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.


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Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Ama casts a full Heal on Khuf


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

"Hey! Thanks for noticing my passive-aggressive bleeding on the floor! Now I'm ready to get beaten down again."


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)

Hemket starts rummaging around for cards.


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

the Hadj will burn a Mythic Point to try <Flame Strike> on the big creep who is making progress through the thorns -- targeting the rear corner, because he figures that part of the thing is exposed from above (it has ripped through the brambles and left a sort of "wake"...):

Flame Strike damage: 15d6 ⇒ (4, 6, 2, 2, 3, 1, 3, 1, 2, 6, 2, 3, 5, 3, 2) = 45

(Reflex Save DC=25)

"Mr Arduino, good sir, if you could please make a space for my brave wolf -- perhaps it can buy a round for Hemket to shoot the horrible thing!"

Assuming Ard moves, Hadjii will direct the remaining summoned augmented wolf to stand in front of wherever the big mummy is about to emerge, and the vicious hound will ready an action to chomp at it...


Inner Sanctum

Reflex: 1d20 + 15 ⇒ (15) + 15 = 30 takes 22..

The thorns start to burn slowly as well..

SW -22
NW -0

Creatures try to move..

2d20 ⇒ (18, 2) = 20

Again teh southern one move 10'.. It will be able to move out and attack next round. Still has cover though.


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Ama will hold until the thing makes an appearance, she will then hit it with Debilating Portent(Will 27)


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)

Finally spying the cards at the bottom of his pack Hemket is about to grab them when he realizes that the critter has almost broken through and gets back to being ready on his bow and moves back.


Inner Sanctum

Another round of twiddling thumbs..

The one mummy steps out to attack and readied actions go off..

Amarantha's spell goes off, but the undead mummy seems to not care about compulsion effects.. Any other readied actions can go.

AFter that the creature tears into the caster in front of him.. It seems speedy this round as well..

Attacks: 4d20 ⇒ (3, 2, 17, 18) = 40 all hit
Dam Ard: 10d6 + 96 ⇒ (2, 1, 4, 1, 1, 2, 1, 1, 4, 4) + 96 = 117
Rend: 2d6 + 21 ⇒ (6, 6) + 21 = 33 plus 4 fort saves DC 23.

The other tries to move through the wall

1d20 ⇒ 17 and manages to move 10'

Group is up!


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

charge: 1d20 + 19 + 2 + 4 + 1 ⇒ (14) + 19 + 2 + 4 + 1 = 40 (power attack, combat expertise/stalwart,haste,blessing,beacon,charge)

damage: 1d10 + 29 ⇒ (8) + 29 = 37

(can't edit map from here)


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)

Hemket will open up on the escapee.

deadly aim, rapid for 2 extra, blessing for +2, haste, etc.

to hit: 1d20 + 25 ⇒ (10) + 25 = 35 damage: 2d8 + 44 ⇒ (2, 2) + 44 = 48
to hit: 1d20 + 25 ⇒ (2) + 25 = 27 damage: 2d8 + 44 ⇒ (8, 3) + 44 = 55
to hit: 1d20 + 25 ⇒ (7) + 25 = 32 damage: 1d8 + 22 ⇒ (8) + 22 = 30
to hit: 1d20 + 25 ⇒ (14) + 25 = 39 damage: 1d8 + 22 ⇒ (6) + 22 = 28
to hit: 1d20 + 25 ⇒ (17) + 25 = 42 damage: 1d8 + 22 ⇒ (8) + 22 = 30
to hit: 1d20 + 20 ⇒ (19) + 20 = 39 damage: 1d8 + 22 ⇒ (1) + 22 = 23


Inner Sanctum

Khufu gets attacked as he closes on the creature..

1d20 ⇒ 15 hits
Dam: 3d6 + 24 ⇒ (6, 2, 4) + 24 = 36 plus a fort save..

He blow lands solid though..

Hemket 4 hits as well for good damage..

S -168


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Ah; I see we arrive at a small problem. Gm, as I posted earlier, Intended to move back and move Kin forward to ready an attack. I didn't move on the map as everyone was clustered up, and I didn't want to move anyone's token without their permission.

Since we had a full 2-3 rounds to move the squishy casters back and the tanky martials forward, mind if we move things around?


Inner Sanctum

The map is there for yall to manipulate your tokens. Once a battle starts I will attack how I see it on the map.. I would say as long as you are not moving casters into melee noone will mind you moving tokens to make room..

Feel free to move your token and place Kin.. Take your actions as well.

Kin take 71, split etc, and needs 2 fort saves..


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

As the first creature shoves its way out of the wall, Kin is ready to meet it, lashing out.

