Stormcrow's Mummy's Mask: Your Mommy can't help you

Game Master stormcrow27

A quest to save Osirion from the pharaohs of old.


51 to 100 of 567 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Slam is a 1 point evolution that replaces claws on a biped if you want. Improved damage should be 1d10 since it goes up one step. My question is where is it getting the +8 to Stealth and Perception racial bonus?


That's the skilled (stealth) and skilled (perception) evolutions.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

I think I'll be the umd guy. I'll make final changes after work tonight. Too much trouble to do it from my phone.


Got it. I missed those through the first read through on summoner.


Works for me, Varisia. And remember, revolvers can become available so you can pull shoot the charging scimitar guy scene from Raiders.


I just picked up the summoner's handbook, so if you ever want a specific summons list for all you happy casters, (which is almost all of you), I can do that.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

I picked up a crossbow for that just in case. May need to do some rejiggering now.


I don't have any leftover money for more acid flasks or alchemist fire. It would be nice if someone who does could get some to deal with potential swarms...


You can always use torches. I know the entire immune to weapons negates the energy damage routine with swarms, but I allow things like torches to do energy damage vs swarms. It might only be 1 of damage, but it works.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5
stormcrow27 wrote:
@Jandar Trust me you won't be underpowered for long. The time thief gets super ridiculous fast, especially if you start using motes for skill checks like stealth etc, because you can use them after you see the result of the roll. Plus as you get higher you can grant extra move actions to allies, add the mote to damage, etc. Oh and 20th level you're immortal. And you can age people to death, rewind time, stop time, grant rerolls to your allies and add your mote bonus to it after they have acted, and so on. And if you take the half-elf favored class time thief boost, your mote bonus will go up an additional 1d4 every 6 levels, so at 18th you could get a +24 potential bonus to any attack roll, etc for 1 mote, and you would have 21 times a day that you could do it, not counting the talent that adds your charisma bonus as an extra number of motes that you can use per day. And gain sneak attack.

It's ok. I just noticed the plethora of 19 or higher abilities that made it challenging to take the lead on any skills, nor be a burden on the group. It was more mock whining than anything else; I'm ok playing with the rolls I got.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5
Zariya Ameerah wrote:

@Jandar-Ki Naïlo: If you don't feel like Time Thief gives you enough options I can recommend looking at the Martial Training I-VI line of feats. Picking up maneuvers from Path of War (or expanded) would synergise quite well with the extra actions a Time Thief gets. Riven Hourglass would be major flavor win (it's the time discipline), but there are a plethora of other good options, picking a cha based discipline might be better since Riven Hourglass is wis-based if picked through Martial Training. The only downside to picking this is that it costs a lot of feats (I guess it's similar to variant multiclassing in that regard), so if you pick those feats when you can then you won't get too many other feats. You could use flaws to pick up extra feats at level 1 to compensate though.

Thanks for the suggestion. I'm not familiar with the Paths of War material. Honestly this is one of the few chances I've gotten to use 3rd party stuff so I'm going to try to keep it core + the specific 3rd party piece; mainly because I want to minimize the variables and get a real feel for that material.


Time thief is one of my favorite third party classes. Frankly, a lot of the third party stuff is designed better then some Paizo classes. Of course, a lot of designers jump between Paizo and 3rd party publishing, so it's not surprising. The biggest issue I have found is what NOT to use to prevent concept paralysis. Of course, I'm the bad GM who uses 3rd party material. Anyway, once people have their characters set and how/why you decided to join all together, we'll get this started. If you can't come up with a joint solution, I have a couple of ways to get you together.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

I'll pick up an alchemists fire when I do my final edit tonight.

Varisia would have done whatever he could to talk his way on to one of the necropolis teams. Being newly arrived to Osirion he wouldn't have had a bunch of time to make many connections in the capital before heading up-river.


Female Half-Orc Cleric 2 HP 21/21 AC 19/12/17 F+8 R+5 W+10 Per+6 Init+2 | Channel 4/6 Luck 7/8 Protection 7/7
Skills:
Acr -2, App 6, Blu 1, Cli -1, Dip 7, Dis 0, Esc -2, Fly -2, Hea 8, Int 3, Kno(arc/his/nob/rel) 6, Lin 6, Rid -2, Sen 8, Ste -4, Sur 9, Swi -1

Added drawbacks.

I like Children of the Sun.

Zohreh would've tried to reach out to merchant or church contacts; joining up with a group would be her first priority.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

Updates:
+Dodge

Plan on going the Mobility/Spring Attack/Disorientating Maneuver route. Move, debuff, move sounds like a good way to use Steal Fate and Steal Time.

+Climb

No Diplomacy per the above discussion. Climb felt more appropriate for the theme of the character and was recommended in the Guide.

+Longsword, sling.

