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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Grand Lodge

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

For clerics, not for paladins. Purchasing is as a clerical scroll, usage is as the actual class.

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 true.

Rules:
PRD wrote:
If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a scroll mishap. A natural roll of 1 always fails, whatever the modifiers. Activating a scroll is a standard action (or the spell’s casting time, whichever is longer) and it provokes attacks of opportunity exactly as casting a spell does. If the caster level check fails but no mishap occurs, the scroll is not expended.

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

scrolls in PFS are all considered both arcane and divine and therefore you can use your casting stat

Grand Lodge

@Logan: IF a spell appears on both arcane and divine lists, then it is considered both. PFS does not miraculously make divine spells arcane as soon as they are written on a scroll.

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;

If Logan can use it, go ahead, otherwise...
Auri tries to puzzle out the scroll...
Caster level check (as paladin): 1d20 + 1 ⇒ (13) + 1 = 14


Knowledge Checks -Sky Key Solution Aid Token

The mountain crashes into the fortress. Everyone makes it safely down and heads into the fortress. Inside, the passages shift and change as the group progresses. It soon becomes obvious that the tunnels start to narrow, to where only three people can walk side by side.

for the next part,I will need three knowledge engineering or survival chechks to make it through the passages. Only three characters can contribute to these checks.

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

Did Restoration cure the Pain effect?

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;

Knowing there is little she can do to help here, Auriferous lets the others take the lead in navigating the tunnels.

Grand Lodge

"With a little assistance, I should be able to navigate the way reliably."

I can take 10 for 31 Survival. If that's not enough, then an aid or two should definitely make it.

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

Does that include the heroism?

Grand Lodge

Nope, make that a 33!

-Posted with Wayfinder

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 try and help out Gwynnis.

Survival Assist, including wayfinder: 1d20 + 5 ⇒ (6) + 5 = 11
Survival Assist, including wayfinder: 1d20 + 5 ⇒ (9) + 5 = 14
Survival Assist, including wayfinder: 1d20 + 5 ⇒ (14) + 5 = 19


Knowledge Checks -Sky Key Solution Aid Token

If I am reading this right. I am guessing that Gwynnis is leading the way and everyone is just following behind. This way it will take 15 minutes to travel through the tunnels. But will avoid the damage and traps. With the assists and heroism, Gwynnis has enough to take 10 and make the checks. So I am going to say that is a success and moving on.
Stand by for follow up post.

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

Did Restoration cure the Pain effect? How long has it been since that encounter?


Knowledge Checks -Sky Key Solution Aid Token

time frame:

lost time #1: 2d10 + 10 ⇒ (10, 2) + 10 = 22
lost time #2: 1d6 + 4 ⇒ (6) + 4 = 10

Time on Asteroid 01:33

Restoration would have gotten rid of the negative level. However, I do not think it would cover the symbol of pain effect. But since you got that effect at the 34 minute mark, I will wave the final minute, so you are clear of that condition. Anyone else who was effected by it is clear now as well

A heavily worn set of stairs leads from claustrophobic tunnels into an eroded cavern studded with sand-scoured crystals that emit cool, faint light. The jagged foundations are all that’s left of metal walls—the fragments of which now jut from the wall like throwing knives. An immense, intricate, thousand-sided polyhedron made of sky metals floats within a tight series of binding circles. As blasts of air erupt from the polyhedron, the surface’s shattered facets regenerate before being blasted apart on another side.

Notes on the map. Disregard all the walls. The colored circles are on the ground, meaning you can step on them. It is dim light in here which might make reading harder.

Knowledge Arcana or Planes

DC 27+:
The blue and maroon circles you believe are warding circles. They seem to reinforce the inner most three circles.

DC 33+:
The green circle distorts the area, making checks harder. The yellow circle seems to empower those who guard this area. The black circle seems to instill fear to those who attempt to read the orb

Each round, each PC can attempt to either Break a Circle or Attempt to solve the puzzle orb. If you choose to break a circle, you can do a round worth of attacks to it or you can attempt a disable device check as a full round action, to take break.

To solve a piece the puzzle orb, you can attempt a Appraise, Disable Device, Knowledge (religion), Use Magic Device or a strait intelligence or Wisdom. If you use one of these checks, the next check with the same skill DC increases.

You could also use any other Knowledge, Linguistics, or Perception check, but these are harder; but do not get harder after the first time

You get a cumulative +1 bonus for each of the following languages you speak; Abyssal, Aquan, Auran, Ignan, and Terran.

