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Mahjik the Flink's page

1,211 posts. Alias of LoreKeeper.


1 to 50 of 1,211 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

That's a very respectable "zap" on that 6d6

Mahjik is satisfied with his reflexes that kept him out of harms way; but that grin turns sour almost immediately as both his attacks go wide. In frustration he brings forth a spurt of explosive energy from within as he channels his ki into one more attack - and this time the serpentfolk doesn't see it coming.

Flurry 1: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11 damage: 1d10 + 2 ⇒ (1) + 2 = 3
Flurry 2: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13 damage: 1d10 + 2 ⇒ (7) + 2 = 9

Flurry ki: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 damage: 1d10 + 2 ⇒ (10) + 2 = 12
Blur miss chance 20%: 1d100 ⇒ 22 hit!

Huffing in frustration Mahjik kicks both left and right, but the scaly man has recovered wits and his magic protects him still.

Flurry 1, flanking, Stunning Fist DC 17: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 damage: 1d10 + 2 ⇒ (5) + 2 = 7
Miss chance 20%: 1d100 ⇒ 7 miss

Flurry 2, flanking: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27 damage: 1d10 + 2 ⇒ (4) + 2 = 6
Miss chance 20%: 1d100 ⇒ 16 miss

Was Tar'kanas 15 not enough against a stunned opponent? Damn son, that's a badass lizard!

Mahjik ceases the moment and delivers another attack intended to debilitate the recipient. His open palm uppercuts the serpent man underneath the chin, audibly clacking the jaws shut and traumatizing the jugular. Unfortunately the follow-up punch goes wide as the target unexpectedly swayed out of the way.

Flurry 1, Stunning Fist DC 17: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 damage: 1d10 + 2 ⇒ (6) + 2 = 8
Miss chance: 1d100 ⇒ 48 hit
Serpentfolk Fortitude: 1d20 + 7 ⇒ (3) + 7 = 10 stunned
Flurry 2: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13 damage: 1d10 + 2 ⇒ (1) + 2 = 3 Probably a miss

Is it possible to dropkick him from where Mahjik is standing?

"Feel the pain!"

Acrobatics (jump), dropkick!: 1d20 + 25 ⇒ (13) + 25 = 38

Dropkick, height advantage, Stunning Fist DC 16: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 damage: 1d10 + 2 ⇒ (5) + 2 = 7

We need to have a bit of better coordination here, it's no good if we use a full action on somebody just to get to an enemy - and then block opportunities for somebody that is in "striking distance".

Mahjik delays.

A bit wary, Mahjik closes the gap between himself and the caster. "Wise man would be wary of fists with their name on it," he mutters as he readies himself to immediately go for the jugular if the scaly creature tries to use magic again.

Readied action: stunning fist attack on condition that the serpentfolk tries to use magic. Note: a readied action may be accompanied by a 5ft step as part of the readied action; in case the guy tries to make a little room for himself.

Mahjik looks baffled onto the collapsed and mirth-ridden tengu. "...he lost it a long time ago, but I think the warranty just expired," he mumbles to himself.

I don't see Mahjik's position changed from before on the map - so I'm not sure if the serpent is in 5ft step range or not. He'll engage with flurry or just attack "1" either way.

The fiery pain singes bright red welts on Mahjik's chest. He swallows the pain and steps toward the caster with the intent to stop him dead in his tracks. His first attack sets up the second with a strike to the side of the neck that may leave the serpentman seeing stars.

Flurry 1, Stunning Fist DC 17: 1d20 + 8 ⇒ (13) + 8 = 21 damage: 1d10 + 2 ⇒ (10) + 2 = 12
Flurry 2: 1d20 + 8 ⇒ (18) + 8 = 26 damage: 1d10 + 2 ⇒ (8) + 2 = 10

Not to forget the obligatory three-point landing on Mahjik's jump!

Mahjik rapidly mows down the monkey man infront of him. His fists are a blur that strike in quick succession.

Flurry 1: 1d20 + 8 ⇒ (20) + 8 = 28 damage: 1d10 + 2 ⇒ (6) + 2 = 8
Flurry 1, crit confirm: 1d20 + 8 ⇒ (7) + 8 = 15 damage: 1d10 + 2 ⇒ (5) + 2 = 7
Flurry 2: 1d20 + 8 ⇒ (9) + 8 = 17 damage: 1d10 + 2 ⇒ (5) + 2 = 7

Afterward Mahjik moves in closer on the serpentfolk. Either 5ft step, or if 1 attack was enough, then a move.

Use the tumble check for jump instead to get 18 + 25 = 43 That should cover it :D

I'm having a hard time visualizing the range of motion available to Mahjik; if possible he wants to make his way to the lizard man "5". Otherwise he tries to engage any enemy.

