Mystery of the Keepers (Inactive)

Game Master DireMerc

Razmir the man known as the living god is making his move expanding into neighboring nations. It seems nobody can stop him as his power truly seems to be that of a god. A select few know the secret of his power and are taking steps to end his rule with the help of another who wields the same power as Razmir. Sazed Khaim a member of the old order of the keepers.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: Everyone have fun.

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Link to images


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hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz attacks again, trying to kill the plant before it kills him.

to hit: 1d20 + 8 + 2 - 2 ⇒ (1) + 8 + 2 - 2 = 9
darnit... damn thee, dicebot...let's try that again... was thinking of adding elemental damage to first hit, glad I didn't...:

to hit: 1d20 + 8 + 2 - 2 ⇒ (14) + 8 + 2 - 2 = 22
dmg if hits: 1d8 + 5 - 2 ⇒ (8) + 5 - 2 = 11

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn comes out of his beduddlement to see his comrades attacking a large writhing plant. Seeing Lysander using his axe, Devyhn draws his sickle and swings at the green menace.

Attack: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4

Damage: 1d6 + 1 ⇒ (6) + 1 = 7


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik looks for some way to secure the rope so he can climb down and join the melee.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

OK, I'm back from holiday. I've caught up and Achren is diving down to the plant ready to attack next turn. Erik I think you will have to consider jumping in or waiting until someone with good swim/acrobatics can relieve you; the others are already attacking the plant. Is that all correct?


Pretty much you can post your action for this turn, you dove into the water last turn and now your around 15 feet from the plant, be warned it has reach.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Holding his breath, Achren swims down towards the plant to try and attack its base

assuming I can swim that far, I will attack the plant (so it will get an AoO), if not I will attack any tentacles in reach

Claw#1 attack: 1d20 + 5 ⇒ (10) + 5 = 15 I moved, so only 1 attack
damage if hit: 1d8 + 6 ⇒ (2) + 6 = 8


Erik there is nothing there to attach the rope too. You will have to find a way to make the rope stay like if you had something you could stab into the rock...

attack of op: 1d20 + 9 ⇒ (16) + 9 = 251d6 + 4 ⇒ (2) + 4 = 6

The creature strikes Achren as he approaches but Achren still manages to claw it.

The creature then attacks swinging vines at Achren and Bleyz.

attack Bleyz: 1d20 + 9 ⇒ (8) + 9 = 171d6 + 4 ⇒ (6) + 4 = 10

attack Achren: 1d20 + 9 ⇒ (15) + 9 = 241d6 + 4 ⇒ (3) + 4 = 7

your go again.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz again double attacks the plant:

to hit: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
dmg if hits: 1d8 + 5 - 2 ⇒ (2) + 5 - 2 = 5

to hit: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
dmg if hits: 1d8 + 5 - 2 ⇒ (8) + 5 - 2 = 11

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn swings again at the giant plant with his sickle.

Attack: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18

Damage: 1d6 + 1 ⇒ (6) + 1 = 7


The plant dies having been pummeled and slashed to pieces.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Still holding his breath with the control learned in the monastery as a younger man, Bleyz takes a few rounds to search for anything of value around the plant. (Maybe the plant killed other unwary adventurers and their remains and possibly gear are nearby). When he's done searching, he takes anything he might have found and swims for the surface.


In the muddy waters in the bottom of the chamber you find a rotting leather pouch of gems. There are a total 13 small gems in the satchel,
mostly quartz, jasper, and agate, each worth 50 gp. You see the remains of weapons and armors as well but they are rusted up and useless.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn kicks back up to the surface, and tries to climb back on the platform.

Climb: 1d20 + 5 ⇒ (6) + 5 = 11 or Take 10 or 20, if possible.


Your going to need to take 20 on that one. Dc is 25.


As for Erik we will say he finds someway of securing the rope and comes down as well.


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Lysander also takes 20 and swims to the surface before climbing out of the water. He hands the axe back to Devyhn and reclaims his bow, wishing he had a way to stay dry.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

If it helps, Achren has a couple of scrolls of feather fall, I am quite happy to cast one on Erik to get him down if you want

Bursting out of the water, Achren takes great gulps of air before floundering to the side and trying to climb up.

Will take 20 on climb. Who is noting loot?


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

I've noted the gems, # and value, in my profile under 'loot'

Once Bleyz reaches the surface, he orients himself, heads toward the platform and tries to climb up to it.

climb: 1d20 + 4 ⇒ (11) + 4 = 15


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Feather fall sounds sensible as DireMerc already said there was little to tie the rope too. Plus that way we can keep the rope.


