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Marta I've now gone twice, I think I shouldn't have been bolded this second time so I shouldn't actually have made me second move yet.

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Marta I've now gone twice, I think I shouldn't have been bolded this second time so I shouldn't actually have made me second move yet.
From the timestamps on the posts it looks like you ninja'd him. I'm thinking you are right. Also, though it did not matter, Marta's init roll was 4 lower as she would not have had heightened awareness up for a long trip. In fact, unless the trip is only expected to take a few hours she will not have any of her 100-200 minute duration spells up.

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Make Marta's move a run instead of a double move. That puts her up near the orc chieftain, assuming the terrain was not difficult.

Dungeon Master S |

Sue closes distance as does Marta. The packed sand not hindering them in anyway.
Round 1:
Marta: Run
Magor: Go Delay?
Theritis: Hit
Faeranduil: KILL WITH POWER
Sue: Move
Horde!: TBD
Fade: TBD
Purple: 95

Dungeon Master S |

With Marta the closest, the cheiftain charges her with his double axe. His desire for a glorious death is obvious: CHARGE!: 1d20 + 18 + 2 ⇒ (15) + 18 + 2 = 35 for DMG: 1d8 + 9 ⇒ (3) + 9 = 12
Round 1:
Marta: Run
Theritis: Hit
Faeranduil: KILL WITH POWER
Sue: Move
Horde!: DEATH BEFORE DISHONOR!
Magor: Go
Fade: Go
Purple: 95

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Move Action
Fade moves up a little.
Standard Action
Seeing how long it would take him to get there, he casts Magic Missile at the enemy.
Magic Missile: 5d4 + 5 ⇒ (1, 1, 1, 1, 1) + 5 = 10
Wow, that roll.

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Any chance at getting a flank set up before Marta 5' steps and unleashes fury?

Dungeon Master S |

Fade, that.... stinks.
Fade sends a quintet of weak missiles towards the orc. The damage it's taken thus far is shocking, and it should be dead, yet he fights on!
Round 1:
Marta: Run
Theritis: Hit
Faeranduil: KILL WITH POWER
Sue: Move
Horde!: DEATH BEFORE DISHONOR!
Magor: Go
Fade: MM
Purple: @-7

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Thanks, Sue.
With that bit of help, Marta takes a chance and forgoes defense. Though it may cost her later. She activates a Judgment to add to her to hit and damage.
If a hit connects and Marta makes her intimidate check it will cause the opponent to be shaken for as many rounds as non-lethal damage, provided non-lethal damage works on it because of the Enforcer feat. A second hit will cause the opponent to be sickened due to the Cruel enchantment on her Amulet of Mighty Fists.
First attack
- Unarmed Strike attack roll: 1d20 + 20 ⇒ (7) + 20 = 27
- Non-lethal damage/acid: 5d6 + 22 + 1d6 ⇒ (3, 6, 3, 5, 6) + 22 + (1) = 46; non-lethal, last d6 is acid damage
- Intimidate: 1d20 + 29 ⇒ (5) + 29 = 34 (-2 if no Halo bonus)
Second attack, with stunning fist (DC 21 fort save)
- Unarmed Strike attack roll: 1d20 + 20 ⇒ (2) + 20 = 22
Ick. Using my Character Folio reroll to reroll that second attack...
- Unarmed Strike attack roll: 1d20 + 20 ⇒ (5) + 20 = 25
- Non-lethal damage/acid: 5d6 + 20 + 1d6 ⇒ (2, 2, 5, 1, 4) + 20 + (4) = 38; non-lethal, last d6 is acid damage
- Intimidate: 1d20 + 29 ⇒ (10) + 29 = 39 (-2 if no Halo bonus)
Final attack at -5 BAB
- Unarmed Strike attack roll: 1d20 + 15 ⇒ (8) + 15 = 23
- Non-lethal damage/acid: 5d6 + 20 + 1d6 ⇒ (2, 1, 6, 1, 5) + 20 + (5) = 40; non-lethal, last d6 is acid damage
- Intimidate: 1d20 + 29 ⇒ (17) + 29 = 46 (-2 if no Halo bonus)
Note: Intimidate 29 = 27 +2[halo]
Wow, even with a reroll in that mix, I think Marta just embarrassed herself. Unless he has a 27 AC or less that is a total whiff.

