
| Oxnard Kettlebeak | 
 
	
 
                
                
              
            
            Yes- sorry, I was treating her like a summons/familiar/companion who will act with Gage at your direction
As far as the Gunslinger- I can bot his actions assuming you guys gave him some general direction like "stand here, shoot that thing first"- he's pretty simple as far as what he actually does round to round

| Thurgrom Thunderhammer | 
 
	
 
                
                
              
            
            Thurgrom takes a five-foot step toward the storm elemental and begin to carve into the tempest itself.
+1 Adamantine Dwarven Waraxe (blessed): 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
Dmg.: 1d10 + 3 ⇒ (9) + 3 = 12
+1 Adamantine Dwarven Waraxe (blessed): 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Dmg.: 1d10 + 3 ⇒ (3) + 3 = 6

| "Ali" | 
 
	
 
                
                
              
            
            no worries ^^
In that case, I'll use this alias to post Alitharlkian's actions >:3
Also, it just occurred to me that during that round before combat, Ali would go from 10 blood pool to 9, get haste, and probably get Aid as well. I'll go ahead and roll for the temp hp she should've had when she got walloped earlier this turn xD
based on his position, I think we would've told the gun slinger to distract the mud elemental for as long as he can while we slaughter the others ^^
forgotten Temp HP from earlier (Aid): 1d8 + 3 ⇒ (8) + 3 = 11
Buffs: Aid (+1 atk & vs fear), Haste (+1 attack etc), Shield of Faith (+2 AC)
Stats:
AC 32, touch 21, flat-footed 23 (+4 Dex, +10 natural, +2 Deflection, +1 Shield, +5 Dodge)
108/118 hp
Blood Pool: 8
Fort +12, Ref +11, Will +9; +4 vs poison, +1 vs fear
"Yes, master Gage." Alitharlkian replies.
She steps up to the elemental of air and swings her rapier with grace and cunning.
Blood Rapier +Swordplay Style (counter Combat Expertise) +Haste +Aid: 1d20 + 19 + 1 + 1 + 1 ⇒ (8) + 19 + 1 + 1 + 1 = 30
Damage: 1d8 + 20 ⇒ (2) + 20 = 22
Blood Rapier (Haste) - Combat Expertise +Haste +Aid: 1d20 + 19 - 4 + 1 + 1 ⇒ (20) + 19 - 4 + 1 + 1 = 37 I think elementals are immune to crits? But would that prevent Ali getting a point back for her blood pool? In any case, that's at least one hit :D
If I can confirm to get a blood pool point xD: 1d20 + 19 - 4 + 1 + 1 + 4 ⇒ (8) + 19 - 4 + 1 + 1 + 4 = 29
Damage: 1d8 + 20 ⇒ (7) + 20 = 27
Blood Rapier (Iterative) - Combat Expertise +Haste +Aid: 1d20 + 14 - 4 + 1 + 1 ⇒ (16) + 14 - 4 + 1 + 1 = 28
If I can confirm to get a blood pool point xD: 1d20 + 19 - 4 + 1 + 1 + 4 ⇒ (3) + 19 - 4 + 1 + 1 + 4 = 24 which probably fails xD
Damage: 1d8 + 20 ⇒ (7) + 20 = 27
Stabbing and parrying repeatedly, she injures the huge embodiment of wind and capriciousness facing her.

| Tramontane | 
 
	
 
                
                
              
            
            I forgot to roll the Aid temporary hp -> 1d8 + 3 ⇒ (4) + 3 = 7
Tramontane receives a pair of impacts from the elemental, which he takes easily thanks to the battery of spells upon him.
Making some kata movements, he discharges a fleet of punches, trying to debilitate the elemental. On the background, he notices one of the other elementals falling and slightly smiles.
Swift: Activate Elemental Fist (I was hoping to use it to get a Dodge bonus but it seems Unmonk had this feature no more).
Flurry of Blows #1, Bless, Haste, Power Attack: 1d20 + 15 + 1 + 1 - 2 ⇒ (7) + 15 + 1 + 1 - 2 = 22
Damage, Power Attack, Weapon of Awe: 2d6 + 7 + 4 + 2 ⇒ (2, 6) + 7 + 4 + 2 = 21
Damage, cold: 1d6 ⇒ 4
Flurry of Blows #2, Bless, Haste, Power Attack: 1d20 + 15 + 1 + 1 - 2 ⇒ (1) + 15 + 1 + 1 - 2 = 16
Damage, Power Attack, Weapon of Awe: 2d6 + 7 + 4 + 2 ⇒ (4, 5) + 7 + 4 + 2 = 22
Damage, cold: 1d6 ⇒ 2
Damage, Jabbing Style (if one other attack connected): 1d6 ⇒ 6
Hasted Attack, Bless, Haste, Power Attack: 1d20 + 15 + 1 + 1 - 2 ⇒ (17) + 15 + 1 + 1 - 2 = 32
Damage, Power Attack, Weapon of Awe: 2d6 + 7 + 4 + 2 ⇒ (2, 6) + 7 + 4 + 2 = 21
Damage, cold: 1d6 ⇒ 6
Damage, Jabbing Style (if one other attack connected): 1d6 ⇒ 2
Reiterative Attack, Bless, Haste, Power Attack: 1d20 + 10 + 1 + 1 - 2 ⇒ (2) + 10 + 1 + 1 - 2 = 12
Damage, Power Attack, Weapon of Awe: 2d6 + 7 + 4 + 2 ⇒ (4, 3) + 7 + 4 + 2 = 20
Damage, cold: 1d6 ⇒ 5
Damage, Jabbing Style (if one other attack connected): 1d6 ⇒ 4
Magnificent attack rolls, oh yeah :/

| Oxnard Kettlebeak | 
 
	
 
                
                
              
            
            Round 1
The Blood Angel springs into action, hitting three times, but its powerful resistance blunting her blows. I'm fine with confirming to regen the point even if it cannot be actually crit; 24 does indeed not confirm though so just +1
Thurgrom steps up and swings, hitting the lightning elemental once!
Tramontane flurries against the fire elemental, but only manages to hit once! The physical damage seems predictably reduced, but the cold damage seems extra effective!
The lizardfolk easily hits, but fails to damage the Mud elemental!
Pistol, Deadly Aim, Bless: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Turn Order:
1. Air Elemental 34
2. Fire Elemental 32
3. Kragg 31
4. Rubius 31
5. Lightning Elemental 22
6. Tramontane 22
7. Gage 19
8. Dvalin 19
9. Lizardfolk 15
10. Thurgrom 11
11. Water Elemental
12. Earth Elemental
13. Mid Elemental
14. Magma Elemental
Elementals:
Lightning Elemental -2
Air elemental -48
Fire Elemental -20
Status: (corrected all 3 adding back +11 for Temp Hp that went first)
Blood Angel108/118
Tramontane 64/67, Stoneskin 70/90 absorbtion 
Thurgrom: 77/79, Stoneskin 80/90 absorption
Just pending Dvalin before the elementals!

| Dvalin Fafnirson | 
 
	
 
                
                
              
            
            Dvalin looks on at the Chaos unfolding in front of him...there was no way he could easily take down any one of these primal forces. The best he could do was try and support the others in their efforts.
But how?
The Elementals and his allies were all tangled up - any kind of area effects would likely hit his own allies as well. Simply charge and attack? An option, certainly, but elementals were notoriously though.
And immune to quite a few things Dvalin would have liked to inflict on them. For lack of any apparently better options, Dvalin falls in line next to Thurgrom and performs a powerful, but ill-aimed strike against the elemental with his large Axe.
Greataxe: 1d20 + 10 ⇒ (4) + 10 = 14 Damage: 1d12 + 13 ⇒ (10) + 13 = 23 Cold: 1d4 ⇒ 1

| Soul-of-the-Mountain | 
 
	
 
                
                
              
            
            The warm, glowing, polished metal sphere surrounded by hovering stones follows swiftly, hovering next to it's master, prepared to help deflect any strikes against Dvalin.

| Oxnard Kettlebeak | 
 
	
 
                
                
              
            
