
PFS 2 GM ZD |

Barydeth dodges a majority of the damage. His tree not so much.
He manages to move his glaive around the red and connect with the yellow twice. two solid hits..all damage seems to go through
Barydeth takes a step back, giving some ground.
Barydeth's tree heals salliss' tree.
The salamander reactivates his fire armor before moving in.
Herondal's tree snaps a branch out at as it crosses the bridge, slapping it right on it's chest. hit. It doesn't get the grab since it was a reaction and can not spend the additional action to do so.
Barydeth then takes a swipe at it, connecting. hit
attack: 1d20 + 18 ⇒ (13) + 18 = 312d10 + 7 ⇒ (2, 4) + 7 = 13
It then bring's it's Ranseur down across Barydeth's mid-section. Hit. 2 less from Pip's defense
Yellow, like blue, reactivates it's flame armor and moves and strikes at Barydeth.
attack: 1d20 + 17 ⇒ (7) + 17 = 242d10 + 7 ⇒ (9, 4) + 7 = 20
This one lays open his thigh. Just hit's the AC. reduced by 2
The red brimorak strides and then leaps across the river, landing next to the tree, and continues to the camp. Stride, leap, stride
Bold May Act
Sillass 67/78
Ionic 68/85
Herondal 63/74
Barydeth 86/118
Salamander, Blue
Salamander, Yellow
Brimorak, Red
Pip Hip Hooray 45/78
Hopper 26/72
Salamander, Red
Brimorak, Yellow
Salliss' tree 53/80
Ionic's tree 58/80
Herondal's tree 80/80
Barydeth's tree 63/80
Pip's tree 80/80
Hopper' tree 80/80
Salamander, Blue 84/125
Salamander, Yellow 88/125; flat-footed
Salamander, Red: 80/125
Brimorak, Red: 70/80 fireball used
Brimorak, Yellow: 80/80

Hopper's Wolf |

Wolfie felt the hit as they run past the two lizards. Then he smelled the blood, goblin blood. But his rider was still there, so the strike must not have been that bad.
Now he stayed next to the river looking at the horned creature jumping over the water.
Finally, the goblin gave the command to move. The paws begin to move as Wolfie run behind the running few and tries to bite his leg
Athletics to grab vs Fortitude DC, inspire courage?: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Now I leave it to the GM, in theory, grapple requires one hand free. Wolfs does not have hands, but they have fairly good jaws that they can use to grab and immobilize target. If the ruling is that Wolfie can't use Grab action then I would use support ability:
Your wolf tears tendons with each opening. Until the start of your next turn, your Strikes that damage creatures your wolf threatens give the target a –5-foot status penalty to its Speeds for 1 minute (–10 on a critical success).

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Hopper looks at the developments, they can't let the creatures reach the well. He commands Wolfie to go after the horned creature, he signs to Pip
"I will try to stop the red horned devil! Look out for the other one!" he hopes that she spots it
They run from behind the creature and Hopper leads Wolfie to grab the creature.
Then he jumps off the saddle and throws his bomb at the creature
Bottled Lightning@red Brimorak, ic: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16
Damage, ic: 2d6 + 1 ⇒ (1, 1) + 1 = 3 +2 splash damage if not critically failed, flat-footed till next round on hit
Command animal (move + grab/support), dismount, throw bomb. I added Wolfie's icon to the map, as for now, they will move separately

PFS 2 GM ZD |

Hopper's true soaks the brimorak on the other side of the river.
The mounted goblin moves over to the brimorak moving close to the camp. The wolf attempts to grab hold of the furry leg of the demon. The demon lifts it's hoof just in time. Not able to grab hold
Hopper slides off and stumbles in the thicket as he throws, sending the bomb way off courss. critical miss
Bold May Act
Sillass 67/78
Ionic 68/85
Herondal 63/74
Barydeth 86/118
Salamander, Blue
Salamander, Yellow
Brimorak, Red
Pip Hip Hooray 45/78
Hopper 26/72
Wolfie 60/60
Salamander, Red
Brimorak, Yellow
Salliss' tree 53/80
Ionic's tree 58/80
Herondal's tree 80/80
Barydeth's tree 63/80
Pip's tree 80/80
Hopper' tree 80/80
Salamander, Blue 84/125
Salamander, Yellow 88/125; flat-footed
Salamander, Red: 80/125
Brimorak, Red: 70/80 fireball used
Brimorak, Yellow: 66/80

