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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Inner Sanctum

The guard relaxes a bit as Marius's silver tongue goes to work. "You guys don't look like your from around here so I'll give you a freebie. Unless you and your friends here wanna find the dungeon I would abstain from such threatening gesture's while in Tephu. Good day." And with that the guards meander off and things go back to normal, well minus the merchants peddling their wares at yall. Most are giving Logos the stink eye presently..


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 returns to normal, panting, and bows to the guardsman.

When he is gone, he shrugs. "Sorry, I've found that being nice to peddlers encourages them. Being polite but firm does the same thing. However, convincing them one is Mad seems to cause them to leave one alone. Usually by the time they find out one is not likely to kill them randomly, they've given up on the idea of selling one a 2 copper item for 2 platinum."


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 think it is easier to deal with peddlers rather than running the risk of the city dungeon. "


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

"Nah, I didn't hurt anyone. Most you get is a day or two, free food, and some peace and quiet."


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

On the first day Calla uses their night rest to craft a little bit on her large tent, starting Hemket's Endless Ammunition quiver (1/4k paid). She is animating her defending bone and walking around with Mage Armor.

The arcanist draws a conversation with the group to see what else they know about Tephu. If this was Sothis they would have some contacts, but here there was nothing.
K.Local: 1d20 + 17 ⇒ (2) + 17 = 19

Calla was never bothered by merchants, but this was before she became a powerful Archmage, and specially rich. She produces several potions from her pockets and begin to sell it to the boring merchants, knowing this would usually drive them away. Profession Merchant: 1d20 + 5 ⇒ (15) + 5 = 20 If this doesn't work she will use Disguise Self on herself, to look like a beggar.

She keeps a special attention to her equipment, for fear of anything being stolen. She ask directions to the helpful guard and leads the party to the library, and they find an Inn nearby (one that's at least clean and comfortable, of course) to rest and be able to move in and out from the library faster.


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

"So, what are we searching for in the library?" Logos asks, as Calla picks out their inn in relation to the library.

Logos has Kn(Arcana), and can look up stuff related to that in the library, or at least provide Aid Another rolls.


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 I've overstated the amount of time Hadjii can be a wolf: I want Hadjii to scribe scrolls and train animals every evening, so unless his Unseen Servant can do the scribing under Hadjii's control while Hadjii is in wolf form, Hadjii will have to be human in the evenings. He'll still fly like an eagle for an hour or so in the mornings, then wolf-out for 9 hours, but he won't use his extra wolf-only morph in the evenings -- he'll craft scrolls of CLW, and continue training Hyenas, whenever Calla is crafting.

I assume scribing and crafting supplies are readily available in Tephu...

"I too can help research in the library! I may not be as learned as Ms Voni, but I can still help study history and local information, as well as arcana and religion."


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, let's go together! He are looking for information on Hakotep, which may also be referred to as the Sky Pharaoh, or the Forgotten Pharaoh. If those references lead nowhere, try Thrice-Divided Soul. Now, the reason why he has been forgotten is a mystery, so that is worth researching too, as to say what would be a crime for a pharaoh, or something like that. Furthermore, the mask was hidden on the Erudite Eye, and it may be that the other parts are still in the dead city. Djedihepet was the high priest who founded it, so there may be information related to that. Djederet II was the pharaoh, so we may also understand more about him, since he was a close friend to the high priest. There is also the need to know which is the city they came from, since they founded Wati. That city will probably have another piece of Hakotep's soul. We need to know what their shame was, and why did they need to hide it. The Observatory of Truth and Wisdom may also be a potent source of information. I have a guess there is more to that miniature city than we were able to find, and the stars chart may also indicate something, although we don't know what exactly, yet."

"The thing is, if that cult wants to resurrect Hakotep, they will certainly need the Mask. But, any piece of the pharaoh's soul might be powerful enough to wrack entire cities, so we need to find more about it, and fast. If we find where the pieces are, we find the cult. We rested for too long. Let's go!"

Can we take 20 researching in the library?


