Dinvaya

Ellie Dewblossom's page

357 posts. Alias of SodiumTelluride.


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Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"I think the direction they came from is probably a good indication of where they'll come from next. They don't seem smart enough to strategize. We should prepare accordingly."


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

(If it's still alive) Ellie keeps up her attacks on the nearest sahuagin. (Otherwise she will target purple.)

Inspire Courage! +1

Spell Cartridge + Inspire Courage - Deadly Aim vs light blue (touch): 1d20 + 9 + 1 - 2 ⇒ (15) + 9 + 1 - 2 = 23
Damage + Inspire Courage + Arcane Strike + Deadly Aim: 0 + 1 + 1 + 4 = 6


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie heads outside but keeps her distance, making sure she can still be heard by her allies. "Protect the 'Rock'!" Focusing her magical energy into a bullet, she fires at one of the closer sahuagins.

Inspire Courage! +1.

Spell Cartridge + Inspire Courage - Deadly Aim vs light-blue (touch): 1d20 + 9 + 1 - 2 ⇒ (9) + 9 + 1 - 2 = 17
Damage + Inspire Courage + Arcane Strike + Deadly Aim: 0 + 1 + 1 + 4 = 6


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie draws her rapier with her free hand and fires her pistol at the closest sahuagin.

Inspire Courage! +1.

Pistol + Inspire Courage vs red: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Damage + Inspire Courage + Arcane Strike: 1d8 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 8


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

I was just thinking about Mardus, the injured person. But tactically speaking I'm fine with letting them bottleneck themselves in here lol.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"Looks like they didn't wait long! Rally!" Ellie shouts, pulling her pistol from its holster. "Don't let them get in!"

Inspire Courage! +1.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"I have a bit of training here as well," she offers gently. "Let me know how I can help."

With my one whole entire rank in Heal:
Aid Another (Heal): 1d20 + 4 ⇒ (4) + 4 = 8

"Seems likely that they'll be back, and probably soon. I think we should set some traps about so that they can't come a third time."


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Hearing Veronica's shouted warning, Ellie rushes back across the plank onto the Charm. "Everybody back to the ship!" she yells to the crew, quite unnecessarily, seeing as most of them had never left. Once they're safely back on the Charm she helps a few other sailors pull the boarding plank back from the sinking Deathknell.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie hops onto the aft boarding plank to get a clearer shot at the dead captain.

Inspire Courage! +1. Also declaring him my Challenge target.

Pistol + Inspire Courage - Deadly Aim vs Whalebone (touch): 1d20 + 9 + 1 - 2 ⇒ (12) + 9 + 1 - 2 = 20
Damage + Inspire Courage + Deadly Aim + Arcane Strike + Challenge: 1d8 + 1 + 4 + 1 + 1 ⇒ (4) + 1 + 4 + 1 + 1 = 11


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"Go back to the deep, you dead bastards!" With no room to safely fire her pistol, Ellie draws her dagger and strikes.

Inspire Courage! +1.

Dagger (slashing) + Inspire Courage vs green: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Damage + Inspire Courage + Arcane Strike: 1d4 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6


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Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie steadies the ship among the tossing waves, grateful for the years she spent enduring such storms that taught her when to fight and when to ride the swell. However, the arrival of the Deathknell renders all her knowledge meaningless. What's the point of pushing through the storm only to be skewered by a dead man?

Fortunately, Mac appears to know just what to expect. Thank Cayden for that. "I'll buy us as much time as I can, but we should prepare for battle-- I don't know what that ship is capable of, it shouldn't even be sailing."

No preparation here except to draw my pistol.

--== Round 1 ==--

When the ships connect, Ellie raises her pistol. "For the Charm, you rotten fish-food!"

Inspire Courage! +1.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Knowledge (geography): 1d20 + 3 ⇒ (8) + 3 = 11 (if needed)

"Gonna be a hard night's sail," Ellie says grimly, her hand on the ship's wheel, resigning herself to a night of no sleep. "But I guess such is the price of gaining the Rock." She looks at Veronica expectantly, awaiting orders.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Robert Henry wrote:
Ellie, you can tell by the glares from the 'Famished Mane's crew, none of them would consider joining you crew. But there are six pirates grateful for their lives who will.

I'll take that! That's a maxed recruitment roll anyway.

