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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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

Arduino winces. "Probably not going to live this down... ah well... let's get to this."

He cracks his fingers and fires off two spells.

Haste on everyone.
Myffic for a Dimension Door, moving Kin and Khufu into place.

Bite 1d20 + 21 ⇒ (5) + 21 = 26 1d6 + 17 ⇒ (5) + 17 = 22
Bite 1d20 + 21 ⇒ (12) + 21 = 33 1d6 + 17 ⇒ (4) + 17 = 21
Claw 1d20 + 21 ⇒ (9) + 21 = 30 1d4 + 17 ⇒ (3) + 17 = 20
Claw 1d20 + 21 ⇒ (9) + 21 = 30 1d4 + 17 ⇒ (1) + 17 = 18


Inner Sanctum

Make sure everyone is using the FIGHT! map and not the other one. There is no where to get out of sight Hadjii.

Kin fails to hit.

Not smiling anymore the Jin raises her hand and 2 dust vortexes come into being.. The each have a 20' raidus. One is summoned on the back group, one in melee.. Each vortex acts as Hurricane Force winds so spells cast need a DC 20+spell level conc check, ranged weapons fail, and everyone medium or smaller needs to make a DC 15 str check or be knocked prone.

In addition anyone in the vortex takes elec damage..

Melee: 10d6 ⇒ (1, 6, 5, 5, 5, 5, 5, 6, 1, 2) = 41
Ranged: 10d6 ⇒ (6, 1, 4, 2, 2, 1, 3, 3, 3, 4) = 29 DC 27 reflex for 1/2

2d6 ⇒ (5, 4) = 9

As a swift action the Jin attacks Khufu, burning a bit of mythic power..

Attack: 1d20 ⇒ 2 hit
Dam: 2d6 + 43 ⇒ (1, 4) + 43 = 48 Elec: 1d10 ⇒ 2

Using a bit more via Amazing Initiative the Jin attacks Kin..

Attack: 1d20 ⇒ 13 hit
Dam: 2d6 + 43 ⇒ (6, 2) + 43 = 51 Elec: 1d10 ⇒ 4

Everyone is up again..


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)

reflex save: 1d20 + 18 ⇒ (4) + 18 = 22

str check: 1d20 + 3 ⇒ (4) + 3 = 7 surge: 1d8 ⇒ 4 prone

Not sure what I'd can actually do at this point. I'd like to get up and move out of the vortex, but I'm not sure if I need another str check to even try.


Inner Sanctum

If you are knocked prone you are pushed into the door.. You will need to make the str check to stand and move out.


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

concentration check: 1d20 + 24 ⇒ (17) + 24 = 41

Hadjii completes his casting of Summon Nature's Ally VII, and gets his huge <AUGMENTED GREATER EARTH ELEMENTAL>!

which promptly attacks:

augmented Greater Eerth Elemental's 1st slam attack: 1d20 + 23 + 2 + 1 ⇒ (15) + 23 + 2 + 1 = 41
for slam damage: 2d10 + 12 ⇒ (1, 7) + 12 = 20

augmented Greater Eerth Elemental's 1st slam attack: 1d20 + 23 + 2 + 1 ⇒ (15) + 23 + 2 + 1 = 41
for slam damage: 2d10 + 12 ⇒ (7, 10) + 12 = 29

Hadjii uses his swift action and the last dose of his Rod o' Quicken Spell to cast one of his two prepared Greater Dispel Magic:

concentration check: 1d20 + 24 ⇒ (8) + 24 = 32

to get rid of the Vortex

caster level check: 1d20 + 13 ⇒ (19) + 13 = 32

and for this round's action, he readies an action to cast his other prepared Greater Dispel Magic as a counterspell vs the jinn's next casting

caster level check: 1d20 + 13 + 4 ⇒ (15) + 13 + 4 = 32


Inner Sanctum

Need a reflex save vs the damage you took Hadjii, then we can weigh your 41 concentration check and see if you kept the spell. If you make it you keep the spell.. Or if you can reduce the damage.


