
![]() |
1 person marked this as a favorite. |

Haha ^^
Pierre sighs. "Well, I'm not as skilled to do it as Reavis."
We DEFINITELY need an enlarged healer, don't we? xD
GM: I laughed at the "fly" one!
Pierre isn't much interested in the oils. He takes the scrolls of cure critical wounds, however.
"Someone wants to enhance their speed now? It will last some time." he finally asks, brandishing the expeditious retreat ones.

![]() |

"I don't need any of this stuff, you guys can probably use it though." Reavis says as he looks prepared to keep moving.
Ready to move on when the rest of the group is.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12

![]() |

Kujo eyes the oils greedily, very very greedily. He does take an oil of curing.
OOC, I'm a proponent of giving items to people who can leverage them the best. Of the oils listed, Kujo would welcome:
Barkskin - reduce his need for healing
Resist Energy - same as above, but I could see this being more benefiical to someone with fewer hit points.
Haste - One extra attack at +11 doing 2d6+15 or so damage is pretty helpful. Improving Kujo's AC doesn't hurt either.
Fly - Actually might be best if Kujo did not hold this. Let Pierre carry it and pour it on whomever would need it. If we do encounter a flying creature, Kujo is more than happy to engage it.
Obviously having a CLW will be helpful, but not extremely so.
OOC, I have little interest in:
Enlarge Person - Never been a fan of this spell on account of the lower AC. If we need to grapple someone, then I suppose Kujo could use it.
Jump - Kujo's jump is fairly high. No need for him to carry this oil.
Bull's Strength - Sure it helps him, but Kujo is generally strong enough and think it might be better to let someone else up their strength.
But as it stands, the only thing Kujo "greedily" grabs is one of the oil of CLWs. The rest Kujo will wait for it to be clear what he can take.

![]() |

Henrick might be more useful with Bull's strength, enlarge person and jump. It sounds like no one wants them anyway.

FiddlersGreen |

Sounds like all the scrolls are going to Pierre.
I will assume Henrick takes the oils of Bull's strength, enlarge person and jump, and Kujo holds the rest by default. You can take them off him as needed.
Can I get perception checks from Pierre, Kujo, Wayne and Henrick please.

![]() |

Perception: 1d20 + 10 ⇒ (13) + 10 = 23 +2 for unusual stonework or evil outsiders, +4 if undead related

![]() |

Let Pierre hold the oil of fly along with the oil of energy resistance.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16

![]() |

As you wish :)
Pierre grabs the items and follows the party in the next room.
Perception: 1d20 + 3 ⇒ (20) + 3 = 23

FiddlersGreen |

arrow attack roll: 1d20 + 6 + 1 + 2 ⇒ (15) + 6 + 1 + 2 = 24
arrow damage roll: 1d8 + 5 + 3 + 2d6 ⇒ (3) + 5 + 3 + (1, 5) = 17
spear attack roll: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22
spear damage: 1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15
ranged touch attack roll: 1d20 + 5 ⇒ (12) + 5 = 17
fire damage: 4d6 ⇒ (6, 5, 1, 2) = 14
As you are leaving the sacristy, an arrow streaks through the air and embeds itself in Wayne's abdomen. He gives a loud cry, and as Henrick turns back to see what the commotion is about, he barely notices the red-scaled reptilian humanoid rushing towards him and driving his spear into the dwarf's thigh. Before Kujo can go to his aid, he hears a thud from the other side. He sees a sizeable serpent on the floor near him, but does not see its owner on the roof until he sends a blazing ray of fire into Kujo's chest.
You discover three things.
1. Pointy metal is sharp.
2. Your senses aren't.
3. You are under attack!
Wayne: 1d20 + 6 ⇒ (7) + 6 = 13
Reavis: 1d20 + 3 ⇒ (16) + 3 = 19
Pierre: 1d20 + 1 ⇒ (9) + 1 = 10
Henrick: 1d20 + 2 ⇒ (15) + 2 = 17
Kujo: 1d20 + 3 ⇒ (15) + 3 = 18
snake-: 1d20 + 8 ⇒ (16) + 8 = 24
snake-people: 1d20 + 1 ⇒ (1) + 1 = 2
The snake flares with a malevolent red energy as it slithers up towards Henrick to get a flank. Henrick barely hears the hissing behind him before it sinks its fangs into his calf.
bite attack roll: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
damage: 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13 And a fortitude save please.
Init order:
Snake
Reavis
Kujo -14
Henrick -28
Wayne -17
Pierre
Snake-people
Henrick needs a fort save. And then the Pathfinders need to fight for their lives!

