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What kind of battle plan is that? That thing is too big to follow anyone down this hallway.
"Exactly. It is a dumb beast, it will squeeze itself into the narrow hall in pursuit."
"We need to get in behind it."
"It is blocking the entire doorway! How do plan on getting in behind it?!"

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Yours is mined |

"Pfft, I ain't no drunk-o, but if some dungeonkin's gonna rip my head off on account'a some watered-down-"
“Fresh water is FAR too valuable a commodity to dilute ale-for-sale with, Mister Steve.”
“The water in Mateweiser is 100% recycled – from the humanoid body.” Phelly *shrugs* “Nobody seems to notice.”
@ Abraxi, Ceilings are 10’ high.
While Abraxi and Steve wait to ascertain how best they can contribute to the fight, the Thingizzard behind Door #1 attacks the Hellknight Armiger.
Claw + grab on Flatfooted Manius: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d6 + 4 ⇒ (1) + 4 = 5
Claw + grab on Flatfooted Manius: 1d20 + 6 ⇒ (19) + 6 = 25 HIT
damage: 1d6 + 4 ⇒ (3) + 4 = 7
Stinger on Flatfooted Manius: 1d20 + 6 ⇒ (11) + 6 = 17 HIT
damage: 1d6 + 4 ⇒ (5) + 4 = 9 + Venom
@Manius, Please make a Fortitude save.
CMB to grab-grapple vs Manius DC20: 1d20 + 12 ⇒ (17) + 12 = 29 Does not provoke because of grab.
Additional constriction damage: 1d6 + 4 ⇒ (1) + 4 = 5
Initiative:
1. Scorpion
2. Steve, Abraxi, Manius, Jake, Phelerosa (NPC), Dave, Omar
Scorpion: injured ; grappled
Manius: 0 - 7 - 9 - 5 = -21 hp grappled
Party up!
Grapple
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).
Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
Pin: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.
If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.
Bug #2: -7 hp
Phelerosa SCREAMS past Omar, ducking around the corner east of the Skald and out of sight. Provokes from Omar.

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"Anyone have a reach weapon?" Dave asks as he lines up his shot.
I'll look it up when I have a chance, but someone might already know - if I fire into a grapple, do I have a chance to hit my companion?

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Seeing the woman running, Omar will try to grab her as she pushes past.
If he cannot drop his pole arm and grab her as part of an aoo he will try to trip her...but seems less chivalrous.
"Whoa...m'lady. Where is the fire? It will be fine." m
Grab aoo : 1d20 + 4 ⇒ (2) + 4 = 6 vs CMD ...or not

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I'll look it up when I have a chance, but someone might already know - if I fire into a grapple, do I have a chance to hit my companion?
Negative; you need a feat to achieve Friendly Fire (and halve the into-melee firing penalty.) Oddly enough, last I looked, it was PFS-legal, too. All I remember was that it is from Blood of Fiends.
-Posted with Wayfinder

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Manius armor absorbs some of the impact of the blows
(1 damage per attack is converted into non-lethal damage, so 18 damage/3 non-lethal)
fort save: 1d20 + 6 ⇒ (1) + 6 = 7
Overcome by the poison Manius struggles to get free from the crushing claw
1d20 + 10 ⇒ (5) + 10 = 15

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Steve, unless stopped, will move up to "Whatever the ruckus is up here." Upon seeing the bleeding Shield Cavalier, Steve will move up to cast a Cure on him.
clw: 1d8 + 2 ⇒ (7) + 2 = 9
Kn (nature?): 1d20 + 10 ⇒ (3) + 10 = 13
"Hey, you one of them outsider-y folk that are good on fire or no?"
-Posted with Wayfinder

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Slightly confused by Steve's question Manius is relieved by the healing
"If you mean how well I burn..just the same as most humans"
Assuming you mean to ask if I have resistance to fire, nope not for a looooot of levels. Resist 5 acid, cold and elec..but that's it
Damage: 9 and 0 non-lethal

