GM Pox's "The Mummy's Mask" (Inactive)

Game Master WerePox47

In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories.


751 to 800 of 1,960 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>

Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

I was trying to use the parties conversation as the lead in for an intimidate check, with continued 'You better tell the truth' stuff. I should have made that clear, but I thought the 'YOu better tell the truth' was sufficient to make it clear he was starting an intimidate check to coerce.

And yes, Intimidate can make someone not fight. Friendly NPCs do not fight. At least for a little while.

Intimidate wrote:


Check: You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.

It takes one minute of conversation, which is what I was trying to initiate with the check.


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Yes, but nothing in intimidate forces them to talk to you for that full minute which is required for this effect. That's an effect which can only be obtained if the target is stuck in place and not willing to fight. I think that is pretty clear.


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Except they were willing to talk until I made the attempt and critted it. If I'd failed the attempt, they wouldn't have.

Never mind, not worth arguing about.


Inner Sanctum

The module had them start at unfriendly, which very quickly turned to hostile when their lies were found out and peeing of the pants happened.. A very high diplomacy roll could have helped you out, but thats done and overwith now..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Man you spent a surge on that ^_^

I do believe Intimidate is nice to have and to use in many situations, but there are some people who just can't be coerced to speak. They fight instead. Try to intimidate that cristal dragon, and you will see. If he was smart enough, he would surrender to us and beg for mercy, but he was stupid and proud, so he would certainly die other than take the provoke lightly.


Inner Sanctum

The dragon was a "she" just to set the record straight.. And yes, she would have eaten you all for such a transgression..


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Yes, but that argument basically says, the skill is useless for anything other than provoking a fight with a -2 penalty on the opposition or forcing a friendly or neutral party to act friendly.

Because, really, the skill has no application other than combat penalties. Now, if the people are already going to attack, and they have planned to, then I agree. But it didn't seem like they were ready to attack, they were still playing cards and talking. Unfriendly doesn't equal hostile. And you have to fail the check to turn them hostile before the 'reluctant friendly' expires.

Basically, you can only intimidate friendly or neutral people under this interpretation. And that's fine, if that's how the GM is ruling. I just wanted to be clear on how the GM was interpreting the skill. I'll just not use it that much nor put more ranks in it, as I can already get a decent enough roll for one or two rounds of combat, which is all they ever last anyway. The only reason to have a higher intimidate skill is to actually use the forced friendly check, which a good character wouldn't do to someone who is friendly or neutral already.

I guess I've watched one too many movies & TV shows where an unfriendly character was threatened into being cooperative by the hero.


Inner Sanctum

Some enemies cannot be made to cower, simple as that.. Deff not a useless skill though.. -2 attk/saves is a nice debuff to gain from a skill.. Just saying..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Well, intimidate can certainly be used outside of combat to prevent someone from fighting you, but that only happens if they get certain of their defeat.

If they were simple bandits that were really hiding from the undead it would certainly mean they are no match for us, but they are hiding something. I bet they could also easily kill those undead outside, and they didn't do it for a reason. So yeah, they think they are on the same level as us, which would certainly take us into a battle.

On the other hand, if they knew we were obviously superior they would certainly try to avoid getting in combat, right?


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

It's not worth further argument. Let's just get on with the story.


Inner Sanctum

Just to make the current attack clear. He is not doubling sneak on the crit, he is doubling the sneak via sap master feat, along with the bludgeoner feat.. So his 3d6 goes to 6d6.. Sap Adept feat adds damage = to double the dice so an additional +12..

He can only use sap master on a flat-footed target, he can use sap adept on any sneak attack..

My question is can Logos be caught flat-footed since he has uncanny dodge? Can he be sneak attacked via flanking?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry for the confusion.

1) If someone feints him successfully (currently DC 17), yes, he can be flat-footed. Otherwise, no.

2) He can still be flanked.

3) He can still be sneak attacked if he's flanked or Feinted.


Inner Sanctum

Its all good i was unfamiliar with the way uncanny dodge worked so i had to ask..


