
Mvumbu |

"MOOOOAAAARRGGHHHH!!!!"
Mvumbu rushes to her dear friends aid, as she has so many times before. Seeing him in danger, she froths as she allows Kiboko's animal rage to flow through her.
tangling chomp! vs thief, rage, power attack, menacing pack flanking outflank: 1d20 + 10 + 2 + 6 - 2 ⇒ (9) + 10 + 2 + 6 - 2 = 25damage, whetbone: 3d8 + 12 + 6 + 1 ⇒ (7, 3, 3) + 12 + 6 + 1 = 32
If orange thief is downed by Kiboko, attack pink; otherwise attack orange. If Mvumbu's bite attack hit then target is Entangled for 1 round.

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Taking advantage of their quickness, Kivuli and Kelumur race into the building, Kivuli finishing with a deft strike which drops the hapless half-elf before he can even squeal. Kiboko and Mvumbu combine to mete out an even worse fate for the halfling near the door, who is hacked and then chewed in two.
Sensing his fate to be the same, the other half-elf quickly quaffs a potion and disappears. purple circle was his last location
Round 1 - Bold can act
Red Thief
Pink Thief
Kivuli
Kelumur
Kiboko
Mvumbu
Purple Thief <invisible?>
Yellow Thief 39 damage <unconscious>
Orange Thief 65 damage <quite dead>
Flyndyngylyn
Cygnus
Kramac

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Cygnus moves to the false wall. He starts chanting and moving his hands as four glowing arrows appear. As he finishes casting he points two fingers at each of the looters.
Red with intense spell: 1d4 + 5 ⇒ (1) + 5 = 6 Red w/o IS: 1d4 + 1 ⇒ (3) + 1 = 4 Pink 1: 1d4 + 1 ⇒ (1) + 1 = 2 Pink 2: 1d4 + 1 ⇒ (2) + 1 = 3
Red Trip 1: 1d20 + 14 ⇒ (14) + 14 = 28 Red Trip 1: 1d20 + 14 ⇒ (1) + 14 = 15 Pink Trip 1: 1d20 + 14 ⇒ (4) + 14 = 18 Pink Trip 2: 1d20 + 14 ⇒ (17) + 14 = 31
Casting Magic Missile with Toppling Metamagic

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Flyn will move 5' SE, firing twice at red...
To Hit: Dex+Base, Magic, Weapon Focus, PBS, Precise Shot, Flurry of Blows, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot
Damage: Strength, Magic, PBS, Deadly Aim
Longbow: 1d20 + 14 + 2 + 1 + 1 - 2 - 2 ⇒ (12) + 14 + 2 + 1 + 1 - 2 - 2 = 26
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 ⇒ (4) + 2 + 2 + 4 = 12
Magic/Cold Iron Damage (Manyshot): 1d8 + 2 + 2 + 4 ⇒ (6) + 2 + 2 + 4 = 14
Longbow: 1d20 + 14 + 2 + 1 + 1 - 2 - 2 ⇒ (4) + 14 + 2 + 1 + 1 - 2 - 2 = 18
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 ⇒ (2) + 2 + 2 + 4 = 10

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Kramac goes barreling into the church on Jino, and joins Flynn in his assault on the Red thief.
Attack, outflank, power attack: 1d20 + 12 + 4 - 2 ⇒ (14) + 12 + 4 - 2 = 28
Damage, Sneak Sttack ,Power Attack: 1d6 + 1d6 + 6 + 4 ⇒ (6) + (4) + 6 + 4 = 20

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Flyn steps and fires at the halfling in the back, but only connects with his first double arrow through the exquisite statuary.
Cygnus enhances his spell and flips the two halflings to the floor with the sound of hard screeches. One of the two is finished off by Kramac and his mount gleefully gores into the other who tries to slash at the rhino's legs but his shortsword clangs off Jino's thick ankles.
to hit from prone: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
damage: 1d4 + 1 ⇒ (1) + 1 = 2
Round 2 - Bold can act
Red Thief 56 damage <dead>
Pink Thief 26 damage <prone>
Kivuli
Kelumur
Kiboko
Mvumbu
Purple Thief <invisible?>
Yellow Thief 39 damage <unconscious>
Orange Thief 65 damage <quite dead>
Flyndyngylyn
Cygnus
Kramac
Jino

