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You can use Korin's 12 rank in Diplo, per the discussion that happened when the game just started. It's the A Quiet Word ability from Mastermind archetype
"Are you happy with being used by Thurl as a roadblock? You know we are here for Thurl, but you don't have to go down with him. I'm sorry for what happen to your sister, but the Dalsines are dead, so you don't have to be the Society's enemy anymore. Although I'm don't know what's your deal with Thurl, but you should know that siding with us will get you the better end of the deal. Join us, and help us fight Thurl. When we get back, I'm sure the Society will appreciate your effort. The Exchange is always looking for someone as talented as you."
Diplomacy: 1d20 + 31 + 1d6 + 2 ⇒ (18) + 31 + (2) + 2 = 53
My familiar can auto aid with a +17+d6, for 55 total. If she speaks Ignan or Kelish(the Qadiran language), there's a additional +2 from Zjarran Enterpreneur boon for 57 total, before other people's aids.

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Yanndu send psychic reverberations towards Korin to further amplify his speech will have on any listener's consciousness...
casting telempathic projection, adding +5 insight bonus to his diplomacy roll

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"Indeed", Lichaam agrees, happy to let Korin take the lead on this one. "You seem to be having second thoughts about Thurl already. What's on the scroll?" With the way she was holding it, it was probably either evidence or a reminder of her sister, and the medium put him more in mind of dark dealings than happy memories.
Auto-aid Diplomacy
Arcane Sight spots any magic in the area

GMAndrewW |

Lichaam detects a variety of magical auras on Muhlia. Both of her kukris are magical as are her belt, bracers, circlet, cloak, headband and a ring. There are some others auras in a pouch at her belt. The may she is sitting on is also magical.
Yanndu picks up on her surface thoughts. She is in the midst of a crisis. She thinks that Thurl plans to betray her and it has something to do with the scroll she is holding.
As she notices the group in the doorway she drops the scroll and quickly rises to her feet. Her hands drop to her sides and both kukris spring to hand but she does not attack.
Pathfinders, I should have known you lot would turn up here eventually. You want me to side with you? What benefit is there in me doing such a thing?
[spoler=Rolls]
1d20 ⇒ 10
[/spoiler]

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Wait, if Muhlia was this conflicted, maybe...
"Protection from Thurl, for one. I doubt he would let you just leave, after all."
Auto-aid Korin's Diplomacy

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Diplo, aid X2: 1d20 + 31 + 1d6 + 2 + 2 + 2 + 2 ⇒ (3) + 31 + (1) + 2 + 2 + 2 + 2 = 43
That's some terrible roll, I wonder if the first roll did anything...
"Protection from the Society, that's the second one. Do you really enjoy the life of always on the run, worrying about the Decemvirate scrying and sending people after you at every moment? Well, they don't do that to people who work with us. Other benefits includes being able to drink on the job, body recovery service, free transportations, and the lucrative pay. I doubt you have much connection left out there at this point, but the Society has the vast amount of human resources and opportunities available to friends of the Society. I mean, if you become a field agent or Seeker like us, with your skills and prowess, you can save up enough money for a True Resurrection with only two or three gigs. The poor girl who Thurl fused demon parts with? Well the Society managed to restore her. Just imagine the thing we can do to help you get your sister back. If you stay with Thurl, you would just be yet another disposable "allies" he throws at his enemies. Come join us, you deserve better."

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Yanndu silently reads her surface thoughts to get a glimpse on the kind of horrors she has endured.
detect thoughts, DC 19
@GM: any result on this? If not I can spend a pt from my psychic pool to add mindtouch to Korin's telempathic projection, which acts as another detect thought, DC 19

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Yanndu pulls his hood forward, further shielding his rapidly-turning-white eyes from the crowd as he begins to activate his most powerful and terrifying of powers... he focuses on the scene before him, and his temporal sight begins to turn back time, at first slowly, and then with increasing speed. Deep within his psyche he can hear, although faintly at this time, ancient and utterly unknown hymns of his elven ancestors from ages and eons long past. He sees himself step backwards away from himself, walking backwards, and then sees his past self merge back with the rest of his fellow Pathfinder agents the way they came... Yanndu then turns away from the group, and focuses on what happened in this room, seeing time flow in reverse...
[[[INSERT GM DESCRIPTION... OF THE PAST!!!!]]]
Casting Retrocognition, up to 13 minutes duration, seeing past events in this room at the rate of 1 week per minute of concentration...
Concentration check, if a psychically disturbing event has occurred during the past 13 weeks at this location: 1d20 + 21 ⇒ (19) + 21 = 40

GMAndrewW |

Muhlia sighs, Very well, Thurl is almost certainly planning to betray me. It has something to do with this scroll.
She tosses it over to Lichaam. Perhaps you can make more sense of it than I can.
The scroll is written in Abyssal and is rather lengthy. It will take some time to go through, do you want to take that time? Lichaam has Skim running but it will still take a few minutes to go through. Yanndu is also still delving into the past which might take up to 13 minutes but I am unsure if you want to take that much time given short duration buffs are running. You have already been talking to her for a minute or so.
Anyway, your offer to work with the Society does interest me. I will give you a counter offer. You let me go and I will head back to Absalom and wait for you to return. We can then go and talk to Ambrus together and hash out a deal. I am sure it wont be the first time the Society has managed to reconcile its differences with someone like me...

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I see no reason why we should fight you Quenly suggests. But as a show of good faith, it would be appreciated if you'd let us know how to get to Thurl, and inform us of any further defences he may have.
Happy to wait for the Skim-reading results. Quenly's got no buffs up that will expire over 13 minutes - but others have so I'll leave the decision on waiting for the Retrocognition results to them.

