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

Game Master Mike...R

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Game dates: 8th of September - 23rd of October


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Silver Crusade

”Tippa” Female LG Warpriest 7/Student Of Perfection 1/Crimson Templar | HP 87/87| AC 25 (30) T 13 (14) FF 22(26), -2 shield ac when two-handed | CMB +11, CMD 24 | F +14 R +11, W +12+1 against earth | Init +3 | Perc +15 | Speed 20ft (30) | Active conditions: Greater MW +3, Bark Skin, Heroism, Bull's Strength, Haste |Fervor: 5/6 | Sacred Weapon:7/7 | Ki pool:6/6

I will say the second circle I choose to destroy is Distortion

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

*sigh* Sorry, sorry; anyway, I know Abyssal, and if you'll permit a belated attempt at the polyhedron:

Xasay spends a moment or two gaping uselessly at the spectacle before him before boldly attempting to directly match wits with the puzzle - in his mad little mind, Aoi's warning about the circle of taphophobia only sounds like a promise of an experience singular enough to be worth the risk!

Knowledge (Religion): 1d20 + 11 ⇒ (19) + 11 = 30
Will save versus fear, Haunted Eyes, Shadow Speaker: 1d20 + 10 ⇒ (11) + 10 = 21

Moving on:

Knowledge (Arcana) to identify: 1d20 + 13 ⇒ (2) + 13 = 15
Spellcraft: 1d20 + 10 ⇒ (11) + 10 = 21

Despite not expecting it to be very effective, Xasay attempts a bow-shot...I'm not sure how much of an obstacle the black lines are, so let's say it's a readied attack if I don't have a clear shot from where I now am:

+1 Adaptive Composite Shortbow, Courage: 1d20 + 12 ⇒ (20) + 12 = 32
Whoah, threat!: 1d20 + 12 ⇒ (20) + 12 = 32
WHOAHHHH, CRITICAL SHOT!!!: 3d4 + 12 ⇒ (3, 4, 3) + 12 = 22

I'll let you describe what just happened there, DM!!!

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

Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21

"Careful, the smaller one just cast haste on itself..."

Edit: Forgot to roll to identify:

Knowledge: Arcana t: 1d20 + 4 ⇒ (3) + 4 = 7

"... whatever those things are..."

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

Thanks for botting, GM.

Grunjar moves next to Tippa, drawing his magic warhammer, and uses his domain ability bit of luck on her.

"You are our best shot to destroy those things. Here, have some of Desna's luck!"

Bit of luck: For 1 round the target rolls every d20 twice and takes the better result.


Xasay is also able to decipher one of the facets of the polyhedron while shaking off the effects of the fear. He then follows that up with a shot from his bow which finds a weak spot in the smaller construct's structure causing a significant crack in its body (although it does appear to be somewhat resistant to damage from the arrow).

The black lines on the map are the remaining few inches of some walls which have been destroyed, they don't block line of sight or movement.

The larger construct then advances towards Tippa and attacks her...

white slam: 1d20 + 14 ⇒ (9) + 14 = 23

...but fails to land a telling blow.

Circle status: Distortion (destroyed), Earth (destroyed), Fear (full hp), Warding (destroyed), Warding (destroyed).

Initiative wrote:

-- ROUND 2 --

Shasta
Tippa
Creature (yellow) -17
Grunjar
Xasay
Creature (white)
-- ROUND 1 --
Aoi
Jilla

(Bold may act)

The Exchange

Female LN Samsaran Witch 8 | HP 58/58 | AC 19 T 15 FF 17 Mage Armor | CMB +2, CMD 14 | F +10, R +10, W +13 | Init +2 | Perc +14 | Speed 30ft | Active conditions: None | Invoke Patron 7/8

Kn Religion: 1d20 + 12 ⇒ (15) + 12 = 27
Aoi move away from the construct and continue working on the polyhedron.
Sputnik Aid: 1d20 + 3 ⇒ (5) + 3 = 8

Will: 1d20 + 14 ⇒ (14) + 14 = 28


Using her knowledge of religion Aoi resolves another facet of the polyhedron.