Mahjik's movements have a certain erratic grace not unlike the monkey men they are fighting; with swift tumbles and rolls he makes his way off-the-wall to the fight and punches the creature straight in the gut.

Acrobatics (tumble): 1d20 + 11 ⇒ (18) + 11 = 29
Attack: 1d20 + 8 ⇒ (14) + 8 = 22 damage: 1d10 + 2 ⇒ (8) + 2 = 10

Knowledge (nature/arcana) DC 15: 1d20 + 4 ⇒ (14) + 4 = 18
Knowledge (arcana) DC 20: 1d20 + 4 ⇒ (10) + 4 = 14

Cautiously Mahjik whispers, "These columns represent the Dark Tapestry, the space between stars. I think they are broken, like they are supposed to show a constellation, but don't." He lets the rest of the thoughts go as he focuses on his inner ki and uses it to steel himself.

Qingong ki power (barkskin), +3 natural AC

"Wind and weather make temporary holes in trees. They have a habit of growing back."

"hrm. Seems like the higher we go the less intact the place is. At least its apparently built on sturdy foundations." Mahjik tentatively tests the walls to see if the mortar just gives way and the need for doors becomes obviated.

"Well, it's spores are all over - I doubt it'll have trouble. It's a plant-fungus thing, if given half an opportunity there will be four dozens of it by next year."



"Sure, Pezock, but we don't know if it is aggressive. Or maybe just shy." He picks up a couple of bullet-sized pebbles.

Mahjik heads 15ft to the left

"Huh, what do you know, there's a wise guy over there," Mahjik points to the offending plant/thing. "Be on your guard, the foliage might be aggressive," he adds, as he steps into the courtyard to make room for everybody.

Whichever door Douena indicated :)

Mahjik makes as if to knock, but then just guides his ear carefully to the door as he listens - then cautiously puts on more and more force to see if the door gives way.

"Here we go," Mahjik proceeds heading the reduced group to what may have been the main entrance of the place.

Perception: 1d20 + 13 ⇒ (5) + 13 = 18

Unusually emphatic, Mahjik puts his arm around Urza's shoulder to help console him.

"A few hours, yes," Mahjik nods to Jask, "but look, it's not morning anymore. We've already seen that this place is somewhat inhabited, or perhaps I should say infested. There's a reasonable chance that we'll come out of exploration a bit worse-for-wear; I figured it would make sense to prepare to spend the night to nurse ourselves and recover some of our expended energies."

"Splitting the party is problematic, I agree, but what about having some of us set up a secure base camp for us to recover in later. This looks like we won't be leaving this area today still - so having a safe place to fall back to would help."

"Wise man also teaches not to quarrel with fools, for they will bring you to their level and beat you with experience," Mahjik points, "Look Pezt, there's a whole massive structure - odds are there are more than one set of stairs."

"Wise man sees light in the way shadows move," Mahjik grins. "The staircase may be inaccessible - but down there", Mahjik indicates beyond the stairs path, "exists. That means there may be even more to the building than what can be readily assessed from the outside. That in itself is substantial already."

Mahjik will, at next opportunity, backtrack a bit to the entrance of the building where they got in. To keep an eye on the outside and make sure nothing is going on there.

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

Mahjik's actions stay the same as previously announced.

Also use a standard action to go into Total Defense, in case something exciting still happens

Edit: also looks like Douena found her dice mojo. It's all about the rogue actions. The spell stuff is not the way to go, so says RNGesus

Posting Mahjik's actions early, since I don't think he'll find space to fight. Fit his words into his initiative turn.

Knowledge (arcana): 1d20 + 4 ⇒ (18) + 4 = 22

Straining and craning his neck to see Mahjik takes a few seconds to eventually make out the clanky smoothness of the metal snakes' motions. "Oh. Oh! I've seen those before, well kind of, a dojo I visited used them to train acolytes. They were a bit slower, but otherwise much the same. Their bite may be poisonous, but only for the first few bites, then they run out and the poison needs to be refilled."

"Is there any indication of supernatural forces at work? Meaning... are they still guarding the stairs, say against us?"

"I remember vampires don't necessarily walk - and with that yellow thing there maybe they'd have preferred their other ways of moving."

Mahjik takes up a spot in the rear. "Yes, indeed excellent."

Just so everybody is on board: Mahjik's profile has been updated with his equivalent implementation using the Monk Unfettered's monk rules. I assume it is okay to play with that, though Navior hasn't let me know if he finished reading the PDF yet.

Mahjik ponders the elf's words as he approaches. "What other molds are there? Is weakness to fire a common trait for them?"