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"Thank you" Lichaam says, taking the scroll. After a few seconds, though, he frowns. That was significantly more verbose than he'd expected. Infernal, yes, but Abyssal? "This may take a few minutes."
Moving to an unoccupied corner, he sits down and pulls out a journal and inkpot, to take notes. He then takes a wide, flat case from his pack and lays the scroll on it before turning to his dragon. "Would you mind propping this up for me?"
Lichaam speaks Abyssal, and has skim active. Take what notes are necessary for keeping track of whatever spell or contract might be on the scroll. Use TinyDragon as a bookstand.

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Yanndu does not have to spend the entire 13 minutes; if the first minute (showing one week of events) is sufficient, he can then stop. As for buffs, Yanndu does not mind if they run out, so I'll leave the decision to others. If Muhlia is elusive on the question of Thurl's defenses, he can cast seek thoughts in combination with a few relevant questions to ascertain whether she has such knowledge... this is when telephathy with the party comes in handy: they can suggest Yanndu's mental probes without overt communication to tip off the target.

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Korin would be fine if it can be resolved under 15 mins. He planned his buff allowance out so that he got 2 fights left even if the current mins/CL buff expire.
Also, auto aid from Korin and Quidditch in any Knowledge and Linguistic check, should there be any
"What's the hurry? Don't you want to see someone who's going to betray you fall? You should totally come with us to 'greet' Thurl, so that you can tell Thurl how foolish of an idea that's treating you as his roadblock RIGHT IN HIS FACE. If you miss the party, you won't get the chance to do that later."
Diplo, requesting her to aid us in combat: 1d20 + 31 + 1d6 + 2 + 2 + 2 ⇒ (18) + 31 + (1) + 2 + 2 + 2 = 56

GMAndrewW |

Lichaam examines the scroll. While in and of itself it is non magical, the text describes a dangerous abyssal ritual of transformation. This permits a mortal to attain true demonic form through a series of rites, one of which requires the sacrifice of a trusted mortal ally.
Yanndu spends some time observing the past. He sees Thurl arriving at the lower Ossuary along with Muhlia. He also has with him a massive creature made of bones. Thurl passes through the area occasionally while Muhlia remains in this area. Each time he passes through he seems to have changed a little, gradually growing larger, his skin becoming covered in scales and similar effects. Eventually the two stop meeting at all although you do see Muhlia slip through the door deeper into the complex once. When she returns she has the scroll and appears shaken.
With the revelation about the scroll and Korins encouragement Muhlia gives a firm nod. Alright, I'll come with you and help. Not sure how much I will be able to do, Thurl is no ordinary dwarf anymore and I've always been more effective against humans. She strokes the blade of one of her kukri's as she says this.
Thurl is deeper into the complex. There's a secret door here which leads to an abandoned workshop and then a long corridor which leads to Thurls base. He's in there with one of those bone monstrosities of his, no idea what they are but they seem dangerous.
I assume various people will make sense motive checks on what she says. She appears to be telling the truth and to be genuine in her offer to help.

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Ooh, that was a nasty ritual.
"Thank you, miss al-Jakrt. I'm sure your assistance will be helpful."
Another undead, though. How unfortunate. He probably shouldn't risk a prismatic spray, either, on the off chance that Thurl gets sent to another plane and survives. That would be a rather embarrassing entry in the Chronicles.
"How large is the door leading in?" Lichaam asks. "And of what composition is the room? I have a powerful summoning spell prepared, but most of the appropriate summon options are quite large. I could summon a greater earth elemental, which could stay partially in the wall or floor if it's stonework in there. I'd also like to cast haste on everyone just before we attack."
"Oh, and the mat you're standing on is magical. Would you mind moving your foot back?"
T10 Spellcraft to ID mat: 10 + 26 + 2 + 2 = 40
When they're ready to move out, Lichaam taps himself once more with his wand of heightened awareness and uses his pearl of power to refresh magic missile.

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knowledge check to ID bone creature and Thurl condition, hypercognition, heightened awareness: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29 plus the following knowledge skill bonus (choose applicable one)
Knowledge (Arcana) +20, Knowledge (Dungeoneering) +19, Knowledge (Engineering) +18, Knowledge (Geography) +18, Knowledge (History) +18, Knowledge (Local) +21, Knowledge (Nature) +18, Knowledge (Nobility) +18, Knowledge (Planes) +20, Knowledge (Religion) +20

GMAndrewW |

Muhlia regards Lichaam carefully. The entrance is narrow, wide enough to admit us in single file but not much more. The room beyond is large and L-shaped. It's 15, maybe 20 feet high, I cannot be sure, I only got a brief look. It's stone but there is also a lot of bone.
She steps back from the mat which Lichaam easily identifies is a Carpet of Flying.
Yanndu recognises the bone creature as not an undead but instead a Golem! It is made of fossilised bone and is clearly tainted by abyssal energies. Such creatures are resistant to damage unless the weapons are bludgeoning, adamantine and goodly aligned. They resist cold and fire and are immune to magic excepting rock to mud or stone to flesh (or spells which dont allow SR). Their jaws drain dexterity from targets it hits and can petrify you. As a fiendish creature they can do much greater damage to goodly foes. While they are fearsome combatants who can react quickly (combat reflexes) their defences are very weak (all of their saves are terrible).
I assume you all put your heads together about the creature and the rest of you make knowledge checks. You have learned everything about it. I will give you until tomorrow to make any final preparations before entering the final chamber to confront Thurl. At that point I will move us all on.

