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Helgar notices the devils and decides to take to the air. He casts Air Walk on himself and then walks up an invisible staircase. He then activates his Quick Runner Shirt to move even further up in the air.
Helgar is now 40 feet above the ground.
"Yes these warmonger devils are a lot like constructs and like to trample people underfoot. Take to the air if you can."
Quick Runner shirt is activated with a swift action to grant an additional move action and this ends his turn.
@GM Jhaeman - A 44 is a pretty good knowledge check. I would like to know more about the construct immunity of this devils. Are they immune to Mind Affecting or Negative Energy? Also do we have to worry about bystanders in terms of area of effects or can we assume that they have cleared out around us?

GM Jhaeman |

Flyn's arrows drop two of the devils in rapid succession! Meanwhile, Helgar takes to the air to get above the fray.
Grey & Red are destroyed.
@Helgar: They're not immune to mind-affecting or negative energy. Good question about the bystanders--you don't have to worry about collateral damage to them.
Shel & Quenly are up.

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Shel pulls out a potion of fly and drinks it down, hoping to get out of the way 9n r she heard about the trampling effects of the devil beetles.

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Quenly rises into the air, and calls upon the gods to reach out from their homes between the stars. A mass of writhing rubbery tentacles answers Quenly's summons, surrounding the devils and groping blindly at them...
Move 20' up and across, cast Shadow Conjuration mimicking Grasping Tentacles.
Each devil gets a DC22 Will save. If it passes, the Tentacles still have a 20% chance of affecting them since this is a non-damaging effect. The area of the tentacles is Difficult Terrain (20% chance to take effect on a successful save). SR also applies, so I will make a roll vs each devil.
grasping tentacles dirty trick CMB: 1d20 + 17 ⇒ (8) + 17 = 25
CL vs SR black: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
CL vs SR blue: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
CL vs SR yellow: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
CL vs SR mauve: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
The little dragon remains airborne, out of reach.

GM Jhaeman |

Shel gets ready to magically fly while Quenly conjures shadowy tentacles from the darkest reaches beyond the stars! The beetle-like devils avoid the tentacles' grasp, but are slowed in their charge.
All of the warmongers fail their Will saves, but their CMD is too high for the dirty tricks to work. (they will still be hindered by the difficult terrain in the area)
Black Will: 1d20 + 5 ⇒ (7) + 5 = 12
Blue Will: 1d20 + 5 ⇒ (8) + 5 = 13
Yellow Will: 1d20 + 5 ⇒ (9) + 5 = 14
Purple Will: 1d20 + 5 ⇒ (2) + 5 = 7

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Shel drinks down her potion and gets out of the way of those nasty beasts.
Fly 20’ straight up, please.

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Flyn moves 5’ south, right under Quenly, and unloads on purple…
Burning a use of Perfect Strike
To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, PBS, Precise Shot, Improved Precise Shot, Deadly Aim, Point Blank Master, Manyshot, Favored Enemy, Rapid Shot, Improved Critical Threat, Elven Ranger Class/Racial Confirmation Bonus
Damage: Strength, Magic, Greater Bracers of Archery, PBS, Deadly Aim, Clustered Shot, Holy, Favored Enemy
Magic Composite Longbow (Manyshot): 1d20 + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 ⇒ (6) + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 = 28
Magic Composite Longbow (Perfect Strike): 1d20 + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 ⇒ (8) + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 = 30
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (3) + 4 + 2 + 1 + 1 + 6 + (1, 1) + 2 = 21
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (5) + 4 + 2 + 1 + 1 + 6 + (6, 4) + 2 = 31
Magic Composite Longbow (Iterative): 1d20 + 14 + 2 + 1 + 2 + 1 - 3 + 2 - 2 ⇒ (8) + 14 + 2 + 1 + 2 + 1 - 3 + 2 - 2 = 25
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (1) + 4 + 2 + 1 + 1 + 6 + (5, 1) + 2 = 23
Magic Composite Longbow (Rapid Shot): 1d20 + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 ⇒ (8) + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 = 30
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (7) + 4 + 2 + 1 + 1 + 6 + (6, 6) + 2 = 35
Clustered Shot Damage if all attacks hit: 110
OR
Clustered Shot Damage if all attacks hit except iterative: 87
Current AC: 32
Perfect Strikes Left: 1/6

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Helgar pulls out an arcane scroll and casts it. In front of the characters is a spiked, well supported metal wall that seems electrified.
It runs from the building to the edge of the grasping tentacles.
Silent Image cast with UMD, auto-success. Will DC 11 if interacted with as it is from a scroll.

