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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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

For some reason I can't place the icon for my avatar on the map, so I'm currently trying to find another image that would work and look cleric like.

EDIT: Got it to work.


Inner Sanctum

Ok working on backstory bonuses atm then imma get the intro set up..


Lawyer 8/MBA 7/RPGist 5

Thanks for the warning Pox, but regarding spells the character is not completely ready yet, I still have the feats and spells to choose. But they will need to be magic related, since that's all I got.

If anyone wants to suggest a spell feel free to do it.

About the Wolf Shaman, I would suggest leaving the quantity of Wild Shape (times per day and lasting time) out of the account, so it would be a change of what forms can you assume. The wolves are not broken, so it's not much of a big deal, I believe. I would say let him have 2/day at sixth level when he gains it.


For spells I suggest Silent Image, and Feather Fall.


Lawyer 8/MBA 7/RPGist 5

Got it. Feather Fall is taken already, but I plan on having it with Expanded Arcana later.

Just to clarify it, can I change my "expanded arcana" prepared spells everytime I prepare them? Or will I choose the spells and have them always prepared? Cause in the first option the feat turns much better than using it with a sorcerer (still lame)....


Inner Sanctum

On the wolf shaman, when he hits 6th he'll have wildshape 3/day, all 3 can be used to shift to a canine form, but only 1 can be used for anything other and it will be at CL 4th, while canine will be CL 8th..

Marius Bonus:

Due to your mentorship with a powerful agent of Nethys you a bit quicker to the punch than normal and have uncanny concentration..

You gain the Warrior Priest feat..

Rajik Bonus:

Due to your never say die mentality your will to press on despite all odds is made stronger..

You gain the Iron Will feat..

Hadjii Bonus:

Due to your undying loyalty to your companion the bond between you two is that much stronger..

You gain the Huntmaster(canine) feat..

Hemket Bonus:

Your caretaker showed you many things, but most importantly he showed to value of bypassing life's obstacles..

You gain the Skill Focus(Disable Device) feat..

Calla Bonus:

Your many tarvelers and never ending search for knowledge has improved beyond a normal person's ability to learn..

You gain the Fast Learner feat..


Inner Sanctum

Expanded Arcana would let you memorize an additional spell per day of your highest level known, or 2 of any lower level.. You select which level spell or spells it affects when you take the feat.. After that you may memorize whatever spells you wish on a day to day basis..

As far as decent 1st level spells goes here's my take:

Burning Hands
Color Spray
Ear Piercing Scream
Grease
Liberating Command
Mage Armor
Magic Missile
Shield
Silent Image
Snowball
True Strike
Vanish

Some of these are not so hot at lv 1 due to durations..

Other spells i like as scrolls:

Air Bubble
Comp languages
Disguise Self
Expeditious Retreat
Mount
Pro Evil
Touch of the Sea


Lawyer 8/MBA 7/RPGist 5
GM Pox wrote:
Expanded Arcana would let you memorize an additional spell per day of your highest level known, or 2 of any lower level.. You select which level spell or spells it affects when you take the feat.. After that you may memorize whatever spells you wish on a day to day basis..

So if I took it now I would be restricted to having just an extra 1st level spell prepared for all eternity?

(Have I mentioned that's a lame feat?)


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

The main thing I like about the Animal Shaman is, starting at 5th level, summoning as a standard action: I hate getting interrupted during full-round casting -- which happens way too often! The flexible application of templates put it over the top, but if there was another way to get standard action summoning, I would have stuck with Menhir Savant...

I never really planned to use Hadjii in combat -- that's what Bandit and the pitbulls (augmented dogs) are for. Hadjii will mostly use wild-shape for utility purposes, like scouting and improved travel. If I make Hadjii strong, it just encourages me to run him into melee (and getting him killed), instead of staying back and casting support spells.

Using my character-generation software (The Only Sheet), I jumped Animal Shaman to 6th level: it sez I can only use wild-shape once per day, but it lasts 8 hours and let's me go huge (probably not useful with Wolve Shaman). I wonder if that agrees with HeroLab...

I like Pox's interpretation better!


Inner Sanctum

I like it Duhwoo! Yall make sure to update your characters with their background bonus feats as im currently working on the campaign intro..

Walter i agree its not so hot at first, but later on it will be.. For example if taken at 7th level will boost your 2nd level spells from 3 to 5 per day memorized.. Thats huge.. At 9th 2 more 3rd per day.. The feat will be great for you at some point just not at 1st..


Lawyer 8/MBA 7/RPGist 5

I have a thing against feats that do not scale as I level but yeah, it might be good in a distant future.


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

Bonus feats: AWESOME! Huntmaster is a GREAT feat for Hadjii (*and* for Bandit)! That is an unexpected delight -- THANKS!

Expanded Arcana: when I previously took this feat on a sorcerer, it allowed me to add another spell to my list of spells known -- NOT additional spells per day. Has this changed?


Inner Sanctum

It still works that way with Sorcerer's, but with Arcanist it allows another spell to be memorized per day..

Gameplay posts are up!


