Mummy's Mask Version 1.5 (Inactive)

Game Master DoubleGold

Mummy's Mask with 33.3% more enemies, 10% extra enemy treasure.
Dungeon Map
Awesome Loot


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Zuberu is disappointed at the people’s gender ratio but continues to socialize comfortably.

When the newcomer arrives, the brawny priest leans back and scopes her out.

Perception: 10 + 11 = 21


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
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.


DungeonMaster

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.


Catching wind of the deception, Zuberu frowns.

"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."

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8
DoubleGold wrote:
the woman is disguised as a man

Did you mean "the woman is actually a man in disguise"? Or "one of the men is actually a woman in disguise"?


DungeonMaster
Nahoçe Sijed wrote:
DoubleGold wrote:
the woman is disguised as a man
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.

What do you do?


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
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)

What are we doing at this oasis again?

Also, that was hardly "aggressively hitting on." :P


DungeonMaster

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.


Not one to skulk in the shadows, Zuberu boldly moves forward and tries the doors.


DungeonMaster

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) = 21 outsider cr 8. Planes 18?

Order
Silver, Kaylor and Elmar
those things
Nahoce and Zub even Zub was ready as can be map updated.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Knowledge Planes, DC 18: 1d20 + 6 ⇒ (1) + 6 = 7 Looks like it's a fire...ummm...dude from...uhhh...somewhere else. Glad I could be of help here. :-)


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
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)

Planes (K): 1d20 + 13 ⇒ (3) + 13 = 16
Planes (R): 1d20 + 10 ⇒ (9) + 10 = 19

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 = 37 I 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."


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Zuberu, grab one and ask it for wishes!

Another crazy creature from beyond the planes? Elmar shrugs, and fires a fistful of arrows into Efreeti number two.

Attack 1: 1d20 + 23 ⇒ (9) + 23 = 32
Damage: 2d8 + 14 + 2 + 12 ⇒ (4, 4) + 14 + 2 + 12 = 36

Attack 2: 1d20 + 23 ⇒ (5) + 23 = 28
Damage: 1d8 + 7 + 1 + 6 ⇒ (1) + 7 + 1 + 6 = 15

Attack 3: 1d20 + 23 ⇒ (7) + 23 = 30
Damage: 1d8 + 7 + 1 + 6 ⇒ (6) + 7 + 1 + 6 = 20

Attack 4: 1d20 + 18 ⇒ (8) + 18 = 26
Damage: 1d8 + 7 + 1 + 6 ⇒ (8) + 7 + 1 + 6 = 22

Attack 5: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d8 + 7 + 1 + 6 ⇒ (4) + 7 + 1 + 6 = 18


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)

silver shifts and shoots at the genie
hit: 21 + 1d20 ⇒ 21 + (8) = 29
hit: 16 + 1d20 ⇒ 16 + (6) = 22
hit: 11 + 1d20 ⇒ 11 + (13) = 24

total dmg: 3d8 + 27 ⇒ (6, 5, 7) + 27 = 45


DungeonMaster

the genies turn, he will cast invisibility and move.

stealth: 20 + 8 + 1d20 ⇒ 20 + 8 + (12) = 40 perception to know where he is.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
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)

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

On his turn, Kaylor activates his ring to also turn invisible and moves. He then telepathically communicates with Remiel. Use that scroll I gave you.

Kaylor Stealth: 1d20 + 20 + 20 ⇒ (5) + 20 + 20 = 45

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.


DungeonMaster

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


Is he on the ground?


DungeonMaster
Zuberu wrote:
Is he on the ground?

on the ground yes, but prone he is not. he isn't flying.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
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)

In his invisible state, Kaylor face-palms. What kind of an idiot advertises what he's going to do?

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Nahoce favors the party with a mystical protective barrier against fire from Pharasma. (Using the Communal version so everyone gets 120 points fire damage immunity.)


Zuberu steps over and lunges for the fiery giant.

Grapple: 1d20 + 26 ⇒ (19) + 26 = 45

"No more magic! No more tricks! Try your strength against mine genie!"

