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Forgot knowledge checks and this is an aid for Xilt’s roll with +4.
kn nature / local / religion +4 or planes +9 : 1d20 ⇒ 11
“Xilt, these remind me of … “
bodyguard feat to improve AC of adjacent allies by 4 with up to 4 AoO, only fails on 1 : 1d20 ⇒ 101d20 ⇒ 41d20 ⇒ 161d20 ⇒ 11

GM Jhaeman |

Xilt is up.

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Xilt moves forward to see the nature of the dangers facing the party.
Move action taken only so he can see what the party is facing. He still have his standard and swift action remaining which he intends to use. Tzleztor will act after they know more (hopefully). :)
Knowledge check based on Religion vs Threat A, Heroism: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26
If K-Local then 22, If K-Dungeoneering then 26, if K-Planes or K-Arcana then 28. Does not include Setare's Aid. Xilt is a good distance away from her so I do not know if I can apply it.
Knowledge check based on Religion vs Threat B, Heroism: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26
If K-Local then 22, If K-Dungeoneering then 26, if K-Planes or K-Arcana then 28. Does not include Setare's Aid. Xilt is a good distance away from her so I do not know if I can apply it.

GM Jhaeman |

Enchanted cutting blades work well, however, or so claims an article in the Pathfinder Chronicles you read long ago.

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Xilt yells out a quick warning to his allies before trying to trip the closest zombie in a pool of grease.
"They are Juju Zombies. Cut them with a magical weapon and do not use fire, lightning or cold against them."
Grease Reflex DC 20 or fall prone vs green.

Tzleztor |

The little mephit is flummoxed by the wizard's warning. He even stomps his tiny foot mid-air in frustration.
"You buy me this fancy staff and now I cannot even use it!"
"Fine, but Xilt for the record. You suck."
Tzleztor flies forward slightly (5' step), draws a wand (of True Strike) and then attempts to activate it.
UMD, DC 20: 1d20 + 16 ⇒ (17) + 16 = 33
Tzleztor's fly skill is high enough to automatically hover or move less than half his speed.

GM Jhaeman |

The leathery mockeries of humanity move with surprising speed, scimitars sweeping through the air in wide arcs! Fortunately, the experienced Pathfinders are too quick for the strikes to connect!
Black and Blue (charging) move up and attack Chaine, but both miss even his FF AC.
Green does a full-round action to crawl out of the area of grease.
Yellow attacks Setare from around the corner. The attack misses.
Red advances to the fountain.
Summon %: 1d100 ⇒ 49
Black vs Chaine: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d6 + 8 ⇒ (1) + 8 = 9
Blue (charging) vs Chaine: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d6 + 8 ⇒ (1) + 8 = 9
Yellow vs Setare (w/ cover): 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d6 + 8 ⇒ (6) + 8 = 14

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Chaine downs the potion he was holding in his right hand Protection from Evil, move action via Accelerated Drinker and spurs Silvermane into a charge, drawing his lance and banner in the process and sticking it into the zombie that was right next to him!
Makes an attack 10 feet into the charge on blue then turns 90 degrees north (wheeling charge feat), stopping 10 feet from green- blue square indicates threatening area, should green try to get back up and others try to get to him, etc. (mount provokes an attack of opportunity from black but not from blue due to ride-by attack feat)
+1 Impervious Adamantine Lance, Mount Charging, Power Attack vs. blue: 1d20 + 22 - 3 ⇒ (20) + 22 - 3 = 39
adamantine magic piercing dmg: 3d8 + 15 + 27 ⇒ (6, 7, 4) + 15 + 27 = 59 plus trip (Mighty Charge)
trip: 1d20 + 14 + 1 - 3 ⇒ (12) + 14 + 1 - 3 = 24 vs. blue's CMD
============================
CONFIRM CRIT vs. blue: 1d20 + 22 - 3 ⇒ (4) + 22 - 3 = 23
additional dmg if crit is confirmed: 2d8 + 10 + 18 ⇒ (1, 6) + 10 + 18 = 35

