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Kramac will spur Jino to the limits of his speed, and round the corner to engage the Incubus, lance as he goes. Jino is large, so we occupy a 10x10 space - I should be able to reach and hit the incubus with my lance
Attack Roll: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d8 + 5 + 4 ⇒ (4) + 5 + 4 = 13
Jino will double move.
AC will be 34 vs. the first 4 attacks, 32 otherwise.
Bodyguard: 1d20 + 12 ⇒ (15) + 12 = 27
Bodyguard: 1d20 + 12 ⇒ (11) + 12 = 23
Bodyguard: 1d20 + 12 ⇒ (10) + 12 = 22
Bodyguard: 1d20 + 12 ⇒ (16) + 12 = 28
I'll take one of the oils of align weapon and buy a scroll of bless with 5x castings of the spell on it for 125 gp.

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Cygnus moves to get a better position. double move

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"Another flying demon then..."
Kiboko casts Spider Climb on himself and climbs to the top of the building, drawing his bow as he reaches the roof.
Can we use the 'Pathfinder Resources' to regain a level 2 spell slot if we're a spontaneous caster?

Mvumbu |

Mvumbu defends...
"Haaaarrgghhh!!!!"

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@Kiboko, it does say "as if he had used a Pearl of Power", so I'm going to go with unfortunately not. Double-checking with the other GMs though.

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Kivuli whispers words of guidance to the group as his form slips into the unknown. Flyn finds easy targets and fells both of the demons before their magic can manifest. Kiboko hastens up the building per his spidery powers. Kramac upon Jino clears the barrier and finds the flying demon, but without enough verve to strike hardily. The crusaders cheer the daring advance. Cygnus and Kelemur find new locations to face the remaining foe.
With the last demon clearly outnumbered, one of the "crusaders" shouts a guttural call. "For the glory of Baphomet!" and he and his crew set their weapons upon you. At the same time the red demon snaps his fingers and another set of schir demons appear to terrorize Kelemur. The semi-satisfied incubus rises above the fray.
Kramac can get an AOO on him as he rises
guisarme vs Flyn: 1d20 + 7 ⇒ (15) + 7 = 22 damage: 2d4 + 3 ⇒ (3, 1) + 3 = 7
guisarme vs Flyn: 1d20 + 7 ⇒ (13) + 7 = 20 damage: 2d4 + 3 ⇒ (1, 2) + 3 = 6
guisarme vs Cygnus: 1d20 + 7 ⇒ (7) + 7 = 14 damage: 2d4 + 3 ⇒ (4, 2) + 3 = 9
guisarme vs Kelemur: 1d20 + 7 ⇒ (2) + 7 = 9 damage: 2d4 + 3 ⇒ (3, 4) + 3 = 10
new entrants? low is good: 1d100 ⇒ 1
halberd vs Kelemur: 1d20 + 8 ⇒ (15) + 8 = 23 damage: 1d10 + 10 ⇒ (8) + 10 = 18
gore vs Kelemur: 1d20 + 1 ⇒ (7) + 1 = 8 damage: 1d6 + 3 ⇒ (4) + 3 = 7
halberd vs Kelemur: 1d20 + 8 ⇒ (4) + 8 = 12 damage: 1d10 + 10 ⇒ (3) + 10 = 13
gore vs Kelemur: 1d20 + 1 ⇒ (19) + 1 = 20 damage: 1d6 + 3 ⇒ (4) + 3 = 7
Round 2/3 - Bold can act
Kivuli <invisible>
Flyndyngylyn
Kiboko
Mvumbu
Kramac
Jino
-----
Cygnus
Kelumur
Blue "Crusaders"
Orange Demon 54 damage <downed>
Red Demon <30 feet high>
Purple Demon
Pink Demon
Yellow Demon 39 damage <downed>