            The water elemental moves forward and also swings at Thurgrom!
Slam: 1d20 + 24 ⇒ (14) + 24 = 38
Damage: 2d10 + 10 ⇒ (3, 8) + 10 = 21
The Mud elemental slams at the lizardfolk:
Slam: 1d20 + 24 ⇒ (11) + 24 = 35
Damage: 2d10 + 10 ⇒ (3, 3) + 10 = 16
Slam: 1d20 + 24 ⇒ (13) + 24 = 37
Damage: 2d10 + 10 ⇒ (10, 10) + 10 = 30
The magma elemental believes it is trapped in a box.
The Aether elemental flies over to attack Rubius!
Slam: 1d20 + 20 ⇒ (10) + 20 = 30
Damage: 2d8 + 6 ⇒ (2, 2) + 6 = 10 Rubius is hit, but his temporary hit points take the damage!
Round 2
The air elemental attacks the Blood Angel twice:
Slam: 1d20 + 25 ⇒ (15) + 25 = 40
Damage: 2d8 + 9 ⇒ (2, 8) + 9 = 19
Slam: 1d20 + 25 ⇒ (14) + 25 = 39
Damage: 2d8 + 9 ⇒ (8, 4) + 9 = 21 21 total damage after dr
The fire elemental lashes out at Tramontane!
Slam: 1d20 + 23 ⇒ (10) + 23 = 33
Damage: 2d8 + 8 ⇒ (2, 1) + 8 = 11
Slam: 1d20 + 23 ⇒ (13) + 23 = 36
Damage: 2d8 + 8 ⇒ (6, 5) + 8 = 19 10 damage that gets past stone skin
Slam at Thurgrom: 1d20 + 24 ⇒ (10) + 24 = 34
Damage: 2d8 + 8 ⇒ (2, 5) + 8 = 15
Slam at Thurgrom: 1d20 + 24 ⇒ (5) + 24 = 29
Damage: 2d8 + 8 ⇒ (8, 2) + 8 = 18
Turn Order:
1. Air Elemental 34
2. Fire Elemental 32
3. Kragg 31
4. Rubius 31
5. Lightning Elemental 22
6. Tramontane 22
7. Gage 19
8. Dvalin 19
9. Lizardfolk 15
10. Thurgrom 11
11. Water Elemental
13. Mud Elemental
14. Magma Elemental
15. Aether Elemental
Elementals:
Lightning Elemental -2
Air elemental -48
Fire Elemental -20
Status: 
Blood Angel 87/118 aid used up
Tramontane 54/67, Stoneskin 50/90 absorbtion, aid used up
Thurgrom: 66/79, Stoneskin 70/90 absorption, aid used up
Lizardfolk: 24/50 aid used up
Rubius: 1 temp HP left
That will bring back up the party!

| Tramontane | 
 
	
 
                
                
              
            
            Receiving two more impacts, Tramontane starts to worry. He shakes his head and releases another round of blows, hoping this tie he finds a weaker spot.
Flurry of Blows #1, Bless, Haste, Power Attack: 1d20 + 15 + 1 + 1 - 2 ⇒ (5) + 15 + 1 + 1 - 2 = 20
Damage, Power Attack, Weapon of Awe: 2d6 + 7 + 4 + 2 ⇒ (3, 5) + 7 + 4 + 2 = 21
Damage, Cold: 1d6 ⇒ 4
Flurry of Blows #2, Bless, Haste, Power Attack: 1d20 + 15 + 1 + 1 - 2 ⇒ (5) + 15 + 1 + 1 - 2 = 20
Damage, Power Attack, Weapon of Awe: 2d6 + 7 + 4 + 2 ⇒ (1, 5) + 7 + 4 + 2 = 19
Damage, Cold: 1d6 ⇒ 2
Damage, Jab (if a previous attack hit): 1d6 ⇒ 1
Hasted Attack, Bless, Haste, Power Attack: 1d20 + 15 + 1 + 1 - 2 ⇒ (19) + 15 + 1 + 1 - 2 = 34
Damage, Power Attack, Weapon of Awe: 2d6 + 7 + 4 + 2 ⇒ (5, 3) + 7 + 4 + 2 = 21
Damage, Cold: 1d6 ⇒ 2
Damage, Jab (if a previous attack hit): 1d6 ⇒ 6
Reiterative Attack, Bless, Haste, Power Attack: 1d20 + 10 + 1 + 1 - 2 ⇒ (1) + 10 + 1 + 1 - 2 = 11
Damage, Power Attack, Weapon of Awe: 2d6 + 7 + 4 + 2 ⇒ (6, 1) + 7 + 4 + 2 = 20
Damage, Cold: 1d6 ⇒ 1
Damage, Jab (if a previous attack hit): 1d6 ⇒ 3
Marvelous rolls once more...

| Gage G | 
 
	
 
                
                
              
            
            Gage steps forward and casts Fear (DC 18) in a cone that misses Alitharlkian, but bathes the air elemental in an invisible soup of unbearable terror. <3 soft cover. I hope this elemental panics and has to cower in the corner for a bit...
"Ali, save Lii- er- distract the muddy guy from the scaly guy with the gun!"
previous Spells, HP, bardsong etc
42+10/59-17 HP
20/20 Normal Arrows
20/20 Silver Blanched Cold-Iron Arrows
160/160 Silver Blanched Cold-Iron Arrows (in a sack in the haversack)
0/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
17 unhealable damage (resets to Ali's current charge after rest)
Ali's powers/prices:
* she knows some things, basic waifu function requires 1 charge per day
* interface with the ship- if/when you repair the elemental engine's the Blood Angel Prison is how you will control summoning the elementals
* 4 charges => cast Prayer CL 7th
* 2 charges/missile => cast a modified Magic Missile (identical except dealing lightning damage instead of force damage)
* 10 charges => Manifest: the Blood Angel manifests into the physical world for 1 minute
Extraordinary Abilities
. 1/1 uses/day Lore Master (take 20 on any knowledge check)
Supernatural Abilities
. 8/8 uses/day Silver Tongue (swift; +5 to Bluff to lie; DC 15 CL check to magically force truth or detect lies)
. 1/1 uses/day War Chant (concentration +2 rounds; All allies within 30'; +1 Morale to Attacks, Fort saves, Will vs fear, and to skill checks to ride or march into battle; Allies moving in formation and performing no other actions may move +10')
Bardic Performances:
. 20(-2?)/21 rounds per day (SA or MA to start); Countersong (Su, aud) [30'; language-dependent], Distraction (Su, vis) [30'], Fascinate (Su, aud, vis) [enchantment (compulsion), mind-affecting, language-dependent; DC 18 will], Inspire Courage (Su, aud or vis) [mind-affecting, language-dependent (if aud); +2 morale vs charm & fear; +2 competence to attack and damage], Inspire Competence (Su, aud) [30'; language-dependent; +3 competence to a kind of skill check], Suggestion (Sp) [SA; enchantment (compulsion), mind affecting, language-dependent; DC 18 will]
Spells Known
. 3rd (1/2/day) Fear (DC 18), Haste
. 2nd (4/4/day) Glitterdust (DC 17), Invisibility, Pyrotechnics (DC 17), Silence
. 1st (5/6/day) Cure Light Wounds, Disguise Self, Feather Fall, Grease (DC 16), Silent Image (DC 16)
. 0 (at will) Detect Magic, Mage Hand, Mending, Open/Close, Spark

| "Ali" | 
 
	
 
                
                
              
            
            if the air elemental makes its save, then it gets an AoO. Mud elemental also gets a movement based AoO against Ali's 27 AC, which means the mud elemental misses on a 2 and (with the shaken penalty) the air elemental would miss on a 3
related: if I've moved Ali one square too close, then that also means the mud elemental was in range of the Fear spell, and must also save vs DC 18 or be unable to take AoOs in addition to being shaken for -2 to many things (including attack rolls) for the AoO
Buffs: Aid (+1 atk & vs fear), Haste (+1 attack etc), Shield of Faith (+2 AC)
Stats:
AC 32, touch 21, flat-footed 23 (+4 Dex, +10 natural, +2 Deflection, +1 Shield, +5 Dodge)
87/118 hp (I think it's actually 88, but I doubt it matters...)
Blood Pool: 8 (9->8 due to the crit confirm last round)
Fort +12, Ref +11, Will +9; +4 vs poison, +1 vs fear
"As you will, master Gage." Ali responds before disengaging from the air elemental and attacking the mud elemental.
Alitharlkian charges at the huge mud elemental and stabs it with all her might.
Blood Rapier +Swordplay Style (counter Combat Expertise) +Haste +Aid: 1d20 + 19 + 1 + 1 ⇒ (9) + 19 + 1 + 1 = 30
Damage (Improved Vital Strike): 3d8 + 20 ⇒ (2, 8, 7) + 20 = 37

| Rubius Halfbeard | 
 
	
 