Knowledge (nature): 1d20 + 4 ⇒ (10) + 4 = 14

"In that case wisdom decrees that you will gain weight as you become a more powerful magic user."

I think for once Mahjik is without damage

Mahjik edges forward, trying to spy into the room beyond. Cautiously he peers around the corner from at the top left of the stairs.

Wrap it in a sleeping bag?

We can take the darkness with us, if we pocket it, the darkness cannot emanate and won't affect anything. And if we randomly need darkness in the next hour or so, we can just toss it somewhere convenient.

"But is it really that simple? I mean, suppose you follow Iomedae but you're not a particularly good good-doer; it's very well possible that Pharasma may judge you unworthy of heaven and place you elsewhere instead. Is it possible to worship demons but not be sufficiently evil and you don't go to the Abyss thereafter? Does a typical monkeyman have enough opportunity to be vile and despicable enough to end up down there?"

Mahjik presses on deeper into the half-light. Initially toward Makoa, but when Douena comes into vision he deviates the path slightly toward the little gnome and forms a defensive barrier. Move to A33; standard action: total defense

Mahjik leans back, a worried expression on his face. "Anybody know what is going on in there?" He points at the inky black sphere that seems so out of place. Wait a minute... Mahjik rummages in his pack and retrieves his everburning torch, Master Inzen advised to have one of these handy. Mahjik approaches the darkness cautiously.

The light is only shed like a torch, 10 ft radius I think. I think he'd make it to about -H31

Is #5 still up? I just realized I've been forgetting Mahjik's low-iterative attack. Silly me.

Mahjik follows up with a finishing series of attacks, designed to strike out and take down a wounded foe before they have time to react. "Fist without thought," he mutters as most of his attacks connect.

Flurry 1 1d20 + 7 ⇒ (19) + 7 = 26 damage 1d8 + 1 ⇒ (3) + 1 = 4
Flurry 2 1d20 + 7 ⇒ (11) + 7 = 18 damage 1d8 + 1 ⇒ (2) + 1 = 3
Flurry 3 1d20 + 2 ⇒ (10) + 2 = 12 damage 1d8 + 1 ⇒ (7) + 1 = 8

Without looking back Mahjik nods at Douena's message and half-whispers back: "Do you need help?" Without a flanking partner he decides to not attack too recklessly. He kicks with his right leg, deep into the gut - hopefully enough to knock the breathe out of the creature. With the foot still in the air he flicks it again, in an upward motion at the jaw of the creature. He deftly steps aside 5ft to -L26 preparing to take step into flanking at the next opportunity.

Flurry, Stunning Fist DC 19 1d20 + 7 ⇒ (8) + 7 = 15 damage 1d8 + 1 ⇒ (2) + 1 = 3
Flurry 1d20 + 7 ⇒ (5) + 7 = 12 damage 1d8 + 1 ⇒ (1) + 1 = 2

Mahjik moves to -K27 and tries to take advantage of the distracted foe. His punch, though, hits nothing but thin air.

Attack, flanking, Power Attack 1d20 + 7 + 2 - 2 ⇒ (2) + 7 + 2 - 2 = 9 damage 1d8 + 1 + 4 ⇒ (2) + 1 + 4 = 7

Taken aback by the sudden surge of speed of the creatures, Mahjik decides to strike quickly and cautiously. Not quite as fast as the charau-ka, the monk is nonetheless a close match in speed. Move to -J22, avoiding AOO "Take his blind side!" Mahjik yells at Pezock as he passes him then, as the charau-ka turns to face him, Mahjik steps in close and strikes his elbow into the ape-man's side.

Attack, Power Attack 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16 damage 1d8 + 1 + 4 ⇒ (4) + 1 + 4 = 9

I'll assume that Makoa's turn won't invalidate Mahjik's actions.

Mahjik sallies forth to form a defensive point moving to -D23 and concentrates briefly to manifest the ki-reinforcement of his limbs. barkskin ki power, +3 natural AC for 1 hour

"Wise man quickens his step when he sees foam on the sea. Let's hurry then, while we are fresh."

"What do you suppose he normally eats? I'm all for dinner and a good night's rest. Wise men won't travel on a grumbling stomach."

Mahjik points out north, "Right over there. ...if he doesn't know about the pillars of light - but guesses they'd be in the temple - then he hasn't been in the temple. Or at least not all the way through. Is anybody else, other than Issilar, at the temple?"

"Put a word of thanks in from me. Desna's been shining a lot of love on me. I appreciate it."

Mahjik looks at the remnants of some ancient civilization. Perhaps at least. "This is such a weird tunnel construct. Do you suppose it isn't really a water elemental trap; but a trapped water elemental? Perhaps this is some sort of water supply thing. Or was."

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