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Quenly's attendant shadows swirl and shift. As before, a portion detaches and hovers in front of him. Then the darkness encompasses the elven Sage completely, and at once recedes again to reveal a dragon! Still clad in the shadows, the dragon beats its wings and peers beyond Helgar's wall.
Animate the animated shield. Many Forms to take the shape of a Medium Blue dragon. This form gives Quenly Resist Electricity 20, a 6d8 60' line lightning breath weapon, a burrow speed and some stat bonuses as well as claw, bite and wing attacks. Being a dragon he can also cast spells normally (and Quenly has Eschew Materials).

GM Jhaeman |

As Shel lifts into the air, one of the armored monstrosities stabs at her with its barbed trident! Drops of blood from the wound drip down on Flyn as he unleashes another volley of arrows to drop the devil!
Meanwhile, Helgar creates a wall out of thin air and Quenly becomes a dragon!
Shel's movement straight up provokes an AoO from Purple. The attack hits for 17 damage.
Flyn's attacks hit and kill Purple.
All of you other than Helgar will believe the illusory wall is real, though if he tells you its an illusion, you'll get a +4 bonus to the Will save to disbelieve it.
Usual periodic reminder to update taglines and deduct consumables (arrows, potions, scrolls, etc.) from inventory sheets.
Purple AoO vs Shel: 1d20 + 13 ⇒ (19) + 13 = 32
damage: 2d6 + 7 ⇒ (6, 4) + 7 = 17

GM Jhaeman |

The implacable warmongers won't be stopped by a simple wall! They start to "climb" over it, heedless of the hazards, and inevitably pass right through it! With the other Pathfinders having taken to the air, only one target presents itself: Flyn!
The tenacious, fearless warmongers have a 40' Climb speed, so I'm assuming that they would naturally just try to zoom over it without fear of the spikes or electricity--and like an illusory wall, touching it reveals that it's an illusion.
The first two devils do normal attacks, while the third is going to power attack sunder that pesky bow. All of the attacks miss.
Yellow Trident vs Flyn: 1d20 + 13 ⇒ (5) + 13 = 18
damage: 2d6 + 7 ⇒ (4, 1) + 7 = 12
Blue Trident vs Flyn: 1d20 + 13 ⇒ (15) + 13 = 28
damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10
Black Sunder (power attack penalty) vs Flyn CMD: 1d20 + 11 ⇒ (9) + 11 = 20
damage to bow: 2d6 + 16 ⇒ (4, 5) + 16 = 25

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Helgar advances and descends to being 30 feet above the ground. He then sends out a pulse of damaging negative energy attempting to damage and daze his opponents. He is careful to screen out his allies with his attack.
Will DC 24 save to avoid being dazed for 1 round. Full damage is taken regardless of save.
Negative Energy Damage: 3d6 ⇒ (3, 3, 1) = 7
Sunder attacks are nasty so think of picking up a Fortifying Stone for your bow. :)

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Flyn will await to see what the Quenly dragon does before acting…
Thanks Helgar, wasn’t aware of that stone, I’ll have to pick that up; I do have the impervious magical ability on the bow so that should help a great deal here…

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Shel goes with a total defensive action, knowing she wasn’t likely to do any damage to whatever demon might remain standing.

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Quenly notes Shel's posture and speaks to her mind:
If you fear your blades would be ineffective, I can bestow the blessing of the true gods upon one of them. It will serve to pierce the devils' hides for a short time.
Quenly swoops along, above the reach of the devils, before turning and blasting them with his lightning breath.
electricity damage: 6d8 ⇒ (7, 4, 4, 3, 5, 7) = 30 Ref DC24 for half.
I'm pretty confident that between Dazing Channels and Flyn's Point Blank Master holy arrows we've enough to drop these devils in another round or two.
Buf if Shel wants, Quenly has a scroll of Align Weapon that he can use with his Mnemonic Vestment to grant 12 minutes of Good alignment to one melee weapon or 50 projectiles. He can then attempt to use the scroll normally for another 3 minutes duration (but has a 20% chance to fail to cast from a scroll due to deafness).

