
Idari "Lucky Strikes" Lucien |

The barbarian smiles at the stuck portcullis. Idari slides up next Raneshi and prepares to Aid him.
Athletics(E) to Aid DC 15: 1d20 + 22 ⇒ (7) + 22 = 29
It's all about your legs.
Blue eyes begin to peer into the entrance as his hand deftly slides out his elven curve blade....
Exploration mode Search
Feat 8
Legacy Content
Archetype
Source Pathfinder #189: Dreamers of the Nameless Spires pg. 79
Archetype Twilight Speaker
Prerequisites Twilight Speaker Dedication
Your keen study of other cultures gives you insights into the ways those cultures fight. When you use Perception to roll initiative and none of your enemies have the elf trait, you can choose to roll Society instead.
Society (M)+22

DM Brainiac |

The stench of sewers under Xer may have been unpleasant outside by the docks, but here within the sewers it’s nearly overwhelming. Glowing strings of mold exude enough dim light to suggest that this tunnel has seen far more traffic than one would expect from a place so foul. Boot prints can clearly be seen in the muck, and the fungal growth on the walls seems almost cultivated. The sounds of the riverfront fade, only to be replaced by the skittering of rodents and the slow drip and gurgle of the sewer’s old pipes.
Idari moves carefully down the tunnel, but unfortunately, he fails to spot the pressure plate on the floor before he steps on it. A metal plate in the ceiling above gives way, unleashing a torrent of filth and flesh-eating worms!
Idari must attempt a DC 32 Fortitude save.
Success: The creature becomes sickened 1 and takes 2d12 piercing damage.
Failure: The creature is sickened 2 and takes 4d12 piercing damage.
Critical Failure: The creature is sickened 4 and takes 4d12 piercing damage plus 2d12 persistent piercing damage.
A moment later, two roughly humanoid creatures made from living, animated filth rise up from the tunnel ahead to block your progress down the 10-foot-wide tunnel! Their sludge gathers into heavy tendrils as they prepare to attack!
Blooms: 1d20 + 20 ⇒ (18) + 20 = 38
Idari: 1d20 + 22 ⇒ (17) + 22 = 39
Raneshi: 1d20 + 21 ⇒ (2) + 21 = 23
Takarias: 1d20 + 16 ⇒ (5) + 16 = 21
Enemies: 1d20 + 24 ⇒ (20) + 24 = 44
Before you can react, they lash out at Idari. The first one misses the elf, but the second one hits, grabbing a hold and flowing all over him in an attempt to smother him!
Sludge Tendril vs Idari: 1d20 + 25 ⇒ (5) + 25 = 301d20 + 20 ⇒ (5) + 20 = 251d20 + 15 ⇒ (15) + 15 = 30
Sludge Tendril vs Idari: 1d20 + 25 ⇒ (13) + 25 = 38
Damage: 2d6 + 13 ⇒ (3, 2) + 13 = 182d6 ⇒ (5, 3) = 8
Grab: 1d20 + 23 ⇒ (17) + 23 = 40
18 bludgeoning and 8 acid damage to Idari. He is grabbed (Escape DC 33). He must succeed at a DC 32 Fortitude save or become blinded and must hold his breath or begin suffocating. These effects lasts as long as he remains grabbed.

Raneshi Glyph |

"Ugh, disgusting," Raneshi wrinkles her nose. She reaches out her sword toward Idari and lines of heat-less fire crawl across the back of his armor, then flare to life.
Trace Zohk, Invoke zohk
Idari blinks out of the ooze's grasp and appears next to Raneshi.

Idari "Lucky Strikes" Lucien |

Idari begins wading through the waters as the ceiling drops on him!
Splashing disgusting dirty dark water invades the Ilverani Elf's personal space with impunity!
Fort(M) DC 32: 1d20 + 22 ⇒ (11) + 22 = 33 (Juggernaut)
The Barbarian drips morosely as the Toilet Monsters further begin to invade his personal space!
Wouldn't mind a hot shower, a bit of bleach and, perhaps, jumping into a live and active volcano prior to any friendlies!
The Twight light Speaker begins to (Freely) Rage!
This is not cool, man!
Suddenly the raging barbarian is standing next to a smiling Raneshi! Winking at the Rune Smith, Idari bows in gratitude!
Trying out a new cologne. I call it Ode du Toilet. Probably best marketed at Xulgaths.
The raging barbarian seems to be a bit....calmer for the moment.
Moment of Clarity
Glaring in the direction of the two twin Toilet Monsters, the Ilverani Elf casts Fear!
Demon Mask greater Fear(3) DC 29
Idari looks at his two-handed elven curve blade and then to the pair of steel shields strapped uselessly on his back.
Probably should have brought a one-handed weapon....oops!

Takarias Higharrow |

Rapid Assessment [free-action] Trigger: You roll initiative. You quickly evaluate the strengths and weaknesses of your enemies. Attempt a check to Recall Knowledge against one creature you are observing. Lore (warfare) (master): 1d20 + 23 ⇒ (11) + 23 = 34
Warfare expertise: You can use Warfare Lore to Recall Knowledge about most creatures regardless of type, but typically only to determine whether they can be reasoned with, their most notable offensive abilities, and whether one of their saving throws is particularly weak. The GM can decide to allow additional questions to be answered when Recalling Knowledge with Warfare Lore as appropriate to the situation.
HP 126/126
AC 32 (33 with buckler raised)
Fort +18, Ref +20, Will +19; +2 vs. disease and poisons; +1 vs. inhaled threats
Hero points: 3
Prepared tactics: Strike Hard!, Pincer Attack, End It!
Effects:
"Form up, everyone!" Takarias calls, unleashing two arrows in quick succession.
Form Up, Fortunate Blow vs. omox, Strike
Form Up [one-action] You signal your team to move into position together. Signal all squadmates affected by your commander’s banner; each can immediately Stride as a reaction, though each must end their movement inside your banner’s aura.
+1 striking astral composite shortbow: 1d20 + 21 ⇒ (12) + 21 = 33
Piercing (ghost touch): 2d6 + 3 ⇒ (6, 3) + 3 = 12
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (2) + 1 = 3
+1 striking astral composite shortbow: 1d20 + 21 - 5 ⇒ (15) + 21 - 5 = 31
Piercing (ghost touch): 2d6 + 3 ⇒ (2, 2) + 3 = 7
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (1) + 1 = 2
Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.