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 Reflex save: 1d20 + 10 ⇒ (2) + 10 = 12

Hadjii's strength check: 1d20 ⇒ 1

Since I missed the bit about the new map, I moved Hadjii 30' on the wrong map; because of that he remained in the radius of the vortex on the map that counted. He failed the strength check, so he is prone and immobile in the blasting storm. He cannot succeed on DC 60+ concentration checks, so he cannot cast spells.


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 is buffeted by the whirlwind:

reflex save: 1d20 + 10 ⇒ (8) + 10 = 18 takes 41 - 13 = 28 from whirlwind.

And struck by the Jinn's melee attack.

He spends an immediate action on Mythic Absorb Blow to stop 20 points of damage and give himself energy resistance 5/electricity & +1DR.

Takes 48 - 20 - 14 = 24

Total damage = 52.

Khufu winds up his flail, hopefully making a whirlwind of his own.

haste attack: 1d20 + 20 + 1 ⇒ (11) + 20 + 1 = 32 (power attack, Stalwart, haste)
attack #1: 1d20 + 20 + 1 ⇒ (18) + 20 + 1 = 39
attack #2: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36
attack #3: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22

confirm #1: 1d20 + 20 + 1 + 4 ⇒ (1) + 20 + 1 + 4 = 26
confirm #2: 1d20 + 15 + 1 + 4 ⇒ (20) + 15 + 1 + 4 = 40

haste damage: 2d8 + 37 ⇒ (2, 8) + 37 = 47
attack #1 damage: 2d8 + 37 ⇒ (8, 7) + 37 = 52
attack #2 damage: 2d8 + 37 ⇒ (1, 4) + 37 = 42+ crit #2 damage: 2d8 + 37 + 36 ⇒ (3, 8) + 37 + 36 = 84
attack #3 damage: 2d8 + 37 ⇒ (3, 8) + 37 = 48


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::

Graven Guardians of Anubis:

N large construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
-------------------
Defense
-------------------
AC 31, touch 11, flat-footed 28 (+2 Dex, +20 natural, -1 size)
Hp 124 (15d10+30); fast healing 5
Fort +5, Ref +7, Will +6
DR 10/adamantine; Immune construct traits; SR 25
Weaknesses faith bound
-------------------
Offense
-------------------
Speed 40 ft.
Melee +3 adamantine keen heavy flail +25/+20/+15 (2d8+15+bleed/17-20x2)
Space 10', Reach 10'
Special Attacks bleed 2, rest eternal
Spell-Like Abilities (CL 15th; concentration +0)
1/day—haste (self only)
-------------------
Statistics
-------------------
Str 26, Dex 14, Con —, Int —, Wis 12, Cha 1
Base Atk +15; CMB +24; CMD 34
SQ guardian domains (Death, Repose)
-------------------
Special Abilities
-------------------
Faith Bound (Su) A graven guardian cannot attack any creature that openly wears or displays the holy or unholy
symbol of the deity to which the graven guardian is dedicated unless that creature first attacks the graven guardian.

Rest Eternal (Su)—Damage dealt by the graven guardian resists any magical healing. Attempting to use magical
healing to cure this damage requires a successful caster level check against the guardian's SR. This ability does
not affect natural healing or healing provided by extraordinary abilities.

Death: Bleed (Ex)—The graven guardian's weapon deals 2 points of bleed damage on a hit.

The Graven Guardian attempts to resist the whirlwind.

reflex: 1d20 + 7 ⇒ (1) + 7 = 8 but doesn't, takes 31, and heals 5 back.

