Belladonna of Desna |
Bella starts to push her way through the crowd towards the eastern exit.
Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16
If this fails, she'll try again with haste, if allowed. Her move speed is 40'.
Acrobatics: 1d20 + 2 ⇒ (5) + 2 = 7
Bella makes it to the door!
GM Zin |
Pau makes his way through the crowd easily, his movements lithe and subtle as he swims his way through the crowd. He stands at the edge of the opening in the middle of the tavern, ready to jump. Pau acts before Kaya, so doesn't have the benefits of haste yet, but that's not much of an issue for him with a base 50' move speed; he's likely out of range to be affected now, but I wouldn't sweat it.
Gwen glances at the ground hoping to see an unattended gem, but fails to find any. Standard action for this round remaining.
Kaya glances around and notes the position of her allies; she quickly casts haste to help them escape the room. Pau is out of range of haste now, and I don't see any other of the party that could be eligible targets to replace him in the spell.
Viridian shivers as his system speeds up with Kaya's spell. He barrels his way through the crowd, forging a path with pure brute force.
Hera lights on Gwen's shoulder; Gwen gets the sense that Hera has found another of the rubies, somehow unattended on the floor. Hera hoots out the location of the gem. Gwen could use her action for this round to pick it up, if she wants; she'd have no actions left for movement if so.
Bella's spine and joints tingle as well with the onset of Kaya's spell. She tumbles around and through patrons of the bar, easily finding the east exit and darting out onto the dock.
Round 1 (bold may act)
Pau
Gwen (-3 hp)
Kaya (invisible, haste; has 2 rubies)
Viridian (-6 hp, shaken 2 rounds, haste; has ruby)
Hera
Bella (haste; has 2 rubies)
Active Effects
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Gwendolyn the Strange -CORE- |
Gwen glances at the ground hoping to see an unattended gem, but fails to find any. Standard action for this round remaining.
Hera lights on Gwen's shoulder; Gwen gets the sense that Hera has found another of the rubies, somehow unattended on the floor. Hera hoots out the location of the gem. Gwen could use her action for this round to pick it up, if she wants; she'd have no actions left for movement if so.
Gwen does so, seeing as she is one dive away from escape.
She's sort of waiting around to use color spray if need be to clear away chunks of the crowd to allow for her allies to move faster if need be. I'll assume Hera's got more-or-less normal actions while flying above the fray.
GM Ladile |
**HOUSE GM ANNOUNCEMENT**
1d100 ⇒ 3
The arrival of the morning brings with it the joys of a glowing ruby!
That day you are greeted by a black-feathered tengu who introduces herself as your liaison to the Emissary of the Ruby Phoenix. She informs you that all contestants are to meet within a large shipping house near where the Docks meets the sodden district known as the Puddles and provides you with a specific time and directions to the event.
***
Following the directions given to you by your tengu liaison, you arrive just past dusk at the shipping house. Soon enough, a small crowd of would-be contestants begins to gather. Approaching the entrance you spot a dishevelled, barefooted man dressed in plain sackcloth leaning in the shallow doorway. As you draw nearer, he slowly raises his head to examine the crowd. Then, grinning a toothy smile, he holds out his hand and asks, "Any of you happen to find a ruby?"
The crowd excitedly signals their affirmative response and several glowing rubies are thrust into the air. There is an electric vibe flowing through the assembled host and everyone seems ready to see what’s next. The man nods and pushes the door open. Then he holds out a sack to collect the rubies of those seeking entry. As the various contestants enter, he directs them towards a flight of stairs near the back of the warehouse. These stairs descend into a wide and shadowy basement converted into a crude, make-shift arena illuminated by a ring of greasy-scented torches. The main floor is cleared of all objects save for a dusting of sand and straw that covers the cold stone floor. An assortment of contestants have already arrived, anxiously scanning the room. Almost all in attendance are recognizable from the previous night’s brawl.
From across the arena floor strides Kiang Zhen, the terrifying creature who represents Sifu Xho Nuo. Clapping her massive, clawed hands, she calls for silence, and with a low growl addresses the entire room as she runs her hands over her gruesome golden horns.