Blooms in Darkness |

Blooms in Darkness gestures imperiously and the leshy is limned with flames, pouring forth in a free-flowing stream of fire to cleanse the ooze-filled effluent. "You shall be cleansed!"
Battle Cry: 1d20 + 24 ⇒ (13) + 24 = 37 If that's somehow a crit, they also flee
Whispers of Weakness
Flaming Fusillade
Ignite: 1d20 + 21 + 2 ⇒ (11) + 21 + 2 = 34
Fire: 7d4 ⇒ (2, 4, 4, 1, 1, 2, 3) = 17 And 6d4 ongoing fire if a crit

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RK:Religion: 1d20 + 23 ⇒ (8) + 23 = 31
"Blessed are we who must strike through filth to seek out the heart of corruption. Let not it's foulness besmirch our bodies nor minds."
Alkabah begins a low unearthly chant bolstering the spirits of all of everyone nearby.
Bless +1 status bonus to attack for folks within 15ft of alkabah

DM Brainiac |

Will vs Fear: 1d20 + 21 ⇒ (19) + 21 = 401d20 + 20 ⇒ (17) + 20 = 37
Alkabah identifies the beings as omoxes, also known as slime demons. While scholars once believed these foul demons to be a pure, concentrated form of the corruption that suffuses the Outer Rifts and its inhabitants, in truth these demons arise from the souls of those who routinely befouled and polluted their surroundings in life. Attacking them in melee is risky, as your weapons might get stuck in their slimy bodies! Takarias also knows they are immune to acid and precision damage and can hurl their sticky slime to trap their opponents. Blooms' whispers tell the leshy that they are weak-willed, and they have a weakness to cold iron and holy damage.
Blooms' battle cry demoralizes one of the creatures. Raneshi teleports Idari out of the demon's grasp. Idari's demon mask has little further effect on them. Blooms hurls fire at the demoralized omox, setting it ablaze. Takarias shoots the same demon twice, his holy arrows exploiting its weakness and setting up the next attacker as he calls for everybody to form up around him.
The burning demon hurls slime balls at Takarias, but the commander manages to dodge them all. The other one casts a spell, conjuring a cloud of toxic gas to envelop you all!
Slime Ball vs Takarias: 1d20 + 23 - 1 ⇒ (8) + 23 - 1 = 301d20 + 18 - 1 ⇒ (12) + 18 - 1 = 291d20 + 13 - 1 ⇒ (14) + 13 - 1 = 26
Persistent Fire Damage: 6d4 ⇒ (2, 1, 1, 1, 4, 4) = 131d20 ⇒ 2
The toxic cloud covers a 20-foot radius and makes all creatures within it concealed. A breathing creature that starts its turn in the area takes 6d8 poison damage with a DC 32 basic Fortitude save.

Blooms in Darkness |

Blooms in Darkness hunkers down within the poison, searing the demons with Divine Wrath before setting the other one alight as well!
Fort: 1d21 + 20 + 1 ⇒ (12) + 20 + 1 = 33 +1 more if using Divine magic and minions of Treerazer
Poison: 6d8 ⇒ (7, 5, 5, 8, 2, 2) = 29
Holy Spirit: 4d10 ⇒ (9, 8, 1, 1) = 19 DC 31 Fort, no double damage on crit fail. Sickened 1 on fail, Sickened 2 and Slowed 1 while Sickened on crit fail.
Concealment?: 1d20 ⇒ 5
Ignition: 1d20 + 21 + 1 ⇒ (16) + 21 + 1 = 38 Vs. the one that's not on fire yet
Fire Damage: 7d4 ⇒ (4, 2, 4, 4, 4, 2, 1) = 21 and 6d4 ongoing on a crit
Then Hold Breath

Raneshi Glyph |

Fortitude (Juggernaut): 1d20 + 20 ⇒ (9) + 20 = 29
Poison: 6d8 ⇒ (1, 4, 5, 1, 4, 5) = 20
Raneshi moves into formation in front of to Takarias, "Thanks for the intelligence--" she gasps through the poison cloud.
As she raises her shield, a fiery rune glows on it. She gestures at the creature and shards of metal fly off her cold iron mace to speed toward it through the gloom.
Raise shield (Runic Reprisal), Cast needle darts VI
needle darts: 1d20 + 18 ⇒ (5) + 18 = 23 for piercing/cold iron: 8d4 ⇒ (1, 2, 4, 4, 1, 3, 3, 1) = 19
Concealment: 1d20 ⇒ 15
AC 31, Saves +2. I'll shield block (hardness 12) and detonate my rune if hit. (12d6 fire, DC 30 Fortitude.)
ATRYL, RUNE OF FIRE RUNE 1
FIRE PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This rune is often placed on a stone in a hearth to ensure
a fire does not go out in the night, its power enabling even
stone to burn. The bearer’s fire resistance, if any, is reduced
by 6. Its immunities are unaffected.
Invocation The bearer takes 2d6 fire damage, with a basic
Fortitude save; on a critical failure, they are dazzled for
1 round.
Level (+2) The reduction in fire resistance increases by 1, and the damage of the invocation increases by 2d6. (11, 12d6)
ESVADIR, RUNE OF WHETSTONES RUNE 1
MAGICAL RUNE RUNESMITH
Usage drawn on a piercing or slashing weapon or unarmed
Strike
This serrated rune, when placed on a blade, ensures it will
never go dull. On a successful Strike, the weapon deals an
additional 2 persistent bleed damage per weapon damage die.
Invocation The essence of sharpness is released outwards
from the rune, dealing 2d6 slashing damage to a creature
adjacent to the rune-bearer, with a basic Fortitude save.
Level (+2) The damage of the invocation increases by 2d6. (4 bleed, 12d6)
HOLTRIK, RUNE OF DWARVEN RAMPARTS RUNE 1
DWARF MAGICAL RUNE RUNESMITH
Usage drawn on a shield
Similarity in the Dwarven words for “wall” and “shield”
ensure that this angular rune, once used to shore up
tunnels, can apply equally well in the heat of battle. A
shield bearing this rune increases its circumstance bonus
to AC by 1.
Invocation You call the shield to its rightful place. You Raise
the Shield bearing the rune, as if the rune-bearer had
used Raise a Shield, and the shield retains the increased
bonus to AC until the beginning of the creature’s next
turn.
Traced Runes: Atryl (on shield, as damaging rune)
Engraved Runes:
Idari: Esvadir
Raneshi: holtrik, esvadir, kojastri (electricity)

