
Cain of Garund |

Fort DC 14: 1d20 + 10 ⇒ (11) + 10 = 21
Amiri gets 8 temp HP when she rages so those would have been eaten up first with that last hit. Should be -10 instead.
Amiri turns in a flash, bringing her sword to bear against the new victim. With a slash, stab and hack she sends a flurry of attacks at the undead monstrosity.
Strike, Strike, Strike against Blue.
Raging 2 Handed B.B. - 2nd attack: 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5 for Slashing: 2d12 + 10 ⇒ (5, 9) + 10 = 24
Raging 2 Handed B.B. - 3rd attack: 1d20 + 9 - 10 ⇒ (5) + 9 - 10 = 4 for Slashing: 2d12 + 10 ⇒ (5, 3) + 10 = 18

Playtest Kyra |

Sorry, there weren't any x's which confused me greatly at the time.
Kyra presents her holy symbol.
"In Sarenrae's name, begone!"
3 action channel.
Undead Positive Damage/Allies Heal: 3d8 + 4 ⇒ (8, 3, 1) + 4 = 16 Undead get a DC 19 Fortitude save for 1/2 damage, no damage on a critical
success, or double damage on a critical failure.

P.T. Fumbus |

With his offer of healing concoctions unheeded, Fumbus drops the two bottles on the ground. "Stay." he instructs them.
He then navigates around the brush, until he sees an opportunity to slash at the nearest undead.
Stride, Strike x2
Melee (+1 dogslicer) v green: 1d20 + 10 ⇒ (14) + 10 = 24
Damage (s): 2d6 + 1 ⇒ (3, 5) + 1 = 9
Melee (+1 dogslicer) v green: 1d20 + 10 - 5 ⇒ (13) + 10 - 5 = 18
Damage (s): 2d6 + 1 ⇒ (6, 1) + 1 = 8

Merisiel, PT-RT |

Merisiel steps to flank with Fumbus. She stabs at the ghast a couple of times. step, strike, strike
Strike 1: 1d20 + 10 ⇒ (13) + 10 = 23Damage 1: 4d6 + 4 ⇒ (5, 5, 5, 4) + 4 = 23
Strike 2: 1d20 + 6 ⇒ (17) + 6 = 23Damage 2: 4d6 + 4 ⇒ (4, 3, 2, 5) + 4 = 18

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looking at the combination of attacks and numbers, no doubt all threat is ceased, go ahead and heal up / exploration tactic and when I'm off work I'll move us to the last part of the scenario!

P.T. Fumbus |

Stealth: 1d20 + 10 ⇒ (3) + 10 = 13
Fumbus follows the others, sticking to shadows and depending undergrowth.

Playtest Kyra |

Medicine (Treat Wounds): 1d20 + 10 ⇒ (2) + 10 = 12 10 minutes, not a critical failure.
Medicine (Treat Wounds): 1d20 + 10 ⇒ (10) + 10 = 20 10 minutes. To take care of any lingering injuries. Heal 5 times your Constitution modifier in hit points, in addition to the channel healing.
As previously stated, Kyra will be Detecting Magic in Exploration mode.

Cain of Garund |

Amiri pokes through the hacked up bodies of the ghouls after the last one falls, "are they usually this coordinated with hit and run tactics and stuff?"
She uses her usual cleaning cloth to wipe off the ichor from her blade but the cloth is getting to be a bit stanky. The Kellid wrinkles her nose a bit, "ugh this one may just need to be pitched."
Once the area is checked, she continues towards their goal, keeping an eye out for further ambushes or dangers.
Searching (Exploration)
Perception: 1d20 + 8 ⇒ (9) + 8 = 17

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Amiri,Perc: 17 = 17
Merisiel,Perc: 17 = 17
Valeros,Perc: 1d20 + 7 ⇒ (6) + 7 = 13
Fumbus,Stealth: 13 = 13
Seoni,Perc: 1d20 + 4 ⇒ (6) + 4 = 10
Kyra,Perc: 1d20 + 10 ⇒ (16) + 10 = 26
Guard: 1d20 + 10 ⇒ (18) + 10 = 28
??: 1d20 + 11 ⇒ (17) + 11 = 28

