

That does make a difference.
Retcon Round Three and Four
With Cold Iron arrows, Brandark hits deeply. The shaft of one burying into the demon horse's flesh.
Flynn hits with one of his arrows. It was enough to do the deed.
The Sandpoint Devil whinnies one last time, and falls from the sky. The great terror of Sandpoint dies in the fall. Garrath had to jump out of the way as the massive creature crashed into ground.
Shalelu runs up to the fallen demon horse to confirm its demise, "We must take the remains to Sheriff Hemlock."

Brandark Plainswalker |

The whole thing, or will just part of it work
Brandark shakes his head, as he finally puts out his beard which was smoldering lightly, and then walks to the devil as he puts his bow away.
He then plucks the cracked shafts out of the hide.

Ranger Shalelu |

"The Sheriff will want to see the whole thing. We could construct a sled from timbers. Then use two horses to drag it back to Sandpoint. It may take an extra day," Shalelu spoke far more than normal. Having plied these woods for many years, and knowing the destruction it has wreaked, she knows the significance of being able to fully demonstrate to everyone that the threat has been dealt with.

Elektra Stardancer |

How heavy is the beast?
"Shalelu, there might be another option. I will require us to sleep for the night, but then I can carry it behind me. Well if it is not too heavy!" If accepted Elektra will cast Floating disk twice For 14 hours of carrying dead meat!

Garrath Tricks the Giants |

Garrath gives a grin at the seeming avalanche of words coming from Shalelu "Couldn't we just send one of our group back to the city and have the mayor and people come back here? Let them deal with dragging the carcass back to town."

Brandark Plainswalker |

Also, Shalelu, would not this creature have a lair that we might look into?
I think waiting until the morning might be best, as I am feeling a bit weak right now.

Flynn Elric |

Good to see i'm not hte only one feeling a bit off...Thanks Stone Flynn comments

Brandark Plainswalker |

Tic Tac ?? yea, that breath was leaving me a bit horse. :)
My thanks Stone
Brandark goes over to check on the spooked horses and help bring them back.

Ranger Shalelu |

Shalelu will look at Brandark and Stone, "No one knows where it laired."
She will then look at Elektra and Garrath and nod her head, "It is a big carcass. I can ride back to Sandpoint and have them bring a wagon." She will think about that, "I could be back in about three days."
It is a big piece of meat. It weighs over 3000lbs, around 1400kgs.