Yours is mined |

"Whoa...m'lady. Where is the fire?"
In her line of work, Phelerosa has had a lot of practise dodging grabby hands. As she successfully evades Omar, she screams back at him:
“No fire! Grab-rezu demooooooooooon!!!”
Steve advances bravely towards the melee and cures some of what ails his poisoned Angel-blooded companion, who struggles valiantly in the Vermin’s pincer, failing to break free.
Thanks, for the running damage tally!
Schorpioen gif: Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.
Strength damage: 1d2 ⇒ 2
Are you OK to track the poison effects from here?
Initiative:
1. Scorpione
2. Steve, Abraxi, Manius, Jake, Phelerosa (NPC), Dave, Omar
Scorpione: injured ; grappled
Manius: -9 hp ; grappled
Abraxi, Jake, Dave and Omar are up!
Bug #2: -7 hp

Yours is mined |

Despite what Phelerosa says, you know you are NOT actually facing a "Grab-rezu" demon!
It is a Giant Scorpion, monstrous versions of the more common desert scorpion. They are likely to attack any creature that approaches.
They have pincers that grab and constrict! And a long segmented tail that lashes forward to kill their victims with injected venom.

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Omar's half hearted grab of the fleeing woman fails... But he retains his weapon.
"Demon? There are no demons! Just a large bug of sort. Please stay here. The last thing we should be doing is splitting the group."
He will ignore her for now and cast grease on his stuck ally.
"Manius, try now!"
+10 bonus to escape.

Yours is mined |

Jake steps 5’ to the west and yells. Omar’s spell makes Manius greasier than Snouts Oinkerton at a Goblin Mud Wrastle.
The skald then tries to calm the Phickle Phelly.
"Demon? There are no demons!”
Phelerosa comes to a screeching halt. “Really, Omar?”
“Just a large bug of sort.”
O . O
“But, but …” Phelly whimpers, before taking off again. “THAT’S WORSE!!”
SCREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEECHHHHHHHH!!!!
Initiative:
1. Schorpioen
2. Steve, Abraxi, Manius, Jake, Phelerosa (NPC), Dave, Omar
Schorpioen: injured ; grappled
Manius: -9 hp ; grease-grappled
Abraxi and Dave ... are up.
Bug #2: -7 hp

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"'Rosa please come back. We miss your shining personality already. 'Sides, it's hard to protect you if you run away from us. There might be more of those things around here in the dark. You think you can take one out all by yourself?"
Dave looks back at the scorpion and considers his chances. I'm never gonna hit this thing with everyone in the way....but I gotta help out my gang.
Shot vs touch: 1d20 ⇒ 1 for 1d8 + 1 ⇒ (3) + 1 = 4 damage.
Dave lets loose a string of curses in Varisian as his gun misfires.
He then spends a point of grit to quick clear his revolver as a move action.

Yours is mined |

"Cheliax" Dave Rudabaugh squeezes the trigger and hears a dead-man’s *click*
Thankful for the grit he showed during countless weapon-clearing drills before he undertook Confirmation, the cussin’ carbineer soon has his piece ready to throw out some more rounds.
Initiative:
1. Escorpião
2. Steve, Abraxi, Manius, Jake, Phelerosa (NPC), Dave, Omar
Escorpião: injured ; grappled
Manius: -9 hp ; grease-grappled
É a vez de Abraxi!
Bug #2: -7 hp

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Abraxi spits and swears loudly as the bottleneck stays bottlenecked.
Pulling a potion fron his pack, his pulls the stopper with his teeth, spits it to the ground, then drinks it. His feet begin to lift imperceptibly of the ground.
Drink potion of fly

Yours is mined |

The cocktail mix Abraxi downs is so good it leaves him floating away ...
The clawed creature releases the hard-to-hold Hellknight (free) before instinctively repeating the same tactic on him using its front pincer pair.
Almost as an afterthought, the bug directs its tail stinger at the soft-centred Steve.
Claw + grab on Manius: 1d20 + 6 ⇒ (11) + 6 = 17 HIT, I think
damage: 1d6 + 4 ⇒ (2) + 4 = 6
Claw + grab on Manius: 1d20 + 6 ⇒ (14) + 6 = 20 HIT
damage: 1d6 + 4 ⇒ (3) + 4 = 7
Reach Stinger on Steve – soft cover: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13 HIT, I think
damage: 1d6 + 4 ⇒ (2) + 4 = 6 + Venom
CMB to grab-grapple vs Manius DC 20: 1d20 + 12 ⇒ (11) + 12 = 23 Does not provoke because of grab
Additional constriction damage: 1d6 + 4 ⇒ (2) + 4 = 6
With an audible *creak* the false floor beneath Dave buckles downwards by maybe an inch.
Everyone trained, may roll Knowledge (engineering) as a free action on your turn. We’re in combat so you cannot Take 10.
Initiative:
1. Скорпіон
2. Steve, Abraxi, Manius, Jake, Phelerosa (NPC), Dave, Omar
Скорпіон: injured ; grappled
Manius: 0 - 9 - 6 - 7 - 6 + 3 = -25 hp -3 hp (Nonlethal) ; grease-grappled ; poisoned 0 saves
Steve: -6 hp ; Fort save to avoid poisoned
Party up!
Bug #2: -7 hp
Again! ;)

