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how high up are they and if my attack will hit the one thats dazed then fine i will hit it with no stunning fist
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Thanks for taking the actions DM Beckett. I should be good to go when it comes around again.

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No worries. And Im ok with a small retcon if needed.

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All good. I'll pick it up when it comes back to my turn. You did exactly what I would have done.

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Not sure if it got lost in the shuffle, but I did cast searing light in Round 3, so hopefully I'm not holding up play.
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Sorry, my fault. It did and it didn't.
Oswin blasts the far Harpy with divine light, and while it is intended for disease ridden blobs and undead abominations, it does the trick. Xiaobo rushes over to dispatch the other that has fallen, laving the party to wrestle the last one down.
You make an honest attempt to get information and get answers from her, but in the end, you see it is going nowhere, and simply put her down. (Some of you) find the waste of a life less than honorable, but do glean that the harpies where one of Jerevyx's troops, and basically deserters after a failed raid. They had attempted to position themselves here to find food (you), and to heal up, but due to the natural conditions, the harsh weather that had rolled in, had essentially fallen on even harder times, and could not safely leave.
You do, however, get more specific directions to "the witches" haven, and travel there more quickly once done with the small band of harpies.
About 3 hours later, you find a few of the landmarks she had let slip. The wide mouth of this frigid cavern is almost completely sealed by thick pillar-like accumulations of ice and snow. An enormous stone column dominates the center of the cave’s interior. A small platform, cut into the pillar just below where two archways of ice branch off to join the cavern walls, bears a grotesquely carved throne decorated with draconic motifs. Stalactites, some as long as fifteen feet, droop in patches along the ceiling, while rows of shorter, jagged stalagmites sprout from the cavern floor. An icy stone shelf above the western corner of the cave partially obscures a narrow passageway leading deeper into the cavern.
As soon as you make the climb to the entrance, you see another harpy, likely Jerevyx, reclining in her grand throne at the center of the cavern with two frost drakes lying curled at her feet. Her hands and feet are covered with thick blue scales, and her face bears traces of some primitive, reptilian ancestry.
Before you are able to even say a word, she accuses you of being "more thieve and assassins", and her and her pet dragons swing into action.
Alan: 1d20 + 5 ⇒ (14) + 5 = 19
Dragorin: 1d20 + 0 ⇒ (18) + 0 = 18
Oswin: 1d20 + 5 ⇒ (19) + 5 = 24
Ravenmantle: 1d20 + 6 ⇒ (7) + 6 = 13
Xiaobo: 1d20 + 5 ⇒ (19) + 5 = 24
-----------------------------
Jerevyx: 1d20 + 6 ⇒ (20) + 6 = 26
Dragons (2): 1d20 + 7 ⇒ (15) + 7 = 22
Round 1
Jerevyx
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Oswin () & Xiaobo ()
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Dragon 1 () & Dragon 2 ()
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Alan (), Dragorin (), and Ravenmantle ()
Jerevyx calls on her magic to grow even more wicked magical claws, and then begins to fly. The "throne" is atop a 20ft pillar of solid ice, but there are some natural footholds, so only a DC 10 Climb check.
map updated

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Oswin moves into the area and casts Divine Favor on himself.
I still have Spiritual Ally prepped. Can that ally "fly", since it's a being of pure force? It doesn't list it in the spell, so I'm probably SOL, but thought maybe one of you knows differently.

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:)

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Many thanks GM. Stinking tiny screens make it even easier for me to skip a part of the spell. Can I cast that instead, putting the ally to the right of the rightmost drake?
Oswin calls upon the power of Iomedae to bring forth a being of energy to combat the foes.
The warrior strikes twice at the drake!
BAB +6/+1, plus 3 for Wisdom.
Attack: 1d20 + 9 ⇒ (10) + 9 = 19
Damage?: 1d10 + 2 ⇒ (10) + 2 = 12
Attack: 1d20 + 4 ⇒ (6) + 4 = 10

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are we still difficult terrain
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i can vertically jump 15 feet minimum if i can jump as part of charge that is what i will do
-Posted with Wayfinder

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It's a DC 80 to High Jump it, or you could do a Take 10 on a single Climb check and double move up. You could make a roll with a -5 penalty to try to fast climb, which will get you to the ledge and still have a Standard Action left.

