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 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

Not having any of those skills Ragnar continues to shoot the dino.

Remember that while it is blind it is flatfooted and attacks against it gain +2 to hit. Not included

rolls:
Including: Rapid Shot, Manyshot, Deadly Aim, Haste, Improved Precise Shot, Heroism

Manyshot: 1d20 + 16 - 2 + 1 + 2 ⇒ (17) + 16 - 2 + 1 + 2 = 34 for dmg cold iron, piercing, magic: 2d8 + 18 ⇒ (8, 6) + 18 = 32 plus Holy?: 2d6 ⇒ (3, 6) = 9
Haste: 1d20 + 16 - 2 + 1 + 2 ⇒ (12) + 16 - 2 + 1 + 2 = 29 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (8) + 9 = 17 plus Holy?: 2d6 ⇒ (6, 3) = 9
Shot #1: 1d20 + 16 - 2 + 1 + 2 ⇒ (14) + 16 - 2 + 1 + 2 = 31 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (5) + 9 = 14 plus Holy?: 2d6 ⇒ (2, 2) = 4
Shot #2: 1d20 + 11 - 2 + 1 + 2 ⇒ (5) + 11 - 2 + 1 + 2 = 17 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (5) + 9 = 14 plus Holy?: 2d6 ⇒ (1, 3) = 4

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;

Auri charges forward, trying to smash the creature with her enlarged greatsword.
attack, charge,haste,PA: 1d20 + 15 + 2 + 1 - 2 ⇒ (20) + 15 + 2 + 1 - 2 = 36
damage(slash,magic,iron): 3d6 + 15 + 6 ⇒ (1, 5, 4) + 15 + 6 = 31

Crit?
Crit confirm ?attack, charge,haste,PA: 1d20 + 15 + 2 + 1 - 2 ⇒ (17) + 15 + 2 + 1 - 2 = 33
possible bonus damage(slash,magic,iron): 3d6 + 15 + 6 ⇒ (6, 5, 2) + 15 + 6 = 34

"What sick mind can come up with such things?"

The giant woman gives Sir Geoffrey a nudge.

"Give a girl some space Geoffrey."

If you 5' step to the right, you still get flanking, and Auri can then get it too.

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

"Ah! My apologies! Sometimes I have two left feet. Ladies first for the smashing of villains." Godfrey takes the force momentum of the nudge and will wind of shifting over to make room.

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;

"My thanks Sir Godfrey. Time, I think, to put this villain to rest."

Grand Lodge

Gwynnis hits the golem several times, but quickly realizes that she's ineffective against it.

Crunch:
Full Round Flurry of Blows
Free 5-ft. step

Shillelagh (AoO): 1d20 + 15 ⇒ (15) + 15 = 30 Bludgeoning/Magic: 2d6 + 4 ⇒ (1, 1) + 4 = 6
Shillelagh: 1d20 + 15 ⇒ (1) + 15 = 16 Bludgeoning/Magic: 2d6 + 4 ⇒ (3, 2) + 4 = 9
Shillelagh: 1d20 + 15 ⇒ (5) + 15 = 20 Bludgeoning/Magic: 2d6 + 4 ⇒ (3, 3) + 4 = 10
Shillelagh: 1d20 + 10 ⇒ (16) + 10 = 26 Bludgeoning/Magic: 2d6 + 4 ⇒ (2, 1) + 4 = 7
Shillelagh: 1d20 + 10 ⇒ (3) + 10 = 13 Bludgeoning/Magic: 2d6 + 4 ⇒ (2, 2) + 4 = 8

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

Delay

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 (*)

Fort Save (Shaken): 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14


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Auri's savage strike causes the golem to crumble into dust.

Out of Combat

Each PC can attempt to solve the puzzle or attempt to break a circle. In addition to two rounds that can be used to heal one another.
remember any one who attempts to solve the puzzle orb needs to make a DC 23 will save{fear effect) or be shaken for the next combat. if you fail by more than 5. You will need to make a DC 20 fort save or begin to suffocate, (mind affecting compulsion)

That being said, anyone who was shaken from the previous attempt is cleared now

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

How can we save Riddywipple? Would Lesser Restoration do it?

"Can anyone help Riddywipple?"

After Riddywipple is saved Ragnar moves back to the puzzle.

He is a bit more cautious after last time but again examines the wards for clues. Perception: 1d20 + 14 + 2 + 2 ⇒ (9) + 14 + 2 + 2 = 27

Will save DC 23: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 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

Logan scrabbled around through his various bags, pouches and packs, his arm disappearing half way inside his handy haversack.

I am sorry, I don't think I have anything that can help...apart from perhaps this? he says...

OK, I have a few things which might assist. Does it seem possible to dispel the effect on Riddy? If not would him becoming gaseous have any effect given he would no longer actually need to breathe? If it is a fear effect does anyone have a way to remove it such as remove fear?

Logan will attempt to solve the puzzle but wait until people have finishing attacking the outer rings to see if that helps.

Will save: 1d20 + 14 ⇒ (19) + 14 = 33
Perception: 1d20 + 25 ⇒ (8) + 25 = 33

Is the benefit from Ranginori something everyone can use or just one person?


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Ranginori only works for one PC on one attempt, once between combats. If you destroy the right ring, the one causing the fear, it will break the effect as well

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

Wait. I thought they were walls. If they are just rings on the ground let's focus on the fear causing one.

Grand Lodge

Gwynnis rushes to Riddywipple's side and blesses him, then pulls out her healer's kit and tries to force open his airway.

Crunch:
Cast guidance on Riddywipple.
Heal: 1d20 + 23 ⇒ (3) + 23 = 26 Would this help him at all?
Perception: 1d20 + 36 ⇒ (16) + 36 = 52 To solve the puzzle orb

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

Not sure I want to risk Alvin continuing to examine the puzzle while the fear ring is there.

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 (*)

Fort Save: 1d20 + 4 ⇒ (19) + 4 = 23

In a squeaky voice, "Whoa, whoa! Wait, that wasn't real? I don't wanna do this anymore.... That was terrifying!"

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

Sir Godfrey, seeing how the circles have impacted Riddywipple and wanting to protect the smarter members of the party from its antics, proceeds to beat it senseless with his great sword. He cares not for fear effects! "Worry not, little fellow. I shall handle this evil circle forthwith!"

1st +3 Adamantine Great Sword(Power Attack, Haste, Heroism): 1d20 + 18 - 3 + 1 + 2 ⇒ (12) + 18 - 3 + 1 + 2 = 30
Damage(Power Attack): 2d6 + 21 ⇒ (5, 2) + 21 = 28

2nd +3 Adamantine Great Sword(Power Attack, Haste, Heroism): 1d20 + 13 - 3 + 1 + 2 ⇒ (8) + 13 - 3 + 1 + 2 = 21
Damage(Power Attack): 2d6 + 21 ⇒ (6, 5) + 21 = 32

Haste +3 Adamantine Great Sword(Power Attack, Haste, Heroism): 1d20 + 18 - 3 + 1 + 2 ⇒ (4) + 18 - 3 + 1 + 2 = 22
Damage(Power Attack): 2d6 + 21 ⇒ (4, 6) + 21 = 31


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Sir Godfrey's sword makes quick work of all of the warding circles, one right after another.

With that, Godfrey made it easier to read, took care of the fear inducing ward and the one that was buffing the guardians.

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

"Nice work all! Now, let me see if I can do my part... Riddy, come. There's nothing to be scared of anymore."

Appraise (2 languages): 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17

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 (*)

"...ok, I guess I'll try again..."

Use Magic Device: 1d20 + 16 ⇒ (17) + 16 = 33

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;

Auri steps forward and slams her sword into the next ring, moving inward if she finishes off one ring.

damage1: 3d6 + 15 + 6 ⇒ (4, 3, 3) + 15 + 6 = 31
damage2: 3d6 + 15 + 6 ⇒ (3, 4, 1) + 15 + 6 = 29
damage3: 3d6 + 15 + 6 ⇒ (3, 1, 1) + 15 + 6 = 26
Damage is cold iron, magic and slashing

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

Unless someone in the party requires healing from the Paladin, he has done what he can for the puzzle at the moment and simply keeps himself ready and on watch for any new threats sneaking up on them.

Perception to find Evil: 1d20 + 8 ⇒ (16) + 8 = 24


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Good round, 4 PC successes mean 2 clues. Which have been reported. Now that that part is over

As the PCs catch their breath, a familiar shaking occurs and another golem materializes form the western wall this time.