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To follow up Helgar’s and Quenly’s attacks, Flyn fires more holy cold iron upon the devils, targeting the most injured one, and when/if it drops, then to the next most injured, hoping to drop more than one…
To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, PBS, Precise Shot, Improved Precise Shot, Deadly Aim, Point Blank Master, Manyshot, Favored Enemy, Rapid Shot,
Damage: Strength, Magic, Greater Bracers of Archery, PBS, Deadly Aim, Clustered Shot, Holy, Favored Enemy
Magic Composite Longbow (Manyshot): 1d20 + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 ⇒ (5) + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 = 27
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (7) + 4 + 2 + 1 + 1 + 6 + (3, 4) + 2 = 30
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (3) + 4 + 2 + 1 + 1 + 6 + (2, 3) + 2 = 24
Magic Composite Longbow (Iterative): 1d20 + 14 + 2 + 1 + 2 + 1 - 3 + 2 - 2 ⇒ (10) + 14 + 2 + 1 + 2 + 1 - 3 + 2 - 2 = 27
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (1) + 4 + 2 + 1 + 1 + 6 + (2, 2) + 2 = 21
Magic Composite Longbow (Rapid Shot): 1d20 + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 ⇒ (5) + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 = 27
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (7) + 4 + 2 + 1 + 1 + 6 + (5, 6) + 2 = 34

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You forgetting your second iterative attack again Flyn? ;)

GM Jhaeman |

Helgar's negative energy pulse disorients one of the Hell-monsters! While Shel watches on warily, Quenly's dragon-form spews raw elemental lightning at the foes! Flyna again proves himself an unstoppable force, downing one of the beast with pinpoint accuracy and severely wounding another.
Black is dazed by Helgar's channel, but surprisingly both Yellow and Blue make the save.
Black and Blue make the saves for half damage from Quenly's electrical attack, but Yellow fails and takes full damage.
All of Flyn's attacks hit, destroying Yellow and almost taking down the dazed Black.
Black Will: 1d20 + 5 ⇒ (8) + 5 = 13
Yellow Will: 1d20 + 5 ⇒ (19) + 5 = 24
Blue Will: 1d20 + 5 ⇒ (20) + 5 = 25
Black Reflex: 1d20 + 9 ⇒ (17) + 9 = 26
Yellow Reflex: 1d20 + 9 ⇒ (12) + 9 = 21
Blue Reflex: 1d20 + 9 ⇒ (20) + 9 = 29

GM Jhaeman |

Knowing the archer is by far the most dangerous foe in the group, the sole functioning warmonger unleashes a flurry of attacks!
With Black dazed, Blue does a full power attack on Flyn. All attacks miss.
Trident # 1: 1d20 + 10 ⇒ (1) + 10 = 11
damage: 2d6 + 16 ⇒ (2, 2) + 16 = 20
Trident # 2: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 2d6 + 16 ⇒ (4, 3) + 16 = 23
Claw # 1: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d4 + 4 ⇒ (2) + 4 = 6
Claw # 2: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d4 + 4 ⇒ (1) + 4 = 5

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Flyn fires at blue till it drops then tries to finish off black…
To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, PBS, Precise Shot, Improved Precise Shot, Deadly Aim, Point Blank Master, Manyshot, Favored Enemy, Rapid Shot
Damage: Strength, Magic, Greater Bracers of Archery, PBS, Deadly Aim, Clustered Shot, Holy, Favored Enemy
Magic Composite Longbow (Manyshot): 1d20 + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 ⇒ (9) + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 = 31
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (1) + 4 + 2 + 1 + 1 + 6 + (1, 5) + 2 = 23
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (4) + 4 + 2 + 1 + 1 + 6 + (1, 4) + 2 = 25
Magic Composite Longbow (Iterative): 1d10 + 14 + 2 + 1 + 2 + 1 - 3 + 2 - 2 ⇒ (6) + 14 + 2 + 1 + 2 + 1 - 3 + 2 - 2 = 23
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (3) + 4 + 2 + 1 + 1 + 6 + (6, 3) + 2 = 28
Magic Composite Longbow (Rapid Shot): 1d20 + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 ⇒ (4) + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 = 26
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (8) + 4 + 2 + 1 + 1 + 6 + (2, 4) + 2 = 30
Current AC: 32
Perfect Strikes Left: 1/6

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”If you have time between encounters, using that scroll on my blade would be great. You all might need more than just flying away from me for the remaining battles!”

