Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)
DM:
The point wasn't to try to make him appear female. The point was just to have him hit on Zuberu aggressively for amusement. It's a reversal of norms; Zuberu aggressively goes after women, so let's see how he reacts when he's aggressively pursued by another male.
You might notice it on her, or you might not, I'm waiting on something before I say for sure.
Edit:
kaylor:
assuming you have no possible way to increase that disguise of hers, zub will know that she is a man in disguise. I'll wait until you can tell me if you can or cannot increase that disguise. Edit: sorry I misunderstood.
Edit: Okay, Zub you notice, the woman is disguised as a man. Hey baby, you wanna party as she pets your head. just remember, we have to keep this pg13 so paizo doesn't send us warning and whatnot, I'm being careful what words to use here.
"I'm afraid you are mistaken. I seek fertile fields on which to sow my seed. I am a vessel for mighty Sobek's virility. It should not be taken lightly and should not be put to waste."
The brawny priest shakes his head but noting the distinct lack of womenfolk among the travelers, it made sense.
"But go and be prosperous friend and may you grow strong in your endeavors."
Did you mean "the woman is actually a man in disguise"?
yep, also updating coming in a few minutes.
Edit:
okay, so you all get to the walled oasis after having spent a day at the kings castle. If you would have used any healing spells before you slept please state that and roll for the healing as you would get them back as dawn of a new day.
The wall is 15 feet high and 3 feet thick. and it surrounds the oasis. the magic carpets that you borrow refuse to fly over the wall, but if you have one of your own you bought feel free to do this. The northwest and southwest corners of the wall are actually towers. However the towers do have a roof above them, making that part of the wall 20 feet and you can't enter the towers from the top, because they have a wall above them. Assuming characters move all the way around the oasis, you notice that it has a front door 10 feet, 2 squares wide. if anyone is curious, the walls are 15 squares wide by 10 squares long. the oasis inside it does not take up the entire wall, so yes, it is surrounded by sand.
I'd kind of forgot about the scene when I was reading ahead. anyway, yes, you are here because Erayu and his tribe asked you to go here, to clear out the dangers they cannot clear out and to find the other part to activate the bronze sentinel.
okay, so zub makes it through the front doors. and the oasis water is 5 feet deep. but the important thing is that he sees 3 enemies that look a litte humanoid but are obviously far from human and have some fire to them.
init:4 + 2 + 1d20 ⇒ 4 + 2 + (1) = 7 zub I gave you a +2 to init for being the brave one to bust in first as you technically are already moving. init:13 + 1d20 ⇒ 13 + (9) = 22silver
init:17 + 1d20 ⇒ 17 + (17) = 34kaylor
init:7 + 1d20 ⇒ 7 + (9) = 16 nahoce
init:14 + 1d20 ⇒ 14 + (18) = 32 elmar
init:7 + 1d20 ⇒ 7 + (14) = 21outsider cr 8. Planes 18?
Order
Silver, Kaylor and Elmar those things Nahoce and Zubeven Zub was ready as can bemap updated.
Once again, everybody hears Remiel's voice in their head. Ooo! Ooo! I know what it is and Kaylor doesn't! There's a brief moment of silence. Based on Kaylor's expression, it seems quite likely there's a mini-argument going on between the two. Soon you see Remiel roll his eyes and give a long suffering sigh that very clearly says 'I am soooo under appreciated.' The voice then resumes.
The creatures are Efreeti, or fire genies. They're immune to fire (duh) and weak to cold. Zuberu, I hope you remembered your sunscreen or you might find yourself with some nasty burns. Especially if they start trying to slam themselves against you repeatedly It looks like he's about to say something more on the topic, but a glare from Kaylor seems to change his mind. They also know several fire spells like wall of fire and scorching ray and can change size. Please dial 1-800-REMI-IS-#1 for more details.
On an unrelated note, efreeti are evil aligned? Huh, didn't know that.
Kaylor clicks the heels of his boots together to get an extra burst of speed, turning his weapon into a keen shocking frosty one. As he moves, he makes the well known gestures for shocking grasp and moves to strike. Activate boots as free action to be hasted, swift action to empower sword, cast spell standard action, move, free attack to deliver spell.
