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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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's Fortitude save: 1d20 + 11 ⇒ (11) + 11 = 22
might as well Mythic Surge that!
Hadjii's Reflex save: 1d6 ⇒ 3


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

when Hadjii's turn comes around, he'll use his Totemic Summons superpower, swapping out his prepared Wall o' Thorns to cast Summon Monster V -- as a standard action! -- bringing forth 1d3 + 2 ⇒ (2) + 2 = 4 augmented Dire Wolves...

He'll distribute them one per Vrock, with an extra for the one in back. They'll attack from back to front

advanced augmented Dire Wolf's bite attack: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
if AC 18 hits, then 1d8 + 10 ⇒ (6) + 10 = 16 points of damage
...*and* Dire Wolf's TRIP attempt: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 vs CMD

2nd advanced augmented Dire Wolf's bite attack: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
if AC 13 hits, then 1d8 + 10 ⇒ (3) + 10 = 13 points of damage
...*and* Dire Wolf's TRIP attempt: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 vs CMD

3rd advanced augmented Dire Wolf's bite attack: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
if AC 15 hits, then 1d8 + 10 ⇒ (7) + 10 = 17 points of damage
...*and* Dire Wolf's TRIP attempt: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 vs CMD

4th advanced augmented Dire Wolf's bite attack: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
if AC 20 hits, then 1d8 + 10 ⇒ (7) + 10 = 17 points of damage
...*and* Dire Wolf's TRIP attempt: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 vs CMD


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Fort Save: 1d20 + 13 ⇒ (10) + 13 = 23


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

K.Planes from way up there: 1d20 + 22 ⇒ (12) + 22 = 34
Calla has no line of sight to the monsters, so she waits until they move in to kill some things. She renews her mirror image, then.
1d4 + 4 ⇒ (4) + 4 = 8 9 Callas, then.

But of course, fate had other plans to her, and she had her guard down when the shriek came her way. Not that it mattered anyway, since one monster was down and the other one was going very very soon.
Fort: 1d20 + 8 ⇒ (13) + 8 = 21
I'm not gonna spend a mythic point for that...


Inner Sanctum

Calla they have DR/good, immune elec, resist the rest, SR..

Order:
Grp minus Calla/Hadjii
Birds
Calla/Hadjii

Calla and Hadjii cast some spells and dogs attack but hit nothing.. Logos can go again, but the rest are stunned..


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 hadn't realized one was down -- so I guess the attacks above are split evenly between the two.

I cannot add more dire wolf icons for some reason...suffice to say the room is chock full of vrocks and big wolves!

I reckon Hadjii can also order the elementals to fly over top of the vrocks and attack:

two on back one:
1st augmented small air elemental's slam attack: 1d20 + 6 ⇒ (17) + 6 = 23
slam damage: 1d4 + 4 ⇒ (2) + 4 = 6
1st augmented small air elemental's slam attack: 1d20 + 6 ⇒ (14) + 6 = 20
slam damage: 1d4 + 4 ⇒ (2) + 4 = 6

two on front one:
1st augmented small air elemental's slam attack: 1d20 + 6 ⇒ (7) + 6 = 13 ...
1st augmented small air elemental's slam attack: 1d20 + 6 ⇒ (13) + 6 = 19 ...


Inner Sanctum

A bunch of misses..


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)

Derp.


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Round 2

Logos attacks the vrock next to him

PA Claw: 1d20 + 17 + 6 + 2 ⇒ (5) + 17 + 6 + 2 = 30
PA Claw: 1d20 + 17 + 6 + 2 ⇒ (8) + 17 + 6 + 2 = 33
PA Gore: 1d20 + 16 + 6 + 2 ⇒ (15) + 16 + 6 + 2 = 39
Claw: 2d8 + 6 + 9 + 1d6 + 1d6 ⇒ (7, 4) + 6 + 9 + (3) + (4) = 33
Claw: 2d8 + 6 + 9 + 1d6 + 1d6 ⇒ (1, 3) + 6 + 9 + (3) + (2) = 24
Gore: 2d8 + 6 + 9 + 1d6 + 1d6 ⇒ (7, 6) + 6 + 9 + (5) + (6) = 39


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

Calla refuses to act this round.