Slamming into his opponent's midsection, Zuberu drags him to the ground.

Greater Grapple: Deathroll: 1d20 + 26 + 5 ⇒ (5) + 26 + 5 = 36
Damage: 1d6 + 1d8 + 10 ⇒ (4) + (4) + 10 = 18

Also prone.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Perception: 1d20 + 31 ⇒ (4) + 31 = 35 ...and Elmar actually benefits from that glitterdust. Huh.

Also, the Efreeti makes a DC 13 will save (it'll probably succeed) or else Elmar can sense its surface thoughts and know whether the "trap" is a ruse.


DungeonMaster

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.

new combat

init: 13 + 1d20 ⇒ 13 + (16) = 29 silver
init: 4 + 1d20 ⇒ 4 + (2) = 6 zub
init: 17 + 1d20 ⇒ 17 + (16) = 33 kaylor
init: 14 + 1d20 ⇒ 14 + (19) = 33 elmar
init: 7 + 1d20 ⇒ 7 + (5) = 12 nahoce
init: -1 + 1d20 ⇒ -1 + (16) = 15 earth elementals planes 19
init: 3 + 1d20 ⇒ 3 + (19) = 22 Kixexa planes 19


Did we know they were coming or did they surprise us?


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
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)

Kaylor
Planes 1: 1d20 + 13 ⇒ (3) + 13 = 16
Planes 2: 1d20 + 13 ⇒ (17) + 13 = 30

Remiel
Planes 1: 1d20 + 10 ⇒ (6) + 10 = 16

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 = 32 vs FF touch AC
Normal damage: 1d6 + 12 + 11 ⇒ (6) + 12 + 11 = 29
Electricity damage: 1d6 ⇒ 6
Cold damage: 1d6 ⇒ 6 Wow, three 6's in a row.

AC 40 until next round


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Whee, finally found a way to stump Elmar. And here I thought Clustered Shots was too useless to ever take.

"We're fightin' rocks now?" Elmar asks incredulously, aiming at the closer earth elemental. "Do I need a pickaxe for this?"

Attack 1: 1d20 + 23 ⇒ (6) + 23 = 29
Damage: 2d8 + 14 + 2 + 12 ⇒ (2, 2) + 14 + 2 + 12 = 32 (DR applies twice)

Attack 2: 1d20 + 23 ⇒ (14) + 23 = 37
Damage: 1d8 + 7 + 1 + 6 ⇒ (2) + 7 + 1 + 6 = 16

Attack 3: 1d20 + 23 ⇒ (8) + 23 = 31
Damage: 1d8 + 7 + 1 + 6 ⇒ (1) + 7 + 1 + 6 = 15

Attack 4: 1d20 + 18 ⇒ (14) + 18 = 32
Damage: 1d8 + 7 + 1 + 6 ⇒ (4) + 7 + 1 + 6 = 18

Attack 5: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 1d8 + 7 + 1 + 6 ⇒ (2) + 7 + 1 + 6 = 16

Attack 5 (confirm crit): 1d20 + 13 ⇒ (16) + 13 = 29
Bonus Crit Damage: 1d8 + 7 + 1 + 6 ⇒ (3) + 7 + 1 + 6 = 17


DungeonMaster
Zuberu wrote:
Did we know they were coming or did they surprise us?

]good question, we did not hear them, they were coming down and no noise was made or the sound was muffled so it didn't travel outside

updating in a minute, please wait.


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)

shifts and continously shoots an earth elemental with his longbow.
hit: 19 + 1d20 ⇒ 19 + (20) = 39 vs ff
hit: 14 + 1d20 ⇒ 14 + (3) = 17 vs ff
hit: 9 + 1d20 ⇒ 9 + (15) = 24 vs ff

confirm crit: 19 + 1d20 ⇒ 19 + (1) = 20 vs ff the only possible way he couldn't confirm that crit and he does it.

damage: 1d8 + 7 ⇒ (1) + 7 = 8 piercing which doesn't matter
damage 2nd arrow: 1d8 + 7 ⇒ (6) + 7 = 13
total fire dmg: 2d6 ⇒ (5, 2) = 7 fire

crit dmg: 2d8 + 14 ⇒ (6, 5) + 14 = 25


DungeonMaster

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.

