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Phantom will charge the wyang.
atk: 1d20 + 10 ⇒ (2) + 10 = 12
dmg: 1d10 + 10 + 2d6 ⇒ (6) + 10 + (6, 5) = 27
-Posted with Wayfinder

GM DevilDoc |

Zalkuthar calls out tips based on his knowledge of their enemies, while Valjoen lands a mighty chop of his greatsword on the wayang. But the lithe little man turns just so, and narrowly misses having his head removed! Did not confirm, but damn good hit! His guttural roar shakes the very walls of the chamber, and Yekai quails in fear!
Kaleb charges the Kirrix closest to him, and lands a devastating blow with his scythe..
Phantomblade charges the wayang, but doesn't have as much luck as the rest of the group.
The large rat with the reddish fur turns and snaps at the pain in its backside.. Kaleb. Blinsense
Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Concealment: 1d100 ⇒ 95
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Please make a DC 12 Fort save, or pop the spoiler.
The oversized rat with the bluish fur scents the air, looking for its attackers, and then lets loose a cone of plague spores! Move action: Scent direction, attack
Phantomblade and Valjoen, please make a DC 17 fort save vs. poison, or pop the spoiler.
"Bold May Post"
Zalkuthar
Yekai- Haste/24 dmg/Shaken x3 rnds
Valjoen
Kaleb- 9 dmg
Phantomblade
Kirrix
~Red blind x6/22 dmg
~Blue blind x6

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"Hrm. Seems a good time for this."
Standard Action
Zalkuthar casts Haste on the party. Haste is up!
Move Action
He moves behind cover for now.
REMEMBER: HASTE (+1 on attack rolls, reflex saves, dodge bonus to AC, extra attack on full attack, +30 ft. movement speed (up to double movement))

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'A higher power protecting me! Your infection is not going to hurt me, you filthy rat spawn!'
Fort: 1d20 + 12 ⇒ (11) + 12 = 23 lol
His scythe erupted into flames...
'In the name of Heavens!'
Scythe 1 attack: 1d20 + 12 ⇒ (2) + 12 = 142d4 + 8 + 2d6 + 1d6 ⇒ (1, 3) + 8 + (3, 2) + (1) = 18
Scythe 2 attack: 1d20 + 12 ⇒ (9) + 12 = 212d4 + 8 + 2d6 + 1d6 ⇒ (2, 4) + 8 + (6, 2) + (6) = 28
[Swift - Sacred Weapon (Flame damage), Full Attack, 5 ft Step]

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Reminder: DC 19 Will save for the rats to not still be blind at the end of their turns.

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fort: 1d20 + 5 ⇒ (18) + 5 = 23
-Posted with Wayfinder

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Phantom will 5ft step and full atk red
atk1: 1d20 + 11 ⇒ (6) + 11 = 17
dmg: 1d10 + 10 + 2d6 ⇒ (6) + 10 + (3, 2) = 21
atk2: 1d20 + 11 ⇒ (8) + 11 = 19
dmg: 1d10 + 10 + 2d6 ⇒ (2) + 10 + (4, 3) = 19
-Posted with Wayfinder

GM DevilDoc |

Thank you Zalkuthar.
Red Will: 1d20 + 2 ⇒ (4) + 2 = 6
Blue Will: 1d20 + 2 ⇒ (11) + 2 = 13
Both Kirrix remain blind.
Zalkuthar comes forward and casts Haste upon the party, then retreats into the previous room.
The wayang takes a step back from Valjoen, and starts lobbing bombs at his attacker. The first and last hit, but the second lands short splashing both the alchemist and the warrior.
Bomb 1: 1d20 + 15 + 1 - 2 ⇒ (2) + 15 + 1 - 2 = 16
Bomb 2: 1d20 + 10 + 1 - 2 ⇒ (1) + 10 + 1 - 2 = 10
Haste: 1d20 + 15 + 1 - 2 ⇒ (17) + 15 + 1 - 2 = 31
Where'd it go, George?: 1d8 ⇒ 1
Damage B1: 4d6 + 4 ⇒ (4, 5, 1, 4) + 4 = 18
Damage B3: 4d6 + 4 ⇒ (5, 1, 1, 5) + 4 = 16
Splash=8 dmg. DC 18 Reflex save for half
Yekai Reflex: 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14
Valjoen and phantomblade both easily beat off the exhaled disease..
kaleb beats off the infection in the bite he sustained, then goes back at the oversized rat with his scythe, killing it. He takes a step back.. and the floor falls out from under his feet. A 30 foot pit yawns beneath him, spikes glistening with poison awaiting his tender skin..
DC 20 reflex save or pop the spoiler
number of spikes: 1d4 ⇒ 1
Spike: 1d20 + 10 ⇒ (17) + 10 = 27
Spike dmg: 1d4 + 2 ⇒ (1) + 2 = 3
Total=11 dmg
Also please make DC 14 Fort save or take 1 con dmg and be unconscious for hours: 1d3 ⇒ 2
Phantomblade steps aside and takes out the other Kirrix with quick and efficient strikes.
"Bold May Post"
Zalkuthar
Yekai- Haste/32 dmg/Shaken x2 rnds
Valjoen- 34 dmg, DC 18 reflex for 4/8 splash
Kaleb- 9 dmg/ DC 20 Reflex save
Phantomblade
Kirrix
~Red blind x6/22 dmg
~Blue blind x6

