Villamar Koth

Mahmoud the Blade's page

710 posts. Alias of eriktd.


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M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud stops abruptly, motioning to Aerith to keep back. He bends down and examines the pressure plate, sheathes his dagger, and draws out his thieves' tools. He murmurs a quick prayer to Pharasma, and does his best to disable the trap, silently congratulating himself for taking the cautious approach.

Disable Device, guidance, masterwork tools: 1d20 + 19 + 1 + 2 ⇒ (7) + 19 + 1 + 2 = 29


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

"It is a pyramid; if it is not what we seek, we are uniquely suited to exploring it," the cleric grunts with an excited fire in his eyes. He offers a prayer to Pharasma, granting himself the effects of darkvision and see invisibility. Then, temporarily ignoring the sounds of cultists preparing in the chambers beyond, he continues to carefully inspect the way forward, looking for traps and other hazards that he reasons are more pressing.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud collects all of the treasures into his pack, and points with his chin in the direction of the pyramid. "Head inside?" he asks Aerith, as he moves in that direction. As usual, he proceeds warily, stopping every few feet to look for traps or hazards.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

I’m traveling all this weekend so my posts may be delayed and sporadic.

Oh also, I updated the loot sheet!


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud slinks closer to the tent, searching for dangers or interesting things for Aerith to look at. (He views his job as making sure they know what is there before Aerith gets engrossed in reading hieroglyphs or old scrolls.)


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud peers around, looking for remaining hazards on the buildings.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

D'oh, forgot the saves again! I'll do the new set now so I don't forget.

Reflex save vs fire damage (DC 15): 1d20 + 13 ⇒ (18) + 13 = 31
Fortitude save vs blinded (DC 15): 1d20 + 13 ⇒ (5) + 13 = 18


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud nods his grim mask and follows, spinning gracefully in the air as he begins an aerial dance in Aerith's wake. He throws a barrage of daggers at the giant, the slender blade bouncing on either side of the dragon mage back to his waiting hand.

Attack #1 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 1 - 3 + 2 + 1 ⇒ (17) + 22 - 1 - 3 + 2 + 1 = 38
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR: 1d8 + 12 + 6 + 1 ⇒ (8) + 12 + 6 + 1 = 27
Bonus (Barrage) attack #2 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 1 - 3 + 2 + 1 ⇒ (7) + 22 - 1 - 3 + 2 + 1 = 28
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 12 + 6 + 1 ⇒ (5) + 12 + 6 + 1 = 24

Blowback Barrage (DC 18)

Bonus (Momentum) attack #3 (Quickspiral), Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 3 + 2 + 1 ⇒ (18) + 22 - 3 + 2 + 1 = 40
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 12 + 6 + 1 ⇒ (3) + 12 + 6 + 1 = 22
Critical confirm attack #3 (Quickspiral), Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 3 + 2 + 1 ⇒ (14) + 22 - 3 + 2 + 1 = 36
Add critical damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 12 + 6 + 1 ⇒ (2) + 12 + 6 + 1 = 21

Entwining Prance (dance):
Mahmoud: move action (optionally move 5'-15') to start, move 10'-15' to maintain; allies within 15': move action (optionally move up to half speed) or 5-ft step to join

Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save (DC 18) or become entangled until they leave all the dancers’ threatened areas (or until the dance ends).

(By default, Mahmoud does this for every enemy who comes into his threatened area.)

Guarded Twist (dance), +1 AC:
Mahmoud: move action (optionally move 5'-15') to start, move 10'-15' to maintain; allies within 15': move action (optionally move up to half speed) or 5-ft step to join

A creature can pick up an item from the ground, retrieve a stored item, sheathe a weapon, or stand up from prone as part of the movement required to join or maintain this dance. Dancers taking the actions listed above do not provoke an attack of opportunity (including when they initially take the action to become a dancer).

Additionally, whenever you begin or maintain a dance with this talent, roll a Perform (dance) check with a circumstance bonus equal to the number of dancers, which cannot exceed your operative ability modifier (minimum +1). All dancers may use your Perform (dance) check result in place of any Acrobatics check to avoid provoking an attack of opportunity for as long as they continue the dance.

