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Furious that this metal thing is attacking Valoria, Arazni tries to kill it!
[dice=bite (haste)]1d20+9+1[/dice]
bludgeoning, piercing, slashing, magic: 1d4 + 6 + 2 ⇒ (4) + 6 + 2 = 12 damage
[dice=hasted bite (haste)]1d20+9+1[/dice]
bludgeoning, piercing, slashing, magic: 1d4 + 6 + 2 ⇒ (3) + 6 + 2 = 11 damage
[dice=hoof 1 (haste)]1d20+9+1[/dice]
bludgeoning, magic: 1d4 + 6 + 2 ⇒ (3) + 6 + 2 = 11 damage
[dice=hoof 2 (haste)]1d20+9+1[/dice]
bludgeoning, magic: 1d4 + 6 + 2 ⇒ (2) + 6 + 2 = 10 damage

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Undy and Riddy step forward slightly.
Riddy fires another pair of magic missiles at the remaining construct.
Magic Missile: 2d4 + 2 ⇒ (1, 1) + 2 = 4
Meanwhile, Undy draws his rod of intensified metamagic and fires a snowball at Red.
Snowball touch attack, haste, into melee: 1d20 + 7 + 1 - 4 ⇒ (5) + 7 + 1 - 4 = 9
cold dmg: 10d6 ⇒ (2, 5, 2, 3, 3, 2, 2, 5, 4, 4) = 32
@Tess, will you please give me an SR check to see if Haste takes effect on Riddy? He has SR 13

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Good point, Arazni has SR 10, so please check against that as well.

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Round 2
Red - 51 Dmg
Valoria - 56 Dmg, Hasted
Undiana - Hasted
Teric - Hasted
Seren - Hasted
Tessara - HastedRound 3
Narika - Hasted
The construct deflects some of the attacks, and absorbs the rest, leaving it's glinting frame dented and frostburned.

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Teric motions with his hand and the cloud shifts now striking the reddish creature with frost lightning. Then he twists his hand and arcane energy spirals out to blast the construct too.
Move Thundercloud to attack the last one. DC19 Reflex save to negate the below damage. Failure means slowed and entangled. Then cast Magic Missile
Thundercloud: 3d6 ⇒ (4, 3, 4) = 11
Magic missile: 4d4 + 4 ⇒ (2, 1, 4, 4) + 4 = 15

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Round 2
Red - 77 Dmg, Slowed, Entangled
Valoria - 56 Dmg, Hasted
Undiana - Hasted
Teric - Hasted
Seren - Hasted
Tessara - HastedRound 3
Narika - Hasted
Reflex: 1d20 + 7 ⇒ (1) + 7 = 8
The Blackros museum staff, in spite of its high turnover, takes pride in the quality of its work. But sometimes, mistakes are made, and trash is left behind. And it is on a lone piece of trash that the construct stumbles upon, leaving it open to the full force of the frosty burst.

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Caster level check to affect Riddy 1d20 + 8 ⇒ (19) + 8 = 27
Tess delays, not wanting to spend another spell as the group seemed to have the remaining for well in hand.

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Seren continues to dizzying dance, shuffling through her spins to bring herself next to the remaining clockwork. Her careful footfalls manage to find firm footing on the frozen remains of the destroyed blue one. "There is no joy in fighting a machine, but you are annoying us!" "Also, stop hittin' the horse lady!"
Seren's puppeted body then begins flicking her blades out in a rapid barrage of strikes with each spin, hoping to stop the last construct before it can hit Valoria again.
Free action to dance, 5ft adjust, full attack into red!
MH +1 Wakizashi (Spirit Bonuses, TWF, Heroism, Haste): 1d20 + 17 - 2 + 2 + 1 ⇒ (4) + 17 - 2 + 2 + 1 = 22
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (4) + 17 = 21
MH Iterative +1 Wakizashi (Spirit Bonuses, TWF, Heroism, Haste): 1d20 + 17 - 2 + 2 + 1 ⇒ (6) + 17 - 2 + 2 + 1 = 24
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (2) + 17 = 19
Sudden Strike +1 Wakizashi (Spirit Bonuses, TWF, Heroism, Haste): 1d20 + 17 - 2 + 2 + 1 ⇒ (9) + 17 - 2 + 2 + 1 = 27
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (2) + 17 = 19
Haste +1 Wakizashi (Spirit Bonuses, TWF, Heroism, Haste): 1d20 + 17 - 2 + 2 + 1 ⇒ (1) + 17 - 2 + 2 + 1 = 19
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (5) + 17 = 22
OH +1 Wakizashi (Spirit Bonuses, TWF, Heroism, Haste): 1d20 + 17 - 2 + 2 + 1 ⇒ (19) + 17 - 2 + 2 + 1 = 37
Damage(Spirit Bonus, Spirit Aura): 1d6 + 12 ⇒ (5) + 12 = 17
Crit Confirmations:
OH Crit Confirm (Spirit Bonuses, TWF, Heroism, Haste): 1d20 + 17 - 2 + 2 + 1 ⇒ (19) + 17 - 2 + 2 + 1 = 37
Damage(Spirit Bonus, Spirit Aura): 1d6 + 12 ⇒ (6) + 12 = 18
Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.