"Bringing defeat upon your perceived adversaries is only part of what it takes to walk the path of a truly great warrior. A true master sees beyond his adversaries; he sees the war and not just the battle. Last night, I watched how all of you were quick and eager to fight one another—therefore today...today I shall see how you fight together! Let’s see how well you can keep each other alive!"
As she finishes this exuberant and enigmatic statement, smoke flashes erupt throughout the arena, and several dozen hidden trapdoors suddenly spring open, unleashing a horde of otherworldly beasts!
______________
Table GMs, you may now begin Act Two!
GM Zin |
The trapdoor nearest you reveals a group of creatures resembling small, metallic cobras. Their bodies are made of overlapping iron plates, and their eyes are pinpoints of red light that lock on you immediately.
Kaya: 1d20 + 5 ⇒ (9) + 5 = 14 (forewarned)
Pau: 1d20 + 2 ⇒ (5) + 2 = 7
Bella: 1d20 + 4 ⇒ (3) + 4 = 7
Viridian: 1d20 + 7 ⇒ (18) + 7 = 25
Gwen: 1d20 + 1 ⇒ (8) + 1 = 9
Hera: 1d20 + 3 ⇒ (2) + 3 = 5
Monsters: 1d20 + 2 ⇒ (17) + 2 = 19
Kaya: 1d20 + 2 ⇒ (9) + 2 = 11
Pau: 1d20 + 11 ⇒ (12) + 11 = 23
Bella: 1d20 + 11 ⇒ (13) + 11 = 24
Viridian: 1d20 + 0 ⇒ (7) + 0 = 7
Gwen: 1d20 + 0 ⇒ (18) + 0 = 18 (+3 in shadow, +2 w Hera, Alertness w Hera)
Hera: 1d20 + 10 ⇒ (12) + 10 = 22 (low-light vision)
You note an unnerving gathering of tengu swordsmen and leering oni building in the arena’s shadowy perimeter.
Round 1 (bold may act)
Viridian
Monsters
Kaya
Gwen
Bella
Pau
Hera
Kaya Leafwing |
Kaya gets her well earned rest and prepares her spells as usual the next day. Well, not quite as usual. She is really excited! They succeeded totally well on their mission last night, no one even died.
Upon arrival to the arena she watches carefully for whatever challenge may pop up, attempting to ID the creatures.
Knowledge: All: 1d20 + 8 ⇒ (15) + 8 = 23
Gwendolyn the Strange -CORE- |
On her turn (or if possible before), Gwen attempts to ID the creatures. She takes 10 on whatever knowledge she has (see directly above) to do so.
"Snakes. Why did it have to be metal snakes?"
GM Zin |
On her turn (or if possible before), Gwen attempts to ID the creatures. She takes 10 on whatever knowledge she has (see directly above) to do so.
"Snakes. Why did it have to be metal snakes?"
You can't take 10 on Knowledge checks while in combat; Gwen will have to roll to ID at this time.
All, I should have indicated that this is a Knowledge (arcana) check to identify.
Gwendolyn the Strange -CORE- |
Sorry. Sounded like we saw them before hostilities started.
knowledge (arcana): 1d20 + 9 ⇒ (6) + 9 = 15
Belladonna of Desna |
Know: Arcana: 1d20 + 6 ⇒ (8) + 6 = 14
Viridian Torr |
What are they? Should I just hack them with my blades? They do not look friendly, that is for sure!
He draws both blades and steps forward to hack the closest (green) snake.
+2 longsword: 1d20 + 15 ⇒ (12) + 15 = 27 for longsword: 1d8 + 9 ⇒ (5) + 9 = 14
GM Zin |
Viridian steps forward and strikes at the closest snake; his blade leaves a dent behind, but clearly not as much damage as he would have wanted.