Ellie carefully ignores Captain Tisserond's scorn for the time being, leaving that business to Captain Blackblade. She gathers her weapons back from the new crewmembers, grateful for the reassuring weight of the rapier on her belt once again.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"For the Charm!" Ellie shouts, gaining the upper deck. holding her pistol in the air. "And for the Vorsfang!" she adds as the freed pirates rush the Chelish ship to join the fray. She has no particular love or loyalty to the doomed pirate ship, but, sharing a common enemy with them for the time being, anything she can do to inspire them to greater courage is all for the better. Now we've got them-- I even brought reinforcements.

Inspire Courage! +1. I assume a single move action is only enough to get me back to the Chelish ship but not anywhere near the others.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"We need to get off this ship! Are any of you armed?"

Assuming they aren't, Ellie hands her dagger and her rapier to two of the pirates. "Here, help us fight those Chelaxian bastards. You lose my blades, I take it out of your hides." She draws her pistol. "Let's go!"

Will lead the no-longer-captives up onto the Vorsfang deck.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie sprints below deck to reach the captives pirates.

If I can see any of them, I'd like to cast liberating command on the nearest one. If the chains can be escaped with an Escape Artist check, he/she can immediately make a check with a +8 competence bonus.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Reaching the Vorsfang, Ellie comes up for air. If I breach the hull to surprise them from underneath, the ship will only sink faster. She begins to climb the side of the ship (I assume there's either a ladder or series of handholds), her transformed fingers oddly better at this than her normal ones.

Climb + alter self - accelerated: 1d20 + 7 + 1 - 5 ⇒ (12) + 7 + 1 - 5 = 15
20 ft up.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie grins as she mutters the words of the spell. Her ears lengthen, her eyes gain a protective film, and her fingers and toes web through. "See you after the battle."

Prep: Casting alter self.

As soon as the ships are locked together, an aquaticized Ellie dives over the side of the ship.

Surprise round: move to the side and dive overboard.

While the battle rages above, Ellie swims hard for the burning ship. Don't die, I'm coming!

Round 1: Double move, which doesn't quite get me there but it gets me close.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"Sun at our backs, ladies and gents! We're headed for that Chelish ship!"

Sailing check + aid: 1d20 + 19 + 4 ⇒ (4) + 19 + 4 = 27
Sailing check + aid: 1d20 + 19 + 4 ⇒ (18) + 19 + 4 = 41
Sailing check + aid: 1d20 + 19 + 4 ⇒ (16) + 19 + 4 = 39

Probably don't need more than one if the Chelish ship isnt moving, but just to be sure.

"We can do both, cap'n" Ellie says as they get closer. "I could swim to the burning ship and help the pirates while you deal with Cheliax. Been practicing a spell that lets me swim like a fish." (Alter self.)


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

A few resounding cheers go up from some familiar voices, and Ellie leaves her hiding place to discover her cremates had made short work of the Rahadoumi sailors. Breathing a sigh of relief, she leans against the wood to rest and allows her invisibility to wear off.

"Been better, cap'n," she tells Veronica, her voice thick with pain. "Didn't know those beasts could do that. I'd keep one with me too if I got my hands on one." She accepts the healing magic gratefully.

Cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Cure light wounds: 1d8 + 1 ⇒ (6) + 1 = 7
That puts me at 31, so if we end up fighting the ghost ship tonight I'm mostly at full, and if we don't I'll easily sleep off the rest.

After they saw how quickly their fellows (and captain) were overtaken by the pirates, it doesn't take much convincing on Ellie's part to bring some of the Rahadoumis into the crew.

Diplomacy (recruiting), take 10: 10 + 10 = 20
Recruits: 1d4 + 2 ⇒ (3) + 2 = 5


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Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Safely invisible for the time being, Ellie raises her pistol into the air-- more out of habit than anything else-- and shouts her battle cry. "For the Charm!"

Inspire Courage! +1 (using audible components obviously)


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Recovering just enough clarity of mind to focus on a spell, Ellie nods and mutters an arcane phrase. She disappears from sight and repositions herself, weighing her options. I can't attack them without breaking the spell. But I can't stay here and be useless.

Casting vanish and moving.
Stealth: 1d20 + 7 + 20 ⇒ (15) + 7 + 20 = 42


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Much too occupied maneuvering the ship alongside the other, Ellie momentarily forgets about the manticore. To her peril. She realizes her mistake as the first deadly missile plunges through her. By the time she turns to address the threat it's much too late-- a second, third, and fourth spike sink into her and she drops to one knee, barely conscious through the pain. Is this how it ends? She staggers back to put a bit more distance between herself and the deadly monster.

