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Ah ha! Totally forgot that, it happened so early on! Someone calculated that pythagorean distance to the foot and a half =)
Lavode needs a height indicator =)
Seeing the enemy so far distant is a bit distressing, especially given Lavode is also so far away from assistance.
But, though his spells can't reach, his arrows can.
He fires off five of them, in quick succession.
Fire1&2 (many shot), range: 1d20 + 21 - 4 ⇒ (20) + 21 - 4 = 37, for 1d8 + 13 + 1d8 + 13 ⇒ (1) + 13 + (3) + 13 = 30 damage.
Fire3 (iterative), range: 1d20 + 16 - 4 ⇒ (6) + 16 - 4 = 18, for 1d8 + 13 ⇒ (6) + 13 = 19 damage.
Fire4 (rapid shot), range: 1d20 + 21 - 4 ⇒ (2) + 21 - 4 = 19, for 1d8 + 13 ⇒ (2) + 13 = 15 damage.
Fire5 (hasted), range: 1d20 + 21 - 4 ⇒ (1) + 21 - 4 = 18, for 1d8 + 13 ⇒ (5) + 13 = 18 damage.
confirm?: 1d20 + 21 - 4 ⇒ (14) + 21 - 4 = 31, for an additional 2d8 + 26 ⇒ (7, 5) + 26 = 38 damage.

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Huritt quickly mounts his steed and pulls out a scroll, holding it out for the dragon to read.
"This one, Riddywipple!"
Free Fast mount
Move Retrieve a scroll of silence
Ride DC 20: 1d20 + 15 ⇒ (7) + 15 = 22
Spell Durations

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Mage Armor - 2 hours
Ant Haul - 2 hours
Summon Monster VI (Bralani Azata) - 3 rnds - qty Bralani = 4
Haste - dur 4 rnds
Greater Invisibility - dur 11 rnds
HP: 33 of 74
Teriq Ashfall wrote:Not to far away from Lavode. Remember, Lavode is flying 200 feet in the air after his escape teleport. From the rest of you, sure, but why move closer when there is a handy target?Unless this guy is level 27 or so, he is out of range for that spell.
Well, unless he persistent and reach spelled it, I suppose.
.
...
Menga qarang! then he disappears from sight.
Improved Invisibility.[dice=perception]1d20+15
Does he actually appear to be looking at me after I turn invisible and move? If so that could be bad. The change would:
Cast Greater Invisibility
Move action to draw Oil of Daylight (floating down with ring of feather fall if hover requires a move action)
Free action drop my Oil of Daylight to the ground
As far as I can tell, hovering would require a move action. I used my move action to pull out the Oil of Daylight. So I would float down however far you think I would go in 1 round with my Ring of Feather Fall. So, depending upon how far you think I floated down, he probably had to come down some to keep me in range. Also, I am assuming that means he does have a method to see me while I am invisible? Finally there is a Bralani up beside me in wind form. It flew up to heal me. So it is visible and within the same range of the feeblemind.
The drooling idiot that used to be Lavode flees from the threat flying down to his allies. Double move 180' toward the ground.
Osmonlardagi nur meni yashirsin va sizlarga ochib berilsin!
Persistent Glitterdust, will save DC=22 or blinded
Then fly down single move 90' toward my allies

Summoned Creature |

Even if I am not coherent to give commands, I think Bralani would be intelligent enough to know to fly up and go after the threat.
2 of the Bralani are already in wind form and would double move 260' up to either sided of the creature preparing to attack it next round. The other 2 would standard action change to wind form. Then single move 130' up to join the aerial combat.

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"I have to buy a potion of fly if I survive this."
Dorje stands on the ground and observes what is happening in the sky.

