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Aid is a circumstance bonus so only one bonus applies. To get the +3 you need you'd have to get a critical aid from someone else who is a master in Diplomacy, which we do not have.

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I think we're okay for this 10-min period, but sounds like Hopper could Aid pretty consistently for the next one.
Fortiva looks around at the unstable environment, frowns, and shakes her head. "The last one was a lot more stable. This is going to require some concentration."
She looks curiously towards the amphitheatre, but heads towards the voice in the square.

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Leo nods in agreement to Fortiva's words, "I'll help where I can, but maintaining stability doesn't seem like it will be based in magic. It seems more that we have to interact with the psyche that holds this mindscape together." He looks over to Jiki as he does the work and Leo's face shows clear relief. "I'm glad I'm not the one trying it," he mumbles to himself as he follows Fortiva toward the square.

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Patrick frowns a bit. I confess I still have a lot to learn about such interactions. Maybe you should take the lead while I watch for magical disturbances
It also looks like the voice in the square is making him a tad paranoid.

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Jiki stabilizes the maze... for now...
As you decide what to do, the voice becomes more insistent...
Assuming you give in and follow the voice:
A snake-bodied figure sits at the top of the stairs of the amphitheater. They would appear to be a grandmother in a rocking chair, if not for the long tail wrapped around the base. Looking up at the sound of an entrance, they begin to speak. "Pathfinders, I know you come here with the best of intentions—to help our poor Csilla recover her memories and understand why they are locked away. However, I simply cannot allow you to do that. For years I have guarded her, protected her, from the horrors locked deeper within. If you open her up to them, it may very well destroy her, and I love her too much for you to do that."
You recognize the speaker as a naga.
Although the naga pauses briefly to consider your arguments, she remains adamant and tries to get you to turn around and forget this 'useless' endeavor.

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"I respect yourdesire to protect Csilla, but leaving these horros locked inside her mind is doing her no service. They must be faced, and she has steadfast allies to help her in doing so. Would you count yourself one of them?"
Diplomacy: 1d20 + 22 ⇒ (9) + 22 = 31
The bard tries to convince her with a tale of a time he had to face something he would rather not, and was the stronger for it.
Diplomacy, Hero Point, Promotional Vestments: 1d20 + 22 + 1 ⇒ (11) + 22 + 1 = 34
Okay, that is in aid range, if only barely...

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"We are formidable. With your aid, we could prevent these horrors from being a danger to her ever again."
Diplomacy: 1d20 + 15 ⇒ (13) + 15 = 28

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Hopper keeps wand in his hand as he listens to Jiki and Leos arguments.
"What they said."
If needed and allowed, Wolfie has Intimidation +13 for aiding purposes ;)

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Diplomacy: 1d20 + 20 ⇒ (19) + 20 = 39
"I'm intrigued by the idea that you reside in here protecting things - keeping them stagnant. But we are committed and will not turn back."

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"I must caution you that moving forward may be detrimental to your health. Is there no other way I can convince you to abandon this task?"

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"Nothing comes to mind."

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"We have a job and intend to do it. Please do what you can to aid us, for Csilla's sake."

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"Sigh. I was afraid you were going to say that. Please do know that I do not take pleasure in this... and that this will hurt me far worse than you..."
With those words, she attacks.
Mad Hopper's Initiative using Scout: 1d20 + 18 ⇒ (5) + 18 = 23 (Incredible Initiative)
Leo's Initiative using : 1d20 + 19 ⇒ (11) + 19 = 30
Fortiva's Initiative using Avoid Notice: 1d20 + 44 ⇒ (5) + 44 = 49
SQUASH's Initiative using Search: 1d20 + 21 ⇒ (6) + 21 = 27 (Battlefied Surveyor)
Prof. Patrick Barnard's Initiative using : 1d20 + 15 ⇒ (15) + 15 = 30
Jiki the Flatulist's Initiative using Search: 1d20 + 19 ⇒ (20) + 19 = 39
Jamimpi Init: 1d20 + 26 ⇒ (9) + 26 = 35
War Hound Init: 1d20 + 19 ⇒ (15) + 19 = 34
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
**Fortiva - AC 31 (33 w/shield or Nimble Dodge), 127/127
**Jiki the Fltaulist - AC 28, 116/116
Naga
Blue
Prof. Patrick Barnard - AC 24 (25 w/Mage Armor), 71/71
Leo - AC 31 (32 w/Shield), 107/107
SQUASH - AC 29 (30 w/shield), 147/147
The Mad Hoppper - AC 30, 149/149; Wolfie AC 29, 116/116

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"...this will hurt me far worse than you..."
"That much, at least is true, though likely not as you mean it."
◇ Cast a Spell
"♪ Notes linger on, a spectral grace,
♪ Echoes of music, time can't erase.
Lingering Composition!"
Performance vs. level-based DC: 1d20 + 21 ⇒ (6) + 21 = 27
◆ Cast a Spell
"♪ Anthem of valor, hearts ignite,
♪ With melody's fire, we rise to fight.
Courageous Anthem!"
+1 status bonus to attack rolls, damage rolls, and saves against fear effects for 1 round.
◆ Recall Knowledge
Unless it's a goblin, pretty sure my roll is at +16.
One action pending results of that check.