GM DevilDoc |

Well.. you are at the bottom of a 30 ft pit. Short of someone throwing you a rope, throwing a grappling hook and rope would work, at DC 5 Your other option would be to Climb out at DC 20.
"Bold May Post"
Zalkuthar
Yekai- Haste/32 dmg/Shaken x2 rnds
Valjoen- 34 dmg, DC 18 reflex for 4/8 splash
Kaleb- 20 dmg
Phantomblade
Kirrix
~Red blind x6/22 dmg
~Blue blind x6

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Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
Still in a rage, Valjoen steps forward and raises his greatsword for a powerful attack. "Taste my steel, Yekai!"
1d20 + 13 ⇒ (12) + 13 = 25 for slashing damage of : 2d6 + 16 ⇒ (2, 5) + 16 = 23
Intimidation(Demoralize): 1d20 + 22 ⇒ (18) + 22 = 40
Health: 39/73; AC 20 current

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Don't forget haste. :p

GM DevilDoc |

Valjoen slashes out with another mighty roar, cutting across both body and soul of the little wayang.
"Bold May Post"
Zalkuthar
Yekai- Haste/75 dmg/Shaken x7 rnds
Valjoen- 34 dmg, DC 18 reflex for 4/8 splash
Kaleb- 20 dmg
Phantomblade

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On my phone but I want to go up to Val and covert a Grace spell into a Cure Moderate to heal him, if someone would move me please.
Cure Moderate: 2d8 + 6 ⇒ (8, 2) + 6 = 16

GM DevilDoc |

Thank you Val!
Zalkuthar moves into the fray, healing Valjoen.
Yekai takes another step back as the companions close in on him, still hurling his bombs. This time, he is trying to get all three of his attackers at once, and aiming for the floor between them..
B1: 1d20 + 15 - 2 ⇒ (6) + 15 - 2 = 19
B2: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20
Haste: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15
3 DC 18 Reflex saves each from Zalkuthar, Valjoen, and Phantomblade, please.
"Bold May Post"
Zalkuthar- 3 DC 18 reflex 4/8 dmg
Yekai- Haste/75 dmg/Shaken x6 rnds
Valjoen- 50 dmg 3 DC 18 reflex 4/8 dmg
Kaleb- 20 dmg
Phantomblade- 3 DC 18 reflex 4/8 dmg

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Phantom will step forward and try to finish the coward.
atk: 1d20 + 9 ⇒ (9) + 9 = 18
dmg: 1d10 + 10 ⇒ (5) + 10 = 15
haste: 1d20 + 9 ⇒ (19) + 9 = 28
dmg: 1d10 + 10 ⇒ (7) + 10 = 17
ref: 1d20 + 8 ⇒ (20) + 8 = 28
confirm threat: 1d20 + 9 ⇒ (2) + 9 = 11
dmg: 1d10 + 10 ⇒ (6) + 10 = 16

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Reflex Save: 1d20 + 4 ⇒ (11) + 4 = 15
Reflex Save: 1d20 + 4 ⇒ (17) + 4 = 21
Reflex Save: 1d20 + 4 ⇒ (5) + 4 = 9
Took out his False Life and now he has 8 damage.