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oof... 30 foot movement speeds on those horned devils? No way we catching them in time.... (cus at at 25 feet or less they'd have had to make a check to jump the river... not a huge check, mind. DC 15. But a nat 1 still fails.) ... and if they do and their routine is to move full speed towards camp each turn... I really don't see how we are supposed to stop them when they have almost as many creatures as we do, and the yellow salamander has shown the salamanders at least have hp more on par with my barbarian than most other martials, and notably higher ac

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I just posited an idea in the discussion that might let us squeak out a victory still... please read, cus we need to strategize this nonsense leaping demons. with my own nonsense leaping

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Due to lingering performance, Pip's Inspire Defense is still up!
You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as 2 resistance to physical damage.
◈ Pip moves forward, and hiding behind Bardyth the Giant, and tells a joke in ignan. "How did the salamander learn so much? He would always axolotl questions!"
◈◈ Then she peeks between Bardyth's legs to cast Hideous Laughter on the Red Salamander.
DC 25 Will save, please.
★ --- ★ --- ★ --- ★
Pip's tree waves its branches and heals Ionic for 25 hit points!
Healing: 2d8 + 16 ⇒ (6, 3) + 16 = 25

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SNIP
◈ Pip moves forward, and hiding behind Bardyth the Giant, and tells a joke in ignan. SNIP
Pip! That puts you in AoO range of Yellow Salamander! As we know they have one, perhaps a square back East? As you'll still be exactly 30 feet from Your target there, and NOT getting stabbed in the face. As we don't want the spell getting disrupted

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and then there's also the fact that in the planing, Bardyth will not end up back in that same identical square... I want them to "waste" an action moving.

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You're right. I thought that cover prevented AoOs. I've positioned myself accordingly.

PFS 2 GM ZD |

will save: 1d20 ⇒ 7
The red salamander cocks it's head to the side and Pip believes she can see the sides of it's lip curl. A moment later it begins to chuckle. Failed. Slowed 1 and can't use reactions
Pip's tree restores Ionic.
red salamander vs Barydeth: 1d20 + 18 ⇒ (17) + 18 = 352d10 + 7 ⇒ (3, 5) + 7 = 15 Believes that's a critical hit
The Red Salamander's armor of flames dies down as it steels itself momentarily and takes a step. It thrusts its polearm into the chest of Barydeth. 28 piercing after Pip's reduction
The yellow brimorak leaps across the river. It opens it's maw and lets out a stream of boiling blood, coating Herondal and Ionic.
divine,evocation, fire: 6d6 ⇒ (3, 3, 4, 2, 2, 4) = 18 fire damage. Ionic and Herondal will need to make a DC 21 basic reflex save for the fire damage. Will need an additional DC 21 reflex save or acrobatics check check vs the same DC or fall prone. The Orange outline represents the "grease".
Bold May Act
Sillass 67/78
Ionic 85/85 - DC 21 basic reflex save vs damage; DC 21 reflex or acrobatics or fall prone
Herondal 63/74 - DC 21 basic reflex save vs damage; DC 21 reflex or acrobatics or fall prone
Barydeth 58/118
Salamander, Blue
Salamander, Yellow
Brimorak, Red
Pip Hip Hooray 45/78
Hopper 26/72
Wolfie 60/60
Salamander, Red
Brimorak, Yellow
Salliss' tree 53/80
Ionic's tree 58/80
Herondal's tree 80/80
Barydeth's tree 63/80
Pip's tree 80/80
Hopper' tree 80/80
Yellow Brimorak recharge
recharge: 1d4 ⇒ 2
Salamander, Blue 84/125
Salamander, Yellow 88/125
Salamander, Red: 80/125
Brimorak, Red: 70/80 fireball used
Brimorak, Yellow: 66/80; fireball used; breath cool-down 2 rounds

