Mummy's Mask - Empty Graves [Pathfinder] (Inactive)

Game Master Stiehle

Patfinder campaign set in the environs of the City of Wati in the nation of Osirion.


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Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Well.... I was imagining a lot worse!


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

West, Are you waiting for posting from me and Hasina? Or are our previous posts still pending?

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

I think I have been forgetting to add bless, Could you please adjust my rolls as neccessary.

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

I think its a given that we still pick up everything in this room, although we probably should have stated that.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

I presume you guys are always looting! I won't usually make a fuss unless something is really damn heavy or bulky.


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

Good! We grab it all unless it will slow us down.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Rediz, I'm not terribly familiar with the Alchemist class. Is that Darkvision one of your spells/draughts? I've got these as your current spell/draught list:

Extracts (Spells) Created /Used:
1st Level - Heightened Awareness, Detect Undead, Reduce Person, [Open Slot], [Open Slot]
2nd Level - Alchemical Allocation, Alchemical Allocation

Do me a quick favor and check out your character sheet on my site and let me know if everything looks good or whether I'm missing anything vital to your character class. Thanks! :)

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

The extract List was correct but I used up one reduce person and prepared
my two open slots with another Reduce Person and a Targeted Bomb Admixture.

The Draught are the cryptbreakers alternative to mutagens and provide me with better senses instead of better attributes.

Crypt Breaker

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

Did I miss us getting to Level 5 somewhere? Because otherwise the the duration of my spell should be 4x10-x so likely only 35.

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

re: TPK

Well I might be able to survive 2 hits from a mummy, but that won't make much of a difference if I am the only one fighting at that point.
But Soumral making her checks and putting up some delaying action would be really helpful for now.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Yeah, those mummies auras are bad news. I thought maybe that if you made a save you were good against all other auras, but it looks like they're dealt with separately. That said, I don't see mummies as bright enough to use coup-de-grace or anything. I imagine them as slowly and terrifyingly choking the life out of their victims as they stare upward in horror.


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Just need one heavy hitter to resist. But with Elliander out. And Will is a fighter's weak point! They might not be smart enough to CDG, but choking can finish someone pretty quick?

That fear affect doesn't make them drop weapons does it?

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

We are only paralyzed, so no dropping weapons.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Correct. Death grip on your weapon as doom approaches!


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Redirecting the mummy away from Elliander was more or less the result I was hoping for. However with a twist. In order to move the mummy would need to make a DC 10 acrobatics check. Failure is no moment, while success allows half movement. The mummy may not be able to get quite so close to Soumral just yet. Text below:

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

I actually did look into that as I was curious if he needed to make that roll. But movement begins with the target square you're stepping into, from everything I've read. So moving out of the grease wasn't a problem as he was able to step into a 'safe' square with the first step of his 20' movement. Once he picked himself up off the floor, of course!


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Whew! I just assumed Soumral was going to get slammed since the chance of a miss was so low!

Thanks West, I've now added all those items to Soumrals gear finally.

Create Pit lasts for rounds per level so it needs as much fire thrown into it as possible Rediz!

There is a path for Soumral to take circling around the mummy, but it doesn't get her all that far away from it at the end of 30'. It was really tempting to throw down another Grease spell and block it from the rest of the room. That would really suck for Francis though. And Soumral can't just keep throwing out blockers, the mummy needs some damage on it.

At least the paralysis will be over by the time the pit goes away.

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

I can do nice damage to one mummy now, but I would think its more important to get rid of the one attacking you. I probably still need three hits, but with a bit of help from Francis two might be enough.

By the time the other Mummy comes up the fighters will be back online and make short work of her.

EDIT: Also I unfortunately Don't have fire, I am a crypt breaker

@ GM: Since I am acting before the mummies can I post my next action?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Rediz, yes you can definitely take your action!

Soumral, how are you avoiding that AoO the mummy will take for you moving around it in that fashion? I'll rule that you won't need to make a Will save vs the Green Mummy's aura, since it's 15' down in the pit and at your angle you won't have line of sight. But keep in mind if it crawls up to within 5' of the edge you'll have to give me that Will save against its aura.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

West, I'll draw a line if I can on the map.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

That works, thanks! Still gonna need at least one Acrobatics roll though - to move out of your current space on the map. Only a 5' step would allow you to avoid that.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

I believe the current line avoids the need for an acrobatics roll? As far is it goes I'm perfectly content to move 30' straight back but the map doesn't extend that far.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

If you move at all, it requires an Acrobatics check. You can take a simple 5' step back and NOT make one. Unfortunately, it's tough to break out of a melee without taking an AoO unless you're quite nimble - and even then, a monster with a high CMD score can make it tough.

For your current path, yes you need to give me an Acrobatics roll. Failure means it takes another swipe at you as you break away. Or you can hold firm, back up a step (5') and use your wand without making a roll.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Hm, I've not seen movement done that way before. Fine I'll just take the 5' step back.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Really? Oh yeah, movement in combat is very dangerous in Pathfinder (and in D&D rules). Now Pathfinder 2e is a lot more forgiving - unless you're a class that can take an Attack of Opportunity.

Here are the rules for AoOs if you want to read through them.

Attack of Opportunity

Scroll down a bit to Provoking AoO and Moving for Soumral's predicament.

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

I think GM is right, if you want to cast while locked in melee, you are taking a lots of step backs.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Ha! I guess nobody follows the rules. I play in several games and none of them do movement this way. In the others, if moving straight out of a threatened square to a non-threatened square there's no AoO. Otherwise it's the same as the rules lay out.

It doesn't make much sense really. If I can move 5' back and be fine, then I can move more than 5' back and be fine because after 5' I'm not within reach anyway.