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The construct, having taking more than it's fair share of abuse, drops down to the ground on one "knee" before falling apart and crashing into the ground.
Just so you know, you and your fellow Pathfinders have really batted this portion out of the park, so congratulate yourselves on a job well done! Now I could run another encounter at the higher subtier, but I'm certain we wouldn't finish by the time we must move on. So how about we just wait for the announcement, which should drop sometime tomorrow? Unless you want to fight the next tier's encounter at this location?

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I'm fine either way.

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Cool with waiting as well! Great job everyone...let’s keep it up,

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I'm also fine waiting. I agree, I feel like we are doing well! Though I feel a bit like a punching bag... ;)
[dice=wand of cure light wounds]1d8+1[/dice]
[dice=wand of cure light wounds]1d8+1[/dice]
[dice=wand of cure light wounds]1d8+1[/dice]
[dice=wand of cure light wounds]1d8+1[/dice]
[dice=wand of cure light wounds]1d8+1[/dice]
[dice=wand of cure light wounds]1d8+1[/dice]
[dice=wand of cure light wounds]1d8+1[/dice]
[dice=wand of cure light wounds]1d8+1[/dice]

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I'm also fine waiting. I agree, I feel like we are doing well! Though I feel a bit like a punching bag... ;)
*Muahahahahaha*

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***OVERSEER ANNOUNCEMENT***
After a loud crack and a ripple of arcane energy, silence falls across the museum as the construct guards freeze in place and haunted relics drop to the ground. Nigel’s voice rings out, magically projected throughout the museum: “We’ve disabled the magical security measures. Since we haven’t found the thieves yet, they must be hiding in my third-story study. Please subdue them; they have much to answer for!”
Nigel Aldain’s announcement echoes through a museum littered with shattered clockwork and toppled exhibits. There’s no question that the Pathfinders have quelled the building’s defenses, and perhaps the peaceful silence will set whoever hides on the third floor at ease.
@Table GMs: You have until May 20 to run Part C on page 14. The “Peace in the Museum” condition on page 16 is in effect.

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Undy will renew Heightened Awareness.

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Going up a narrow staircase, you finally arrive before a mahogany door, which opens to a room just as equally well furnished. However, the mahogany walls and domed, plaster ceiling both show signs of heavy damage though most of the luxurious furniture and the crystal chandelier are intact. The contents of cabinets and bookcases lie strewn about the floor. A small wooden panel near the door hangs open, revealing an arcane sigil covered in scorch marks.
But more importantly, you see a handful of people, dressed in the Kellid fashion who look startled by your sudden arrival. One of them, a Kellid woman dressed in furs with intricate scars all over her body steps forward. She holds a hand up and says, "Stay back. We are members of the Twinhorn following, and we have only come to retrieve what was stolen from us."
A towering figure steps forward; his translucent red form is that of a man clad in heavy armor and wielding twin warhammers. "Medda, they must be in league with the thieves" he growls loudly before eyeing you with pure, unadulterated anger. "They should DIE FOR DARING TO CROSS US" he roars, his voice nonetheless sounding hollow in spite of how loud he speaks, making the chandelier glow with a dull light.
The woman, Medda, puts a hand on the figure’s arm and says, "Maybe we should give them a chance to explain themselves, Anok."
I have placed all your tokens on the map but without placing them in any specific square. Before you post, please place you token in a square on the map; you cannot place your tokens beyond Medda or Anok, nor can you place yourselves adjacent to any Kellid. In short, don't move too much into the room. Yes, that does mean some of you will be on the staircase. If you can't move your token, let your friendly GM know and he'll take care of it for you!
When stating your case to Medda and the Twinhorns, please give me whichever social skill check is most appropriate to what you are trying to do (Bluff, Intimidate or Diplomacy). And (while I hate to have to even bring this up) please don't threaten people with Diplomacy or be diplomatic with Intimidate. I'll be checking the thread around midday tomorrow to resolve your actions.