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forgot other 2 reflex saves
ref: 1d20 + 8 ⇒ (14) + 8 = 22
ref: 1d20 + 8 ⇒ (16) + 8 = 24
-Posted with Wayfinder

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Remember: Haste adds +1 to Reflex.
Wanna see if others finish him before Zalkuthar chimes in.
REMEMBER: HASTE (+1 on attack rolls, reflex saves, dodge bonus to AC, extra attack on full attack, +30 ft. movement speed (up to double movement))

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Valjoen- 50 dmg 3 DC 18 reflex 4/8 dmg
I think you added 16 damage rather than subtract 16 healing. So, I should have gone from 34 damage to 18 damage with Zalkuthar's heal.
Valjoen steps forward and in a rage, hacks at the lizardman.
Raging PA w/ Adamantine Greatsword: 1d20 + 14 ⇒ (15) + 14 = 29 for slashing damage of : 2d6 + 16 ⇒ (1, 2) + 16 = 19
Hastened Raging PA w/ Adamantine Greatsword: 1d20 + 14 ⇒ (20) + 14 = 34 for slashing damage of : 2d6 + 16 ⇒ (2, 4) + 16 = 22
Confirm Crit: 1d20 + 14 ⇒ (9) + 14 = 23 for slashing damage of : 2d6 + 16 ⇒ (5, 2) + 16 = 23
Reflex1: 1d20 + 5 ⇒ (2) + 5 = 7 8 damage
Reflex2: 1d20 + 5 ⇒ (12) + 5 = 17 4 damage
Reflex3: 1d20 + 5 ⇒ (1) + 5 = 6 8 damage
Health: (38 damage) 35/73; AC 20 current; rage 4/6

GM DevilDoc |

I know I updated this table last night.. I am sorry. I don't know what happened to my post.
Valjoen, Yea, I went the wrong way or something with that. Thank you for setting me straight.
Zalkuthar and Phantomblade escape most of the damage, with Valjoen coming out a little singed. Phantomblade and Valjoen then explain in no uncertain terms what their opinion of the alchemist is, as they leave a gory and unrecognizable hunk of meat lying in the middle of the floor where once stood a wayang.
Out of Combat!
Kaleb still reside at the bottom of his pit, awaiting some assistance.
The work surface of the desk, and the area under the table are covered in reams of stained and smudged papers that exhaustively detail experimental processes and alchemical experiments. Many are either bloodstained or carry the marks of spilled reagents and alchemical liquids. In addition, the eastern row or drawers is packed with notes written in another hand. These appear to be trade documents and lists of magical reagents. Some items on the lists are circled.
Letters hidden among the trade documents detail arrangements between Tseka and a local thieves’ guild called the Dragon Fangs. They reveal that she regularly hired them to beat up her enemies and to replace local merchant’s trade documents with forgeries. Tseka’s documents also disclose that she was gathering magical reagents by a variety of means, including stealing them in transit and purchasing them legally. She also compiled extensive lists of ingredients and lists of prices.
A small wooden coffer in the back of the bottom drawer contains narrow bars of a dull, dark gray metal.
The drawers also contain evidence that links Tseka to the Korholm Agenda, a faction within the Aspis Consortium that has defied standard practice of avoiding direct conflict with the Society. These notes include schematics depicting various rooms in the Grand Lodge, and speak of plans to have someone named Marnarius lead an army out of the Hao Jin Tapestry.

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"If you'll give me some time to identify these items."
Using Guidance on each identification.
Spellcraft (Guidance) - Potion 1: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Spellcraft (Guidance) - Potion 2: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
Spellcraft (Guidance) - Potion 3: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16
Spellcraft (Guidance) - Wand: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Spellcraft (Guidance) - Cloak: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
Spellcraft (Guidance) - Flask: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33
Zalkuthar points out the magical items he found out:
- Potion of Cure Serious
- Potion of Lesser Restoration
- Wand of Heroism (5 charges)
- Cloak of Resistance +1
- Flask of Reconcoction
"I'm not sure what this 3rd potion is." He holds it up.
Knowledge (Local) (Guidance): 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14
Knowledge (Arcana) (Guidance): 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
"Seems they were preforming conjuration rituals or spells here."
Can't do Profession (Merchant).
Appraise (Guidance): 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
"Oh, some Glaucite! It's a combination of Adamantine and Iron found in Numeria!"
No scent.