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As you approach the mountainside, you come into view of a tall wooden structure raised about 25 ft high, akin to a watchtower, with a human ranger standing up top wielding a shortbow. As soon as he observes you, he shouts "In..truders!!" while shooting directly towards you! At that distance, Amiri is able to easily react to the shots.
Red Guard points out, strike, strike at Amiri
Composite shortbow: 1d20 + 11 ⇒ (5) + 11 = 16
Composite shortbow: 1d20 + 11 ⇒ (7) + 11 = 18
~~~
Encounter Round 1
Guard(s)?
Pathfinders are up!
___________________________________________________________________________ ___________________

P.T. Fumbus |

Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Stealth, Initiative: 1d20 + 10 ⇒ (11) + 10 = 21
"The guards're enchanted." Fumbus whispers before trying to sneak ahead.

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They are some ready actions happening, so in advance, if you move up out of the path, read the spoiler below.

Playtest Kyra |

Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Kyra casts shield and turns to her companions.
"As Fumbus said he's being controlled."
Then she yells up at the guard.
"I know you don't want to hurt us! Fight whatever is controlling you!"
Kyra casts dispel magic on the guard, hoping to remove whatever fell influence is controlling him.
Spell Roll for Counteract: 1d20 + 9 ⇒ (13) + 9 = 22

Seoni PT-RT |

Seoni delays, waiting to see if Kyra's spell has any effect.

P.T. Fumbus |

Fumbus retrieves a pair of bottles of [I]lesser bottle lightning[/ooc] and approaches quietly under the cover of the brush, ready to pounce if cleric's spell does not work. Quick Bomber; Sneak x2

Cain of Garund |

Amiri also holds her ground waiting, ”I don’t think they can even hit us from here.”

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To Kyra's surprise, whatever enchantment placed upon the guards does not break! Based on her effort, whatever has a hold on the ranger is unlikely to be broken by magical means.
~~~
Encounter Round 1
Conditions: NA
Guard(s)?
Kyra, Fumbus
Amiri, Seoni, Merisiel
___________________________________________________________________________ ___________________

Cain of Garund |

I'm sorta going to assume we are told that by Kyra. And since I'm free to post now I'll go ahead so as to not hold us up.
Amiri slams her fist into her palm, "looks like we'll have to do this the hard way."
Judging the ground to cover and the gauging her best way to approach, Amiri yells a shout of battle "SURRENDER OR PAY THE PENALTY FOR ATTACKING PATHFINDERS!!!"
Blood pumping in her ears, she dashes forward, trying to quickly climb up the ladder and catch the guard in between reloads.
Rage, Stride, Stride w/ Climb?
When raging, she has a climb speed of 30 ft. Thus, she moves 30 ft in one stride and another 20 ft in her second stride to get to the ladder, is she able to use the last 10 ft of her move to start climbing up the ladder?
Current AC updated in header.