To Hit:1d20 + 21 + 1 ⇒ (20) + 21 + 1 = 42 Confirm Crit:1d20 + 21 + 1 + 9 ⇒ (6) + 21 + 1 + 9 = 37I will spend an additional 2 arcane pool points to increase the crit multiplier on my weapon by 1 for a x3 weapon. I believe this only affects my weapon damage and not the spell damage, which I would assume is just doubled like normal. Damage (Non cold):3d6 + 12 + 11 + 12 + 12 + 1d6 + 20d6 ⇒ (5, 3, 6) + 12 + 11 + 12 + 12 + (6) + (6, 1, 4, 1, 6, 6, 4, 6, 2, 6, 5, 5, 1, 6, 3, 1, 6, 6, 4, 3) = 149 Damage (cold damage):1d6 ⇒ 6
With a beautifully well aimed strike, Kaylor cleanly slices off the creatures head. A burst of liquid fire spews towards the sky, much as blood might on another creatures. Kaylor is sprinkled lightly by tiny, flaming sparks, accenting his odd gold eyes as he looks up from his crouch at the nearest remaining fire elements. The predatory smile on his lips clearly states, "You're next."
The response sounds a bit annoyed. Well of course I'll use the scroll! I'm quite intelligent you know. Definitely smarter than the average bear. And with that Remiel pulls a scroll of glitterdust out of his tiny backpack and uses it.
Glitterdust location indicated on the map. If the genie is in it, he's no longer invisible. DC13 Will save or he's also blinded.
Being that he is now visible he gives you the finger, I was going to surprise you and have you trapped, curse it. If I find you, you're dead. and he can't roll high enough on perception to notice you.
I hope you were stupid enough to stay put or only move a small distance, because I plan to cast a ranged spell or area effect in your original position on my next turn.
will:9 + 1d20 ⇒ 9 + (11) = 20
also Nahoce and Zub still have a turn for round 1
then round 2
Kaylor acted
elmar and and silver for round 2
yep the monster is screwed, I pronounce they dead.
with that, two greater earth elementals come out from hiding.. and Kixexa, greater fire elemental though this happens 18 seconds later, so feel free to reposition yourselves, reloads your crossbows, guns etc. I'll just have them come to us instead of making us find them inside the towers, but our characters will still explore the towers.
More voices in people's head! Neither Kaylor nor I know much about earth elementals. The firery looking person is a magma elemental though. Has damage reduction that sadly isn't bypassed by anything, and like the fire genies, it's immune to fire and vulnerable to cold. Also immune to crits. If it hits you, you might catch on fire, and once per day it can spit lava at you. It can also burrow through stone and the ground.
Deciding to let Zuberu, with his fire resistance and inability to reach the earth elementals and do something else this round, tackle the magma elemental if he wishes, Kaylor activates his boots and moves around to attack the earth elementals. Slightly concerned that they might be immune to electricity damage, he does not cast shocking grasp. However, still feeling convinced that he could easily hit them, he fights defensively.
Still have about 5 rds left of having my sword charged up. To Hit:1d20 + 21 - 4 + 1 ⇒ (14) + 21 - 4 + 1 = 32vs FF touch AC Normal damage:1d6 + 12 + 11 ⇒ (6) + 12 + 11 = 29 Electricity damage:1d6 ⇒ 6 Cold damage:1d6 ⇒ 6Wow, three 6's in a row.
okay so after taking massive damage earth elementals will go after the closest target.
first one hit:21 + 1d20 ⇒ 21 + (17) = 38 hit 2:21 + 1d20 ⇒ 21 + (14) = 35
2nd elemental hit:21 + 1d20 ⇒ 21 + (16) = 37
the magma moves and can't afford to be even partway in water, so watches that and will attack who:1d2 ⇒ 1 1=zub, 2=silver
hit:18 + 1d20 ⇒ 18 + (16) = 34
zub takes dmg:2d8 + 7 ⇒ (1, 1) + 7 = 9 and he is burned, or maybe not, reflex 18
nahoce and zub are up
and back to round 2
silver, kaylor, elmar
Zuberu’s got fire resistance so being set on fire can’t really hurt him.
