Mummy's Mask

Game Master Whack-a-Rogue

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Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

My wife and I are going away for the weekend, we'll be back late Sunday. This will be the first mini-vacation since I started here on the boards that I have not taken my laptop along so as to be able to post. However, I will be able to post Monday morning. It is the weekend, so please bot me only if absolutely necessary to keep things moving.

Hey YBD, I just saw your response in the other game. Thanks, we will try :)


M N human cleric 5//fighter 5 | HP 54/54 | AC23* T22 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+8** (+4 fear) | CMD23 MSD 14 PSD15* (+4 demoralize) | init+9* (+2 ruins) | Per+15 SM+8 | BB 4/4 F 8/8 Fr 5/5 HD 3/5 MF 1/1 RS 1/1 SL 2/2 SP 10/13 Stm 8/8 SW 3/5 | conditions: none | effects: darkvision 3h, momentum 1/11

Good job, Tribim! Looks like you saved our bacon again, just before leaving on a trip!


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

So nice to have a Lawyer defending our client :)


Wounds (2) HP (47) AC (25/15/21) Saves (6/9/6, +2 vs enchantment) SP (21/28) Perception (+8) Init (+4) Shifter Dragonborn Sorceress (5) Resist Acid (5) DR Magic (2) Wis Damage (2)
Tribim wrote:
So nice to have a Lawyer defending our client :)

The authors reacting to what was designed as a combat encounter


Actually....


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

So, would the 'circlet of persuasion' aid in feinting? Or more specifically, PSB?

This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks."


A circlet of persuasion grants the bonus to ANY Charisma-based check. As such, it's particularly good for Desna-worshipping Oracle/Paladins who wield starknives and are Noble Scions. In other words, "yes." :-)


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50
Your Benevolent Dictator wrote:
The pit is 30ft-deep, and affects everyone inside the marked square. I know Tribim's taking point but am unsure how much distance Aerith and Mahmoud are giving him.

I would say tribim was first in line, not walking side by side. Wouldn't the trap have sprung as soon as Tribim stepped on to it, instead of when he'd moved forwards?

edit: I had Tribim's HP at 2, I think it was a type-o, I'll double check in the morning.


Tribim's current map position is correct. It's a rather interesting trap, actually - I'm guessing the writer was inspired by Grimtooth. That section of floor is built like a seesaw. The end nearest the stairs is attached to a counterweight that keeps it in place. Once enough weight is at the other end, it tips and sends everything on it into a pit. The reason it's set to spring at a distance is so it can catch multiple people at once. :-)
------------------------------------------------------------------------
I think the last time Tribim took damage was during the Deathweb random encounter. I know you've been to a temple at least once since then, so it's pretty likely that you were healed.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

Thanks for the explanation, Sorry about loosing track of the HP, my mind has been elsewhere and I'm not as focused on the games.


Wounds (2) HP (47) AC (25/15/21) Saves (6/9/6, +2 vs enchantment) SP (21/28) Perception (+8) Init (+4) Shifter Dragonborn Sorceress (5) Resist Acid (5) DR Magic (2) Wis Damage (2)

“Is there any way to tell if there is anything magical in here before we move on?”

Can Aerith do this or is the divination sphere needed?


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

Sorry, I keep forgetting it's not as easy with spheres.


That's the base ability of the Divination Sphere.


Regardless of whether or not they're magical, I can definitely point out items of potential value. It depends on whether or not you want to take time checking the area. The only reason I haven't put up a list as usual is because it was looking like you're wanting to speed through the room and come back later for a more thorough check. Either way's fine; just let me know. :-)


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

Yeah, I remember typing a post and everything, apparently I didn't save or paizo ate it.... yeah, that's what we'll do, we'll blame the boards....


There's sickness going around work, and it's my turn to catch it. I blame the Kindergartner who sneezed in my face the other day. Hopefully I'll be back in the saddle in a day or two.


M N human cleric 5//fighter 5 | HP 54/54 | AC23* T22 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+8** (+4 fear) | CMD23 MSD 14 PSD15* (+4 demoralize) | init+9* (+2 ruins) | Per+15 SM+8 | BB 4/4 F 8/8 Fr 5/5 HD 3/5 MF 1/1 RS 1/1 SL 2/2 SP 10/13 Stm 8/8 SW 3/5 | conditions: none | effects: darkvision 3h, momentum 1/11

Hope you feel better soon, YBD!


