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

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;

I'm good with any approach. The sooner we get into the horde, the sooner we can deal to them. Pity there is no mass overland flight.

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

Looks like our plan is for Alvin to cast Dimension Door on the three melee to get them up close and for Logan to use his Scroll of Dimension Door on Ragnar (and I guess also Riddywipple since he gets one more target). Shadow can catch up with us as it isn't really affected by rocks.


Knowledge Checks -Sky Key Solution Aid Token

Ok,mark down the resources to get everyone down safely and now it is time for more combat yay!!!!

Initiative:

Logan: 1d20 + 7 ⇒ (20) + 7 = 27
Ragner: 1d20 + 8 ⇒ (14) + 8 = 22 +2 underground
Gwynnis: 1d20 + 9 ⇒ (5) + 9 = 14
Alvin: 1d20 + 7 ⇒ (5) + 7 = 12
Sir Godfrey: 1d20 + 2 ⇒ (6) + 2 = 8
Auri: 1d20 + 1 ⇒ (13) + 1 = 14
T yellow: 1d20 + 10 ⇒ (1) + 10 = 11
T red: 1d20 + 10 ⇒ (1) + 10 = 11
Pharonic guardian: 1d20 + 7 ⇒ (15) + 7 = 22

Once one solid ground you find it crawling with undead. You recognize one as another Pharaonic Guardian. The others are spindly, skeletal humanoids that have moldy green flesh, long talons for hands, and a head that seems to be mostly mouth.

knowledge religion on the newcomer DC 17:
Totenmaske, NE undead with the shapechanger subtype

DC 22+ for questions

Round 1
Bold May Act
Logan
Ragner
PG
Gwynnis
Auri
Alvin
Yellow
Red
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

Logan doesn't have a clue what these things are but sticks to his plan. With a quick incantation he hastes everyone Affect shadow on 1-50: 1d100 ⇒ 66 and then flies up out of range of any ground bound enemies.

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. I think I might know what these are"

kn Religion via favored enemy: 1d20 - 2 + 2 - 4 ⇒ (19) - 2 + 2 - 4 = 15

The constant pain interferes with Ragnar's memory.

But they are clearly enemies so he takes a 5ft step and shoots red a lot. If red goes down early he'll shoot yellow but minus the point blank bonus.

rolls:

Including: Rapid Shot, Manyshot, Deadly Aim, Haste, Improved Precise Shot, Crippling Pain effect, Point Blank, Favored Enemy Undead

Manyshot: 1d20 + 16 - 2 + 1 - 4 + 1 + 2 ⇒ (15) + 16 - 2 + 1 - 4 + 1 + 2 = 29 for dmg cold iron, piercing, magic: 2d8 + 18 + 2 ⇒ (6, 3) + 18 + 2 = 29 plus Holy?: 2d6 ⇒ (2, 3) = 5
Haste: 1d20 + 16 - 2 + 1 - 4 + 1 + 2 ⇒ (3) + 16 - 2 + 1 - 4 + 1 + 2 = 17 for dmg cold iron, piercing, magic: 1d8 + 9 + 1 ⇒ (3) + 9 + 1 = 13 plus Holy?: 2d6 ⇒ (5, 3) = 8
Shot #1: 1d20 + 16 - 2 + 1 - 4 + 1 + 2 ⇒ (11) + 16 - 2 + 1 - 4 + 1 + 2 = 25 for dmg cold iron, piercing, magic: 1d8 + 9 + 1 ⇒ (7) + 9 + 1 = 17 plus Holy?: 2d6 ⇒ (1, 1) = 2
Shot #2: 1d20 + 11 - 2 + 1 - 4 + 1 + 2 ⇒ (2) + 11 - 2 + 1 - 4 + 1 + 2 = 11 for dmg cold iron, piercing, magic: 1d8 + 9 + 1 ⇒ (2) + 9 + 1 = 12 plus Holy?: 2d6 ⇒ (6, 3) = 9


Knowledge Checks -Sky Key Solution Aid Token

Ragner takes the one of the undead in flurry of arrows.

The guardian moves off to the side of the cliff, stay 20 feet above the party..

