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

Game Master WerePox47

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


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Male 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 + 23 ⇒ (6) + 23 = 29 pass, no damage

Hemket steps 5' north and engages the Div. (since he was hidden first shot should get sneak). He will pop on his speed boots for the round

rapid for 2 extra, deadly aim,
to hit: 1d20 + 29 ⇒ (3) + 29 = 32 damage: 2d8 + 50 ⇒ (4, 4) + 50 = 58 sneak attackl: 5d6 ⇒ (3, 2, 6, 2, 3) = 16 surge: 1d8 ⇒ 2
to hit: 1d20 + 29 ⇒ (11) + 29 = 40 damage: 2d8 + 50 ⇒ (4, 1) + 50 = 55
to hit: 1d20 + 29 ⇒ (1) + 29 = 30 damage: 1d8 + 25 ⇒ (2) + 25 = 27
to hit: 1d20 + 29 ⇒ (7) + 29 = 36 damage: 1d8 + 25 ⇒ (7) + 25 = 32
to hit: 1d20 + 29 ⇒ (15) + 29 = 44 damage: 1d8 + 25 ⇒ (2) + 25 = 27
to hit: 1d20 + 29 ⇒ (2) + 29 = 31 damage: 1d8 + 25 ⇒ (3) + 25 = 28


Inner Sanctum

Hemket surprises the Div and sinks the first arrow in against his FF AC and he winces at the pain. Only one other arrow gets by his defense though and it is swift batted aside by a large paw..

Pretty sure you've seen deflect arrows feat before so you recognize it as such.

Div -120
Human -34
D1
D2

Amarantha
Hemket
Human Baddie
Unknown
Rest of Group
Div

Amarantha is still up.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

Findlay is extremely pissed that it has +19 on its saving throws!

Findlay must attempt to recoginize the div's Scorching Ray:

Findlay's Spellcraft check: 1d20 + 28 ⇒ (1) + 28 = 29

then he'll try to counterspell it:

Findlay's caster-level check: 1d20 + 15 + 4 ⇒ (9) + 15 + 4 = 28
Findlay's Eldritch Breach: 1d20 + 15 + 4 ⇒ (2) + 15 + 4 = 21


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 elementals take their AoOs:

1st augmented medium air elemental's AoO: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34 slam damage: 1d6 + 7 ⇒ (2) + 7 = 9

1st augmented medium air elemental's AoO: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
1st augmented medium air elemental's AoO: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26
1st augmented medium air elemental's AoO: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
1st augmented medium air elemental's AoO: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32 slam damage: 1d6 + 7 ⇒ (5) + 7 = 12
1st augmented medium air elemental's AoO: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33 slam damage: 1d6 + 7 ⇒ (3) + 7 = 10


Inner Sanctum

Findlay stops the scorching rays before they strike Amarantha.

Hadjii's elemental's swipe air and rock hard skin, doing nothing.

Just for future reference they need a 20 to hit him. And to be fair his base saves, without his class levels and advanced template is +13 to fort so.. I think he needed a 5 or 6 to make that save.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

forgot Findlay's Reflex save:

Findlay's Reflex save: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21

Stoneskin is still up, so he takes 42


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,
DM wrote:


Div's turn. He moves up, provoking from the elemental's and unleashes a trio of quickened acid rays at Amarantha before unleashing anothersandstorm, hitting Find, Hemket, and Amarantha.

Unless he moved through the Wall of Silver..Re.. Sandstorm,no spells with the Evil descriptor can pass through. If he did pass through he takes 3d6 + 15 ⇒ (2, 1, 2) + 15 = 20 and is blinded for a rd. Unless he is particularly vulnerable to silver in which case he takes 15d6 ⇒ (3, 6, 2, 3, 1, 2, 4, 2, 3, 5, 5, 3, 6, 4, 2) = 51 and is staggered as well as perma blinded. Will save 26 for half damage as well as negating the blind and/or staggered condition

Ama hits herself with a Mythic Breath of Life and firing off a quickened Channel

B.O.L.: 5d12 + 15 ⇒ (3, 9, 10, 1, 3) + 15 = 41
Channel: 9d6 ⇒ (5, 6, 1, 3, 2, 4, 2, 6, 1) = 30


Inner Sanctum

It's not a spell Amarantha, it's an SU ability, however the line about effects as well has me considering it. Just as a question to those who GM in this group. Would you consider a SU ability an effect when it comes to blocking them? Not sure..


