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

On the bigger: Their attacks do bleed damage and they can shift their wings to reflect light blinding in the process.. It acts as a gaze attack..

On the amaller: Cause bleed damage, can dazzle and has distraction.. No resistances, Vul to sonic.


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

Since they seem to be normal creatures with no special resistances Calla will go with the usual bread and butter! She calmly spends a mythic point to use her Intensified Spell Metamagic for 10 rounds without increasing the casting time (swift action), draws the Empower Rod (move action), and also spends a reservoir point (free action) to empower the not-so-standard spell she casts next.

"Fear my Fireball!"
DC 23 for half: 14d6 + 32 ⇒ (5, 6, 5, 6, 4, 6, 6, 1, 3, 3, 5, 2, 6, 6) + 32 = 96
CL total 14. She focus on the smaller ones since she does not like to be distracted, but the more the merrier within the 40ft diameter.

Scaaaaary damage.


Inner Sanctum

Scary indeed.. Lucky for them they are immune to fire.. And before you start busting my balls resistances are not the same as immunities.. You have to ask for such knowledge if you want it.

Hemket burns one of the large ones down, we'll say B1. Marius hastes the group and Calla drops a monstrous fireball on the group of creatures.. The heat was so intense it left the sand crystallized and the water steaming.. It did not however have the effect wanted on the bird things as they look undamaged..

Hadjii starts a summoning spell while flying up in the air..

Logos casts shield of himself and waits for them to approach..

The swarm flies up into the group, engulfing 3 of you..

3d4 ⇒ (1, 1, 3) = 5
1d4 ⇒ 4 Calla is apared..

Logos, Hemket, and Marius need DC 15 fort vs Distraction and DC 15 fort or be blinded for rounds: 1d4 ⇒ 2..

Yall also take Damage: 2d6 ⇒ (4, 6) = 10 plus 1 bleed They are tiny so i think you can attack them with weapons..

the big ones launch into the air, 2 move up and attempt to blind you all.. 2 toss wings shards.. DC 19 fort or be blinded for the duration of the fight.

2d4 ⇒ (3, 1) = 4 Logos and Hemket get attacked by the shards..

4d20 ⇒ (17, 7, 6, 9) = 39 Logos hit, miss.. Hemket 2 misses

Dam: 2d6 + 6 ⇒ (1, 1) + 6 = 8 plus another bleed.

Group is back up.. The swarm is among you except Calla, you all take another bleed damage as well..


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 + 11 ⇒ (15) + 11 = 26
fort save: 1d20 + 11 ⇒ (3) + 11 = 14 surge 1d6 ⇒ 5

Volley at another biggun. (deadly aim, rapid for 3, haste etc)
to hit: 1d20 + 20 ⇒ (13) + 20 = 33 damage: 2d8 + 34 ⇒ (7, 4) + 34 = 45
to hit: 1d20 + 20 ⇒ (6) + 20 = 26 damage: 2d8 + 34 ⇒ (2, 8) + 34 = 44
to hit: 1d20 + 20 ⇒ (8) + 20 = 28 damage: 1d8 + 17 ⇒ (4) + 17 = 21
to hit: 1d20 + 20 ⇒ (15) + 20 = 35 damage: 1d8 + 17 ⇒ (8) + 17 = 25
to hit: 1d20 + 20 ⇒ (1) + 20 = 21 damage: 1d8 + 17 ⇒ (1) + 17 = 18


Inner Sanctum

2 biguns down..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii's Fortitude save: 1d20 + 9 ⇒ (4) + 9 = 13
desperate Mythic Point to save: 1d6 ⇒ 3 not much chance of that working anyway...
totally blinded by the first flash, the Hadj tries to finish his spell:

Hadjii's concentration check: 1d20 + 9 ⇒ (10) + 9 = 19

he'll put a swarm of bats right where he saw the flash come from -- those two flyers might take 2d6 ⇒ (5, 2) = 7 swarm damage at the start of their turn (I assume they will turn out to be immune, however...)

for his turn, Hadjii the blind air elemental will start another full-round casting, swapping out his prepared Flame Strike for a spontaneous Summon Nature's Ally IV. If he somehow makes it to next round, maybe some air elementals who still have their sight can distract the flying goons for 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)

The DC was only 15, you made it with the surge.


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

it appears the swarm's blinding DC is 15, but the big ones show a DC of 19...

any chance the big one's blinding effect hits a cone rather than a radius? any chance that cone would fail to encompass both those on the ground and those 50' up?


Inner Sanctum

It has a 30' range.. The 2 moved up 30' and did the blind thing.. If your flying it prob didnt hit u.. They havent noticed air elemental Hadjii yet.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

the Hadj was indeed descending from his Combat Air Patrol to a point near the river; if the flying ones are within 30' of the party, then they are more than 30' from Hadjii -- phew!