Graven Guardian currently at 124 - 31 + 5 = 98

haste attack: 1d20 + 25 + 1 ⇒ (6) + 25 + 1 = 32 (adamantine, keen, haste)
attack #1: 1d20 + 25 + 1 ⇒ (9) + 25 + 1 = 35
attack #2: 1d20 + 20 + 1 ⇒ (2) + 20 + 1 = 23
attack #3: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34

confirm #3: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30

haste damage: 2d8 + 15 ⇒ (8, 2) + 15 = 25 (bleed 2)
attack1 damage: 2d8 + 15 ⇒ (3, 5) + 15 = 23 (bleed 2)
attack2 damage: 2d8 + 15 ⇒ (8, 2) + 15 = 25 (bleed 2)
attack3 damage: 2d8 + 15 ⇒ (2, 2) + 15 = 19 (bleed 2) + crit damage: 2d8 + 15 ⇒ (8, 4) + 15 = 27


Inner Sanctum

Forgot you moved before casting Hadjii.. You are not affected by the vortex's

Also I keep forgetting about the miss chance..

Miss: 5d100 ⇒ (98, 51, 92, 17, 19) = 277

Khufu hits twice, including a crit..

The guardian once again lands a lucky blow..

Hadjii's elemental would have landed 2 blows but the dust caused it to miss. Hadjii figure's out the Vortex's are not magical in nature, but are instead supernatural.

The Jin is beat to hell, but still up.

-420

Kin, Ard, and Amatrantha are still up and need saves for the Vortex.


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)

str check: 1d20 + 3 ⇒ (18) + 3 = 21 he manages to get up and move out of the vortex. That's it for the round.


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

Str 1d20 + 18 ⇒ (1) + 18 = 19

Buffeted by the wind, Arduino doesn't let it dissuade him- he flings two enchantments at the creature.

Confusion then myffic for a second Confusion, DC 25. If target is non-mythic, roll twice and take the lower.
SR if necessary (roll twice and take better for second)- 1d20 + 17 ⇒ (13) + 17 = 30, 1d20 + 17 ⇒ (16) + 17 = 33 1d20 + 17 ⇒ (15) + 17 = 32
Concentration vs DC 24- 1d20 + 24 ⇒ (8) + 24 = 32 1d20 + 24 ⇒ (18) + 24 = 42
Bite 1d20 + 21 ⇒ (20) + 21 = 41 1d6 + 17 ⇒ (4) + 17 = 21
Bite 1d20 + 21 ⇒ (9) + 21 = 30 1d6 + 17 ⇒ (6) + 17 = 23
Claw 1d20 + 21 ⇒ (20) + 21 = 41 1d4 + 17 ⇒ (1) + 17 = 18
Claw 1d20 + 21 ⇒ (16) + 21 = 37 1d4 + 17 ⇒ (4) + 17 = 21
Confirm 1d20 + 21 ⇒ (6) + 21 = 27 1d6 + 17 ⇒ (2) + 17 = 19
Confirm 1d20 + 21 ⇒ (2) + 21 = 23 1d4 + 17 ⇒ (2) + 17 = 19


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

Str Check: 1d20 ⇒ 5
Ref: 1d20 + 11 ⇒ (1) + 11 = 12


Inner Sanctum

+18 to str huh? Unless I missed something gonna go with you failed there and are prone and pushed back.. So you need to make a reflex vs the elec damage, then roll another conc check to cast the spell while damaged.. Kin need to make a str check or be knocked prone and a reflex vs her damage..

Amarantha you can still take an action if you wish.


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

My bad, I was rolling Kin's reflex not str.
Ref vs Damage 1d20 + 9 ⇒ (6) + 9 = 15
I don't think I need to roll another concentration check; those checks are for when you're damaged while casting, like if I get hit with an AOO for casting. I'm getting damaged by the elec at the start of my turn, and then later casting.
Kin Str 1d20 + 7 ⇒ (19) + 7 = 26
Kin Ref 1d20 + 18 ⇒ (13) + 18 = 31


Inner Sanctum

Will Saves: 2d20 ⇒ (11, 11) = 22 pass both

Miss: 2d100 ⇒ (92, 44) = 136 Kin lands two blows.