Kaya, Gwen, and Bella all shout out bits of information about the snakes. They are iron cobras, constructs with very high DR and spell resistance. Other than those resistances, their best defense is their reflexes, but even that is not particularly good. They have poison reservoirs that can deliver pretty much any poison (or acid, alchemical substances, or even stranger substances on occasion); black adder venom is most commonly used. They are designed to be particularly stealthy.
red bite vs. Pau FF AC 16: 1d20 ⇒ 12
orange bite vs. Pau FF AC 16: 1d20 ⇒ 20 1d6 + 1 ⇒ (4) + 1 = 5
orange crit vs. Pau FF AC 16: 1d20 ⇒ 16 1d6 + 1 ⇒ (4) + 1 = 5
yellow bite vs. Viridian AC 25: 1d20 ⇒ 5
green bite vs. Viridian AC 25: 1d20 ⇒ 1
The snakes fan out to attack their closest targets, one pair focusing on Pau and the other on Viridian. One of the snakes delivers a nasty bite to Pau's leg, driving its fangs deep into his ankle; the monk immediately feels a numbness spreading from the wound. Fort save vs. poison from Pau, please!
Round 1 (bold may act)
Kaya
Gwen
Bella
Pau (-10 hp, Fort save vs. poison pending)
Hera
Round 2 (bold may act)
Viridian
Iron cobras
- red
- orange
- yellow
- green (-9 hp)
Kaya
Gwen
Bella
Pau (-10 hp)
Hera
Pau |
Feeling the poison coursing through his veins, Pau kicks out three times at the wicked snake.
FOB 1d20 + 8 ⇒ (14) + 8 = 22
Damage 1d8 + 5 ⇒ (1) + 5 = 6
FOB 1d20 + 8 ⇒ (3) + 8 = 11
Damage 1d8 + 5 ⇒ (6) + 5 = 11
FOB 1d20 + 3 ⇒ (17) + 3 = 20
Damage 1d8 + 5 ⇒ (8) + 5 = 13
Kaya Leafwing |
DR/All or DR/Something?
Kaya quickly whips out a spell. You can actually see her doing the motions this time, but some of you recognize the same burst of quickness flooding your bodies.
She pulls out her crossbow, "Focus fire on one at a time!"
Pau, Kaya goes before everyone so you might want to make your extra hasted attack and adjust your to hit by +1. All, don't forget to update your AC to reflect the spell. It will last 5 rounds.
Kaya Leafwing |
FYI, Hera does not get Haste. I doubt she would use it, but in case she gets attacked or AoE'd, no Haste. Sorry!
Gwendolyn the Strange -CORE- |
Gwen casts her spell at super speed in a voice similar to what druids and gnomes experience when talking to chipmunks.
Suddenly colossal glassy jar drops from the sky directly atop the serpents. Viridan finds his nose inches from the barrier.
She casts minor image (Will DC 17, no SR!, after everyone makes their haste attack) making it appear to the constructs and everyone else they are imprisoned under a huge glass mason jar. Gwen can concentrate on this for as long as she needs to. It lasts two rounds longer than that. The downsides include is this effects EVERYONE who doesn't interact with it and make their save, and some serpents might escape if they interact with the "walls".
Gwen steps back 5', and Hera goes along for the ride, and readies to attack any foe who gets close (using her 5' move to interpose herself between a snake and Gwen for instance).
GM Zin |
DR/All or DR/Something?
DR X/-
(Will DC 17, no SR!, after everyone makes their haste attack)
I take it Gwen is taking a delay action to do this. Only to the end of Round 1, or to just before the snakes in Round 2?
Gwendolyn the Strange -CORE- |
She times it to go off before the snakes get to move again.
Belladonna of Desna |
Bella stays put, but feels herself moving quicker, as she assesses the situation.
By the gods, these creatures look mighty tough. Do we have a way to defeat them!?!
She waves her arms in the air and creates a blessing for those around her.
Cast bless on the group.
GM Zin |
Kaya hastes the party, granting everyone enhanced quickness and more attacks.
Gwen pauses, waiting for all of the others to act.
Bella blesses everyone with Desna's watchful presence.
unarmed strike, haste, bless: 1d20 + 8 + 1 + 1 ⇒ (14) + 8 + 1 + 1 = 24
damage, B: 1d8 + 5 ⇒ (4) + 5 = 9
Pau unleashes a series of strikes against one of the snakes in front of him; three of four rapid kicks hit and leave multiple dents in the construct's carapace.