Well this sucks. I don't have any standard actions worth dropping unconscious for lol.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

I think we should engage stern to stern.

"Getting you there now, cap'n!" Ellie spins the wheel and calls out commands to Tucci and the riggers.

Sailing check (if needed) + aid: 1d20 + 19 + 4 ⇒ (18) + 19 + 4 = 41

When we get closer I will draw my pistol.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"Let's get you closer, at least. Ease to starboard!" Ellie calls out as she adjusts the wheel accordingly. Having no experience with either manticores or ships of the same name, she can only hope such a beast is within their capabilities.

Sailing check + aid: 1d20 + 19 + 4 ⇒ (2) + 19 + 4 = 25
Sailing check + aid: 1d20 + 19 + 4 ⇒ (17) + 19 + 4 = 40
Sailing check + aid: 1d20 + 19 + 4 ⇒ (1) + 19 + 4 = 24

Yikes.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"Y'know, I'd watch out for that one, if I were you," Ellie says to Mac a few cups into the celebration, indicating the old sergeant. "I fancy he'd rather have your wedded bliss than his own lot. Good thing we won't be here, eh?" she adds, giving him a playful elbow. "Now go entertain your lady wife."

* * * * *

"Welcome aboard, noble quartermaster!" she announces loudly when Mac boards the next morning. "Got a good night's sleep, I trust?"


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Well, this certainly took an unexpected turn. Ellie feels color rising to her cheeks at Lady Smythee's suggestion. Would Shackles law recognize such a union? It would only half-surprise her. "I would enjoy that arrangement very much, milady, but I think you're right to say it should be the captain's prerogative. After that..." You do seem to prefer our quartermaster. "Well, you certainly can't go wrong with this man. He's a brave and experienced fellow."


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"It could be why I never heard him so much as mention your name." Ellie giggles. "How often he thinks about you I don't know, but the thought of him being so embarrassed that he refuses to let the word reach his crew-- it makes me sleep easier."

She takes a drink of wine as elegantly as she can manage, though she never really learned table manners. "We haven't seen or heard from him since taking the Charm. Like as not he still blames his turncoat first mate for the theft. He's not wrong to think so-- Plugg was preparing to squib the ship and take it for himself. He was just too incompetent to do it properly. To the victor go the spoils, I guess."


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie agrees and backs up to the designated distance. "Aw, you flatter me Mac," she says loud enough for Lady Smythee to hear her, beginning the process of trying to ingratiate herself to the woman. "I hope their drinks are hearty. A good tale is made all the better with a good drink to wash it down!"


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie holds up a hand to keep Mac from saying anything more just yet. "This could be to our advantage, captain. Maybe you can find out her angle before revealing the truth. And if it must be one of us, you'll have to go in without me," she adds with a smile.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"Drop anchor!" Ellie calls out once they've gotten as close as they can. She prepares to join the other officers on the gig, ensuring her pistol is loaded just in case. Their mission to "crack the rock," as it were, will-- for better or worse-- secure a name for herself as a pirate. And she hopes for its success. She finds it deeply ironic that she finagled herself into such a situation.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie wakes up to a surprising amount of daylight, having expected to be called on deck in the middle of the night. Guess we've been spared tonight. Or maybe what we saw was an illusion, or some kind of elaborate hoax. Either way, she's glad for it.

"Find us a place to pull in!" she calls up to the crow's nest.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"I'm with Mac. As much as I don't want to simply let them die out here, we can't risk leaving them armed. We should leave them enough provisions to get back to port and nothing more."


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"Nice thrust captain! Mac, get that one there!" Seeing her chance to try out a new trick she'd been practicing, Ellie concentrates on the magical energy empowering her pistol and wills it into a shape. A bullet-shape, made of pure force, right in the barrel. Then she pulls the trigger.

Inspire Courage! +1

Spell Cartridge + Inspire Courage - Deadly Aim vs yellow (touch): 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Damage + Inspire Courage + Arcane Strike + Deadly Aim: 0 + 1 + 1 + 4 = 6

CLINK! The technique works perfectly, but she must have made the bullet too large-- she pulls the trigger and her beloved pistol's firing mechanism breaks loudly. I'll have to deal with that later. She shoves it into her belt.

Since the feat doesn't say otherwise I'm going to assume Spell Cartridges can misfire like normal. Move action to sheath weapon.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"Onto the deck!" Ellie shouts. She steps up onto one of the boarding planks, draws her rapier while she moves, and aims her pistol at one of the enemy officers.

