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

Might I suggest you use combat expertise after you've actually started taking damage! Or else you might not ever hit anything.. You could also burn mythic points to negate these penalties..

Khufu Will: 1d20 + 14 ⇒ (6) + 14 = 20
Kin Will: 1d20 + 13 ⇒ (8) + 13 = 21
Ard Will: 1d20 + 15 ⇒ (2) + 15 = 17

When the three of you enter the room your senses give way to the unnatural aura of the beast.. You are shaken for Khufu Rounds: 1d6 ⇒ 6 Kin Rounds: 1d6 ⇒ 2 Ard Rounds: 1d6 ⇒ 1, thats -2 to everything but damage..

Khufu misses with his attacks and Kin hits twice.. Ard encircles the leader and her guard in a wall of stone.

Bull -28

When Kin hits the bull sharp barbs hit him back. He takes 2d6 + 10 ⇒ (4, 3) + 10 = 17 damage in return.

Amarantha knows before it was a mummy version this animal was a Gorgon. They have breath weapon that can turn you to stone.. Being a mummy they have standard undead immunities as well..

Hemket is up still!


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)

Hemket will advance into the room.

will save: 1d20 + 12 ⇒ (19) + 12 = 31

Then take a single shot at the bull thingy.

deadly aim
to hit: 1d20 + 23 ⇒ (14) + 23 = 37 damage: 1d8 + 19 ⇒ (2) + 19 = 21


Inner Sanctum

Also Ard there's no way you can wall off that much room.. The ceiling is 20' so you would need 4 blocks to seal it to the ceiling.. You only get 14 blocks.. If you halved the thickness you could horseshoe the leader/hapries in, but thats it.. I've adjusted the map..


Inner Sanctum

Hemket hits, but does less damage than he should..

Bull -44

Badies turn..

Yall hear pounding on the inside of the wall of stone.. 4 of the section in the front of the horseshoe are knocked out, but it's not enough foe the leader to escpae this round..

The bull breath's a noxious cone of death out hitting everyone but Jack, including Amarantha and Hadjii out in the hallway.. DC 23 fort save or turn to stone..

At the same time two huge water elementals burst up from the pools and attack!

Vs Kin: 2d20 ⇒ (4, 1) = 5 2 miss
Vs Khufu: 2d20 ⇒ (7, 18) = 25 1 hit
Dam: 2d6 + 13 ⇒ (3, 4) + 13 = 20 after DR you take 12..

"Round 2"

You may act if you are not a stone statue..


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)

fort save: 1d20 + 14 ⇒ (6) + 14 = 20 surge: 1d6 ⇒ 2 bah stoned


Inner Sanctum

Aren't you immune to gas breath weapons?


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)

Oh, yeah forgot about that. I don't breath, so gasses don't affect me. Phew.


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

Khufu made a will check in his post.

fort check: 1d20 + 20 ⇒ (9) + 20 = 29

I'll do khufukhafs actions when I'm not on a phone.


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

fort: 1d20 + 11 ⇒ (12) + 11 = 23...Does Life Bubble protect against the bong smoke?


Inner Sanctum

I would say that it does! No need to roll as Amarantha has the party covered.. The bull cocks his head sideways when no one turns to stone..

The party is up for round 2!


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Cool, Ama moves over by Khufu invisibly and uses Hand of Mercy removing the shaken condition


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

"...hrm."

Raising a hand, Arduino summons speeding magics.
Haste on basically everyone.

Kin tears into the minotaur.
Bite 1d20 + 18 ⇒ (15) + 18 = 33 1d8 + 18 ⇒ (4) + 18 = 22
Bite 1d20 + 18 ⇒ (4) + 18 = 22 1d8 + 18 ⇒ (3) + 18 = 21
Talon 1d20 + 18 ⇒ (11) + 18 = 29 1d6 + 18 ⇒ (2) + 18 = 20
Talon 1d20 + 18 ⇒ (17) + 18 = 35 1d6 + 18 ⇒ (5) + 18 = 23
Wing 1d20 + 16 ⇒ (17) + 16 = 33 1d4 + 10 ⇒ (2) + 10 = 12
Wing 1d20 + 16 ⇒ (12) + 16 = 28 1d4 + 10 ⇒ (3) + 10 = 13


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

I'm pretty sure Khufu passed the will save in post 6750 and doesn't need the shaken condition removed.

