
![]() |

Allips: Resistances- Incorporeal, undead traits, and Channel Resistance; Babble All Sane Creatures within 60 feet have to save DC 15 Will or be fascinated for 2d4 rounds (sonic, mind affecting, compulsione effect) saving makes you immune for 24 hours, but that's against each individually so you'd each need to make 3 separate saves; their touch attack does Wisdom damage
And remember 3 Will saves as/if you come within 60 ft. of the Allips
Is there a way to plug your ears? Don’t know if there’s a mechanic in PF.

![]() |

Grel focuses on his connection with the earth and begins summoning earthly allies.
Begin casting Summon Nature's Ally III

![]() |

"Can anybody cast magical silence on my earthbreaker? It may help me ward off the insanity of the allips," asks Kelvor.

![]() |

Whispering to himself, "So they are 'ghosts'"
Ajax avoid patting himself for not only replenishing his ghost salt arrows after the Gallowspire, but training in the ways of killing undead.
Ajax sneaks through the garden hiding in the bushes as he lines up a clear shot on one of the allipses, directing Ara to occupy a spot a few yards in front.
Not going to fire this round

![]() |

"Can anybody cast magical silence on my earthbreaker? It may help me ward off the insanity of the allips," asks Kelvor.
"Petra? Juniper?"

![]() |

Kelvor of the Shundar-Quah wrote:"Can anybody cast magical silence on my earthbreaker? It may help me ward off the insanity of the allips," asks Kelvor."Petra? Juniper?"
I cannot. If you stay within 30 feet of Juniper, she has Lucky Halfling, which anyone is welcome to use if you fail the Allip save.
"Do not fear, mighty one! Faith and luck will see us through this day!" Juniper reassures her friend, Kelvor.

Emberkin Dracolepus |

Emberkin moves to where he can get a clear shot and launches some magic missiles at the nears Allips
Unfortunately Master Kelvor neither Petra nor I are capable of that kind of magic. It is a little beyond my skills and Petra is somewhat... focused when it comes to her arcane talents." Its hard to tell if he is reproachful or proud of Petra's choices there.
Magic Missile: 2d4 + 2 ⇒ (4, 2) + 2 = 8

![]() |
1 person marked this as a favorite. |

"Tell you what, why don't give you some thinking time."
Petra strides forward with a wink to Ajax. "I hope you like sitting ducks, this may keep them back for a while, enjoy."
As she breathes in deeply the glow of her tattoos intensifies. She raises her arms as though lifting a great weight and then in an instant a great wall of fire erupts from the ground encircling the enemy.
I cast, believe it or not, Flaring Wall of Fire CL12
Damage for those within 10ft: 2d4 + 2 ⇒ (3, 2) + 2 = 7 Double this for Undead. No save, Dazzled for 4 rounds
Damage those beyond 10ft: 1d4 + 1 ⇒ (1) + 1 = 2 Double this for Undead. No save Dazzled for 4 rounds
Damage: 2d6 + 2 ⇒ (1, 2) + 2 = 5 Double this for Undead. No save Dazzled for a fresh 4 rounds
"I can hold this as long as you need"

![]() |

Kelvor removes his bow and fires at Calhadion through the ring of fire!
Composite bow +2, VS: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17 dmg: 1d8 + 1d8 + 2 ⇒ (6) + (1) + 2 = 9

![]() |

Sorry Kelvor. It does give time to buff you more if necessary. Plus its a cool spell I haven't had the opportunity to use before.