Inspire Courage! +1

Pistol + Inspire Courage vs yellow (touch): 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Damage + Inspire Courage + Arcane Strike: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

As they near the enemy ship, Ellie draws her pistol and checks to make sure it's still loaded. When their ship finally closes the distance and boarding planks are lowered, Ellie mutters a spell. Her pointed ears elongate, her eyes become larger and almond-shaped, her fingers lengthen and grow webbing. Though she's still recognizable as the Charm's first mate, she is now to all appearances a full-blooded aquatic elf.

Casting alter self (aquatic elf) for +2 Strength and a 30' swim speed.

--==Round 1==--

Ellie raises her pistol to the sky. "For the Charm!" she shouts, in a voice somewhat more melodic than normal.

Inspire Courage! +1


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"They would sink us without thinking twice, if they had the chance. Let's show them what that's like. Full sail!" she calls out, grateful for Tucci's assistance as he directs the crew.

Giving chase!

Profession (sailor) + aid: 1d20 + 19 + 4 ⇒ (5) + 19 + 4 = 28
Profession (sailor) + aid: 1d20 + 19 + 4 ⇒ (7) + 19 + 4 = 30
Profession (sailor) + aid: 1d20 + 19 + 4 ⇒ (6) + 19 + 4 = 29


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Class level: bard 4
Feat: Spell Cartridges
New spells known: alter self, gallant inspiration
Skills: Diplomacy 1 rank. Intimidate 2 ranks, Knowledge (local) 1 rank, Profession (sailor) 2 ranks
Background skills: Perform (oratory) 1 rank, Profession (soldier) 1 rank


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Yay!


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Knowledge (local), untrained: 1d20 - 1 ⇒ (13) - 1 = 12

Ellie grips the ship's wheel, her knuckles white. "The Deathknell? Isn't that the ghost ship you lot were telling me about? Whalebone Pike or whatever his name was? I've been hearing sailor's stories for years, I didn't expect to actually see it!"


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Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Yes and no. Last Thursday I had to put down the cat who was my best friend for 11 years, so dealing with that has been hard. This week my sister who I don't see often is in town, so I was with her all Monday evening. Yesterday I finally finished a work project that's been on my plate since January, so the last few days have had me doing mostly that at work which gave me little time for anything else. Yesterday was also my daughter's birthday, which then took up the evening.

Basically just a lot of things that, individually, wouldn't have had much of an impact on this game but kind of all came crashing together at once. I apologize.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Yea I'm going to just write Senghor off as a bad job haha. It's honestly kind of impressive that my 50% chance managed to fail four days in a row.

Dismayed at the utter lack of response she's gotten trying to recruit new crew, Ellie spends the fifth day gathering supplies for a pair of magical boots she wants and takes them to Veronica. "I'm beginning to see the value in 'cracking' Tidewater Rock. A big port like Senghor is... decidedly uninterested in a ship that, if you'll forgive me captain, nobody's heard of yet."


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

I'm going to purchase a pair of boots of striding and springing. I figure not only do they have the obvious benefit of making me move faster, but it'll make all those "quarter movement" swimming calculations a lot easier haha.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie returns to the ship to sleep that night, more accustomed to the creaking of swaying wood than to the stillness of a cold stone floor, and preferring the relative safety of her own crew over the locals at a new port.

The next day, she finds a different section of the town and tries again. "Yeah, I'm from the Charm, that big three-mast that just got in. We're just here to offload some cargo-- and make a few bartenders richer," she adds, raising her mug appreciatively toward the man behind this particular bar. "Then we're out to make a name for ourselves-- and make no mistake, the world will know of the Charm and her crew before this is done. Anyone want to join?"

Diplomacy (recruitment): 1d20 + 9 ⇒ (4) + 9 = 13
Sheesh. Tough crowd.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Knowledge (geography): 1d20 + 3 ⇒ (4) + 3 = 7

"I've never been to Senghor myself, so I'll take your word. If they have a particular beef with slavers, I'll play that part up."

* * * * *

At port, while Mac sells off their stolen ship and (I assume) cargo to get the absolute best price, Ellie talks up one of the dockside dives. "Got a pirate slaver ship recently, you hear about that? No? Damn ugly brute he was, their captain. Hobgoblin if I remember right." She waves a hand dismissively. "Ah, doesn't matter now. He's fish food. But the important part to me is the men and women who don't have chains on their wrists anymore. I'm hoping the ones who chose to stay on the Charm prove to be good sailors." She chuckles. "Anyone who stays behind has Captain Blackblade to thank for the new competitors!"