![]() |

Pierre concentrates on his holy symbol, and his tiny book starts to glow as positive energy overwhelm the party. A wand pops in his hand.
"Tressaillez d'allégresse, car votre récompense sera grande dans les cieux!"
Channel to heal, ignore the two foes: 3d6 + 1 ⇒ (2, 1, 2) + 1 = 6 Wow, that was shitty...

![]() |

Fort Save: 1d20 + 6 ⇒ (14) + 6 = 20
"Bah! Damn snakes!"
Henrick takes a 5'step past the snakeman, and then spins his urgrosh around to cut him in two.
Attack, Axe, 2H, PA: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16
Damage: 1d8 + 5 + 6 ⇒ (3) + 5 + 6 = 14

![]() |

Wayne lets out a grunt as the arrow hits him. He returns fire on the closest enemy. "Take this ya varmint!"
Rapid, Deadly, Melee, Point Blank vs Touch: 1d20 + 9 - 8 ⇒ (18) + 9 - 8 = 19
Up Close And Deadly: 1d8 + 10 + 2d6 ⇒ (6) + 10 + (4, 3) = 23
Rapid, Deadly, Melee, Point Blank vs Touch: 1d20 + 9 - 8 ⇒ (8) + 9 - 8 = 9
Up Close And Deadly: 1d8 + 10 + 2d6 ⇒ (6) + 10 + (5, 1) = 22

![]() |

Reavis moves out of the fireball formation with the rest of the Pathfinders, then tosses an explosive bomb at the closest snake dude.
Snake is in splash, using Precise Bombs to leave out allies.
Bomb Ranged Touch Attack + Point-blank shot + Mutagen: 1d20 + 8 + 1 + 2 ⇒ (14) + 8 + 1 + 2 = 25
Fire Damage: 3d6 + 8 + 1 ⇒ (1, 5, 4) + 8 + 1 = 19
The Snake needs to make a DC 18 Reflex saves. If it fails, it takes 11 fire damage. If it succeeds it takes 5 fire for half damage.

![]() |

Knowledge (local) to identify snake dudes: 1d20 + 6 ⇒ (11) + 6 = 17

![]() |

Kind of need to know the outcome of the fire bomb and gunslinger attacks as that will determine who Kujo attacks

FiddlersGreen |

Reavis recognises the snake-people as nagaji, a race relatively common in Tian Xia, and lately more than a few have been seen around the grand lodge. He also knows that their abilities tend to be determined by their class levels, though they are resistant to poison and mind-affecting effects.
reflex save: 1d20 + 9 ⇒ (15) + 9 = 24
He pegs the spear-wielding nagaji with a fire bomb, but the snake manages to weave out of the way, and though some of the flames lick at its scales, it appears completely unharmed!
Kujo holds back to see how his allies fare, but Henrick has no patience for that. He steps to the side of the red nagaji and swings his urgosh, but he is still hurting from his wounds and that throws his balance off a little. Fortunately, Wayne follows up with a couple of shots, one of which takes Red down.
Pierre channels a wave of positive energy, healing the party, but only a little, as if there were something here impeding his divinely-granted powers... Nothing really, just accounting for your low roll. XD
Init order:
Snake
Reavis
Henrick -22
Wayne -11
Pierre
Kujo -8
Red -48
White
Green
Ok, there you go, Kjo.

![]() |

When you say "takes Red Down" I assume you mean Red is out of combat.
Kujo, unoiled, steps between the snake and Pierre and flies into a rage, nostrils flaring.
Drawing his greatsword, the barbarian swings for power and might against the snake.
Power Attack + Rage: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 2d6 + 17 ⇒ (1, 6) + 17 = 24
AC -2, HP +18

