
Aerith Lithanel |

Aerith held her ground, the blade that orbited around her at the ready.
Readied Action Bludgeon 20ft range: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d8 + 16 ⇒ (4) + 16 = 20
Confirm: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d8 + 16 ⇒ (1) + 16 = 17
”Ankhegs! Insects that burrow in loose soil. The females are highly aggressive when they need to put on weight for reproduction. While thought to be a scourge to farmers, they increase crop yields by as much as fifteen percent, due to improved soil aeration and water distribution. It has been theorized…” She never got to finish the thought as the ground exploded and the creatures arose.

Mahmoud the Blade |

Mahmoud waits for one of the creatures to emerge, tense and ready to throw his dagger. He paces behind Aerith in a familiar pattern of steps, his careful movements those of a dancer.
Mahmoud begins a [dance] performance (Entwining Prance) as a move action, and with his standard he readies an action to attack the first of these creatures he sees. To gain the benefits of the dance, Aerith needs to take a five-foot step on her turn. Also, thanks to his Vicious Performance feat, starting a dance allows him to gain a momentum pool as a free action, spending one spell point.
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR: 1d8 + 9 + 4 + 1 ⇒ (5) + 9 + 4 + 1 = 19
Bonus (Barrage) attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (7) + 15 - 1 - 2 + 2 + 1 = 22
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (3) + 9 + 4 + 1 = 17
Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save (DC 15) or become entangled until they leave all the dancers’ threatened areas (or until the dance ends).
1 point, free action: move 5' (provokes, 20' max per round)
1 point: when an enemy's attack hits, reduce the damage by 3
2 points: when an ally's attack hits, add 3 damage (once per attack)
2 points, move action: regain martial focus
3 points, swift action: regain martial focus
3 points, swift action: bonus attack at highest BAB (does not stack with haste effects)

Your Benevolent Dictator |

As soon as the ankhegs burst from the earth, your blades annihilate them. With the way clear, you open the doors to the villa.
------------------------------------------------------------------------
The fetid stink of mold, sweat, and spoiled food clings to the ornate wooden table and chairs in this large hall. A thick layer of dust covers every surface in the room, save where long, ragged tracks have been dragged through the grime. Two sets of double doors exit the chamber to the north and two more to the south. Open doorways to the east and west reveal winding hallways beyond.
Three caligni reside here, and when you enter, they're quick to draw daggers and charge!
Enemy Initiative: 3d20 + 9 ⇒ (6, 18, 17) + 9 = 50 (average 17ish)
Your Initiative: 2d20 + 13 ⇒ (1, 5) + 13 = 19 (average 9.5)
Reflex DC 15: 3d20 + 6 ⇒ (6, 8, 4) + 6 = 24 (all three fail)
Attack (aerith): 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16
Attack (mahmoud): 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
Attack (mahmoud): 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4
Since this is right after the ankheg encounter and you both needed to move to reach the doors, I'm assuming that your dance is still active. :-) I will note, though, that there is no light in the villa, and since all windows are blocked off, every room except this one is in total darkness. This room is considered dim light because you just opened the doors and let some sunlight in.

Aerith Lithanel |

Gore: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Acid: 1d6 ⇒ 5
Bite: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d6 + 9 ⇒ (5) + 9 = 14
Acid: 1d6 ⇒ 6
Claw: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d4 + 7 ⇒ (1) + 7 = 8
Acid: 1d6 ⇒ 2
Grapple if claw hits, both hands remain free no Dex penalty: 1d20 + 14 ⇒ (19) + 14 = 33
Claw: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d4 + 7 ⇒ (4) + 7 = 11
Acid: 1d6 ⇒ 5
Grapple if claw hits and not already grappled: 1d20 + 14 ⇒ (12) + 14 = 26
Fort Save if needed: 1d20 + 6 ⇒ (14) + 6 = 20
Any other save if needed add 3 for ref: 1d20 + 6 ⇒ (16) + 6 = 22
The unfortunate caligni’s dagger harmlessly slid off of Aerith’s scales. The man’s eyes went wide as the dragon turned to look at him. She was not a large dragon by any measure, but she was still the size of an adult human. And her claws were sharp. Sharp enough to reach out and rip into the man, tearing off both filthy rags as well as flesh with them. Falling to the ground, he looked up and saw reptilian eyes staring down at him, only for her maw to open. Her teeth were as sharp as her claws, and they descended…
…Aerith held the man still with her claws as her maw closed in around his whimpering face. She tasted the coppery taste of blood and to her surprise found that her body responded. The urge to rip and tear filled her, the desire to violently shake her head and to consume. She fought the urge, her analytical mind already processing this development. She wondered if this was just the natural reaction of her draconic form, an instinctual response. She also wondered why the blood tasted so good, when the actual taste of it did not change from when she was an elf. It was still just coppery, but her body reacted incredibly different. It was a reaction that warranted further experimentation. The man feebly struggled but she just squeezed her claws harder. She felt the man’s skull break in her mouth, only for the body to suddenly fall limp. And then, with a sickening surge of unnatural energy, the corpse… exploded.