Wounds (2) HP (47) AC (25/15/21) Saves (6/9/6, +2 vs enchantment) SP (21/28) Perception (+8) Init (+4) Shifter Dragonborn Sorceress (5) Resist Acid (5) DR Magic (2) Wis Damage (2)

Indeed! Wishing you a speedy recovery


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

Yuck, having a kindergartner sneeze in your face is terrible, can't you put a Ziplock bag over their head to prevent that?

Get better :)


3 people marked this as a favorite.

Welp, this was the sickest I've been in years, but I'm finally on the mend. I'll try to resume posting tomorrow.


M N human cleric 5//fighter 5 | HP 54/54 | AC23* T22 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+8** (+4 fear) | CMD23 MSD 14 PSD15* (+4 demoralize) | init+9* (+2 ruins) | Per+15 SM+8 | BB 4/4 F 8/8 Fr 5/5 HD 3/5 MF 1/1 RS 1/1 SL 2/2 SP 10/13 Stm 8/8 SW 3/5 | conditions: none | effects: darkvision 3h, momentum 1/11

I'm glad you're feeling better! I was worried for you.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

Aerith do you want to use tribim's hook to get out and save the spell?


Wounds (2) HP (47) AC (25/15/21) Saves (6/9/6, +2 vs enchantment) SP (21/28) Perception (+8) Init (+4) Shifter Dragonborn Sorceress (5) Resist Acid (5) DR Magic (2) Wis Damage (2)

It makes the most sense. I’ll get a post up as soon as I can :)

The spell point is a backup should shyt go down


Wounds (2) HP (47) AC (25/15/21) Saves (6/9/6, +2 vs enchantment) SP (21/28) Perception (+8) Init (+4) Shifter Dragonborn Sorceress (5) Resist Acid (5) DR Magic (2) Wis Damage (2)

Sometimes horrible dice rolls are just hilarious. This is one of those times.


Wounds (2) HP (47) AC (25/15/21) Saves (6/9/6, +2 vs enchantment) SP (21/28) Perception (+8) Init (+4) Shifter Dragonborn Sorceress (5) Resist Acid (5) DR Magic (2) Wis Damage (2)

My hope was for the enemy to leave and we could then find clues left behind. Sadly, the dice are *really* against these conversation roles.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

Any thoughts here? Do we want to leave or do we want to fight? I'm good either way, Tribim is laid back, but I'm a bit of a murderhobo.


1 person marked this as a favorite.
M N human cleric 5//fighter 5 | HP 54/54 | AC23* T22 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+8** (+4 fear) | CMD23 MSD 14 PSD15* (+4 demoralize) | init+9* (+2 ruins) | Per+15 SM+8 | BB 4/4 F 8/8 Fr 5/5 HD 3/5 MF 1/1 RS 1/1 SL 2/2 SP 10/13 Stm 8/8 SW 3/5 | conditions: none | effects: darkvision 3h, momentum 1/11

Mahmoud is fine with a fight, but willing to parley if Tribim or Aerith takes the lead. When talks break down, he's always ready to throw his weapon. Especially vs these guys, I think their bravado just annoys him.


Wounds (2) HP (47) AC (25/15/21) Saves (6/9/6, +2 vs enchantment) SP (21/28) Perception (+8) Init (+4) Shifter Dragonborn Sorceress (5) Resist Acid (5) DR Magic (2) Wis Damage (2)

Natron Fang (5,280gp; sells for half)
Carved from a single chunk of magically strengthened mineral salts, a natron fang is a khopesh forged to combat the undead, specifically mummies and incorporeal undead. A natron fang overcomes the damage reduction of mummies, mummified creatures, and other mummy-like creatures at the GM’s discretion. Once per day on a successful strike against an incorporeal undead creature, a natron fang also deals 1d6 points of Charisma damage (Will DC 10 + 1/2 HD + practitioner modifier halves) in addition to the weapon’s normal damage.

—-

A very nice magic item! Anyone want to use it?


M N human cleric 5//fighter 5 | HP 54/54 | AC23* T22 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+8** (+4 fear) | CMD23 MSD 14 PSD15* (+4 demoralize) | init+9* (+2 ruins) | Per+15 SM+8 | BB 4/4 F 8/8 Fr 5/5 HD 3/5 MF 1/1 RS 1/1 SL 2/2 SP 10/13 Stm 8/8 SW 3/5 | conditions: none | effects: darkvision 3h, momentum 1/11

It's an exotic weapon, which means none of us have proficiency with it. It's good enough that we might want to wield it anyway, even with the -4 to attack. Technically Mahmoud can give himself proficiency with his martial spontaneity ability, and I think Aerith can use it with Telekinesis even if she doesn't have proficiency? If that's true, I think we're better off with it in Aerith's hands.

