Leather Goddesses of Castrovel (Inactive)

Game Master MayDay

Current Map


[-ooc][-b][-bigger]ROUND 1[/bigger][/b][/ooc]
[-ooc][-b]Actions available for[/b][/ooc]
Grey
Scientist Lisa
Vanna
Celes
Professor Quinto
Figit
Victor
Elai

[-spoiler=] [/spoiler]
[-spoiler=] [/spoiler]
[-spoiler=] [/spoiler]

skills:

Acrobatics
Appraise
Bluff
Climb
Craft
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Knowledge (arcana)
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (local)
Knowledge (nature)
Knowledge (nobility)
Knowledge (planes)
Knowledge (religion)
Linguistics
Perception
Perform
Profession
Ride
Sense Motive
Sleight of Hand
Spellcraft
Stealth
Survival
Swim
Use Magic Device

DM only:

[spoiler=Rounds 1 and 2 summary]
-----------------------------------------
Great Mastiff - Enlarged, casts haste on almost everyone.

Elai - I forgot the will saves for compelling voice so...
[dice=A]1d20+6[/dice] convinced!
[dice=B]1d20+6[/dice]
[dice=C]1d20+6[/dice]
You still have round 2 actions available I think.

Celes - inflicts terrible wounds on A

Professor - studying combat

Vanna - flame grasped A in round 1 and shot a ray at Arael in round 2. But you miss (-2 range penalty).

Victor - in hawaii.
-------------------------------------------------

Vixen A: under Elais suggestion she turns and attempts to flee out of the room...Take AoA if you deserve it! I think one more hit will kill the poor vixen.
Vixen B: attacks Elai
[dice=unarmed]1d20+10[/dice] for [dice]1d3[/dice]
[dice=unarmed]1d20+5[/dice] for [dice]1d3[/dice] HIT
Vixen C: fires ray gun at Professor then back at Figit
[dice=touch, Professor]1d20+10[/dice] for [dice]2d8[/dice] HIT
[dice=touch, Figit]1d20+5[/dice] for [dice]2d8[/dice] HIT
Damn I'm good she says and blows the tip of the ray gun like a gunfighter.

The spherical machine continues to hum ominously.

Arael fires her weapon one lst time, aiming at Celes...
[dice=-2 for range]1d20+15-2[/dice] HIT
[dice]2d8[/dice]
then she steps into the glass tube. A few moments later she disappears as she is shot from the tube down into the belly of the asteroid. B&tch is gettin' away!

ROUND 3
Actions available for EVERYONE. I think Elai has 2 actions available.

***space things***
atmosphere plant
toppled lazer beacon spire
Fission chips
Temple of the Four Moons
Wire cutters
Photon grenade
Elmonite Rock
Limpet mine
Laser sword
Infra-red scanner
Phaser pistol
Handheld equipment scanning device
A piece of rope
A glass bottle. The bottle contains: a quantity of water
A medical robot
A space-marine stim pack syringe
A space marine suit
A Zeridium power strip
A "loader" like the one segornie weaver drove on Aliens
A painting hanging on the wall
A visiphone communicator
A ziridium blast
A gorilla in a cage
An 1964 chevy impala
A computer screen casting a greenish glowing light
acrid smell
chlorine smell
dank mouldy smell
earthy smell
manure smell
metalic smell
ozone smell
putrid smell
salty wet smell
smoky smell
urine smell
A strange biological crystaline object
a toy from an increadibly advanced society
A flying saucer

***Planets***
Aballon, inhabited by Machina
Castrovel, steamy jungles, home of the Leather Goddesses
Golarion,
Akiton, Mars like
Verces, ocean, tidal locked.
Eox, The home of the bone sages. Orbited by the moon-city Sentinal, and The Thousand Moons, ring of moonlets.
Triaxus, irratic orbit
Liavara, gas giant
Bretheda, gas giant
Apostae, crater pocked, seemingly devoid of life
Aucturn, poison atmosphere. Not connected to other worlds by portals. Skinnless hunters.

