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

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)


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The group of pathfinders jump, and are magically lowered to the ground at an easy pace. When they get halfway down, a crystal dragon, or what used to be one, heads straight for the group. It is unable to catch the group, but lets loose a blast of noise from it maw.

sonic damage: 9d4 ⇒ (3, 3, 3, 1, 1, 4, 1, 3, 3) = 22 DC 23 reflex negates all damage

The dragons leave the PC's be once they land and flies off, deeper into the crater.

Yeah, that would have happened once per round until you make it to the bottom, so good call on the feather fall

The PC's make it to the bottom, a little dustier, but still alive for the most part. can heal up if needed to

Grand Lodge

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

Reflex: 1d20 + 12 ⇒ (6) + 12 = 18

Logan tries to spiral away from the blast but is caught, ow, bloody hell, I think my ears are bleeding. Is my hair still ok? . He digs around in his pack looking for something to use as a mirror before just giving up and casting prestidigitation. As he floats down he remembers to heal himself!

Cure: 1d8 + 1 ⇒ (8) + 1 = 9
Cure: 1d8 + 1 ⇒ (4) + 1 = 5
Cure: 1d8 + 1 ⇒ (1) + 1 = 2
Cure: 1d8 + 1 ⇒ (7) + 1 = 8


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travel time: 1d6 + 4 ⇒ (1) + 4 = 5

time on asteroid 00:22

The terrain smooths out and contains paths fit for travel at the crater’s bottom. Uneven trails converge toward a vast unnatural cavern entrance hollowed out of the basin. Signs of once-impenetrable defenses litter the area, battered and toppled as if broken down from within.

Cresting the hill, you come face to face with two more earth elementals. And a dragon. not the same one that just hit you with the breath attack

knowledge arcana for dragon

DC 20+:
normally CG Adult Crystal Dragon(Earth, Extraplanar)

DC 25+, see cheat sheet

DC 25 Sense motive:
You believe that this dragon is under some kind of mental control

Initiative:

Logan: 1d20 + 7 ⇒ (10) + 7 = 17
Ragner: 1d20 + 8 ⇒ (8) + 8 = 16
Gwynnis: 1d20 + 9 ⇒ (5) + 9 = 14
Alvin: 1d20 + 7 ⇒ (20) + 7 = 27
Sir Godrey: 1d20 + 2 ⇒ (4) + 2 = 6
yellow: 1d20 + 1 ⇒ (18) + 1 = 19
red: 1d20 + 1 ⇒ (15) + 1 = 16
dragon: 1d20 + 1 ⇒ (19) + 1 = 20

Round 1
Bold May Act
Alvin
Dragon
Yellow
Logan
Ragner
Red
Gwynnis
Sir Godfrey

Grand Lodge

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

Is the dragon huge or large? Its token is sort of between the two.

Does this stupid rock have anything other than bloody dragons and elementals on it? Not a single thing that can be paralysed yet!


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fixed, it was shifted a little bit, he is huge.

Dark Archive

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

Reflex Save: 1d20 + 7 ⇒ (13) + 7 = 20

"Youch!"

Knowledge (Arcana): 1d20 + 16 ⇒ (17) + 16 = 33
SR & DR, Special Attacks
"It's a Crystal Dragon!"

"Riddywipple, let's see if we can take care of one of these Earth Elementals. Hit it with Enervation!"

Move Action
Alvin flies up and away a little to spread out the party.

Standard Action

Readied Action for Riddywipple:
Alvin casts a Heightened Phantasmal Killer at the Yellow Elemental. DC 26 Will Save then DC 26 Fort save or die. Remember the minuses to saves from the negative levels of Enervation.
Damage: 3d6 ⇒ (3, 6, 6) = 15 - If Will save is failed but Fort save is made.

Dark Archive

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 (*)

Reflex Save: 1d20 + 6 ⇒ (10) + 6 = 16 - Improved Evasion so takes half.

"Got it!"

Move Action
Riddywipple takes out a Wand of Enervation.