Amarantha is up still.

-459


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 badly damaged by the windstorm moves over by Hadji and channels twice.

I believe channeling does not require a concentration check?

Channel: 7d6 ⇒ (2, 4, 5, 2, 2, 6, 1) = 22
Quickened Channel: 7d6 ⇒ (6, 1, 1, 1, 2, 5, 3) = 19


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

thanks for accounting for Hadjii's move on the new map!

Since Hadjii wasted his final quicken for the day to find out Greater Dispel Magic is worthless, he doesn't bother readying an action to waste another Greater Dispel Magic -- instead, he burns another Mythic Point to start conjuring again; if not interrupted, he'll cast Summon Nature's Ally *again* next turn (this time, a greater air elemental)...


Inner Sanctum

1d20 ⇒ 13

Amarantha is unable to stand and get out of the vortex. She channels twice though..

Everyone still in a vortex, everyone excluding Hadjii and Hemket, takes Elec Dam: 10d6 ⇒ (3, 4, 1, 4, 2, 2, 6, 3, 4, 5) = 34 again. Need saves or fall prone if medium or smaller, unless you are already prone. DC 27 for 1/2

The Jin unleashes a whirlwind of attacks on everything within range of her Falchion.

Whirlwind Attack: 1d20 ⇒ 15
Confirm: 1d20 ⇒ 10 yes..

Khufu, the Guardian, Kin , and the Elemental are hit.. Elemental is immune to crits so no extra for him..

Dam: 2d6 + 43 ⇒ (3, 6) + 43 = 52
Crit Dam: 4d6 + 134 ⇒ (4, 4, 5, 5) + 134 = 152

Everyone crit needs to make a DC 30 fort save or be stunned for Rounds: 1d4 ⇒ 2. If save instead staggered for Rounds: 1d4 ⇒ 4

As a swift action she attacks Kin again..

Attack: 1d20 ⇒ 19
COnfirm: 1d20 ⇒ 15 yep

Dam: 6d6 + 177 ⇒ (5, 4, 1, 3, 6, 4) + 177 = 200

Plus another save if you are still up..

Burning another mythic point for amazing initiative she attacks Khufu again..

Attack: 1d20 ⇒ 16
Confirm: 1d20 ⇒ 7 yep

Dam: 6d6 + 177 ⇒ (5, 2, 2, 6, 2, 2) + 177 = 196

Fortification: 2d100 ⇒ (39, 34) = 73 close..

I know there are some reactions to be made that might stave off deaths..

Party is up again..


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)

Whrilwind attack doesn't work that way.
from the pfsrd


Whirlwind Attack (Combat)

You can strike out at every foe within reach.

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.

So you don't get to crit everyone with one roll.


Inner Sanctum

I only read till the one attack part.. Good catch.

Random order: 1d4 ⇒ 1 first attack goes to the elemental so no crit..

Attacks: 3d20 ⇒ (8, 1, 12) = 21 all hit

Dam Kin: 2d6 + 43 ⇒ (5, 2) + 43 = 50
Dam Construct: 2d6 + 43 ⇒ (6, 6) + 43 = 55
Dam Khufu: 2d6 + 43 ⇒ (4, 2) + 43 = 49

So it looks like:

Damage Elemental - 52
Damage Kin - 250 from 2 hits, plus fort save
Damage Construct - 55
Damage Khufu - 245 from 2 hits, plus fort save

Everyone in Vortex taking 34 elec, DC 27 for 1/2..


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::

fort: 1d20 + 21 ⇒ (9) + 21 = 30

ref: 1d20 + 11 ⇒ (13) + 11 = 24 + surge: 1d6 ⇒ 4 = 28 (1MP)

Immediate Action for Absorb Blow upping DR by 1, Energy Resistance by 5, and stopping 20. (1MP)

DR stops 30.