Mahmoud the Blade |

Mahmoud attempts to skewer one of the other two caligni with his namesake blade, hurling it twice at the first (or once at both if the first is dropped). Then he sends another lightning-speed toss at whichever enemies are still standing. (Swift action attack using momentum.)
Attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (4) + 15 - 1 - 2 + 2 + 1 = 19
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR: 1d8 + 9 + 4 + 1 ⇒ (6) + 9 + 4 + 1 = 20
Bonus (Barrage) attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (6) + 15 - 1 - 2 + 2 + 1 = 21
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (1) + 9 + 4 + 1 = 15
Bonus (momentum) attack (Quickspiral), Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 15 - 2 + 2 + 1 ⇒ (17) + 15 - 2 + 2 + 1 = 33
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (8) + 9 + 4 + 1 = 22
He moves back from the enemies to maintain the dance, attempting to tumble out of their reach without provoking their attacks.
Perform (dance) as Acrobatics: 1d20 + 16 ⇒ (13) + 16 = 29
Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save (DC 15) or become entangled until they leave all the dancers’ threatened areas (or until the dance ends).
1 point, free action: move 5' (provokes, 20' max per round)
1 point: when an enemy's attack hits, reduce the damage by 3
2 points: when an ally's attack hits, add 3 damage (once per attack)
2 points, move action: regain martial focus
3 points, swift action: regain martial focus
3 points, swift action: bonus attack at highest BAB (does not stack with haste effects)

Your Benevolent Dictator |

Mahmoud Fortitude DC 13: 1d20 + 8 ⇒ (1) + 8 = 9
Miss Chance: 3d100 ⇒ (62, 34, 32) = 128
Mahmoud Blindness Duration: 1d6 ⇒ 3 rounds
I checked your sheet to see if you have a way to reroll this but didn't see anything. If I missed something, let me know, and we'll retcon. :-)
Aerith crushes her opponent's skull ... and the caligni explodes in a flash of blinding light! Despite being unable to see, Mahmoud's thrown dagger strikes down a second foe, although his follow-up attacks go awry. Fortunately, Aerith is able to shield herself from this second blinding burst, although the final enemy isn't so lucky.
The caligni is blindly retreating, so it's a new round, and you're up again. :-)

Mahmoud the Blade |

I can’t think of any way to reroll that Fort save. I could have used martial focus to take 11 on the roll, though. Would you allow Mahmoud to do that retroactively? It’s okay if not— sometimes the dice don’t go my way. :)
Mahmoud takes a small step toward the retreating foe, and uses his magical momentum to move forward again. (Five foot step, and 1 point of momentum to move another five feet as a free action.)
He concentrates to improve his senses when he can’t see. (Using martial spontaneity to get the Blind-Fight feat as a move action.) Then he throws his dagger in the direction he can hear is correct, trusting on his skill to return the dagger to his hand.
Attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (18) + 15 - 1 - 2 + 2 + 1 = 33
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR: 1d8 + 9 + 4 + 1 ⇒ (2) + 9 + 4 + 1 = 16
Miss chance (low is bad): 1d100 ⇒ 100
Reroll miss chance (low is bad): 1d100 ⇒ 27
Bonus (Barrage) attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (13) + 15 - 1 - 2 + 2 + 1 = 28
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (6) + 9 + 4 + 1 = 20
Miss chance (low is bad): 1d100 ⇒ 83
Reroll miss chance (low is bad): 1d100 ⇒ 21
Critical confirm: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (10) + 15 - 1 - 2 + 2 + 1 = 25
Bonus damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (8) + 9 + 4 + 1 = 22
Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save (DC 15) or become entangled until they leave all the dancers’ threatened areas (or until the dance ends).
1 point, free action: move 5' (provokes, 20' max per round)
1 point: when an enemy's attack hits, reduce the damage by 3
2 points: when an ally's attack hits, add 3 damage (once per attack)
2 points, move action: regain martial focus
3 points, swift action: regain martial focus
3 points, swift action: bonus attack at highest BAB (does not stack with haste effects)