Inner Sanctum

Sry for the delay folks.. Outage has had me slammed..

Logos hits 3 times but does less damage than he would hope too..

The bird on him attacks and releases spores as a free action..

Attacks: 3d20 ⇒ (7, 10, 16) = 33 only 1 claw hits..
Dam: 3d6 + 16 ⇒ (1, 5, 4) + 16 = 26

Marius's close proximity to Logos renders the spores ineffective.. The bless aura likely negating it..

The other Vrock casts a spell defensively..

1d20 ⇒ 3 and fails.. He looks pissed..

Grp is up!!


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)

Fire at the demon away from Logos.

blessing of fervor for extra attack, deadly aim, rapid for 3, etc.

to hit: 1d20 + 22 ⇒ (11) + 22 = 33 damage: 2d8 + 36 ⇒ (4, 3) + 36 = 43
to hit: 1d20 + 22 ⇒ (15) + 22 = 37 damage: 2d8 + 36 ⇒ (6, 7) + 36 = 49
to hit: 1d20 + 22 ⇒ (11) + 22 = 33 damage: 1d8 + 18 ⇒ (1) + 18 = 19
to hit: 1d20 + 22 ⇒ (9) + 22 = 31 damage: 1d8 + 18 ⇒ (8) + 18 = 26
to hit: 1d20 + 22 ⇒ (14) + 22 = 36 damage: 1d8 + 18 ⇒ (6) + 18 = 24

Shift targets if it drops


Inner Sanctum

Hemket blazes away and quickly ends the lif of another bird man.. He cannot presently see the one in the corner of the room though..


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Round 3 (Lost track of damage taken, too busy, sorry, if someone can confirm amount? Remember DR 1/--

Logos attacks the vrock next to him

PA Claw: 1d20 + 17 + 6 + 2 ⇒ (19) + 17 + 6 + 2 = 44
PA Claw: 1d20 + 17 + 6 + 2 ⇒ (13) + 17 + 6 + 2 = 38
PA Gore: 1d20 + 16 + 6 + 2 ⇒ (14) + 16 + 6 + 2 = 38
Claw: 2d8 + 6 + 9 + 1d6 + 1d6 ⇒ (8, 8) + 6 + 9 + (5) + (1) = 37
Claw: 2d8 + 6 + 9 + 1d6 + 1d6 ⇒ (3, 7) + 6 + 9 + (4) + (5) = 34
Gore: 2d8 + 6 + 9 + 1d6 + 1d6 ⇒ (7, 4) + 6 + 9 + (5) + (1) = 32


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)

Think I killed the one next to you since I couldn't see the other one.


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

If so, it's easy enough to move and pounce the other


Inner Sanctum

The room is quiet cluttered with summoned animals atm.. There is no direct pouncing path atm..

Everyone but Hemket is still up!!


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

"Hold on a sec, wild man..."

Hadjii has the two wolves that can attack do their thing:

advanced augmented Dire Wolf's bite attack: 1d20 + 9 + 2 + 2 ⇒ (15) + 9 + 2 + 2 = 28
if AC 28 hits, then 1d8 + 10 ⇒ (8) + 10 = 18 points of damage
...*and* Dire Wolf's TRIP attempt: 1d20 + 10 + 2 + 2 ⇒ (2) + 10 + 2 + 2 = 16 vs CMD.

advanced augmented Dire Wolf's bite attack: 1d20 + 9 + 2 + 2 ⇒ (10) + 9 + 2 + 2 = 23
if AC 23 hits, then 1d8 + 10 ⇒ (6) + 10 = 16 points of damage
...*and* Dire Wolf's TRIP attempt: 1d20 + 10 + 2 + 2 ⇒ (12) + 10 + 2 + 2 = 26 vs CMD.

Then Hadjii uses his standard action to DISMISS the wolves -- so if Logos held his action, he can now charge...