Round 2 (bold may act)
Viridian (haste 5 rounds remaining)
Gwen (delayed action; haste 5 rounds remaining)
Iron cobras
- red
- orange (-13 hp)
- yellow
- green (-9 hp)
Kaya (haste 4 rounds remaining)
Bella (haste 4 rounds remaining)
Pau (-10 hp; haste 4 rounds remaining)
Hera
Active Effects
Haste: may make one extra attack with natural or manufactured weapon as part of full attack action; gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves (any condition that makes you lose your Dexterity bonus to Armor Class also makes you lose dodge bonuses); all modes of movement increase by 30 ft (to a maximum of twice your normal speed)
Bless: gain a +1 morale bonus on attack rolls and on saving throws against fear effects
Viridian Torr |
Viridian swings both blades in a curtain of steel
”Most excellent! “
#1 Sword,haste: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33 for dmg: 1d8 + 9 ⇒ (1) + 9 = 10
#2 Sword,haste: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 for dmg: 1d8 + 9 ⇒ (8) + 9 = 17
#off Sword,haste: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29 for dmg: 1d6 + 5 ⇒ (2) + 5 = 7
#H Sword,haste: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15 for dmg: 1d8 + 9 ⇒ (6) + 9 = 15
Should I be assuming cannot crit these? Green then yellow…
#1 Sword,haste: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28 for dmg: 1d8 + 9 ⇒ (5) + 9 = 14
.
GM Zin |
Constructs are not immune to critical hits in general, and none of your allies indicated that these constructs in particular are immune to critical hits, so you should go ahead and roll for critical threats.
Viridian Crit?: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34 damage: 1d8 + 9 ⇒ (5) + 9 = 14
Viridian slashes at the cobras, destroying the first with a magnificently placed strike and only mildly denting the other.
Then, Gwen's large glass jar drops down over the cobras, who immediately begin tapping at it.
red Will vs. DC 17: 1d20 ⇒ 2
orange Will vs. DC 17: 1d20 ⇒ 5
yellow Will vs. DC 17: 1d20 ⇒ 15
All three begin tapping at the inside of the glass furiously, jaws opening wide periodically to try to gain purchase as they alternately tap, slam, and bite at the hard surface, to no effect.
PCs must also interact with the glass (move action) and make a DC 17 Will save to attack the cobras
Round 2 (bold may act)
Kaya (haste 4 rounds remaining)
Bella (haste 4 rounds remaining)
Pau (-10 hp; haste 4 rounds remaining)
Hera
Round 3 (bold may act)
Viridian (haste 4 rounds remaining)
Gwen (haste 4 rounds remaining)
Iron cobras
- red
- orange (-13 hp)
- yellow (-2 hp)
- green (-28 hp; dead)
Kaya (haste 3 rounds remaining)
Bella (haste 3 rounds remaining)
Pau (-10 hp; haste 3 rounds remaining)
Hera
Active Effects
Haste: may make one extra attack with natural or manufactured weapon as part of full attack action; gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves (any condition that makes you lose your Dexterity bonus to Armor Class also makes you lose dodge bonuses); all modes of movement increase by 30 ft (to a maximum of twice your normal speed)
Bless: gain a +1 morale bonus on attack rolls and on saving throws against fear effects
Viridian Torr |
1 person marked this as a favorite. |
Thanks GM - I spoilered the potential crit roll but yours was exactly the same damage :)
At the sight of the jar nearly crushing him
”Hey! Where did this come from?!?? “
He will tap it with short sword in disbelief
Will : 1d20 + 4 ⇒ (1) + 4 = 5 doh!
” I guess I will wait until they lift it again.“
He readies a strike if a snake emerges from the jar within reach
atk: 1d20 + 15 + 1 + 1 ⇒ (20) + 15 + 1 + 1 = 37 for dmg: 1d8 + 9 ⇒ (7) + 9 = 16
Crit atk: 1d20 + 15 + 1 + 1 ⇒ (13) + 15 + 1 + 1 = 30 for dmg: 1d8 + 9 ⇒ (1) + 9 = 10
.
Gwendolyn the Strange -CORE- |
"Wow. Well, they do say 'you gotta catch them all.'"
So basically at this point the fight might be over, OR we can sit through like 12 rounds of nothing much. Gwen (at least) considers them subdued and down for a three count. Maybe a snake escapes and everyone smashes it every couple of rounds. Illusionists, I tell ya. ;) GM?
To be fair, DR is not what most of this group was made for, and constructs don't usually have good will saves, and it is one of the few things Gwen and Hera have that would be useful against them, AND we are being timed. If folks want me to drop it, I can.