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As the ghostly ally appears and Xiaobo springs forward, the two dragons each leap into the air, doing a small circle around the cave, then let loose their frosty breath weapons. Each appears as a small glove of icy mist, but upon impact of the ground around you, exploded into a freezing vapor that quickly coats the ground.
Dragon 1: 7d6 ⇒ (4, 5, 5, 2, 2, 4, 6) = 28 (Refl DC 16 for half)
Dragon 2: 7d6 ⇒ (5, 3, 2, 2, 5, 5, 6) = 28 (Refl DC 16 for half)
I'll see if I can work on the map a bit more. Oswin gets hit only by #1, while Alan, Dragorin, and Ravenmantle, (as well as any familiars or pets possibly) get hit by both.
Both dragons end their movement in the air, 30ft high.
Dragon 1 1d6 ⇒ 3 <round 4>
Dragon 2 1d6 ⇒ 6 <round 7>
Round 1
Jerevyx (-12)
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Oswin () & Xiaobo ()
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Dragon 1 () & Dragon 2 ()
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Alan (), Dragorin (), and Ravenmantle ()

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Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
Reflex: 1d20 + 5 ⇒ (11) + 5 = 16
28 damage total
Burn foul creatures! bellows Dragorin as he shakes the frost of his armor and marches forward launching a fireball at the closest dragon.
Fireball: 9d6 ⇒ (2, 1, 6, 5, 6, 1, 3, 5, 1) = 30 DC 18 for half

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Sorry, something I forgot to mention was that all of the area affected is now difficult terrain. Evasion will apply against the damage, but not against the difficult terrain.
Dragon 2 Refl: 1d20 + 9 ⇒ (6) + 9 = 15
The ice serpent writhes in agony and fury, cursing at you I the draconic language for bringing the flame. Atop the throne of ice and bone, the Harpy Queen sprouts her claws menacingly and challenges Xiaobo, to test his mettle against her's.
Round 1
Jerevyx (-12)
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Oswin () & Xiaobo ()
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Dragon 1 () & Dragon 2 (-45)
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Alan (), Dragorin (), and Ravenmantle ()

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Ravenmantle manages to twist and dodge the icy breath of the serpents, using the icy structures to provide some cover, but he still takes a dangerous blast of cold that rimes his hair and chills to the bone.
Reflex 1: 1d20 + 13 ⇒ (16) + 13 = 29
Reflex 1: 1d20 + 13 ⇒ (7) + 13 = 20
Still takes 28 damage to reduce hp to 18/46
Feeling with his feet that the ground beneath is to slick to move side-to-side, he grits his teeth and draws a pair of arrows. "Grandmother Crow, drive this frost away and my arrows into the heart of the witch's dragons!" A warming breath of air strips the white frost from the halfling's hair returning it to the normal black while a pair of arrows, charged with menace fly and lance into the dragon's chest. Two more arrows quickly fly after the first pair seeking to drive the beast from the sky.
Lay on Hands: 3d6 + 3 ⇒ (3, 5, 1) + 3 = 12
hp 30/46
Declare smite evil on dragon #1
Attack (Manyshot): 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 1d6 + 16 + 2d6 + 1d6 + 16 + 2d6 ⇒ (6) + 16 + (3, 4) + (1) + 16 + (6, 1) = 53
Attack (Rapidshot): 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 1d6 + 9 + 2d6 ⇒ (4) + 9 + (1, 6) = 20
Attack (Iterative): 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 1d6 + 9 + 2d6 ⇒ (5) + 9 + (1, 5) = 20

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reflex: 1d20 + 13 ⇒ (5) + 13 = 18
reflex: 1d20 + 13 ⇒ (20) + 13 = 33
Alan will race across the terrain and deliver a side kick to jervyx.
Fighting defensively.
1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 121d10 + 6 ⇒ (5) + 6 = 11
HP 49/77 AC 38

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Raven, what's the damage on that last attack without any extra Smite damage?