Now with all these rules, go ahead and take the first round worth of options. I will allow Riddywipple to make checks as well since he is very intelligent

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

"So it is like a big nut. We just have to crack it."

Feeling a lot better. Ragnar will take a careful look in hopes of helping to solve the puzzle.

Including Underground and Heroism.
Perception: 1d20 + 14 + 2 + 2 ⇒ (2) + 14 + 2 + 2 = 20


Knowledge Checks -Sky Key Solution Aid Token

Ragner approaches the giant stone and attempts to decipher the it. His eyes open wide as the wards around the stone begin to assault his mind. Ragner, I will need a will save DC 23, vs fear effect.

failure:
You are shaken, until after next encounter

failure by 5 or more:
you are shaken as in the first spoiler. You also need to make a DC 20 fortitude save or you begin to suffocate as if you were being crushed by being under earth. This is an evil compulsion fear effect.

Grand Lodge

Gwynnis walks up to the polyhedron and begins examining its facets, searching for patterns.

Perception: 1d20 + 36 ⇒ (10) + 36 = 46
Will: 1d20 + 24 ⇒ (4) + 24 = 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;

arcana: 1d20 + 8 ⇒ (4) + 8 = 12

"I hate riddles!" sighs Auriferous. "I don't understand why dragons find them so attractive."

She takes a swing at the outermost circle.

power attack: 1d20 + 13 ⇒ (4) + 13 = 17
damage: 2d6 + 19 ⇒ (4, 2) + 19 = 25

Not sure if we are allowed to full attack, if so..
power attack: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 2d6 + 19 ⇒ (2, 4) + 19 = 25


Knowledge Checks -Sky Key Solution Aid Token

Gwynnis is able to notice some patterns in the orb and begins to fit the pieces together ...

While Auri begins to bust open the blue seal in the ground.

Still to act
Sir Godfrey
Alvin
Logan

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

1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

Nice. I get to make a save.

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

2 charges of Wand of Mage Armor used for Alvin and Riddywipple.

Knowledge (Planes): 1d20 + 16 ⇒ (18) + 16 = 34

"Blue and maroon are warding circles that protect the inner layers."

"The green circle distorts the area, making cracking it harder. The yellow circle seems to empower those who guard this area. The black circle seems to instill fear to those who attempt to read the orb."

Alvin attempts to solve the orb.
Knowledge (Religion) (2 languages): 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25

Will Save: 1d20 + 10 ⇒ (4) + 10 = 14
Fort Save (Shaken): 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21

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 (*)

"I LOVE PUZZLES!"

Riddywipple goes up and also tries to solve.

Linguistics: 1d20 + 7 ⇒ (6) + 7 = 13

Will Save: 1d20 + 8 ⇒ (1) + 8 = 9
Fort Save (Shaken): 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19

No idea how this is interacting with Necklace of Adaptation?

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 tries to work out what the hell this puzzle is all about, attuning himself to the swirling magical energies.

UMD, speaks Terran: 1d20 + 24 + 1 ⇒ (7) + 24 + 1 = 32


Knowledge Checks -Sky Key Solution Aid Token

Very good question. I would say he still begins to suffocate, since it is not being brought by an outside force. More of his mind making him think he is suffocating. Each round he gets a new save fort save to end the suffocation.

Logan, you will need to make a will save as well. As long as the wards stay up, everyone who attempts to decipher the orb has to make it.

Alvin, Logan and Riddywipple all go work on the orb. However, with the wards still up, can not make sense of anything.

Riddywipple's mind is assaulted and starts to choke as if he is being crushed and swallowed by dirt and gravel.

The group notices the ground begin to shake. Out of the wall materializes a guardian of the vault. Fossilized bones make up the body of this animated construct, from its horned shoulders to its tyrannosaur-skulled hands.