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Sallis says something in Abyssal as he drops his bow.
He then smoothly draws his rapier and lunges with it at the Brimorak. It is a style of swordplay seldom seen in Avistan.
+1 Striking Cold Iron Rapier, IC: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21 Disarm, Finesse Hero point the roll
Piercing, IC: 2d6 + 6 + 1 ⇒ (4, 5) + 6 + 1 = 16
On crit Deadly: 1d8 ⇒ 2
Sneak Attack: 2d6 ⇒ (4, 4) = 8
+1 Striking Cold Iron Rapier, IC, promo shirt: 1d20 + 16 + 1 + 1 ⇒ (19) + 16 + 1 + 1 = 37
He then says an arcane word and strikes at the demon again.
CI Rapier, Second Attack, IC: 1d20 + 16 - 5 + 1 ⇒ (20) + 16 - 5 + 1 = 32 Disarm, Finesse
CI Rapier, Second Attack, IC: 1d20 + 16 - 5 + 1 ⇒ (10) + 16 - 5 + 1 = 22 Disarm, Finesse True Strike
Piercing, IC: 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9
On crit Deadly: 1d8 ⇒ 5
Sneak Attack: 2d6 ⇒ (4, 3) = 7
Quick draw (hero point reroll), true strike spell, strike

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SNIP
Believes that's a critical hit
SNIP
That is indeed a critical hit, Bardyth will look appropriately shocked and insulted to be made to bleed his own blood

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Pip raises a brow at the Abyssal.
In Abyssal, she responds to Saliss, "That really was special! Keep doing it!"

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Hopefully we are all remembering Inspire Courage and Inspire Defense.
reflex vs fire damage including inspire defense: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25 9 fire damage.
reflex vs prone including ID: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32
"Go home and hide under your beds gross things."
Herondal steps back ◈ and casts Fear against the 4 nearest enemies 3rd level version. DC 22 will save. ◈◈
Meanwhile the red tree lashes out. At the blue enemy.
Branch: 1d20 + 15 ⇒ (17) + 15 = 32 ◈
blugoning: 2d8 + 7 ⇒ (7, 5) + 7 = 19
try to grab with Athletics: 1d20 + 14 ⇒ (3) + 14 = 17 ◈

NPC Buddy |
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Salliss’s tree shakes it’s leaves again to reduce the flames. It then attempts to drown Blue Salamander.
Super Soaker!: 1d20 + 13 ⇒ (19) + 13 = 32 Range 60’
Cold water: 4d6 ⇒ (4, 2, 5, 4) = 15
The ranged attack provokes

PFS 2 GM ZD |

The Brimorak's eyes widen in fear as he sees the cold iron blade. Salliss thrust twice, piercing center mass on both. Boiling blood sprays out with each thrust, splashing Salliss.
thrust 1: 2d4 ⇒ (2, 3) = 5 fire damage
thrust 2: 2d4 ⇒ (1, 1) = 2 fire damage
Salliss, I will need 2 DC 19 basic reflex saves vs its boiling blood
The demon goes down to its knees before popping out of existence in a puff of sulfurous smoke. two crits take it down. Unfortunately you needed both.
Salliss' tree draws back to launch a glob of water. The Blue Salamander quickly thrust its weapon at it. Knowing it uses cold water.
blue: 1d20 + 18 ⇒ (15) + 18 = 332d10 + 7 ⇒ (5, 2) + 7 = 14 crit. 23 damage after critical hit and resistance.
The ransuer pierces the tree and splinters shoot out the back.
So crit's interupt manipulate traits...but I am not sure if this ranged attack as a manipulate trait. I know strike does not. So, I'm gonna say no
The tree flings the water at the salamander, coating it. The cold water sizzles on contact. hit
Stepping out of the blood on the ground, Herondal targets the minds of his enemies.
yellow brimorak: 1d20 ⇒ 8 failed
yellow salamander: 1d20 ⇒ 14 succeed
red salamander: 1d20 ⇒ 14 succeed
blue salamander: 1d20 ⇒ 11 succeed
Herondal's tree snaps out at the blue salamander, catching it around the torso, and grabbing hold. Hit. No athletics check needed. grab is free, just have to use the action
Bold May Act
Sillass 67/78 - 2 DC 19 basic reflex saves vs its boiling blood
Ionic 85/85 - DC 21 basic reflex save vs damage; DC 21 reflex or acrobatics or fall prone
Herondal 54/74
Barydeth 58/118
Salamander, Blue
Salamander, Yellow
Pip Hip Hooray 45/78
Hopper 26/72
Wolfie 60/60
Salamander, Red
Brimorak, Yellow
Salliss' tree 30/80
Ionic's tree 58/80
Herondal's tree 80/80
Barydeth's tree 63/80
Pip's tree 80/80
Hopper' tree 80/80
Salamander, Blue 40/125 frightened 1; grabbed
Salamander, Yellow 88/125 frightened 1
Salamander, Red: 80/125 frightened 1
Brimorak, Yellow: 66/80; fireball used; breath cool-down 2 rounds,