                
                
              
            
            Tawny surges after the lightning elemental next and bites and tears ferociously at it, grabbing and trying to hold onto it but not managing. He hisses and spits madly in frustration.
Charge bite 1: 1d20 + 9 + 2 + 2 + 1 + 2 + 1 ⇒ (14) + 9 + 2 + 2 + 1 + 2 + 1 = 31
Charge grab 1: 1d20 + 15 + 2 + 2 + 1 + 2 + 1 ⇒ (16) + 15 + 2 + 2 + 1 + 2 + 1 = 39
Charge bite 2, haste: 1d20 + 9 + 2 + 2 + 1 + 2 + 1 ⇒ (1) + 9 + 2 + 2 + 1 + 2 + 1 = 18
Charge grab 2, haste: 1d20 + 15 + 2 + 2 + 1 + 2 + 1 ⇒ (15) + 15 + 2 + 2 + 1 + 2 + 1 = 38
Charge claw 1: 1d20 + 9 + 2 + 2 + 1 + 2 + 1 ⇒ (14) + 9 + 2 + 2 + 1 + 2 + 1 = 31
Charge claw 2: 1d20 + 9 + 2 + 2 + 1 + 2 + 1 ⇒ (10) + 9 + 2 + 2 + 1 + 2 + 1 = 27
Dam, bite 1: 1d8 + 11 + 2 + 2 ⇒ (7) + 11 + 2 + 2 = 22
Dam, claw 1: 1d8 + 11 + 2 + 2 ⇒ (1) + 11 + 2 + 2 = 16
Dam, claw 2: 1d8 + 11 + 2 + 2 ⇒ (2) + 11 + 2 + 2 = 17
21 damage after DR 10 from Tawny.
The lantern archons, meanwhile, shuffle over and unleash their volley of rays at the lightning elemental.
Shots against touch AC at +10: 6d20 ⇒ (13, 17, 20, 3, 4, 4) = 61
Typeless dam: 6d6 ⇒ (4, 2, 1, 3, 1, 2) = 13
Confirm shot 3: 1d20 + 10 ⇒ (5) + 10 = 15
Extra dam: 1d6 ⇒ 5
7 damage from lantern archons.
Meanwhile, Rubius flies a little ways away from the aether elemental and fires into the lightning elemental, focusing fire to try to take the enemies down one at time.
Attack is +5 bab +6 wis +3 enhancement +1 weapon focus -2 rapid shot -2 deadly aim +3 luck +2 competence +2 morale (heroism) +1 haste +1 coordinated shot +4 volley fire = +24.
Damage is +6 wis + 4 deadly aim + 3 enhancement + 3 luck + 2 competence + 2 sacred (weapon of awe) = +20.
Fire 1: 1d20 + 24 ⇒ (20) + 24 = 44
Fire 2: 1d20 + 24 ⇒ (15) + 24 = 39
Fire 3, haste: 1d20 + 24 ⇒ (10) + 24 = 34
Confirm fire 1: 1d20 + 24 ⇒ (1) + 24 = 25 Nope.
Dam 1: 4d6 + 1d4 + 20 ⇒ (1, 2, 4, 6) + (4) + 20 = 37
Dam 2: 4d6 + 1d4 + 20 ⇒ (3, 3, 6, 3) + (4) + 20 = 39
Dam 3: 4d6 + 1d4 + 20 ⇒ (6, 4, 5, 3) + (2) + 20 = 40
27+29+30 = 86 damage from Rubius after DR 10/-.
TLDR: 108 damage after DR 10 to lightning elemental. If it dies before then, I'll direct damage to the aether elemental. If you lmk how many hp it had left, I can determine which hits get re-directed.

| Thurgrom Thunderhammer | 
 
	
 
                
                
              
            
            Looks like the storm elemental is still up.
Thurgrom, battered by both wave and lightning, continues to beat down the storm elemental.
+1 Adamantine Dwarven Waraxe (blessed): 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Dmg.: 1d10 + 3 ⇒ (10) + 3 = 13
Confirming: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19 Just a normal, but at full damage!
+1 Adamantine Dwarven Waraxe (blessed): 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Dmg.: 1d10 + 3 ⇒ (10) + 3 = 13 Miss.

| Oxnard Kettlebeak | 
 
	
 
                
                
              
            
            Round 2
Tawny charges and hits three times against the lightning elemental!
Three shots from the archons hit, one of them in a particularly effective way! I count 12 damage with the confirmed crit
Thurgrom absorbs the lightning elemental's attacks, then returns its blow, striking it and finishing the creature off, and you watch as the power of the engine sucks the essence of the storm into its powerful traps!
By this point, you can see elementals of the earth type appearing, being drawn into the engines, and the engine charging slowly up from gaining their power.
Tramontane continues to struggle to hit the fire elemental, but manages a single well placed blow.
Gage attempts to frighten the air elemental:
Will: 1d20 + 7 ⇒ (12) + 7 = 19
But the elemental is unaffected!
AOO: 1d20 + 25 ⇒ (20) + 25 = 45
Damage: 2d8 + 9 ⇒ (7, 4) + 9 = 20
Aoo: 1d20 + 24 ⇒ (8) + 24 = 32
Damage: 2d10 + 9 ⇒ (4, 10) + 9 = 23
AOO Confirm: 1d20 + 25 ⇒ (8) + 25 = 33
Damage: 2d8 + 9 ⇒ (1, 1) + 9 = 11 The Blood Angel takes two nasty attacks as she moves across the air!
Then she returns a nasty blow to the mud elemental!
Turn Order:
1. Air Elemental 34
2. Fire Elemental 32
3. Kragg 31
4. Rubius 31
5. Lightning Elemental 22
6. Tramontane 22
7. Gage 19
8. Dvalin 19
9. Lizardfolk 15
10. Thurgrom 11
11. Water Elemental
13. Mud Elemental
14. Magma Elemental
15. Aether Elemental
Elementals:
Air elemental -48
Fire Elemental -34
Mud elemental -27
Status:
Blood Angel 55/118 aid used up. corrected adding miscalculated hp
Tramontane 54/67, Stoneskin 50/90 absorbtion, aid used up
Thurgrom: 53/79, Stoneskin 50/90 absorption, aid used up
Lizardfolk: 24/50 aid used up
Rubius: 1 temp HP left
Pending Kragg and Dvalin before elementals go again! Two down 6 to go!

| Kragg Oldstone | 
 
	
 
                
                
              
            
            Touch Fire Elemental: 1d20 + 13 ⇒ (7) + 13 = 20
Cold Damage: 4d6 + 11 ⇒ (6, 1, 6, 6) + 11 = 30 Metakinesis makes that 45 damage and I believe cold vulnerability makes it 60
With one elemental down, Kragg turned his attention to the one he believed to be the most vulnerable. A spear made out of pure ice formed in his hands, which he in turn threw at the fire elemental. Up in the air, as he was, he still took a defensive posture against the expected retaliation.

| Dvalin Fafnirson | 
 
	
 
                
                
              
            
            With the storm before him going down, Dvalin shifts his attention to the animated whirlpool to their sides and swings at the Elemental twice - again, there was quite a lot of strength in his blows, but a certain lack of accuracy.
Attack: 1d20 + 10 + 2 + 2 ⇒ (7) + 10 + 2 + 2 = 21 Damage: 1d12 + 13 + 2 ⇒ (9) + 13 + 2 = 24 Cold: 1d4 ⇒ 4
Attack: 1d20 + 10 + 2 + 2 ⇒ (12) + 10 + 2 + 2 = 26 Damage: 1d12 + 13 + 2 ⇒ (12) + 13 + 2 = 27 Cold: 1d4 ⇒ 3
We did have time to pre-buff, right? In that case, Dvalin would like to have (Deeper) Darkness active on himself. (The elementals have Darkvision, but I get plus 2 to hit against enemies only seeing him with darkvision) - if that is not doable, subtract -2 from the attack rolls.

