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

Hugsy aoo:

Bite: 1d20 + 11 ⇒ (5) + 11 = 16 for dmg p/b/s: 1d4 + 10 ⇒ (3) + 10 = 13
Grab: 1d20 + 16 ⇒ (8) + 16 = 24 if successful constrict b: 1d4 + 10 ⇒ (4) + 10 = 14

Hugsy fights back:

Bite: 1d20 + 11 ⇒ (3) + 11 = 14 for dmg p/b/s: 1d4 + 10 ⇒ (1) + 10 = 11
Grab: 1d20 + 16 ⇒ (1) + 16 = 17 if successful constrict b: 1d4 + 10 ⇒ (1) + 10 = 11

And Ragnar hopes to finish off Ugly before putting an arrow or two into Big.

many arrows:
Including: (activate boots of speed for Haste) Rapid Shot, Manyshot, Haste, Improved Precise Shot

Manyshot: 1d20 + 16 - 2 + 1 ⇒ (4) + 16 - 2 + 1 = 19 for dmg cold iron, piercing, magic: 2d8 + 18 ⇒ (5, 8) + 18 = 31 plus Holy?: 2d6 ⇒ (3, 3) = 6
Haste: 1d20 + 16 - 2 + 1 ⇒ (7) + 16 - 2 + 1 = 22 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (6) + 9 = 15 plus Holy?: 2d6 ⇒ (5, 1) = 6
Shot #1: 1d20 + 16 - 2 + 1 ⇒ (16) + 16 - 2 + 1 = 31 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (4) + 9 = 13 plus Holy?: 2d6 ⇒ (1, 2) = 3
Shot #2: 1d20 + 11 - 2 + 1 ⇒ (2) + 11 - 2 + 1 = 12 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (1) + 9 = 10 plus Holy?: 2d6 ⇒ (3, 4) = 7

Meteors are clearly bad luck.

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

"The Golem has..." Alvin starts listing the information he obtained.

Standard Action
Alvin chooses to be conservative for now and casts another Magic Missile at the Earth Elemental.
Magic Missile: 5d4 + 5 ⇒ (4, 2, 1, 3, 2) + 5 = 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 (*)

"Lets keep it up!"

Standard Action
Riddywipple activates the Wand of Magic Missile again at the Earth Elemental.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Move Action
He licks some of the candy he has.


Knowledge Checks -Sky Key Solution Aid Token

It did move at half speed
will for blind: 1d20 + 4 ⇒ (3) + 4 = 7 still blinded

The snake misses on both the opportune strike and the follow up.

Ragner sinks a few arrows in while the rest glance off its body.

in reference to Hugsy wound, clay golems have a special abilty call cursed wounds

cursed wounds:
The damage a clay golem deals doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.

Round 2
Bold May Act
Ragner/Hugsy- 21 damage on Hugsy
Alvin
Sir Godfrey
-25 damage
Big
Logan
Gwynnis
Ugly

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

Just a note, Alvin has gone above. :D

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

I'm not certain if Alvin's missiles are going to kill Big. If they don't...

Sir Godfrey will continue to lay into the huge monster, grunting from the massive fist coming down on top of his head. He spits blood out to the side and gives Gwynnis a red-toothed grin. "Worry not, I can take at least a few more blows. The Dawnflower protects me!"

Full-attack on the Huge one.

1st +3 Adamantine Great Sword(Power Attack): 1d20 + 18 - 3 ⇒ (7) + 18 - 3 = 22
Damage(Power Attack): 2d6 + 21 ⇒ (3, 5) + 21 = 29

2nd +3 Adamantine Great Sword(Power Attack): 1d20 + 13 - 3 ⇒ (1) + 13 - 3 = 11
Damage(Power Attack): 2d6 + 21 ⇒ (2, 3) + 21 = 26

If it dies from Alvin's attacks attacks he will instead spring attack at the Clay Golem using his first attack roll and return to hiding behind hugsy so he doesn't have to be moved on the map.

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

Will continue to touch the elemental if it remains standing, but won't approach the golem, as it's likely to do any good against it.

Creepy Shadow Touch: 1d20 + 10 ⇒ (14) + 10 = 24
Strength Damage: 1d6 ⇒ 1


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Alvin missles connect, but does not seem to phase it. Sir Godfrey's attack glance off the rock earth. His shadow creature manages to sap more strength.