Khufu uses 1 mythic power to cancel power attack penalties for 1 minute

He turns and lashes out with his flail at the water elemental on his flank. (if it drops he will put remaining attacks into the gorgon)

Flail Haste: 1d20 + 23 + 1 ⇒ (7) + 23 + 1 = 31 (Stalwart, Power Attack)
Flail #1: 1d20 + 23 + 1 ⇒ (13) + 23 + 1 = 37
Flail #2: 1d20 + 18 + 1 ⇒ (19) + 18 + 1 = 38
Flail #3: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22

confirm Flail#2: 1d20 + 18 + 1 ⇒ (15) + 18 + 1 = 34

Damage Haste: 2d8 + 37 ⇒ (6, 2) + 37 = 45
Damage 1: 2d8 + 37 ⇒ (2, 2) + 37 = 41
Damage 2: 2d8 + 37 ⇒ (2, 4) + 37 = 43
Damage 3: 2d8 + 37 ⇒ (7, 3) + 37 = 47

Crit damage from #2: 2d8 + 55 ⇒ (2, 5) + 55 = 62

I don't think herolab was doing everything correctly calculating damage bonuses under RM, somebody check the below

power attack bonus damage:
2d8 + (9*1.5=13) (Strength*1.5) + 3 (enhancement) + 3 (weapon training) + (12*1.5*=18) (Mythicpower attack*twohanded) = 2d8 + 37

crit power attack bonus damage:
2d8 + (9*1.5=13) (Strength*1.5) + 3 (enhancement) + 3 (weapon training) + (12*1.5*2=36) (Mythic power attack*twohanded*extra mythic crit) = 2d8 + 55


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 flies through the room...

Hadjii's Will save: 1d20 + 23 ⇒ (7) + 23 = 30 (not shaken)

...to the west entrance, and opens the door there from the inside; pointing at the mummy, he shouts to Jack: "Nixon!"

Hadjii then uses his Rod of Quicken Spell to cast his prepared <Wind Wall> in a big yellow ring (forcing the archers to move -- and Hemket will have to blast creatures nearby this round...).

in common: "Hemket, I've put a big windwall in front of the stone wall!"

(the windwall is invisible -- so unless they see invis, the archers should have to move around to figure out where they can fire from...if they listened to Hadjii's call to Hemket, they may just step out a few feet, thinking it's just across that part of the room. They may not know they're in a ring, rendering their fire ineffective for a 2nd round...)

______________________________________

Jack races in:

Jack's Will save: 1d20 + 8 ⇒ (10) + 8 = 18 (shaken)

runs between the gorgon and the elemental (even with mobility and atavism, Jack's AC is a mere 34), through the west part of the Wind Wall, and leaps onto the floating lid of the sarcophagus:

JACK'S Acrobatics check: 1d20 + 23 ⇒ (8) + 23 = 31

bearing his teeth menacingly at the figure there...


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,
Khuf wrote:
I'm pretty sure Khufu passed the will save in post 6750 and doesn't need the shaken condition removed.

In that case Ama will then head to Kin or Ard whomever is closer and remove the shaken condition


Inner Sanctum

Just waiting on Hemket's attacks..


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)

Oops, didn't realize I was up.

deadly aim, rapid for 2 extra, clustered shot, etc.
to hit: 1d20 + 21 ⇒ (8) + 21 = 29 damage: 2d8 + 38 ⇒ (5, 4) + 38 = 47
to hit: 1d20 + 21 ⇒ (10) + 21 = 31 damage: 2d8 + 38 ⇒ (6, 5) + 38 = 49
to hit: 1d20 + 21 ⇒ (5) + 21 = 26 damage: 1d8 + 19 ⇒ (4) + 19 = 23
to hit: 1d20 + 21 ⇒ (14) + 21 = 35 damage: 1d8 + 19 ⇒ (7) + 19 = 26
to hit: 1d20 + 21 ⇒ (6) + 21 = 27 damage: 1d8 + 19 ⇒ (7) + 19 = 26
to hit: 1d20 + 16 ⇒ (12) + 16 = 28 damage: 1d8 + 19 ⇒ (4) + 19 = 23

Target gorgon, the shift to elementals.