Initiative:

Logan: 1d20 + 7 ⇒ (17) + 7 = 24
Ragner: 1d20 + 8 ⇒ (4) + 8 = 12 +2 underground
Gwynnis: 1d20 + 9 ⇒ (5) + 9 = 14
Alvin: 1d20 + 7 ⇒ (15) + 7 = 22
Sir Godfrey: 1d20 + 2 ⇒ (2) + 2 = 4
Auri: 1d20 + 1 ⇒ (12) + 1 = 13
Fossil Golem: 1d20 + 1 ⇒ (8) + 1 = 9

Bold May Act
Round 1
Logan
Alvin
Gwynnis
Ragner
Auri

Golem
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

I'm assuming the Haste Alvin cast is still going? It was CL 7 and by my count it has been 3 rounds?


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Correct, it is still up

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. More fake undead."

More firing of the arrows.

rolls:
Including: Rapid Shot, Manyshot, Deadly Aim, Haste, Improved Precise Shot, Heroism, Shaken

Manyshot: 1d20 + 16 - 2 + 1 + 2 - 2 ⇒ (17) + 16 - 2 + 1 + 2 - 2 = 32 for dmg cold iron, piercing, magic: 2d8 + 18 ⇒ (2, 4) + 18 = 24 plus Holy?: 2d6 ⇒ (6, 2) = 8
Haste: 1d20 + 16 - 2 + 1 + 2 - 2 ⇒ (10) + 16 - 2 + 1 + 2 - 2 = 25 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (3) + 9 = 12 plus Holy?: 2d6 ⇒ (4, 5) = 9
Shot #1: 1d20 + 16 - 2 + 1 + 2 - 2 ⇒ (14) + 16 - 2 + 1 + 2 - 2 = 29 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (1) + 9 = 10 plus Holy?: 2d6 ⇒ (5, 1) = 6
Shot #2: 1d20 + 11 - 2 + 1 + 2 - 2 ⇒ (9) + 11 - 2 + 1 + 2 - 2 = 19 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (7) + 9 = 16 plus Holy?: 2d6 ⇒ (4, 4) = 8


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

★ - OVERSEER ANNOUNCEMENT - ★

Even as the many-faceted prison spins and reconfigures itself, it cannot keep pace with the combined efforts of the Pathfinder Society. A refreshing breeze pours from the immense orb, restoring the agents' will to fight.

Table GMs, the Winds of Restoration condition is now in effect.

Clue Count:
120/150! Almost there!


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Winds of Restoration: The Society has nearly uncovered the Untouchable Opal, and Ranginori unleashes a refreshing breeze that restores the Pathfinders’ fighting spirits. Each PC heals 1d8+10 hit points, heals 1d2 points of ability damage to each ability score, and regains one daily use of a class feature. In addition, each PC recovers one or more spells that has total levels equal to his character level.

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

Seeing the creature appear Logan launches yet another glitterdust spell at the monster.

DC22 will save, I have run out of level 2 spell slots and am now burning level 3 ones


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will: 1d20 ⇒ 18

This golem seems a little more resilient and fights off the blinding glitterdust.

Three if Ragner's shots land, the last deflects off a bone.


Remember you just got to refresh your level worth of spell levels. You could get a bunch of level 2 spells back if you want.

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 assume that is spell slots for spontaneous casters in which case I will take a 5th, 4th and 2nd level slot and use the 2nd to glitterdust.

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 recall a Dimension Door, Lightning Bolt, and three Magic Missiles. For class features, will recall one use of Invisibility Field.

Move Action
Alvin, seeing another golem, Alvin wants to finish the battle quickly and moves over to the two closest melee.

Swift Action
Not wanting to get attacked himself, he turns invisible with Invisibility Field and makes sure he is in the air in case of Tremorsense.

Standard Action
He casts a Dimension Door so that they can get the jump on the enemy.
"Have at them!"

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 (*)

Will skip Riddy for now. Not much he has for this fight.

Grand Lodge

Gwynnis rushes around behind the golem, before it gets hold of the situation and can stop her.

Double Move

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;

Auri steps forward and unleashes a blistering series of blows against the golem.

5' step, full attack
attack,PA,haste: 1d20 + 15 - 2 + 1 ⇒ (8) + 15 - 2 + 1 = 22
2nd attack,PA,haste: 1d20 + 10 - 2 + 1 ⇒ (3) + 10 - 2 + 1 = 12
haste attack,PA,haste: 1d20 + 15 - 2 + 1 ⇒ (16) + 15 - 2 + 1 = 30
damage1,PA(slash,magic,cold iron): 3d6 + 15 + 6 ⇒ (3, 2, 2) + 15 + 6 = 28
damage2,PA(slash,magic,cold iron): 3d6 + 15 + 6 ⇒ (4, 3, 4) + 15 + 6 = 32
damage3,PA(slash,magic,cold iron): 3d6 + 15 + 6 ⇒ (2, 6, 5) + 15 + 6 = 34

Recovers all her spell slots, I think the only class ability she has used has been a round of claws

"The winds of purity energise us. We are close! Let us return this non-creature to its components parts and press onward!"