Righteous Might.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8
DoubleGold wrote:
zub takes dmg: 2d8 + 7 ⇒ (1, 1) + 7 = 9 and he is burned, or maybe not, reflex 18

I think we're still under Protection from Elements, as it lasts 10 minutes per level, so everyone should still have 120 points fire damage immunity.

Knowledge Planes: 1d20 + 6 ⇒ (1) + 6 = 7
Knowledge Planes: 1d20 + 6 ⇒ (10) + 6 = 16

Nahoce grants the party Pharasma's Blessing of Fervor.


DungeonMaster

oh, it is a slam attack, so it does normal damage, I'm sure of that, but yeah, he would be immune to the burn.


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)

silver will drop his bow and quickdraw his adamantine earthbreakr

hit: 16 + 1d20 ⇒ 16 + (14) = 30
hit: 16 + 1d20 ⇒ 16 + (3) = 19
hit: 11 + 1d20 ⇒ 11 + (20) = 31
hit: 6 + 1d20 ⇒ 6 + (8) = 14

damage: 2d6 + 6 ⇒ (4, 5) + 6 = 15
damage: 2d6 + 6 ⇒ (2, 4) + 6 = 12
damage: 2d6 + 6 ⇒ (4, 2) + 6 = 12


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
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)
Silver Bullet wrote:


confirm crit: 19 + 1d20 ⇒ 19 + (14) = 33 vs ff the only possible way he couldn't confirm that crit and he does it.

damage: 1d8 + 100d1d8 + 100d8 + 14 ⇒ (8) + (3, 6, 3, 4, 1, 7, 3, 8, 5, 8, 2, 5, 4, 8, 5, 2, 7, 1, 6, 5, 3, 7, 6, 4, 7, 2, 3, 7, 3, 5, 5, 4, 6, 5, 5, 7, 3, 3, 7, 4, 1, 4, 5, 2, 7, 8, 2, 4, 3, 8, 7, 8, 2, 8, 8, 8, 7, 1, 2, 5, 2, 7, 8, 8, 7, 4, 8, 7, 6, 8, 8, 5, 4, 1, 4, 3, 1, 4, 2, 2, 8, 2, 6, 3, 1, 7, 3, 2, 2, 1, 2, 1, 4, 7, 7, 1, 7, 3, 6, 6) + (7, 6, 1, 7, 6, 2, 7, 3, 5, 2, 8, 1, 7, 7, 6, 5, 5, 4, 6, 2, 1, 1, 1, 4, 3, 4, 8, 6, 1, 6, 4, 2, 2, 2, 1, 7, 4, 1, 3, 7, 8, 1, 6, 4, 8, 4, 5, 5, 6, 6, 3, 3, 3, 8, 5, 8, 1, 4, 4, 4, 1, 5, 3, 3, 5, 6, 2, 7, 2, 5, 7, 3, 8, 2, 5, 2, 8, 2, 5, 3, 3, 6, 8, 7, 1, 6, 4, 8, 5, 7, 3, 6, 4, 1, 1, 6, 5, 3, 4, 1) + 14 = 923

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.

Attack rolls:
To Hit 1: 1d20 + 21 - 2 - 4 + 2 + 1 ⇒ (10) + 21 - 2 - 4 + 2 + 1 = 28
To Hit Arcane: 1d20 + 21 - 2 - 4 + 2 + 1 ⇒ (16) + 21 - 2 - 4 + 2 + 1 = 34
To Hit Haste: 1d20 + 21 - 2 - 4 + 2 + 1 ⇒ (16) + 21 - 2 - 4 + 2 + 1 = 34
To Hit 2: 1d20 + 16 - 2 - 4 + 2 + 1 ⇒ (8) + 16 - 2 - 4 + 2 + 1 = 21