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Seeing the first Brimorak drop, Bardyth will turn his hatred onto the Yellow Brimorak that is just within reach.
glaive, ic: 1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23
slashing, cold iron, damage: 2d8 + 16 + 1 ⇒ (7, 7) + 16 + 1 = 31
as the brush it is in only gives lesser cover, based off Salliss roll, I am going to trust that hits on the dot, and not hero point it.
He will swing a second time,
glaive, ic, map: 1d20 + 16 + 1 - 5 ⇒ (14) + 16 + 1 - 5 = 26
slashing, cold iron, forceful damage: 2d8 + 16 + 1 + 2 ⇒ (4, 7) + 16 + 1 + 2 = 30
He will then leap back to land adjacent to his smaller friend, glaive at the ready to smack any who approach. As I go after Ionic, his tree shoukd trigger the other AoO. So shouldn't trigger any myself. Just posting now to keep things moving
glaive, ic: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24
slashing, cold iron, damage: 2d8 + 16 + 1 ⇒ (4, 4) + 16 + 1 = 25
If this is triggered by a Salamander. Gonna hero point that.
heroic glaive, ic: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
Turn end
Tree uses Heal on Hopper this time.
heal: 2d8 + 16 ⇒ (2, 1) + 16 = 19

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Reflex vs 1st strike Boiling blood, ID: 1d20 + 17 + 1 ⇒ (16) + 17 + 1 = 34
Reflex vs 2nd strike Boiling blood, ID: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26 Both successful, evasion makes them crit success
Having been warned by Pip of the danger, Salliss is able to avoid getting any of the blood on him. As the Brimorak pops out of existence, Salliss flicks his blade to clear it of blood.
“Hopper, remind me to get Wolfie a treat after this is done!”

PFS 2 GM ZD |

Ionic Go!
Will post updated summary once you post. FYI Barydeth's two strikes will finish off the remaining Brimorak

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Reflex save vs. Fire, Inspired defence: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29 4 fire damage, after 1/2ing and Resistance
Reflex save vs. Grease, Inspired Defence: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
Ionic slips in the grease but avoids the worst of the flames due to being on the ground. After a second he drops his sling and stands up, instead drawing his trident. He then takes a moment to stride out of the grease, and in front of Bardyth, muttering dark things about fires and extraplanar creatures fighting in material plane matters. "Tell ya, shouldn't be here.... None o' dere business.... Burning e'eryding!"
Hrmm not sure how to handle this tbh, but I'll go with this and be a bit of a meat shield for Bardyth.

Botくん |

Ionic's tree starts to wind a wellspring of water, physically twisting itself as water splays out around it. It then slams itself down on top of the salamander right at it's base, drawing a stab from the creature as it goes.
'ranged' Water blast: 1d20 + 13 ⇒ (4) + 13 = 17
Cold Damage: 4d6 ⇒ (1, 6, 2, 6) = 15

PFS 2 GM ZD |

Salliss dodges the spurting blood with ease.
Ionic dodges the fire dropping prone at the exact moment. He gets back up and stands in front of his ally, placing his own body on the line.
yellow: 1d20 + 17 ⇒ (2) + 17 = 192d10 + 7 ⇒ (4, 8) + 7 = 19
Ionic's tree rears back now. Yellow being a bit more rattled than normal, thrusts his Ranseur in the general direction of the tree. The blade glances off the side of the tree. Miss
The tree brings down a glob of water, which is evaporated on contact by the creatures fiery armor.
escape, athletics + frightened 1: 1d20 + 17 - 1 ⇒ (16) + 17 - 1 = 32 vs DC 24
ransuer vs blue tree + frightened: 1d20 + 18 - 1 ⇒ (17) + 18 - 1 = 342d10 + 7 ⇒ (2, 8) + 7 = 17
The blue salamander reactivates it's fiery armor ability and breaks free of the branch. He then takes out it's frustration on Salliss' tree, driving the tip of this polearm through the heart of the tree. After the assault, it is barely standing. Crit on the tree. [ooc]Crit 29 damage after resistence
yellow tail + frightened: 1d20 + 17 - 1 ⇒ (13) + 17 - 1 = 291d8 + 7 ⇒ (4) + 7 = 111d6 ⇒ 3
Yellow brings his armor back up and flicks it's tell at ionic, it whips around him and holds firm. Hit, Ionic takes 11 bludgeoning. The fire is resisted, so no damage there. You are grabbed
Barydeth finishes the remaining Brimorak in two strokes, before moving back.
Bold May Act
Sillass 67/78
Ionic 70/85; Grabbed
Herondal 54/74
Barydeth 58/118
Salamander, Blue
Salamander, Yellow
Pip Hip Hooray 45/78
Hopper 26/72
Wolfie 60/60
Salamander, Red
Brimorak, Yellow
Salliss' tree 1/80
Ionic's tree 58/80
Herondal's tree 80/80
Barydeth's tree 63/80
Pip's tree 80/80
Hopper' tree 80/80
Salamander, Blue 40/125
Salamander, Yellow 88/125
Salamander, Red: 80/125 frightened 1; slowed 1 can't use reactions.