Standard Action
He fires it at the Yellow Elemental.
Enervation Touch Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Enervation Negative Levels: 1d4 ⇒ 1


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on the dragon, SR 21 DR 5/magic; Special Attack: it has a breath weapon that does sonic damage, 12d4 reflex for half DC 21
yellow will save: 1d20 + 9 ⇒ (14) + 9 = 23
yellow fort save: 1d20 + 14 ⇒ (3) + 14 = 17

Yellow crumbles to dust right in front of your eyes.

The dragon takes off and lands right in front of the group. It opens it maw and lets loose with it's breath attack.teal cone
sonic damage: 12d4 ⇒ (1, 2, 1, 4, 1, 4, 3, 2, 1, 2, 3, 3) = 27 DC 21 reflex for half
recharge: 1d4 ⇒ 1

Everyone needs to give me a DC 22 will save vs the dragon,it is a mind-affecting fear effect. Or you will be shaken for 5d6 ⇒ (2, 5, 3, 6, 2) = 18 rounds

Round 1
Bold May Act
Alvin
Dragon
Logan
Ragner

Red
Gwynnis
Sir Godfrey

Dark Archive

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

Will Save: 1d20 + 10 ⇒ (10) + 10 = 20 - Shaken, not stirred.

"This dragon is hard to hit with spells, and make sure to use magic weapons! You just experienced the sonic damage it can do too."

GM: Did we have time to heal inbetween that first blast or not? I saw Logan posted but I didn't get a chance inbetween the two posts, so don't know if it happened or not.

Dark Archive

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 (*)

Reflex Save: 1d20 + 6 ⇒ (17) + 6 = 23 - Evaded!
Will Save: 1d20 + 9 ⇒ (5) + 9 = 14 - Shaken some more. ;)

"So jealous of these dragon's breath weapons."

The Exchange

Spot:
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

Ragnar's ref save during fall: 1d20 + 14 ⇒ (8) + 14 = 22
Hugsy's ref save during fall: 1d20 + 8 ⇒ (2) + 8 = 10
Looks like we traveled after the fall. I would have healed after we landed. If you are okay with taking the average roll I'll mark off 8 CLW charges.

Ragnar's ref save now: 1d20 + 14 ⇒ (19) + 14 = 33 evaded
Hugsy's ref save now: 1d20 + 8 ⇒ (19) + 8 = 27 evaded

Ragnar will send Hugsy to tackle the elemental.
Gugsy moves and attacks the flat-footed elemental.

rolls:
Bite: 1d20 + 11 ⇒ (11) + 11 = 22 for dmg p/b/s: 1d4 + 10 ⇒ (4) + 10 = 14
Grab: 1d20 + 16 ⇒ (11) + 16 = 27 if successful constrict b: 1d4 + 10 ⇒ (4) + 10 = 14

"Magic weapons. Check."
Ragnar activates his boots of speed, takes a 5ft step, and attacks the dragon.
Including: Rapid Shot, Manyshot, Haste, Improved Precise Shot, point blank

rolls:
Manyshot: 1d20 + 16 - 2 + 1 + 1 ⇒ (18) + 16 - 2 + 1 + 1 = 34 for dmg cold iron, piercing, magic: 2d8 + 20 ⇒ (8, 4) + 20 = 32 plus Holy?: 2d6 ⇒ (3, 5) = 8
Haste: 1d20 + 16 - 2 + 1 + 1 ⇒ (4) + 16 - 2 + 1 + 1 = 20 for dmg cold iron, piercing, magic: 1d8 + 10 ⇒ (3) + 10 = 13 plus Holy?: 2d6 ⇒ (2, 4) = 6
Shot #1: 1d20 + 16 - 2 + 1 + 1 ⇒ (14) + 16 - 2 + 1 + 1 = 30 for dmg cold iron, piercing, magic: 1d8 + 10 ⇒ (5) + 10 = 15 plus Holy?: 2d6 ⇒ (3, 6) = 9
Shot #2: 1d20 + 11 - 2 + 1 + 1 ⇒ (4) + 11 - 2 + 1 + 1 = 15 for dmg cold iron, piercing, magic: 1d8 + 10 ⇒ (5) + 10 = 15 plus Holy?: 2d6 ⇒ (6, 2) = 8

Grand Lodge

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

Reflex: 1d20 + 12 ⇒ (8) + 12 = 20

Ow, stop that, damn you!

