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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.


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Cosmic Captive Destiny of Sands Core

Cosmic Captive Special


"Doom Girl" Online VL // Upcoming PbP EventsPbP Gameday Signups // Cosmic Captive Player SignupOverseer ThreadGM Reporting Form

The woman in the red mask was quiet. She had been watching all the teams, taking note of each one on her clipboard as they filed in.

Would they be ready for what lay ahead? She had no idea. Whatever happened though, she knew it would be out of this world.

____
Overseer GM Hmm, checking in. Players, feel free to introduce yourselves to each other in character. We start June 9th, and I'd love for everyone to be ready to go before then.

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 11/11 | Invisibility Field 9/10 | Reroll 1/1 | Active Spells: Mage Armor(*), Overland Flight, Planetary Adaptation | Effects: Shaken

Alvin is a red-haired, older looking gnome. Though quite old (About 90), he still is jubilant and fresh as he has ever been. He has a cloak, headband, and necklace. You also see a spell pouch by his side.

"I'm Alvin, and I deal with the power of illusion." He waves his hands around making a display of casting motions, but doesn't actually cast anything. He then quickly looks around at his company.

"Oh my! A repeat of last time? Good to see old faces once again! Sad Giovanni couldn't join us!"

Dark Archive

Faerie Dragon Familiar | HP 53/51 | AC 27* | T 16 | FF 23* | CMD 15 | F +4 | R +6 | W +9 | Resist Cold: 20 | improved evasion | Init +3 | Perc +15 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 4/6 | Active Spells: False Life (13 HP, 2 HP left), Mage Armor(*), Planetary Adaptation | Effects: Shaken

A faerie dragon descends amidst the crowd. He wears a necklace and caries a Handy Haversack. Per usual, Riddywipple floats right over to Godfrey ignoring Alvin during the briefing. GODFREY IS SO COOOOOOL.

"Woohoo! Band coming back together."

The Exchange

Hugsy:
Animal Reptile 6 | AC 20(24) | T 13 | FF 16(20) | HP: 2/(30)51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22(25) | T 17 | FF 16(19) | HP: 94/94 | CMD 28 | Fort +10 | Ref +14 ev | Will +7 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

You see a thin man of medium height and an unpleasant face. He is wearing a mithral chain shirt and has 2 quivers on his back but no apparent bow.

You also (possibly on your way in) see a large snake with a fancy green hat tied to it's head.

"Ah yes. A pleasure to see you all again. If our hidden masters insist on sending us out to slaughter those who would interfere with our loo.. *cough* saving valuable relics, Then I am glad they keep giving me competent companions to help. For those of you who have not had the pleasure of my company before I am Ragnar and the large snake is Hugsy. Don't touch his hat."

Grand Lodge

LN Female Half-elf Druid 1/Monk 9 | AC 29, T 24, FF 25; +4 dodge vs. AoO | hp 91/93 | 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 6/11, Storm Burst 8/8, Stunning Fist 7/9 | Chronicler 0/2, Nemesis 1/1 | Daredevil Boots 7/10, Reroll @+4 0/1 | Conditions: shillelagh

Gwynnis rubs her hands together vigorously, using friction to heat the skin, and then places her warmed hands against Hugsy's scales in greeting. Upon entering the room, she sits directly on the floor and addresses the group as a whole, "I'm glad to see everyone still in good health! And what about you, little Riddywipple?"

Grand Lodge

LN Male Human Sorcerer 11 Init +7 | HP 106/90 | AC19, T11, FF14 | Fort +12, Ref +10, Will +12 Heroism +2 | CMD 14 | Perception+21
Buffs:
EX See Invis, False Life (17), Heroism (50m), Shield, Mage Armour(1H, wand), Darkvision (11H), Overland Flight(11H), Sihedron Brand

Logan floats into the room, a glass of wine in one hand. Good to see you all again, I hope everyone is looking forward to whatever is to come?

Floating to a stop on a nearby table he begins gathering his various bits and pieces of equipment. Hmm, wands in place? Barkskin, bless, cure, may need a new one, endure, freedom, heroism, bought another of those, might be able to hand them out to people, invis, restoration, mage armour, this is nearly spent but happy to use it up for people, shocking grasp, vanish. OK, everything looks like its in place.

He starts leafing through his scrolls, pausing at one point to secure an ancient looking piece of yellowed parchment. Proper full on restoration here and a bunch of lesser. This could be a long trip, best be prepared people as we don't have no god botherer with us today.

Logan will spend 2pp to pick up a new wand of cure light wounds just in case.

Scarab Sages

Male Human Pala 5/Sha dancer 4 | AC 28(32)| T 15 | FF 25(29)(UD) | HP: 81/81 | CMD 27 | Fort +12 | Ref +11 (eva) | Will +11 | Immune Dis, Fear; (+2 vs death, +1 P/D) | Init +2 | Perception +8 (Darkv) | LoH 4/4 | Smite Evil 2/2 | SJ 40/40
Active Spells:
Planetary Adaptation, Shield

Sir Godfrey is ever still Sir Godfrey. A large, imposing man in the shiniest full plate you've ever seen. His hair is combed and glistening, his teeth actually ting with a sparkle when he smiles, and he stands with his hands on his hips and the pompous airs you'd expect only from the most cliche of Paladins.

"To be perfectly honest, gentlemen, ladies, and small shoulder sitting dragons, I have no idea why I'm here! I was told to report, and report I did." He takes in a deep breath in pride over being chosen yet again for such dangers that clearly he was necessary to overcome. "Greetings my friends new and old. May we shatter all the evil that stands in our way for Sarenrae!"