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Helgar looks to the others. He draws and activates his wand of Heightened Awareness. He then stows it is a handy pocket.
"We should head to the Hall of Whispers, with dispatch!"
That was Quenly's pick on the first round so I feel that we should go with it now.

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The student quarters are right next to our current position (outside the Hall of Wards); I think the Hall of Whispers is a decent bit further away. I’m thinking we’d save time, and perhaps lives, by hitting the dorms as opposed to having to double back…
With the beetle devils dealt with, Flyn looks to the next closest adversaries, which appears to be the devils flying around the student dorms to the southeast…
Looking to his companions, he says, pointing, ”The student quarters are right there! Let’s secure it first, then go to the Hall!”

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As the Hall of Whispers is not marked on the map we really have no idea where it is. Of course finding it now will not be a problem. Just follow the sound of screaming NPCs. :)
Helgar nods at Flyn's reasonable suggestion.
"That works."

GM Jhaeman |

Explosions rock the campus as the Acadamae's teaching staff of powerful mages tries to hold the devils back with conjured blasts of elemental forces! Others summon infernal minions of their own to fight the devilish invaders, while the campus' tiefling guards find themselves in dire hand-to-hand combat! Screams, smoke, and fear have replaced the joy and anticipation of the Breaching Festival.
Shel and Quenly, what would you like to do?

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”It only makes sense to handle the closest threat next. Let’s help there and keep moving!•

GM Jhaeman |

Initiative (Round 1)
Quenly
Flyn
Helgar
Hounds
Shel
Wings
Bold should go!
This encounter takes place on the new Slide # 2. It's a bit hard to see some of the gridlines, so just do your best.
As a free action on your turn, you can try to identify the black-winged women and the fiery hounds with Knowledge (planes) checks.
Initiative (Flyn): 1d20 + 11 ⇒ (16) + 11 = 27
Initiative (Helgar): 1d20 + 17 ⇒ (2) + 17 = 19
Initiative (Quenly): 1d20 + 13 ⇒ (18) + 13 = 31
Initiative (Shel): 1d20 + 12 ⇒ (1) + 12 = 13
Initiative (Wings): 1d20 + 6 ⇒ (5) + 6 = 11
Initiative (Hounds): 1d20 + 6 ⇒ (11) + 6 = 17

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Seeing the flaming hounds as the biggest threat to the students, Flyn will fire at the blue one first; if it falls while he still has shots left, he’ll target yellow…
To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, PBS, Precise Shot, Improved Precise Shot, Deadly Aim, Point Blank Master, Manyshot, Favored Enemy, Rapid Shot, Improved Critical Threat, Elven Ranger Class/Racial Confirmation Bonus
Damage: Strength, Magic, Greater Bracers of Archery, PBS, Deadly Aim, Clustered Shot, Holy, Favored Enemy
Magic Composite Longbow (Manyshot): 1d20 + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 ⇒ (19) + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 = 41
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (6) + 4 + 2 + 1 + 1 + 6 + (5, 1) + 2 = 28
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (5) + 4 + 2 + 1 + 1 + 6 + (1, 6) + 2 = 28
Magic Composite Longbow (Iterative): 1d20 + 14 + 2 + 1 + 2 + 1 - 3 + 2 - 2 ⇒ (15) + 14 + 2 + 1 + 2 + 1 - 3 + 2 - 2 = 32
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (6) + 4 + 2 + 1 + 1 + 6 + (1, 5) + 2 = 28
Magic Composite Longbow (Rapid Shot): 1d20 + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 ⇒ (8) + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 = 30
Magic/Cold Iron/Good Damage: 1d8 + 4 + 2 + 1 + 1 + 6 + 2d6 + 2 ⇒ (7) + 4 + 2 + 1 + 1 + 6 + (2, 6) + 2 = 31
Confirmation (Manyshot): 1d20 + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 + 3 ⇒ (7) + 19 + 2 + 1 + 2 + 1 - 3 + 2 - 2 + 3 = 32
Critical Damage (Magic/Cold Iron/Good): 2d8 + 8 + 4 + 2 + 2 + 12 + 2d6 + 4 ⇒ (3, 3) + 8 + 4 + 2 + 2 + 12 + (6, 6) + 4 = 50
Current AC: 32
Perfect Strikes Left: 1/6

