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Just to summarize, I think we're doing the following:
Round 1
Koeuss -> Mage Armor Scroll on Stiggur
Oloch -> War Mind Koeuss
Seren -> Protection From Evil on Elena
Stiggur -> Flexes for show.
Round 2
Koeuss -> Enlarge Scroll on X
Oloch -> War Mind Oloch
Seren -> ...
Stiggur -> Banzai! Stiggur is double moving to help, swift action turtle style. Time to be heroes and save our mentor :P

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Yes. Use Scroll of Mage Armor on Stiggur then cast Enlarge Person on Stiggur (as long as he agrees).

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Saito Ishigo wrote:Sadly, Saito doesn't have much in terms in buffs at level 1. Main buff is increase my weapon to a +1, but I can do that as a swift.Do you have the problem of having to roll well on a bunch of d20s to get off your best attack? If so, Seren can give you a bit of luck when you ask for it.
sounds cool, but doesn't it last a round? I'd like that on a round that I'm doing spell combat.

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Sorry guys, I had a bad couple of days.
How are we doing this? With this guy having reach the only way I can see to do this safely is trying to soften him up with ranged then make him to move closer to avoid full round attacks... then hope for the best.

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Elena will move and fire her shortbow at the minotaur.
Shortbow: 1d20 + 4 ⇒ (15) + 4 = 19
piercing dmg: 1d6 ⇒ 2

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Who says anything about doing this safely? We're supposed to be Pathfinders, are we not?
"<For Shizuru! For Clan Ishigo!>" Saito shrieks in Tien was rushing forward, waving her wakizashi in the air. Full-round action to run.

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Yes. Use Scroll of Mage Armor on Stiggur then cast Enlarge Person on Stiggur (as long as he agrees).
Stiggur agrees. He'll delay until after the spell resolves to charge... or start running to assist.

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Koeuss reads the scroll then casts a spell on Stiggur. A now enlarged monk stands before him. "Go! Get that minotaur!"

GM Valen |

With the party prepared for battle (assuming the listed buffs took place last round, I think I got everything), the Pathfinders engage in battle.
Elena's opening volley draws first blood from the minotaur as Saito and Seren rush forward into the fray!
FINAL TEST! Combat Round One Cont'd!
Party buffs: bless (4 rounds)
PCs in bold may act
Elena Endari -1 HP (protection from evil)
Stiggur (enlarged, mage armor)
Janira (fatigued)
Seren Elberion
Oloch (shield of faith, war mind blessing)
Saito Ishigo
Koeuss (war mind blessing)
Minotaur -2 HP
Terrain Notes
The stream is about 10 feet wide and 5 feet deep in this area, and the water moves downstream from east to west at 30 feet per round. Treat this as rough water, which requires a DC 15 Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with a successful DC 12 Strength check. On a failed Strength check, such a creature is checked and unable to move farther that turn.
A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. The trunk is slippery from the splashing water, and crossing it at half speed requires a successful DC 7 Acrobatics check, during which time the creature is treated as flat-footed for moving on a narrow surface. If the creature fails this check, it falls into the water unless it succeeds at a DC 13 Reflex save, in which case it lands prone on the trunk instead.
The slope to the west gradually rises to a height of 20 feet, and creatures standing at its highest point benefit from both a commanding view of the battlefield and a clear vantage point for ranged attacks.