Your Benevolent Dictator |

That's just one of the times the dice don't go your way. I'd been checking to see if you had an Immediate action reroll like the Replenish talent or whatnot. :-)
Even when temporarily blinded, Mahmoud is a capable warrior, and his dagger catches the fleeing caligni in the back. A moment later, there's the now-familiar sound of a body exploding in a burst of light.

Aerith Lithanel |
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Blinking away stars, Aerith took a deep breath. She was concerned. Not because of the darkness, nor their enemies. As an elf, killing twisted her stomach like she’d swallowed her own heart. As a dragon? The coppery blood had been delicious. It made her wonder if she was really anything more than instincts wrapped in skin.
But such philosophical and moral quandaries would have to wait for later. There were still foes hiding in the darkness and if she was going to survive then enjoying the feeling of bones breaking and flesh tearing was a necessity. Philosophically and moral quandaries would come later. Realizing that she was licking her claws clean she walked over to Mahmoud.
”We will need a light source.” As she said this, the blade that orbited around her floated into an inter dimensional pocket. It contained the rest of her gear, and from within it she pulled out a torch. Using her telekensis it was lit and began to slowly orbit around her. The spell was a necessity in her eyes, for her transformation was not magical. And that meant her gear did not ‘merge’ into her as it did with wizards who stole her noble form for temporary use. Without her magic, her clothes and gear would have fallen to the floor, and transforming back would have been an altogether ignoble affair. It was a spell that all within her family had to know, for the shame of not mastering it was unthinkable.
”Can you hold one yourself? I fear that there will be no other ways for us to see as we go further in.”

Mahmoud the Blade |

Mahmoud waits silently until his blindness wears off, and then he nods and touches his enchanted dagger while muttering what sounds like an entreaty to Pharasma. He makes a gesture of supplication, and his dagger begins to glow with a bright light. (He casts light on it.) He looks in the direction the calignis were fleeing. "I would lead," he says quietly, "but they will see the light coming, so stealth is useless. Watch out for traps."

Mahmoud the Blade |

In that case, how about the doors directly to the north of where we entered?

Your Benevolent Dictator |

A cracked fountain in the center of this dried, open courtyard occasionally sputters a thick gout of water and silt. Columns support a roof covering a tiled walkway around the perimeter of the courtyard. Decorative double doors to the north and south provide access to the villa's interior.
Patrolling the courtyard is a mash-up of rotting flesh, jagged bone, and coarse hair roughly in the shape of a man. Hearing the door open, it lurches toward you!
Enemy Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Your Initiative: 2d20 + 13 ⇒ (1, 7) + 13 = 21 (average 10.5)
As it draws closer to you, the nauseating stench of rotting body parts is almost overwhelming.
Slam (mahmoud): 1d20 + 7 ⇒ (3) + 7 = 10
As long as you're within 30ft, Fortitude DC 12 vs nauseated.
Aerith Knowledge DC 14: 1d20 + 11 ⇒ (16) + 11 = 27
You realize this is a carrion golem: artificial creatures created from corpses and granted the semblance of life through a foul mixture of science and necromancy. Like all golems, they're completely immune to almost all forms of magic and are somewhat resistant to physical damage. In addition, they're carriers of disease.