Circle status: Distortion (destroyed), Earth (destroyed), Fear (full hp), Warding (destroyed), Warding (destroyed).

Initiative wrote:

-- ROUND 2 --

Shasta
Tippa
Creature (yellow) -17
Grunjar
Xasay
Creature (white)
Aoi
-- ROUND 1 --
Jilla

(Bold may act)

Silver Crusade

”Tippa” Female LG Warpriest 7/Student Of Perfection 1/Crimson Templar | HP 87/87| AC 25 (30) T 13 (14) FF 22(26), -2 shield ac when two-handed | CMB +11, CMD 24 | F +14 R +11, W +12+1 against earth | Init +3 | Perc +15 | Speed 20ft (30) | Active conditions: Greater MW +3, Bark Skin, Heroism, Bull's Strength, Haste |Fervor: 5/6 | Sacred Weapon:7/7 | Ki pool:6/6

Tippa takes a 5' step and attack the construct who missed its attack.

Flurry Blow: 1d20 + 11 - 1 - 2 + 2 + 2 ⇒ (16) + 11 - 1 - 2 + 2 + 2 = 28
Flurry Blow: 1d20 + 11 - 1 - 2 + 2 + 2 ⇒ (2) + 11 - 1 - 2 + 2 + 2 = 14

damage: 1d10 + 6 + 1 + 6 + 2 ⇒ (10) + 6 + 1 + 6 + 2 = 25

Flurry Blow: 1d20 + 11 - 1 - 2 + 2 + 2 ⇒ (14) + 11 - 1 - 2 + 2 + 2 = 26
Flurry Blow: 1d20 + 11 - 1 - 2 + 2 + 2 ⇒ (20) + 11 - 1 - 2 + 2 + 2 = 32

damage: 1d10 + 6 + 1 + 6 + 2 ⇒ (4) + 6 + 1 + 6 + 2 = 19

Crit confirm: 1d20 + 11 - 1 - 2 + 2 + 2 ⇒ (10) + 11 - 1 - 2 + 2 + 2 = 22
Crit confirm: 1d20 + 11 - 1 - 2 + 2 + 2 ⇒ (2) + 11 - 1 - 2 + 2 + 2 = 14

damage: 1d10 + 6 + 1 + 6 + 2 ⇒ (8) + 6 + 1 + 6 + 2 = 23


Tippa strikes the construct twice doing significant damage, although not quite as much as she would have expected.

Jilla sees if she knows anything about the two constructs...

Jilla knowledge (arcana) vs yellow: 1d20 + 5 ⇒ (11) + 5 = 16
Jilla knowledge (arcana) vs white: 1d20 + 5 ⇒ (16) + 5 = 21

She recognises the smaller one as a graven guardian, which she knows is resistant to non-adamantine weapons and magic (DR 5/adamantine and SR 16).

The larger one she recognises as a bone golem, which she knows is immune to the standard things that all constructs are immune to and also to magic (specifically magic that allows SR).

She then sees if she can decipher one of the facets of the polyhedron...

Jilla use magic device: 1d20 + 9 ⇒ (15) + 9 = 24
Jilla will save: 1d20 + 5 ⇒ (17) + 5 = 22

...succeeding and not succumbing to the fear.

Circle status: Distortion (destroyed), Earth (destroyed), Fear (full hp), Warding (destroyed), Warding (destroyed).

Initiative wrote:

-- ROUND 2 --

Shasta
Tippa
Graven Guardian (yellow) -17
Grunjar
Xasay
Bone Golem (white) -57
Aoi
Jilla

(Bold may act)

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:

Shasta wants to keep her bardic inspiration flowing, but senses she is approaching her limits for this kind of thing, so she casts a spell that conjures up a phantom violin, glowing white and gold, and producing an exciting, pounding fugue that inspires courage but uses the power of the magic to keep it going. Shasta then prepares to have another crack at the last ward using her thieves' tools.

Cast Exquisite Accompaniment. Inspire Courage maintained.