Perform (dance), circumstance bonus: 1d20 + 22 + 2 ⇒ (17) + 22 + 2 = 41

If you have at least 6 ranks in the associated skill for this package, the dancers also get a +1 dodge bonus to AC for every 6 ranks you possess. (+1)

Active Defense, +4 AC:
If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1.

(By default, Mahmoud uses this every time he is attacked.)

Momentum Pool (11 points):
Allies within 30' can spend

1 point, free action: move 5' (provokes, 20' max per round)
1 point, no action: when an enemy's attack hits, reduce the damage by 4
2 points, no action: when an ally's attack hits, add 4 damage (once per attack)
3 points, swift action: bonus attack at highest BAB (does not stack with haste effects)


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud activates his fly blessing (a swift action using Barroom Brawler and Combat Stamina) and also launches into the air behind Aerith. He ends up floating beside the other nearby crossbowman, and he throws a barrage of his dagger strikes at the guard.

Attack #1 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 1 - 3 + 2 + 1 ⇒ (3) + 22 - 1 - 3 + 2 + 1 = 24
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR: 1d8 + 12 + 6 + 1 ⇒ (3) + 12 + 6 + 1 = 22
Bonus (Barrage) attack #2 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 1 - 3 + 2 + 1 ⇒ (18) + 22 - 1 - 3 + 2 + 1 = 39
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 12 + 6 + 1 ⇒ (1) + 12 + 6 + 1 = 20
Critical confirm attack #2 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 1 - 3 + 2 + 1 ⇒ (16) + 22 - 1 - 3 + 2 + 1 = 37
Add critical damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 12 + 6 + 1 ⇒ (5) + 12 + 6 + 1 = 24

Active Defense, +4 AC:
If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1.

(By default, Mahmoud uses this every time he is attacked.)

Momentum Pool (14 points):
Allies within 30' can spend

1 point, free action: move 5' (provokes, 20' max per round)
1 point, no action: when an enemy's attack hits, reduce the damage by 4
2 points, no action: when an ally's attack hits, add 4 damage (once per attack)
3 points, swift action: bonus attack at highest BAB (does not stack with haste effects)


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud nimbly catches it. "My goddess prefers that I do not align myself too closely with the Purpose of those of lawful intentions. I cannot use it, but I will carry it faithfully until we can find someone who will reward us for our discovery."


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

The forums have been so unstable this weekend, up and down every 30 minutes or so. I'm worried they are on their last legs. We might want to come up with a backup plan in case there is no solution in sight? Maybe at least send our Discord handles or email addresses to YBD?


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud's frown deepens, and rather than watching Aerith's surgery, he nods and climbs up a bit onto the sides of the gully to watch for approaching enemies, just in case.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud frowns. "Seems a shame to just leave it lying here, though perhaps that is the best way to honor Pharasma. It will eventually decay and other animals who can stomach the venom will eat away at it over time. We might want to open its stomach and see if it has eaten anything valuable, though that is a delicate operation. It might be best for you to do it from a distance?"


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud attempts to skillfully manipulate the spin on his magical dagger to keep it from being corroded.

Reflex save #1 (DC 22): 1d20 + 15 ⇒ (11) + 15 = 26 (+1 in ruins)
Reflex save #2 (DC 22): 1d20 + 15 ⇒ (13) + 15 = 28 (+1 in ruins)
Reflex save #3 (DC 22): 1d20 + 15 ⇒ (12) + 15 = 27 (+1 in ruins)
Reflex save #4 (DC 22): 1d20 + 15 ⇒ (16) + 15 = 31 (+1 in ruins)

Feeling that his goddess is surely with him, he overconfidently throws another barrage of dagger tosses at the enormous serpent while he grins maniacally through the mask he wears.

Standard action, spend martial focus on Barrage.