Oxnard Kettlebeak |

Round 7
Grel begins summoning.
Round 8
Ajax takes time to position himself and prepare his arrows.
Kelvor fires an arrow at Calhadion but misses.
Petra creates a wall of fire, damaging the Allips and Calhadion and his lion! Double damage for undead then damage halved for incorporeal so rolled damage to all
Emberkin launches magic missile at Green Allip, hitting it and the force effect fully damaging the incorporeal creature!
The allips pass through the wall, taking additional damage, but ending their movement inside walls where they are shielded from your attacks.
Turn Order:
1. Ajax 31
3. Kelvor 22
4. Petra 18
5. Allips!? 14
7. Juniper 9
8. Calhadion Vernisant + Saluxar
10. Grel 7
Damage done:
Allip (Red) 12, dazzled till round 12
Allip (Blue) 7, dazzled till round 12
Allip (Green) 20, dazzled till round 12
Calhadion Vernisant 2, dazzled till round 12
Saluxar 2, dazzled till round 12
Status:
Grel 51/62
Kelvor 100/115
Looking for Juniper before Calhadion and his lion go
Madness Saves Everyone will need to save against some of the madness effects now as well- these are DC 19 will saves
Grell- save vs Red, Blue, and Green
Juniper- save vs Red, Blue, and Green
Kelvor- save vs Red, Blue, and Green
Emberkin- save vs Red, Blue, and Green
Petra- save vs. Blue and Green
Ajax- save vs. Blue and Green

![]() |

Sorry Kelvor. It does give time to buff you more if necessary. Plus its a cool spell I haven't had the opportunity to use before.
No worries. Buffs are welcome, of course. And it IS a cool spell.

![]() |

Kelvor’s saves:
Will DC19: 1d20 + 8 ⇒ (8) + 8 = 16
Will DC19: 1d20 + 8 ⇒ (2) + 8 = 10
Will DC19: 1d20 + 8 ⇒ (7) + 8 = 15

![]() |

Will save: 1d20 + 11 ⇒ (2) + 11 = 13
Will save: 1d20 + 11 ⇒ (9) + 11 = 20
Will save: 1d20 + 11 ⇒ (19) + 11 = 30
I will use my reroll on that first save, adding ★★★
Will save: 1d20 + 11 + 3 ⇒ (15) + 11 + 3 = 29
Juniper resumes her defensive posture and hurries over to Ara and Petra. "Petra, Ajax, keep hammering Vernisant! If we defeat him, maybe those specters will retreat."

![]() |

Kelvor’s saves:
[dice=Will DC19]1d20+8
[dice=Will DC19]1d20+8
[dice=Will DC19]1d20+8
Oh no! I can only help with one of those!

![]() |

Kelvor of the Shundar-Quah wrote:Oh no! I can only help with one of those!Kelvor’s saves:
[dice=Will DC19]1d20+8
[dice=Will DC19]1d20+8
[dice=Will DC19]1d20+8
I had considered asking you for help, but... then I read fascinated.
Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.
If any of them approach, new save. If any attack, fascinate ends. Or somebody can shake me free of it.
I assume Vernisant and his lion are about to attack. So...

![]() |

Allips: Resistances- Incorporeal, undead traits, and Channel Resistance; Babble All Sane Creatures within 60 feet have to save DC 15 Will or be fascinated for 2d4 rounds (sonic, mind affecting, compulsione effect) saving makes you immune for 24 hours, but that's against each individually so you'd each need to make 3 separate saves; their touch attack does Wisdom damage
Clarification: you wrote earlier that the babble was DC15. Is it DC15 or DC19? Cuz, uhh, Kelvor made two DC15 saves. :)

Oxnard Kettlebeak |

it is DC 19- apologies these are advanced allips juiced up in the scenario, earlier I quoted the standard allips DC

![]() |

it is DC 19- apologies these are advanced allips juiced up in the scenario, earlier I quoted the standard allips DC
Dare I ask if the encounter has been adjusted?