Bludgeoning ranged weapon for backup. Longsword for now until we get more cash and I get experience playing the character.

Trap finding. Left per Varisia's comment.

I also took 2 acid vials and an alchemist's fire to support swarms.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

Some ideas on how the group came about:

1. Jandar-Ki, as a treasure hunter for House Ordos, recruited the team to procure relics.

2. Zohreh could have a vision from Shelyn leading her who to recruit for some religious reason/recover an item for Shelyn temples/prevent a catastrophe.

3. Just a good 'ol list of freelancers that locals grouped together.

4. Zariya was recruiting the team together based on XYZ criteria?


Female Half-Orc Cleric 2 HP 21/21 AC 19/12/17 F+8 R+5 W+10 Per+6 Init+2 | Channel 4/6 Luck 7/8 Protection 7/7
Skills:
Acr -2, App 6, Blu 1, Cli -1, Dip 7, Dis 0, Esc -2, Fly -2, Hea 8, Int 3, Kno(arc/his/nob/rel) 6, Lin 6, Rid -2, Sen 8, Ste -4, Sur 9, Swi -1

I don't mind being roped in by Shelyn - who is a cleric if not someone to be led around the nose by the plot god as needed? Number 3 might be best, though; we could all be 'set up' as a group by our individual contacts (like a mass blind date), and we can introduce the characters with the story of how we each got there.


Biggest problem with being roped in by various contacts is that most of us don't have contacts... Out of the ones above I like 4 best. Why would Shelyn rope her into a group with agents of various different deities? I'll read over the sheets that I haven't gotten to so far and come with some suggestions of my own.

@Zohreh, Jandar-Ki Naïlo: Would you be ok with Golden Sun Hunters? It seems like that's the preference for the majority.

@Jandar-Ki Naïlo: Are you going for longsword and shield? If not a two handed weapon would deal more damage...

I swapped in a few torches myself, just in case we run out of stuff to throw.

@stormcrow27: The original heirloom weapon gave a masterwork weapon as well as +1 to hit with it, while the new one removes both of those and just leaves you with proficiency. Can I use the original one, or perhaps a middle ground (one of the benefits but not both?).


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

Aaaaaaand done. I think I'm good to go.

I'm good with any of the options for getting the group together. 2 would probably have the biggest draw for my character as it would place the relics in a temple.


@Varisia: Did you forget the alchemical items you mentioned above?


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

Herp derp, good catch. NOW I'm done.

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

@stormcrow27 - can I reskin a greatsword to be like the scimitar Azeem uses in Robin Hood?


Varisia James wrote:
Herp derp, good catch. NOW I'm done.

You might want to buy some arrows so you're not throwing your shortbow at people. It would be an Indiana Jones thing to do, but that -4 to attack for an improvised weapon is pretty bad. A dagger or a club might not also be a bad idea when your whip won't hurt things (like zombies...).


Cade Greenleaf wrote:
@stormcrow27 - can I reskin a greatsword to be like the scimitar Azeem uses in Robin Hood?

You mean a falchion? ;-)

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5
Arasmes ibn'Fayad wrote:
Cade Greenleaf wrote:
@stormcrow27 - can I reskin a greatsword to be like the scimitar Azeem uses in Robin Hood?
You mean a falchion? ;-)

Depending on where you look, maybe. Most falchions aren't the overly stylized swept blade used in the movie. If anything, they look like giant Bowie knives. Mechanically Zariya might call it out as well since the damage is only equal to a single-handed weapon.


Cade Greenleaf wrote:
@stormcrow27 - can I reskin a greatsword to be like the scimitar Azeem uses in Robin Hood?

That blade isn't historically accurate anyway, since scimitars were thinner and designed for horseback. However, there is this that might fit better.

http://eberronunlimited.wikidot.com/great-scimitar

Exotic One-Handed Melee Weapon
Cost: 200 gp
Dmg (S) 1d6 Dmg (M) 1d8 Dmg (L) 2d6
Critical: 18-20/x2
Range Increment:
Weight: 8 lb
Damage Type: Slashing

Source: Sandstorm

It does 4 points less, but your crit range is higher. For a full up two handed version, I would probably go with 1d10 with a crit range of 18-20/x2 and no exotic prof. Or you could use this with no need for an exotic prof because it's a regional weapon (similar to the martial familiarity stuff dwarves and elves and orcs get).


True, I guess the closest is something called a moorish scimitar but I would take storm's 1d10 18-20 in a heartbeat lol


Zariya Ameerah wrote:
@stormcrow27: The original heirloom weapon gave a masterwork weapon as well as +1 to hit with it, while the new one removes both of those and just leaves you with proficiency. Can I use the original one, or perhaps a middle ground (one of the benefits but not both?).

@stormcrow27: Did you miss my question?