Attack #1 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 3 - 3 + 2 + 1 ⇒ (8) + 22 - 3 - 3 + 2 + 1 = 27
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR: 1d8 + 12 + 6 + 1 ⇒ (5) + 12 + 6 + 1 = 24

Bonus (Barrage) attack #2 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 3 - 3 + 2 + 1 ⇒ (19) + 22 - 3 - 3 + 2 + 1 = 38
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 12 + 6 + 1 ⇒ (3) + 12 + 6 + 1 = 22

Bonus (Barrage) attack #3 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 3 - 3 + 2 + 1 ⇒ (20) + 22 - 3 - 3 + 2 + 1 = 39
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 12 + 6 + 1 ⇒ (2) + 12 + 6 + 1 = 21

Confirm critical attack #2 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 3 - 3 + 2 + 1 ⇒ (10) + 22 - 3 - 3 + 2 + 1 = 29
Additional damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 12 + 6 + 1 ⇒ (3) + 12 + 6 + 1 = 22

Confirm critical attack #3 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 3 - 3 + 2 + 1 ⇒ (1) + 22 - 3 - 3 + 2 + 1 = 20
Additional damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 12 + 6 + 1 ⇒ (7) + 12 + 6 + 1 = 26

He pauses a moment to see if the creature is still alive, or merely dramatically pausing before it falls. If the former, he triple-steps east to maintain his performance and restore his focus.

Entwining Prance (dance):
Mahmoud: move action (optionally move 5'-15') to start, move 10'-15' to maintain; allies within 15': move action (optionally move up to half speed) or 5-ft step to join

Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save (DC 18) or become entangled until they leave all the dancers’ threatened areas (or until the dance ends).

(By default, Mahmoud does this for every enemy who comes into his threatened area.)

Guarded Twist (dance), +1 AC:
Mahmoud: move action (optionally move 5'-15') to start, move 10'-15' to maintain; allies within 15': move action (optionally move up to half speed) or 5-ft step to join

A creature can pick up an item from the ground, retrieve a stored item, sheathe a weapon, or stand up from prone as part of the movement required to join or maintain this dance. Dancers taking the actions listed above do not provoke an attack of opportunity (including when they initially take the action to become a dancer).

Additionally, whenever you begin or maintain a dance with this talent, roll a Perform (dance) check with a circumstance bonus equal to the number of dancers, which cannot exceed your operative ability modifier (minimum +1). All dancers may use your Perform (dance) check result in place of any Acrobatics check to avoid provoking an attack of opportunity for as long as they continue the dance.

Perform (dance), circumstance bonus: 1d20 + 22 + 2 ⇒ (9) + 22 + 2 = 33

If you have at least 6 ranks in the associated skill for this package, the dancers also get a +1 dodge bonus to AC for every 6 ranks you possess. (+1)

Active Defense, +4 AC:
If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1.

(By default, Mahmoud uses this every time he is attacked.)

Momentum Pool (11 points):
Allies within 30' can spend

1 point, free action: move 5' (provokes, 20' max per round)
1 point, no action: when an enemy's attack hits, reduce the damage by 4
2 points, no action: when an ally's attack hits, add 4 damage (once per attack)
3 points, swift action: bonus attack at highest BAB (does not stack with haste effects)


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud breaks north, moving quickly as Aerith interposes herself between him and the creature. He begins a complex, weaving dance as he prepares to throw his dagger, and murmurs a quick prayer to Pharasma, asking her to protect her champion's magic weapon from the serpent's corrosive blood.

He begins a performance and moves 15' as a move action, and gifts the party with his pool of magical momentum. Then he throws a barrage of attacks at the enormous reptile.

Attack #1 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 1 - 3 + 2 + 1 ⇒ (19) + 22 - 1 - 3 + 2 + 1 = 40
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR: 1d8 + 12 + 6 + 1 ⇒ (4) + 12 + 6 + 1 = 23
Bonus (Barrage) attack #2 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 1 - 3 + 2 + 1 ⇒ (7) + 22 - 1 - 3 + 2 + 1 = 28
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 12 + 6 + 1 ⇒ (8) + 12 + 6 + 1 = 27
Bonus (Momentum) attack #3 (Quickspiral), Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 3 + 2 + 1 ⇒ (14) + 22 - 3 + 2 + 1 = 36
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 12 + 6 + 1 ⇒ (5) + 12 + 6 + 1 = 24
Crit confirm #1 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 22 - 1 - 3 + 2 + 1 ⇒ (9) + 22 - 1 - 3 + 2 + 1 = 30
Additional damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 12 + 6 + 1 ⇒ (6) + 12 + 6 + 1 = 25
(If any of these attacks hit, he will spend 2 momentum to add 4 damage.)

