PFS1 #8-00: The Cosmic Captive, Tier 7-8 (GM Mike...R) [PbP Gameday XIII] (Inactive)

Game Master Mike...R

Maps and Handouts
Signup Sheet
Game dates: 8th of September - 23rd of October


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I've now added the link to the signup sheet for the game. If you could add the reporting details for your character to it before the start of the game that would be fantastic.


I've now also added the link to the slides for the game. Slide 3 includes sections for additional character information and character tokens, so it would be great if you could get those filled in before the start of the game as well.

The game is due to start on the 8th of September, but feel free to post character introductions before then. By way of a bit of context, the party will be meeting up at the Spire of Nex which is about 10 miles north of Absalom. Sorrina Westyr the Pathfinder Society's Master of Spells put out a call for every available agent to urgently rendezvous there and the scenario will begin as the party are arriving at the site.

As multi table specials have quite a bit of content to get through I'll be aiming to keep things moving along at a decent pace. So, once the game starts, if you can aim to post at least one a day that would be fantastic. Obviously real life takes priority, so if something comes up which could impact on you posting schedule just let me know and we can sort something out.


With the game due to start in a couple of days time on the 8th, remember to get your character information and token added to page 3 of the slides and to the signup sheet.

Also feel free to do any character introductions before the game starts in the gameplay thread (see my previous post above for some information on where you will be meeting up).

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 39/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 0/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 2/4, Mutagen 1/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, Bless Ferv, Good Hope, IC2

I forgot to specify whether I wanted the fire or cold resistance for planetary adaptation. Jilla loves randomness, so she'll flip a copper:

1fire/2cold: 1d2 ⇒ 1

Fire it is!


We're just waiting for everyone to check in before Sorina Westyr gives the briefing. In the mean time feel free to discuss among yourselves or sort out any last minute purchases.

Silver Crusade

CG male Wayang Dark Puppeteer 8
Spoiler:
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief

I have to make some updates - I just realized I am actually 8th-level now!


Xasay Xyu wrote:
I have to make some updates - I just realized I am actually 8th-level now!

Congratulations!


GM Mike...R wrote:
Aoi Rosenthal wrote:

Question for the GM: is it 1 Prestige Point per person? or 1 prestige point for the whole group? And do we pick the energy type that the spell gives resistance to?

It would be per person. I suspect technically the spellcasters are grouping people up and using mass planetary adaptation, as the non mass version has a range of personal. But mechanically it's 1PP per recipient.

The available energy types that you can choose between for this casting would be fire and cold.

It looks like I may need to make a slight correction to this. Hidden away in the Appendix of the scenario it notes that in this case the spell is slightly modified and that it does not provide any energy resistance but does provide protection from a bunch of hostile environmental conditions. Let me know if that changes your decision to take the spell or not.

The Exchange

Female Samsaran Evoker Witch 8
GM Mike...R wrote:
GM Mike...R wrote:
Aoi Rosenthal wrote:

Question for the GM: is it 1 Prestige Point per person? or 1 prestige point for the whole group? And do we pick the energy type that the spell gives resistance to?

It would be per person. I suspect technically the spellcasters are grouping people up and using mass planetary adaptation, as the non mass version has a range of personal. But mechanically it's 1PP per recipient.

The available energy types that you can choose between for this casting would be fire and cold.

It looks like I may need to make a slight correction to this. Hidden away in the Appendix of the scenario it notes that in this case the spell is slightly modified and that it does not provide any energy resistance but does provide protection from a bunch of hostile environmental conditions. Let me know if that changes your decision to take the spell or not.

If that's the case I will advocate the team to group money for the actual spellcasting service of Mass Planetary Adaptation, which will actually includes the energy resistance, if that's ok. As I mentioned before, it's 6x11x10=660gp for the spellcasting service averaging out to be 110gp each.

Resist Energy is something that's not on the witch spell list, and the Communal version available to cleric does not last long enough for typical exploration mission. I think 110gp is not too much to ask for 11 hours of energy resistance 20, considering 150gp can only get you 30 minutes of resist energy 10 via a scroll.

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 39/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 0/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 2/4, Mutagen 1/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, Bless Ferv, Good Hope, IC2

Sure, I'm happy with spending 110 gp instead of the 1 PP if that's okay with the GM.

