[Gameday XIII] PFS1 #8-00 The Cosmic Captive (10-11) by GM 7thGate

Game Master 7thGate

The 10-11 table of The Cosmic Captive for Gameday XIII
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Silver Crusade

Male Nagaji Paladin 5 (Holy Guide & Oath of Vengeance) / Living Monolith 5

The weight of his sacred duty seems to settle comfortably on his broad shoulders. His years spent guiding travelers through the treacherous catacombs and harsh deserts of Osirion gives him the tools and knowledge to travel through these underground. The shifting sands and deadly caverns he once guarded have given him a profound connection to the earth, and he senses the way forward. Reading the subtle shifts in the stone, he raises a hand as he surveys the path, maintaining a calm composure despite the pressing claustrophobia.

Sstay close he says in a low, steady voice, while he scans the darkened passage ahead The earth speaks, I can hear it. The rocks will not betray us if we know their language. This walls have seen life and death, much like the desert. Yet, fear not. For we walk with purpose, and as long as we stay true to our course, the way will be clear for us

As they start moving, he marks out a path where his companions can follow him safely. His breath seems to sync with the faint rumble of the cave’s walls, and he pauses now and then, placing his palm on the stone as if listening to its whispers.

These walls, twist to deceive, are constructed by fear, but navigated by faith. Let thy hearts be your compass. The walls may close in, but their tricks has no power over the resolve of those who stand firm. We shall pass through this as we have passed through worse

Taking 10 in Survival plus Favored Terrain & MW Tools, and with both aids will make it a 34 total to travel through


The Cosmic Captive | Oath of the Overwatched

Eskar feels the hostile nature of this place pressing down upon him, but it cannot overcome his steadfast faith. With Lunnette and Sukit’s assistance, he leads the party through a twisted, sharpened maze of metal and stone. It takes fifteen minutes to traverse the winding pathways, but eventually they give way.

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

There are 5 warding circles surrounding the polyhedron.

You can make a Knowledge:Arcana or Knowledge:Planes check to decipher the warding circles.

DC 27+:
The two outer circles are Circles of Warding. These have hardness 15 and 25 HP, and increase the Hardness of each of the other Circles by 50% each (they do not protect each other). They also will repair damage dealt to the other Circles over time.

DC33+:

Each circle has 15 hardness and 25 HP. With the two warding circles active, this increases to 30 hardness and 25 HP.

Distortion: This circle increases the difficulty of all the PCs’ checks to solve the puzzle orb by one step; DC 27 checks become DC 33, DC 33 checks become DC 39.

Earth: This circle empowers the guardian creatures here, granting a +2 profane bonus on attack and damage rolls. Furthermore, these creatures begin each encounter with a number of temporary hit points equal to their Hit Dice (minimum 4).

Fear: This circle instills the fear of being buried alive in those who attempt to solve the puzzle orb; such PCs must succeed at a DC 23 Will Save or gain the shaken condition until the end of the next encounter. If the PC fails the save by 5 or more, he must succeed at a DC 20 Fortitude save or begin to suffocate. With each round, he can attempt another DC 20 Fortitude save to end the effect. This is an evil compulsion and fear effect, and although protection from evil does not protect against it completely, the spell does allow an additional save against the suffocation effect.

Each Pathfinder may attempt to disable or damage a circle using 1 full round of actions, or try to disable or unlock a facet of the prison. Each facet represents some extraplanar truth, elemental koan, symbolic meaning within a facet’s mineral composition, or any number of other esoteric aspects.

Any of the following skill checks can be attempted to unlock a facet:

DC 27: Appraise, Disable Device, Intelligence, Knowledge (religion), Wisdom, or Use Magic Device

DC 33: Knowledge (any), Linguistics, or Perception

Each Pathfinder gains a cumulative +1 bonus for each of the following languages they can understand: Abyssal, Aquan, Auran, Ignan, Terran.

If a Pathfinder succeeds at a DC 27 skill check, further checks using that skill will be made by anyone at DC 33.

The walls on the map have been destroyed by blasts of air, and are a few inches high. They do not act as barriers for this encounter.

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 3/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

Let your heart be your compass? That does not make sense. Logic and reason are our only guides. He sticks close to the others.

k arcana: 1d20 + 22 ⇒ (5) + 22 = 27

The two outer circles are Circles of Warding which protect and repair the three inner ones.