***leather goddess names***
Arael Stardust
Bellatrix
Electra
Argonia
Beryllia
Cadmia
Calcia
Cesia
Chloria
Chromia
Dysprosia
Flouria
Gadolinia
Helia
Iodia
Iridia
Kryponia
Lithia
Magnesia
Molybdia
Osminia
Oxygia
Phosphoria
Potassia
Promethia
Radonia
Rhea
Rubidia
Samaria
Selenia
Strontia
Sulfuria
Tantalia
Terlluria
Thoria
Titania
Tungstia
Urania
Vanadia
Xenonia
Zirconia

***Campaign Notes***
-The PCs defeat Araell Stardust and destroy the Gaia supercomputer. Along with the heart of Volent.
-The PCs infiltrate the space platform where Areall Stardust is making the final preparations for the attack on Golarion
-The PCs witness the destruction of Triaxus by the Gaia supercomputer laser
-PCs must travel to Dykon, Brtheda's moon, inhabited by silicon based "plant" life to find the Heart of Volent: the powersource Stardust seeks that can power Gaia.
-The PCs discover the location of the Gaia supercomputer: a massive space platform that has been hiding in the Ring of Moonlets for a thousand years.
-The PCs overhear Araell complaining about the Triaxian freedom fighters led by that filthy whore Bellatrix. The best lead the Lashunta's have is that Bellatrix' home base is on the moon of Dykon.
-The PCs learn that Araell Stardust has re-activated an ancient weapon called the Gaia supercomputer, a relic of on ancient war between Aballon and Apostae.
-The PCs steal Stardust's ship and escape. On board they find the plans for the Gaia super-orbital platform. But to power the ancient machine, Stardust must recover an ancient power source rumored to be buried deep inside the moon of Dykon: the heart of Volent. It is said that the heart has the power to remake entire universes.
-The PCs make it to a bar in the star-port city of Askelon. But while they are partying, Lashunta's show up, led by one named Araell Stardust.
-The PCs excape the prison complex into the steamy jungles of Castrovel
-The PCs are kidnapped by Lashuntas for the final phases of their "experiments"

***Encounters***
-the What's That? Bird
-Seven glass faced elevators, each in the shape of a person
-The hovering droid
-little shop of horrors plant
-A panel consisting of liquid crystal display and two buttons marked 1 and 0.
-A customs checkpoint
-A debris field from a space battle that happend eons ago.
-PCs find their own space ship from the futue. Something must have gone terribly wrong!
-A tiny rock hits the ship at a relative velocity of f*ck-you kilometers per second. The shields should have stopped this thing. What could it be?
-An exact copy of earth circa 1934.
-a disheveled girl smashes into you. “Wilkenson’s dog is loose
again!” she exclaims as she attempts to hide behind you. You turn back in the direction she came to see a metal construct resembling a dog charging toward you.
-The PCs are walking along a busy street. A residential door opens briefly and a high pitched scream emits from inside before the door suddenly closes again. None of the other people on the street seem to react.
-Valet parking. A lashunta tosses you the key to her Manta Sky-Car and says "make sure she doesn't get a scratch on her!"
-A zephalont has escaped from the local zoo. Can you recover it unharmed? Maybe. But what is a zephalont?
-The robot from "the day the earth stood still"

***some stat blocks***
CR7
AC 21, touch 12
hp 76
saves +8
Melee +12 +10 +8
Special Attacks breath weapon (60-ft. line, DC 17, 6d4 fire), sleep breath
Base Atk +8; CMB +12; CMD 24
Skills +13

CR11
AC 28, touch 12
hp 161
saves +13
Melee +20 +20 +18 +16
Special Attacks breath weapon (80-ft. line, DC 22, 12d4 fire),
Base Atk +14; CMB +22; CMD 33
Skills +13
[/spoiler]

beastmaster
paladin
swampwalker
creation rules
Vivisectionist Cleric
Dark Naga
Succubus
lich
Monitor Lizard

leveling checklist:

Leveling Checklist

This is a list of steps to take when your character levels up to make sure he or she is properly updated when the party level increases.