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(32) T 13(16) FF 21(30), -2 shield ac when two-handed | CMB +9(13), CMD 22(27) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 20/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Circle againtst Evil BoF Good Hope Bull's strength SoF DF |Fervor: 0/5 | Sacred Weapon:2/6 | Ki pool:1/4

That's same to me. I prefer spending gp than pp in this case.

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 45/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 7/20; Lore Master: 1/1; Spells: 3rd 0/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Good Hope, Blessing of Fervor

Sorry to be late to the party. I was watching for an announcement in the Flaxseed Thread. Must have missed something. I'll get a post up soon.


Shasta Lux wrote:
Sorry to be late to the party. I was watching for an announcement in the Flaxseed Thread. Must have missed something. I'll get a post up soon.

No worries. Based on the current plan it sounds like we've got until Thursday until the mission proper kicks off.


Just to clarify on the Mass Planetary Adaptation. Paying for it as a spellcasting service would absolutely be an option, however, when I said that the casting of Planetary Adaptation available via PP was 'slightly modified', this modification is due to the nature of the world it is being cast for rather than the spell itself being a custom version of the spell. As such paying for Mass Planetary Adaptation as a spellcasting service with gold would essentially yield the same result as paying for it with PP.

I guess if you really wanted the energy resistance you could have it cast based on another world that has a prevalence of the chosen energy type (as I can't see anything in the spell the says you have to be on the world to gain the energy resistance). But in that case you would not gain immunity to the harmful environmental effects of the world you are likely going to and would instead gain that immunity related to the world it was cast for. Potentially (depending on where you are going) the immunity can be the more potent element of the spell relative to the energy resistance (especially as the harmful environmental effects can include environmental energy damage).

Silver Crusade

CG male Wayang Dark Puppeteer 8
Spoiler:
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief

I'm inclined not to bother with it, if I can; is that a bad idea?

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 39/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 0/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 2/4, Mutagen 1/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, Bless Ferv, Good Hope, IC2

Ah, okay. Maybe it'd be simpler to spend the 1 PP and get the custom effects that the scenario contemplates.

The Exchange

Female Samsaran Evoker Witch 8

I really hate the Prestige Point tax that's built-in in the scenario, especially when they water down the spell for you.

Planetary Adaptation wrote:
....except that it works only on worlds of the Material Plane. The cold void of space is considered a single world for the purpose of this spell, allowing you to survive in vacuum.

¯\_(ツ)_/¯

It's like the Chekhov's Gun. If they go through all those trouble to skimp on the spell effect, we know they're going to throw hard vacuum and fire/cold damage at us at some point.

1pp it is then.

I will also spend 3pp for a scroll of 4x Channel the Gift, essentially to "restock" our 2nd or 3rd level Resist Energy spells.

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 45/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 7/20; Lore Master: 1/1; Spells: 3rd 0/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Good Hope, Blessing of Fervor

Shasta's got some cash, so I'm going to go through some of the potential environmental hazards of interplanetary adventures and get a potion or scroll or three, just for insurance.

Silver Crusade

CG male Wayang Dark Puppeteer 8
Spoiler:
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief
Aoi Rosenthal wrote:
It's like the Chekhov's Gun...

...Which in my experience, Pathfinder Society adventures aren't particularly faithful to.

You're right; a "tax" feels wrong, so it's probably more "nice to have".

The Exchange

Female Samsaran Evoker Witch 8
Xasay Xyu wrote:
Aoi Rosenthal wrote:
It's like the Chekhov's Gun...
...Which in my experience, Pathfinder Society adventures aren't particularly faithful to.

Alas, that's unfortunately the case.

Anyway, here's Aoi's tentatively prepared spells:
Cantrip: Dancing Light, Mending, Detect Magic, Message
Lv1: Burning Hands, Burning Hands, Mage Armor, Unbreakable Heart, Shadow Trap, Darting Duplicate
Lv2: Mirror Image, Mirror Image, Web, Sensory Overload, Glitterdust
Lv3: Heroism, Haste, Fireball, Fly
Lv4: Emergency Force Sphere, Mydriatic Spontaneity

Read Magic is not prepared because we already have people have it as spell known, for scrolls we might found. We have 2 divine casters who should be able to cover Guidance and Stablize.
The Witch spell list is not as comphrehensive as a wizard, and I'm trying to only prepare the most impactful spells I have. Web is area deniel and grapple, Sensory Overload removes enemy's action, and Mydriatic Spontaneity gives Nauseated and potentially Blinded condition which also remove enemy's aciton. Burning Hands and Fireball to deal with any potential swarm. With the scrolls that Tippa provided, hopefully 3 Haste is enough for our trip.

