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

1,224 posts. Alias of LoreKeeper.


1 to 50 of 1,224 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

"Okay, now that we have it - it'll be moot if we don't correctly use it. Urza - do you think you can do it? Do you need help?"

Can we take 10?

Mahjik makes sure to avoid the potential boulder trap as he gingerly makes his way up the tree.

Climb: 1d20 + 6 ⇒ (7) + 6 = 13

"Wise man would not underestimate falling rocks. It is said that rare metals fall with giant rocks from the sky. What she says is a 'giant rock' could also be something beyond her comprehension."

"Also, I imagine there is a chance that something of interest in the ruins here. Probably not much in the way of treasure - but some excerpts of murals or other fountains of knowledge." Mahjik says so, as he examines the nearest walls.

"I'm good to go, how far is that tree?"

Mahjik wonders out aloud: "Douena, can't you ask Desna to help guide you to the orb?"

I know Douena isn't level 5, so does not have access to locate object just yet. But it could be soon?

But Urza knows how to operate the Orrery

"Ahem... so is this then what they call a flash of inspiration?"

Mahjik pushes forward next to Pezock, "Trap? What happened?" He looks down the steps. "He doesn't look dead yet, maybe because that fourth idol is broken?"

Mahjik re-explores the currently safe area in case some clue or other element was missed during all the commotion.

Perception: 1d20 + 13 ⇒ (8) + 13 = 21

Mahjik punches the air a couple of times, escalating into a bit of a shadow display. "Hey Urza, do you think this amulet makes the punches faster? It feels a bit like it, but maybe it's just giddy excitement."

Knowledge (arcana) vs mechanism DC 20: 1d20 + 4 ⇒ (11) + 4 = 15

"So... ya. These things might fit in here, but we're short at least one. Unless it is designed to work with just three - and different configurations can create different effects." Mahjik muses while he strokes a non-existent beard. "Perhaps the stones are like the phases of the moon; full, waning, new, and waxing. Then maybe the waning and waxing one could be used interchangeably by just turning it around."

"Perhaps we can ignore the wasps, unless we have to go through their territory. Or if we need to worry about some form of vermin-master that can command the wasps to attack us."

Mahjik juggles the three moonstones absentmindedly, then wonders aloud: "Didn't we have those pillars back there that were missing something?"

"Do giant wasps have a hierarchy? Like a queen wasp, like bees?" Mahjik rubs his chin gingerly that had been sore until Douena bestowed curative magic on him. "Thanks, that is much better."

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?

1 to 50 of 1,224 << 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.