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Before proceeding up the stairs, Valoria urges Arazni back into her hosteling shield. Sword and shield in hand, she cautiously climbs the stairs.
[dice=Take 10 Diplomacy (heroism)]10+16+2[/dice]
Valoria raises an eyebrow.
"I'm not sure what a 'Following' is, but the Pathfinder Society are no thieves. What do you claim was stolen from you, and why have you come here to search for it?"

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"Thieves? That's outrageous! You are here, invading the generational home of a forthright family who has deep ties to the honorable institutions of this city. And you have the nerve to call us thieves. Is this the honor of your tribe? I have many trade agreements with the Kellids, and I have never seen any of them act like this!"
Bluff: 1d20 + 17 ⇒ (20) + 17 = 37

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Diplomacy 1d20 + 5 ⇒ (17) + 5 = 22
”We aren’t looking for a fight with you. If there are thieves, we are here to stop them as well. Perhaps we could join together to achieve that goal.”

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Seren peeks out from behind Valoria, using the woman a shield initially while she studies the group. When her eyes settle on the translucent man they widen and she stumbles over herself running up to get closer to him, where she'll stop and stand straight as a rod. This still leaves her rather on the short side, forcing her to stand on her toes to get just a bit closer to his face. "Hey Buddy! I ain't ever stole anythin' that wasn't food... or that someone else didn't need and..." She stops talk and looks up towards the ceiling before shushing something that can't be heard. "Alright, I'm askin'!" Her eyes drift back to this Anok. "Did ya know ya are see-through? Are ya a ghost? I know lotsa ghosts, I make friends with them. If ya stop yelling ya can meet 'em and we can be friends too, ya?"
She rocks back down onto her heels and tries to awkwardly hide her swords behind her back. "Cause then maybe we can just talk and figure out what ya say was stolen? Cause I dunno what's goin' on."
Diplomacy Aid(Heroism): 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36

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Valoria attempts to get a read on how these Kellids are reacting to both her and her companions.
[dice=Sense Motive (heroism)]1d20+10+2[/dice]

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Undy is happy to remain on the staircase (please place me as appropriate). He’s not very diplomatic but will offer the Kellids some sushi in an attempt to improve their mood.
Craft sushi: 1d20 + 15 ⇒ (9) + 15 = 24