Patrick knows Abyssal, Aquan, Auran and Ignan

Sovereign Court

Male LG Half-elf Fighter 11 | HP 92/92| AC 42 T 23 FF 36 | CMB +20, CMD 37 | F: +14, R: +13, W: +12 | Init: +13 | Perc: +22, Low Light Vision | Speed 30ft | Active conditions: none

Perception: 1d20 + 22 ⇒ (1) + 22 = 23

Sukit is baffled by the whirling and can't find a good place to strike.


The Cosmic Captive | Oath of the Overwatched

Sukit examines the whirling sphere in detail, but cannot find a weak point. As he examines the sphere, he is suddenly overcome with a crushing terror, the feeling of being buried alive under an infinite layer of rock and stone. He can't breathe, he feels as if there is no air as the oppressive weight crushes down all around him.

Will Save DC 23 or become shaken. This is a mind affecting fear effect, so benefits from Bravery and Aura of Courage.

If failed, DC 20 Fortitude save or begin suffocating.

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 28 T 13 FF 26 CMD 28 (plus Teamwork) | HP 94/94 | F+12 R+8 W+8 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

"Can anyone make sense of this? I have a little bit of scholarly training that might help."

Anthys will try to Aid Another on a Knowledge (Religion) check.
Knowledge (Religion) DC 10 to Aid Another: 1d20 + 6 ⇒ (4) + 6 = 10
Saving Scion of the Lost Empire (which is an immediate action) in case he needs to make a save.

Sovereign Court

Male LG Half-elf Fighter 11 | HP 92/92| AC 42 T 23 FF 36 | CMB +20, CMD 37 | F: +14, R: +13, W: +12 | Init: +13 | Perc: +22, Low Light Vision | Speed 30ft | Active conditions: none

Will, aura: 1d20 + 12 + 4 ⇒ (11) + 12 + 4 = 27


The Cosmic Captive | Oath of the Overwatched

Sukit also feels like there is something else impeding his access to the sphere. Additional +6 to skill DCs

Silver Crusade

Male Nagaji Paladin 5 (Holy Guide & Oath of Vengeance) / Living Monolith 5

UMD vs DC 27: 1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 31

He attempts to work with the magic surrounding the warding circle while still close to his allies to inspire them courage

The Concordance

Female Human ( Ulfen ) Rahadum) Skald 11

SHe follows suit where Eskar went, trying to understand and unlock the facet

She speaks the four elemental tonges, so will add +4 to the check

UMD Dc33 : 1d20 + 25 ⇒ (10) + 25 = 35

Oh.. The way .. the truth about elemets , and the balance that Ashasar seeks, its all here, peace beetwen the elements can be reached, balance beetwen the forces can be attained. its so clear now


The Cosmic Captive | Oath of the Overwatched

Eskar and Saya both feel the crushing fear of being buried alive bear down on them as they try to disable a portion of the prison. Eskar easily shrugs it off due to the blessings of his deity, but Saya has to fight through the effect.

DC 23 Will Save vs. Fear or become Shaken. If failed, DC 20 Fort Save or start Suffocating. Anyone who makes a skill check against the orb currently needs to make these saves.

Both Eskar and Saya try to activate a portion of the sphere. Eskar comes close, but some force disrupts his attempt and twists the facet back into place before it can be lost. Saya encounters the same effect but manages to push though it, and a facet of the prison dissolves.

1 Success. Something is currently adding +6 to the DC of the skill checks. Use Magic Device is now a DC 33 (39) skill for additional successes.

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 28 T 13 FF 26 CMD 28 (plus Teamwork) | HP 94/94 | F+12 R+8 W+8 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

Will, Shake it Off+3, Aura: 1d20 + 8 + 3 + 4 ⇒ (18) + 8 + 3 + 4 = 33
The Lastwall warrior is not afraid.

But, he has little he can do in the realm of the arcane.

Happy to Aid Another on a Religion check - can auto-succeed with Scion - but the DCs are out of his reach otherwise.