According to Blowback Barrage, if he hits twice his enemy must make a DC 18 Reflex save or be pushed back 5'. Since Aerith is probably grappling it, does that mean she is also pushed back? (If so, maybe I should rethink that talent, since I imagine Aerith will often be grappling our opponents...) Or maybe it means the opponent pivots around Aerith like a pinwheel? The talent says if it hits a solid object, it falls prone. Maybe Aerith holding on to it makes it fall?

Blowback Barrage (DC 18)

Entwining Prance (dance):
Mahmoud: move action (optionally move 5'-15') to start, move 10'-15' to maintain; allies within 15': move action (optionally move up to half speed) or 5-ft step to join

Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save (DC 18) or become entangled until they leave all the dancers’ threatened areas (or until the dance ends).

(By default, Mahmoud does this for every enemy who comes into his threatened area.)

Guarded Twist (dance), +1 AC:
Mahmoud: move action (optionally move 5'-15') to start, move 10'-15' to maintain; allies within 15': move action (optionally move up to half speed) or 5-ft step to join

A creature can pick up an item from the ground, retrieve a stored item, sheathe a weapon, or stand up from prone as part of the movement required to join or maintain this dance. Dancers taking the actions listed above do not provoke an attack of opportunity (including when they initially take the action to become a dancer).

Additionally, whenever you begin or maintain a dance with this talent, roll a Perform (dance) check with a circumstance bonus equal to the number of dancers, which cannot exceed your operative ability modifier (minimum +1). All dancers may use your Perform (dance) check result in place of any Acrobatics check to avoid provoking an attack of opportunity for as long as they continue the dance.

Perform (dance), circumstance bonus: 1d20 + 22 + 2 ⇒ (20) + 22 + 2 = 44

If you have at least 6 ranks in the associated skill for this package, the dancers also get a +1 dodge bonus to AC for every 6 ranks you possess. (+1)

Active Defense, +4 AC:
If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1.

(By default, Mahmoud uses this every time he is attacked.)

Momentum Pool (11 points):
Allies within 30' can spend

1 point, free action: move 5' (provokes, 20' max per round)
1 point, no action: when an enemy's attack hits, reduce the damage by 4
2 points, no action: when an ally's attack hits, add 4 damage (once per attack)
3 points, swift action: bonus attack at highest BAB (does not stack with haste effects)


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud dutifully keeps his eyes open, watching through the holes in the mask, the whites flashing in the shadows as they travel down the valley. He looks for dangerous hazards on the ground and higher up the walls as they go, taking his time as they are not in a hurry.

I'm guessing that's either a Perception check or Survival. Can he take 10 as they go slowly?


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

When Aerith returns, Mahmoud shares what he surmises about the hive. "They may know more about the area, and direct us to the tomb if we help them," he mutters. "Or we could keep searching, and come back if we fail to discover it ourselves."


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud takes up a position on high ground and watches for movement or other dangers before they approach the mound.

He'll also take 10 on Perception (31) and Survival (21, 26 when tracking) if necessary.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud does his best to back up Aerith, singing what he hopes is a pleasing counterpoint harmony. As he does, he steps back and forth on his nimble feet, sketching out a primitive dance of worship and supplication.

"Ohhhhh... tongue tongue
Ohhhhh... hums hums
Ohhhhh... Storm-born King
Nooooo... fang we sing
Ohhhhh... power and might
Ohhhhh... flee in fright"

He wrinkles his nose behind his mask. He is sure the creature will find this cacophony irritating, and he hefts his dagger in his hand behind his back to be ready as soon as it attacks.

"Ohhhhh... song to KEEP!
Ohhhhh... not our MEAT!
Ohhhhh... challenge THROWN!
Ohhhhh... rightful THRONE!"

He begins a dance performance, stepping up to Aerith and slowly traveling around her as they sing. He also activates his momentum. He spends a hit die to add to his Perform check.

Aid Perform (sing, untrained), Well-Practiced: 1d20 - 1 + 1d10 ⇒ (3) - 1 + (7) = 9

Following Aerith's lead in the pregnant silence that follows, he draws out one of the flame drake breath glands that they harvested from the creatures and holds it aloft to demonstrate her claim.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud nods agreeably. "With Pharasma’s support, let us pray that your diplomatic approach will work as well with this dragon as it did with the last.”