I updated the loot sheet.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

yeah, every time we stumble on armor or weapons like this I think I should have stuck with the Catfolk fighter from the Shemtej people, But water under the bridge.

What do you all think about keeping this place as the shadow's hideout?


Wounds (2) HP (47) AC (25/15/21) Saves (6/9/6, +2 vs enchantment) SP (21/28) Perception (+8) Init (+4) Shifter Dragonborn Sorceress (5) Resist Acid (5) DR Magic (2) Wis Damage (2)

It’s free real estate!

Also GM…with telekinesis can Aerith use the weapon without proficiency?


M N human cleric 5//fighter 5 | HP 54/54 | AC23* T22 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+8** (+4 fear) | CMD23 MSD 14 PSD15* (+4 demoralize) | init+9* (+2 ruins) | Per+15 SM+8 | BB 4/4 F 8/8 Fr 5/5 HD 3/5 MF 1/1 RS 1/1 SL 2/2 SP 10/13 Stm 8/8 SW 3/5 | conditions: none | effects: darkvision 3h, momentum 1/11

Fine with Mahmoud, as long as we can keep the zombies at bay. :)

Just FYI, I'm leaving on an extended vacation tomorrow morning, and I'll be away from my computer for almost two weeks. I will have my phone and I will try to keep up with what happens in my games, but I may be less engaged than usual. My apologies in advance for any slowdowns. :)


I believe the telekinetic force is wielding the weapon, not Aerith, so proficiency isn't needed.


M N human cleric 5//fighter 5 | HP 54/54 | AC23* T22 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+8** (+4 fear) | CMD23 MSD 14 PSD15* (+4 demoralize) | init+9* (+2 ruins) | Per+15 SM+8 | BB 4/4 F 8/8 Fr 5/5 HD 3/5 MF 1/1 RS 1/1 SL 2/2 SP 10/13 Stm 8/8 SW 3/5 | conditions: none | effects: darkvision 3h, momentum 1/11

I updated the loot sheet. Someone should carry the handy haversack-- probably Aerith, since she has the lowest Strength and is often pulling out stuff to use, though it might be good for Tribim too!


*DING*
This is an excellent time to advance to Level Five. As usual, list all changes below - and don't forget about the ABP +1 to attack/AC/damage/etc. :-)


Wounds (2) HP (47) AC (25/15/21) Saves (6/9/6, +2 vs enchantment) SP (21/28) Perception (+8) Init (+4) Shifter Dragonborn Sorceress (5) Resist Acid (5) DR Magic (2) Wis Damage (2)

Level 5!

BaB/Saves: None
Attunement +1
HP: 5 (class) +1 (FCB) + 1 (Con) = +7
Skills: +4 (class) + 6 (Int) +1 (Cunning) = +11

Claws: Magic for DR
Dragon Scales (Ex): +1 AC

Feat: Diluted Mongrel (Combat Instincts: Lvl -2 gain martial tradition: Tattooed Warrior. Equipment: Unarmed Training, Unarmored Training. Bonus Feats: Dragon’s Tattoos, Zodiac Tattoos. Special: Tattooed warriors gain 1 bonus skill point that must be spent on Craft (tattoos) each time they gain a level in any class.

Magic Talent: Telekinetic Maneuver
You can use telekinesis to manipulate a target with more finesse than a Hostile Lift. You may target a creature with telekinesis to perform a bull rush, drag, reposition, trip, dirty trick, or grapple (upgrades to pin if the target is already grappled) combat maneuver against a target, ignoring size limitations. Use your caster level plus your casting ability modifier as your CMB. If grappling, your CMD is your telekinesis CMB + 10 and the target is allowed to attempt a Will save each round after the grapple is initiated to negate the effect, just as they can with Hostile Lift. These maneuvers do not provoke an attack of opportunity from the target. If grappling, you do not gain the grappled condition, and you cannot be knocked prone by failing a trip check.

A great level, everything considered.