1d20 + 22 ⇒ (2) + 22 = 24 2d6 + 24 ⇒ (2, 3) + 24 = 29

Taking into account shaken and the animal growth buff;
Fort 1d20 + 16 ⇒ (8) + 16 = 24
Fort 1d20 + 16 ⇒ (8) + 16 = 24

Arduino pushes out with a protective charm, as Kin smashes into the creature.

Shield on Kin; +4 AC. I think the below is taking into account shaken.
1d20 + 22 ⇒ (2) + 22 = 24 2d6 + 24 ⇒ (3, 5) + 24 = 32
1d20 + 22 ⇒ (17) + 22 = 39 2d6 + 24 ⇒ (5, 5) + 24 = 34
1d20 + 22 ⇒ (15) + 22 = 37 1d8 + 24 ⇒ (7) + 24 = 31
1d20 + 22 ⇒ (5) + 22 = 27 1d8 + 24 ⇒ (2) + 24 = 26
1d20 + 20 ⇒ (18) + 20 = 38 1d8 + 14 ⇒ (2) + 14 = 16
1d20 + 20 ⇒ (15) + 20 = 35 1d8 + 14 ⇒ (2) + 14 = 16


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

Hadjii liked doing some damage so he'll use another Mythic Point for a Flame Strike on the other mummy (the one still pushing its way through:

Flame Strike damage: 15d6 ⇒ (6, 2, 2, 1, 3, 2, 2, 3, 1, 2, 2, 5, 4, 5, 2) = 42

Reflex save is still DC 25...

he also orders the summoned wolf over to block the other one from getting out.

Jack struts up behind Khufu, uses <SPRING ATTACK> to attack from Khufu's space, then steps back:

JACK'S bite attack: 1d20 + 16 ⇒ (16) + 16 = 32
for 2d6 + 11 ⇒ (4, 5) + 11 = 20 points of damage
...*and* JACK'S TRIP attempt: 1d20 + 20 ⇒ (8) + 20 = 28 vs CMD...


Inner Sanctum

Kin misses with his readied attack, but manages to hit with 4 normal attacks.. With the last wing beast the creature dies..

Everyone prepares for the last creature as Hadjii blasts it with holy flame..

Reflex: 1d20 ⇒ 13 despite the brambles the thing takes 1/2 damage..

Last one -21

It tries to move through..

1d20 ⇒ 7 and manges 5' of movement.

Group is up!


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)

Hemket will play the waiting game.


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Ama uses the last of her channels

Channel Surge: 7d6 ⇒ (2, 5, 1, 4, 4, 2, 2) = 20 x 1.5= 30
Quick Channel: 7d6 ⇒ (6, 6, 2, 2, 5, 1, 6) = 28


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

one more time with the Mythic Point for Flame Strike:

Flame Strike damage: 15d6 ⇒ (5, 3, 5, 4, 1, 1, 6, 1, 1, 5, 3, 3, 1, 2, 2) = 43

the law of averages is a myth...

in case the thing makes it through on its next turn, the augmented summoned wolf has a readied action:

augmented Dire Wolf's bite attack: 1d20 + 9 ⇒ (19) + 9 = 28 ...

only hits on a nat '20'...


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)

Perhaps the law is just on the fritz.


Inner Sanctum

1d20 ⇒ 15 saves for 1/2 again..

-42

Assuming previous rounds are the same here everyone else waits..

1d20 ⇒ 6 moves 5 more feet..

Party up again..


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

Ready action to charge when it breaks through.


Hemket will keep waiting.


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Round 1

Energy Body:
Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Ama turns into a golden white elemental.

whose hurt?

Healing: 1d6 + 13 ⇒ (6) + 13 = 19


Inner Sanctum

Lumber Lumber: 1d20 + 14 ⇒ (20) + 14 = 34

Finally the creature burst through the thorns into an open space.. To bad for him it's a full round action to do so.. A million readied actions go off, then its yalls turn..

Would also like to note that Wall of Thorns is the most rediculous spell I have ever seen lol.. Totally gimped an otherwise tough fight lol..


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)

Yeah, I've been on the receiving end of it and been screwed before. Luckily I've rarely seen it used.

<same as last time>
to hit: 1d20 + 25 ⇒ (15) + 25 = 40 damage: 2d8 + 44 ⇒ (3, 5) + 44 = 52
to hit: 1d20 + 25 ⇒ (3) + 25 = 28 damage: 2d8 + 44 ⇒ (3, 8) + 44 = 55
to hit: 1d20 + 25 ⇒ (7) + 25 = 32 damage: 1d8 + 22 ⇒ (4) + 22 = 26
to hit: 1d20 + 25 ⇒ (12) + 25 = 37 damage: 1d8 + 22 ⇒ (1) + 22 = 23
to hit: 1d20 + 25 ⇒ (13) + 25 = 38 damage: 1d8 + 22 ⇒ (8) + 22 = 30
to hit: 1d20 + 20 ⇒ (7) + 20 = 27 damage: 1d8 + 22 ⇒ (4) + 22 = 26

Figure about half hit.