Khufu takes 245 - 50 = 195 physical

and

34/2=14 - 10 = 4 electicity

Currently at 199 - 136 = -63


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::

Graven Guardian of Anubis:

N large construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
-------------------
Defense
-------------------
AC 31, touch 11, flat-footed 28 (+2 Dex, +20 natural, -1 size)
Hp 124 (15d10+30); fast healing 5
Fort +5, Ref +7, Will +6
DR 10/adamantine; Immune construct traits; SR 25
Weaknesses faith bound
-------------------
Offense
-------------------
Speed 40 ft.
Melee +3 adamantine keen heavy flail +25/+20/+15 (2d8+15+bleed/17-20x2)
Space 10', Reach 10'
Special Attacks bleed 2, rest eternal
Spell-Like Abilities (CL 15th; concentration +0)
1/day—haste (self only)
-------------------
Statistics
-------------------
Str 26, Dex 14, Con —, Int —, Wis 12, Cha 1
Base Atk +15; CMB +24; CMD 34
SQ guardian domains (Death, Repose)
-------------------
Special Abilities
-------------------
Faith Bound (Su) A graven guardian cannot attack any creature that openly wears or displays the holy or unholy
symbol of the deity to which the graven guardian is dedicated unless that creature first attacks the graven guardian.

Rest Eternal (Su)—Damage dealt by the graven guardian resists any magical healing. Attempting to use magical
healing to cure this damage requires a successful caster level check against the guardian's SR. This ability does
not affect natural healing or healing provided by extraordinary abilities.

Death: Bleed (Ex)—The graven guardian's weapon deals 2 points of bleed damage on a hit.

(Does the genie's weapon bypass the guardians adamantine DR?)

The Guardian is at 98 - 55 - 34 + 5 = 14

Still up and swinging.

haste attack: 1d20 + 25 + 1 ⇒ (6) + 25 + 1 = 32 (adamantine, keen, haste)
attack #1: 1d20 + 25 + 1 ⇒ (20) + 25 + 1 = 46
attack #2: 1d20 + 20 + 1 ⇒ (7) + 20 + 1 = 28
attack #3: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28

confirm #1: 1d20 + 25 + 1 ⇒ (3) + 25 + 1 = 29

haste damage: 2d8 + 15 ⇒ (5, 2) + 15 = 22 (bleed 2)
attack1 damage: 2d8 + 15 ⇒ (7, 6) + 15 = 28 (bleed 2) + crit damage: 2d8 + 15 ⇒ (3, 4) + 15 = 22
attack2 damage: 2d8 + 15 ⇒ (2, 4) + 15 = 21 (bleed 2)
attack3 damage: 2d8 + 15 ⇒ (6, 5) + 15 = 26 (bleed 2)

Just not swinging well.....


Inner Sanctum

It does bypass the DR.. It's a +5 weapon. it also bypass your epic DR, so only the DR/- applies, not the extra from absorb blows..

Miss: 1d100 ⇒ 31 hit

The guardian lands one blow abd the Jin seems to be on her last legs..

-487

Khufu falls and I believe is killed outright..


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

Kin and Arduino sink to the floor, battered and unconscious.

I believe they're just unconscious, but barely so. Likely dead as soon as another damage instance, say from the whirlwind, gets them.


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::

Don't you need > +5 to cancel DR/Epic?


Inner Sanctum

Forgot elec damage from weapon..

Dam: 4d10 ⇒ (3, 9, 3, 1) = 16 I have Kin and yourself taking 320 points of damage, split evenly that 160 to each, which would kill you both. Unless im mistaken.

You are correct Khufu.. If it was unarmed damage it would bypass being a mythic creature.

Also forgot extra damage to summoned guys.. Also need there reflex saves vs the Vortex.