Moments after dropping the genie’s broken body, Zuberu is surprised when giant elementals burst from the earth to attack. Happy to even the odds and return the favor, Zuberu roars as he steps back and swells with power.
Does this mean the earth elementals aren't actually of the elemental subtype, which is immune to crits? Also, I just realized that if they are the elemental subtype, they also don't take the extra +11 damage from my attacks because they're immune to precision damage.
Kaylor casts arcane mark and makes use of Pharasma's blessing for more accuracy and AC, still fighting defensively and using his boots for an extra attack.
Assume these are against the damage one unless it dies. In which case target the other one.
as the elementals survive just a little long it is their turn
first the earth hit:21 + 1d20 ⇒ 21 + (16) = 37 vs kaylor
hit 2:21 + 1d20 ⇒ 21 + (17) = 38 vs kaylor
the magma one has a 15 foot reach and can kit silver or zub who:1d2 ⇒ 2 1=zub, 2=silver
hit:18 + 1d20 ⇒ 18 + (20) = 38 hit 2:18 + 1d20 ⇒ 18 + (8) = 26 confirm crit:18 + 1d20 ⇒ 18 + (17) = 35
total dmg:6d8 + 21 ⇒ (5, 6, 3, 6, 7, 1) + 21 = 49 Edit: yes this is normal damage silver, yes I realized it was silver, not zub taking damage this time.
Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:74/74, Fort:8, Ref:6, Will:4 (+2 vs fear)
still waiting on elmar and nahoce.
I just realized since silver has adamantine, he can't miss unless he rolls a 1, so I'm not worried about his modifiers for now
all hits:4d20 ⇒ (3, 8, 10, 12) = 33 total damage:8d6 + 24 ⇒ (1, 2, 6, 1, 1, 1, 1, 5) + 24 = 42 then damage reduction total is a 40 from all 4 hits. great, a net of 2 damage, all these 1s.
and with that, elmar and nahoce takes down the magma.
the rock one will need a 19 or 20 to actually hit kaylor
both hits:2d20 ⇒ (20, 15) = 35 confirm crit:1d20 ⇒ 1 nope, just normal damage.
dmg:2d10 + 10 ⇒ (10, 9) + 10 = 29 to kaylor.
1. This is a Mummy's Mask recruitment thread, with minor adjustments.
2. 30 Buy points
3. Stuff allowed, any non-3rd party, no alchemist at all, and no archetype summoners. For races, see races in rule 4.
4. Races allowed, any with 20 race points or less, no constructs. Core races and anything with 10 or less race points you can have for free. You pay the cost of 1 buy point for every 2 race points above 10.
for those who even want to think about being a kasatha:
You sacrifice 7 buy points instead of 5, those extra arms can be used for extra attacks and is pretty powerful
5. 1 Trait which must be a campaign trait, or you sacrifice 1 buy point to have a total of 3 traits, 1 must be a campaign trait. No drawbacks, sacrificing 1 buy point for 2 traits is the drawback.
6. Since players are more powerful, combats have 33.4% more enemies rounded down. If there are 5 enemies, there will be 6. 6 and there are 8. This means more experience however. Extra enemies can be anything, as long as they are within 1 CR of the average enemy.
7. Combats produce 10% treasure value, this makes sense because there are extra enemies, they have to have something on them, though the added ones are poorer than the rest.
8.