He greets Riddywipple with a pat on the head and by slipping him a few pieces of candy.


"Doom Girl" Online VL // Upcoming PbP EventsPbP Gameday Signups // Cosmic Captive Player SignupOverseer ThreadGM Reporting Form

★ - OVERSEER ANNOUNCEMENT - ★

5. 4. 3. 2. 1. BLASTOFF!

The Society's Master of Spells, Sorrina Westyr, looks up with approval upon the 30 foot platform the society is erecting around the base of the Spire of Nex. Her slate-gray skin seems to blend into the stonework behind her, but her manner is lively. She grins as she addresses the unkempt beggar beside her. ”See, Drandle, we were ready in time. You owe me a beer.”

The old Venture Captain titters. “Heh. You’re not away from the spire yet. We’ll see.”

“So we will.” Sorrina nods, then waves at the assembling crowd. “Pathfinders—welcome and well timed. Please, make your ways to the designated safe areas quickly and carefully, and please mind the wards. Try to keep the paths clear, as we have some very delicate equipment coming through. I have some amazing discoveries to share in just a few more moments.”

Meanwhile in the crowd, the aura of excitement continues to build. Rumors are flying everywhere as Pathfinders ask each other, “What’s this all about?”

BEGIN PART ONE.

Grand Lodge

LN Male Human Sorcerer 11 Init +7 | HP 106/90 | AC19, T11, FF14 | Fort +12, Ref +10, Will +12 Heroism +2 | CMD 14 | Perception+21
Buffs:
EX See Invis, False Life (17), Heroism (50m), Shield, Mage Armour(1H, wand), Darkvision (11H), Overland Flight(11H), Sihedron Brand

Logan floats serenely above the crowd, getting a good view of what is going on. He will spend a little time talking with pathfinders in the area, looking for the latest gossip. As he travels he hands out glasses of wine and canapés.

Diplomacy: 1d20 + 28 ⇒ (9) + 28 = 37

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 11/11 | Invisibility Field 9/10 | Reroll 1/1 | Active Spells: Mage Armor(*), Overland Flight, Planetary Adaptation | Effects: Shaken

Ah, Sorrina Westyr. Shame what happened with Aram Zey, but... she is more forgiving than he was.

"Spires of Nex? What do I remember about this and what we're up to again..."

Assuming there's some Knowledge rolls at the beginning? I'll give some rolls.

If any of these are Engineering, Geography, History, or Nobility, they are 3 lower.

Knowledge: 1d20 + 16 ⇒ (16) + 16 = 32
Knowledge: 1d20 + 16 ⇒ (18) + 16 = 34
Knowledge: 1d20 + 16 ⇒ (5) + 16 = 21

Dark Archive

Faerie Dragon Familiar | HP 53/51 | AC 27* | T 16 | FF 23* | CMD 15 | F +4 | R +6 | W +9 | Resist Cold: 20 | improved evasion | Init +3 | Perc +15 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 4/6 | Active Spells: False Life (13 HP, 2 HP left), Mage Armor(*), Planetary Adaptation | Effects: Shaken

In a squeaky voice, Riddywipple says, "Maybe I'll remember something too!" He sucks on the candy given from Godfrey to help him concentrate.

Same deal as above. If they are Engineering, Geography, History, or Nobility, they are 3 lower.

Knowledge: 1d20 + 11 ⇒ (3) + 11 = 14
Knowledge: 1d20 + 11 ⇒ (18) + 11 = 29
Knowledge: 1d20 + 11 ⇒ (15) + 11 = 26

The Exchange

Hugsy:
Animal Reptile 6 | AC 20(24) | T 13 | FF 16(20) | HP: 2/(30)51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22(25) | T 17 | FF 16(19) | HP: 94/94 | CMD 28 | Fort +10 | Ref +14 ev | Will +7 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

Ragnar thinks back to that map he saw once.

kn Geography: 1d20 + 2 ⇒ (15) + 2 = 17

Scarab Sages

Male Human Pala 5/Sha dancer 4 | AC 28(32)| T 15 | FF 25(29)(UD) | HP: 81/81 | CMD 27 | Fort +12 | Ref +11 (eva) | Will +11 | Immune Dis, Fear; (+2 vs death, +1 P/D) | Init +2 | Perception +8 (Darkv) | LoH 4/4 | Smite Evil 2/2 | SJ 40/40
Active Spells:
Planetary Adaptation, Shield

The paladin has little of value to offer in terms of knowledge or social graces. Instead he just shifts his way out of the path of any 'equipment' while he complains to the nearest agent who will listen about how they never explain anything ahead of time.

If some grand adventure was going to start, he would have liked to know sooner so he could properly prepare. "I think our masters are up to schemes that are intended to get us all killed... per normal. We shall have to deny them that once more."

Grand Lodge

LN Female Half-elf Druid 1/Monk 9 | AC 29, T 24, FF 25; +4 dodge vs. AoO | hp 91/93 | 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 6/11, Storm Burst 8/8, Stunning Fist 7/9 | Chronicler 0/2, Nemesis 1/1 | Daredevil Boots 7/10, Reroll @+4 0/1 | Conditions: shillelagh

"Would not your time and energy be better spent, Sir Godfrey, focusing on your own abilities and how to develop them?" Gwynnis' soothing sounds convey only compassion, and certainly no sarcasm. "For in the end, our selves are the only things we posses any power to create."