Construct: 2d10 ⇒ (3, 7) = 10

Ele: 2d10 ⇒ (2, 10) = 12


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)

Hamket tries to put the Jinn down before it kills anyone else.

time to spend some mythic points.
1 for distant barrage
Oddly enough, mythic deadly aim doesn't have the option to remove the penalty using a surge.

spend a legendary point on my bow to add 1d8 ⇒ 2 to every shot to hit

deadly aim, manyshot, rapid for 2 extra, haste
to hit: 1d20 + 24 ⇒ (17) + 24 = 41 damage: 2d8 + 44 ⇒ (3, 2) + 44 = 49
to hit: 1d20 + 24 ⇒ (14) + 24 = 38 damage: 2d8 + 44 ⇒ (5, 7) + 44 = 56
to hit: 1d20 + 24 ⇒ (8) + 24 = 32 damage: 1d8 + 22 ⇒ (3) + 22 = 25
to hit: 1d20 + 24 ⇒ (3) + 24 = 27 damage: 1d8 + 22 ⇒ (4) + 22 = 26
to hit: 1d20 + 24 ⇒ (3) + 24 = 27 damage: 1d8 + 22 ⇒ (6) + 22 = 28
to hit: 1d20 + 19 ⇒ (18) + 19 = 37 damage: 1d8 + 22 ⇒ (2) + 22 = 24

distant barrage
to hit: 1d20 + 28 ⇒ (3) + 28 = 31 damage: 1d8 + 22 ⇒ (4) + 22 = 26


Inner Sanctum

Yea I changed that along time ago.. It works just like power attack.

Hemket fires, but his arrows are completely deflected by the vortex the creature is standing in..


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,

Ref: 1d20 + 11 ⇒ (17) + 11 = 28...Well that's encouraging

Channel Surge: 7d6 ⇒ (5, 1, 1, 2, 4, 6, 3) = 22 x 1.5= 33
Quickened Channel: 7d6 ⇒ (5, 2, 4, 6, 4, 4, 4) = 29


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

With the Greater False Life and her con, that leaves Kin alive, to be healed by Amarantha's channel back to consciousness.

I think I might be up, I'll take my turn and slot me in later if not.

Bloodied and vengeful, Kin slashes out from the ground at the creature.

Bite 1d20 + 19 ⇒ (15) + 19 = 34 1d6 + 17 ⇒ (4) + 17 = 21
Bite 1d20 + 19 ⇒ (4) + 19 = 23 1d6 + 17 ⇒ (3) + 17 = 20
Claw 1d20 + 19 ⇒ (8) + 19 = 27 1d4 + 17 ⇒ (3) + 17 = 20
Claw 1d20 + 19 ⇒ (20) + 19 = 39 1d4 + 17 ⇒ (3) + 17 = 20
Confirm 1d20 + 19 ⇒ (8) + 19 = 27 1d4 + 17 ⇒ (3) + 17 = 20


Inner Sanctum

Two problems.. One, Amarantha is way over 30' from Kin.. Two, the temp hps were gone from aoe damage..

Looks like its up to Hadjii and his elementals or this thing gets another round..


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

My apologies, missed the positioning- though Amarantha still has a move action so she could move closer if she wished.


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

augmented greater earth elemental's Reflex save: 1d20 + 3 ⇒ (17) + 3 = 20
augmented greater earth elemental's Reflex save: 1d20 + 3 ⇒ (1) + 3 = 4

it can't really hope to make any Reflex saves...

much to his surprise, Hadjii manages to get another summon off!