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"Treachery!"
Incensed, Flyn steps 5' NW and fires at the traitorous crusaders attacking him...he'll fire at one till it drops and then the other...
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 (Manyshot): 1d20 + 14 + 2 + 1 + 1 - 2 - 2 ⇒ (17) + 14 + 2 + 1 + 1 - 2 - 2 = 31
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (4) + 2 + 2 + 1 + 4 = 13
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (7) + 2 + 2 + 1 + 4 = 16
Longbow (Iterative): 1d20 + 9 + 2 + 1 + 1 - 2 - 2 ⇒ (14) + 9 + 2 + 1 + 1 - 2 - 2 = 23
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (3) + 2 + 2 + 1 + 4 = 12
Longbow (Flurry of Blows): 1d20 + 14 + 2 + 1 + 1 - 2 - 2 ⇒ (15) + 14 + 2 + 1 + 1 - 2 - 2 = 29
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 + 2 ⇒ (4) + 2 + 2 + 1 + 4 + 2 = 15

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Seeing his allies outnumbered, Kivuli races over the barrier and lunges at the northern most turncoat.
Treated the barrier as difficult terrain
Stealth: 1d20 + 23 ⇒ (17) + 23 = 40 Fast Stealth
+1 Estoc vs C (PA/Invis): 1d20 + 10 ⇒ (20) + 10 = 301d6 + 14 + 3d6 ⇒ (1) + 14 + (1, 6, 3) = 25
CONFIRM?: 1d20 + 10 ⇒ (16) + 10 = 261d6 + 14 ⇒ (4) + 14 = 18

Mvumbu |

GM, what's the result of Flynn's archery? I'm considering a trample, but it's not worth it if Flynn already dropped one crusader, and if he dropped both there's nothing to trample :)

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Kramac shifts foward on Jino and drops his lance, drawing his cold iron sword instead.
5-foot step on Jino, trip on pink.
Trip attempt on Pink, Greater Trip, Power Attack, Outflank: 1d20 + 13 + 4 - 2 ⇒ (17) + 13 + 4 - 2 = 32
That will provoke an AoO from Kelumur, Jino and Kramac.
Kramac's AoO #1 from Trip Attempt, Power Attack, Outflank, Paired Opportunist: 1d20 + 13 - 2 + 4 + 4 ⇒ (9) + 13 - 2 + 4 + 4 = 28
Damage, Power Attack, Sneak Attack (Cold Iron): 1d6 + 5 + 4 + 1d6 ⇒ (4) + 5 + 4 + (2) = 15
Kramac's AoO #2 from Fortuitous, Power Attack, Outflank, Paired Opportunist: 1d20 + 7 - 2 + 4 + 4 ⇒ (4) + 7 - 2 + 4 + 4 = 17
Damage, Power Attack, Sneak Attack (Cold Iron): 1d6 + 5 + 4 + 1d6 ⇒ (5) + 5 + 4 + (2) = 16
Jino's AoO, Outflank, Paired Opportunist, Power Attack: 1d20 + 12 + 4 + 4 - 2 ⇒ (3) + 12 + 4 + 4 - 2 = 21
Damage, Power Attack: 2d6 + 10 + 6 ⇒ (3, 5) + 10 + 6 = 24

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Forgot my AoO on the Incubus.
AoO on incubus: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19
Damage: 1d8 + 5 + 4 ⇒ (1) + 5 + 4 = 10

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@Mvumbu The archer will take both out. Also, go ahead and regain a spell with the supplies if you wish. Other GMs were in agreement to be loose with the intent (as in "Runestone of Power").

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Cygnus launches a force bolt at the incubus. SR: 1d20 + 14 ⇒ (8) + 14 = 22 damage: 1d4 + 4 ⇒ (3) + 4 = 7

Mvumbu |

"Moooaaarrggghhh!!!"
With the cultists in front of her felled by Flynn's arrows, Mvumbu moves to attack.
chomp! vs cultist, bull focus: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14damage: 3d8 + 10 ⇒ (1, 1, 1) + 10 = 13
attack C if it survived Kivuli's attack, otherwise move 5' further forward and attack D

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Kiboko attempts to emulate his elf friend, and shoots at the flying incubus:
longbow vs incubus: 1d20 + 9 ⇒ (11) + 9 = 20damage: 1d8 + 3 ⇒ (3) + 3 = 6 cold iron
longbow vs incubus, iterative: 1d20 + 4 ⇒ (17) + 4 = 21damage: 1d8 + 3 ⇒ (4) + 3 = 7 cold iron
"How is Kiboko's archery, Flyn?" calls the massive half orc from the rooftop.
Recovered a spell slot, thanks GM.