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Our unhelpful naga friend.

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JO: 1d20 + 16 ⇒ (15) + 16 = 31
The naga's name is Jamimpi and she's a guardian naga. Apart from the usual fangs and venom spit, she is capable of casting spells.

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Fortiva lets out a sigh and moves to stop the other beast that showed up to cause trouble. Taking advantage of her speed, she delivers a nasty slash and stab.
◆ Stride
◆ Quickdraw and strike blue, off-guard
Shortsword 1: 1d20 + 21 + 1 ⇒ (3) + 21 + 1 = 25 for 2d6 + 5 + 1 + 1d6 + 1d6 + 3d6 ⇒ (6, 1) + 5 + 1 + (5) + (2) + (6, 4, 6) = 36 slashing, fire, cold, precision
◆ Strike blue
Shortsword 1: 1d20 + 21 - 4 + 1 ⇒ (8) + 21 - 4 + 1 = 26 for 2d6 + 5 + 1 + 1d6 + 1d6 + 3d6 ⇒ (6, 3) + 5 + 1 + (1) + (2) + (1, 6, 4) = 29 piercing, fire, cold, precision

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Jiki shares what he knows about the naga. He considers a quip directed at Jamimpi, but since she is 35 or more feet away, she would probably just yell back 'What? I can't hear you!". Instead, he weaves a protective barrier around himself and catalogs his options for after she has made a move.
◆ Cast a Spell
"♪ Ether's embrace, guard me true,
♪ Arcane guard, my defense anew.
Shield!"

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Jiki manages to remember something about Jamimpi before inspiring his companions and raising a mystic shield. Fortiva moves up to Blue and slashes out with her sword. Only her second blow lands, however. She does notice that the creature seemed to be more vulnerable to cold as the wound appears to frost over briefly.
Snarling, Blue lashes out at elf.
Jaws vs Fortiva AC 33, Nimble Dodge: 1d20 + 21 ⇒ (14) + 21 = 35 for Piercing: 2d8 + 6 ⇒ (2, 2) + 6 = 10 and Fire: 2d6 ⇒ (4, 4) = 8
Jaws vs Fortiva AC 31, MAP: 1d20 + 16 ⇒ (13) + 16 = 29 for Piercing: 2d8 + 6 ⇒ (3, 5) + 6 = 14 and Fire: 2d6 ⇒ (3, 1) = 4
It then breathes out a cone of fire that catches Fortiva, Patrick and Jiki!
Breath cooldown: 1d4 ⇒ 1
Breath Weapon; Fire Damage; DC 28 Basic Reflex: 10d6 ⇒ (1, 2, 3, 6, 6, 3, 3, 3, 1, 5) = 33
Jamimpi slithers forward. "It greatly pains me to do this. But you leave me with no other option."
Concentrating, she drops a column of fire on the party.
Divine Immolation (aka Flame Strike), Fire Damage; DC 33 Reflex: 6d6 ⇒ (4, 5, 5, 1, 3, 3) = 21 and 2d6 persistent damage
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Courageous Anthem (1/3)
Before Your Turn:
DC 28 Basic Reflex vs 33 Fire: Jiki, Fortiva, Patrick
DC 33 Reflex vs 21 Fire: Jiki, Fortiva, Patrick Leo, SQUASH, Hoppper, Wolfie
------------------
Those with ** may go
-2-
**Fortiva - AC 31 (33 w/shield or Nimble Dodge), 109/127
**Jiki the Fltaulist - AC 28, 116/116 (AC 29)
Naga
Blue (-38)
-1-
**Prof. Patrick Barnard - AC 24 (25 w/Mage Armor), 71/71
**Leo - AC 31 (32 w/Shield), 107/107
**SQUASH - AC 29 (30 w/shield), 147/147
**The Mad Hoppper - AC 30, 149/149; Wolfie AC 29, 116/116
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: Unaffected
S: Half Damage, no persistent damage
F: Full Damage, full persistent damage
CF: Double damage, double persistent damage