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She may use her 10ft and get up the ladder 5ft.
I see Merisiel's position updated on map, but no post. But since Amiri moved forward I'll activate the readied actions. Also feel free to redirect your movement with new map information.
As Amiri moves forward to take out the guard, more watchtowers are revealed from behind the trees. A guard readied for the attack releases an arrow striking amiri in the shoulder.
Green vs Amiri
composite shortbow: 1d20 + 11 ⇒ (11) + 11 = 22P: 2d6 + 4 ⇒ (3, 5) + 4 = 12
Blue's readied action has yet to trigger.
In the middle tower, a male harpy stands and overlooks, as Amiri gets into sights, he immediately starts releases an auditory distraction, humming a soothing melody.
Kyra, Merisiel, and Seoni need to make a DC18 Will Save against fascination
The harpy is on the platform and has yet to take flight.
~~~
Encounter Round 1
Conditions: NA
Guards B(readied action), Harpy
Fumbus (Fascinated), Amiri -11, Kyra
Seoni, Merisiel
___________________________________________________________________________ ___________________

Seoni PT-RT |

Just caught and fixed weird errors in Seoni's tagline - not sure how I missed them.
Will save: 1d20 + 9 ⇒ (18) + 9 = 27
Can't access the map just now, will follow up with Seoni's actions in the next hour.

Seoni PT-RT |

Seoni pulls out a scroll, and reads off a spell.
"Ispilu irudia!"
Suddenly, where there was only one Seoni, there are now four!
Seoni casts Mirror Image (3 images, 1 minute duration).

Playtest Kyra |

Will save: 1d20 + 11 ⇒ (1) + 11 = 12
If I'm allowed to use my reroll, then I will.
Will save (5-star reroll): 1d20 + 11 + 5 ⇒ (3) + 11 + 5 = 19

Merisiel, PT-RT |

That was weird, I posted earlier today but its not showing.
Merisiel moves quickly to the watchtower.
Stride 40', stride 35' to base of tower, stride 20' up ladder
Will: 1d20 + 9 ⇒ (9) + 9 = 18

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I don't remember the official ruling on rerolls but it makes sense to me that you should be able to use it.
Although the Harpies harmony sounds mesmerizing, the Pathfinders save for Fumbus manage to ignore it and focus on the task at hand.
Blue ready action.
The guard with the blue eyes gets a good view of Merisiel coming around and takes a shot! The arrow flies wide he is unable to get an accurate shot with the elf's nimble moves.
composite shortbow: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17P: 2d6 + 4 ⇒ (1, 5) + 4 = 10
With Fumbus captivated, the Harpy flies around towards Merisiel and attempts to swipe at her with a Morningstar as she climbs the ladder. But he mistimes the swing.
Fly+, Strike+, Fly+
Morningstar: 1d20 + 15 ⇒ (2) + 15 = 17B: 2d8 + 6 ⇒ (3, 7) + 6 = 16
Fumbus must spend his actions moving closer to the harpy as expediently as possible for the next round as he is fascinated.
The guard closest to the action draws his kukri in anticipation for Amiri's arrival while the others fire shots at the Pathfinders in the distance. A couple arrows finds Amiri's thigh as she climbs to the top of the tower.
Red:Interact draw Kukri +, Ready action++
Green: Strike +, Strike +, Strike + vs Amiri
composite shortbow: 1d20 + 11 ⇒ (10) + 11 = 21P: 2d6 + 4 ⇒ (4, 5) + 4 = 13
composite shortbow: 1d20 + 11 - 5 ⇒ (5) + 11 - 5 = 11P: 2d6 + 4 ⇒ (1, 2) + 4 = 7
composite shortbow: 1d20 + 11 - 10 ⇒ (20) + 11 - 10 = 21P: 2d6 + 4 ⇒ (2, 5) + 4 = 11
Green: Stride +, Strike +, Strike + vs Merisiel
composite shortbow: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13P: 2d6 + 4 ⇒ (3, 2) + 4 = 9
composite shortbow: 1d20 + 11 - 5 - 2 ⇒ (1) + 11 - 5 - 2 = 5P: 2d6 + 4 ⇒ (4, 6) + 4 = 14
~~~
Encounter Round 2
Conditions: NA
Guards, Harpy
Fumbus (Fascinated), Amiri -35 (5ft up ladder), Kyra
Seoni, Merisiel (20ft up ladder)
___________________________________________________________________________ ___________________

Cain of Garund |

Do the rest of us get to act in round 2 or were our actions already used?
Climb Speed - A climb Speed allows you to climb up or down inclines and vertical surfaces. Instead of needing to roll athletics checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance.You might still have to attempt Athletics checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an Athletics check to Climb rather than accept an automatic success. Your climb Speed grants you a +4 circumstance bonus to Athletics checks to Climb. You’re not flat-footed while climbing if you have a climb Speed. CRB Page 310
Amiri also had 8 temp HP from Rage that would have been soaked first so should be at -27 instead of -35.