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Kiboko's rage subsides and he draws a wand forth from his belt, aiming it at where the thief disappeared from. He activates the wand, and there's a burst of appropriately enough purple light.
Casting Faerie Fire from wand.
Switch Animal Focus to Tiger. Fatigued 1 round.

Mvumbu |

Mvumbu meanwhile turns her attention to the prone thief ahead of her.
chomp! vs prone thief, menacing pack flanking outflank, power attack: 1d20 + 10 + 6 - 2 ⇒ (16) + 10 + 6 - 2 = 30damage: 3d8 + 9 + 6 ⇒ (4, 4, 2) + 9 + 6 = 25
"Moooaaarrgghhh!!"

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@Kiboko Draw which 2x2 area (5 foot radius) you want to illuminate with the Faerie Fire

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@Kiboko Draw which 2x2 area (5 foot radius) you want to illuminate with the Faerie Fire
Done. If I have guessed wrongly and the thief stepped the other way, then Kiboko will call out that the thief has stepped north (ie towards top of map)
"We will smell you out!"
Kramac, I think you have Scent available via Animal Focus: Wolf if we need it.

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A tall woman in heavy armor tosses over a shiny coin. The holy symbol of Shelyn around her neck glitters as she calls out, "The grace of the Lady protect you, my friend."
Seeker Aid Token
You may use this token to:
Benefit from aid another
or
Increase an attack’s damage
or
Heal all PCs
or
Increase a spell’s save DC
***

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Kivuli waits a moment to see if Kiboko's spell reveals anything.

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The half-elf's glittering form appears in the faerie fire puff.

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Kivuli moves forward to keep the half elf pinned down.

Shifty |

OVERSEER ANNOUNCEMENT
Strong victories have been achieved in the Battle district, and Egelsee appears to be doing well with only sporadic attacks on them. The Woundward and Confluence districts still have sustained demonic attacks in progress, and the Outer district is struggling to remain controlled.
The enemy is attempting to reinforce their positions and begin pushing the Pathfinders back...

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Kelumur acknowledges Kivuli's position and moves in to support his rogue buddy. The half orc races foward and attempts to blind the enemy by throwing pocket sand into his face!
Move 30ft and dirty trick manouvre (do not provoke AoO with Improved Dirty Trick Feat) to blind opponent.
Greater dirty trick: 1d20 + 16 ⇒ (3) + 16 = 19 IF passes CMB, target is blind for: 1d4 ⇒ 2 rounds + 1 additional round every 5 exceeding the CMB, and may spend a standard action to remove the condition.

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Mvumbu makes easy work of the flailing thief at her feet as her master illuminates the last foe, who was hoping to make a getaway. Kelumur and Kivuli move over and apprehend the poor guy (who correctly calculated that a blind waltz toward two Demons outside would not be as wise as surrender).
With the last looter defeated the group turns to the unenviable task of the two Hezrous standing guard outside, but no sooner does the group move to engage them -- they disappear in the blink of an eye!
In their wake, an increasing chorus of screams and desperate footfalls round the corner. A group of heaving crusaders scatters into view. They spot your group and shout at you, while still fleeing from some unseen foe.
“By the gods, it’s horrible! This big, fat, scaly reptile-demon let loose these awful monstrosities with the help of some cultists. They must have been raising them inside for who knows how long! The demon said they would herald in a new polluted dawn, whatever that means!”
As they disappear down the street they cry a last warning that echoes and fades.
“Look, we’re not prepared to fight them — we’re running, and you might be smart to flee as well!”
In the windows of the storefronts across the street you can see the glowing image of a hideous creature struggling up the cobbles toward you.
Cygnus Init: 1d20 + 4 ⇒ (20) + 4 = 24
Flyndyngylyn Init: 1d20 + 6 ⇒ (7) + 6 = 13
Kelumur Init: 1d20 + 8 ⇒ (10) + 8 = 18
Kiboko Init: 1d20 + 2 ⇒ (1) + 2 = 3
Kivuli Init: 1d20 + 5 ⇒ (2) + 5 = 7
Kramac Init: 1d20 + 4 ⇒ (15) + 4 = 19
Mvumbu Init: 1d20 + 1 ⇒ (5) + 1 = 6
Orange Init: 1d20 - 5 ⇒ (2) - 5 = -3
Round 1 - Bold can act
Cygnus
Kramac
Jino
Kelumur
Flyndyngylyn
Kivuli
Kiboko
Mvumbu
Ooze

