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knowledge (whatever): 1d20 ⇒ 17 plus relevant bonus. +3 if religion. Syllyn launches into a performance and moves forward to form a line with the others.
While raging, the spirits that surround you make it difficult for your enemies to see you. The spirits grant a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to you (typically due to reach).

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Baldrum follows Syllyn. When he sees the ghostly apparitions, he moves past the skald, takes a defensive stance and tries to remember what he knows about ghosts or similar creatures.
Knowledge: Religion t: 1d20 + 4 ⇒ (19) + 4 = 23
Total Defense: +7 dodge bonus to AC (+6 instead of +4 from 3 or more ranks in Acrobatics, and an additional +1 from Crane Style)
AC is now AC 28 T 24 (28 vs. incorporeal) FF 18
Baldrum refuses the effects of the Raging Song - this time...

The Shining Knight |

"A-ha! More spirits to be vanquished by mortal steel and sinew!" The Shining Knight charges forward, spurred on by Syllyn's inspiring chant.
I'll accept the rage and do a charge attack.
+1 limning longsword (charge, rage) vs Green: 1d20 + 7 + 2 + 1 ⇒ (5) + 7 + 2 + 1 = 15
damage (rage): 1d8 + 10 + 1 ⇒ (6) + 10 + 1 = 17
I'll roll for the spirit wisp slam, though I don't know if these creatures are susceptible to negative energy damage or not.
Spirit Wisp Slam: 1d20 + 7 ⇒ (1) + 7 = 8
damage (negative): 1d4 + 3 ⇒ (3) + 3 = 6
My AC is 19 for the next round (-2 charge, -1 rage, -1 fatigue).

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Knowledge Religion is not helping here - you want Knowledge Planes
The Shining Knight completely misses.

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Knowledge Religion is not helping here - you want Knowledge Planes
In that case Syllyn got a 20.

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Knowledge Religion is not helping here - you want Knowledge Planes
In that case Baldrum got a... 23. ;-) He has exactly one rank in each Kn (arcana), Kn (planes) and Kn (religion).

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They are Unfettered Phantoms

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They are Unfettered Phantoms
The question Syllyn wants to know the answer to is what are their resistances.

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DR: 5/Slashing.
The gunslinger is still to act.

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special attacks, immunities and then - if 23 is high enough - vulnerabilities, please

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"Everyone, use a blunt or piercing weapon as they are slightly resistant to slashing."

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Move and shoot green with gun pistol hit: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 Point blank shot and precise shot added, does not include whatever cover you are giving him and vs touch dmg: 1d8 + 1 ⇒ (5) + 1 = 6

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Sorry for my prolonged absence...and yet, it would appear I've missed nothing! Amazing.
Knowledge (Planes): 1d20 + 9 ⇒ (18) + 9 = 27

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Alexis confirms they are unfettered phantoms. ((Questions? I think you get two))
Immunities: Mind affecting
Special attacks: Phantasmagoric Slam (Su) An unfettered phantom’s attacks are considered magic weapons for the purpose of overcoming damage reduction. Its slams have an additional effect based on its emotional focus. This phantom’s emotional focus is anger, and is already reflected in the statistics above. An anger unfettered phantom’s slam attack deals damage equal to 1d8 + its Strength modifier instead of the normal amount of damage (1d6 + its Strength modifier).
The gunslinger misses.
Red goes incorporeal, moves around Green, goes corporeal again and attacks the Shining Knight with two slams.
slam: 1d20 + 10 ⇒ (10) + 10 = 20 damage: 1d8 + 5 ⇒ (1) + 5 = 6
slam: 1d20 + 10 ⇒ (7) + 10 = 17 damage: 1d8 + 5 ⇒ (4) + 5 = 9
Ting is up.

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"Everyone, use a blunt or piercing weapon as they are slightly resistant to slashing."
Uhhhh, you've got that backwards, chief.
Alexis confirms they are unfettered phantoms. ((Questions? I think you get two))
Any way to quickly mollify or repel or banish them?
What kind of movement capabilities are we looking at here?
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Syllyn wrote:"Everyone, use a blunt or piercing weapon as they are slightly resistant to slashing."Uhhhh, you've got that backwards, chief.
Dang, consider his statement corrected.

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Humming along with Syllyn's song, Ting sees an opening. Stepping past Therin, Ting lifts his exotic bastard sword in both talons and slashes at the red phantom like creature.
Inspired rage AC 21 Move action 15 ft, Attack +1 Bastard sword, PA/FF
attack: 1d20 + 13 ⇒ (12) + 13 = 25 damage: 1d10 + 1 + 7 + 6 ⇒ (4) + 1 + 7 + 6 = 18

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((Red: -18))
Alexis believes that the only thing that'll make them go away is to weaken then to within 2.5 centimeters of their life. They also have 35ft fly and are incorporeal as they move.
Green attacks the Shining Knight with two slams.
slam: 1d20 + 10 ⇒ (10) + 10 = 20 damage: 1d8 + 5 ⇒ (3) + 5 = 8
slam: 1d20 + 10 ⇒ (4) + 10 = 14 damage: 1d8 + 5 ⇒ (1) + 5 = 6
Everyone but Ting is up.