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Oops, that's a typo, everyone should be up for round 2 actions now! Corrected below with the rage modifier to HP as well.
Noted on Amiri's Climb speed during Rage, I had missed the climb speed in your earlier post.
~~~
Encounter Round 2
Conditions: NA
Guards, Harpy
Fumbus (Fascinated), Amiri -27 (10ft up ladder), Kyra
Seoni, Merisiel (20ft up ladder)
___________________________________________________________________________ ___________________

P.T. Fumbus |

Fumbus must spend his actions moving closer to the harpy as expediently as possible for the next round as he is fascinated.
The fascinated Fumbus falters forward. Stride x3

Merisiel, PT-RT |

Merisiel moves up the ladder and engages the guard. Pulling out her weapons she stabs at him.
Dagger of Venom Attack: 1d20 + 10 ⇒ (1) + 10 = 11
Rapier Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Stride, Quick Draw- Dagger of Venom, Quick Draw- Rapier

Playtest Kyra |

Kyra grips her holy symbol as the harpy's song confuses her momentarily. She desperately tries to retain her senses. If I succumb to this evil, then these innocents are doomed!
Kyra shakes off the terrible influence of the harpy and Strides forward.
"Evil creature, you shall trouble us no more!"
2 actions to cast spiritual weapon.
A glowing scimitar composed of pure force appears next to the yellow-feathered harpy and Strikes at it.
Spiritual weapon: 1d20 + 9 ⇒ (2) + 9 = 11

Cain of Garund |

Amiri scrambles up the last short bit, quicker than most would have expected. Ignoring the attack readied against her she barrels past the enemy into the tower. Planting her foot against the back wall, she uses it as a springboard to spin around and attempt to shove the hapless guard right on out of the tower.
Climb 20 + Move 10, Athletics to "Shove" guard, 3rd action dependent upon results of shove.
Athletics vs. Enemy's Fort DC: 1d20 + 8 ⇒ (4) + 8 = 12
That probably won't succeed, so she would reset and try again. I'm sorta guessing since that action has the attack trait, a 2nd attempt would be at a -5 so I'll subtract that.
Athletics - 2nd attack vs. Enemy's Fort DC: 1d20 + 8 - 5 ⇒ (3) + 8 - 5 = 6

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That probably won't succeed, so she would reset and try again. I'm sorta guessing since that action has the attack trait, a 2nd attempt would be at a -5 so I'll subtract that.
This is correct, Pg 305 of the rulebook validates this, although I had to do a bit of searching.
The Pathfinders spread to try to handle the multiple threats at hand, but with Fumbus out of action momentarily it seems a task more difficult than imagined!