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

Fort 1: 1d20 + 12 ⇒ (3) + 12 = 15

Fort 2: 1d20 + 12 ⇒ (5) + 12 = 17

Fort 3: 1d20 + 12 ⇒ (8) + 12 = 20

Fort 4: 1d20 + 12 ⇒ (7) + 12 = 19

Seeing as the creatures weren't even fazed by Calla's fireball Marius channels his divine power to heal the group. Marius will then spend a myhtic point to get another standard action and activate his protection aura to give everyone a +2 deflection bonus to ac, and resist 5 to all elements.

Channel: 5d6 ⇒ (5, 2, 4, 1, 5) = 17


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

That's the cheapest move I've ever seen, Pox...

Fort: 1d20 + 7 ⇒ (16) + 7 = 23

Calla is pissed off. She is gonna freaking kill these b~!!$es!
Since she has friends among the enemy ranks she instead draws her Selective Rod and applies it to the spell, making all of her party immune to the effects of the ball she casts!
Fireball changed to Cold energy. Empowered by reservoir, Intensive spell metamagic and Selective Rod.

"Losers! Frostball!"
DC 23 Reflex: 11d6 ⇒ (5, 2, 6, 3, 2, 3, 5, 3, 2, 4, 4) = 39

Swarms take half as much damage from are spells.


Inner Sanctum

How is it cheap? U asked fro resistances.. Immunizes are a completely separate thing unless im mistaken.. Im beyond giving freebies to the op group..

Update in the morn..


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)

Don't see anything in the rules as to how the information is subdivided for knowledge checks. I generally file immunities under resistances myself, by obviously YMMV.


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

CHEAP!!! Think about it, if I'm immune to something, I'm resistant to it. In fact, I'm completely resistant, but it's still a resistance... Whatever let's kill these losers and be gone...


Inner Sanctum

Reflex: 1d20 ⇒ 10 fail.. The swarm goes down to chinatown with the frostball..

Logos does his charge pounce thing at one of the biguns.. Mp for sudden attack and negate pa pens..

4d20 ⇒ (5, 16, 9, 6) = 36 all hits..

dam: 8d6 + 68 + 4d6 ⇒ (4, 1, 2, 6, 5, 3, 4, 6) + 68 + (1, 6, 2, 6) = 114 he leaves it mangled but alive due to its DR..

The bird thing attacks him as he charges in though..

1d20 ⇒ 3 but misses..

Seeing the loss of their young and 1/2 of the adults the 2 uninjured birds take flight and are 240' away in a mtter of seconds.. The remaining injured one stay and is dealth with..

Out of Combat.. A slow river trickles on.. Actions?


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Search the area for loot since we're greedy bastiches.

perception: 1d20 + 17 ⇒ (6) + 17 = 23


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

Perception: 1d20 + 21 ⇒ (11) + 21 = 32


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 swarm will pursue the surviving bird-things for two rounds -- and the twitty elementals will chase the birds for over a quarter of a mile -- before they disappear...

Hadjii will cast Detect Magic and also fly around looking for goodies of note:

Hadjii's Perception check: 1d20 + 20 ⇒ (9) + 20 = 29


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

Help search the area for loot since we're greedy bastiches.

perception: 1d20 + 13 ⇒ (10) + 13 = 23

"Let's follow the river for a while. It's more likely to have structures and other kinds of life." That means, northwest.


Inner Sanctum

Nothing is found outside of the water..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

for completeness The Hadj will fly low over the river, scanning down visually for shiny objects dropped by birds -- and with Detect Magic still going, in case there are subdued magic items hidden on the bottom...


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)

Maybe you should try being a water elemental and going in. Of course there is the possibility of something nasty being in there, hence us being prodded.


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

I mean we're going northwest next, if you guys don't mind.


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)

Doesn't much much difference to me.


Inner Sanctum

Searching around yall dont find anything of importance.. Scanning the water reveals no magical auras..

So north by northwest?

2 days pass and nothing is found but dirt and scurrying lizards..

Where to next?


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)

Head back to the NE heck, so dead north of the river hex.


Inner Sanctum

If you look at the map the yellow arrows mark the path taken.. If you wish to add arrows of a path you wish to take make them green and ill change it as they are searched..


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, how about that hex 2 north of the river one with the star?


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Ok, since I can't seem to be understood I've drawn it.


Inner Sanctum

Sand, sand, river, river, sand, sand, even more sand.. Thats what you see over the next 3 days..


Inner Sanctum

Where to next?


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

I've taken the liberty of drawing up a line to takes us somewhere.

"I'm getting tired of all these wanderings and no temple. Do you guys think we've missed the temple somewhere?"


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)

"Can't imagine it will be easy to find, or it wouldn't be a lost temple would it?"


Inner Sanctum

A full week of walking in sand goes by with nothing happening to speak of.. Late afternoon on the 7th day you come upon a ruined and ancient village..

