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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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

^_^
Plus, is there any way to identify if the creature is human or undead? (the one with the golden mask)


Inner Sanctum

No way to ID him.. He's humanoid for sure.

The man starts to weave a very nasty spell and Logos's missiles go off.. They fly towards him, but are stop by an invisible barrier that surrounds him.. Spellcraft checks.. Calla if your Detect is stil up he has mutiple spell aura's going on..

Random Death: 1d5 ⇒ 2 going in alphabeltical order..

He points at Hadjii as he finishes his spell.. In a deep, raspy voice.. "Suffocate Infidel!"

Hadjii needs to make a Fort Save(DC 27) or on your turn you fall unconcious and are reduce to 0 hps.. Yall can roll Spellcraft on that spell as well

Calla, Sheeba, Hadjii, Hemket can go!


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 spend a move action to study the caster.

He will then use a mythic point for one distant barrage shot in addition to his normal shot.

deadly aim, distant barrage
to hit: 1d20 + 15 ⇒ (8) + 15 = 23 damage: 1d8 + 9 ⇒ (5) + 9 = 14 no DR if this hits

deadly aim
to hit: 1d20 + 14 ⇒ (16) + 14 = 30 damage: 1d8 + 9 ⇒ (4) + 9 = 13


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 is not in range for the detect magic, or even if she was the arcanist would not lose time with this.
Spellcraft Missile: 1d20 + 15 ⇒ (11) + 15 = 26
Spellcraft Suffocate: 1d20 + 15 ⇒ (4) + 15 = 19

Calla was about to speed the group up, but Marius exceeded in that task, going before her, so she went on full attack mode, wanting to burn down the mummies and the man before they have a chance to split up!
"Freaking Fireball!!"
Empowered by Rod and Arcane Reservoir (CL+2).
Gimme fuel gimme fire gimme that which I desire!: 10d6 + 20 ⇒ (2, 3, 6, 3, 5, 6, 6, 6, 1, 2) + 20 = 60 Reflex DC 20 to take half.

I'm assuming he does not have SR, but just in case:
SR if he has it: 1d20 + 10 ⇒ (16) + 10 = 26
Again because I'm mythic!: 1d20 + 10 ⇒ (10) + 10 = 20


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 attempts to determine what's coming:

Hadjii's Spellcraft check: 1d20 + 11 ⇒ (6) + 11 = 17

but he has no idea!

Hadjii's Fortitude save: 1d20 + 7 ⇒ (3) + 7 = 10

not much chance there anyway...

Sheeba tries to make her way toward her own doom; without any other guidance, she simply moves toward the nearest target: double move advances her 50' -- and moves her beyond the range of the Shield Companion spell, ending the spell. Her AC drops back down to 24 (and she loses that spell's +1 to saves)...


Inner Sanctum

Calla knows the man has a shield spell up, but doesn't know what the other spell is..

Hadjii grabs his throat and then falls over choaking. Remember you can use your mythic points to add 1d6 to saves.. Next round and the round after you can reroll the fort save. If you make it once you'll not die outright..

Hemket fires 2 arrows.. The barrage arrow strikes true.. The other attempts to bypass the hazy outline of the man.. Displacement up as well

1d100 ⇒ 89 High = Good.. Both arrows hit and the man hisses.. You can tell something is soaking some damage. Unless you have Adamantine arrows..

Calla rips off a mega ball at the mummies and it hits the man as well. He makes a quick gesture before the spell lands..

3d20 ⇒ (8, 14, 2) = 24 One of the mummies perishes in the blast.. The other dodges and takes 1/2 and then apparently has some resistance as well..

The man makes his save as well and takes minimal damage from the blast.

M -25
K -23

The remaining Mummy charges down the stairs and attack Sheeba.. It seems to be boosted speed wise..

Slam: 1d20 ⇒ 3 and misses her.

Round 2

Marius and Logos can go..


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

Acrobatics: 1d20 + 9 ⇒ (1) + 9 = 10 Oh well, free AoO

Logos bypasses the mummy, leaving it to Sheeba to kill. He runs up the stairs, and spends another mythic point to get an extra attack.