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)

Sandstorm SU ability requires a full round action. He can't move up and trigger one (since I was forced to look this up due to the question).

Not sure what type of sandstorm you're looking at, but the environment condition which seems to be what an Aghash does inflicts 1d3 of nonlethal per hour. This being what it is would pass through the spell (it's SU and more of a conjuration type thing methinks).


Inner Sanctum

I was calling it sandstorm by accident. It's call Rain of Debris.
It's a standard action not a full round.

Ability:

Rain of Debris (Su) Three times per day as a standard action, a sepid can call forth a hail of stones, wood, metal, and similar debris. The debris rains down and pelts all creatures in a 10-foot-high, 40-foot-radius cylinder centered on the sepid, dealing 15d6 points of bludgeoning damage (Reflex DC 25 for half). This attack does not harm the sepid, and counts as an evil attack for the purpose of damage reduction. The save DC is Constitution-based.

I think I'm just gonna go with it's blocked since it is technically a evil based attack and I think that qualifies as an "Effect"..

Disregard the Rain of Debris damage from his last turn.


Inner Sanctum

The human steps up with his scimitar and casts a spell before attacking.. He uses another ability as a swift action before attacking.

Attacks: 5d20 ⇒ (9, 9, 12, 7, 4) = 41 but swipes at air and curses profanities..

The devils looked shocked their master missed. They step both and casts Hold Person DC 19 on Can x2..

Rest of the group is up.


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

Owing to Devilish Pride Canaan saves twice against any charm/compulsion cast by non followers of Asmodeus.

will save: 1d20 + 18 ⇒ (1) + 18 = 19 That justifies the feat right there
will save: 1d20 + 18 ⇒ (11) + 18 = 29

will save: 1d20 + 18 ⇒ (20) + 18 = 38
will save: 1d20 + 18 ⇒ (2) + 18 = 20

He will lay some smack down on the priest who attacked him.

power attack
to hit: 1d20 + 31 ⇒ (9) + 31 = 40 damage: 1d6 + 30 ⇒ (4) + 30 = 34
to hit: 1d20 + 26 ⇒ (15) + 26 = 41 damage: 1d6 + 30 ⇒ (2) + 30 = 32
to hit: 1d20 + 21 ⇒ (14) + 21 = 35 damage: 1d6 + 30 ⇒ (6) + 30 = 36

confirm: 1d20 + 26 ⇒ (4) + 26 = 30 damage: 2d6 + 60 ⇒ (6, 4) + 60 = 70


Inner Sanctum

Aren't all devils followers of Asmodeus? lol..

Can swings at the Gish in front of him, but finds him surprisingly hard to hit when not flat-footed.. A couple swings get real close though..

Also forgot to mention but he has a blurry outline

Findlay and Hadjii are still up..

I realize that both have over 40 AC's, I'm sorry but yall skipped the whole area and went straight to the end, so you are fighting both main guys at once instead of seperately.. I think yall will be fine regardless.

Div -120
Human -34
D1
D2

Amarantha
Hemket
Human Baddie + Devils
Can, Hadjii, and Findlay
Div


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

I guess technically the devil could be a follower of Asmodeus, didn't even think of that. I guess I could be held.