Dungeon Master S |

Like an onrushing storm, the Pathfinders level the orc horde. Practically before the orcs could mount a defense, they're gone.
Younger and less experienced agents cheer from the wings of the theater of battle.
The party recovers an array of potentially useful items before heading to the orc leadership.
+1 flaming arrow, potions of cure moderate wounds (2), potion of heroism; 2 potions of cure serious wounds, 2 wands of ray of exhaustion (4 charges), 2 belts of incredible dexterity +2, 2 bracers of armor +1, 2 cloak of resistance +1, 2 ring of protection +1
Check in to advance to the leadership.

Dungeon Master S |

The party moves inexorably forward.
The stony remains of a ruined edifice provide shelter from the hot winds. Rocks on a stone table hold down a crude map of the valley.
The orcs watch your approach calmly. The one in blood red armor speaks loudly, but calmly, "“I’ve been waiting for strong opponents. Your deaths will give me honor among the Black Suns.”
Enemy: 1d20 + 2 ⇒ (5) + 2 = 7
Fade: 1d20 + 5 ⇒ (20) + 5 = 25
Magor: 1d20 + 2 ⇒ (5) + 2 = 7
Marta: 1d20 + 12 ⇒ (6) + 12 = 18
Sue: 1d20 + 4 ⇒ (19) + 4 = 23
Faeranduil: 1d20 + 4 ⇒ (2) + 4 = 6
Theritis: 1d20 + 5 ⇒ (4) + 5 = 9
For every 5 that you beat the DC, you may ask for one piece of information from this list.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
For every 5 that you beat the DC, you may ask for one piece of information from this list.

Dungeon Master S |

Magor: 1d20 ⇒ 5, Enemy: 1d20 ⇒ 19
Round 1:
Fade: Go
Sue: Go
Marta: Go
Theritis: Go
Enemy: TBD
MAgor: TBD
Faeranduil: TBD

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Theritis moves confidently toward the leaders.
"If it is honor you want, you will only find it at the end of my sword."
rage and double move.

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Knowledge (Local): 1d20 + 24 ⇒ (16) + 24 = 40
Knowledge (Local): 1d20 + 24 ⇒ (3) + 24 = 27
Knowledge (Local): 1d20 + 24 ⇒ (3) + 24 = 27
Knowledge (Nature): 1d20 + 15 ⇒ (17) + 15 = 32
resistance, immunities, weaknesses, special attacks, special defenses in that order please
"Didn't they see those fireballs? Or do they think I have none left?" Faeranduil says while taking a few needles from his spell component pouch.

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Sue will drink the potion of herosim before moving on.
know local: 1d20 + 9 ⇒ (18) + 9 = 27
know local: 1d20 + 9 ⇒ (4) + 9 = 13
know local: 1d20 + 9 ⇒ (7) + 9 = 16
know nature: 1d20 + 9 ⇒ (13) + 9 = 22
Sue will move up, activating her wand of divine favor and stares down the champion, waving him forward with an open hand.
Also smite evil him. AC 30 vs champion.

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So, Fade was first in this combat but it was posted after I went to sleep. Any chance he can get a Haste off before everyone goes their separate ways?
Standard Action
Fade casts Haste to speed up the party.
Move Action
He moves away to help split up the party, knowing he has Fireball and Dimension Door in his arsenal as quick movement options.
Haste is up (maybe)

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So the last remaining orc was not the leadership? No wonder Marta's pathetic attacks hit, or am I assuming wrong? Did she actually dismantle the remaining orc? Is the encounter with the leader part of the same combat? I assume not since we had time to loot. But if we had time to loot do we have time to buff and use any items looted?
Kn Local: 1d20 + 1 + 6 ⇒ (8) + 1 + 6 = 15. She will look for feats.
Kn Nature: 1d20 + 4 + 6 ⇒ (19) + 4 + 6 = 29. She will look for special defenses.
Marta announces the name and abilities she finds out.