Hit Points: Check your class entry to see how many hit points you gain when you go up a level. Remember to add your Constitution modifier, and any other bonuses you might have, such as from the Toughness feat.
Example: A fighter with a Constitution of 16 (that’s a +3 modifier) would roll 1d10 plus 3 to see how much his maximum HP increases when he levels up.

Base Attack Bonus: Check your class entry to see if your base attack bonus increases when you level up. Some classes, such as barbarian, fighter, paladin, and ranger, have a base attack bonus that increases at every level. Others advance slower.
Example: A rogue who goes from level 4 to level 5 wouldn’t increase his base attack bonus according to his class entry, but his barbarian pal would increase his by 1.

Saving Throws: Make sure you update your saving throws to match your class entry, and don’t forget any bonuses from feats (Great Fortitude / Iron Will / Lightning Reflexes) or from special class features (like the paladin’s Divine Grace).
Example: At level 6, all three of a monk’s saving throws (Fortitude, Reflex, and Will) increase from +4 to +5. A sorcerer who reaches level 6 would only increase his Will save to +5, while his other two saves are only at +2.

Class Features: Check your class entry to see what cool new class features you get at a particular level. These are very important, so make sure you read and understand what your new class features do, as they give you more options and make you better at what you already do!
Example: At level 4, a druid gains the ability to use Wild Shape, and a barbarian gains a new Rage Power.

Skill Ranks: Your class entry tells you how many skill points you gain at each level up. Remember to add your Intelligence modifier and whatever other bonus skill points you gain, such as the bonus skill for being human or from his favoured class bonus. Remember that your number of ranks in a given skill cannot exceed your character level, and that you gain a +3 bonus on class skills you put ranks in.
Example: A rogue with an Intelligence of 16 (that’s a +3 modifier) gains 11 (8 +3) skill points at each level. If he was human, he’d gain a bonus skill point.

Feats: Some classes gain bonus feats from class-specific lists as they level up, and all characters gain bonus feats at levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19. Make sure you meet a feat’s prerequisite before you add it to your sheet!
Example: A fighter gains a bonus feat at almost every level, but the ones listed in his class entry have to be designated as Combat Feats. Similarly, a ranger gains bonus feats based on a chosen combat style, and has a much smaller list to choose from.

Favoured Class Bonus: Your favoured class was chosen by you when you first made your character, and this selection doesn’t change. If you gained a level in your favoured class, you get to choose between +1 bonus HP or +1 skill rank. You can change this decision each time you gain a level in your favoured class. Half-elves are able to select two favoured classes (but prestige classes can never be favoured classes).

Spells: Your class entry will tell you how many spells per day your character has, and if you’re a bard or sorcerer, how many spells you know. Remember to keep track of bonus spells due to having a high casting ability score, as well as domain and bloodline spells.
Example: A wizard with an Intelligence of 18 (+4 bonus) who reaches level 5 gains access to 3rd-level spells. His class entry says he can now memorize and cast a single 3rd-level spell, but due to his high Intelligence score, he can prepare a bonus spell of his choosing.

Ability Score Increases: At levels 4, 8, 12, 16, and 20, characters choose two ability scores to permanently increase by 1 each. You cannot raise a single score by two points; you must choose two scores.
Example: At level 4, a rogue decides to increase his Intelligence and his Constitution by 1 point each. His Intelligence increases from 15 to 16, which changes the modifier from +2 to +3, giving him a number of bonus skill points equal to his level; in his case, 4, which he can spend as he chooses. Meanwhile, his Constitution increased from 13 to 14, which changes the modifier from +1 to +2, giving him bonus HP equal to his level. He increases his max HP by 4.

Treasure and Items: Remember to keep careful track of any treasure or items your character took possession of, and to discuss with the rest of the party about who gets what. If the game is between adventures and the party is in a town, city, or other place with a vendor, speak with the GM about buying and selling.

Hero Points: You gain 1 hero point per level, to a maximum of 3. Any unspent hero points are wasted.

Derived Statistics: Make sure to go over your sheet and check that your attack and damage totals for your various weapons, the saving throw DCs for your various spells and special abilities, and your AC are all up-to-date.