GM Zin |
So basically at this point the fight might be over, OR we can sit through like 12 rounds of nothing much. Gwen (at least) considers them subdued and down for a three count. Maybe a snake escapes and everyone smashes it every couple of rounds. Illusionists, I tell ya. ;) GM?
Well, there are three other players who haven't yet failed Will saves; I'll definitely wait to see what everyone does before I make any decisions about what to do next.
Gwendolyn the Strange -CORE- |
Assuming they want to fail. ;)
Gwen can explain the nature of the spell giving them a +4 bonus on the roll. Unfortunately there isn't enough bonus in the world to help Torr's save, which might come in handy if she ever needs to conjure an illusion of a bridge over a deep chasm, or a tunnel though a mountainside.
"I've got them all trapped under Gwendolyn's Amazing Mason Jar™."
Pau |
Will 1d20 + 8 + 4 ⇒ (3) + 8 + 4 = 15
Pau listened to Gwen describe her trick, but it still seemed all too real to him.
Belladonna of Desna |
"What the...?"
Bella looks on in awe as a giant glass jar encases the metal snakes.
Will: 1d20 + 10 ⇒ (18) + 10 = 28
Do we get a bonus for knowing it's an illusion or having the illusion "pointed out" to us?
Gwendolyn the Strange -CORE- |
"What the...?"
Bella looks on in awe as a giant glass jar encases the metal snakes.Do we get a bonus for knowing it's an illusion or having the illusion "pointed out" to us?
Side note, if you wander through the "glass" you might let all four genies out.
Belladonna of Desna |
Bella looks at her companions and then at the captured snakes in anticipation. She keeps one hand on the starknife at her hip and the other in the air, ready to cast a spell if need be.
"Uhhh... Sooo... What should we do?"
Gwendolyn the Strange -CORE- |
"It's my jar, and whoever heard of a jar with a door?"
GM Zin |
Round 2 (bold may act)
Kaya (haste 4 rounds remaining)
Bella (haste 4 rounds remaining; standard action remaining, disbelieves illusion)
Pau (-10 hp; haste 4 rounds remaining; standard action remaining, believes illusion)
Hera
Round 3 (bold may act)
Viridian (haste 4 rounds remaining; readied action, believes illusion)
Gwen (haste 4 rounds remaining)
Iron cobras
- red
- orange (-13 hp)
- yellow (-2 hp)
- green (-28 hp; dead)
Kaya (haste 3 rounds remaining)
Bella (haste 3 rounds remaining)
Pau (-10 hp; haste 3 rounds remaining)
Hera
Active Effects
Haste: may make one extra attack with natural or manufactured weapon as part of full attack action; gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves (any condition that makes you lose your Dexterity bonus to Armor Class also makes you lose dodge bonuses); all modes of movement increase by 30 ft (to a maximum of twice your normal speed)
Bless: gain a +1 morale bonus on attack rolls and on saving throws against fear effects
Kaya Leafwing |
Ugh, why do some games randomly stop showing updates!
Will Save + Gwen Bonus: 1d20 + 6 + 4 ⇒ (13) + 6 + 4 = 23
"We simply beat the crap out of the snakes and hope they are too dumb to know the jar isn't real."
Kaya moves up to Viridan and taps him on the shoulder, "A bit of insight should help here. Just keep swinging."
Move, cast Diviner's Fortuner on the fighter, which should grant him a +2 on essentially all d20 checks this round, which should include his save. I SHOULD use it on Pau, but I had PLANNED to use it on Viridian and I don't want to use OOC knowledge.
Belladonna of Desna |
Bella stays put, still wondering what's going to happen. (Delay).
"Is that illusion going to go away soon? Can we really attack the creatures through it? Won't that snap them out of believing it's real?"
Gwendolyn the Strange -CORE- |
Maintains concentration.
"I DON'T REALLY KNOW HOW MUCH MORE BEAT YOU CAN BE THAN BEING REDUCED TO A BUG UNDER GLASS!" Gwen shouts to the judges.
GM Zin |
Kaya, seeing through Gwen's illusion, grants Viridian a twist of fate in his favor.