Cosmic Captive Destiny of Sands Core

Starlight brightens the grassy plain surrounding the immense Spire of Nex. Overhead, a comet lazily streaks across the night sky. Heavily armed patrols guard the perimeter, and the shadow of great wings occasionally blots out the stars. Sharp flashes of amethyst light, quick shouts, and chanting briefly periodically rise above the waiting crowd’s chatter as spellcasters hurriedly construct and maintain crackling wards. These efforts revolve around a thirty-foot-tall upright gleaming metal ring constructed at the Spire’s base.

You might hear rumors of the Society’s latest activities related to this gathering.

Diplomacy (Gather Information). One roll: open all spoilers that apply.

DC 12+:
Absalom is all abuzz with numerous and colorful tales about the sudden appearance of a new light in the night sky. Fortunetellers and doomsayers crowd the streets, shouting stories and warnings of what this portends.

DC 17+:
Messengers have been arriving in the Grand Lodge from around the Inner Sea with tales of strange gateways appearing around the world. Scholars have attended closed-door meetings with Master of Spells Sorrina Westyr to discuss this phenomenon as well as a sudden upheaval in the Elemental Planes.

DC 22+:
An ambassador from the elves of Kyonin met with members of the Decemvirate. Shortly afterward, the Society’s leaders commissioned scribes to copy a number of elven scrolls concerning the solar system and interplanetary travel.

DC 27+:
The Society has gathered a number of rare Numerian relics related to survival in airless environments. Additionally, the Society recently recovered fragments from a broken aiudara (also known as an elf gate) and shipped them to the Cairnlands north of Absalom.

- - -

You might know the significance of the Spire of Nex and what it might be used for.

Knowledge (Arcana) or Knowledge (History). One roll: open all spoilers that apply.

DC 10+:
The Spire of Nex is a mile-high column of smooth grey stone a few hours north of Absalom. The Archmage Nex constructed the Spire during his unsuccessful siege of Absalom in 166 AR

DC 20+:
The Spire has no obvious entrances on any surface, but is said to have contained Nex’s armies. The building seems to bend both space and magic around itself.

- - -

You might know more about the new comet in the sky.

Knowledge (Geography) or Profession (Astronomer). One roll: open all spoilers that apply.

DC 10+:
A new comet appeared several months ago. It does not match any known comets, and its trajectory seems highly irregular.

DC 15+:
The comet recently traveled past Akiton, and it should travel past Golarion within the next 24 hours. Initial observations showed it was rotating slowly, but it has now stopped spinning altogether.

DC 20+:
The comet is venting a tremendous amount of air, rather than the ice crystals and water vapor normally associated with such objects. A shallow atmosphere has formed around the celestial body.

DC 25+:
The comet is actually an asteroid known as Aucturn’s Tear, a piece of the Diaspora asteroid belt. Aucturn’s Tear passes through the solar system every 56 years, but according to records and eyewitnesses, it has never shone so brightly before.

Grand Lodge

LN Male Human Sorcerer 11 Init +7 | HP 106/90 | AC19, T11, FF14 | Fort +12, Ref +10, Will +12 Heroism +2 | CMD 14 | Perception+21
Buffs:
EX See Invis, False Life (17), Heroism (50m), Shield, Mage Armour(1H, wand), Darkvision (11H), Overland Flight(11H), Sihedron Brand

Well everyone, it looks like something major is up. Numerian relics, Kyonin elves, elf gates and interplanetary travel are all in the air it seems. Looks like we might be in for some long distance travel, I hope you all packed your thermals.


Cosmic Captive Destiny of Sands Core

A tall elven man approaches your group. He is followed by a youngster dragging a small cart in which you see stacks of small rucksacks. You notice other people moving around the group that are also followed by an adolescent with a cart.

”Well met, I have been tasked by the Venture officers to provide magical assistance on your trip outside of Golarion’s atmosphere and into a low-gravity environment."

He waits for a moment to let the news sink in.

"Yes, the comet! I won't be joining you there. But I can protect you from environmental temperature extremes, the vacuum of space, and damage dealt by radioactivity. I wouldn't plan on leaving Golarion without it!"

"It lasts for the better part of the day and I can cast it on each of you. The faction leaders have agreed that together they will pay for the costs. Of course they will find a way to make you pay for it in the end, but you first need to survive on the comet...”

He reaches into his spell component pouch "So, what do you say? Who wants it?"

I strongly advise you to make use of the spell. This special spell will cost you 1 prestige point and lasts 11 hours in-game time, starting in act 2 (which starts tomorrow)

Later the elf takes one of the small sacks from the youngster ”In addition, the Society has put together caches of supplies to help Pathfinders trapped in hostile conditions make it back in one piece.” He hands over the rucksack.

Each PC receives two pouches of air crystals, a potion of endure elements, and one snapleaf.

Air crystals:
These unpleasant-tasting, alchemically grown crystals release breathable air when chewed. A pouch of air crystals provides 1 minute of breathable air. Placing air crystals in your mouth takes a standard action; chewing them each round is a free action. Any attempt to speak while chewing air crystals negates any remaining duration.

Snapleaf:
This crystalline carving looks like a hand-sized tree leaf. It is usually worn around the neck on a strap so it is within easy reach, but can be affixed to a belt or clothing just like a badge. Activating a snapleaf is an immediate action and gives the bearer the benefits of feather fall and invisibility. The duration of the two effects work independently; ending one early does not affect the other. The item cannot be activated to provide just one of these two effects; they are always activated simultaneously.

