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Finally understanding what has been going on inside the building, Vailis casts grease on Quiella. A coat of grease appears helping her to undo the grapple.
+10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled
The half-elf prepares himself to swiftly cast feather fall in all the group in case the man attempts to throw Quiella or anyone else through the window or any other dangerous hole.
"Your threats do not scare us. Surrender now to the Society and his allies" says Vailis viscerally.

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beat me to the grease, LOL! Cool, maybe I can hit him this time...
The young magus pauses for a second at the threat and appears about to reach for something when he notices the grease appear. He smiles, swiftly recalls vanish to his mind with an arcane charge, disappears, steps forward, and tries again to land a blow with his rapier.
tohit vs flatfooted: 1d20 + 7 - 2 + 2 + 2 ⇒ (19) + 7 - 2 + 2 + 2 = 28
dmg: 1d6 + 3 + 1d6 + 4d6 ⇒ (2) + 3 + (2) + (5, 4, 4, 2) = 22

GM Harker |

Vailis casts Grease on Quiella to help her escape the invader's hold.
Melufiuos casts Vanish again, but is caught off guard by an attack of opportunity made by the grappling invader, having not previously seen his ability to make such attacks when grappling. The invader hits and Melufiuos loses his spell. Mel takes 8 damage from the AoO. This makes the DC for the concentration check 10 + 8 Damage + 1 Spell level for 19. I made the roll below, Combat Casting does not factor into this situation.
AoO: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d3 + 7 ⇒ (1) + 7 = 8
Mel's Concentration Check DC 19: 1d20 + 7 ⇒ (10) + 7 = 17
Despite losing his spell, Melufiuos still hits the enemy with a critical strike to the neck, and lets loose a torrent of electricity. The strike is more than enough to defeat the man. Indeed, he appears to be dead.
I believe since you crit to touch with the spell, you still get crit damage for it despite it being a stored spell.
Mel's Crit electrical damage: 4d6 ⇒ (3, 1, 5, 2) = 11
Combat Over
* * *
Damage Totals (Could change due to Life Link): Mel 13 damage. Valik 5 damage.
Halkale still sees the occasional shadow moving through the hazy darkness beyond the house, leading him to believe another wave of attackers is likely.
You probably have a few minutes to heal up, regroup, and strategize. Please place yourselves where you'd like to be if another wave comes in. I'll assume you'll loot the bodies later, but if you want to loot them now, let me know. Since all the attackers other than the flying one fell outside, you'll be out in the open if you want to loot those ones. Also, the Stinking Cloud only lasts 2 rounds so I removed it from the map.
I'll give you all 48 hours to post what you'd like to do with the break, then I'll move on regardless. If you haven't moved yourself into another position, I'll place you where you were during the first wave of attackers.

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Halkale and Frostfur will remain in the top of the lighthouse, I assume the others will notify him that they repelled the invaders and he'll communicate that others are still out there

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"Are you ok?" asks Vailis to Quiella. He tries to help her recover "It seems their plan to storm the front doors to distract us from deflecting surprise attacks from other areas. I suggest three of us should cover the main façade while the other two should check the house inside"
Unless the group gets coordinated for a different plan, Vailis comes back then at up the balcony.
The dretch will disappear after 5 minutes

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The first thing Mel does is recall shocking grasp and recharge his rapier.
"they may try attacking from Halkale's blindspots. I wonder if the roof would serve him better."
-Posted with Wayfinder

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is it possible to heal/reinforce the damaged window barricade the two guys were attacking?
-Posted with Wayfinder

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wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7
wand CLW: 1d8 + 1 ⇒ (7) + 1 = 8
wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7
-Posted with Wayfinder

GM Harker |

You can reinforce the barrier that was severely damaged in a short amount of time, but placing one in the window that was destroyed or another area without one will take 5 minutes. You only have enough materials on hand to replace or repair one barricade (These are available from the second floor door barricade that was removed).