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On behalf of Ting...
- Spirit Wisp to hit: 1d20 + 7 ⇒ (11) + 7 = 18
- negative energy damage: 1d4 + 3 ⇒ (3) + 3 = 6
Syllyn continues his martial rhythms (Raging Song) but it seems he is unable to get his sword into the fight. So, instead, he casts Cacophonous Call on the green meanie. (DC 15, 7 round duration because of Cytillesh Spores)
While raging, the spirits that surround you make it difficult for your enemies to see you. The spirits grant a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to you (typically due to reach).

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@Syllyn: The phantoms are immune against mind-affecting effects...
Baldrum does not accept the Inspired Rage for this turn.
Ok, Slashing it is, then. I need a space to attack, though...
Baldrum drops his Sansetsukon. free action
He casts guidance on himself, then moves while drawing his Seven-branched sword, trying to tumble behind the phantoms while denying them any opportunity to attack.
standard action to cast the cantrip, move action to move using acrobatics (through the square of green, see map), half speed in threatened squares
Acrobatics, Unorthodox Strategy (trait), guidance: 1d20 + 9 + 2 + 1 ⇒ (14) + 9 + 2 + 1 = 26 (vs. 5 + opponent's CMD)
I hope that acrobatics result is high enough...

The Shining Knight |

"Huzzah!" shouts The Shining Knight, seeing his acrobatic dwarven ally outmaneuver their shared ghostly foe. "Capital hurly-burly!"
Doing a full attack on Green with flanking, accepting the rage.
+1 limning longsword #1 (flanking, rage) vs Green: 1d20 + 7 + 2 + 1 ⇒ (15) + 7 + 2 + 1 = 25
damage (rage): 1d8 + 10 + 1 ⇒ (2) + 10 + 1 = 13
+1 limning longsword #2 (flanking, rage) vs Green: 1d20 + 2 + 2 + 1 ⇒ (12) + 2 + 2 + 1 = 17
damage (rage): 1d8 + 10 + 1 ⇒ (2) + 10 + 1 = 13
I'll roll again for the spirit wisp slam,
Spirit Wisp Slam: 1d20 + 7 ⇒ (18) + 7 = 25
damage (negative): 1d4 + 3 ⇒ (1) + 3 = 4
My AC is 21 for the next round (-1 rage, -1 fatigue).

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@Syllyn: The phantoms are immune against mind-affecting effects...
Swap that Cacophonous Call out for a DC 14 Ear-piercing Scream then.
sonic damage: 3d6 ⇒ (4, 5, 2) = 11

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Alexis brings up the rear, searching among the forest of legs between her and the foe; again, the light around her dims while one of the phantoms finds itself bombarded with a baleful starscape.
For the next 2 rounds, the Red phantom sheds light as a candle, cannot benefit from concealment or invisibility effects, and takes a –2 penalty on attack rolls and sight-based Perception checks.

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Unfortunately Baldrun's acrobatics isn't quite good enough and he doesn't get into flank
The spirit wisps don't appear to be doing anything too it.
But, even without the flank, the Shining Knight does hit once.
((Red: -18; Green: -13))
fort: 1d20 + 9 ⇒ (3) + 9 = 12
Green vibrates as the sound hits it. ((-24))
The gunslinger is still to go, then Red, then Ting, and finally Green.

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That just misses.
Red goes for the Shining Knight.
slam: 1d20 + 10 ⇒ (10) + 10 = 20 damage: 1d8 + 5 ⇒ (1) + 5 = 6
slam: 1d20 + 10 ⇒ (7) + 10 = 17 damage: 1d8 + 5 ⇒ (4) + 5 = 9
Ting is up.

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Still humming, Ting realizing he's struck the creature, lulls his tongue in a tengu smile. Again, lifting his exotic bastard sword in both talons he slashes repeatedly at the red phantom like creature.
Inspired rage AC 21 Full Attack +1 Bastard sword, PA/FF
attack: 1d20 + 13 ⇒ (13) + 13 = 26 damage: 1d10 + 1 + 7 + 6 ⇒ (10) + 1 + 7 + 6 = 24
attack: 1d20 + 8 ⇒ (10) + 8 = 18 damage: 1d10 + 1 + 7 + 6 ⇒ (8) + 1 + 7 + 6 = 22

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[ooc]Red's attacks are 18 and 15 ... my bad[/b]
Ting hits Red once. (-42) and Red flees into the floor, having had enough.
Green also goes for the Shining Knight
slam: 1d20 + 10 ⇒ (17) + 10 = 27 damage: 1d8 + 5 ⇒ (1) + 5 = 6
slam: 1d20 + 10 ⇒ (7) + 10 = 17 damage: 1d8 + 5 ⇒ (3) + 5 = 8
Everyone is up.