Oloch - Iconic Warpriest |

Oloch moves forward and shoots a stone with his sling!
Sling, -2 range, war mind +1 to hit: 1d20 + 2 ⇒ (17) + 2 = 191d4 + 4 ⇒ (4) + 4 = 8

GM Valen |

Can you run 4x as a full round action that incorporates a jump as a part of acrobatics?
Because you can't full run through difficult terrain, I am thinking you can't jump over it while full running either.
Janira strategically steps back away from the minotaur and tries to disarm the monster using her whip.
Melee (mwk whip): 1d20 + 4 ⇒ (10) + 4 = 14
The minotaur snorts. Ignoring the arrow in its shoulder, it then brings its damaged battleaxe down in the direction of the halfling.
Melee (broken battleaxe): 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
Janira drops to the ground, passing out from the blow.
FINAL TEST! Combat Round Two Begins!
Party buffs: bless (4 rounds)
PCs in bold may act
Elena Endari -1 HP (protection from evil)
Stiggur (enlarged, mage armor)(may take 2 rounds of action)
Janira (unconscious)
Seren Elberion
Oloch (shield of faith, war mind blessing)
Saito Ishigo
Koeuss (war mind blessing)
Minotaur -2 HP
Terrain Notes
The stream is about 10 feet wide and 5 feet deep in this area, and the water moves downstream from east to west at 30 feet per round. Treat this as rough water, which requires a DC 15 Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with a successful DC 12 Strength check. On a failed Strength check, such a creature is checked and unable to move farther that turn.
A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. The trunk is slippery from the splashing water, and crossing it at half speed requires a successful DC 7 Acrobatics check, during which time the creature is treated as flat-footed for moving on a narrow surface. If the creature fails this check, it falls into the water unless it succeeds at a DC 13 Reflex save, in which case it lands prone on the trunk instead.
The slope to the west gradually rises to a height of 20 feet, and creatures standing at its highest point benefit from both a commanding view of the battlefield and a clear vantage point for ranged attacks.

Oloch - Iconic Warpriest |

GM did my attack last round not hit?
Oloch loads his sling and shoots a stone again!
Sling, -2 range, war mind +1 to hit: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 4 ⇒ (2) + 4 = 6

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Previous turn, move to red, this turn, move to current location, acrobatics over river. Swift action Snapping Turtle Style.
acrobatics: 1d20 + 6 - 1 ⇒ (10) + 6 - 1 = 15
"Hey cow-pie, stop bullying those smaller than you!" shouts Stiggur as he races across the field.

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I always forget, is it Arcana for monstrous humanoids? Dungeoneering?
Kn. Dungeoneering: 1d20 + 8 ⇒ (2) + 8 = 10 one lower if its arcana. oh brother. I'm going to attempt to cross the log at full speed by increasing the DC by 10
Acrobatics, DC 17: 1d20 + 9 ⇒ (2) + 9 = 11
Acrobatics, DC 17, portfolio reroll, 4 stars: 1d20 + 9 + 4 ⇒ (12) + 9 + 4 = 25
With her free hand, she tries to blast the minotaur with acid.
Acid Splash, Bless, vs touch: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Acid damage: 1d3 ⇒ 2

GM Valen |

GM did my attack last round not hit?
Apologies, it did hit!
Oloch loads his sling and shoots a stone again!
The warpriest strikes the minotaur a second time.
Stiggur leaps across the river. Saito joins him and strikes the minotaur with acid.
@Saito - Nature is the Knowledge skill needed.
FINAL TEST! Combat Round Two Begins!
Party buffs: bless (4 rounds)
PCs in bold may act
Elena Endari -1 HP (protection from evil)
Stiggur (enlarged, mage armor)(may take 2 rounds of action)
Janira (unconscious)
Seren Elberion
Oloch (shield of faith, war mind blessing)
Saito Ishigo
Koeuss (war mind blessing)
Minotaur -18 HP
Terrain Notes
The stream is about 10 feet wide and 5 feet deep in this area, and the water moves downstream from east to west at 30 feet per round. Treat this as rough water, which requires a DC 15 Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with a successful DC 12 Strength check. On a failed Strength check, such a creature is checked and unable to move farther that turn.
A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. The trunk is slippery from the splashing water, and crossing it at half speed requires a successful DC 7 Acrobatics check, during which time the creature is treated as flat-footed for moving on a narrow surface. If the creature fails this check, it falls into the water unless it succeeds at a DC 13 Reflex save, in which case it lands prone on the trunk instead.
The slope to the west gradually rises to a height of 20 feet, and creatures standing at its highest point benefit from both a commanding view of the battlefield and a clear vantage point for ranged attacks.