Ok so Erik jumps down and Achren cast feather fall on him before he hits the water so he doesn't get hurt. You all climb up on the platform.

There is a hallway and a set of double doors at the end.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz moves to the door as quietly as possible and listens for sounds coming from beyond it.

stealth: 1d20 + 9 ⇒ (14) + 9 = 23

perception: 1d20 + 11 ⇒ (17) + 11 = 28

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"My thanks, friends," Debyhn says. "That plant nearly charted my course to Pharasma's Palace. And though I hope to be worthy of her one day, I had no immediate plans to visit."

He takes his axe back from Lysander with a nod of gratitude.

He offers the half-elf his cold iron sickle. "You may keep this, if you are in need of a hand weapon."


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Lysander gratefully accepts the sickle and sets it on his belt. "My thanks--without my spear I had no way to defend myself in close combat."

He then creeps up with the others, bow in hand and arrow on the string.

Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Stealth: 1d20 + 11 ⇒ (10) + 11 = 21


Doing any healing before you move on?


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

down to 11/37 hp... i could definitely use a few zaps from the wand myself.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Wand of CLW on Bleyz: 1d8 + 1 ⇒ (7) + 1 = 8
Wand of CLW on Bleyz: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of CLW on Belyz: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of CLW on Bleyz: 1d8 + 1 ⇒ (8) + 1 = 9

Wand on Lysander: 1d8 + 1 ⇒ (1) + 1 = 2
Wand on Lysander: 1d8 + 1 ⇒ (4) + 1 = 5
Wand on Lysander: 1d8 + 1 ⇒ (5) + 1 = 6
Wand on Lysander: 1d8 + 1 ⇒ (2) + 1 = 3
Wand on Lysander: 1d8 + 1 ⇒ (2) + 1 = 3
Wand on Lysander: 1d8 + 1 ⇒ (7) + 1 = 8

..ONE charge left.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn draws on the power of the healing staff to fill the holes in his memory.

Lesser Restoration: 1d4 ⇒ 3
Lesser Restoration: 1d4 ⇒ 4


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

I'm sorry friends, I should have been in that fight with you. The dive was simply too far for someone of my limited skillls. I fear I would have broken my neck. Erik looks unconvinced by his own excuses and bows his head ashamed.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz whispers, hoping the sound doesn't carry beyond the door if there's anything on the other side to hear him, "No worries, Erik, it was a long drop with no one to hold the rope for you. I'm just glad we found a solution for you to get down safely in the end. I hope we can find another way out though."

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

After using a scroll on Erik, Achren examines his Eidolon form; a great rent shows where the Plant struck him and a few other scratches from previous encounters testify to the beating iy has recieved. Summoning his innate magic, he casts Lesser Rejuvenate Eidolon

Scratched one Scroll and 1 spell, adjusting hp

Eidolon HP regained: 1d10 + 4 ⇒ (9) + 4 = 13

Immediately, the Eidolon repairs much of the damage.


I did some checking this morning and level up to level 5 and we will continue when you are done.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

With a rustling and clanking of fine chain links, Achren's Eidolon thins out it's natural covering, bunching up his shoulders and sprouting wings.

I believe Achren is done. With his 4 arms and his new wings, he is beginning to resemble a giant silvery insect

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Just have to add a Feat. Am I allowed Improved natural attack or other Monster Feats?


You approach the iron doors. You find them closed and locked.

Arcane locked even


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"Can anyone unlock an arcane locked door? If not, I can try Sazed's key... and if that doesn't work, perhaps I can bust through it with the fist, but it might take a bit and it would be quite noisy... anything or anyone on the other side will be ready and waiting for us if we go that route." Bleyz shrugs and waits for anyone else to volunteer with maybe a knock spell or some other way to open the door before taking other action

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"Let us try the Key. If it does not work, that fist of yours should make a decent knocker."


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz tries the key first, before resorting to any other methods.


With a click the key unlocks the door and you open them. As you start to open the door (that open outwards toward you) they slam open as if pushed by strong wind and green gas pour out of the room beyond in vast quantities. The room beyond was totally filled with it.

Anyone near the door probably all of you needs to make a fort save.

As the gas pours out however it clears up the room beyond.

Beyond is a bell-shaped foyer that opens into a broad rectangular chamber with wickedly spiked walls. The rectangular section recesses into the floor almost five feet below the foyer, creating a tiered section of ledges adorned with rows of statues. In the center of the room, a three foot-tall iron furnace stands atop a marble dais belching out gouts of toxic green smoke. A moat filled with a curious bubbling liquid surrounds the smoky brazier.

On the floor scattered around the room are broken clockwork soldiers.