The Concordance

Female Human ( Ulfen ) Rahadum) Skald 11

She feels the grip of fear trying to get her, althought looking aroiund she feels confident on the turst and faith put on her task, and above all , her friends an her life companion

She saw the volcano on her visions, being buried over and falling into the eternal lava, but she fought the feeling, she has seen worse, and their friends need hi,

Will dc 23 save w/ Aura of courage and steadfast personality: 1d20 + 20 ⇒ (16) + 20 = 36

[1] After this she tries to find out about the facet looking for more information on regards of Arcane knowledge [/i]

K.Arcana: 1d20 + 16 ⇒ (4) + 16 = 20

2nd Will dc 23 save w/ Aura of courage and steadfast personality: 1d20 + 20 ⇒ (10) + 20 = 30

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 3/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

Patrick starts working on the circles


The Cosmic Captive | Oath of the Overwatched

The circles can be disabled with Disable Device, or attacked with physical attacks or spells.

Sovereign Court

Male LG Half-elf Fighter 11 | HP 92/92| AC 42 T 23 FF 36 | CMB +20, CMD 37 | F: +14, R: +13, W: +12 | Init: +13 | Perc: +22, Low Light Vision | Speed 30ft | Active conditions: none

Suing shrugs, if they can't get through with finesse he'll beat the door down.

1st Attack, Power Attack: 1d20 + 25 - 3 ⇒ (20) + 25 - 3 = 42
damage, adamantine, Power Attack: 1d8 + 13 + 6 ⇒ (5) + 13 + 6 = 24

2nd Attack, Power Attack: 1d20 + 20 - 3 ⇒ (6) + 20 - 3 = 23
damage, adamantine, Power Attack: 1d8 + 13 + 6 ⇒ (4) + 13 + 6 = 23

3rd Attack, Power Attack: 1d20 + 15 - 3 ⇒ (9) + 15 - 3 = 21
damage, adamantine, Power Attack: 1d8 + 13 + 6 ⇒ (2) + 13 + 6 = 21

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 3/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

Patrick lines up a lightning bolt to go through all five circles, being careful not to hit anyone.

electricity: 10d6 ⇒ (3, 1, 1, 6, 2, 4, 4, 2, 2, 3) = 28


The Cosmic Captive | Oath of the Overwatched

The lightning bolt runs across the circles, but though it cracks some of the surrounding stone, the circles themselves resist the damage.

Half damage for energy damage to object, 15+ hardness for each circle.

Everyone has one action to try and disable the circles or the prison facents before the defenses activate; currently I have:

Sukit failing perception on the prison.
Eskar failing UMD on the prison.
Saya succeeding at UMD on the prison.
Patrick trying to lightning bolt the circles.
Anthys is preparing to Aid if a religion check is made.
Lunnette+El Yama still need to go.

The Concordance

Female Kitsune Druid/Oracle/Sorcerer 10

I guess that's why you don't have a girlfriend Patrick... I think I have few acolytes under my wing that can solve that she says regarding the retort Patrick used agaisnt "the hearth be your compass" phrase from Eskar

Calistria's holy hips, this does seem like an impossible conundrum She says examining the circles from a safe distance, specially after seen the effects on her companions Fortunately, force is always a resource with a snap of her fingers, EL YAMA attacks the circle in effort to break it, spinning on its own horizontal axis, as if he was a drill

EL TORNILLO GIRATORIO PILE DRIVER DE EL YAMA: 1d20 + 14 ⇒ (12) + 14 = 26
Vital strike, Sting, piercing: 4d6 + 20 ⇒ (2, 4, 5, 3) + 20 = 34


The Cosmic Captive | Oath of the Overwatched

El Yama punches a hole in the outermost warding circle, damaging it. It starts flickering, but appears to still be functioning. -19 damage to the outermost ring from hardness 15.

Anthys, since noone took an action you can aid, you can attack the warding rings if you want. The outer two were identified as circles of warding that are strengthening the inner three, the inner three have not been identified.

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 28 T 13 FF 26 CMD 28 (plus Teamwork) | HP 94/94 | F+12 R+8 W+8 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

Anthys swings at the rings with his sword. A greatsword with Improved Vital Strike would be better, but he makes do.

Attack, PA: 1d20 + 21 - 3 ⇒ (6) + 21 - 3 = 24
Damage: 1d8 + 12 + 6 ⇒ (2) + 12 + 6 = 20

Iterative: 1d20 + 16 - 3 ⇒ (19) + 16 - 3 = 32
Damage: 1d8 + 12 + 6 ⇒ (6) + 12 + 6 = 24

+3 to hit and damage if the rings count as an opponent for the purposes of Blood for the Empire, but I doubt it.