I just realised that the damage we took as we came down the cliff came off Logans temp HP so no need to cure it.


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Yes the journey took 5 minutes from the bottom of the crater to you current location. You could have easily healed along the way.

Grand Lodge

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

Deciding that discretion is the better part of valour Logans weaves a quick enchantment over the group and then retreats behind the rocks they just passed, hopefully taking total cover.

Haste on everyone except Alvin who is out of range. He only has a 50% chance to affect the shadow, Low means the spell misses: 1d100 ⇒ 4. Although it cannot make extra attacks the extra speed may be useful.

Dark Archive

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

Assuming some else uses Alvin's wand on him...

Cure Light Wounds Wand (x4): 4d8 + 4 ⇒ (6, 3, 3, 6) + 4 = 22 - Perfect!


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Logan hasten's the party.

Hugsy charges the elemental, but it can not seem to sink its teeth into it.

Ragner manages to get 3 arrows into the dragon, its eyes shifts focus on to him.

The elemental goes after the snake at its feet.
attack #1: 1d20 + 20 ⇒ (3) + 20 = 23 miss
damage: 2d10 + 21 ⇒ (8, 7) + 21 = 36

attack #2: 1d20 + 20 ⇒ (16) + 20 = 36 hit
damage: 2d10 + 21 ⇒ (2, 5) + 21 = 28

Round 1
Bold May Act
Alvin
Dragon
Logan
Ragner
Red
Gwynnis
Sir Godfrey

Round 2
Alvin

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Climbing Reflex Save: 1d20 + 11 ⇒ (12) + 11 = 23

Sir Godfrey isn't particularly adept at avoiding dragon attacks while falling via magic, so he uses the only solution he can come up with in his split second to react. He presses his gauntlets over his ears very firmly, muffling the burst of sound to a tolerable level.

When they land he'll spend several moments saying 'Mawp' over and over until his hearing comes back before helping Alvin heal his bleeding ear drums.

When their travels bring them face to face with a new threat he's ready, but still isn't quick enough to spread out away from the dragon's breath.

Combat Reflex Save: 1d20 + 11 ⇒ (13) + 11 = 24

The sound buffets him, but he manfully resists the brunt of the attack while resisting the urge to try and fix his ears yet again. Instead he laughs heartily and points his blade at the giant lizard. "Damnable dragon, attacking without parley is a foul act. Face my righteousness, Evil!" He seems utterly unaware about the creature's fearful presence and stands proud in spite of it.

He'll dash forward under the benefits of haste to slash the dragon before darting away in a new direction where he'll be harder to strike back.

Godfrey is immune to fear effects, Ragnar/Gwynnis/Riddy would all receive a +4 to their saves for being close to him when the aura hits.

Move and Standard to spring attack the dragon.

1st +3 Adamantine Great Sword(Power Attack, Haste): 1d20 + 18 - 3 + 1 ⇒ (17) + 18 - 3 + 1 = 33
Damage(Power Attack): 2d6 + 21 ⇒ (2, 3) + 21 = 26

Crit Confirm(Power Attack, Haste): 1d20 + 18 - 3 + 1 ⇒ (16) + 18 - 3 + 1 = 32
Damage(Power Attack): 2d6 + 21 ⇒ (5, 1) + 21 = 27

Scarab Sages

Incorporeal Undead | HP 48/48 | AC 15 | T 15 | FF 12 | CMD 22 | Fort +8 | Ref +6 | Will +7 | Incorporeal, +2 vs Channel, +4 vs positive energy | Init: +2 | Perception +8 (Darkvision) | Atk +11 (1d6 str)
Active Spells:
Prayer, Haste

I'm not sure if the breath weapon hurts the shadow, but here's a save in case it does.