Diplomacy (recruitment): 1d20 + 9 ⇒ (7) + 9 = 16


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"She can't. Cause she's not alone." Ellie rests a hand on the grip of her pistol. "You try anything and you'll find that out for yourself... again," she adds, indicating her weapon.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"And if you do want to join our crew, here's what you'll get in return," Ellie calls out to the potential new sailors. She explains division of loot and work schedule and the usual particulars. "I'm Ellie Dewblossom, first mate. This here is Brother MacLaren, quartermaster. Ask any of our crew, they'll say you get fair treatment on the Charm, as good as any ship and better than most."

Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23
Recruits: 1d4 + 2 ⇒ (3) + 2 = 5

"Welcome aboard! The rest of you, the quicker you hop to the quicker you get to port. Sense of urgency, let's move!"


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"Lay it down or let it fall from your dead hand, makes no difference to me. Let's get 'im!" Ellie moves forward for a better shot.

Inspire Courage!

Pistol + Inspire Courage vs hobgoblin (touch, enemy has soft cover): 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Damage + Inspire Courage + Arcane Strike: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

In preparation, Ellie draws her pistol as the boarding planks are lowered. "For the Charm!" she shouts as she hoists it into the air.

Inspire Courage!


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

However nonsensical it seems, Ellie is privately grateful to Sargava's treaty with the Shackles for keeping her from having to attack one of their ships unprovoked. But attacking other pirates... That I can do. "Full sail!"

She does her best to sail clear of the attacking Drekar, to make their con as believable as possible until the last moment.

Bluff + aid: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14


Scarab Sages 5/5

Lets begin
I implore the leadership of organized play to either delete or update dealing with afflictions in guide 9.1 and here is why:

On page 16. you do step 8
"If the character gained an ongoing condition like a curse or disease during the scenario, the player should note that here as well. See Dealing with Afflictions below for more information on noting conditions gained and cleared during a scenario or after its conclusion."

Fine that leads us to Dealing with Afflictions

"At the end of a scenario, a PC might have been afflicted
with any number of possible afflictions, such as blindness,
a curse, deafness, a disease, or a poison..."

Yes a pathfinder can be afflicted by many conditions

"It is important that conditions be written legibly
so the player and subsequent GMs can understand them."

Okey meaning that afflictions, such as blindness,
a curse, deafness, a disease, or a poison might transfer from senario to senario.

"Note: Any affliction that would result in an unplayable
character must be resolved at the table once the game
ends as explained in Chapter 4 of this document. If the
character cannot resolve an affliction that would render
her unplayable, mark the character as dead."

okey so the next part must tell us what an unplayable character is

Page 19. CONDITIONS, DEATH, AND EXPENDABLES

"Conditions: Unless noted otherwise, all conditions
gained during an adventure, including death, must be
resolved before the end of the session. A condition in this
context includes an affliction, a negative effect, or an effect
that is intended to mechanically affect your character in
a negative way. If such a condition isn’t resolved by the
end of play, the character should be reported as dead and
becomes unplayable."

So if you get a condition that is not: "However, a few conditions need not be resolved by the end of play, including permanent
negative levels, ability drain that does not reduce an
ability score to 0, becoming a fallen member of a class
that requires an atonement spell to regain class features
or spellcasting abilities, and conditions that impose no
mechanical effect."
then you are dead/unplayable so why shall i note: curse or disease during the scenario, the player should note that here as well. You become unplayable.

Leadership could just cut the whole affliction out and state that if you do not resolve all conditions except these few (page 19) then the character shall be reported dead/unplayable.

i would hope they lifted to strict rule so disease or blinded/deafend could go from senario to senario.

Scarab Sages 5/5

So I have some questions about this well ritten Senario.
First: the first Boon has three paragrafs one for turning yourself and one for turning a new character and one for a Kineticist. Do you pay Prestige for the last paragraf or gain access to that for all kineticist or only the one applied with this chronicle sheet?

Second: making a new char with the boon would it imply that you bring a copy of that chronicle sheet with the neew character?

Third: The Grand Lodge faction wants to learn of the missing agents and you can get info on Grave Threader twice either from the Genie or Master of Spells but only the Genie count at the end as a success should master of spells deal count toward the success??

Scarab Sages

1 person marked this as FAQ candidate.

Here is a guide to make you a level 7 hellknight with the retraining rules.
(Maybe you should fix the retraining rules?)