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fort(dc32): 1d20 + 20 ⇒ (9) + 20 = 29
poison: 6d8 ⇒ (8, 2, 6, 2, 4, 4) = 26
Alkabah withers at the toxic fumes the demonic entity spews forth, but then the Conrasu's limbs bloom outward and begin pufrifying the air at a rapid pace, clearing both the toxin and the rqncid smell from the sewers.
128hp, sustain bless expanding the aura to 25 feet, cast Cleanse Air at 3rd rank meaning 60ft radius of clean unstankable air for 1 minute

Idari "Lucky Strikes" Lucien |

Idari begins choking in the acidic cloud!
Fort(M) DC 32: 1d20 + 22 ⇒ (6) + 22 = 286d8 ⇒ (4, 4, 3, 7, 3, 4) = 25 Juggernaut
Idari suddenly bursts out of the stinky, poisonous cloud to Stride through the waters, sludge, and any obstruction or obstacles between himself and both Toilet Monsters!
Determined Dash
The raging barbarian then Strikes!
Melee(E) +2 Striking Elven curve blade, bless, Mighty rage: 1d20 + 23 + 1 ⇒ (2) + 23 + 1 = 26
Fortunate Blow
Melee(E) +2 Striking Elven curve blade, bless, Mighty rage: 1d20 + 23 + 1 ⇒ (17) + 23 + 1 = 412d8 + 14 + 7 ⇒ (7, 6) + 14 + 7 = 34 plus 4 Bleed S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch, whet stone rune
MAGICAL RUNE RUNESMITH
Usage drawn on a piercing or slashing weapon or unarmed
Strike
This serrated rune, when placed on a blade, ensures it will
never go dull. On a successful Strike, the weapon deals an
additional 2 persistent bleed damage per weapon damage die.
Invocation The essence of sharpness is released outwards
from the rune, dealing 2d6 slashing damage to a creature
adjacent to the rune-bearer, with a basic Fortitude save.
Level (+2) The damage of the invocation increases by 2d6. (4 bleed, 12d6)
Esvadir: 12d6 ⇒ (3, 6, 6, 1, 4, 2, 5, 1, 3, 1, 2, 3) = 37

Takarias Higharrow |

HP 126/126
AC 32 (33 with buckler raised)
Fort +18, Ref +20, Will +19; +2 vs. disease and poisons; +1 vs. inhaled threats
Hero points: 3
Prepared tactics: Strike Hard!, Pincer Attack, End It!
Effects:
With the air cleared, Takarias fires another arrow as he urges Idari on. "Hit them again!"
Fortunate Blow vs. omox, Strike Hard!
+1 striking astral composite shortbow: 1d20 + 21 ⇒ (14) + 21 = 35
Piercing (ghost touch): 2d6 + 3 ⇒ (1, 6) + 3 = 10
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (4) + 1 = 5
Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
* Strike Hard! [two-actions] You command an ally to attack. Choose a squadmate who can see or hear your signal. That ally immediately attempts a Strike as a reaction.

Idari "Lucky Strikes" Lucien |

Strike Hard!
Melee(E) +2 Striking Elven curve blade, bless: 1d20 + 23 + 1 ⇒ (18) + 23 + 1 = 422d8 + 14 ⇒ (5, 7) + 14 = 26 plus 4 Bleed S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch, whet stone rune

DM Brainiac |

Elemental Blast: 10d6 ⇒ (4, 3, 3, 5, 2, 6, 5, 4, 1, 3) = 36
Reflex: 1d20 + 22 ⇒ (18) + 22 = 401d20 + 22 ⇒ (19) + 22 = 41
Fortitude vs Divine Wrath: 1d20 + 24 ⇒ (3) + 24 = 271d20 + 24 ⇒ (20) + 24 = 44
Alzarius conjures a burst of ice and snow that blasts the demons, though they avoid the worst of it.
Raneshi's needle darts miss the demons. Blooms's holy blast wounds and sickens the burning fiend but the other one completely resists it. Blooms hits it with a fiery blast, though. Alkabah cleanses the toxic cloud from the air. Idari dashes forward and slashes the badly wounded demon. Takarias shoots it, then urges Idari to slice again. The barbarian's grip on his blade is lessened as the demon's sticky slime tugs at it.
Absorb Weapon vs Idari Reflex DC 28: 1d20 + 20 ⇒ (12) + 20 = 32
Presented with a target in melee once more, the demons attack Idari, pummeling him with tendrils of acidic slime. The wounded demon continues to burn, but its bleeding stops.
Sludge Tendril: 1d20 + 24 ⇒ (15) + 24 = 39
Damage: 2d6 + 13 ⇒ (2, 5) + 13 = 202d6 ⇒ (1, 5) = 6
Grab: 1d20 + 20 ⇒ (10) + 20 = 30
Tendril: 1d20 + 19 ⇒ (3) + 19 = 22
Sludge Tendril: 1d20 + 25 ⇒ (20) + 25 = 45
Damage: 2d6 + 13 ⇒ (2, 1) + 13 = 162d6 ⇒ (5, 3) = 8
Grab: 1d20 + 21 ⇒ (4) + 21 = 25
Tendril: 1d20 + 20 ⇒ (19) + 20 = 39
Damage: 2d6 + 13 ⇒ (2, 6) + 13 = 212d6 ⇒ (1, 2) = 3
Persistent Damage: 6d4 ⇒ (3, 1, 3, 1, 4, 1) = 131d20 ⇒ 111d20 ⇒ 16
73 bludgeoning and 25 acid damage to Idari. He takes a –2 circumstance penalty to attacks with his sword or other checks requiring a firm grasp on the sword. He can end the effect by Interacting to change his grip on the sword; otherwise, it lasts as long as the creature holds the item.