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Seren keeps moving forward, as she does so she holds forth her holy symbol and calls upon the Blessings of the North Star.
"Lady Luck, let your light shine on Stiggur now!"
Bit of luck: Stiggur can roll twice and take the better result on all d20 rolls on his next turn.

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Koeuss will dash forward again, trying to hurry over the make-shift bridge. Double move.
Acrobatics: 1d20 + 1 ⇒ (10) + 1 = 11
If the minotuar approaches, will use AOO with longspear

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Elena approaches 30ft and lets another arrow fly.
Shortbow: 1d20 + 4 ⇒ (19) + 4 = 23
piercing dmg: 1d6 ⇒ 4

GM Valen |

Koeuss and Seren approach as Elena places another arrow into the beastman.
FINAL TEST! Combat Round Two Begins!
Party buffs: bless (4 rounds)
PCs in bold may act
Elena Endari -1 HP (protection from evil)
Stiggur (bit of luck, enlarged, mage armor)
Janira (unconscious)
Seren Elberion
Oloch (shield of faith, war mind blessing)
Saito Ishigo
Koeuss (war mind blessing)
Minotaur -22 HP
Terrain Notes
The stream is about 10 feet wide and 5 feet deep in this area, and the water moves downstream from east to west at 30 feet per round. Treat this as rough water, which requires a DC 15 Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with a successful DC 12 Strength check. On a failed Strength check, such a creature is checked and unable to move farther that turn.
A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. The trunk is slippery from the splashing water, and crossing it at half speed requires a successful DC 7 Acrobatics check, during which time the creature is treated as flat-footed for moving on a narrow surface. If the creature fails this check, it falls into the water unless it succeeds at a DC 13 Reflex save, in which case it lands prone on the trunk instead.

Oloch - Iconic Warpriest |

Oloch loads his sling and shoots a stone again!
Sling, -2 range, war mind +1 to hit: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 4 ⇒ (1) + 4 = 5

GM Valen |

The half-orcs hurled stone flies past the horns of the minotaur.
FINAL TEST! Combat Round Two Begins!
Party buffs: bless (4 rounds)
PCs in bold may act
Elena Endari -1 HP (protection from evil)
Stiggur (bit of luck, enlarged, mage armor)
Janira (unconscious)
Seren Elberion
Oloch (shield of faith, war mind blessing)
Saito Ishigo
Koeuss (war mind blessing)
Minotaur -22 HP
Terrain Notes
The stream is about 10 feet wide and 5 feet deep in this area, and the water moves downstream from east to west at 30 feet per round. Treat this as rough water, which requires a DC 15 Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with a successful DC 12 Strength check. On a failed Strength check, such a creature is checked and unable to move farther that turn.
A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. The trunk is slippery from the splashing water, and crossing it at half speed requires a successful DC 7 Acrobatics check, during which time the creature is treated as flat-footed for moving on a narrow surface. If the creature fails this check, it falls into the water unless it succeeds at a DC 13 Reflex save, in which case it lands prone on the trunk instead.

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Just to make sure, is this round 2 or round 3? Stiggur has taken two rounds of actions already.
Round 3 Action:
Stiggur squares off with the minotaur, slowly circling him, waiting for a false step before springing forward, locking up his axe arm and grabbing a hold of the fur-beast's neck.
grapple, enlarged str, size: 1d20 + 6 + 1 + 1 ⇒ (7) + 6 + 1 + 1 = 15
grapple luck, enlarged str, size: 1d20 + 6 + 1 + 1 ⇒ (14) + 6 + 1 + 1 = 22
Thanks Seren for the luck :)