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Sorry for posting early but I’m on vacation and won’t be able to post tomorrow I think.
Setare 5 ft steps forward and starts her crane style.
Swift action: crane style. No effect currently as I’m not fighting defensively.
“You dare attack us? Feel the Dawnflower’s retribution undead!!“ she says with determination and now attacks with lethal force.
Primary Adamantine Cestus +1 attack, piranha strike : 1d20 + 17 ⇒ (9) + 17 = 261d4 + 19 ⇒ (1) + 19 = 20
Flurry Adamantine Cestus +1 attack, piranha strike : 1d20 + 17 ⇒ (11) + 17 = 281d4 + 19 ⇒ (2) + 19 = 21
Iterative Adamantine Cestus +1 attack, piranha strike : -5 + 1d20 + 17 ⇒ -5 + (8) + 17 = 201d4 + 19 ⇒ (3) + 19 = 22
bodyguard feat to improve AC of adjacent allies by 4 with up to 4 AoO, only fails on 1 : 1d20 ⇒ 131d20 ⇒ 141d20 ⇒ 31d20 ⇒ 10

Magical Mercenaries |

Monkey Boy posted his actions in the Discussion thread. I am just moving the contents of the post over here so as not to delay the game. :)
Monkey Boy surges forward, clicking his heels together as he does.
Activate Daredevil Softpaw Boots 9/10
With nearly the speed of Chaine's steed, he moves past Setare and tries to dive past Yellow.
Acrobatics past Yellow at Full Speed
Acrobatics 19+5-10: 1d20 + 14 ⇒ (14) + 14 = 28
If this fails, Monkey Boy's AC vs AoOs is 37 due to Mobility.
With a nod to Setare, Monkey comes to a stop, and launches a Russian legsweep at Yellow.
Improved Trip: 1d20 + 20 ⇒ (3) + 20 = 23
Monkey Boy pauses for a moment to appreciate the two Bodyguards being beside each other.
If Setare is attacked, will use Bodyguard up to 4 times, fails on a 1 only, +3 AC
Monkey Boy addresses to pack of Zombies.
"To the Boneyard with the lot of you."

GM Jhaeman |

Chaine's lance impales a zombie, leaving only a pile of dust and bone behind! Meanwhile, Setare's cestus tears into her nearest foe twice, damaging the zombie badly just before Monkey Boy sweeps the leg and sends it sprawling!
Chaine destroys Blue, and Black's AoO misses Silvermane.
Two of Setare's attacks hit, as does Monkey Boy's trip attack. Yellow is now prone.
Black AoO vs Horse: 1d20 + 9 ⇒ (18) + 9 = 27

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Xilt lets loose a quintet of mystical bolts at one of the remaining zombies (black). He places his rod away for now in his Handy Haversack and steps behind the cover of the building.
Magic Missile, CL 10: 5d4 + 5 ⇒ (1, 3, 4, 2, 2) + 5 = 17

Tzleztor |

Tzleztor sees that both nearby zombies are prone so his little trick is just going to have to wait. He draws forth a wand of Magic Missile in his last remaining hand and attempts to activate it. He then flies slightly closer to his master (5' fly).
UMD,DC 20: 1d20 + 16 ⇒ (18) + 16 = 34
Three missiles fly speedily towards the zombie(black).
Magic Missile, CL 5: 3d4 + 3 ⇒ (2, 4, 4) + 3 = 13

GM Jhaeman |

Suddenly, an icy dome starts to form, threatening to trap Setare and Monkey Boy in with the zombie they're fighting! At the same time, the scimitar-wielding zombies continue their attacks!
@Setare & Monkey Boy: You each get a Reflex save that, if either is successful, interrupts the creation of the icy hemisphere and causes the entire effect to fail.
Yellow stands up and (if it survives AoOs from Setare and Monkey Boy!) tries its blade on Monkey Boy. Green stands up and, if it survives the AoO from Chaine's lance, moves to get adjacent to Silvermane. Black and Red do charge actions (which may also provoke AoOs from Chaine if you have Combat Reflexes), and attack Chaine.
None of the zombie attacks would hit in any event.
Yellow vs Monkey Boy: 1d20 + 9 ⇒ (3) + 9 = 12
Black (charging) vs Chaine: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Red (charging) vs Chaine: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