Dungeon Master S |

The last orc was dead on his feet before Marta got there. As for time between encounters, I'll rule that anything round and minute per level is gone, but 10 minutes per level and longer are still there.
Fade immediately hastens the party, looking to capitalize on their quick reflexes, catching everyone before the charge. Theritis rushes forward, unbowed by the strength of his foes. Sue, also moves up, but a bit slower but girding for the fight to come.
The party recognizes that the drummer likely can inspire his allies, but is otherwise a normal orc (just with more will power due to his training.) The unarmed orc doesn't comport himself like a trained monk, but more of a brawler type. The final orc looks capable, and has an unholy symbol in hand. It's the beast that draws the most interest. It has no specific resistances, but has a VERY tough hide. It has no known weaknesses, though it's mental strength isn't its strong suit. It is specialized in close quarters fighting; grabbing, trembling, etc.
Round 1:
Fade: Haste
Sue: Move and buff
Marta: Go
Theritis: Move
Enemy: TBD
Magor: TBD
Faeranduil: TBD

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I'll assume this is a new combat and that the Judgment has elapsed then.
Marta will use Judgment to provide AC and ST. (swift)
Marta will use her Swaying Word ability on the brawler fellow and tell him via telepathy to attack the cleric fellow. DC 21 will or he's mine. (standard)
Then she will move up behind a rock using stealth. (move)
Stealth: 1d20 + 6 - 5 ⇒ (20) + 6 - 5 = 21
She's not all that good at it but she does like to practice.

Dungeon Master S |

Marta tries to turn the orcs against one another Will: 1d20 + 6 ⇒ (15) + 6 = 21 The orc shakes his head, resisting the Inquisitor's will, but only barely.
The orc wardrummer starts a pounding rhythm that spurs on his mates.
The massive orc beast advances. The ruined features of the terrain preventing it from bringing its full fury. Still, teeth like swords gnash at Sue: Bite: 1d20 + 22 + 1 ⇒ (6) + 22 + 1 = 29 for DMG: 2d6 + 12 + 1 ⇒ (3, 4) + 12 + 1 = 20 and it tries to grab hold with those teeth! Grab: 1d20 + 26 + 1 ⇒ (16) + 26 + 1 = 43, and does!
The brawler hurls a charkram at Theritis: ATK: 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25, and the weapon passes by the man and hits the sand behind him.
The witch doctor weaves a spell with words that sound like grunts and shouts. A yellowish green fog appears among Faeranduil and Magor! The fog is thick and poisonous. You each take CON DMG: 1d4 ⇒ 3. You can take half damage with a DC 16 FORT.
Round 1:
Fade: Haste
Sue: Move and buff
Marta: Swaying Word
Theritis: ATK
Enemy: Go
Magor: Go
Faeranduil: Go

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@GM: I assume the fog obscures visibility and is sticking around? And if it's a poison effect, it won't actually affect me for several hours yet.
Magor sucks in a deep, green breath and laughs at the orcs. He shouts something in their foul tongue while running forward, then conjures a large stone wall between the orcs and their pet.
Standard Cast wall of stone The wall is 10 ft. high and 2 in. thick. Each 5-ft. square has hardness 8 and 30 hp.
Fortitude: 1d20 + 12 ⇒ (16) + 12 = 28
Spellcraft: 1d20 + 15 ⇒ (10) + 15 = 25 What spell was the fog?

Dungeon Master S |

Magor stands firm in the poisonous killing cloud. Undeterred he advances out and walls in the the drummer and witch! With the forces split a roar of frustrated anger echoes from the ruins!
Round 1:
Fade: Haste
Sue: Move and buff
Marta: Swaying Word
Theritis: ATK
Enemy: ATK
Magor: Wall of Stone
Faeranduil: Go

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Fearanduil flies up, out of the killing cloud and casts a fireball.
Empower Intensify: 13d6 + 5 ⇒ (1, 6, 5, 6, 2, 3, 4, 2, 6, 2, 3, 3, 5) + 5 = 53
77 damage, your call if I can position it in such a way as to get all 4. Also: how do you set the translucent green?

Dungeon Master S |

click on the image and when selecting the color, choose custom.
another immense fireball rocks the battlefield. What's the save DC?
Cat REF: 1d20 + 14 ⇒ (17) + 14 = 31
Red: 1d20 + 10 ⇒ (8) + 10 = 18
Blue: 1d20 + 6 + 4 ⇒ (13) + 6 + 4 = 23
Round 2:
Fade: Go
Sue: Go
Marta: Go
Theritis: Go
Enemy: TBD
Magor: TBD
Faeranduil: TBD
Red: 77
Cat: 38

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Marta dischrges the shield spell from her ioun stone and moves up to close with the beast.

