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GM Z..D.. PFC Cosmic Captive Special Tier 10-11

Game Master Z...D...

Monster Knowledge Cheat Sheet

Gravity and Vacuum rules.:
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)


51 to 100 of 141 << first < prev | 1 | 2 | 3 | next > last >>

*Rise of Goblin Guild Standard* Destiny of Sands Core *Rise of Goblin Guild CORE*

Ok, real quick, minor details.

Use the link under my GM handle to get to the presentation. In there the first slide you come to should have a place for initiative and perception and any notes I need to be made aware of for the said rolls.

Second Slide, some handy doodles and the AOE chart, as well as a place for marching order. Please place your self on that for my sake, thank you.

Third Slide is the map. Please Copy and Past tokens on there. This map does not call out where the bad guys are placed or where you enter, lets go with the middle first.

At the top of the message board under the title of the game is a URL. This is what I do for knowledges. I will post the knowledge check and two spoilers. if you get the DC, the first one gives you the usual alignment of the creature, type sub-type, and name. If you meet the second spoiler, please refer to the link above for questions.

I believe that is all.

The Exchange

Pookie:
Animal Reptile 6 | AC 20 | T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22 | T 17 | FF 16 | HP: 94/94 | CMD 28 | Fort +11 | Ref +15 ev | Will +8 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

My initiative changes based on location. I doubt urban will kick in but Underground (caves and dungeons) might. If so want me to just add that in or do you want to track it?

I remember that map. Some scary stuff went down on that map.


*Rise of Goblin Guild Standard* Destiny of Sands Core *Rise of Goblin Guild CORE*

Just put it favored terrains in the GM notes sections. I will be sure to add it in.

EDIT:You could also just put it as an ooc note in the line. that way when I do initiative it will be staring me right in the face.

Grand Lodge

LN Female Half-elf Druid 1/Monk 9 | AC 29, T 24, FF 25; +4 dodge vs. AoO | hp 89/89 -5 | Fort +15, Ref +13, Will +17; +4 vs enchantment, +2 vs. charm & compulsion; Improved Evasion; Immune disease, sleep | Init +9 | Percep +35 (LL) | CMD 32 (34 vs. grapple) | Ki 4/11, Storm Burst 8/8, Stunning Fist 4/9 | Chronicler 0/2, Nemesis 1/1 | Daredevil Boots 6/10, Reroll @+4 0/1 | Conditions: heroism, shillelagh, -1 level

Gwynnis' prepared spells are:
Orisons detect poison, guidance, read magic
1st-Level magic fang (2), obscuring mist

She will always keep her quarterstaff in one hand and a wand of shillelagh in the other. If something would prevent her from doing so (or if it would just be considered rude to an NPC), please let me know.

The Exchange

Pookie:
Animal Reptile 6 | AC 20 | T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22 | T 17 | FF 16 | HP: 94/94 | CMD 28 | Fort +11 | Ref +15 ev | Will +8 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

Ragnar's spells are
1st Longstrider, Resist Energy x2
2nd Barkskin x2

And since this could be dangerous he has his bow out.

Grand Lodge

LN Male Human Sorcerer 11 Init +7 | HP 90/90 | AC15, T11, FF14 | Fort +12, Ref +10, Will +12 Heroism +2 | CMD 14 | Perception+21
Buffs:
EX See Invis, False Life (17), Heroism (50m), Mage Armour(1H, wand), Darkvision (11H), Overland Flight(11H), Sihedron Brand

Logan is on the map, he will always be flying wherever possible.

The Exchange

Pookie:
Animal Reptile 6 | AC 20 | T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22 | T 17 | FF 16 | HP: 94/94 | CMD 28 | Fort +11 | Ref +15 ev | Will +8 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

Are the columns and alter actually there on the map?


*Rise of Goblin Guild Standard* Destiny of Sands Core *Rise of Goblin Guild CORE*

yes, but i think they are supposed to be natural terrain.