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

charge: 1d20 + 19 + 2 + 4 + 1 ⇒ (9) + 19 + 2 + 4 + 1 = 35 (power attack, combat expertise/stalwart,haste,blessing,beacon,charge)

damage: 1d10 + 29 ⇒ (6) + 29 = 35

(can't edit map from here)


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

this time Hadjii will use up his other prepared Flame Strike (I forgot he prepared two of 'em):

Flame Strike damage: 13d6 ⇒ (1, 2, 2, 4, 1, 3, 3, 2, 1, 1, 6, 5, 6) = 37

(consistently way below average)

the wolf that is there takes a swipe:

advanced augmented Dire Wolf's bite attack: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31 (!!)
for 1d8 + 10 ⇒ (5) + 10 = 15 points of damage
...*and* Dire Wolf's TRIP attempt: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 vs CMD...

and Jack does his Spring Attack thing, moving the heck away afterward:

JACK'S bite attack: 1d20 + 16 ⇒ (4) + 16 = 20 ...


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Kin lets loose.
1d20 + 22 ⇒ (18) + 22 = 40 2d6 + 24 ⇒ (4, 4) + 24 = 32


Inner Sanctum

Reflex: 1d20 ⇒ 11 makes it on the nose for half..

-207

Is still standing.. Still need full attacks from Kin and Khufu for the round..


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

haste attack: 1d20 + 19 + 4 + 1 + 2 ⇒ (18) + 19 + 4 + 1 + 2 = 44 (power attack, combat expertise/stalwart,haste,blessing,beacon)
attack 1: 1d20 + 19 + 4 + 1 + 2 ⇒ (14) + 19 + 4 + 1 + 2 = 40
attack 2: 1d20 + 14 + 4 + 1 + 2 ⇒ (14) + 14 + 4 + 1 + 2 = 35
attack 3: 1d20 + 9 + 4 + 1 + 2 ⇒ (7) + 9 + 4 + 1 + 2 = 23

confirm haste attack: 1d20 + 19 + 4 + 1 + 2 ⇒ (16) + 19 + 4 + 1 + 2 = 42

damage haste: 1d10 + 29 ⇒ (5) + 29 = 34 + crit damage: 1d10 + 52 ⇒ (4) + 52 = 56
damage #1: 1d10 + 29 ⇒ (1) + 29 = 30
damage #2: 1d10 + 29 ⇒ (6) + 29 = 35
damage #3: 1d10 + 29 ⇒ (5) + 29 = 34


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

1d20 + 22 ⇒ (19) + 22 = 41 2d6 + 24 ⇒ (1, 1) + 24 = 26
1d20 + 22 ⇒ (17) + 22 = 39 2d6 + 24 ⇒ (3, 4) + 24 = 31
1d20 + 22 ⇒ (10) + 22 = 32 1d8 + 24 ⇒ (7) + 24 = 31
1d20 + 22 ⇒ (2) + 22 = 24 1d8 + 24 ⇒ (4) + 24 = 28
1d20 + 22 ⇒ (7) + 22 = 29 1d8 + 14 ⇒ (1) + 14 = 15
1d20 + 22 ⇒ (5) + 22 = 27 1d8 + 14 ⇒ (1) + 14 = 15


Inner Sanctum

The last mummy is destroyed.. Out of combat..

Ok so the map has 11 blue dots on it each representing one of the Sekrepheres. Once again you found these items hidden in a compartment left of the map..

A set of silver-and-jasper bracers inset with three gems that all glow magic.
A fancy scimitar that glows magic and has the name Vortex carved on the side.
A wand that glows magic.
A 1-foot-high malachite statuette of a jackal-headed man.


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Ok anyone that needs healing I got 12 rds left of energy body(19 hp per rd.)


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

"Hey, it looks like me...." Khufu says as he picks up the statue.

knowledge(religion): 1d20 + 10 ⇒ (2) + 10 = 12


Inner Sanctum

At this point some magic item ID will have to happen before you can move forwards..


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 would say you look like the statue -- I believe it is much older than you are..."

the Hadj will spend a few rounds trying examining the wand:

Hadjii's Spellcraft check: 1d20 + 18 ⇒ (7) + 18 = 25

unless the caster level is less that 10th, Hadjii thinks it would be a fine throwing stick for his hounds...