Grand Lodge

LN Male Human Sorcerer 11 Init +7 | HP 106/90 | AC19, T11, FF14 | Fort +12, Ref +10, Will +12 Heroism +2 | CMD 14 | Perception+21
Buffs:
EX See Invis, False Life (17), Heroism (50m), Shield, Mage Armour(1H, wand), Darkvision (11H), Overland Flight(11H), Sihedron Brand

Logan looks at the man sceptically. You look like a snake-oil salesman but go on, I will take what you are selling. However, if it turns out not to work I promise you I will find you...and do unpleasant things to you.

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 11/11 | Invisibility Field 9/10 | Reroll 1/1 | Active Spells: Mage Armor(*), Overland Flight, Planetary Adaptation | Effects: Shaken

GM:
Spellcraft: 1d20 + 21 ⇒ (2) + 21 = 23

Is this caster giving out the Life Bubble spell? Both Alvin and Riddywipple have Necklaces of Adaptation, and combined with that Potion of Endure Elements, he effectively has the full benefits of Life Bubble.

The only thing I've worried about is the "radioactivity" part. Just asking because Alvin spent a lot on those necklaces already...

Using the Knowledge rolls from before.

Alvin places his hand to his chin as he started explaining.

"Hrm. The Spire of Nex. It's a mile-high column of smooth grey stone a few hours north of Absalom, as we know. The Archmage Nex constructed the Spire during his unsuccessful siege of Absalom in 166 AR. There's no way to enter it, but is said to have contained Nex’s armies. It seems to have timey wimey wibbly wobbly powers as well as intergalactic powers."

"There's also a new comet in the sky that doesn't seem to have a regular trajectory. It recently traveled past Akiton, and it should travel past Golarion within the next 24 hours. Initial observations showed it was rotating slowly, but it has now stopped spinning altogether. The comet is venting a tremendous amount of air, rather than the ice crystals and water vapor normally associated with such objects. A shallow atmosphere has formed around the celestial body."

Dark Archive

Faerie Dragon Familiar | HP 53/51 | AC 27* | T 16 | FF 23* | CMD 15 | F +4 | R +6 | W +9 | Resist Cold: 20 | improved evasion | Init +3 | Perc +15 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 4/6 | Active Spells: False Life (13 HP, 2 HP left), Mage Armor(*), Planetary Adaptation | Effects: Shaken

A squeaky voice chimes in. "Oooo! I know something! The comet is Aucturn’s Tear, a piece of the Diaspora asteroid belt. Aucturn’s Tear passes through the solar system every 56 years, but according to records and eyewitnesses, it has never shone so brightly before. I wonder what's up with that?"


Cosmic Captive Destiny of Sands Core

ALvin, he is offering the planetary adaption spell

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 11/11 | Invisibility Field 9/10 | Reroll 1/1 | Active Spells: Mage Armor(*), Overland Flight, Planetary Adaptation | Effects: Shaken

Nice. Love it when NPCs can cast personal only spells on you. But at least the Necklaces don't do the same thing... it still won't protect against cloud-based spells. ;)

Alvin, identifying the spell that the man is casting, says, "Neat trick there with Planetary Adaptation. I'll take that spell for both myself and Riddywipple. I'd like mine and Riddy's with resistance to cold if possible please, since it's the vacuum of space and all."

"I don't need these Air Crystals though. Here, someone else can have them."

2 PA spent.

The Exchange

Hugsy:
Animal Reptile 6 | AC 20(24) | T 13 | FF 16(20) | HP: 2/(30)51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22(25) | T 17 | FF 16(19) | HP: 94/94 | CMD 28 | Fort +10 | Ref +14 ev | Will +7 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

"If we need it then we need it. I will take one for me and Hugsy. Not sure how Hugsy is gonna use that crystal or leaf. The VCs didn't put as much thought into the protection of our animal buddies."

Grand Lodge

LN Female Half-elf Druid 1/Monk 9 | AC 29, T 24, FF 25; +4 dodge vs. AoO | hp 91/93 | 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 6/11, Storm Burst 8/8, Stunning Fist 7/9 | Chronicler 0/2, Nemesis 1/1 | Daredevil Boots 7/10, Reroll @+4 0/1 | Conditions: shillelagh

Declining the planetary adaptation. I've invested a lot of resources into my saves, so I'm going to trust to them.

"My last mission took us to the Plane of Fire, but I've never been to another planet or outerspace before." Gwynnis secures the snapleaf to her robes, then continues. "I wonder what their artwork is like? On the Plane of Fire, we actually visited a very interesting water naga whose home had the most interesting sculptures.

"And the meal she served us was even made with an eye to artistic principles!"

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 11/11 | Invisibility Field 9/10 | Reroll 1/1 | Active Spells: Mage Armor(*), Overland Flight, Planetary Adaptation | Effects: Shaken

Going to cast a few spells:

  • Overland Flight for Alvin (10 hours)
  • False Life on Riddywipple 1d8 + 10 ⇒ (3) + 10 = 13 (10 hours)
  • Mage Armor from wand on Alvin (1 hour)
  • Mage Armor from wand on Riddywipple (1 hour)

"I can use your wands on you if you'd like."

Dark Archive

Faerie Dragon Familiar | HP 53/51 | AC 27* | T 16 | FF 23* | CMD 15 | F +4 | R +6 | W +9 | Resist Cold: 20 | improved evasion | Init +3 | Perc +15 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 4/6 | Active Spells: False Life (13 HP, 2 HP left), Mage Armor(*), Planetary Adaptation | Effects: Shaken

"Water naga that gives you food? That sounds so cool! Was it candy?" He continues to lick the treats from Godfrey.