Everyone within 30 feet of the guardian needs to make a DC 22 will save vs the guardians gaze. It is a mind affecting divination effect.
Failure means it is detecting you thoughts.

Round 1
Bold May Act
Logan
Ragner
PG
Gwynnis
Auri
Alvin

Yellow
Sir Godfrey

Grand Lodge

Gwynnis leaps 16 feet in the air and tries to grab onto the flying creature, but ends up back on the ground with a sprained ankle.

Crunch:
Free Activate daredevil boots
Move Movement
Standard Grapple (red)

Will: 1d20 + 17 ⇒ (2) + 17 = 19
Acrobatics (vs. AoO): 1d20 + 21 ⇒ (13) + 21 = 34
Acrobatics (jump): 1d20 + 57 ⇒ (9) + 57 = 66
Grapple: 1d20 + 15 ⇒ (2) + 15 = 17
Falling Damage (NL): 1d6 ⇒ 5

AC is 30 with haste

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

Will DC 22: 1d20 + 7 ⇒ (6) + 7 = 13

He can feel free to experience the physical and emotional pain Ragnar is feeling. Also hatred for this place and undead.

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

Looks like Logan is out of range fortunately

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 glares at the undead hanging on to the cliff and starts to grow larger herself.

Here is hoping that being enlarged and with an enlarged weapon she might be able ot reach it.

will: 1d20 + 9 ⇒ (17) + 9 = 26

"Stay out of my mind, fiend."

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 ⇒ (14) + 10 = 24

"Ah! Don't probe my mind!"

Knowledge (Religion): 1d20 + 16 ⇒ (14) + 16 = 30
SR&DR; Immunities and Weaknesses
"It's a Totenmaske, evil undead shapechanger!"

Swift Action
Alvin becomes invisible via Invisibility Field. Works like Greater Invisibility.

Standard Action
He casts Flaming Sphere and targets it on the large one. Will do the small one if it turns out the large one is immune to fire from his knowledge check.
DC 20 Reflex save or take 3d6 ⇒ (3, 3, 4) = 10 fire damage, save negates.

Move Action
Not liking being near anything, Alvin flies away. 10 ft. up.

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 Save: 1d20 + 9 ⇒ (14) + 9 = 23

Move Action
Riddywipple pulls out a Scroll of Fly from his Handy Haversack.

Second Move Action
He heads to the center of the party.
"I can cast Fly on someone if you'd like." Just not till next turn...

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

Will Save: 1d20 + 11 ⇒ (14) + 11 = 25

The mind of a worshipper of Sarenrae is a fortress and this fiend has no hope of penetrating it!


Knowledge Checks -Sky Key Solution Aid Token

No SR or Dr,has undead immunities. no weaknesses but it is resistant to cold

reflex save: 1d20 ⇒ 15

The guardian moves out of the way of the sphere with ease....

The Totenmaske charges forward with its jaws open and tries to take a chunk out of the paladin, but it is unable to pierce his armor.

charging bite: 1d20 + 13 ⇒ (5) + 13 = 18

Round 1
Bold May Act
Sir Godfrey

Round 2
Logan
Ragner

PG
Gwynnis
Auri
Alvin
Yellow

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 takes a 5ft step closer to the big one and tries to make the whole flying enemy thing a non-issue.

rolls:

Including: Rapid Shot, Manyshot, Deadly Aim, Haste, Improved Precise Shot, Crippling Pain effect, Point Blank, Favored Enemy

Manyshot: 1d20 + 16 - 2 + 1 - 4 + 1 + 2 ⇒ (4) + 16 - 2 + 1 - 4 + 1 + 2 = 18 for dmg cold iron, piercing, magic: 2d8 + 18 + 2 ⇒ (6, 3) + 18 + 2 = 29 plus Holy?: 2d6 ⇒ (3, 3) = 6
Haste: 1d20 + 16 - 2 + 1 - 4 + 1 + 2 ⇒ (6) + 16 - 2 + 1 - 4 + 1 + 2 = 20 for dmg cold iron, piercing, magic: 1d8 + 9 + 1 ⇒ (1) + 9 + 1 = 11 plus Holy?: 2d6 ⇒ (6, 3) = 9
Shot #1: 1d20 + 16 - 2 + 1 - 4 + 1 + 2 ⇒ (19) + 16 - 2 + 1 - 4 + 1 + 2 = 33 for dmg cold iron, piercing, magic: 1d8 + 9 + 1 ⇒ (3) + 9 + 1 = 13 plus Holy?: 2d6 ⇒ (5, 4) = 9
Shot #2: 1d20 + 11 - 2 + 1 - 4 + 1 + 2 ⇒ (4) + 11 - 2 + 1 - 4 + 1 + 2 = 13 for dmg cold iron, piercing, magic: 1d8 + 9 + 1 ⇒ (3) + 9 + 1 = 13 plus Holy?: 2d6 ⇒ (2, 6) = 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