GM Harker |

Okay, 48 hours are up and I want to get his finished more quickly since we have a time limit.
Here are some outstanding issues that need to be dealt with, if they aren't addressed within 8 hours, I'm moving forward. 1) Valik is injured, 2) Vailis suggests a third person guard the front of the building, 3) Mel suggested fixing one of the damaged barricades.
If you don't express a preference, I'm placing you back to or near your original spot. If no one says they are fixing a barricade, it will not be fixed. I will let Valik heal retroactively, but I'd prefer that be dealt with before the next encounter.

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Mel will fix the broken barricade and go back to where he was on the second floor.
-Posted with Wayfinder

GM Harker |

As I mentioned before, Valik can heal retroactively.
Melufiuos repairs the most damaged barricade on the west side of the house, then returns to his original position, as do the rest of Pathfinders.
After three minutes pass, six invaders emerge from the mist and rain and shoot a number of flaming arrows at the barricades on the first floor. Four of the projectiles are solid hits, and the barricades begin to burn. The burning squares are indicated with orange clouds. The invaders are 60 feet away to the south. If you want to target them from a distance we'll label them A,B,C,D,E, and F. I placed them to the right of the map.
The wood is wet from the weather, so it will burn very slowly and isn't an immediate threat.
Halkale retaliates with a readied arrow, but it's not enough drop the archer. For convenience sake, we'll say he shot Archer 'A'
Three of the barricaded windows on the north side of the manor then explode open with fiery force as three invader with alchemist's kits climb up from the cliff side, followed by another flying man with a similar fighting style as the grappler you fought before. I made a Perception check for Halkale to notice the cliff climbers, but he did not make the DC. The DC was too high for Frostfur to make the check, and no one else was in a position to notice them.
Halkale Perception: 1d20 + 11 ⇒ (14) + 11 = 25
The enemy at the northeast is flying. I used the same icon as the last guy who was flying. Halkale can target the two enemies on the northeast or one of the archers 60 feet to the south of the house. (A,B,C,D,E, F. 'A' he hit already.)
PC Initiative
Halkale's Initiative: 1d20 + 6 ⇒ (3) + 6 = 9
Melufiuos' Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Ophelia's Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Quiella's Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Vailis' Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Valik's Intiative: 1d20 + 5 ⇒ (14) + 5 = 19
1d3 + 1 ⇒ (3) + 1 = 4
S Init: 1d20 + 6 ⇒ (2) + 6 = 8
X Init: 1d20 + 5 ⇒ (8) + 5 = 13
Roll off M: 1, X: 2: 1d2 ⇒ 1
Initiative (Round 1)
Ophelia <= Up
Valik [5 Dmg, can be retroactively healed] <= Up
Vailis/Dretch <= Up
Melufiuos <= Up
1 Flying Invader
Halkale/Frostfur
3 Ground/Climbing Invaders
Quiella
6 Archers 60 feet away
Ophelia, Valik, Vailis, and Mel are up first.

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CLW pot: 1d8 + 1 ⇒ (2) + 1 = 3
Valik will drink a restorative potion after the final enemy drops. He than defies himself with a quick meditation. He readies himself if more enemies come. He looks on to see the fire explode from the windows.
take 10 if allowed on check: 10 + 5 = 15
Knowing the rainy weather will skiwvyhe spreading fire, he looks to the men bombarded GM...literally, through the windows. He doesn't want to get near the superior grappler, so instead will throw an alchemist fire at one through the now open window.
alchemist fire, ranged touch, -2 range vs pretty boy on left, Ki point to boost AC. AC/CMD=35, crane: 1d20 + 5 - 2 - 2 ⇒ (18) + 5 - 2 - 2 = 19

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When the fire erupts Vailis looks down and tells the dretch to attempt to stop it!
But then as he overhears Vailik cry of alarm, the half-elf quickly starts descending as fast as he can to help.