Reflex: 1d20 + 5 ⇒ (2) + 5 = 7

So 13 damage if it hurts it, just let me know!

The shadow follows after its master, positioning behind the dragon to begin weakening the threat it poses with all those point appendages. A good slash of a shadowy blade ought to do the trick.

Creepy Shadow Touch: 1d20 + 10 ⇒ (8) + 10 = 18
Strength Damage: 1d6 ⇒ 1

The Exchange

Spot:
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

Missed the fear check.
Ragnar's Will save: 1d20 + 7 + 4 ⇒ (8) + 7 + 4 = 19
Hugsy's Will save: 1d20 + 3 + 4 ⇒ (7) + 3 + 4 = 14
*sigh* Under tier and rolling poorly. Both Shaken.

Grand Lodge

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

[ooc]Dragon fear save, Will save: 1d20 + 14 ⇒ (8) + 14 = 22

Dark Archive

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

Alvin schemes.

Move Action
Alvin moves to a tactical position to try to hit both enemies with a spell.

Standard Action
He fires a Lightning Bolt to hit both enemies. DC 21 Reflex Save for half. Yellow line is the bolt.
SR Check (Spell Penetration): 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26

Lightning Bolt Damage: 10d6 ⇒ (1, 6, 3, 4, 1, 6, 6, 5, 3, 3) = 38

Dark Archive

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 (*)

Standard Action
Riddywipple uses Greater Invisibility on himself.

Move Action
He flies above Hugsy.

Grand Lodge

"It's not his fault, Sir Godfrey. Somebody is controlling his mind with magic!" Gwynnis touches the wand to her quarterstaff, then somersaults up to the dragon.

Crunch:
Standard Activate wand of shillelagh
Swift Spend ki (+4 dodge) (34 AC, 38 vs. AoO)
Move Movement
Free Activate daredevil boots
Free Activate Chronicler boon
Free Sheathe wand

Reflex (DC 23): 1d20 + 13 ⇒ (13) + 13 = 26
Sense Motive (DC 25): 1d20 + 21 ⇒ (20) + 21 = 41
Will (DC 22): 1d20 + 17 ⇒ (10) + 17 = 27
Reflex (DC 21): 1d20 + 13 ⇒ (5) + 13 = 18 improved evasion
Acrobatics to avoid AoO: 1d20 + 26 ⇒ (14) + 26 = 40

Grand Lodge

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

From behind the rock people will hear from Logan, Mind control! That's not on, that's my schtick!


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The monk nimbly moves around the dragons feet to get into position.

Sir Godfrey moves in and lands a powerful strike to the chest and neck of the dragon. His shadow moves in and strikes at the haunches of the dragon.

dragon reflex: 1d20 + 11 ⇒ (20) + 11 = 31
elemental reflex: 1d20 + 5 ⇒ (12) + 5 = 17

The dragon goes all out attacking the shadow and the monk with tooth,claw,wing and tail.

The shadow receives the bite and a claw attack before it figures out it can not hurt it. Its focus shifts to the monk.

vs monk:
claw vs monk: 1d20 + 14 ⇒ (20) + 14 = 34
damage: 1d8 + 14 ⇒ (8) + 14 = 22
crit comfirm: 1d20 + 14 ⇒ (5) + 14 = 19

tail slap vs monk: 1d20 + 12 ⇒ (11) + 12 = 23

wing #1: 1d20 + 12 ⇒ (18) + 12 = 30

gwynnis you only take one attack for 22 damage

Round 2
Bold May Act
Alvin
Dragon
Logan
Ragner

Red
Gwynnis
Sir Godfrey

The Exchange

Spot:
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 would try to get Hugsy to withdraw but something that big probably has reach. Remember Logan hasted everyone but Alvin.