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know.dungeoneering: 1d20 + 5 ⇒ (14) + 5 = 19
"Kiboko recognises that thing. It is a poisonous magma ooze. No doubt it would cause wicked burns!"
Will delay actions to see if anyone can get any more useful information from knowledge checks.

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Know, Dungeoneering: 1d20 + 10 + 1d6 ⇒ (16) + 10 + (2) = 28
DR & Weaknesses/vulnerabilities if you please.

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It has no damage resistance but it does have vulnerability to cold and water

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"It should not resist our weaponss, though whether or not it will damage them is another matter. It is susceptible to water or cold based attacks!"

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Dungeoneering: 1d20 + 13 ⇒ (6) + 13 = 19
"Interesting fact, most oozes breathe," states the elf as he casts a spell at the ooze.
Casting Aqueous Orb on the ooze- Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb.
Reflex save is DC 19. Non Lethal Damage: 2d6 ⇒ (1, 1) = 2

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Jumping into initiative as this is mighty consequential
Cygnus' spell quickly surrounds the monstrosity with a thick layer of water. The ooze gyrates slightly as it tries to make sense of its new home, but quickly petrifies into a large igneous blob and ceases to move. The waters continue to churn but have difficulty cracking its rocky exterior.
reflex for damage negation: 1d20 - 2 ⇒ (16) - 2 = 14
reflex engulfed: 1d20 - 2 ⇒ (16) - 2 = 14
fortitude petrified: 1d20 + 8 ⇒ (19) + 8 = 27
reflex engulfed: 1d20 - 2 ⇒ (9) - 2 = 7 damage: 2d6 ⇒ (2, 2) = 4
fortitude petrified: 1d20 + 8 ⇒ (11) + 8 = 19
reflex engulfed: 1d20 - 2 ⇒ (9) - 2 = 7 damage: 2d6 ⇒ (5, 5) = 10
reflex engulfed: 1d20 - 2 ⇒ (5) - 2 = 3 damage: 2d6 ⇒ (2, 4) = 6
reflex engulfed: 1d20 - 2 ⇒ (7) - 2 = 5 damage: 2d6 ⇒ (6, 1) = 7
reflex engulfed: 1d20 - 2 ⇒ (3) - 2 = 1 damage: 2d6 ⇒ (1, 6) = 7
reflex engulfed: 1d20 - 2 ⇒ (8) - 2 = 6 damage: 2d6 ⇒ (1, 6) = 7
reflex engulfed: 1d20 - 2 ⇒ (15) - 2 = 13 damage: 2d6 ⇒ (3, 5) = 8
Gave it hardness 8 since it is stone now. It will still take 8 points of damage over the duration of the spell. You will all have eight rounds to do what you wish to it before the spell ends but realize it will have cover to you and some hardness.