The Exchange

Pookie:
Animal Reptile 6 | AC 20 | T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22 | T 17 | FF 16 | HP: 94/94 | CMD 28 | Fort +11 | Ref +15 ev | Will +8 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

So they don't block movement?


*Rise of Goblin Guild Standard* Destiny of Sands Core *Rise of Goblin Guild CORE*

Columns provide cover if in the same square.
The ones on the ground count as difficult terrain.
Alter require climb check. Approx 5 ft tall

Addendum to previous post, per GM HMM, animal companions do not require additional PP for the spell.

Also be sure to read the gravity and vacuum rules at the top of the page. Right now we are at the tear's normal gravity.

The Exchange

Pookie:
Animal Reptile 6 | AC 20 | T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22 | T 17 | FF 16 | HP: 94/94 | CMD 28 | Fort +11 | Ref +15 ev | Will +8 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

I presume I can't switch my bow mid-adventure but yes when this is over I plan to convert my +3 bow to a +1 Holy bow. I might need GM initials on that.


*Rise of Goblin Guild Standard* Destiny of Sands Core *Rise of Goblin Guild CORE*

i'll be more than happy to sign off on the change on the chronicle. And since is the first encounter. You can go ahead and change it now, it may be useful later.

The Exchange

Pookie:
Animal Reptile 6 | AC 20 | T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22 | T 17 | FF 16 | HP: 94/94 | CMD 28 | Fort +11 | Ref +15 ev | Will +8 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

Alright. Thanks. Yes I'll have +1 Holy going forward.

Grand Lodge

LN Female Half-elf Druid 1/Monk 9 | AC 29, T 24, FF 25; +4 dodge vs. AoO | hp 89/89 -5 | Fort +15, Ref +13, Will +17; +4 vs enchantment, +2 vs. charm & compulsion; Improved Evasion; Immune disease, sleep | Init +9 | Percep +35 (LL) | CMD 32 (34 vs. grapple) | Ki 4/11, Storm Burst 8/8, Stunning Fist 4/9 | Chronicler 0/2, Nemesis 1/1 | Daredevil Boots 6/10, Reroll @+4 0/1 | Conditions: heroism, shillelagh, -1 level

I f~&$ing hate cursed wounds, and do not understand how in the hell they put clay golems in 7-11 scenarios. Even with an 11th-level cleric, that one hit would eat up all of his third level spells, on average.

And to make matters worse, the golem is always in the first combat.

/rant

The Exchange

Pookie:
Animal Reptile 6 | AC 20 | T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22 | T 17 | FF 16 | HP: 94/94 | CMD 28 | Fort +11 | Ref +15 ev | Will +8 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

Ler's be glad it was the animal companion. And hope it dies before attacking again.


*Rise of Goblin Guild Standard* Destiny of Sands Core *Rise of Goblin Guild CORE*

My swashbuckler in the standard 10-11 table got it with it.


"Doom Girl" Online VL // PbP EventsPbP Gameday GamesPBPGD6 New Player Game Finder // PbP GM Kit

★ - OVERSEER ANNOUNCEMENT - ★

Hey all, GM Hmm here. There’s been a crazy site outage going on for most Paizo users. For some reason I can get in while connected to mobile, so I’m just letting you know what is going on. Your GMs are trying to get back in and will post as soon as they are able.

Thanks for your patience!

Hmm

The Exchange

Pookie:
Animal Reptile 6 | AC 20 | T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22 | T 17 | FF 16 | HP: 94/94 | CMD 28 | Fort +11 | Ref +15 ev | Will +8 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

The elemental has already taken 11 str damage. We've seen the Shadow hit it when it rolled a 2. So on a conservative estimate it will hit 8 more times for an average of 28. Does the elemental have over 39 Str?

If course if we are waiting for all of the tables to finish before moving on then there is no reason not to have Sir Godfrey make the rolls.

