[PFS] 8-00 The Cosmic Captive by GMUpaynao - Subtier 7-8 (Inactive)

Game Master Upaynao

Asteroid Map
A Rough Landing
Broken Tower

The Lost Temple
Environmental Conditions Key
In the midst of Cultists
Island hoping
The Heart of the Matter


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The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Alright, I need everyone to supply me with the following:

Player Name (The name I will be putting on the chronicle sheet):
Character Name:
PFS #:
Day Job:
Perception modifier:
Initiative modifier:

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Player Name: Ben Jolly
Character Name: Jal Vaduva
PFS #: 121383-1
Day Job: Profession: Gambler: 1d20 + 9 ⇒ (8) + 9 = 17
Perception modifier: +18
Initiative modifier: +7

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

If I die I'll be too dead to be disappointed.

Rick Perlini
August Autumnwind
PFS # 79644-4
Faction : Grand Lodge
Profession (Soldier) Day Job: 1d20 + 4 ⇒ (13) + 4 = 17
Perception +1
Initiative +5


Looking at the party makeup so far, I think my witch will be more appropriate here. I'll get her info up soon.

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Player Name: Gerald
Character Name: Tessara Omelion PFS
PFS #: 12445-6
Faction: Grand Lodge
Day Job: Craft Alchemy +16
Perception modifier: +14
Initiative modifier: +3

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

Player Name: PatheticWretch
Character Name: Ethendril h'Caramore
PFS#: 132076-11
Faction: Silver Crusade
day job (diplomacy from caravan): 1d20 + 15 ⇒ (9) + 15 = 24
Perception: +12
Inititative: +2

Thanks for running this!

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

Player Name: Justin Warren
Character Name: Rowanna Nachtalus
PFS #: 60133-4
Day Job: Crafts (alchemy): 1d20 + 17 ⇒ (8) + 17 = 25
Perception modifier: +8
Initiative modifier: +9

I'm not too sure if we need two witches on this, but this is my preferred character as indicated on the sign up list.


Would the group prefer I run a brawler instead of a second witch? I'm fine either way...

The Exchange

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N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

We have 2 or 3 melee guys. The oradin likely has some spellcasting, but he looks more melee. I'd say two witches brings more spellpower. My understanding is that different witch builds bring s lot of versatility. Are the two witch options too similar?

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Player Name : Zoomba
Character Name: Barnaby Rockford
PFS #: 127063-11
Day Job: Hah, like Investigators have ranks to spare on a job (no Day Job)
Perception modifier: +11
Initiative modifier: +1

He's level 8, but still need to update the online profile.

Also general heads up on strange things: Barnaby has the Trap Finder talent (auto-Perception check if w/in 10 ft of a trap), use Linguistics to try and sway opinions rather than diplomacy/bluff/intimidate (Orator feat), and is strongly considering borrowing Fossilbane for this mission, because why not :)

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

The witches seem dissimilar enough to work, IMHO.

I forgot to actually roll my day job earlier.

Craft Alchemy 1d20 + 16 ⇒ (15) + 16 = 31

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

We seem to have everyone. Again, my apologies, you have selected the worst GM available.

On a more serious note, and without spoiling too much, this scenario offers some very expansive choices for you as players. In an effort to narrow down the scope of my prep, I would appreciate if you took some time and came to an agreement on what you would prefer.

-One path you can take as a group will lead you into combat after combat.
-Another will lead you into a mix of skill checks and possible combat.
-The last option is for those of you who have characters with tech affinity, and don't mind your fantasy to have a hint of "He-Man and the Masters of the Universe"

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

I'd choose the second path, but I'm with the group!

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

I don't have a preference between 1 and 2, though I'd prefer either of those over 3.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

August would prefer option #1, though that won't get in the way of option #2 so either of those is fine!

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

Second path for me!

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Option 2 sounds he most up Barnaby's alley, but either of the others would be fine too (with a slight lean towards #3 as second-choice)

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

Preferences in order: 2, 3, 1. If we did happen to do the third path, I would switch to my tech character.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Sounds like Option 2 then. Works for me.

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Alright, posting rate update.

This weekend is Memorial Day weekend in the States, so my posting may be spotty to non-existent (family in town). Next week will be mostly normal, but then me and my little family are heading to Colorado for a long weekend next Friday (so I'll be out from between 6/2 until 6/6). I may have some ability post that weekend, but again—no guarantees.