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"Time to show them what we do best. May master Quenly bless me with a Shield of Faith?"
Korin takes out many wands and scrolls, and start doing his final preparation.
Mirror Image: 1d4 + 1 ⇒ (1) + 1 = 2
Extract Monstrous Physique 2, scroll Mirror Image, scroll Bone Fist, alchemical allocation Steelsheen Elixir, scroll Merge with Familiar, drink Fever Juice, extract Anticipage Peril, wand Heighten Awareness, extract Long Arm, extract Shield, wand Fallback Strategy, and last use Oil of Bless Weapon
Bone Fist is one target/CL, CL3 scroll, so Korin will put it on himself, Eadie, and Quenly. +1 untype Natural Armor, +2 to natural weapon damage
Header updated assuming Quenly can spare 1 Shield of Faith for Korin
Quidditch will quietly merges with Korin.

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The true gods of the elves are with us.
Quenly applies Shield of Faith to himself, Korin, and Eadie. He enhances Eadie's plate armour with Magic Vestment. He then casts Deathwatch and Bulls Strength upon himself.
Then the silent elf adds Displacement to his and Eadie's defences, animates his buckler and assumes the shape of a blue dragon.
This uses 4 x lvl 1, 1 x lvl 2, 1 x lvl 3 and 2 x lvl 4 slots.

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Lichaam considers whether the described room would hinder an elemental using earth glide. Do earth elementals trip when moving in a graveyard? Wait, could it glide through the golem? If the golem was fossilized, that would make it more ground-like than bones, but the binding energies could hinder movement... but what if- No. Don't get distracted. Plenty of time for that after the mission.
T10 Planes: 10 + 31 + 2 + 2 = 45
T10 Dungeoneering: 10 + 27 + 2 + 2 = 41
"How far is the room?" Lichaam asks, "and in what direction?"
If this was an imminent encounter with Thurl... Lichaam takes the chance and activates greater arcane sight. It would render arcane sight of little use, but it would be useful to have instant knowledge of any spells Thurl had running. He also pulls out a scroll of communal align weapon and enhances their weaponry to pierce abyssal flesh.
Auto-succeed UMD. Use Cyphermage ability Enhance Scroll to use Lichaam's CL (possibly +1 from Cypher Magic?)
Align Weapon (Good) on the manufactured weapons we're using. That's Korin, Eadie, and however many kukris Muhlia uses (previous post used a plural.) Lasts 13m-14m divided among all the weapons, so presumably ~3m each.
If his studies suggest an elemental would be able to move to and through through the coming chamber, he summons it and briefly explains the situation. Otherwise, he saves the spell until they get a better idea of what they're facing.
Finally, he casts haste on everyone.

GMAndrewW |

The group make their various preparations. You head through the secret door which Muhlia points out and find yourselves in an old workshop filled with piles of petrified bones. An ogre-sized skeleton made of mismatched bones and skulls is mounted along the east wall like some macabre sculpture. A quick search of the room reveals a further secret door as well as a magical hammer hidden under a pile of bones. It is easily identified as a Rocochet Hammer.
Passing through the secret door you come to a long, narrow corridor which ends at a door. With final spells in place you boot open the door to confront Thurl! The walls of this crypt are studded with empty burial niches from the floor to the ceiling dozens of feet above. Between the niches, ornate wall carvings depict a series of scenes showing the journey
a dwarven soul makes after passing into the Great Beyond.
Thurl and his Fossil Golem are waiting for you!
Initiative
Korin: 1d20 + 17 ⇒ (14) + 17 = 31
Yanndu: 1d20 + 4 ⇒ (6) + 4 = 10
Lichaam: 1d20 + 13 ⇒ (5) + 13 = 18
Quenly: 1d20 + 14 ⇒ (6) + 14 = 20
Eadie: 1d20 + 13 ⇒ (11) + 13 = 24
Muhlia: 1d20 ⇒ 2
Turn Order
Korin
Eadie
Quenly
Lichaam
-----------------------------------
Thurl
-----------------------------------
Muhlia
Yanndu
-----------------------------------
Golem
I have used peoples header numbers for initiative. These may not be correct but it is extremely unlikely to change anything. Bold can act
Assuming people delay for Lichaam to identify things...Thurl is no longer a dwarf, he has transformed himself into a dangerous Gallu demon. They are immune to bleed, electricity and poison, they resist acid cold and fire and they have substantial spell resistance. The area around a Gallue demon is chaotic and confusing, aid and flanking provide no bonuses and creatures summoned into the area may become confused.

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Lichaam quickly examines what he can see of Thurl and relays the information to the others.
Planes: 1d20 + 31 + 2 + 4 ⇒ (18) + 31 + 2 + 4 = 55 Using Riftwardens vanity

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Knowledge Arcana vs Golem: 1d20 + 20 + 1d6 + 2 ⇒ (1) + 20 + (3) + 2 = 26
Knowledge Plane vs Thurl: 1d20 + 20 + 1d6 + 2 ⇒ (18) + 20 + (6) + 2 = 46
Knowledge Arcana vs spell effect that is in place: 1d20 + 20 + 1d6 + 2 ⇒ (16) + 20 + (4) + 2 = 42
Have to roll the knowledge check before raging. Waiting to be teleported/throw into a good position
GM, can you make Korin's token large? He is large sized now with Monstrous Physique II(Anunnaki)

GMAndrewW |

@Lichaam, I already dealt with a knowledge check for you, hence the information in the post. Your boon does give you another piece of info. You know that he can also causes wounded creatures to begin to bleed and become staggered.
@Korin, you cannot make a knowledge check and delay waiting to be thrown. If you want to make a check then you will need to take the rest of your turn. The corridor you are now in is very narrow so you are currently squeezing. I will expand you when I get a chance.