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Hopper smiles when the demon disappears into the abyss. He looks at Salliss dodging the blood and comments "It is not a time for dancing Salliss, be serious!"
He turns around and spots the tree that is barely standing. He takes few steps forwards and throw another bottled lightning
Bottled Lightning@yellow Salamander, IC: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Damage, electricity, ic: 2d6 + 1 ⇒ (6, 3) + 1 = 10 +2 splash damage restricted only to yellow, flat-footed on hit
"Wolfie, kill the yellow one! Protect the tree!"
Move, throw bomb@yellow, command animal (Wolfie)
@GM - Hopper was healed for 19 hp which should bring him to 45

Hopper's Wolf |

Wolfie's distracting the demon was what allowed it to be killed. The big grey wolf kept showing it's teeth even after the demon was gone. When Hopper showed him a target Wolfie run to action.
He run next to pip and under Barydeth feet, finally, he bypassed Ionic and jumped on the Lizzard that was closest to the tree.
Attack jaws@yellow salamander vs flat-footed, ic: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22 But Wolfies jaws do not connect with the target.

PFS 2 GM ZD |

Hopper moves back in and to the fray and lobs another bottled lightning at yellow. It connects, jolting the salamander. Hit
Wolfie moves in on the marked target, being sure to avoid the Ransuer of blue. However, the wolf has not choice but to confront yellows.
Yellow AOO: 1d20 + 18 ⇒ (8) + 18 = 262d10 + 7 ⇒ (1, 2) + 7 = 10
The blade clips the wolf's flank. The determined wolfie presses on, his jaws finding nothing but air.
Hopper's tree fails to connect with yellow.
@Hopper, fixed you HP
Pip is up
Bold May Act
Sillass 67/78
Ionic 70/85; Grabbed
Herondal 54/74
Barydeth 58/118
Salamander, Blue
Salamander, Yellow
Pip Hip Hooray 45/78
Hopper 45/72
Wolfie 50/60
Salamander, Red
Brimorak, Yellow
Salliss' tree 1/80
Ionic's tree 58/80
Herondal's tree 80/80
Barydeth's tree 63/80
Pip's tree 80/80
Hopper' tree 80/80
Salamander, Blue 40/125; flame armor
Salamander, Yellow 76/125; flame armor; flat-footed
Salamander, Red: 80/125 frightened 1; slowed 1 can't use reactions.

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Due to lingering performance, Pip's Inspire Defense is still up!
You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as 2 resistance to physical damage.
Pip, who is part dryad, shrieks when the Blue salamander spears Salliss's tree. She turns around, leaves trembling in fury. "No! Today is a day when no trees will die!" She calls out in anguish to the tree in Sylvan, "Beloved friend, hang in there. We need you!"
4th Level Soothe: 4d10 + 16 ⇒ (6, 9, 2, 6) + 16 = 39
Then she takes a deep breath, and says in Ignan to the Red Salamander, "Why did the Brimorak call his Salamander allies tiny? He went into battle with one, and said, 'He's my newt!'"
◈◈ 4th Level Soothe
◈ Sustain Hideous Laughter (no additional save)

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I believe Ionic also has some resistance to physical damage from Pip's inspired defense.

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Ionic should have resist 2 to the physical, yes.