| Gage G | 
 
	
 
                
                
              
            
            well, If your attacks are normally +10, you've got Inspire Courage, Aid, and also Haste going on right now, so maybe 2 should be added instead...

| Oxnard Kettlebeak | 
 
	
 
                
                
              
            
            Yes- you guys had basically as many rounds as wanted to pre-buff
Kragg sends a cold attack at the fire elemental, and it barely manages to strike the nimble creature, but does and the cold is very effective.
Dvalin swings at the water elemental, hitting once, though as with all weapons his strike is less effective.
The Lizardfolk spends a grit and fires at the mud elemental with focused aim and deadly aim
Pistol: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d8 + 5 + 3 ⇒ (6) + 5 + 3 = 14
The Water elemental fixates on Dvalin and swings twice at the Dwarf!
Slam: 1d20 + 24 ⇒ (6) + 24 = 30
Damage: 2d10 + 10 ⇒ (9, 8) + 10 = 27
Slam: 1d20 + 24 ⇒ (6) + 24 = 30
Damage: 2d10 + 10 ⇒ (8, 5) + 10 = 23 50 damage unless you had another pre-buff you would have cast
The Aether elemental surges forward at Kragg:
Slam: 1d20 + 20 ⇒ (14) + 20 = 34
Damage: 2d8 + 6 ⇒ (4, 4) + 6 = 14 A hit, but the aid absorbs most of the damage
The mud elemental continues its assault on the hapless lizardfolk, not distracted by the angel:
Slam: 1d20 + 24 ⇒ (20) + 24 = 44
Damage: 2d10 + 10 ⇒ (5, 9) + 10 = 24 
After dropping the Lizardfolk, it turns to addres Ali:
Slam: 1d20 + 24 ⇒ (13) + 24 = 37
Damage: 2d10 + 10 ⇒ (7, 6) + 10 = 23 Hit!
The magma elemental rages inside the totally and completely solid and real box, slamming its fists!
Illusions get used so rarely I don't think this has ever come up before- does it eventually get a new save?
Round 3
The Air elemental attacks Gage!
Slam: 1d20 + 25 ⇒ (2) + 25 = 27
Damage: 2d8 + 9 ⇒ (8, 7) + 9 = 24
Slam: 1d20 + 25 ⇒ (13) + 25 = 38
Damage: 2d8 + 9 ⇒ (2, 5) + 9 = 16 Both hit, and the Bard takes the blows from the buffeting wind!
The fire elemental continues attacking Tramontane:
Slam: 1d20 + 23 ⇒ (10) + 23 = 33
Damage: 2d8 + 8 ⇒ (4, 5) + 8 = 17
Slam: 1d20 + 23 ⇒ (3) + 23 = 26
Damage: 2d8 + 8 ⇒ (5, 5) + 8 = 18 One slam misses, but the other narrowly catches the monk!
Turn Order:
1. Air Elemental 34
2. Fire Elemental 32
3. Kragg 31
4. Rubius 31
5. Tramontane 22
6. Gage 19
7. Dvalin 19
8. Thurgrom 11
9. Water Elemental
10. Mud Elemental
11. Magma Elemental
12. Aether Elemental
Elementals:
Air elemental -48
Fire Elemental -94
Mud elemental -31
Water elemental -22
Status:
Blood Angel 42/118 aid used up
Tramontane 47/67, Stoneskin 40/90 absorbtion, aid used up
Thurgrom: 53/79, Stoneskin 50/90 absorption, aid used up
Lizardfolk: dead
Rubius: 1 temp HP left
Dvalin: 27/66, aid used up
Kragg: 84/87, aid used up
Gage: 30/59, aid used up
That brings up the entire party!

| Thurgrom Thunderhammer | 
 
	
 
                
                
              
            
            Round 3
Thurgrom takes a 5-ft. step and helps Dvalin take down the water elemental.
+1 Adamantine Dwarven Waraxe (blessed): 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
Dmg.: 1d10 + 3 ⇒ (3) + 3 = 6
+1 Adamantine Dwarven Waraxe (blessed): 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Dmg.: 1d10 + 3 ⇒ (2) + 3 = 5

| Tramontane | 
 
	
 
                
                
              
            
            After the help received, Tramontane's morale bolsters, and he keeps pressing to end the fire vortex, this time using hi inner energies to multiply his swiftness.
Swift: 1 ki to make an extra attack.
Damage, Inspire Courage, Power Attack, Weapon of Awe: 2d6 + 7 + 2 + 4 + 2 ⇒ (5, 6) + 7 + 2 + 4 + 2 = 26
Damage, Cold: 1d6 ⇒ 2
Flurry of Blows #2, Inspire Courage, Bless, Haste, Power Attack: 1d20 + 15 + 2 + 1 + 1 - 2 ⇒ (11) + 15 + 2 + 1 + 1 - 2 = 28
Damage, Inspire Courage, Power Attack, Weapon of Awe: 2d6 + 7 + 2 + 4 + 2 ⇒ (4, 2) + 7 + 2 + 4 + 2 = 21
Damage, Cold: 1d6 ⇒ 1
Damage, Jab (if a previous attack hit): 1d6 ⇒ 1
Hasted Attack, Inspire Courage, Bless, Haste, Power Attack: 1d20 + 15 + 2 + 1 + 1 - 2 ⇒ (10) + 15 + 2 + 1 + 1 - 2 = 27
Damage, Inspire Courage, Power Attack, Weapon of Awe: 2d6 + 7 + 2 + 4 + 2 ⇒ (5, 5) + 7 + 2 + 4 + 2 = 25
Damage, Cold: 1d6 ⇒ 4
Damage, Jab (if a previous attack hit): 1d6 ⇒ 3
Ki Attack, Inspire Courage, Bless, Haste, Power Attack: 1d20 + 15 + 2 + 1 + 1 - 2 ⇒ (1) + 15 + 2 + 1 + 1 - 2 = 18
Damage, Inspire Courage, Power Attack, Weapon of Awe: 2d6 + 7 + 2 + 4 + 2 ⇒ (5, 3) + 7 + 2 + 4 + 2 = 23
Damage, Cold: 1d6 ⇒ 3
Damage, Jab (if a previous attack hit): 1d6 ⇒ 6
Iterative Attack, Inspire Courage, Bless, Haste, Power Attack: 1d20 + 10 + 2 + 1 + 1 - 2 ⇒ (12) + 10 + 2 + 1 + 1 - 2 = 24
Damage, Inspire Courage, Power Attack, Weapon of Awe: 2d6 + 7 + 2 + 4 + 2 ⇒ (2, 2) + 7 + 2 + 4 + 2 = 19
Damage, Cold: 1d6 ⇒ 6
Damage, Jab (if a previous attack hit): 1d6 ⇒ 2

| Dvalin Fafnirson | 
 
	
 
                
                
              
            
            No other buffs, but per Shield Other, splitting the damage of the first hit between me and Familiar- so 13 damage for my buddy, 37 for Dvalin.
Dvalin regrips his mighty axe, and despite the heavy blows dealt by the Elemental, the Dwarf manages to stay upright, then staggers forward again, actually managing to use the distance to get some momentum and deal a swing that would have easily felt a lesser foe.
Attack 1: 1d20 + 10 + 2 + 2 + 1 ⇒ (20) + 10 + 2 + 2 + 1 = 35 Damage: 1d12 + 13 + 2 ⇒ (2) + 13 + 2 = 17 Cold: 1d4 ⇒ 3
Attack 2: 1d20 + 10 + 2 + 2 + 1 ⇒ (19) + 10 + 2 + 2 + 1 = 34 Damage: 1d12 + 13 + 2 ⇒ (11) + 13 + 2 = 26 Cold: 1d4 ⇒ 4
Stupid Elementals and their immunity to crits :P

| Oxnard Kettlebeak | 
 
	
 
                
                
              
            