Grand Lodge

LN Female Half-elf Druid 1/Monk 9 | AC 29, T 24, FF 25; +4 dodge vs. AoO | hp 91/93 | 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 6/11, Storm Burst 8/8, Stunning Fist 7/9 | Chronicler 0/2, Nemesis 1/1 | Daredevil Boots 7/10, Reroll @+4 0/1 | Conditions: shillelagh

"Candy is not good for you, Riddy! I know it tastes good, but we should eat for our health and well being, not for pure pleasure. But to answer your question, she served us magnificent, fresh sushi. The chef was a true artist."


"Doom Girl" Online VL // Upcoming PbP EventsPbP Gameday Signups // Cosmic Captive Player SignupOverseer ThreadGM Reporting Form

★ - OVERSEER ANNOUNCEMENT - ★

Sorrina Westyr, the Pathfinder Society's returning Master of Spells, hurriedly concludes her conversation with Drandle Dreng before stepping onto the platform in front of a giant metal ring the Society has constructed. The starlight glimmers in her crystalline white hair, though her obsidian oread features are visible only in flashes from the nearby glowing wards.

“I thank you all for traveling here on such short notice, Pathfinders. A unique opportunity has come to us from the stars.” She gestures gracefully to the comet trailing gas in the sky above her head. “The asteroid Aucturn's Tear quietly travels our solar system once every fifty-six years. For the first time it now flares with brilliance. We have learned this phenomenon is the work of an entity trapped on Aucturn's Tear and, whatever this being is, it is calling out for help. We do not know its intentions, yet it is in our interest to learn more. If it is benevolent, it may prove a powerful ally and friend to the Society if we can free it. If it is malevolent, then we will do what we can to ensure it stays sealed away where it can do no harm.”

She casts a spell, briefly creating an image of Golarian’s solar system, and the asteroid’s trajectory within it.

“As it approaches planets, the entity has opened gateways in magic-dense regions, as if calling out to powerful champions that might come to its aid. Based on our calculations, the first of these gateways on Golarion should appear in a matter of minutes, and we have gathered in this magically infused site to draw the portal here and stabilize it, allowing us to travel to the asteroid ourselves. Our observations show billowing clouds pouring out from three locations on Aucturn's Tear. These both create a livable environment we can navigate as well as provide three entrances to the asteroid's interior so that we can find the source of these events.” Red arrows appear at each entrance as the image keeps focusing closer and closer to the asteroid itself. “The first entrance is at the base of an enormous crater, where there are monumental fortifications— likely making that the most difficult approach. The second plume is coming from the remnants of a frozen fortress, which could contain incredible secrets in its own right. The third plume is coming from the sunward side of the comet and is issuing from a number of lava tubes. Our observers also spotted the wreck of a metal craft near there.”

Sorrina pauses a moment, letting the significance of all of these observations sink in, and then continues.

“This will be an unusual environment, so prepare for unusual conditions: extreme temperatures, low-gravity, and airless pockets are likely. Everyone should have received a package of supplies to assist in managing these hazards. While the gateway should remain stable, a contingent of conjurers is staying here to monitor it, and additional teams are on standby to provide escape routes to extradimensional shelters in case of complications. Perhaps most importantly, we've ringed this area with defenses to prevent any outside interference with this expedition, and the bronze dragon Ahelvetinn has agreed to keep watch in case any evil attempts to escape through the gateway into Golarion.”

The Spire of Nex begins to hum, the vibrations creating a stomach-churning resonance as a pinpoint of light appears in the center of the portal ring and begins to grow.

Sorrina Westyr shouts to be heard over the deafening noise, “It's beginning! Be ready to move through and split into teams to investigate each of the three possible approaches. Once we're inside we can regroup and compare notes.”

The metal of the portal ring incandesces, and a blast of freezing air pours out as the gateway opens. The place beyond is a field of jagged grey stone, and once several dozen Pathfinders step through, the earth itself springs to life in the form of countless elemental creatures that swarm toward the gate. From further in, a terrible draconic roar accompanies the appearance of a flight of crystalline dragons sweeping out from the lip of a crater.

“Secure the gate! Do not let any of them through!” Westyr shouts as she sends a lance of swirling black and white energy into one of the wyrms, sending it careening end over end as the forces meet.

BEGIN PART TWO

The Exchange

Hugsy:
Animal Reptile 6 | AC 20(24) | T 13 | FF 16(20) | HP: 2/(30)51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22(25) | T 17 | FF 16(19) | HP: 94/94 | CMD 28 | Fort +10 | Ref +14 ev | Will +7 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

"Sounds like we will be in there for awhile. Not sure if the wand will cut it."

After the speech.

"Ah. Another one of those Send me your best and brightest so I can murder them deals. Probably anyway. With 2 wizards we should be in good shape for dealing with the weirdness."

The Exchange

Hugsy:
Animal Reptile 6 | AC 20(24) | T 13 | FF 16(20) | HP: 2/(30)51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22(25) | T 17 | FF 16(19) | HP: 94/94 | CMD 28 | Fort +10 | Ref +14 ev | Will +7 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

Assuming no one volunteers to cast the spell Ragnar will burn a charge from his Mage Armor wand for Hugsy. He'll also cast Longstrider on Hugsy.

Grand Lodge

LN Male Human Sorcerer 11 Init +7 | HP 106/90 | AC19, T11, FF14 | Fort +12, Ref +10, Will +12 Heroism +2 | CMD 14 | Perception+21
Buffs:
EX See Invis, False Life (17), Heroism (50m), Shield, Mage Armour(1H, wand), Darkvision (11H), Overland Flight(11H), Sihedron Brand

It's a special so I am saving spell slots for the moment.