GM_Starson |

@Hurritt-I'm of the opinion that it won't work. I can give a more detailed explaination in the discussion if you'd like.
@Lavode, You'd still be within range falling 60 feet, and yes he could see you. It's also possible that your Bralani might stay to guard their summoner. 1 they stay with you, 2 they go after baddy.
Defend the summoner?: 1d2 ⇒ 1
The Bralani converge on their suddenly mute summoner, speaking to him in celestial, asking for orders! When he is unable to respond and begins fleeing, they do what they can to heal their injured summoner...
Heal: 6d8 + 12 ⇒ (3, 4, 2, 6, 5, 5) + 12 = 37
Heal: 6d8 + 12 ⇒ (6, 2, 8, 3, 5, 1) + 12 = 37
Teriq's arrows flicker and spark as they come within range of the dark winged being...
Miss Chance: 1d100 ⇒ 55
and while the first arrow strikes true, he winces and with a sweep of his hand he knocks the other three aside as he throws the first arrow down. Just flavor, only your crit hit at all.
The dark figure holds out a hand as Yajim speeds up towards him.
Darkness upon you.
Yajim: 1d20 + 17 ⇒ (14) + 17 = 31
Yajim: 1d20 + 17 ⇒ (10) + 17 = 27
Yajim feels a horrible stinging in his eyes, but he blinks them away powering through as he pushes his way up.
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Bad Guy, 350 high
--------------------------
Yajim -11
Lavode [Int and Cha now 1, can no longer speak or cast spells]
Dorje -17
Teriq -21
Ras'al -30
Huriitt/Riddywipple /-1

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The range on Silence is Long! I'd say have Riddy cast it on Yajim... but that probably goes against the monk's code, so he'd probably resist it =)
Teriq is not sure how long it will take Yajim to get that high up, and he suspects Lavode would not understand any request to come closer so he could help him... the best he can think to do is keep firing arrows up at the foe, in hopes of getting him more on the defensive, than offensive.
He says a quick word, and feels himself filled with the divine power of Sarenrae, before he turns his bow skyward once more, firing off another brace of arrows.
Casting quickened divine favor (forgot I could do that, should have done it eons ago! =))
Fire1+2 (manyshot), range, favor: 1d20 + 21 - 4 + 3 ⇒ (12) + 21 - 4 + 3 = 32, for 1d8 + 13 + 3 + 1d8 + 13 + 3 ⇒ (7) + 13 + 3 + (8) + 13 + 3 = 47
Fire3 (iterative), range, favor: 1d20 + 16 - 4 + 3 ⇒ (6) + 16 - 4 + 3 = 21, for 1d8 + 13 + 3 ⇒ (6) + 13 + 3 = 22
Fire4 (rapid shot), range, favor: 1d20 + 21 - 4 + 3 ⇒ (18) + 21 - 4 + 3 = 38, for 1d8 + 13 + 3 ⇒ (3) + 13 + 3 = 19
Fire5 (hasted), range, favor: 1d20 + 21 - 4 + 3 ⇒ (8) + 21 - 4 + 3 = 28, for 1d8 + 13 + 3 ⇒ (5) + 13 + 3 = 21
Just a note: Teriq currently has a +19 modifier on fly... so can't fail any of hovering, or slow movement, maneuvers... is why I haven't been rolling them. =)

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If it is okay with GM, I would like to come out of delay last round before start of enemies turn, and use 3rd Arcane Point to Quick Study the Fly spell in place of Fireball? This would have taken my full round action.
Ras’al watches from the ground and swears under his breath. This asshat is really starting to piss me off...Dorje, get up there and help our friend!
Ras’al will move to the grounded monk and grant him some wings. Extended Fly using rod.
I will edit my tag and cross off my spells later, sorry I haven’t been keeping it updated!

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@GM Can I fly up this round or do I have to wait next round?

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If I could cast silence myself, then it would be fine, but I won't willingly be the center of a silence spell from someone else to take away another's strength.
Air walk for 9 more rounds.
Yajima continues running through the air towards the caster, which should put him in melee range now (400ft total, but I'm not used to 3D in Pathfinder and going up is a little wonky).
Regardless of distance, Yajima focuses his mind on the caster as he readies for a challenging fight. Smite chaos as a swift.
If a chaotic aligned creature, my ACs are 28, 28, 27. If not chaos aligned, then they are 24, 21, 23.