Aerith Lithanel |

Assuming Aerith is with Mahmoud. Sorry I can’t move on map. China trip still
Move and standard attack. No reason to assume that they are walking shoulder to shoulder
Claw: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d4 + 7 ⇒ (2) + 7 = 9
Acid: 1d6 ⇒ 3
Grapple if claw hits, both hands remain free no Dex penalty: 1d20 + 14 ⇒ (12) + 14 = 26
A golem. One that she could sink her teeth into. Not that she wanted to. It reeked of death and decay. A glorious mixture of arcane power and scientific innovation, she applauded the skill of its creator, though at the moment what she would have been mosf appreciative was if the golem had not defeated. Sloppiness in an otherwise applaudable work. She truly did not want to bite it. Moving forward, her torch trailing behind, she reached out and sunk a claw into its arm. One of the joys of Telekenisis was that it was the manipulation of aether, and this allowed her to subtly cover her claws and fangs with this power. It helped protect claw and maw, given that it was quite likely she’d be required to puncture through harder materials. In this case, her claw easily passed through necrotic flesh and held firm, holding the arm down, and giving Mahmoud an opening to do his expert knife work.

Mahmoud the Blade |

Mahmoud uses their last 2 momentum points to add 3 damage to Aerith's attack.
Fort save vs nauseated (DC 12): 1d20 + 8 ⇒ (19) + 8 = 27
Mahmoud fights off the wave of nausea he experiences as the walking corpse gets close enough to swing at him. "Gah," he mutters. "That is ripe!" He tumbles backward from the doorway, ducking under the creature's clumsy counterattack, and moves behind Aerith in a stylish series of movements that seem almost balletic.
Perform (dance) as Acrobatics: 1d20 + 16 ⇒ (7) + 16 = 23
(He begins an Entwining Prance [dance] as a move action, moving 5' and refilling his momentum pool for 1 spell point as a free action. I think because the way Resourcefulness is worded I only get the bonus momentum points when I refill the pool, not when I first gain it, but maybe I'm missing something...)
From relative safety behind his draconic ally, he tosses his dagger at the creature.
Attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (6) + 15 - 1 - 2 + 2 + 1 = 21
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR: 1d8 + 9 + 4 + 1 ⇒ (4) + 9 + 4 + 1 = 18
Bonus (Barrage) attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (11) + 15 - 1 - 2 + 2 + 1 = 26
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (2) + 9 + 4 + 1 = 16
Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save (DC 15) or become entangled until they leave all the dancers’ threatened areas (or until the dance ends).
1 point, free action: move 5' (provokes, 20' max per round)
1 point: when an enemy's attack hits, reduce the damage by 3
2 points: when an ally's attack hits, add 3 damage (once per attack)
2 points, move action: regain martial focus
3 points, swift action: regain martial focus
3 points, swift action: bonus attack at highest BAB (does not stack with haste effects)

Your Benevolent Dictator |
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Mahmoud: I read the talent as granting a passive "+1 to your maximum momentum pool," so the bonus should always apply. I'm reading the second sentence as a "cover all your bases" bit of wording to make sure people realize that bonus point is granted each time the pool is replenished.
Aerith Fortitude DC 12: 1d20 + 6 ⇒ (17) + 6 = 23
The two of you inflict heavy damage to the golem, but even caught in Aerith's jaws, it continues to mindlessly attack.
Slam: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Slam: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Carrion Golem: 49pts damage; grappled

Mahmoud the Blade |

Fortitude save vs nausea (DC 12): 1d20 + 8 ⇒ (14) + 8 = 22
Mahmoud continues dancing in place and twice throws his dagger again.
Attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (20) + 15 - 1 - 2 + 2 + 1 = 35
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR: 1d8 + 9 + 4 + 1 ⇒ (2) + 9 + 4 + 1 = 16
Critical confirmation: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (3) + 15 - 1 - 2 + 2 + 1 = 18
Bonus critical damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (5) + 9 + 4 + 1 = 19
Bonus (Barrage) attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (19) + 15 - 1 - 2 + 2 + 1 = 34
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (6) + 9 + 4 + 1 = 20
Critical confirmation: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (1) + 15 - 1 - 2 + 2 + 1 = 16
Bonus critical damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (6) + 9 + 4 + 1 = 20
Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save (DC 15) or become entangled until they leave all the dancers’ threatened areas (or until the dance ends).
1 point, free action: move 5' (provokes, 20' max per round)
1 point, no action: when an enemy's attack hits, reduce the damage by 3
2 points, no action: when an ally's attack hits, add 3 damage (once per attack)
2 points, move action: regain martial focus
3 points, swift action: regain martial focus
3 points, swift action: bonus attack at highest BAB (does not stack with haste effects)