He prepares to cast fly.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Darn. Then I guess Mahmoud would be at the mercy of the die roll. Not likely to make a beautiful song! :)


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud scrunches up his nose behind his mask, causing his eyes to narrow. "I am not a singer. Nor do I play an instrument. I do know a little about music, but I doubt it would impress anyone." He sighs. "But, it is a dragon, which I think you will want to know more about. I may be able to draw upon Pharasma's blessings to conjure pleasing sounds in an emergency."

I think he can use Illusion Mastery to cast minor image. Would that create an illusion of music? Maybe a bard playing a fiddle or lute? How 'good' would the performance be? :)


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud frowns. Climbing down would not be easy, but it might be worth flying, depending on what they thought would be likely found there. He also looks around while Aerith examines the area.

(He'll take 20 on Perception too.)


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

That seems like a wise move. ;)


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud nods. "Agreed. Let us continue. Lead on!"


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud collects the treasures and waits for Aerith to rejoin him before they continue onward.

(Added loot to spreadsheet!)


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud signals to Aerith and dives to follow and make sure both drake and rider will no longer bedevil them.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Reflex save (DC 17): 1d20 + 12 ⇒ (13) + 12 = 25
Reflex save (DC 17): 1d20 + 12 ⇒ (9) + 12 = 21

Mahmoud veers sideways as he soars through the air, and avoids the brunt of the explosions.

(15 fire damage.)

He throws his dagger at the enemy drake, adding extra strength to make up the distance between him and his opponent.

Attack #1 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer, range: 1d20 + 22 - 3 - 3 + 2 + 1 - 1 ⇒ (14) + 22 - 3 - 3 + 2 + 1 - 1 = 32
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR: 1d8 + 12 + 6 + 1 ⇒ (4) + 12 + 6 + 1 = 23

Bonus (Barrage) attack #2 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer, range: 1d20 + 22 - 3 - 3 + 2 + 1 - 1 ⇒ (10) + 22 - 3 - 3 + 2 + 1 - 1 = 28
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 12 + 6 + 1 ⇒ (1) + 12 + 6 + 1 = 20

Bonus (Barrage) attack #3 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer, range: 1d20 + 22 - 3 - 3 + 2 + 1 - 1 ⇒ (18) + 22 - 3 - 3 + 2 + 1 - 1 = 36
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 12 + 6 + 1 ⇒ (6) + 12 + 6 + 1 = 25

Critical confirm attack #3 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer, range: 1d20 + 22 - 3 - 3 + 2 + 1 - 1 ⇒ (16) + 22 - 3 - 3 + 2 + 1 - 1 = 34
Critical damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 12 + 6 + 1 ⇒ (1) + 12 + 6 + 1 = 20

Blowback Barrage (DC 18)

He moves 15' closer to the remaining drake and rider, beginning a beautiful and intricate dance as he flies. He also activates his momentum, regaining his martial focus.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud uses Barroom Brawler as a swift action to gain Flight Mastery and casts fly. Then he moves upward to join Aerith.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud nods his complete agreement from behind his intimidating mask. He immediately begins walking the direction she indicates, doing his best to choose the best path through the wild lands.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

I really like how flexible it makes Mahmoud, because otherwise fighter can often become just do attack/do damage. He has some nice versatility in his super-specialized build. The trick is to remember all of his options, so that I can call upon them when they become relevant!


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m
Your Benevolent Dictator wrote:
Looking back at the various Item Mastery feats, I just noticed that they all have a limited number of daily uses. It looks like you can currently cast fly twice per day and lightning bolt once per day.

They do, but Mahmoud has the Abundant Tactics Advanced Weapon Training feature, which adds his weapon training bonus to the number of times he can use a combat feat with a limited number of uses per day.

Although, now that I look at it again, I am not sure if Abundant Tactics applies. Mahmoud is using martial spontaneity to gain a combat feat, Advanced Weapon Training. He selects the Item Mastery option, which gives him an Item Mastery feat. The Item Mastery feat is not a combat feat, so Abundant Tactics might not apply to it. But I could also see an argument that the Item Mastery feat is part of the Advanced Weapon Training combat feat, and so for Advanced Weapon Training options that have a limited number of uses (like Item Mastery) Abundant Tactics should apply.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud listens quietly as Aerith explains what the various items do. "We are lucky we did not need that stone salve," he grunts. "What use is a hydra? A pet?" He shrugs.