The Cosmic Captive | Oath of the Overwatched

Anthys attacks the outer ring that El Yama damaged. He widens the damage and the ring cracks and goes dark. 5 and 9 damage finishes off the outer ring.

Other Pathfinders are entering the chamber, and beginning to work on disabling the facets of the vault. The walls begin to disgorge all sorts of rock and stone based creatures, and an enormous construct made up of fossilized dinosaur bones moves to engage this group.

GM:
Initiative
Initiative Saya: 1d20 + 5 ⇒ (5) + 5 = 10
Initiative Sukit: 1d20 + 13 ⇒ (6) + 13 = 19
Initiative Patrick: 1d20 + 8 ⇒ (6) + 8 = 14
Initiative Lunnette: 1d20 + 10 ⇒ (14) + 10 = 24
Initiative Eskar: 1d20 + 0 ⇒ (17) + 0 = 17
Initiative Anthys: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative Fossil Golem: 1d20 + 1 ⇒ (10) + 1 = 11

The Shattered Sanctum, Round 1
Lunnette
El Yama
Sukit
Eskar
Patrick
Anthys
Fossil Golem
Saya

The bold may go!

-----------
Fossilized bones make up the body of this animated construct,
from its horned shoulders to its tyrannosaur-skulled hands.

Knowledge Arcana DC 22 to Identify, open 1 spoiler + 1 per 5 above DC.

Special Abilities/Attacks/Defenses:
Immunity to Magic (Su) A fossil golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and abilities function differently against the creature, as noted below. • A transmute rock to mud spell slows a fossil golem (as per slow) for 2d6 rounds, with no saving throw. • A stone to flesh spell negates its damage reduction and petrification ability for 1 round.

Petrification (Su) The attacks of a fossil golem gradually turn living flesh to stone. Each time the golem hits a target with one of its natural attacks, the target must make a DC 19 Fortitude save or take 1d6 points of Dexterity drain. A creature that is reduced to 0 Dexterity by this attack turns completely to stone, as if by a flesh to stone spell. Casting stone to flesh on the creature removes all Dexterity drain caused by this attack. The save DC is Constitution-based and includes a +2 racial bonus.


DR & Resists:
DR 10/adamantine and bludgeoning;

Immunities & SR:
Construct Traits

AC & CMD:
AC 26, touch 9, flat-footed 25, CMD 35

Saves:
Fort +5, Ref +6, Will +5

Attacks & Reach:
2 bites +20 (6d6+7 plus petrification), 15 ft

Hit Dice & BAB:
15d10, +15

Statistics:
Str 25, Dex 13, Con —, Int —, Wis 10, Cha 1

Senses:
darkvision 60 ft., low-light vision; Perception +0

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 3/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

Patrick casts Haste

k arcana: 1d20 + 22 ⇒ (2) + 22 = 24

Immunity to most magics, touch can cause petrification

That's a lot of bad rolls lately, especially on arcana


The Cosmic Captive | Oath of the Overwatched

I will assume everyone in the same initiative block optimally delays to allow for taking immediate actions if Anthys shares coordinated charge.

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 28 T 13 FF 26 CMD 28 (plus Teamwork) | HP 94/94 | F+12 R+8 W+8 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

I normally wouldn't if there is only one foe (since all of us pouncing on our own turns should finish it off), but it will last for 8 rounds and there may be more combat.

Anthys moves so that he can affect everyone, uses a swift action to share Coordinated Charge (use #2 of 3 of Tactician), and uses his remaining move action for Barroom Brawler (use #2 of 5) to pick up, oh, I guess Improved Critical (Longsword).

