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Free action to maintain bloodrage (7 of 16)
Tull calls upon the Lady for aid. "Desna's Dramatic Damnation, help me send these foul creature back where she belongs!"
Swift action to use one fervor (6 of 9 used) to cast Divine Favor.
Then he moves forward and slashes at Jathyl.
Move action to move 10' in difficult terrain into flanking position, triggering Lorian's readied attack.
Standard action to use Vital Strike to attack, with Power Attack and Swift-Pincer Maneuver from Lorian.
+3 dragon-bane furious butchering axe, PA, SPM, Vital Strike, flank: 1d20 + 25 ⇒ (18) + 25 = 43
S dmg (magical but not ghost touch): 6d6 + 27 ⇒ (5, 3, 6, 6, 4, 6) + 27 = 57

GM Jhaeman |

Tull and Lorian make a good team, as their enchanted weapons tear more of Jathly's ghostly form away! She screams in agony but reaches out ghostly fingers to probe into Tull's brain, looking for a weakness!
Tull's magical axe hits for half damage.
Lorian's readied action is triggered and his magical rapier also hits for half damage.
Botting The Rock as doing Total Defense (as per Discussion).
Botting Nikita as doing two more smiting gunshots (as per Bot Instructions). Applying firing into melee penalty (I don't see Precise Shot on the sheet) and giving Jathyl soft cover. Result: Both shots miss.
You've got Jathyl down below half hp, so her listed combat tactic is to try to dominate the PC responsible! She's using her Influence supernatural ability. Tull, you need to make a DC 25 Will save vs an enchantment (compulsion) mind-affecting effect.
Revolver + Deadly Aim + Smite - firing into melee vs Jathyl Touch AC w/ Soft cover: 1d20 + 9 + 4 - 4 ⇒ (4) + 9 + 4 - 4 = 131d8 + 7 + 9 ⇒ (6) + 7 + 9 = 22
Revolver + Deadly Aim + Smite - firing into melee vs Jathyl Touch AC w/ Soft Cover: 1d20 + 4 + 4 - 4 ⇒ (17) + 4 + 4 - 4 = 211d8 + 7 + 9 ⇒ (8) + 7 + 9 = 24

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Will DC 25: 1d20 + 18 ⇒ (18) + 18 = 36 Whew! That would have been *interesting*!

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Lorian got ready to deal with the threat as he did a flurish with his sword. "Your time is up Jathyl, you have failed!" he said
Challenge (Ex) 1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal 1 extra damage whenever the attacks are made against the target of the challenge. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.
Challenge An order of the XXXXXX cavalier can make a free bull rush or trip combat maneuver anytime he takes the full-attack action against the target of his challenge. This free combat maneuver does not provoke an attack of opportunity. (Useless against a ghost, but I think this is his first one)

Magical Mercenaries |

Sorry for the delay. I will reposition my tokens on the map to be in the right room at least.
The Rock summons finishes and only one ice mephit appears. The druid looks around slightly disappointed and then shrugs. The ice mephit lets loose with a barrage of Magic Missiles at the ghostly form.
Ice mephits summoned: 1d3 ⇒ 1
Magic Missile, CL6: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11

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Darnit ... I'm outta missiles
So she rolls an Aqueous Orb over Jathyl
You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any nonmagical fires and functions as dispel magic against magical fires as long as those fires are size Large or less.
Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a Large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell’s range.
damage: 2d6 ⇒ (2, 4) = 6 ref dc 19 to negate
Ha! You're all washed up Jathyl

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Jathyl's attempt to dominate him makes Tull even angrier. "Desna's Doo Doo! You'll rue the day..." The angry phantom that sometimes seems to inhabit the mad warpriest wells up within him.
Free action to maintain bloodrage (round 8 of 16)
Swift action to use Sacred Weapon to add +2 to the axe's enhancement bonus (round 3 of 9)
+5 dragon-bane furious butchering axe, PA, SPM, flank, dutiful strike: 1d20 + 29 ⇒ (16) + 29 = 45
S dmg, PA, SPM, dutiful strike: 4d6 + 29 ⇒ (5, 6, 6, 4) + 29 = 50 +Precise Strike from Lorian? He is flanking but I'm not sure if it applies? Precise Strike precision dmg?: 1d6 ⇒ 5
+5 dragon-bane furious butchering axe, PA, SPM, flank, dutiful strike: 1d20 + 29 - 5 ⇒ (16) + 29 - 5 = 40
S dmg, PA, SPM, dutiful strike: 4d6 + 29 ⇒ (2, 2, 4, 5) + 29 = 42 +Precise Strike from Lorian? He is flanking but I'm not sure if it applies? Precise Strike precision dmg?: 1d6 ⇒ 6