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

No, it hasn't, but the Arcanist can use it, although his spells are a little different. I will have several spells on my spell book, but I can only prepare (as known - ready to cast) two per day, and the number of times I can cast those two spells is a completely different subject. So if I had Magic Missile and Grease prepared (as known) in a day, I could cast three times magic missile and one Grease, or any other combination from it.

Weird, but it works the same after all. On level 5 I'll probably get it to prepare Feather Fall and Swift Girding (if needed) everyday....

BTW love the feat. I usually get it when I'm needing more favored class options ^_^


Inner Sanctum

Question Calla.. Your spellbook contains all cantrips, why trade your hp for prestidigitation whens its already in your book? Seems like using the extra for bonus spells known wouldn't kick in till 4th level when you could use it for 1st..


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

Well, eventually I'll have 9 cantrips ready, but a lot of those never hurt to have. Detect Magic, Disrupt Undead, Acid Splash, Read Magic, Prestidigitation, Ghost Sound, Dancing Lights, Mage Hand, Message, Arcane Mark, Spark, Detect Poison, Drench and Breeze are among the cantrips I consider very useful anytime, so that's more than I'll have. So I get to choose, 1 hp or 1 extra cantrip ready....

And of course, as an scholar of ruins Prestidigitation is essencial, so she fast learned that ^_^


Inner Sanctum

I think your confused with what i was asking.. The fav class bonuses adds another spell known to your list, not anohter spell per day you can memorize..

Your spellbook already contains all cantrips, so you already had prestidigitation in your spellbook, so you don't need to use a fav class bonus to add it.. Your notlimited to spells known like a sorcerer, just limited to a number of spells you can memorize.. Realistically as long as you had the cash to buy scrolls or convince an npc wizard to copy from thier spellbook there would be no need to use ur fav class bonus to add the spells..


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

Oh no, I did not confuse what you were asking. I actually confused how it worked.

The favored class bonus for Human Sorcerers (which I believe the Arcanist is able to get) "Adds one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast". So I though that this was the same as the Expanded Arcana principle, adding a spell to my "capability of casting" the same way the feat does.

In my point of view I still don't see the difference, but if you say I can't, I will comply. And get a Hit Point.


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

.
Hadjii for one certainly hopes Prestidigitation is contiuously available to the party : it is likely Bandit will "disrespect" a crypt or fixture every now and then -- And Hadjii will be asking for some help with cleanup pretty much every time!


Inner Sanctum

It actually does make sense since it technically works the same way as Expanded Arcana would for a Sorcerer.. After revaluating ill allow you to add it to spells memorized.. Although now Expanded Arcana looks doesnt look near as good lol..

Hey btw guys can you all make a header with your relevant stats on it for me to see?

Something like: Or similiar..

HP / | AC | T | FF | CMD | Fort + | Ref + | Will + | Init + | Perc +

and keep it updated as we move along plz..


Inner Sanctum

Marius Only:

I always though War Priest was a split b/t imp initiative and combat casting but for some reason only gave a +1 init.. I dont like it, so bump it to +2..

+2 initiative and concentration


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

Okay, thank-you Pox.


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

Ok thanks.

Is anyone going to keep track of our loot?


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

you think there'll be loot?

Historically, the term "clerk" is derived from the word "cleric"...

BTW, for future reference, the link below shows what it means when Hadjii yells "Nixon!" in combat...

"Nixon!"


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

If nobody wants to I will keep track of the loot.


Inner Sanctum

Hows about Hemket, Rajik, Bandit, Marius, Hadjii, and Calla as a standard travel order.. Hemket in front looking for traps etc.. If yall want something different let me know..


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

Last but not least! I'm ok with it, although the rear is still dangerous.


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

Difficult as it may be to keep Bandit from running ahead of the party, Hadjii is making very effort to keep him in the very back, with Hadjii 2nd to last: this better protects the Arcanist, and frees up Bandit to wander a bit behind the party. Also, the party is less likely to be aware when the wolf marks territory -- until they hear Hadjii cast Create Water to rinse it away (the closest he gets to Prestidigitation...)! Bandit has enough movement to get all the way through the party if action starts up front...


Inner Sanctum

Alrighty.. Druid, Arcanist, and Doggie in the back..


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

Well, as I understood in the Player's Guide, Ancient Osiriani was basically like Osiriani:

Pg. 5 - Many educated Osirians also speak Ancient Osiriani, which is similar enough to modern Osiriani that those who speak one or the other often encounter little diff iculty, though the accent is different.

If it is not the same language, do you mind if I swap the Elven for it? Makes more sense anyway...