GM Harker |

Valik tosses an alchemist fire at the pretty boy north of him and hits, injuring the man slightly.
Valik Damage: 1d6 ⇒ 1
Vailis orders the Dretch to extinguish the flaming barricades, so the summoned demon moves up to the closest flaming obstruction and attempts to smother the fire with its naturally resistant corpulent body. After giving the barricade a long hug, the fire appears to be only smoldering in the wet wood. One fire put out.
The summoner then quickly makes his way down the stairs to aid the others in repelling the invasion from the north.
Hearing the explosions in the back, Melufiuos also runs down the stairs and threats one of the climbing with his rapier. Mel double moved.
Ophelia casts Hold Person on the flying invader which paralyzes him! She then arms herself with a morningstar and moves to threaten the other invader on the west side.
The flying invader is unable to do anything immediately aggressive, but quickly shakes off his paralysis after about 6 seconds. Flying invader failed the first save against Hold Person, then took full-round action to make the save on his turn.
X Will the first: 1d20 + 5 ⇒ (5) + 5 = 10
X Will the second: 1d20 + 5 ⇒ (20) + 5 = 25
Initiative (Round 1)
Ophelia
Valik [2 Dmg]
Vailis/Dretch
Melufiuos
1 Flying Invader
Halkale/Frostfur <= Up
3 Ground/Climbing Invaders [Pretty boy takes more damage from alchemist fire on his turn]
Quiella
6 Archers 60 feet away
Halkale/Frostfur is up!

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oops, missed posting. Thanks for botting me. For the record ZX that is exactly what I was going to do. Including taking the stairs normally this time :)
-Posted with Wayfinder

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Halkale looses another pair of arrows at his target ArcherA
Attack, Rapid Shot, FE: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25 Damage, if hits, PBS: 1d8 + 3 + 4 ⇒ (1) + 3 + 4 = 8
Attack, Rapid Shot: 1d20 + 10 + 4 ⇒ (19) + 10 + 4 = 33 Damage, if hits, PBS: 1d8 + 3 + 4 ⇒ (6) + 3 + 4 = 13
Edited to remove Point blank shot as they are more than 30' away.

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I will leave for GM Harker to interpret what the dretch would do under current circumstances
Vailis steps forward and shots his crossbow at the man with a clear line of sight in the right window.
darkwood light crossbow: 1d20 + 6 ⇒ (20) + 6 = 26
P damage: 1d8 ⇒ 4
He then reloads the ranged weapon with a new bolt.
Crit?: 1d20 + 6 ⇒ (12) + 6 = 18
P damage: 1d8 ⇒ 4

GM Harker |

I'll apply Vailis' actions when he's up again.
Halkale fires two more arrows into the same flame archer and the man falls to the ground. 5 archers left.
The invader north of Ophelia draws a dagger and attempts to stab the cleric. Fortunately the blade just slides off her armor.
The enemy adjacent to Melufiuos pulls a dagger as well and tries to stab him. Mel, I don't believe you indicated you wanted to use your wand of Shield again, so if that is the case the attack will hit for 1 damage and you'll need to make a Fortitude save.
The pretty boy near Valik takes some additional injury from the monk's alchemist fire. He then chuckles to himself as he prepares a bomb of his own and tosses at the monk. The incendiary device misses, but Valik still takes some of the fiery splash. Valik, make a DC 14 Reflex Save. If you succeed, you take 2 fire damage, if you fail you take 4 damage.
Dagger vs. Ophelia: 1d20 + 10 ⇒ (3) + 10 = 13
Dagger vs. Mel: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d4 ⇒ 1
Fire damage: 1d6 ⇒ 3
Pretty Bomb: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 2d6 + 2 ⇒ (6, 2) + 2 = 10
Miss Square: 1d8 ⇒ 2
Initiative (Round 1)
Ophelia
Valik [2 Dmg; additional damage incoming]
Vailis/Dretch
Melufiuos [potential damage incoming]
1 Flying Invader
Halkale/Frostfur
3 Ground/Climbing Invaders
Quiella <= Up
5 Archers 60 feet away
Quiella is up!