M N human cleric 5//fighter 5 | HP 54/54 | AC23* T22 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+8** (+4 fear) | CMD23 MSD 14 PSD15* (+4 demoralize) | init+9* (+2 ruins) | Per+15 SM+8 | BB 4/4 F 8/8 Fr 5/5 HD 3/5 MF 1/1 RS 1/1 SL 2/2 SP 10/13 Stm 8/8 SW 3/5 | conditions: none | effects: darkvision 3h, momentum 1/11

Though editing my character sheet on my phone is dangerous, I do have a draft of Mahmoud’s build where I can access it. Here’s what I have noted for level 5:

5. Johnsonfinder Fighter 5, BAB +5, saves +4/+1/+1; combat talent (Sniper: Perfect Shot), weapon guard, weapon training +1, +1 skill; consummate performer; Acrobatics* +16, Athletics 1+8, Heal 1+3, Influence 0-1*, Knowledge (divine) 3-1, Knowledge (dungeoneering) 1+2, Perception* 5+3, Perform (dance) 5+11, Sense Motive 4+3, Survival 5+6, Use Magic Device 5-1; BARROOM BRAWLER; attunement +1

I will look at this more carefully when I get back to my desktop, but Mahmoud isn’t that complex. He has some weird skill choices to qualify for various combat feats with his martial spontaneity ability, like Rat Catcher and Ghostslayer, not to mention various Item Mastery feats. Speaking of which, his healing may now be more efficient than Aerith’s, given that it costs him Stamina rather than spell points, and Stamina recharges from short rests. (Though I think the healing item mastery feat has limited uses per day.)


The Item Mastery access is definitely fun, and it adds a lot of potential versatility. I just double-checked, and Restoration Mastery can currently be used 1/day to cast lesser restoration, and Curative Mastery can currently be used 2/day to cast cure light wounds or 1/day to cast cure moderate wounds. It looks like the scarab shield lets you meet the spell requirements for both feats, so you're all set as long as you treat the shield as a weapon (losing the AC bonus) during the round you activate the relevant Item Mastery feat. :-)


M N human cleric 5//fighter 5 | HP 54/54 | AC23* T22 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+8** (+4 fear) | CMD23 MSD 14 PSD15* (+4 demoralize) | init+9* (+2 ruins) | Per+15 SM+8 | BB 4/4 F 8/8 Fr 5/5 HD 3/5 MF 1/1 RS 1/1 SL 2/2 SP 10/13 Stm 8/8 SW 3/5 | conditions: none | effects: darkvision 3h, momentum 1/11
Your Benevolent Dictator wrote:
The Item Mastery access is definitely fun, and it adds a lot of potential versatility. I just double-checked, and Restoration Mastery can currently be used 1/day to cast lesser restoration, and Curative Mastery can currently be used 2/day to cast cure light wounds or 1/day to cast cure moderate wounds. It looks like the scarab shield lets you meet the spell requirements for both feats, so you're all set as long as you treat the shield as a weapon (losing the AC bonus) during the round you activate the relevant Item Mastery feat. :-)

I should have specified: the standard way to get item mastery feats on a Weapon Master fighter is with the Advanced Weapon Training combat feat, choosing the Item Mastery option. That says that he gets an Item Mastery feat that can be used with any magic weapon to which the fighter’s weapon training applies, rather than the typical requirements. That’s how I’d like Mahmoud to use them, if that’s okay with you!

Oops, I don’t think he can use Restoration Mastery yet, though, because he doesn’t have enough ranks in Heal. I’ll have to look at why I’m putting points in Survival instead of Heal— maybe I should change that because access to Restoration Mastery is much more valuable, I think.


Ah, gotcha. Not a problem!


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

Hey YBD, for Tribim's Rogue's Edge I'm considering 'Perform' which says; 5 Ranks: Whenever you attempt a Bluff, Diplomacy, Handle Animal, or Intimidate check, you can attempt a DC 20 Perform check to gain a +2 circumstance bonus on the check. Normally a skill check is a separate action. When Tribim is attempting a Feint, using Deception, would the 'performance' be part of that ' move action' or a separate 'move action'? The difference might be worth dumping skill points into performance :)


Wounds (2) HP (47) AC (25/15/21) Saves (6/9/6, +2 vs enchantment) SP (21/28) Perception (+8) Init (+4) Shifter Dragonborn Sorceress (5) Resist Acid (5) DR Magic (2) Wis Damage (2)

A question…how much gold do we have to work with now? I’d like to get the agile enchantment on Aerith now that she is lvl 5 (Dex hit and damage with 2x claws and 1x bite!)