Oxnard Kettlebeak |

Ugh, can I just say that I despise the way these boxes are hidden across pages- apparently supposed to be one less allip so I'll pull green blue that took the least damage
Round 8
Juniper moves, positioning herself to defend.
Calhadion and Saluxar disappear in a puff of smoke and appear behind you at the entrance to concord. Dimension Door, you presume activated from an item
Turn Order:
1. Ajax 31
3. Kelvor 22
4. Petra 18
5. Allips!? 14
7. Juniper 9
8. Calhadion Vernisant + Saluxar
10. Grel 7
Damage done:
Allip (Red) 12, dazzled till round 12
Allip (Blue) 7, dazzled till round 12
Allip (Green) 20, dazzled till round 12
Calhadion Vernisant 2, dazzled till round 12
Saluxar 2, dazzled till round 12
Status:
Grel 51/62
Kelvor 100/115, fascinated
Madness Saves Everyone will need to save against some of the madness effects now as well- these are DC 19 will saves
Grell- save vs Red & Green
Juniper- saved/immune
Kelvor- save vs Red & Green, fascinated
Emberkin- save vs Red & Green
Petra- save vs. Green
Ajax- save vs. Green
Looking for Grel to end round 8, then Ajax, Kelvor, Petra to start round 9 pending Madness saves

![]() |

Now that a hostile creature has approached, when do I reroll my saves VS the fascinate? When it happens? Or on my turn?

![]() |

will save: 1d20 + 12 ⇒ (16) + 12 = 28
will save: 1d20 + 12 ⇒ (15) + 12 = 27
Grel completes his casting and some earth elementals appear behind the Allips.
summoned creatures: 1d3 ⇒ 2
This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.
--------------------
Elemental (Small), Earth CR 1
XP 400
Male small earth elemental (Pathfinder RPG Bestiary 122)
N Small outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (-1 Dex, +7 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref -1, Will +3
Immune elemental traits
--------------------
Offense
--------------------
Speed 20 ft., burrow 20 ft.; earth glide
Melee slam +7 (1d6+10)
Special Attacks earth mastery
--------------------
Statistics
--------------------
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +5 (+7 bull rush); CMD 15 (17 vs. bull rush)
Feats Improved Bull Rush, Power Attack
Skills Acrobatics -1 (-5 to jump), Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
--------------------
Ecology
--------------------
Environment any (plane of earth)
Organization solitary, pair, or gang (3-8)
Treasure none
--------------------
Special Abilities
--------------------
Burrow (20 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Earth Mastery (Ex) +1 to hit, dam, bull rush, and overrun if both self and foe are on ground, -4 if either waterborne or airborne.
Elemental Traits Elementals have many immunities.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
elemental slam, power attack on red: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 1d6 + 10 ⇒ (6) + 10 = 16
miss chance, low is bad: 1d100 ⇒ 37
elemental slam, power attack on green: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d6 + 10 ⇒ (6) + 10 = 16
miss chance, low is bad: 1d100 ⇒ 37
Grel takes the chance, then, to pounce on one of the Allips with a flanking buddy.
claw, flank, charge: 1d20 + 12 + 2 + 2 ⇒ (2) + 12 + 2 + 2 = 18
damage: 2d4 + 6 ⇒ (3, 3) + 6 = 12
grab: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
miss chance, low is bad: 1d100 ⇒ 11
claw 2, flank, charge: 1d20 + 12 + 2 + 2 ⇒ (16) + 12 + 2 + 2 = 32
damage: 2d4 + 6 ⇒ (3, 3) + 6 = 12
grab: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
miss chance, low is bad: 1d100 ⇒ 46
bite, flank, charge: 1d20 + 10 + 2 + 2 ⇒ (15) + 10 + 2 + 2 = 29
damage: 2d6 + 4 ⇒ (4, 2) + 4 = 10
miss chance, low is bad: 1d100 ⇒ 52
rake, flank, charge: 1d20 + 10 + 2 + 2 ⇒ (7) + 10 + 2 + 2 = 21
damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7
miss chance, low is bad: 1d100 ⇒ 97
rake 2, flank, charge: 1d20 + 10 + 2 + 2 ⇒ (16) + 10 + 2 + 2 = 30
damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
miss chance, low is bad: 1d100 ⇒ 12
claw, flank, charge, haste: 1d20 + 12 + 2 + 2 ⇒ (14) + 12 + 2 + 2 = 30
damage: 2d4 + 6 ⇒ (3, 4) + 6 = 13
grab: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
miss chance, low is bad: 1d100 ⇒ 40