Level your charakter(with full Bab) to lvl 5.
take one level hellknight prestige class as you qualify for.

now use the retraining level rule -1 level with full Bab then you still qualify for hellknight so take the new level as hellknight so you are now lvl 4 full bab and 2 hellknight.
repeat untill you now are lvl 6 hellknight lvl 0 other class.

this will cost you some PP in PFS and some gold but it is worth it.

can any of you find a statement that this is not legal?

Scarab Sages

My question is formed from reading many class archetypes.

I would like to know if there is a difference in normal fog or magically made fog? and normal difficult terrain and magically made difficult terrain?

my arguments that there is a difference:

Look at these abilities:

Tempest Druid - Inner Sea Magic
Eyes of the Storm (Ex)
At 4th level, a tempest druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th. This ability replaces resist nature’s lure.

and

Oracle Waves - APG
Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normally. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.

and

Master of Storms - Path of Prestige
Seasight (Su)
At 2nd level, a Master of Storms can see through fog, smoke, and other obscuring vapors as if they did not exist. This ability functions underwater as well, allowing the Master of Storms to see through thick silt and other aquatic precipitates.

and

Goz Mask(item) - Inner Sea World Guide
A goz mask allows you to see through fog, smoke, and other obscuring vapors as if they did not exist (this ability functions underwater as well, allowing the wearer to see through thick silt and other aquatic precipitates).

This states that only the druid can see through obscuring mist, fog cloud and so on. Everybody can see through fog from natural sources.

Now the terrain question:

Druid - Core
Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

and

Ranger - Core
Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

and

Wild Shadow - ARG
Unfettered Step (Ex)
At 7th level, a wild shadow's woodland stride class feature functions in any difficult terrain within any of his favored terrains, even in areas that are enchanted or magically manipulated to impede motion.

So the spell Feather Step ignores normal and/or magically difficult terrain?

Scarab Sages

Okey i have looked around and found this:
From Swim skill (If you fail by 5 or more, you go underwater.)

From Water Enviroment (Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute.)

From Underwater Combat (Creatures have firm footing when walking along the bottom, braced against a ship's hull, or the like. A creature can only walk along the bottom if it wears or carries enough gear to weigh itself down: at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium.)

But where does anything state if you sink? and at what speed with what gear ?

Scarab Sages

Hey Forum

I've been searching the board for illusions and how you should deal with them both as a GM and as Player, but it still troubles me.

My first example: On a battlefield in daylight the party reach the BBEG which is not a spellcaster and our wizard illusionist thinks to block vision of party by surrounding and trapping the BBEG with a silent image of a stone cube.
How should i react as GM to this?
Should i get autosave on will save because i have proof that this is not a stone cube as light would not be in it?
Or use my next action to determend if how this stone cube has suddenly appeared, and then get a will save?

Second: if we change the BBEG so he is a spellcaster and makes his spellcraft check as the spell is being cast gives him a autosave as proof of it is created by magic from illusion school?

Next: Now let us assume that the BBEG did not succed his will save and the ranged in the party has been told this is an illusion. The ranger shoots at the stone cube, he hits the AC of the illusion and gets a will save with +4. okey he makes the save and can now see the BBEG inside the stone cube. Next arrow is aiming for the BBEG, as he is flat-footed because he cant see the attacker he is hit, would that be proof that the stone cube is not real as arrows can come trough it?

And now to the Darkness/Light

It is night and the moon is full the battlefield is in dim light, the party has ventured out to slay the BBEG. Our Cleric in the party has cast Light on her scimitar, and our fighter has a torch. They encounter the BBEG as he suprise them by casting Darkness.

Should the illumination level be Normal light produced from light spell and torch or the natural dim light which the moon provide when darkness comes into effect?

Thanks

Scarab Sages

Hey Fellow GM's

My first Session will be the 10 of july, then my journal and stuff I used to spice up CC will be given out here so other GM's can see different reactions and new stuff they maybe like to put into their campaign.

And then i would like if other GM's also made contributes in this thread so we gather data and info for other GM's in one thread.

Thank you very much.

Scarab Sages

Hey gamers
I just brought Ultimate Magic and I now have a ton of questions.
Looked at the forum but couldn’t find them all so here are the questions I couldn’t find.

• How does the Varient Channel work, as I can see you channel positive energy when healing and change to negative energy when harming, so you have no chance of dealing damage to undeads If you had nature. Is this true? Or how should understand the new channeling?

• Under the Cloistered Cleric I think there might be a typo that the skills does not replace the clerics skills from a normal cleric, is that correct?