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"Alchemical experiments, damning evidence of plot against the Pathfinder Society, forgeries... seems to be the usual 'bad guy' stuff alright."
Zalkuthar examines the goods while the party brings the fallen party member up, where he is no use.
Once everyone is up, he notes, "May as well use this little bit of healing I have." He'll gather everyone up for a not-so-impressive channel.
Channel Positive Energy ON EVERYONE: 1d6 ⇒ 3
He then uses his wand to heal himself up.
Wand of Cure Light Wounds (x2) ON HIMSELF: 2d8 + 2 ⇒ (2, 1) + 2 = 5
"I will use any of your wands if you wish."
"If you don't mind, I'd like to hold on to this Wand of Heroism. Actually, we could all use a charge before we continue beyond this room." He offers a charge of Heroism to each person who wants it, just before leaving this room. - Heroism now factored into Zalkuthar's stat line.
Sorry for the busy post. Lots of stuff for Zalkuthar to do after battles usually. :p
Edit: Oh, and Zalkuthar uses his Magical Epiphany Feat to fill his empty 3rd level arcane spell slot with a Haste.

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Valjoen ties knots in his rope, then lowers and end to Kaleb before securing the other end. He then hands his CLW wand to Zalkuthar, "Mind giving me a few taps of this wand, Zal?"
CLW: 1d8 + 1 ⇒ (8) + 1 = 9 47/75
CLW: 1d8 + 1 ⇒ (6) + 1 = 7 54/75
CLW: 1d8 + 1 ⇒ (1) + 1 = 2 57/75
CLW: 1d8 + 1 ⇒ (7) + 1 = 8 64/75
CLW: 1d8 + 1 ⇒ (1) + 1 = 2 66/75
CLW: 1d8 + 1 ⇒ (5) + 1 = 6 72/75
CLW: 1d8 + 1 ⇒ (6) + 1 = 7 FULL
Spellcraft: 1d20 + 7 ⇒ (10) + 7 = 17
Looking at the potion that Zalkuthar could not identify, Valjoen nods his head, "Sure! That is a... well, I think it is a... it could be a... nope, no clue. Oh, and I'd love a tap of that heroism!"

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'Thank you, I appreciate it!' - Kaleb says, getting out of the pit. He also takes out the magic wand and use it on self.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
'I'm not against the portion of heroism, like every one of you. And, by the way, let me read a little prayer... so...' - Kaleb's voice becomes infinitely solemn - 'Verily I say unto you! The gates of Heavens will open, and the countless army of celestial warriors will come to our sinister world...'
1. I use the Book of War Prayers - everyone receives a +2 morale bonus on the next saving throw against fear for 24h
2. Just before we'll move to the next room I'll bless everyone with the Darkness Blessing - you all get 20% concealment for 1 minute
3. I'll cast the Ironskin on self
'So it will be better. Well, let's go ahead?'

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1. I use the Book of War Prayers - everyone receives a +2 morale bonus on the next saving throw against fear for 24h
Just keep in mind that Heroism provides a +2 morale bonus to saves, so they won't stack while Heroism is in effect.

GM DevilDoc |

Two ways out of here.. Through the tunnel and over the pit trap. Which way are we going?

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tunnel
-Posted with Wayfinder

GM DevilDoc |

Kaleb shares his blessings among the party, and Zalkuthar taps everyone with the wand. When ready, the group walks up the tunnel with all pretense of stealth lost in the aftermath of the last battle. As Phantomblade peers around the corner, he sees a large chamber, lit with torches every few feet. This gives ample light to see within the room, but many flickering shadows. One wall is covered with maps and plans, and at the far end of the room, a female ratfolk stands with a human wizard.
"I know you are out there, Pathfinders. Come in and approach openly.. There are deals to be made that may profit us both."
GM: 1d20 + 20 ⇒ (15) + 20 = 35

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Zalkuthar waits for others to speak up here, as he is smart enough to know how awkward he is in these situations. He follows whatever lead they orchestrate.

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'Well. It's good that you waited for us - so it was time to prepare and you have something to tell us. We are ready to deals. We are interested in the most valuable thing ever. Information.'
Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18
(moved myself on the map; I don't think I'm talking to him from the tunnel)

GM DevilDoc |

"And what kind of information would that be?" the rat lady asks from the stage.