Oxnard Kettlebeak |

I assume when it happens, but in this case it works out to the same

![]() |

Kelvor listens to the incredible babbling of the allips. He is suddenly broken from his attention by the appearance of something behind him.
Will DC19: 1d20 + 8 ⇒ (18) + 8 = 26
Will DC19: 1d20 + 8 ⇒ (17) + 8 = 25

![]() |

Ajax Will Save vs Green: 1d20 + 8 ⇒ (19) + 8 = 27
Ara Will vs Green(with Devotion at +4): 1d20 + 9 ⇒ (16) + 9 = 25
Ara Will vs Red(with Devotion at +4): 1d20 + 9 ⇒ (19) + 9 = 28

![]() |

Broken from his fascination, Kelvor realizes what Vernisant and his ghostly allied allips were trying to do! ”Distract me so you can attack me in the back! You dishonorable piece of s+*!!”
He immediately races to Vernisant and his lion mount! He swings at the lion, bringing the full fury of his earthbreaker down on its head!
Power-Bludgeon Death +2: 1d20 + 22 ⇒ (13) + 22 = 35 Dmg: 2d6 + 2d6 + 29 ⇒ (5, 6) + (5, 6) + 29 = 51

![]() |

Ara and Petra both get +4 luck bonuses to their AC while they are adjacent to Juniper.
"Petra, do you have another dimension door up your sleeve?"

![]() |

Ajax sees beast rider change positions and calls Ara to that side. Ajax then ignores the charm of the allips and proceeds fill them with ghost touched arrows.
Target Preference: Red, Green, Human. If Red dies and Green has total concealment, then shoot human. If dude is not human, then subtract 4 from attack and damage. Using Ghost Salt arrows on allips
Main wMS + Haste + FE - RS: 1d20 + 19 ⇒ (12) + 19 = 31 Damge wGB: 4d6 + 18 ⇒ (2, 2, 5, 1) + 18 = 28
Iterative wHaste + FE - RS: 1d20 + 14 ⇒ (6) + 14 = 20 Damge wGB: 2d6 + 9 ⇒ (2, 1) + 9 = 12
Rapid shot wHaste + FE - RS: 1d20 + 19 ⇒ (4) + 19 = 23 Damge wGB: 2d6 + 9 ⇒ (6, 6) + 9 = 21
Haste wHaste + FE - RS: 1d20 + 19 ⇒ (10) + 19 = 29 Damge wGB: 2d6 + 9 ⇒ (2, 1) + 9 = 12

![]() |
1 person marked this as a favorite. |

Will Save: 1d20 + 8 ⇒ (20) + 8 = 28
Oh thank gosh.
"Where Juniper? Flank?"
Petra will Cast D-door after moving to a spot that means she will be well positioned after the jump.

![]() |

I want to get into a position where as many of you as possible are adjacent to me, near the BBEG.

Oxnard Kettlebeak |

Round 8
Grel's summons appear and attack, both hitting, but being ineffective.
Reading Incorporeal again- they have a 50% miss chance against you when attacking from inside the object, but the object grants them only Total Cover (+4 AC) NOT total concealment so there isn't a miss chance, but they only take (half) damage from magic counting attacks- so I believe the Earth Elementals cannot damage it, but Grel's attacks that hit on AC (+4) will do half damage.=, but incorporeal cannot be tripped or grappled so no grab
Grel hits will all attacks, totaling 31 damage!
Round 9
Ajax fires, killing Red with his first arrow, then hitting the other 3 times but leaving it UN-dead rather than simply dead.
Seeing the Earl approach, Kelvor shakes himself out of his fascination, chases him down and swings at the mighty lion, but Calhadion attempts to negate the attack with his mounted combat expertise.
Ride: 1d20 + 18 ⇒ (12) + 18 = 30
But he is not quite skilled enough and the lion takes a mighty blow!
Petra dimension doors.
The remaining allip floats out and attempts to touch Grel:
Touch Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Wis Damage: 1d4 ⇒ 3 Hit!
Turn Order:
1. Ajax 31
3. Kelvor 22
4. Petra 18
5. Allips!? 14
7. Juniper 9
8. Calhadion Vernisant + Saluxar
10. Grel 7
Damage done:
Allip (Red) 71, dazzled till round 12
Allip (Green) 65, dazzled till round 12
Calhadion Vernisant 2, dazzled till round 12
Saluxar 53, dazzled till round 12
Status:
Grel 51/62, 4 WIS Damage
Kelvor 100/115, fascinated
Madness Saves Everyone will need to save against some of the madness effects now as well- these are DC 19 will saves
Grell- saved/immune
Juniper- saved/immune
Kelvor- saved/immune
Emberkin- save vs Red & Green fascinated
Petra- saved/immune
Ajax- saved/immune
looking for Juniper before the Earl/Lion go again