I can also learn and prepare Black Tentacles or Confusion instead of Mydriatic Spontaneity for my 4th level spell. I decided against Black Tentacles because it hinder our movement as well and we don't have any range character that can take advantages of enemies being trapped in it. I pick Mydriatic Spontaneity instead of Confusion because Witch has various way to force a enemy to roll twice take worse, which works quite nicely with single target spell, and that Confusion still has 25% chance of not working on a failed save and target can still attack our frontliner(by either roll to act normally or locked aggro when our frontliner attack them) compared to Mydriatic Spontaneity's nasuated condition that prevent attacking. I would like to hear my teammate's opinions on those prepared spells so that Aoi can adjust according to our needs.

As you can see, Witch's spells are all very offensive by design. That means the responsibility of defensive spells will falls upon our prepared divine casters. The biggest concern will probably be elemental resistances.

Silver Crusade

CG male Wayang Dark Puppeteer 8
Spoiler:
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief

Well, since you ask:

- I know shadow trap, so maybe you want to swap that out

- I know remove fear, and I'd be surprised if there were any offensive emotion-magic where we're going other than fear spells (if that), so maybe reconsider unbreakable heart

- I know darting duplicate, too; that fact and your having two mirror images, might be enough reason for you to swap that out (OR maybe a mirror image)

- two mirror images may be overkill anyway, especially when you've also got emergency force sphere

- sensory overload and mydriatic spontaneity are both interesting, but maybe you want to pick one or the other? Glitterdust may also be overkill (all the moreso since I know corpse lights)

- You've generally got a lot of "mess with others' senses" prepared, but considering where we're going, it may be a bad idea to count on facing enemies who even HAVE senses sufficiently as we understand them to be susceptible to such things! Don't change out all of it, but some.

- heroism is good, but you've got two Bards in your party (and I know good hope, which is admittedly different, but still similar)! Maybe another mobility or offensive spell instead?

The Exchange

Female Samsaran Evoker Witch 8

Shadow Trap... Yeah I can probably afford to swap this one out. Maybe Ear-Piercing Scream that target Fort save and daze. Unfortunately that Witch has such a pityful spell list that we lack the utility a wizard can provide, and I'm really struggling to pick 1st level spells.

Darting Duplicate is a swift action spell that essentially bail out enemies' AoO before I move, so it's a personal get-out-of-tight-spot spell. It is nice that you also have that spell, but I'm afriad you knowing it doesn't quite help Aoi in such situation.

Unbreakbale Heart is actually for suppress Confusion. But it's also on the cleric's list so I could afford to swap this one if the cleric/warpriest got it covered. Then again, witch don't even have something universal like Magic Missiles to fill the 1st lvl slot :(

Glitterdust is to be used in conjunction with See Invisibility so everyone in the team can see the target. The blinding effect is only secondary.

You are right about 2 Mirror Image. Maybe I should swap it to Blindness/Deafness to have something that doesn't target Will save. However, Glitterdust is the superior blinding spells due to it targeting Will save so it can affect undead and construct normally. Delay Poison it is.

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(32) T 13(16) FF 21(30), -2 shield ac when two-handed | CMB +9(13), CMD 22(27) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 20/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Circle againtst Evil BoF Good Hope Bull's strength SoF DF |Fervor: 0/5 | Sacred Weapon:2/6 | Ki pool:1/4

Tippa has the following prepared spells:
Orisons: Creat Water, Spark, Stablizing, Detect Poison, Guidance
Lv1: Divine Favor x2, Shield of Faith x3
Lv2: Bull's Strength x2, Defending Bones, Grace

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 45/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 7/20; Lore Master: 1/1; Spells: 3rd 0/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Good Hope, Blessing of Fervor

Shasta can cast Cure Light Wounds but otherwise does not have many buff spells, other than Inspire Courage and Inspire Competence Bardic Performances (both at +2). She will kick off Inspire Courage on her first round.