Meanwhile, the small elementals circling overhead strike down on the fiend's scalp:

1st augmented small air elemental's slam attack: 1d20 + 2 + 6 ⇒ (4) + 2 + 6 = 12

1st augmented small air elemental's slam attack: 1d20 + 2 + 6 ⇒ (8) + 2 + 6 = 16

1st augmented small air elemental's slam attack: 1d20 + 2 + 6 ⇒ (11) + 2 + 6 = 19
slam damage: 1d4 + 4 ⇒ (4) + 4 = 8

1st augmented small air elemental's slam attack: 1d20 + 2 + 6 ⇒ (19) + 2 + 6 = 27
slam damage: 1d4 + 4 ⇒ (3) + 4 = 7


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Logos is standing on the ceiling with spider climb, remember...


Inner Sanctum

Thats fine but pouncing while climbing upside down is iffy imo.. You can have the 1st attack..

One of Hadjii's wolves gets in a good bite.. One elemental manages a hit as well..

Logos spiders over and delivers a nasty claw..

The thing is injured but very much still in the fight..

Calla and Marius are up..


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

Marius moves into the room and casts magic missile stilled at the remaining creature.

Damage: 4d4 + 5 ⇒ (3, 4, 1, 2) + 5 = 15

SR if needed: 1d20 + 7 ⇒ (15) + 7 = 22


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

since Hadjii dismissed the wolves right after they bit the vrock, wouldn't Logos have a clear charge/pounce lane when his turn came up? Note the Hadjii goes bottom of the round, and Logos goes top of the round (in effect, after Hadjii) -- so he didn't have to hold his action...


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Whatever, bot me then. The ability says 'after a full move' not 'after a full move using only base movement'. Too many things going on in RL to argue about stupid rulings.


Inner Sanctum

I missed the Hadjii dismissing the wolves, so as a retcon Logos's attacks go through..

I do have something else to say since we cannot keep our tempers in check over a game.. I have been more than fair on rulings since we started this thing. I have given yall the benifit of doubt on more than one occassion and have been generous as well.. Several times I could have put the hammer down and killed you all but I chose not too for the sake of the game. Yalls builds are well thought out and extremely powerful so its hard to augment these fights to make them challenging but not overkill.. All this said if I make a ruling on a game mechanic thats not talked about much then you just need to accept it.. I dont need petty arguements over it. If this cannot be accepted than whomever can move on to another game.. I do not feel the action of pouncing to be an avliable action while upside down.. If you were flying yes, but not clinging to a ceiling.. You dont see lions pouncing gazel upside down.. Its moot with Hadjii dismissing the wolves..

This response was not wholy directed at you Logos, but your comments deserved a response for all.. That said if we could keep things polite in the future I would appriciate it..

With claw, tooth, and magic the last Vrock cannot witstand and dies..

Out of combat..


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

no worries here, mate!

Hadjii will check the wall to the north (LEFT edge of the room we are in on the map!) using his Gloves o' Reconnaisance -- just to verify the other side is the great outdoors (outside of the Sphinx)...


Inner Sanctum

It is indeed outside..

Yall find a +1 poison-resistant breastplate, a +2 silken ceremonial armor, along with other ceremonial armor worth 3000.. It appears to all be crafted in Areshkagal's honor..

Where to 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)

Do the S door.

check for traps

perception: 1d20 + 25 ⇒ (12) + 25 = 37


Inner Sanctum

No traps.. You see.

A short corridor extends beyond the door, ending at a crackling sheet of lightning that blocks the end of the hallway. The smell of a summer storm fills the air, and the sizzling of the lightning makes normal conversation impossible near the barrier.

Using urs spider sense you can tell this is no trap..

Its magical in nature and can be described as a wall of chain lightning..


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)

Try the door to the east inside the corridor for traps.

perception: 1d20 + 25 ⇒ (7) + 25 = 32


Inner Sanctum

No traps to the east.. Well technically south.. I hate the map.. Henceforth the top of the map is north, bottom south etc..

Opening the door you see a short corridor that stops in a bend to the west.. Two doors can be seen along the north wall..