PFS 2 GM ZD |

Yuhp. And I forgot to take 2 away from the total damage from Wolfie. Will update it with the next post.
Retcon per discussion
Pip does the ritual Nelket taught her, focusing on Salliss' tree. The tree shrinks down and return to it's feather form. It's bright colors standing out among the burnt ground.
Pip's tree restores Barydeth.
Red, finally over it's laughing spell, activates his flame armor and approaches Hopper, making sure to stay out of range of the swinging branches of Herondal's tree.
red ransuer + frightened: 1d20 + 18 - 1 ⇒ (11) + 18 - 1 = 282d10 + 7 ⇒ (1, 3) + 7 = 11
He brings the polearm around and lunges towards Hopper. The point penetrating his leather armor. 11-2=9 damage
Round 4
Bold May Act
Sillass 67/78
Ionic 70/85; Grabbed
Herondal 54/74
Barydeth 87/118
Salamander, Blue
Salamander, Yellow
Pip Hip Hooray 45/78
Hopper 36/72
Wolfie 52/60
Salamander, Red
Brimorak, Yellow
Ionic's tree 58/80
Herondal's tree 80/80
Barydeth's tree 63/80
Pip's tree 80/80
Hopper' tree 80/80
Salamander, Blue 40/125; flame armor
Salamander, Yellow 76/125; flame armor; flat-footed
Salamander, Red: 80/125; flame armor

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dang, it moved into reach, but not triggered my AoO cus it entered the square after using the move action... Sorry Hopper... Plus side, I guess, I still have that Hero point then.
Bardyth will Leap to a location in the trees at some point in his round. When depends on when Yellow is dead. As soon as it is, I Leap to my location. (if Yellow is alive after my two attacks, I leap there as my third action. if it is dead at start of turn, I leap there as first action.)doing this to help keep things moving. I am leaping to the same location no matter what. it just depends when.
If Yellow survives everything Salliss, Herondal, and Ionic, and any trees, throw at it. The following attack is on Yellow. If Yellow is dead first, I will take my leap action that I will take at some point this turn, first, rather than later, and the following attack would be on Blue instead.
Bardyth will swing,
glaive, ic: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33
slashing, gt, cold iron etc.: 2d8 + 16 + 1 ⇒ (6, 4) + 16 + 1 = 27
if it is STILL standing after having taken 114 damage, plus whatever amount extra from a cold-damage attack earlier, and what my friends do this turn. I'll swing again on it. Otherwise I will move then swing on blue.
glaive, ic, map: 1d20 + 16 + 1 - 5 ⇒ (12) + 16 + 1 - 5 = 24
slashing, gt, cold iron etc.: 2d8 + 16 + 1 + 2 ⇒ (4, 4) + 16 + 1 + 2 = 27
gonna pop that hero point now
heroic glaive, ic, map: 1d20 + 16 + 1 - 5 ⇒ (15) + 16 + 1 - 5 = 27
and... I think that still misses. oh well.
If not done yet, then Bardyth Leaps now.
glaive, ic: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36
slashing, gt, cold iron etc.: 2d8 + 16 + 1 ⇒ (4, 1) + 16 + 1 = 22
*------*------*-------*--------*-------*------*------*-----
tree heals Hopper again.
heal: 2d8 + 16 ⇒ (8, 8) + 16 = 32

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Last round of Inspire Courage.
Herondal tries for a smaller bit of fear and glares at the Yellow salamander.
Demoralize yellow using acting (Drama): 1d20 + 16 ⇒ (9) + 16 = 25 ◈
Electric Arc on Yellow and Red DC 22 simple Reflex save: 3d4 + 4 + 1 ⇒ (3, 3, 3) + 4 + 1 = 14 ◈◈
Meanwhile the red tree makes a grab for the blue salamander.
Branch: 1d20 + 15 ⇒ (1) + 15 = 16 ◈
and then tries again: 1d20 + 15 ⇒ (8) + 15 = 23 ◈
blugoning: 2d8 + 7 ⇒ (5, 5) + 7 = 17
Lash Out: 1d20 + 15 ⇒ (15) + 15 = 30
blugoning: 2d8 + 7 ⇒ (4, 7) + 7 = 18

