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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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 INT check: 1d20 + 2 ⇒ (10) + 2 = 12


Inner Sanctum

Calla Know Engin: 1d20 + 16 ⇒ (20) + 16 = 36..

Calla Int: 1d20 + 8 ⇒ (4) + 8 = 12

Marius Int: 1d20 + 4 ⇒ (3) + 4 = 7

With Calla's engineering knowing and the groups cohesive effort you all think that with the info you have and the library modle you could accurately predict where the secret entrance is..


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, off we go. We'll get er done. " and we head off to our secret library.


Inner Sanctum

Yall make your way to the Library and after getting over to the model you realize you need some sorta light source to make the plan work.. [ooc]Daylight spell would work.. Im sure someone can cast it so ill move forwards..{/ooc]

The group finds the spot and sets out.. The door is located in an otherwise nondescript wall of a bathhouse in the Wadjet’s Walk district.

After finding the opening switch you see.. "Two deep alcoves open on either side of this dusty chamber. A small, battered bronze chest sits on the floor at the far end of the room. Beyond the chest, a passage continues to the south."

Actions? Map is updated.. Bottom right.


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 give the chest a once over for traps and then open it if no traps are present.

perception: 1d20 + 22 ⇒ (11) + 22 = 33
disable device: 1d20 + 26 ⇒ (18) + 26 = 44


Inner Sanctum

Its obviously trapped and after you disarm it you discover that the chest is empty.. By this time Calla has her detect magic going and tells you there is sorta spell effect in play around the exit of the room to the south.. After examining it closer it is an alarm spell..


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)

"Why would anyone trap an empty chest?"
and he will search the chest to see if there's any secret chambers or such.

taking 20 for a 38.


Inner Sanctum

No secret chambers.. Apparently the designers were a$!!++*s..

The only way out of the room is to the south and it has the alarm spell on it..


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 throws up his hands dramatically.

"Oh no an alarm spell whatever shall we. Dispel Magic."

Marius then casts Dispel Magic on the Alarm spell.

Caster level check: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 If this would be a failure add. 1d6 ⇒ 2 To the check


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

Once Hemket is informed that the dispel has been cast, he will head down the hallway to the south.


Inner Sanctum

Hemket could have just disabled it.. Tally HO!

Marius casts a spell of unraveling and manages to remove the spell without use of mythicness..

Straight ahead of them is a room.. They see.. "Several desks piled with scrolls and codices sit in this chamber, though they seem to have seen little recent use."

You also notice what appears to be a large geared construct standing in the middle of the room.. Atm it's motionless..

Know Arcana


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

oh boy -- a knowledge check!

Hadjii's Knowledge:Arcana check: 1d20 + 3 ⇒ (8) + 3 = 11


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

Kn(Arcana): 1d20 + 9 ⇒ (8) + 9 = 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

K. Arcana: 1d20 + 18 ⇒ (15) + 18 = 33


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

show off!


Inner Sanctum

This is a variant of a Clockwork Soldier.. 3 questions


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

Special Defenses, Special weaknesses, and any SLA it has


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, a trapped empty chest is definitely something I would do in my hideout, followed by an illusion of a wall to conceal the passage to other places. One who got here and is still alive would think "hey, someone stole the treasure and went back away!" Of course, not us, cause we know better...

K.Arcana: 1d20 + 20 ⇒ (10) + 20 = 30
The arcanist would like to know its Spell-Like abilities and Special abilities, plus its attack options.

"Is it only me who expects the worse in those situations?" She asks to no one in particular, casting a spell that she rarely uses, to disable the freaking monster.

Active Spells:
- Mage Armor (8 hours) - 1st level
- Defending Bone (10 hours) - Mythic Point
- Greater False Life (10 Hours) - Mythic Point HP: 2d10 + 8 ⇒ (2, 6) + 8 = 16
- Spectral Hand (10 min) - Mythic Point Hand: 1d4 ⇒ 3

From her safe position she tries something that would be, say, wise. "I know it's not our style guys, but give me a minute to try something." She addressees the clockwork in Ancient Osiriani, hoping it would talk to them. "Excuse me, sir, we would like to talk to you for a second, if you don't mind?"

If it does not respond she tries to shake it a little with prestidigitation.


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 readies to cast Shield and step in front of Calla if it looks like it's attacking.


Inner Sanctum

Calla shouldn't your False Life be at +10 not +8? Wild Arcana gives +2 to caster level right?