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Pre-battle:
-only one communal resist (fire) as per GM Andrew's ruling
-invisibility
-shield
-mirror image 1d4 + 4 ⇒ (2) + 4 = 6

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Quenly, flying low in dragon form, enters the chamber then flings Korin forwards.
[url=https://aonprd.com/SpellDisplay.aspx?ItemName=Telekinetic%20Charge]Telekinetic Charge as per Discussion. Quenly can put you wherever you want to be Korin, I'll leave you to move your token. Don't forget your immediate action attack!
Also don't forget +2 to hit and damage against Thurl/Gallu from Hunter's Blessing assuming he's now actually an evil outsider :o

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Forgo the immediate action attack from Telekinetic Charge so he can swift action Study Combat Thurl. Do knowledge check, free action activate boot of speed, bloodrage. Natural attack first then 5ft step away for weapon attacks
Korin becomes a whirlwind of lethal precision, unleashes a primal barrage to Thurl, starting with a fierce gore, followed by a biting strike, and four rapid wing assaults. Swiftly transitioning, he wields the bec de corbin, executing three precise strikes with deadly intent.
"This one is for Valais"
+3 Adamantine Bec de Corbin, good aligned: 1d20 + 30 ⇒ (16) + 30 = 46 Dmg: 2d8 + 28 + 5 ⇒ (7, 5) + 28 + 5 = 45
+3 Adamantine Bec de Corbin, good aligned: 1d20 + 30 ⇒ (8) + 30 = 38Dmg: 2d8 + 28 + 5 ⇒ (5, 6) + 28 + 5 = 44
+3 Adamantine Bec de Corbin, good aligned: 1d20 + 30 ⇒ (16) + 30 = 46Dmg: 2d8 + 28 + 5 ⇒ (6, 2) + 28 + 5 = 41
Gore, Inspiring+ combat inspiration: 1d20 + 30 - 5 + 1d6 + 2 ⇒ (4) + 30 - 5 + (1) + 2 = 32 Dmg: 1d8 + 13 + 2 + 5 + 2d6 + 4 ⇒ (5) + 13 + 2 + 5 + (4, 1) + 4 = 34
Bite, Inspired+ combat inspiration: 1d20 + 30 - 5 + 1d6 + 2 ⇒ (16) + 30 - 5 + (4) + 2 = 47Dmg: 1d8 + 13 + 2 + 5 + 2d6 + 4 ⇒ (6) + 13 + 2 + 5 + (6, 2) + 4 = 38
Wing, Inspired+ combat inspiration: 1d20 + 30 - 5 + 1d6 + 2 ⇒ (2) + 30 - 5 + (3) + 2 = 32Dmg: 1d6 + 13 + 2 + 5 + 2d6 + 4 ⇒ (4) + 13 + 2 + 5 + (6, 4) + 4 = 38
Wing, Inspired+ combat inspiration: 1d20 + 30 - 5 + 1d6 + 2 ⇒ (1) + 30 - 5 + (5) + 2 = 33Dmg: 1d6 + 13 + 2 + 5 + 2d6 + 4 ⇒ (4) + 13 + 2 + 5 + (4, 3) + 4 = 35
Wing, Inspired+ combat inspiration: 1d20 + 30 - 5 + 1d6 + 2 ⇒ (16) + 30 - 5 + (2) + 2 = 45Dmg: 1d6 + 13 + 2 + 5 + 2d6 + 4 ⇒ (5) + 13 + 2 + 5 + (4, 4) + 4 = 37
Wing, Inspired+ combat inspiration: 1d20 + 30 - 5 + 1d6 + 2 ⇒ (12) + 30 - 5 + (1) + 2 = 40Dmg: 1d6 + 13 + 2 + 5 + 2d6 + 4 ⇒ (6) + 13 + 2 + 5 + (5, 5) + 4 = 40
Header updated.

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Fallback Strategy reroll 2nd wing atk: 1d20 + 30 - 5 + 5 + 2 ⇒ (15) + 30 - 5 + 5 + 2 = 47
-5 to attack and damage if the target is the golem.
+3 Adamantine good Bec de Corbin: 1d20 + 30 ⇒ (14) + 30 = 44
Dmg: 2d8 + 28 + 5 ⇒ (3, 1) + 28 + 5 = 37
+3 Adamantine good Bec de Corbin: 1d20 + 30 ⇒ (9) + 30 = 39
Dmg: 2d8 + 28 + 5 ⇒ (3, 5) + 28 + 5 = 41
Korin's large size footprint is the red square I draw

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Lichaam moves forwards, peeking over Eadie's shoulder to get a good look at Thurl and the golem. A gallu? Worrying, but Korin seemed to be doing well.
Thurl or the golem... well, this model was known for substandard defenses, but they still had that inherent immunity to paralysis. Perhaps blindness? And quickly, before Eadie got into a position where she would also be affected.
With a wave, Lichaam conjures a burst of only-briefly-magical glitter, covering both Thurl and the golem.
Glitterdust, centered at intersection between Thurl and golem. DC23 Will vs. Blindness

superbot |

Eadiebot lowers her helm's visor and salutes the pathfinders.
"I'll pin the golem so it can't get to the squishies! And may the ghost of Aunt Alix tan my hide if it overruns me!"
Adamantine falchion in her elongated hands, Eadie joins the battle:
power attack vs golem, furious focus, haste: 1d20 + 25 + 1 ⇒ (4) + 25 + 1 = 30adamantine good slashing damage: 2d4 + 26 + 12 ⇒ (1, 1) + 26 + 12 = 40
Eadie's AC is currently 36 and she has Displacement.