As Shasta summons her phantom violin, the graven guardian steps towards Tippa and attacks...

yelllow keen scimitar attack vs Tippa: 1d20 + 11 ⇒ (4) + 11 = 15
yelllow keen scimitar attack vs Tippa: 1d20 + 11 ⇒ (5) + 11 = 16
yelllow keen scimitar attack vs Tippa: 1d20 + 6 ⇒ (1) + 6 = 7

...resulting in a flurry of misses.

Circle status: Distortion (destroyed), Earth (destroyed), Fear (full hp), Warding (destroyed), Warding (destroyed).

Initiative wrote:

-- ROUND 2 --

Shasta
Tippa
Graven Guardian (yellow) -17
Grunjar
Xasay
Bone Golem (white) -57
Aoi
Jilla

(Bold may act)

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 should mention, for what it's worth, that my attack was actually aimed at the bone golem; I did not recognize the graven guardian for what it was).

Encouraged (in more ways than one), Xasay inches closer and continues his target-practice on the rickety behemoth!

Both versus bone golem:
+1 Adaptive Composite Shortbow, Courage: 1d20 + 12 ⇒ (6) + 12 = 18
enchanted piercing damage: 1d4 + 4 ⇒ (4) + 4 = 8
if that missed, even lets me keep the arrow: 1d100 ⇒ 47

+1 Adaptive Composite Shortbow, Courage: 1d20 + 7 ⇒ (18) + 7 = 25
enchanted piercing damage: 1d4 + 4 ⇒ (4) + 4 = 8


Xasay Xyu wrote:
(I should mention, for what it's worth, that my attack was actually aimed at the bone golem; I did not recognize the graven guardian for what it was).

Ah, I'd assumed you were going for the graven guardian as you had a clear shot on that while the golem had some soft cover from members of the party. I've moved the damage to the golem (which appears to have similar levels of DR vs the attack to the DR which the guardian had).

Xasay's first shot misses, while the second one just manages to hit, again doing less damage then would normally be expected.

Circle status: Distortion (destroyed), Earth (destroyed), Fear (full hp), Warding (destroyed), Warding (destroyed).

Initiative wrote:

-- ROUND 2 --

Shasta
Tippa
Graven Guardian (yellow)
Grunjar
Xasay
Bone Golem (white) -77
Aoi
Jilla

(Bold may act)


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

The Society’s discoveries have weakened the prison of the powerful being sealed within Aucturn’s Tear, and it can now offer a fraction of its power to the Pathfinders.

Table GMs, the Thunderous Aid condition is now in effect.

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

Grunjar follows the warpriest and again uses his domain ability bit of luck on her.

"Looks good, Tippsa, you're doing great! Here, have some more of Desna's luck!"

Grand Lodge

Getting closer to Ranginori's prison, the party can sense he's trying to break from his prison however possible, in any shape or form. He can't directly help them, but they feel he's channeling his energy towards the orb and that successfully decoding the puzzle could help them quite a bit.

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)

The bone golem mindlessly moves forward to check who to attack but having two possible choices, decides to throw a bone cage at Grunjar. If Aoi has an AoO possible to take it

range touches Grunjar : 1d20 + 12 ⇒ (14) + 12 = 26

This cage starts to act as a grappling prison, impeding his ability to do anything nonverbal.

These bones magically duplicate and form a cage surrounding struck creatures. Each round, the cage makes a combat maneuver check to deal the golem’s slam damage, using the golem’s CMB. If the check fails, the target is still trapped but takes no damage. The target can escape the grapple normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and saves as the bone golem itself. Damage to the prison has no effect on the golem. The golem can only have one bone prison active at a time. If it wishes to create a second one, it (or some other creature) must first destroy the existing one.