The robot has Construct Traits, No SLA's, DR/Adamantium, Vulnerable to Elec. and swings its big halberd for attack options..

As Calla calls out the gears of the robot start to turn.. It does a spinning display with it halberd before calling out in a robot voice.. "INTRUDER ALERT! INTRUDER ALERT! DEFENSE SYSTEMS ACTIVATE!"

Init:

Sheeba: 1d20 + 2 ⇒ (10) + 2 = 12
Logos: 1d20 + 5 ⇒ (6) + 5 = 11
Calla: 1d20 + 8 ⇒ (18) + 8 = 26
Hadjii: 1d20 + 4 ⇒ (18) + 4 = 22
Hemket: 1d20 + 11 ⇒ (14) + 11 = 25
Marius: 1d20 + 12 ⇒ (2) + 12 = 14
1d20 + 8 ⇒ (14) + 8 = 22
1d20 + 11 ⇒ (3) + 11 = 14

Init Order:

Calla
Hemket
Robot Soldier/s?
Hadjii
Marius
Unknown
Sheeba
Logos

Round 1

Calla and 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)

"EXTERMINATE!!!EXTERMINATE!!!"

Load it up with arrows.

deadly aim, rapid shot, point blank shot, studied target, clustered shot, megabless, not moved yet so flat footed
to hit: 1d20 + 17 ⇒ (12) + 17 = 29 damage: 1d8 + 13 + 2d6 ⇒ (4) + 13 + (4, 3) = 24
to hit: 1d20 + 17 ⇒ (6) + 17 = 23 damage: 1d8 + 13 + 2d6 ⇒ (4) + 13 + (6, 1) = 24
to hit: 1d20 + 17 ⇒ (7) + 17 = 24 damage: 1d8 + 13 + 2d6 ⇒ (2) + 13 + (1, 1) = 17
to hit: 1d20 + 12 ⇒ (20) + 12 = 32 damage: 1d8 + 13 + 2d6 ⇒ (6) + 13 + (3, 4) = 26

confirm: 1d20 + 12 ⇒ (11) + 12 = 23 damage: 2d8 + 26 ⇒ (1, 7) + 26 = 34


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 will wait to see if the poor creature is still alive after such a barrage of arrows, before spending her precious magic with such a pitiful guardian. If it is still alive she casts Grease so it will have a hard time coming after them. Reflex DC 20 or fal Clockoliath!


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's readied action kicks off, he casts Shield and steps between Calla and the construct, giving her cover if it decides to attack.


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

"My hero!"


Inner Sanctum

Unfortunately with Calla giving up your surprise round you go off of initiative, so your spell/moving will have to wait.

The poor robot goes down in a hail of arrow fire before it can even act.. Everyone is about to cheer when the undeniable sounds of other robots in the complex say.. "INTRUDER ALERT! INTRUDER ALERT! DEFENSE SYSTEMS ACTIVATE!" It's hard to tell how many though since they all say it at the same time..

For now nothing else is seen, so Hadjii and Marius may go.

1d7 ⇒ 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

How does someone else taking an action undo my readied action?


Inner Sanctum

After rereading i see ur point.. Your spell goes off but you cant move and cast in a surprise round..


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 didn't think that was a surprise round or I would have gotten only 1 shot.


Inner Sanctum

It wasn't.. He had a readied action based on the robot becoming hostile.. Im not really sure how that works tbh.. At first I thought it would just go off initiative and maybe it does.. Not sure now.


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

Readied action to cast spell, spell required a standard action, so you can ready to cast it (you can't, for example, ready an action to cast summon monster, as that takes a full round action, and that can't be readied. Oddly enough, you can ready to charge in the surprise round, but no other round, as charging is a full round action except in the surprise round). 5ft adjustment is a free action, you can take a free action whenever you are taking any other type of action, including a readied action. The way the readied action works is this : You ready your action. Your readied action takes effect when the trigger occurs. You can't change it or take any other action until it occurs. When your initiative comes up, you can replace your readied action with a new (full action or standard, depending on the round type) action, or you can continue to hold the readied action. After your readied action takes place, you drop back into the initiative order the next round as per normal. If you decline to hold your readied action, you drop back into the initiative order immediately as you take your action.


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

The reason you can ready a charge in the surprise round is that surprise rounds permit partial charges, which means a single movement and attack, rather than the double movement. This is a standard action, but not available most of the time.


Inner Sanctum

Ok so you cast and 5' step and thats your action for the round.