Grand Lodge

LN Female Half-elf Druid 1/Monk 9 | AC 29, T 24, FF 25; +4 dodge vs. AoO | hp 89/89 -5 | Fort +15, Ref +13, Will +17; +4 vs enchantment, +2 vs. charm & compulsion; Improved Evasion; Immune disease, sleep | Init +9 | Percep +35 (LL) | CMD 32 (34 vs. grapple) | Ki 4/11, Storm Burst 8/8, Stunning Fist 4/9 | Chronicler 0/2, Nemesis 1/1 | Daredevil Boots 6/10, Reroll @+4 0/1 | Conditions: heroism, shillelagh, -1 level

Time matters a lot. We need to be as quick as possible.

Sovereign Court

Male

Ragnar,

I have scrolls of cure critical wounds and breath of life, and Z...D... has approved me loaning them to you for the scenario. If you want, you can use them on Hugsy, then replace them at the end. Effectively, we would be expending your copies rather than mine.

It's expensive, and even with those caster levels it's a longshot, but it's the only chance of healing Hugsy.

-Posted with Wayfinder


*Rise of Goblin Guild Standard* Destiny of Sands Core *Rise of Goblin Guild CORE*

Ragner, I agree. Since the website has been spotty . I will go ahead and end this encounter. 28 strength damage will end the scenario. I will start working on the next part of the scenario.

The Exchange

Pookie:
Animal Reptile 6 | AC 20 | T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22 | T 17 | FF 16 | HP: 94/94 | CMD 28 | Fort +11 | Ref +15 ev | Will +8 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

Thanks for the offer. Hang on to them for now. We may need them for a PC.

Dark Archive

Gnome Illusionist (CORE) 10 | HP 102/102 | 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 | Resist Cold 20 | Init +7 | Perc +12 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 8/10 | Reroll 1/1 | Active Spells: Mage Armor(*), Overland Flight, Planetary Adaptation

Should have done it before, but here is Alvin's spell list. I am crossing off spells he has used on his profile. This spell list is the same as in his character sheet.

5th—quickened magic missile, overland flight, heightened phantasmal killer (DC 26), teleport
4th—black tentacles (+15 CMD), dimension door (x2), improved invisibility, shadow conjuration (DC 25) (x2)
3rd—displacement, dispel magic, fireball (DC 21), lightning bolt (DC 21) (x2), slow (DC 21)
2nd—false life (x2), flaming sphere (DC 20), invisibility, mirror image (x2)
1st—feather fall, magic missile (x4), shield, silent image (DC 22)
0 (at will)—detect magic (2 slots), message, prestidigitation

Dark Archive

Gnome Illusionist (CORE) 10 | HP 102/102 | 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 | Resist Cold 20 | Init +7 | Perc +12 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 8/10 | Reroll 1/1 | Active Spells: Mage Armor(*), Overland Flight, Planetary Adaptation

Website broke again in between me posting Alvin and Riddywipple, so had to post from phone. Will update HP etc when can use my computer again.

Edit: It's working again.

Grand Lodge

LN Female Half-elf Druid 1/Monk 9 | AC 29, T 24, FF 25; +4 dodge vs. AoO | hp 89/89 -5 | Fort +15, Ref +13, Will +17; +4 vs enchantment, +2 vs. charm & compulsion; Improved Evasion; Immune disease, sleep | Init +9 | Percep +35 (LL) | CMD 32 (34 vs. grapple) | Ki 4/11, Storm Burst 8/8, Stunning Fist 4/9 | Chronicler 0/2, Nemesis 1/1 | Daredevil Boots 6/10, Reroll @+4 0/1 | Conditions: heroism, shillelagh, -1 level

I'm just checking PMs right now, and don't have time to really post. But I see that there are 21 posts in the gameplay. So don't let me hold you up, even if it's just for a few hours.

The Exchange

Pookie:
Animal Reptile 6 | AC 20 | T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22 | T 17 | FF 16 | HP: 94/94 | CMD 28 | Fort +11 | Ref +15 ev | Will +8 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

I hoped he would survive more then one whole fight.
But the rolls were high enough to be hitting Gwynnis or Godfrey so mostly I'm thinking better Hugsy then a player.