Doors going to the west are closed and another set of doors going south have been broken down and the hallway going that way is filled with gas.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Fort Save: 1d20 + 4 ⇒ (18) + 4 = 22


Dc 16 fort save, lose 1 con and 1 cha if you fail. You make another save each round for up to six rounds. Each time you fail you take the damage again.


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Fortitude Save: 1d20 + 5 ⇒ (11) + 5 = 16


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

fort save: 1d20 + 5 ⇒ (15) + 5 = 20


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Fortitude save: 1d20 + 4 ⇒ (17) + 4 = 21


You three are fine...The smoke has dissipated a bit but it is in fact just filling the room you were in and the room beyond is filling up again.

Unless you have something to protect yourself your going to be making a save each round.

You can close the doors again to buy yourself some time.


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

If it's an air-based poison or whatever, could we hold our breath to avoid the saves?


You could yes. 1 round per con you have and each standard action cause you to lose 1 round.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"We need to smother that brazier. Can one of you make the leap to the pedestal and drown or smother it?" he asks the group.

He unslings his backpack and removes his bedroll. "If we soak this in the water, we could lay it over the brazier and extinguish it.... unless it is magical...but even then, it.may be enough to stifle the smoke."


Room layout

You came from the north and I didn't show it very well but the bottom section of the room is a little lower than the top three spaces from the door.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz douses his sash with water and ties it around his face, hoping that might block some of the fumes... (hoping for a circumstance bonus to saves perhaps?)

Bleyz steps cautiously into the foyer, wary of traps, like pressure plates on the floor... "This looks like the entire place is one big trap, does it not?"

perception: 1d20 + 12 ⇒ (11) + 12 = 23

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Fort: 1d20 + 4 ⇒ (16) + 4 = 20

"I could Fly across, and drop it on the brazier. That should avoid any pressure plates"

Achren attempts to spot any traps along the way

Perception: 1d20 + 14 ⇒ (13) + 14 = 27

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-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

No UMD here I'm afraid. :-(


I considered giving a spell failure chance to both but decided against it since nothing else gives spell failure to divine.

The sword is an item of my own creation I wanted to make a magic eating sword without making it to broken. Its abilities are the following at the moment.

-spells cast on the user don't last very long (half duration)

-ignores half of magical bonuses to ac (mage armor gives +2 instead of +4)
but only for attacks made using that sword.

-when you strike someone with an active spell on them it has a chance to dispel a spell on them if there is one. (makes a dispel check at +5)

-arcane spell failure 20% (I might just drop this one)

other than that it's a +1 longsword that also has +1 damage against undead.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

I'm back!

and I have UMD +14

But first I will cast haste


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

wb!


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

That still sounds great, so I'm happy


Your opponent is a creature called a rot mummy. A variant of the typical mummy. He wields a sword instead of slamming you so you don't get mummy rot but he also wears magical armor about evens out I think.

A typical rot mummy is a cr 5.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Devhyn, as far as I can tell, you are paralysed with fear. Remove paralysis won't work on that, only remove fear.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Bummer.

I guess I'll have to wait it out.

Feel free to grab stuff out my my frozen grip, if it'll help keep everyone alive!


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

My sword halves spell durations, hence less haste.


Remove paralysis would work but the staff cant cast that spell.

It can cast:
Cure serious wounds (1 charge)
Lesser restoration (1 charge)
Remove blindness/deafness (2 charges)
Remove disease (3 charges)


Male Professional Dosser 14/Rules Lawyer6
DireMerc wrote:

Remove paralysis would work but the staff cant cast that spell.

It can cast:
Cure serious wounds (1 charge)
Lesser restoration (1 charge)
Remove blindness/deafness (2 charges)
Remove disease (3 charges)

I saw that too, but it seemed superfluous to mention it.


Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells.

Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. For example, a 9th-level wizard with a staff of fire could imbue the staff with one charge per day by using up one of his 4th-level spells. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Breakdown of items and usefulness:

Ring and cloak: everyone could use either one, however, these are also some of the few items Achren and Bleyz could use without interfering with their character functionality.

Longsword: Lysander needs a melee weapon or Erik
could do the two longsword ranger-thingy

Chainmail: Lysander or Devyhn. Erik already has +1 breastplate (unless he wants to trade-out for encumberance reasons)


Male Professional Dosser 14/Rules Lawyer6

I already have AC21 with Mage Armour, so the ring could go to someone else. Having been hurt a few times after bad saves, I would like the Cloak, but I'm aware that everybody would probably want it.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Suggestions (take'm or leave'm):

Give the RING to Bleyz, it will bump up his AC. As a monk, he already has good saves.