Raneshi Glyph |

RAneshi raises her shield, moves next to Idari, and traces a sparking rune on the creature next to them.
Raise Shield (Runic Reprisal), Stride, Trace ranshu
Ranshu: Enemy takes 1d4 + 5 ⇒ (1) + 5 = 6 electricity if it doesn't move.
AC 31, Saves +2. I'll shield block (hardness 12) and detonate my rune if hit. (12d6 fire, DC 30 Fortitude.)
ATRYL, RUNE OF FIRE RUNE 1
FIRE PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This rune is often placed on a stone in a hearth to ensure
a fire does not go out in the night, its power enabling even
stone to burn. The bearer’s fire resistance, if any, is reduced
by 6. Its immunities are unaffected.
Invocation The bearer takes 2d6 fire damage, with a basic
Fortitude save; on a critical failure, they are dazzled for
1 round.
Level (+2) The reduction in fire resistance increases by 1, and the damage of the invocation increases by 2d6. (11, 12d6)
ESVADIR, RUNE OF WHETSTONES RUNE 1
MAGICAL RUNE RUNESMITH
Usage drawn on a piercing or slashing weapon or unarmed
Strike
This serrated rune, when placed on a blade, ensures it will
never go dull. On a successful Strike, the weapon deals an
additional 2 persistent bleed damage per weapon damage die.
Invocation The essence of sharpness is released outwards
from the rune, dealing 2d6 slashing damage to a creature
adjacent to the rune-bearer, with a basic Fortitude save.
Level (+2) The damage of the invocation increases by 2d6. (4 bleed, 12d6)
HOLTRIK, RUNE OF DWARVEN RAMPARTS RUNE 1
DWARF MAGICAL RUNE RUNESMITH
Usage drawn on a shield
Similarity in the Dwarven words for “wall” and “shield”
ensure that this angular rune, once used to shore up
tunnels, can apply equally well in the heat of battle. A
shield bearing this rune increases its circumstance bonus
to AC by 1.
Invocation You call the shield to its rightful place. You Raise
the Shield bearing the rune, as if the rune-bearer had
used Raise a Shield, and the shield retains the increased
bonus to AC until the beginning of the creature’s next
turn.
RANSHU, RUNE OF THUNDER RUNE 1
ELECTRICITY PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This vertical rune is often carved on tall towers to draw
lightning and shield the buildings below it. If the bearer
does not take a move action at least once on its turn,
lightning finds it at the end of its turn, dealing 1d4
electricity damage.
Invocation The preliminary streaks of lightning braid
together into a powerful bolt. The rune-bearer takes 2d6
electricity damage, with a basic Fortitude save.
Level (+2) The damage increases by 1, and the damage of
the invocation increases by 2d6. (1d4+5, 10d6)
Traced Runes: Atryl (on shield, as damaging rune), Ranshu on demon
Engraved Runes:
Idari: Esvadir
Raneshi: holtrik, esvadir, kojastri (electricity)

Idari "Lucky Strikes" Lucien |

Idari labors over the smell up close to the Toilet Monsters. The barbarian shakes his elven curve blade loose!
Trust me, I would let you have it, but I forget to get a replacement.
There seems to be a bit of frustration being presented by the Elf!
Intimidation(E) to Demoralize: 1d20 + 22 ⇒ (19) + 22 = 41
The Ilverani Elf then Strikes!
Melee(E) +2 Striking Elven curve blade, bless: 1d20 + 23 + 1 ⇒ (13) + 23 + 1 = 372d8 + 14 + 7 ⇒ (8, 2) + 14 + 7 = 31 plus 4 Bleed S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch, whet stone rune

Blooms in Darkness |

Blooms in Darkness twirls, still trailing with light from the fires without and flames bloom within each of the fiends.
Whirling Flames: 8d6 ⇒ (6, 1, 4, 4, 1, 3, 1, 6) = 26 DC 31 Basic Ref for both
Ignition: 1d20 + 21 ⇒ (16) + 21 = 37 At whichever one's not on fire if applicable, otherwise on the more injured one.
Fire: 7d4 ⇒ (4, 4, 3, 4, 2, 4, 3) = 24 and 6d4 ongoing if a crit

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Writhing forward while sustaining it's spell Alkabah grazes Idari renewing the barbarian's vigor.
Heal(6th): 6d8 ⇒ (2, 4, 6, 4, 8, 8) = 32
stride, sustain, heal

Takarias Higharrow |

HP 126/126
AC 32 (33 with buckler raised)
Fort +18, Ref +20, Will +19; +2 vs. disease and poisons; +1 vs. inhaled threats
Hero points: 3
Prepared tactics: Strike Hard!, Pincer Attack, End It!
Effects:
"That's it! Catch them between you!" Takarias instructs, arrows flying.
Pincer Attack, Fortunate Blow, Strike
+1 striking astral composite shortbow: 1d20 + 21 ⇒ (15) + 21 = 36
Piercing (ghost touch): 2d6 + 3 ⇒ (5, 6) + 3 = 14
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (3) + 1 = 4
+1 striking astral composite shortbow, iterative: 1d20 + 21 - 5 ⇒ (19) + 21 - 5 = 35
Piercing (ghost touch): 2d6 + 3 ⇒ (1, 2) + 3 = 6
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (1) + 1 = 2
Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Pincer Attack [one-action] You signal an aggressive formation designed to exploit enemies’ vulnerabilities. Signal all squadmates affected by your commander’s banner; each can Step as a free action. If any of your allies end this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.