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no, I didn't say. I had been thinking about it. Is cat's grace still running?
fort save: 1d20 + 5 ⇒ (5) + 5 = 10
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I've been assuming Quiella keeps a life link on the same people from scenario to scenario unless otherwise noted. Let's say Mel and Valik still. We can say she started the link after they healed in our lull just now, so that no previous bookkeeping is affected.
shouldn't the flier that was held have plummeted to the ground when he first failed his save?
-Posted with Wayfinder

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Quiella shouts toward the stairwell to Valik: "Need any help down there?" If he answer affirmatively, she will inform Halkale and double move towards Valik.
-Posted with Wayfinder

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Not yet, but there seems to be a mad bomber this time around as he moves his feet to avoid most of the fiery cinders.
ref: 1d20 + 5 ⇒ (11) + 5 = 16
Hmm, it seems you will be more troublesome than I first thought.
Valik, despite knowing that the enemy, well versed in hand-to-hand combat is next to the bomber, he moves forward and tries to grab a hold of the mad bomber, all the while protecting himself from the other enemy.
grapple w/o Imp grapple on bomber, my AC/CMD is 35 using ki point 2 of 8: 1d20 + 11 ⇒ (11) + 11 = 22
So, AC/CMD is 35, using Ki point 2 of 8. My CMB is +11 (BAB 5 + 6 wisdom)A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

GM Harker |

Quiella, you'll need to set up the life link at the beginning of every scenario to make it easier for me to keep track of.
As for the flyer, I believe if you're magically flying you don't plummet when you're paralyzed, since it doesn't require any mechanical motion from the flyer. If someone knows rules to the contrary though, please bring them to my attention.
Lastly, since Valik answered negatively, are you still going to double move, do something else, or delay?

GM Harker |

I'll keep Quiella in the same spot for now as if she was delaying. If she wants to act before the enemy goes again, that's fine.
Mel, Cat's Grace is only minutes per level too, so it's gone as well.
As his wound begins to ache, Melufiuos quickly discovers that the dagger has been poisoned! Mel takes 1d2 ⇒ 2 point of Dex damage from the poison. Please make another save on your next turn, Mel.
Having finished their tasks lighting the barricades on fire and with one of their number eliminated by a sniper in the lighthouse, the remaining 5 archers swiftly retreat to the south into the safety of the darkness and fog. The archers are out of combat.
The dretch lumbers over to the next fire in preparation to put it out. Double moved
Vailis fires his crossbow at the same invader tossing bombs at Valik and hits, although not critically.
Valik then moves up to the same troublesome invader and places him in a grapple.
The flying invader appears to be thinking about his next strategy. He's going to delay after Halkale so all the PC's will now be in the same initiative block.
Initiative (Round 2)
Ophelia <= Up
Valik [4 Dmg; Grappling]
Vailis/Dretch
Melufiuos [1 Dmg, 2 Dex damage; Fort save vs. poison needed] <= Up
Halkale/Frostfur <= Up
1 Flying Invader
3 Ground/Climbing Invaders
Quiella [Life link on Mel, Valik] <= Up
Quiella, Ophelia, Mel, and Halkale are all up. Mel needs to make another Fort save DC 18.

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fort save: 1d20 + 5 ⇒ (7) + 5 = 12
-Posted with Wayfinder

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Mel takes a five foot step back and then uses a scroll of grease on the outside wall the invaders are hanging on. He tries to get both of them.
-Posted with Wayfinder

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Guessing my 6 minute long gravity bow is up too. Good thing I have two prepared plus the pearl of power.
Halkale casts his spell and then heads downstairs to get Quiella and help the others.
Casting Gravity bow and moving down as fair as he can to get Quiella to engage.
"Archers g-g-gone, let's help t-t-the others." he says as he nears the gnome.