Who are you calling a wizard you damn dirty hick!, Logan goes rather purple in indignation at Ragnar's comment but any further outbursts are cut short by the erupting enemies.


Cosmic Captive Destiny of Sands Core

The gateway that the Pathfinders open outside Absalom connects to Aucturn’s Tear on the ridge just outside the immense impact crater. The gateway is between the dark and bright sides of the asteroid and maintains a comfortable temperature and normal lighting. This region was once part of the planet Iovo’s crust, and broad rocky stripes crisscross the landscape, displaying countless stratigraphic layers.

As you arrive, you see to large figures patroling the area, who take notice of you.

Knowlege Arcana-Ugly

DC21+:
Clay Golem Large Construct

DC 26+:
See cheat sheet

Knowledge Planes

DC 21:
Huge Greater Earth Elemental

DC 26+:
See cheat sheet

intiative:

Logan: 1d20 + 7 ⇒ (13) + 7 = 20
Ragner: 1d20 + 8 ⇒ (19) + 8 = 27
Gwynnis: 1d20 + 9 ⇒ (10) + 9 = 19
Alvin: 1d20 + 7 ⇒ (16) + 7 = 23
Sir Godrey: 1d20 + 2 ⇒ (20) + 2 = 22
big: 1d20 + 1 ⇒ (20) + 1 = 21
ugly: 1d20 - 1 ⇒ (18) - 1 = 17

Round 1
Bold May Act
Ragner
Alvin
Sir Godfrey

Big
Logan
Gwynnis
Ugly

Scarab Sages

Male Human Pala 5/Sha dancer 4 | AC 28(32)| T 15 | FF 25(29)(UD) | HP: 81/81 | CMD 27 | Fort +12 | Ref +11 (eva) | Will +11 | Immune Dis, Fear; (+2 vs death, +1 P/D) | Init +2 | Perception +8 (Darkv) | LoH 4/4 | Smite Evil 2/2 | SJ 40/40
Active Spells:
Planetary Adaptation, Shield

Sir Godfrey is distracted for the initial part of the speech, having let his comrades receiving their magical assistance first. It was the polite thing to do, as he was loudly reminding the elf. "Yes, please provide me with your assistance, my good man. The Silver Crusade is wise and has served me well. I will trust in their judgement in regards to the protection you provide." He'll pin on the snapleaf, and pocket the other items while the spell is being cast on him.

Sir Godfrey is spending the 1 prestige on all the goodness.

As Sorrina speak he grows visibly excited, smashing his two gauntleted hands together at the mention of dealing with malevolence. "The Dawnflower will guide my blade true, rescue or assault. Let the whelp have his candy, for we walk into the maw of the beast!"

The last spoken as he pulls his great sword from his back and marches through the portal despite the threats of elementals and dragons. As he moves his shadow tears away from the ground to begin strutting alongside him.

Scarab Sages

Male Human Pala 5/Sha dancer 4 | AC 28(32)| T 15 | FF 25(29)(UD) | HP: 81/81 | CMD 27 | Fort +12 | Ref +11 (eva) | Will +11 | Immune Dis, Fear; (+2 vs death, +1 P/D) | Init +2 | Perception +8 (Darkv) | LoH 4/4 | Smite Evil 2/2 | SJ 40/40
Active Spells:
Planetary Adaptation, Shield

Sir Godfrey is among the first through the portal thanks to his zeal, and it's this frontal position that gives him early notice to the large creatures likewise taking notice of the arriving pathfinders. He can see the aggression in their stance and trusts in Sarenrae to guide his blade. Thus he springs off his heals with a shout of "Onward to Glory!" for his fellows.

He moves with unnatural speed for a fellow so weighed down, and deftly ducks under any potential blows from the larger of the two rocky monsters as he brings his massive blade in to carve at whatever most closely constitutes a leg.

Standard and Move to Spring attack the Huge one.

1st +3 Adamantine Great Sword(Power Attack): 1d20 + 18 - 3 ⇒ (5) + 18 - 3 = 20
Damage(Power Attack): 2d6 + 21 ⇒ (1, 2) + 21 = 24

Scarab Sages

Incorporeal Undead | HP 40/40 | AC 15 | T 15 | FF 12 | CMD 21 | Fort +7 | Ref +5 | Will +6 | Incorporeal, +2 vs Channel, +4 vs positive energy | Init: +2 | Perception +8 (Darkvision) | Atk +10 (1d6 str)

Godfrey's Shadow will follow suit, gliding through any obstacle to approach the same huge creature and attempting to lash out with an incorporeal blade and tear away at it's strength.

Creepy Shadow Touch: 1d20 + 10 ⇒ (2) + 10 = 12
Strength Damage: 1d6 ⇒ 5

The Exchange

Hugsy:
Animal Reptile 6 | AC 20(24) | T 13 | FF 16(20) | HP: 2/(30)51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22(25) | T 17 | FF 16(19) | HP: 94/94 | CMD 28 | Fort +10 | Ref +14 ev | Will +7 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

With the terrain not being favorable for Hugsy Ragnar will delay until one of the casters acts.

The Exchange

Hugsy:
Animal Reptile 6 | AC 20(24) | T 13 | FF 16(20) | HP: 2/(30)51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22(25) | T 17 | FF 16(19) | HP: 94/94 | CMD 28 | Fort +10 | Ref +14 ev | Will +7 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

In case Alvin doesn't post tonight I'll post my actions for after he goes.