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Steve's bad save: 1d20 - 3 ⇒ (16) - 3 = 13
"Bah! Kids these days, not being enough cover..." Steve notes, taking a large chunk out of his Shawl Power. 4t+4/4 HP; probs poisoned
Steve draws a wand and gives the front liner a poke before stepping back a square. clw: 1d8 + 1 ⇒ (6) + 1 = 7
-Posted with Wayfinder

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Abraxi lifts into the air and the ceiling of the corridor as he draws his axe. Flying over Mani's head, he swings hard at the scorpion.
Power Attack: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8
Damage: 1d12 + 4 + 3 ⇒ (8) + 4 + 3 = 15
And misses badly.

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Actually due to the grease raising my CMD vs grabs by +10 the grab misses. 23 hit vs 20+10=30 needed
2 hits, so converting 2 damage to 2 non-lethal - damage 9+11)6-1 and 7-1)= 20 and 2 non-lethal. Steve healed me for 7..so 20-7= 13 and 0 non-lethal
Manius getting released by the giant scorpion takes the hits that are dealed to him and looks over his shoulder behind him
"..if I move back to follow tactics...Steve get's it...better stay here for a bit.."
"Steve, take a step back and we'll slowly draw him out ..or in... towards us"
Manius then swings his falchion at the scorpion
To hit AC scorpion: 1d20 + 11 ⇒ (16) + 11 = 27
Slashing damage if hit: 2d4 + 8 ⇒ (2, 4) + 8 = 14

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I think Steve mentioned taking a step back, but he's right behind me on the map..if he did indeed take a step back I'll also take a step back..to give someone else the space needed to move to in case they want to attack. I can always take the step back if nobody wants to move to the front and keep tanking if needed

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"Don't worry, I got this..."
Yep, we may be in trouble here...
Dave takes another shot at the creature, then reloads an alchemical cartridge.
Shot vs touch: 1d20 ⇒ 9 for 1d8 + 1 ⇒ (4) + 1 = 5 damage.

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Omar is torn on whether to worry about the woman or help in combat.
"How's it going up there? Need a song to encourage you or not? ."
To be honest I thought the fight would be over in two rounds so did not bother with the song. This bugger must be tougher than it looked...not that Omar got a good look at it .

Yours is mined |

Steve steps back to the relative safety (?) of the *creaking* floor.
Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.
Can you please track the poison effects?
Abraxi rises 45° into the air at half speed and continues another 5’ along a straight line to the ceiling above the doorway. Unfortunately, the weight of his axe from such an awkward position, causes the slayer to miss his mark. >½ speed, straight line = No Fly check required.
Although the ceilings are 10’ high, the doorway is only 6ish’ high, which means you and the scorpion have cover from each other (-4 penalty to attack)
However, the tiefling’s movement provokes a stinging reply from the scorpion, but its tail zigs as Abraxi zags.
Tail Stinger AoO on Abraxi - Cover: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
damage: 1d6 + 4 ⇒ (6) + 4 = 10 + Venom
With a flick of his down-turned palm over the revolver’s single-action hammer, Dave readies his weapon to fire again.
BLAM!
The bullet slices a neat path through the middle of Steve’s hair, before ricocheting off one of the ceremonial hellspikes on Manius’ armor and onwards into the left mandible of the scorpion!
Manius, Thanks for the grease info!
Shackled only by his Hellknight code, Manius’ heavy blade finds purchase in the vermin’s shot-up carapace, spraying the Cavalier with a thick, green line of bug-guts as he shifts backwards 5'.
@Manius Need another Fort save to resist the poison. I have your Strength at 20.
Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.
If Fort save fails:
Strength damage: 1d2 ⇒ 1
Manius Strength = 19.5 (ie. still 20)
Initiative:
1. スコルピオン
2. Abraxi, Steve, Manius, Jake, Phelerosa (NPC), Dave, Omar
スコルピオン: injured
Manius: -13 hp ; greasy ; poisoned 0 saves
Steve: -6 hp ; poisoned 0 saves
Jake and Omar to go.
Bug #2: -26 hp