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"Fire seems to work. Excellent."
Move Action
Fade heads up to position himself better for his next trick.
Standard Action
Fade casts his own Fireball in the same spot. Less impressive than Faeranduil's, but definitely good at compiling the damage. I find Fireball is best when multiple people cast it. ;)
Fireball: 10d6 ⇒ (6, 6, 5, 6, 2, 5, 4, 3, 4, 2) = 43 (DC 18 Reflex for half)

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My apologies save is DC 23. Half damage is 38

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Sue struggles a bit as she is grappled but manages to go after the big grappler anyway, spending her ki for an extra attack
subtracting the 2 to hit since I'm using dex. Full attack not using piranha strike, spending ki for extra attack.
Unarmed Strike: 1d20 + 13 ⇒ (19) + 13 = 32
damage + 1d6 acid: 4d6 + 5 + 1d6 ⇒ (4, 2, 3, 5) + 5 + (2) = 21
Flurry Strike: 1d20 + 13 ⇒ (13) + 13 = 26
damage + 1d6 acid: 4d6 + 5 + 1d6 ⇒ (1, 1, 3, 4) + 5 + (5) = 19
Haste Strike: 1d20 + 13 ⇒ (15) + 13 = 28
damage + 1d6 acid: 4d6 + 5 + 1d6 ⇒ (6, 4, 2, 1) + 5 + (2) = 20
Ki Strike: 1d20 + 13 ⇒ (11) + 13 = 24
damage + 1d6 acid: 4d6 + 5 + 1d6 ⇒ (5, 5, 4, 6) + 5 + (4) = 29
Iterative Strike: 1d20 + 8 ⇒ (2) + 8 = 10
damage + 1d6 acid: 4d6 + 5 + 1d6 ⇒ (3, 4, 2, 1) + 5 + (4) = 19
Iterative Strike2: 1d20 + 8 ⇒ (4) + 8 = 12
damage + 1d6 acid: 4d6 + 5 + 1d6 ⇒ (6, 4, 2, 1) + 5 + (5) = 23
possible vicious feedback: 4d6 ⇒ (5, 4, 2, 6) = 17

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Where is Sue/The cat? From the map she does not even look like she is in range to hit and Marta based her move on where it is on the map. Sue may end up having a flank if the cat is further south and Marta is able to get in position. Suggestion to Sue: Use a stunning fist next time. I find that I never use them up because I forget or lack opportunity.

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Theritis tumbles into the cat's reach and finishes with a well placed blow.
acrobatics to avoid AOO: 1d20 + 16 ⇒ (2) + 16 = 18
vital strike keen CI greatsword: 1d20 + 21 ⇒ (12) + 21 = 33
damage keen CI greatsword: 2d6 + 25 ⇒ (1, 5) + 25 = 31

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I got grappled by the cat, so I have to be next to it, dragged mini up to the closest square.

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Just not sure whether it actually moved next to you or pulled you in from a distance, though it seemed a bit far for that. Weren't you 15' away before you moved the icon?

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Ya, when you grapple somebody who's not adjacent you pull them adjacent, so I just moved my mini to the closest space adjacent.
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).

Dungeon Master S |

I'm back! Nothing on the schedule from now until the end. Yes, the cat grabbed from 15' away.
Fade adds ever more fire to the battle! This DOES mean Sue needs a REF save too.
Cat: 1d20 + 14 ⇒ (1) + 14 = 15
Red: 1d20 + 10 ⇒ (5) + 10 = 15
Blue: 1d20 + 6 + 4 ⇒ (19) + 6 + 4 = 29
The fireball leaves the overly muscled orc a burning husk, and the massive beast has seen better days.
Sue fights back, trying to pummel the massive beast. It's hide is like iron, but two hits slide into vulnerable spots.
Theritis tumbles into place, but it's too busy grappling to take the shot. The tumbling ends with a massive hit
Round 2:
Fade: Fireball
Sue: Hits
Marta: Go
Theritis: Hit
Enemy: TBD
Magor: TBD
Faeranduil: TBD
Cat: 153
Blue: 0
Yellow: 0

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Probably won't matter with Sue's save bonus and evasion, but isn't it possible to throw the Fireball without hitting the party?

Dungeon Master S |

Not without also not targeting the beast. I'll leave it up to Sue to say if she yells to hold off.