• The Wizard got 2 more elemental schools but then they make a circle of 5 elements that don’t mention air? So if I choose earth as a school I get 2 opposite schools Air from APG and Wood from UC?

• Tactics Inquisition gives you Grant the Initiative (Ex): At 8th level, you and all allies within 30 feet may add your Wisdom bonus to your initiative checks. Does this mean that you + your wisdom modifier for each ally to your initiative roll or you and each ally get your wisdom modifier to their initiative roll?

• Grant Initiative Not only are you a master at taking the initiative, but you can also grant it to someone else. Prerequisites: Cunning initiative class feature. Benefit: At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks or choose to give that bonus to one of your allies that you can see. You must make this choice before you or the ally you are granting the bonus to makes the initiative check. Cunning initiative class feature what is this searched ultimate magic and didn’t find any clue on how to get this prerequisite.

Scarab Sages

any got a picture of him?

Scarab Sages

1 person marked this as a favorite.

Hey fellow GM's
here are some stuff you can think over, use, edit and comment
please feel free to share what you made to flesh out Ravengro

events:
Every Wealday at the market place there is a chance to earn trust by showing skills and proof what your character is made of. Checks can be made with each Character but only once during this scenario.

• A PC can Perform or Craft to show his skill to the citizen of Ravengro, a DC 18 on any Perform checks to earn 1 point of trust as you might be talented but why trustworthy. Craft is easier as it is something the common man can use or something to be traded a DC 15 + some silver for raw mats to gain 1 trust point – for every 5 over the DC award the PC with 1 additional trust point, and take away 1 trust point if roll is 5 or more under the DC. (The 3 event can happen because of this)

• On the farmer market several animals a kept behind fences or in cages, the horror from Harrowstone hasn’t only reached the human citizen but also the farm animals. A ghostly spirit shocks the animal into a panic so they burst the fences and run wild in the market. The PC can try to catch the 5 animals and bring them back to their owners, will award them 2 trust points, any damage to the animals will make the PC lose 1 trust point.

Other Events

• Old River has been attacked by Gib Hephenus while the Splatter Man had control of him, the dog now lays under the gazebo’s stairs bleeding, a DC 10 heal check saves Old River from bleeding to death and will award the PC with 5 trust points, if the PC don’t notice Old River take 2 trust points from them but they can be regained if they find the dogs murder, but there is no obvious clues only a faint track to the monument of the prison warden. (This event happens after the second letter and only if the PC are familiar with Old River – this can lead to the monument if the PC hasn’t visited it before)

• Pevrin has accepted the PC and think of them as a good difference opposed to the haunting which is growing, as his father told him you must face the worst in this world with a laughter, so each day a small funny note about the PC appears on the post boards so once again the citizen of Ravengro can laugh. If the PC confront Pevrin about the comments in a harsh tone the PC lose 1 trust but if they seek to compliment Pevrin for his jokes award the PC 1 trust point.

• Pevrin is frighten on his route round town with the posters as event 4 has begun, because of this he hides at the Laughing Demon and misses out on his daily chores with the post boards, if the PC seek him out to ask why he aren’t posting anymore he ask them if one could help him on the posting trip as it seems that a person is after him at one of the posting boards. Award the PC 1 trust point if the help Pevrin

• The PC can buy a round of ale at any of the inns once a while to gain 1 trust point, with all the horrors many farmers tend to drink more so they can sleep through the night.

Scarab Sages

Hey fellow GM's

I'm gonna start CC first AP and I read that you start with 20 trust points, which i take 2 points from as having one PC having a monster race (changeling) leaving with a total start score of 18.

First Encounter:
In the first encounter they can lose 1 trust for dropping the coffin and then 1 point for each of the 6 thugs if they are killed (too much non-lethal) or 6 points if not using non-lethal.
But this isn't my greatest concern as it says every night the PC haven't cleared Harrowstone they lose 1 trust, so they go on 17 if they didn't end the thugs peacefully. Then each day they do reaching and might have small encounters so they can gain trust still leave them with no progression so still on 17 trust, if then played Town hall or false crypt they are again indeed in danger of having their score drop realy low. I can't see how the PC would ever reach beyond 20 trust points? and i fear it is too easy to hit Angry Mob before the PC have time to RP with citizen of Ravengro.

Any got any help toward the trust system?

Scarab Sages

Perfect Strike (Combat)
When wielding a monk weapon, your attacks can be extremely precise.

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.