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Ionic grumbles heavily in the grasp of the yellow salamander. The lizard was his prey, not the other way around! "Blasted salamander! Not understandin' order o dings!" He lashes out with an admittedly short leg at the tail, trying to get it to withdraw and let him move again.
Escape, unarmed strike: 1d20 + 15 ⇒ (17) + 15 = 32
If that's a Crit, Ionic will use the free 5 foot Stride to close the distance, and set up parry, if it's just a success, he acts as below.
With Wolfie having drawn out the reaction from the salamander, Ionic closes the distance with little regards to getting hit and swings his trident around the iron ring on his right hand glowing as it empowers the weapon. "Finally got close enough! Now see why ya don't get into melee wid a dwarf pirate!"
Trident, second strike, Hunted Prey, IC: 1d20 + 16 - 3 + 1 ⇒ (1) + 16 - 3 + 1 = 15
Piercing Damage: 2d8 + 4 + 1 ⇒ (1, 1) + 4 + 1 = 7
+1 Clan dagger, 3rd+ strike, hunted prey, ghost touch, IC: 1d20 + 16 + 1 - 4 ⇒ (15) + 16 + 1 - 4 = 28
Damage, Piercing: 2d4 + 4 + 1 ⇒ (1, 4) + 4 + 1 = 10 If both of those hit, combine damage before calculating resistances, etc.
◈ Escape, ◈Stride, ◈ Twin Takedown

PFS 2 GM ZD |

Herondal demoralizes yellow before jolting it and red.
yellow + frightened: 1d20 - 1 ⇒ (10) - 1 = 9
red: 1d20 ⇒ 10
Both manage to dodge most of the electricity.
Herondal's tree snaps out twice, but fail to connect with the salamander.
Ionic breaks free and rushes the yellow salamander. Going to say you stepped, announcing stride would draw the AOO from red. Unless that is what you were hoping for..
The trident is off it's mark but the dagger connects. hit
Ionic soon finds out that fighting this close to the salamanders while there flame armor is active is not fun. DC 25 reflex save or take 2d6 ⇒ (5, 1) = 6 persistent fire damage
red vs ionic tree: 1d20 + 18 ⇒ (1) + 18 = 192d10 + 7 ⇒ (5, 9) + 7 = 21
Ionic's tree rocks back, red reacts. It's blade finds nothing. The tree nails yellow with cold water.
Salliss is up. Will post Barydeth's actions afterwards per his instructions.
Bold May Act
Sillass 67/78
Ionic 70/85
Herondal 54/74
Barydeth 87/118
Salamander, Blue
Salamander, Yellow
Pip Hip Hooray 45/78
Hopper 36/72
Wolfie 52/60
Salamander, Red
Brimorak, Yellow
Ionic's tree 58/80
Herondal's tree 80/80
Barydeth's tree 63/80
Pip's tree 80/80
Hopper' tree 80/80
Salamander, Blue 40/125; flame armor
Salamander, Yellow 36/125; flame armor; flat-footed; frightened 1
Salamander, Red: 72/125; flame armor

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Reflex save vs. Persistant fire? Dang, Inspired defence: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
The dwarf's beard catches on fire as he doesn't completely avoid the flames, luckily his facial hair seems mostly flame resistant.
Dangit if only he'd rolled one lower it wouldn't be an issue.

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My understanding is that Red has used its Attack of Opportunity on Ionic’s tree. If not, this will hurt a lot.
Leaving his bow on the ground, Salliss activates his boots and rushes through the burnt undergrowth. He runs around Ionic and Wolfie to end up flanking Yellow.
Free action to activate Boots that allow me to ignore difficult terrain until end of turn.
Provokes from Yellow and Red. As I said, I hope Red has used their AoO.
He then thrusts the rapier at Yellow.
+1 Striking Cold Iron Rapier, IC: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21 Disarm, Finesse
Piercing: 2d6 + 6 ⇒ (4, 6) + 6 = 16
On crit Deadly: 1d8 ⇒ 5
Sneak Attack: 2d6 ⇒ (1, 5) = 6
Since Ionic had to do a Reflex save…
Reflex, ID; too close to fire armor: 1d20 + 17 + 1 ⇒ (9) + 17 + 1 = 27 Evasion turns it to crit success

PFS 2 GM ZD |

This reflex is a save or suck one. Not basic.
Due to the fire resistance, you would only take 1
Ionic's tree did in fact eat Red AOO. Yellow used theirs on Wolfie. Blue is the only one that has one left
Salliss takes in indirect route to get to the backside of yellow and thrust. The salamander somehow dice bot dodges the blade. only need reflex if it is hit
Barydeth glaive comes down on yellow. It is the first of the salamander to fall. Hit
He then leaps and swings at blue. It ducks it's head at the last moment. miss
Hopper regains some more health.
The blue salamander renews it's flame armor, steps and then strikes.
ransuer: 1d20 + 18 ⇒ (18) + 18 = 362d10 + 7 ⇒ (4, 2) + 7 = 13
Barydeth takes another savage hit. 26-2=24 damage
Bold May Act
Sillass 67/78
Ionic 70/85
Herondal 53/74; 2d6 persistent fire(roll at end of you turn, will lower flat check to DC 10, due to the tress giving off fire ward.
Barydeth 63/118
Salamander, Blue
Pip Hip Hooray 45/78
Hopper 68/72
Wolfie 52/60
Salamander, Red
Ionic's tree 58/80
Herondal's tree 80/80
Barydeth's tree 63/80
Pip's tree 80/80
Hopper' tree 80/80
Salamander, Blue 40/125; flame armor
Salamander, Red: 72/125; flame armor