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 centers herself on the two beatsticks and casts Mythic Blessing of Fervor


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

fed up with this thing succeeding at every saving throw, Findlay will switch to things with NO saving throw -- he'll use one of his last two 5th-level slots for a QUICKENED Magic Missile:

Findlay's caster-level check: 1d20 + 15 + 4 ⇒ (5) + 15 + 4 = 24
Findlay's Eldritch Breach: 1d20 + 15 + 4 ⇒ (5) + 15 + 4 = 24
and he'll use a Mythic Surge to try to bump that breach up;
Potent Surge: 1d6 + 1 ⇒ (6) + 1 = 7

Magic Missile damage: 5d4 + 5 ⇒ (4, 1, 4, 2, 4) + 5 = 20

hoping that softened it up a little, next he'll burn another Mythic Point to try <Power Word: BLIND> on the div:

Findlay's caster-level check: 1d20 + 15 + 4 ⇒ (19) + 15 + 4 = 38
Findlay's Eldritch Breach: 1d20 + 15 + 4 ⇒ (4) + 15 + 4 = 23

Then Findlay will head back to the pyramid in the back -- starting out with using up his remaining 40' of Dimensional Slide, then normal movement to get all the way into the back corner!

finally, he'll call out in auran:

"Since you can't hardly hurt this thing, you elementals might as well try grappling it instead!"


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

hearing Findlay's advice, the elementals move to 10' away, and try to grab the div, hoping to roll a nat '20':

1st augmented medium air elemental's grapple check: 1d20 + 15 ⇒ (9) + 15 = 24

2nd augmented medium air elemental's grapple check: 1d20 + 15 ⇒ (2) + 15 = 17

3rd augmented medium air elemental's grapple check: 1d20 + 15 ⇒ (9) + 15 = 24

4th augmented medium air elemental's grapple check: 1d20 + 15 ⇒ (11) + 15 = 26

5th augmented medium air elemental's grapple check: 1d20 + 15 ⇒ (14) + 15 = 29

6th augmented medium air elemental's grapple check: 1d20 + 15 ⇒ (13) + 15 = 28

they are, of course, pathetic...


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 zips forward to where he can see the human, and burns a Mythic Point to try his own <Finger of Death> -- the DC for this one is 29...

if he notes a lack of movement on the part of Canaan, he'll use a charge from his Rod o' Quicken Spell to cast his prepared <Freedom of Movement> on his pal (Faith's reach to extend touch to 30')...

then he'll zip back to where he started!

let me know if he actually had to use that charge from the rod and scratch his prepared Freedom of Movement...


Inner Sanctum

Findlay gets snazzy and pops the Div with some magic missiles in the face, using his mythic ability to push through the creatures spell resistance.. His power word however has no effect with the creatures Hp total being over 200 still.

Fort: 1d20 ⇒ 10

The magus see's his life flash before his eyes, but somehow manages to not die to the Finger O' Death.. He needed a 10, so that was 50/50..

Damage Instead: 3d6 + 17 ⇒ (1, 2, 2) + 17 = 22

Save the Freedom of Movement, his reroll would apply so if you wanna do something else you can.

Div -140
Human -56
D1
D2

Amarantha
Hemket
Human Baddie + Devils
Can, Hadjii, and Findlay
Div

The Div's turn.. He moves up through the wall of silver to attack Hemket.

SR: 1d20 + 15 ⇒ (11) + 15 = 26 Amarantha fails to bypass it's SR though..

He brings a mighty fist towards Hemket's chin..

Attack: 1d20 ⇒ 7 hits
[dice=Dam]2d6+15[dice] Plus a DC 26 or be stunned for a round via Stunning Fist.

"Top of the Round!"

Hemket is up, Amarantha casts Mythic Blessing of Fervor!


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 + 18 ⇒ (10) + 18 = 28 pass

Unload on the target. He does not provoke for shooting in melee due to point blank master.

