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Pathfinder Mummy's Mask Campaign

how often should we play

  • every other week

    Votes: 0 0.0%

  • Total voters
    4
  • Poll closed .
Grognak- When you arrive at the Grand Mausoleum Septi looks at you and nearly smiles "It seems the Lady of Graves has decided that your fate is still undecided." After giving her the history of the Pentheru house that the Iron Covenant uncovered, she nods and hands you a small map "This is your final site to explore, it's an old Temple to Nethys called The Erudite Eye. It's probably the oldest building still standing anywhere in Wati."

Orin- You successfully make 3 Alchemist's fire (spend 20gp in material costs). I think the amount of time increase I gave for crafting is good on its own. If you want Co-Op crafting you'll need the feat, and I don't think a familiar can take the feat. Be sure to check out the Familiar page here for more on your familiar. Such as his INT is 7, he gets +2 nat armor, and has a max health at 1/2 of your max health.
 
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I've used the calculator here to keep track of progresses. On the second "day", I've subtracted the progress used to finish the first alchemist's fire from the progress one the second. In total doing it this way I've created two alchemist's fire. Spending 13 GP 3 SP and 2 CP in materials. Stat I hope this is acceptable! If not tell me how to alter it and I'll re-do any math or such.
As far as I can tell 1 item per day is a rule because you can't carry work done on 1 item over to another. However I found a rule that states

"If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster)"

In order to determine 2 hours worth of work, roll your craft multiply by the DC, then divide that total by 28 (7*4). This assumes you have brought your alchemy crafting kit. Then double your work total if you're familiar was with you.
 
Boring crafting log. Going to add to it to make it fancier later on probably. Just have to acquainted with their scripting.

Also question: Can I take 10 on crafting rolls?
 
Boring crafting log. Going to add to it to make it fancier later on probably. Just have to acquainted with their scripting.

Also question: Can I take 10 on crafting rolls?
Yes, you can take 10 on all crafting rolls. You should only have the possibility of losing all your work on crafting something, that is actually difficult for you to craft. Mundane crafts shouldn't carry the same risks as difficult crafts

EDIT* if you do have to roll, and the craft is Magical, the roll has to be blind (done by me) so that you don't know the outcome. The reason for this is that many magical items can be failed but create an unintended object. Such as attempting to craft a bag of holding and failing by 5 or more creates a bag of devouring, but you wouldn't actually know which you made.
 
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After most of everybody had left last night Farside rolled a knowledge Arcana on that mysterious statue that melted into the wall of the temple. Here are the results of that knowledge check

The statue appears to be made of the walls and floors, taking its form from them, this is unlike any known magic. Your best guess is that it is an elemental of sorts, probably earth given the nature of the sandstone the temple is made from. Early followers of Nethys, specifically during the first age of Osirion, were rumored to attempt the creation of new elementals. But this temple couldn't be that old and still be in the near perfect condition that it is in, could it? Besides there is no evidence that the Nethesian priests ever succeeded in creating a new elemental. Perhaps searching the Archives in the temple will turn up more information on the creature.
 
Throw Anything
The ruling for Throw Anything is going to be if it doesn't have a ranged increment it can be thrown at no penalty with the throw anything feat. It does damage based on size and weight not on its melee damage. So Light 1-handed 1d4, non-light 1-handed 1d6, two handed 1d8. Each adds your str modifier to damage. A 1 handed weapon is thrown as a standard action, but a 2-handed weapon needs a full action. Crit is *2 on nat 20, range increment is 10ft. The improvised weapon mastery feat will increase the damage by 1 step and double the threat range if you ever wish to take it.
 
Since you want it, we have critical failures now. If you nat 1 a ranged attack you're bow/crossbow becomes unstrung and you have to take a standard action to restring it. If you're throwing something it falls at your feet and either breaks or hits you depending on the item, if it hits you, you fall prone. For melee, if you swing and nat 1 the force of your miss knocks you to one knee, you take a -2 to AC till your next turn but can then stand as a swift action.

It has come to my attention that when you charge you take a -2 to your AC till the next turn, that will be enforced next session.

Orin: from what I've read your tumor familiar would enlarge person with you, so long as he's attached. Once he unattaches he would loss the enlargement and go back to his normal size.
 