I only mention it because i'm not sure exactly when this game is going live. :)

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

I'll be on vacation the next few days, followed almost immediately by a move. I think I can update nightly but if not please do what you can with August. He generally obeys the leader's orders and tries to slice things until they no longer move so he's basic enough to play.

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

FYI, I'll be traveling in Europe for the next two weeks. I'll try to keep up on posting, but will likely be sporadic. Please bot me as needed.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Game begins on June 9th, last I heard. I'll be seeing (or reading) from you all then!

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Sweet! I'll be back in full swing by then. :)

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Alright folks if you want to get started and just start getting your RP juices flowing, go ahead. You are heading towards the Cairnlands, specifically the Spire of Nex. Something Big is taking place there and you are going to be needed.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

I am in process of moving to Houston so if things get started and you need to bot me for something go right ahead. August generally just enters melee.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Alright! Per instructions of GM Hmm, I need everyone to post some botting instruction for me (or fellow players) to use should the website decide it doesn't like you in particular at this moment, and the moment extends on and on and on...

I also need you to message me an email where I can reach you should the website go down for an extended period of time. Just make sure you are still alive, and all that.

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Alright. I'm back from vacay. Email sent to you Upaynao.

Botting instructions:

Social situations: Jal will support his teammates, primarily by making the object of their attention his Studied Target and Sense Motiv’ing them. He’s also got a few ranks Bluff and Intimidate, each of which benefit from his Studied Target bonus, so those can be used, as well, when appropriate.

Adventuring, non-combat: Jal is built as a scout and trap-breaker. He’ll insist on taking point to scout ahead, using Stealth and perception wherever necessary to get the advantage for his team. He’s only got Low-Light Vision, but he has pretty dang good skills to fill this role.

Combat: Jal is opportunistic. He’s built a mobile skirmisher, making the best use of Spring Attack to get into flanking with the team’s strongest melee folks. He’s also fairly deadly in this situation, where he can often score sneak-attack-crits with his keen katana.

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

In the rare case I'll need Rowanna botted, just use Hexes or spells as appropriate. Slumber, Fortune, and Misfortune are good choices for Hexes, cackling when available for the latter two. Also, she has Accursed Hex, so if a once a day Hex fails the first time, she can try to use it again in the next round (but only then).

Spells differ on a case-by-case basis, but if something would really help, please don't hesitate to use it.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

As I mentioned above, I'm in the process of moving. August will follow the instructions of the "leader" and is mainly good at fighting stuff, so that is the default. He is always willing to do physical labor or be the one to lead the party forward in danger.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

For botting purposes, Barnaby would typically be near the front of the group with Jal for exploring, as he both has a sixth sense about hazards (Trap Spotter) and tends to be capable of first contact with potentially friendly beings (rolling 1d20+24+1d6 for face skills most of the time and speaks a lot of languages).

In combat, He tends to study one enemy at the time and strike out at them as best he can, withholding from Power Attacking at first until he sees most of the party's strikes are hitting. If an enemy is at range he might fire a quartet of Magic Missiles at them, and for tough foes he'll attempt to cast oneiric horror (assuming they have a mind)

One question GM: Due to his accomplishments in the Dark Archive, Barnaby can requisition 800 gp worth of a few magic items at the start of this adventure. Should I make my choices now, or will you allow him to make the requests after the first part of the briefing (I've seen it run both ways)?

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

I would say that Barnaby could make requests after the initial briefing. After all, Paracountess Zarta Dralneen will always have what is necessary for her favored minions. :D


A little sharky told me you need a player. I have the following in tier 7-8:

Rogue 8
Barbarian 8
Inquisitor 8
Monk 7

Whaddaya need?

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

I think that they might benefit more from the Inquisitor? Idk, if you want to take a look at the other's character sheets to inform your decision, be my guest.

Liberty's Edge

Male Human Inquisitor of Ragathiel 8 - HP: 61/75 - Init: +7 - Fort/Ref/Will: +13/+7/+13 - Perception: +18 - AC: 24, T: 14, FF: 21 - CMD: 25 - Judgment: 1/3 - Destructive Smite: 2/6 - Rage 4/8 - Bane: 1/8 - Discern Lies: 8/8 - Spells: 1st: 0/5, 2nd: 3/5, 3rd: 3/3 - Active Buffs: Heroism, Shield of Faith +3

Inquisitor it is then!

Player Name: Andreas F
Character Name: Lyan Firesoul
PFS #: 35574-15
Day Job: Regain 1 spent PP via the Borderlands Keep boon
Perception modifier: +16
Initiative modifier: +7

Will I be joining after the initial foray (I've GM'ed this one BTW)?

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

You aren't the only one here, I'm sure it'll be OK.

Liberty's Edge

Male Human Inquisitor of Ragathiel 8 - HP: 61/75 - Init: +7 - Fort/Ref/Will: +13/+7/+13 - Perception: +18 - AC: 24, T: 14, FF: 21 - CMD: 25 - Judgment: 1/3 - Destructive Smite: 2/6 - Rage 4/8 - Bane: 1/8 - Discern Lies: 8/8 - Spells: 1st: 0/5, 2nd: 3/5, 3rd: 3/3 - Active Buffs: Heroism, Shield of Faith +3

Do I have the option to pay the 1 PP for the CL 11th Planetary Adaptation, despite my late arrival?

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Yes you do. Also, go ahead and make any reasonable purchases you might have wanted to make.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

And hello Lyan!

Liberty's Edge

Male Human Inquisitor of Ragathiel 8 - HP: 61/75 - Init: +7 - Fort/Ref/Will: +13/+7/+13 - Perception: +18 - AC: 24, T: 14, FF: 21 - CMD: 25 - Judgment: 1/3 - Destructive Smite: 2/6 - Rage 4/8 - Bane: 1/8 - Discern Lies: 8/8 - Spells: 1st: 0/5, 2nd: 3/5, 3rd: 3/3 - Active Buffs: Heroism, Shield of Faith +3

That I'll do then. I'll snag a potion of Endure Elements as well (having drunk it before entering the portal).

And hello to you too, Barnaby!

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

Okay, back from my trip and will be posting regularly now.

As for botting, I'd like to form a life-link with the main melee and healers in the group (4 life-links), then focus on keeping everyone alive while bashing things with my greatsword!


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

★ - OVERSEER ANNOUNCEMENT - ★

Hey all, GM Hmm here. There’s been a crazy site outage going on for most Paizo users. For some reason I can get in while connected to mobile, so I’m just letting you know what is going on. Your GMs are trying to get back in and will post as soon as they are able.

Thanks for your patience!

Hmm

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Just as a reminder: botting notes are crucial, as this special is a big one. Also, I do need everyone's email. So if you have not sent that over to me via pm, please do so. This isn't for chronicle sheets afterwards, it's in case the website goes down again.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Realize in case you're unaware, Fossilblight's stats:

Fossilblight:
This +3 keen adamantine heavy pick emits dim light from its diamond head.

Once per day, as a swift action, the wielder can cause Fossilblight to ignore the hardness or DR of a single object or creature (including DR/mythic) within 60 feet for the next 10 minutes.

This weapon is capable of making critical hits against elementals, despite that creature type’s normal immunity to such attacks. Whenever the bearer makes a successful critical hit, as an immediate action she can voluntarily cease wielding Fossilblight and have the weapon pin the target against any adjacent solid object. The weapon’s CMD for the purpose of escaping this effect is equal to half the damage dealt during the critical hit. A creature pinned in this way takes 2d6+6 points of damage at the end of its turn for the rst 3 rounds in which it remains pinned.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Just so you know, Wednesdays and Thurdays are bad days for me as I am involved in Local PFS. I will try my best to keep things going on those days but my posts may be late in the day or early in the AM.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

A warning to the team: the dice gods have smiled upon Barnaby so far. Thus, it is inevitable that they will betray him and us when need it most.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

I actually considered picking Xenoglossy as a feat, but then figured "I know plenty of languages anyway thought, right?"

That's what you get for taking the vanity stuff like Jistkan first. :p

Also, thank you very much for stepping in to help GM Cwethan!


12/15/18 - 10/11/13 Social Media Booster (CPR),

Happy to do it!

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

I see that I can put off taking Iron Will no longer. :/

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

I am back! Thanks Cwethan for the assist. On the downside, things still got f***ed up in the lab, so one week of work is still down the drain.

But enough about that.

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