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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"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

★ - OVERSEER ANNOUNCEMENT - ★

Hello Cosmonauts!

The lovely staff at Paizo gave me 15 ten-dollar gift certificates to distribute across the Cosmic Captive Special. Alas, we have 25 tables, so not every table can win one. In order to pick winners, I’m hosting a Cosmic Giveaway!

The Rules:

You cannot nominate yourself. You cannot pick me. Pick someone else (fellow player, GM, backup GM) who made your experience of Cosmic Captive fun! Tell me why!

You can submit only one name, but you can make a submission on the above link from now until July 9th.

Some names will likely get chosen because of the stories you tell me. Some may get selected in a random lottery. I’ll try to spread the love around to as many different tables as I can.

Hugs,
Hmm

Grand Lodge

Unless I'm misunderstanding something, we are talking about using multiple 4th-level spells to avoid a 15-ft high, DC 5 Climb check.

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

Its more about being able to start the encounter not hanging from a rope. I think it is much further, we just start 15' off the ground.

Grand Lodge

All of the teleportation and flight talk is about skipping the current encounter, so that we get to the next one earlier. The current encounter is 15 ft. below our current position, but moving away at 20 ft. per round.

Basically, we are sprinting to jump on the back of a leaving train, so that it will carry us where we want to go.

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

I am away at a convention until late sunday so my posting will be limited. If we end up in a fight Logan will haste the group and then get out of the reach of any enemies.


Knowledge Checks -Sky Key Solution Aid Token

First is if you are flying down or what not. If you fly down, you will have to avoid giant rocks as they are swirling around. If you wish to climb down, then you will start on the rope 15ft up, but avoid the giant rocks.

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

I think us casters have decided to avoid the rocks with our spell and scroll. I'm completely fine with that decision. ;)

Will give us a more advantageous position for the battle too.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

★ - OVERSEER ANNOUNCEMENT - ★

The Winners for the Cosmic Giveaway have been announced!

Grand Lodge

Ragnar "Handy" Sorvino wrote:
Remember that while it is blind it is flatfooted and attacks against it gain +2 to hit. Not included
CRB wrote:
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.

Attackers do not get any bonuses, and the blinded target is also not flat-footed. Flat-footed is a different (and more severe) condition than being denied your Dexterity bonus to AC.

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 was thinking of invisibility. In practical terms it is the same. In this group anyway. No dex bonus and instead if us getting +2 to hit it it gets -2 to it's AC.


Knowledge Checks -Sky Key Solution Aid Token

Appearently there are player boons to be handed out.
a 19 or 20 wins.
If you get the required result, send me you email..and apparently GMs can roll as well.
boon: 1d20 ⇒ 4

Scarab Sages

1 person marked this as a favorite.
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

Boon Roll: 1d20 ⇒ 20

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

Congrats!

Boon roll: 1d20 ⇒ 17

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

Woohoo! Thanks!

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

Boon: 1d20 ⇒ 18

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

boon roll: 1d20 ⇒ 7

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

boon?: 1d20 ⇒ 17

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

I am away at Paizocon UK this weekend so wont be able to post much from Friday until Monday.

Grand Lodge

1d20 ⇒ 10


Knowledge Checks -Sky Key Solution Aid Token

Gwynnis and Auri I need you info.
Player Name
Character Name
PFS ID number
faction
dayjob
progression

For the rest of you, you may reroll day jobs if you have one left. And let me know if you would like anything noted on you chronicles.

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

Already used my reroll but I'm happy with my roll of 45.
The only thing of note other then what I'm buying is that I'm getting a new large constrictor snake and taking 10 to teach it 3 tricks.


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Ragnar "Handy" Sorvino wrote:

Already used my reroll but I'm happy with my roll of 45.

The only thing of note other then what I'm buying is that I'm getting a new large constrictor snake and taking 10 to teach it 3 tricks.

I believe that is 300 gp?

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

Normally the cap is 150 gold for a roll of 40. If I had rolled a 50 I would gain 300 gold thanks to my season 6 Exchange card.
However Auriferous has the same boon as me. Adding a +3 circumstance bonus to all of out Day Job rolls and a roll of 45 or higher grants 200 gold.
So I missed my 300 but still get 200 because of Auriferous.

Grand Lodge

Player Name Scott
Character Name Gwynnis Tilia-Faced
PFS# 143586-12
Faction Grand Lodge
Day Job Profession (woodcarver): 1d20 + 14 ⇒ (2) + 14 = 16
Progression Normal

And remember, I didn't spend the 1 PP for planetary adaptation.

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

Ah Thx for the reminder. Ragnar did.

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 is gonna use his reroll (assuming this is about over and doesn't use it before).

Craft (Alchemy) (Ragnar Bonus) (Reroll @ +5): 1d20 + 27 + 3 + 5 ⇒ (1) + 27 + 3 + 5 = 36

Oh wow... another 1. Welp, still higher with stars.

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

Player Name : B Viggers
Character Name : Auriferous
PFS ID number 100387-12
Faction: The Exchange
dayjob: merchant: 1d20 + 18 + 3 ⇒ (7) + 18 + 3 = 28 75gp - but will invest it on her FJC
progression: SLOW

I'll ten take my reroll for that making it a 34. If I use up my reroll on the last encounter then Auri would have taken ten on her day job for the guarantee of 75gp.


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Session is already reported. Let me know if the sheets look good.

Ragnar

Sir Godfrey

Logan

Alvin

Auriferous

Gwynnis

Everyone also please take a copy of this Free RPG day boon

@Sir Godfrey, you will be getting you boon sent to you via email.

And to everyone, thanks for playing along and being patient with me. I am still getting used to running higher tier scenarios. This one was a beast to run.

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

Could I ask a favor? Could you mark -250 gp for scribing Life Bubble on my chronicle? Thanks!


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Alvin~ wrote:
Could I ask a favor? Could you mark -250 gp for scribing Life Bubble on my chronicle? Thanks!

Done

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

Thanks much, and thank you so much for GMing and putting up with out Confusion + Shadow shenanigans. :D

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

Thanks Z.. D.. for running. And the rest of you for some great teamwork.

And while I don't regret playing up, There was some close calls there. Poor Hugsy.

Ragnar will grab a few rocks while he is there and see if there is any interest in buying them.
profession merchant DC 24: 1d20 + 16 ⇒ (19) + 16 = 35
Meteor rocks are popular. At least until the market gets flooded.

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

Thank you for running ZD, you did great and it was tons of fun! You gave us a few good scares, too! So kudos! I think you get to try and murder me again during the gameday, too!


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@Sir Godfrey, yeah maybe.

@Ragnar, you survived a critical hit from a CR 13 huge beast. I was impressed.

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

Many thanks for accepting me late as well. And thanks to the other players for making it such a fun table.

Auri is slow advancement. Could you reduce her PP, xp and gp?

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

Many thanks for the game all

The Exchange

1 person marked this as a favorite.
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

112 arrows fired. If anyone is curious. Glad I overstocked.


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Auriferous wrote:

Many thanks for accepting me late as well. And thanks to the other players for making it such a fun table.

Auri is slow advancement. Could you reduce her PP, xp and gp?

Its been fixed. I remembered the GP. But forgot about the XP and PP.

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

Many thanks.

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

Hi, I think you have crossed out the wrong elemental conquest option. We only did encounters in the earth region so we cannot have water.

Also the document is set to view only which makes creating a legible copy difficult.


Knowledge Checks -Sky Key Solution Aid Token

@logan, try again

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