Aerith Lithanel |

Not that it matters here, but I think it should be -3 to hit, and should be at -3 Dex (hence -2 AC) due to Hammerlock: As long as you have martial focus, the penalties for being grappled by you increase by -1; for every 6 points of base attack bonus you possess, these penalties increase by an additional -1.
Gore: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Acid: 1d6 ⇒ 1
Claw: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d4 + 7 ⇒ (1) + 7 = 8
Acid: 1d6 ⇒ 4
Grapple if claw hits, both hands remain free no Dex penalty: 1d20 + 14 ⇒ (11) + 14 = 25
Claw: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d4 + 7 ⇒ (1) + 7 = 8
Acid: 1d6 ⇒ 2
Grapple if claw hits and not already grappled: 1d20 + 14 ⇒ (1) + 14 = 15
To Aerith’s surprise, the carrion golem was still standing. She strained to hold it in her claws as Mahmoud filleted it with his dagger. Using the horns on her head she gouged a deep gash along its thigh, but she refused to follow up with her jaws. The stench of decay was far too great. Instead, she dug both her claws in again, hoping that it would be enough to break the enchantments that held the decayed corpses together.

Your Benevolent Dictator |

Thanks for the heads-up, Aerith. If you wouldn't mind adding "Hammerlock" to your "Grapple if class hits ..." roll template, I'll be able to remember in the future. :-)
Mahmoud aims carefully, and hurls his dagger into one of the golem's existing injuries. Apparently, this was a vital area, as the creature collapses a moment later.

Aerith Lithanel |

She looked at what was left of the golem and sighed. So much artistry for a creature so foul. It was evidence of a brilliant, and disturbed, mind. Letting it go she peered into the darkness before her and saw how deep the room was. To check it, she telekinetically tossed her torch inside, and watched as it landed next to the pool in the center of the room . ”This seems like a perfect place to ambush us. Let’s go west first. Our light will be much more advantageous.”
With that said she opened her extra dimensional storage and cast a minor cantrip on it, causing the blade to shine. It began lazily orbiting around her. ”Or if you prefer I could continue throwing torches into the room, to flush out anything hiding within.”
Updated as per your post above. A good idea!

Mahmoud the Blade |

Mahmoud nods his assent and turns west, scanning the corridor ahead of them as they go, looking for hazards.

Your Benevolent Dictator |

Aerith's torch reveals nothing else of interest in the courtyard, so you cautiously make your way down the western corridor. The building is eerily silent, and every adjourning room is empty and still ... until you reach the northernmost section of the villa.
Sour musk overpowers the smell of ash from the hearth in this large kitchen converted into a laboratory and makeshift surgery. Two sets of doors exit the room to the north, with additional double doors to the south and smaller doors to the east and west. Inside, a tall caligni stands over the restrained and unconscious form of one of his companions, an obsidian scalpel in one hand. Three more figures stand chanting nearby. "Welcome to my temple. I'm so happy to have two new converts! My disciples will restrain you so that the enlightenment can begin. Please do not resist."
Enemy Initiative: 4d20 + 30 ⇒ (20, 3, 10, 16) + 30 = 79 (19ish)
Your Initiative: 2d20 + 13 ⇒ (14, 5) + 13 = 32 (average 16)
You quickly realize that the three cloaked figures are caligni that have been somehow zombified. This shouldn't be possible, as the creatures leave no body behind when they die. As they approach, you can tell by their movements that these are juju zombies, which means they've even retained the capabilities they once had in life!
Dagger (mahmoud): 1d20 + 7 ⇒ (11) + 7 = 18
Dagger (mahmoud): 1d20 + 7 ⇒ (12) + 7 = 19