For each of these, the first d6 is normal, second d6 is frost, third d6 electrity.
Damage 1: 1d6 + 12 + 11 + 2d6 ⇒ (5) + 12 + 11 + (5, 4) = 37
Damage Mark: 1d6 + 12 + 11 + 2d6 ⇒ (1) + 12 + 11 + (1, 1) = 26
Damage Haste: 1d6 + 12 + 11 + 2d6 ⇒ (2) + 12 + 11 + (2, 3) = 30
Damage 2: 1d6 + 12 + 11 + 2d6 ⇒ (4) + 12 + 11 + (1, 2) = 30

AC42 (36+3 defensive +2 blessing +1 haste) until next round
7 more rounds of haste remaining today


DungeonMaster

yeah, didn't know they too were immune to crits, so I will undo elmars 17 damage from the crit and silver didn't crit so I have to undo nothing.

anyway, it looks like kaylor finished off 1 with the first hit anyway and is working on his 2nd enemy.

elmar is up


Kaylor's +11 damage per hit also doesn't apply.


DungeonMaster

elmar still has a turn by the way I saw you in dicussion, I just thought maybe you read it all and forgot.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Ah, thanks, missed that.

Emar fires again, at the same elemental, hoping that his arrows are actually doing something against the massive boulders he's hitting with them.

Attack 1: 1d20 + 23 ⇒ (8) + 23 = 31
Damage: 2d8 + 14 + 2 + 12 ⇒ (5, 3) + 14 + 2 + 12 = 36 (DR applies twice)

Attack 2: 1d20 + 23 ⇒ (17) + 23 = 40
Damage: 1d8 + 7 + 1 + 6 ⇒ (6) + 7 + 1 + 6 = 20

Attack 3: 1d20 + 23 ⇒ (17) + 23 = 40
Damage: 1d8 + 7 + 1 + 6 ⇒ (5) + 7 + 1 + 6 = 19

Attack 4: 1d20 + 18 ⇒ (19) + 18 = 37
Damage: 1d8 + 7 + 1 + 6 ⇒ (1) + 7 + 1 + 6 = 15

Attack 5: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d8 + 7 + 1 + 6 ⇒ (3) + 7 + 1 + 6 = 17


DungeonMaster

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.

heroes are up again


Closer in size to the huge elemental now, Zuberu winds up and throws a screaming haymaker at the lava elemental.

Punch: 1d20 + 19 - 3 - 2 ⇒ (14) + 19 - 3 - 2 = 28
Flurry: 1d20 + 19 - 3 - 2 ⇒ (20) + 19 - 3 - 2 = 34
Iterative: 1d20 + 19 - 3 - 2 ⇒ (11) + 19 - 3 - 2 = 25

Pummeling Style Damage (3 hits): 3d8 + 54 + 5 ⇒ (7, 2, 1) + 54 + 5 = 69


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
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)

Kaylor smirks as he easily dodges the elemental's blows. Then with lightning speed, he flicks his scimitar out a gruesome four times.

Attacks:
Continuing to fight defensively just in case it survives. Won't use boots but instead us Blessing for an extra attack.
To Hit 1: 1d20 + 21 - 2 - 4 ⇒ (1) + 21 - 2 - 4 = 16
Arcane Mark: 1d20 + 21 - 2 - 4 ⇒ (9) + 21 - 2 - 4 = 24
Blessing: 1d20 + 21 - 2 - 4 ⇒ (5) + 21 - 2 - 4 = 20
To Hit 2: 1d20 + 16 - 2 - 4 ⇒ (15) + 16 - 2 - 4 = 25

First d6 is normal, second is frost, third is electricity
Mark: 1d6 + 12 + 2d6 ⇒ (1) + 12 + (1, 1) = 15
Blessing: 1d6 + 12 + 2d6 ⇒ (4) + 12 + (2, 2) = 20
Hit 2: 1d6 + 12 + 2d6 ⇒ (1) + 12 + (3, 1) = 17

He then shifts slightly, preparing for when this elemental falls. 5ft step

AC 39 until next round
2 more rounds on this arcane pool point


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.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Nahoce steps up with her morningstar.