She has a number of offensive spells and some useful ones such as Invisibility and Glitterdust. She also has some scrolls for things like Speak with Animals, Darkvision, See Invisibility, Daylight, Mad Monkeys, Fly, Disguise Self, Tongues, Locate Portal, Detect Radiation, and Air Bubble.

In melee she has Whip Mastery and her whip is enchanted. She is a skill monkey, trained in all skills and very good at rogue skills.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Cleric Spells prepared (CL 8th; Concentration +15)
. . 4th(4+1): Freedom of Movement; Blessing of Fervor, Neutralize Poison, Holy Smite, empty(1) (DC 22)
. . 3rd(5+1): Fly; Beacon of Luck(Desna), Daylight, Dispel Magic, Invisibility Purge, empty(1) (DC 21)
. . 2nd(5+1): Aid; Align Weapon, Hold Person, Burst of Radiance, Pilfering Hand, Silence (DC 20)
. . 1st(6+1): Expeditious Retreat; Command, Fallback Strategy, Ironbeard, Liberating Command, Murderous Command, Shield of Faith (DC 19)
. . 0 (4,at will): Create Water, Detect Magic, Guidance, Read Magic (DC 18)

I can memorize the communal versions of resist energy and protection from energy as 3rd and 4th level spells, if needed.

-----------

Scrolls, wands, potions and alchemical things:
Wand of Infernal Healing; Wand of Mount (2h); Wand of CLW, Wand of Protection from Evil; Wand of Endure Elements; Wand of Bless; Wand of Lucky Number (24h); Potion of Invisibility (300g, 0lb); Potion of CLW (50g, 0lb); Elixier of Hiding (250g, 0lb); 2x Alchemist's Fire, flask (40g, 2lb); 2x Acid, flask (20g, 2lb); Antitoxin (50g, 0lb); Antiplague (50g, 0lb); Smokestick (20g, 0.5lb); Scroll Magic Weapon (25g, 0lb); 2x Scroll Obscuring Mist (25g, 0lb); 2x Scroll End. Elements (25g, 0lb); Scroll Aboleth's Lung (150g, 0lb); 2x Scroll Remove Fear (25g, 0lb); 2x Scroll of Remove Sickness (25g, 0lb); Scroll of Remove Blindness/Deafness (375g, 0lb); Scroll of Calm Spirit (150g, 0lb); Scroll of Calm Emotions (150g, 0lb); Scroll of Remove Paralysis (150g, 0lb); Scroll of Lesser Restoration (150g, 0lb)

-----------

Also, Grunjar has bit of luck as a domain ability which is an amazing short-term buff:
For 1 round the target rolls every d20 twice and takes the better result.
He needs to touch the target, though.

The Exchange

Female Samsaran Evoker Witch 8
Shasta Lux wrote:

Grunjar's Bless is not going to stack with Shasta's Inspire Courage, which is a +2 morale bonus to hit and damage, and also helps with charm and fear effects.

Isn't Inspired Courage competence bonus?
Inspire Courage(Su) wrote:
.... and a +1 competence bonus on attack and weapon damage rolls....

And...

Blistering Invective wrote:
...Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. ..

No level scaling on damage I'm afriad

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 45/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 7/20; Lore Master: 1/1; Spells: 3rd 0/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Good Hope, Blessing of Fervor

I saw the morale bonus at the start of the sentence and failed to notice that the type of bonus changed for the attack damage, so ... never mind.

The Exchange

Female Samsaran Evoker Witch 8

Cantrip(4): Light, Mending, Detect Magic, Message
Lv1(4+2): Burning Hands, Burning Hands, Mage Armor, Ear-Piercing Scream, Unbreakable Heart, Darting Duplicate
Lv2(3+2): Mirror Image, Delay Poison, Web, Sensory Overload, Glitterdust
Lv3(2+2): Heroism, Haste, Fireball, Fly
Lv4(1+1): Emergency Force Sphere, Mydriatic Spontaneity

Aoi will put Message on everyone for 70mins of 170ft range walkie-talkie and refresh the duration as needed. She will also keeps Light up as Samsaran does not have darkvision.


Aoi Rosenthal wrote:
Aoi signals Jilla to wait for a bit, activates her medal, then step forward and speaks in Aquan

While its a Creative Director post rather than an official ruling it looks like the medal may only be useable once per day https://paizo.com/threads/rzs2q33d?Sword-of-Valor#21 unless I've misunderstood it.

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 39/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 0/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 2/4, Mutagen 1/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, Bless Ferv, Good Hope, IC2

@Aoi: I'll use four charges from your wand.

charge # 1: 1d8 + 1 ⇒ (3) + 1 = 4
charge # 2: 1d8 + 1 ⇒ (2) + 1 = 3
charge # 3: 1d8 + 1 ⇒ (3) + 1 = 4
charge # 4: 1d8 + 1 ⇒ (1) + 1 = 2

Thanks, I owe you one! (or four)

The Exchange

Female Samsaran Evoker Witch 8
GM Mike...R wrote:
Aoi Rosenthal wrote:
Aoi signals Jilla to wait for a bit, activates her medal, then step forward and speaks in Aquan

While its a Creative Director post rather than an official ruling it looks like the medal may only be useable once per day https://paizo.com/threads/rzs2q33d?Sword-of-Valor#21 unless I've misunderstood it.

Good finds. It wasn't mentioned in the Adventure or in the chronicle at all, and the medals being At Will was how my GM ran it when we did Wraith of the Righteous, hence me buying it from the chronicle.

Having errata are ok, but having it spread out here and there among so many forum posts is annoying.


Yeah, sometime you only end up finding the errata if you happen to use a specific set of search terms. I've certainly fallen afoul of that at least once.

Silver Crusade

CG male Wayang Dark Puppeteer 8
Spoiler:
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief

DM:
I am now thinking of casting chord of shards, BUT only if you'd be willing rule that it can originate from the current position of my "Performance" (or rather, I'd move it slightly lower first).

OTOH, since it's been a while since I've dealt with shadow Conjuration VS SR, would you allow repeat attempts to zap them despite the initial attack having failed? I could circumvent that by making a fresh one, too, but that'd cost my standard action....

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(32) T 13(16) FF 21(30), -2 shield ac when two-handed | CMB +9(13), CMD 22(27) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 20/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Circle againtst Evil BoF Good Hope Bull's strength SoF DF |Fervor: 0/5 | Sacred Weapon:2/6 | Ki pool:1/4

I am about to jump over the rock with acrobatic check. What height and DC will it be?

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 45/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 7/20; Lore Master: 1/1; Spells: 3rd 0/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Good Hope, Blessing of Fervor

Can the Veela's Beckoning Dance effect be countered with a bard performance of Countersong, which can counter magic effects that depend on sound. The ability does not specify that sound or music is involved, but dancing usually accompanies such things.


Apologies everyone, the Paizo site didn't show that there were any new posts in the discussion thread, so I've only just spotted the last three posts now!

To answer the questions:

Xasay:
Cord of shards would need to originate from you rather than the performance.

For shadow conjuration you wouldn't get another SR check vs blue as it has resisted the spell, but cyan has not had a chance to resist yet so you can still make a check vs cyan to see if it resists the spell or not.

The rock is 5 feet tall in the middle, but lower around the edges. For the edge squares I'd say the average height is 2 feed (so DC 8 acrobatics).

For beckoning dance, as it doesn't mention it uses sound I'd say Countersong wouldn't work against it. I am however pondering if Distraction would work as that counters visual magic.

As I've only just answered all the questions I'll give people a bit longer to post there actions.

Silver Crusade

CG male Wayang Dark Puppeteer 8
Spoiler:
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief

You may puppeteer me for now; something's come up.

The Exchange

1 person marked this as a favorite.
Female Samsaran Evoker Witch 8
Jilla wrote:

Jilla races over to help one of her new teammates. She hasn't learned anyone's name yet, but a Pathfinder in need is a friend indeed!

Aoi (青い or 蒼 in Minkaian Japanese) literarly means 'Blue' or 'Azure', if you need help remembering her name

*point at the samsaram's skin*

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 39/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 0/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 2/4, Mutagen 1/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, Bless Ferv, Good Hope, IC2

@Aoi: Cool! (Jilla's a bit like that sweet/annoying kid who's always looking out the window as the teacher explains the instructions for the day, and is then scrambling to play catch-up)

@GM: Away for 48 hours. Please bot if needed.