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

No problem. :) New classes, new powers. New mechanics.


Inner Sanctum

Sorry to pesture but the way you state your hps is confusing to me..

57/57 reads to me that your full hp.. If you were at 15hps for example i would like to see 15/57 please.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I am at full HP... with regards to lethal damage.

But I have subdual damage as well.

Let me ask it this way, how do you want me to display when I have no HP damage, but do have subdual damage?

Hypothetical to make the #'s easier.

Tom has 100 HP.

He gets hit for 25 HP of Subdual damage.

He gets hit for 50 HP of Lethal damage.

How do you want his hit points displayed?

If he gets 25 points more of either subdual or lethal, he goes unconscious (Subdual (25) + lethal (50) + 25 (either) = 100).

1 : 50/100 HP (Lethal) 25/100 (Subdual)
2 : 50/100 HP (Lethal) 75/100 (Subdual)
3 : 25(25 Subdual/50 Lethal)/100
4 : 50/100 HP (Lethal) 75/100 (Subdual) 25/100 (Combined)
5 : Some other format


Inner Sanctum

I just didnt see you get enough healing to put you back at max hps is why i was asking..

Edit: I have just read up on Non-Lethal Damage..

So basically the only lethal damage you took was the excess non lethal in the negatives, that why the mis 20' healing put you back to full.. if also healed the non-lethal..

I never looked at these as seperate totals.. I understand now and you can continue to do it they way you were..


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yep, it get's confusing when you mix and match them. :)

Fortunately, healing lethal also heals the same amount of subdual. Even if you don't have any lethal.

you know, if you throw away all those sap masters, you wouldn't have this issue... :) :)


Inner Sanctum

Never!


Inner Sanctum

Sorry for the confusion there.. I wanted us to stay in rounds because the thing was gonna buff until he was discovered or got fully buffed.. yall stopped him just before the haste extract was going down lol..


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

My personal observation is that whoever wrote his AP is nuttier than a fruitcake. Greater invisibility + haste + a +15 to hit + sneak attack + str bonuses + prevent scent. That's an intentional TPK at this level.

Not a complaint about the GM, just noting the AP writer is nuts.


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Depends on the tank you have, but certainly with the iconics it would be killer. With a AC focused tank, it wouldn't be too bad. It is easy enough to have a 30+AC at 8th level, though that would probably require better access to magic items than we have had.

An invulnerable rager would be well suited to this combat since they have double DR against non lethal.


Inner Sanctum

To be fair this is an advanced monster with pc levels.. I only bumped him 3 class levels so he wouldnt be destroyed in 1 round with you guys.. And for the record he didnt drink the haste pot.. And he didnt prevent the scent the pooch rolled way to low and Hadjii was 60 feet away when he rolled.. There are penalties for smelling at that range lol..

My observations so far is that while this has been a tough AP encounter wise, it wouldnt be near as bad if i wasnt upping the challenge..


Inner Sanctum

As far as your hps goes i thought they were completely seperate..

You were at 57/57 and took 35 damage.. None of it was non-lethal..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

No, it doesn't work that way. The lethal counts against being unconscious, but the non lethal doesn't count towards killing you. He's out again. I should be more clear, lethal and non lethal stack towards knocking you out. Only lethal counts towards killing you.


Inner Sanctum

Understand.. At least he didnt get sneak attacked..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Next time I'll use displacement on you while you are still up Logos.


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

LOL,
Thanks Calla.

And yeah, the lethal/subdual stacks for knocking you unconscious. That's what I meant by saying the maximum subdual you can have is your current HP.

Nice thing is, if I get healed, my subdual won't go back up, because it got 'eaten up' by the real damage. So healing of 11 pts would get rid of the subdual completely.

Like I said, subdual is a confusing mess. :)


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

I've changed my mind about not using the mumia we found -- we should use it!

<Mummy Rot> is both a disease *and* a curse -- requires TWO spells to resolve (failing either requires another two-spell attempt); does a d6 to Con (could be lethal) *and* a d6 to Cha (no biggie).