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reflex with evasion : 1d20 + 25 ⇒ (16) + 25 = 41
“I hear arcane muttering from the building just to my east--a Blacksmith's shop!!!“ Setare shouts.
AoO Cestus attack, piranha strike : 1d20 + 17 ⇒ (6) + 17 = 231d4 + 19 ⇒ (3) + 19 = 22

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reflex save with improved evasion reflex: 1d20 + 10 ⇒ (16) + 10 = 26
AoO: 1d20 + 16 ⇒ (4) + 16 = 20 for bludgeoning: 1d10 + 6 ⇒ (10) + 6 = 16
Assuming the yellow zombie has fallen, Monkey Boy moves into the Blacksmith shop at his full speed 60' and, if he spots anyone within a single move, launches a Stunning Fist (DC18) at them.
Monkey Boy is uncharacteristically quiet and he sprints in to search the Blacksmith shop.

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AoO, +1 Impervious Adamantine Lance, Power Attack vs. Black: 1d20 + 16 - 3 ⇒ (5) + 16 - 3 = 18
adamantine magic piercing dmg: 1d8 + 5 + 9 ⇒ (8) + 5 + 9 = 22
==========================
Chaine wheels Silvermane around towards the nearest building and attempts to skewer another zombie, the horse darting towards the north just before crashing into the establishment.
Makes an attack 10 feet into the charge on red then turns north (wheeling charge feat)- blue square indicates threatening area, should zombies attempt to follow (mount provokes an attack of opportunity from green and black but not from red due to ride-by attack feat)
+1 Impervious Adamantine Lance, Mount Charging, Power Attack vs. red: 1d20 + 22 - 3 ⇒ (4) + 22 - 3 = 23
adamantine magic piercing dmg: 3d8 + 15 + 27 ⇒ (4, 5, 1) + 15 + 27 = 52 plus trip (Mighty Charge)
trip: 1d20 + 14 + 1 - 3 ⇒ (16) + 14 + 1 - 3 = 28 vs. red's CMD

GM Jhaeman |

Setare manages to block the formation of the icy prison with her body while simultaneously cutting down the zombie next to her! A half-second later, Monkey Boy bursts into the doorway of an adjacent blacksmith's shop, but the place looks completely empty!
Meanwhile, Chaine wheels away and destroys another one of the zombies!
Setare makes the Reflex save to stop the ice hemisphere from forming, and her AoO destroys Yellow.
Chaine's AoO vs Black missed, but he hits and destroys Red. The zombies' AoOs vs Silvermane miss.
Green AoO vs Silvermane: 1d20 + 9 ⇒ (2) + 9 = 11
Black AoO vs Silvermane: 1d20 + 9 ⇒ (13) + 9 = 22

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Xilt is driven by a sense of curiosity as much as a desire to help. He begins to walk to the other side of the building to see if he can discover the source of the last enchantment.
Xilt has used 25 feet of his 30 feet movement. He can also use Dimensional Slide if he so chooses as part of his move action (the remaining five feet of movement). He has five feet of movement, a standard and a swift action left to use.

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Xilt's decides on a prudent approach with an unseen and unknown opponent. He steps forwards and then speaks a word of power disappearing from view.
Vanish is cast.

Tzleztor |

The little mephit remains a little miffed with his last assault being completely ineffective. He sighs and returns both of his wands to his bandolier. He then flies slightly closer to the building (5' fly).