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Syllyn occupies the space just vacated by the fleeing phantom and takes a wild swing at green.
- scimitar to hit, heroism: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
- slashing damage, +1 enhanced, adamantine: 1d6 + 11 ⇒ (4) + 11 = 15
Not rolling wisps as these creatures are immune.

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can i aid Sk's attack from where I am? or his AC if not? i'm foggy on the exact RAW...and i dont have access to my books right at the moment...i'll roll to aid his attack..if not, i'll hold my action
aid attack: 1d20 + 6 ⇒ (15) + 6 = 21

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Interrupting his humming as the red phantom like creature descends through the floor, ting snorts, "bloody floggin' coward." As he turns his attention to the other green creature. Shifting his feet, he lifts his exotic bastard sword in both talons and slashes repeatedly at the green phantom like creature.
Inspired rage AC 21 Full Attack +1 Bastard sword, PA/FF
attack: 1d20 + 13 ⇒ (15) + 13 = 28 damage: 1d10 + 1 + 7 + 6 ⇒ (7) + 1 + 7 + 6 = 21
attack: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22 damage: 1d10 + 1 + 7 + 6 ⇒ (7) + 1 + 7 + 6 = 21

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Baldrum will accept the Inspired Rage for this turn.
Baldrum 5-foot-steps back and uses his domain ability to grow larger for a few seconds. swift action
He then attacks with a couple of slashes with his Seven-branched sword.
full attack, flurry of blows
Seven-branched sword, enlarged, raging song: 1d20 + 8 ⇒ (12) + 8 = 20
Slashing, enlarged, raging song: 2d8 + 9 ⇒ (3, 2) + 9 = 14
Seven-branched sword, enlarged, raging song: 1d20 + 8 ⇒ (1) + 8 = 9
Slashing, enlarged, raging song: 2d8 + 9 ⇒ (6, 2) + 9 = 17
current STR: 22
current AC: 18 T 14 FF 15 (incorporeal touch 18)

The Shining Knight |

"See lads! Even ghosts cower in the face of a stout heart and sinewy sword arm!"
+1 limning longsword #1 (rage) vs Green: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
damage (rage): 1d8 + 10 + 1 ⇒ (1) + 10 + 1 = 12
+1 limning longsword #2 (rage) vs Green: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
damage (rage): 1d8 + 10 + 1 ⇒ (3) + 10 + 1 = 14
This thing may be immune to crits, but I'll roll a confirmation roll for that second attack just in case.
Crit Confirmation vs Green: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Extra crit damage: 1d8 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Current AC: 21 (rage, fatigue).

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Green doesn't even get a chance to escape as it is repeatedly pummeled into oblivion. It's not even clear who struck the last blow as it was so fast.
((Combat over))
Now where Pathfinders.

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Syllyn starts going after the fleeing phantom to the east.

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You reach a branch intersection and there is no sign of the phantom. Where do you want to go?

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Shrugging, he says, "The thing got away. Might as well check the doors." Syllyn checks out door #1, listening and looking but NOT opening.

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No door, just a corridor to a long room. Racks for bows, crossbows, and other ranged weapons line the southern walls of the chamber. Receptacles for ammunition stand between the racks. A large arcane mark glows on the floor atop a raised platform.

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UMD, heroism: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
"Interesting. An archery practice chamber. I recognize that glyph and have seen similar ones used to produce targets. Though usually they are illusory; this one creates actual targets."
Syllyn checks out door number 4.

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Syllyn finds steps leading down into water.

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Syllyn backs away. "Anyone care for swim? We got a small swimming pool or a large bath in there. If someone has a summoning spell, I would suggest that first."

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"Let me have a look..."
Baldrum switches place with Syllyn, but takes great care to stay out of the water - for now. The dwarf casts guidance and then detect magic to check the pool for magic auras.

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Warm, steamy water splashes down into the center of this small pool. A set of stairs leads down into the water.
The water is magical and there is a command word etched on the wall.
A container rests at the bottom of this pool, deep enough for a halfling to swim in.

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Alexis catches up with Syllyn and Baldrum.
"A small swimming pool, a large bath, a baptismal font, a sacrificial altar, a scrying pool...it could be many things, really."
She searches it with her third eye using detect magic AND my detect poison SLA....
Spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28

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No poison. In fact the pool has magic on it to keep it clean and refreshed plus it can run either hot or cold. Currently it's set for cold.
When my PC was in it, one of the other PCs was trying to get it to go into jacuzzi mode

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A container rests at the bottom of this pool, deep enough for a halfling to swim in.
Could we have more explanation about the 'container'?
Mentally shrugging at the archer range, ting voices his opinion, "I's bloody well's prefers blade wroight!"
Following the Nagaji through the door, ting cocks his head considering the idea of a 'bird bath' and steps out of the way for the dwarf to use a little magic to see if the water is 'safe' or not. Hearing the water was safe for bathing, ting lulls his tongue in a tengu smile and adds, "Once we's is bloody well done gettin' bloody we's can come back 'ear an wash off the floggin' filth, wroight."