Sighing a little at the presence of yet more undead Logan lazily waves a hand and sends a swarm of buzzing, bright blue, pixies at the large flying undead. He then ducks away from Alvin so as not to present a clumped up target.

Logan casts magic missile at the larger undead, he needs to start preserving some spell slots. If Ragnar's shots took it down he will instead target the other one.

SR penetration if needed: 1d20 + 15 ⇒ (5) + 15 = 20
Force damage: 5d5 + 5 ⇒ (2, 3, 1, 5, 1) + 5 = 17

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

Might need to reroll those d5 missiles. ;)

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

Oops, damn, missed the edit window

Magic missile damage: 5d4 + 5 ⇒ (1, 2, 4, 3, 2) + 5 = 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

Since Sir Godfrey's target was nice enough to close in with him he shall not disappoint it. "Aha, fiend! You rush quickly to your own judgement and destruction! Face righteous fury!" And he will lay into the undead creature with the greatest of zeal.

Full attacking Yellow.

1st +3 Adamantine Great Sword(Power Attack, Haste, Flank): 1d20 + 18 - 3 + 1 + 2 ⇒ (10) + 18 - 3 + 1 + 2 = 28
Damage(Power Attack): 2d6 + 21 ⇒ (1, 6) + 21 = 28

2nd +3 Adamantine Great Sword(Power Attack, Haste, Flank): 1d20 + 13 - 3 + 1 + 2 ⇒ (10) + 13 - 3 + 1 + 2 = 23
Damage(Power Attack): 2d6 + 21 ⇒ (1, 5) + 21 = 27

Haste +3 Adamantine Great Sword(Power Attack, Haste, Flank): 1d20 + 18 - 3 + 1 + 2 ⇒ (10) + 18 - 3 + 1 + 2 = 28
Damage(Power Attack): 2d6 + 21 ⇒ (5, 6) + 21 = 32

Well, I should worship Abadar for that level of consistency.

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

Repositions to provide its master flank with yellow, but makes no effort to attack as its unlikely to have any effect.


Knowledge Checks -Sky Key Solution Aid Token

Sir Godfrey obliterates his single undead foe in three swift swings.

Logan fires off some force missiles which fully affect the undead guardian.

Ragner sends another volley, this time at the guardian, only one arrow hits.

The Guardian floats down and flares out his wings. Two waves of soul tearing light comes forth and strikes Gwynnis, Ragner and Auri. DC 22 reflex save or gain one negative level. Those that failed the will save vs its gaze takes a -2 to the save.

GM:
1d4 ⇒ 3

Bold May act
Round 2
Gwynnis
Auri
Alvin
Sir Godfrey

Round 3
Logan
Ragner

PG

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

"Well, that doesn't seem good."

Move Action
Alvin rolls the Flaming Sphere onto the undead by having it leap up into the air.
The undead takes 3d6 ⇒ (4, 1, 4) = 9 Fire damage, DC 20 Reflex negates.

Swift Action
Alvin hits the creature with Quickened Magic Missiles.
Quickened Magic Missile: 5d4 + 5 ⇒ (2, 4, 2, 4, 2) + 5 = 19 - Force Damage

Standard Action
"I'll hit it with what I've got."
Alvin casts Shadow Conjuration to mimic a Glitterdust.
DC 25 Will save to think it's real Glitterdust. If it fails, it is affected by Glitterdust. If it makes it, there is a 20% chance it is still affected by Glitterdust.