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"Fascinating. A most wise spell choice Cygnus."
That was unexpected :)
Kiboko and Mvumbu stride up to the petrified ooze and smash it.
So if I understand this correctly, the petrified ooze is essentially defenceless, excepting that it has Cover and Hardness? If I'm correct, we'll smash away at it. Here's 8 rounds of vital strikes.
vital strike greatsword, power attack, menacing pack flanking outflank: 1d20 + 11 - 2 + 6 ⇒ (11) + 11 - 2 + 6 = 26damage: 4d6 + 7 + 6 ⇒ (5, 6, 3, 2) + 7 + 6 = 29
vital strike greatsword, power attack, menacing pack flanking outflank: 1d20 + 11 - 2 + 6 ⇒ (18) + 11 - 2 + 6 = 33damage: 4d6 + 7 + 6 ⇒ (6, 4, 4, 5) + 7 + 6 = 32
vital strike greatsword, power attack, menacing pack flanking outflank: 1d20 + 11 - 2 + 6 ⇒ (14) + 11 - 2 + 6 = 29damage: 4d6 + 7 + 6 ⇒ (6, 4, 2, 5) + 7 + 6 = 30
vital strike greatsword, power attack, menacing pack flanking outflank: 1d20 + 11 - 2 + 6 ⇒ (4) + 11 - 2 + 6 = 19damage: 4d6 + 7 + 6 ⇒ (4, 1, 5, 1) + 7 + 6 = 24
vital strike greatsword, power attack, menacing pack flanking outflank: 1d20 + 11 - 2 + 6 ⇒ (15) + 11 - 2 + 6 = 30damage: 4d6 + 7 + 6 ⇒ (2, 3, 2, 6) + 7 + 6 = 26
vital strike greatsword, power attack, menacing pack flanking outflank: 1d20 + 11 - 2 + 6 ⇒ (19) + 11 - 2 + 6 = 34damage: 4d6 + 7 + 6 ⇒ (5, 6, 1, 3) + 7 + 6 = 28
vital strike greatsword, power attack, menacing pack flanking outflank: 1d20 + 11 - 2 + 6 ⇒ (19) + 11 - 2 + 6 = 34damage: 4d6 + 7 + 6 ⇒ (1, 5, 3, 6) + 7 + 6 = 28
vital strike greatsword, power attack, menacing pack flanking outflank: 1d20 + 11 - 2 + 6 ⇒ (1) + 11 - 2 + 6 = 16damage: 4d6 + 7 + 6 ⇒ (3, 5, 6, 3) + 7 + 6 = 30
Round 6 and 7 are critical threats. idk if being petrified makes it immune to crits, I'm guessing it would be whilst in its normal amorphous form? I'll roll just in case. If it's not immune to crits, any confirmed crit triggers an AoO from Mvumbu, and Kramac and Jino if they're also threatening.
confirm crit? greatsword, power attack, menacing pack flanking outflank: 1d20 + 11 - 2 + 6 ⇒ (16) + 11 - 2 + 6 = 31extra damage: 2d6 + 7 + 6 ⇒ (2, 2) + 7 + 6 = 17
confirm crit? greatsword, power attack, menacing pack flanking outflank: 1d20 + 11 - 2 + 6 ⇒ (12) + 11 - 2 + 6 = 27extra damage: 2d6 + 7 + 6 ⇒ (5, 5) + 7 + 6 = 23