![]() |

If green has total cover and not concealment, then Ajax would have fired his other three arrows at Green. Did they all miss? Oh, I see, it took 65 damage. NVM :)

Oxnard Kettlebeak |

correct, they all hit, just not enough damage to "kill" it

![]() |

Start of turn, assign Juniper's +1 bonus from her shield to Kelvor, giving him a +1 untyped bonus to AC.
"Why don't you come down off your big kitty and face me eye to eye?", Juniper taunts the man, maintaining her defensive posture.
Standard total defense
The halfling paladin immediately trips over her overly long cape, but quickly stands up and dusts herself off.
Free Action fall prone.
Move Action stand up, provoking from Calhadion Vernisant and his cat, with –4 to her AC because prone (for a total AC of 44 [CV] or 40 [cat]).
"That keeps happening. I need to see to a new tailor."
If somehow that AOO actually hits, she will use a swift action to Lay On Hands.
Juniper's defenses are currently
AC 42, touch 24, flat-footed 31, CMD 28 (+2 vs bull rush, grapple, trip, reposition)
Against Attacks of Opportunity, she gains +2 to these.
Her defenses against Calhadion Vernisant are all +4 because of Bastion of Good.
Adjacent allies gain +4 luck bonus to AC (so Kelvor's AC is +5). Allies within 10 feet of Juniper take only half damage from Calhadion Vernisant's attacks.

Oxnard Kettlebeak |

Round 9
Juniper goads Vernisant and his lion into attacking her as she stands up:
AOO Bite: 1d20 + 14 ⇒ (20) + 14 = 34
AOO Bite Confirm: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 1d8 + 7 ⇒ (8) + 7 = 15
AOO Longsword: 1d20 + 19 ⇒ (7) + 19 = 26
Juniper lays on hands to heal some of the damage.
As a swift action, Vernisant challenges Kelvor, then full attacks:
Longsword: 1d20 + 19 ⇒ (6) + 19 = 25
Longsword: 1d20 + 14 ⇒ (20) + 14 = 34
Longsword: 1d20 + 9 ⇒ (10) + 9 = 19
Longsword Crit Confirm: 1d20 + 14 ⇒ (10) + 14 = 24
One hit, but not critical:
Damage: 1d8 + 5 + 13 ⇒ (6) + 5 + 13 = 24
Saluxar also full attacks Kelvor:
Bite: 1d20 + 14 ⇒ (17) + 14 = 31
Claw: 1d20 + 15 ⇒ (20) + 15 = 35
Claw: 1d20 + 15 ⇒ (11) + 15 = 26
Hit with a claw and a bite:
Bite Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Claw Damage: 1d8 + 7 ⇒ (8) + 7 = 15
Grab attempt: 1d20 + 20 ⇒ (10) + 20 = 30 and the lion grapples Kelvor!
Turn Order:
1. Ajax 31
3. Kelvor 22
4. Petra 18
5. Allips!? 14
7. Juniper 9
8. Calhadion Vernisant + Saluxar
10. Grel 7
Damage done:
Allip (Green) 65, dazzled till round 12
Calhadion Vernisant 2, dazzled till round 12
Saluxar 53, dazzled till round 12
Status:
Grel 51/62, 4 WIS Damage
Kelvor 49/115, grappled by Saluxar
Juniper 43/57
Emberkin- fascinated
That brings up Grel to end round 9 and Ajax, Kelvor, and Petra to start round 10

![]() |

Kelvor is at 61/115. He takes HALF damage from Vernisant.