            Round 3
Tramontane hits with two attacks, and he can tell the fire elemental is nearly at its limit.
Dvalin aims two quick blows at the water elemental, hitting both times!
Thurgrom also hits, but his attacks are less effective due to the elemental's resistances.
Turn Order:
1. Air Elemental 34
2. Fire Elemental 32
3. Kragg 31
4. Rubius 31
5. Tramontane 22
6. Gage 19
7. Dvalin 19
8. Thurgrom 11
9. Water Elemental
10. Mud Elemental
11. Magma Elemental
12. Aether Elemental
Elementals:
Air elemental -48
Fire Elemental -129
Mud elemental -31
Water elemental -42
Status:
Blood Angel 42/118 aid used up
Tramontane 47/67, Stoneskin 40/90 absorbtion, aid used up
Thurgrom: 53/79, Stoneskin 50/90 absorption, aid used up
Lizardfolk: dead
Rubius: 1 temp HP left
Dvalin: 40/66, aid used up
Dvalin familiar: -2, aid used up
Kragg: 84/87, aid used up
Gage: 30/59, aid used up
Pending Kragg, Rubius, and Gage

| Kragg Oldstone | 
 
	
 
                
                
              
            
            Touch Fire Elemental: 1d20 + 13 ⇒ (13) + 13 = 26
Cold Damage: 4d6 + 11 ⇒ (6, 6, 5, 3) + 11 = 31 Metakinesis makes that 46 damage and I believe cold vulnerability makes it 62
Being miraculously unharmed, except for a few scrapes, Kragg kept up his assault on the fire elemental. He knew that to be victorious they had to empty the field of foes as quickly as possible, and their best bet for doing so was him being efficient in taking out a foe that was vulnerable to his powers.

| Oxnard Kettlebeak | 
 
	
 
                
                
              
            
            Kragg's cold blast hits the fire elemental squarely, and you watch as another of the dangerous creatures shrinks and is absorbed into the engine!
Pending Rubius and Gage

| Gage G | 
 
	
 
                
                
              
            
            "Behind me, Ali! Carefully as you can!" Gage shouts.

| "Ali" | 
 
	
 
                
                
              
            
            Buffs: Aid (+1 atk & vs fear), Haste (+1 attack etc), Shield of Faith (+2 AC)
Stats:
AC 32, touch 21, flat-footed 23 (+4 Dex, +10 natural, +2 Deflection, +1 Shield, +5 Dodge)
42/118 hp
Blood Pool: 7
Fort +12, Ref +11, Will +9; +4 vs poison, +1 vs fear
"Coming presently, master Gage."
Alitharlkian gives the mud elemental a parting stabs to help cover her retreat.
Blood Rapier +Swordplay Style (counter Combat Expertise) +Haste +Aid +IC: 1d20 + 19 + 1 + 1 + 2 ⇒ (5) + 19 + 1 + 1 + 2 = 28
Damage (Improved Vital Strike) +IC: 3d8 + 20 + 2 ⇒ (3, 3, 4) + 20 + 2 = 32
She then runs behind Gage, up against the wall.
triggers two AoOs again xD

| Gage G | 
 
	
 
                
                
              
            
            <3 haste, with it she can make the trip xD
Also Gage has 13 hp 'cause of those 17 unhealable points of blood drainage to make Ali function xD
Gage takes a step back, right back where he started this fight, and then tries to terrify both the air elemental and the trapped magma elemental with another cone of Fear (DC 18) while continuing his song and dance routine. 30' Fear cone is on map, please remove it when no it's longer convenient to keep around xD
retconned in Inspire Courage for +2/+2 xD
Also, concentration on the Silent Image
previous Spells, HP, bardsong etc
13/59-17 HP
20/20 Normal Arrows
20/20 Silver Blanched Cold-Iron Arrows
160/160 Silver Blanched Cold-Iron Arrows (in a sack in the haversack)
0/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
17 unhealable damage (resets to Ali's current charge after rest)
Ali's powers/prices:
* she knows some things, basic waifu function requires 1 charge per day
* interface with the ship- if/when you repair the elemental engine's the Blood Angel Prison is how you will control summoning the elementals
* 4 charges => cast Prayer CL 7th
* 2 charges/missile => cast a modified Magic Missile (identical except dealing lightning damage instead of force damage)
* 10 charges => Manifest: the Blood Angel manifests into the physical world for 1 minute
Extraordinary Abilities
. 1/1 uses/day Lore Master (take 20 on any knowledge check)
Supernatural Abilities
. 8/8 uses/day Silver Tongue (swift; +5 to Bluff to lie; DC 15 CL check to magically force truth or detect lies)
. 1/1 uses/day War Chant (concentration +2 rounds; All allies within 30'; +1 Morale to Attacks, Fort saves, Will vs fear, and to skill checks to ride or march into battle; Allies moving in formation and performing no other actions may move +10')
Bardic Performances:
. 16/21 rounds per day (SA or MA to start); Countersong (Su, aud) [30'; language-dependent], Distraction (Su, vis) [30'], Fascinate (Su, aud, vis) [enchantment (compulsion), mind-affecting, language-dependent; DC 18 will], Inspire Courage (Su, aud or vis) [mind-affecting, language-dependent (if aud); +2 morale vs charm & fear; +2 competence to attack and damage], Inspire Competence (Su, aud) [30'; language-dependent; +3 competence to a kind of skill check], Suggestion (Sp) [SA; enchantment (compulsion), mind affecting, language-dependent; DC 18 will]
Spells Known
. 3rd (0/2/day) Fear (DC 18), Haste
. 2nd (4/4/day) Glitterdust (DC 17), Invisibility, Pyrotechnics (DC 17), Silence
. 1st (5/6/day) Cure Light Wounds, Disguise Self, Feather Fall, Grease (DC 16), Silent Image (DC 16)
. 0 (at will) Detect Magic, Mage Hand, Mending, Open/Close, Spark

| Rubius Halfbeard | 
 
	
 
                
                
              
            
            Tawny attacks the aether elemental but misses badly while the lantern archons follow up and do some damage. Rubius then unleashes his signature volley to put some more hurt on the elemental but leaves himself open to counterattack.
I provoke from the aether elemental by making a ranged attack. Damage to him should be 92 after DR.
1d20 + 15 ⇒ (4) + 15 = 19
1d20 + 15 ⇒ (1) + 15 = 16
1d20 + 15 ⇒ (2) + 15 = 17
1d20 + 15 ⇒ (3) + 15 = 18
grab if hit: 1d20 + 21 ⇒ (17) + 21 = 38
grab if hit: 1d20 + 21 ⇒ (13) + 21 = 34
1d8 + 15 ⇒ (6) + 15 = 21
1d8 + 15 ⇒ (7) + 15 = 22
1d6 + 15 ⇒ (2) + 15 = 17
1d6 + 15 ⇒ (4) + 15 = 19
Looks like poor Tawny misses everything.
Attacks at +9: 6d20 ⇒ (2, 20, 3, 20, 20, 10) = 75
Looks like 4 hits for dam: 4d6 ⇒ (3, 1, 3, 6) = 13
Attacks at +23: 3d20 ⇒ (10, 5, 12) = 27
Probably 3 hits: 12d6 + 3d4 + 60 ⇒ (6, 5, 1, 2, 1, 4, 3, 4, 4, 3, 5, 3) + (3, 1, 4) + 60 = 109

| Oxnard Kettlebeak | 
 
	
 
                
                
              
            