Silver Crusade

CG male Wayang Dark Puppeteer 8
Spoiler:
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief

Something very unfortunate happened over the past 4 days; I'll not share details since too many seem to have lost sight of the essential boundary between public and private life, BUT please be prepared for my continued reduced participation for a while (though in the case of this game, it shouldn't be as egregious as it wound up being in that fight); no guarantees either way, we'll see how I feel.


Sorry to hear that, I hope everything is ok.


DM Carbide wrote:
Table GMs, the Allies benefit is now in play.

From a mechanical perspective this allows the party to call on another water veela to fight alongside them in one future encounter.

The Exchange

Female Samsaran Evoker Witch 8

Would it be possible to ask the Veela to cast its at will Resist Energy(cold) at us? Is 37 Diplomacy enough?


A successful Diplomacy roll persuades the veela to offer its help for one future encounter when you call for its aid. It will aid the part in the way it feels most appropriate to assist with the current situation. It doesn't necessarily need to be a combat encounter, so the aid it provides will depend on what it thinks is most useful to the party in dealing with that encounter.

The Exchange

Female Samsaran Evoker Witch 8

It's an at will SLA that's not self only. It literally cost him nothing to cast it. We can easily beat the Diplomacy make request DC even if he is still indifferent to us after saving his life.
The scenario really hate giving player elemental resistance, uh?


Aoi Rosenthal wrote:
Aoi was guessing based on the description and have either encountered those creatures she guessed before or have high enough knowledge check (23) to figure out their immunity. She could be totally wrong and end up fighting ice-spitting lizard that's Animal instead of Dragon, statues that is not Construct, and magic-immune bone non-Construct, and will miss out of the chance of using some of her powerful hexes because of she guess them wrong.

Aoi could speculate broadly based on her knowledge check what the creature's may be. However, if she wanted to know about specific abilities of a creature she would only get one knowledge check for that type of creature per scenario. So I'm happy for her to use knowledge checks to ask about the immunities of a specific creature here, but if the party then subsequently run into that creature she would not get a second knowledge check to find out more about it above what the first check got her. That said I don't think the oracle gave enough information about some of the creatures to really nail down exactly what they could be.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
GM Mike...R wrote:
It took the party 6 minutes to get to this location with Shasta's movement buff. Identification of these creatures would require a knowledge (arcana) check. I'm happy for you to move your starting positions around in the cyan rectangle on the map. Also if there were any long term buffs you wanted to put up before leaving the oracle I'm happy for you to have done that as well. The creatures attacked as soon as you spotted them so there would not have been any warning to give you time to put up short lasting spells before the combat, but the howling of predators would have alerted you to the fact that there was danger in the general area.

1) Grunjar needs 15 minutes of praying to fill his spell slots before he can start walking towards the tower.

2) The communal versions of the touch spells resist energy and protection from energy last only 10 minutes/level, so there are 2x80 minutes to divide among us. There are a few ways how we can go about this:
V1: Cast both spells on everyone, 2 people get 20 minutes of one spell and 2 other people get 20 minutes of the other spell.
V2: Cast one spell on 4 people (20 minutes each) and the other spell on the 2 other people (20 minutes for both, the rest gets 10 minutes).
V3: Cast only one spell on everyone and save the other spell for a later encounter.
V4: ...
It also depends when there is a possibility to cast these touch spells. When does the howling (see citation) occur?


From a danger point of view, the whole of the city is very much hostile territory, so in theory there could be foes in the area at any point in the city. That said, the howling could be heard above the noise of the wind in the general district around the tower. It seems to come from multiple sources and locations in the area, but would have made it clear that there was a good chance that the party could well run into something hostile in the next few minutes.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Well, if it's not too metagame-y, Grunjar would group everyone around him and cast at least one of the spells as soon as the howling starts.

@all: Input on which spellcasting option should be selected is appreciated. (This cleric 8 is my highest level character. I do not have much experience with high level games, but I'm eager to learn.)

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(32) T 13(16) FF 21(30), -2 shield ac when two-handed | CMB +9(13), CMD 22(27) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 20/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Circle againtst Evil BoF Good Hope Bull's strength SoF DF |Fervor: 0/5 | Sacred Weapon:2/6 | Ki pool:1/4

For a long term buff, Tippa will ask for a Bark Skin from the scroll she delivered

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