Hugsy continues his desperate struggle for survival.

rolls:
Including: Haste, Shaken
Bite: 1d20 + 11 + 1 - 2 ⇒ (6) + 11 + 1 - 2 = 16 for dmg p/b/s: 1d4 + 10 ⇒ (3) + 10 = 13
Grab: 1d20 + 16 + 1 - 2 ⇒ (7) + 16 + 1 - 2 = 22 if successful constrict b: 1d4 + 10 ⇒ (3) + 10 = 13
Hugsy tries again
Haste Bite: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13 for dmg p/b/s: 1d4 + 10 ⇒ (2) + 10 = 12
Grab: 1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 34 if successful constrict b: 1d4 + 10 ⇒ (4) + 10 = 14

Seeing that the elemental is still very much alive Ragnar will take a 5ft step closer and try to kill it before it kills Hugsy. No one has actually said not to kill the dragon so if he has any shots left after downing the elemental that is where they will go.

rolls:
Including: Rapid Shot, Manyshot, Haste, Improved Precise Shot, Haste, Shaken, point blank

Manyshot: 1d20 + 16 - 2 + 1 - 2 + 1 ⇒ (1) + 16 - 2 + 1 - 2 + 1 = 15 for dmg cold iron, piercing, magic: 2d8 + 18 + 2 ⇒ (5, 2) + 18 + 2 = 27 plus Holy?: 2d6 ⇒ (2, 6) = 8
Haste: 1d20 + 16 - 2 + 1 - 2 + 1 ⇒ (20) + 16 - 2 + 1 - 2 + 1 = 34 for dmg cold iron, piercing, magic: 1d8 + 9 + 1 ⇒ (5) + 9 + 1 = 15 plus Holy?: 2d6 ⇒ (5, 2) = 7
Shot #1: 1d20 + 16 - 2 + 1 - 2 + 1 ⇒ (7) + 16 - 2 + 1 - 2 + 1 = 21 for dmg cold iron, piercing, magic: 1d8 + 9 + 1 ⇒ (4) + 9 + 1 = 14 plus Holy?: 2d6 ⇒ (5, 3) = 8
Shot #2: 1d20 + 11 - 2 + 1 - 2 + 1 ⇒ (13) + 11 - 2 + 1 - 2 + 1 = 22 for dmg cold iron, piercing, magic: 1d8 + 9 + 1 ⇒ (3) + 9 + 1 = 13 plus Holy?: 2d6 ⇒ (4, 2) = 6
Haste crit confirmation: 1d20 + 16 - 2 + 1 - 2 + 1 ⇒ (9) + 16 - 2 + 1 - 2 + 1 = 23 for dmg cold iron, piercing, magic: 2d8 + 18 + 2 ⇒ (7, 6) + 18 + 2 = 33 plus Holy?: 2d6 ⇒ (6, 3) = 9

Grand Lodge

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

From his position hiding behind the rock Logan calls out. Try to focus on the dragon people, maybe don't kill it though if it's under someone's control. I will try and get the elemental.

He delves deep once again and places his hands on the ground. Muttering quickly glowing green vines snake from him, writhing towards the elemental and then erupt from the ground all around it, driving into it's body.

Logan casts another confusion, DC26 will save or confused for 11 rounds. I normally prefer not to use this sort of tactic quite so much, if people would prefer I avoided it please say and I can switch things up but these combats are feeling a bit dicey with only 5 of us

Confusion:
01–25 Act normally
26–50 Do nothing but babble incoherently
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)


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will save elemental: 1d20 + 10 ⇒ (20) + 10 = 30 not confused

The elemental continues to go after the snake. The elemental brings down both fist on top of the snake.

slam #1: 1d20 + 20 ⇒ (14) + 20 = 34
damage: 2d10 + 21 ⇒ (10, 7) + 21 = 38

slam #2: 1d20 + 20 ⇒ (11) + 20 = 31
damage: 2d10 + 21 ⇒ (4, 6) + 21 = 31

Round 2
Bold May Act
Alvin
Dragon
Logan
Ragner
Red
Gwynnis
Sir Godfrey

Round 3
Alvin

Grand Lodge

Gwynnis tries to knee and kick the dragon while holding onto her own cracked ribs, but can't maintain a balanced stance. This isn't going well. I want to die an old artist, not a young adventurer.

