Aucturn’s Tear is tied to the Elemental Plane of Earth and has stronger gravity than other objects its size, but it is still only one-fifth that of Golarion. PCs can jump five times as high and lift five times as much as normal, and projectiles have their range categories quintupled. Reduce the die size of damage dealt by falling to 1d4. Certain effects such as elemental interactions and areas may have different gravity. Creatures in a region of high gravity weigh twice as much, move at half speed, can jump only half as far, and can lift half as much. Their projectiles’ range increments are halved, and the die size of damage dealt by falling to 1d10. A creature under the effects of freedom of movement can ignore the personal effects, but projectiles remain affected.
500 feet above the asteroid, and certain areas inside, are in hard vacuum. Characters that enter hard vacuum immediately begin to suffocate (Pathfinder RPG Core Rulebook 445), and become depressurized, taking 3d6 points of damage each round (no save). Sound is muffled as per a silence spell.
thunderous aid:
Ranginori has sensed his saviors are near and attempts to grant them his power and wisdom. During combat, a PC adjacent to the puzzle orb can attempt an Average Diplomacy check, Average Spellcraft check, or Easy Use Magic Device check to direct the Duke of Thunder’s wrath. If successful, a PC can cast one of the following spells as a spell-like ability, using her character level as her caster level and either her own Charisma or 20 to determine the spell’s save DC. She can use any of the spells listed in her own subtier or in a lower subtier. This ability can only be used once per combat, and any summoned elemental disappears at the end of the combat.
Subtier 1–2: cure light wounds, shocking grasp, summon
nature’s ally II (air elemental only)
Subtier 3–4: cat’s grace, cure moderate wounds
Subtier 5–6: cure serious wounds, lightning bolt, summon
nature’s ally IV (air elemental only)
Subtier 7–8: call lightning storm, cure critical wounds,
summon nature’s ally V (air elemental only)
Subtier 10–11: summon nature’s ally VI (air
elemental only)
Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight
I have a feeling this may be a familiar party from our King Xeros game. ^^
Not updated yet, but will be in time for the start.
Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight
Some Questions:
1. Rules question for the GM. Alvin has Spiked Pit in his spellbook, copied from another wizard. Can he use Shadow Conjuration to mimic that spell?
2. Knowing this party from before, the buffs can get pretty crazy. How would you like us to handle that?
And a comment:
3. Usually Riddywipple (Alvin's Familiar) carries Alvin's Handy Haversack, which has all wands (except one CL 1 Magic Missile wand) and all scrolls.
@ Alvin, on #1. I do not see why not. Spiked pit is a conjuration(creation) spell, so I do not see any harm there.
#2, I usually put the active buffs and debuffs at the top of the initiative order. Feel free to make a note on the slides as appropriate. On that note, I usually keep track of the damage done and conditions in the initiative as well.
I do not expect you to keep updating you HP every single time you take a hit. But after the battle, if you are not completely healed, please make the change.
#3. Sounds good, can riddywipple use said items.
I personally do not have any experience with advanced familiars.
"Whaaaaat! How can you not ever have heard of me? Never? I have like a million simulacrum running around Golarion, babysitting its humanoids."
The faerie dragon familiar is absolutely awesome, probably my favorite boon so far. He is actually stronger, quicker, hardier, smarter, and wiser than his master. It makes for some interesting times.
LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight
When we played last time we had a lot of buffs running. I think Logan had about 10 at one point in time. We used a google spreadsheet just to note when they were cast, caster level and duration. I would recommend doing something similar.
I should flag up that I have played and run this in regular mode. Would it help if we agreed which path we wanted to take in advance? I know it is a monster to prep. When I ran it I ended up prepping everything.
Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight
I have played but not GMed it (and it was at 10-11 too lol). We didn't do the
Minor Spoiler:
Fire path at all, and didn't get all the way through Ice path
so most of those would be completely new to me. I can also speak up at that time for those that don't want to open the spoiler.
I'm running one of the other tables, so it won't spoil anything (more) for me if we plan ahead. If that makes it easier for Z..D.., then I'm down for it.