            Round 3
Tawny scraps at the aether elemental, but misses. The lantern archons pepper it with rays.
Rubius goes to fire and the elemental swipes at him:
Slam: 1d20 + 20 ⇒ (2) + 20 = 22
Damage: 2d8 + 6 ⇒ (6, 8) + 6 = 20
Taking the hit, Rubius proceeds to plunk the elemental with three arrows.
Ali stabs the mud elemental then moves, provoking a sloppy swipe from it:
Slam: 1d20 + 24 ⇒ (17) + 24 = 41
Damage: 2d10 + 10 ⇒ (2, 10) + 10 = 22 hit!
As she moves past the air elemental takes its swipe as well:
Slam: 1d20 + 25 ⇒ (13) + 25 = 38
Damage: 2d8 + 9 ⇒ (1, 2) + 9 = 12 Hit, but for pitiful damage after DR!
Gage casts a fear spell:
Air Elemental Will: 1d20 + 7 ⇒ (4) + 7 = 11
Magma Elemental Will: 1d20 + 5 ⇒ (14) + 5 = 19 The magma elemental is not scared, but the air elemental is!
The mud elemental moves, sloshing around the apparatus and moving closer to Thurgrom and Tawny. Double move- this does provoke from Tawny
Magma Will: 1d20 + 5 ⇒ (2) + 5 = 7 The magma elemental continues to rage against the invisible box!
The aether elemental pounds at Kragg:
Slam: 1d20 + 20 ⇒ (13) + 20 = 33
Damage: 2d8 + 6 ⇒ (5, 3) + 6 = 14
Slam: 1d20 + 20 ⇒ (9) + 20 = 29
Damage: 2d8 + 6 ⇒ (7, 8) + 6 = 21 Both hits, though slightly less effective thanks to Kragg's DR.
Round 4
The air elemental flees!
Turn Order:
1. Air Elemental 34
2. Kragg 31
3. Rubius 31
4. Tramontane 22
5. Gage 19
6. Dvalin 19
7. Thurgrom 11
8. Water Elemental
9. Mud Elemental
10. Magma Elemental
11. Aether Elemental
Elementals:
Air elemental -48
Fire Elemental -129
Mud elemental -53
Water elemental -42
Aether elemental -92
Status:
Blood Angel 28/118 aid used up
Tramontane 47/67, Stoneskin 40/90 absorbtion, aid used up
Thurgrom: 53/79, Stoneskin 50/90 absorption, aid used up
Rubius: 46/66 
aid used up
Dvalin: 40/66, aid used up
Dvalin familiar: -2, aid used up
Kragg: 57/87, aid used up
Gage: 13/59, aid used up
That will bring up the party again!

| Gage G | 
 
	
 
                
                
              
            
            "Come with me, Ali! Stand between me and the box and stab the magma monster if it comes out." Gage says before following after the air elemental.
He tries to blind the water elemental with Glitterdust (DC 17)!
spellsong + IC for 2 rounds of performance
40' Move action (yay haste)
Glitterdust! ...sorry I can only hit one foe while Thurgrom us standing in the middle. I'm pretty sure him not standing in the middle would be much worse xD
previous Spells, HP, bardsong etc
13/59-17 HP
20/20 Normal Arrows
20/20 Silver Blanched Cold-Iron Arrows
160/160 Silver Blanched Cold-Iron Arrows (in a sack in the haversack)
0/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
17 unhealable damage (resets to Ali's current charge after rest)
Ali's powers/prices:
* she knows some things, basic waifu function requires 1 charge per day
* interface with the ship- if/when you repair the elemental engine's the Blood Angel Prison is how you will control summoning the elementals
* 4 charges => cast Prayer CL 7th
* 2 charges/missile => cast a modified Magic Missile (identical except dealing lightning damage instead of force damage)
* 10 charges => Manifest: the Blood Angel manifests into the physical world for 1 minute
Extraordinary Abilities
. 1/1 uses/day Lore Master (take 20 on any knowledge check)
Supernatural Abilities
. 8/8 uses/day Silver Tongue (swift; +5 to Bluff to lie; DC 15 CL check to magically force truth or detect lies)
. 1/1 uses/day War Chant (concentration +2 rounds; All allies within 30'; +1 Morale to Attacks, Fort saves, Will vs fear, and to skill checks to ride or march into battle; Allies moving in formation and performing no other actions may move +10')
Bardic Performances:
. 14/21 rounds per day (SA or MA to start); Countersong (Su, aud) [30'; language-dependent], Distraction (Su, vis) [30'], Fascinate (Su, aud, vis) [enchantment (compulsion), mind-affecting, language-dependent; DC 18 will], Inspire Courage (Su, aud or vis) [mind-affecting, language-dependent (if aud); +2 morale vs charm & fear; +2 competence to attack and damage], Inspire Competence (Su, aud) [30'; language-dependent; +3 competence to a kind of skill check], Suggestion (Sp) [SA; enchantment (compulsion), mind affecting, language-dependent; DC 18 will]
Spells Known
. 3rd (0/2/day) Fear (DC 18), Haste
. 2nd (3/4/day) Glitterdust (DC 17), Invisibility, Pyrotechnics (DC 17), Silence
. 1st (5/6/day) Cure Light Wounds, Disguise Self, Feather Fall, Grease (DC 16), Silent Image (DC 16)
. 0 (at will) Detect Magic, Mage Hand, Mending, Open/Close, Spark

| "Ali" | 
 
	
 
                
                
              
            
            Buffs: Aid (+1 atk & vs fear), Haste (+1 attack etc), Shield of Faith (+2 AC)
Stats:
AC 32, touch 21, flat-footed 23 (+4 Dex, +10 natural, +2 Deflection, +1 Shield, +5 Dodge)
28/118 hp
Blood Pool: 6
Fort +12, Ref +11, Will +9; +4 vs poison, +1 vs fear
"I'll be your shield, master Gage." Ali replies before swooping into position.
readied action to 5' step and stab magma elemental, which would also increase ac from 27 to 32

| Thurgrom Thunderhammer | 
 
	
 
                
                
              
            
            Round 4
Thurgrom continues to attack the water elemental.
+1 Adamantine Dwarven Waraxe (blessed): 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Dmg.: 1d10 + 3 ⇒ (2) + 3 = 5
+1 Adamantine Dwarven Waraxe (blessed): 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Dmg.: 1d10 + 3 ⇒ (8) + 3 = 11

| Tramontane | 
 
	
 
                
                
              
            
            The dwarven monk rushes forward to the aethjer elemental, trying to help his friends. He gets close and starts circling it to get a better position for later, trying to avoid the monster's slam.
Move and Standard attack. AC vs AoO is 37.
Tiger Uppercut! Inspire Courage, Bless, Haste, Power Attack: 1d20 + 15 + 2 + 1 + 1 - 2 ⇒ (10) + 15 + 2 + 1 + 1 - 2 = 27
Damage, Inspire Courage, Power Attack, Weapon of Awe: 2d6 + 7 + 2 + 4 + 2 ⇒ (5, 6) + 7 + 2 + 4 + 2 = 26
Damage, Cold: 1d6 ⇒ 2

| Rubius Halfbeard | 
 
	
 
                
                
              
            
            Tawny aoo: 1d20 + 15 ⇒ (20) + 15 = 35
Tawny grab muddy boi: 1d20 + 21 ⇒ (1) + 21 = 22
Bite damage: 1d8 + 15 ⇒ (6) + 15 = 21
Tawny bites a chunk out of the mud elemental then goes to town on it conjunction with Thurgrom. The lantern archons zap the big slow elemental while Rubius flies to a little safety and unleashes on the aehter elemental again.
Thurgrom, can you 5 ft step south so Tawny gets flanks on these and you'll get flanks next round?
Bite, bite, claw, claw at +17: 4d20 ⇒ (9, 16, 6, 3) = 34 looks like two bites hit
Nat 20s to grapple?: 2d20 ⇒ (12, 7) = 19
Dam: 1d8 + 15 ⇒ (8) + 15 = 23
Dam: 1d8 + 15 ⇒ (8) + 15 = 23
Attacks at +10: 6d20 ⇒ (15, 17, 15, 3, 6, 16) = 72
Dam from 5 hits: 5d6 ⇒ (5, 1, 5, 2, 1) = 14
at +23: 3d20 ⇒ (16, 17, 11) = 44
dam: 12d6 + 3d4 + 60 ⇒ (1, 4, 3, 5, 2, 3, 6, 2, 2, 4, 3, 4) + (3, 4, 2) + 60 = 108
TLDR: 51 damage after DR to mud elemental. 78 damage after DR to aether elemental.

| Kragg Oldstone | 
 
	
 
                
                
              
            
            Touch Fire Elemental it up, Aether if not: 1d20 + 13 ⇒ (18) + 13 = 31
Cold Damage: 4d6 + 11 ⇒ (5, 1, 1, 1) + 11 = 19 Metakinesis makes that 29 cold damage, and another 50% if vulnerable to cold
Not hurting, Kragg gritted his teeth and kept fighting....

| Oxnard Kettlebeak | 
 
	
 
                
                
              
            