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Depending on whoever is standing after Kramac's attack, Kelumur will 5 ft and full round with flanking.
Kelumur takes advantage of his allies positioning to jump on the demon's back, giving it a flurry of strikes with his daggers. "Die!"
Cold Iron Dagger,TWF,Flank: 1d20 + 12 - 2 + 2 ⇒ (17) + 12 - 2 + 2 = 29P/S+Sneak: 1d4 + 6 + 4d6 ⇒ (2) + 6 + (5, 6, 4, 5) = 28
Silver Dagger,TWF,Flank: 1d20 + 12 - 2 + 2 ⇒ (18) + 12 - 2 + 2 = 30P/S+Sneak: 1d4 + 3 + 4d6 ⇒ (2) + 3 + (3, 6, 1, 4) = 19
Drop shield, quick draw silver dagger, AC is 22

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Kivuli's stealthy blade proves too much for the traitor as his heart is thrust nearly intact through his chest. Flyn proves just as successful, dropping two false crusaders for the price of four arrows. Kiboko's arrows strike true but with less panache than the zen archer's. Mvumbu has his way with the final traitorous crusader and Kramac wheels Jino around to battle the two demons threatening his friends. Their first target is swiftly turned to sulfurous paste.
Cygnus fires a trusty arcane bolt at the demon above but is met with a weak guisarme blow soon after. Kelemur sidesteps to get a bloody upper hand on the remaining schir. The demon responds by striking out at the rogue as it slumps to the ground.
The incubus, very disheartened at this point, tries to poison Kramac's mind. "Ride away to the docks, orc! The battle is more pitched and you'll find a great challenge there, methinks."
DC 18 will save for Kramac (suggestion).
guisarme vs Cygnus: 1d20 + 7 ⇒ (12) + 7 = 19 damage: 2d4 + 3 ⇒ (1, 1) + 3 = 5
halberd vs Kelemur: 1d20 + 8 ⇒ (15) + 8 = 23 damage: 1d10 + 10 ⇒ (7) + 10 = 17
Round 3/4 - Bold can act
Kivuli
Flyndyngylyn
Kiboko
Mvumbu
Kramac <need will save>
Jino
-----
Cygnus 5 damage
Kelumur 17 damage
Blue "Crusaders" <dead or dying> A 29 damage B 27 damage C 43 damage
Remaining Blue "Crusader" D 13 damage
Red Demon <30 feet high> 20 damage
Purple Demon 37 damage <out>
Pink Demon <quite dead>

Mvumbu |

Mvumbu aims to finish the cultist/crusader she started on!
chomp! vs D, bull focus, power attack: 1d20 + 10 + 1 - 2 ⇒ (12) + 10 + 1 - 2 = 21damage: 3d8 + 10 + 6 ⇒ (3, 5, 6) + 10 + 6 = 30 Might have a flank from Cygnus for another +2 to attack, he does have a dagger.
GM, did you mean to cast the Suggestion on Jino or Kramac? Kramac is the 'orc', Jino is the rhino mount.
"Mooaargghh!! Haarr, Haaarr!!"

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Eh, missed the non-flank for Kelemur so I just delayed and moved Mvumbu a bit more so he could get his sneak in
Corrected the target of the spell. Thanks. I see the bald head and it looks like a Jino to me :)

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Kiboko, heartened at actually hitting the vile and cowardly incubus, continues to emulate Flyn...
longbow vs incubus: 1d20 + 9 ⇒ (12) + 9 = 21cold iron damage: 1d8 + 3 ⇒ (8) + 3 = 11
longbow vs incubus, iterative: 1d20 + 4 ⇒ (18) + 4 = 22cold iron damage: 1d8 + 3 ⇒ (7) + 3 = 10
"Ha! Kiboko is getting the hang of this at last, Flyn! The demons do not like the taste of Kiboko's cold iron arrows!"

