Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Mahjik the Flink's page

1,190 posts. Alias of LoreKeeper.


1 to 50 of 1,190 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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."

How much healing exactly? Mahjik is on 22/63hp by my last reckoning.

"We also need to figure out the... magic? See? Here and here. Apparently it works on some form of timer or resets or something." Mahjik points out the trap.

Mahjik moves a bit closer to L44 and tosses his campfire bead at the "feet" of the elemental and shouts the command word of the bead.

Throw to J38 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11

That should be more than enough to land in the square. I have no idea how you want to rule this, I'm just throwing it out there (huh, pun :p). The bead itself uses produce flame in creation and creates a real (heat, etc) yet also magical fire.

Mahjik nods, then finishes his chant. "There. I think I found it. Along the walls where you're fighting. There's something unnatural. No - supernatural. A slight shimmer. Intuition suggests some magical senses that summon such aggressive water. Also I've never seen magic that actually keeps the creature here; it might vanish if we leave it be for a minute. But then reappear if we come by here again."

"Wise man knows when to stay his fist," Mahjik replies to Douena; "I have beaten it, alongside Urza, before - but I've only just survived and I think a single successful attack from it could be too much for me."

Instead Mahjik keeps focusing on his chant, until he completes it and opens his eyes wide. He keenly observes the tunnel.

Perception to discern source of elemental 1d20 + 13 ⇒ (15) + 13 = 28

"But... as I said, Urza and I have beaten it before. But here it is again. I don't think there were more than one before, as they'd have both faced us - either someone, or something, has brought this water creature here."

Mahjik responds to Lorenz' question: "It's a bit harder than normal - but the old fashioned way will eventually get the job done. Magic generally is more effective."

Mahjik holds himself back, for now. He moves to the back I53, takes out his campfire bead and folds his hands into a strange symbol and begins chanting.

We've seen it happen ;) - however, have you tried channeling underground at night?

"That has my vote," Mahjik nods.

Not sure how we want to spread healing resources; Urza is a bit hurt too from the elemental fight and Mahjik is at 23/63 hp.

Aaaah - but can vampires be elementals?

Mahjik nods, "It might be needed if we have to make a hasty retreat - it would be better if we don't have to retreat into a surprise."

Assuming we get back without incident:

"I think we found another exit - at least that way eventually leads to what looks like outside light. We couldn't quite verify it, there was a really big water creature guarding the exit. I don't know what it was - but it seemed to be made just of water. Very aggressive water, mind you. We eventually got it to stop... mmm... moving, but we didn't have a chance to verify what is beyond where we fought the thing. What's been going on on your side?"

Mahjik nods, "Ya. I would've preferred a better look at what's outside... but right now I don't want to risk it." He looks to Urza, "That was a great job by you. I don't think I could've held it down by myself - the water seems to absorb most of my punches. I must study more."

I retract Mahjik's ki dodge, as the elemental was already out then.

Mahjik will go at it experimentally then.

Mahjik senses that the disruption of the watery creature is starting to take its toll; it is getting slow to reform. He figures it can't hurt to try to make things even harder for the elemental. He strikes in another flurry of strikes - a bit slower and more methodical this time round - but his first strike punches through the outside water tension with an open hand. The jarring impact causes wobbles of liquid to ripple precariously all over the elemental. Irori grant that this strains this creature, he thinks to himself even as he spends another fraction of his dwindling reserves to shore up his defenses against the next onslaught.

Flurry, Stunning Fist (fatigue) DC 19, Power Attack 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19 damage 1d8 + 1 + 4 ⇒ (8) + 1 + 4 = 13
Flurry, Power Attack 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20 damage 1d8 + 1 + 4 ⇒ (8) + 1 + 4 = 13
Flurry, Power Attack, low iterative 1d20 + 2 - 2 ⇒ (10) + 2 - 2 = 10 damage 1d8 + 1 + 4 ⇒ (6) + 1 + 4 = 11

+4 dodge AC from ki

Can water elementals be fatigued?

Noting the greatly reduced mobility and capacity of the water elemental to hit him and dodge his attacks, Mahjik tries to go all out with a blistering series of kicks, spins and strikes. For a moment his body shimmers as he uses inner reserves of ki to unleash an additional attack.

Flurry, Power Attack 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 damage 1d8 + 1 + 4 ⇒ (5) + 1 + 4 = 10
Flurry, Power Attack 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22 damage 1d8 + 1 + 4 ⇒ (6) + 1 + 4 = 11
Flurry, Power Attack, low iterative 1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17 damage 1d8 + 1 + 4 ⇒ (6) + 1 + 4 = 11
Flurry, Power Attack, ki attack 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18 damage 1d8 + 1 + 4 ⇒ (5) + 1 + 4 = 10

"How do you judge how wounded this thing is? Does the water become more jittery near death?"

Perception on elemental 1d20 + 13 ⇒ (7) + 13 = 20
Sense Motive on elemental 1d20 + 9 ⇒ (13) + 9 = 22

This is out-of-turn action, not the actions for his round.

Mahjik grins, "Well who knew? When wise man said Empty your mind, be formless, shapeless - like water. Now you put water into a cup, it becomes the cup, you put water into a bottle, it becomes the bottle, you put it in a teapot, it becomes the teapot. Now water can flow or it can crash. Be water, my friend. ...he didn't account for angry water."

Total defense (+6 AC)

Also just realized: the dodge bonus to AC is +6 from Total Defense (at 3+ ranks in Acrobatics)

Standard action: total defense, +5 AC
Move action: to J53

Mahjik slowly retreats a little more but keeps up the defensive dance. "If it doesn't get the place all wet and slippery I can keep it standing there for a while. Do you think you have enough glowythrowywireefiery to take it all out?"

"Wise man would heed the advice of a pyromaniac..." Mahjik's body follows suit and his torso begins to move in waves as he switches to a defensive posture and he carefully retreats closer to Urza with a series of somersaults and tumbles. His final posture has a hand held up towards the elemental as if to ward it off, "Best you stay back Aquarius!"

Standard action: full defense (+5 AC)
Move action: Acrobatics (tumble), half-speed 1d20 + 12 ⇒ (18) + 12 = 30 to move to J47

Good Sarenrae! Will you stop rolling so damn high Navior!!!

Swift: ki dodge

Mahjik unleashes a series of brutal kicks and punches - but finds that the elemental form practically shows no effects. He frowns and wonders if he should switch to a purely defensive stance and let Urza deal damage.

Flurry, Power Attack 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22 damage 1d8 + 1 + 4 ⇒ (2) + 1 + 4 = 7
Flurry, Power Attack 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20 damage 1d8 + 1 + 4 ⇒ (2) + 1 + 4 = 7
Flurry, Power Attack, lower iteration attack 1d20 + 7 - 5 - 2 ⇒ (1) + 7 - 5 - 2 = 1 damage 1d8 + 1 + 4 ⇒ (3) + 1 + 4 = 8

1 to 50 of 1,190 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.