The elemental retaliates and slams both fist down onto the paladin, driving him into the ground.
slam: 1d20 + 17 ⇒ (11) + 17 = 28 hit
damage: 2d10 + 18 ⇒ (5, 6) + 18 = 29

slam: 1d20 + 17 ⇒ (14) + 17 = 31 hit
damage: 2d10 + 18 ⇒ (7, 3) + 18 = 28

Round 2
Bold May Act
Ragner/Hugsy- 21 damage on Hugsy
Alvin
Sir Godfrey-82 damage/unconscious/bleeding
Big
Logan
Gwynnis

Ugly

Grand Lodge

No! Gwynnis' eyes focuses on Sir Godfrey's crumpled form, and her attacks go wild because of it, missing their mark.

Crunch:
Full Round Flurry of Blows
Swift Spend ki (+4 Dodge) (33 AC)
Free 5 ft. step

Shillelagh: 1d20 + 12 ⇒ (2) + 12 = 14 Bludgeoning, Magic: 2d6 + 4 ⇒ (2, 3) + 4 = 9
Shillelagh: 1d20 + 12 ⇒ (3) + 12 = 15 Bludgeoning, Magic: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Shillelagh: 1d20 + 7 ⇒ (4) + 7 = 11 Bludgeoning, Magic: 2d6 + 4 ⇒ (3, 6) + 4 = 13
Shillelagh: 1d20 + 7 ⇒ (12) + 7 = 19 Bludgeoning, Magic: 2d6 + 4 ⇒ (5, 3) + 4 = 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

Seeing Sir Godfrey collapse like a burst balloon Logan despairs a little, this isn't going well....

Focus your attacks on the Golem he shouts, I will try and deal with the elemental but try and stay the hell away from it!

Floating in place he lets his mind expand, delving into the deepest reserves of his strength. Curling green vines spread across his body, wrapping around his arms and throat, until, with a shout of ENOUGH they spiral from him wrapping around the elemental, driving into its rocky body and burning at its mind.

Actually, you, hideous shadow monster, you can keep attacking it, hopefully you can confusion lock the stupid thing!

Logan casts confusion hitting just the elemental, DC26 will save or confused for the next 11 rounds

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)


Knowledge Checks -Sky Key Solution Aid Token

elemental will: 1d20 + 10 ⇒ (6) + 10 = 16

The elemental shakes it head, trying to clear it.

The golem swings for the snake again. Finds nothing but sand with both clenched fist. ?

slam #1 miss chance, 50% lo miss: 1d100 ⇒ 55
slam #1: 1d20 + 19 ⇒ (1) + 19 = 20 miss

slam #2 miss, 50%, low miss: 1d100 ⇒ 32

golem will: 1d20 + 4 ⇒ (1) + 4 = 5 still blinded

Round 3
Bold May Act
Ragner/Hugsy- 21 damage on Hugsy
Alvin
Sir Godfrey
-82 damage/unconscious/bleeding
Big
Logan
Gwynnis
Ugly

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

Just a quick reminder for everyone about how confusion works. If you attack a confused creature it will attack you on its next turn, you do not roll on the random action table. So I strongly suggest leaving the elemental for the shadow to deal with.

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 crumples like a wet bag and begins to bleed profusely on the Golems feet in his best efforts at harming it. The paladin is an utter mess, everything just a little flatter than it should be, but his hair is still PERFECT.

He is considering how best to adjust his strategies for the remainder of this mission, and thinks hit and run tactics will soon be in order. He should have brought a spare set of lighter armor.

Stabilize: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6

Godfrey opts to continue his bleed on the enemy tactic, as it seems to be effective.

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 is probably upset about its master becoming tiling for the comet's surface, it's rather hard to tell. Harder to tell if it even noticed what Logan said, but it doesn't hesitate to continue what it was doing.

The wispy form of its sword swipes at the now confused elemental.

Standard to continue attacking the elemental.

Creepy Shadow Touch: 1d20 + 10 ⇒ (9) + 10 = 19
Strength Damage: 1d6 ⇒ 5

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

Hugsy vs Golem, Who will win?

Bite: 1d20 + 11 ⇒ (16) + 11 = 27 for dmg p/b/s: 1d4 + 10 ⇒ (4) + 10 = 14
Grab: 1d20 + 16 ⇒ (1) + 16 = 17 if successful constrict b: 1d4 + 10 ⇒ (1) + 10 = 11

Ragnar will trust his allies and just shoot the golem.