DM Brainiac |

Elemental Blast: 10d6 ⇒ (1, 5, 1, 4, 3, 1, 3, 2, 3, 6) = 29
Reflex: 1d20 + 21 ⇒ (8) + 21 = 291d20 + 22 ⇒ (20) + 22 = 42
Reflex vs Whirling Flames: 1d20 + 21 ⇒ (18) + 21 = 391d20 + 22 ⇒ (7) + 22 = 29
Alzarius blasts the demons again, wounding one of them this time. As Raneshi stands firm and traces more runes, Blooms tosses out more fire, setting the other demon ablaze. Idari slices into the more wounded of the pair, then Takaria shoots it twice, finishing it off!
The remaining demon attacks Raneshi, landing one hit.
Sludge Tendril: 1d20 + 25 ⇒ (11) + 25 = 361d20 + 20 ⇒ (10) + 20 = 301d20 + 15 ⇒ (17) + 15 = 32
Damage: 2d6 + 13 ⇒ (4, 1) + 13 = 182d6 ⇒ (2, 5) = 7
Persistent Fire: 6d4 ⇒ (2, 2, 3, 2, 3, 1) = 131d20 ⇒ 12
13 bludgeoning and 12 acid damage to Raneshi.

Raneshi Glyph |

As the demon strikes, Raneshi interposes her shield, and the rune on it flares to life, burning the demon (maybe).
Shield Block, Detonate rune
fire: 12d6 ⇒ (2, 5, 1, 1, 4, 4, 3, 2, 6, 5, 1, 1) = 35 DC 30 Fort
On her turn, she raises her shield, swings with her sword--hoping to carve a rune in her enemy--and activates the rune (if possible).
Raise Shield (Runic Reprisal), Engraving Strike (Atryl), Invoke
sword: 1d20 + 24 ⇒ (12) + 24 = 36 for slashing: 2d6 + 1 + 2 + 2 ⇒ (4, 5) + 1 + 2 + 2 = 14
If that hits, invoke fire: 12d6 ⇒ (3, 5, 6, 6, 2, 3, 3, 3, 3, 1, 1, 2) = 38 DC 30 Fort
AC 31, Saves +2. I'll shield block (hardness 12) and detonate my rune if hit. (12d6 fire, DC 30 Fortitude.)
ATRYL, RUNE OF FIRE RUNE 1
FIRE PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This rune is often placed on a stone in a hearth to ensure
a fire does not go out in the night, its power enabling even
stone to burn. The bearer’s fire resistance, if any, is reduced
by 6. Its immunities are unaffected.
Invocation The bearer takes 2d6 fire damage, with a basic
Fortitude save; on a critical failure, they are dazzled for
1 round.
Level (+2) The reduction in fire resistance increases by 1, and the damage of the invocation increases by 2d6. (11, 12d6)
ESVADIR, RUNE OF WHETSTONES RUNE 1
MAGICAL RUNE RUNESMITH
Usage drawn on a piercing or slashing weapon or unarmed
Strike
This serrated rune, when placed on a blade, ensures it will
never go dull. On a successful Strike, the weapon deals an
additional 2 persistent bleed damage per weapon damage die.
Invocation The essence of sharpness is released outwards
from the rune, dealing 2d6 slashing damage to a creature
adjacent to the rune-bearer, with a basic Fortitude save.
Level (+2) The damage of the invocation increases by 2d6. (4 bleed, 12d6)
HOLTRIK, RUNE OF DWARVEN RAMPARTS RUNE 1
DWARF MAGICAL RUNE RUNESMITH
Usage drawn on a shield
Similarity in the Dwarven words for “wall” and “shield”
ensure that this angular rune, once used to shore up
tunnels, can apply equally well in the heat of battle. A
shield bearing this rune increases its circumstance bonus
to AC by 1.
Invocation You call the shield to its rightful place. You Raise
the Shield bearing the rune, as if the rune-bearer had
used Raise a Shield, and the shield retains the increased
bonus to AC until the beginning of the creature’s next
turn.
RANSHU, RUNE OF THUNDER RUNE 1
ELECTRICITY PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This vertical rune is often carved on tall towers to draw
lightning and shield the buildings below it. If the bearer
does not take a move action at least once on its turn,
lightning finds it at the end of its turn, dealing 1d4
electricity damage.
Invocation The preliminary streaks of lightning braid
together into a powerful bolt. The rune-bearer takes 2d6
electricity damage, with a basic Fortitude save.
Level (+2) The damage increases by 1, and the damage of
the invocation increases by 2d6. (1d4+5, 10d6)
Traced Runes: Atryl (on shield, as damaging rune),
Engraved Runes:
Idari: Esvadir
Raneshi: holtrik, esvadir, kojastri (electricity)

Blooms in Darkness |

Watching as the oozes fall, Blooms in Darkness does not relent for an instant, pouring more and more fire into the remaining fiend!
Ignition: 1d20 + 21 ⇒ (20) + 21 = 41
Fire: 7d4 ⇒ (3, 4, 1, 4, 1, 1, 1) = 15
Ignition: 1d20 + 16 ⇒ (3) + 16 = 19
Ignition: 1d20 + 11 ⇒ (17) + 11 = 28
Fire: 7d4 ⇒ (4, 3, 1, 3, 4, 2, 3) = 20

Idari "Lucky Strikes" Lucien |

The Barbarian quickly Strides(Steps) into a Flank with Raneshi agythe last standing Toilet Monster.
He then glares at it!
Intimidation(E) to Demoralize: 1d20 + 22 ⇒ (17) + 22 = 39
The Ilverani Elf then Strikes!
Melee(E) +2 Striking Elven curve blade, bless: 1d20 + 23 + 1 ⇒ (2) + 23 + 1 = 262d8 + 14 + 7 ⇒ (4, 8) + 14 + 7 = 33 plus 4 Bleed S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch, whet stone rune
Frightened 2 and Flanked.... maybe...