Then, if it is affected by Glitterdust, DC 25 Will save vs. Blindness, and it gets the save at the end of each round if it fail (just like normal Glitterdust).

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 sees the monster fly down and decides one of the scrolls is no longer needed.

Two Move Actions
Riddywipple puts away his Scroll of Fly and takes out a Scroll of Breath of Life... just in case.

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

Will save DC 22: 1d20 + 7 - 4 - 2 ⇒ (11) + 7 - 4 - 2 = 12
Negative level is -1 to all rolls -5 max HP right?

Ragnar continues to take his frustrations out on the flying undead.

rolls:

Including: Rapid Shot, Manyshot, Deadly Aim, Haste, Improved Precise Shot, Crippling Pain effect, Point Blank, Favored Enemy, negitive level

Manyshot: 1d20 + 16 - 2 + 1 - 4 + 1 + 2 - 1 ⇒ (3) + 16 - 2 + 1 - 4 + 1 + 2 - 1 = 16 for dmg cold iron, piercing, magic: 2d8 + 18 + 2 - 1 ⇒ (5, 6) + 18 + 2 - 1 = 30 plus Holy?: 2d6 ⇒ (2, 1) = 3
Haste: 1d20 + 16 - 2 + 1 - 4 + 1 + 2 - 1 ⇒ (2) + 16 - 2 + 1 - 4 + 1 + 2 - 1 = 15 for dmg cold iron, piercing, magic: 1d8 + 9 + 1 - 1 ⇒ (5) + 9 + 1 - 1 = 14 plus Holy?: 2d6 ⇒ (2, 6) = 8
Shot #1: 1d20 + 16 - 2 + 1 - 4 + 1 + 2 - 1 ⇒ (20) + 16 - 2 + 1 - 4 + 1 + 2 - 1 = 33 for dmg cold iron, piercing, magic: 1d8 + 9 + 1 - 1 ⇒ (8) + 9 + 1 - 1 = 17 plus Holy?: 2d6 ⇒ (3, 2) = 5
Shot #2: 1d20 + 11 - 2 + 1 - 4 + 1 + 2 - 1 ⇒ (12) + 11 - 2 + 1 - 4 + 1 + 2 - 1 = 20 for dmg cold iron, piercing, magic: 1d8 + 9 + 1 - 1 ⇒ (2) + 9 + 1 - 1 = 11 plus Holy?: 2d6 ⇒ (4, 2) = 6
Shot #1 crit confirm?: 1d20 + 16 - 2 + 1 - 4 + 1 + 2 - 1 ⇒ (6) + 16 - 2 + 1 - 4 + 1 + 2 - 1 = 19 for dmg cold iron, piercing, magic: 2d8 + 18 + 2 - 1 ⇒ (2, 4) + 18 + 2 - 1 = 25 plus Holy?: 2d6 ⇒ (4, 6) = 10


PRD wrote:
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.

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 but not dmg. So I did 1 extra dmg. Assuming the 20 missed.

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;

The enlarged Auriferous snarls at the undead as she swings her massive sword toward the horrible creature.

"It says something, I think, that there are so many undead here. Whatever is captured is surely a potent agent of the gods and servant of life itself."

She rains down blows upon it, hoping it will quickly fall to her enhanced size and sword.

attack, haste,PA: 1d20 + 15 - 2 + 1 ⇒ (2) + 15 - 2 + 1 = 16
Iattack, haste,PA: 1d20 + 10 - 2 + 1 ⇒ (7) + 10 - 2 + 1 = 16
Hattack, haste,PA: 1d20 + 15 - 2 + 1 ⇒ (2) + 15 - 2 + 1 = 16
damage,PA: 3d6 + 15 + 6 ⇒ (2, 5, 4) + 15 + 6 = 32
Idamage,PA: 3d6 + 15 + 6 ⇒ (1, 5, 5) + 15 + 6 = 32
Hdamage,PA: 3d6 + 15 + 6 ⇒ (6, 3, 1) + 15 + 6 = 31

The blows while powerful are incredibly poorly timed and apart from rending a few boulders in two, would seem to have done little harm to the undead itself.