Morningstar: 1d20 + 18 ⇒ (9) + 18 = 27 Damage: 1d8 + 10 + 1d6 ⇒ (4) + 10 + (6) = 20
Morningstar: 1d20 + 13 ⇒ (12) + 13 = 25 Damage: 1d8 + 10 + 1d6 ⇒ (6) + 10 + (3) = 19


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Elmar will plink whatever's left standing a few times.

Attack 1: 1d20 + 23 ⇒ (17) + 23 = 40
Damage: 2d8 + 14 + 2 + 12 ⇒ (6, 3) + 14 + 2 + 12 = 37 (DR applies twice)

Attack 2: 1d20 + 23 ⇒ (4) + 23 = 27
Damage: 1d8 + 7 + 1 + 6 ⇒ (7) + 7 + 1 + 6 = 21

Attack 3: 1d20 + 23 ⇒ (18) + 23 = 41
Damage: 1d8 + 7 + 1 + 6 ⇒ (3) + 7 + 1 + 6 = 17

Attack 4: 1d20 + 18 ⇒ (4) + 18 = 22
Damage: 1d8 + 7 + 1 + 6 ⇒ (5) + 7 + 1 + 6 = 19

Attack 5: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d8 + 7 + 1 + 6 ⇒ (6) + 7 + 1 + 6 = 20

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

I forgot I had a BoF bonus attack.

Morningstar: 1d20 + 18 ⇒ (9) + 18 = 27 Damage: 1d8 + 10 + 1d6 ⇒ (3) + 10 + (2) = 15


DungeonMaster

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.

heroes are up again.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Morningstar: 1d20 + 18 ⇒ (15) + 18 = 33 Damage: 1d8 + 10 + 1d6 ⇒ (7) + 10 + (1) = 18
Morningstar: 1d20 + 13 ⇒ (1) + 13 = 14 Damage: 1d8 + 10 + 1d6 ⇒ (8) + 10 + (3) = 21
Morningstar: 1d20 + 18 ⇒ (8) + 18 = 26 Damage: 1d8 + 10 + 1d6 ⇒ (6) + 10 + (6) = 22


Zuberu moves around to catch the elemental in a flank and pounds it.

Punch: 1d20 + 19 - 3 ⇒ (20) + 19 - 3 = 36
Damage: 1d8 + 18 + 5 ⇒ (5) + 18 + 5 = 28


DungeonMaster

combat over
as heroes beat the last thing, they now have a decision to make, north or south tower first?

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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.


count me interested. I am considering 3 guys. a monk a rogue, or a wizard.


Starting gold?

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.


Schwartz wrote:

Starting gold?

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.

Scarab Sages

You should hire me because you need a bloodthirsty (literally) cleric with mommy issues. Doesn't everyone?

If selected (or a finalist), will update this character to match the rules here.


Thinking of either making a straight up wizard or a lore warden fighter with a dip or two in monk.


Dotting for interest. Very much interested to be precise!


I don't really like the Silver Bullet idea. Just saying.

I'm thinking kind of a desert lynx catfolk summoner, born out of a nomadic tribe and who channels her tribe's guardian spirit to aid her on her quest.


silverbullet question:
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 an arcanist would be great. Maybe middle aged. With loads of experience. Maybe a elf or gnome. Thinking on it!


Any thoughts on the Advanced Class Guide classes?


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.

(This is the alias for Schwartz)


Doomed Hero wrote:
Any thoughts on the Advanced Class Guide classes?

I don't have any books. As long as it can be found here and it isn't 3rd party a summoner archtype or an alchemist, you can use it. I need a way to double check your work.

@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.


Applying for the Melee role with this Human Fighter(Buckler Duelist)

Crunch is in the profile page as well as a brief backstory for your friends to look over if they like.

But as to convincing you, are we supposed to give you a reason to hire our characters or hire us as players?


@sefu Kadiyk, that is up to you to decide how to appeal to me.


Ahh I see, I'll adjust my point-boy accordingly. I'll be spreading the remaining points through con and dex.


Ok, scratch those classes. Next option-

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.

What do you think?


@doomed hero, allowed and I'm okay with it, but I'm not the only one judging.