Ragnar takes a 5ft step then launches many arrows at Ugly and send Hugsy at Big.

many dice rolls:
Including: Rapid Shot, Manyshot, Haste, Improved Precise Shot (If Haste isn't cast Ragnar will activate his boots of Speed)

Manyshot: 1d20 + 18 - 2 + 1 ⇒ (20) + 18 - 2 + 1 = 37 for dmg cold iron, silver, piercing, magic: 2d8 + 22 ⇒ (7, 8) + 22 = 37
Haste: 1d20 + 18 - 2 + 1 ⇒ (20) + 18 - 2 + 1 = 37 for dmg cold iron, silver, piercing, magic: 1d8 + 11 ⇒ (1) + 11 = 12
Shot #1: 1d20 + 18 - 2 + 1 ⇒ (8) + 18 - 2 + 1 = 25 for dmg cold iron, silver, piercing, magic: 1d8 + 11 ⇒ (1) + 11 = 12
Shot #2: 1d20 + 13 - 2 + 1 ⇒ (17) + 13 - 2 + 1 = 29 for dmg cold iron, silver, piercing, magic: 1d8 + 11 ⇒ (6) + 11 = 17
Manyshot crit confirm: 1d20 + 18 - 2 + 1 ⇒ (13) + 18 - 2 + 1 = 30 for dmg cold iron, silver, piercing, magic: 2d8 + 22 ⇒ (7, 4) + 22 = 33
Haste haste crit confirm: 1d20 + 18 - 2 + 1 ⇒ (1) + 18 - 2 + 1 = 18 for dmg cold iron, silver, piercing, magic: 2d8 + 22 ⇒ (4, 4) + 22 = 30

Hugsy moves up to Big.

If Alvin casts Haste:
Hugsy will also attack. Including: Haste
Bite: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16 for dmg p/b/s: 1d4 + 10 ⇒ (4) + 10 = 14
Grab: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33 if successful constrict b: 1d4 + 10 ⇒ (4) + 10 = 14

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 11/11 | Invisibility Field 9/10 | Reroll 1/1 | Active Spells: Mage Armor(*), Overland Flight, Planetary Adaptation | Effects: Shaken

Don't have Haste prepared as was prepared based on the sorcerer.

Knowledge Checks
Knowledge (Arcana): 1d20 + 16 ⇒ (20) + 16 = 36
"It's a clay golem!"
- SR & DR
- Immunities and Weaknesses
- Special Attacks

Knowledge (Planes): 1d20 + 16 ⇒ (7) + 16 = 23
"...and a huge earth elemental!"

Standard Action
Alvin decides to focus fire on the Earth Elemental, casting a Magic Missile at it.
Magic Missile: 5d4 + 5 ⇒ (3, 2, 2, 1, 3) + 5 = 16 - Force Damage

Dark Archive

Faerie Dragon Familiar | HP 53/51 | AC 27* | T 16 | FF 23* | CMD 15 | F +4 | R +6 | W +9 | Resist Cold: 20 | improved evasion | Init +3 | Perc +15 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 4/6 | Active Spells: False Life (13 HP, 2 HP left), Mage Armor(*), Planetary Adaptation | Effects: Shaken

"I'll do the same!"

Move Action
Riddywipple takes a Wand of Magic Missile from Alvin's side.

Standard Action
He fires it at the Earth Elemental.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

Grand Lodge

LN Male Human Sorcerer 11 Init +7 | HP 106/90 | AC19, T11, FF14 | Fort +12, Ref +10, Will +12 Heroism +2 | CMD 14 | Perception+21
Buffs:
EX See Invis, False Life (17), Heroism (50m), Shield, Mage Armour(1H, wand), Darkvision (11H), Overland Flight(11H), Sihedron Brand

Just a note for Ragnar, the recent FAQ on bows means they do not impart their DR penetrating properties from their enhancement bonus against anything other than magic. See THIS FAQ. I don't think it matters for this encounter but it may well come up.

The Exchange

Hugsy:
Animal Reptile 6 | AC 20(24) | T 13 | FF 16(20) | HP: 2/(30)51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 | Perception +5*
Male Human Ranger 9 | AC 22(25) | T 17 | FF 16(19) | HP: 94/94 | CMD 28 | Fort +10 | Ref +14 ev | Will +7 | Init +8 (+4 in Urban,+2 in Underground) | Perception +14 (+4 vs Humans, +2 vs Undead, +4 in Urban, +2 in Underground)

I had been upgrading the bow itself explicitly to bypass the tougher DRs. Looks like I need to start saving up for 50 Holy arrows. Thanks for letting me know.

Grand Lodge

LN Male Human Sorcerer 11 Init +7 | HP 106/90 | AC19, T11, FF14 | Fort +12, Ref +10, Will +12 Heroism +2 | CMD 14 | Perception+21
Buffs:
EX See Invis, False Life (17), Heroism (50m), Shield, Mage Armour(1H, wand), Darkvision (11H), Overland Flight(11H), Sihedron Brand

I was certain that John Compton posted saying you could refund bow purchases to swop to properties rather than plusses but now I cannot find that post.