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 backs off a little further and launches another volley of spinning, shrieking, angry pixies made of bright blue force.

Casting Magic Missile

Force damage: 5d4 + 5 ⇒ (2, 4, 2, 2, 3) + 5 = 18

Grand Lodge

Gwynnis steps up and pummels the winged monstrosity with her fists and elbows.

Crunch:
Free 5-ft. step
Swift Spend ki (extra attack)
Full Round Full Attack

Will: 1d20 + 12 ⇒ (4) + 12 = 16

Unarmed Strike: 1d20 + 12 ⇒ (13) + 12 = 25 Bludgeoning/Cold Iron/Magic/Silver: 1d10 + 3 ⇒ (9) + 3 = 12 plus Stunning Fist (DC 20 Fort or be sickened for 1 minute.)
Unarmed Strike: 1d20 + 12 ⇒ (17) + 12 = 29 Bludgeoning/Cold Iron/Magic/Silver: 1d10 + 3 ⇒ (5) + 3 = 8
Unarmed Strike: 1d20 + 7 ⇒ (18) + 7 = 25 Bludgeoning/Cold Iron/Magic/Silver: 1d10 + 3 ⇒ (9) + 3 = 12
Unarmed Strike: 1d20 + 7 ⇒ (1) + 7 = 8 Bludgeoning/Cold Iron/Magic/Silver: 1d10 + 3 ⇒ (10) + 3 = 13
Unarmed Strike (haste): 1d20 + 12 ⇒ (15) + 12 = 27 Bludgeoning/Cold Iron/Magic/Silver: 1d10 + 3 ⇒ (6) + 3 = 9
Unarmed Strike (ki): 1d20 + 12 ⇒ (17) + 12 = 29 Bludgeoning/Cold Iron/Magic/Silver: 1d10 + 3 ⇒ (1) + 3 = 4


Godfrey is empowered by his amazing success against the other undead. He poses with one foot propped on top of the sundered creatures head, then springs off it to join his fellows in attacking their last foe.

Spring Attacking in on the Guardian.

1st +3 Adamantine Great Sword(Power Attack, Haste, Flank): 1d20 + 18 - 3 + 1 + 2 ⇒ (18) + 18 - 3 + 1 + 2 = 36
Damage(Power Attack, Haste, Flank): 2d6 + 21 ⇒ (3, 3) + 21 = 27

Crit Confirm +3 Adamantine Great Sword(Power Attack, Haste, Flank): 1d20 + 18 - 3 + 1 + 2 ⇒ (1) + 18 - 3 + 1 + 2 = 19
Damage(Power Attack, Haste, Flank): 2d6 + 21 ⇒ (4, 1) + 21 = 26

I'm voting we use the scroll of restoration I think we got on Ragnar, he's having a rough time. It'll fix the negative level, and if we're lucky remove the Symbol of Pain debuff as well so he can get his damage back up.


Knowledge Checks -Sky Key Solution Aid Token

reflex: 1d20 ⇒ 20 save
will save vs illusion: 1d20 ⇒ 15 save
0-20 affect: 1d100 ⇒ 6 affected
will save vs blind: 1d20 ⇒ 12 failed, it is blinded

The pathfinders swarm the single guardian and take him down in a flourish of martial and magical prowess.

blinding before Ragner turn really changed the outcome of his ranged attacks. good timing Alvin. No time to heal quite yet, as your ride is about to collide into the fortress, as explained below

The floating Vault is nearly a half-mile wide with defenses established in every direction. An adamantine shell encloses the structure; however this has been ruptured, and strands of the sky metal practically bleed from the holes in a vain attempt to repair the damage and reseal the area completely. The ground bulges all about, and chunks of earth and metal explode periodically as blasts of air billow out from within, driven by an unseen force.

As the floating island they’re on approaches, the PCs can attempt a knowledge (engineering), Perception, or Survival check to identify a prospective breach in the fortress.

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 peers at the rapidly approaching vault. "I wish I had wings.." she sighs.
perception: 1d20 + 5 ⇒ (15) + 5 = 20

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

Survival: 1d20 + 12 - 4 - 1 + 2 ⇒ (3) + 12 - 4 - 1 + 2 = 12

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

"Glitterdust made of Shadow Stuff. Works every time." It totally doesn't.