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Reflex (bulwark): 1d20 + 15 + 3 ⇒ (17) + 15 + 3 = 35
The fire burns, but not as hot as the anger within his spirit.
Squash advances upon the naga and with a bit of bravado, gives it a baleful glare.
◆ Stride
◆ Demoralize (Intimidating Prowess) Intimidation vs Will DC: 1d20 + 19 + 2 ⇒ (7) + 19 + 2 = 28
Hero Point if that fails
Intimidation vs Will DC: 1d20 + 19 + 2 ⇒ (15) + 19 + 2 = 36
He then brings down his maul upon the serpentine creature.
◆ Strike Attack: 1d20 + 21 + 1 ⇒ (9) + 21 + 1 = 31Cold Iron, Bludgeoning: 2d10 + 7 + 1 ⇒ (4, 7) + 7 + 1 = 19

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As naga moves to attack, Hoppers collar bites into his neck. On init Collar of shifting spider getting 1 piercing dmg ;) and getting Greater Juggernaut mutagen +30 tmp hp, +2 to Fort (on top of runes) and -2 Will, Perception and Init ;)
Reflex, Hopper, mounted: 1d20 + 22 - 2 ⇒ (4) + 22 - 2 = 24
Reflex, Wolfie: 1d20 + 20 ⇒ (6) + 20 = 26
Both Hopper and Wolfie fail to dodge the flames. Hopper has resistance to fire 5, Wolfie does not
He reaches for his sword and pushes Wolfie to moves forwards. The mount runs at full speed running behind the naga. Cavaliers charge - 90 ft of movement and attack naga from behind
FLaming Dogslicer@naga flanked, cavaliers charge: 1d20 + 21 + 1 ⇒ (3) + 21 + 1 = 25
Damage, slashing, fire: 2d6 + 1 + 1d6 ⇒ (4, 5) + 1 + (1) = 11
Hero point FLaming Dogslicer@naga flanked, cavaliers charge: 1d20 + 21 + 1 ⇒ (3) + 21 + 1 = 25 4, 6, 3, 3 - that is riddiculus. If the strike is crit fail the poison vanishes, otherwise it stays on the blade
Fort save DC30 with -2 modifier against Blisterwort with Pinpoint poisoner

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Why does these things always devolve into a fight?
Argh! Unfriendly fire
ref: 1d20 + 16 ⇒ (7) + 16 = 23
ref: 1d20 + 16 ⇒ (1) + 16 = 17
((Hero Point))
ref: 1d20 + 16 ⇒ (6) + 16 = 22
Aw crap!
Patrick takes the lot and then some. ((fail, crit fail = -75 - Dying 2))

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Squash avoids the worst of the damage. He glares at Jamimpi, which, surprisingly, she pauses briefly. He swings his maul, which, unfortunately, doesn't connect.
Patrick is not quick enough to get out of the way of both fiery strikes and collapses, his clothes aflame.
Neither Hoppper nor Wolfie manage to get out of the way in time. However Hoppper appears to enter a heightened state as mutagen is injected into him. He pulls his horsechopper and charges Jamimpi and slashes at her with a mighty swing, which, unfortunately misses. Hoppper curses as he sees the toxin he so carefully anointed on his blade flies off (Sorry, it was a crit fail). More curses follow at the ridiculousness of it all.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Courageous Anthem (1/3)
Before Your Turn:
DC 28 Basic Reflex vs 33 Fire: Jiki, Fortiva
DC 33 Reflex vs 21 Fire: Jiki, Fortiva, Leo
After Your Turn:
DC 15 Flat Check vs Persistent Fire (after rolling 2d6 fire damage): Hoppper, Wolfie, Patrick
------------------
Those with ** may go
-2-
**Fortiva - AC 31 (33 w/shield or Nimble Dodge), 109/127
**Jiki the Fltaulist - AC 28, 116/116 (AC 29)
Prof. Patrick Barnard - AC 24 (25 w/Mage Armor), 0/71 (Dying 2; 2d6 Persistent, Doubled)
Jamimpi (Frightened 1)
Blue (-38)
-1-
**Leo - AC 31 (32 w/Shield), 107/107
SQUASH - AC 29 (30 w/shield), 137/147
The Mad Hoppper - AC 30, 132/149 (+3 Fort (CS on success), temp hp - 30/30, -2 Will/Init/Perc, 1 hr; 2d6 Persistent Fire); Wolfie AC 29, 95/116 (2d6 Persistent Fire)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: Unaffected
S: Half Damage, no persistent damage
F: Full Damage, full persistent damage
CF: Double damage, double persistent damage

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Ref: 1d20 + 16 + 3 ⇒ (9) + 16 + 3 = 28
Leo groans as the flame scorched him and continues to do so.
◆ Stride
◆◆ cast Frostbite (Fort DC 30)
cold: 7d4 ⇒ (1, 4, 2, 4, 3, 1, 4) = 19
◆ Stride
◆◆ cast rank 3 Heal
healing: 3d8 + 24 + 2 ⇒ (2, 1, 2) + 24 + 2 = 31
persistent fire: 2d6 ⇒ (2, 1) = 3
flat check: 1d20 ⇒ 10