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"'Desna's Doo Doo?! OhmygoshIloveit!" Pai shrieks with laughter and zaps Jathyl with a lightening strike again. "By Desna's Dangling Doodads! You'll stop being mean to these monks!"
Electric blast vs. Touch AC: 1d20 + 19 + 1 + 3 ⇒ (4) + 19 + 1 + 3 = 27
Electric damage: 5d6 + 11 + 1 + 6 ⇒ (3, 2, 6, 3, 3) + 11 + 1 + 6 = 35
Point Blank Shot, Precise Shot, Elemental Overflow. (I noticed that I forgot to add Point Blank Shot and Elemental Overflow bonuses to the damage roll in my last post, which is why it looks different now. I'm not trying to cheat here, I swear! ;)
"Hey Jathyl! How many times were you hit by lightening strikes? Is this a familiar feeling? --Oh dang, I just heard myself. That was kinda harsh. Sorry!" Pai does seem genuinely abashed at her taunting.

Ginger T-Rex |

Ginger steps up and tries to take a bite or two out of the incorporeal creature.
Bite,Magical: 1d20 + 16 ⇒ (18) + 16 = 34
Damage,Magical: 3d6 + 18 ⇒ (2, 2, 5) + 18 = 27
Bite,Magical, Multi-Attack: 1d20 + 16 - 5 ⇒ (6) + 16 - 5 = 17
Damage,Magical: 3d6 + 18 ⇒ (1, 6, 2) + 18 = 27

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The Rock begins the process of summoning fire.
Produce Fire is cast as a standard action.

GM Jhaeman |

Spica's orb rolls right through Jathyl with absolutely no effect, but Tull's enchanted axe tears away massive swathes of her ethereal form! Pai continues pouring in raw lightning, while Ginger joins the battle as well!
Spica's aqueous orb was a fun idea, but unfortunately ghosts are immune to nonlethal damage and being grappled/entangled.
Tull's attacks both hit for half damage. (no precision damage though)
Pai's attack hits for half damage.
Ginger's first attack hits for half damage. Jathyl is in single digit HP!
Botting Nikita as doing a move action to avoid soft cover penalties and making one attack. Miss.
Revolver + Deadly Aim + Smite - firing into melee vs Jathyl Touch AC: 1d20 + 9 + 4 - 4 ⇒ (13) + 9 + 4 - 4 = 22
damage: 1d8 + 7 + 9 ⇒ (6) + 7 + 9 = 22

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Spica sighs Now they're getting really silly. I hope and pray Desna doesn't get offended and get angry. Desna gets really terrifying when she's angry.
She also facepalms in annoyance when she realises her Aquatic Orb was a mistake.

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Full attack: 1d20 + 14 + 2 + 2 ⇒ (4) + 14 + 2 + 2 = 221d6 + 5 + 2 + 1 + 1 ⇒ (1) + 5 + 2 + 1 + 1 = 10
Full attack#2: 1d20 + 9 + 2 + 2 ⇒ (17) + 9 + 2 + 2 = 301d6 + 5 + 2 + 1 + 1 ⇒ (3) + 5 + 2 + 1 + 1 = 12
Lorian teamed up with Tull to make sure that Jathyl was not going away...other than to have a one way trip to Pharasma to discuss her various misdeeds.

GM Jhaeman |

Lorian strikes true!
“Your corpses will burn when I return from death,” whispers Jathyl as her body dissolves into a pinpoint of ghostly light that drifts toward the temple and into the roots of her tree.
Lorian's first attack missed, but the second (at half damage) does exactly enough to send Jathyl to zero hp!
We are off Initiative.

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Tull stands over the spot where Jathyl has dissolved, axe ready to begin chopping if she should reanimate, and shouts at where she once was, "And stay gone... If you know what's good for you!"
He looks at the others. "By Desna's Delicious Dessert, it seems we are victorious."

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The monks in the courtyard looked stunned by everything that's happened: strangers, fires, mind-control, and a ghost!
Lorian looked around and frowned. "Sorry, we did not wish to disrupt the harmony of the monastery, is everyone alright?" he asked as he worked to calm things down.

GM Jhaeman |

The old master comes forward at Lorian's question. "My mind has been clouded for so long, but now I see clearly. You have vanquished a malevolent spirit that led us to commit acts of theft and trespassing, and that left some of our members in a comatose state. Yet . . . I must wonder if our freedom was worth the price," he concludes, with tears in his eyes, as the bodies of those slain in the library--including a Paladin of Irori!--are brought into the courtyard.