blessing of fervor(mythic) for extra attack and +2s, rapid shot for 1 extra at no penalty, deadly aim, clustered shot, point blank shot

to hit: 1d20 + 33 ⇒ (16) + 33 = 49 damage: 2d8 + 50 ⇒ (2, 2) + 50 = 54
to hit: 1d20 + 33 ⇒ (3) + 33 = 36 damage: 2d8 + 50 ⇒ (3, 4) + 50 = 57
to hit: 1d20 + 33 ⇒ (20) + 33 = 53 damage: 1d8 + 25 ⇒ (8) + 25 = 33
to hit: 1d20 + 33 ⇒ (15) + 33 = 48 damage: 1d8 + 25 ⇒ (8) + 25 = 33
to hit: 1d20 + 33 ⇒ (19) + 33 = 52 damage: 1d8 + 25 ⇒ (3) + 25 = 28

confirm: 1d20 + 33 ⇒ (9) + 33 = 42 damage: 2d8 + 50 ⇒ (6, 2) + 50 = 58
confirm: 1d20 + 33 ⇒ (8) + 33 = 41 damage: 2d8 + 50 ⇒ (4, 2) + 50 = 56


Inner Sanctum

I noticed I didn't roll damage earlier..

2d6 + 15 ⇒ (3, 3) + 15 = 21

Hemket first arrow is deflected, not sure how that works on Manyshot if it deflects both or just one. Three of his other arrows hit and he confirms one of his crits. The div does not look pleased.

Div -265
Human -56
D1
D2

The magus and devils act again. The magus does his same moves except he quickens a fireball and flings it back on Hemket and Amarantha..

Attack: 4d20 ⇒ (15, 14, 6, 6) = 41 2 hits
Confirm: 1d20 ⇒ 4 confirms via critical focus/perfection.

Dam: 2d6 + 34 + 4d6 ⇒ (1, 3) + 34 + (5, 4, 3, 5) = 55
Extra Crit Damage: 2d6 + 34 ⇒ (4, 4) + 34 = 42 burning a point for +1 multiplier..

Can needs to make a DC 22 Fort or be staggered for Rounds: 1d4 ⇒ 2 if save 1 round instead.

His spell from last round discharges as well dealing 15 acid damage. The acid starts to grow as well.

Fireball vs Hemket/Amarantha: 15d6 ⇒ (5, 3, 1, 2, 1, 6, 6, 5, 3, 6, 3, 1, 4, 5, 2) = 53 DC 19 save, half is unholy damage not subject to resistance, but with mythic saves you still take none on a save.

The devils fire scorching rays at Can..

Attacks: 4d20 ⇒ (20, 17, 17, 14) = 68
Confirm: 1d20 ⇒ 17 all hit
Fire Damage: 20d6 ⇒ (1, 1, 4, 4, 4, 1, 4, 2, 1, 6, 3, 1, 1, 5, 5, 5, 4, 1, 5, 1) = 59

I realize you have defensive abilities and DR, so you can reduce damage by DR x2, since 2 hits landed. Not sure what fire resistance you have if any..

Hadjii, Fin, and Can are up again.


Inner Sanctum

Also does Hemket ever use mythic power for bonus attacks?


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

fort: 1d20 + 16 ⇒ (8) + 16 = 24

Both of the devils are within 10' of me and thus in range of retributive reach, so I get AOOs on their spells.

to hit: 1d20 + 31 ⇒ (3) + 31 = 34 damage: 1d6 + 30 ⇒ (2) + 30 = 32
to hit: 1d20 + 31 ⇒ (20) + 31 = 51 damage: 1d6 + 30 ⇒ (1) + 30 = 31
to confirm: 1d20 + 31 ⇒ (13) + 31 = 44 damage: 2d6 + 60 ⇒ (1, 3) + 60 = 64

against devils those likely hit, and disrupt both spells (concentration check is fairly brutal).

Yes, I didn't use it against the holds, but I don't have to take an AOO if I don't want to.

He will spend 1 mythic point on mythic dodge to boost his AC with a +10 dodge bonus against the first attack (which happened to be the crit). That should prevent confirming

He will spend a point on absorb blow to spare himself 25 damage and gain DR 2/epic (meh), but also 10 resistance to acid, elec, fire, and cold.

Thus it depends on if he was actually critted after mythic dodge. It determines if he gets a full rounds or not.


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 has used mythic points for extra attacks in the past, but I like to conserve the points to save his butt when it is necessary. Might be now, but who knows? Heck, if someone bothered to put improved invisibility on me, I'd have ended the fight by now.