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Based on the level bump, the +1 doesn't prevent the crit fail but it doesn't drop him.
Retcon -- Jamimpi doesn't look unsure of herself (and now you know her Will DC!) :)
Fort: 1d20 + 21 ⇒ (9) + 21 = 30
Blue barely gets out of the way in time but the wound still hurts and it roars in pain.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Courageous Anthem (1/3)
Before Your Turn:
DC 28 Basic Reflex vs 33 Fire: Jiki, Fortiva
DC 33 Reflex vs 21 Fire: Jiki, Fortiva
After Your Turn:
DC 15 Flat Check vs Persistent Fire (after rolling 2d6 fire damage): Hoppper, Wolfie, Patrick, Leo
------------------
Those with ** may go
-2-
**Fortiva - AC 31 (33 w/shield or Nimble Dodge), 109/127
**Jiki the Fltaulist - AC 28, 116/116 (AC 29)
Jamimpi
Blue (-57)
-1-
**Prof. Patrick Barnard - AC 26, 6/81 (2d6 Persistent, Doubled)
Leo - AC 31 (32 w/Shield), 83/107 (2d6 Persistent Fire)
SQUASH - AC 29 (30 w/shield), 137/147
The Mad Hoppper - AC 30, 132/149 (+3 Fort (CS on success), temp hp - 30/30, -2 Will/Init/Perc, 30 minutes; 2d6 Persistent Fire); Wolfie AC 29, 95/116 (2d6 Persistent Fire)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: Unaffected
S: Half Damage, no persistent damage
F: Full Damage, full persistent damage
CF: Double damage, double persistent damage

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"Ow! Fire bad!"
Reflex DC 28: 1d20 + 19 ⇒ (14) + 19 = 33
Reflex DC 33: 1d20 + 19 ⇒ (7) + 19 = 26
◇ Cast a Spell
"♪ Notes linger on, a spectral grace,
♪ Echoes of music, time can't erase.
Lingering Composition!"
Performance vs. level-based DC: 1d20 + 21 ⇒ (1) + 21 = 22
"This song is really hot in Abaslom... too hot, even!"
◆ Cast a Spell
"♪ Anthem of valor, hearts ignite,
♪ With melody's fire, we rise to fight.
Courageous Anthem!"
"Time to cool things down a bit."
◆◆ Cast a Spell
"♪ Twilight's grasp, darkness cast,
♪ Shadows surge, the die is cast.
Shadow Blast!"
Cold Damage: 6d8 ⇒ (7, 3, 8, 8, 5, 1) = 32
Basic Reflex or Will DC 29
15 foot burst that contains only the naga.

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Reflex DC28: 1d20 + 22 ⇒ (6) + 22 = 28 zero damage
Reflex DC33: 1d20 + 22 ⇒ (1) + 22 = 23 really? fine, hero point
Reflex DC33: 1d20 + 22 ⇒ (20) + 22 = 42 a bit overkill, but acceptable
Fortiva seems unfazed by the fires detonating around her. She lowers her head ever-so-slightly and makes a move to the left before cutting back hard to the right.
◆ Feint blue
Deception: 1d20 + 22 ⇒ (10) + 22 = 32 Seems likely to succeed, putting it off-guard until the end of her next turn
◆ Strike blue
Shortsword 1: 1d20 + 21 + 1 ⇒ (13) + 21 + 1 = 35 for 2d6 + 5 + 1 + 1d6 + 1d6 + 3d6 ⇒ (6, 4) + 5 + 1 + (4) + (2) + (4, 2, 5) = 33 piercing, fire, cold, precision
◇ Debilitating Strike -> Enfeebled 1
If a crit, d10 persistent fire, off-guard to everyone, and Fort save dc24 or slowed 1
◆ Strike blue
Shortsword 2: 1d20 + 21 + 1 - 4 ⇒ (14) + 21 + 1 - 4 = 32 for 2d6 + 5 + 1 + 1d6 + 1d6 + 3d6 ⇒ (2, 3) + 5 + 1 + (6) + (2) + (1, 1, 2) = 23 piercing, fire, cold, precision
◇ Debilitating Strike -> -10' speed