GM_Starson |

@ras and Dorje, I'd say it's fair to say Ras came off delay, learned his fly spell, and then if you delay down to let him cast the spell on you, you could then take your turn with the fly. It's wonky with the init, but thankfully that doesn't matter so much in PBP.
Fly check: 1d20 + 10 ⇒ (13) + 10 = 23
Miss chance: 1d100 ⇒ 14
Miss chance: 1d100 ⇒ 58
Miss chance: 1d100 ⇒ 69
Fly check: 1d20 + 10 ⇒ (15) + 10 = 25
Fly check: 1d20 + 10 ⇒ (17) + 10 = 27
Teriq's first arrow sparks and turns away from the enemy as he fires it. The other two strike the opponent, who winces at the injury.
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Bad Guy, 350 high -108
--------------------------
Yajim -11
Lavode [Int and Cha now 1, can no longer speak or cast spells]
Dorje -17
Teriq -21
Ras'al -30
Huriitt/Riddywipple /-1

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Huritt spurs his mount closer to the combat, then summons a ghaele azata, which flies as fast as it can, but doesn't quite make it to the fight.
The azata looks like it is going to attack next round, but is basically just an attempt to delay the bad guy from escaping Yajima and the silence spell.
Spell Durations

GM_Starson |

Correct, just confirming. And WOW silence has long range.
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Bad Guy, 350 high -108
--------------------------
Yajim -11
Lavode [Int and Cha now 1, can no longer speak or cast spells]
Dorje -17
Teriq -21
Ras'al -30
Huriitt/Riddywipple /-1

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Dorje starts to fly up. 120ft up. If haste is still on then 180ft

GM_Starson |

The bad guy's eyes flit about as the world goes silent around him. He smiles at Yajima... and his wings fold behind him as he begins to fall! Leaves square without provoking AOO because he is not using an action to move.
As he falls out of the bubble of silence, muttering magic words, he waves his hands... and disappears!
??: 3d8 + 13 ⇒ (7, 7, 7) + 13 = 34 Actual HP -74
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Bad Guy, ??? -108
--------------------------
Yajim -11
Lavode [Int and Cha now 1, can no longer speak or cast spells]
Dorje -17
Teriq -21
Ras'al -30
Huriitt/Riddywipple /-1

GM_Starson |

Ras still hasn't left the ground, and the baddy only fell 30 feet to get clear of the silence bubble, putting him at 320 feet up, so that'd be a 57 to identify the spell, plus he'd be out of range, so no counterspell.

GM_Starson |

*Refree whistle of the gods* Character is unable to fall at slow enough speeds! Character must use move action to leave silence bubble provoking from Yajima! Yajima, You may take a AOO!

Summoned Creature |

Another slight retcon. The GM forgot to roll healing for Bralani last turn.
cure serious wounds Lavode: 3d8 + 6 ⇒ (3, 2, 4) + 6 = 15
cure serious wounds Ras'al: 3d8 + 6 ⇒ (2, 1, 8) + 6 = 17
cure serious wounds Teriq: 3d8 + 6 ⇒ (2, 6, 8) + 6 = 22
cure serious wounds Dorje: 3d8 + 6 ⇒ (2, 1, 1) + 6 = 10
GM will decide what the Bralani do this turn. Out of healing.

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Sorry guys, I don't have any of stopping the caster from getting away or casting a spell, all I can do is hit him.
Yajima takes a free kick at the retreating caster, "...!"
AoO, Smite, Defensively, power attack: 1d20 + 21 - 4 ⇒ (18) + 21 - 4 = 35
damage, power attack, smite: 2d6 + 9 + 8 + 8 ⇒ (3, 1) + 9 + 8 + 8 = 29
bonus acid damage: 1d6 ⇒ 4

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Dorje still flies up. (He is now at 350ft and 10ft closer to enemy, horizontally)

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I am lost in all of this

GM_Starson |

3d pathfinder movement with additional nonsense is a headache. Bad guy poofed. You have no idea where he went. You are still in rounds.
The angels begin to streak towards the target once they finish with their healing... but when he poofs, they rush back to Lavode to defend their summoner as the magic that holds them begins to run out. I believe this is their last turn?
Dorje flies up to join Yajime in the sky as he sees the enemy disappear.
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Bad Guy, ??? -108
--------------------------
Yajim -11
Lavode [Int and Cha now 1, can no longer speak or cast spells]
Dorje -7
Teriq
Ras'al -13
Huriitt/Riddywipple /-1

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Unsure where their foe has gone, Teriq quickly flies over to do what he can to fix Lavode.. As he moves, he pulls out a strange metal bottle.
single 90' move, pulling out his eversmoking bottle as he goes.... Then cast Heal on Lavode to remove the Feeblemind
this would technically happen the round before Lavode goes and hides... So he might do something else instead...