Inner Sanctum

Ard hastes the group while Kin attacks and hits the Gorgon 3 times, but for not as much damage as she would like.. He also takes damage in return from its spiky exterior. Khufu turns on the elemental that attacked him and smashes it 3 times, no crit as they are immune, killing it swiftly.. His last attack misses the Gorgon.

Kin return damage. 3d6 + 15 ⇒ (4, 1, 6) + 15 = 26

Jack rushes in and takes two AoO's for his effort.

2d20 ⇒ (14, 8) = 22 Gorgon hits..

Dam: 3d8 + 15 ⇒ (5, 5, 3) + 15 = 28

Amarantha cures someone of their shaken condition..

Hemket fires bunches of arrows at the bull but only manages 2 hits..

Bull -156

The bull is injured badlt, but still has plenty of fight left..

Baddies turn!

The bull attacks Kin all out.. He seems to move faster this round. Two gore and 2 hoove attacks..

4d20 ⇒ (8, 10, 9, 13) = 40 1 hoove misses..
Dam: 7d8 + 39 ⇒ (4, 8, 5, 2, 3, 4, 3) + 39 = 68

The remaining elemental moves and smashes at Hadjii..

2d20 ⇒ (4, 8) = 12 1 hit
2d6 + 13 ⇒ (3, 3) + 13 = 19

The pounding continues on the wall of stone.. 4 more blocks disappear allowing the leader to move out. She 5' steps beside Jack.. The tow archers fire their bows but the arrows are deflected.. They fly forwards 5' towards the hole out.

"Round 3"

Group is up!

I have Kin taking 111 damage, Hadjii 19, and Jack 28..

Ard I just noticed Kin has DR 5/Epic so reduced damage brings it to 86 taken instead..


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Yup, also got Shield Other helping spread the damage out so shouldn't be a problem. Will get a post up in a bit.


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)

Hemket will continue to try to make hamburger.

deadly aim, rapid for 2 extra, haste, clustered shots, etc.
to hit: 1d20 + 21 ⇒ (17) + 21 = 38 damage: 2d8 + 38 ⇒ (7, 1) + 38 = 46
to hit: 1d20 + 21 ⇒ (9) + 21 = 30 damage: 2d8 + 38 ⇒ (3, 1) + 38 = 42
to hit: 1d20 + 21 ⇒ (5) + 21 = 26 damage: 1d8 + 19 ⇒ (4) + 19 = 23
to hit: 1d20 + 21 ⇒ (11) + 21 = 32 damage: 1d8 + 19 ⇒ (4) + 19 = 23
to hit: 1d20 + 21 ⇒ (14) + 21 = 35 damage: 1d8 + 19 ⇒ (3) + 19 = 22
to hit: 1d20 + 21 ⇒ (16) + 21 = 37 damage: 1d8 + 19 ⇒ (6) + 19 = 25


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Ama channels some healing Heal: 6d6 ⇒ (3, 4, 6, 2, 5, 6) = 26

Everyone hurt is affected by Beacon of Hope


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 likes the effects of Bacon of Hope! "Mmmm - bacon!"

Hadjii will fly a 5' step back, and use a Mythic Point to cast Wall of Fire (CL=14) -- placing it to isolate the water elemental (burny side is toward the pool)...
__________________________

Jack will snap at the icky mummy:

JACK'S bite attack: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23
if AC 23 somehow hits, then 2d6 + 10 + 2 ⇒ (3, 4) + 10 + 2 = 19 points of damage
...*and* JACK'S TRIP attempt: 1d20 + 18 + 2 ⇒ (10) + 18 + 2 = 30 vs CMD...