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Will: 1d20 + 26 ⇒ (14) + 26 = 40
Jiki continues to inspire his companions before dropping a piece of the Netherworld on Jamimpi. Jamimpi shrugs off Jiki's Shadow Blast with little effort. "I beg of you, please turn back for your sakes!"
Fortiva easily dodges the cone of flame. She makes a quick move, which the dog-monster follows, before stabbing it twice. The dog monster howls in pain at the cold from Fortiva's sword.
The feint is not a crit success so it's only OG to the first attack. It wasn't a crit either...
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Courageous Anthem (1/1)
Before Your Turn:
After Your Turn:
DC 15 Flat Check vs Persistent Fire (after rolling 2d6 fire damage): Hoppper, Wolfie, Patrick, Leo
------------------
Those with ** may go
-2-
Fortiva - AC 31 (33 w/shield or Nimble Dodge), 109/127
Jiki the Fltaulist - AC 28, 116/116 (AC 29)
Jamimpi
Blue (-129)
-1-
**Prof. Patrick Barnard - AC 26, 27/81 (2d6 Persistent)
Leo - AC 31 (32 w/Shield), 83/107 (2d6 Persistent Fire)
SQUASH - AC 29 (30 w/shield), 137/147
The Mad Hoppper - AC 30, 132/149 (+3 Fort (CS on success), temp hp - 30/30, -2 Will/Init/Perc, 30 minutes; 2d6 Persistent Fire); Wolfie AC 29, 95/116 (2d6 Persistent Fire)

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Patrick fires a heightened volley of magic missiles at Blue.
mm h2: 6d4 + 6 ⇒ (2, 2, 2, 2, 1, 4) + 6 = 19
before taking fire: 2d6 ⇒ (1, 4) = 5
flat: 1d20 ⇒ 12

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Patrick's volley of magic missiles slams into Blue. It staggers but remains standing. It bites Fortiva twice before breathing another cone of fire at the Pathfinders tormenting it.
Jaws vs Fortiva AC 33, ND: 1d20 + 21 ⇒ (7) + 21 = 28 for Piercing: 2d8 + 6 ⇒ (7, 1) + 6 = 14 and Fire: 2d6 ⇒ (1, 3) = 4
Jaws vs Fortiva AC 31, MAP: 1d20 + 16 ⇒ (4) + 16 = 20 for Piercing: 2d8 + 6 ⇒ (7, 6) + 6 = 19 and Fire: 2d6 ⇒ (6, 5) = 11
Breath Weapon; Fire Damage; DC 28 Basic Reflex: 10d6 ⇒ (6, 5, 3, 6, 5, 1, 4, 5, 6, 5) = 46
Hoppper, Squash, Wolfie: 1d3 ⇒ 3
Jamimpi turns and lashes out at Wolfie with her fangs.
Fangs vs Wolfie AC 29: 1d20 + 26 ⇒ (10) + 26 = 36 for Piercing: 3d6 + 9 ⇒ (3, 2, 1) + 9 = 15
Fangs vs Wolfie AC 29, MAP, Agile: 1d20 + 22 ⇒ (7) + 22 = 29 for Piercing: 3d6 + 9 ⇒ (5, 2, 1) + 9 = 17
Fangs vs Wolfie AC 29, MAP 2+, Agile: 1d20 + 16 ⇒ (11) + 16 = 27 for Piercing: 3d6 + 9 ⇒ (6, 6, 4) + 9 = 25
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions: Courageous Anthem (1/1)
Before Your Turn:
DC 28 Basic Reflex vs 46 Fire: Patrick, Fortiva, Leo, Jiki
DC 33 Fort Save vs Naga Venom: Wolfie (x2)
After Your Turn:
DC 15 Flat Check vs Persistent Fire (after rolling 2d6 fire damage): Hoppper, Wolfie, Patrick, Leo
------------------
Those with ** may go
-3-
**Fortiva - AC 31 (33 w/shield or Nimble Dodge), 109/127
**Jiki the Fltaulist - AC 28, 116/116 (AC 29)
Jamimpi
Blue (-149)
-2-
**Prof. Patrick Barnard - AC 26, 22/81 (2d6 Persistent)
**Leo - AC 31 (32 w/Shield), 83/107 (2d6 Persistent Fire)
**SQUASH - AC 29 (30 w/shield), 137/147
**The Mad Hoppper - AC 30, 132/149 (+3 Fort (CS on success), temp hp - 30/30, -2 Will/Init/Perc, 30 minutes; 2d6 Persistent Fire); Wolfie AC 29, 95/116 (2d6 Persistent Fire)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Max Duration: 6 rds
Stage 1: 3d6 Poison (1 rd)
Stage 2: 3d6 Poison, Drained 1 (1 rd)