Mahmoud the Blade |

Mahmoud spits with disgust, and leaps forward to tumble past the lead juju zombie, starting a dance as he does so.
Perform (dance) as Acrobatics: 1d20 + 16 ⇒ (1) + 16 = 17
He will spend a hit die to add it to his Perform check.
Entertainer: 1d10 ⇒ 8
Once past, he throws his dagger at the leader.
Attack (Quickspiral) vs tall caligni, Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (8) + 15 - 1 - 2 + 2 + 1 = 23
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR: 1d8 + 9 + 4 + 1 ⇒ (1) + 9 + 4 + 1 = 15
Bonus (Barrage) attack (Quickspiral) vs tall caligni, Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (9) + 15 - 1 - 2 + 2 + 1 = 24
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (1) + 9 + 4 + 1 = 15
Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save (DC 15) or become entangled until they leave all the dancers’ threatened areas (or until the dance ends).
1 point, free action: move 5' (provokes, 20' max per round)
1 point, no action: when an enemy's attack hits, reduce the damage by 3
2 points, no action: when an ally's attack hits, add 3 damage (once per attack)
2 points, move action: regain martial focus
3 points, swift action: regain martial focus
3 points, swift action: bonus attack at highest BAB (does not stack with haste effects)

Aerith Lithanel |

Aerith’s eyes widened. There was so much to admire about the woman! Well, once looking past the crimes against humanity, of course. But leaving that aside, she had managed to overcome something intrinsic about the darkfolk. Which meant she understood ‘why’ they exploded. Aerith truly hoped that there were notes she could take. Such knowledge deserved to be preserved, if for no other reason than because it was there. Filled with this excitement she stepped forward and tore into the zombies that stood before her. Even as her jaws snapped bone and her claws ripped muscle and sinew free, she couldn’t help but think about the joy of curling up and studying the mad woman’s notes.
Tried moving on map but screwed it up. If the Aerith image could be resized and moved I’d appreciate it. Just a 5ft step into combat
Gore: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Acid: 1d6 ⇒ 4
Bite: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d6 + 9 ⇒ (3) + 9 = 12
Acid: 1d6 ⇒ 6
Claw: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d4 + 7 ⇒ (3) + 7 = 10
Acid: 1d6 ⇒ 2
Grapple if claw hits, both hands remain free no Dex penalty. Hammerlock gives extra -1 to all grapple penalties: 1d20 + 14 ⇒ (6) + 14 = 20
Claw: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d4 + 7 ⇒ (1) + 7 = 8
Acid: 1d6 ⇒ 6
Grapple if claw hits and not already grappled: 1d20 + 14 ⇒ (10) + 14 = 24

Your Benevolent Dictator |

Mahmoud: Passed it by 1!
Mahmoud tumbles past the closest zombies and strikes the necromancer twice with his dagger. Meanwhile, Aerith destroys both of her opponents, causing them to explode in bursts of - not darkness - but negative energy!
Negative Energy Damage: 1d8 ⇒ 8 (Will DC 10 halves)
Negative Energy Damage: 1d8 ⇒ 7 (Will DC 10 halves)
The leader growls an incantation, and the light on Mahmoud's dagger is extinguished, blanketing the room in total darkness. (that should affect Aerith's sword as well if she moves it into the room)
Dagger (mahmoud's FF AC): 1d20 + 7 ⇒ (8) + 7 = 15 Damage: 1d3 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7
Leader: 30pts damage