GMAndrewW |

Quenly slides into the room and hurls Korin forward. As he does so the golem snaps out at him but misses wildly.
@Korin, please clarify your unarmed and weapon reach and break down how you have calculated your attack and damage numbers for me. I am also unclear how you are stepping anywhere that would make a difference given where you have been placed.
Golem OA: 1d20 ⇒ 9
Just to note, Korin couldnt have taken his free attack against Thurl as TKC requires you to take it against an adjacent enemy, not one in reach.

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Large or larger creatures using reach weapons can strike up to double their natural reach but can't strike at their natural reach or less.
Which means Korin have to be attacking Thurl at 10ft away (with 2 five ft square between them). The natural weapons, however, have 10ft reach with Long Arm/Lunge. Korin will forgo the attack granted by Telekinetic Charge(looks like he can't do it anyway, but he need to save his swift action for Studied Combat), be transported to a position that's 5ft away and above Thurl, attack him with natural weapons with 10ft reach, then 5ft step away to be 10ft away from Thurl, then do his Bec de Corbin attack with 15ft reach. Korin now have 60ft flying speed with good maneuverability, and will be flying above Thurl and the Golem.
Bec de Corbin can't attack squares that're adjacent and 5ft away from Korin (1st, 2nd squares), and threathen squares that're 10ft~20ft away from Korin (3rd, 4th, 5th squares).
Natural Attacks will threaten squares that're adjacent and 5ft away from Korin (1st, 2nd squares).
I've marked Korin's reach with Roll20's token aura, and draw a red square to indicate where Korin will do his natural attacks after Telekinetic charge, for more visual demostration. The reach weapon only threatens the green area, while the natural attacks threaten the red/brown area. You can remove the aura and the square once you've confirm the calculation.
Basic Stat
BAB, 11 Investigator(8 BAB) + 1 Bloodrager(1 BAB) = 9
Strength, 16 base + 2 racial + 2 enhancement + 4 alchemical(mutagen) + 4 size(Monstrous Physique II) + 4 morale(bloodrage) = 32, STR mod +11
+1 Furious Bec de Corbin becomes +3 while bloodraging.
Hunter's Blessing, +2/+2 sacred vs pseudo-Favored Enermy.
Studied Combat, half class level to attack(insight bonus) and damage(precision), 11/2=5
Attack
Heroism, 2
Haste, 1
Cracked Pale Green Prism Ioun Stone, +1 competence
Large sized, -1
Power attack (BAB 1 4 8), -3
Bed de Corbin: BAB + Strength + Enhancment + Insight + Morale + Haste + Sacred + Competence - Size - PA
9 + 11 + 3 + 5 + 2 + 1 + 2 + 1 - 1 - 3 = 30
Final attack bonus is 30.
Greater Magic Fang, +1 enhancement
Furious Inspired amuelt of might fist, +1 enhancement become +3 while bloodraging
Combining manufactored weapon and natural attacks, -5 to natural attacks
Using ispiration on every natural attack, +d6+2(half-elf Investigator FCB)
Natural Attacks: (BAB + Strength + Enhancment + Insight + Morale + Haste + Sacred + Competence - Size - PA) - weapon/natural weapon pentalty + Inspiration
= 30-5+d6+2
And seems like I forgot to include the -5BAB in my 3rd weapon attack.
Damage
According to Damage Dice Progression FAQ, Bed de Corbin does d10 when medium sized become 2d8 when large sized, d6 gore from Helm of the Mammoth Lord become d8
Weapon damage: 2d8 base weapon damage + 16 Strength(two handed 11x1.5) + 9 Power Attack(two handed 6x1.5) + 3 Enhancement + 2 Sacred(Hunter's Blessing) + 5 Precision(Studied Combat)
16 + 9 + 3 + 2 = 30 Turns out that roll20 sheet's calculation is off by 2, should be +30 instead of +28. I listed out the +5 precision damage seperately, as you can see from all my rolls, hence the 2d8+28+5
Natural attacks:
Anunnaki's bite is d8, wing is d6 for large sized.
Inspired said: If the wielder already has the combat inspiration talent, the wielder must still expend one use of inspiration, but in addition to adding the result of the inspiration roll to the attack roll, the investigator adds twice the result of the inspiration roll to the weapon’s damage roll. I just realized that I should not be rolling 2d6 but taking the result of the inspiration roll on attack roll and multiplies the result. That was the 2d6+4 (2x d6+2). Mistake on my part.
When combining weapon attack and natural attack, all my natural attack become secondary, which means 0.5x Strength bonus and 0.5x Power Attack.
5 Strength(11x0.5) + 3 Power Attack(6x0.5) + 3 Enhancement + 2 Sacred(Hunter's Blessing)
5 + 3 + 3 + 2 = 13
Bone Fist give +2 to all my natural attack dice, and roll20 sheet fail to include that, so I write it in the equation seperately. The 5 precision damage from Studied Combat is also listed out seperately in the equation.
They total out to be +13+2+5+(X*2)+4, where X is the result of the attack inspiration dice.
Adjusted Attack and Damage Roll
+3 Adamantine Bec de Corbin, good aligned, base: 1d20 + 30 ⇒ (16) + 30 = 46 Dmg: 2d8 + 28 + 5 ⇒ (7, 5) + 30 + 5 = 47
+3 Adamantine Bec de Corbin, good aligned, Haste: 1d20 + 30 ⇒ (8) + 30 = 38 Dmg: 2d8 + 28 + 5 ⇒ (5, 6) + 30 + 5 = 46
+3 Adamantine Bec de Corbin, good aligned, BAB -5: 1d20 + 30 ⇒ (16) + 30 -5 = 41 Dmg: 2d8 + 28 + 5 ⇒ (6, 2) + 30 + 5 = 43
Gore, Inspiring+ combat inspiration: 1d20 + 30 - 5 + 1d6 + 2 ⇒ (4) + 30 - 5 + (1) + 2 = 32 Dmg: 1d8 + 13 + 2 + 5 + 2d6 + 4 ⇒ (5) + 13 + 2 + 5 + (1x2) + 4 = 31
Bite, Inspired+ combat inspiration: 1d20 + 30 - 5 + 1d6 + 2 ⇒ (16) + 30 - 5 + (4) + 2 = 47 Dmg: 1d8 + 13 + 2 + 5 + 2d6 + 4 ⇒ (6) + 13 + 2 + 5 + (4x2) + 4 = 38
Wing, Inspired+ combat inspiration: 1d20 + 30 - 5 + 1d6 + 2 ⇒ (2) + 30 - 5 + (3) + 2 = 32 Dmg: 1d6 + 13 + 2 + 5 + 2d6 + 4 ⇒ (4) + 13 + 2 + 5 + (3x2) + 4 = 34
Wing, Inspired+ combat inspiration: 1d20 + 30 - 5 + 1d6 + 2 ⇒ (15) + 30 - 5 + (5) + 2 = 47 Dmg: 1d6 + 13 + 2 + 5 + 2d6 + 4 ⇒ (4) + 13 + 2 + 5 + (5x2) + 4 = 38
Wing, Inspired+ combat inspiration: 1d20 + 30 - 5 + 1d6 + 2 ⇒ (16) + 30 - 5 + (2) + 2 = 45 Dmg: 1d6 + 13 + 2 + 5 + 2d6 + 4 ⇒ (5) + 13 + 2 + 5 + (2x2) + 4 = 33
Wing, Inspired+ combat inspiration: 1d20 + 30 - 5 + 1d6 + 2 ⇒ (12) + 30 - 5 + (1) + 2 = 40 Dmg: 1d6 + 13 + 2 + 5 + 2d6 + 4 ⇒ (6) + 13 + 2 + 5 + (1x2) + 4 = 32
If you think that Long Arm doesn't apply to natural attacks, then Korin will use Lunge feat to increase reach of them instead, at the cost of -2 AC, which will put him at 40 AC.
Apologize for the wall of numbers, I hope this clear things up a bit. If any of you have any more questions about Korin's number, I will be happy to answer them.