Mvumbu |

Eh, missed the non-flank for Kelemur so I just delayed and moved Mvumbu a bit more so he could get his sneak in
Corrected the traget of the spell. Thanks. I see the bald head and it looks like a Jino to me :)
Thanks GM :) Mvumbu does have the Flank trick, for good measure :)

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Flyn nods in admiration of his friend's skill with a bow. "Not bad at all, my friend...keep this up and I may soon be out of a job..."
The ranger will move 5' NE to get a better angle on the incubus while its up in the air and visible; he'll then fire a rain of cold iron its way. If the incubus drops before Flyn's finished shooting, he'll transfer his target to the remaining false crusader...
To Hit: Dex+Base, Magic, Weapon Focus, Precise Shot, Flurry of Blows, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot, Favored Enemy
Damage: Strength, Magic, Deadly Aim, Favored Enemy
Longbow (Manyshot): 1d20 + 14 + 2 + 1 - 2 - 2 + 2 ⇒ (20) + 14 + 2 + 1 - 2 - 2 + 2 = 35
Confirm Crit: 1d20 + 14 + 2 + 1 - 2 - 2 + 2 ⇒ (6) + 14 + 2 + 1 - 2 - 2 + 2 = 21
Magic/Cold Iron Damage + Crit: 3d8 + 6 + 6 + 12 + 6 ⇒ (5, 8, 4) + 6 + 6 + 12 + 6 = 47 (Only 15 if not confirmed)
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 + 2 ⇒ (7) + 2 + 2 + 4 + 2 = 17
Longbow (Iterative): 1d20 + 9 + 2 + 1 - 2 - 2 + 2 ⇒ (6) + 9 + 2 + 1 - 2 - 2 + 2 = 16
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 + 2 ⇒ (4) + 2 + 2 + 4 + 2 = 14
Longbow (Flurry of Blows): 1d20 + 14 + 2 + 1 - 2 - 2 + 2 ⇒ (19) + 14 + 2 + 1 - 2 - 2 + 2 = 34
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 + 2 + 2 ⇒ (4) + 2 + 2 + 4 + 2 + 2 = 16

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Not certain if D is still up
Kivuli steps up and thrusts at the lone remaining guard.
+1 Estoc vs D {PA}: 1d20 + 10 ⇒ (8) + 10 = 181d6 + 14 ⇒ (6) + 14 = 20

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Will: 1d20 + 10 ⇒ (13) + 10 = 23
Sling shot: 1d20 + 10 ⇒ (16) + 10 = 26
Damage, Cold Iron: 1d4 + 5 ⇒ (2) + 5 = 7
Kramac shrugs off the suggestion, then launches a sling bullet at the incubus.
Hah! Good advice, wicked creature! Kramac will go clear the docks out after we have defeated you!

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Assuming Blue D is down, Kelumur moves and readies action to blind if enemy comes adjacent.
"Tsk!" Kelumur tuts at the betrayal of the crusaders as he witness them being taken down with relative ease by the Pathfinders. Turning his eye to the lone demon remaining, Kelumur moves alongside Kramac to provide him some support. "I've got your back! Flyn, Kiboko! Need range support here!"
Readied Action, Improved Greater Dirty Trick (Blind) vs CMD: 1d20 + 16 ⇒ (7) + 16 = 23