Alvin examines the paths.
Knowledge (Engineering): 1d20 + 13 ⇒ (2) + 13 = 15

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

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

"An excellent display of arcane prowess, dear Alvin. Now we must find a breach in the side of this exploding mess that won't get us killed!" Godfrey flicks a few bits of random undead off the edge of his blade as he watches the approaching vault.

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 glances over to Sir Godfrey, Oh, that's how it is, my contribution gets totally overlooked, no more haste for you mr high and mighty!

Logan will take 10 on Perception for 35 if possible, if not
Perception: 1d20 + 25 ⇒ (13) + 25 = 38


Knowledge Checks -Sky Key Solution Aid Token

Rolling for Gwynnis to move us along...I believe she would go with perception anyway.

perception: 1d20 + 35 ⇒ (15) + 35 = 50

Gwynnis and Logan finds an opening giving the group enough time to ready an escape of the plummeting rock.

The miniature mountain crashes into the side of the fortress, the PCs have only a brief window in which to clamber off, make their way toward an entrance, and slip inside. This requires an Acrobatics or Climb check or an Reflex save from each PC. A PC who can fly automatically succeeds at the check.

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

Are we still hasted? If yes and it is a jump check I would want to do Acrobatics at +18 including the speed bonus.

Ragnar tries to avoid danger with his quick reflexes.
Ref save: 1d20 + 14 - 4 - 1 ⇒ (9) + 14 - 4 - 1 = 18

But the crippling pain and the effects of the undead attack are slowing him down.


Knowledge Checks -Sky Key Solution Aid Token

I would say the haste last long enough for the jump

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

In that case Ragnar would jump. 9 +19 -4 -1 = 22.

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 jumps, trying to use her heightened reflexes and gods-gifted luck to best advantage.

reflex,haste: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9

"Ouch

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 gives Logan a conspiratorial wink before the mountains collide and he nearly loses his balance. Seeing no choice but to jump for where Gwynnis and the sorcerer have point out, he readies to make a flying leap.

Acrobatic Jump(Haste): 1d20 + 17 + 5 ⇒ (5) + 17 + 5 = 27

His jump is clean, and he even throws a little twirl into it as he soars through the air before landing on the bulging ground. When Auri stumbles he calls out back to her. "Try again before its too late! We shall try to catch you... even at your currently large size!"

Grand Lodge

Gwynnis effortlessly leaps through the breach like a cat.

Acrobatics: 1d20 + 37 ⇒ (18) + 37 = 55

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 flies across with Riddywipple, concerned for Auriferous.

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;

As she falls, Auriferous uses the snapleaf that was given at the start of the mission to lessen her fall.

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 float gently over to the entrance, landing gracefully on the rock. Assuming everyone else gets there he will make some preparations before they enter.

Alright everyone, time I think to make sure we are all prepared to go into this hellhole. He removes a slender wand from his belt and taps himself with it, and it promptly crumbles to dust. He takes out another and taps Ragnar, Alvin, Auriferous, Sir Godfey and Gwynnis with it after which it also turns to dust.

Ok, we all have heroism, it will only last for fifty minutes so we had best be quick.

He is about to head inside but pauses, aah, we were going to use that restoration scroll on Ragnar as well. I don't think any of the rest of you can activate it so here goes

He takes out the delicate parchment and begins to mutter the magic words, you will bloody well work because I say you will!

UMD DC27: 1d20 + 26 ⇒ (1) + 26 = 27

Fortunately a natural 1 is not an automatic fail on skills checks

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;

As Logan pulls out the scroll Auri holds up a hand.

"That is a type of magic that the paladins of my order know how to use."

Restoration is on the paladin spell list. Hurrah

"I can use it if you like."

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

Be my guest says Logan handing it over.

Although he cannot fail to activate it

Grand Lodge

@Logan: Since your wisdom isn't 14, you need to make a second roll @ DC 29.

@Auriferous: Scrolls aren't automatic like wands. You need to make a DC 11 caster level check.

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

Actually, the caster level check should only be DC 8 as the scroll is CL 7.

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