Rage

RPA Attack: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Damage: 3d6 + 13 ⇒ (3, 1, 2) + 13 = 19

RPA Attack: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Damage: 3d6 + 13 ⇒ (1, 1, 2) + 13 = 17

RPA Attack Confirm: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Damage: 3d6 + 13 ⇒ (1, 6, 1) + 13 = 21

Displacement (High good): 1d100 ⇒ 83
Displacement (High good): 1d100 ⇒ 65

Two hits, one crit threat on first


Inner Sanctum

Its difficult terrain in the room and double movement up the stairs.. Do you have enough movement for all that?

AoO: 1d20 ⇒ 20
AoO: 1d20 ⇒ 2 somehow fails to confirm needing just a 4..

Damage: 1d8 + 17 ⇒ (5) + 17 = 22 +DC 18 Fort or contract Mummy Rot..

I also forgot about the despair.. Everyone within 30' radius of the mummy needs a DC 18 Will save or be paralyzed for 1d4 rounds.. It is a fear effect if your close to Marius..

If you make your save you'll get the attacks off.


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

To the top of the steps, from where I started, was 6 boxes, or 60 with 10ft per square, the squares on top are not difficult terrain are they? If they are, I'm 5ft away and can still hit with reach. Logos has 70ft of movement.


Inner Sanctum

I edited my previous post. Also are you using Sudden Attack? If so you roll twice, adding your tier to hit and damage bypass's DR.. Just a good thing to note.

Reading it Fleet Charge would have prob been better for you.. Gives Pounce basically.. Move, Attack and then full attack..


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)

will save: 1d20 + 4 ⇒ (10) + 4 = 14

mythic point: 1d6 ⇒ 1 bah

paralyzed


Inner Sanctum

1d4 ⇒ 4 rounds Hemket. Wowzers.. Ill let you roll your own duration because im nice..

Someone in group could possible un-paralyze you as well..


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)

I suck: 1d4 ⇒ 2


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

Second Attack Roll, Sudden Attack: 1d20 + 12 + 2 + 1 ⇒ (5) + 12 + 2 + 1 = 20 Well, that wasn't higher

Will Save: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24


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
GM Pox wrote:

I edited my previous post. Also are you using Sudden Attack? If so you roll twice, adding your tier to hit and damage bypass's DR.. Just a good thing to note.

Reading it Fleet Charge would have prob been better for you.. Gives Pounce basically.. Move, Attack and then full attack..

Yeah, but it's not useable when you are already in melee. Given I have 70ft of movement, that's one extra attack up front with a pounce, or up to however many mythic points I have, plus the bypassing DR. I'll take the DR bypass and multiple attacks on the DR using bad guys.


Inner Sanctum

The necromancer studders a bit as the huge, raging brute comes flying up the stairs and connects twice, one doing full damage..

K -49
M -25

Marius is up.. He is just outside the despair range atm..

Are you not using the +1 Vicious AOMF?


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

Nope, we didn't have any IC warning that the big boss was here, so I didn't put it on. Would have been nice to add another 4d6 damage, but without some reason to put it on IC...


Inner Sanctum

Yall had all the time in the world before u opened that door.. Thats not something u would where all the time?


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's 2nd Fortitude save: 1d20 + 7 ⇒ (9) + 7 = 16
SHEEBA'S Will save vs despair: 1d20 + 3 ⇒ (18) + 3 = 21

Sheeba's bite attack: 1d20 + 10 ⇒ (11) + 10 = 21
if AC 21 hits, then 2d6 + 9 ⇒ (5, 5) + 9 = 19 points of damage
...*and* Sheeba'S TRIP attempt: 1d20 + 12 ⇒ (5) + 12 = 17 vs CMD...

the dice have chosen to make me consistently pathetic


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 does 1d6 of damage to Logos every time he hits. As hard as he get's hit usually in combat, that's a 'only pull out against major bad guys' thing. It does 2d6 to him, and 1d6 to Logos. That's 2d6-3D6 of damage every round, on top of the damage done to enemies. Using it on mooks is a recipe for being knocked out or using up our healing resources at 2-3 times the current rate. He's already got a +1 amulet, so the +1 Vicious only adds the 2d6 at the expense of doing 1d6 to himself. Unless Logos can activate *just* the +1 by itself when he wants, it's a bad thing to wear. If he can activate the +1 and vicious separately, then he'd wear it and activate it as needed. In which case, he'd have used it. But I wasn't sure if he could or not.