GMAndrewW |

Thanks for that. Longarm certainly applies to natural attacks
Korin hurtles across the battlefield and smashes into Thurl. Each time he strikes him a dlash of multicoloured light hit him but he remains unaffected.
Thurl takes 217 damage
Thurl shrugs off the glitter but the golem starts to flail around.
Eadie crashes into the golem, cracking its leg bone.
Snarling, Thurl defensively casts a spell (Telekinesis) and wrenches Korins weapon from his grip. With a flick of one hand he then casts a second spell at Korin (its quickened hold monster) but Korin is entirely unaffected.
Your profile shows a CMD of 31, let me know if it is wrong.
Will Thurl: 1d20 ⇒ 14
Will Golem: 1d20 ⇒ 7
Korin will: 1d20 ⇒ 20
Korin will: 1d20 ⇒ 17
Korin will: 1d20 ⇒ 10
Korin will: 1d20 ⇒ 8
Korin will: 1d20 ⇒ 7
Korin will: 1d20 ⇒ 16
Korin will: 1d20 ⇒ 16
Korin Defensive cast: 1d20 ⇒ 8
Telekinesis CMB: 1d20 ⇒ 12
Hold person: 1d20 ⇒ 2
Turn Order
Turn Order
Korin
Eadie
Quenly
Lichaam
--------------------------------------------
Thurl
--------------------------------------------
Muhlia
Yanndu
--------------------------------------------
Golem
Bold to act. Muhlia will wait for Yanndu.
Combat status
Quenly
Korin, disarmed
Quidditch
Lichaam
Eadie
Yanndu
Thurl 217 damage
Golem 30 damage

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Yanndu moves behind Quenly and starts applying incredible pressure in Thurl's head, focusing on the cerebral sections that serve as anchor for his spell control...
caster level check vs. SR, elven magic, spell pen, greater spell pen: 1d20 + 13 + 2 + 2 + 2 ⇒ (18) + 13 + 2 + 2 + 2 = 37
If Thurl 20 hp or less: spell kills him, exploding his head and spreading debris in a 10-foot radius. Each creature in the area must succeed at a DC 22 Reflex saving throw or take 2d6 points of slashing damage from the flying debris. Permission from friendly fire requested, if applicable.
If Thurl has more than 20 hp: he takes the following damage, but can attempt a DC 22 Fortitude save to take only half damage. If this damage would cause the target to become disabled or dying, the target dies and its head explodes as described above. Permission from friendly fire requested, if applicable.
Explode Head with Dispelling Pulse: 13d6 ⇒ (3, 1, 4, 4, 6, 5, 2, 2, 4, 1, 4, 2, 2) = 40
targeted dispel magic, if Thurl fails the DC 22 Fort save, vs. 5th level spells or lower: 1d20 + 13 ⇒ (17) + 13 = 30 vs. 11 + Thurl's CL