JACK'S Multi-Attack bite check: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 ...


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

I think I'll wait to see the effects of the damage on the minotaur before acting.


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

Khufu turns, his flail spinning like a propeller and whacks the gorgon.

Flail Haste: 1d20 + 23 + 1 + 2 ⇒ (18) + 23 + 1 + 2 = 44 (Stalwart, Power Attack)
Flail #1: 1d20 + 23 + 1 + 2 ⇒ (11) + 23 + 1 + 2 = 37
Flail #2: 1d20 + 18 + 1 + 2 ⇒ (3) + 18 + 1 + 2 = 24
Flail #3: 1d20 + 13 + 1 + 2 ⇒ (15) + 13 + 1 + 2 = 31

confirm Flail Haste: 1d20 + 23 + 1 + 2 ⇒ (8) + 23 + 1 + 2 = 34

Damage Haste: 2d8 + 37 ⇒ (4, 3) + 37 = 44
Damage 1: 2d8 + 37 ⇒ (1, 4) + 37 = 42
Damage 2: 2d8 + 37 ⇒ (3, 1) + 37 = 41
Damage 3: 2d8 + 37 ⇒ (8, 3) + 37 = 48

Crit damage from #2: 2d8 + 55 ⇒ (1, 3) + 55 = 59


Inner Sanctum

It is displeased by being called a minotaur.. It's a freaking Gorgon lol.. Although I may have called it a minotaur as well..

After Hemket's barrage the bull looks like a pin cushion and is highly dead.. Amarantha heals and buffs the party. Hadjii puts up a wall.. It burns the elemental for 2d4 ⇒ (1, 4) = 5. With the bull dead Khufu moves to attack the mummy leader. His blow lands, but does not confirm as the leader has much defenses, regardless its a hefty blow. Jack misses.

Ard is still up! Map is updated..

Leader -39


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Nodding thoughtfully, Arduino reaches out and teleports Kin again. She lashes out at the mummy leader.

Dimension Door
Bite 1d20 + 22 ⇒ (3) + 22 = 25 1d8 + 18 ⇒ (8) + 18 = 26
Bite 1d20 + 22 ⇒ (5) + 22 = 27 1d8 + 18 ⇒ (7) + 18 = 25
Talon 1d20 + 22 ⇒ (17) + 22 = 39 1d6 + 18 ⇒ (5) + 18 = 23
Talon 1d20 + 22 ⇒ (19) + 22 = 41 1d6 + 18 ⇒ (5) + 18 = 23
Wing 1d20 + 20 ⇒ (4) + 20 = 24 1d4 + 10 ⇒ (4) + 10 = 14
Wing 1d20 + 20 ⇒ (15) + 20 = 35 1d4 + 10 ⇒ (4) + 10 = 14


Inner Sanctum

One talon manages to hit the heavily armored mummy..

Baddies turn..

The water elemental moves through the wall of fire and continue's its assault on Hadjii..

Attack: 1d20 ⇒ 6 hit
Dam: 2d6 + 13 ⇒ (3, 1) + 13 = 17

The two flying harpy mummies fly out of the hole split up.. One goes south and attacks Ard.. One goes middle and attacks Khufu. Both are at the ceiling, 20' up..

Vs Ard: 1d20 ⇒ 15 hit
Dam: 1d8 + 21 ⇒ (4) + 21 = 25

Vs Khufu: 1d20 ⇒ 8 hit
Dam: 1d8 + 21 ⇒ (7) + 21 = 28 21 after DR

The mummy leader 5' steps and splits attacks between Khufu and Jack.. She seems speedy this round as well.. She becomes a whirlwind of scimitar slashes and shield bashes.. 2 scimitar and 2 shield bash for Khufu, 3 scimitar and 1 shield bash for Jack..