Sovereign Court

Male LG Half-elf Fighter 11 | HP 92/92| AC 42 T 23 FF 36 | CMB +20, CMD 37 | F: +14, R: +13, W: +12 | Init: +13 | Perc: +22, Low Light Vision | Speed 30ft | Active conditions: none

Sukit takes the signal to leap in

1st Attack, Power Attack, haste: 1d20 + 25 - 3 + 1 ⇒ (13) + 25 - 3 + 1 = 36
damage, Power Attack, adamantine: 1d8 + 13 + 6 ⇒ (1) + 13 + 6 = 20

haste Attack, Power Attack, haste: 1d20 + 25 - 3 + 1 ⇒ (20) + 25 - 3 + 1 = 43
damage, Power Attack, adamantine: 1d8 + 13 + 6 ⇒ (5) + 13 + 6 = 24

2nd Attack, Power Attack, haste: 1d20 + 20 - 3 + 1 ⇒ (16) + 20 - 3 + 1 = 34
damage, Power Attack, adamantine: 1d8 + 13 + 6 ⇒ (5) + 13 + 6 = 24

3rd Attack, Power Attack, haste: 1d20 + 15 - 3 + 1 ⇒ (20) + 15 - 3 + 1 = 33
damage, Power Attack, adamantine: 1d8 + 13 + 6 ⇒ (5) + 13 + 6 = 24

<critical confirmation>

confirm haste Attack, Power Attack, haste: 1d20 + 25 - 3 + 1 ⇒ (15) + 25 - 3 + 1 = 38
damage, Power Attack, adamantine: 1d8 + 13 + 6 ⇒ (8) + 13 + 6 = 27

confirm 3rd Attack, Power Attack, haste: 1d20 + 15 - 3 + 1 ⇒ (2) + 15 - 3 + 1 = 15
damage, Power Attack, adamantine: 1d20 + 13 + 6 ⇒ (17) + 13 + 6 = 36

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 28 T 13 FF 26 CMD 28 (plus Teamwork) | HP 94/94 | F+12 R+8 W+8 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

Ah. I see that Saya doesn't go until after the golem, so we don't have Pounce. Coordinated Charge has some use after all. Only one attack for Sukit on his charge. But everybody else can charge as an immediate action (for a single attack) and then take their regular turn for a full-round attack.

Saya, despite not having come up in initiative, is not flat-footed and can charge if she wants to (Uncanny Dodge). That would mean Anthys could have a charge lane.

Charge if Saya charges:
Attack, PA, Charge, Blood, Haste: 1d20 + 21 - 3 + 2 + 3 + 1 ⇒ (9) + 21 - 3 + 2 + 3 + 1 = 33
Damage: 1d8 + 12 + 6 + 3 ⇒ (6) + 12 + 6 + 3 = 27

The Concordance

Female Human ( Ulfen ) Rahadum) Skald 11

I see stairs there. and while still air walking i guess charging is a valid thing isn't it? with her air walking about 5 ft abotet the group, since we are poucning charging she doens't want to get in the way

She runs forward with the addamtinte Glaive, to try to strke the creature attacking their friends, a joyous smile is seen with the face of the vivacious woman, like an old instict, its has been a while since she took part on a combat, and this was going to make it worth for her

Hiiiiiaaaaaai!!!

Inmediate action to charge

Strike with adamantine Glaive: 1d20 + 15 ⇒ (9) + 15 = 241d10 + 4 ⇒ (4) + 4 = 8

I am not sure if i can do recall knowlege outside turn, if so she would like to take 10 on arcana for a 22 on this, please confirm

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 3/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

As long as said acolyte has the intellect to match mine Patrick earlier replies to Lunnette Then .... maybe .... I shall consider it


The Cosmic Captive | Oath of the Overwatched

You can ignore the stairs, the map is using a flip map but doesn't really want any of the walls or stair terrain from it.

I definitely missed that Uncanny Dodge interaction, that's pretty awesome.

Knowledge checks say they're not usually actions, so I would assume the prohibition against taking free actions out of turn won't apply. You can recall knowledge out of turn.

Sukit charges, and the golem gets swarmed. Anthys and Sukit both land solid blows, but find it difficult to chop through the creature (DR 10/Adamantine and Bludeoning). Saya is not able to land a strike.

The Shattered Sanctum, Round 1
Lunnette
El Yama
Sukit
Eskar
Patrick
Anthys
Fossil Golem (-27)
Saya

The bold may go (and have the option to charge as an immediate action first).