-- Round 2 --
Aoi
Jilla

-- Round 3 --
Shasta
Tippa

Graven Guardian (yellow)
Grunjar
Xasay

Bold can act. Grunjar is now technically grappled

Silver Crusade

”Tippa” Female LG Warpriest 7/Student Of Perfection 1/Crimson Templar | HP 87/87| AC 25 (30) T 13 (14) FF 22(26), -2 shield ac when two-handed | CMB +11, CMD 24 | F +14 R +11, W +12+1 against earth | Init +3 | Perc +15 | Speed 20ft (30) | Active conditions: Greater MW +3, Bark Skin, Heroism, Bull's Strength, Haste |Fervor: 5/6 | Sacred Weapon:7/7 | Ki pool:6/6

I am assuming you are talking about Tippa for the AoO. I am the warpriest on frontier. Btw my weapon is +1 Adamantine Bastard Sword

AoO, PA Heroism IC: 1d20 + 11 - 1 - 2 + 2 + 2 ⇒ (18) + 11 - 1 - 2 + 2 + 2 = 30
AoO, PA Heroism IC: 1d20 + 11 - 1 - 2 + 2 + 2 ⇒ (7) + 11 - 1 - 2 + 2 + 2 = 19
Damage: 1d10 + 6 + 1 + 6 + 2 ⇒ (5) + 6 + 1 + 6 + 2 = 20

Grand Lodge

Oh Tippa for the AoO ? Probably got confused a little bit because I had to take charge on the fly

Normally, Tippa's weapon would be enough to completely cut through this kind of material, but it sounds not enough. The weapon needs to be both adamantine and bludgeoning, but it's a DR 5/ only But her base strength is big enough that it doesn't matter as much and she still lands quite a hit on the golem.

The Exchange

Female LN Samsaran Witch 8 | HP 58/58 | AC 19 T 15 FF 17 Mage Armor | CMB +2, CMD 14 | F +10, R +10, W +13 | Init +2 | Perc +14 | Speed 30ft | Active conditions: None | Invoke Patron 7/8

Aoi continues to work on the polyhedron.
Will vs fear: 1d20 + 14 ⇒ (7) + 14 = 21
UMD: 1d20 + 19 ⇒ (8) + 19 = 27 Aoi do speaks Abyssal, Terran, Aquan, Auran, Ignan

Grand Lodge

When Aoi kept working on the polyhedron, it produces a strange result, like the self-feeling that she's successful that she has a clue on how to remove the last layer. Tallying that to the successes I'll report to the overseer

Tippa's round, Jilla and Shasta still have to act, how you arrange yourselves in order as seen fit, Fear circle still there

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:

Shasta's phantom violin belts out inspiring marches, freeing her to focus on disabling the Fear ward.

Disable Device: 1d20 + 18 ⇒ (8) + 18 = 26

Inspire Courage (+2) maintained.

Silver Crusade

”Tippa” Female LG Warpriest 7/Student Of Perfection 1/Crimson Templar | HP 87/87| AC 25 (30) T 13 (14) FF 22(26), -2 shield ac when two-handed | CMB +11, CMD 24 | F +14 R +11, W +12+1 against earth | Init +3 | Perc +15 | Speed 20ft (30) | Active conditions: Greater MW +3, Bark Skin, Heroism, Bull's Strength, Haste |Fervor: 5/6 | Sacred Weapon:7/7 | Ki pool:6/6

Tippa continues to attack the bigger enemy.

Flurry blow PA: 1d20 + 11 - 1 - 2 + 2 + 2 ⇒ (5) + 11 - 1 - 2 + 2 + 2 = 17
Flurry blow PA: 1d20 + 11 - 1 - 2 + 2 + 2 ⇒ (14) + 11 - 1 - 2 + 2 + 2 = 26
damage: 1d10 + 6 + 1 + 6 + 2 ⇒ (1) + 6 + 1 + 6 + 2 = 16

Flurry blow PA: 1d20 + 11 - 1 - 2 + 2 + 2 ⇒ (1) + 11 - 1 - 2 + 2 + 2 = 13
Flurry blow PA: 1d20 + 11 - 1 - 2 + 2 + 2 ⇒ (19) + 11 - 1 - 2 + 2 + 2 = 31
damage: 1d10 + 6 + 1 + 6 + 2 ⇒ (4) + 6 + 1 + 6 + 2 = 19

crit confirm: 1d20 + 11 - 1 - 2 + 2 + 2 ⇒ (14) + 11 - 1 - 2 + 2 + 2 = 26
crit confirm: 1d20 + 11 - 1 - 2 + 2 + 2 ⇒ (11) + 11 - 1 - 2 + 2 + 2 = 23
damage: 1d10 + 6 + 1 + 6 + 2 ⇒ (2) + 6 + 1 + 6 + 2 = 17