GM Harker |

Mel takes 1d2 ⇒ 2 more Dexterity damage for a total of 4 and a -2 to related skills and dice rolls.
Melufiuos casts Grease off of a scroll and coats the outside surface of the northwest side of the building. Both invaders continue to easily hold their grips on the side. The greased surface is on the vertical surface outside.
Halkale casts Gravity Bow again on his bow and leads Frostfur down the stairs. He then informs Quiella of the gravity of the situation and the paladin begins to make her way to the stairs.
Following Melufiuos' lead, Ophelia backs up 5 feet from the invaders and casts a Command spell at the nearest one, tell him to "Fall." Sadly, he also resists this spell.
The flying invader comes in from the window and flies south of Valik. He then attempts to punch the monk, but misses.
The invader grappled by Valik draws a dagger and attempts to stab his attacker, yet he also misses thanks to the monk's heightened defenses.
Both northwestern invaders climb past the greased wall outside and enter the manor. The one closest to Melufiuos tosses a bomb past the elf to hit Vailis behind him. The Summoner is covered in fiery explosive liquid, and Melufiuos is hit with the splash. He threw an explosive bomb at Vailis. Vailis takes 8 damage and needs to make a DC 14 or he will catch on fire. If he catches on fire he will take 1d6 damage per round until he is put out, which will count as a distraction for the purposes of spellcasting. If Vailis is on fire, he can put himself out on his next turn with a DC 14 Reflex save as a full round action on his next turn. If he goes prone, then he gets a +2 to the save.
Mel needs to make a DC 14 Reflex save to avoid some of splash. If fails, he takes 4 fire damage. On a success, he takes 2 fire damage.
The invader next to Ophelia attacks again with his dagger, and this time manages to cut her. Ophelia takes 3 damage and needs to make a DC 18 Fort save vs. poison or she takes 1d2 ⇒ 1 Dex damage.
Cavalier Reflex: 1d20 + 10 ⇒ (11) + 10 = 21
Halfling Reflex: 1d20 + 10 ⇒ (8) + 10 = 18
Cavalier Will: 1d20 + 3 ⇒ (19) + 3 = 22
X Punch: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
PB Dagger: 1d20 + 10 ⇒ (13) + 10 = 23
H Bomb: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16
H Damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8
Cav Dagger: 1d20 + 10 ⇒ (13) + 10 = 23
Cav Damage: 1d4 ⇒ 3
Initiative (Round 3)
Ophelia [3 dmg; Fort save needed] <= Up
Valik [4 Dmg; Grappling] <= Up
Vailis/Dretch [V: 8 Dmg; Reflex Save needed] <= Up
Melufiuos [1 Dmg with more incoming, 4 Dex damage; Fort save vs. poison needed, Reflex vs. Splash] <= Up
Halkale/Frostfur <= Up
1 Flying Invader
3 Ground/Climbing Invaders
Quiella [Life link on Mel, Valik] <= Up
Everyone is up. Mel and Ophelia need to make a Fort save DC 18. Vailis and Mel need to make a Reflex Save DC 14.

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Ref DC 14: 1d20 + 4 ⇒ (3) + 4 = 7
The bomb takes Vailis unprepared and his silk clothing easily comes into fire.
While the dretch keeps working on the fires, Vailis steps back and attempts to roll into the floor.
Ref DC 14: 1d20 + 4 ⇒ (1) + 4 = 5
But the silk in his cloths are like oil for the fire.
Extra fire damage: 1d6 ⇒ 2
HP 33/43; AC 20/12/18
Effects: Shield, On-fire

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Halkale and Frostfur continue to move quickly down stairs to the battle.
Double move gets me to the middle part of the stairs (between floor 1 and 2 and Frostfur all the way downstairs. I don't want Frostfur to provoke, so keep here back--is there a guy on the south side of Valik, as in he's surrounded? I'll need to wait for Quiella to pass before me so she's not stuck behind me.