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)

"Uhh, ok then. Can I just go to a tavern and wait? You completely lost me. I'm not really all that much for book learning. I know a little about pharonic bloodlines, but since we already have he guy's name and all, I doubt I can add much. "


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 listens to Calla for a few minutes, then shrugs. "Right, research pharoahs and souls. Got it."

Take 10 or 20 on Kn(Arcana), whichever the GM allows, 15 or 25


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 will assist Calla, filtering books she needs from those that won't be useful for this kind of research, fetching books, and logging what she has learned..."

Hadjii's Knowledge:Arcana check: 1d20 + 3 ⇒ (4) + 3 = 7
Hadjii's Knowledge:History check: 1d20 + 3 ⇒ (17) + 3 = 20
Hadjii's Knowledge:Local check: 1d20 + 3 ⇒ (18) + 3 = 21
Hadjii's Knowledge:Religion check: 1d20 + 3 ⇒ (19) + 3 = 22

hey! good rolls on Knowledge checks! I guess The Hadj needs to be in a library to roll well on that kind of thing!

Hadjii doesn't help with Arcana, but should be providing a +2 on Calla's History, Local, and Religion checks...


Inner Sanctum

Bare with me guys, work has been busy the last few days.. This will be the last wek of the outage.


Inner Sanctum

Until I get internet hooked up at my new house the map will have to wait unfort.. Sry.

Some details about the city though. It is divided into 4 major districts.

New City:

This crowded and chaotic district has grown up between the river and the Old City. The New City is the center of trade in Tephu, and the streets of the district are congested and noisy. This district caters to visitors, who can find welcoming coffee houses, take a deserved bath in a hammam, or barter for commodities such as dates, olives, carpets, and of course papyrus. The New City is separated from the River Sphinx by an earthen embankment. Beyond this levee—which teems with traders, guides, and children—are the papyrus fields, filled with carefully tended plants guarded jealously by their owners and hired workers. Sturdy piers stretch into these reeds, allowing moorage for harvesting boats, and further out, where the river is deeper, providing safe harbor for shipping vessels and the barges of visiting dignitaries.

Old City:

The original city of Tephu was built at a distance from the river to avoid the worst of the annual flooding, with stone walls to keep out the rest. Throughout the Old City, remnants of the past stare mournfully from sandstone walls worn by time. Sandstorms over the ages have worn away many of the features of the dozens of statues and hieroglyphs that populate the plaza; some are known only because of diligent record keeping by the scribes of the Great Library. The Old City is built around the Great Plaza, which was built upon the ruin of the old palace. This airy, open space amid the bustle of the city is home to both the Sanctuary of Nethys and the Great Library. In the plaza’s atmosphere of calm, sisters of Nethys shuff le past temple guards, wealthy merchants, and scholars. The library’s Outer Sanctum stands at the heart of the Great Plaza, surrounded government buildings and the finest townhouses and offices of Tephu’s worthiest citizens. Two gates allow access into the Old City—the Gate of the Sun, which faces the river, and the Gate of the Moon, which faces the desert. However, countless alleys and passages have punctured the old walls over the centuries, leaving the surrounding wall riddled with holes that allow people to pass into the Old City. While beggars and pilgrims are not turned away from entering the Old City, peddlers and hawkers are actively and aggressively removed. The area is diligently patrolled by the Tephu watch, who aren’t known for their patience.

Outer City:

The edges of Tephu where the city greets the desert are collectively known as the Outer City; here the poor and working class make their homes. The back streets are crammed with improvised dwellings, children at play, and squalid souks selling anything from rope to staple foods to flax. Those toiling in the date orchards and papyrus mills return to this district each night, and the scent of garlic, onions, beer, and sweat wafts from cramped houses and small public squares.