At some point during the game you will probably wonder who is Silver Bullet?:
He travels with you, he has to eat like you. He makes skill checks when needed, but doesn't tell you what the skill check is on to avoid spoilers and ruining the game. If the book says there is a treasure nearby and it says to make a perception check, he makes one, he does not tell you why he is making the check, what he is making the check on or where he is making the check, you just know he makes one and he shares any treasure he finds with others, in fact he takes none of it and he shares any info he finds out. He only makes one check every time per instance and his skill checks are rolled first but applied last giving other players/characters a chance to spot the stuff, disable the devices before he does. and any failed diplomacy checks do not affect the NPCs. You will see this in the thread. perception:2 + 1d20 ⇒ 2 + (15) = 17 or this in the thread nature:3 + 1d20 ⇒ 3 + (12) = 15 You see just the skill check and nothing else, you don't know when, where, why or how, and contributes if he succeeds. He always tells PCs their options, when the book provides options. Lets say the PCs have to get into a locked tower and the book says there are 4 ways to get in, the first being you knock, the second being you pick the lock, the 3rd being go around back and the 4th being steal a key from the guard. He will say Your choices are, you can knock, you can pick the lock, you can search for a key, or you can find another way in. He does not tell you how to go about each choice, like he doesn't say the key is on a guard, you just know there is one around. He also will not tell you the consequences of each choice, he lets others decide that. He is a psychic, he already knows what will happen, but refuses to infer with free will. He is mortal, anytime someone falls into a trap, he too takes damage equal to half the amount someone else took, but this also means he gets hit with every trap that activates, while different traps might hit different PCs, he gets hit with every trap that hits at least 1 PC. He participates in every combat, but takes none of the loot, the exp is divided by him however, so each character is getting a little less exp than normal. So how does he get paid, he is a merchant and he gets paid if the PCs get paid, he gains 8% in gold every time PCs find something. If the PCs find 5,000 gold worth of stuff, it doesn't all have to be in gold, then silver bullet gains 400 gold without dipping into that 5,000. He was hired, he gets paid by some unknown, unseen NPC. What class/race is he? Can't tell you that yet, spoilers. You'll know when I remake him. Most important thing about him, He does not count as 1 of the 7 characters being recruited.
9. Survival checks to find food cannot be used, you have to buy trail rations or eat in town. Moving half speed slows up the game.
10. No Crafting items, I don't want to slow up the game.
11. Experience Track? I will keep all this on google docs, if one gains exp, all gain exp, it don't matter how many participated. We will use whatever the books tells me to use, when I get it in, which will be sometime next week. It might be possible to go beyond level 20, but don't expect to go to far above level 20 as you have to double the exp to get to level 21. If you are really really lucky, you will reach level 25 at most, but don't count on it.
12.
Metagamers, I really don't care if you do:
If you have the books, I don't care if you use the info, just don't spoil it for others. You can use the books to disable every trap and find every treasure if you want and make the best decisions, but don't tell the other characters you have the out of character knowledge. You can make 1 dozen perception checks if you want until the treasure is found, but don't mention you know it is there before you find it. And don't tell people the story, keep it to yourself. If you have out of character knowledge of enemy weaknesses, you may use that to your advantage, but don't tell others what the weakness is, unless your in-character knows the weakness, if you want to spread the knowledge you could make knowledge skill checks for you in-character to know that.
13. I'm looking for 7 players, with 2 spots reserved for my friends who agreed to adventure on this.
14. Me and my friends will decide on selection. Each character will get a category, Melee, Ranged, Skilled, Arcane, Divine, and Jack of all trades. There will not be more than 2 characters in each category out of the 5 spots remaining. I don't care about your backstory, my friends might, but I don't. When you sign up you should probably put in a backstory to impress my friends, but to impress me, just tell me why I should hire you. If you belong in 2 or more categories, there is a 6th category just for people like you, you are in Jack-of-all trades.
15. Starting Gold Max minus 1 roll. If it says 10d6X10 it will instead be 9d6x10 and you rolled all 6's.
I think I'm going to make a kensai magus. Which I guess would be a jack-of-all-trades since he's going to be melee and is an arcane caster. He may also end up being skilled since Int is important for magi.
I think I'm going to make a kensai magus. Which I guess would be a jack-of-all-trades since he's going to be melee and is an arcane caster. He may also end up being skilled since Int is important for magi.
Oh, right, forgot that, rule 15, max minus 1 roll. money traits are okay, fwi.
He is there to make sure PCs don't miss a treasure and to help you with the game. Actually the PCs can still miss treasures because he rolls each check only once, but he lets others try first before he reveals the info, in other words, if he succeeds but PCs miss the treasure, he grabs it before he leaves.
Simply put, I'll admit I'm a player that values roll play more than roleplay, not that I dislike roleplay, but I enjoy pathfinder/D&D more as a roll playing game.
Tiefling Monk/Druid Melee Fighter here, I'll adjust the character for the new point buy rules soon, but the main crunch is on the character sheet linked in the alias.