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

Manyshot: 1d20 + 16 - 2 + 1 ⇒ (2) + 16 - 2 + 1 = 17 for dmg cold iron, piercing, magic: 2d8 + 18 ⇒ (7, 5) + 18 = 30 plus Holy?: 2d6 ⇒ (1, 5) = 6
Haste: 1d20 + 16 - 2 + 1 ⇒ (18) + 16 - 2 + 1 = 33 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (3) + 9 = 12 plus Holy?: 2d6 ⇒ (4, 2) = 6
Shot #1: 1d20 + 16 - 2 + 1 ⇒ (12) + 16 - 2 + 1 = 27 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (6) + 9 = 15 plus Holy?: 2d6 ⇒ (1, 5) = 6
Shot #2: 1d20 + 11 - 2 + 1 ⇒ (15) + 11 - 2 + 1 = 25 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (7) + 9 = 16 plus Holy?: 2d6 ⇒ (4, 1) = 5

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, understanding how Confusion works, thinks that the Shadow can now take care of the elemental.

"Can't do much to the golem. Will just let the Shadow take care of it, as I don't think it can hurt the Shadow, but the Shadow can definitely hurt it."

Honestly, the Shadow can lock the Elemental onto him with strength attacks and the Elemental can do nothing about it. Could just let them "duke it out" for 10 rounds.

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 (*)

"GODFREEEEEEEY!"

Riddywipple rushes over to Godfrey and takes out a Wand of Cure Light Wounds from his Handy Haversack, intending to use it next round.


Knowledge Checks -Sky Key Solution Aid Token

Between Hugsy's bite and Ragners arrows the golem drops.

Reddywipple rushes to the aide of Sir Godfrey.

The shadow manages to suck more strength from the elemental.

confusion: 1d100 ⇒ 76
1 gwynnis, 2 hugsy, 3 shadow creature: 1d3 ⇒ 2

The snake catches the elemental's attention and brings two rock appendages down on the snake.
slam #1: 1d20 + 15 ⇒ (11) + 15 = 26 hit
damage: 2d10 + 16 ⇒ (8, 6) + 16 = 30

slam #2: 1d20 + 15 ⇒ (6) + 15 = 21 hit
damage: 2d10 + 16 ⇒ (6, 10) + 16 = 32

Round 4
Bold May Act
Ragner/Hugsy- 83 damage on Hugsy
Alvin
Sir Godfrey-83 damage/unconscious/bleeding
Big
Logan
Gwynnis

Round 5
Bold May Act
Ragner/Hugsy- 83 damage on Hugsy
Alvin
Sir Godfrey
-83 damage/unconscious/bleeding

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

The elemental is confused and has been attacked by the shadow, I believe it must therefore attack the shadow.

From Confusion: Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes

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

Also the 21 would miss. Hugsy has an AC of 24 right now.


Knowledge Checks -Sky Key Solution Aid Token
Logan Gallonica wrote:

The elemental is confused and has been attacked by the shadow, I believe it must therefore attack the shadow.

From Confusion: Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes

Right, my mistake. Hugsy lives.

Round 4
Bold May Act
Ragner/Hugsy- 21 damage on Hugsy
Alvin
Sir Godfrey-83 damage/unconscious/bleeding
Big
Logan
Gwynnis

Round 5
Bold May Act
Ragner/Hugsy- 21 damage on Hugsy
Alvin
Sir Godfrey
-83 damage/unconscious/bleeding

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 strongly suggest you all get the hell away from the huge elemental and let the shadow murderise it! Logan shouts as he flies across to get closer to Sir Godfrey in case he needs help.

He draws a wand as he moves and activates it, turning himself invisible, just in case.

Move action to move 40', draw wand as part of move, turn invisible as standard. Logan drops to 20' up as he moves.

Grand Lodge

Gwynnis tumbles past the elemental's limbs, then touches Sir Godfrey with a wand, returning him to consciousness. "Stay down! I'll distract it in a second so you can stand up."

Crunch:
Move Movement
Free Draw a wand
Standard Activate wand of cure light wounds on Godfrey

cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8

@Godfrey: I'll provoke an AoO on my next turn, so that you can stand up and retreat safely.

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 order Hugsy Down and to come back to him.

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

Just a note, confused creatures don't take opportunity attacks except against creatures they are already attacking. See HERE

Grand Lodge

@Logan: Even better! And in that case, changing my action a little.