Grand Lodge

Use Magic Device (Jilla, Fear circle) : 1d20 + 9 ⇒ (16) + 9 = 25
Will save : 1d20 + 5 ⇒ (11) + 5 = 16

Jilla succeeded to tally another clue, but unfortunately she gets shaken bythe close contact with the magic energy, but not to the point that she starts to smother due to a lack of air She is shaken

Shasta does a good number on the remaining circle, half-erasing it from existance, one more and that might do the trick. Tippa hits the bone golem very well to the point of landing a super hit. Does your fists bypass DR/adamantine or not ?

The graven guardian continues to attack Tippa like there's nobody else, but strikes thin air due to a lack of accuracy :

attacks with a scimitar 1 :1d20 + 11 ⇒ (11) + 11 = 22
attacks with a scimitar 2 :1d20 + 11 ⇒ (8) + 11 = 19
attacks with a scimitar 3 :1d20 + 6 ⇒ (3) + 6 = 9

For the purposes of pacing I anticipate the actions of the bone golem but I will roll back if necessary

The bone golem automatically turns its attention to Tippa given she badly damages it.

bite : 1d20 + 14 ⇒ (20) + 14 = 34
slam 1 : 1d20 + 14 ⇒ (11) + 14 = 25
slam 2 : 1d20 + 14 ⇒ (3) + 14 = 17
confirm bite : 1d20 + 14 ⇒ (14) + 14 = 28
damage bite : 1d8 + 4 ⇒ (7) + 4 = 11

Tippa is well protected so both slams went wide, but the bite strikes and comes this close to confirm. Missed crit by 1

--Round 3--
Grunjar
Xasay

Bone golem (white) action anticipated
Aoi
Jilla

--Round 4--
Shasta
Tippa
Graven guardian (yellow)

Given Xasay told me about being off for today, I'll be considering whether to make the character act through botting or wait. Regardless, considering how the fight is evoluing, either way should be quick

Grunjar can act

Silver Crusade

”Tippa” Female LG Warpriest 7/Student Of Perfection 1/Crimson Templar | HP 87/87| AC 25 (30) T 13 (14) FF 22(26), -2 shield ac when two-handed | CMB +11, CMD 24 | F +14 R +11, W +12+1 against earth | Init +3 | Perc +15 | Speed 20ft (30) | Active conditions: Greater MW +3, Bark Skin, Heroism, Bull's Strength, Haste |Fervor: 5/6 | Sacred Weapon:7/7 | Ki pool:6/6

I have Crusader's Flurry so that was my sword. So it can bypass DR/adamantine but not DR/bludgeoning.

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

Grunjar tries to stay calm and teleport out, right to the other side of the golem to provide flanking. (by using a domain ability, move action)

Dimensional Hop (Sp) wrote:
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

When grappled a concentration check is needed (DC 10 + grappler's CMB + spell level) to cast a spell or use a SLA. The spell level for this SLA is 4, so the DC is 14 + grappler's CMB.

Concentration: 1d20 + 16 ⇒ (13) + 16 = 29

If this works, he still had a standard action left.

Grand Lodge

You can get your standard action, you succeeded the concentration check, I'll bot Xasay after that for pacing purposes


Looking through earlier posts I think some of the previous damage to the golem may have slipped between the cracks between GMs, as a consequence...

The bone golem collapses under Tippa's assault. (Tippa can have any attacks done after the golem went down directed against either the graven guardian or the fear circle if she wants)

With the golem going down the rest of the party are now able to also act.

Circle status: Distortion (destroyed), Earth (destroyed), Fear (half hp), Warding (destroyed), Warding (destroyed).

Initiative wrote:

-- ROUND 4 --

Shasta
Tippa
Graven Guardian (yellow)
-- ROUND 3 --
Grunjar
Xasay
Bone Golem (white) (dead)
Aoi
Jilla (shaken)

(Bold may act)

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:

Heartened by her partial success and the destruction of one of the Guardians by Tippa, Shasta continues attempting to disable the last ward so she and other can concentrate of freeing the captive. Her magical musical march continues to send everyone a driving sense of purpose and resolve boosting self-confidence.