Wadjet's Walk:

Tephu’s canal, named Wadjet’s Walk in honor of the goddess of the Sphinx River, runs through the district that shares its name. The Walk was designed to bring water deeper into the city and to facilitate trade. It flows through the city, f lanked on both sides by fine apartments, the offices of the papyrus merchants, and bustling markets. Water is drawn from the canal by those locals not wealthy enough to have access to wells, while laundry women ply their trade at its edges, carefully watching out for the crocodiles that also call the canal home. Wadjet’s Walk is navigable by all but the largest sailing vessels, and visitors regularly arrive at the Old City to visit the haty-a (or governor) via this canal. The merchants, traders, and wealthier artisans of Tephu live in this district in colorful riads with lush green courtyards and beautiful arched doorways. Others make do with simpler dwellings, generally mud brick or sandstone compounds and apartments. Mausoleums, souks, and even fortified communal granaries are crammed side by side with temples, small palaces, papyrus mills, and warehouses. When particularly popular or notable caravans come to town, the squares are overtaken by bright circular tents while carts and overloaded camels block the streets.

It takes Calla a solid day to recieve this information. She also recieves the name of a very nice inn, Inn of the Desert Winds.

She also finds out that the Gate of the Sun is the main thoroughfare between the Old City and the New City. A row of guards ensures that the hawkers, false guides, and other shady dealers who cram the gate do not enter the Old City, but they allow in pilgrims, beggars seeking alms, and those with official business.

This is where the group must go to gain admittance to the Old City.


Inner Sanctum

We'll deal with knowledge rolls once/if you gain access to the Great Library. There is other information on notable sites in the city if yall wish to persue such things.


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 have a feeling that his will be no easy task... I also find this history of pilgrims and beggars to be a blatant lie! We should try the official business route, right? Are any of you feeling talkative today?"


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

"They should let in a cleric of Nethys since we go to find knowledge all the time."


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

"So, please tell them that with your mighty powers of persuasion!"


Inner Sanctum

Ok so check into the inn and then head for the library?


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)

That works. Let Marius try to BS our way in.


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

With a couple of cute animals along!


Inner Sanctum

Dressed nicely along with Marius's words the group has no problem getting through the Gate of the Sun and easily get to the Library. Upon arrving you see.

"The high blue dome of Tephu’s Great Library, topped with shining gold pinnacles, towers over the surrounding buildings. Huge columns rise from immense footings along the edifice’s sheer walls."

Approaching the main entrance yall see.

"Enormous bronze doors, etched with the images of rampant sphinxes, lead into the library’s cavernous interior"

4 guards are posted here and as you approach one gives you a halting gesture. "Good day. What is your business at the Great Library of Tephu?" They each wear chainmail and carry a spear.


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

these guys are normal library guards, right? They have some kind of livery making that clear?

Hadjii's Perception check: 1d20 + 15 ⇒ (6) + 15 = 21

and they're just doing their jobs?

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

Hadjii observes all this without speaking; he makes puppy-like noises and nuzzles up to Sheeba, trying to make it look like he and Sheeba are just a couple of nice, pleasant pets...


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

"A good day to you too, sir! We seek information that might prevent the destruction from some Osiriani cities, including this one. The matter requires urgency." Of course, the Arcanist would go straight to the point, instead of using some more persuasion with the man.

Diplomacy if needed: 1d20 + 2 ⇒ (15) + 2 = 17


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 decides to sit back and wait.


Inner Sanctum

These appear to be normal guards yes. Their seem to be following standard protocol for people they do not recognize.

The guard eyes go wide as you tell him what your looking for..

1d20 ⇒ 13 He was about to laugh but picked up on the sincerity of Calla's words.

"You all may enter, but pets are strictly forbidden in the Great Library. Accidents cannot be afforded, I'm sure you understand. There is temporary stables around the corner for such things. As far as the information you seek I would suggest you talk to the curator's. They should be able to help you further." He was not overly surprised by your statements, almost as if he's heard end of the world soothe sayers before.

It costs 5 silver to stable Sheeba for the day. 5 silver to stable Hadjii as well lol.

Let me know what yall wanna do.


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

ooohh, fine! Hadjii will drop out of Wild Shape, cast Carry Companion on Sheeba, and tuck her figurine in with the three hyena figurines.