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Let's say Quiella cast Shield of Faith on herself last round after Valik said she didn't need to come help. Sorry for the delay. I've been a really crummy player for at least a few weeks now.
-Posted with Wayfinder

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Quiella moves to the stairwell, pulls out her wand of shield, and attempts to apply it to herself.
umd: 1d20 + 12 ⇒ (19) + 12 = 31
19 rounds remaining on Shield of Faith
10 rounds remaining on shield
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If I am grappling pretty boy, am I still considered flanked since we are wrestling? Also, if I try to drag on my turn, do I provoke AOO seriously because I don't have Improved Grapple versus the one I am grappling or the flyers no jerk?
drag backwards, AC 31: 1d20 + 11 + 5 ⇒ (8) + 11 + 5 = 24
I will draw a path when I get home

GM Harker |

Shield of Faith is fine, Quiella.
Re: Flanking when grappled. It's been brought to my attention that even if you cannot take an AoO, you're still technically threatening all the spaces around you, since taking an AoO and threatening are not the same thing. Therefore, you still threaten when grappled and can set up flanks. Feel free to use this to your advantage in the future.
As for moving with someone grappled, I believe that still provokes to everyone around you that you aren't grappled with.
Mel takes additional 1d2 ⇒ 1 Dex damage from the poison at the end of his current turn (i.e., This Dex loss occurs after you act).
Quiella moves closer to the first floor as she increases her magical defenses with a wand.
Still need actions from Mel and Ophelia (who also needs a Fort save). Valik can change his action in response to the information above if he wishes. If not, the flying invader will get an AoO.

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If I am allowed to, I will use 2 Ki Points: 1 to increase speed by 20', the second to increase my AC by 4. If I can only use 1 Ki, I will increase my speed by 20'. I can now move a total of 50', so half is 25'.
Valik, focus for a brief moment to strengthen his core, as well as focus on his footwork to be able to move a bit faster. He drag the hapless mad bomber, despite the flying attacker staring down on him.
AC is 35-2 grapple=33

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Fortitude: 1d20 + 5 ⇒ (19) + 5 = 24
Ophelia shrugs off the blow and the poison it brings, takes stock of her blessings for the day, and decides against magic. She instead swings her morningstar at the enemy closest to her.
Morningstar: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d8 + 2 ⇒ (1) + 2 = 3

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"Curse you!"
Mel does mage combat, firing his wand of shield, stepping forward, and attacking with his rapier.
rapier: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
-Posted with Wayfinder

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... attacking with his rapier, poorly. :-(
-Posted with Wayfinder