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Spellcraft for shield: 1d20 + 11 ⇒ (9) + 11 = 20

Spellcraft for suffocate: 1d20 + 11 ⇒ (6) + 11 = 17

Marius seeing Hadjii fall will move up to him and cast a spell to buff his constitution by using his mythic power.

Using mythic power to cast Bear's endurance on Hadjii.

Marius will then turn to Calla.

"Pull out one of those scrolls for summoning and I'll use them."


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

"Which one do you want?" I told you guys to get some of these scrolls...

So, to avoid metagame, what does Calla know about the spell affecting Hadjii? She heard him saying "Suffocate infidel", and is currently seeing Hadjii unable to fight and holding his throat. So, may I presume that some spell is still in effect and try to dispel it? Or perhaps some counter measure (like I did with the countless eyes)?


Inner Sanctum

Unfort neither of you made the spellcraft to determine the spell and effects.. You can put 2 and 2 together and determine whatever spell was cast is doing this to Hadjii though.. If you wish to try and dispel it go ahead. Logos the amulet isn't a turn on/off item unfort.

Considering his roll wasn't high enough for the mythic point to help Hadjii will have 1 final round to save or die..

Marius casts Bear's End of Hadjii and Logos does his best to end the threat..

The necromancer lifts off and flies backwards from Logos. Provokes and AoO He then starts chanting and points another finger at Logos.. "Suffocate!" DC 27 Fort or have Hadjii's problem. Spellcraft DC 20 to get the spell again

The rest of yall are up. Hadjii fails his fort again and drops to -1 and is dying. Hemket is Paralyzed atm.. Sheeba bites down of the mummy, but is unable to trip it. Did you select a fevor ability this round?

Calla is up!

M -39
K -49


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

That's what I suspected, which is why he wouldn't put it on unless he knew he would need it.

AoO: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
Damage: 3d6 + 13 ⇒ (1, 1, 5) + 13 = 20

Save: 1d20 + 9 + 2 + 2 + 1d6 ⇒ (8) + 9 + 2 + 2 + (6) = 27 Surge

Also, I forgot that the bonus damage from Power Attack is doubled before applying the damage multiplier of the weapon due to mythic power attack. So, +6 -> +12 -> +24. So that crit did an additional +12 damage to the thing.


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)

Unless you have some ability which makes it so he doesn't have to breathe, he is dead next round. Dispell could work.


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

Unfortunately those things that allow us to live without air are all high level spells...

Spellcraft: 1d20 + 15 ⇒ (11) + 15 = 26
Calla will not leave her friend to die! When seeing the man cast the new spell on Logos she realizes what it is, and chooses to end the current one on Hadjii before continuing dealing with the caster. The man was powerful, but leaving Hadjii to die from the spell would just be too much to bear.
Dispel Magic 1: 1d20 + 8 ⇒ (18) + 8 = 26
Again cause I'm mythic!: 1d20 + 8 ⇒ (5) + 8 = 13

Current Fervor: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.


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 forgot about BoF -- we decided animals are just doing the best they can to bite (and to avoid spells) so they always select +2 to hit (and to Reflex saves) by default. Sheeba hit without the +2, and I don't think it'll help the trip check...

I believe Calla just saved Hadjii's life -- good roll!


Inner Sanctum

The crit wasn't confirmed.. Don't forget about displacement.

1d100 ⇒ 60 hits. Man the odds have not been his friend so far.

K -59
M -49

Calla succesfully dispels the suffocate and saves Hadjii.. His mythicness kicks in and stablizes him..

Logos makes his save, but is still staggered for a round.

The Mummy attacks Sheeba twice again..

2d20 ⇒ (19, 15) = 34 and hits twice..

Dam: 2d8 + 34 ⇒ (2, 8) + 34 = 44 +2 fort saves vs Mummy Rot.. DC 18..

Logos and Marius are up again!


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius converts one of his spells into a healing spell to help Hadjii.

Converting Bull's Strength into CMW.

CMW: 2d8 + 3 ⇒ (8, 5) + 3 = 16

"I'll use the scroll of Vanth."

Marius then moves next Calla so that next turn he can get and use the scroll.


Inner Sanctum

And Hadjii is back in the game.. Remember you have bear's endurance going as well..

Logos is up, but is staggered this round.