That weapon you just wrote up sounds nice, though I think I would rather want to stick with reach.


M Animal (Dinosaur, Ankylosaurus) Animal Companion 1 [HP: 8/8 | AC: 23 T: 12 FF: 21 | F: +2 R: +5 W: +1 Init: +2, Perc: +5]

Animal Companion is finalised, I believe.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5
stormcrow27 wrote:
Cade Greenleaf wrote:
@stormcrow27 - can I reskin a greatsword to be like the scimitar Azeem uses in Robin Hood?

That blade isn't historically accurate anyway, since scimitars were thinner and designed for horseback. However, there is this that might fit better.

http://eberronunlimited.wikidot.com/great-scimitar

Exotic One-Handed Melee Weapon
Cost: 200 gp
Dmg (S) 1d6 Dmg (M) 1d8 Dmg (L) 2d6
Critical: 18-20/x2
Range Increment:
Weight: 8 lb
Damage Type: Slashing

Source: Sandstorm

It does 4 points less, but your crit range is higher. For a full up two handed version, I would probably go with 1d10 with a crit range of 18-20/x2 and no exotic prof. Or you could use this with no need for an exotic prof because it's a regional weapon (similar to the martial familiarity stuff dwarves and elves and orcs get).

This works for me. How much will the two-handed version cost? I'll have to procure one in the future. I can't afford one with starting funds.


Jandar-Ki Naïlo wrote:
stormcrow27 wrote:
Cade Greenleaf wrote:
@stormcrow27 - can I reskin a greatsword to be like the scimitar Azeem uses in Robin Hood?

That blade isn't historically accurate anyway, since scimitars were thinner and designed for horseback. However, there is this that might fit better.

http://eberronunlimited.wikidot.com/great-scimitar

Exotic One-Handed Melee Weapon
Cost: 200 gp
Dmg (S) 1d6 Dmg (M) 1d8 Dmg (L) 2d6
Critical: 18-20/x2
Range Increment:
Weight: 8 lb
Damage Type: Slashing

Source: Sandstorm

It does 4 points less, but your crit range is higher. For a full up two handed version, I would probably go with 1d10 with a crit range of 18-20/x2 and no exotic prof. Or you could use this with no need for an exotic prof because it's a regional weapon (similar to the martial familiarity stuff dwarves and elves and orcs get).

This works for me. How much will the two-handed version cost? I'll have to procure one in the future. I can't afford one with starting funds.

On your sheet it says you started with 180 GP and got 79 left over, is that not correct? That'll hopefully be more than enough.


That one was designed around the lower damage higher crit range you see with the scimitar (1d6 18-20) to the longswords's 1d8 19-20. The great scimitar is the bastard sword version of the scimitar, doing 1d8 damage with a crit range of 18-20 and requiring an exotic prof to use one handed, in comparison to the bastard sword doing 1d10 to a 19-20. Therefore, a two-handed sword does 2d6 19-20, so a two-handed scimitar would do 1d10 with a crit range of 18-20. For comparison with older editions, great scimitars did 2d6 to S-M and 2d8 to large back in 2nd Ed. So less damage higher crit range.

Cost for great scimitar 35 gp (same as bastard sword)
Cost for two-handed Hassan CHOP! scimitar 50 gp (same as greatsword)

Heh, those Moorish scimitars are designed for use with belly dancing, and some even have 4 inch wicks to set them on fire. Sorry, Zariya, I missed your question. That is a crappy trait, because A) you have to pay for the weapon, B) you get a bonus to attacks of opportunity or maneuvers, and C) you now have encouraged people to take nothing but trip or reach enabled weapons, otherwise there is no mechanical bonus with it. D) And there is no advantage for any of the martial classes except for a potential free exotic weapon prof. So how about this. You get a free non-masterwork weapon that you automatically have proficiency with if you don't already have it, and you get a +1 competence bonus to attack rolls with it.


That's awesome, thanks :D. At some point I'll hopefully be able to use masterwork transformation to turn it into masterwork which can then be enchanted further.


Note: that won't work for firearms. I'm sure none of you would do this anyway, but I know some players who would take that feat, get a double hackbut, and then sell it for more gear.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3
stormcrow27 said wrote:
Varisia James said wrote:
Herp derp, good catch. NOW I'm done.
You might want to buy some arrows so you're not throwing your shortbow at people. It would be an Indiana Jones thing to do, but that -4 to attack for an improvised weapon is pretty bad. A dagger or a club might not also be a bad idea when your whip won't hurt things (like zombies...).

Good call on the club, I usually add one to every character cause they're free but I spaced it on this one. And I was planning on shooting myself out of the shortbow, but I guess I can pick up some arrows if you're going to slap me with non-proficiency penalties. Sheesh.