FiddlersGreen |

Oops, sorry, forgot to remove him from the board. Yep, he's out of combat.
Kujo's cuts deep into the snake's body, but not as deep as he thinks it should.
Reavis, wrong knowledge roll, try planes. ;)
Seeing one of their number taken down causes the remaining nagaji to hiss angrily as they redouble their efforts to subdue you. Green-scale loses sight of Wayne, and so moves into the meditation room. He sees Pierre through the library, and fires an arrow at him.
arrow attack roll: 1d20 + 6 + 1 + 2 ⇒ (20) + 6 + 1 + 2 = 29
arrow confimration roll: 1d20 + 6 + 1 + 2 ⇒ (15) + 6 + 1 + 2 = 24 Oh. That's not good.
damage: 1d8 + 7 + 2d6 + 2d8 + 14 ⇒ (8) + 7 + (3, 3) + (7, 8) + 14 = 50
This arrow seems drawn to Pierre's human blood and goes right into his thorax, knocking him out and causing him to bleed profusely! Phew, not dead. MEDIC! Oh wait the medic is down. Hmm... Good thing there are healing oils handy, eh?
White-scale on the roof fires another ray of fire at Henrick since, to his mind, dwarves are slow and easy to hit.
attack roll: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 4d6 ⇒ (5, 6, 5, 1) = 17
He ain't wrong!
Finally, mysterious snaky decides that it would rather not be chopped in two, and starts to try to bite Kujo! But then it seems to realise something - its body does not flare up with that red malevolent energy when it goes for Kujo... so instead it goes for Henrick.
attack roll: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Fortunately, it is not enough to penetrate Henrick's thick armour.
Init order:
Snake -19
Reavis
Henrick -39
Wayne -11
Pierre -50
Kujo -8
White
Green
Pierre needs a stabilisation roll.
And then actions!

![]() |

Knowledge (planes): 1d20 + 15 ⇒ (1) + 15 = 16
If, by some chance, that is enough, I'd like to know the snake's resistances/immunities. I'll post Reavis' actions after this is check is resolved.

FiddlersGreen |

It is a young of some kind of large fiendish snake.
DR 5/good; Resist cold 10, fire 10; SR 10.

![]() |

"That snake is half-evil, a good weapon hurts it more. Cold and fire aren't very good against it. It has some magic resistance." Reavis explains to the others while he heads south to deal with the nagaji in that area. Once in position, he tosses a bomb at the enemy.
Explosive Bomb RTA + Point-blank shot + Mutagen against south nagaji: 1d20 + 8 + 1 + 2 ⇒ (12) + 8 + 1 + 2 = 23
Damage: 3d6 + 8 + 1 ⇒ (2, 2, 5) + 8 + 1 = 18
If that hits, the southern nagaji is now on fire. Putting itself out is a full round action that requires a DC 18 Reflex save (+2 if it drops prone and tries to roll itself out). As long as it's on fire, it takes 1d6 fire damage per round.

![]() |

Kujo lays it on as best he can. Since there is no change in the snake's position, I assume I cannot flank it.
Power + Rage: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 2d6 + 17 ⇒ (5, 1) + 17 = 23
iterative attack: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 2d6 + 17 ⇒ (6, 6) + 17 = 29
Crit Confirmation: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 2d6 + 17 ⇒ (5, 1) + 17 = 23
If Kujo's first attack hits and kills, he will drop out of rage and drag PIerre into the room around the corner out of LOS of the archer. If Kujo's second attack kills, he drops out of Rage immediately.

![]() |

Does that make the snake an evil outsider? If so, Henrick's last attack would have been +2 attack and damage - maybe he hit after all?
Henrick steps up behind the serpent, hoping it provides some cover from the rooftop sniper, and he swings again at the snake.
Attack, Axe, 2H, PA: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20 Perhaps +2?
Damage: 1d8 + 5 + 6 ⇒ (8) + 5 + 6 = 19 Perhaps +2?

![]() |

Wow that was a ton of damage! Is he sneaking me? Well... Nevermind.
Stab check: 1d20 + 3 - 8 ⇒ (11) + 3 - 8 = 6
No way I'm letting Pierre die here.
Stab check, folio reroll and GM stars: 1d20 + 3 - 8 + 2 ⇒ (19) + 3 - 8 + 2 = 16 There!

FiddlersGreen |

Pierre: Don't think you were in danger of dying yet with 16 CON, but I can sympathise with not wanting to take chances. XD I'll tell you more about the damage after the battle.
Henrick: It is an outsider, but the +2 would not have made you hit - closer, but not enough.
Reavis runs up to Green and pegs him with a fiery grenade, setting the nagaji on fire. Henrick decides he's had enough of the fiendish snake and bashes it on the head. His expertise against outsiders offsets his lack of a holy weapon, but not enough to knock out the snake yet. Fortunately, Kujo is also at hand and cleaves the snake in two with a single swing of his sword. He then moves and prepares to drag Pierre to cover. You can move this turn and then drag him into cover next turn.
Init order:
Reavis
Henrick -39
Wayne -11
Pierre -50, stable
Kujo -8, fatigued
White
Green -18, burning
Just need to know what Wayne does this round, and then the nagaji will act.

