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                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		   Tirf will send 1 more bolt towards the enemy atk: 1d20 - 2 ⇒ (20) - 2 = 18 dmg: 1d4 + 2 ⇒ (4) + 2 = 6 confirm: 1d20 - 2 ⇒ (1) - 2 = -1 crit dmg: 1d4 + 2 ⇒ (4) + 2 = 6  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		   With not many options, tirf shoots another bolt at creature. RT atk: 1d20 - 4 ⇒ (11) - 4 = 7 dmg: 1d4 + 2 ⇒ (3) + 2 = 5 -Posted with Wayfinder  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		   i cant move my self at this time Tirf will move next to Eddie top square and send a blast at the right creature. atk: 1d20 ⇒ 1 dmg: 1d4 + 1 ⇒ (2) + 1 = 3 "stupid creatures" -Posted with Wayfinder  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		   fort: 1d20 + 1 ⇒ (10) + 1 = 11 fort: 1d20 + 1 ⇒ (12) + 1 = 13 As soon as tirf enters the room he is taken over by a horrendous smell -Posted with Wayfinder  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		   Seeing the need for more muscle, tirf will cast enlarge person, hold it and move long way to cast it on Karlos. he is small so he will end his movement climbing karlos before making him big The eagle will take his turn hacking away at the Minotaur. atk: 1d20 + 5 ⇒ (5) + 5 = 10 dmg: 1d4 + 2 ⇒ (3) + 2 = 5 atk: 1d20 + 5 ⇒ (20) + 5 = 25 dmg: 1d4 + 2 ⇒ (3) + 2 = 5 atk: 1d20 + 5 ⇒ (10) + 5 = 15 dmg: 1d4 + 2 ⇒ (3) + 2 = 5 crit confirm.: 1d20 + 5 ⇒ (15) + 5 = 20 crit dmg: 1d4 + 2 ⇒ (2) + 2 = 4  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		   Tirf will move up, drawing a wand and holding current spell, and climb on Eddie before releasing his current spell. He will then release his first spell summon monster and ready action to cast burning hands from wand if the Minotaur comes into range. burning hands: 3d4 ⇒ (2, 2, 2) = 6 the monster summoned was a celestial eagle. Eagle will atk 3 times at the Minotaur and smite the Minotaur talon atk: 1d20 + 3 ⇒ (10) + 3 = 13 dmg: 1d4 + 3 ⇒ (1) + 3 = 4 talon atk: 1d20 + 3 ⇒ (16) + 3 = 19 dmg: 1d4 + 3 ⇒ (2) + 3 = 5 bite atk: 1d20 + 3 ⇒ (11) + 3 = 14 dmg: 1d4 + 3 ⇒ (3) + 3 = 6 -Posted with Wayfinder  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		   Lantern:A hooded lantern sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A hooded lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on one pint of oil. You can carry a lantern in one hand. You are not in total darkness. At most you are in dim light -Posted with Wayfinder  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		    Morthak Bonerattle PFS  wrote: in PFS even the GM doesn't get to rewrite the rules. My comment was intended as an FYI for everyone, including the GM, that my character does not have the ability others assumed he had. [ooc]I am speaking up only because we have a new GM. Morthak no rules were rewritten. Even if you don't have Low-Light Vision, you can see 60ft out with a lantern, just with a small penalty. My main issue is that you mentioned what we were fighting before the GM had said a word about it. -Posted with Wayfinder  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		   In Draconic:  "Hey now, that wasnt nice. we dont need to fight this way. we would like end this without violence." diplo: 1d20 + 7 ⇒ (18) + 7 = 25  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		   you have to think of it as 3 demential. A 30ft radius sphere, if it only a partial wall then some of the effect would still hit. It will not go through full walls but, because it's a 3 demential effect, it will go through partials. Now if the creature will be effected will be determined how high partial wall is. If you have a 10ft ceiling and a 5ft partial wall then a creature flying 5ft up would be affected but a creature on ground would not be. At the end of day it will be the GM to make the call. I have seen some rule still affect because the wall wasn't the full 5ft and I have seen some rule that since it is in a part of the 5ft square that the whole square is blocked. Hope that is a little better as well. -Posted with Wayfinder  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		    Tirf  wrote: Tirf will shoot another tk fist at the zombie atk: 1d20 + 2 ⇒ (19) + 2 = 21 dmg: 1d4 + 2 ⇒ (1) + 2 = 3 "Go down you foul beast" I already posted this round -Posted with Wayfinder  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		   Tirf will move across ceiling on top of Morthak and burning hands the 2 enemys infront burning hands: 2d4 ⇒ (2, 2) = 4 a wave of fire comes from Tirfs hand and engulfs the enemy  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		   How high are the ceilings in here Tirf will immediatly climb the wall and shoot a telekinetic shot at the skeletin. atk: 1d20 - 2 ⇒ (7) - 2 = 5 trying to climb and shoot did not prove well as his shot hits the wall behind the skeleton  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		   "No i am good down here" Tirf says as he picks up the cloth. " I dont think they would trap the trap" he says with a chuckle as he starts to climb the other side.  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		   Tirf will climb down the whole going slowly making sure to avoid the spikes and then climb back up the other side I have dark vision so i dont need any light source when i go down  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		   "Oooh lots of items for me." tirf will take wand of burning hands and scroll of mage armor. Tirf cast the scroll of mage armor on self now and hold the spell till needed -Posted with Wayfinder  
 
            
              
                 15/15 HP,  AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2,  Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8) 
              
              
                
                   
	
		   Tirf will shoot another to fist bump this time at the bottom one. atk: 1d20 - 2 ⇒ (6) - 2 = 4 dmg: 1d4 + 1 ⇒ (4) + 1 = 5 -Posted with Wayfinder 
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