jeez, talk about sour dice
Grimgar moves to flank the flanker. He swings wildly and misses, narrowly avoiding a critical failure. His second swing finds its mark and does just enough damage to put the pooch out of its misery with the damage Z did earlier.
The injured wolf will
1 - stand up
2- bite Z
3 - bite Z again at -5
Result of the throw of dice "1d20 +6" :
18 + 6 = 24
Z gets a +1 from Jace, but teeth find flesh!
Result of the throw of dice "1d6 +1" :
6 + 1 = 7
Z takes another 7 piercing and needs a save vs Fleas
Fleas Anyone bitten by a mangy wolf is sickened 1 for 1
minute unless they succeed at a DC 14 Fortitude save,
but they can spend an Interact action to scratch away
the fleas and remove the condition.2nd bite
Result of the throw of dice "1d20 +1" :
10 + 1 = 11
miss!
Now its the Pack Leader's turn
It rears back and lets out a frightening howl! The wounded wolf joins the chorus of its Alpha. All party members are affected.
Howl [two-actions] The wolf unleashes a terrifying howl,
allowing it to Demoralize all enemies within 30 feet.
Wolves within 100 feet can spend a reaction to join
the howl, causing the effect to emanate from them
as well. This affects additional enemies within 30 feet
of them and uses the caustic wolf’s Intimidation check
with a –4 circumstance penalty. Enemies cannot be
affected by the howl more than once, even if
they are near more than one howling wolf.
All creatures targeted by this effect are
temporarily immune for 24 hours.Demoralize
Auditory Concentrate Emotion Fear Mental
Source Core Rulebook pg. 247 4.0
With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target does not understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.Caustic wolf Intimidate
Result of the throw of dice "1d20 +8" :
15 + 8 = 23
check the 23 vs Herger
with the -4, its 19 vs Z, Jace and Grimgar
a success makes you Frightened 1, a critical success (10 over your Will DC) is Frightened 2. Will DC is 10 + your Will save. So Grimgar is a 17, Z is a 14, Herger is 14, Jace is 17etc
Frightened
Source Core Rulebook pg. 620 4.0
You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.Caustic wolf uses its last action to bite Herger
Melee [one-action] jaws +11, Damage 1d6+2 piercing plus 1d4 acid
plus KnockdownResult of the throw of dice "1d20 +11" :
13 + 11 = 24
hit!
Result of the throw of dice "1d6 +1d4 +2" :
6 + 3 + 2 = 11
9 is piercing and 2 is acid
Knockdown
Source Bestiary pg. 343
Requirements The monster’s last action was a success with a Strike that lists Knockdown in its damage entry. Effect The monster knocks the target prone.Herger gets knocked Prone!
Did Herger Raise his shield last round? If so, he can shield block some of that damage.
at 13, Jace is up
He will use 1 AP to maintain concentration on his Arcane Ward, which also extends its radius to 10ft
2 - 2 APs for Telekinetic Projectile
PFS Standard
Telekinetic Projectile
Cantrip 1
Attack Cantrip Evocation
Source Core Rulebook pg. 377 4.0
Traditions arcane, occult
Cast somatic, verbal
Range 30 feet; Targets 1 creature
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success You deal double damage.
Success You deal full damage.Jace does his best Jedi impression and flings a loose rock at the remaining wolf.
Result of the throw of dice "1d20 +7" :
4 + 7 = 11 -1 for Frightened
oof, miss. the rock flies off into the trees. Jace shakes off the fear.
Round 3... fight!
Herger is up, but Prone and Frightened 1 (-1 to all checks). it will take 1 AP to stand