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Patrick dodges but is still burned enough that he goes down.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions: Courageous Anthem (1/1)
Before Your Turn:
DC 28 Basic Reflex vs 46 Fire: Fortiva, Leo, Jiki
DC 33 Fort Save vs Naga Venom: Wolfie (x2)
After Your Turn:
DC 15 Flat Check vs Persistent Fire (after rolling 2d6 fire damage): Hoppper, Wolfie, Patrick, Leo
------------------
Those with ** may go
-3-
**Fortiva - AC 31 (33 w/shield or Nimble Dodge), 109/127
**Jiki the Fltaulist - AC 28, 116/116 (AC 29)
Jamimpi
Prof. Patrick Barnard - AC 26, 0/81 (Dying 1; 2d6 Persistent Fire)
Blue (-149)
-2-
**Leo - AC 31 (32 w/Shield), 83/107 (2d6 Persistent Fire)
**SQUASH - AC 29 (30 w/shield), 137/147
**The Mad Hoppper - AC 30, 132/149 (+3 Fort (CS on success), temp hp - 30/30, -2 Will/Init/Perc, 30 minutes; 2d6 Persistent Fire); Wolfie AC 29, 95/116 (2d6 Persistent Fire)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Max Duration: 6 rds
Stage 1: 3d6 Poison (1 rd)
Stage 2: 3d6 Poison, Drained 1 (1 rd)

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"Dying" and "persistent fire damage" are not a good comination, so Jiki rushes to Patrick's aid.
Reflex save: 1d20 + 19 ⇒ (7) + 19 = 26
◇ Cast a Spell
"♪ Notes linger on, a spectral grace,
♪ Echoes of music, time can't erase.
Lingering Composition!"
Performance vs. level-based DC: 1d20 + 21 ⇒ (17) + 21 = 38
Finally - three rounds of anthem.
◆ Cast a Spell
"♪ Anthem of valor, hearts ignite,
♪ With melody's fire, we rise to fight.
Courageous Anthem!"
◆◆ Cast a Spell (Heightened)
"♪ Gentle hum, soothing balm,
♪ Comfort's touch, bring inner calm.
Soothe!"
Healing: 3d10 + 12 ⇒ (4, 5, 1) + 12 = 22
Patrick moves to wounded 1. And should still get a flat check against the persistent, correct?

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Persistent Fire: 2d6 ⇒ (1, 3) = 4
Patrick Flat: 1d20 ⇒ 7
Jiki can't get out of the way in time but continues to inspire his companions. He also then sends Patrick some much needed healing.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions: Courageous Anthem (1/3)
Before Your Turn:
DC 28 Basic Reflex vs 46 Fire: Fortiva, Leo
DC 33 Fort Save vs Naga Venom: Wolfie (x2)
After Your Turn:
DC 15 Flat Check vs Persistent Fire (after rolling 2d6 fire damage): Hoppper, Wolfie, Patrick, Leo
------------------
Those with ** may go
-3-
**Fortiva - AC 31 (33 w/shield or Nimble Dodge), 109/127
Jiki the Fltaulist - AC 28, 70/116
Jamimpi
Prof. Patrick Barnard - AC 26, 18/81 (Wounded 1; 2d6 Persistent Fire; Prone)
Blue (-149)
-2-
**Leo - AC 31 (32 w/Shield), 83/107 (2d6 Persistent Fire)
**SQUASH - AC 29 (30 w/shield), 137/147
**The Mad Hoppper - AC 30, 132/149 (+3 Fort (CS on success), temp hp - 30/30, -2 Will/Init/Perc, 30 minutes; 2d6 Persistent Fire); Wolfie AC 29, 95/116 (2d6 Persistent Fire)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Max Duration: 6 rds
Stage 1: 3d6 Poison (1 rd)
Stage 2: 3d6 Poison, Drained 1 (1 rd)

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Squash continues to fight against the flanked naga.
◆ Strike
Attack, OG: 1d20 + 21 + 1 ⇒ (1) + 21 + 1 = 23cold iron bludgeoning: 2d10 + 7 ⇒ (1, 6) + 7 = 14
◆ Strike
Attack, OG: 1d20 + 21 + 1 - 5 ⇒ (12) + 21 + 1 - 5 = 29cold iron bludgeoning: 2d10 + 7 ⇒ (10, 5) + 7 = 22
◆ Cast a Spell (shield)

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Real quick...
"The feint is not a crit success so it's only OG to the first attack."
Fortiva is a scoundrel, so the feint carries on, though the second strike only had 4 points of precision.
Reflex Save: 1d20 + 22 ⇒ (20) + 22 = 42 Can't touch this.

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Ref: 1d20 + 16 + 3 ⇒ (19) + 16 + 3 = 38
Leo quickly hunkers down behind the shrub. Between what is left of the shrub and his armor he escapes harm from the breath this time.
As he rises, he hears Patrick's words and gives a swift nod of agreement. He then gathers his focus while taking a side step. "Frigu," he repeats once more while pointing his sword at the creature. Again, a thick frost coalesces in a globe around it.
◆ Step
◆◆ cast Frostbite (Fort DC 30)
Frostbite: 7d4 + 1 ⇒ (4, 3, 2, 2, 3, 3, 1) + 1 = 19
persistent fire: 2d6 ⇒ (5, 5) = 10
flat check: 1d20 ⇒ 5
The enemy has two choices:
1) do no damage to the ally
2) The ally gains resist all 13 and the enemy is enfeebled 2 until the end of its next turn.