Also…still abit confused on transformation.

“Special: You may gain traits from the Alteration sphere Blank Transformation while under the effects of this feat, even though it is a polymorph effect. This feat counts as possessing the Alteration sphere and the chosen (transformation) talent for the purpose of meeting feat prerequisites. If you possess the Perfect Imitation talent or Shifting Disguise feat, you may make cosmetic changes to your Transformation form per the base Alteration sphere trait.”

Let’s say that I take, as my casting talent for this level, lycanthropic alteration. That gives me
Blank Transformation +1 talent (retain ability).

Am I correct in this?

(1) 0 Spell points: transformation as a full round action. Indefinite due to feat.
(2) 0 Spell points: while concentrating, can get 2 traits from blank transformation.
(3) 1 Spell point: No concentration, lasts 5 minutes. 2 traits from blank transformation.
(4) Retain Ability: As a trait option, can keep Unarmored Training
(6) As a second trait option, can take 2x Slam Attacks.

Therefore…

No spell points: 2x Claw + Bite (from Dragonborn Sorcerer)
1 spell points: 2x Claw, 2x Slam, 1x Bite
All attacks are Dex to Hit and Damage (with agile purchased)

If this is all correct, then I’ll swap out telekinetic maneuver for alteration.

All in all? Telekinesis remains a ranged option and can be used to parry attacks. But having 5x attacks at melee will make her much better at actually fighting up close.


1 person marked this as a favorite.

Tribim: The Perform check is part of the same action. However, it wouldn't work on feint checks, as that's a psychological maneuver using PSB - not a Deception skill check. ;-)

Aerith: Your breakdown is very close to accurate. The only issue is that the 2x Slam attacks would replace your 2x Claw attacks due to the "only one natural attack per limb" FAQ. Slam attacks fall into a weird spot because the limb used varies based on the creature, but the ones granted by the Alteration Sphere specifically use your arms.


Wounds (2) HP (47) AC (25/15/21) Saves (6/9/6, +2 vs enchantment) SP (21/28) Perception (+8) Init (+4) Shifter Dragonborn Sorceress (5) Resist Acid (5) DR Magic (2) Wis Damage (2)

Ah! I thought with 4 legs that would work. So it would be a gore attack then, as black dragons sure seem to have what is needed for that

Still quite a good option. I’ll take lycanthropic alteration. And thank you for the clarification :)


Not a problem! Even a great wyrm black dragon only has 2x Claw and no Slam attacks - in addition to the Bite, Wing, and Tail attacks. ;-)


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50
Your Benevolent Dictator wrote:

Tribim: The Perform check is part of the same action. However, it wouldn't work on feint checks, as that's a psychological maneuver using PSB - not a Deception skill check. ;-)

Duh, sorry, yeah, back to the drawing board on what skill to bump. I'll get Tribim finished this morning.

As for the haversack, I don't really care who wears it.

EditMade perception the Rogue's Edge skill, here is the new information, I get his sheet updated shortly.

@ 5th lvl:
Benefits:
5th lvl Feat: Sphere: Focusing Feint
Attunement +1

Rogue
HP +7
Sneak attack 3d6
Rogue Class Features: Rogue's Edge (Perception), Shadowstriker
+ 10 skills: + 1 to Acrobatics, Disable Device, Deception, Escape Artist, Influence, Lore, Stealth. and + 3 Use magic device


Wounds (2) HP (47) AC (25/15/21) Saves (6/9/6, +2 vs enchantment) SP (21/28) Perception (+8) Init (+4) Shifter Dragonborn Sorceress (5) Resist Acid (5) DR Magic (2) Wis Damage (2)

Given that we are at the temple, would it be possible for Aerith to get her agile enchantment? Or would this be the sort of purchase that must be made elsewhere?


As it turns out, while it's typically an arcane spell, a Pharasman Cleric can get access to cat's grace (required to craft an agile enchantment) by selecting the Water domain.
1d100 ⇒ 43
You'll want to speak with Sebti the Crocodile, the High Priestess.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

Sorry, for some reason I'm not translating the loot tracking sheet well, do we know how much the split is?

Aerith's question has given me an idea for Tribim's weapons, would the temple be able to cast undead bane on one or both them, for a price of course...


All Clerics are capable of casting the required summon monster I, so that's perfectly fine. As it's rare for Clerics to take Crafting Feats, though, your options at the Grand Mausoleum are limited to Sebti the Crocodile.

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