Knowledge Arcana

DC +22:
It is a Fossil Golem, Construct

DC 27+ choose category from cheat sheet

initiative:

Logan: 1d20 + 7 ⇒ (10) + 7 = 17
Ragner: 1d20 + 8 ⇒ (15) + 8 = 23 +2 underground
Gwynnis: 1d20 + 9 ⇒ (12) + 9 = 21
Alvin: 1d20 + 7 ⇒ (5) + 7 = 12
Sir Godfrey: 1d20 + 2 ⇒ (10) + 2 = 12
Auri: 1d20 + 1 ⇒ (3) + 1 = 4
GM: 1d20 + 1 ⇒ (7) + 1 = 8

Bold May Act
Ragner
Gwynnis
Logan
Alvin
Sir Godfrey

GM
Auri

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Sorry, missed that

Fort: 1d20 + 14 ⇒ (18) + 14 = 32


Knowledge Checks -Sky Key Solution Aid Token

the first save was will, I will just substitute it, either way you make it with an 18. So you are not even shaken.

Additional note on this combat, you can not work on the orb, until after the guardian is dealt with. Those checks must be made in between combats.

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

Arcana: 1d20 + 8 ⇒ (5) + 8 = 13

Ducking to one side Logan unleashes a burst of magical energy all over the creature.

He casts Glitterdust, DC22 will save

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, despite being bravely ready to dive at any threat realizes he can't effectively reach this creature before it will get to act due to his positioning. "So these wards are going to make the very large dinosaur thing scarier? I shall remove them as an issue in preparation for our grand battle!" And thus he will begin to lay into the warding circles with Auri.

Godfrey will full attack, starting on the blue circle and moving onto maroon if it collapses.

1st +3 Adamantine Great Sword(Power Attack, Heroism): 1d20 + 18 - 3 + 2 ⇒ (3) + 18 - 3 + 2 = 20
Damage(Power Attack): 2d6 + 21 ⇒ (1, 1) + 21 = 23

1st +3 Adamantine Great Sword(Power Attack, Heroism): 1d20 + 13 - 3 + 2 ⇒ (13) + 13 - 3 + 2 = 25
Damage(Power Attack): 2d6 + 21 ⇒ (5, 6) + 21 = 32


Knowledge Checks -Sky Key Solution Aid Token

Sir Godfrey adamantine greatsword finishes off the blue ward and completely demolishes the maroon in one swing.

okay, Now we are in combat. Godfrey can act again, since the first actions were supposed to be before combat started.

Bold May Act
Ragner
Gwynnis

Logan-already acted
Alvin
Sir Godfrey

GM
Auri

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

Does it save against the glitterdust?

Was the action before combat working on the orb? If not Logan would have cast mirror image on himself for 1d4 + 3 ⇒ (1) + 3 = 4 images. if not he won't.

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 can't manage to get into a good position against the T-rex handed monster for attacking, and isn't foolish enough to just give it the chance to attack him fully without at least returning the favor. So he pulls out his wand of shield to give his luck a try and shifts his body to better guard the softer members of the party.

5ft adjust, then move to draw his wand and a standard to try and activate it. Thanks for the extra action! I was running a gameday and GMing yesterday, so I didn't get around to checking this to reply until now.

UMD Shield (heroism): 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25

And with a modest splash of magical light the paladin appears more girded against the blows to come.


Knowledge Checks -Sky Key Solution Aid Token

Before combat started, you could either work on the orb or attempt to break the warding circles. Working on the orb and attempting to break the ward with a disable device is considered a full round action. Or you could take an round worth of actions attacking the warding circles. Once everyone attempted to either break the circles or solve the orb, the first combat kicks off.

Logan, yes your action before combat was working on the Orb.

will: 1d20 ⇒ 5 and no it does not save vs the glitter dust

Bold May Act
Ragner
Gwynnis

Logan-already acted
Alvin
Sir Godfrey-already acted
GM
Auri

Grand Lodge

Gwynnis uses the wand on her quarterstaff, then sheathes it while moving into position.

Crunch:
Standard Activate wand of shillelagh
Move Movement
Free Sheathe wand

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

"Bones should stay buried."

Ragnar will take a 5ft step, activate his boots of speed, and shoot the big skeleton thing a lot.

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

Manyshot: 1d20 + 16 - 2 + 1 + 2 ⇒ (6) + 16 - 2 + 1 + 2 = 23 for dmg cold iron, piercing, magic: 2d8 + 18 ⇒ (6, 4) + 18 = 28 plus Holy?: 2d6 ⇒ (5, 5) = 10
Haste: 1d20 + 16 - 2 + 1 + 2 ⇒ (8) + 16 - 2 + 1 + 2 = 25 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (1) + 9 = 10 plus Holy?: 2d6 ⇒ (1, 1) = 2
Shot #1: 1d20 + 16 - 2 + 1 + 2 ⇒ (8) + 16 - 2 + 1 + 2 = 25 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (7) + 9 = 16 plus Holy?: 2d6 ⇒ (4, 3) = 7
Shot #2: 1d20 + 11 - 2 + 1 + 2 ⇒ (17) + 11 - 2 + 1 + 2 = 29 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (5) + 9 = 14 plus Holy?: 2d6 ⇒ (4, 5) = 9

In light of Alvin's revelation I removed the +2 favored Enemy Undead. If it is somehow both a construct and an undead add +2 back. +4 on manyshot.