Mahmoud the Blade |

Mahmoud: Passed it by 1!
Whew! :)
Will save vs negative energy: 1d20 + 8 ⇒ (7) + 8 = 15
Will save vs negative energy: 1d20 + 8 ⇒ (19) + 8 = 27
Mahmoud shakes his head as the light on his dagger goes out, but fortunately he is still attuned to fighting in darkness. He listens carefully as he steps back, forgoing the dance for now. He concentrates, drawing upon his magic dagger and mentally beseeching Pharasma to heed his prayer. O Lady of Fate, you are all the light I need in darkness, he thinks. Grant this weapon your power over shadows, so that I may smite the abominations you abhor in your name.
I knew I should have done this before! As a move action, he swaps his martial spontaneity feat for Advanced Weapon Training (Item Mastery), and temporarily learns Vision Mastery. Then, as a standard action, he casts darkvision upon himself. Finally, as a swift action, he will activate Aggressive Momentum for 3 momentum points and attack.
Attack (Quickspiral) vs necromancer, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 15 - 2 + 2 + 1 ⇒ (16) + 15 - 2 + 2 + 1 = 32
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR: 1d8 + 9 + 4 + 1 ⇒ (2) + 9 + 4 + 1 = 16
1 point, free action: move 5' (provokes, 20' max per round)
1 point, no action: when an enemy's attack hits, reduce the damage by 3
2 points, no action: when an ally's attack hits, add 3 damage (once per attack)
2 points, move action: regain martial focus
3 points, swift action: regain martial focus
3 points, swift action: bonus attack at highest BAB (does not stack with haste effects)

Aerith Lithanel |

Will: 1d20 + 6 ⇒ (4) + 6 = 10
Will: 1d20 + 6 ⇒ (20) + 6 = 26
Claw : 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d4 + 7 ⇒ (2) + 7 = 9
Acid: 1d6 ⇒ 1
Grapple if claw hits, both hands remain free no Dex penalty. Hammerlock gives extra -1 to all grapple penalties: 1d20 + 14 ⇒ (11) + 14 = 25
Swift action 3 points for bonus attack
Claw : 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 1d4 + 7 ⇒ (3) + 7 = 10
Acid: 1d6 ⇒ 4
Grapple if claw hits, both hands remain free no Dex penalty. Hammerlock gives extra -1 to all grapple penalties: 1d20 + 14 ⇒ (16) + 14 = 30
Blinking away the pain of the explosions that erupted from the zombies, Aerith turned towards the true challenge: the necromancer who had made them. Feeling Mahmoud’s momentum, Aerith realized that she could see his movements and could anticipate where he would be. That meant that, if she could match his movements, she could take advantage of the openings he forced. While it was a shame to kill their foe, it was a better plan than trying to take her alive. Moving quickly, she ducked low to the ground, and came in under her guard just as Mahmoud’s attacks demanded her full attention. Aerith’s claws lashed out, cloaked in the darkness…

Your Benevolent Dictator |

Ignore Me: 1d6 ⇒ 2
Negative Energy: 1d8 ⇒ 5 (Will DC 10 halves)
Aerith destroys the final zombie as Mahmoud strikes the necromancer once more. That's when the unconscious caligni on the table rises! The strength at which it breaks out of the straps restraining it makes it clear that it's become an undead abomination as well. Maybe the negative energy bursting from the other destroyed zombies was the catalyst? There's no way to tell for certain, but it's clear that this battle isn't quite finished yet.
Slam (mahmoud): 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Kukri (mahmoud): 1d20 + 11 ⇒ (10) + 11 = 21
Leader: 46pts damage

Aerith Lithanel |

It seemed as if though the contest was all but over, but then the darkfolk that had been strapped to the table began to rise. While her mind was racing with theories as towards how this was possible (most likely the sudden infusion of negative energy), her Draconic body was acting on instinct. Before the newly arisen undead could get to its feet, Aerith all but impaled it on her horns as she forced it back onto the table, only to rip her head free so that her jaws could latch onto its neck. Climbing upon the table, she felt it groan under their combined weight. It did not break, though. Holding it down with her fangs, she began digging into it with her claws. Enhanced as they were with controlled aether, the corpse was thoroughly savaged. While her magic both protected and enhanced her claws, the tattoos she had commissioned truly brought out her Draconic potential. Her claws sank deep, acid hissing as it ate through dead flesh, leaving smoldering furrows in the corpse’s torso and limbs.
5ft step into a flank. Power attack as the penalty and bonus cancel out
Will: 1d20 + 6 ⇒ (14) + 6 = 20
Gore: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d6 + 11 ⇒ (3) + 11 = 14
Acid: 1d6 ⇒ 1
Confirm: 1d20 + 10 ⇒ (10) + 10 = 20
Crit: 1d6 + 11 ⇒ (2) + 11 = 13
Bite: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d6 + 13 ⇒ (2) + 13 = 15
Acid: 1d6 ⇒ 2
Claw: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d4 + 11 ⇒ (2) + 11 = 13
Acid: 1d6 ⇒ 1
Grapple if claw hits, both hands remain free no Dex penalty. Hammerlock gives extra -1 to all grapple penalties: 1d20 + 14 ⇒ (10) + 14 = 24
Claw: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d4 + 11 ⇒ (1) + 11 = 12
Acid: 1d6 ⇒ 5
Grapple if claw hits and not already grappled: 1d20 + 14 ⇒ (8) + 14 = 22
If this is enough to destroy it then use momentum for 5ft step up to further threaten the necromancer.