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Setare uses a skill that she learnt during brawls with pirates and readies herself for an unseen enemy!
Move action to use barroom brawler feat to gain Blindfight for a minute.
She then moves into the building as well and moves around the room once to be able to feel and unseen enemy.
bodyguard feat to improve AC of adjacent allies by 4 with up to 4 AoO, only fails on 1 : 1d20 ⇒ 171d20 ⇒ 71d20 ⇒ 141d20 ⇒ 10

GM Jhaeman |

Just as Setare moves into the building to join Monkey Boy, both feel nearly overwhelming sensations of terror! An instant later, a whip-like crack echoes, and both Pathfinders see standing before them a nine-foot-tall skeletal figure with a long, scorpion-like tail!
Monkey Boy and Setare, please attempt a DC 19 Will save vs a mind-affecting fear effect. If you succeed on the save, you are shaken for 1 round. If you fail the save, you are panicked for 1d6 rounds.
The skeletal monster's first attack, while still invisible, is a tail stinger vs Monkey Boy. It follows that up with a bite. Setare is then targeted by two claw attacks.
Monkey Boy, you get hit with a crit by the stinger and take 26 damage. In addition, you need to make a DC 20 Fort save (don't forget to apply Shaken/Panicked) or be poisoned and take 3 Strength damage.
Setare, you get hit once by a claw and take 7 damage.
If you can see into the building, as a free action on your turn you can attempt a Knowledge (planes) check to identify the skeletal monster.
Stinger (invisible) vs Monkey Boy (w/out Dex): 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36
Bite vs Monkey Boy: 1d20 + 14 ⇒ (12) + 14 = 26
Claw # 1 vs Setare: 1d20 + 14 ⇒ (19) + 14 = 33
Claw # 2 vs Setare: 1d20 + 14 ⇒ (7) + 14 = 21
Stinger Threat Confirmation: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36
Stinger damage + crit damage: 3d4 + 5 + 3d4 + 5 ⇒ (2, 3, 2) + 5 + (2, 4, 3) + 5 = 26
Claw damage vs Setare: 1d6 + 5 ⇒ (2) + 5 = 7
Poison: 1d3 ⇒ 3

GM Jhaeman |

Meanwhile, outside, zombies continue to assault Chaine, and more slip out of buildings on the far side of the square!
Green and Black do charge attacks to attack Chaine (both miss). Chaine, this will provoke AoOs with your lance.
New Zombies Yellow and Blue are now on the board.
Green (charge) vs Chaine: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Black (charge) vs Chaine: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23

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@GM Jhaeman - Where are the windows in the smithy so we can determine if we can see in and examine the horror? :)

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@GM did you use Monkey Boy's Bodyguard when Setare was attacked? Mine was a crit so hers would have only mattered on the confirm, but I thought my +3 might help her out.
will save: 1d20 + 6 ⇒ (4) + 6 = 10
FOLIO REROLL @ +5 for GM stars
will save take two: 1d20 + 11 ⇒ (19) + 11 = 30
fort save including shaken: 1d20 + 7 ⇒ (14) + 7 = 21
Monkey Boy steps sideways as the appearing creature stabs at him. Fear grips him for a moment but he manages to fight most of it off.
"Fear not! I shall survive its blows with skill, and fortitude, whose levels I will not brag about."
He swings!
Attack 1, Shattering strike, ignores DR and Hardness, -2 for shaken
Flurry 1: 1d20 + 14 ⇒ (15) + 14 = 29 for damage: 1d10 + 6 ⇒ (1) + 6 = 7
Bludgeoning, magic, cold iron, silver, lawful
Attack 2, -2 for shaken
Flurry 1: 1d20 + 14 ⇒ (9) + 14 = 23 for damage: 1d10 + 6 ⇒ (10) + 6 = 16
Attack 3, -2 for shaken
Flurry 1: 1d20 + 9 ⇒ (8) + 9 = 17 for damage: 1d10 + 6 ⇒ (1) + 6 = 7
I assume it will still be standing, so I will spend a Ki point for an extra attack, however this one will be a trip attempt.
Trip attack, also shaken: 1d20 + 18 ⇒ (3) + 18 = 21 trip attempt.