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Using a wand doesn't take an AoO though.... Good reason to have a couple!


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

True, Francis! Movement always causes an AoO - though I did forget you can use the withdraw action to take free movement. However, this is a standard action, so doing so means you can't attack that round. As mentioned, the only other exception is the 5' step - which is often used as Rediz said to put some distance between yourself and the target to cast a spell. There is a nice illustration of how movement causes AoOs on pg 181 of the core rulebook.

Casting a spell while adjacent draws an AoO unless you cast defensively and some other actions draw an AoO as well. The list is on Table 8-2 (pg. 183)

Folks, I'm taking a long weekend and going on a camping trip, so I won't be posting again until Sunday night at the very earliest - and probably not until Monday.

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

Enjoy Your weekend and I just wnated to sayy, that I really enjoy the pace this one has developed in the past few weeks.

@Damage Reduction Alchemist do elemental damage, which is not subject to DR, so Rediz bombs does full damage. (DR Rulebook).
Wont make that much of a difference to kill him, but with another Ray or one of my bombs the first Mummy should be history soon.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Have a nice time camping West.

Agreed Rediz, so much easier to keep one's head in a game when it has momentum.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Thanks, I had a good time!

I'm sure gonna try and keep this adventure cooking along. Things are lightening up for me at work. Rediz, you can post your action for Round 5 just before the mummies take their actions. I'll adjust your damage, thanks for the reminder! Soumral, you can post your action as well. :)

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

Hmm I Only have 2 of my Bombs available and when they are gone I a just a glorified crossbowman. And I expect at least one big fight when we find the source of that pulse.

On the other hand I could probably do a lot of easy Damage in the current situation, before the Mummy comes up and infects somebody with Mummy rot. SO what Do you guys think.

@ GM Yes redirecting damage is fine, I just didn't want to many if then else statements into my post. But will try to add a short note next time.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

We will need to rest at some point before the final push I think. We have 21 hours remaining, I think we've made good time to this point.

Soumral's getting very thin on spells as well Radiz. If you want to play drop the exploding bottle on the mummy with her she can give you an alchemists fire. It would save you a bomb.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Thanks Rediz, I don't mind if/then statements in your post - but if you don't want them cluttering it up you can always hide them in a spoiler. That works for me!

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)
Soumral Malyarin wrote:

We will need to rest at some point before the final push I think. We have 21 hours remaining, I think we've made good time to this point.

Soumral's getting very thin on spells as well Radiz. If you want to play drop the exploding bottle on the mummy with her she can give you an alchemists fire. It would save you a bomb.

In Pathfinder you can have 8 hours rest anywhere during the day and refresh all your abilities correct? Because I don't think we have time to wait for the next day and still be inside that 24h window for the compasses to be active.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Yeah, we just need 8 hours and a secure place.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

So long as you don't take more than one 8-hour rest in a 24 hour period, you can indeed take a rest like the one you propose. Assuming you find a secure place, of course.

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

@ Francis: If you want to expend a Channel just do so, if you want Rediz to use his wand its also fine with me.

@ GM if Francis says I shoudl do it, just roll until all are within 5 points of fully healed.

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

I will be in holiday from 3rd to 18th of July, so posting might be a bit spottier during that period.


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

If we need a rest maybe we should finish finding the compasses, identify the target location from them, and then exit back to the city where we can be safe behind the Necropolis walls? Maybe?

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

How has teh group handled "robbing" the graves so far? All these alchemy bills aren't going to pay themselves and at the current level having a few more Flasks in reserve behind my bombs make a lot of difference, but its definitely not worth running around looting everything.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

The group has no Bag of Holding, so toting a bunch of huge swords around isn't practical - unless you want someone to be really burdened. Soumral has some space in her Haversack, so I'm not to concerned about coins, jewels and smaller items you want to carry off. Your treasure list in the Campaign Tab has some other items I figure isn't much of a problem to tote around - but yeah, unless someone plans to strap on several swords or carry them around in an ungainly bundle, I'm figuring you'll leave these behind unless you tell me specifically otherwise.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Rediz: Soumral isn't too bothered by "robbing". She's a Pathfinder Agent after all and it's more or less part of the job.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Oh!! The moralistic concerns of robbing tombs? I think most folks have made their peace with it. :) I'll let Francis describe his own thoughts though!

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

Dont Want to make it too much of a thing. Just that its the first time it came really up and so far we have strayed a bit from the typical formula of searching and looting everything to the ground.

But I am fine with Ellianders suggestion.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

What Rediz?! If you give in that easily how will Soumral get a chance to lecture you to death on the fundamental irrationality of grave goods given what is known factually about the afterlife?

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

Well that would definitely solve the question of me taking that Falchions to the market. Although they way things are currently standing I might have a better chance doing once I'm dead.


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Being a Theologian of Pharasma, Francis believes that the dead should be left alone, with their personal belongings. Since this place has already been raided, and there doesn't seem to be any historical or familial markings on the items.... (?) It only makes sense to return such items to the market and use the proceeds to further the cause!

That said, I can't see carrying them around. But if we could stash them and recover them on our way out!?!

Grand Lodge

M LN Ratfolk Alchemist (Crypt Breaker) | HP: 39/39|AC 18, Touch 15, FF 14| | Init: +5| F: +6, R: +9, W: +3| CMB: 4, CMD: 18| Speed 30ft| Perc: +12 (+3 vs. Traps), SM: +1 | Active conditions: None| Bombs 13/13 (DC17) | Extracts 6/6 (DC16), 4/4|(DC17)

I am all for Soumrals plan its just hard to remember what was said before the GM update in a PbP format.
Actually if possible I would like to use my yet unused move action to retreat after the throw.

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