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The Kellids look to each other, looking rather uncomfortable. By Valoria's judgement, they feel perhaps a little foolish and chastised by southern-folk who seem to display more wisdom than they.
Medda, easing out into a more relaxed stance, sighs. "A Following is what you southern people would call a "tribe". As to what was stolen from us..."
She slowly and carefully reaches towards the small of her back and pulls out a bundle of bloody bandages, from which she pulls out a dagger hilt sporting only the fragment of a black blade. "Our most precious heirloom.Ivora's dagger. A dwarf, a friend and a fearsome fighter, she was once a champion of Vildeis who vanquished the great black evil from our land over 900 years ago. We kept it safe until the Blakros agents stole it three months ago. We have been searching for it since then" she says reverently, before looking to Teric with a hard look, one of a person who recognizes they are at fault and are ready to accept the consequences. "You must never have stolen from our people; a good thing. But if you had, you would know that honor demanded we do this. This was our oath to her. Surely tradesman, you recognize the value of one's word?"
Anok growls at the situation, and decides to redirect his anger at Seren. "Ghost? I’m a PHANTOM, not a wretched ghost. My purpose is bound by DUTY: to protect the guardian of Ivvora’s hilt, Medda: the 22nd keeper of the holy hilt, and the first evening’s daughter in decades to..." He stops mid sentence as Medda gives him a look that could turn milk sour. He coughs, and finishes a little more tamely: "I am a Phantom, and I guard she who can sense and wield the hilt’s power properly."[/b]
I'd love to RP more, but we have 3 days to finish this; deal with this quick and you can question Medda more!
Suddenly, as Medda begins to speak again, the chandelier begins to shake ominously, and a voice echoes throughout the chamber.
"அந்த குருடன் பரலோக ஊழியக்காரர் இரத்தம் கண்ணீர் சிப்பி வருவார்கள். இந்த விலையுயர்ந்த கக்கின் கீப்பரை நான் வெட்டிக்கொண்டு, என் தோலை என் தோள்மீது அணிந்துகொள்வதுபோல, மனுஷரைப் பாருங்கள்."
Valora: 1d20 + 3 ⇒ (8) + 3 = 11
Teric: 1d20 + 1 ⇒ (9) + 1 = 10
Narika: 1d20 + 10 ⇒ (14) + 10 = 24
Undiana (Expending Heightened Awareness): 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Tessara: 1d20 + 3 ⇒ (2) + 3 = 5
Seren: 1d20 + 8 ⇒ (1) + 8 = 9
Bony Mc Boneface: 1d20 + 11 ⇒ (13) + 11 = 24
Medda: 1d20 - 1 ⇒ (11) - 1 = 10
Anok: 1d20 + 1 ⇒ (20) + 1 = 21
It shatters into a thousand razor-sharp pieces which bounce on the ground harmlessly, before halting in mid air and spinning back to form an altogether more lethal being. Eyes burning with fell red light, it lashes out at the Kellid as she yells at her tribespeople: "RUN OUTSID .... *HURK*"
Bite vs Medda: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 1d8 + 7 ⇒ (8) + 7 = 15
Claw vs Medda: 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Claw vs Medda: 1d20 + 16 ⇒ (16) + 16 = 32
Damage: 1d8 + 7 ⇒ (6) + 7 = 13
Sting vs Medda: 1d20 + 16 ⇒ (14) + 16 = 30
Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Your newfound opponent lashes out at her savagely, shredding skin, muscle and bone. Anok roars with anguish as she falls back to one knee as it turns invisible, seemingly floating away as it does.
Round 1
Bony Mc Boneface - Smug
Narika
Anok
Undiana
Valoria
Teric
Medda - 51 Dmg
Seren
Tessara

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Urk, I wasn't getting new post notifications; I just checked in without one and found this. I'm so sorry, guys.
Narika sets off a fireball where it will cover as much of the room as possible without hitting any allies. Indicated with a small dot for center of blast
damage: 7d6 ⇒ (4, 3, 6, 6, 6, 5, 3) = 33 ref DC 18 for half damage

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Knowledge Planes: 1d20 + 17 ⇒ (14) + 17 = 31 Immunities
”Gadzooks! Some kind of extra-fancy bone devil!”
Undy understands Infernal and relates the devil’s rude comments to his comrades, before replying ”Oh, I think it’s *your* skin that is at risk - perhaps I’ll use it to garnish the plates at Undy’s Sushi Shack!”

Riddywipple Z. |

Knowledge Planes: 1d20 + 13 ⇒ (4) + 13 = 17

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Know. Planes 1d20 + 12 ⇒ (10) + 12 = 22
Tess also speaks Infernal, but she did not give that fact away to the mysterious attacker.

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I'm waiting for Annok to post, but then I'm going to delay for Seren.

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Round 1
Bony Mc Boneface - Smug
NarikaUndiana
Teric
Medda - 51 Dmg
Anok
Seren
Valoria
Tessara
Anok holds off, as Medda steps back and casts a spell. The phantom's eyes shine with otherworldly power and he steps up to a seemingly empty space. "DIE CREATURE!!!!"
Anok Slam #1: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11
Anok Slam #2: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 2d6 + 4 ⇒ (4, 1) + 4 = 9
Unfortunately, it seems that his ghostly weapons are no match for the creature's armor.
Undiana remembers that these devils are immune to Fire and Poison, and have a certain amount of spell resistance. SR 20, thrown in as an apology, I meant to post yesterday. Back to you! You have a rough idea as to where it is.
Also Narika, that was a regular fireball correct?