On Khufu: 4d20 ⇒ (16, 13, 14, 7) = 50 crit, hit, hit, hit
Confirm: 1d20 ⇒ 3 does..
Dam: 2d6 + 50 + 2d8 + 38 ⇒ (6, 5) + 50 + (6, 7) + 38 = 112
Crit Dam: 1d6 + 25 ⇒ (1) + 25 = 26
Elec Dam: 2d6 + 1d10 ⇒ (2, 6) + (5) = 13
You also need a DC 28 fort or be stunned Rounds: 1d4 ⇒ 2, if you save you are instead staggered Rounds: 1d4 ⇒ 3

After DR you take 123 I believe. I know you have other ways to mitigate damage so I'll let you sort that out..

On Jack: 4d20 ⇒ (19, 6, 5, 5) = 35 crit, hit, miss, haste hits
Confirm: 1d20 ⇒ 16 does.
Dam: 2d6 + 50 + 1d8 + 19 ⇒ (6, 6) + 50 + (3) + 19 = 84
Crit Dam: 1d6 + 25 ⇒ (1) + 25 = 26
Elec Dam: 2d6 + 1d10 ⇒ (3, 1) + (9) = 13
You also need a DC 28 fort or be stunned Rounds: 1d4 ⇒ 4, if you save you are instead staggered Rounds: 1d4 ⇒ 3

Jack takes 123, which by your stat puts him to -5 and bleeding.

Round 4

Group is up!

Leader -57
Harpy 1 -0
Harpy 2 -0
Elemental -27

Forgot elemental damage.. 2d6 + 14 ⇒ (4, 4) + 14 = 22


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)

Hemket will switch focus to the leader.

switch to rapid for 1 extra at no penalty
to hit: 1d20 + 23 ⇒ (9) + 23 = 32 damage: 2d8 + 38 ⇒ (4, 5) + 38 = 47
to hit: 1d20 + 23 ⇒ (15) + 23 = 38 damage: 2d8 + 38 ⇒ (6, 2) + 38 = 46
to hit: 1d20 + 23 ⇒ (20) + 23 = 43 damage: 1d8 + 19 ⇒ (3) + 19 = 22
to hit: 1d20 + 23 ⇒ (11) + 23 = 34 damage: 1d8 + 19 ⇒ (6) + 19 = 25
to hit: 1d20 + 18 ⇒ (3) + 18 = 21 damage: 1d8 + 19 ⇒ (6) + 19 = 25

confirm: 1d20 + 23 ⇒ (1) + 23 = 24 damage: 2d8 + 38 ⇒ (2, 1) + 38 = 41 bah


Inner Sanctum

You do remember Hadjii putting up a windwall rignt? It's the big yellow circle. You can switch targets if you wish. As the new comers can tell the boss fights in this beefed up game are deadly.. The minions are more often than not just from the book though. Bosses are not to be taken lightly though.


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)

Nope, forgot about that, hit the elemental.


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

"Ouch...."

1 Mythic Power to Absorb blow to negate 20 points


Inner Sanctum

Elemental dead..

Khufu take 103 damage total.. Some was electricity. Now Amarantha gets to show her skills right?


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

is the big baddie's weapon adamantine? Jack and Hadlii each have all-day Stoneskin...


Inner Sanctum

No sir it is not so you subtract 30 damage from Jack and it looks like your down just the 7.. It's +4 to bypass adamantium right?


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Page turn

Ama moves behind Khuf invisibly happy that no one can see how the wind wall mussed up her hair.

She full heals Khuf

KEEP IN MIND YOU ALL HAVE A +2 TO YOUR ATTACKS AND SAVES


Inner Sanctum

I assume that's the heal spell? If so he can disregard the fort save vs stun/stagger.

Remember fort save for Jack for the stun/stagger stuff..

Group is up minus Hemket and Amarantha.


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

Hey, I have Fortification 30%

Fortification Roll: 1d100 ⇒ 22

I think the stone absorbed the crit before it happened.