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 the idea is to let the shadow attack it 10 more times, right, since Confusion will last that long? If so, Godfrey could heal himself in that time.

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

I'm at work, but I haven't been able to access the site until now with it going down yet again. I'll post when I get in tonight, but if you want to shove on then Godfrey will stand and run off, then spend rounds healing with a wand. The shadow will continue sapping the elemental of all its strength.

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
Alvin~ wrote:
I think the idea is to let the shadow attack it 10 more times, right, since Confusion will last that long? If so, Godfrey could heal himself in that time.

That would be the idea yes


Knowledge Checks -Sky Key Solution Aid Token

If that's the case, the shadow can make 10 attacks and we can fast forward it 10 rounds later. Hopefully, he can do enough strength damage to take down this thing.

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 decides to have a grand old time as fists of rocky fury simply pass directly through it as it happily gets revenge for its retreating master. If the thing could cackle it probably would be.

10 rounds of attacks incoming!

Creepy Shadow Touch: 1d20 + 10 ⇒ (20) + 10 = 30
Strength Damage: 1d6 ⇒ 2

Creepy Shadow Touch: 1d20 + 10 ⇒ (6) + 10 = 16
Strength Damage: 1d6 ⇒ 1

Creepy Shadow Touch: 1d20 + 10 ⇒ (15) + 10 = 25
Strength Damage: 1d6 ⇒ 1

Creepy Shadow Touch: 1d20 + 10 ⇒ (1) + 10 = 11
Strength Damage: 1d6 ⇒ 1

Creepy Shadow Touch: 1d20 + 10 ⇒ (1) + 10 = 11
Strength Damage: 1d6 ⇒ 2

Creepy Shadow Touch: 1d20 + 10 ⇒ (8) + 10 = 18
Strength Damage: 1d6 ⇒ 4

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

Creepy Shadow Touch: 1d20 + 10 ⇒ (9) + 10 = 19
Strength Damage: 1d6 ⇒ 5

Creepy Shadow Touch: 1d20 + 10 ⇒ (6) + 10 = 16
Strength Damage: 1d6 ⇒ 6

Creepy Shadow Touch: 1d20 + 10 ⇒ (5) + 10 = 15
Strength Damage: 1d6 ⇒ 3

Crit Confirm:
Creepy Shadow Touch: 1d20 + 10 ⇒ (6) + 10 = 16
Strength Damage: 1d6 ⇒ 4

Works out to 30 total strength damage after the misses and crit assuming I hit with a 14 low.

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

Godfrey gasps back to awareness when Gwynnis's wands affects him, and seeing the elemental thoroughly distracted he certainly does take the chance to stand and back off. Grabbing his sword as he goes so not to leave it where it will do him little good, even in his battered state.

He stumbles, but manages a weak salute and bow. "Thank you, M'lady. I fear my eagerness has proven my own downfall in this instance. I shall..." He sways where he stands, but gathers himself with a shake of his bloody head. "Take some time to gather myself."

Once out of the immediate melee he'll pull out his own wand and begin working on sealing up his wounds, waving it about and proudly shouting out the command word.

Godfrey wakes with 10 rounds left, 1 to stand and get his sword, 1 to move and draw his wand, and he's starting at 5/81. So 8 rounds to heal himself while the shadow works.

Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8

And 53 back from wand charges, so he's back up to 58/81. All this assuming we do 10 rounds of confusion.

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

When it becomes clear that we are saving valuable resources by letting the shadow defeat the elemental Ragnar will try to heal Hugsy with his wand of CLW. Skip that if someone tells him it won't work. Then when that proves fruitless he'll go help Sir Godfrey heal.

CLW wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9

Then leaves Sir Godfrey to his own devices while he puts his wand awau and keeps an eye out for other threats.

Grand Lodge

Gwynnis helps Sir Godfrey reach safety, then begins healing her own wounds.

Crunch:
cure light wounds: 6d8 + 6 ⇒ (5, 3, 2, 2, 7, 5) + 6 = 30

-Posted with Wayfinder

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 sits tight, ready for the next fight.

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 (*)

Riddywipple hugs onto Godfrey's shoulder. "Oh, glad to see you're OK again!"

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 will remain in the air, watching out for more enemies and checking on how the other Pathfinder teams are doing.


Knowledge Checks -Sky Key Solution Aid Token

The elemental and the shadow slug it out. A short while after, the elemental runs out of strength to continue, he fades into the asteroids surface.