Z.. D.. on my chronicle you can put down that Ragnar acquired a new Large Snake (no cost) and took 10 on training it.

Scarab Sages

Male Human Pala 5/Sha dan 5 | AC 28 | T 15 | FF 25 (IUD) | HP: 89/89 | CMD 27 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear; (+2 vs death, +1 P/D) | Init +2 | Perception +10 (Darkv) | LoH 4/4 | Smite Evil 2/2 | SJ 40/40 | Def Roll 1/1
Active Spells:

Even Godfrey is going to take a beating. It's why I've switched to spring attack. My level 9 tank went toe to toe against a 10-11 dragon last weekend and even he was feeling it.

Grand Lodge

LN Female Half-elf Druid 1/Monk 9 | AC 29, T 24, FF 25; +4 dodge vs. AoO | hp 89/89 -5 | Fort +15, Ref +13, Will +17; +4 vs enchantment, +2 vs. charm & compulsion; Improved Evasion; Immune disease, sleep | Init +9 | Percep +35 (LL) | CMD 32 (34 vs. grapple) | Ki 4/11, Storm Burst 8/8, Stunning Fist 4/9 | Chronicler 0/2, Nemesis 1/1 | Daredevil Boots 6/10, Reroll @+4 0/1 | Conditions: heroism, shillelagh, -1 level

I don't understand what we are trying to do here. As soon as anybody attacks the elemental, that effectively unconfuses it. But we can't move forward without attacking it.

Scarab Sages

Male Human Pala 5/Sha dan 5 | AC 28 | T 15 | FF 25 (IUD) | HP: 89/89 | CMD 27 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear; (+2 vs death, +1 P/D) | Init +2 | Perception +10 (Darkv) | LoH 4/4 | Smite Evil 2/2 | SJ 40/40 | Def Roll 1/1
Active Spells:

I got this.

The Exchange

Pookie:
Animal Reptile 6 | AC 20 | T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22 | T 17 | FF 16 | HP: 94/94 | CMD 28 | Fort +11 | Ref +15 ev | Will +8 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

We can use the same tactic as last time. Shadow attacks it until it has no Str left.

Grand Lodge

LN Male Human Sorcerer 11 Init +7 | HP 90/90 | AC15, T11, FF14 | Fort +12, Ref +10, Will +12 Heroism +2 | CMD 14 | Perception+21
Buffs:
EX See Invis, False Life (17), Heroism (50m), Mage Armour(1H, wand), Darkvision (11H), Overland Flight(11H), Sihedron Brand

Pretty much, the elemental is incapable of harming the shadow but must attack it if it was the last thing to hit it when the elementals turn comes up.

Scarab Sages

Male Human Pala 5/Sha dan 5 | AC 28 | T 15 | FF 25 (IUD) | HP: 89/89 | CMD 27 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear; (+2 vs death, +1 P/D) | Init +2 | Perception +10 (Darkv) | LoH 4/4 | Smite Evil 2/2 | SJ 40/40 | Def Roll 1/1
Active Spells:

If I understand things correctly, we get several chances to choose paths, do we want to consider getting off the earth path at the next junction? All these earth things have really high to hit and damage, which seems to be a bit much for our front line.

RIP Hugsy.

Grand Lodge

LN Female Half-elf Druid 1/Monk 9 | AC 29, T 24, FF 25; +4 dodge vs. AoO | hp 89/89 -5 | Fort +15, Ref +13, Will +17; +4 vs enchantment, +2 vs. charm & compulsion; Improved Evasion; Immune disease, sleep | Init +9 | Percep +35 (LL) | CMD 32 (34 vs. grapple) | Ki 4/11, Storm Burst 8/8, Stunning Fist 4/9 | Chronicler 0/2, Nemesis 1/1 | Daredevil Boots 6/10, Reroll @+4 0/1 | Conditions: heroism, shillelagh, -1 level

I think I forgot to say it earlier, so making it official now: I drink the potion of endure elements.