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

Knowledge (Arcana) (Shaken): 1d20 + 16 - 2 ⇒ (11) + 16 - 2 = 25
"It's a Fossil Golem Construct!"

Move Action
Alvin, thinking of what the implications of "Construct" usually means, decides to help the others fight it off. He takes out his Wand of Haste (CL 7) from Riddywipple's backpack...

Standard Action
...and uses it on the back end of the party.

HASTE for everyone except Alvin, Riddywipple, and Gwyinnis.

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 - 2 ⇒ (11) + 4 - 2 = 13

"Ughhhhhh......"


Knowledge Checks -Sky Key Solution Aid Token

DR 10/Adamantine AND Blunt, No SR, but is immune to magic.
Anything that Requires a SR check will not affect it.

Ragner Hammers the construct with arrows. While Alvin hastens the party and Gwynnis circles around.

Riddywipple starts to hold is breath. According to suffocation, he can hold is breath for 2 rounds per point of constitution, which will be 26 rounds. Pretty good for a little guy

The fossil golem heads in the direction of where it saw the group,however it bumps into the side of the cave and falls over.
It spends the remainder of its turn standing back up. It is unable to get over its blinded condition.
acrobatics: 1d20 ⇒ 7
will: 1d20 ⇒ 12

@ragner, it is not undead, it is a construct, it just happens to be made out of bones. Just FYI for future rolls

Bold May Act
Round 1
Auri

Round 2
Ragner
Gwynnis
Logan
Alvin
Sir Godfrey

GM

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

Seeing the thing topple over, Godfrey is confident enough in its inability to hit him to charge at the creature, sword held high to strike at it. "If it is an automaton, then it is not evil, but it still must be stopped! I shall face the creature Logan has left bumbling about!" He doesn't have a particularly blunt weapon and will instead rely on pure force to beat it into submission.

Charging and smacking it for my round. AC is 34 vs movement AOOs if it still gets one, and 30 for normal attacks for the next round.

1st +3 Adamantine Great Sword(Power Attack, Heroism, Charge): 1d20 + 18 - 3 + 2 + 2 ⇒ (16) + 18 - 3 + 2 + 2 = 35
Damage(Power Attack): 2d6 + 21 ⇒ (5, 6) + 21 = 32

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

"So it's a golem that is pretending to be undead? Why would someone build that?"

Ragnar will activate his boots again and shoot it a few more times.

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

Manyshot: 1d20 + 16 - 2 + 1 + 2 ⇒ (19) + 16 - 2 + 1 + 2 = 36 for dmg cold iron, piercing, magic: 2d8 + 18 ⇒ (7, 8) + 18 = 33 plus Holy?: 2d6 ⇒ (6, 3) = 9
Haste: 1d20 + 16 - 2 + 1 + 2 ⇒ (18) + 16 - 2 + 1 + 2 = 35 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (5) + 9 = 14 plus Holy?: 2d6 ⇒ (1, 4) = 5
Shot #1: 1d20 + 16 - 2 + 1 + 2 ⇒ (2) + 16 - 2 + 1 + 2 = 19 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (4) + 9 = 13 plus Holy?: 2d6 ⇒ (1, 1) = 2
Shot #2: 1d20 + 11 - 2 + 1 + 2 ⇒ (9) + 11 - 2 + 1 + 2 = 21 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (4) + 9 = 13 plus Holy?: 2d6 ⇒ (3, 2) = 5

Grand Lodge

Gwynnis moves into flanking with Sir Godfrey, then tries to put the golem in an arm lock.

Crunch:
Move Movement (Will use Acrobatics if the creature takes an AoO on Sir Godfrey)
Standard Grapple

Grapple: 1d20 + 17 ⇒ (14) + 17 = 31

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 going to chill out for now. Not much left that he can do versus a golem.