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'You know... It's a popular question that bothers all pathfinders...'
Kaleb makes a small movement forward. Despite the fact that in one hand he holds a creepy scythe (which is now curled on his shoulder), he makes a calming motion towards the agents of the Aspis with a free hand.
'Don't think anything wrong. I'm just looking for those responsible for the recent attack on the Grand Lodge. You know, I was there too at the time and almost died. I fought side by side with my comrades, and some of them are already dead...'
He makes another substep, scanning the floor for potential new traps and continues:
Perception: 1d20 + 10 ⇒ (5) + 10 = 15
'...They are dead, but their voices calling out to me. They call for revenge. They call to find and behead those who are guilty. They encourage me to find everyone who was involved, no matter how much time it may take. To find, to bring to justice and to execute on the spot.... So, my dear, I wanted to ask you. Do you have any idea who's standing behind this? And, if even not, then you're going to tell me and my colleagues something useful to clarify the situation...Yes?'
Kaleb smiles a creepy smile and his eyes glow ominously as ever. The black shadow behind him changes shape and appears like black wings.
Intimidate: 1d20 + 16 ⇒ (15) + 16 = 31

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As chatter is going on, Zalkuthar stays in the hallway and taps himself with his Wand of Heightened Awareness, then puts it away.
Should a battle break out in the next 10 minutes, he has +4 initiative on top of his normal initiative (so +12 total).

GM DevilDoc |

The rat woman on the stage quails under Kalebs threats and tone.
"I.. I'll.. You.. GET HIM!!! HELP!!!" she finally cries.
Phantomblade Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Kaleb Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Valjoen Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Makino Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Red Tseka Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Blue Tseka Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Scoundrels Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
At these words, two ratfolk tumble out of a hidden space under the stage and form a line between Kaleb and the stage.
Simultaneously, an arrow zips out of the shadows at Kaleb, but misses by a hairs breadth.
Attack: 1d20 + 11 ⇒ (8) + 11 = 19
Stealth: 1d20 + 20 ⇒ (20) + 20 = 40
Bold May Post
Zalkuthar
Blue Tseka
Kaleb
Valjoen
Phantomblade
Makino
Scoundrels
~Red
~Blue
Red Tseka

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"Let's get this party started right."
Move Action
Zalkuthar moves to where he can see all the party.
Standard Action
He casts Haste.
REMEMBER: HASTE and HEROISM (+3 on attack rolls, +2 on fort/will saves, +3 on reflex saves, +1 dodge bonus to AC, +2 on skill checks, extra attack on full attack, +30 ft. movement speed (up to double movement))

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Zalkuthar did not move out of the hallway (until his turn just now) but I would have assumed you all did. :p

GM DevilDoc |

We will call the whole exchange two rounds.. each of them spoke twice, so it sounds fair enough without using too much of your blessing up. As for the movements.. It was the weekend, so I'll give it to you as an assumption that you didn't check in. I have moved yall up behind Kaleb, since he was the "face" for this conversation. Zalkuthar, as you stipulated you weren't coming out of hiding, I didnt move your token. Figured you were right where you wanted to be.

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Yup. Perfectly fine with that setup. Will not be changing my actions as Haste is fun times for all. XD
REMEMBER: HASTE and HEROISM (+3 on attack rolls, +2 on fort/will saves, +3 on reflex saves, +1 dodge bonus to AC, +2 on skill checks, extra attack on full attack, +30 ft. movement speed (up to double movement))

GM DevilDoc |

I apologize, I really thought I was waiting on yall to take your turn, not the other way around.
The barest hint of a shadow rushes out and strikes at Zalkuthar.
Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Stealth: 1d20 + 20 ⇒ (3) + 20 = 23
Please make a DC 20 Fort save. You need two saves, or take 1 wisdom damage and confused/rnd x6 rnds
Anyone that beats DC 23 Perception can see a female ratfolk standing North of Zalkuthar and can attack.
The shadows at Zalkuthars feet bubble up and strike out at him as well.
Incorporeal touch: 1d20 + 8 ⇒ (8) + 8 = 16
Str Dmg: 1d6 ⇒ 5
Bold May Post
Zalkuthar- 3 dmg/ 5 Str dmg/ DC 20 Fort save
Blue Tseka
~Shadow Companion
Kaleb
Valjoen
Phantomblade
Makino
Scoundrels
~Red
~Blue
Red Tseka