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Subtract 7 to make it 13

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Xiaobo rushes to the top, attempting to punch Jerevyx in the throat before she can activate her harpy's song.
Unarmed strike + Stunning Fist: 1d20 + 10 ⇒ (2) + 10 = 12 <miss>
As the dragons both take to the air, Xiaobo and Oswin's Spiritual Ally take an attack, but both miss.
Xiaobo: 1d20 + 10 ⇒ (10) + 10 = 20
Oswin: 1d20 + 9 ⇒ (4) + 9 = 13
1: 1d20 ⇒ 5
2: 1d20 ⇒ 6
Alan runs up to join the party, while Dragorin and Ravenmantle call on divine aid, bombarding the dragons with spell and steel. Combined, Oswin dispatches Dagon one outright, turning to dragon 2 in hopes of finishing of what Dragorin started. Jerevyx screams in rage, seeing her loyal pets fall to the ground lifelessly.
Turning towards Xiaobo, she unleashes her mixture of arcane fury mixed with natural, and supernatural might.
AC 20
Claw 1 vs Xiaobo: 1d20 + 13 ⇒ (2) + 13 = 15 <miss>
Claw 2 vs Xiaobo: 1d20 + 13 ⇒ (20) + 13 = 33 <possible crit>
Claw 2 vs Xiaobo: 1d20 + 13 ⇒ (11) + 13 = 24 <CRIT>
Talon 1 vs Xiaobo: 1d20 + 13 ⇒ (5) + 13 = 18 <miss>
Talon 2 vs Alan: 1d20 + 13 ⇒ (3) + 13 = 16 <miss>
Bite vs Alan: 1d20 + 13 ⇒ (4) + 13 = 17 <miss>
Damage: 2d4 + 6 + 1d6 ⇒ (2, 1) + 6 + (4) = 13 + Fort Save
Xiaobo Fort DC 17: 1d20 + 17 ⇒ (7) + 17 = 24 or be Staggered for 1 Round
Round 2
Jerevyx (-12)
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Oswin (), Xiaobo (-13), Alan (), Dragorin (), and Ravenmantle ()

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A thin smile creases his lips as the evil dragons drop from the sky and The Ravenmantle fixes a dark gaze on the harpy. "Grandmother, one servant of darkness remains. One more to send to the Boneyard. Guide my arrows to make them strike true."
Lay on Hands: 3d6 + 3 ⇒ (2, 5, 2) + 3 = 12
hp 42/46
Declare smite on Jerevyx.
Attack (Manyshot): 1d20 + 18 ⇒ (1) + 18 = 19
Sorry Xiaobo, that hits you! Fortunately, you aren't evil.
Damage: 1d6 + 2 + 1d6 + 2 ⇒ (2) + 2 + (2) + 2 = 8
Attack (Rapid Shot): 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 1d6 + 9 + 2d6 ⇒ (5) + 9 + (1, 3) = 18
Attack (Iterative): 1d20 + 13 ⇒ (1) + 13 = 14
Wow, so much for Reckless Aim, the die roller hates me and Xiaobo.
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Damage to Xiaobo: 16
Damage to Jerevyx: 18

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Reflex: 1d20 + 5 ⇒ (8) + 5 = 13
The icy blast hits Oswin with full force! He staggers for an instant, but his faith gives him strength. He directs his ally to move behind the harpy and attack! Will provoke if necessary. Phys attacks can't damage it. And it gives and receives flanking if possible with our monk pals!
Attack: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Now the cleric converts a spell to heal himself.
Cure Serious: 3d8 + 8 ⇒ (7, 8, 1) + 8 = 24
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Dragorin summons forth more holy fire to cleanse the cave of Harpy filth.
Flame Strike - Half fire damage / Holy damage]
Damage: 9d6 ⇒ (4, 6, 2, 2, 4, 3, 1, 4, 1) = 27 DC 20 Reflex for Half

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Note that she moved directly above Xiaobo on the map.