Crunch:
Swift Spend ki (+4 dodge, 34 AC)
Full Round Flurry of Blows
Free Switch dice

Unarmed Strike: 1d20 + 13 ⇒ (11) + 13 = 24 Bludgeoning/Cold Iron/Magic/Silver: 1d10 + 3 ⇒ (8) + 3 = 11 plus Stunning Fist (DC 20 Fort)
Shillelagh: 1d20 + 15 ⇒ (10) + 15 = 25 Bludgeoning/Magic: 2d6 + 4 ⇒ (6, 6) + 4 = 16
Shillelagh: 1d20 + 10 ⇒ (7) + 10 = 17 Bludgeoning/Magic: 2d6 + 4 ⇒ (4, 1) + 4 = 9
Shillelagh: 1d20 + 10 ⇒ (11) + 10 = 21 Bludgeoning/Magic: 2d6 + 4 ⇒ (2, 6) + 4 = 12
Shillelagh (haste): 1d20 + 15 ⇒ (5) + 15 = 20 Bludgeoning/Magic: 2d6 + 4 ⇒ (2, 1) + 4 = 7

Dark Archive

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

Alvin blinks at Riddywipple, and Riddywipple gets the message.

Move Action
Alvin moves into an even better position. We'll say 15 ft. off the ground now.

Standard Action

Readied Action for Riddywipple:
He fires another Lightning Bolt at both targets.
SR Check (Spell Penetration): 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Lightning Bolt Damage: 10d6 ⇒ (5, 5, 1, 4, 1, 6, 3, 5, 6, 1) = 37
DC 21 for half, remember minus to save for negative levels for the earth elemental.

Dark Archive

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 (*)

"Hugsy no!"

Standard Action
Riddywipple fires a Wand of Enervation out of spite at the Earth Elemental. Still Greater Invisiblity, so no AoO from the elemental unless he can see a flying, invisible foe.
Enervation Touch Attack (Haste, Shaken): 1d20 + 10 + 1 - 2 ⇒ (19) + 10 + 1 - 2 = 28
Negative Levels: 1d4 ⇒ 3 - So basically -15 maximum HP and -3 to most d20 rolls.

Move Action
He move towards Ragnar, five feet off the ground ready to help him if needed.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Speaking of artists, Godfrey moves about the battlefield like the brush of an artist painting, flitting back in at the dragon and away again. His sword flicks lightly through the air beside Gwynnis, and the paladin has his distance before the lizard can respond. "Evil or not, he and his companion have slaughtered our snake! Justice will be met with our boots on their back, and we can nurse their wounds when they aren't trying to murder us!"

Move and Standard to spring attack the dragon again.

1st +3 Adamantine Great Sword(Power Attack, Haste, Flank with Shadow): 1d20 + 18 - 3 + 1 + 2 ⇒ (11) + 18 - 3 + 1 + 2 = 29
Damage(Power Attack): 2d6 + 21 ⇒ (3, 1) + 21 = 25

Scarab Sages

Incorporeal Undead | HP 48/48 | AC 15 | T 15 | FF 12 | CMD 22 | Fort +8 | Ref +6 | Will +7 | Incorporeal, +2 vs Channel, +4 vs positive energy | Init: +2 | Perception +8 (Darkvision) | Atk +11 (1d6 str)
Active Spells:
Prayer, Haste

The shadow abandons its apparent ritual of harrying the dragon's tail to redirect itself between Ragnar and the elemental after Hugsy falls. It moves at a mental direction from Godfrey, and is largely hoping to slow the creature down so the archer isn't smashed himself.

Move with flight to new location, standard to try and touch attack the elemental.