Maintains Inspire Courage.

Disable Device: 1d20 + 18 ⇒ (7) + 18 = 25
Hope the DC is not 26.


Shasta successfully disables the final warding circle guarding the polyhedron.

Circle status: Distortion (destroyed), Earth (destroyed), Fear (destroyed), Warding (destroyed), Warding (destroyed).

Initiative wrote:

-- ROUND 4 --

Shasta
Tippa
Graven Guardian (yellow)
-- ROUND 3 --
Grunjar
Xasay
Bone Golem (white) (dead)
Aoi
Jilla (shaken)

(Bold may act)

Silver Crusade

”Tippa” Female LG Warpriest 7/Student Of Perfection 1/Crimson Templar | HP 87/87| AC 25 (30) T 13 (14) FF 22(26), -2 shield ac when two-handed | CMB +11, CMD 24 | F +14 R +11, W +12+1 against earth | Init +3 | Perc +15 | Speed 20ft (30) | Active conditions: Greater MW +3, Bark Skin, Heroism, Bull's Strength, Haste |Fervor: 5/6 | Sacred Weapon:7/7 | Ki pool:6/6

I would say I will apply my rest attack on the guardian


Updated tracker with Tippa's extra damage to the guardian.

Circle status: Distortion (destroyed), Earth (destroyed), Fear (destroyed), Warding (destroyed), Warding (destroyed).

Initiative wrote:

-- ROUND 4 --

Shasta
Tippa
Graven Guardian (yellow) -42
-- ROUND 3 --
Grunjar
Xasay
Bone Golem (white) (dead)
Aoi
Jilla (shaken)

(Bold may act)

The Exchange

Female LN Samsaran Witch 8 | HP 58/58 | AC 19 T 15 FF 17 Mage Armor | CMB +2, CMD 14 | F +10, R +10, W +13 | Init +2 | Perc +14 | Speed 30ft | Active conditions: None | Invoke Patron 7/8

UMD: 1d20 + 19 ⇒ (12) + 19 = 31 Still working on the decipher....

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: Does the bone cage stay after the bone golem died? If no, Grunjar would use his domain ability to escape as posted, with a small change - he would try to provide Tippa with a possibility to set up flanking of the graven guardian. If yes, Grunjar has no need to teleport, he can simply move to that square. Regardless, he still has a standard action left, so:

Grunjar swings his shiny new magical warhammer at the last standing foe...

+1 Warhammer: 1d20 + 8 ⇒ (19) + 8 = 27 :-D
Magical Bludgeoning: 1d8 + 2 ⇒ (1) + 2 = 3 :-(

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

"Wow, this is hectic!" shouts Jilla, as she races around the walls of the prison to help her teammates in the fight against the graven guardian.

Double move.


I'm going to say that the bone cage disintegrates when the golem dies which will free Grunjar.

Aoi successfully deciphers more of the puzzle. Grunjar's strike against the guardian is accurate, but is unable to penetrate is natural resistance to non-adamantine weapons.

Circle status: Distortion (destroyed), Earth (destroyed), Fear (destroyed), Warding (destroyed), Warding (destroyed).

Initiative wrote:

-- ROUND 4 --

Shasta
Tippa
Graven Guardian (yellow) -50 (adjusting the graven guardian's hp to account for its healing and Tippa's weapon getting past its DR)
-- ROUND 3 --
Grunjar
Xasay
Aoi
Jilla (shaken)

(Bold may act)

Silver Crusade

”Tippa” Female LG Warpriest 7/Student Of Perfection 1/Crimson Templar | HP 87/87| AC 25 (30) T 13 (14) FF 22(26), -2 shield ac when two-handed | CMB +11, CMD 24 | F +14 R +11, W +12+1 against earth | Init +3 | Perc +15 | Speed 20ft (30) | Active conditions: Greater MW +3, Bark Skin, Heroism, Bull's Strength, Haste |Fervor: 5/6 | Sacred Weapon:7/7 | Ki pool:6/6

Tippa takes a 5' step and flank the graven gardian.