Marius and Hadjii are up atm..


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 will cast his prepared Call Lightning.


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 still wanted the robots to yell 'Exterminate'. Drat.


Inner Sanctum

Well he didnt get a chance.. Hadjii you currently have no target for ur call lightning.. I suppose a small cloud will just hand out above ur head.

Marius..


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 figure we're bound to see some robots within the next 8 minutes...

What if these are Borg Daleks? Then they yell "Assimilate! As-simila-a-ate!!"

Sheeba squeezes her way forward to investigate the strange voices; although I would normally want her to go left (always go left first), I reckon without specific direction from Hadjii she'll head for the bigger room she can see ahead -- where it looks like there's plenty of space for her squeezed bulk...

about 40' of the move is squeezed, so it's a double move for her to get there.


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 follow behind the wolf. Any sign of rolling robots with plumbers helpers and I run.


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 will use the scepter to cast blessing of fervor on everybody.


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

Wasn't trying to be a jerk, just making sure I was aware of any house rules if the core didn't work. I'll be travelling today as of about 10 minutes from now, so please feel free to bot me to keep things moving. @Hemket - Yep, I know. It's just odd that it's allowed part of the time is all, at least to me. I would probably, were I a dev, make that not readiable, but it's an extra rule for something that almost never comes up anyway.


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'm actually getting very used to the guidelines of the 5th edition publishers, that would be something like "if it doesn't break the game, you can do it..."


Inner Sanctum

I didnt take it offensive.. Ill update tm at some point.


Inner Sanctum

Something else gets to act before yall can move..

At the other end of the hall a figure appears with what appears to be a wand in its wand.. Twirling it around a spell is cast.. Everything around you and back out into the street explodes with black tentacles.. They try to grab at you..

CMB Grapple: 1d20 + 14 ⇒ (17) + 14 = 31 Everyone is grappled

You each take 1d6 + 4 ⇒ (5) + 4 = 9 and are grappled.. The black lines on the map is where it stops

Know Arcana on the creature.

Init Order:

Calla
Hemket
Robot Soldier/s?
Hadjii
Marius
Unknown
Sheeba
Logos

Sheeba can go then:

Round 2

Calla and 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)

CMD: 1d20 + 14 ⇒ (19) + 14 = 33 to break the grapple Bet that worked

He will move forward out of the tentacle area.

He will then spend a mythic point to get a shot off at the caster. He will spend a swift action to study the target.

deadly aim, blessing of fervor for +2, megabless
to hit: 1d20 + 18 ⇒ (3) + 18 = 21 damage: 1d8 + 12 ⇒ (7) + 12 = 19 not optimistic about that roll


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

When his action comes up

Grapple Escape: 1d20 + 13 + 2 + 2 ⇒ (20) + 13 + 2 + 2 = 37 Crit should do it no matter what the DC is, Added 2 for Rage

Logos rips free of the tentacles, enraging as he does so. He charges forward, his heavy steps smashing down tentacles that get in his way as they were not there. He shoulders anyone in his way out of his way as well.

Charge Claw, Power Attack, Rage: 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39
Charge Claw, Power Attack, Rage, Confirm: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33
Damage: 2d6 + 14 ⇒ (4, 6) + 14 = 24
Crit: 2d6 + 14 ⇒ (3, 4) + 14 = 21

Dragon Style to ignore difficult terrain and charge through ally spaces


Inner Sanctum

How is your cmb +14? I count +8 bab, +2 str for a +10.. Not that it matters with that roll but..

Hemket moves out the the spell area but his missiles goes wide..


Inner Sanctum

Breaking the grapple is a standard action, so you have a move left in which you can exit the spell area.. No attacks though.. Your towards the end of the round though before that happens.. You might not be able to act by then lol..


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

DoH! Forgot about that. Oh well, in that case, Logos will break free and move beyond the range of the tentacles. Even at half move, he can do 35 feet, so that's not an issue. Then the round after he'll charge the caster and crit, if the caster is still there. I'm trying to get a post in as I'm sick and I have to travel monday, so don't want to hold up the game. I figure better to post contingency moves.


Inner Sanctum

Understood.


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)

Well I have +8 for BAB, +2 for the bless (since that adds to CMB), +2 for strength, and +2 for blessing of fervor.


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

near the end of round 1:

Sheeba tries to rip her way through the tentacles: 1d20 + 14 ⇒ (13) + 14 = 27

if that works, please more her back to where I put her before...

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