If we think we are likely to face enemies vulnerable to electricity, the wand of lightning bolt might be worth having-- though Mahmoud can already cast lightning bolt by using Martial Spontaneity to get Energy Mastery.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Yay! Thanks, GM. :)

I'd imagine if we can go around this hex and keep exploring the sand flats according to Aerith's plan, we will.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Fort save (DC 18): 1d20 + 13 ⇒ (3) + 13 = 16

Mahmoud veers back when Aerith identifies the creature, trying to avert his eyes, but less nimble than usual due to his inexperience with flying. He gets a good look at it, and shudders.

Is it too late to expend his martial focus to roll a 13 on the die? I know I should have said that before I rolled, but I forgot about it until I started looking to see if there was any way to undo the failure. :)


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud can't fly all the time like Aerith can; he can only fly for 9m at a time by casting fly with the Flight Mastery feat. This costs him stamina points, and he can regain them by resting for a few minutes, but I think for general exploration he has to remain on the ground while Aerith scouts above.

So, I'm going to imagine that when Aerith spots the rock formations and reports, Mahmoud will then cast fly and join her to approach and examine them more closely from the air.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud squints into the sun. "Are those statues?" he asks. "I wonder what could cause such formations." He itches his shoulder and adjusts his desert headpiece.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Seems like Aerith has a plan so I'll defer to her. :)

Did the worm have any treasure? Maybe a special tooth? (Thinking of NetHack!)


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Oh, sorry, I must have misread that bit about the hardness. When we rest this evening, Mahmoud will cast mending on the dagger, which should undo the corrosion, right?


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Would Mahmoud know that he needs to improve his Reflex saves before he engages? If he does, he will use Barroom Brawler as a swift action by spending 5 stamina, and give himself Advanced Weapon Training (Fighter's Reflexes), which allows him to add his weapon training bonus (+4) to Reflex saves for 1 minute.

He will also start his performance before launching his barrage, rather than after as he usually does, so that he can activate Replenish if necessary. (If he is performing, and Aerith joins the performance, they both count as having an active totem for the Rally ability because of his Vicious Performer feat.) He will also activate his Momentum (mostly in case we need to mitigate damage).

Reflex (vs acid maw, DC 17): 1d20 + 12 ⇒ (16) + 12 = 28 (+4 if he has Fighter's Reflexes active)

15 damage from the acid maw. I don't think I can use Momentum to reduce that because it's not from "an attack".

Looks like Quickspiral has hardness 10 (base light weapon) + 4 (2 x enhancement bonus) = 14, and hp 2 (base light weapon) + 20 (10 x enhancement bonus) = 22. For the save, Mahmoud gets to add his weapon training bonus (+4) because of his weapon guard ability. It's not a specific type of bonus, so I think that means he can add it twice if his Fighter's Reflexes went through.

Reflex (vs corrosive blood #1, DC 17): 1d20 + 12 + 4 ⇒ (6) + 12 + 4 = 22 (+4 if he has Fighter's Reflexes active)
Acid damage: 3d6 - 14 ⇒ (4, 4, 5) - 14 = -1 (halved if he saved)

Reflex (vs corrosive blood #2, DC 17): 1d20 + 12 + 4 ⇒ (6) + 12 + 4 = 22 (+4 if he has Fighter's Reflexes active)
Acid damage: 3d6 - 14 ⇒ (4, 1, 1) - 14 = -8 (halved if he saved)

Looks like Pharasma is watching over him!

Mahmoud springs into action when the worm emerges from the sand, dancing forward and hurling his daggers at the creature despite the stream of acid it sprays at them. With amazing agility he tosses his dagger in such a way that it avoids the corrosive spurts of the worm's blood yet still cuts deeply.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud agrees. He seems content to let Aerith choose their route, only voicing his opinion should she be uncertain.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Yay! Should we just pick a direction to go from our current hex? I'd suggest we go north, heading for the sand flats. We don't have any hints about where the tomb is, do we? For some reason I imagine it would be in sand flats, but that's just my gut instinct.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud looks back at the gnolls. "I can just fly at the same level as you, then," he says slowly. "Once we are higher up, we should see what they intend with their bottled storms, to flee or fight."