Flurry Blow: 1d20 + 11 - 1 - 2 + 2 + 2 + 2 ⇒ (17) + 11 - 1 - 2 + 2 + 2 + 2 = 31
damage: 1d10 + 6 + 1 + 6 + 2 ⇒ (2) + 6 + 1 + 6 + 2 = 17

Flurry Blow: 1d20 + 11 - 1 - 2 + 2 + 2 + 2 ⇒ (18) + 11 - 1 - 2 + 2 + 2 + 2 = 32
damage: 1d10 + 6 + 1 + 6 + 2 ⇒ (9) + 6 + 1 + 6 + 2 = 24


I'll bot Xasay, who will try to decipher the puzzle...

Use Magic Device: 1d20 + 10 ⇒ (4) + 10 = 14

...but the facet he is studying proves to be too much of a mystery.

Tippa's assault is enough to finish off the graven guardian, and the party are once again free to focus on dealing with the puzzle.

Everyone can have once rounds worth of activity trying to solve a facet of the polyhedron (or aiding someone else doing that). You also all get two rounds worth of activity doing something other than resolving the polyhedron if you want to do something else after the fight in addition to helping with the puzzle.

Here's a reminder of the skills and abilities which can be used for solving the facets (A few of you have also noticed that once you have used one of the skills or abilities listed as 'most applicable' below, subsequent uses of it become of a similar difficulty to the skills and abilities listed as 'other skills which can be used')...

GM Mike...R wrote:
Solving one of the polyhedron's facets requires a full-round action skill or ability check. The most applicable skills and abilities for this are Disable Device, Intelligence, Knowledge (religion), Wisdom, or Use Magic Device. Other skills which can be used are Knowledge (any), Linguistics, or Perception, but the DC for these latter skills is higher. If you can read and understand Abyssal, Aquan, Auran, Ignan or Terran let me know as these can provide bonuses when deciphering the polyhedron.

The Exchange

Female LN Samsaran Witch 8 | HP 58/58 | AC 19 T 15 FF 17 Mage Armor | CMB +2, CMD 14 | F +10, R +10, W +13 | Init +2 | Perc +14 | Speed 30ft | Active conditions: None | Invoke Patron 7/8

UMD: 1d20 + 19 ⇒ (10) + 19 = 29 Highest I got, know all the language tho

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:

Shasta has not yet used disable device on a facet solve attempt, so she will do that first. She will keep the magic accompaniment going, but will shift the performance to give +3 to one of the skills others are using to decipher the facets, first come first serve. This can only help one person with one skill.

Shasta probes a facet with her tools trying to work through to a solution.

Disable Device: 1d20 + 18 ⇒ (10) + 18 = 28

The Exchange

Female LN Samsaran Witch 8 | HP 58/58 | AC 19 T 15 FF 17 Mage Armor | CMB +2, CMD 14 | F +10, R +10, W +13 | Init +2 | Perc +14 | Speed 30ft | Active conditions: None | Invoke Patron 7/8

32 UMD with Inspired Courage


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Even as the many-faceted prison spins and reconfigures itself, it cannot keep pace with the combined efforts of the Pathfinder Society. A refreshing breeze pours from the immense orb, restoring the agents’ will to fight.

Table GMs, the Winds of Restoration condition is now in effect.


The breeze pouring from the orb has the following effects: Everyone heals 1d8+8 hit points; Everyone heals 1d2 points of ability damage to each ability score; Everyone regains one daily use of a class feature; Everyone recovers one or more spells with a combined spell level equal to their character level.

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

"Maybe if we moved the pieces around like this!"

I'll try a Disable Device check and use my faction pin.

Disable Device+Faction Pin: 1d20 + 5 + 1d4 ⇒ (18) + 5 + (2) = 25

Winds of Restoration Healing: 1d8 + 8 ⇒ (3) + 8 = 11

Choosing to regain a use of Mutagen as a class feature.

Edit: If I'm still shaken, please add that penalty into the above roll.

The Exchange

Female LN Samsaran Witch 8 | HP 58/58 | AC 19 T 15 FF 17 Mage Armor | CMB +2, CMD 14 | F +10, R +10, W +13 | Init +2 | Perc +14 | Speed 30ft | Active conditions: None | Invoke Patron 7/8

Recover 1 Invoke Patron, regain Fly, Fireball, Mage Armor


Jilla wrote:
Edit: If I'm still shaken, please add that penalty into the above roll.

Once the combat was over Jilla recovered from the shaken condition, so no penalty to her roll.

Aoi, Shasta and Jilla all succeed in deciphering facets of the polyhedron.

Tippa, Grunjar and Xasay can all still spend a round working on the polyhedron if they want.

Silver Crusade

”Tippa” Female LG Warpriest 7/Student Of Perfection 1/Crimson Templar | HP 87/87| AC 25 (30) T 13 (14) FF 22(26), -2 shield ac when two-handed | CMB +11, CMD 24 | F +14 R +11, W +12+1 against earth | Init +3 | Perc +15 | Speed 20ft (30) | Active conditions: Greater MW +3, Bark Skin, Heroism, Bull's Strength, Haste |Fervor: 5/6 | Sacred Weapon:7/7 | Ki pool:6/6

Recover 1 fevor, regain 2x Divine Favor, Bull's Strength and Defending Bones

Tippa activates Noble blessing which allows her +2 morale bonus on ability checks to work on the polyhedron.
wisdom check: 1d20 + 4 ⇒ (3) + 4 = 7

People who don't have morale bonus on skill or ability check can ask for my blessing


Tippa is not sure about the facet of the polyhedron that she is studying.

As the party continue their work deciphering the puzzle they start to hear a familiar grinding noise and out of the cavern walls emerge two more very similar constructs who move to attack them...

GM Rolls:
Initiative:
Init(Jilla): 1d20 + 1 ⇒ (17) + 1 = 18
Init(Tippa): 1d20 + 3 ⇒ (4) + 3 = 7
Init(Shasta): 1d20 + 3 ⇒ (8) + 3 = 11
Init(Grunjar): 1d20 + 6 ⇒ (18) + 6 = 24
Init(Xasay): 1d20 + 2 ⇒ (19) + 2 = 21
Init(Aoi): 1d20 + 2 ⇒ (18) + 2 = 20
Init(White): 1d20 + 6 ⇒ (13) + 6 = 19
Init(Yellow): 1d20 + 2 ⇒ (3) + 2 = 5

Initiative wrote:

-- ROUND 1 --

Grunjar
Xasay
Aoi
Bone Golem (white)
Jilla
Shasta
Tippa
Graven Guardian (yellow)

(Bold may act)

The Exchange

Female LN Samsaran Witch 8 | HP 58/58 | AC 19 T 15 FF 17 Mage Armor | CMB +2, CMD 14 | F +10, R +10, W +13 | Init +2 | Perc +14 | Speed 30ft | Active conditions: None | Invoke Patron 7/8

UMD: 1d20 + 19 + 3 ⇒ (20) + 19 + 3 = 42 Confident that her teammates can handle the construct, Aoi continues her work on deciphering

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

Between combats:

Recover 1x Bit of Luck and the spells Blessing of Fervor, Holy Smite

Grunjar asks for Tippa's blessing, casts guidance on himself and tries to decipher a piece of the puzzle.
Perception, guidance, blessing: 1d20 + 18 + 1 + 2 ⇒ (14) + 18 + 1 + 2 = 35
Afterwards, he casts guidance on Tippa.

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

New combat, round 1:

Recover 1x Bit of Luck and the spells Blessing of Fervor, Holy Smite

Grunjar positions himself and waits for Xasay to summon again. Right after the creature(s) arrive(s) - but before they are about to act - the cleric casts Blessing of Fervor on every ally.

Blessing of Fervor wrote:

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

* Increase its speed by 30 feet.
* Stand up as a swift action without provoking an attack of opportunity.
* Take one extra attack as part of a full attack action, using its highest base attack bonus.
* Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
* Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

(but you have a +2 bonus instead of +1 on AR and reflex saves, or you can use the metamagicked spellcasting or stand up as a swift action without provoking an attack of opportunity)

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