Khufukhaf lashes back at the leader with his flail:

Flail Haste: 1d20 + 23 + 1 + 2 ⇒ (13) + 23 + 1 + 2 = 39 (Stalwart, Power Attack)
Flail #1: 1d20 + 23 + 1 + 2 ⇒ (3) + 23 + 1 + 2 = 29
Flail #2: 1d20 + 18 + 1 + 2 ⇒ (13) + 18 + 1 + 2 = 34
Flail #3: 1d20 + 13 + 1 + 2 ⇒ (18) + 13 + 1 + 2 = 34

confirm #3: 1d20 + 13 + 1 + 2 ⇒ (7) + 13 + 1 + 2 = 23

Damage Haste: 2d8 + 37 ⇒ (2, 8) + 37 = 47
Damage 1: 2d8 + 37 ⇒ (1, 7) + 37 = 45
Damage 2: 2d8 + 37 ⇒ (3, 2) + 37 = 42
Damage 3: 2d8 + 37 ⇒ (5, 5) + 37 = 47


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Looks like thanks to shield other that's 77 damage each to Kin and I; not a problem yet.

Wincing as bruises and cuts appear on his frame, Arduino mutters "Going to need a little more to take care of this..." touching Kin, she turns invisible as she moves forward to strike at the mummy leader.

Greater Invisibility on Kin; attack bonuses and defence penalties to her which I'll be factoring in unless you say otherwise.
Bite 1d20 + 24 ⇒ (8) + 24 = 32 1d8 + 18 ⇒ (5) + 18 = 23
Bite 1d20 + 24 ⇒ (1) + 24 = 25 1d8 + 18 ⇒ (6) + 18 = 24
Talon 1d20 + 24 ⇒ (9) + 24 = 33 1d8 + 18 ⇒ (2) + 18 = 20
Talon 1d20 + 24 ⇒ (4) + 24 = 28 1d8 + 18 ⇒ (8) + 18 = 26
Wing 1d20 + 22 ⇒ (16) + 22 = 38 1d4 + 10 ⇒ (3) + 10 = 13
Wing 1d20 + 22 ⇒ (8) + 22 = 30 1d4 + 10 ⇒ (3) + 10 = 13


Inner Sanctum

It'll take me a minute to figure out the new abilities. I will try to rem the fort roll in the future. It's moot as you recieved a heal spell. It appears you are not adding flanking bonuses either Khufu..

Ard should your damage be +19 instead of +18? Str +9, Amulet +2, Divine Favor +2, Power Attack +6? And those attacks are with flanking as well right?

Still need Hadjii..


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Yep with flanking.
Sounds like you've run the calc so I'll go with +19 sure.


Inner Sanctum

This opponenet high an abnormally high AC vs your level of group so I wanted to make sure yall were not missing anything.

Again Khufu manages but a single, powerful blow against the leader.. Kin is abit better off with bypassing the creature's agileness as he scores two hits..

Leader -125
Harpy 1 -0
Harpy 2 -0

We await the Hadjii!


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Fine point. If we haven't already, could someone start rolling Knowledge Religion against these guys?


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)
GM Pox wrote:

Not trying to tell you tactics or anything but she will be much easier to hit on the ground..

Unless of course you want your archer shooting at them.


Inner Sanctum

Ninja! I just realized her CMD was beyond what Khufu could trip without a 20 roll so nix that advice lol.. To be fair though Hemket he has Greater Trip so it would give AoO's for everyone if the tripped tried to stand.. In this case its moot.


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 dismiss the Windwall, and move closer to Hamket; he'll quietly report:

"I've dimissed the windwall, Hemket..."
______________________

Jack will check for a nat '20'

JACK'S bite attack: 1d20 + 14 ⇒ (18) + 14 = 32 ...

JACK'S Multi-Attack bite check: 1d20 + 9 ⇒ (16) + 9 = 25 ...


Inner Sanctum

With only 2 visible targets the leader attacks Khufu and Jack again.. Again she seems to speed up as she attacks.. 5 attacks to Khufu, 3 to Jack..

Attack Khufu: 5d20 ⇒ (13, 3, 17, 11, 15) = 59 all hit
Confirms: 2d20 ⇒ (7, 16) = 23 both confirm..
Dam: 5d6 + 125 + 2d8 + 38 ⇒ (4, 4, 3, 1, 6) + 125 + (3, 2) + 38 = 186
Elec: 3d6 + 2d10 ⇒ (4, 5, 4) + (2, 10) = 25

Assuming you use absorb blow you take 116 physical and 25 electricity..