FiddlersGreen |

I'm going to put Wayne in delay for now.
Green-scale realises that Reavis even if he puts out the fire on himself this round, Reavis is likely to just set him alight again. He fires an arrow at Reavis before moving around the back of the library, attempting to find the pesky humans are hiding from his arrows.
attack roll: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d8 + 5 ⇒ (7) + 5 = 12
The arrow hits the pillar beside Reavis instead.
From his perch on the roof, White-scale fires a third ray of fire at Henrick.
attack roll: 1d20 + 5 ⇒ (6) + 5 = 11
The speed at which his allies are falling puts his aim off, and the ray goes wide.
Init order:
Reavis
Henrick -39
Wayne -11
Pierre -50, stable
Kujo -8, fatigued
White
Green -18, burning
You guys are up again. I've PMed Wayne. Until he replies I'll treat him as being in delay.

![]() |

Henrick moves inside, looking for a stair case up to the roof, but at least out of site of the ray guy.

![]() |

It'd be great if you could least move Wayne towards the nagaji along the far side of the building. He's one of our big guns, so having him take no action really screws us.
Kujo picks up Pierre, then drops him inside. Kujo then pulls out an oil from his bandolier.

![]() |

Reavis moves out to serve as soft cover for his allies, then tosses another bomb at the nearby nagaji.
Moving would provoke an AoO, but the enemy has a ranged weapon.
Fire Damage to Green from last round's explosive bomb: 1d6 ⇒ 3
RTA Bomb at Green with PBS, not explosive this time: 1d20 + 8 + 1 + 2 ⇒ (5) + 8 + 1 + 2 = 16
Damage: 3d6 + 8 + 1 ⇒ (2, 2, 1) + 8 + 1 = 14
Miss square if necessary: 1d8 ⇒ 2
If it misses, Green needs to make a DC 18 Reflex. Success, he takes 6 damage, failure he takes 12 damage. I miscalculated this number last time.

FiddlersGreen |

Reavis moves past the nagaji, thinking himself safe from the bow-wielder, only to be surprised when the nagaji aims a kicks at his gut.
attack roll: 1d20 + 8 ⇒ (8) + 8 = 16
Fortunately, the nagaji's foot catches against his own bow, and misses. Reavis responds with a bomb to the nagaji's face.
Meanwhile, Henrick takes cover and Kujo pulls Pierre into cover. Henrick finds no way to the roof from within the large room (description later). Wayne moves out to take a shot at the pyromanic nagaji on the roof. The bullet clips the nagaji's shoulder.
White-scale returns fire on Wayne, and then jumps to the roof of the sacristy.
attack roll: 1d20 + 5 ⇒ (20) + 5 = 25
confirmation roll: 1d20 + 5 ⇒ (8) + 5 = 13
damage roll: 4d6 ⇒ (1, 3, 4, 1) = 9
acrobatics: 1d20 + 18 ⇒ (8) + 18 = 26
acrobatics: 1d20 + 10 ⇒ (10) + 10 = 20
The ray of fire hits Wayne, and the nagaji executes his jump flawlessly, landing lightly on the roof.
The other nagaji holds his bow behind himself with one hand and unleashes a rapid succession of kicks at Reavis.
attack roll: 1d20 + 8 ⇒ (1) + 8 = 9
damage roll: 1d8 + 4 ⇒ (3) + 4 = 7
attack roll: 1d20 + 8 ⇒ (20) + 8 = 28
confirmation roll: 1d20 + 8 ⇒ (19) + 8 = 27
damage roll: 2d8 + 8 ⇒ (4, 1) + 8 = 13
attack roll: 1d20 + 3 ⇒ (16) + 3 = 19
damage roll: 1d8 + 4 ⇒ (7) + 4 = 11
attack roll: 1d20 + 8 ⇒ (1) + 8 = 9
damage roll: 1d8 + 4 ⇒ (1) + 4 = 5
Only one of the kicks strikes the alchemist, albeit rather painfully.
Init order:
Reavis -13
Henrick -39
Wayne -11
Pierre -50, stable
Kujo -8, fatigued
White -18
Green -35, burning
Ok, your turn again. And yep, the archer is a monk, but not a zen archer, fortunately for you. XD

![]() |

Reavis has 16 temporary hit points from false life, which is now reduced to 3 from the kick.
Reavis laughs heartily as the nagaji attempts to kick him four times and only hits once. "Pathetic." He says in Tien as he moves back 5 feet and lobs another bomb at the monk with a bow.
Fire Damage to Green from exploding bomb 2 rounds ago: 1d6 ⇒ 1
RTA Bomb at Green with PBS: 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 31
Critical Confirmation: 1d20 + 8 + 1 + 2 ⇒ (16) + 8 + 1 + 2 = 27
Regular Damage + Crit damage: 3d6 + 8 + 1 + 1d6 + 8 + 1 ⇒ (3, 4, 5) + 8 + 1 + (4) + 8 + 1 = 34

![]() |

Kujo pours the oil of CLW on Pierre and taps the man with his foot to see if he awakens.
Heal: 1d8 + 1 ⇒ (6) + 1 = 7
Kujo then pulls out another oil of clw.