"Someday, I will be a wolf all day! Oh yes!"


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)

"Damn, I was looking forward to putting you in a kennel. "


Inner Sanctum

I assume you find a place to not visible to remove the mask?


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

"You should have stayed a puppy, I would have paid your kennel fees, and even sprung extra for an extra bone, and for the stable boy to rub your belly."


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 a pity, Calla was about to cast Anthropomorphic animal spell on Sheba...

"Thanks for the help." We seek out the curator and ask for advice and on how does the library work, to get a better grip on where to look.

Are we keeping anything secret?


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 think the mask needs to be kept secret.


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 (the player) forgot about the mask -- but Hadjii wouldn't! As a wolf, he turns to nuzzle his face in his big companion's fur, then morphs out of wild shape with his face thus obscured. He takes the mask off as part of the morph action -- making is look like a final somatic component of some kind of morph spell -- and stuffs it in his Haversack before anyone can get a good look. Then he casts Carry Companion, and picks up the new figurine, before turning his face in a way that someone can see it properly.

He smirks at the guard on his way in:

"Thank you, good sir, for the advice about pets!"


Inner Sanctum

1d20 ⇒ 10

The guard rubs his eyes making sure of what he just saw. He mumbles something about spellcasters before waving you through.. "Check in at the foyer desk once inside." Entering the complex you all see.

"A large, ornate desk lit by a magnificent lantern seemingly made of water stands in the center of this entrance hall. Statues of enigmatic sphinxes sit in each corner of the room, their gazes an impossible mixture of pleasure and defiance. Archways in three walls open into larger spaces, the chambers beyond drowning in books, ledgers, librams, scrolls, clay tablets, tomes, and other more obscure forms of record, held in countless shelves and cabinets. The smell of old books is almost overpowering"

Approaching the desk you see a pair of what appear to be Cleric's of Nethys atteding it. They smile as you approach and then give a nod to Marius as his holy symbol becomes visible. One speaks up. "Good day and welcome to the Great Library of Tephu. How may we assist you today?"


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

"Whoa! You know, I always wanted to come here! Such a pity we don't have much time..." She seems reverent and contained, but her unstopping hands denounce she's eager to be searching and reading.

Anyway, the visage of the two clerics bring her back and her mind rushes up to process the best rote to get to the subject without letting them know it, cause obviously they would at any costs try to protect their faith's shame at all costs. A good thing overall, she hoped, but not for their peculiar quest. She gave the others a quick side look, hoping they would not speak more than necessary. "Hello! We are a group of winners of Wati's Lottery, and we found some weird things about some places in the Dead City while exploring it. So we were ordered to come here and find out more about some specific sites and, if we find anything that does not match your information, provide you with some feedback on their current state. Could you lead us to a section that contain information about the old sites in the dead city, or perhaps specifically the Observatory of Truth and Wisdom?"


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 smiles back at his fellow clerics.

"Yeah, and those Pharasma worshipers couldn't even keep their city from having an undead uprising. It was sad really, so Nethys had to deal with it in the end."


Inner Sanctum

The woman smiles. "Of course!" She points to her left and then right. "The outer stacks are held in those areas and are free to research." She motions behind her, or to the north. "The Great Chamber of Knowledge holds a much more vast collection of information, but is 50gp per day of research. The Chamber also contains the Upper Stacks, which can be dagerous to research but hasn't been jumbled up as much."

Ok so the fun part begins. Researching this place is not the same as normal. The amount of crap here is enormous so it takes a while to find details your looking for. For each day of research, dawn til dusk, you may make a Research Check. Research checks are similiar to knowledge checks and can be assisted. There is a base DC for each area and if you pass or meet it you may roll to reduce area's knowledge points. Once the knowledge points are reduced so far you locate info you are seeking. Since you all lack a bard either Marius or Calla will have to best chance at making this quick. Any questions?

She finishes up with a smile to Marius. "Those Pharasmins do have a hrd time keeping the dead dead 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)

Is there actually anything I can do to help, or am I a sock puppet for this part?