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Marta smiles grimly and steps up to also pummel the creature. She activates Bane on the cat thing.
If a hit connects and Marta makes her intimidate check it will cause the opponent to be shaken for as many rounds as non-lethal damage, provided non-lethal damage works on it because of the Enforcer feat. A second hit will cause the opponent to be sickened due to the Cruel enchantment on her Amulet of Mighty Fists.
First attack
- Unarmed Strike attack roll: 1d20 + 18 ⇒ (17) + 18 = 35
- Non-lethal damage/acid: 5d6 + 18 + 1d6 ⇒ (3, 4, 1, 1, 5) + 18 + (5) = 37; non-lethal, last d6 is acid damage
- Intimidate: 1d20 + 29 ⇒ (12) + 29 = 41 (-2 if no Halo bonus)
Second attack
- Unarmed Strike attack roll: 1d20 + 18 ⇒ (9) + 18 = 27
- Non-lethal damage/acid: 5d6 + 16 + 1d6 ⇒ (4, 5, 1, 3, 6) + 16 + (2) = 37; non-lethal, last d6 is acid damage
- Intimidate: 1d20 + 29 ⇒ (4) + 29 = 33 (-2 if no Halo bonus)
Haste attack
- Unarmed Strike attack roll: 1d20 + 18 ⇒ (13) + 18 = 31
- Non-lethal damage/acid: 5d6 + 16 + 1d6 ⇒ (2, 5, 5, 5, 2) + 16 + (6) = 41; non-lethal, last d6 is acid damage
- Intimidate: 1d20 + 29 ⇒ (5) + 29 = 34 (-2 if no Halo bonus)
Final attack at -5 BAB
- Unarmed Strike attack roll: 1d20 + 13 ⇒ (7) + 13 = 20
- Non-lethal damage/acid: 5d6 + 16 + 1d6 ⇒ (5, 2, 5, 1, 1) + 16 + (3) = 33; non-lethal, last d6 is acid damage
- Intimidate: 1d20 + 29 ⇒ (17) + 29 = 46 (-2 if no Halo bonus)

Dungeon Master S |

Marta's fury also results in a pair of hits to the monster's weak spots! These two hit add up enough to law the beast low! It drops Sue unceremoniously, but without further injury.
The death cloud continues to drift away. Whatever the drummer is doing, he continues to drum, but the other orc casts a spell and flies 30' up, ready to continue the fight from on high!
Round 2:
Fade: Fireball
Sue: Hits
Marta: GHits
Theritis: Hit
Enemy: ATK
Magor: Go
Faeranduil: Go
Cat: KOed
Blue: 0
Yellow: 0

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I'm okay with being included when tactically appropriate.
reflex: 1d20 + 15 ⇒ (8) + 15 = 23
Sue evades.
on a different note reflex is by far Sue's worst save. Game is weird.

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Faeranduil readies a magic missile, to cast at the moment the spellcaster is about to cast another spell
Magic Missile: 5d4 + 5 + 5 ⇒ (4, 3, 4, 3, 2) + 5 + 5 = 26

Dungeon Master S |

Faeranduil stands ready, the final syllable on his lips...
Round 2:
Fade: Fireball
Sue: Hits
Marta: GHits
Theritis: Hit
Enemy: ATK
Magor: Go
Faeranduil: Ready
Cat: KOed
Blue: 0
Yellow: 0

Dungeon Master S |

Magor and Faeranduil prep for the inevitable spell!
Round 3:
Fade: Go
Sue: Go
Marta: Go
Theritis: Go
Magor: Ready
Faeranduil: Ready
Enemy: TBD
Cat: KOed
Blue: 0
Yellow: 0

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Sheathing his blade, Theritis tries to scale the wall.
climb: 1d20 + 17 ⇒ (13) + 17 = 30
Move to sheathe sword, Move to get up on the dais and climb wall, at half-speed. With 60 ' of movement, I should be at the top of the wall if the climb DC is 25 or less.

Dungeon Master S |

I'll call it less than that.
Theritis climbs like a beast to the top of the wall, ready to rain down on the remaining foes.
Round 3:
Fade: Go
Sue: Go
Marta: Go
Theritis: Climb
Magor: Ready
Faeranduil: Ready
Enemy: TBD
Cat: KOed
Blue: 0
Yellow: 0