![]() |
1 person marked this as a favorite. |

Grab attempt: 1d20 + 20 ⇒ (10) + 20 = 30 and the lion grapples Kelvor!
I believe the grapple fails. The luck bonuses and the dodge bonus from haste increase my CMD to 34.
Miscellaneous Modifiers
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature’s AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

![]() |

Grel attempts to finish off the Allip with an elemental closing to flank.
claw: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
damage: 2d4 + 6 ⇒ (4, 4) + 6 = 14
claw 2: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
damage: 2d4 + 6 ⇒ (1, 3) + 6 = 10
bite: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
damage: 2d6 + 4 ⇒ (4, 1) + 4 = 9

![]() |

Assuming Grel finished off the allip...and if that first attack does it, then he would have a move action ...me thinks.
Ajax turns on the earl, somehow feeling reluctant to attack the animal. Ajax takes a step forward and unloads. If Kelvor is grappled, then attack the lion and subtract the FE bonus
Main wMS + H + FE - RS: 1d20 + 19 ⇒ (18) + 19 = 37 Damage wGB + FE: 4d6 + 18 ⇒ (6, 6, 5, 5) + 18 = 40
Rapid Shot: 1d20 + 19 ⇒ (6) + 19 = 25 Damage: 2d6 + 9 ⇒ (1, 1) + 9 = 11
Haste: 1d20 + 19 ⇒ (11) + 19 = 30 Damage: 2d6 + 9 ⇒ (1, 1) + 9 = 11
Iterative: 1d20 + 14 ⇒ (9) + 14 = 23 Damage: 2d6 + 9 ⇒ (1, 1) + 9 = 11
Not sure what the proper sequence for arrows is, other than highest BAB to lowest, so it occurs to me that maybe Iterative should always go last. Does GM have a preference?
OMG, three sequences of 1 and 1 on 2d6? Is that like 1 out of 46,000

![]() |
1 person marked this as a favorite. |

Kelvor ducks the lion's grip, its claws carving bloody grooves in his face and shoulder. He WHIPS his head around, blood flying off his face as he looks at Vernisant. ”How DARE you!” shouts the Shoanti, his fury bubbling up.
Cascading blood down his already burn-scarred face makes him look like a Nidalese nightmare, his mouth peeled back, opened in a ROAR! Bloody spittle flies across Vernisant and his lion mount.
Rage! Rage! RAGE!
With. One. Furious. Swing. After. Another, Kelvor of the Shundar-Quah brings his monstrous earthbreaker crashing down on Vernisant’s longsword.
With each blow, he screams, ”HOW!”
<SMASH!>: 1d20 + 30 + 1 ⇒ (3) + 30 + 1 = 34 Dmg: 2d6 + 37 ⇒ (1, 2) + 37 = 40
”...DARE!”
<SMASH!>: 1d20 + 26 + 1 ⇒ (2) + 26 + 1 = 29 Dmg: 2d6 + 37 ⇒ (1, 1) + 37 = 39
”...YOU!”
<SMASH!>: 1d20 + 30 + 1 ⇒ (6) + 30 + 1 = 37 Dmg: 2d6 + 37 ⇒ (3, 1) + 37 = 41
Full Attack Improved Sunder with Rage and Haste. If the longsword is completely sundered (not just broken) by an attack, the following attacks in the sequence are directed at the lion. In that case, the To Hit is 4 less and the Damage is 2 less.