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,

Reflex: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 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)

oh yeah, forgot that
reflex: 1d20 + 23 ⇒ (4) + 23 = 27 pass


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 the div moves away from the 10' reach of the elementals, they all take AoOs -- trying to grab and stop it:

1st augmented medium air elemental's Grapple check: 1d20 + 15 ⇒ (4) + 15 = 19

2nd augmented medium air elemental's Grapple check: 1d20 + 15 ⇒ (1) + 15 = 16

3rd augmented medium air elemental's Grapple check: 1d20 + 15 ⇒ (4) + 15 = 19

4th augmented medium air elemental's Grapple check: 1d20 + 15 ⇒ (11) + 15 = 26

5th augmented medium air elemental's Grapple check: 1d20 + 15 ⇒ (17) + 15 = 32

6th augmented medium air elemental's Grapple check: 1d20 + 15 ⇒ (3) + 15 = 18

no nat '20' rolls -- but worth a try!


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

Findlay really likes the idea of the Div being blind, so he'll do the same thing as last round:

first, soften it up a little, using last 5th-level slot for Quickened Magic Missile:

Findlay's caster-level check for Magic Missile: 1d20 + 15 + 4 ⇒ (8) + 15 + 4 = 27
Findlay's Eldritch Breach: 1d20 + 15 + 4 ⇒ (6) + 15 + 4 = 25

Magic Missile damage: 5d4 + 5 ⇒ (4, 2, 3, 1, 2) + 5 = 17

then he moves up to Short range from the div, and burns another Mythic Point for another Power Word BLIND on it:

Findlay's caster-level check for Power Word: 1d20 + 15 + 4 ⇒ (18) + 15 + 4 = 37
Findlay's Eldritch Breach: 1d20 + 15 + 4 ⇒ (17) + 15 + 4 = 36

and in Auran:

"why don't you elementals go help the fighter kill those devils..."


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

whenever *I* roll a nat '20', my next roll is a nat '1' -- I guess that's just me, though

although I know nothing will ever fail its saving throw against a spell cast by my characters, Hadjii wants to see Finger of Death work, so he also will try again -- another Mythic Point, another DC 29 Con save by the priest.

________________________

the elementals move along the ceiling and get into the room with the devils -- but they had to double move, arriving just after Hadjii did his thing...


Inner Sanctum

Lured into a sense of safety Can easily disrupts the two devils spells, he also is able to dodge the crit by the magus and take significantly less damage..

Findlay's missiles fail to breach the Div's spell resistance, but the blind takes hold as he screams out in frustration.

Hadjii again tries to snuff the life out of the Magus..

Fort: 1d20 ⇒ 20 but again the Magus's fortitude stays strong.
Damage Instead: 3d6 + 17 ⇒ (6, 1, 2) + 17 = 26

Div -256(blind)
Human -72
D1 -22
D2 -85

Amarantha
Hemket
Human Baddie + Devils
Can, Hadjii, and Findlay
Div

The blind div attacks Hemket with a flurry of blows..

Attacks: 6d20 ⇒ (3, 4, 8, 1, 3, 2) = 21 wow lol.. good thing Hemket's AC is terrible.. all but the 1 hits..
Miss Chances: 5d100 ⇒ (61, 18, 35, 27, 71) = 212 two land, the first two attacks were enhanced so one of those gets through, his leg sweep misses lucky for you..

Dam: 4d6 + 44 ⇒ (6, 2, 3, 6) + 44 = 61 plus a DC 26 fort or be stunned a round.

Top of the round Hemket and Amarantha are up again..