            Round 4
Having slain the fire elemental the turn before, Kragg aims his next blast at the aether elemental, hitting it with a brutal blast, but the creature absorbs the damage well. Does full damage this guy just has a shocking number of HPs
Tawny's bite is moderately less effective against the mud elemental as your attacks have been against all these elementals.
Tawny finds the mud elemental easier to hit, catching it with two bites and a claw AS 23 so that 6 narrowly hits- go ahead and roll damage
The archons pepper the mud elemental with their holy light.
Rubius turns and fires at the aether elemental, hitting with three shots and taking it down! was at -122 after Kragg's blast, so 78 damage puts it right at -200 which is exactly what you need to kill it
Tramontane- the two who posted after but act before you killed the aether elemental and it isn't obvious what you'd do instead so if you can please adjust your action
The Blood Angel positions to wait for if/when the magma elemental realized it was being trapped in a mime's box.
Gage moves across the engine room, and casts glitterdust:
Will Save: 1d20 + 5 ⇒ (18) + 5 = 23
But the water elemental shrugs off the effect!
Thurgrom hits twice.
Turn Order:
1. Air Elemental 34
2. Kragg 31
3. Rubius 31
4. Tramontane 22
5. Gage 19
6. Dvalin 19
7. Thurgrom 11
8. Water Elemental
9. Mud Elemental
10. Magma Elemental
Elementals:
Air elemental -48
Fire Elemental -129
Mud elemental -104
Water elemental -43
Status:
Blood Angel 28/118 aid used up
Tramontane 47/67, Stoneskin 40/90 absorbtion, aid used up
Thurgrom: 53/79, Stoneskin 50/90 absorption, aid used up
Rubius: 46/66
aid used up
Dvalin: 40/66, aid used up
Dvalin familiar: -2, aid used up
Kragg: 57/87, aid used up
Gage: 13/59, aid used up
Pending Dvalin and Tramontane's adjusted action

| Tramontane | 
 
	
 
                
                
              
            
            Move to where I can full stack next round, probably close to where Dvalin is, more or less.

| Oxnard Kettlebeak | 
 
	
 
                
                
              
            
            Just pending Dvalin here then; I'll update tonight when I get off work either way probably wont be able to check again till then

| Dvalin Fafnirson | 
 
	
 
                
                
              
            
            In a steady Rhythm, Dvalin continues his assault against the Water Elemental. One swing down left, he brings the Axe back up and swings down right. The watery consistency of the creature slowed the blade, breaking up some of it's momentum, but the was still sufficient force to do some damage...
Attack 1: 1d20 + 10 + 2 + 2 + 1 ⇒ (11) + 10 + 2 + 2 + 1 = 26 Damage: 1d12 + 13 + 2 ⇒ (10) + 13 + 2 = 25 Cold: 1d4 ⇒ 4
Attack 2: 1d20 + 10 + 2 + 2 + 1 ⇒ (14) + 10 + 2 + 2 + 1 = 29 Damage: 1d12 + 13 + 2 ⇒ (10) + 13 + 2 = 25 Cold: 1d4 ⇒ 1
Apologies, Weekends are still not my strong suite...

| Tramontane | 
 
	
 
                
                
              
            
            Walk without rhythm!

| Oxnard Kettlebeak | 
 
	
 
                
                
              
            
            Round 4
Dvalin hits the water elemental twice.
The water elemental attempts to return the favor:
Slam: 1d20 + 24 ⇒ (4) + 24 = 28
Damage: 2d10 + 10 ⇒ (4, 2) + 10 = 16
Slam: 1d20 + 24 ⇒ (9) + 24 = 33
Damage: 2d10 + 10 ⇒ (7, 7) + 10 = 24
That's 40 total damage- but I forget how Shield Other works, you choose each hit, correct? Or in this case your familiar chooses?
The mud elemental continues slamming at Thurgrom:
Slam: 1d20 + 24 ⇒ (5) + 24 = 29
Damage: 2d10 + 10 ⇒ (4, 3) + 10 = 17
Slam: 1d20 + 24 ⇒ (8) + 24 = 32
Damage: 2d10 + 10 ⇒ (9, 4) + 10 = 23 Both hits, but the Stone skin continues to protect the Mynrughdaer!
Will: 1d20 + 5 ⇒ (14) + 5 = 19 The magma elemental finally realizes the mime box is not real and moves out of it! Oozes around the controls, it move to block Gage and the Angel's path, then swipes at the angel! Provokes from Ali on the movement as well
Slam: 1d20 + 22 ⇒ (12) + 22 = 34
Damage: 3d6 + 8 ⇒ (2, 6, 6) + 8 = 22
Round 5
The air elemental continues to cower in fear at the top of the room.
Turn Order:
1. Air Elemental 34
2. Kragg 31
3. Rubius 31
4. Tramontane 22
5. Gage 19
6. Dvalin 19
7. Thurgrom 11
8. Water Elemental
9. Mud Elemental
10. Magma Elemental
Elementals:
Air elemental -48
Mud elemental -104
Water elemental -78
Status:
Blood Angel 16/118 aid used up
Tramontane 47/67, Stoneskin 40/90 absorbtion, aid used up
Thurgrom: 33/79, Stoneskin 30/90 absorption, aid used up
Rubius: 46/66
aid used up
Dvalin: 40/66, aid used up pending split on damage to Dvalin/familiar
Dvalin familiar: -2, aid used up
Kragg: 57/87, aid used up
Gage: 13/59, aid used up
That brings up the whole party again!

| Dvalin Fafnirson | 
 
	
 
                
                
              
            
            I choose, yes(it's protect master...which goes both ways and is selective) - and I'll split the second hit. so 28 damage on Dvalin for 12 remaining, 13 damage on familiar for -15 total, or 18/33 remaining.
I'll hold on further actions to see if my allies can bring the elemental low.

| "Ali" | 
 
	
 
                
                
              
            
            I think you can choose both, if you want. The spell certainly doesn't have a limit :3
Ali watches the magma elemental slide out of its erstwhile prison after it realizes why its repeated blows on the inside of the box didn't produce a terrible cacophony.
Ali strikes out with her rapier as it slithers past.
Blood Rapier (AoO) -Combat Expertise +Haste +Aid: 1d20 + 19 - 4 + 1 + 1 ⇒ (19) + 19 - 4 + 1 + 1 = 36
Damage: 1d8 + 20 ⇒ (4) + 20 = 24
confirm for blood?: 1d20 + 19 - 4 + 1 + 1 ⇒ (7) + 19 - 4 + 1 + 1 = 24
Buffs: Aid (+1 atk & vs fear), Haste (+1 attack etc), Shield of Faith (+2 AC)
Stats:
AC 32, touch 21, flat-footed 23 (+4 Dex, +10 natural, +2 Deflection, +1 Shield, +5 Dodge)
16/118 hp
Blood Pool: 5 +1? +2?
Fort +12, Ref +11, Will +9; +4 vs poison, +1 vs fear
"Pursuing enemy, master Gage." Ali explains.
Then she steps back into stabbing range of the elemental that slid past her. She thrusts her rapier repeatedly, quickly, and powerfully.
Blood Rapier +Swordplay Style (counters Combat Expertise) +Haste +Aid: 1d20 + 19 + 1 + 1 ⇒ (20) + 19 + 1 + 1 = 41
Damage: 1d8 + 20 ⇒ (6) + 20 = 26
confirm for blood?: 1d20 + 19 + 1 + 1 ⇒ (18) + 19 + 1 + 1 = 39
Blood Rapier (Haste) -Combat Expertise +Haste +Aid: 1d20 + 19 - 4 + 1 + 1 ⇒ (11) + 19 - 4 + 1 + 1 = 28
Damage: 1d8 + 20 ⇒ (6) + 20 = 26
Blood Rapier (Iterative) -Combat Expertise +Haste +Aid: 1d20 + 14 - 4 + 1 + 1 ⇒ (2) + 14 - 4 + 1 + 1 = 14
Damage: 1d8 + 20 ⇒ (6) + 20 = 26

| Gage G | 
 
	
 
                
                
              
            