Creepy Shadow Touch: 1d20 + 10 ⇒ (9) + 10 = 19
Strength Damage: 1d6 ⇒ 4


Knowledge Checks -Sky Key Solution Aid Token

None of the monks blows seem to phase the dragon.

Sir godfrey manages to wound the beast even more, as his shadow move towards the elemental. It takes a swing at the shadow as it approaches, and its fist goes through with out meeting resistance. The shadow strikes it in the leg and saps strength from it.
AOO: 1d20 + 15 ⇒ (16) + 15 = 31

Riddywipple fires a ray at the elemental and saps even more from it as alvin lets loose a lightning bolt that rips across the hills and through the dragon and elemental
dragon reflex: 1d20 + 11 ⇒ (1) + 11 = 12
elemental reflez: 1d20 + 2 ⇒ (16) + 2 = 18

The dragon falls in a heap on the ground.

Round 3
Bold May Act
Alvin
DragonDead
Logan
Ragner

Red
Gwynnis
Sir Godfrey

The Exchange

Spot:
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

"You killed Hugsy! You bastard!"

Ragnar will try to avenge Hugsy by turning the elemental into pebbles.

rolls:

Including: Rapid Shot, Manyshot, Haste, Improved Precise Shot, Haste, Shaken

Manyshot: 1d20 + 16 - 2 + 1 - 2 ⇒ (6) + 16 - 2 + 1 - 2 = 19 for dmg cold iron, piercing, magic: 2d8 + 18 ⇒ (4, 1) + 18 = 23 plus Holy?: 2d6 ⇒ (2, 5) = 7
Haste: 1d20 + 16 - 2 + 1 - 2 ⇒ (9) + 16 - 2 + 1 - 2 = 22 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (2) + 9 = 11 plus Holy?: 2d6 ⇒ (5, 1) = 6
Shot #1: 1d20 + 16 - 2 + 1 - 2 ⇒ (18) + 16 - 2 + 1 - 2 = 31 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (6) + 9 = 15 plus Holy?: 2d6 ⇒ (1, 6) = 7
Shot #2: 1d20 + 11 - 2 + 1 - 2 ⇒ (4) + 11 - 2 + 1 - 2 = 12 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (8) + 9 = 17 plus Holy?: 2d6 ⇒ (6, 6) = 12

Grand Lodge

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

Hoping to slow down the monstrosity Logan weaves a spell to disorient the creature. The ground beneath it grows slippery and dangerous.

Logan casts grease in the area marked, DC21 reflex save in the affected area or fall prone. It can move through the greased area only at half speed and needs a DC10 acrobatics check to do so. Failure means it cannot move and must save again or fall prone. Failing by 5 or more means it automatically falls over.

The Exchange

Spot:
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

Forgot point blank shot on my attacks.


Knowledge Checks -Sky Key Solution Aid Token

reflex: 1d20 + 2 ⇒ (8) + 2 = 10 fail

The elemental drops in the greasy substance. Causing Ragnar to shoot all but one of the arrows over head.

The elemental instead of trying to stand back up, melds with the earth, and sinks underground....

Round 3
Bold May Act
Alvin
DragonDead
Logan
Ragner
Red
Gwynnis
Sir Godfrey

Round 4
Alvin
Dragon Dead
Logan
Ragner

Dark Archive

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

Move Action
Not wanting to be a target of an underground attack, Alvin flies up to 30 ft.

Standard Action

Readied Action if Elemental is seen again:
He casts a Magic Missile at the elemental.
Magic Missile: 5d4 + 5 ⇒ (4, 3, 4, 4, 2) + 5 = 22

Dark Archive

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 (*)

Non Action
Riddywipple steps towards Ragnar, still Invisible and in the air.

Move Action
He takes out a Wand of Cure Light Wounds. Wand of Enervation in one hand and Wand of Cure Light Wounds in the other.