Mvumbu |

"Moooaaarrggghhh!!!!"
Mvumbu joins her friend in chomping rock!
Chomp! vs statue, power attack, bull focus, menacing pack flanking outflank: 1d20 + 10 - 2 + 1 + 6 ⇒ (5) + 10 - 2 + 1 + 6 = 20damage: 3d8 + 10 + 6 ⇒ (2, 5, 4) + 10 + 6 = 27
Chomp! vs statue, power attack, bull focus, menacing pack flanking outflank: 1d20 + 10 - 2 + 1 + 6 ⇒ (9) + 10 - 2 + 1 + 6 = 24damage: 3d8 + 10 + 6 ⇒ (2, 4, 3) + 10 + 6 = 25
Chomp! vs statue, power attack, bull focus, menacing pack flanking outflank: 1d20 + 10 - 2 + 1 + 6 ⇒ (5) + 10 - 2 + 1 + 6 = 20damage: 3d8 + 10 + 6 ⇒ (3, 6, 3) + 10 + 6 = 28
Chomp! vs statue, power attack, bull focus, menacing pack flanking outflank: 1d20 + 10 - 2 + 1 + 6 ⇒ (7) + 10 - 2 + 1 + 6 = 22damage: 3d8 + 10 + 6 ⇒ (3, 2, 5) + 10 + 6 = 26
Chomp! vs statue, power attack, bull focus, menacing pack flanking outflank: 1d20 + 10 - 2 + 1 + 6 ⇒ (10) + 10 - 2 + 1 + 6 = 25damage: 3d8 + 10 + 6 ⇒ (5, 8, 7) + 10 + 6 = 36
Chomp! vs statue, power attack, bull focus, menacing pack flanking outflank: 1d20 + 10 - 2 + 1 + 6 ⇒ (16) + 10 - 2 + 1 + 6 = 31damage: 3d8 + 10 + 6 ⇒ (2, 5, 5) + 10 + 6 = 28
Chomp! vs statue, power attack, bull focus, menacing pack flanking outflank: 1d20 + 10 - 2 + 1 + 6 ⇒ (15) + 10 - 2 + 1 + 6 = 30damage: 3d8 + 10 + 6 ⇒ (5, 1, 4) + 10 + 6 = 26
Chomp! vs statue, power attack, bull focus, menacing pack flanking outflank: 1d20 + 10 - 2 + 1 + 6 ⇒ (15) + 10 - 2 + 1 + 6 = 30damage: 3d8 + 10 + 6 ⇒ (7, 4, 8) + 10 + 6 = 35
If the statue can be critted, Outflank AoO:
Chomp! AoO vs statue, power attack, bull focus, menacing pack flanking outflank: 1d20 + 10 - 2 + 1 + 6 ⇒ (7) + 10 - 2 + 1 + 6 = 22damage: 3d8 + 10 + 6 ⇒ (7, 1, 3) + 10 + 6 = 27

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It just a petrified ooze at the moment so.. still immune to crits and flanking (thus coup de grace as well).

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+1 Adamantine Estoc {Studied Target/PA}: 1d20 + 12 ⇒ (15) + 12 = 271d6 + 14 + 2 ⇒ (1) + 14 + 2 = 17
+1 Adamantine Estoc {Studied Target/PA}: 1d20 + 12 ⇒ (11) + 12 = 231d6 + 14 + 2 ⇒ (3) + 14 + 2 = 19
+1 Adamantine Estoc {Studied Target/PA}: 1d20 + 12 ⇒ (12) + 12 = 241d6 + 14 + 2 ⇒ (3) + 14 + 2 = 19
+1 Adamantine Estoc {Studied Target/PA}: 1d20 + 12 ⇒ (15) + 12 = 271d6 + 14 + 2 ⇒ (5) + 14 + 2 = 21
+1 Adamantine Estoc {Studied Target/PA}: 1d20 + 12 ⇒ (5) + 12 = 171d6 + 14 + 2 ⇒ (2) + 14 + 2 = 18
+1 Adamantine Estoc {Studied Target/PA}: 1d20 + 12 ⇒ (11) + 12 = 231d6 + 14 + 2 ⇒ (6) + 14 + 2 = 22
+1 Adamantine Estoc {Studied Target/PA}: 1d20 + 12 ⇒ (2) + 12 = 141d6 + 14 + 2 ⇒ (1) + 14 + 2 = 17
+1 Adamantine Estoc {Studied Target/PA}: 1d20 + 12 ⇒ (13) + 12 = 251d6 + 14 + 2 ⇒ (5) + 14 + 2 = 21
Love the fact it cannot hit back at the moment. Just a reminder that I am using an adamantine weapon vs the hardness if that makes a difference.

