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Mahjik the Flink's page

1,249 posts. Alias of LoreKeeper.


1 to 50 of 1,249 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

"Is it really underground? So much as inside a building?"

"Burning ships is fine I guess, but wouldn't you have more treasure if you sold it instead?"

"Could be, Abadar in his truest form is bringing about civilization - this fabled place could be one of his earliest great successes." Mahjik takes a moment to take it all in, and catch a breather, "Just look at the place. It is massive. Maybe enough for some 50 000, or more?"

"Wise man would heed the lack of weapons on warriors. See these buildings here? See that one over there? These have jungle on them - but that one does not. That's a little strange. Either somebody has kept the building 'clean' or something keeps the walls devoid of life." Mahjik follows Urza, but keeps a wary eye out.

"Mostly depends on whether their superstition exceeds their curiosity or propensity for violence. For now, at least, they've not done anything. If they attack us at a later stage... it's not really different from if they attacked us now"

"Agreed, the skulls may just be a warning to unfriendly ape people. Though I must admit, they are setting themselves up very defensible."

Knowledge (history), sage ability: 1d20 + 4 ⇒ (8) + 4 = 12

"Huh, wise man should've thought of that," Mahjik mutters to himself. He points out some stereotypical features: "See here, this is pretty reminiscent of ancient Azlanti building style. ...oh? What? Oh, ya sure, I'll join the explorers."

"Wise man would rest in everyone's bed," Mahjik muses. "Perhaps keep a lookout for an inn or similar place that was designed with housing a sizeable number of people. I mean, we could go straight for a villa or mansion - but if I were an inhabitant already here, then that is where I would go. To the mansion. Not the inn."

"Wise man won't tarry; let us get a move on then." Mahjik points to the likely candidates, "Let us go with the usual group on scouting and usual group on base camp establishment."

Mahjik grins and his eyes dart as if he's chasing some private humor, "No reason really. I don't think we're currently in a rush even; so we could go one way and then the other - but all-in-all it is perhaps better to have a single place where most of us can stay; not much point in everybody tiring themselves out for scouting."

"Or we send a scouting party forward on this road, and have the main group cut towards the city already."

Mahjik propels himself straight across with a tremendous leap; too sudden and agile for the crocodile to react. He lands with steady footing in a position to take full advantage of Makao's engagement of the giant reptile - an advantage that takes the form of a thunderous footstomp that may stun the creature.

Acrobatics, jump (with bonus from haste): 1d20 + 27 + 4 ⇒ (15) + 27 + 4 = 46
Acrobatics, tumble to avoid AOO: 1d20 + 19 ⇒ (17) + 19 = 36
Acrobatics, maintain footing: 1d20 + 19 ⇒ (15) + 19 = 34
Stunning Fist attack DC 17, flanking, haste: 1d20 + 10 + 2 + 1 ⇒ (18) + 10 + 2 + 1 = 31 damage: 1d10 + 3 ⇒ (7) + 3 = 10

Edit: in case it isn't clear, this is to be in flanking with #4 on the other side of the stream

Mahjik attempts to slip-n-slide down the cliff using his sense of balance to control the fall. Just at the water's edge ends and keeps his momentum going to bash in the snout of the massive crocodile (crocodile #1) - his aim is just above the nostrils and with a bit of luck the impact will stun the reptile.

Acrobatics, controlled fall: 1d20 + 19 ⇒ (12) + 19 = 31
Stunning Fist DC 17, haste: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 damage: 1d10 + 3 ⇒ (2) + 3 = 5
Critical confirmation: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23 damage: 1d10 + 3 ⇒ (3) + 3 = 6

The aid check is for anybody that feels they need it (called upfront). It's a bit hard to coordinate this on pbp compared to real life. Perhaps handle it as a readied-action to aid?

Mahjik is confident in his ability to navigate the rocks and unsteady bridge; he spends his time helping the less footsure.

Aid (acrobatics): 1d20 + 19 ⇒ (20) + 19 = 39

From the map I'm not sure how height works - is there any real threat to the party (provided nobody falls)?

Edit: okay. So that aid check happened.

Onwards the go, Mahjik hums a chanty of sorts, except it sounds foreign due to the Vudrani melody. The melody itself, though, seems oddly fitting for the jungle.

"We can take a look at both of them. We should have enough rope to secure ourselves; so I think Urza may be on to something with going for the high vantage point."

"There could be many factors here - the more traveled road might also be the smaller one. For example if they had a ceremonial progression street that is only used by elite or-and religious activities." Mahjik suggests, "Why don't you let Desna decide? All other things being equal, maybe she's got a preference?" Just to be safe, Mahjik eyes in both directions to see if he can spot a butterfly.

"Maybe none of that," Mahjik gives it some thought, "Perhaps the city as a whole is not in the jungle anymore at all, but is in a different reality."

"So you suppose its now a vampire snake city? Or did they all die out?"

Mahjik squeezes out excess moisture from his pants. Not so much as to get them dry in the true sense of the words - the humidity is just too high for that - but at least it doesn't weigh down as much anymore. Then he puts his pants back on. "hmmmm... mm. mmmmm..." Mahjik grins as he finds something noteworthy: "Hey Douena, have you walked on a road before that nobody has walked on for centuries? Here, look at this."

Knowledge (geography): 1d20 + 4 ⇒ (19) + 4 = 23 Mahjik may do knowledge checks untrained

Mahjik agrees with Sasha, "Assuming the scales stay constant I could get there today still with a bit of luck and some endurance running. Realistically, and avoiding some obstacles, I estimate about two dozen miles through the jungle."

HP: 1d8 ⇒ 6
BAB +1
Class: ki strike now also counts as silver and cold-iron
Feat: Extra Insight (high tumble) coupled with "high jump" drastically increases all acrobatic checks (not just jumps)
Skills: +1 acrobatics, +1 perception, +1 sleight of hand, +2 stealth

"Wise man would keep in mind that the pillars may show us that the missing city of Saventh Yi has been in our hearts all along. Or to put it more bluntly: the city is a myth, a utopian tale told to kids long ago to make them strive to behave in a particular way."

Mahjik grins, "Not that I think it is all that likely; but possibilities. Don't rule them out. That said, my vote is with Urza. Take a break. If Douena is correct and we'll basically be moving along towards the next destination, then I'd prefer to have a fresh nights sleep behind me and am ready to break camp and start marching."

Just a heads-up, I'm on holiday and traveling to Namibia (south-western Africa) for Christmas. I'll be back early January.

"Good question, what are they?"

"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

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