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Take 10 on Spellcraft and K Arcana for 24 and 20 respectively (with heroism); might help.

Kin and Arduino snuggle up to Amarantha gratefully for her healing.


Inner Sanctum

Hadjii identify's the wand as a wand of lighting bolt, caster level 10, with 10 charges remaining. You also think it serves another function, but are not quite sure what that is.

You cannot take 10 to id items Ard as you must concentrate on the detect magic at the same time.

The statue does sort of resemble Anumbi Khufu.. A closer look at the bracers reveal his holy markings as well.. In addition to an overwhelming magical aura.


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

the wand was the only thing Hadjii thought he might be able to use; now he has no interest in the wand after all.

What the heck -- he already has D. Magic going -- he'll examine the rest in the order listed: the bracers, then the scimitar, then the statue...

Hadjii's Spellcraft check on bracers: 1d20 + 18 ⇒ (20) + 18 = 38

Hadjii's Spellcraft check on scimitar: 1d20 + 18 ⇒ (15) + 18 = 33

Hadjii's Spellcraft check on statue: 1d20 + 18 ⇒ (3) + 18 = 21


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Interesting; you're quite right, GM. Looks like this stems from a mythic ability adding the ability to take 10 while IDing items, thus by implication saying you can't without the ability.


Inner Sanctum

The statue is not magical, but is worth 750 gps..

Nice roll on the Bracers though! You needed a high roll on that.

The scimitar is a +2 Earth Outsider Bane and apparently it's name is Vortex..

The bracers however are much more.. At first glance it seems they are a unique set of bracers that can be used to summon Graven Guardians up to 6 times a week, one for each of the gems, but after further inspection you think it has a greater power if used by a follower of Anubis..

You also determine that the wand has to be used to activate the Sekresphere's.. Probably by touching the blue dots on the wall..


Inner Sanctum

When they finally make it to Khufu hands he gets an overwhelming sensation to put them on..

If he does he instantly knows what they do..

What they do:

A set of silver-and-jasper bracers inset with three amber gems the size of dates set into each one would be grand treasure without their magical properties.

Worn by a devout worshiper of Anubis they reveal their true nature.

Each gem may be used once per week to summon a 15 hit dice Graven Guardian of Anubis as a standard action. It's abilities are stronger than the normal in addition.

The wearer also gains the ability to cast Domain spells in any of Anubis's domains. It's caster level for access is equal to his hit dice.

Guardians:

N large construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
-------------------
Defense
-------------------
AC 31, touch 11, flat-footed 28 (+2 Dex, +20 natural, -1 size)
Hp 124 (15d10+30); fast healing 5
Fort +5, Ref +7, Will +6
DR 10/adamantine; Immune construct traits; SR 25
Weaknesses faith bound
-------------------
Offense
-------------------
Speed 40 ft.
Melee +3 adamantine keen heavy flail +25/+20/+15 (2d8+15+bleed/17-20x2)
Space 10', Reach 10'
Special Attacks bleed 2, rest eternal
Spell-Like Abilities (CL 15th; concentration +0)
1/day—haste (self only)
-------------------
Statistics
-------------------
Str 26, Dex 14, Con —, Int —, Wis 12, Cha 1
Base Atk +15; CMB +24; CMD 34
SQ guardian domains (Death, Repose)
-------------------
Special Abilities
-------------------
Faith Bound (Su) A graven guardian cannot attack any creature that openly wears or displays the holy or unholy symbol of the deity to which the graven guardian is dedicated unless that creature first attacks the graven guardian.


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

Any of the domains? How frequently? DC's based on Wisdom?

"These seemed to have been placed in my path by my lord Anubis. I will wear them until I am called up and can return them to him in person."


Inner Sanctum

His domains are death, earth, law, protection, and repose, as well defense, fortifications, ancestors and souls subdomains. You do not gain any domain powers just access to the spells.. One each up to 7th level.. Caster level = HD, saves off highest mental stat. Like the others items this is easily a minor artifact, borderline major..


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

"Thank you Oh Lord Anubis!!!!" Khufu cries as he raises his arms to the sky.

"Oh .... and I'm keeping that statue of myself too."


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Arduino blinks curiously at Khufu, rubbing Kin's neck feathers. "I'll never understand you religious fellows..."


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)

"We can clearly see that the gods can directly impact our lives, and you don't understand religious fellows? Are you insane?"


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

"Is anyone going to carry that scimitar. It might have been placed here for a reason."


Inner Sanctum

As the group thanks and ponders the gods there is the mission at hand..

What to do?

By the way Khufu the bracers are called The Bracelet of Anubis..

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