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Kivuli finishes off the last traitorous man. Flyn and Kiboko team up to flush out the last demon. Several other crusaders round the corner of the alley and their leader kicks over one of the fallen "crusaders".
"We've never seen these men before. They must have slipped into our ranks without our knowledge. We must be more careful in the future."
He shakes his head to clear it. "Jorsal sent us to find you. Seems they need reinforcements down at the docks."
For a moment, Kramac wonders if this is another demon-trick, but the Crusader commander speaks true.
Feel free to heal, remember you still have the Pathfinder supplies and Seeker tokens to use.
-----------------------------------
You move with haste outside the city's walls toward the docks below Starrise. Outside the walls of Nerosyan, crusaders and Pathfinders alike move with haste to support those caught unprepared by the demonic onslaught. A single messenger bearing the Glyph of the Open Road on his steed’s barding approaches.
“There you are, finally. Friends, we have one ship -The Sea Templar- still in the docks. All the other vessels have all cast off, but this one needs to complete some last-minute repairs. Her captain is allied with the Pathfinder Society and has precious cargo bound for Absalom. Please go see to it that the ship is protected and gets out of port safely.”
As your group approach the docks, a single ship remains. The captain hails you from the prow, some of you may recognize him from previous journeys for the Society. For those who are unfamiliar, he presents himself and announces "Victor Protonicus, friend of the Society and Sea Captain Extraordinaire. Quite a day we are having, wouldn't you say? Leave it to the Society to continue on with business -- even under such dire circumstances. Sir Jorsal has requisitioned me to carry a hefty load of relics acquired by the Starrise Spire Pathfinders back to ol' Absalom, and he told me a little demonic invasion shouldn't scrap those plans, so here we are. Unfortunately, we took a bit of damage from a Nabasu here in port this morning, so we have a few repairs to make before we can set sail. That's where you come in. I need you to set a watch and keep us from taking anymore demon-dents. Easy enough? I'm sure you could use a rest from all that fiend-bashing anyway. It might be a long night after all. Right then."
The Captain nods and turns away to finish his checklist, and sure enough it quickly becomes apparent that, indeed, no demons are nearby to threaten the vessel, as the sounds of battle can be heard mostly from the walls of the city and scattered areas away from the docks.
Just as the repairs near completion, however, a huddled mass of roughly five dozen frightened townsfolk approaches the docks. The townsfolk demand to be let aboard the Sea Templar, desperate to escape the madness within Nerosyan’s walls.
Captain Protonicus, seeming to trust their judgment, steps closer to you and confides "I really want to to help these poor souls, as they were lucky to have made it this far -- and it is the right thing to do. Perhaps if you lot could screen the poor souls as they board to ensure none of them are demons, possessed, or otherwise a risk to me and my crew -- and your relics of course."
New map, place yourself and describe your actions as the "mob" advances..

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Kramac approaches the crowd, and holds his hands up to attempt to calm them. Exactly how depends on how long it has been since we spoke with the merchant.
Friends! There is room on this ship to ferry you to safety! Precautions must be observed that there are no wicked or demon possessed among you though! Please order up and form an orderly line so we might verify that none will endanger this journey!
If it has been less than 70 minutes, Kramac will give the above speech and use diplomacy to calm the crowd.
Diplomacy 1/2: 1d20 + 14 ⇒ (10) + 14 = 24
Diplomact 2/2: 1d20 + 14 ⇒ (16) + 14 = 30
If it has been more than 70 minutes and Honeyed Tongue is gone, he will give the following speech and use intimidate.
Friends! Do not shove or Kramac will come down and impose order! LINE UP and allow yourselves to be inspected if you wish to board the ship! There may be demons or wicked traitors among your group, and KRAMAC WILL FIND YOU!
Intimidate: 1d20 + 18 ⇒ (14) + 18 = 32
Assuming he is successful in imposing some semblance of order, Kramac will position himself on the gangplank and begin using detect evil to weed out any troublemakers, directing them to the side for further interviewing.

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Cygnus will use his supplies to regain see invisible and if it has been over 80 minutes since helping out Master Shaine, he will recast it. Once in position Cygnus will scan the group for magic.
Cygnus moves close to the edge of the dock and keeps an eye on the "mob" making sure no one invisible tries to slip in.

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perception: 1d20 + 12 ⇒ (7) + 12 = 19
Kelumur stands by the corner with his shield raised high, eyes scrutinising the crowd, scanning for anything unusual, ready to react should matters turn for the worse.

Mvumbu |

Mvumbu the Wise and Beautiful eyes the water closely, having had quite enough of the dusty dry city streets. She wonders if the harbour would be good for a wallow, when the mass of smelly humanoids comes barreling into view...
"Haaarrrr!!!" she bellows at them.

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Kiboko decides that having a high vantage point is advantageous, but does not want to be too far from Mvumbu, thus he scales the nearest building If Spider Climb is still active - it has a duration of 70 mins). Kiboko keeps his bow handy.
Also purchase a new quiver of cold iron arrows en route.
Kelumur, if you prefer to stand in front of Mvumbu please do. I don't want to block you off. Wall of Hippo might be quite good for blocking the mob though - that's my intent.
perception, scanning the mob: 1d20 + 13 ⇒ (7) + 13 = 20
Kikoko casts Detect Magic and looks for any auras from the mob.
spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11
Kiboko stuffs his ears with wax earplugs, in case of further Incubus enchantments.