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Helgar tries to identify the creatures.
Hounds:
K-Planes, Heroism: 1d20 + 23 + 2 ⇒ (5) + 23 + 2 = 30
Women:
K-Planes, Heroism: 1d20 + 23 + 2 ⇒ (5) + 23 + 2 = 30
@GM Jhaeman - How high are the ceilings on this floor and are the winged furies at ground level?

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Stand close, Shel. I will enchant your blade momentarily.
Quenly - still in dragon shape - begins with a Blessing of Fervour. This will allow him to Extend his Align Weapon casting next round.
The little conjured dragon stays out of harm's way.

GM Jhaeman |

Flyn's first volley of arrows thunk one by one into the side of a hell beast, and it falls! The more knowledgeable students in the group scream even harder when they realise that its body hasn't disappeared back to Hell--it's no mere summoned creature, but truly present on the Material Plane!
While Helgar peers intently at the foes, Quenly inspires his allies' fervour for battle!
Flyn kills Blue and damages Yellow.
@Flyn: I know they're durable arrows, but it'd still be a good idea to keep track of how many you're firing in a running sequence of encounters like this since there's no time to stop, find, and collect each one.
Helgar can go, and then it'll be the hound.

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Aye, GM, I’ve been keeping a closer account in these last few encounters since we’re moving swiftly between encounters; and that includes permanently marking off the arrows I fired at Chyvvom as I assumed they were consumed, durable or not, when he went ablaze…

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The cleric calls out to the students.
"Stay put. We will come get you soon!"
Helgar gestures and a wall of red coloured stone appears from floor to ceiling to protect the students from the devils' attacks. He leaves no room for any devil to teleport inside the hastily constructed stone structure. Helgar then moves just outside to take cover behind the building and outside the line of sight of the erinyes.
Helgar will choose the +2 to attack, AC and Reflex saves from the Blessing of Fervor.

GM Jhaeman |

Helgar's brilliant spell ensures the students are safe from the devils! Though, getting them free again might pose a challenge . . .
Bereft of its original prey, the remaining warhound stalks slowly toward the newly-arrived Pathfinders. After several sharp snorts, it opens its jaws wide and breathes out a gout of flame!
This flame is going to potentially catch Shel and Flyn (depending on evasion). Each of you, please attempt a DC 21 Reflex save. If you make the save, you take 23 fire damage. If you fail the save, you take 46 fire damage.
breath weapon: 10d6 ⇒ (5, 3, 5, 6, 4, 6, 5, 6, 1, 5) = 46

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Reflex 1d20 + 22 ⇒ (14) + 22 = 36
Shel nimbly dodges the gout of fire. She takes a total defense action, trusting the archer and others to do enough damage to finish the beast off.

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Reflex: 1d10 + 30 ⇒ (6) + 30 = 36
Flyn deftly avoids the hound’s flames…