Bella sees through Gwen's illusion as well; she contemplates what to do with the snakes trapped as they are.
Pau can't reconcile what his eyes see with what Gwen is telling him; he remains suspicious, and likewise wonders what to do next.
Viridian, even with the aid of Kaya's magic and Gwen's explanation, still doesn't believe the jar to be anything other than it appears. He readies an attack for when the snakes break through the glass.
Gwen focuses on maintaining the illusion, keeping the snakes trapped. She shouts in Kiang Zhen's direction, seemingly trying to get this combat called in their favor. She notices the oni's attention is watching the many combats occurring all over the grounds of this arena; he doesn't seem to notice Gwen's call for intervention. (In OOC terms, trapping the snakes under glass doesn't "end" this encounter. Whether that's due to anything related to your foes in particular, or the conventions of this encounter in a broader sense, you don't know.)
will attempt a new save on his turn with the buff and knowledge from Gwen?
Because of the initiative order, the buff applied retroactively to the roll you'd already made; it was not enough to change the outcome. (Kaya knew this, which is why she noted it would have been better used on Pau but wanted to maintain her action without OOC knowledge.) Likewise, Gwen's explanation isn't enough to help.
If someone who disbelieves the illusion decides to take an action through it, I will allow that to trigger a new save for anyone else who still disbelieves the illusion; they will get the +4 bonus, this time for having seen the illusion being bypassed. The snakes will get the same opportunity, however.
Round 2 (bold may act)
Bella (haste 4 rounds remaining; standard action remaining, disbelieves illusion)
Pau (-10 hp; haste 4 rounds remaining; standard action remaining, believes illusion)
Hera (readied to do what?)
Round 3 (bold may act)
Viridian (haste 4 rounds remaining; readied action, believes illusion)
Gwen (haste 4 rounds remaining; concentrating)
Iron cobras
- red
- orange (-13 hp)
- yellow (-2 hp)
- green (-28 hp; dead)
Kaya (haste 3 rounds remaining)
Bella (haste 3 rounds remaining)
Pau (-10 hp; haste 3 rounds remaining)
Hera
Active Effects
Haste: may make one extra attack with natural or manufactured weapon as part of full attack action; gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves (any condition that makes you lose your Dexterity bonus to Armor Class also makes you lose dodge bonuses); all modes of movement increase by 30 ft (to a maximum of twice your normal speed)
Bless: gain a +1 morale bonus on attack rolls and on saving throws against fear effects
If Bella and Pau don't want to do anything with their standard actions this round, let me know and I'll advance the round.
GM Zin |
The cobras continue their meaningless assault on the inside of the glass jar that isn't there.
Round 3 (bold may act)
Kaya (haste 3 rounds remaining; disbelieves illusion)
Bella (haste 3 rounds remaining; disbelieves illusion)
Pau (-10 hp; haste 3 rounds remaining; believes illusion)
Hera
Round 4 (bold may act)
Viridian (haste 3 rounds remaining; readied action, believes illusion)
Gwen (haste 3 rounds remaining)
Iron cobras
- red
- orange (-13 hp)
- yellow (-2 hp)
- green (-28 hp; dead)
Kaya (haste 2 rounds remaining; disbelieves illusion)
Bella (haste 2 rounds remaining; disbelieves illusion)
Pau (-10 hp; haste 2 rounds remaining; believes illusion)
Hera
Active Effects
Haste: may make one extra attack with natural or manufactured weapon as part of full attack action; gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves (any condition that makes you lose your Dexterity bonus to Armor Class also makes you lose dodge bonuses); all modes of movement increase by 30 ft (to a maximum of twice your normal speed)
Bless: gain a +1 morale bonus on attack rolls and on saving throws against fear effects
I've been made aware that "[a] character faced with proof that an illusion isn’t real needs no saving throw." (CRB 210) As such, any action through the illusion will open that up for everyone.
Gwendolyn the Strange -CORE- |
Gwen stops concentrating and casts a spell upon her owl. She casts mage armor on Hera.
Remember kids don't be clever. This is a Pathfinder Society scenario after all. In it you must kill and kill and kill until you cannot anymore and then consider ways you can make yourself more killier. If only she knew how to make a giant jar full of acid, then it would have worked. ;)