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Snarling, Thurl defensively casts a spell (Telekinesis) and wrenches Korins weapon from his grip. With a flick of one hand he then casts a second spell at Korin (its quickened hold monster) but Korin is entirely unaffected.
Thurl takes 217 damage
Your profile shows a CMD of 31, let me know if it is wrong.
I checked and Korin's CMD should be 35 after Quenly's Shield of Faith. I wrote the header before I got the confirmation fron our Oracle. And since the Bec de Corbin is +3, it also count as Cold Iron against DR, if that matters.
If Thurl have powerful magic that can see through Korin's Mirror Image, then I hope he got Duolingo...
Impregnable Mind (Su): At 9th level, a mastermind’s secrecy, obscurity, and mental conditioning reach superhuman levels. He becomes immune to any divination spell, spell-like ability, or effect that allows a saving throw (though he can still allow a divination effect to affect him if he wishes). Even divination effects that do not allow a saving throw have diff iculty piercing a mastermind’s barriers, as a mastermind can now choose to think in any language he speaks. Unless the opponent reading a mastermind’s thoughts speaks all of the mastermind’s languages, attempts at thought reading automatically fail.
School divination
Saving Throw: Will negates (harmless);
Korin's language: Common, Elven, Draconic, Sylvan, Infernal, Abyssal, Celestial, Ignan, Tien, Aquan, Auran, Azlanti, Thassilonian, Aklo, Terran, Undercommon, Giant, Polyglot
Mirror Image vs Disarm, 1 hit: 1d3 ⇒ 3
If that doesn't work...
Mastermind Defense (Ex): At 4th level, a mastermind can, as an immediate action, expend two uses of inspiration to make an inspired defense. He rolls his inspiration die and applies the result as a penalty on an attack roll made against him. If the mastermind has the combat inspiration talent, he can expend one use of inspiration instead of two. This ability replaces swift alchemy.
As immediate action Korin tightens his grip and try to resist being disarmed...
Penalty to Thurl's CMB: 1d6 + 2 ⇒ (2) + 2 = 4
GMAndrewW |

Korin manages to keep a grip on his weapon.
Your weapon gets through his DR but as far as I can see your natural attacks do not.
Thurl easily shrugs off the attempt to make his head explode. Meanwhile Muhlia glides into the room and moves to support Eadie. Seeing her Thurl explodes with rage..Treacherous swine! he screams. Kill her!
The Golem, not having much of a mind, has little idea she is there but know that Eadie is there and bites out wildly at her! Its jaws however catch nothing but air. Shaking its head its vision still seems to be impeded.
Fortitude: 1d20 ⇒ 12
Blinded miss chance, 51+ hits: 1d20 ⇒ 12
Blinded miss chance, 51+ hits: 1d20 ⇒ 10
Glitter save: 1d20 ⇒ 12
Round 2
Turn Order
Korin
Eadie
Quenly
Lichaam
--------------------------------------------
Thurl
--------------------------------------------
Muhlia
Yanndu
--------------------------------------------
Golem
Bold to act.
Combat status
Quenly
Korin
Quidditch
Lichaam
Eadie
Yanndu
Thurl 237 damage
Golem 30 damage

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Treachery? Absurd, coming from someone who was preparing to sacrifice her.
Lichaam steps forwards to keep Thurl fully in range, and ties a symbolic knot in a short strand of tiny golden links. Thick, glowing chains appear from nowhere and attempt to wrap themselves around Thurl.
Chains of Light on Thurl. No SR, Reflex DC27 negates