GM_Starson |

Lavode is correct, you'd need to find him by making a perception check... and it's not gonna be an easy one. As he's not currently moving, he basically has a +40 stealth to "Hide", even if he is audibly whimpering. You might be able to call out to him and get him to come to you, since he still has a wisdom score... though that might require a handle animal. ;) I'll leave it up to Lavode how he wants his character to react... Also, your bottle is not a weapon, so it requires a move action to retrieve, so you can't move to him, heal him, and pull the bottle on the same round... and your probably gonna waste at least a move action finding him in the first place.

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Hmm. forgot about the invis...
Lavode is correct, you'd need to find him by making a perception check... and it's not gonna be an easy one. As he's not currently moving, he basically has a +40 stealth to "Hide", even if he is audibly whimpering.
This is not true... he definitely moved this round, and is making no effort to be stealthy. The perception check will still just be a 20.
Next round, if he doesn't move from where he is, it will increase, of course.Not to mention a bevy of angels standing around him, giving away his position =)
Also, your bottle is not a weapon, so it requires a move action to retrieve
weapons and other similarly sized things stored in easy reach. Admittedly, open to GM interpretation! Though its not a big deal, I don't need to pull it out this round. Was just trying to be efficient =)
Anyway, working on the assumption it should be a 20 to locate him...
If you're going to rule otherwise, then ignore all of this. I'll do something else 8P
Perception: 1d20 + 18 ⇒ (11) + 18 = 29
Teriq follows the sandy footprints, and slight mewling sounds, towards where the angelic bralani have converged.
He makes soothing sounds, and says some calming words. All in celestial, mostly because it sounds less harsh than ignan, and the bralani can hear him too.
Don't think I need to make the touch attack, he is still an ally... if a dumbed down one =) But I can still miss due to concealment I think!
50% miss chance: 1d100 ⇒ 77

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Assuming you're okay with it, the current casting of silence will be centered on you. Hopefully you can move with the baddie and really piss him of.
Huritt flicks his wrist to release a wand, and hands it to Riddywipple. Then he starts searching for the caster.
Move Give wand to Riddywipple
Standard Ready to cast a spell; Trigger The enemy returns
Spell Durations

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I'm not sure what the silence spell ending up being centered on, but if it's not on me, I'll head back down to the party.
No longer seeing the caster, Yajima doesn't have much to do other than return to the ground so he begins heading down there.
Double move for 100ft down

GM_Starson |

Nah, those are fine interpretations Teriq. :)
???: 4d8 + 15 ⇒ (5, 2, 1, 5) + 15 = 28
???: 4d8 + 15 ⇒ (2, 7, 2, 8) + 15 = 34-12
The world is quiet as the team moves quickly to try and figure out what's going on.
Teriq expends some of his power, and Lavode recovers his mind.
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Bad Guy, ??? -108
--------------------------
Yajim -11
Lavode
Dorje -7
Teriq
Ras'al -13
Huriitt/Riddywipple /-1

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Seeing Yaijima as he descends, the confused Dorje begins to do the same.
170ft
@Huritt - Yes I am ok with the spell

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Ready same action for Huritt. Delay for Riddywipple.

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Mage Armor - 2 hours
Ant Haul - 2 hours
Blur - dur 6 min
Summon Monster VI (Bralani Azata) - 1 rnd - qty Bralani = 4
Haste - dur 2 rnds
Greater Invisibility - dur 9 rnds
HP: 48 of 74
Thanks Teriq.
In Celestial, Angeles, use your magics to defend our warriors.
So, it wants to play rough. We can accomadate that. Zulmat kuchlari bugun men uchun kurashmoqda! Lavode begins another Summon Monster VI.

GM_Starson |

Sorry guys, downside of PBP. I'm going to assume Yajima delays and start the next turn.
The world remains silent... for the moment.
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Bad Guy, ??? -108
--------------------------
Yajim -11
Lavode
Dorje -7
Teriq
Ras'al -13
Huriitt/Riddywipple /-1

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I didn't even know I was up, I have nothing to do right now as far as I know, so delay until the enemy comes back or the magic users decide what to do.