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Omar starts playing a fight song
"We will rock you like a hurricane!."
As an option, any that want the affects of rage must accept the song and all pros/cons.
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

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Round 2, Furious Focus, Power Att, OH Chop
Jake shoves his wy past the others ans swings mightily with his Greatsword as he moves into the space in front of Manius and slightly under Abraxi.
If you are going to get attacked, at least get to the other side of it!
GA Att: 1d20 + 12 ⇒ (16) + 12 = 28
GA Dam: 2d6 + 4 + 4 + 6 ⇒ (6, 3) + 4 + 4 + 6 = 23

Yours is mined |

Omar starts belting out a most appropriate fighting song. Musik von den Skorpionen. Fantastisch!
Ser Jake Hargrove decides enough is enough. The freedom fighter bowls around the corner bumping shoulders with Steve and Manius – Hard!
As he reaches the doorway, Jake takes the scorpion’s undamaged mandible in one hand and while holding his greatsword in the other like a bowie knife, slides the blade up the creature’s oral opening, through its brain and back out the top of its shell with a wet *CRUNCH*
It seems Phelerosa didn’t run too far away from her Pathfinder escort after all, as she ducks her head around the corner enquiring, “Is it over?”
Once reassured that the bug has been squished, she exclaims. “Oh! You were so brave!”
Phelly rushes past Dave, Manius and Jake into the arms of … Steve (?)
“The way you stood there and took that stinging tail, so you could heal poor Manny!” The waitress stands with the back of her hand plastered to her forehead. “Was soooooo inspirational!”
Manius feels his system coping adequately with the scorpion venom. Strength = 20
@Steve, you still owe me some Fort saves.
☤☤☤☤
A quick search of the Giant Scorpion’s lair turns up nothing very interesting apart from a stone staircase leading to daylight.
Dave Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Manius Perception: 1d20 + 0 ⇒ (1) + 0 = 1
Steve Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Abraxi Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Jake Perception: 1d20 + 1 ⇒ (2) + 1 = 3
Omar Perception: 1d20 + 6 ⇒ (20) + 6 = 26
However, Omar and Steve hear two harsh voices drifting down the steps from the surface. One has the dulcet tones of Olandril aka Emmy Winner. The other is new to the Pathfinders.
“Handing Pezzack’s second-most-wanted crim over to Admiral Sawdannac will no doubt earn me command of the Chelish garrison, Olly my boy!”

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Assuming I will fail all...
Strength damage on first Dave: 1d2 ⇒ 1
Fort: 1d20 - 3 ⇒ (15) - 3 = 121d2 ⇒ 1
Fort: 1d20 - 3 ⇒ (6) - 3 = 31d2 ⇒ 1
Fort: 1d20 - 3 ⇒ (19) - 3 = 161d2 ⇒ 1
Fort: 1d20 - 3 ⇒ (15) - 3 = 121d2 ⇒ 2
Fort: 1d20 - 3 ⇒ (14) - 3 = 111d2 ⇒ 1 4 Strength Remains; luckily, damage doesn't mess with carry capacity; the only thing I use STR for.
"Dang... Kids... Can learn'ta heal their own damn selves. One'a you jokers is gonna refill my coat once we lose these other goons."

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"That doesn't look so good, let me try this"
Manius prods and pokes at Steve's wound trying to force the poison out
Heal check: 1d20 + 6 ⇒ (14) + 6 = 20
Heal check: 1d20 + 6 ⇒ (19) + 6 = 25
Heal check: 1d20 + 6 ⇒ (8) + 6 = 14
Heal check: 1d20 + 6 ⇒ (16) + 6 = 22
Heal check: 1d20 + 6 ⇒ (10) + 6 = 16
If I make the poison save DC Steve get's a +4 competence bonus on his save for that round
"Hey, while I'm poking Steve..could someone use this wand on me and heal me a bit?"
Assuming Steve has a hand free to use while I excorsize his poison he can cure light wound me
clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (8) + 1 = 9
2 wands charges and I'm full hps