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

Canaan gets his attacks.

after whiffing so much, Canaan stops power attacking, and spends a mythic point to get a 1/2 tier bonus to hit for the round (so +2)
to hit: 1d20 + 39 ⇒ (4) + 39 = 43 damage: 1d6 + 22 ⇒ (1) + 22 = 23
to hit: 1d20 + 34 ⇒ (14) + 34 = 48 damage: 1d6 + 22 ⇒ (2) + 22 = 24
to hit: 1d20 + 29 ⇒ (3) + 29 = 32 damage: 1d6 + 22 ⇒ (1) + 22 = 23


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 + 18 ⇒ (19) + 18 = 37

Then he unloads on the target. Back to full extra attacks and whatnot.

deadly aim, rapid for +2, blessing for +2, extra attack, studied target, sneak attack
to hit: 1d20 + 31 ⇒ (1) + 31 = 32 damage: 2d8 + 50 ⇒ (5, 6) + 50 = 61 sneak: 5d6 ⇒ (5, 3, 3, 1, 3) = 15
to hit: 1d20 + 31 ⇒ (6) + 31 = 37 damage: 2d8 + 50 ⇒ (7, 5) + 50 = 62 sneak: 5d6 ⇒ (5, 6, 1, 5, 2) = 19
to hit: 1d20 + 31 ⇒ (15) + 31 = 46 damage: 1d8 + 25 ⇒ (2) + 25 = 27 sneak: 5d6 ⇒ (6, 4, 6, 4, 1) = 21
to hit: 1d20 + 31 ⇒ (19) + 31 = 50 damage: 1d8 + 25 ⇒ (3) + 25 = 28 sneak: 5d6 ⇒ (4, 5, 2, 3, 6) = 20
to hit: 1d20 + 31 ⇒ (18) + 31 = 49 damage: 1d8 + 25 ⇒ (7) + 25 = 32 sneak: 5d6 ⇒ (3, 4, 1, 4, 3) = 15
to hit: 1d20 + 31 ⇒ (5) + 31 = 36 damage: 1d8 + 25 ⇒ (1) + 25 = 26 sneak: 5d6 ⇒ (5, 5, 4, 4, 1) = 19

confirm: 1d20 + 31 ⇒ (12) + 31 = 43 damage: 2d8 + 50 ⇒ (2, 1) + 50 = 53


Inner Sanctum

The div falls, riddled with arrows.. The magus gets potentially hit twice..

Miss: 2d100 ⇒ (71, 92) = 163 hit twice.

Human -109
D1 -22
D2 -85

Amarantha
Hemket
Human Baddie + Devils
Can, Hadjii, and Findlay

Oh btw the acid ticks you again on your turn Can.

Acid: 15d4 ⇒ (3, 4, 2, 4, 4, 2, 4, 3, 4, 1, 3, 1, 1, 1, 2) = 39

The magus weighs his options and casts a dimension door auto succeding concentration and he and the two devils step through..

Out of combat..

Can may take a full round action to scrap off the acid to avoid the last round of 15d6..

You all obtain the pyramid and shut down the mini flying ones associated with it..

The Div gear consisted of Belt of Str +6, Bracers of AC +4, Monk's Vest(as Robes), Cloak Resist +2, and Amulet of Mighty Fist +2..

All thats left is the fire section. Head there or rest or? Not sure what yalls resources look like..


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

Can will scrape the acid off with something disposable from his pack.


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 uses a targeted Dispel Magic on the pesky magus

Dispel: 1d20 + 15 ⇒ (5) + 15 = 20...Mythic Surge: 1d8 ⇒ 4


Inner Sanctum

The magus is gone, you are out of combat..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

Findlay is ready to go get the final pyramid:

"We can shut down the last of the air strikes, and save some lives..."

via telepathic bond


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 speaks aloud:

"Oh, yes -- we must hurry!"


Inner Sanctum

Gonna take you 20 mins to get to the entrance of the Fire place so please update spell durations.. And please have your headers current as well.

When you get to the stone blocking the entrance you see..

The deep red stone of this block is carved with intricate geometric designs and hieroglyphs that surround a red metallic symbol of a flaming lash set in its surface.

In the stone is carver.

“Give tribute to the one to whom this Crypt of Flame is dedicated.”

You all think "Tribute" would be the sacrifice of an intelligent humanoid..

Hemket notices a trap and after disabling it the block lowers..

Moving in you see..

"A stony isle sits in the center of this crushingly hot chamber, surrounded by a lake of lava that bubbles and hisses malevolently. A domed ceiling arches overhead. Narrow halls exit the chamber to the east and west. Broader paths lie to the north and south, though there is a gap in each of these walkways"

There is lava in all the gaps.. It's hot in here.