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Ref: 1d20 + 19 ⇒ (5) + 19 = 24
Leo drops more cold onto the Dog monster and its flaming coat freezes over. The thing topples over, dead.
I'm going to give Patrick a hero point since I messed up on Fortiva's racket. Her second strike would have killed it. Btw, the breath weapon recharges when it takes fire damage, so Fortiva's fire rune was working in my favor instead! :)
SQUASH continues to swing at Jamimpi but is unsuccessful.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions: Courageous Anthem (1/3)
Before Your Turn:
DC 33 Fort Save vs Naga Venom: Wolfie (x2)
After Your Turn:
DC 15 Flat Check vs Persistent Fire (after rolling 2d6 fire damage): Hoppper, Wolfie, Patrick, Leo
------------------
Those with ** may go
-3-
**Fortiva - AC 31 (33 w/shield or Nimble Dodge), 109/127
Jiki the Fltaulist - AC 28, 70/116
Jamimpi
Prof. Patrick Barnard - AC 26, 18/81 (Wounded 1; 2d6 Persistent Fire; Prone)
-2-
Leo - AC 31 (32 w/Shield), 83/107 (2d6 Persistent Fire)
SQUASH - AC 29 (30 w/shield), 137/147 (AC 30)
**The Mad Hoppper - AC 30, 132/149 (+3 Fort (CS on success), temp hp - 30/30, -2 Will/Init/Perc, 30 minutes; 2d6 Persistent Fire); Wolfie AC 29, 95/116 (2d6 Persistent Fire)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Max Duration: 6 rds
Stage 1: 3d6 Poison (1 rd)
Stage 2: 3d6 Poison, Drained 1 (1 rd)

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One enemy down, Fortiva vaults across the open space to engage the naga.
◆ Stride
◆ Stride
◆ Strike Off-guard due to flank and gang up
Shortsword: 1d20 + 21 + 1 ⇒ (1) + 21 + 1 = 23
Looking for someone to hit Jamimpi in melee to trigger Opportune Backstab, rather than Dodging.

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Fortiva charges across the open plaza to go after Jamimpi. Unfortunately, she overbalances and almost face plants in front of the naga.
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COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions: Courageous Anthem (1/3)
Before Your Turn:
DC 33 Fort Save vs Naga Venom: Wolfie (x2)
After Your Turn:
DC 15 Flat Check vs Persistent Fire (after rolling 2d6 fire damage): Hoppper, Wolfie, Patrick, Leo
------------------
Those with ** may go
-3-
Fortiva - AC 31 (33 w/shield or Nimble Dodge), 109/127
Jiki the Fltaulist - AC 28, 70/116
Jamimpi
Prof. Patrick Barnard - AC 26, 18/81 (Wounded 1; 2d6 Persistent Fire; Prone)
-2-
Leo - AC 31 (32 w/Shield), 83/107 (2d6 Persistent Fire)
SQUASH - AC 29 (30 w/shield), 137/147 (AC 30)
**The Mad Hoppper - AC 30, 132/149 (+3 Fort (CS on success), temp hp - 30/30, -2 Will/Init/Perc, 30 minutes; 2d6 Persistent Fire); Wolfie AC 29, 95/116 (2d6 Persistent Fire)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Max Duration: 6 rds
Stage 1: 3d6 Poison (1 rd)
Stage 2: 3d6 Poison, Drained 1 (1 rd)

Hopper's Wolf |

Fort save, DC33: 1d20 + 19 ⇒ (9) + 19 = 28
Fort save, DC33: 1d20 + 19 ⇒ (6) + 19 = 25
Wolfie seems to be impacted by the poison. The mount growls at the creature and bites it
Bite@Jamimpi, flanked, ca: 1d20 + 18 + 1 ⇒ (9) + 18 + 1 = 28
Damage, p: 2d8 + 8 ⇒ (2, 8) + 8 = 18
Bite@Jamimpi, flanked, ca: 1d20 + 18 + 1 - 4 ⇒ (9) + 18 + 1 - 4 = 24
Damage, p: 2d8 + 8 ⇒ (7, 8) + 8 = 23
Fire: 2d6 ⇒ (5, 5) = 10
DC15: 1d20 ⇒ 13
I guess rolls under 10 is what I will get ;)

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Hopper jumps off Wolfie, and whistles at him to attack, then he strikes
Dogslicer, ca: 1d20 + 22 + 1 ⇒ (8) + 22 + 1 = 31
Damage, s, fire: 2d6 + 1d6 + 1 + 1 ⇒ (2, 1) + (3) + 1 + 1 = 8 If hit 1d6 bleeding and Fort save DC30 with -2 modifier against Blisterwort
Burning - resistance: 2d6 - 5 ⇒ (5, 2) - 5 = 2
Flat, DC10 (due to charhide goblin): 1d20 ⇒ 13
Hopper stops burning.