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The golem swings around at Gwynnis as she maneuvers in, but her quickness prevents her from being it.
AOO: 1d20 ⇒ 9

Auri swings furiously but only one connects.

The golem retaliates against Auri, its T-Rex shaped fist bites down on her. need a fort save vs petrification DC 19 fort or take Dex drain: 1d6 ⇒ 2
attack #1: 1d20 ⇒ 11
damage: 6d6 + 7 ⇒ (2, 3, 3, 6, 1, 3) + 7 = 25

And attempts to latch on to the monk, but she is still to quick of it.

attack #2: 1d20 ⇒ 7

Bold May Act
Round 1
Sir Godfrey

Round 2
Logan
Alvin
Gwynnis
Ragner
Auri-need a fort save-25 damage

Golem

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 launches another glitterdust at the creature.

DC22 will svae


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will save: 1d20 ⇒ 7

Logan launches another bunch of sparkly dust and this time, get him right in the eyes.

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

"How do we get them to stop appearing?"

Yet more arrow shots.

rolls:
Including: Rapid Shot, Manyshot, Deadly Aim, Haste, Improved Precise Shot, Heroism, Shaken

Manyshot: 1d20 + 16 - 2 + 1 + 2 - 2 ⇒ (3) + 16 - 2 + 1 + 2 - 2 = 18 for dmg cold iron, piercing, magic: 2d8 + 18 ⇒ (5, 4) + 18 = 27 plus Holy?: 2d6 ⇒ (1, 3) = 4
Haste: 1d20 + 16 - 2 + 1 + 2 - 2 ⇒ (11) + 16 - 2 + 1 + 2 - 2 = 26 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (8) + 9 = 17 plus Holy?: 2d6 ⇒ (5, 2) = 7
Shot #1: 1d20 + 16 - 2 + 1 + 2 - 2 ⇒ (1) + 16 - 2 + 1 + 2 - 2 = 16 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (4) + 9 = 13 plus Holy?: 2d6 ⇒ (2, 3) = 5
Shot #2: 1d20 + 11 - 2 + 1 + 2 - 2 ⇒ (10) + 11 - 2 + 1 + 2 - 2 = 20 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (4) + 9 = 13 plus Holy?: 2d6 ⇒ (2, 3) = 5

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;

Fort: 1d20 + 9 ⇒ (6) + 9 = 15
Dex drain the round after the winds of restoration
Fort reroll: 1d20 + 9 + 3 ⇒ (4) + 9 + 3 = 16

I guess so
Auri starts to slow down...A blue light spills from her hands and covers her in a light mist of holy energy.
Swift LOH: 2d6 ⇒ (4, 5) = 9
And then she continues to batter at the golem.

attack,PA,haste: 1d20 + 15 - 2 + 1 ⇒ (8) + 15 - 2 + 1 = 22
2nd attack,PA,haste: 1d20 + 10 - 2 + 1 ⇒ (10) + 10 - 2 + 1 = 19
hasted attack,PA,haste: 1d20 + 15 - 2 + 1 ⇒ (20) + 15 - 2 + 1 = 34
damage1,PA(slash,magic,cold iron): 3d6 + 15 + 6 ⇒ (3, 5, 1) + 15 + 6 = 30
damage2,PA(slash,magic,cold iron): 3d6 + 15 + 6 ⇒ (5, 3, 6) + 15 + 6 = 35
damage3,PA(slash,magic,cold iron): 3d6 + 15 + 6 ⇒ (5, 3, 6) + 15 + 6 = 35

But again, only the last blow seems on target.

Crit on hasted attack?,PA,haste: 1d20 + 15 - 2 + 1 ⇒ (1) + 15 - 2 + 1 = 15
bonus damage?,PA(slash,magic,cold iron): 3d6 + 15 + 6 ⇒ (2, 3, 5) + 15 + 6 = 31

Grand Lodge

@Auriferous: Are you including flank in your rolls? That's the whole reason I moved back there!