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Flyn nods to his archer companion and does likewise. He climbs up to a vantage point where he can see the mob coming and going...
Climb: 1d20 + 7 ⇒ (7) + 7 = 14
...and he draws his bow as he keeps a sharp eye out for infiltrators in the mob...
Perception: 1d10 + 19 ⇒ (7) + 19 = 26

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The wayang moves quietly through the crowd looking for any telltale signs of subterfuge.
Perception: 1d20 + 17 ⇒ (2) + 17 = 19
Sense Motive: 1d20 + 10 ⇒ (4) + 10 = 14

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Kelumur is fine being in the back, hippo provides him cover! And the half-orc will see that as a tactical advantage.
Kelumur pats the hippo.

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The warehouses here are 20 feet high. Kivuli, I'm going to put you in the crowd instead of on top of the building per your description. For spell duration, it has been an hour since the last encounter.
Kramac creates a quick sense off order in the mob and they begin filing in. The group takes their positions and begins analyzing the group. Detect magic is a bit overwhelming with so many moving citizens as the more common potions and rings are likely suspects, some more than others. Detect evil is a tad more discerning and it isn't until two faint auras approach that Kramac is suspicious. He nods to Kivuli in the crowd and as the wayang approaches, one of the men panics and shouts "Greyhawk!". Well practiced, the veil over several of the "citizens" dissolves them into armored elves and they draw curved blades, while the two that pinged as faintly evil cast defensive spells to prepare for the battle.
red mirror image: 1d4 + 1 ⇒ (4) + 1 = 5
orange mirror image: 1d4 + 1 ⇒ (3) + 1 = 4
Cygnus Init: 1d20 + 4 ⇒ (16) + 4 = 20
Flyndyngylyn Init: 1d20 + 6 ⇒ (8) + 6 = 14
Kelumur Init: 1d20 + 8 ⇒ (11) + 8 = 19
Kiboko Init: 1d20 + 2 ⇒ (16) + 2 = 18
Kivuli Init: 1d20 + 5 ⇒ (11) + 5 = 16
Kramac Init: 1d20 + 4 ⇒ (17) + 4 = 21
Mvumbu Init: 1d20 + 1 ⇒ (16) + 1 = 17
Red Init: 1d20 + 2 ⇒ (19) + 2 = 21
Orange Init: 1d20 + 2 ⇒ (7) + 2 = 9
Yellow Init: 1d20 + 4 ⇒ (17) + 4 = 21
Blue Init: 1d20 + 4 ⇒ (10) + 4 = 14
Purple Init: 1d20 + 4 ⇒ (5) + 4 = 9
Pink Init: 1d20 + 4 ⇒ (9) + 4 = 13
Round 1 - Bold can act
Kramac
Jino
Yellow
Red <5 images>
Cygnus
Kelumur
Kiboko
Mvumbu
Kivuli
Flyndyngylyn
Blue
Pink
Purple
Orange <4 images>