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Link is to the previous battle
Assuming Undiana relays the information, Teric nods and pulls out his metamagic rod. He mimics Narika's spell, but where her magic let forth fire, his blood freezes the spell energy. "Someone pull the Kellid girl away!"
Cast Fireball modified for Cold, using Rime metamagic rod. Same placement as Narika's spell. DC20 Reflex Save for half. On a failed save, the devil is entangled (2 rounds) and slowed (1 round).
Fireball (CL8): 8d6 ⇒ (1, 4, 2, 1, 1, 1, 4, 4) = 18

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Round 1
Bony Mc Boneface - Smug
Narika
Undiana
Teric
Medda - 51 Dmg
Anok
Seren
Valoria
Tessara
Bone Devil Reflex: 1d20 + 14 ⇒ (5) + 14 = 19
Well hot damn. Buuuuut, I just realized you need to give me a CL check. How about you roll that for me? DC 20!

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Tess uses her second Haste Spell, hoping the group can put it to good use to stop this invisible assassin.

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So I'm trying to wait for one of the casters to see if we have a glitterdust coming. So Seren is technically delaying until they go, and that'll determine her actions. But I'm going to be gone most of today, so I'm going to leave a couple if/then options below!
"Gah! I know what that is! It's a bony thin', one tried to kill me before! Don' worry, though. They suck at hittin' stuff, the last one couldn't lay a finger on me!" Seren adds rather... less than helpfully before joining the fray against it, having possibly provoked more attention than she really wants.
Seren will 5ft adjust towards the Bone Devil, Free action to Spirit Dance Champion, and Full Attack
MH +1 Wakizashi (Spirit Bonuses, TWF, Heroism): 1d20 + 17 - 2 + 2 ⇒ (15) + 17 - 2 + 2 = 32
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (6) + 17 = 23
MH Iterative +1 Wakizashi (Spirit Bonuses, TWF, Heroism): 1d20 + 13 - 2 + 2 ⇒ (6) + 13 - 2 + 2 = 19
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (3) + 17 = 20
MH +1 Wakizashi (Spirit Bonuses, TWF, Heroism): 1d20 + 17 - 2 + 2 ⇒ (15) + 17 - 2 + 2 = 32
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (6) + 17 = 23
OH +1 Wakizashi (Spirit Bonuses, TWF, Heroism): 1d20 + 17 - 2 + 2 ⇒ (16) + 17 - 2 + 2 = 33
Damage(Spirit Bonus, Spirit Aura): 1d6 + 12 ⇒ (3) + 12 = 15
Crit Confirms
MH Crit (Spirit Bonuses, TWF, Heroism): 1d20 + 17 - 2 + 2 ⇒ (5) + 17 - 2 + 2 = 22
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (5) + 17 = 22
OH Crit (Spirit Bonuses, TWF, Heroism): 1d20 + 17 - 2 + 2 ⇒ (9) + 17 - 2 + 2 = 26
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (6) + 17 = 23
Seren will 5ft step away from the Bone Devil, pull out a scroll of Glitterdust, and attempt to UMD it into the center of the room without hitting any allies, which should cause it to still land on the Devil. Then Free Action to Spirit Dance Champion
UMD (Heroism): 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
Which that'll be a success. There's a DC 13 will save vs blindness, no SR check.
Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.

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I really need to know where Seren will wind up before I take my turn. BTW was a date given for when we need to have this combat finished?

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Undy and Riddy move into the room and both cast spells. Through the power of Elemental Commixture, Riddy's spell (Dancing Lantern) is somehow absorbed into, and transforms, Undy's spell.
Flurry of Snowballs, 30' cone into the room. The only ally who would be affected is the Green Kellid, but Undy uses his Water Shaping trait to select out his square.
SR: neither Flurry of Snowballs nor Dancing Lantern is subject to SR, so no caster level check is needed.
Initial effect of Flurry of Snowballs: Non-lethal Dmg: 4d6 ⇒ (6, 2, 2, 2) = 12. (Normally this would be cold damage, but Elemental Commixture changes it to non-lethal dmg that is not affected by energy resistance or protection from energy). DC 20 Reflex for half damage.
Secondary effect from Elemental Commixture: DC 20 Will save or blinded. Blinded duration: 1d4 ⇒ 1 rounds.
Additional effect from Undy's Crashing Waves shaman hex: DC 20 Fort save or be knocked prone.
@Seren: Undy normally has Glitterdust prepped but this time I swapped it out. Not sure why. Sorry.