*EDIT* The current sheet is in 25 point buy, I get 29 for this campaign due to tiefling being 13. Only adjustment is making starting strength 18.
I think I'm going to go for this Tiefling Kensai. 28 point buy + extra trait + Tiefling. Campaign trait is foreign opportunist. He has skill points, but is not doing rogue-y disable device. Will write up a backstory later. Gear might also end up changing some.
@Kaylor Round up when sacrificing buy points, so 13 is the same as 14. Sacrfice 2 buy for tiefling and 1 for 3 traits.
@Pouncing Tiger, don't forget to downgrade him to 1 trait as well, which must be a campaign trait, or sacrifice 1 buy to have 3 traits, 1 being campaign.
I have an idea for a necromancer cleric. Not the evil-creepy sort. More the neutral egyptian-style undertaker sort who reveres the dead, but not at the expense of the living.
I think a rogue will fit my taste atm very well. A treasure hunter as it where... How do you feel about any 3rd party feats? Just one I am looking at in particular. remember, he is a treasure hunter! not a thief!!
(on a side note, you ARE allowing the ACG classes correct? as I may go swashbuckler route instead of pure rogue)
Monk or not, everybody's got to eat. And now that the Survival skill can't be used to scavenge food, I'd say he at least needs a waterskin and some trail rations if nothing else.
Not to worry though! You'll have 6 other teammates to mooch off of!
I've been wanting to try out an inquisitor of Shelyn. Given her primary weapon would be a glaive, and she would be a back up healer, would she count as Jack off all trades, or as a melee?
Also, I'm going to be that person and ask about Kitsunes. They do not have a listed RP, after looking at them they do not appear to be any more powerful than tieflings so I am currently figuring 2pts for the race out of the 30 total for a kitsune rouge I'm drawing up. Of course if you have a hatred of that race, or believe that the cost of the race needs to be adjusted, please let me know.
Hari Vash is a archaeologist hailing from Absalom. Originally a Pathfinder, she left the organization as soon as she heard of the lottery, having always been fascinated with Ancient Osiria. She is confident and a bit reckless, but she has a thirst for knowledge and a love for the thrill of adventure.
She is tall at 5'10" with long black hair and tanned skin. At her side is her trusty whip and her hardy buckler, her preferred weapons, but in close quarters she will resort to using her shortsword. She wears loose fitting clothing befitting the hot climate of Osiria and a wide brimmed hat.
Her role is decidedly skilled. However, in a fight she is quite capable of using her whip to trip and disarm foes. Her magic is focused/ will be focused on survival and skills over the bardic enchantment magic.
I love the double chained kama, I have used it with a ninja and a samurai before. I believe we ruled it as a free action both games.
I'm hoping that's the response here as well. It is proving difficult to utilize one without going the human or half-elf route however. Just not enough feats...
I'm still working on the kinks, but I would like to submit my druid, nothing too insane, just an impulsive druid out to bring balance to the world, also be slightly annoying in her constant questioning of everything around her. Divine caster and healer! Huzzah!
Well that was a lot of writing. But I think I got it all down, simply traded two gnome traits for Boon of the Land, otherwise nothing far outside the core rule book!
Ranger here, a tough Ranged and Skills character with valuable experience as a ruins guide, whose dwarven instincts could prove a lifesaver for any party of inexperienced surface-dwellers.
would you be willing to consider a dip into ninja :3
What exactly would a ninja dip get me?
nevermind, looking over it again a ninja is proficent with a kama, but not a double-chained one. I always forget and get mislead by the damn artwork >.>
Characters so far: Let me know if I didn't categorize you correctly or if I forgot you. Sometimes, fighter doesn't always mean melee and ranger doesn't always mean range.
Melee
Sefu Kadiyk
Zoren of Fangwood
Ranged
Divine
Nahoçe Sijed
Doomed Hero
Kita Misun
Felicia Fayweather
Arcane
Kaylor Traice#
Avelloran#
Skilled
Darien Cedric Espoir
Rowan Mikalson
Jack of all trades
Pouncing Tiger
Elmar Thonsson
Read spoiler if you want.
#characters:
do not count against you for purposes of competition. I did say out of the 5 remaining, only 2 in each category maximum.