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Flame Strike doesn't say it has to touch the ground. I can have the Cylinder end right above Xiaobo.
Flame Strike

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AoO, if first hits second attack comes into play.
1d20 + 11 ⇒ (6) + 11 = 171d10 + 6 ⇒ (10) + 6 = 16
1d20 + 11 ⇒ (11) + 11 = 221d10 + 6 ⇒ (3) + 6 = 9
Second AoO group
1d20 + 11 ⇒ (3) + 11 = 141d10 + 6 ⇒ (7) + 6 = 13
1d20 + 11 ⇒ (9) + 11 = 201d10 + 6 ⇒ (10) + 6 = 16
Full Attack, fighting defensively, moving 5' to try and start flanking positions
1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 151d10 + 6 ⇒ (2) + 6 = 8
1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 111d10 + 6 ⇒ (4) + 6 = 10

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soory been busy shouldnt be problem now... Is she adjacent or higher up
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If adjacent,
Xiabo will grapple using swift to add wisdom
grapple: 1d20 + 18 ⇒ (6) + 18 = 24
And using ki for defence AC 24
-Posted with Wayfinder

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Xiaobo tries to snatch her taloned foot and grab on to her, but can't manage to grab her as she deftly dodges out of the way. Oswin heals himself, then mentally commands his spell to push on the attack, likewise unable to connect. Up on the platform, Alan tries his darndest to land a solid blow with his many strikes, but only catches air.
Below, on the cave's floor, Dragorin summons unholy flame mixed with divine wrath. A small rip in the dimensional fabric or reality opens, and a pool of flame spills out, catching the Harpy Queen.
Refl: 1d20 + 9 ⇒ (11) + 9 = 20 <Takes Half>
Finally, attuning his soul to his bow, Ravenmantle levels three shots at the enemy of his faith, but two go wide, wildly punching right through Xiaobo's defenses while only one hits it's target.
A Nat 1 with Reckless Aim automatically hits someone else. Roll doesn't matter, (though Deflect Arrows I think would work). But, something to also keep in mind is that the Spiritual Ally is also a valid target next time.
Xiaobo looks more wounded and winded than the lone Harpy, who 5ft step flies down near Xiaobo and unleashes her own breath weapon, a gift of her draconic lineage, blitzing right through Xiaobo and also catching Alan, a single lightning bolt continues one, hitting the far wall where it and the icy coating explode.
Breath Weapon: 5d6 ⇒ (6, 4, 5, 3, 1) = 19
Refl DC 17 for Half
Round 3
Jerevyx (-43)
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Oswin (-4), Xiaobo (-29), Alan (-28), Dragorin (-28), and Ravenmantle (-4)
The Harpy is still Flying, but she has "5ft Stepped" back down to the throne's ground level where Alan, Spiritual Ally, and Xiaobo are. Just a recap, the Cave has a 40ft high ceiling, and the throne is atop a ice pillar, 20ft high. So atop that pillar there is only a 20ft space to the ceiling.

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I forgot about the spiritual ally being in close combat. If any more 1s come up, I'll roll to see who it hits (and yes, it is an autohit)
Frustrated with his terrible aim in the last attack, The Ravenmantle concentrates and draws forth more arrows, sending them flying against the harpy once again. His first pair nearly hit Xiaobo again, but the second and third volley are more accurate.
Attack (Manyshot): 1d20 + 18 ⇒ (2) + 18 = 20
Damage: 1d6 + 9 + 2d6 + 1d6 + 9 + 2d6 ⇒ (6) + 9 + (5, 2) + (3) + 9 + (3, 4) = 41
Attack (Rapid Shot): 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 1d6 + 9 + 2d6 ⇒ (3) + 9 + (2, 2) = 16
Attack (Iterative): 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d6 + 9 + 2d6 ⇒ (4) + 9 + (1, 6) = 20