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Seren will be 5ft to the left of where she is now so she can use her scroll on the baddy.

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Since one is as good as another, I'll delay to after Tessara, since I've already included the effects of her spell in my posts.
[dice=Knowledge (planes) (heroism)]1d20+4+2[/dice]
Valoria 5-foot steps into the space vacated by Seren
Valoria turns her back to the bone devil and shouts, "Now Arazni!" The celestial horse leaps from the tower shield strapped to Valoria's back, stamping and rearing at the osyluth. Valoria continues her spin, grabbing on to Arazni's saddle and pulling herself effortlessly into atop her steed.
[dice=Ride to fast mount Arazni (heroism)]1d20+13+2[/dice]
She points her sword at the devil.
"Back to the Pit from when you came, fiend!"
Swift action to challenge the bone devil. All allies gain a +2 circumstance bonus on melee attacks against the bone devil as long as I threaten it.

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Tessara's spell penetration vs. Arazni's SR 10: 1d20 + 8 ⇒ (5) + 8 = 13
5-foot step to the right.
At Valoria's urging Arazi clomps slightly forward, then shines with celestial light as she strikes at the devil.
Swift action to smite evil.
[dice=bite (haste, challenge)]1d20+9+1+2[/dice]
[dice=bludgeoning, piercing, slashing, magic (challenge, smite evil, spirit bonus)]1d4+6+3+6+2[/dice] damage
[dice=hasted bite (haste, challenge]1d20+9+1+2[/dice]
[dice=bludgeoning, piercing, slashing, magic (challenge, smite evil, spirit bonus)]1d4+6+3+6+2[/dice] damage
[dice=hoof 1 (haste, challenge)]1d20+9+1+2[/dice]
[dice=bludgeoning, magic (challenge, smite evil, spirit bonus)]1d4+6+3+6+2[/dice] damage
[dice=hoof 2 (haste, challenge)]1d20+9+1+2[/dice]
[dice=bludgeoning, magic (challenge, smite evil, spirit bonus)]1d4+6+3+6+2[/dice] damage

Riddywipple Z. |

Tessera's caster level check vs Riddy's SR for Haste: 1d20 + 8 ⇒ (1) + 8 = 9

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Round 2
Bony Mc Boneface - 78 Dmg, 6 NL Dmg, Blind
Narika
Undiana
Teric
Medda - 51 Dmg
Anok - 12 Dmg
Seren
Tessara
Valoria Needs to take her own standard action for last turn
Bone Devil Reflex vs Undiana FoS: 1d20 + 14 ⇒ (15) + 14 = 29
Bone Devil Will vs Undiana FoS: 1d20 + 9 ⇒ (6) + 9 = 15
Bone Devil Fort vs Undiana FoS: 1d20 + 14 ⇒ (16) + 14 = 30
Bone Devil Will vs Seren Glitterdust: 1d20 + 9 ⇒ (7) + 9 = 16
The devil's laugh is cut short as Arazni hits it. And hurts it. Badly. Enraged, it nonetheless tries to deal with the phantom first. Because I already rolled it.
Bite vs Anok: 1d20 + 16 ⇒ (9) + 16 = 25
Miss Chance (High is Good): 1d100 ⇒ 84
Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Claw #1 vs Anok: 1d20 + 16 ⇒ (9) + 16 = 25
Miss Chance (High is Good): 1d100 ⇒ 65
Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Claw #2 vs Anok: 1d20 + 16 ⇒ (3) + 16 = 19
Miss Chance (High is Good): 1d100 ⇒ 15
Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Sting vs Anok: 1d20 + 16 ⇒ (9) + 16 = 25
Miss Chance (High is Good): 1d100 ⇒ 8
Damage: 3d4 + 7 ⇒ (4, 1, 3) + 7 = 15
Medda casts a spell as she retreats!
Rage! Let me know if you accept it!
Anok, on his end, attempts to lay into the creature once more!
Anok Slam #1: 1d20 + 11 + 2 + 1 ⇒ (12) + 11 + 2 + 1 = 26
Damage: 2d6 + 4 + 2 ⇒ (3, 5) + 4 + 2 = 14
Anok Slam #2: 1d20 + 11 + 2 + 1 ⇒ (20) + 11 + 2 + 1 = 34
Damage: 2d6 + 4 + 2 ⇒ (2, 4) + 4 + 2 = 12
Anok Slam #3 (Haste): 1d20 + 11 + 2 + 1 ⇒ (4) + 11 + 2 + 1 = 18
Damage: 2d6 + 4 + 2 ⇒ (2, 5) + 4 + 2 = 13
Anok Slam #1 (Confirm?): 1d20 + 11 + 2 + 1 ⇒ (20) + 11 + 2 + 1 = 34
Damage: 2d6 + 4 + 2 ⇒ (1, 3) + 4 + 2 = 10
With some success!
Back to you. I'l be monitoring the thread as best I can, but I'm going to ask for someone to take over for tomorrow afternoon.