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)

Actually I was going by what was on the map. I went south (to the right) and then up, which is east).


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 Hadj follows Hemket into the room to the right (the one with two doors in it): after Hemket checks 'em for traps, Hadjii uses Gloves o' Recon on each door.


Inner Sanctum

My bad.. You would have seen that lightning thing regardless..

Hadjii peeks through the door using his gloves and see's..

Piles of uncured furs and hides make crude pallets on the floor of this chamber, and dried blood and soot smears obscure the walls..

You also see a pair of Maftet's snoozing on top of the furs..

The other room appears pretty much the same with again two sleeping Maftet's..


Inner Sanctum

Waiting on yall..


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)

Was waiting on Hadji to tell us, but I will assume he did.

in a whisper "I can probably jam their doors shut so we don't have to worry about the coming at us from behind. "


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

oh! I guess I should have had Hadjii explain what he saw...

Hadjii whispers back:

"I can fill the hall with thorn bushes that would make it very difficult to get out for two hours! Let me know if you like that idea..."


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)

"How about both? Then we can see if we can figure out that lightning wall stuff. "

Take 20 on disable device on all the Maffet doors to jam them shut for a 43 on each to unlock.


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

once Hemket is done, Hadjii will use a Mythic Point to cast Wall o' Thorns -- filling the 9 sqaures outside the two doors, plus two squares in the adjacent room...


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

Marius sits back impressed at Hemket's sabotaging skill and all of the thorns Hadjii was able to summon.


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)

After things are sealed up, we'll head to the other door so the casters can figure out the lightning wall.


Inner Sanctum

After the area is throughly encased in bushes and locks etc, the team heads back to the lightning wall.. The only obvious ways around it would be to try and dispel it or teleport through it.. A resist elec spell would prob negate most of the damage of passing through as well..

Actions?


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 don't suppose it counts as a trap and can be disabled? Unlikely, so this is up to them hocus pocus folks.


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Logos gingerly touches the wall...

Trying to guage how much damage it can do, he has resistance, so seeing how much use it is as a gauge for if a communual resist elements would be effective.


Inner Sanctum

It was denoted in the spellcraft check this was similiar to a Wall of Chain Lightning in strength..

As Logos touches the wall a large arc of lightning reaches out and blasts him..

Dam: 17d6 ⇒ (3, 1, 6, 5, 3, 3, 2, 4, 3, 6, 1, 3, 5, 5, 4, 3, 1) = 58 DC 24 reflex for 1/2


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Reflex: 1d20 + 11 ⇒ (9) + 11 = 20

42/96

Logos's body smokes from the lightning strike. "Hmm, I'm not sure a resistance spell would do much good." He responds, blowing a ring of smoke and then pushing at his hair to get it back down.


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 looked rather painful. Maybe a dispell?"


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

"Just a bit... *cough*" He looks thoughtful. "Not sure that would work on it, if it's an enchanted item. Null magic field?"


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 use a Mythic Point to cast Cure Critcal Wounds on the fuserager:

CCW @ 12th lvl: 4d8 + 12 ⇒ (4, 5, 8, 6) + 12 = 35

"Perhaps you would make a better circuit breaker?"

is there anything that sez druids can't summon lightning elementals? Or take on lightning elemental form via Elemental body??


Inner Sanctum

Its technically would not be something a normal druid would be able to do by the books.. If you wish to learn how to summon non-basic elemental's training in uch things can be purchased though..

Calla and Marius both think the wall could be dispeled.. Calla gives it a go..

Mp for Dispel Magic..

CL: 1d20 + 10 ⇒ (10) + 10 = 20
CL: 1d20 + 10 ⇒ (8) + 10 = 18

However she is unable to bring it down.

"Fuk this.. Gather round when yall are ready ill teleport us through it.."

When everyone is ready let me know..


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

"Perhaps Mr Bergan can apply some additional healing appropriate to Mr Logos' injury before we continue on..."

Once Logos is fixed up, the Hadj readily takes Calla's hand...for the Teleport...

"Let's beam!"

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