Mahmoud the Blade |

I marked off three momentum used by Aerith; let me know if that's incorrect.
Will save (DC 10): 1d20 + 8 ⇒ (2) + 8 = 10
Mahmoud starts to bark a warning in the echoing darkness, but Aerith is already there, her draconic form slipping forward through the shadows, her movement boosted by his magic. He turns back to the necromancer, and mutters "Your former master, Unwrapped Harmony, does not like your choices. Say hello to Pharasma for us."
Attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (8) + 15 - 1 - 2 + 2 + 1 = 23
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR: 1d8 + 9 + 4 + 1 ⇒ (3) + 9 + 4 + 1 = 17
Bonus (Barrage) attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 15 - 1 - 2 + 2 + 1 ⇒ (16) + 15 - 1 - 2 + 2 + 1 = 31
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (3) + 9 + 4 + 1 = 17
1 point, free action: move 5' (provokes, 20' max per round)
1 point, no action: when an enemy's attack hits, reduce the damage by 3
2 points, no action: when an ally's attack hits, add 3 damage (once per attack)
2 points, move action: regain martial focus
3 points, swift action: regain martial focus
3 points, swift action: bonus attack at highest BAB (does not stack with haste effects)

Your Benevolent Dictator |

Working in tandem, you speedily dispatch your foes, resulting in a now-familiar explosion of negative energy from the undead ... and a deafening burst of sound from the necromancer.
Negative Energy Damage: 1d8 ⇒ 7 (Will DC 12 halves)
Sonic Damage: 1d8 ⇒ 8 (no save)
You're also deafened for 2d4 rounds (Fortitude DC 13 negates)
Potential Loot
steadfast gut-stone
Gold and Onyx Earrings (worth 100gp)
Lapis Lazuli Bracelet (worth 50gp)
Jar of Giant Bee Royal Jelly x3 (worth 300gp apiece; each jar provides a full day's worth of nourishment and grants a +4 alchemical bonus to saving throws vs disease for 24 hours)

Mahmoud the Blade |

Will save vs negative energy (DC 12): 1d20 + 8 ⇒ (14) + 8 = 22
Fort save vs deafened (DC 13): 1d20 + 8 ⇒ (19) + 8 = 27
Mahmoud resists the loud explosion of sound, and stands panting for several minutes, listening carefully for other foes in the immediate area. He looks at Aerith, and then steps over the withered corpse husks to search the room.
I'll add these items to the loot sheet.

Aerith Lithanel |

Will: 1d20 + 6 ⇒ (19) + 6 = 25
Fort: 1d20 + 6 ⇒ (13) + 6 = 19
Aerith 20 wounds, Mahmoud 20 wounds
Didn’t use the 3 momentum so you should still be at 8
Cure Aerith: 2d8 + 5 ⇒ (3, 2) + 5 = 10
Cure Aerith: 2d8 + 5 ⇒ (1, 2) + 5 = 8
Cure Mahmoud: 2d8 + 5 ⇒ (8, 8) + 5 = 21
It took a moment for Aerith to reorient herself from the dual explosions. Taking a deep breath, she went about administering to the wounds suffered by the two of them. ”The Caligni are often more dangerous in death than they are when fighting us.” She both observed and complained. Once finished she joined Mahmoud in his search, hoping to find any of the mage’s notes, so that some of her knowledge might survive.