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Wolfie Poison Stage 1: 3d6 ⇒ (5, 4, 3) = 12
Wolfie Poison Stage 2: 3d6 ⇒ (4, 3, 4) = 11
Jamimpi moves away to get out of the flank. SQUASH takes advantage of the move by swinging at her with his maul.
Maul vs Jamimpi, CA: 1d20 + 21 + 1 ⇒ (10) + 21 + 1 = 32 for Bludgeoning, CA: 2d12 + 7 + 1 ⇒ (5, 12) + 7 + 1 = 25
Jamimpi barely avoids the strike. "You will regret that, little one." she says before dropping a sonic boom on the Pathfinders.
Noise Blast; DC 33 Fortitude: 2d10 ⇒ (7, 4) = 11
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COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions: Courageous Anthem (2/3)
Before Your Turn:
DC 33 Fortitude vs 11 Sonic: SQUASH, Fortiva, Wolfie
After Your Turn:
DC 15 Flat Check vs Persistent Fire (after rolling 2d6 fire damage): Wolfie, Patrick, Leo
DC 33 Fort Save vs Naga Venom: Wolfie
------------------
Those with ** may go
-4-
**Fortiva - AC 31 (33 w/shield or Nimble Dodge), 109/127
**Jiki the Fltaulist - AC 28, 70/116
Jamimpi
-3-
**Prof. Patrick Barnard - AC 26, 18/81 (Wounded 1; 2d6 Persistent Fire; Prone)
**Leo - AC 31 (32 w/Shield), 83/107 (2d6 Persistent Fire)
**SQUASH - AC 29 (30 w/shield), 137/147 (AC 30)
**The Mad Hoppper - AC 30, 132/149 (+3 Fort (CS on success), temp hp - 28/30, -2 Will/Init/Perc, 30 minutes); Wolfie AC 29, 51/105 (2d6 Persistent Fire; Poison Stage 2, rd 1/6; Drained 1)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Max Duration: 6 rds
Stage 1: 3d6 Poison (1 rd)
Stage 2: 3d6 Poison, Drained 1 (1 rd)
CS: Unaffected
S: Half Damage
F: Full Damage; Deafened 1 rd
CF: Double damage, Deafened 1 minute, Stunned 1

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Leo turns toward the naga as she moves away from his allies. He then takes two strong strides before jumping and calling, "Aqua motus!". When Leo would land, he instead is enveloped in a splash of water.
Half a second later, a splash of water bursts next to the naga and Leo then erupts from it, landing on the far side of the naga from his allies. The edge of his sword seems to ripple faintly as if some water were lingering on the blade. As he lands, he swings the blade downward to use his momentum as a part of the strike.
◆◆ cast Dive and Breach Ref save DC 30
◇ Bespell Strikes
◆ Strike
DaB: 3d10 + 1 ⇒ (8, 2, 3) + 1 = 14
Strike: 1d20 + 21 + 1 ⇒ (19) + 21 + 1 = 41
Slashing+spirit+bludgeoning: 2d12 + 4 + 1 + 1d6 + 1d6 ⇒ (12, 8) + 4 + 1 + (6) + (4) = 35
persistent fire: 2d6 ⇒ (2, 6) = 8
flat check: 1d20 ⇒ 9
The enemy has two choices:
1) do no damage to the ally
2) The ally gains resist all 13 and the enemy is enfeebled 2 until the end of its next turn.

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Fort Save: 1d20 + 18 ⇒ (15) + 18 = 33 No damage
Rolling with the boom, Fortiva joins Leo at the naga's side, slashing her blade across Jamimpi form twice.
◆ Stride
◆ Strike Off-guard due to gang up
Shortsword 1: 1d20 + 21 + 1 ⇒ (9) + 21 + 1 = 31
◆ Strike
Shortsword 2: 1d20 + 21 + 1 - 4 ⇒ (13) + 21 + 1 - 4 = 31

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Fortitude: 1d20 + 21 ⇒ (1) + 21 = 22 Stunned 1, Deafened 1 minute
◆ Step
◆ Lunge
Attack: 1d20 + 21 + 1 ⇒ (7) + 21 + 1 = 29Cold Iron Bludgeoning: 2d10 + 7 + 1 ⇒ (6, 6) + 7 + 1 = 20

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◆ Patrick staggers to his feet.
◆◆ and Frostbite's the naga
cold: 6d4 ⇒ (4, 4, 2, 1, 4, 4) = 19 basic fort DC 29.
flat: 1d20 ⇒ 16
burn: 2d6 ⇒ (4, 6) = 10