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 charges the spellcaster. You can charge as standard action if that is all you can make

Acrobatics to jump as part of the charge, to ignore difficult terrain and drop 5 ft, dc 15: 1d20 + 9 ⇒ (9) + 9 = 18

mythic point for sudden attack

Attack: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
Damage: 3d6 + 13 ⇒ (5, 4, 4) + 13 = 26
Displacement: 1d100 ⇒ 49 Miss

Attack: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Attack: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
Damage: 3d6 + 13 ⇒ (2, 5, 1) + 13 = 21
Displacement: 1d100 ⇒ 27 Miss
Displacement: 1d100 ⇒ 48 Miss

The displacement finally helps the spellcaster, but he's still trapped against a wall now.


Inner Sanctum

I was unclear.. He is flying off the floor. He is unreachable from the floor.. He's roughly 15' in the air. The ceiling in this room is 50' btw..

It doesn't matter snice you missed just letting everyone know at this point..


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

In that case, Logos would have taken out the crossbow


Inner Sanctum

What would your crossbow have hit with that 9 roll?


Inner Sanctum

The man flies a further 10' in the air before unleashing a ball of fire at the group. He uses a quickened magic missile on Calla.. Not sure if you have shield up

The fireball will hit everyone but Logos..

BOOM!: 10d6 ⇒ (1, 4, 2, 4, 5, 1, 6, 1, 2, 2) = 28 DC 20 Reflex for 1/2..

MM on Calla: 5d4 + 5 ⇒ (2, 1, 4, 4, 3) + 5 = 19

Calla, Hemket, Hadjii, and Sheeba are up! I believe you are unparalyzed this round Hemket


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's Reflex save: 1d20 + 5 ⇒ (20) + 5 = 25

hey, that woulda saved Hadjii from choking to death! But thanks to Calla's dispel, it saves Hadjii from burning to death instead!


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

Staggered, all he could do was ready it, so nothing.


Inner Sanctum

I hope yall are enjoying your final encouter for this book!


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)

reflex save: 1d20 + 11 ⇒ (3) + 11 = 14 owie -5 from fire resistance

blessing of fervor for +2 to hit and AC
mythic rapid shot for 3 at -2
deadly aim

to hit: 1d20 + 14 ⇒ (20) + 14 = 34 damage: 1d8 + 9 ⇒ (1) + 9 = 10
to hit: 1d20 + 14 ⇒ (9) + 14 = 23 damage: 1d8 + 9 ⇒ (2) + 9 = 11
to hit: 1d20 + 14 ⇒ (17) + 14 = 31 damage: 1d8 + 9 ⇒ (6) + 9 = 15
to hit: 1d20 + 9 ⇒ (15) + 9 = 24 damage: 1d8 + 9 ⇒ (7) + 9 = 16
confirm: 1d20 + 14 ⇒ (12) + 14 = 26 damage: 2d8 + 18 ⇒ (5, 8) + 18 = 31

(HP 34/57)


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

Reflex: 1d20 + 6 ⇒ (4) + 6 = 10 Calla takes the missiles and should be bleeding from the holes on her legs and torso, were not from the fire that cauterized all of that in a single sweep of fire. What a weak fireball!" She thought, but consciousness was already fading in the Arcanist, and as much as she wanted to make the Bloodrager fly, he was too far away for that, so she sacrificed herself with all she got, sending a lightning ball at the creature!
"Freaking Lightning Ball!"
10d6 + 21 ⇒ (4, 1, 2, 5, 6, 4, 6, 6, 6, 2) + 21 = 63
Empowered by Rod and and reservoir (CL +2). Versatile for Lightning element instead of fire.

Then her mind drifted away, never again to see the daylight.
Stabilized at -1


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 suppose Sheeba has to save too:

SHEEBA'S Reflex save: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26

She drops to -1 instead -15 -- either way she's out of the fight (so maybe the mummy won't kill her!)

And two Fort saves:

SHEEBA'S Fortitude save: 1d20 + 10 ⇒ (5) + 10 = 15

of course she fails right away, so she has Mummy Rot -- might as well just put her out of everyone's misery and get another Animal Companion. GOD HOW I *HATE* MUMMY ROT!!!!!!!