"Broken rock walls offer scant shade from the burning desert sun, but cloth sheets painted with triangles and yellow and blue stripes stretch between the crumbling walls, affording some shelter. Here and there, the walls remain intact enough to suggest the frame of a building, but the ruins otherwise appear ravaged by time. Still, the ruins show some signs of habitation. Wooden barrels topped with white marble lids stand in a shady area next to a wall. On the outskirts of the ruins, wooden racks hold stretched and drying animal hides. The hum of conversation drifts on the dry breeze." The blue star

You see a pair of 7-foot-tall, dark-skinned humans with the lower limbs of lions and gold-feathered wings stretching from their backs standing guard outside the entrance to the place.. Know Nature

Your roughly 100' away at this point.

2d20 ⇒ (18, 17) = 35 They both seem to notice the notice, but take no hostile actions other than grabbing a scimitar in wach hand..


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

K. Nature: 1d20 + 17 ⇒ (16) + 17 = 33

Marius motions at the lion people. "Maybe they know where it is?"

Marius waves at the new people glad that they didn't hide their monstrous forms like some creatures did. "Hello! Do you know where the Sightless Sphinx is?"


Inner Sanctum

They do not verbally respond, but one casts a spell.. Your to far away to tell what it was though..

Marius knows that these are Maftets. Dwelling in crumbling ruins and lost cities, maftets are a race of winged feline humanoids. Accomplished hunters and stalkers, maftets are highly skilled in fighting with dual scimitars. They tend to be neutral in alignment. You may ask 3 questions.


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

Spell-like abilities, Resistance, and Immunity.


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

False Life Greater: 2d10 + 11 ⇒ (1, 5) + 11 = 17
Mirror Images: 1d4 + 3 ⇒ (3) + 3 = 6

Calla casts Mirror Image and analyzes the creatures better.
K.Nature: 1d20 + 14 ⇒ (14) + 14 = 28 Special abilities, Damage Reduction, Special attacks.

She will ask the others to wait and will send her Invisible Arcane Eye to take a closer look at the creatures, entering the structure if possible, to see what and who is inside.


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 Knowledge:Nature check: 1d20 + 16 ⇒ (11) + 16 = 27

elemental Hadjii will cast his prepared Bear's Endurance on himself, and descend from 100' up to 50' up, circling directly above the Maftets. He'll call out any Maftet weaknesses he may be aware of.


Inner Sanctum

No resistances, immunties, or DR.. They have a dive attack that gives them bonuses and allows a full attack.. They have runis tattoo's that give a number of sla's a day. They vary depending on the maftet's duties are in life.

The 2 watch yall cast spells from there post.. They each start cast spells as well when 4 more show up, as well as a different looking one.. Obviously a higher ranking guy.. Even at a distance you can see he has white hair and looks as if he has age on him.. After confering with the guards he motions yall to move closer..


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius will move closer though he will remain wary since everyone seems to be casting spells left and right.


Inner Sanctum

Im just gonna assume the rest follow.. The group approaches a well armed group of 7.. Its leader comes out in front and motions for you to halt 20' away.. He speaks calmly and very precise..

"What are you doing here and why do you ask this question?" This would be a good time for a diplomacy check..


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

Diplomacy: 1d20 + 5 ⇒ (6) + 5 = 11

Logos Aid's Another to give +2 on Diplomacy. He's tired of people putting their foot in it, so he helps from the get go this time...

"Peace, friend. I'd rather not get into a fight..." He holds his hands out and palm down.


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

Multiple Callas stand a little behind Logos, just in case. "We look for a place which should remain lost for eternity, but it has been found, and by the wrong people. We're trying to fix that."
Diplomacy: 1d20 + 3 ⇒ (15) + 3 = 18

I'm probably just aiding Marius the thug.


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 relates well with animals (especially canines), not people -- so with little hope of saying anything that will favorably influence the situation, Hadjii will simply try to Aid Another on the check made by the ever-charismatic Marius:

Hadjii's Diplomacy Aid Another check: 1d20 + 0 ⇒ (4) + 0 = 4 and he doesn't even come close to even Aiding Another!

from 50' up, everyone hears something like "uh, no kill I"...


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius finds it lucky that he liked cats, and they liked him ever since he was a boy because it seems that the creatures were like cats.

Using Inexplicable luck to gain a +8 bonus on the roll before being made.

Diplomacy: 1d20 + 12 + 8 + 4 + 1d6 ⇒ (17) + 12 + 8 + 4 + (2) = 43

"We're brave adventures going to clear that Sphinx out of the Cultists of the Forgotten Pharaoh who took over."

Marius smiles winningly at the Maftets trying to put them at ease.


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

Thaaaaat's how you do it! Unless of course we just said the wrong words and denounced our plan to the enemy, in which case we're gonna regret it. ^_^


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

Ahhhhhhh Calla, always looking on the bright side of things ;)


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

Bright side being that as nasty as they are, the pain shouldn't last long when they kill us...

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