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Teric glares at the Bone Devil as it resists his magic. He moves to get a clear view of the devil and then motions hurling a ball at it, still holding his metamagic rod. Suddenly a ice-packed snowball hurls through the air at the devil.
Cast Rimed Snowball. If it hits, it makes the devil entangled.
Ranged Touch: 1d20 + 4 ⇒ (7) + 4 = 11
Cold Damage: 5d6 ⇒ (1, 3, 2, 5, 2) = 13

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"Okay, so maybe I was wron' about how dangerous this thin' is!" "We will just have to be more dangerous." Seren converses with herself while twirling her way up to a position between Anok and Arazni. She ends her pirouette with a sudden leap, trying to bring one of her swords crashing down into the face of the devil while her momentum carries her right back into another step of the dance.
Free action to dance, move to new location, and standard to attack.
+1 Wakizashi (Spirit Bonuses, Heroism, Haste): 1d20 + 17 + 2 + 1 ⇒ (9) + 17 + 2 + 1 = 29
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (4) + 17 = 21
Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.

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GM, my standard action last turn was activating the hosteling shield.
Valoria's sword flashes out, attempting to deflect the bone devil's deadly assault on Anok. She sees a brief opening and seizes upon it.
"By the light of Iomedae, I abjure you!"
As a swift action, Valoria casts bless weapon using the Anointed reward from her Season 6 Silver Crusade faction journal card.
Glowing sigils surround her sword and it shines with a soft glow as she slashes at the bone devil from Arazni's back.
[dice=+1 longsword (haste, heroism)]1d20+13+1+2[/dice]
[dice=magic, slashing, (challenge, spirit bonus)]1d8+5+7+2[/dice]
[dice=hasted +1 longsword (haste, heroism)]1d20+13+1+2[/dice]
[dice=magic, slashing, (challenge, spirit bonus)]1d8+5+7+2[/dice]
[dice=iterative +1 longsword (haste, heroism)]1d20+8+1+2[/dice]
[dice=magic, slashing, (challenge, spirit bonus)]1d8+5+7+2[/dice]

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As an aside GM, in case you were unaware celestial creature smite does not bypass DR like a paladin smite.
Enraged at the presence of this unnatural creature, whose existence is so antithetical to her own, Arazni continues her assault.
[dice=bite (haste, challenge)]1d20+9+1+2[/dice]
[dice=bludgeoning, piercing, slashing, magic (challenge, smite evil, spirit bonus)]1d4+6+3+6+2[/dice] damage
[dice=hasted bite (haste, challenge)]1d20+9+1+2[/dice]
[dice=bludgeoning, piercing, slashing, magic (challenge, smite evil, spirit bonus)]1d4+6+3+6+2[/dice] damage
[dice=hoof 1 (haste, challenge)]1d20+9+1+2[/dice]
[dice=bludgeoning, magic (challenge, smite evil, spirit bonus)]1d4+6+3+6+2[/dice] damage
[dice=hoof 2 (haste, challenge)]1d20+9+1+2[/dice]
[dice=bludgeoning, magic (challenge, smite evil, spirit bonus)]1d4+6+3+6+2[/dice] damage

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Well done!
With a slam of Arazni's hooves into it's bony maw, the devil collapses into a pile of bones, dark blood-red energy spilling out and draining down into nothingness.
"Huh. Does this happen often in the Southlands?" asks Medda with forced casualty amid her ragged panting.