Inner Sanctum

You may assist and you can make the checks untrained as well. This is certainly a group effort thing. The checks aren't easy so it will take a long dam time if yall dont work together. You get but 1 check per day.


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 wrote:

"I will assist Calla, filtering books she needs from those that won't be useful for this kind of research, fetching books, and logging what she has learned..."

Hadjii's Knowledge:Arcana check: 1d20 + 3 ⇒ (4) + 3 = 7
Hadjii's Knowledge:History check: 1d20 + 3 ⇒ (17) + 3 = 20
Hadjii's Knowledge:Local check: 1d20 + 3 ⇒ (18) + 3 = 21
Hadjii's Knowledge:Religion check: 1d20 + 3 ⇒ (19) + 3 = 22

hey! good rolls on Knowledge checks! I guess The Hadj needs to be in a library to roll well on that kind of thing!

Hadjii doesn't help with Arcana, but should be providing a +2 on Calla's History, Local, and Religion checks...

if my previous post applies, Hadjii helps with 3 knowledge areas the first day (but not Arcana). If it's just one overall check per day, then the above rolls suggest he wasn't helpful the first day -- then he caught on to how best to help her research routine, and she gets +2 from Hadjii for days 2, 3, and 4...

Sheeba wants to help, too!


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)

Do you want rolls all at once? What skills do we roll? I almost assume I am untrained in all of them.


Inner Sanctum

Each area has specific knowledge rolls that can be used in it, so yall just need to let me know where you search. Outer Stacks, The Great Chamber of Knowledge, or the Upper Stacks. The last 2 require a 50gp donation per day per person to research in. Thats 50gp for both not each.


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 suggest we spread around, and take a couple of days.

Upper Stacks 50GP : Kn(arcana): 1d20 + 8 ⇒ (15) + 8 = 23
Upper Stacks 50GP : Kn(arcana): 1d20 + 8 ⇒ (20) + 8 = 28


Inner Sanctum

There is but 1 roll per day for the whole group.. I would sugest Calla rolls it since she has the chance to reduce the knowledge points the most. You will deff assist Logos.

So are yall searching the upper stacks first?


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)

If we already started there, I suppose so. I would have suggested the free stuff to start, but it doesn't much matter since I imagine we have to do it all eventually.

to assist Calla
knowledge arcana: 1d20 + 2 ⇒ (9) + 2 = 11
knowledge arcana: 1d20 + 2 ⇒ (16) + 2 = 18


Inner Sanctum

Just in case i was confusing ill go over it again.

The outer sanctum consists of the outer stacks, upper stacks, and great chamber. Each area has different subjects to study therefore require different knowledge rolls. 1 person rolls, the rest of you may assist him/her. If you make the check you reduce the area's knowledge points by a certain number. Calla has the best chance at reducing the number in a decent amount of time.

1 roll per day, therefore you can only search 1 place per day.


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

Just use my two rolls for the first two kn(arcana) checks as aid others then. Since I don't know what we roll in each location.


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)

It might be good if you listed the relevant skills per area (I didn't see any mention of this by area, but I could have missed it). In my case it will likely just be a d20+2 since I am untrained in most of what is likely to be relevant.


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 important to remember that you can only aid another if you are capable of hitting the DC in the first place. So, Logos can only aid on kn(arcana) checks of DC 28 or less. For those with no ranks in kn, they can only aid another on DC 10 or less DCs (which means they can only help if the person rolls horribly).


Inner Sanctum

After paying yalls 50gp each you move into the Great Chamber of Knowledge.

"This breathtaking chamber is a vast, pillared hall soaring upward to a great dome overhead, an airy vastness appropriately painted with stars and clouds. A ring of columns runs around the perimeter, supporting a gallery at the base of the dome. Countless shelves divide the chamber, rising so high that ladders are needed to climb them. These shelves are in turn separated by a bewildering variety of boxes, cabinets, cases, and chests. Littered among these towers of knowledge are benches, reading tables, huge desks for spreading maps, and elaborate displays. The flickering light of lamps and lanterns mingle throughout the space."