Aha, I found it, it was Linda not John, see THIS POST


Cosmic Captive Destiny of Sands Core

No SR. DR 10 adamantine and bludgeoning. immunities- construct traits(feel free to look those up,if not familiar) and magic. No weaknesses. Special attacks-Beserk and Haste

Berserk:
When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after 1 minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.

haste:
After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

The clay golem is still standing at the end of the volley, many arrows sticking from it.

the elemental is drained if the strength, however, has plenty to spare as it retaliates. Trying to take out both of them in one swing. does not recognize the shadow is incorporeal until after its are goes through it

GM attacks:

attack vs Sir Godfrey: 1d20 + 18 ⇒ (15) + 18 = 33
damage: 2d10 + 19 ⇒ (2, 4) + 19 = 25

attack vs shadow: 1d20 + 18 ⇒ (6) + 18 = 24
damage: 2d10 + 19 ⇒ (2, 2) + 19 = 23

Round 1
Bold May Act
Ragner
Alvin
Sir Godfrey-25 damage
Big
Logan
Gwynnis

Ugly


Cosmic Captive Destiny of Sands Core
Logan Gallonica wrote:
I was certain that John Compton posted saying you could refund bow purchases to swop to properties rather than plusses but now I cannot find that post.

Linda I think said you can already do that, just can not exchange for Gold.My Archer had to do it. I dropped it to a +2 and put the conservative enchantment on it,however this is core. Further discussion on this can be moved to the discussion tabs

Grand Lodge

LN Male Human Sorcerer 11 Init +7 | HP 106/90 | AC19, T11, FF14 | Fort +12, Ref +10, Will +12 Heroism +2 | CMD 14 | Perception+21
Buffs:
EX See Invis, False Life (17), Heroism (50m), Shield, Mage Armour(1H, wand), Darkvision (11H), Overland Flight(11H), Sihedron Brand

Floating in place Logan decides that discretion is the better part of valour and flies up hopefully out of reach of the two rather large opponents. As he does so he twists in mid air and hurls a stream of multi coloured light at the Golem which impacts and explodes against it.

Logan moves, rising to 40' in the air and casts Glitterdust at the Golem. DC22 will save or be blinded. The spell lasts 11 rounds but it gets an extra save at the end of each of its turns if it is blinded. It is SR: No and so can affect magic immune enemies.

Blind Condition:
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Grand Lodge

LN Male Human Sorcerer 11 Init +7 | HP 106/90 | AC19, T11, FF14 | Fort +12, Ref +10, Will +12 Heroism +2 | CMD 14 | Perception+21
Buffs:
EX See Invis, False Life (17), Heroism (50m), Shield, Mage Armour(1H, wand), Darkvision (11H), Overland Flight(11H), Sihedron Brand
GM Z..D.. wrote:
Logan Gallonica wrote:
I was certain that John Compton posted saying you could refund bow purchases to swop to properties rather than plusses but now I cannot find that post.
Linda I think said you can already do that, just can not exchange for Gold.My Archer had to do it. I dropped it to a +2 and put the conservative enchantment on it,however this is core. Further discussion on this can be moved to the discussion tabs

I found Linda's post, points up

Grand Lodge

LN Female Half-elf Druid 1/Monk 9 | AC 29, T 24, FF 25; +4 dodge vs. AoO | hp 91/93 | 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 6/11, Storm Burst 8/8, Stunning Fist 7/9 | Chronicler 0/2, Nemesis 1/1 | Daredevil Boots 7/10, Reroll @+4 0/1 | Conditions: shillelagh

Gwynnis looks around at all of the fights erupting across the asteroid. I hope everyone is okay, some of those Pathfinders haven't even been confirmed yet! We can't let this beast free or it would kill them in an instant. "This many guards means there's something very valuable being guarded. Our information was spot on!"

She enchants her quarterstaff, then moves closer to the elemental, trying to keep her guard up while she runs. Anything that ugly must be evil. "Let's take this thing down quickly, Sir Godfrey. Before it can hurt you anymore."

Crunch:
Standard Activate wand of shillelagh
Free Activate daredevil boots
Free Activate Chronicler boon
Swift Spend ki (+4 dodge) (33 AC, 37 vs. AoO)
Move Movement
Free Sheathe wand
Acrobatics to avoid AoO: 1d20 + 26 ⇒ (6) + 26 = 32

Assuming I don't avoid the AoO, I will stop using Acrobatics after that. Instead, I will move 10 ft. farther.


Cosmic Captive Destiny of Sands Core

Logan attempts to blind the golem, and is successful.
will: 1d20 + 4 ⇒ (10) + 4 = 14

AOO: 1d20 + 18 ⇒ (20) + 18 = 38
AOO damage: 2d10 + 19 ⇒ (5, 10) + 19 = 34
confirming crit: 1d20 + 18 ⇒ (14) + 18 = 32 doesn't confirm

Gwynnis attempts to move in on the elemental, but is caught in the over swing.

The golem moves to where it saw the snake, provokes AOO from Hugsy and slams it fist into the snake. Pending it survives the AOO

miss chance, 50% low misses: 1d100 ⇒ 56
attack: 1d20 + 19 ⇒ (10) + 19 = 29
damage: 2d10 + 7 ⇒ (5, 9) + 7 = 21

Round 2
Bold May Act
Ragner/Hugsy- 21 damage on Hugsy(Pending if the golem is still alive)
Alvin
Sir Godfrey-25 damage

Big
Logan
Gwynnis
Ugly

Grand Lodge

LN Male Human Sorcerer 11 Init +7 | HP 106/90 | AC19, T11, FF14 | Fort +12, Ref +10, Will +12 Heroism +2 | CMD 14 | Perception+21
Buffs:
EX See Invis, False Life (17), Heroism (50m), Shield, Mage Armour(1H, wand), Darkvision (11H), Overland Flight(11H), Sihedron Brand

Question on the golem, does it move at half speed? If not it needs to make a DC10 acrobatics check at -4 or fall over. It also gets a save at the end of its turn

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