Standard Action

If the elemental appears within 5 ft. of Riddywipple:
He prepares a his Breath Weapon to hit the elemental.
5 ft. cone, euphoria for 1d6 rounds (staggered, sickened, and immune to fear effects), Fort DC 12 negates
Rounds: 1d6 ⇒ 4
Reuse: 1d4 ⇒ 1

Grand Lodge

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
GM Z..D.. wrote:

[dice=reflex]d20+2 fail

The elemental drops in the greasy substance. Causing Ragnar to shoot all but one of the arrows over head.

I intentionally left my spell until after Ragnar had gone to avoid doing this.


Knowledge Checks -Sky Key Solution Aid Token
Logan Gallonica wrote:
GM Z..D.. wrote:

[dice=reflex]d20+2 fail

The elemental drops in the greasy substance. Causing Ragnar to shoot all but one of the arrows over head.

I intentionally left my spell until after Ragnar had gone to avoid doing this.

was not aware of that. If it makes you feel better, the other arrows were not close to hitting it anyway while it was standing. I was more just rp-ing it up a bit.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

With the elemental retreating and the dragon falling at Gwynnis's feat, he's left with little to do at the moment. "Cowardly fiend, controlled or knock! Come face my boot of retribution for squashing the snake!"

He'll shift his position, attempting to hide his presence with light steps and ready his weapon for if it reappears near him.

Run in a little circle as a move action, using stealth as I go, and standard to ready an attack against any enemy that gets close enough.

1st +3 Adamantine Great Sword(Power Attack, Haste): 1d20 + 18 - 3 + 1 ⇒ (6) + 18 - 3 + 1 = 22
Damage(Power Attack): 2d6 + 21 ⇒ (1, 6) + 21 = 28

Stealth: 1d20 + 13 ⇒ (13) + 13 = 26

Scarab Sages

Incorporeal Undead | HP 48/48 | AC 15 | T 15 | FF 12 | CMD 22 | Fort +8 | Ref +6 | Will +7 | Incorporeal, +2 vs Channel, +4 vs positive energy | Init: +2 | Perception +8 (Darkvision) | Atk +11 (1d6 str)
Active Spells:
Prayer, Haste

The shadow will slide into the ground beneath Ragnar and wait for anything to move against him. If it finds the elemental, then it will last out and try to weaken it further.

Move down into the earth beneath Ragnar, standard to ready an attack against the elemental

Creepy Shadow Touch: 1d20 + 10 ⇒ (4) + 10 = 14
Strength Damage: 1d6 ⇒ 2

The Exchange

Spot:
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

Ragnar will ready an action to shoot the elemental if it pops up.

roll:
Including Haste, Shaken Shot: 1d20 + 16 + 1 - 2 ⇒ (5) + 16 + 1 - 2 = 20 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (4) + 9 = 13 plus Holy?: 2d6 ⇒ (2, 1) = 3

Grand Lodge

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

Logan flies back towards the group, rising some 40' into the air as he does so.

He readies an action to confuse the creature when it becomes visible.

Where did it go, where in all the hells is it? !

Logan will delay his ready until after anyone elses triggers. Will DC26.

Grand Lodge

Gwynnis rises up on the balls of her feet, ready to rush the enemy as soon as it reappears.

Delay


Knowledge Checks -Sky Key Solution Aid Token

The elemental comes up out of the ground in the beside Ragner and Logan.

Ragner and Alvins readies actions go off.
Ragners arrow deflects off its body, but it feels the full force get it ;) of the magic missiles.

will save DC 26: 1d20 + 7 ⇒ (1) + 7 = 8

will stop there depending on what the save was against.

Grand Lodge

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

Sorry, thought it was clear, I am casting confusion. Logan is also 40' up.


Knowledge Checks -Sky Key Solution Aid Token

sorry missed it, my fault.

The elemental seems to be stunned for a moment.

since he became confused after being attacked, I will be rolling for the effect.
confusion: 1d100 ⇒ 52

The elemental tries to shake his confusion by hitting himself in the head.

damage: 1d8 + 10 ⇒ (2) + 10 = 12

Round 4
Bold May Act
Alvin
Ragner
Logan
Red
Gwynnis
Sir Godfrey

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