Gwynnis tries to grab the creature and pin it down, but can't get a good grip.

Crunch:
Standard Grapple
Grapple: 1d20 + 17 ⇒ (11) + 17 = 28

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;

Oopse, no I missed that on the map. Please add +2 to my attacks, so they would be 24/19/36.

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

Sir Godfrey had been girding himself for another manful charge at a bone beast when he suddenly finds himself just standing between it and Auriferous. A small warrior caught between two giants. "I have been brought forth to your feet to slay you, vile creature!" It's likely dumb as a box of rocks, but he may as well give it some statement before he puts an end to it. He swings his great sword like a baseball bat, attempting to take the golem out at the knees.

Full attack on the golem!

Lots of Rolls:

1st +3 Adamantine Great Sword(Power Attack, Flank, Haste, Heroism): 1d20 + 18 - 3 + 2 + 1 + 2 ⇒ (12) + 18 - 3 + 2 + 1 + 2 = 32
Damage(Power Attack): 2d6 + 21 ⇒ (4, 1) + 21 = 26

2nd +3 Adamantine Great Sword(Power Attack, Flank, Haste, Heroism): 1d20 + 13 - 3 + 2 + 1 + 2 ⇒ (18) + 13 - 3 + 2 + 1 + 2 = 33
Damage(Power Attack): 2d6 + 21 ⇒ (3, 3) + 21 = 27

Haste +3 Adamantine Great Sword(Power Attack, Flank, Haste, Heroism): 1d20 + 18 - 3 + 2 + 1 + 2 ⇒ (20) + 18 - 3 + 2 + 1 + 2 = 40
Damage(Power Attack): 2d6 + 21 ⇒ (2, 1) + 21 = 24

2nd Crit Confirm +3 Adamantine Great Sword(Power Attack, Flank, Haste, Heroism): 1d20 + 13 - 3 + 2 + 1 + 2 ⇒ (10) + 13 - 3 + 2 + 1 + 2 = 25
Damage(Power Attack): 2d6 + 21 ⇒ (1, 3) + 21 = 25

Haste Crit Confirm +3 Adamantine Great Sword(Power Attack, Flank, Haste, Heroism): 1d20 + 18 - 3 + 2 + 1 + 2 ⇒ (2) + 18 - 3 + 2 + 1 + 2 = 22
Damage(Power Attack): 2d6 + 21 ⇒ (1, 3) + 21 = 25

The force of his mighty swing is quite possibly enough to send a shockwave rippling into the stone behind their enemy.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

★ - OVERSEER ANNOUNCEMENT - ★

With the help of dozens of other Pathfinders, all working together, the last of the circles breaks!

Sorrina Westyr's image manifests to the Pathfinders, standing before a floating metallic polyhedron scribed with countless shifting glyphs. “We have done it! Now how to open this—”

A great crack interrupts the Master of Spell's musings, as an immense three-eyed giant with skin like hewn stone steps through a tear in space, with an army pouring out past her. The giant bellows so that all can hear. “I acknowledge your strength, little ones, for you have angered my benefactor enough to send me. I and my warriors, the Daemon Prayers, honor it with unyielding death. Seize the Vault! Slay them all!”

Sorrina Westyr urgently pipes in. “We just need a few more minutes to secure our prize and escape. Hold them off as long as you can!”

Drandle Dreng’s shaggy head appears once again in the divination window. “You heard her, Pathfinders!” He says, fist raised. “Go get ‘em!”

Table GMs, begin the final encounters.


Knowledge Checks -Sky Key Solution Aid Token

Between the pathfinders they drop the blinded Golem with ease.

----------------------------------------------------------------

Out of the portal comes two figures. One a huge beast with a serpentine body. It has two arms that wield large scimitars that glisten with a green liquid.

DC 21+:
The serpentine creature is a Aghasura, lawful evil, outsider with the Asura, Evil, Extra planar, and lawful subtypes.

DC 26+:
Choose from the cheat sheet

The other appears humanoid and is a lot smaller (Medium). It has three heads and three sets of arms. It carries an array of weaponry, a spear, a longsword and a kukri.

DC 19+:
This is an Upasunda Asura. lawful evil outsider with the Asura, Evil, Extra planar, and lawful subtypes.