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Continuing the sustain the blessing Alkabah manipulates a lance of divine light that juts at the remaining demon ooze.
Divine Lance: 1d20 + 21 ⇒ (7) + 21 = 28
spirit: 7d4 ⇒ (4, 4, 2, 1, 3, 3, 2) = 19
Bless at 25ft radius, Divine lance

DM Brainiac |

Fortitude: 1d20 + 24 ⇒ (20) + 24 = 441d20 + 24 ⇒ (20) + 24 = 44
Takarias Bow: 1d20 + 21 ⇒ (11) + 21 = 321d20 + 16 ⇒ (16) + 16 = 32
Damage: 3d6 + 4 ⇒ (2, 1, 3) + 4 = 103d6 + 4 ⇒ (4, 3, 3) + 4 = 14
The demon ignores Raneshi's explosive runes, but all of your attacks land as you blast, slice, pierce, and burn the oozy omox. Finally, it collapse into an inert puddle of sizzling slime.

Blooms in Darkness |

Blooms in Darkness takes a small sample of the demonic ooze with a grim smile.
"Even if these fiends were not turned loose to fulfill some dark purpose, they could only arise here if the most dreadful sins were going unpunished."

Idari "Lucky Strikes" Lucien |

The barbarian absently begins to clean off his elven curve blade as his blue eyes pierce the sewages stenchy passage.
Having never been to Razmirian, I could only conclude it as coincidence but I feel like it was directed at us.
The tall Ilverani Elf glances at his splattered attire.
Anyone familiar with Prestidigitation?

DM Brainiac |

"Demons do not simply run amok here in Razmiran. These fiends were placed here with dark purpose," Alzarius says angrily. "Let us press on."
After healing your injuries, you proceed down the sewer tunnel. The sewer corridor opens into a junction of intersecting pipes and gurgling sluiceways, making a maze of tight spaces and narrow openings. The air here is thick with the smell of rotten eggs.
As soon as you enter the room, three creatures slither out from hiding places. These gangly lizard-like creatures stand up on their hind legs, their long forked tongues lolling from mouths filled with sharp teeth!
Blooms: 1d20 + 20 ⇒ (17) + 20 = 37
Idari: 1d20 + 24 ⇒ (1) + 24 = 25
Raneshi: 1d20 + 21 ⇒ (3) + 21 = 24
Takarias: 1d20 + 16 ⇒ (3) + 16 = 19
Enemies: 1d20 + 20 ⇒ (10) + 20 = 30
Blooms may act first!

Blooms in Darkness |

Blooms in Darkness glowers with disdain for the strange creatures that try to bar the heroes' way, compelling them to fall still and allow them to pass unhindered.
Battle Cry: 1d20 + 24 ⇒ (16) + 24 = 40
Demoralize: 1d20 + 24 ⇒ (5) + 24 = 29
Rank 6 Widened Calm on all three - DC 31

DM Brainiac |

Will vs Calm: 1d20 + 21 - 1 ⇒ (4) + 21 - 1 = 241d20 + 21 ⇒ (8) + 21 = 291d20 + 21 ⇒ (9) + 21 = 30
Blooms's spell is super effective! The strange lizards become docile, going back down on all fours as they cock their heads and regard you curiously. You should be able to pass without incident if you hurry before the spell expires!

Idari "Lucky Strikes" Lucien |

The barbarian shakes his head in disbelief, but he does nod graciously to Blooms in Darkness.
Silently as the night, the tall Ilverani Elf makes his way pass the now docile lizardfolk.

DM Brainiac |

You continue through the pipeway lair before emerging into a main sewer junction. This large cistern chamber is fed by several other large sewer passages. Pipes and tunnels alike dump their foul contents into a foamy lake below, creating an endless churn of filth. It is warm and humid here, and every surface is coated in a sheen of slime, making every walkway and catwalk slick and perilous.
A thorough search reveals tracks leading down the northeast passage. You carefully make your way down that corridor, and soon you spot a hidden door in the wall of the passage. Alzarius points out a small marking made just before the door as a common sign for a Razmiri safe house. It appears quite old and looks like someone intentionally tried to deface it.
Thievery: 1d20 + 22 ⇒ (13) + 22 = 35
Takarias notices an alarm mechanism hidden within the door's lock. With master skill, he disables it, then unlocks the door. This chamber is lit by the same glowing fungus that led the way here. Numerous nooks and side chambers are visible, crammed with beds, chairs, and tables. In the center of the room is a large table covered in maps and papers. On the far side of the chamber is a shrine dedicated to Razmir, but unlike others, the mask of this shrine is broken and is covered in a pulsating green fungus.
Alzarius gasps at the sight of the broken mask. "Blasphemy!" he declares.
There are four men and women dressed in the robes and masks of Razmiri followers here. Surprised by your sudden entrance, they reach for their rapiers!
Blooms: 1d20 + 20 ⇒ (9) + 20 = 29
Idari: 1d20 + 22 ⇒ (12) + 22 = 34
Raneshi: 1d20 + 21 ⇒ (6) + 21 = 27
Takarias: 1d20 + 16 ⇒ (1) + 16 = 17
Enemies: 1d20 + 14 ⇒ (18) + 14 = 32
Alkabah and Idari may act first!