Special: A weapon master monk or zen archer monk
receives Perfect Strike as a bonus feat at 1st level, even if he
does not meet the prerequisites. A monk may attempt an
perfect strike attack a number of times per day equal to his
monk level, plus one more time per day for every four levels
he has in classes other than monk.

Will Paizo allow more weapons of the melee type to be added to the feat list? or does this feat limit monks to use only weapons from core book.

Scarab Sages

Hey

I made a Monk lvl 1 with a heirloom Temple sword
and under flurry of blows i can't find any rule that doesn't allow me to use my temple sword twice in flurry of blows.
And as a temple sword is a one handed weapon and flurry of blows works as two-weapon figthing and monk never have a off-hand weapon i guess that i have -2/-2 on flurry of blows then +1 from lvl +1 trait bonus (heirloom) +1 masterworked + str.

is this right or where did i do wrong?

Scarab Sages

1 person marked this as FAQ candidate.

What is a Totem Barbarian good for?

a normal barbarian gets the same special abilities and rage powers like a Totem barbarian..

or is it that only a totem barbarian can get Totem rage powers... but then get the normal barbarian special abilities.. then why take a normal barbarian?

a bit confused help me get it clear thanks

Utii

Scarab Sages

Hey i am starting LoF with a group of 6. I was thinking placing extra monsters so the CR would match APL, but i am not sure if it is a good ideer.

Any got helpful tips on what to do? I realy wish to play with 6

Scarab Sages

Feat: Piling On
you are skilled in dealing more damage to prone opponents.
Prerequisites:
14 strength and must have size medium or larger
Benefit:
Deal 1/2 level + strenght modifier non-lethal damage to a prone target, if wearing metal like armor treat damage as lethal (blundgeon).
The prone target recives a Reflex save DC (attackers CMB) for half damage.
After dealing damage the attacker fall prone in a square around the opponent.
Piling On provokes attack of oppertunity.

wanted to hear if this was to weak or overpowered feat?
if so what would you change?

Thanks alot
Utii

Scarab Sages

1 person marked this as a favorite.

Hey i made some new monsters and i would like to know if they are balanced.

Hel Horse CR 3
XP 800
N Large outsider incorporeal extraplanar (9 Hells of Balor)
Init +2; Senses low-light vision, darkvision 60ft.; Perception +6
Defence
AC 14, touch 14, flat-footed 12
(+2 Dex, –1 size, +3 deflections)
Hp 14 (2d10+3)
Fort +1, Ref +5, Will +6
Defensive Abilities channel resistance +4, incorporeal;
Immune Undead traits
Aura Death Presence (Su)
Weakness light (if exposed to daylight it is destroyed)
Offense
Speed 50 ft.
Melee 2 hooves –2 (1d4+2)
Space 10 ft.; Reach 5 ft.
Statistics
Str -, Dex 14, Con 17, Int 2, Wis 13, Cha 16
Base Atk +2; CMB +5; CMD 17
Feats Run
Skills Perception +6
Ecology
Environment any
Organization solitary
Treasure none
Special Abilities
Death Presence (Su) A creature that looks at the Hel Horse is cursed.
Gaze—Sight; save will 14, frequency permanent until dispelled, effect -2 to abilities, skills, attack rolls and saves in a 30 ft. radius around you affecting friends and you. 1 save and you can’t be affected again for 24 hours.

and

Infernal CR 10
N Huge construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
Defence
AC 26, touch 7, flat-footed 26 (–1 Dex, +19 natural, –2 size)
Hp 107 (14d10+30)
Fort +4, Ref +3, Will +4
DR 15/Adamanite; Immune construct traits, magic, fire.
Weakness Vulnerability cold
Offense
Speed 20 ft.
Melee 2 slams +20 (2d10+9)
Space 15 ft.; Reach 15 ft.
Special Attacks slow
Statistics
Str 32, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +14; CMB +26; CMD 35
Treasure none
Special Abilities
Immunity to Magic (Ex) A stone golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Cold descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
• A transmute rock to mud spell slows an infernal (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
• A stone to flesh spell does not actually change the infernal’s structure but negates its damage reduction and immunity to magic for 1 full round.
• A magical attack that deals fire damage breaks any slow effect on the infernal and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the infernal to exceed its full normal hit points, it gains any excess as temporary hit points. An infernal gets no saving throw against fire effects.
Heat Aura (Su) An infernal has intensive heat around it making any creature who is within 5 ft. fatigued Fortitude save 20 or affected by endure elements, ignores the fatigue effect.

commit also if you like some changes