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Oswin moves a little closer, hoping to maybe lend some healing support. He commands his ally to moves around the harpy and strike!
Attack, flank: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d10 + 2 ⇒ (1) + 2 = 3
If it looks like he can channel to heal his friends, but exclude the harpy, he will.
Channel, if it will work: 4d6 ⇒ (1, 2, 2, 6) = 11
I moved 5'. If I can make the channel work by not moving, or by moving up to 5' more, then that is what I'd like to do. I realize the others are 20' up, so that complicates things considerably. If I make a 30' dome, I may not be able to hit catch our monks at all.

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just so u know Becket i can flat foot jump 10 feet, maybe 15 i have to double check, in air without rolling
Xiaobo will grapple again using swift to add wis and ki for ac
grapple: 1d20 + 18 ⇒ (7) + 18 = 25
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Alan moves into a flanking position and continues his assault.
reflex: 1d20 + 13 ⇒ (18) + 13 = 31
acrobatics: 1d20 + 21 ⇒ (3) + 21 = 24
attack: 1d20 + 10 - 2 + 2 ⇒ (2) + 10 - 2 + 2 = 12
damage, nonlethal: 1d10 + 6 + 1d6 + 3 ⇒ (2) + 6 + (2) + 3 = 13

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Dragorin follows up the unholy fire with a grid of lawful energy that fills the air around the creature.
Order's Wrath
Damage: 4d8 ⇒ (2, 3, 5, 7) = 17 and dazed; DC 19 Will save for half damage and negate dazed

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Alan, there is no one for you to Flank with. Oswin's Spiritual Ally is Flanking with Xiaobo by flying over the side of the ledge). You can, however, just 5ft step up to attack.
...
Oswin, you can hit yourself, Dragorin and Ravenmantle from where you are, but not really going to be able to hit the others at all (even if you move) because they are also 20ft up.
...
Xiaobo, there is no reason to jump at all? The Harpy, while "flying" is even with you now, and was only 5ft up last round.
Weaving to avoid a great many of your attacks, the Harpy Queen two arrows to the chest, and then gets slammed with another area spell.
Will: 1d20 + 11 ⇒ (3) + 11 = 14 <ouch!!!>
Round 3
Jerevyx (-99 + Dazed)
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Oswin (), Xiaobo (-29), Alan (-28), Dragorin (-17), and Ravenmantle ()
Combat over
Conclusion :)
Unable to fend of the mental assault to her system, the Harpy falls limply to the ground, allowing Xiaobo and Alan to knock her out completely and bind her. A quick search of the rest of the cave finds a small assortment treasures. Inclded amongst them are some rather intriguing items. . . After a bit of research and trial and error, you find an Amulet of Natural Armor +1, Cloak of Resistance +1, a gold circlet and jewelry worth 450 gp, a Bolderhead Mace, and a small assortment of art.
Wanting to bring her back alive, both as a trophy and a gift to the centaur's, you make the long trek back to the camp, and once again hailed as heroes. Once again, the tribe offers to give you a sort of brand, expending on the previous one that marks you as both a friend to the tribe, and as honored warriors, individuals they have deemed to have earned it.
In many ways, you have saved their tribe, and they are thankful, both to you and to the Pathfinder Society. They agree to join you, sending many of their warriors back to the Grand Lodge with you, and fight alongside you in the upcoming Ruby Phoenix Tournament.
You travel home swiftly, and upon your return, novice and experienced Pathfinders alike form a gauntlet, heralding your heroic return. Walking the line, some raise mugs, others cross swords to form a sort of low ceiling, while different spellcasters cast minor magics, all forming a canopy for you to walk through as you make your way to report in.
But, as always, you are given little time to rest and relax after your last mission, as duty always calls. . .

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good game let me know what the next
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I'm asking about it over on the Discussion Thread.

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Woohoo! Hail the Concurring Heroes!