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"Aqueous Orb is one of my favorite spells. It is very useful especially at times like this."

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Seeing the effect of Cygnus' spell, Flyn will save his arrows since the melee attacks would seem to be much more effective. He'll stay put and keep an eye out for other dangers...
Perception: 1d20 + 19 ⇒ (7) + 19 = 26

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"You often encounter poisonous magma oozes Cygnus?"

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A small crowd of curious citizens starts to gather as several of you surround the wet rock and begin bashing it to smithereens. The slashing weapons are not nearly as effective as the animal bites, but eventually the ooze is pulverized.
Top 20 weirdest encounter for this GM, but another success!
***We'll stay in Confluence since it still needs help.***
The applauding crowd parts, and a wide-eyed elf stumbles forward. You recognize him as none other than Master of Spells Kreighton Shaine. He stares incredulously at the wet rock pile.
“Ah! Friends, the demons have found their way into the Starrise Spire and show no signs of relenting. Even now, agents battle them within the lodge, and we cannot keep this up. Luckily, I have been researching some ancient rituals that should allow us to keep the demons outside of the Spire, and give us time to regroup. I know the rites, but I need protection while I enact them. I trust you will protect me while I do this dangerous deed, yes?”
Assuming you follow him back to the Spire, please arrange yourself where you wish as he sets up his rituals.
When you arrive at the entrance of the Spire, you can see three ritual circles already drawn. As he finishes his preparations, he talks aloud. You think maybe to you all.
"The ritual is based on various texts discovered by Pathfinders exploring the Darklands! Now of course, it has what many would consider... some unsavory components. Blood of a slain animal and bone fragments from certain creatures. Simple things, I say! It's not like the ritual is an evil action."

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Arcana: 1d20 + 10 + 1d6 ⇒ (9) + 10 + (4) = 23
Interesting similarities. Well, enough distraction, time to get to work.
After pointing out to his allies where he will station himself, the rogue considers activating and activates the special magic within his wayfinder, but decides this is not the time. However, he does quaff an elixir just in case any enemies have a similar idea.
See Invisible for 50 minutes

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Flyn will find a corner in which to keep his back covered as well as to conceal himself as best he can, and keep an alert eye out for the demons to appear...he'll have his bow ready to reign down cold iron at the first sign of them...
Stealth: 1d20 + 22 ⇒ (15) + 22 = 37
Perception: 1d20 + 19 ⇒ (5) + 19 = 24

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"I believe this is the first poisonous magma ooze I have encountered but the spell did a lot better than I expected."
Arcana: 1d20 + 18 ⇒ (2) + 18 = 20
Cygnus casts a spell on himself and takes position. see invisible 80 minutes

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Kelumur acknowledges the Master of Spells, and puts himself to work. As if we had any other choice. He takes one of the corners, withdrawing his shield and holding it high against his body, and then attempts to blend himself with his surroundings.
Just trying my luck, if Stealth is allowed in this situation, dice roll below.
Stealth: 1d20 + 17 ⇒ (9) + 17 = 26

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"How long does this ritual take to complete, Master Shaine?"
I am happy with positions on map.

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Kramac sits on Jino near Shaine, instructing the Rhino to guard the wizard. He remains wary and alert as the ritual proceeds, scanning the area for threats.