Standing at the isle’s corners are four iron statues depicting squat, falcon-headed humanoids with their arms supporting their distended bellies and their beaks open wide as though waiting to be fed by some great mother bird.

If any spells are cast before entering please let me know.


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)

"Need some healing" says Hemket.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

"yes, just a little healing please!"


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

to ensure our main combat-healer saves her healing for combat, the big air elemental sez:

"I got this..."

and burns two Mythic Points to cast Mass Cure Serious Wounds, twice!

for 6d8 + 34 ⇒ (7, 6, 7, 5, 8, 6) + 34 = 73 points of healing for everyone!

in addition, he'll use a charge from the wand of Cure Moderate Wounds on Hemket:

another 2d8 + 3 ⇒ (7, 6) + 3 = 16 points of healing for the archer.


Inner Sanctum

I've laid out the entance room. It's on yall.


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 cast his prepared Communal Resist Energy on the group, making the heat and fire more tolerable...

next, he'll use a charge from his wand of Stone Shape, to make the stone landing on the entry side extend a few feet over the magma; then he'll fly over to the island side and us another charge to do the same, so there is just a smell gap to step across...


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

Canaan as befitting his job of canary in the coal mine, leads the way into the room.


Inner Sanctum

Hadjii makes bridges of stone over the lava while Can leads the charge in. As soon as Can moves onto the main platform the 4 statues come alive and attack!

Know Arcana on them

Init:

Amarantha: 1d20 + 7 ⇒ (18) + 7 = 25
Canaan: 1d20 + 8 ⇒ (1) + 8 = 9
Findlay: 1d20 + 14 ⇒ (12) + 14 = 26
Hadjii: 1d20 + 8 ⇒ (8) + 8 = 16
Hemket: 1d20 + 16 ⇒ (14) + 16 = 30
Baddies: 1d20 + 5 ⇒ (16) + 5 = 21

Init Order:
Hemket, Findlay, Amarantha
Baddies
Hadjii, Can

Round 1: Hemket, Findlay, Amarantha are 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)

Hemket will open up on the NW statue.

deadly aim, rapid for 2 extra, clustered shot, hero's feast
to hit: 1d20 + 29 ⇒ (8) + 29 = 37 damage: 2d8 + 50 ⇒ (5, 7) + 50 = 62
to hit: 1d20 + 29 ⇒ (5) + 29 = 34 damage: 2d8 + 50 ⇒ (2, 6) + 50 = 58
to hit: 1d20 + 29 ⇒ (9) + 29 = 38 damage: 1d8 + 25 ⇒ (8) + 25 = 33
to hit: 1d20 + 29 ⇒ (18) + 29 = 47 damage: 1d8 + 25 ⇒ (7) + 25 = 32
to hit: 1d20 + 29 ⇒ (7) + 29 = 36 damage: 1d8 + 25 ⇒ (2) + 25 = 27

shift to NE if it drops


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

Findlay's Knowledge:Arcana check: 1d20 + 28 ⇒ (13) + 28 = 41

a split-second after Hemket plinks, Findlay casts Greater Invisibility on the nearest archer -- which happens to be Hemket!

then he relays what he knows of these things:
1. immunities
2. resistances
3. special attacks
4. special defenses


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)

You know, I should ave had sneak damage since the targets were flat footed.

sneak damage: 5d6 ⇒ (5, 3, 3, 6, 1) = 18
sneak damage: 5d6 ⇒ (2, 3, 5, 1, 2) = 13
sneak damage: 5d6 ⇒ (5, 1, 6, 4, 6) = 22
sneak damage: 5d6 ⇒ (3, 4, 1, 5, 1) = 14
sneak damage: 5d6 ⇒ (3, 5, 2, 1, 3) = 14


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 casts Wall of Stone blocking the two guys in the back.

I drew a piss poor line

Folllowed by a quickened Channel triggering Beacon of Hope

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