            I think this next turn for the air elemental will be round 3/7 for the Fear spell...
Don't forget that the air elemental has -2 to saves while panicked, guys!
(because it include shaken)
Good target for spells if you can't do anything to the other elementals xD
"Good. Keep doing that, Ali."
Gage, realizing that nothing is in it anymore, allows his illusory box to fade.
Using Alitharlkian for cover, Gage casts Glitterdust (DC 17) on the magma and mud elementals, hoping that it will effect them better than the water elemental. Then he starts edging his way back, hoping to get out of reach of the huge elemental.
previous Spells, HP, bardsong etc
13/59-17 HP
20/20 Normal Arrows
20/20 Silver Blanched Cold-Iron Arrows
160/160 Silver Blanched Cold-Iron Arrows (in a sack in the haversack)
0/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
17 unhealable damage (resets to Ali's current charge after rest)
Ali's powers/prices:
* she knows some things, basic waifu function requires 1 charge per day
* interface with the ship- if/when you repair the elemental engine's the Blood Angel Prison is how you will control summoning the elementals
* 4 charges => cast Prayer CL 7th
* 2 charges/missile => cast a modified Magic Missile (identical except dealing lightning damage instead of force damage)
* 10 charges => Manifest: the Blood Angel manifests into the physical world for 1 minute
Extraordinary Abilities
. 1/1 uses/day Lore Master (take 20 on any knowledge check)
Supernatural Abilities
. 8/8 uses/day Silver Tongue (swift; +5 to Bluff to lie; DC 15 CL check to magically force truth or detect lies)
. 1/1 uses/day War Chant (concentration +2 rounds; All allies within 30'; +1 Morale to Attacks, Fort saves, Will vs fear, and to skill checks to ride or march into battle; Allies moving in formation and performing no other actions may move +10')
Bardic Performances:
. 13/21 rounds per day (SA or MA to start); Countersong (Su, aud) [30'; language-dependent], Distraction (Su, vis) [30'], Fascinate (Su, aud, vis) [enchantment (compulsion), mind-affecting, language-dependent; DC 18 will], Inspire Courage (Su, aud or vis) [mind-affecting, language-dependent (if aud); +2 morale vs charm & fear; +2 competence to attack and damage], Inspire Competence (Su, aud) [30'; language-dependent; +3 competence to a kind of skill check], Suggestion (Sp) [SA; enchantment (compulsion), mind affecting, language-dependent; DC 18 will]
Spells Known
. 3rd (0/2/day) Fear (DC 18), Haste
. 2nd (2/4/day) Glitterdust (DC 17), Invisibility, Pyrotechnics (DC 17), Silence
. 1st (5/6/day) Cure Light Wounds, Disguise Self, Feather Fall, Grease (DC 16), Silent Image (DC 16)
. 0 (at will) Detect Magic, Mage Hand, Mending, Open/Close, Spark

| Tramontane | 
 
	
 
                
                
              
            
            After spending some precious seconds repositioning, Tramontane is once more in the eye of the tornado, launching his signature flurry of punches upon the Mud Elemental.
Free: 5-ft-step to Dvalin's left
Swift: Spend 1 Ki to get extra attack
Full-round: Flurry
Flurry of Blows #1, Inspire Courage, Bless, Haste, Power Attack: 1d20 + 15 + 2 + 1 + 1 - 2 ⇒ (20) + 15 + 2 + 1 + 1 - 2 = 37
Damage, Inspire Courage, Power Attack, Weapon of Awe: 2d6 + 7 + 2 + 4 + 2 ⇒ (4, 6) + 7 + 2 + 4 + 2 = 25
Damage, Cold: 1d6 ⇒ 5
Flurry of Blows #2, Inspire Courage, Bless, Haste, Power Attack: 1d20 + 15 + 2 + 1 + 1 - 2 ⇒ (11) + 15 + 2 + 1 + 1 - 2 = 28
Damage, Inspire Courage, Power Attack, Weapon of Awe: 2d6 + 7 + 2 + 4 + 2 ⇒ (6, 4) + 7 + 2 + 4 + 2 = 25
Damage, Cold: 1d6 ⇒ 3
Damage, Jab (if one other attack connected): 1d6 ⇒ 1
Hasted Attack, Inspire Courage, Bless, Haste, Power Attack: 1d20 + 15 + 2 + 1 + 1 - 2 ⇒ (18) + 15 + 2 + 1 + 1 - 2 = 35
Damage, Inspire Courage, Power Attack, Weapon of Awe: 2d6 + 7 + 2 + 4 + 2 ⇒ (1, 6) + 7 + 2 + 4 + 2 = 22
Damage, Cold: 1d6 ⇒ 1
Damage, Jab (if one other attack connected): 1d6 ⇒ 2
Ki Attack, Inspire Courage, Bless, Haste, Power Attack: 1d20 + 15 + 2 + 1 + 1 - 2 ⇒ (7) + 15 + 2 + 1 + 1 - 2 = 24
Damage, Inspire Courage, Power Attack, Weapon of Awe: 2d6 + 7 + 2 + 4 + 2 ⇒ (2, 3) + 7 + 2 + 4 + 2 = 20
Damage, Cold: 1d6 ⇒ 6
Damage, Jab (if one other attack connected): 1d6 ⇒ 5
Iterative Attack, Inspire Courage, Bless, Haste, Power Attack: 1d20 + 10 + 2 + 1 + 1 - 2 ⇒ (16) + 10 + 2 + 1 + 1 - 2 = 28
Damage, Inspire Courage, Power Attack, Weapon of Awe: 2d6 + 7 + 2 + 4 + 2 ⇒ (5, 6) + 7 + 2 + 4 + 2 = 26
Damage, Cold: 1d6 ⇒ 3
Damage, Jab (if one other attack connected): 1d6 ⇒ 5

| Thurgrom Thunderhammer | 
 
	
 
                
                
              
            
            The mynrughdaer is angered by the wet, messy attacks on him. Attacking the water elemental first. "Will one of your bastards.."
+1 Adamantine Dwarven Waraxe (blessed): 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
Dmg.: 1d10 + 3 ⇒ (4) + 3 = 7
Thurgrom pivots his heel and attacks the persistent mud elemental.
"..bloody drop already!!!"
+1 Adamantine Dwarven Waraxe (blessed): 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Dmg.: 1d10 + 3 ⇒ (9) + 3 = 12

| Oxnard Kettlebeak | 
 
	
 
                
                
              
            
            Round 5
Tramontane launches into a series of punches at the Mud elemental, and on his fourth hit, the creature's essence was finally exhausted, shrinking and being sucked into the engine's magical storage.
Disgusting mud elementals now joined the other types streaming in from outside.
You actually don't need to spend the ki point here since you dropped it on the other attacks
The Blood Angel catches the magma elemental as it moves past, then hits it twice more when she has a chance, damaging the last unwounded elemental.
Gage casts glitterdust again:
Will: 1d20 + 5 ⇒ (5) + 5 = 10
And the magma elemental's vision is disrupted by the spell. I checked like 3 times now, and yes, elementals can be blinded in fact!
With the mud elemental gone, Thurgrom hits the wwater elemental twice.
Turn Order:
1. Air Elemental 34
2. Kragg 31
3. Rubius 31
4. Tramontane 22
5. Gage 19
6. Dvalin 19
7. Thurgrom 11
8. Water Elemental
9. Magma Elemental
Elementals:
Air elemental -48
Water elemental -80
Magma elemental -48, blinded
Status:
Blood Angel 16/118 aid used up
Tramontane 47/67, Stoneskin 40/90 absorbtion, aid used up
Thurgrom: 33/79, Stoneskin 30/90 absorption, aid used up
Rubius: 46/66
aid used up
Dvalin: 12/66
Dvalin familiar: 13/33
Kragg: 57/87, aid used up
Gage: 13/59, aid used up
Pending Kragg, Rubius, Dvalin

| Tramontane | 
 
	
 
                
                
              
            
            Alright, then thanks to Jabbing Style, Tramontane uses a 5-ft-step maneuver when he drops the Mud Elemental. He'll move left to Thurgrom.

| Kragg Oldstone | 
 
	
 
                
                
              
            
            Touch Aether Elemental: 1d20 + 15 ⇒ (18) + 15 = 33
Cold Damage: 4d6 + 13 ⇒ (6, 2, 6, 4) + 13 = 31 Metakinesis makes that 46 damage
Refusing to back down, Kragg formed an ice dagger and sent it hurtling towards the Aether elemental. Unlike normal weapons, this one was not truly physical in nature. Rather it froze anything it touched...perfect for handling a creature without a physical body.

| Oxnard Kettlebeak | 
 
	
 
                
                
              
            
            Aether is down, so I will assume Kragg hits the water elemental putting it to 126 damage done.
 
	
 
     
    