Attack Jack: 3d20 ⇒ (18, 5, 3) = 26 2 hits.
Confirm: 1d20 ⇒ 14 does

Dam: 3d6 + 75 + 1d8 + 19 ⇒ (5, 1, 2) + 75 + (6) + 19 = 108
Elec Dam: 2d6 + 1d10 ⇒ (3, 4) + (6) = 13

After DR he takes 78 physical and 13 elec..

She yells at the archers! "Kill the casters!"

They attempt to do so.. One fires at Ard and the other at Hadjii..

Attack Ard: 4d20 ⇒ (8, 20, 11, 16) = 55 Your AC is 14? If so all hit..
Confirm: 1d20 ⇒ 19 yes
Dam: 7d8 + 105 ⇒ (8, 2, 7, 5, 4, 5, 6) + 105 = 142

Remember you took 25 split last round.

Attack Hadjii: 4d20 ⇒ (1, 20, 12, 13) = 46 3 hits
Confirm: 1d20 ⇒ 18 yes
Dam: 5d8 + 75 ⇒ (6, 5, 3, 8, 4) + 75 = 101

With clustered shots only applies DR once, so minus 10 damage.

"Round 5"

Group is up!

Leader -125
Harpy 1 -0
Harpy 2 -0


Inner Sanctum

Khufu needs to make two fort saves vs stunning critical, DC 26..

If Fail, Stunned for Rounds: 1d4 ⇒ 3

If Save, Staggered for Rounds: 1d4 ⇒ 1

A shame about your wolf again Hadjii..


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)

Switch fire to the archers. Start with the closer one. Shift if he drops.

rapid for 2 extra at -2, deadly aim, clustered, etc
to hit: 1d20 + 21 ⇒ (11) + 21 = 32 damage: 2d8 + 38 ⇒ (2, 4) + 38 = 44
to hit: 1d20 + 21 ⇒ (17) + 21 = 38 damage: 2d8 + 38 ⇒ (4, 5) + 38 = 47
to hit: 1d20 + 21 ⇒ (17) + 21 = 38 damage: 1d8 + 19 ⇒ (3) + 19 = 22
to hit: 1d20 + 21 ⇒ (3) + 21 = 24 damage: 1d8 + 19 ⇒ (1) + 19 = 20
to hit: 1d20 + 21 ⇒ (13) + 21 = 34 damage: 1d8 + 19 ⇒ (1) + 19 = 20
to hit: 1d20 + 16 ⇒ (16) + 16 = 32 damage: 1d8 + 19 ⇒ (7) + 19 = 26


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

As an immediate action Ama sacrifices a first level spell to have one of Khuf's crits re-rolled at -1.

Followed by a quickened channel. Channel: 6d6 ⇒ (4, 1, 1, 2, 2, 6) = 16 and a CCW on Khuf CCW: 4d8 + 12 ⇒ (6, 7, 1, 1) + 12 = 27


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

Fortification #1: 1d100 ⇒ 91

fortification #2: 1d100 ⇒ 36

fort save #1: 1d20 + 22 + 2 ⇒ (5) + 22 + 2 = 29

fort save #2: 1d20 + 22 + 2 ⇒ (17) + 22 + 2 = 41

As a note, after 2 absorb blows, I've built up Resistance 20 versus some form of energy, I'm calling electricity. Khufu is now up to DR12

Current HP: 180 - 141 + 43 = 82 & Staggered 1 round

Single Attack: 1d20 + 23 + 1 + 2 + 2 ⇒ (19) + 23 + 1 + 2 + 2 = 47

Confirm: 1d20 + 23 + 1 + 2 + 2 ⇒ (7) + 23 + 1 + 2 + 2 = 35

damage: 2d8 + 37 ⇒ (5, 7) + 37 = 49

crit bonus damage: 2d8 + 55 ⇒ (6, 1) + 55 = 62

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Inner Sanctum

For Dottings..


yes, dot it is


Lawyer 8/MBA 7/RPGist 5

.


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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