GM Valen |

Just to make sure, is this round 2 or round 3? Stiggur has taken two rounds of actions already.
It is round three. The minotaur should have acted before Stiggur and Saito. To keep things moving, I will/ooc]
With no target within immediate reach, the minotaur retrieves its javelin and hurls it at the nearest Pathfinder [ooc](which before Stiggur and Saito act in round three is Koeuss .
Ranged (javelin) Koeuss : 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
The lashunta is deeply wounded.
Round Three Begins
Oloch misses with his rock.
Saito tumbles past the beastman, but is unable to slice through its hide.
Then, with the help of luck, the enlarged Pathfinder places the minotaur into a hold.
FINAL TEST! Combat Round THREE CONT'D!
Party buffs: bless (4 rounds)
PCs in bold may act
Elena Endari -1 HP (protection from evil)
Stiggur (enlarged, mage armor, grappled)
Janira (unconscious)
Seren Elberion
Oloch (shield of faith, war mind blessing)
Saito Ishigo
Koeuss -5 HP (war mind blessing)
Minotaur -22 HP (grappled)
Terrain Notes
The stream is about 10 feet wide and 5 feet deep in this area, and the water moves downstream from east to west at 30 feet per round. Treat this as rough water, which requires a DC 15 Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with a successful DC 12 Strength check. On a failed Strength check, such a creature is checked and unable to move farther that turn.
A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. The trunk is slippery from the splashing water, and crossing it at half speed requires a successful DC 7 Acrobatics check, during which time the creature is treated as flat-footed for moving on a narrow surface. If the creature fails this check, it falls into the water unless it succeeds at a DC 13 Reflex save, in which case it lands prone on the trunk instead.

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Elena shoots and moves.
Shortbow: 1d20 + 4 ⇒ (10) + 4 = 14
piercing dmg: 1d6 ⇒ 1
"Oloch, let's go! Seren can you heal from there? Stay safe!"
Acrobatics: 1d20 + 1 ⇒ (6) + 1 = 7
Reflex Save: 1d20 + 2 ⇒ (4) + 2 = 6

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Koeuss yells out at the minotaur, "You beast. You'll pay for that.". He wipes off the blood on his shirt.
War Blessing: +1 Insight bonus to Attack
Longspear attack, War Blessing: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
damage: 1d8 + 6 ⇒ (2) + 6 = 8
"Begone evil beast."

GM Valen |

Bow and spear further harm the grappled minotaur, leaving it severely injured and weak.
Though not overly intelligent, the minotaur can clearly recognizes when it’s outnumbered and in a losing battle. It attempts to break free of the Pathfinder's grip.
CMB: 1d20 + 11 ⇒ (3) + 11 = 14
The Pathfinder's hold remains tight.
FINAL TEST! Combat Round FOUR BEGINS!
Party buffs: bless (last round)
PCs in bold may act
Elena Endari (protection from evil)
Stiggur (enlarged, mage armor, grappled)
Janira (unconscious)
Seren Elberion
Oloch (shield of faith, war mind blessing)
Saito Ishigo
Koeuss -2 HP (war mind blessing)
Minotaur -31 HP (grappled)

Oloch - Iconic Warpriest |

Oloch loads his sling and shoots a stone again!
Sling, -2 range, war mind +1 to hit, cover, shooting into melee: 1d20 + 2 - 4 - 4 ⇒ (5) + 2 - 4 - 4 = -11d4 + 4 ⇒ (3) + 4 = 7

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I really wanted to find a way to avoid casting defensively and the AoO, and I can't figure out a way to do it without asking one of my teammates to provoke. My best bet is to cast and hope he'll miss the AoO (since he should have a -2 to attack from the grapple), Saito is supposed to be reckless and this seems to be reckless.
Saito recklessy encases her hand in acid and attempts to touch the minotaur.
Spell Attack vs touch, flank: 1d20 + 4 - 2 + 2 ⇒ (16) + 4 - 2 + 2 = 20
damage: 1d4 ⇒ 2
mwkWakizashi: 1d20 + 5 - 2 + 2 ⇒ (18) + 5 - 2 + 2 = 23
damage: 1d6 + 1 ⇒ (1) + 1 = 2