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"Acceptable application of peaceful intentions Blooms in Darkness, I do believe those scaly dogs were simply territorial rather than demon worshiping aggressors."
When the group walks in on the blasphemous shrine dedicated to Razmir and the fallen priesthood turns to attack them Alkabah raises many of it's arms and the orb within seems to pulse as a shout echos outward.
"REPENT!"
Followed by a burst of divine energy surging outward from the shrine scorching body and soul.
DC 31 reflex save Divine Immolation(Fire/Spirit), persistent fire/spirit: 6d6 ⇒ (2, 2, 2, 2, 3, 1) = 122d6 ⇒ (5, 5) = 10
Raise symbol, Divine Immolation: enemies in a 20ft burst take whichever damage type they are most susceptible to, half damage no pers on a success, full on fail, double of both on crit fail

Idari "Lucky Strikes" Lucien |

Idari attempts to one up Blooms in Darkness' previous successful endeavor at a Diplomatic approach.
Empathetic Emissary
Smiling quite disarmingly, the tall Ilverani Elf bows to the unsuspecting (most likely) imposter priests.
What we have here is a failure to communicate....
Diplomacy(E) vs Will DC ?: 1d20 + 20 ⇒ (16) + 20 = 36
Initially affects all four of them.
The Twight light Speaker continues
We are interested in information. Perhaps a parlay?

Idari "Lucky Strikes" Lucien |

Quick Tempered, the Raging Barbarian calls on his Ancestors to run some Spiritual Interference if the talks go south.
The ever realistic Ilverani Elf then Readies for the possibility of the Talks going indeed south!
Calling the disappointment of his Ancestors, the Barbarian unleashes Spirits Wrath !
Target any Caster or Ranged opponent. Unless all come to kick my arse, then whomever...lol.
Feel the disappointment!: 1d20 + 23 ⇒ (15) + 23 = 384d8 + 3 ⇒ (2, 8, 6, 1) + 3 = 20

DM Brainiac |

Reflex: 1d20 + 18 ⇒ (7) + 18 = 251d20 + 18 ⇒ (12) + 18 = 301d20 + 18 ⇒ (14) + 18 = 321d20 + 18 ⇒ (5) + 18 = 23
Alkabah's flames scorch the cultists, one of which manages to dodge some of the blast. Despite Idari's diplomatic overtures, the four cultists move forward to attack. Their movements are strangely jerky and disjointed, as if their limbs aren't entirely obeying their commands. But as they get close, the elf flashes them a disarming smile, and the masked men and women hesitate. The other four cultists who had been laying down get to their feet and warily draw their rapiers, but they remain where they are standing to see what will happen next.
"You intrude upon the sanctum of the Rotting God," one of the masked men intones. Several of the others turn and give obeisance toward the rotting mask.
Persistent Damage End: 1d20 ⇒ 11d20 ⇒ 21d20 ⇒ 9

Raneshi Glyph |

"An infestation. Time to cleanse it."
As long as we are ready to kick combat back off...
Raneshi raises her shield and in glows with rune magic. She points her sword at the speaking cultist and a crackle of forked electricity jumps at him.
Raise Shield (inscribed with atryl), Cast charged javelin
charged javelin: 1d20 + 18 ⇒ (10) + 18 = 28 for electricity: 6d6 ⇒ (3, 5, 5, 4, 6, 2) = 25 plus 6 persistent electricity.
As long as the target is taking persistent damage from this spell, creatures gain a +1 status bonus to attack rolls with metal weapons or electricity effects against the target, and the target takes a –1 status penalty to saves against electricity effects.
AC 31, Saves +2. I'll shield block (hardness 12) and detonate my rune if hit. (12d6 fire, DC 30 Fortitude.)
ATRYL, RUNE OF FIRE RUNE 1
FIRE PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This rune is often placed on a stone in a hearth to ensure
a fire does not go out in the night, its power enabling even
stone to burn. The bearer’s fire resistance, if any, is reduced
by 6. Its immunities are unaffected.
Invocation The bearer takes 2d6 fire damage, with a basic
Fortitude save; on a critical failure, they are dazzled for
1 round.
Level (+2) The reduction in fire resistance increases by 1, and the damage of the invocation increases by 2d6. (11, 12d6)
ESVADIR, RUNE OF WHETSTONES RUNE 1
MAGICAL RUNE RUNESMITH
Usage drawn on a piercing or slashing weapon or unarmed
Strike
This serrated rune, when placed on a blade, ensures it will
never go dull. On a successful Strike, the weapon deals an
additional 2 persistent bleed damage per weapon damage die.
Invocation The essence of sharpness is released outwards
from the rune, dealing 2d6 slashing damage to a creature
adjacent to the rune-bearer, with a basic Fortitude save.
Level (+2) The damage of the invocation increases by 2d6. (4 bleed, 12d6)
HOLTRIK, RUNE OF DWARVEN RAMPARTS RUNE 1
DWARF MAGICAL RUNE RUNESMITH
Usage drawn on a shield
Similarity in the Dwarven words for “wall” and “shield”
ensure that this angular rune, once used to shore up
tunnels, can apply equally well in the heat of battle. A
shield bearing this rune increases its circumstance bonus
to AC by 1.
Invocation You call the shield to its rightful place. You Raise
the Shield bearing the rune, as if the rune-bearer had
used Raise a Shield, and the shield retains the increased
bonus to AC until the beginning of the creature’s next
turn.
Traced Runes: Atryl (on shield, as damaging rune),
Engraved Runes:
Idari: Esvadir
Raneshi: holtrik, esvadir, kojastri (electricity)

Blooms in Darkness |

"Enough talk! They must be cleansed."
Widened? Fireball: 12d6 ⇒ (1, 4, 2, 5, 5, 6, 3, 1, 6, 5, 2, 4) = 44 Basic Ref DC 31 and 12 extra damage from Foretell Harm
Shield