At the far end you all see..

"An immense, circular bronze door rises amid a wall of huge limestone blocks at the rear of the library. A single hieroglyph of an eye engraved in the center is the door’s only feature."

Moving to the upper stacks, which are above the great chamber you see.

"The vaulted dome of the library rises like the heavens above the floor of the main chamber. A broad balcony circles the base of the dome, lined with shelves and piles of books that loom like cliffs on the brink of collapse. A jumbling array of ladders climb to these teetering shelves, propped against the stacks, hung from ledges, dangling from wires overhanging the library far below, or fashioned from spikes hammered into the walls."

Researching the Upper Stacks is dangerous as the clerics told yall. Only flyiers/levitators can search it without using the ladders. If using the ladders you need to roll climb checks..


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

Can we take 10? Logos has a +8, which should be good for climbing ladders?

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Inner Sanctum

For Dottings..


yes, dot it is


Lawyer 8/MBA 7/RPGist 5

.


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

here's a dot from Duhwoo


Inner Sanctum

Ok so it looks like so far we have a:

Bloodrager - Full Bab, Minor arcane casting
Menhir Druid - Full Divine caster, Wolf companion

Interested to see what bloodline you pick Draconis.. I built a half-orc bloodrager with the destined bloodlined then selected the luck bonus alt racial and the fates favored trait to souble up on all his luck bonuses.. A jingasa later on would have been nice as well.. He didnt get selected unfortunately although i think im gonna do a pfs guy modeled after him..


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)

OK, here's the character, background is under way. I can switch to an archery build pretty easily if there are already sufficient front liners.


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

Here is the start of the Bloodrager


Inner Sanctum

Just curious Draconis but why so much charisma? You dont get spells till 4th level and then 2nd at 7th.. By then you'll have cash enough to afford a +2 headband for sure.. I would suggest stats more along:

Str-18 (10 points, +2race)
Dex-13 (3 points)
Con-15 (7 points and needed for Raging Vitality)
Int-10 (2 points, -2 race)
Wis-10
Cha-15 (3 points, +2 race)


Inner Sanctum

Buzz if you were leaning towards a trap disabler why not take the trait?

Trap Finder: Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to
disarm magic traps, like a rogue.


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

If Hemket doesn't take TrapFinder, Hadjii just might take it (instead of Blood o' da Pharoahs). Hadjii is still in a formative state -- and open to suggestions!


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 can get trapfinding as a slayer talent. There's no reason to take it as a trait (it is planned in the build at level 2). The slayer talent is appreciably better than the trait (I get a bonus that scales with level).


Inner Sanctum

What happens when you die to traps at level 1 though? lol

With an 18 dex, the trait, a rank, and mwk thieves tools you could be sporting a +11 mod at 1st level, which gives you a slightly better than average at disabling most traps at the level.. I suppose you could just eat the traps at 1st level and hope you survive..


Inner Sanctum

Looking at it like that i suppose you better off just risking it..


Okay just noticed we have a druid, so do we still need a cleric or should I try and fill some other slot?


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 have a rank in disable device already, and an 18 dex with masterwork thieves tools. The difference is 3 points. Meh. I'd rather have the will save bonus from Pharaoh. Don't worry, I have this planned out. The character will be hell on wheels on traps in due course, and truly the slayer version is much better than the trait.


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)

Druids are generally very mediocre healers.


Inner Sanctum

Druids are usually more offense/cc than heals.. A shaman would be better at healing if Duhwoo wants a druidish type charcter..


I can still do a cleric I just didn't want to get in Duhwoo's way if that's what he wanted to do.


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'd say it's a slim chance that Duhwoo wanted to play a healer.


Inner Sanctum

I agree Buzz, but looking at it a Shaman is prob better than a druid no matter what he wants to do with it.. He still has his pet, although i wouldnt send my spellbook in to fight lol.. Improved familiar later on would toughen it up too..

As far as a cleric goes Void i dont see you stepping on Duhwoo toes.. A party with a druid and a cleric would be better off than a party with only 1 of those classes lol..