REMEMBER: Alvin cast Haste on everyone but Gywinnis, Riddy, and himself last round.

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

"Get me outta here!"

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 grows rapidly in size, all the better to combat the large undead.

Uses her metamagic rod to cast a stilled enlarge person


Knowledge Checks -Sky Key Solution Aid Token

Ragner peppers the golem, however, only two do any real damage.

Gwynnis attempts to grapple the golem, but is unable to grab a hold.

Sir Godfrey charges ahead and slams the sword into the golem.

Bold May Act
Round 2
Ragner-acted
Gwynnis-acted
Logan
Alvin-Delay
Sir Godfrey-acted
GM
Auri

Alvin you can come in wherever, just let me know who you are going before


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

★ - OVERSEER ANNOUNCEMENT - ★

Sorrina Westyr’s image appears, her hair windblown and a look of wonder on her face. “The Society's discoveries have weakened the prison of the powerful being sealed within Aucturn's Tear,” she pauses, studying a flotilla of crystal balls that hover around her. “Our divinations indicate that it’s now offering a fraction of its power to our forces!”

Behind Sorrina, a small army of Pathfinder mages are studying the floating globes. Then one of them whispers in Drandle Dreng’s ear. Abruptly, Drandle hurries to the forefront, his shaggy head appearing in the center of the Divination window. "ACG Warriors, make a run for it!" Hands gesticulating wildly, he shouts, “NOW!”

Table GMs, the Thunderous Aid condition is now in effect. ACG Tables, you may make a run for it.

We have 78/150 clues!

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

Having blinded the golem Logan has precious little else that can affect the creature. He flies forward a little and casts one of his most basic of spells, turning the ground beneath its feet slippery and treacherous.

He casts Grease, DC21 reflex save or prone


Knowledge Checks -Sky Key Solution Aid Token

reflex: 1d20 ⇒ 3

With a loud crash, the golem falls to the ground once more. The golem stands once more and swings at Sir Godfrey but misses the target completely.
1 sir godfrey 2 gwynnis: 1d2 ⇒ 1
concealment, 0-50 miss: 1d100 ⇒ 43
will: 1d20 ⇒ 4 still blinded

Gwynnis and Godfrey get an AOO from it standing
Bold May Act
Round 2
Auri

Round 3
Ragner
Gwynnis
Logan
Alvin-Delay
Sir Godfrey

GM

You may now use the thunderous aid boon, spoiler will be at top of the page. This ability can only be used once per combat. between combats, it can be used once to grant you insight on a skill to solve the puzzle orb.

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 believe it provokes from both Gwynnis and Sir Godfrey standing up? It also gets a new save at the end of its turn, DC22

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

This was not the grand, epic fight against a horrible skeleton beast the paladin was hoping to entertain himself with. His expression alternates between pleased at the efficacy of his allies and disappointment with the reality that his tale of "facing off against the giant dinosaur bone horror with jaws for hands in the pit of a comet surrounded by crashing earth... where it mostly just flailed into walls and fell over a lot" won't have the impact he wishes.

Good thing his sword certainly will as he begins to begrudgingly lay into it, the carelessness with which he brings his blade down at it expression more petulant frustration than his normal righteous zeal.

AoO hit, then full attacking it!

AoO hit +3 Adamantine Great Sword(Power Attack, Haste, Heroism): 1d20 + 18 - 3 + 1 + 2 ⇒ (7) + 18 - 3 + 1 + 2 = 25
Damage(Power Attack): 2d6 + 21 ⇒ (3, 2) + 21 = 26

1st +3 Adamantine Great Sword(Power Attack, Haste, Heroism): 1d20 + 18 - 3 + 1 + 2 ⇒ (11) + 18 - 3 + 1 + 2 = 29
Damage(Power Attack): 2d6 + 21 ⇒ (6, 1) + 21 = 28

2nd +3 Adamantine Great Sword(Power Attack, Haste, Heroism): 1d20 + 13 - 3 + 1 + 2 ⇒ (13) + 13 - 3 + 1 + 2 = 26
Damage(Power Attack): 2d6 + 21 ⇒ (5, 6) + 21 = 32

Haste +3 Adamantine Great Sword(Power Attack, Haste, Heroism): 1d20 + 18 - 3 + 1 + 2 ⇒ (9) + 18 - 3 + 1 + 2 = 27
Damage(Power Attack): 2d6 + 21 ⇒ (6, 5) + 21 = 32

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