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"Should just take a minute or so... demons aren't exactly the brightest creatures. Well most of them anyway..." Kreighton laughs as he begins the ritual after you having taken your positions. "Now quiet, I need to concentrate. No interruptions!"
As he starts the ritual, all is calm for a few seconds until suddenly a flash of light and the smell of sulfur permeates the air as two demons appear just above your heads, scimitars swinging in readiness.
Try not to disturb Kreighton's three ritual circles. The two large wooden "piles" are unlit bonfires 10 feet wide and 10 feet high that do obstruct movement. These demons are flying, their current heights are listed in the turn order.
Cygnus Init: 1d20 + 4 ⇒ (5) + 4 = 9
Flyndyngylyn Init: 1d20 + 6 ⇒ (1) + 6 = 7
Kelumur Init: 1d20 + 8 ⇒ (1) + 8 = 9
Kiboko HA Init: 1d20 + 2 + 4 ⇒ (9) + 2 + 4 = 15
Kivuli Init: 1d20 + 5 ⇒ (4) + 5 = 9
Kramac Init: 1d20 + 4 ⇒ (19) + 4 = 23
Mvumbu Init: 1d20 + 1 ⇒ (13) + 1 = 14
Red Init: 1d20 + 2 ⇒ (10) + 2 = 12
Orange Init: 1d20 + 2 ⇒ (13) + 2 = 15
Round 1 - Bold can act
Kramac
Jino
Kiboko
Mvumbu
Orange Demon <25 feet high>
Red Demon <25 feet high>
Kelumur
Kivuli
Cygnus
Flyndyngylyn

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Planes: 1d20 + 13 ⇒ (9) + 13 = 22
"They are incubi demons!"

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Kramac will sheath his sword, and read an action to grapple one of the incubi if it comes within range. He will also activate Tiger Focus for +2 dex.
Attack, Outflank: 1d20 + 13 + 4 ⇒ (8) + 13 + 4 = 25
It will get an AOO. Jino will bodyguard me for an effective AC of 34 vs. the AoO.
Ha! Little flying men with little swords! Send us a real threat you demon cowards!

Jino the Rhino |

Jino will ready an action to attack should an incubi come into range.
Bodyguards: 1d20 + 12 ⇒ (7) + 12 = 19
Bodyguards: 1d20 + 12 ⇒ (14) + 12 = 26
Bodyguards: 1d20 + 12 ⇒ (1) + 12 = 13
Attack, outflank, power attack: 1d20 + 12 + 4 - 2 ⇒ (19) + 12 + 4 - 2 = 33
Damge: 2d6 + 10 + 6 ⇒ (2, 1) + 10 + 6 = 19

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Kiboko sees the flying demons, then looks to Mvumbu. He takes a tiny vial and pours the contents into Mvumbu's massive maw. In an instant, a bizarre transformation overtakes Mvumbu. She becomes scaly, sprouting dragon-like wings, whilst her snout becomes more porcine and her tail gains a pig-like screw to it.
"Bring them down, Mvumbu!"
Using a boon:
Kiboko then draws another vial from his pack. move action to draw potion of Fly. Still threatening with bite.
Free action to command Mvumbu to attack.

Mvumbu |

Mvumbu the Wise and Beautiful Pig-Dragon-Hippo bellows, and belches forth a stream of muddy, caustic slime, which coats the two flying demons.
acid damage: 3d6 ⇒ (3, 3, 1) = 7
speed reduction: 1d6 ⇒ 6 x5' = 30' reduction to all speeds for 1 round.
a DC19 Reflex save reduces the acid damage by half and negates the speed reduction.
breath weapon recharge: 1d4 ⇒ 3 rounds.
"Haaargghh!! Haaarrgghh!! Oink!"

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With both demons at 25 foot heights, Mvumbu can't get both with a 30 foot cone from the ground.

Mvumbu |

I am failing at triangles! Give me a few minutes to do some maths, and I'll try and make a Move action that catches them - might need a Fly check :)
EDIT: Only one way to catch them both, that's if Mvumbu manages to fly straight up. Here goes nothin'!
fly DC20, grave treader's inspiration boon: 1d20 + 2 - 2 + 1d6 ⇒ (15) + 2 - 2 + (2) = 17
Ah well, it was worth a shot.
Mvumbu beats her new wings mightily, but having never had wings before she does not manage to get far from the ground. Nonetheless, she bellows out bilge-slime at one of the demons.
Adjusted point of origin on map, breath weapon only catches Orange incubus.

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1 person marked this as a favorite. |

A hippo taking off like a rocket would have made my top 20 list too!