As expected, none of those hit.
Seoni is up!

Seoni PT-RT |

The four Seonis move quickly towards the towers, and stand next to Kyra. Staring up at the red guard, she points at him and shouts, "Zauritu zara!"

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Triggering the ready action against Seoni (Attack first adjacent opponent)
As Seoni gets close to the guard, he is startled and begins lashing out, almost as if fearful, against the Rogue! His nervousness gets the better of him as he fails to land a shot.
+1 bloodletting kukri: 1d20 + 12 ⇒ (5) + 12 = 17S: 3d6 + 4 ⇒ (4, 2, 5) + 4 = 15
And soon enough finds himself distracted by Seoni's daze spell.
Will: 1d20 + 9 ⇒ (3) + 9 = 12
Round 3
Nonetheless the red eyed minion continues unleashing his fears upon the rogue.
Red: StrikeStrike +, Strike +, Strike + vs Seoni
+1 bloodletting kukri: 1d20 + 12 ⇒ (15) + 12 = 27S: 3d6 + 4 ⇒ (6, 4, 4) + 4 = 18
+1 bloodletting kukri: 1d20 + 12 - 4 ⇒ (20) + 12 - 4 = 28S: 3d6 + 4 ⇒ (3, 6, 6) + 4 = 19
+1 bloodletting kukri: 1d20 + 12 - 8 ⇒ (11) + 12 - 8 = 15S: 3d6 + 4 ⇒ (1, 3, 2) + 4 = 10
Crit dmg: 3d6 + 4 ⇒ (5, 2, 1) + 4 = 12
Merisiel, takes d4 persistent bleed. Guard activates focus (gains temporary hp equal to merisiel bleed)
What follows from the other guard towers are more flurry of arrows! But only one lands a shot against Fumbus.
Green: Strike +, Strike +, Strike + vs Amiri
composite shortbow: 1d20 + 11 ⇒ (4) + 11 = 15P: 2d6 + 4 ⇒ (1, 2) + 4 = 7
composite shortbow: 1d20 + 11 - 5 ⇒ (4) + 11 - 5 = 10P: 2d6 + 4 ⇒ (2, 1) + 4 = 7
composite shortbow: 1d20 + 11 - 10 ⇒ (14) + 11 - 10 = 15P: 2d6 + 4 ⇒ (3, 4) + 4 = 11
Blue: Strike +, Strike +, Strike + vs Fumbus
Composite shortbow: 1d20 + 11 ⇒ (18) + 11 = 29P: 2d6 + 4 ⇒ (3, 1) + 4 = 8
composite shortbow: 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16P: 2d6 + 4 ⇒ (5, 3) + 4 = 12
composite shortbow: 1d20 + 11 - 10 ⇒ (12) + 11 - 10 = 13P: 2d6 + 4 ⇒ (1, 6) + 4 = 11
Unforunately, as I interpret the text, Fumbus only is freed if the harpy attacks fumbus, hence his fascination continues.
The harpy turns to focus on the casters! Flying and landing directly next to Kyra then attempting to knock her with his Morningstar.
Harpy: Capticating Song+, Fly+, strike+ vs Kyra
Morningstar: 1d20 + 15 ⇒ (19) + 15 = 34P: 2d8 + 6 ⇒ (1, 2) + 6 = 9
Crit?: 2d8 + 6 ⇒ (5, 5) + 6 = 16
~~~
Encounter Round 3
Conditions: NA
Guards R(flat footed), Harpy
Fumbus -8 (Fascinated), Amiri -39, Kyra -25
Seoni, Merisiel -37 (d4 persistent bleed)
A lot of stuff going on, I could easily have made an error, do point out if I did!
___________________________________________________________________________ ___________________