Varisia James wrote:
stormcrow27 said wrote:
Varisia James said wrote:
Herp derp, good catch. NOW I'm done.
You might want to buy some arrows so you're not throwing your shortbow at people. It would be an Indiana Jones thing to do, but that -4 to attack for an improvised weapon is pretty bad. A dagger or a club might not also be a bad idea when your whip won't hurt things (like zombies...).
Good call on the club, I usually add one to every character cause they're free but I spaced it on this one. And I was planning on shooting myself out of the shortbow, but I guess I can pick up some arrows if you're going to slap me with non-proficiency penalties. Sheesh.

Yup I'm such a hard GM.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5
Zariya Ameerah wrote:
Jandar-Ki Naïlo wrote:
stormcrow27 wrote:
Cade Greenleaf wrote:
@stormcrow27 - can I reskin a greatsword to be like the scimitar Azeem uses in Robin Hood?

That blade isn't historically accurate anyway, since scimitars were thinner and designed for horseback. However, there is this that might fit better.

http://eberronunlimited.wikidot.com/great-scimitar

Exotic One-Handed Melee Weapon
Cost: 200 gp
Dmg (S) 1d6 Dmg (M) 1d8 Dmg (L) 2d6
Critical: 18-20/x2
Range Increment:
Weight: 8 lb
Damage Type: Slashing

Source: Sandstorm

It does 4 points less, but your crit range is higher. For a full up two handed version, I would probably go with 1d10 with a crit range of 18-20/x2 and no exotic prof. Or you could use this with no need for an exotic prof because it's a regional weapon (similar to the martial familiarity stuff dwarves and elves and orcs get).

This works for me. How much will the two-handed version cost? I'll have to procure one in the future. I can't afford one with starting funds.
On your sheet it says you started with 180 GP and got 79 left over, is that not correct? That'll hopefully be more than enough.

The Cost is listed as 200gp in the example, so that's what I was working with :)


Hmm, I think Zariya definitely want to gather together this party ahead of time. Though feel free to start of however you want. Since no one are changing classes or anything major, can't we just start and let people figure out the last minor details as we go?


Yup. I won't be able to reference the adventure until 7:00 pm EST or so today ,and obviously Easter Sunday will slow stuff down, but I'll get things going.


Female Half-Orc Cleric 2 HP 21/21 AC 19/12/17 F+8 R+5 W+10 Per+6 Init+2 | Channel 4/6 Luck 7/8 Protection 7/7
Skills:
Acr -2, App 6, Blu 1, Cli -1, Dip 7, Dis 0, Esc -2, Fly -2, Hea 8, Int 3, Kno(arc/his/nob/rel) 6, Lin 6, Rid -2, Sen 8, Ste -4, Sur 9, Swi -1

Name's fine. Think I've finally tweaked my character for the last time, so looking forward to beginning.

If any are having difficulty thinking up a 'method of entry', they can be a part of the travelling caravan I'm entering the city with. One of us could get recruited and recommend the other.

Thanks for the heads up on Fate's Favoured, Zariya. Since it stacks with Sacred Tattoo, and I have the Protection domain, I now have some solid saves in place! My Protection bonus may be best shared using Resistant Touch when in battle, based on that.


Female Aasimar Druid 7 (Noble)

Easter Sunday is tomorrow for me and I'll be out of town with family. My time zone currently is GMT+11, but daylight savings will end 3rd April and our clocks will go back an hour (then we'll be GMT+10).


First game post spinning up now.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

Pretty much set myself. I'll enter on the caravan and attempt to join the expedition, hopefully successfully, when Zohreh looks for volunteers among the travelers.


Female Aasimar Druid 7 (Noble)

Like Varisia, I'm good with Lorn being part of the caravan entering the city and heeding Zohreh's call for volunteers. Since Lorn will be travelling with Arasmes, he'll hear and join, too.


I think Zohreh was just suggesting that the people should recommend each other for joining from the caravan. How about we instead all travel in on the same caravan. On the way to Wati we get to talk around the campfire and find that we all roughly share the same goal and decide to team up?


Female Aasimar Druid 7 (Noble)

@Zariya: I'm fine with that slight alternative.


First game post spun up. If you wish, you can ignore it and roleplay your way to Wati, and then react as per the first gameplay post.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

Works for me...


Want to join us in the gameplay thread Jandar-Ki?

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

I will. I spent most of yesterday building my new PC, troubleshooting why it wouldn't power up (flaky power supply from my previous pc), and learning Windows 10 for the first time (trying to force application installs to the HDD instead of the SSD where the OS is installed). I'm *barely* online today as I ponder having to do a re-install.

51 to 100 of 567 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Stormcrow's Mummy's Mask: Your Mommy can't help you Discussion All Messageboards

Want to post a reply? Sign in.