Silver Crusade

Male Nagaji Paladin 5 (Holy Guide & Oath of Vengeance) / Living Monolith 5

Eskar charges alongside his allies, his heavy footfalls steady and determined. His combat skill has developed a lot since he started working with the society. At first he always fought to defend small merchant caravans in small groups of mercenaries in the desert sands. But most of the time it was a disorganized mess. Everyone fighting for their own life and reputation. Another dead mercenary was one less competitor to worry about. It wasn't the kind of life he wanted to be proud of living for. Where he once fought alone, guarding only himself, he now moves to aid and strike alongside his companions, trusting them in battle, for their cause was a noble one. One that will eventually bring a shining tomorrow.

Lucerne Hammer Adamantine Ghost Touch Charge attack: 1d20 + 20 + 2 ⇒ (10) + 20 + 2 = 32
Damage B: 1d12 + 17 ⇒ (12) + 17 = 29

Lucerne Hammer Adamantine Ghost Touch 1st attack: 1d20 + 20 ⇒ (5) + 20 = 25
Damage B: 1d12 + 17 ⇒ (2) + 17 = 19

Lucerne Hammer Adamantine Ghost Touch Haste attack: 1d20 + 17 ⇒ (19) + 17 = 36
Damage B: 1d12 + 17 ⇒ (6) + 17 = 23

Lucerne Hammer Adamantine Ghost Touch 2nd attack: 1d20 + 12 ⇒ (10) + 12 = 22
Damage B: 1d12 + 17 ⇒ (1) + 17 = 18

Strike me if you dare! For your ambitions are void compared to our resolve! He attempts to taunt and yell at the creature to get its attention so it won't focus on his allies.

Coordinated charge and full round attack


The Cosmic Captive | Oath of the Overwatched

Eskar lands three crushing blows, shattering large portions of the Golem's fossilized structure with his adamantine lucerne hammer.

The Shattered Sanctum, Round 1
Lunnette
El Yama
Sukit
Eskar
Patrick
Anthys
Fossil Golem (-98)
Saya

Lunnette and El Yama are up (and may charge as an immediate action before attacking if desired).

The Concordance

Female Kitsune Druid/Oracle/Sorcerer 10

Lunnette cast a spell on EL YAMA, who then in turn, charges in taking advantage of Anthys plan Oh trust me Patrick, you will be impressed a grin dwars on her lips after the response to Patrick comment

Lunnette cast shield on El YAMA, El YAMA charges as inmediate action and then full rounds the golem

EL ABRIDOR VOLADOR DE EL YAMA (charge attack): 1d20 + 17 ⇒ (8) + 17 = 25
Sting, piercing: 2d6 + 20 ⇒ (1, 3) + 20 = 24

EL CODAZO AGUIJONEADOR DE EL YAMA (1st attack): 1d20 + 15 ⇒ (9) + 15 = 24
Sting, piercing: 2d6 + 20 ⇒ (6, 2) + 20 = 28

EL RODILLAZO AGUIJONEADOR DE EL YAMA (Haste attack): 1d20 + 15 ⇒ (16) + 15 = 31
Sting, piercing: 2d6 + 20 ⇒ (3, 4) + 20 = 27

EL CABEZAZO AGUIJONEADOR DE EL YAMA (Iterative attack): 1d20 + 10 ⇒ (14) + 10 = 24
Sting, piercing: 2d6 + 20 ⇒ (4, 3) + 20 = 27


The Cosmic Captive | Oath of the Overwatched

El Yama hits twice, and the Fossil Golem just falls apart. Combat over!

There is a brief reprieve as the Pathfinders have a short window to try and make progress unlocking the prison.

You have two rounds to heal or buff, and one round to either make a skill check to attempt to unlock a facet of the prison, or take 1 round of attacks or spellcasting against one or more warding circles.

The outermost warding circle has been destroyed. The second to outermost one has been identified as a Circle of Warding that protects the inner three circles; the inner three circles have not been identified.

Making a check against an orb facet currently requires making a DC 23 will save vs. fear or become shaken. If failed, a DC 20 Fort Save or start suffocating.

Any of the following skill checks can be attempted to unlock a facet:

DC 27: Appraise, Disable Device, Intelligence, Knowledge (religion) or Wisdom

DC 33: Knowledge (any), Linguistics, Use Magic Device or Perception

Each Pathfinder gains a cumulative +1 bonus for each of the following languages they can understand: Abyssal, Aquan, Auran, Ignan, Terran.

Soemthing is currently increasing these DCs by an additional +6.

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