Because book 2 "Empty Graves" is much more of a cluster fuck for the GM, I've been re-organizing on roll20. Handouts will be utilized much more, but have been organized into folders to make it much more manageable. There is already more stuff included in the handouts section, with more to be added soon. So feel free to drop in anytime and take a look through it, currently the most notable additions are to the notable people sections. This has basic information on a few people in town you would have known at least in passing already, though many of them aren't players until book 2 kicks off.
 
A friend of mine has been interested in Pathfinder and other RPG for a while and is curious as to how it plays on roll20. Would it be alright for him to observe our session tonight on roll20 and mumble?
 
RIP Grognak and Orin. Grognak died as he lived, cursing and smelling faintly of turpentine. Orin the dwarf, perhaps if he'd have been taller he'd have hit the monster that killed him.
 
Sol, book 2 of this campaign introduces the old god's of Osirion. The list of them is at the bottom of this page here, you can choose from those or any gods of the Golarion pantheon, even the lesser ones. But the old Osirion gods are going to be getting bigger roles and being a cleric of one of them could prove useful. Not to some huge degree that makes it necessary to choose them, but some minor god specific things. Such as if you had been a follower of Nethy's that Guardian wouldn't have attacked you. Mostly they would add some flavor to your cleric.
 
I know I have been looking at them all day, because if I'm going to do the blacksmithing cleric thing I'm thinking Ptah would be a better deity for Isal
 
Serenrae isn't even evil she'd be fine. Lamashtu might be the only one you'd have trouble with, as it was her followers who created the plague of madness in Wati.
 
In preparation for Wednesday you guys will want to prepare how you want to spend your off time you will have 3 days after finishing this tomb until the next book starts. Also figure out what you guys want to sell.
 
A couple of our newer people seem to be having trouble using their characters fully. Mummy's Mask was designed to be beaten by 4 players. So I thought we could post a couple of pointers here. Anybody can feel free to add thoughts as well.

Firstly spell casters, which right now is Farside and TC, your primary role in combat is to make the heavy hitters jobs easy. Select spells and extracts that will either do AOE and hit multiple targets, help you or your party bypass DR and SR, or halt the biggest baddie for a round or two. Most spell casters gauge their success based on how much damage they prevented the enemy from doing. Though I will admit its been tough on TC going up against so many opponents that aren't prone to the witches bread and butter of just putting them to sleep. Chill touch, ear piercing scream, and frostbite are a few spells that you'll want at least one of prepared just for immune to sleep hex baddies.

Know your traits, so far you've seen a lot of undead and constructs and they have specific traits. Undead are always immune to mind-affecting and death affecting (including sleep, disease, poison, and paralysis) and are not subject to any ability drain (ie draining Str, Dex, Int). Constructs are also immune to mind-affecting and death affecting, and have immunity to bleed.

So how to beat them? Undead have no CON at all, their health and Fort Save is based on CHA which is almost always low. Grognak's swing past the DR is a great strategy against most undead, but brings up the point of DR. DR is resistance against everything except the listed thing in most cases. Low level DR's tend to need either Bludgeoning, Piercing, or Slashing; higher level DR's need Silver, Cold Iron, or Adamantine. So as a party prepare for all 6 DR's. For most creatures an appropriate DC 15 knowledge check is enough to learn their DR's. As a general rule fleshy undead like zombies need things cut off of them (slashing) and boney undead like skelingtons need to be bludgeoned into millions of pieces.

Constructs have a wider range of DR's, the ones you've faced so far have needed, Cold Iron, Adamantine, and Fire to kill them quickly. So the knowledge checks are much more important to learn that. Think of a construct as an ancient computer, it has a specific set of instructions on when and how to attack, a construct guarding something won't attack until a parameter is met. Either opening a door, or touching a specific item, or getting to close tends to set them off. On top of that they don't tend to give chase or pursue much, so run away, regroup and get a plan together. Constructs also have crap for saves, so any magic that they aren't immune to they will have trouble staving off (though some of them have SR).

Healing, healing in combat is generally frowned upon but sometimes necessary. A wand of cure light is considered the best healing method throughout all levels of the game because its cheap. A wand should be used before spells and extracts unless you know that you aren't facing any more baddies. