GM Pox's "The Mummy's Mask" (Inactive)

Game Master WerePox47

In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories.


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Inner Sanctum

For Dottings..


yes, dot it is


Lawyer 8/MBA 7/RPGist 5

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Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

here's a dot from Duhwoo


Inner Sanctum

Ok so it looks like so far we have a:

Bloodrager - Full Bab, Minor arcane casting
Menhir Druid - Full Divine caster, Wolf companion

Interested to see what bloodline you pick Draconis.. I built a half-orc bloodrager with the destined bloodlined then selected the luck bonus alt racial and the fates favored trait to souble up on all his luck bonuses.. A jingasa later on would have been nice as well.. He didnt get selected unfortunately although i think im gonna do a pfs guy modeled after him..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

OK, here's the character, background is under way. I can switch to an archery build pretty easily if there are already sufficient front liners.


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

Here is the start of the Bloodrager


Inner Sanctum

Just curious Draconis but why so much charisma? You dont get spells till 4th level and then 2nd at 7th.. By then you'll have cash enough to afford a +2 headband for sure.. I would suggest stats more along:

Str-18 (10 points, +2race)
Dex-13 (3 points)
Con-15 (7 points and needed for Raging Vitality)
Int-10 (2 points, -2 race)
Wis-10
Cha-15 (3 points, +2 race)


Inner Sanctum

Buzz if you were leaning towards a trap disabler why not take the trait?

Trap Finder: Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to
disarm magic traps, like a rogue.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

If Hemket doesn't take TrapFinder, Hadjii just might take it (instead of Blood o' da Pharoahs). Hadjii is still in a formative state -- and open to suggestions!


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

I can get trapfinding as a slayer talent. There's no reason to take it as a trait (it is planned in the build at level 2). The slayer talent is appreciably better than the trait (I get a bonus that scales with level).


Inner Sanctum

What happens when you die to traps at level 1 though? lol

With an 18 dex, the trait, a rank, and mwk thieves tools you could be sporting a +11 mod at 1st level, which gives you a slightly better than average at disabling most traps at the level.. I suppose you could just eat the traps at 1st level and hope you survive..


Inner Sanctum

Looking at it like that i suppose you better off just risking it..


Okay just noticed we have a druid, so do we still need a cleric or should I try and fill some other slot?


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

I have a rank in disable device already, and an 18 dex with masterwork thieves tools. The difference is 3 points. Meh. I'd rather have the will save bonus from Pharaoh. Don't worry, I have this planned out. The character will be hell on wheels on traps in due course, and truly the slayer version is much better than the trait.


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Druids are generally very mediocre healers.


Inner Sanctum

Druids are usually more offense/cc than heals.. A shaman would be better at healing if Duhwoo wants a druidish type charcter..


I can still do a cleric I just didn't want to get in Duhwoo's way if that's what he wanted to do.


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

I'd say it's a slim chance that Duhwoo wanted to play a healer.


Inner Sanctum

I agree Buzz, but looking at it a Shaman is prob better than a druid no matter what he wants to do with it.. He still has his pet, although i wouldnt send my spellbook in to fight lol.. Improved familiar later on would toughen it up too..

As far as a cleric goes Void i dont see you stepping on Duhwoo toes.. A party with a druid and a cleric would be better off than a party with only 1 of those classes lol..

A quick run down:

Druid with wolf companion/might should look at a shaman - Support caster/Possible melee later on with shapeshifting..

Bloodrager - Melee, should have decent hps..

Cleric - Support caster/possibly melee

Slayer - Trap guy/melee, could do ranged as well..

That leaves us missing an arcane caster for sure and possible a tank depending of a few things..


Lawyer 8/MBA 7/RPGist 5

I'm making the arcane. Probably an Arcanist, just to differ from the wizard path. Reading the player's guide for now.


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Slayer is actually looking better if I do ranged really, but I can do melee if required (though ranged will take a while to get all the good feats). He would end up quite soft for a front liner if I made him for melee.

Yes, we could use a proper arcane caster.


Inner Sanctum

Yea we saw in the Tournament how fragile the slayers are upfront.. And his will save killed him.. Being Ifrit will take longer to develop the ranged feats, but with Ranger Combat sytle, Combat Trick, and Weapon Training could help fill in the blanks.. I could see:

1st-Point Blank Shot
2nd-Trapfinding Talent
3rd-Precise Shot
4th-Ranger Combat Style Talent for Rapid Shot
5th-Deadly Aim
6th-Gain Manyshot from Combat style and Could go Combat Trick for Clustered Shots or Weapon Training for Weapon Focus..

Would be a little slow going.. I suppose you could get the trapfinding trait and that would let you get precise shot at 2nd..


Inner Sanctum

It seems the advanced classes are coming to town..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Giving up the human feat is a bit bad, but in exchange for not baking in the desert, I'll take the tradeoff.

But the build is roughly as you describe. I have it planned up to 17 in herolab just to see what it will look like. Get's pretty mean eventually.


Inner Sanctum

Yea archers in general get mean later.. Look at Lithuan..

Man the revised Arcanist is looking mean as hell.. Taking the Expanded Arcana feat a time or 2 in the later levels prob wouldnt be a bad idea, but overall i think its pretty salty..


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

The stats were set up that way for Intimidate, and longer raging. With the Abyssal bloodline, his strength gets mean as he levels up, and he gets Enlarge automatically when he rages after 4, which boosts his damage output. I am debating switching the Dex and Str to make it 16 Str and 13 Dex. The Cha of 16 also helps boost his DC and number of spells. I guess that doesn't matter as much for a bloodrager though, since spells are a secondary thing for them.