DC 24+:
See cheat sheat

initiative:

Logan: 1d20 + 7 ⇒ (5) + 7 = 12
Ragner: 1d20 + 8 ⇒ (12) + 8 = 20 +2 underground
Gwynnis: 1d20 + 9 ⇒ (4) + 9 = 13
Alvin: 1d20 + 7 ⇒ (5) + 7 = 12
Sir Godfrey: 1d20 + 2 ⇒ (13) + 2 = 15
Auri: 1d20 + 1 ⇒ (15) + 1 = 16
Huge: 1d20 + 3 ⇒ (16) + 3 = 19
medium: 1d20 + 7 ⇒ (10) + 7 = 17

Bold May Act
Round 1
Ragner
Huge
Medium
Auri
Sir Godfrey
Gwynnis
Logan
Alvin-invisible

Paladins, it is time to do paladin like things. On your turn of course...

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 no longer invisible. It only lasts one round.

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'm starting to think something doesn't want us here."

If we are not still hasted Ragnar will activate his boots.

Lots of shooting at the bigger one.

rolls:
Including: Rapid Shot, Manyshot, Deadly Aim, Haste, Improved Precise Shot, Heroism, Point Blank

Manyshot: 1d20 + 16 - 2 + 1 + 2 + 1 ⇒ (18) + 16 - 2 + 1 + 2 + 1 = 36 for dmg cold iron, piercing, magic: 2d8 + 20 ⇒ (6, 7) + 20 = 33 plus Holy?: 2d6 ⇒ (3, 2) = 5
Haste: 1d20 + 16 - 2 + 1 + 2 + 1 ⇒ (5) + 16 - 2 + 1 + 2 + 1 = 23 for dmg cold iron, piercing, magic: 1d8 + 10 ⇒ (4) + 10 = 14 plus Holy?: 2d6 ⇒ (2, 6) = 8
Shot #1: 1d20 + 16 - 2 + 1 + 2 + 1 ⇒ (14) + 16 - 2 + 1 + 2 + 1 = 32 for dmg cold iron, piercing, magic: 1d8 + 10 ⇒ (3) + 10 = 13 plus Holy?: 2d6 ⇒ (1, 2) = 3
Shot #2: 1d20 + 11 - 2 + 1 + 2 + 1 ⇒ (10) + 11 - 2 + 1 + 2 + 1 = 23 for dmg cold iron, piercing, magic: 1d8 + 10 ⇒ (8) + 10 = 18 plus Holy?: 2d6 ⇒ (3, 2) = 5


Knowledge Checks -Sky Key Solution Aid Token

The lots of shooting, seems to have really hurt the snake like beast. all shots hit and did full damage

Ragner draws the ire of the snake like beast, she approaches provokes an AOO from the shadow if it has combat reflexes and swipes at him with a massive scimitar. .

attack: 1d20 + 22 ⇒ (19) + 22 = 41 crit threat
damage: 2d6 + 20 ⇒ (2, 2) + 20 = 24
confirming crit: 1d20 + 22 + 4 ⇒ (2) + 22 + 4 = 28Confirmed
extra damage: 2d6 + 20 ⇒ (4, 4) + 20 = 28
Ragner I need a DC 23 fort save vs posion or 1d4 ⇒ 4 con damage.

The multi-armed woman moves up and chucks her spear at Auri, trying to get the large woman away from the orb. Auri dodges it just in time.

attack: 1d20 + 20 ⇒ (3) + 20 = 23

Bold May Act
Round 1
Auri
Sir Godfrey
Gwynnis
Logan
Alvin

Round 2
Ragner-need fort save-52 damage
Huge
Medium

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 doesn't have a clue what any of these things are but he sees that Ragnar is in trouble.

Hold on Ragnar, don't go getting yourself killed, you are the only person between that thing and me!

He raises one hand and intones quickly, bright green roots burst from the ground and try to wrap around the huge monstrosity.

Logan casts hold monster at it. DC27 will save

SR penetration if required: 1d20 + 15 ⇒ (5) + 15 = 20
If SR is required then I will reroll that, don't think I have used my reroll yet.
SR penetration if required: 1d20 + 15 + 5 ⇒ (3) + 15 + 5 = 23

He then decides discretion is the better part of valour and flies as high up in the chamber as he can.

I am not sure how high the chamber is but Logan normally hangs around at 10' elevation and can fly 20' upwards, 35' if we are still hasted


Knowledge Checks -Sky Key Solution Aid Token

Since the this encounter happened immediately after the big bad Dino golem fell, I would still say haste is in effect. I will say the ceiling has to be at least 30-40 since the orb is 20ft diameter.

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