The Exchange

HP 17/75; LoH 4/6 available (2d6); reroll @+3 1/1 avail; Smite 1/2; Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +9; Ref +5; Will +9; Init +1; Perc +1; resist fire/5;electricity/10;

Hi all,
I've had the pleasure of GMing a number of you in the past. It'll be a pleasure to be on the other side of the pain you dish out!

The Exchange

Pookie:
Animal Reptile 6 | AC 20 | T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22 | T 17 | FF 16 | HP: 94/94 | CMD 28 | Fort +11 | Ref +15 ev | Will +8 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

Welcome. We could use the help.
And the additional +3 to Day Jobs :)

Scarab Sages

Male Human Pala 5/Sha dan 5 | AC 28 | T 15 | FF 25 (IUD) | HP: 89/89 | CMD 27 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear; (+2 vs death, +1 P/D) | Init +2 | Perception +10 (Darkv) | LoH 4/4 | Smite Evil 2/2 | SJ 40/40 | Def Roll 1/1
Active Spells:

I think so far we've dished out a bit less pain and a bit more cheese to finish a few fights. Painful cheese, of course! =)


*Rise of Goblin Guild Standard* Destiny of Sands Core *Rise of Goblin Guild CORE*

Needs some input from the more experienced at the table. If the monster was summoned from a spell, does it get dismissed when the person who summoned it dies?

Grand Lodge

LN Male Human Sorcerer 11 Init +7 | HP 90/90 | AC15, T11, FF14 | Fort +12, Ref +10, Will +12 Heroism +2 | CMD 14 | Perception+21
Buffs:
EX See Invis, False Life (17), Heroism (50m), Mage Armour(1H, wand), Darkvision (11H), Overland Flight(11H), Sihedron Brand

No, spell durations run out their timer. I am not aware of anything that says they end on the death of their summoner.


*Rise of Goblin Guild Standard* Destiny of Sands Core *Rise of Goblin Guild CORE*

That's what I thought, I was wishing for the other way.

Dark Archive

Gnome Illusionist (CORE) 10 | HP 102/102 | 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 | Resist Cold 20 | Init +7 | Perc +12 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 8/10 | Reroll 1/1 | Active Spells: Mage Armor(*), Overland Flight, Planetary Adaptation

Let me know if my Phantasmal Killers are getting too much. I try to only use it when there's more than one enemy, and usually it fails. In fact, this is the first scenario where it has worked (and twice at that)!

(I might recall one more with the boon and save it for a dire situation next time)

Grand Lodge

LN Male Human Sorcerer 11 Init +7 | HP 90/90 | AC15, T11, FF14 | Fort +12, Ref +10, Will +12 Heroism +2 | CMD 14 | Perception+21
Buffs:
EX See Invis, False Life (17), Heroism (50m), Mage Armour(1H, wand), Darkvision (11H), Overland Flight(11H), Sihedron Brand

Killer away, we are only on the third encounter of a special. We are going to need every advantage we can get.

The Exchange

HP 17/75; LoH 4/6 available (2d6); reroll @+3 1/1 avail; Smite 1/2; Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +9; Ref +5; Will +9; Init +1; Perc +1; resist fire/5;electricity/10;

Exactly. You ran into a bit of back luck on the ship with those killers. But also by the time we are this high level, folk have pretty good saves and you get two shots at in on two different save categories. Which is kind of fair for a 4th level save or die spell.

The Exchange

Pookie:
Animal Reptile 6 | AC 20 | T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22 | T 17 | FF 16 | HP: 94/94 | CMD 28 | Fort +11 | Ref +15 ev | Will +8 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

I swear I'll start rolling higher then a 5 any day now.