A quick run down:

Druid with wolf companion/might should look at a shaman - Support caster/Possible melee later on with shapeshifting..

Bloodrager - Melee, should have decent hps..

Cleric - Support caster/possibly melee

Slayer - Trap guy/melee, could do ranged as well..

That leaves us missing an arcane caster for sure and possible a tank depending of a few things..


Lawyer 8/MBA 7/RPGist 5

I'm making the arcane. Probably an Arcanist, just to differ from the wizard path. Reading the player's guide for now.


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)

Slayer is actually looking better if I do ranged really, but I can do melee if required (though ranged will take a while to get all the good feats). He would end up quite soft for a front liner if I made him for melee.

Yes, we could use a proper arcane caster.


Inner Sanctum

Yea we saw in the Tournament how fragile the slayers are upfront.. And his will save killed him.. Being Ifrit will take longer to develop the ranged feats, but with Ranger Combat sytle, Combat Trick, and Weapon Training could help fill in the blanks.. I could see:

1st-Point Blank Shot
2nd-Trapfinding Talent
3rd-Precise Shot
4th-Ranger Combat Style Talent for Rapid Shot
5th-Deadly Aim
6th-Gain Manyshot from Combat style and Could go Combat Trick for Clustered Shots or Weapon Training for Weapon Focus..

Would be a little slow going.. I suppose you could get the trapfinding trait and that would let you get precise shot at 2nd..


Inner Sanctum

It seems the advanced classes are coming to town..


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)

Giving up the human feat is a bit bad, but in exchange for not baking in the desert, I'll take the tradeoff.

But the build is roughly as you describe. I have it planned up to 17 in herolab just to see what it will look like. Get's pretty mean eventually.


Inner Sanctum

Yea archers in general get mean later.. Look at Lithuan..

Man the revised Arcanist is looking mean as hell.. Taking the Expanded Arcana feat a time or 2 in the later levels prob wouldnt be a bad idea, but overall i think its pretty salty..


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

The stats were set up that way for Intimidate, and longer raging. With the Abyssal bloodline, his strength gets mean as he levels up, and he gets Enlarge automatically when he rages after 4, which boosts his damage output. I am debating switching the Dex and Str to make it 16 Str and 13 Dex. The Cha of 16 also helps boost his DC and number of spells. I guess that doesn't matter as much for a bloodrager though, since spells are a secondary thing for them.

Let me look more at his stats after I get out of my next meeting.

I do have his looks and background written up. The stat changes won't affect that.


Do we have a face right now? I know we won't focus on RP, but having somebody to diplomacy is always good.


Inner Sanctum

Although ive stated the rp portion will be by the book unless yall delve deeper your group will occasionally need to gather info and sell stuff etc.. Its always good to have a face in the party..

Ive just about done the neccessary prep to start book one as work has been slow the last few days and ive basically sat on my ass all day, so as soon as all the characters are done, including a background, then we'll start.. Fyi yall will need to come up with some sorta group name for the lottery at the beginning.. The backstories are more or less supposed to explain a bit about yourselves and why your in Wati and helps me get a feel of your characters personality.. There will be some sorta bonus givin based on your backstories..


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

I've adjusted my stats. I figured out that the better Strength also made it so I can have better armor. I think the balance is better now.


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

It's not letting me dot the Gameplay...

nevermind...finally...


Lawyer 8/MBA 7/RPGist 5

Am I allowed to get two traits from the Player's guide? (Sphinx Riddler and Foreign Opportunist, in case)


Inner Sanctum

Thats fine.. Just 1 of the 2 had to be campaign.. If you want both to be have at it..


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

Uselessful arcanist presenting herself!

Crunch will come later. Although I'll have some skill, I'm not close to what we would want as a face.


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'm now studying up on Wolf Shaman -- a couple of queries come to mind: does Wolf Shaman still get normal Wild Shape at 4th level, then at just stays the same at 6th level? Or is Wild Shape delayed overall until 6th level? Also, as long as he only changes into a wolf, can he Wild Shape three times per day, like an 8th level Druid?? Or is it just 8 hours at 6th level?