Stats have been updated to 27 point buy.


Definitely interested...dotting!


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)


was thinking of playing a Monk (flowing archetype)...the Monk only gets 1d6x10 for gold...I assume it stays the same?


monks need nothing. you get nothing! :3 huehue


Updated character sheet for this campaign, 28 Point buy Tiefling Monk(Master of Many Styles/Quinngong).


Darien Cedric Espoir wrote:
monks need nothing. you get nothing! :3 huehue

:-)

So you say...still need a weapon (can't punch everything) and supplies


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!


Definitely interested in this one, my last crunch heavy game suffered a bad case of disappearing GM.

Love the point-buy method! Great way to integrate the more exotic races.

One Question : Do either of your two friends know what they are wanting to play?

I'm tossing around a couple ideas but currently thinking I might try out a dwarven monk.


Zoren of Fangwood wrote:
was thinking of playing a Monk (flowing archetype)...the Monk only gets 1d6x10 for gold...I assume it stays the same?

wow, didn't realize monks were poor and they only had 1 dice for gold. 1d4x10. You get 40 gold.

@Darien Cedric Espoir, archetypes allowed, it better be the swashbuckler rogue and not the 3rd party rogue. No 3rd party this game.

@otm-shank, one is playing a magus, the other, debating between arcane and melee it seems.


Thanks! Under your category system, is a magus likely to fall under melee or jack of all trades?


Does everything look good in the land of crunch for Nemris?


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?


Alright DG I think I'm going straight up Wizard. LN elf who is interested in all the knowledge(Read power) in the world.


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.


I am super super interested in this and can I play a Half-Faerie Dragon? They seem to be around 14 RP.


I'm looking over options for my monk and I wanted to ask your opinion on the Double-Chained Kama.

Mainly is there an action required to swap between forms? It seems to be a somewhat undefined weapon.

I'm aware it's an unusual choice but this campaign seems like a good opportunity to consider some unusual options.


Here is my rogue, He is still a work in progress though.


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.


Very interesting! I'm not sure what I want to play, but I'm very excited to give this a shot. Thinking it might be a ranger or something. Who knows.


Archaeologist Bard:

10/19/10/16/12/14

F Human Archaeologist 1

HP 8
F 0 R 6 W 3
AC 18 T 14 FF 14
CMB 0 CMD 14

Feats: Weapon Finesse, Serpent's Lash
Traits: Prehensile Whip, Trap Finder
Class Features: Archaeologist's Luck (+1 to Attack, Damage, Skill Checks, STs. 6R/Day), Cantrips, Spells, Bardic Knowledge (+1)

Skills:
Acrobatics (1) 8
Disable Device (1) 9
K Arcana (1) 8
K History (1) 8
Spellcraft (1) 7
Lingusitics (1) 7
Perception (1) 5
Sense Motive (1) 5
Diplomacy (1) 6
Bluff (1) 6

Equipment:
Rogue's Kit
Scorpion Whip
Buckler
Shortsword
Shortbow
Studded Leather

Spells:
Cantrips: Detct Magic, Read Magic, Mage Hand, Prestidigitation, Dancing Lights

1st: Cure Light Wounds, Timely Inspiration

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.


Calardan Amorath Iothor wrote:
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...


would you be willing to consider a dip into ninja :3


Hey DG, this is Bane88's elf wizard.


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!


Calardan Amorath Iothor wrote:
would you be willing to consider a dip into ninja :3

What exactly would a ninja dip get me?


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.


Otm-Shank wrote:
Calardan Amorath Iothor wrote:
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 >.>


GM Gadget wrote:
I am super super interested in this and can I play a Half-Faerie Dragon? They seem to be around 14 RP.

That is 3rd party, which is a no. I want to make sure the people can beat the game using paizo published stuff

As far as the double kama weapon. I don't know how that works, just read it use it to how you think it works.

I enjoy the kitsune race, I haven't looked at the race builder to calculate it but 13-14 race points seem right.

To everyone else, I will double check your characters to make sure they are right if I pick you.

Now I need to categorize characters.


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.

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