The group heals up and heads out and in the direction of the crater.
If you want to heal the snake of the cursed wound damage. You need to do a DC 26 caster level check for each attempt
time traveling to next area: 2d10 + 10 ⇒ (4, 2) + 10 = 16

From the edge, the crater’s bottom is a distant sight, and the vastness of stars and void looms overhead. Some incredible force tore open the ground here, leaving the stone shattered and sharp. The rocks are unusually warm to the touch and willfully twist and cut when grasped. In contrast, the gentle breeze pouring up from below is pleasant and hale.

Getting to the bottom of the crater will require a series of climb checks. If you wish to aide a fellow pathfinder with the check, you can choose to increase the difficulty of the check to grant that PC a +5. If a PC fails a Climb check by 4 or less, she makes no progress during that turn, which might result in her allies descending to the next part of the crater without her. If she fails by 5 or more, she tumbles down the side of the crater, reaching the next lowest part of the crater before catching herself.

Alternatively, a PC can use any spell that allows them to fly or descend gently (e.g. feather fall) to automatically succeed at one Climb check if the spell has a duration of 1 round/level or less. Any spell that has a duration of 1 minute/level or more allows that PC to automatically succeed at all three Climb checks. However,using such spells does not allow a PC to aid her allies’ Climb checks as noted above.

So for this round. Climb check will be DC 21. If you fail by 4 or less make another check.

fail by 5 or more:
you take 10d4 ⇒ (1, 4, 2, 1, 1, 3, 4, 2, 2, 2) = 22 fall damage. But hey, you make it to the next level!!

Grand Lodge

So, this one is a little odd for me. Not only do I have slow fall, but I climb twice as fast as everybody else. Could I get a ruling on the distances covered?


Knowledge Checks -Sky Key Solution Aid Token

That's the hard part. Does not give me distances. But if you have slow fall, I am thinking you can get by with out the check, unless you want to help some body, then you will have to roll. But by how fall rules are usually applied I wanna say each leg of it is roughly 100ft.

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

"If you want to jump off, I studied the Feather Fall spell today and could get all of you that aren't flying."

Is it more than 600 ft. deep? The amount of damage dice from falling might tell ya.

Grand Lodge

I think slow fall would just decrease my damage to 6d, on a 100 ft. drop.

Would you allow me to make two checks per "round" or move double distance with one check, because of my 60 ft. speed? If yes, then I will probably do something like secure a rope until everybody else is down, then bring the rope with me.

Edit: I think we have 300 ft. of rope in the party.


Knowledge Checks -Sky Key Solution Aid Token

The way it is set up is by round, one check equals a success and you get to the next level. If not everyone makes it, some people get left behind. And you are correct, I thought slow fall worked as feather fall, but I was mistaken. If that is the case alvin. Since you are level 10, I guess that would be a minute. Is that something you all want to do?It would get you guys through this scenario with out rolling or a bunch of nonsense.

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

And the underestimated spell Feather Fall proves to be awesome again. Ragnar has climb and Hugsy can't fail that check but sure Feather Fall on the party sounds like the smart way to go.

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

DONE. One of the best uses of that level 1 spell ever.

Alvin readies over the chasm for everyone who doesn't fly to jump, casts Feather Fall and Alvin and Riddywipple fly down with them.

Edit: Also, remembering his spell list, I would like him to cast Message on everyone 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

Sir Godfrey is a capable climber, but after recent events involving a misunderstanding between him and some rocks he's entirely comfortable taking the easy way down via featherfall.

He'll jump with the rest of the party to descend.

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 peers over the cliff edge half listening to the others. His hand strays to the half rolled up parchment which lies gently against his skin and his mind burns with the knowledge of the feather fall spell. He slowly withdraws it, no, let him have his moment

Ragnar, I don't think any of use possess the magical strength to reliably heal Hugsy, maybe Sir Godfrey's lay on hands might work but it seems like a long shot. Do you want to keep him with us, it may cost him his life?

Before they descend into the crater Logan weaves a couple of spells.

Logan casts extended see invisibility, false life for 1d10 + 10 ⇒ (7) + 10 = 17 temporary HP and shield on himself. He taps himself with a wand of heroism

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

"He's strong. He'll endure. Maybe the being calling us here can heal him."

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 Hugsy currently benefitting from barkskin?

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

No. Just the Mage Armor charge. The speech suggested we could be here for hours so Ragnar hasn't cast Barkskin yet.

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