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

Here is the cleric. About the name for our group. What about The Obsidian Eye?


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)

That name would be fine. I'm fairly indifferent on it.

As to face, I can swap out knowledge skills for bluff and intimidate, but diplomacy isn't on my list.


Inner Sanctum

If im not mistaken clerics have diplomacy as a class skill..

As far as the druid question goes ill have to look at that later not at my comp atm..


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

I have a rank in diplomacy right now but I can switch it out if someone else is going to be the face.


Inner Sanctum

Man yall are some high int peoples lol.. A +6 dip is prob fine at first..


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 nominate the wise cleric as faceman for the Obsidian Eyes! (probably better than my idea: "The Walking Dead" -- for copyright as well as other reasons...)


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)

There is no incentive for my character to have a decent charisma, so I'm not inclined to pursue the face job. I can grab some of the skills, but I'm pretty sure I won't get past 2nd rate. The build is focused on sneaking and removing traps.


Inner Sanctum

Ok so we have a:

Cleric
Druid of some sort
Slayer
Bloodrager
and an Arcanist

I think yall all have the bases covered just keep the bloodrager tank up lol.. I suppose you could possibly have a decent animal companion meatshield as well so..

Ill look into backstory bonuses tm and prob get this thing started..


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

Getting crunch ready.

I am unaware of the effects of our fame, but I would suggest we used a name that did not draw attention to us, but we would eventually get famous anyway, so nevermind me. I agree with the name.


Inner Sanctum

Not sure if you saw or read it Walter so imma post the sentence here..

Feats and other effects that modifythe number of spells known by a spellcaster affect the number of spells the arcanist can prepare.

There's a feat called Expanded Arcana that would allow you to prepare 1 more spell or 2 more of a level lower than your highest, so while it might not be good now at some point might be a feat worth taking for you..

Duhwoo im looking into the shaman questions now..


Inner Sanctum

Alos Walter just a heads up.. Color spray is a great spell at 1st level, but a less of one when you scouring ancient crpyts full of undead and vermin.. Just a little tip from me to you..


Inner Sanctum

Duhwoo here's my take on the wolf shaman thing, or how im gonna play it at least.. Man that is kinda light on explanations of how it works..

You dont get wildshape until 6th level and it is at -2 level unless you turn into some sorta canine, then its level +2.. This is for duration, uses per day, and to what size etc you can shift too..

So, if you wanna turn into any anminal except a wolf you'll be the same as a 4th level druid for duration/size and can only do it 1 time per day..

If you shift into a canine form you can be small, medium, large, or huge and it lasts 8hrs, usuable 3 times per day..

Say you use the ability to shift to a bird for 4 hrs you can no longer shift to anything else for the day except a canine, in which you can still shift 2 more times.. Makes sense?

Im not 100% sure that they way its intended to be played, but thats how im gonna play it for now..

Anyone else have any comments on the subject?


Inner Sanctum

Ok i found a post talking about it and it works like i thought it did.. Only problem is that not many animals have huge form.. If you wanna play this shaman ill work with you once you reach 8th level on what new canine you can change into.. Ill probably just make beast shape 4 an option then so you can shift into a magical beast form.. A winter worg or something..

What took you away from the Menhir? Detect undead was gonna be huge lol.. Regardless Duhwoo if you plan on attacking in wildshape form you might wanna think about switching your stats around a bit.. Some str would be nice.. How bout:

Str-14
Dex-14
Con-14
Int-14
Wis-14+2 human
CHa-10

Shifted into a dire wolf at 6th would give you stats of

str-18
dex-12
+4 natural ac..

Maybe higher depending on gear..


Inner Sanctum

Ive got the first 2 maps ready, but Walter and Void will have to add their characters because my stupid work comp wont.. Luckily i can modify to the stuff i put there last night though..

First Map

No messing with my blacked out maps :)


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)

OK, background is up in the profile.

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