Inner Sanctum

This is from the AP

Ancient Osiriani Hieroglyphs Ancient Osiriani and the modern Osiriani tongue are two separate, but very closely connected, languages. Ancient
Osiriani is the direct precursor to modern Osiriani, differing mainly in its simpler vocabulary and the number and complexity of its hieroglyphs. The change from Ancient Osiriani to modern Osiriani took place gradually, primarily during the Keleshite Interregnum of 1532 to 4609 ar, when Qadiran satraps and Keleshite sultans ruled Osirion. These foreign rulers deliberately attempted to transform Osirian culture by imposing Keleshite traditions on the people of Osirion, which over time resulted in the loss of much of Osirion’s history and customs, including the Ancient Osiriani language. Although speakers of Ancient Osiriani can make themselves understood in modern Osiriani
(albeit with a noticeably archaic accent), the same cannot be said of modern Osiriani speakers communicating in Ancient Osiriani. In the tombs of Wati’s necropolis (and other ancient Osirian sites), all mentions of “hieroglyphs” refer to the Ancient Osiriani language. Contemporary Osiriani uses much simpler hieroglyphs, and a speaker of modern Osiriani cannot automatically read Ancient Osiriani hieroglyphs.
However, because of the similarities between the two languages, a speaker of modern Osiriani can decipher Ancient Osiriani hieroglyphs with a successful DC 20 Linguistics check. A character who knows neither modern nor Ancient Osiriani must succeed at a DC 30 Linguistics
check to decipher Ancient Osiriani hieroglyphs.

So while they are similiar they are not the same and you would need Ancient in order to not make linguistics checks..

Im fine with you swaping elven for it since you would have taken it had you known they were different..


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

Got it. Actually there's no need to swap it, I've put a rank in linguistics before, but realize now that I never selected a language.


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

Now kill them before I need to spend a spell? Pretty please?


Inner Sanctum

Guys, i bees wore out so imma hit the hay.. Tm i have bd parties for my boys so ill be busy but should be able to get yall to the next part..


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

Ok my usefulness in combat is basically exhausted. 1 spell left.


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 am going to be offline until Sunday evening, so bot me as needed.


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

By the way you gave me 11 minutes to act before sending the magic missile, Pox... It might be too little, a believe...


Inner Sanctum

You hadnt posted since 9pm last night.. Im trying not to make it a habit of posting for you guys, but like i said initially i will do it if it will move us forward..

Hadjii directed me to act on his behalf as he is on swing shift atm and unable to post till the afternoon..


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

Level 2: Arcanist
+1 Will Save
+1 level 0 spell prepared
+1 1st level spell per day (5 total)
FC Bonus: 0 level spell prepared (Mage hand) + 1 Skill Point
+1 BAB
9 Skill points (2base+5int+1human+1FC) - Appraise, Spellcraft, Perception, K.Planes, K.Arcane, K.Nature, K.Geography, K.Dungeoneering, Craft (alchemy)

How are we doing Hit Points??


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

Roll or half+1.


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

Whichever is better or choose now to regret forever?

1d6 ⇒ 5
In the latter, I'm going with half+1.

Do we replenish spells for leveling up?


Inner Sanctum

Yall can do hos either way but choose now and stick with it.. As fas as spells go you gain uses from ur level, but u do not regain ones u used already for the day..

Youll have to sleep to regain all ur spells and use abilities..


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

for hit points, I always do half+1 if I can -- but I am notorious for rolling way below average, so it is always better for me than rolling dice for hit points...


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

Hadjii will be giving 150gp from his share of the treasure from the first crypt to Marius -- contributing towards purchase of a Wand o' Cure Light Wounds...


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

I agree with that and also will collaborate with 150 gp.


Inner Sanctum

Cool.. Just keep up with yalls LOOT tab.. I have it linked above my avatar.. Just let me know what yall end buying etc.. Yall should have a decent chunk of cash after that.. The tapestries were a nice addition to the haul.. I honestly didn't figure yall would get em both with that DC 15 dex check lol..


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

So before I finish this, when you say something is Worth XX, is that the 100% price or the 50%?
So we would sell the tapestries, for instance, for 400 gp or 240 gp?


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

Please try to be very detailed on your explanation Pox, then I wouldn't need to ask it again later on the game.

What troubles me is that there are some non-combat items which make the word "worth" pretty confusing. If you get a 100gp gem, for instance, you would sell it for 100gp because it's a valuable, much like coinage. If you get a document and tell me it's worth 200 gp, I'll sell it for 200gp (+trait percentage) because there's no difference between the "used" or "new" document, so it's worth and what's it sold for is the same value.

Combat stuff it's no problem, like the shield, which regular price is 4399, and would be sold for 50% that (or 60% I don't know).


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

Alright for the level up Marius will be taking his first level of wizard which means lots of new things!.

half+1=4+1Con=5
Wizard level 1
Skills 5
Appraise +1
K Arcana +2
Perception +1
Sense Motive +1
Bonus Feat: Scribe Scroll
Wizard School: Evocation (Admixture)
Opposition schools: Enchantment, Necromancy
School Benefits: Versatile Evocation (Su), Intense Spells (Su)
Arcane Bond: Familiar Greensting Scorpion
Will save +2
Spells known
0th: All
1st: 6 (Infernal Healing, Endure Elements, Shocking Grasp, Magic Missile, Enlarge Person, Comprehend Languages)
Spells per day
0th: 3
1st: 3 (1 class, 1 school, 1 bonus)


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 we're getting 2 arcane types in the party, then I recommend purchasing a Wand of Infernal Healing instead of Cure Light Wounds! An assured 500 points of healing over the life of the wand, vice an average of 275...

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