Also, a local GM just posted the Forged in Flame series, so Gwynnis should be level 10 by June.
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21
I haven't played or run this but I know we pick an element somehow and that shapes things. Air are jerks that make wind walls and other anti-archer things. Water is not bow friendly. I'd be fine with fire or earth. Since we have a monk who probably doesn't want to punch enemies who are on fire that would narrow it down to earth.
On the other hand I can grant resist fire 20 for 70 minutes to Hugsy and Gwynnis so that could make fire an option.
I'm fine going anywhere, Godfrey has decent saves all around, a sword that ignores all metal DR, and a reckless tendency to just go take on any enemies in the face. He's still level 9, I just need to make a couple purchases on him I'll post later!
Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight
Player Handle: Andrew
Character Name: Alvin
#: 43439-50
Faction: Dark Archives
Day Job:Craft (Alchemy) (Ragnar Bonus):1d20 + 27 + 3 ⇒ (1) + 27 + 3 = 31- LOL... may end up using my reroll at the end on this. We'll see.
Additional Notes:
Have the Dark Archive final faction boon, so can get up to 1,000 gp worth of alchemical items/scrolls at the beginning of scenario that go away if not used by the end of the scenario. These will all be in the Haversack. Going to get:
Scrolls of Major Image
Scroll of Remove Curse
Antiplague (unlocked on a chronicle)
Both Alvin and Riddywipple have a Necklace of Adaptation.
Tactics: Alvin is a general wizard, but his spell list tends to focus on practical applications of spells, so lots of area spells in his level 3 slots (for swarms), Dispel Magic, Magic Missile, Dimension Door, etc. He's also an illusionist, so he likes to use those to his advantage, although he's more big on the tangible effects (shadow spells and stuff like Mirror Image) than the figment spells. Riddywipple also sometimes flies around and helps with wands and scrolls, as well as applicable use of Silent Image.
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21
Player Name Edward McGee
Character NameRagnar Sorvino
PFS #145373-9
Faction The Exchange
Day JobProfession Merchant:1d20 + 28 ⇒ (17) + 28 = 45
Note: Ragnar grants allies +3 to Day Job rolls.
Ragnar is a former smugg... I mean Importer/Exporter for those lovable scamps the Sczarni. Currently he is big deal in The Exchange and helps out his fellow Pathfinders with financial advice when he's not busy wading over piles of corpses.
He is an expert archer who is more at home in cities and sewers. His cute buddy Hugsy (with his even cuter hat) travels with him and is sometimes useful in a fight.
Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight
We haven't started yet, but I think it's important to note I'll be in convention organizer mode until Tuesday May 30th.
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21
We lack facility with traps and depend on wands for healing but we have plenty of frontliners, damage dealing, utility spells, And we have a face in case this special actually has a use for social skills. It is new so it might.
Could be worse. Reduce Animal isn't a Ranger spell so odds are Hugsy will be playing rear-guard as usual. Seriously considering switching him for an alligator.
Actually, I have enough ranks to fully train a new animal companion. A medium animal companion is more use then what is effectively no animal companion.
Reduce Animal is a 3rd-level ranger or 2nd-level druid spell. 2 PP will get you five castings, and we both have a good chance of activating it. I fail on a 2 and you only fail on a 1. And I think Logan can auto-UMD it.
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21
Ah. Wasn't showing up on the Ranger 2 list so thought it wasn't an option. The scroll is a good option. 50 minutes might be long enough for a dungeon crawl. Thanks for the idea. I'll use 2 PP for a scroll of Reduce Animal before we start.
Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight
Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)
"I'm excited too, boss!"
And yes, Riddywipple counts as a level 3 sorcerer so can use wands just fine and scrolls with a caster level check. He also has Use Magic Device for things not covered by his sorcerer levels.
Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight
Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight
Think Earth is our path until we decide otherwise.
Just FYI. I didn't realize what time zone we were working off of until this morning. So the next post will be coming around 1900 UTC on the today June 9th.