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@Saito, the minotaur is grappled. I don't believe grappled creatures can take AOOs.
Koeuss goes to stab the minotaur again. "Perish foul beast. This is what you get for hurting our friend."
Longspear, war mind blessing: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
damage: 1d8 + 6 ⇒ (4) + 6 = 10

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Elena shoots again and gives a 5ft step towards the minotaur.
Shortbow: 1d20 + 4 ⇒ (6) + 4 = 10
Piercing dmg: 1d6 ⇒ 4
In case we can resolve this quickly next round and I'm not around for the weekend...
Elena will drop her bow, draw her sword, do a 5ft step, and power attack.
Mwk Longsword: 1d20 + 6 ⇒ (13) + 6 = 19
Piercing dmg: 1d8 + 7 ⇒ (7) + 7 = 14

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I really wanted to find a way to avoid casting defensively and the AoO, and I can't figure out a way to do it without asking one of my teammates to provoke. My best bet is to cast and hope he'll miss the AoO (since he should have a -2 to attack from the grapple), Saito is supposed to be reckless and this seems to be reckless.
Saito recklessy encases her hand in acid and attempts to touch the minotaur.
[dice=Spell Attack vs touch, flank]1d20+4-2+2
[dice=damage]1d4[dice=mwkWakizashi]1d20+5-2+2
[dice=damage]1d6+1** spoiler omitted **
The minotaur is grappled and thus can't make attacks of opportunity.

GM Valen |

"Har! Who says you can't grab a bull by the horns?" yells Stiggur triumphantly.
The minotaur is pinned.
Either way, I am declaring combat over.
Assuming you are able to rouse Janira with some healing, the halfling regains consciousness. "Thank you, thank you for your help. I promise to help you in your future missions. Your actions this day have earned you a glowing recommendation for your heroism."
Following several other words of praise for your actions, she pauses
in thought and eagerly inquires, "What did you find in the caves?"

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Elena sighs in relief seeing Janira alive. "Thank the gods..."
She smiles at the halfling. "We found murals depicting an ancient version of Aroden's teachings and a pool with a miniature model of the city as an altar. The gillmen come to that pool because the water is just so pure there. We found a few undead and kobolds as well... uhm..." Elena trails off trying to remember if that was all.

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Kouess helps Janira up. "Are you okay? Can you walk?" He makes sure she's all set before talking about what happened in the cave.
"There is a huge historical trove in there. But I suggest making friends with the gillmen before going back in. It's a holy place for them, so we should respect their wishes first and foremost."

GM Valen |

Kouess helps Janira up. "Are you okay? Can you walk?" He makes sure she's all set before talking about what happened in the cave.
"There is a huge historical trove in there. But I suggest making friends with the gillmen before going back in. It's a holy place for them, so we should respect their wishes first and foremost."
"I can walk, thanks to Seren." Janira replies. "The minotaur managed to knock me out, but cause no permanent injuries. If you hadn't intervened, the monster likely would have killed me."
She nods at Koeuss' suggestion to reach out to the gillmen. "Good advice. Your tasks are to explore and report on what was within the caves. Further research can be left up to others."
With your exploration of the cave finished, Janira leads the expedition back to Absalom without further incident.
Once safely back in the Grand Lodge, Master of Scrolls Kreighton Shaine inquires excitedly about what you have found, eagerly asking to see your notes. He compliments those who recorded notes for being certain to write down ideas and observations while the thoughts are fresh, observing that it’s difficult enough to remember what one had for breakfast the day before as it is to recall exactly what one was thinking while studying an inscription.
The elf also compliments Janira for her guidance and assistance, much to the halfling’s delight.
"As you are now the foremost authorities on that cave and what it contains," Shaine suggests to the party, "I invite you to come up with its name. After all, it won't do to simply have a blank space our maps."