The Hadj wakes up with a gasp, spends a move action laying there figuring out what's going on, and calls lightning on the mummy that's about to kill Sheeba:

called lighting damage : 3d6 ⇒ (4, 3, 3) = 10


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Reflex save+ mythic: 1d20 + 3 + 1d6 ⇒ (4) + 3 + (1) = 8

Marius takes the fireball to the face, but then he heals everyone with a channel

2d6 ⇒ (1, 5) = 6


Inner Sanctum

Why o Why are yall staying in fireball formation?

Hemket launches an assault..

Displacement check: 4d100 ⇒ (59, 90, 40, 28) = 217 two of which make it threw the mage's blurry outline, 1 for massive damage.. The rest of the damage is soaked by soemthing.

Reflex: 1d20 ⇒ 13 makes the save for half.. Afterwhich he is hanging on by a thread..

The mummy moves and attacks Hemket..

1d20 ⇒ 2 and misses..

Logos is up! Can he take the last few hps from the man? Is an heroic leap attack in his future? We shall see.. Just if you were curious he's 10' above you and 20' off of the platform.. Not impossible, but hard for sure..


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 did not have a move action since she was staggered ^_^ But she can use the cover from the wall, probably...


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

Jump DC would be 15 for the forward jump, as Logos is large, he has 10 ft of reach, and can reach the guy even at his current height if he were directly under him. So the DC would be 15, to get cover the distance. That's an 6 plus. EDIT: Logos has a +16 for jumping from having a 70ft movement. Logos would have 1 mythic point left, which he could surge on, but if he does that, he can't make the extra mythic attack that ignores DR. On the other hand, he's unlikely to do any damage with the crossbow, so what the heck...

Acrobatics: 1d20 + 9 + 16 ⇒ (3) + 9 + 16 = 28

Attack: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
concealment: 1d100 ⇒ 69 Hit
Damage: 3d6 + 13 ⇒ (4, 4, 5) + 13 = 26

Sudden attack]
Attack: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
Attack: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
concealment: 1d100 ⇒ 12 [ooc]Miss

concealment: 1d100 ⇒ 95 Hit
Damage: 3d6 + 13 ⇒ (1, 5, 5) + 13 = 24

EDIT : Forgot about the bonus to jumping for having higher than 30 ft of speed, thanks Callia. If the 19 hit's his AC (doubtful) the attack bypasses DR.


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

I hope he is dead, cause another of that fireballs would take 3 of us in a single spell...


Inner Sanctum

In a terrific display of acrobactics Logos leaps from the platform and shreds the man with 2 claw attacks. Afterwards he rides the man to the ground, smashing in the floor along the way..

Falling Damage: 3d6 ⇒ (3, 6, 5) = 14

As the man's spirit leaves his body an explosion of blue light fills the chamber and washes over you all.. Welcome to Teir 2! The mummy also falls dead..

You all may also level up to 7th!


Inner Sanctum

Magic gear:

+2 Cloak of Resistance
Lesser Rod of Extend(1 charge left for the day)
Scroll of Stinking Cloud
Ring of Sustenence
Wand of Enervation 14/50
Cure Mod Pot x2

and last but not least:

Mask of the Forgotten Pharaoh:

Slot Head and Headband, CL 17th, Strong Transmutattion and Necromancy

Carved from gold and inlaid with cobalt, lapis lazuli, and onyx, this elaborate funerary mask was surely carved for someone of great importance.

Donning the mask grants the wear a +2 stat bump to int, wis, or cha, chosen when the mask first put on. If it grants Int it also grants appropriate ranks in Know(Nobility). At 7th and 11th the stat bump increases by +2 and if Int was selected it gives Know(History) and finally Know(Religion).

In addition, the mask provides its wearer with deathwatch as a constant spell-like ability. The mask cannot be detected by any sort of divination magic, and grants its wearer a constant nondetection effect.

It has additional benifits depending on the alignment of the wearer. It takes 24 hours to attune itself to a new person.

We'll discuss additional alignment powers if anyone wishes to wear it.


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)

One of the casters should take that. I suggest a steel cage match for possession.

Wouldn't mind getting the cloak of resistance, the way I keep (not) rolling saves.

Are we still 6th but with tier 2?


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 already has a item that grants intelligence, and many ranks in those skills (which do not stack), so I really don't need it.

"Well freaking done Logos!!! Well done everyone! We got it!"

We are 7th + mythic tiers, but I probably won't be able to update Calla until sunday.

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