![]() |

As a swift action, Vernisant challenges Kelvor, then full attacks:
[Dice=Longsword]1d20+19
[Dice=Longsword]1d20+14
[Dice=Longsword]1d20+9[Dice=Longsword Crit Confirm]1d20+14
One hit, but not critical:
[Dice=Damage]1d8+5+13Saluxar also full attacks Kelvor:
[Dice=Bite]1d20+14
[Dice=Claw]1d20+15
[Dice=Claw]1d20+15
Hit with a claw and a bite:[Dice=Bite Damage]1d8+7
[Dice=Claw Damage]1d8+7[Dice=Grab attempt]1d20+20 and the lion grapples Kelvor!
Unlikely that it mattered in this round of attacks, but are they taking the dazzled penalty?

Oxnard Kettlebeak |

Round 9
Grel hits the last Allip, and despite its protections it fades away into oblivion. The first attack was enough so it Grel wants to use a move he can
Round 10
Ajax's first and third arrows hit, but his others miss.
Kelvor's second attack destroys the magic long sword.
Vernisant attempts again to negate the attack on his mount:
Ride: 1d20 + 18 ⇒ (14) + 18 = 32 but again is not skilled enough.
Forgot Saluxar's resistances previously, he has DR 10/Chaotic so 29 damage goes through
Turn Order:
1. Ajax 31
3. Kelvor 22
4. Petra 18
5. Allips!? 14
7. Juniper 9
8. Calhadion Vernisant + Saluxar
10. Grel 7
Damage done:
Calhadion Vernisant 53, dazzled till round 12
Saluxar 82, dazzled till round 12
Status:
Grel 51/62, 4 WIS Damage
Kelvor 61/115
Juniper 43/57
Emberkin- fascinated
Still pending Petra and now that the Allip is dead, Juniper before the enemies.

![]() |

Status:
Grel 51/62, 4 WIS Damage
Kelvor 20+61/115 (adding rage HP)
Juniper 43/57
Emberkin- fascinated

![]() |

Start of turn, assign Juniper's +1 bonus from her shield to Kelvor, giving him a +1 untyped bonus to AC.
"See, now you've gone and made him mad. If you surrender now, maybe I can calm him down and convince him to grant you mercy.", Juniper offers to deescalate the situation, maintaining her defensive posture.
Standard total defense
Swift Lay on Hands upon herself
Lay on Hands: 1d6 ⇒ 1. I must've picked up Ajax's d6.
Then, with her free hand, she draws her wand of cure light wounds.
Move draw wand
Juniper's defenses are currently (I forgot Haste last time)
AC 43, touch 25, flat-footed 31, CMD 29 (+2 vs bull rush, grapple, trip, reposition)
Against Attacks of Opportunity, she gains +2 to these.
Her defenses against Calhadion Vernisant are all +4 because of Bastion of Good.
Adjacent allies gain +4 luck bonus to AC (so Kelvor's AC is +5). Allies within 10 feet of Juniper take only half damage from Calhadion Vernisant's attacks.

![]() |
1 person marked this as a favorite. |

is area B3 clear of people now? This situation calls for a fireball

![]() |
3 people marked this as a favorite. |

LOL...you gotta love blasters. "Hey, I need to cut this cake. Anyone have a knife?...No? This situations calls for a fireball!"

Oxnard Kettlebeak |

Yes, it's cleared out enough that you could aim a fireball without collateral damage- also, unlikely to fail but roll a Caster Level check with it Saluxar technically has SR as well

![]() |
1 person marked this as a favorite. |

Petra takes a step back to keep out of reach. Then she draws the last of the power from her metamagic rod and from an alchemist's fire. Then, with a casual flick of the wrist she lobs a small glowing bead over Calhadion's head.
Following a gentle arc it lands on the tiles behind the lion had their rider. The instant it hits the floor an enormous explosion of fire erupts.
Persistent, Intensified, Flaring Fireball CL13 DC 22 (Roll twice take the worst)
Damage: 13d6 + 13 ⇒ (4, 6, 6, 6, 3, 6, 4, 4, 1, 3, 4, 1, 4) + 13 = 65
Spell Penetration: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
If either of them take any damage they will catch fire