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Your weapon gets through his DR but as far as I can see your natural attacks do not.
Yes, right now the natural attacks can only go through DR/magic....Korin will work with what he had.
Dutiful Strike (Su): When a creature makes an attack against the phantom’s master, the phantom gains a +2 bonus on attack rolls against that target, and deals damage against that target as if the phantom were one size category larger. For the purposes of this ability, an attack includes any harmful spell targeting the spiritualist master of whose area or effect includes the spiritualist master. Dutiful strike lasts for 1 minute, until another creature attacks the phantom’s spiritualist master (at which point this effect transfers to the new attacker), or until the attacking creature is reduced to fewer than 0 hit points, whichever occurs first.
TL;DR: Korin get +2 to attack Thurl, and his damage dice increase as if Korin's 1 size category larger
Very smart of him to target my weapon. Too bad I have 6 natural attacks to back me up even if he succeed. Which will all becomes primary natural attack and have better Power Attack and Strength bonus to damage. I need to invest in locked gauntlets after this.
"Don't dare you lay a finger on her!"
Delay to act after Lichaam
Korin's psychic self-defense kicks in and channels his anger toward the dwarf who dare to harm him. Korin continues his assault against Thurl with his trusty Bed de Corbin, mammoth gore, and the many alien wings.
Please refer to the long post above for the number breakdown. The new +2 in attack roll is from Dutiful Strike.
+3 Bec de Corbin, good/cold iron, base: 1d20 + 30 + 2 ⇒ (1) + 30 + 2 = 33 Dmg: 3d8 + 30 + 5 ⇒ (2, 5, 6) + 30 + 5 = 48
+3 Bec de Corbin, good/cold iron, haste: 1d20 + 30 + 2 ⇒ (19) + 30 + 2 = 51 Dmg: 3d8 + 30 + 5 ⇒ (5, 5, 4) + 30 + 5 = 49
+3 Bec de Corbin, good/cold iron, BAB-5: 1d20 + 30 + 2 ⇒ (5) + 30 + 2 = 37 Dmg: 3d8 + 30 + 5 ⇒ (7, 3, 4) + 30 + 5 = 49
5ft step closer. Paizo dice roller doesn't like doing multiplication so I write the double inspiration dice result with 2 pluses...
Gore,Inspiring+ combat inspiration: 1d20 + 30 - 5 + 2 + 1d6 + 2 ⇒ (5) + 30 - 5 + 2 + (2) + 2 = 36 Dmg: 2d6 + 13 + 2 + 5 + 2 + 2 + 4 ⇒ (6, 1) + 13 + 2 + 5 + 2 + 2 + 4 = 35
Bite,Inspiring+ combat inspiration: 1d20 + 30 - 5 + 2 + 1d6 + 2 ⇒ (2) + 30 - 5 + 2 + (2) + 2 = 33 Dmg: 2d6 + 13 + 2 + 5 + 2 + 2 + 4 ⇒ (5, 1) + 13 + 2 + 5 + 2 + 2 + 4 = 34
Wing,Inspiring+ combat inspiration: 1d20 + 30 - 5 + 2 + 1d6 + 2 ⇒ (15) + 30 - 5 + 2 + (4) + 2 = 48 Dmg: 1d8 + 13 + 2 + 5 + 4 + 4 + 4 ⇒ (4) + 13 + 2 + 5 + 4 + 4 + 4 = 36
Wing,Inspiring+ combat inspiration: 1d20 + 30 - 5 + 2 + 1d6 + 2 ⇒ (12) + 30 - 5 + 2 + (5) + 2 = 46 Dmg: 1d8 + 13 + 2 + 5 + 5 + 5 + 4 ⇒ (3) + 13 + 2 + 5 + 5 + 5 + 4 = 37
Wing,Inspiring+ combat inspiration: 1d20 + 30 - 5 + 2 + 1d6 + 2 ⇒ (5) + 30 - 5 + 2 + (6) + 2 = 40 Dmg: 1d8 + 13 + 2 + 5 + 6 + 6 + 4 ⇒ (1) + 13 + 2 + 5 + 6 + 6 + 4 = 37
Wing,Inspiring+ combat inspiration: 1d20 + 30 - 5 + 2 + 1d6 + 2 ⇒ (2) + 30 - 5 + 2 + (5) + 2 = 36 Dmg: 1d8 + 13 + 2 + 5 + 5 + 5 + 4 ⇒ (1) + 13 + 2 + 5 + 5 + 5 + 4 = 35
Shirt Reroll first attack, 3 star: 1d20 + 30 + 2 + 3 ⇒ (8) + 30 + 2 + 3 = 43
If Thurl fall after an attack, Korin will redirect the rest of the attacks toward the Golem. Those attacks against the Golem will be -5/-5 because the Studied Combat is at Thurl, not golem.
Korin will Coup De Grâce Thurl with his Bec de Corbin (x3 crit modifer) and activate his 2d6 Studied Strike.
Written in the format of base damage + extra crit damage + precision
CDG damage: 3d8 + 30 + 6d8 + 60 + 2d6 + 5 ⇒ (7, 2, 7) + 30 + (6, 8, 2, 8, 3, 7) + 60 + (1, 1) + 5 = 147

GMAndrewW |

Thurl laughs at Lichaam, Your pathetic magic cannot aff....., his voice trails off as he becomes helpless.
Korin then decapitates him.
I am going to call things there, a relatively ineffective and blind golem wont pose any threat.
Chains save: 1d20 ⇒ 9
With Thurls death the magical labyrinth he created fades away and you are all left with the sense of being properly back in the world. A search of the area finds the other three Runeplates which you can easily recover. You can also take his magical glaive.
Returning to the camp you can recover the dwarves on the way back from your magical mansion. Kolm is enormously pleased with your success and sends in teams of dwarves to clean out any remaining lesser threats. He is somewhat suspicious of Muhlia but willing to follow your lead relating to her.
Muhlia tips her hat to you, I shall meet you in Absalom and we can work something out with Ambrus. With that, she clicks her boots together and vanishes.
Returning to Absalom you can file your report. Several weeks later you receive a note from Muhlia, I've been doing some digging. It seems that the Glabrezu demon Koth'Vaul was woring wit Thurl and he has some sort of plan in the making. I don't know what they are but my investigations suggest they are nearing completion.
Congratulations on finishing the scenario. Go ahead and make your day job checks if you care about such things at this level.

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Hadn't Thurl been a Pathfinder? Hadn't he read their reports? Never gloat about being invincible. Ugh. Perhaps the transformation's mental effects had caused more issues than expected.
"It's been a pleasure working with you all. Korin, I'm glad you're not attacking me like that."
After seeing to the dwarves and heading home, Lichaam begins his next research project - tentatively titled "On the Limitations and Effects of Earth Glide."
T10 Craft (Scholarly Treatise): 10 + 16 + 5 = 31

Tiny Dragon |

"Remember this as the mission when you beheld my radiant facets" Lichaam's dragon offers, in his high-pitched voice. "I, or someone like me, will be organizing Lichaam's spell library. Should you come by, remember that scrolls are acceptable offerings."

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After helping Muhlia setting things up with Trade Prince Aaqir al'Hakam, Korin visits master Lichaam's spell library to immerse himself in the knowledge about the arcane art.
Alchemy day job T10: 10 + 35 = 45

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Upon returning to Absalom, Yanndu sends for his assistant Lanliss. "Please send word to our contacts in the Rift of Repose. Koth'Vaul's underlings have not learned their lesson yet. They shall be reminded of the pecking order if they are not careful."
Day Job, Information Brokerage, Knowledge.Local: 1d20 + 23 ⇒ (19) + 23 = 42

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A job well done. Quenly smiles serenely.
I look forwards to seeing how Muhlia may assist in finally putting an end to the hag Aslynn.
Seek me out at the Sanctum of the Sages, or perhaps in Kyonin, should you wish my aid again.
day job,caravan (diplomacy): 1d20 + 17 ⇒ (1) + 17 = 18
day job,caravan (diplomacy, gm reroll): 1d20 + 17 + 2 ⇒ (19) + 17 + 2 = 38