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"Blasphemy will not save you. Infestation is to be burned out at the root."
Drawing up another lance of divine light Alkabah launches it at one of the staggering cultists. Raising it's divine symbol in defiance of those who dare to corrupt Razmir's image.
Divine lance: 1d20 + 21 ⇒ (17) + 21 = 38
spirit: 7d4 ⇒ (1, 3, 3, 4, 4, 2, 2) = 19
Divine lance, and raise symbol

Idari "Lucky Strikes" Lucien |

Idari only smiles at the cultist before introducing one to his elven curve blade!
Quite right. Talk is over. Time for these imposter priests to meet Pharasma!
The barbarian Strides to the most Fireballed, Divine Lanced, Charged Javelin cultist available!
He Glares Intimidatingly at him!
Intimidation(E) to Demoralize: 1d20 + 22 ⇒ (1) + 22 = 23
He then Strikes!
Melee(E) +2 Striking Elven curve blade, mighty rage : 1d20 + 23 ⇒ (17) + 23 = 402d8 + 14 + 7 ⇒ (3, 3) + 14 + 7 = 27 plus 4 Bleed S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch, whet stone rune

Takarias Higharrow |

HP 126/126
AC 32 (33 with buckler raised)
Fort +18, Ref +20, Will +19; +2 vs. disease and poisons; +1 vs. inhaled threats
Hero points: 3
Prepared tactics: Strike Hard!, Pincer Attack, End It!
Effects:
"OH! Looks like we're fighting now!" Takarias says, firing a pair of arrows. The first goes wide, but the second is more on target. Then he waves his banner in defiance! "Lorris guide us!"
Fortunate Blow vs. the chatty alchemist, Strike
+1 striking astral composite shortbow: 1d20 + 21 ⇒ (2) + 21 = 23
Piercing (ghost touch): 2d6 + 3 ⇒ (5, 3) + 3 = 11
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (5) + 1 = 6
Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect
+1 striking astral composite shortbow: 1d20 + 21 - 5 ⇒ (15) + 21 - 5 = 31
Piercing (ghost touch): 2d6 + 3 ⇒ (5, 4) + 3 = 12
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (6) + 1 = 7
Defiant Banner [one-action] You vigorously wave your banner to remind yourself and your allies that you can and must endure. You and all allies affected by your commander’s banner when you use this action gain resistance to bludgeoning, piercing, and slashing damage equal to your Intelligence modifier until the start of your next turn. At 14th level, the value of this resistance increases to your Intelligence modifier + half.

DM Brainiac |

Reflex vs Fireball: 1d20 + 18 ⇒ (18) + 18 = 361d20 + 18 ⇒ (16) + 18 = 341d20 + 18 ⇒ (3) + 18 = 211d20 + 18 ⇒ (5) + 18 = 231d20 + 18 ⇒ (17) + 18 = 351d20 + 18 ⇒ (3) + 18 = 211d20 + 18 ⇒ (19) + 18 = 371d20 + 18 ⇒ (10) + 18 = 28
Blooms' widened fireball erupts through the room, burning the cultists to varying degrees. Idari impales the most wounded foe with a javelin of lightning, then Takarias opens fire. He misses with his first shot but hits with the second in what should have been a killing blow. However, a bloom of fungus erupts from his flesh around the arrow, seemingly protecting him but making his movements even more jerky and disjointed! Alkabah strikes him with a lance of divine power, and this time, he goes down. Idari grins as he strides up to another foe, who does not seem to be intimidated by the warrior. His blade opens up the man's stomach in what should have been, again, a fatal blow, but fungus blooms from his bowels and keeps him in the fight!
The most wounded among the cultists call out to the Rotting God, offering up their flesh in exchange for power. Fungus erupts all along their flesh as their wounds heal but their movements are slowed.
Pray to the Rotting God: 4d6 + 8 ⇒ (2, 2, 6, 2) + 8 = 204d6 + 8 ⇒ (4, 6, 4, 4) + 8 = 264d6 + 8 ⇒ (3, 3, 1, 6) + 8 = 214d6 + 8 ⇒ (4, 1, 1, 6) + 8 = 204d6 + 8 ⇒ (5, 4, 3, 3) + 8 = 23
The remaining pair step up to flank Idari and stab with their rapiers.
Rapier: 1d20 + 19 ⇒ (20) + 19 = 391d20 + 14 ⇒ (20) + 14 = 34
Damage, Deadly: 2d6 + 6 ⇒ (5, 5) + 6 = 161d8 ⇒ 52d6 + 6 ⇒ (5, 3) + 6 = 141d8 ⇒ 3
Rapier (Flank): 1d20 + 19 ⇒ (15) + 19 = 341d20 + 14 ⇒ (17) + 14 = 31
Damage, Sneak Attack: 4d6 + 6 ⇒ (2, 6, 4, 3) + 6 = 214d6 + 6 ⇒ (2, 1, 5, 6) + 6 = 20
The flames on two of the cultists peter out, but one continues to burn.
Persistent Damage: 2d6 ⇒ (5, 2) = 71d20 ⇒ 171d20 ⇒ 141d20 ⇒ 18
89 total piercing damage to Idari after resistance. Everybody may act.

Takarias Higharrow |

HP 126/126
AC 32 (33 with buckler raised)
Fort +18, Ref +20, Will +19; +2 vs. disease and poisons; +1 vs. inhaled threats
Hero points: 3
Prepared tactics: Strike Hard!, Pincer Attack, End It!
Effects:
"Follow my arrow, Idari!" Takarias says, shooting the more injured of the two cultists.
Fortunate Blow vs. more injured cultist, Strike Hard!
+1 striking astral composite shortbow: 1d20 + 21 ⇒ (13) + 21 = 34
Piercing (ghost touch): 2d6 + 3 ⇒ (1, 4) + 3 = 8
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (3) + 1 = 4
Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Strike Hard! [two-actions] You command an ally to attack. Choose a squadmate who can see or hear your signal. That ally immediately attempts a Strike as a reaction. (Remember I also grant an ADDITIONAL reaction.)