P.T. Fumbus |

Fumbus remains fascinated.

Playtest Kyra |

Shouldn't Fumbus have moved toward the harpy on his turn? I took the liberty of moving him.
Kyra maintains concentration on her spiritual weapon, and it moves to attack the harpy which now threatens her.
Spiritual weapon: 1d20 + 9 ⇒ (7) + 9 = 16
She whispers under her breath, "I'm sorry my friend but this is going to hurt."
She casts a spell, and her voice is magnified a thousand fold as she shouts, "SNAP OUT OF IT"
Her voice washes over the harpy and Fumbus.
Sound burst sonic damage: 3d8 ⇒ (1, 6, 2) = 9 Per update 1.5 the damage is 3d8 instead of 2d8. Affected creatures take half damage on a successful DC 19 Fortitude save or no damage on a critical success. Creatures who fail take full damage and are deafened for 1 round, or double damage and deafened for 1 minute on a critical failure. I'm hoping that the harpy song has the auditory trait (playtest rulebook p. 194), which won't work if Fumbus is deaf and can't hear it.

Seoni PT-RT |

Sorry, Merisiel!
Seoni steps away from the Kyra so that she has a straight line to the harpy. "Enough! Get away from her!"
Seoni jabs a finger at the harpy and shouts, "Tximista, greba!" She adds the flourish she used against the minotaurs, jabbing forward with her staff as well.
Lightning bolt: 4d12 ⇒ (12, 10, 11, 10) = 43
Sorry - ancestral surge is an action, not a reaction, so she can’t do that with the Stride action she needed to get into a line with the harpy. The DC stays at 19.
Activating ancestral surge (cost: 1 focus point) to increase the Reflex save DC by 1, from 19 to 20.

Cain of Garund |

Amiri yells in anger as her shove fails and the enemy is getting it's licks in on her allies, "ENOUGH!"
Ripping her massive sword from the sheath, she brings it down towards the threat in front of her, no longer concerned about lethal damage against a mind-controlled subject.
Raging 2 Handed B.B.: 1d20 + 9 ⇒ (1) + 9 = 10 for Slashing: 2d12 + 10 ⇒ (8, 4) + 10 = 22
Raging 2 Handed B.B. - 2nd Attack: 1d20 + 9 - 5 ⇒ (20) + 9 - 5 = 24 for Slashing: 2d12 + 10 ⇒ (6, 1) + 10 = 17
Extra Crit Damage from 2nd attack Slashing: 2d12 + 10 ⇒ (10, 3) + 10 = 23
If this guard is still alive, Critical Brutality is in effect. That is when she is Raging, she gains the following
critical specialization effects with melee weapons. Bastard Sword: The target becomes flat-footed for 1 round.
Current AC/Saves updated in Header.

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Fumbus is still fascinated and should stride all the way to the harpy again.
The Guard is still alive! The Harpy is also very alive at this point.
Merisiel is up!

Merisiel, PT-RT |

Grunting, Merisiel stabs at the guard.
Dagger of Venom: 1d20 + 10 ⇒ (9) + 10 = 19 Damage: 2d4 + 4 ⇒ (3, 4) + 4 = 11
Rapier: 1d20 + 6 ⇒ (6) + 6 = 12 Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11
Strike; if Strike hits then activating Dagger Venom (poison) Saving Throw Fortitude DC 19; Maximum Duration 4
rounds. Stage 1 1d4 poison damage and enfeebled 1. If not then Battle Medic DC 20 on herself: 1d20 + 7 ⇒ (10) + 7 = 17; Strike
EOT- Bleed Damage: 1d4 ⇒ 2 Flat 20 to end: 1d20 ⇒ 5