The newly-arrived augmented greater air elemental simply flies around to where it flanks the evil baddie, and tries smacking her:

1st augmented greater air elemental's slam attack: 1d20 + 21 + 2 ⇒ (1) + 21 + 2 = 24 ...
____________________________

what's left of the earth elemental (36 hit points remaining) takes a 5' step closer, and tries a couple blows:

1st augmented greater earth elemental's first slam attack: 1d20 + 23 + 2 + 2 + 1 ⇒ (8) + 23 + 2 + 2 + 1 = 36
if AC 36 hits, then 2d10 + 12 + 1 ⇒ (3, 1) + 12 + 1 = 17 damage

1st augmented greater air elemental's 2nd slam attack: 1d20 + 23 + 2 + 2 + 1 ⇒ (16) + 23 + 2 + 2 + 1 = 44 ...
for 2d10 + 12 + 1 ⇒ (7, 5) + 12 + 1 = 25 damage


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 still has a standard action this round -- he'll wild-shape into a large air elemental!


Inner Sanctum

Just when it appears all hope is lost Hadjii's earth elemental lands two solid blows and the Jin collapses into a heap. And explosion of mythic power similar to what you all have witnessed in the past floods the room..

With her death the Vortex's in the room disperse leaving those alive to pick up the pieces..

Out of Combat.


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)

"Well that was a mess. "


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,
Quote:

Damage Kin - 250 from 2 hits, plus fort save

Damage Construct - 55
Damage Khufu - 245 from 2 hits, plus fort save

Is this still accurate?

The only problem is that I do not have the material components,Is anyone packing diamonds?


Inner Sanctum

Currently you have Khufu and Ard dead, as well as two animal companions, which you cannot bring back. And while you do gain another mythic tier, you do not gain another level yet.

A quick search by Hemket reveals a secret compartment in the minature city. Opening it reveals a magic scroll, two magic vials, and a spherical object, with a grip for carrying, about 1' in diameter.

The two vials and the sphere are off the charts magical.

In addition the Jin's sword, armor, and both rings are magical.


Inner Sanctum

7d20 ⇒ (15, 13, 1, 5, 8, 14, 18) = 74

Hadjii knows the scroll is Greater Planar Binding, but he does not know what the vials or the sphere is.. The Jin's weapons is a large +5 Conductive Falchion, her armor is Celestial armor that has been dulled to look more black, and her rings are Ring of Freedom of Movement and a Ring of Major Energy Resistance(cold).


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)

We still have a lot of looking around in here right? Not sure we have means to teleport back to get people rezzed, so perhaps we just need to level up or such to get the ability.


Inner Sanctum

There are still several rooms unexplored in the complex. You also have a Genie ally in Tef-Naju that might could have ID things.


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)

"As much as I dislike leaving our dead sitting here, we better finish up before we try to do anything. There's two more hallways to check, and I think we better do so. "


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,

I am leery about leaving our noble guardian behind...but I will bring him back good as new as long as Anubis permits it

Ama goes invisible


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::

well, I ain't gonna resurrect myself....


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 sneak over to the SE door and listen at it/check for traps.

stealth: 1d20 + 29 ⇒ (2) + 29 = 31
perception: 1d20 + 29 ⇒ (4) + 29 = 33


Inner Sanctum

Since we seem to have the replacement under way and he will not be joining you till after we will move ahead. We are back to using the Guardian Vault map.

Hemket checks the door and finds it to be locked magically, but not trapped. It can be disabled though.

Also forgot to mention the 6 statues in the intersecting hallway. While you didn't notice them before due to combat, they all seem to have a faint glow now and they all radiate a strong aura of necromancy. Though nothing else happens at the moment. I've marked the statues on the map. I'll go into more detail about each one should you inspect them more closely.


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)

disable device: 1d20 + 37 ⇒ (2) + 37 = 39


Inner Sanctum

Moving forwards I'm just gonna rp you bypassing all traps that you find that you auto pass the disable lol.. I'll still ask for a roll if the check is higher than 38.

Hemket unlocks the door. Opening it you see:

A small cell sits in the small bare room, the walls devoid of carvings or anything else. The cage glows a sickly green.

Inside the cage you see a medium skeleton. All of it's gear has been lost to the ravages of time, except its pretty red cloak.


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)

Check if the cage is trapped. "Hey Hadjii, think that skeleton is undead?"

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