GM Jhaeman |

One of the winged devils calls upon unholy power! A cold, glowing miasma of greasy darkness fills the entryway, threatening to choke and gag the Pathfinders!
Simultaneously, another briefly opens a portal to Hell and a pair of devils step our, each wielding a vicious, saw-toothed glaive and sporting hideous, twitching beards beneath their gaping maws! One of them cuts deep into Shel, leaving a jagged wound that spurts blood!
The third winged evil cackles and fires flaming arrows at Flyn as if the two are in an archery duel!
Black is casting unholy blight at the bottom right intersection of Flyn's square. With a 20' spread area, I think it will catch everyone. Each of you (and Quenly's familiar) should attempt a DC 19 Will save vs an evil evocation effect with the results depending on your alignment as follows:
* Good Alignment: If you make the save, you take 9 damage. If you fail the save, you take 19 damage and are sickened for 3 rounds.
* Neutral Alignment: If you make the save, you take 4 damage. If you fail the save, you take 9 damage.
Green is trying to summon a pair of bearded devils (as a standard action spelllike ability), and has a 50% chance of success. It succeeds, and each will appear close to Shel and attack with glaives.
Shel, you get hit once with a natural 20 (but it's not a crit) and take 14 damage. In addition, you now have the Bleed 2 condition (you'll lose 2 hit points at the beginning of each of your turns unless it's healed).
Red does a 5' step and a full attack on Flyn. All of the arrows miss.
Unholy Blight Base Damage: 5d8 ⇒ (5, 7, 3, 3, 1) = 19
Sickened Rounds: 1d4 ⇒ 3
Summoning Chance (low is success): 1d100 ⇒ 26
Red Longbow # 1 (w/ PB Shot) vs Flyn: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20
Red Longbow # 1 damage (w/ PB Shot): 1d8 + 6 + 1 + 1d6 ⇒ (3) + 6 + 1 + (3) = 13
Red Longbow # 2 (w/ PB Shot) vs Flyn: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16
Red Longbow # 2 damage (w/ PB Shot): 1d8 + 6 + 1 + 1d6 ⇒ (4) + 6 + 1 + (5) = 16
Red Longbow # 3 (w/ PB Shot) vs Flyn: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Red Longbow # 3 damage (w/ PB Shot): 1d8 + 6 + 1 + 1d6 ⇒ (6) + 6 + 1 + (3) = 16
Blue Glaive # 1 (w/ Power Attack) vs Shel (TD): 1d20 + 9 ⇒ (20) + 9 = 29
Blue Glaive # 1 damage (w/ Power Attack): 1d10 + 12 ⇒ (2) + 12 = 14
Blue Glaive # 2 (w/ Power Attack) vs Shel (TD): 1d20 + 4 ⇒ (7) + 4 = 11
Blue Glaive # 2 damage (w/ Power Attack): 1d10 + 12 ⇒ (9) + 12 = 21
Gray Glaive # 1 (w/ Power Attack) vs Shel (TD): 1d20 + 9 ⇒ (9) + 9 = 18
Gray Glaive # 1 damage (w/ Power Attack): 1d10 + 12 ⇒ (6) + 12 = 18
Gray Glaive # 2 (w/ Power Attack) vs Shel (TD): 1d20 + 4 ⇒ (19) + 4 = 23
Gray Glaive # 2 damage (w/ Power Attack): 1d10 + 12 ⇒ (7) + 12 = 19
Blue Glaive # 1 Critical Threat Confirmation: 1d20 + 9 ⇒ (11) + 9 = 20

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Will 1d20 + 13 ⇒ (4) + 13 = 17
Shel uses her improved iron will feat to try to shake off the effect.
Will 1d20 + 13 ⇒ (10) + 13 = 23
”I could use some help down here. These devils are swarming me,” Shel calls out, again just trying to protect herself (total defense for AC 34).

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Helgar attempts to resist the evil magic but some of the damage leaks through his Ablative Barrier which glows pink in response to the spell attack (He is LN so that will be 4 lethal damage and 5 non-lethal damage).
Will save, Heroism: 1d20 + 23 + 2 ⇒ (1) + 23 + 2 = 26
Talk about cold dice! :)
The cleric is flummoxed and he calls upon Dispater to protect him (Grace is cast as a swift action). Surrounded by a nimbus of unbeatable energy Helgar confidently walks past his opponents' reach without fear of reprisal (no attacks of opportunities due to Grace). Then floating five feet above a student's pillow he releases a wave of negative energy.
Will DC 24 save to avoid being dazed for 1 round. Full damage is taken regardless of save. This should effect all enemies on the board except for black and allies are excluded of course.
@GM Jhaeman - I think that is right according to what I am seeing on the board. Helgar still has fifteen feet of movement left over if he needs it to catch them all in the channel.
Dazing Channel, Will DC 24: 3d6 ⇒ (5, 6, 2) = 13
"Quenly if you could please dispel the bearded devils? Those are the ones that just appeared now."
Dispel Magic can be used against the SLA that summoned the devils.
Again Helgar chooses +2 attack, AC and Reflex saves from the Blessing of Fervor.