Grand Lodge

LN Male Human Sorcerer 11 Init +7 | HP 90/90 | AC15, T11, FF14 | Fort +12, Ref +10, Will +12 Heroism +2 | CMD 14 | Perception+21
Buffs:
EX See Invis, False Life (17), Heroism (50m), Mage Armour(1H, wand), Darkvision (11H), Overland Flight(11H), Sihedron Brand

I have only ever seen phantasmal killer used once before I think and that was me as a GM throwing it at a raging barbarian. 3 followed by a 2, oops, dead barbarian.

Dark Archive

Gnome Illusionist (CORE) 10 | HP 102/102 | 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 | Resist Cold 20 | Init +7 | Perc +12 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 8/10 | Reroll 1/1 | Active Spells: Mage Armor(*), Overland Flight, Planetary Adaptation

Hey, just wanted to let you know of this new "FAQ-ish blog thing" that came out. Link.

I asked in the comments how this would work for my Improved Familiar in CORE. The TDLR version that applies to me is that Familiars no longer get automatic neck slots, so Riddywipple wouldn't be able to wear the Necklace of Adaptation.

Familiars are now able to give up one feat when they are acquired to get "Extra Item Slot," which will be printed in the next Organized Play Guide (and hence CORE legal). However, this posed a problem because it's not CORE legal yet. I asked that question, and here is the response I got, so basically:

TLDR; Riddywipple is losing the Acrobatic feat for Extra Item Slot (Neck) so he can keep wearing his Necklace of Adaptation. Will modify the stats a little later, but doesn't really affect much at all.

The Exchange

Pookie:
Animal Reptile 6 | AC 20 | T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22 | T 17 | FF 16 | HP: 94/94 | CMD 28 | Fort +11 | Ref +15 ev | Will +8 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

This makes my Core druid sad. Now I have to buy my tiger a cloak of protection at the very least. And probably a strength belt. He'll be perpetually broke.

Grand Lodge

LN Female Half-elf Druid 1/Monk 9 | AC 29, T 24, FF 25; +4 dodge vs. AoO | hp 89/89 -5 | Fort +15, Ref +13, Will +17; +4 vs enchantment, +2 vs. charm & compulsion; Improved Evasion; Immune disease, sleep | Init +9 | Percep +35 (LL) | CMD 32 (34 vs. grapple) | Ki 4/11, Storm Burst 8/8, Stunning Fist 4/9 | Chronicler 0/2, Nemesis 1/1 | Daredevil Boots 6/10, Reroll @+4 0/1 | Conditions: heroism, shillelagh, -1 level

I apologize for not posting lately. I have heat exhaustion, and it's a lot more draining in real life than in Pathfinder. I don't even have the mental energy to watch a movie without taking a nap.

The good news is that two days of rest and lots of water is all its supposed to take to recover, so I'll hopefully be back on Tuesday.


*Rise of Goblin Guild Standard* Destiny of Sands Core *Rise of Goblin Guild CORE*

Abrupt change of scenery, overseer wanted to push us to the vault entrance... so there you may be.

Gwynnis, I will bot you according to your character sheet then.

Grand Lodge

LN Female Half-elf Druid 1/Monk 9 | AC 29, T 24, FF 25; +4 dodge vs. AoO | hp 89/89 -5 | Fort +15, Ref +13, Will +17; +4 vs enchantment, +2 vs. charm & compulsion; Improved Evasion; Immune disease, sleep | Init +9 | Percep +35 (LL) | CMD 32 (34 vs. grapple) | Ki 4/11, Storm Burst 8/8, Stunning Fist 4/9 | Chronicler 0/2, Nemesis 1/1 | Daredevil Boots 6/10, Reroll @+4 0/1 | Conditions: heroism, shillelagh, -1 level

I'm back. It looks like I just took 16 damage and cast shillelagh. Is there anything else I should know, including expendables used?


*Rise of Goblin Guild Standard* Destiny of Sands Core *Rise of Goblin Guild CORE*

No, that should be it, and a second charge was used in a previous encounter. So two charges from the wand and the damage.

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