Yours is mined |

Making your way up out of the stench of the Guts, a gang of a lightly armed thugs awaits you at the top. A cussin’ Olandril struggles helplessly inside a weighted net nearby. “A little help please, Pat … riots from Docktown.”
"Oh, and hi, Phelly."
Past the rocky outcropping where the tunnels open to the salty air, a small fleet of pinnaces, launches and jolly boats loaded with fighters and flying the Chelish flag, swarm Whaler’s Point all the way to the harbor’s entrance, the Pinch.
“You’re too late, Pathfinders,” the thugs’ leader, a young man in poorly fitting Hellknight armor and armed with a
guisarme shouts. “The Navy’s just sneaked its picket boats in under the Shorewall ballista and halted fishing. Your escape’s cut off! Stand down NOW!”
“YOU, ARMIGER!” The knight commands Manius. “I, Maralictor Gellius order you to arrest the others. Obey or you will NEVER be admitted to the Most Venerable and Honorable Order of the Gate!”
Dave Initiative: 1d20 + 7 ⇒ (18) + 7 = 25
Manius Initiative: 1d20 + 0 ⇒ (16) + 0 = 16
Steve Initiative: 1d20 + 11 ⇒ (17) + 11 = 28
Abraxi Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Jake Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Omar Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Phelerosa Initiative: 1d20 ⇒ 13
Thugs: 1d20 + 7 ⇒ (12) + 7 = 19
Gellius: 1d20 + 1 ⇒ (1) + 1 = 2
1. Steve, Dave, Jake
2. Thugs
3. Abraxi, Manius, Phelerosa (NPC), Omar
4. Maralictor Gellius
Steve, Dave and Jake are up!

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"I got a better idea, Mara. How bout you let the person in the net go, and move outta our way. We might just be so amazed at how smart you are, that we forget to attack you. And, if you're really nice and 'pologize to my friend here, he may not report you for interfering with his secret mission."
Bluff-timidate: 1d20 + 7 ⇒ (2) + 7 = 9
Man, I hate it when my dice don't back me up....

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Dave waits for his "great plan" to likely fail, then moves behind Abraxi, drawing his gun as he moves. Dave tries to lead the waitress by the arm to get her out of the front line, but makes no attempt to force her to move if she resists. He then readies an attack for when the leader-guy takes a hostile action against the group.

Yours is mined |

Gellius sternly rebukes ‘Cheliax’ Dave as he moves behind Abraxi. “You DARE try to intimidate ONE who has STARED DOWN a foot soldier of H3LL! ARMIGER! What are you waiting for?”
“Get your hands off me, Dave!” Phelerosa screams. “I’m with *sigh* Steve now.”
Olandril laughs. “Huh! That’s you all right, Phelly. Almost didn’t recognize you with your clothes on.”
Initiative:
1. Steve, Dave, Jake
2. Thugs
3. Abraxi, Manius, Phelerosa (NPC), Omar
4. Maralictor Gellius
Steve and Jake!

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Steve will use his wand in lieu of the knights (since he's already holding it anyways) during the poison times. He proves resistant to the heal checks, but not enough to truly hinder it. "Ey, what's yer doin' there, boy? I don't swing that way. What's you trying ta suck at?"
---
Targeting the goon in the NW corner with Slumber Hex. Steve lets out a big yawn and meets gaze with one of the goons. He then quickly turns tail and waddles his way to somewhere out of charging range-of-all-enemies, even if it means leaving the new hanger-on behind. "Bah, idiots, yellin' at cultists with pointy armour and squiggle faces ain't never got nobody nowhere but six feet under..."
Bird double-moves to the "safest" adjacent square to Steve, WOKing at standard, panic volume.
-Posted with Wayfinder

Yours is mined |

Green Thug Will vs Slumber DC 10+lvl/2+Int mod = 16: 1d20 ⇒ 18
The thug *yawns* like he’s trying to throw off a post-Crystalhue hangover, but manages to clear the cobwebs with a shake of his head.
Steve and his bird bravely allow their front-line companions more room to manoeuvre over the (non-Difficult) terrain.
Initiative:
1. Steve, Dave, Jake
2. Thugs
3. Abraxi, Manius, Phelerosa (NPC), Omar
4. Maralictor Gellius
Jake!