Let me look more at his stats after I get out of my next meeting.

I do have his looks and background written up. The stat changes won't affect that.


Do we have a face right now? I know we won't focus on RP, but having somebody to diplomacy is always good.


Inner Sanctum

Although ive stated the rp portion will be by the book unless yall delve deeper your group will occasionally need to gather info and sell stuff etc.. Its always good to have a face in the party..

Ive just about done the neccessary prep to start book one as work has been slow the last few days and ive basically sat on my ass all day, so as soon as all the characters are done, including a background, then we'll start.. Fyi yall will need to come up with some sorta group name for the lottery at the beginning.. The backstories are more or less supposed to explain a bit about yourselves and why your in Wati and helps me get a feel of your characters personality.. There will be some sorta bonus givin based on your backstories..


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

I've adjusted my stats. I figured out that the better Strength also made it so I can have better armor. I think the balance is better now.


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

It's not letting me dot the Gameplay...

nevermind...finally...


Lawyer 8/MBA 7/RPGist 5

Am I allowed to get two traits from the Player's guide? (Sphinx Riddler and Foreign Opportunist, in case)


Inner Sanctum

Thats fine.. Just 1 of the 2 had to be campaign.. If you want both to be have at it..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Uselessful arcanist presenting herself!

Crunch will come later. Although I'll have some skill, I'm not close to what we would want as a face.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

.
I'm now studying up on Wolf Shaman -- a couple of queries come to mind: does Wolf Shaman still get normal Wild Shape at 4th level, then at just stays the same at 6th level? Or is Wild Shape delayed overall until 6th level? Also, as long as he only changes into a wolf, can he Wild Shape three times per day, like an 8th level Druid?? Or is it just 8 hours at 6th level?


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Here is the cleric. About the name for our group. What about The Obsidian Eye?


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

That name would be fine. I'm fairly indifferent on it.

As to face, I can swap out knowledge skills for bluff and intimidate, but diplomacy isn't on my list.


Inner Sanctum

If im not mistaken clerics have diplomacy as a class skill..

As far as the druid question goes ill have to look at that later not at my comp atm..


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

I have a rank in diplomacy right now but I can switch it out if someone else is going to be the face.


Inner Sanctum

Man yall are some high int peoples lol.. A +6 dip is prob fine at first..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

.
I nominate the wise cleric as faceman for the Obsidian Eyes! (probably better than my idea: "The Walking Dead" -- for copyright as well as other reasons...)


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

There is no incentive for my character to have a decent charisma, so I'm not inclined to pursue the face job. I can grab some of the skills, but I'm pretty sure I won't get past 2nd rate. The build is focused on sneaking and removing traps.


Inner Sanctum

Ok so we have a:

Cleric
Druid of some sort
Slayer
Bloodrager
and an Arcanist

I think yall all have the bases covered just keep the bloodrager tank up lol.. I suppose you could possibly have a decent animal companion meatshield as well so..

Ill look into backstory bonuses tm and prob get this thing started..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Getting crunch ready.

I am unaware of the effects of our fame, but I would suggest we used a name that did not draw attention to us, but we would eventually get famous anyway, so nevermind me. I agree with the name.


Inner Sanctum

Not sure if you saw or read it Walter so imma post the sentence here..

Feats and other effects that modifythe number of spells known by a spellcaster affect the number of spells the arcanist can prepare.

There's a feat called Expanded Arcana that would allow you to prepare 1 more spell or 2 more of a level lower than your highest, so while it might not be good now at some point might be a feat worth taking for you..

Duhwoo im looking into the shaman questions now..


Inner Sanctum

Alos Walter just a heads up.. Color spray is a great spell at 1st level, but a less of one when you scouring ancient crpyts full of undead and vermin.. Just a little tip from me to you..


Inner Sanctum

Duhwoo here's my take on the wolf shaman thing, or how im gonna play it at least.. Man that is kinda light on explanations of how it works..

You dont get wildshape until 6th level and it is at -2 level unless you turn into some sorta canine, then its level +2.. This is for duration, uses per day, and to what size etc you can shift too..

So, if you wanna turn into any anminal except a wolf you'll be the same as a 4th level druid for duration/size and can only do it 1 time per day..

If you shift into a canine form you can be small, medium, large, or huge and it lasts 8hrs, usuable 3 times per day..

Say you use the ability to shift to a bird for 4 hrs you can no longer shift to anything else for the day except a canine, in which you can still shift 2 more times.. Makes sense?

Im not 100% sure that they way its intended to be played, but thats how im gonna play it for now..

Anyone else have any comments on the subject?


Inner Sanctum

Ok i found a post talking about it and it works like i thought it did.. Only problem is that not many animals have huge form.. If you wanna play this shaman ill work with you once you reach 8th level on what new canine you can change into.. Ill probably just make beast shape 4 an option then so you can shift into a magical beast form.. A winter worg or something..

What took you away from the Menhir? Detect undead was gonna be huge lol.. Regardless Duhwoo if you plan on attacking in wildshape form you might wanna think about switching your stats around a bit.. Some str would be nice.. How bout:

Str-14
Dex-14
Con-14
Int-14
Wis-14+2 human
CHa-10

Shifted into a dire wolf at 6th would give you stats of

str-18
dex-12
+4 natural ac..

Maybe higher depending on gear..


Inner Sanctum

Ive got the first 2 maps ready, but Walter and Void will have to add their characters because my stupid work comp wont.. Luckily i can modify to the stuff i put there last night though..

First Map

No messing with my blacked out maps :)


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

OK, background is up in the profile.

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