Addiction to <mumia> requires only Remove Disease -- which Hadjii can cast -- and not Remove Curse (a 4th-level spell for Wizards); it only does d2 to Wis.

I believe the consequences of addiction to mumia are relatively mild compared to the consequences of Mummy Rot -- *and* user gets +1 caster level, 1d8 temp hit points, and +2 saves vs a number of bad things, for an hour: Hadjii will readily take the mumia if anticipating another encounter with a mummy!


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Logos would have no issue with that, as Hadji is an adult and if something goes wrong, well, he walked into it with his eyes open. Given the amount of necromantic energy in the city, I would not expect things made from undead bodies to behave normally though.


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Calla sees no problem if you want to try that, but seeing what happened to the Ghast she strongly suggests you limit yourself to two or three doses at most.


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

The stuff probably doesn't normally turn you into a ghast, but with all the necromantic energy in the city...


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

The drug has a fixed chance of turning you into a ghoul. That's a set property of it. If Hadji is dumb enough to start taking it, we could probably just gank him in his sleep before he turns.


Inner Sanctum

If your 5hd or over you turn into a Ghast instead.. It's a cumlative 5% chance per week your addicted to it normally.


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

If I were the AP writer, I'd leave a note to the GM in the AP to secretely add 1d4 to the % chance for each additional use of it while the necromantic energies are flowing. But then, I'm evil. :)


Inner Sanctum

Notice the "normally"


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

and it sez the check for ghoulage is after a whole week of addiction -- the way things are going, this campaign will be over before another week of game time goes by!


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1
Hadjii wrote:
and it sez the check for ghoulage is normally after a whole week of addiction -- the way things are going, this campaign will be over before another week of game time goes by!

Modified that for ya. :)


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

What about we all turning into Ghasts then moving to Talingarde to kill destroy that kingdom? ^_^


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

I've rotated to night shifts (10pm to 7am MDT) for the next 6 days, so I'll be sleeping from 7:30am to about 2pm MDT for the next several days...


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Do druids really need to sleep? ^_^

Good luck man!


Inner Sanctum

Sounds like we're waiting till i get off.. Ill make it a point this afternoon to get the map up and move us forwards.. Sorry guys..

I really wish we could find a GM for the WotW Walter.. It's gonna suck to watch Vlad go by the wayside..


Lawyer 8/MBA 7/RPGist 5

We will find someone. It's just a matter of time, hold on tight!


Lawyer 8/MBA 7/RPGist 5

Are they all right man?


Lawyer 8/MBA 7/RPGist 5

How did the surgery go?


Inner Sanctum

Went good, he's been wholed up all weekend.. He's feeling better now though. Thanks for asking.


Inner Sanctum

Trying to find it but no luck so far. Anyone know if dragon disciple is going to work with bloodrager? Stacking like it would with a sorc i mean?


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Yes, you can multiclass bloodrager/sorcerer.

However, you have to take the same bloodline between the two.

Dragon Disciple doesn't require sorcerer levels. Just requires that you have spontaneous arcane casting 1st level, draconic, and 5 ranks of kn(arcana).


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1
Bloodline wrote:


If the bloodrager takes levels in another class that grants
a bloodline, the bloodlines must be the same type, even if
that means that the bloodline of one of the classes must
change. Subject to GM discretion, the bloodrager can
change his former bloodline to make them conform.

Now, the weird bit would be if a bloodrager/sorcerer dragonblood took dragon disciple, would it boost both bloodlines, or just the sorcerer, or just the bloodrager bloodline. The bloodlines don't stack when multiclassing sorcerer/bloodrager.


Inner Sanctum

My question is if you took Bloodrager(draconic), would Dragon Disciple's Blood of the Dragon ability increase the Bloodrager's bloodline like it does a sorc.

Makes sense that it would.

Im thinking a half-orc bloodrager(crossblooded/rageshaper) with destined and draconic bloodlines.. Prob dip 2 levels of paladin as well..

751 to 800 of 1,960 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Pox's "The Mummy's Mask" Discussion All Messageboards

Want to post a reply? Sign in.