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"We can take care of those that are knocked out." Lorian said, passing out some healing magic until they come out of it.
Looking at the departed he shook his head. "Nikita and Tull, lets find shovels and such to give the fallen a proper burial."

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Tull looks mildly chagrined as he realizes that perhaps he shouldn't have actually *killed* the possessed monastics. "Oh, um, well I guess maybe I should try to control my temper a bit... I've heard that before..." He sighs, shrugs helplessly, and looks around for a shovel.

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Tears well up in Pai's eyes. She lost control too. Hanging her head, she hovers before the old master and squeaks in a small voice: "I'm really sorry."

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The Rock remains silent and towards the rear of the party as the monks mourn not wishing to add to their pain unnecessarily. He knows that Ginger as well as himself were responsible for several (perhaps all) of the deaths in the monastery. Still the forces of nature are powerful and destructive when aroused and often show no restraint when forcefully opposed. Who is he to argue with the natural order of things?
TL-DR: Don't expect Neutral aligned Druids to pull their punches in combat.

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"OH! What about the comatose people?! Are they still out of it?" Pai flies toward the tree in the chapel to see if the people are awake, now that Jathyl is gone. She makes good and certain to fly low this time, and warily watches the roots of the tree for any evil shenanigans.
Perception: 1d20 + 15 ⇒ (2) + 15 = 17
Pai would want to stay a bit to help clean up the mess the Pathfinders made and be present for the burials of the deceased. Unless there's something else for us to actually do, she'll be ready to leave after that.

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Weren't we supposed to retrieve a stolen text? Or something like that?
Tull asks the abbot, "So, about all these texts and artifacts that you stole while you were under Jathyl's control... If you like, I'm sure the Pathfinder Society could help return them all to their proper owners, once they've been properly catalogued and written up, of course."

GM Jhaeman |

The old man nods at Tull, though clearly the grief and pain of seeing the slaughtered members of the monastery laid to rest is all he can really think about at the moment.
Meanwhile, Pai and Spica look over the four priests in the temple and see they still remain comatose.
The four in the temple have been entirely drained of Wisdom. Unless someone has something like restoration, they're going to stay comatose.

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Lorian pondered a bit. "Looks like we might have to get some stronger magic to get the others taken care of."
Willing to kick in 2 pp towards a Restoration spell.

GM Jhaeman |

The Pathfinders discuss whether there's any feasible way to draw upon their contacts to help cure the comatose priests.
Unfortunately, you need to be in a settlement of some type to spend gold or PP to gain spellcasting services and you're on "a tiny island off Nex’s barren coast". As the monastery's clerics are themselves the ones stricken with the Wisdom loss, the only way you'd be able to cure them is out of your own spellcasting resources.

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The Rock volunteers to teleport the afflicted monks and those who wish to pay for their healing through the local vegetation.
"I should be able to help with instant transportation to a city. A person generous enough to pay for their healing should accompany me."
"We just need to find a tree or large bush on this island that grows near or in a city that we wish to travel to."
The Rock has the Walk through the Lines ability (Transport via Plants SLA) so can he effectively teleport himself and up to three other people through a plant to another plant of the same type regardless of distance. He can do this five times per day which is sufficient to have them transported there and back all in the same day.

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Tull will not be able to cast Restoration until next level. He has a scroll of 5 castings of Lesser Restoration and can also prep it multiple times but not until the next day, but I'm guessing that Lesser Restoration won't be helpful here?

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@Tull - Absolutely not. You need a full on Restoration spell to heal the drain. :)

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"Hmm. When you get into the city, check in with the local PFS Lodge. They may be willing to help foot the bill."
Pai's willing to pay for one Resurrection. (A 4th level scroll is 700gp.)

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Tull also offers to contribute towards the cost.

GM Jhaeman |

The Pathfinders pull in some favours to get the comatose priests of the monastery healed!
Okay, so there are four priests. It looks like Pai is going to spend gp for one scroll (Pai, it'll actually cost 800 gp rather than 700 gp because there's a 100 gp material component), Lorian will spend 2 PP for spellcasting services to heal a second. Who if anyone is paying for the third and fourth priests, and how are you paying? (I'll make the necessary adjustments on Chronicles when we get to that point.
Also: is there anything else you want to do at the monastery, or are you ready to return to the Lodge?

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800 gp works for me. If we have all the manuscript pieces, I'm ready to return.