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will save : 1d20 + 15 ⇒ (9) + 15 = 24
kn planes to identify : 1d20 + 9 ⇒ (1) + 9 = 10

GM Jhaeman |

Monkey Boy shakes off the fear and the poisonous stinger to respond with a flurry of masterful martial arts strikes! But only one of the blows connects enough to hurt the monster.
Monkey Boy's first attack hits, but the rest (and the trip attack) miss. (good use of the reroll to avoid panic!)
@Xilt: That is a good question! I'll assume there's at least one window on each of the four sides of the building (though it looks like the building is actually divided into two separate areas with a wall between them, so you'd need to get to the side of the building to see in).
@Monkey Boy: There was a square between you and Setare, which is why your Bodyguard didn't help.
@Setare: You're unable to identify the monster.
Chaine is up--yeehaw!

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AoO, +1 Impervious Adamantine Lance, Power Attack vs. Black: 1d20 + 16 - 3 ⇒ (18) + 16 - 3 = 31
adamantine magic piercing dmg: 1d8 + 5 + 9 ⇒ (1) + 5 + 9 = 15
==========================
The cavalier charges red this time, going around the building to the north.
Makes an attack 10 feet into the charge on red then turns north (wheeling charge feat)- blue square indicates threatening area, should zombies attempt to follow (mount provokes an attack of opportunity from green and black but not from red due to ride-by attack feat)
+1 Impervious Adamantine Lance, Mount Charging, Power Attack vs. red: 1d20 + 22 - 3 ⇒ (11) + 22 - 3 = 30
adamantine magic piercing dmg: 3d8 + 15 + 27 ⇒ (4, 1, 7) + 15 + 27 = 54 plus trip (Mighty Charge)
trip: 1d20 + 14 + 1 - 3 ⇒ (10) + 14 + 1 - 3 = 22 vs. red's CMD

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@GM Jhaeman - They could have done a better job with the map but we are stuck with what we have. :) Is the small rectangle the only door on the smithy? Talk about a meta-clue. Only check out the drawings on the map with doors attached to them? :)

GM Jhaeman |

The zombies are like wheat to the scythe when The Butcher strikes!
Chaine's AoO damages Black, and his charge takes out Red.
@Xilt: Ha, maybe! Yes, we'll assume that if a building has a door depicted, that's the only door. If a building doesn't have a door depicted and you want to enter it, I can roll randomly to find out what side it's in.

Tzleztor |

"Enough is enough!"
The little mephit draws his staff as he gains steady altitude. He then attempts to activate it despite Xilt's warning of not using fire against them.
UMD,Scorching Ray,DC 20: 1d20 + 16 ⇒ (7) + 16 = 23
The billy club of fire (Ember Staff CL8) activates sending two rays of fire at the nearest zombie (black).
To hit touch vs Black: 1d20 + 8 ⇒ (2) + 8 = 10
Ray 1, Fire: 4d6 ⇒ (4, 3, 5, 1) = 13
To hit touch vs Black: 1d20 + 8 ⇒ (10) + 8 = 18
Ray 2, Fire: 4d6 ⇒ (1, 3, 2, 4) = 10
These rolls are terrible. At least it is only a familiar stinking up the place. :)
Tzleztor is 25 feet off the ground.

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Xilt begins to chant attempting to bring in some extra-planar help.
Summon Monster V.
Xilt is still invisible.