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Treachery!
Kramac will full attack! Swift action to activate Bane:Elf
Attack #1:Trip Attempt on Blue, Outflank, Greater Trip, Flurry, Power Attack, Bane: 1d20 + 13 + 4 + 4 - 2 - 2 + 2 ⇒ (15) + 13 + 4 + 4 - 2 - 2 + 2 = 34
Kramac's AoO #1 from Greater Trip,Outflank, Paired Opporutnist, Flurry, Power Attack, Bane: 1d20 + 13 + 4 + 4 - 2 - 2 + 2 ⇒ (18) + 13 + 4 + 4 - 2 - 2 + 2 = 37
Damage, Sneak Attack, Power Attack, Bane: 1d6 + 5 + 1d6 + 4 + 2 + 2d6 ⇒ (6) + 5 + (2) + 4 + 2 + (1, 5) = 25
Kramac's AoO #2 from Fortuitious,Outflank, Paired Opporutnist, Flurry, Power Attack, Bane: 1d20 + 8 + 4 + 4 - 2 - 2 + 2 ⇒ (9) + 8 + 4 + 4 - 2 - 2 + 2 = 23
Damage, Sneak Attack, Power Attack, Bane: 1d6 + 5 + 1d6 + 4 + 2 + 2d6 ⇒ (3) + 5 + (6) + 4 + 2 + (4, 3) = 27
Jino's AoO #1 From Greater Trip, Outflank, Paired Opportunist, Power Attack: 1d20 + 13 + 4 + 4 - 2 ⇒ (1) + 13 + 4 + 4 - 2 = 20
Damage: 2d6 + 10 + 6 ⇒ (2, 5) + 10 + 6 = 23
Attack #2:Trip Attempt on Blue, Outflank, Greater Trip, Flurry, Power Attack, Bane: 1d20 + 13 + 4 + 4 - 2 - 2 + 2 ⇒ (14) + 13 + 4 + 4 - 2 - 2 + 2 = 33
Kramac's AoO #3 from Greater Trip,Outflank, Paired Opporutnist, Flurry, Power Attack, Bane: 1d20 + 13 + 4 + 4 - 2 - 2 + 2 ⇒ (5) + 13 + 4 + 4 - 2 - 2 + 2 = 24
Damage, Sneak Attack, Power Attack, Bane: 1d6 + 5 + 1d6 + 4 + 2 + 2d6 ⇒ (2) + 5 + (5) + 4 + 2 + (4, 1) = 23
Jino's AoO #2 From Greater Trip, Outflank, Paired Opportunist, Power Attack: 1d20 + 13 + 4 + 4 - 2 ⇒ (19) + 13 + 4 + 4 - 2 = 38
Damage: 2d6 + 10 + 6 ⇒ (3, 2) + 10 + 6 = 21
Attack #3 on Blue if alive, Yellow Otherwise, Iterative, Outflank, Flurry, Power Attack, Bane: 1d20 + 13 + 4 - 2 - 2 + 2 ⇒ (9) + 13 + 4 - 2 - 2 + 2 = 24
Damage, Sneak Attack, Power Attack, Bane: 1d6 + 5 + 1d6 + 4 + 2 + 2d6 ⇒ (1) + 5 + (1) + 4 + 2 + (6, 6) = 25
If that drops yello, Kramac will direct Jino to shift towards Pink.
(I'm assuming I can do this - Jino will just be considered squeezing? Even if he is, he has the narrow frame feat, so he doesn't take any penalties from squeezing).

Jino the Rhino |

Hwoarrggg!
Jino will attack yellow if still alive, pink otherwise.
Attack, Outflank, Power Attack: 1d20 + 13 + 4 - 2 ⇒ (12) + 13 + 4 - 2 = 27
Damage: 2d6 + 10 + 6 ⇒ (1, 3) + 10 + 6 = 20
Bodyguard #1: 1d20 + 12 ⇒ (9) + 12 = 21
Bodyguard #2: 1d20 + 12 ⇒ (1) + 12 = 13
Kramac's AC will be 34 vs. the first attack. The second bodyguard failed.

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Assuming you wanted both blue and yellow tripped for all the AOO action.
Worse than treachery, Kramac spots a dreaded Aspis Consortium badge under the elf's armor as he cleaves him to the ground. The second foe is just as easily upended. But both of the warriors seem uncannily difficult to assault and protect their vital areas well, surviving for the moment.
The Aspis mage closest to Kivuli blasts him with an acidic arrow, while the prone agent whiffs at the rhino.
prone attack vs Jino: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21
prone attack vs Jino: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
ranged touch: 1d20 + 4 ⇒ (16) + 4 = 20
acid damage: 2d4 + 1 ⇒ (1, 1) + 1 = 3
Round 1 - Bold can act
Kramac
Jino
Yellow <prone> 59 damage
Red <5 images>
Cygnus
Kelumur
Kiboko
Mvumbu
Kivuli <acid arrow> 3 damage
Flyndyngylyn
Blue <prone> 68 damage
Pink
Purple
Orange <4 images>
Go ahead and let me handle all the images from your hits and near misses.

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Seeing the aggressive elves in front of him, Cygnus backs up a bit before casting a spell hoping to contain the two closest to him.
Acid pit Reflex DC of 20 or drop 40 feet into a pool of acid. fall damage: 4d6 ⇒ (4, 4, 2, 2) = 12 Acid Damage: 2d6 ⇒ (3, 6) = 9

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@Cygnus I don't think you can create a 10x10 pit on the dock above the open water like that. Referencing "You must create the pit on a horizontal surface of sufficient size."