GM Harker |

Valik, it looks like spending Ki is a swift action. Since you can only take 1 swift action per turn so you can only spend 1 Ki.
So, without the extra 4 AC, the Flying guy's 31 on the grapple attack will hit your CMD. I'll leave the arrows up for now in case my math is incorrect here.
Valik attempts to drag the bomber away, but the flying invader places him in a hold, stopping him. Valik is grappling one enemy and is grappled by another.
Ophelia shrugs off the poisoned dagger and retaliates with her morningstar, but misses.
Melufiuos uses his wand of Shield then makes an erratic rapier attack that slips by his enemy.
The flying invader adds insult to injury as he pins Valik to the ground, forcing the monk to release the pretty boy bomber. Rolled a 19 on die, sorry.
The two bombers in the east both switch to new daggers that seem to be coated with the same substance as the previous poisoned ones. They hit both Ophelia and Melufiuos respectively, and the dagger that strikes Ophelia does so critically. Ophelia takes 6 damage from a crit, Mel takes 3 damage. Ophelia needs to make another DC 18 Fort save, Mel needs to makes two Fort saves. If he fails the first, the DC of poison he's currently suffering from will increase to 20 and will last additional rounds if he cannot cure himself.
The invader formerly grappled by Valik laughs, moves 5 feet away from the window and sticks him with his dagger. Valik takes 2 damage from the dagger and needs to make a DC 18 Fort save. When you're pinned, you are considered flat-footed. Dodge bonuses are lost when flat-footed, so the attack hits.
X AoO: 1d20 + 17 ⇒ (14) + 17 = 31
X Pin: 1d20 + 17 + 5 ⇒ (19) + 17 + 5 = 41
Cav dagger: 1d20 + 10 ⇒ (20) + 10 = 30
Half dagger: 1d20 + 10 ⇒ (15) + 10 = 25
Cav Confirm: 1d20 + 10 ⇒ (8) + 10 = 18
Cav dagger Crit: 2d4 ⇒ (2, 4) = 6
Half dagger damage: 1d4 ⇒ 3
PB dagger: 1d20 + 10 ⇒ (18) + 10 = 28
PB dagger damage: 1d4 ⇒ 2
Initiative (Round 4)
Ophelia [9 dmg; Fort save needed] <= Up
Valik [6 Dmg; Pinned; Fort Save needed] <= Up
Vailis/Dretch [V: 10 Dmg; On Fire] <= Up
Melufiuos [6 Dmg, 4 Dex damage; 2 Fort saves vs. poison needed] <= Up
Halkale/Frostfur <= Up
1 Flying Invader
3 Ground/Climbing Invaders
Quiella [Life link on Mel, Valik] <= Up
Notes
Life Link will heal Valik and Mel 5 damage on Quiella's turn, will do 10 damage to Quiella.
Everyone is up! Vailis can make a Reflex save to put himself out. Ophelia and Valik need to make Fort saves. Mel needs to make 2 Fort saves.

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fort: 1d20 + 5 ⇒ (1) + 5 = 6
fort: 1d20 + 5 ⇒ (6) + 5 = 11
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Quiella comes down the stairs, opting to draw her Greatsword in the closer quarters this time. At the bottom, she delivers a slashing blow to the nearest invader.
-10hp after Life Link
Shield of faith, 17 rounds remaining
Shield, 8 rounds remaining
29AC
Greatsword, attack, power attack: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (2) + 7 + 6 = 15
-Posted with Wayfinder

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fort DC 18: 1d20 + 7 ⇒ (19) + 7 = 26
Valik's body is strong, as he resists the vile poison running through his veins. He does everything he can to try and escape the man's grasp, but all he can do is flail about aimlessly.
grapple to escape?: 1d20 + 10 ⇒ (3) + 10 = 13
I should have paid closer attention in the "grappling" sessions.

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The dretch keeps putting off the fires in the entrance following his master's last command.
Concentration DC 14 (10+last continous damage/2+spell level): 1d20 + 12 ⇒ (8) + 12 = 20
Observing the pressing situation of his companions, Vailis performs a big effort to cast haste on them. Despite the fire burning him, the magic goes through and takes effect!
+1 to hit/AC/Reflex saves, +30' movement, +1 attack when performing a full-attack. 5 rounds
Vailis keeps burning horribly.
Burn: 1d6 ⇒ 4
HP 29/43; AC 21/13/18
Effects: Shield, On-fire, Haste

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The failing magus shouts, "Come on! We're better than this! PATHFINDERS, RALLY!" He then hums an arcane charge into his rapier and attacks the villain in front of him with renewed vigor. (full attack)
rapier to hit: 1d20 + 7 + 1 - 3 + 1 ⇒ (15) + 7 + 1 - 3 + 1 = 21
damage(including stored spell): 1d6 + 3 + 1 + 4d6 ⇒ (5) + 3 + 1 + (3, 5, 3, 3) = 23
rapier to hit: 1d20 + 7 + 1 - 3 + 1 ⇒ (9) + 7 + 1 - 3 + 1 = 15
damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5