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Setare 5 ft steps forward and smites the creature with the power of Sarenrae although she is shaken.
Swift action Smite: +6 deflection bonus vs the monster leads to AC 37. +6 to hit and +2 damage. All of her attacks ignore Damage Reduction of the creature.
Free action: Activate boots of speed for haste 1 round.
“The Dawnflower will use me as her weapon!!“ she says with determination and now attacks and also uses her boots.
Primary Adamantine Cestus +1 attack, piranha strike, smite, haste, shaken : 1d20 + 1 - 2 + 6 + 17 ⇒ (2) + 1 - 2 + 6 + 17 = 241d4 + 2 + 19 ⇒ (4) + 2 + 19 = 25
Flurry attack : 1d20 + 22 ⇒ (19) + 22 = 411d4 + 21 ⇒ (3) + 21 = 24
crit confirm, no precision damage : 1d20 + 24 ⇒ (7) + 24 = 311d4 + 16 ⇒ (4) + 16 = 20
Haste attack : 1d20 + 22 ⇒ (5) + 22 = 271d4 + 21 ⇒ (2) + 21 = 23
Iterative attack : -5 + 1d20 + 22 ⇒ -5 + (6) + 22 = 231d4 + 21 ⇒ (1) + 21 = 22
~
In case Setare is attacked, she will try to party and riposte.
Parry, uses 1 AoO, -4 because of size : 1d20 + 22 - 4 ⇒ (18) + 22 - 4 = 36
Riposte attack, immediate action : 1d20 + 22 ⇒ (7) + 22 = 291d4 + 21 ⇒ (2) + 21 = 23
bodyguard feat to improve AC of adjacent allies by 4 with up to 4 AoO, only fails on 1 : 1d20 ⇒ 51d20 ⇒ 141d20 ⇒ 31d20 ⇒ 16

GM Jhaeman |

Xilt gains more ammunition in his ongoing war of words with his familiar, as Tzleztor's fiery ray strikes one of the zombies, only to have no effect at all!
Meanwhile, across the way in the smithy, Setare's divinely-inspired attacks wreak havoc on the skeletal foe!
Tzleztor's first attack missed, and although the second hit, no damage got through fire resistance. Good role-playing!
Setare's second attack was a confirmed crit, and the haste attack hit as well. Ignoring DR makes a big difference, and this foe is hurting.

GM Jhaeman |

"Golgotham will feast on your flesh, manlings!" growls the skeletal figure in archaic Taldane. Suddenly, the figure disappears from view, and then a flash of arcane symbols in the air indicate it has cast a spell!
Meanwhile, the zombies display surprising intelligence--they're clearly not your run-of-the-mill cemetery haunts--and form up in a line, scimitars at the ready for Chaine's next charge!
The skeletal figure has used a quickened spell to turn invisible and then cast another spell. The zombies have all done double moves.

Tzleztor |

As Xilt continues on with his summons his bellicose companion pipes up. The empathic link between Tzleztor and his master allows him to sense his emotional state. It is clear to Tzleztor that Xilt is very concerned about the safety of his teammates in the smithy.
"Everyone watch your backs. I think something nasty is coming."

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The cavalier charges into the town square, Silvermane easily hopping over the greased section. Auto succeeds Ride or Acrobatics to leap over the 10 foot stretch
Makes an attack on blue then turns southeast (wheeling charge feat)- blue square indicates threatening area, should zombies attempt to follow
+1 Impervious Adamantine Lance, Mount Charging, Power Attack vs. blue: 1d20 + 22 - 3 ⇒ (10) + 22 - 3 = 29
adamantine magic piercing dmg: 3d8 + 15 + 27 ⇒ (5, 6, 6) + 15 + 27 = 59 plus trip (Mighty Charge)
trip: 1d20 + 14 + 1 - 3 ⇒ (7) + 14 + 1 - 3 = 19 vs. blue's CMD

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Something just did not add for me in terms of the bone devil's tactics. Why would he cast a spell instead of full attacking in order to setup an ambush? After a bit of thought I realised that it must be a trick. A good trick that might interrupt my casting, provoke an AoO or possibly prevent a whole turn of attacks from two or more characters. Now if I am right that was pretty darn clever of him (you). :)
Thankfully Chaine has just volunteered to slam into the devil's space so we will see if my theory is right or not. It certainly saves me the trouble of directing my summon through there. :)
In order to save some time (in real life) I would like to roll my K-Planes check now. Xilt will only know what he knows at the beginning of his turn.
K-Planes,Heroism: 1d20 + 20 + 2 ⇒ (11) + 20 + 2 = 33
Xilt would like to know SLA, Energy Resistances and DR please. In that order. :)