![]() |

Finding no way up to the roof, Henrick takes a moment to pull out his wand of CLW and taps himself with it.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

FiddlersGreen |

Reavis takes down greenscale with another bomb to the face whilst Kujo applies first aid to Pierre and Henrick applies healing to himself. Wayne attempts to shoot Whitescale, but alas his gun jams on him!
Perceiving Wayne to be cut off and unarmed, Whitescale drops himself off the roof to the ground 5ft step and falling 10 ft.
acrobatics: 1d20 + 10 ⇒ (15) + 10 = 25
Landing lightly on his feet, Whitescale proceeds to attempt to open a can of whoopass on Wayne as his fists suddenly burst into flames.
attack roll: 1d20 + 8 ⇒ (6) + 8 = 14
damage roll: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (5) = 15
attack roll: 1d20 + 8 ⇒ (15) + 8 = 23
damage roll: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (5) = 15
attack roll: 1d20 + 8 ⇒ (13) + 8 = 21
damage roll: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (3) = 13
attack roll: 1d20 + 3 ⇒ (8) + 3 = 11
damage roll: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (5) = 15
Wayne is punched twice in the face whilst he struggles with his firearm.
Init order:
Reavis -13
Henrick -34
Wayne -39
Pierre -43, stable
Kujo -8, fatigued
White -18
Ok, Pathfinders go again. 1 enemy left, 0 enemies right.

![]() |

Reavis moves 30 feet north and switches back to his bow, firing one arrow at the remaining nagaji. "Where did everyone go?" He asks afterwards
+1 longbow + PBS + Mutagen: 1d20 + 8 + 1 + 2 ⇒ (3) + 8 + 1 + 2 = 14
Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

![]() |

Delaying until after Reavis so the man can throw his bombsKujo pours the oil in his hand on PIerre, then moves out to face the last combatant.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

![]() |

GM, your initiative list indicates that Reavis is injured, but again, the damage Reavis took from combat came out of temporary hit points from False Life, so he's still unhurt with 3 temp hp left.

![]() |

Henrick pulls out his crossbow and loads it, getting ready to step back out to fire.

![]() |

DIdn't realize that Reavis had already attacked, so Kujo's actions take place right after Reavis fires his bow.

FiddlersGreen |

The nagaji easily dodges Reavis' arrow and Wayne's dagger. Henrick readies his crossbow and Kujo brings Pierre back to the land of the conscious.
Seeing no reason to stop, the nagaji keeps slugging at Wayne, though he seems to be tiring a little and is not as quick as before.
attack roll: 1d20 + 8 ⇒ (14) + 8 = 22
damage roll: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (5) = 14
attack roll: 1d20 + 8 ⇒ (4) + 8 = 12
damage roll: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (4) = 14
attack roll: 1d20 + 3 ⇒ (9) + 3 = 12
damage roll: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (6) = 16
He knocks out Wayne with the first strike and turns to aim the next two punches at Kujo, but has less success against the barbarian.
Init order:
Reavis -13
Henrick -34
Wayne -53, unconscious
Pierre -39, prone
Kujo -8, fatigued
White -18
Pierre is back to consciousness, but now Wayne is down and needs a stabilisation check
Go go Pathfinders!

![]() |

Gathering his thoughts as he can, Pierre sees that the party isn't in a good state. He lets out a burst of positive energy to heal the party!
After that, can I 5 foot step crawl back?
CHANNNELLL: 3d6 + 1 ⇒ (3, 1, 4) + 1 = 9 average is better than nothing, right?

FiddlersGreen |

Slight problem, Pierre. You were dragged into the sacristy by Kujo, so you awaken to find yourself alone in a room. You can hear the other guys outside, but you are prone on the floor, so unless you have a way to stand as a swift action, you can't channel in a place that will reach everyone else this turn. At best, you can stand, 5ft step and channel to reach yourself, Reavis and Henrick. Or you can stand and move outside this turn, and then channel to heal everyone next turn.

![]() |

Indeed. I didn't see I was in a closed crypt and assumed the nagaji was at my side. I'll stand and move 5', then channel to heal the Reavis, Henrick and myself.