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Merisiel, the target is flat footed! So sneak damage applies.
Sneak?: 2d6 ⇒ (6, 6) = 12 Sneak damage helped! Red is unconscious.
Fort vs Sonic: 1d20 + 12 ⇒ (20) + 12 = 32
Reflex vs Lightning bolt: 1d20 + 14 ⇒ (20) + 14 = 34
Owh... First time i'm seeing those high rolls consecutively.
Amiri and Merisiel pair up to bring the guard, he wails in pain with a look of horror on his face. "AAAAaaaa."
Meanwhile, the magical duo attempt to hinder the Harpy with magic, but the he proves to be resilient against their attempts. However, with the sonic burst is loud enough to drown out the magical effects of the Harpy on Fumbus!
The guards high on the tower suddenly move by compulsion towards the Harpy, climbing down the stairs.
Each take triple stride actions.
The Harpy retaliates by staying in melee combat against Kyra! Kyra manages to avoid most blows fortunately.
Morningstar: 1d20 + 15 ⇒ (9) + 15 = 24B: 2d8 + 6 ⇒ (2, 1) + 6 = 9
Morningstar: 1d20 + 15 - 5 ⇒ (9) + 15 - 5 = 19B: 2d8 + 6 ⇒ (6, 5) + 6 = 17
Morningstar: 1d20 + 15 - 10 ⇒ (2) + 15 - 10 = 7B: 2d8 + 6 ⇒ (5, 5) + 6 = 16
~~~
Encounter Round 4
Conditions: NA
Guards R(unconcious), Harpy
Fumbus (Fort Save vs Sonic Burst), Amiri -39, Kyra -9
Seoni, Merisiel -39 (d4 persistent bleed)
___________________________________________________________________________ ___________________

P.T. Fumbus |

Fumbus Fort: 1d1 + 9 ⇒ (1) + 9 = 10
The fascinated goblin flinches only momentarily as blood begins to trickle from his ears.
Move to follow the Harpy

Playtest Kyra |

[dice=Fumbus Fort]1d0+9
The fascinated goblin flinches only momentarily as blood begins to trickle from his ears.
Move to follow the Harpy
You should probably roll a 1d20 instead of a 1d0. However since the harpy didn't spend an action to maintain its captivating song I believe that you are free to act normally this turn.

Seoni PT-RT |

Seoni glares at the harpy in astonishment as he appears to just bend around her lightning.
So much for the most powerful spell I know!
The tattooed Varisian says "Suaren esfera!" while gesturing in the shape of a sphere. Finally, she calls, "Apaizak, lagun iezadazu!" A ball of fire appears around the harpy.
Fire Damage: 3d6 ⇒ (4, 2, 6) = 12

Cain of Garund |

And the GM said you were free from the fascinate. "However, with the sonic burst is loud enough to drown out the magical effects of the Harpy on Fumbus!"
Waves of fatigue wash over the barbarian and she looks down at the unconscious hacked up guard in front of her, I hope he isn't dead, I have enough blood on my hands.
Pulling her most expensive healing potion from her pack, she slams it down, focusing intently on the liquid as it trickles down her throat and begins the healing process. She pulls another elixir as an afterthought.
Since the bastard sword is one handed I'm guessing she can hold it with one hand and use an off hand to do stuff. Interact to draw the Moderate Healing Potion (3d8+8), Interact to drink it (using a focus point to double the healing), Free to drop the vial, Interact to draw her Barkskin Potion.
Moderate Potion w/ Focus: 6d8 + 16 ⇒ (4, 3, 4, 7, 8, 2) + 16 = 44
AC/Saves updated in header, she is fatigued and not raging for 1 round.

P.T. Fumbus |

Sorry, I guess this player was still fascinated...
Assuming the vials Fumbus removed earlier remain intact after the sonic attack...
Fumbus, having been trapped within the fog of song and mind, now snaps quickly to attention. His ears bleed. His head pounds. And, upon seeing the harpy, his blood boils!
He throws the two vials of lesser bottled lightning at the harpy.
Ranged (bomb) v TAC: 1d20 + 9 ⇒ (15) + 9 = 24
Damage (electric): 2d6 ⇒ (6, 1) = 7
Ranged (bomb) v TAC: 1d20 + 9 - 5 ⇒ (20) + 9 - 5 = 24
Damage (electric): 2d6 ⇒ (3, 2) = 5
Crit Additional Damage (electric): 2d6 ⇒ (5, 1) = 6
In addition, deals 1 electricity splash damage, and causes the target to be flat-footed to all creatures until the start of your next turn (splash damage not doubled on crit).
Hearing the sizzle of electricity permeate his feathered foe, Fumbus giggles with glee as he draws his blade! Manipulate/Draw Weapon

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Fumbus Fort: 1d20 + 9 ⇒ (2) + 9 = 11
Well, didn't make much difference, he is deafened.
Merisiel moves to get in on the action quickly while Amiri takes a few moments to recover.
Reflex: 1d20 + 14 ⇒ (10) + 14 = 24
Seoni lights up the forest with a bit of arcane fire but the Harpy proves to be a challenging foe as he dodges yet another magical attack! However, Fumbus returns to reality after being deafened and takes the momentary distraction to throw two vials that break emitting and electrical energy upon the creature!
~~~
Encounter Round 4
Conditions: NA
Guards R(unconcious), Harpy -18 (flat footed)
Fumbus -9, Amiri, Kyra -9
Seoni, Merisiel -40 (d4 persistent bleed)
___________________________________________________________________________ ___________________