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Pip is done with these tree-killing salamanders. "It's time for you lot to chill out!" She aims for Blue.
◈◈ Ray of Frost+IC: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
Brrrrr Cold Damage: 4d4 + 4 + 1 ⇒ (4, 4, 1, 4) + 4 + 1 = 18
Performance (dance): 1d20 + 14 ⇒ (11) + 14 = 25
◇Lingering Performance
◈ Inspire Defense

PFS 2 GM ZD |

Pip blast blue in the face with a freezing spray. Hit She follows up by keeping her performance going.
The blue salamander appears to be barely hanging on.
He tree heals Ionic's tree.
Bold May Act
Sillass 67/78
Ionic 70/85
Herondal 53/74; 2d6 persistent fire(roll at end of you turn, will lower flat check to DC 10, due to the tress giving off fire ward.
Barydeth 63/118
Salamander, Blue
Pip Hip Hooray 45/78
Hopper 68/72
Wolfie 52/60
Salamander, Red
Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 63/80
Pip's tree 80/80
Hopper' tree 80/80
Salamander, Blue 12/125; flame armor
Salamander, Red: 72/125; flame armor

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Hopper yells in pain when ranseur makes a hole in his armor. But the healing might be equally annoying even if desirable
"Do you think this is wise Lizzard? To cross your blade with a goblin. I must warn you I will not fight fair" he takes a step backward and runs past Pip, with a quick motion he takes out bottle lightning and throws it at barely standing creature
Bottled Lightning@Blue, ic: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29
Damage, electricity, ic: 2d6 + 1 ⇒ (5, 6) + 1 = 12 +2 splash restrictected to Blue + flat-footed on hit
He smiles nastily and whistles at Wolfie to go for the other one.
Step, throw bomb (quick bomber), command Wolfie

Hopper's Wolf |

Wolfie jumps from behind Ionic and tries to bite the lizzard
Jaws@red,ic: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
Damage, piercing, ic: 2d8 + 3 + 1 ⇒ (8, 4) + 3 + 1 = 16
This time Wolfie's massive fangs find an unprotected part of Lizzard and bite into its flesh.
If Reflex save is needed
Reflex save, id: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20

PFS 2 GM ZD |

Hopper's wisely steps out of range before tossing his bottled lightning. It connects, sending an electrical shock over his body. It spasms a few times and then drops. Hit and down
Wolfie moves in to attack the remaining salamander. It's jaws find purchase. However, it is one spicy lizard and burns his mouth. Hit. Wolfie will take 2d6 ⇒ (1, 3) = 4 fire damage. The fire ward reduces all damage.
Hopper's tree launches a jet of water. Coating red and extinguishing some of the flame armor. Hit
red vs wolfie: 1d20 + 17 ⇒ (19) + 17 = 361d8 + 7 ⇒ (2) + 7 = 91d6 ⇒ 1
The salamander attacks wolfie with its tail. It wraps the wolf and begins to squeeze. Critical hit. 18-2=16 bludgeoning. The 2 fire is resisted. Wolfie then needs to make a basic fortitude save taking 1d8 + 4 ⇒ (4) + 4 = 8 bludgeoning damage. additionally taking 1d6 ⇒ 3 fire damage. which is resisted.
[b]Round 5-Everyone may act.[/b
Sillass 67/78
Ionic 70/85
Herondal 53/74; 2d6 persistent fire(roll at end of you turn, will lower flat check to DC 10, due to the tress giving off fire ward.
Barydeth 63/118
Pip Hip Hooray 45/78
Hopper 68/72
Wolfie 36/60; Grabbed; DC 25 basic fort vs the constrict daamge; 2d6 persistent fire(roll at end of you turn, will lower flat check to DC 10, due to the tress giving off fire ward.
Salamander, Red
Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 63/80
Pip's tree 80/80
Hopper' tree 80/80
Salamander, Red: 31/125