Give the CLOAK to Achren, to improve his saves, and help him look more like SPAWN. ;-)


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

works for me...


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Sounds good.

I'm also happy to trade the breastplate for chainmail if someone else wants the extra dex bonus or lower carry weight.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

I can use chainmail, since it is a Medium armor, but not Breastplate, which is a Heavy type.

I wasn't going to speak up until everyone had a chance to post.

Anyone know where Lysander's gotten to?


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Breastplate is nediun, if you want it.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Oops, you're correct.

Yeah, I'll take the breastplate if you want the chainmail.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

That seems like a more efficient use of items.

I've adjusted Erik for the chainmail. The breastplate is yours.


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

I'm still here, just don't have much to report. Better armor would be nice, but I can't use medium armor, so there really isn't anything for me to take that wouldn't better serve someone else.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Can you use the +1 longsword?

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

I'll take the cloak, then. Thanks guys.


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

I can use the sword, yeah. That'd work.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

I'm going on holiday next week but should have internet. If I disappear something had gone wrong with the WiFi so please DMPC me.


This is the second masked man you have beaten of the four. That leaves two and the wizard who controlled the ghoul.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Can I use rapid shot and deadly aim at the same time?


Yes, the penalties to attack stack is all.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Having oral surgery tomorrow so might be a bit out of things... we'll see if I can post or not on whatever pain meds they give me, lol... I should be fine by saturday though.


Male Professional Dosser 14/Rules Lawyer6

OK, no potion of healing unfortunately, but this is the list:

-potion of Invisibility
-potion of eagle's splendor
-potion of fly
-wand of shield (44 charges)
-amulet of natural armor +1
-cloak of resistance +2
-headband of alluring charisma +2
-ring of protection +1

Am I right in thinking I am the only one who can use the wand? if that's so, and as I had the last Cloak of Resistance, I'm not due any of the rest (although I could use the +2 CHA if noone else wants it)


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

No objections to either of those if that's what you want, I can't use the wand and the headband, while it would make Bleyz more likable, isn't high on his 'want' list. Bleyz would be interested in the amulet, but there are others who get hit more often and for more damage, who probably need it more... so whatever, I'm easy with others picking first.


Male Professional Dosser 14/Rules Lawyer6

Do we have a consensus on divvying up the loot? apart from a couple of items, they can all be used by anyone.


Male Professional Dosser 14/Rules Lawyer6

Bump


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

I think we're waiting for Devyhn to heal himself... ?

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

I'll take whatever's left over once everyone has what they prefer.

I'll settle for hand-me-downs, too.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

6th lvl hp: 1d8 ⇒ 5

and Bleyz is interested in the amulet or the cloak, but I think he's got relatively good AC and good saves, so will gladly let others pick those items first.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik has quite a lot of nice kit already, so others should take some. That said, the amulet, ring or cloak would all help.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Hit Points for 6th level: 1d8 ⇒ 6

Wish List for Loot:

1st choice: Cloak of Resistance
2nd choice: Ring of Protection
3rd choice: Headband of Alluring Charisma

I don't think I can use the wand, except through a UMD check.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

hp: 1d10 ⇒ 9

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

HP: 5

Eidolon HP 1d10 ⇒ 1

1st choice: headband
2nd choice: Ring (but not too bothered)

not bothered about anything else, except I think I am the only one who can use the wand.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Do I heal any Ability Drain?


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Hit Points: 1d8 ⇒ 6

Not much this level--Skills and Camouflage.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

OK, I gain 6HP and 2 temporary HP (although because of Ability Drain that is reduced to 5 and 1), +1BAB, +1 to all saves, Devotion (+4 against Enchantments), Makers Jump 1/day (as Dimension Door), Extra 2nd level spell/day, extra 2nd level spell known (invisibility), 2 Ranks Flying. 1 Rank Knowledge (Arcana), 1 Rank Spellcraft, 1 Rank UMD


Male Professional Dosser 14/Rules Lawyer6

What healing do we get for our rest?


You heal your level hit points and regain 1 point of ability loss for each stat that has been damaged. You also regain lost spells and daily abilities.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

OK, even after resting I will be down 7hp. Any chance someone can toss me a CLW? I know others are more seriously hurt, so if there aren't enough I'll forego.


come on guys were are you?


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

I'm here! was waiting for the healing to be done before moving on...

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

If I only healed my level in hit points, then I am still at -2 and unable to do anything until I rest another day.

Could I activate the staff if I am conscious, but disabled? At that point, I could try to patch up the party with the last couple of charges in the wand, and my own healing spells.

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