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That's right. I'll just hit those two with Ball Lightning. DC 21 Reflex. -4 to their save if wearing metal armor. Purple with intensified spell: 3d6 + 4 ⇒ (1, 6, 2) + 4 = 13 Pink: 3d6 ⇒ (6, 1, 4) = 11

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Realizing he's running low on cold iron arrows and seeing as these fellows don't look to be demons, Flyn will switch to blunt arrows and fire at the dudes in purple...he'll fire till one drops and then target the other...
Firing blunt arrows for lethal damage...
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 (Manyshot): 1d20 + 14 + 2 + 1 + 1 - 2 - 2 ⇒ (7) + 14 + 2 + 1 + 1 - 2 - 2 = 21
Magic/Bludgeoning Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (8) + 2 + 2 + 1 + 4 = 17
Magic/Bludgeoning Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (4) + 2 + 2 + 1 + 4 = 13
Longbow (Iterative): 1d20 + 9 + 2 + 1 + 1 - 2 - 2 ⇒ (9) + 9 + 2 + 1 + 1 - 2 - 2 = 18
Magic/Bludgeoning Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (1) + 2 + 2 + 1 + 4 = 10
Longbow (Flurry of Blows): 1d20 + 14 + 2 + 1 + 1 - 2 - 2 ⇒ (11) + 14 + 2 + 1 + 1 - 2 - 2 = 25
Magic/Bludgeoning Damage: 1d8 + 2 + 2 + 1 + 4 + 2 ⇒ (2) + 2 + 2 + 1 + 4 + 2 = 13

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"Aspis? How are they involved in this? Tsk!" Kelumur hustles through the crowded area to get into a flanking position with Kivuli. Without hesitation he strikes his dagger at the caster.
Cold Iron Dagger, Flank: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33P/S+Sneak: 1d4 + 6 + 4d6 ⇒ (4) + 6 + (4, 5, 2, 4) = 25
Cold Iron Dagger, Crit?: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30P/S: 1d4 + 6 ⇒ (2) + 6 = 8
Move & attack Orange

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Kiboko realises that firing into a melee is not his best option, even with his new confidence in his bowmanship. He spider-climbs down the wall to confront the Apsis in melee, and draws his greatsword as he goes drop bow on floor in destination square.
Swift action to Activate Animal Focus (snake) - movement might provoke AoOs from the Apsis, not sure.
"Aspis! In league with demons! Kiboko will make you pay!"
raging furious greatsword vital strike vs yellow, power attack, outflank: 1d20 + 13 + 4 ⇒ (8) + 13 + 4 = 25damage: 4d6 + 18 ⇒ (4, 2, 1, 4) + 18 = 29
AC vs movement AoOs = 26, AC in destination square once raging = 22 (touch 11)

Mvumbu |

If yellow has somehow survived Kiboko's attack, Mvumbu will attempt to finish it.
"Moooaaarrgghh"
Mvumbu's maw closes in on the apsis. assuming Yellow has cover from the corner of the building, but that AC bonus is cancelled by the prone penalty.
chomp! yellow aspis, bull focus, menacing pack flanking outflank (with Jino/Kramac), power attack: 1d20 + 10 + 1 + 6 - 2 ⇒ (3) + 10 + 1 + 6 - 2 = 18damage: 3d8 + 10 + 6 ⇒ (3, 6, 7) + 10 + 6 = 32
If yellow is already dead, Mvumbu will attack any enemy that comes within her reach (Ready action).

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Spellcraft: 1d20 + 8 + 1d6 ⇒ (15) + 8 + (5) = 28
The investigator identifies the spell, but unfortunately realizes that he would need access to his whole lab to concoct something to neutralize the acid. He decides the best course of action is to ensure the casters go down as quickly as possible.
Estoc vs ORANGE {PA/Flank}: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 301d6 + 14 + 3d6 ⇒ (2) + 14 + (4, 4, 4) = 28
CONFIRM?: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 291d6 + 14 ⇒ (1) + 14 = 15