He moves into the sky, rising up to see over the swirling sand and crossing the distance to bring him 60' closer. Then, depending on where the enemies are placed, he maneuvers to encourage them to flee easily along the river rather than deeper into the mountains. He looks around with his higher vantage, scouting what lies where in their immediate area.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud looks at Aerith's dragon form. He says: "If I climb on your back, we might fight better together. We could also watch the enemies from above to see what they do. I have Pharasma's blessing to keep me from falling."


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Sure thing! I have been imagining that Mahmoud is basically circling his enemies, but we should make it clear when we are in corridors and other tight spaces how far he can actually travel.

I just discovered that there are some new Intimidate-focused talents that have been added to Barrage. If possible, I'd love for Mahmoud to take Warning Shot (blitz) instead of Demoralizing Momentum. Demoralizing Momentum requires an immediate action to activate but can be used by either Mahmoud or Aerith, while Warning Shot takes away a Barrage attack and can pin the opponent down to keep them from fleeing. The latter seems better for Mahmoud to me, and I doubt Aerith will ever give up an immediate action to demoralize an opponent when she could instead use a (slam) talent. What do you think?


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

I noticed something else that I might be playing wrong: The Performance (dance) talents say that when Mahmoud uses them, he becomes fatigued after ten minutes. I realized I was assuming that if he doesn't use them for ten minutes, he doesn't get fatigued, but it might be that he gets fatigued whenever he uses them, but only every ten minutes. I searched the Drop Dead discord looking for clarification, but I didn't see anything. Here's the text of the (dance) package: "For every 10 minutes that a dance is maintained, you become fatigued; you cannot begin a dance while exhausted."

If it works the way I thought it works, there's hardly any cost at all for Mahmoud to use it every fight, since he will never keep it up longer than a few minutes at most. If it works the way I suspect it actually works, Mahmoud will have to use martial spontaneity or Barroom Brawler ten minutes after every fight he dances to gain Restoration Mastery and use it to remove the fatigued condition, and then rest to regain stamina. (Or get Aerith to cast Restore.) Also he can only use Restoration Mastery 5 times each day (1/day plus Abundant Tactics gives him 4 more uses).


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud (as a move action) activates his martial spontaneity to grant himself the ability to cast fly (he gains the Item Mastery Advanced Weapon Training feat, which temporarily gives him Flight Mastery for one minute). Then he casts fly on himself (as a standard action, if he can do both before initiative).


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud pauses, and watches the slavers and their hyenas through slitted eyes. While he is not opposed to fighting them, their captured humans could prove problematic for Aerith and himself to look after. Frightening them off would be better, he thinks. He looks sideways at Aerith to see if she has similar thoughts, though he has a very hard time reading her expressions in dragon form. "Scare them off?" he mutters to her in his low, growly voice.


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Hmm, in that case I could take Signature Skill (Intimidate) and get the benefits of Pathfinder's Intimidate skill unlocks with Mahmoud's Perform (dance) skill? That's still pretty good!


M N human cleric 9//fighter 9 | HP 64/94 | AC28*** T27** FF22* | F+13* R+12** (+1 ruins) W+13** (+5 fear) | CMD28 MSD 17 PSD20* (+8 vs demoralize) | init+10** (+2 ruins, +3 RR) | Per+21 SM+8 | BB 4/5 Fa 13/13 Fe 8/8 HD 9/9 RS 2/2 SaA 8/8 SaW 8/8 SLAs 3/3 SP 21/22 Stm 11/13 | conditions: none | effects: darkvision 9h, momentum 14/14, see invisibility 90m

Mahmoud had spent some time on the run in his previous life, and had some small idea of basic survival methods when camping in the desert. He also keeps a wary eye out for danger, and examines any tracks they come across to get a sense of what enemies they may face.

Mahmoud will take 10 on Survival checks if that's allowed. Stealth probably isn't an option while marching through the desert with a dragon, but if we want to try to sneak up on something Mahmoud can cast invisibility. Mahmoud is also wearing a ring of sustenance, since Aerith suggested a while back that he purchase one as soon as he could.

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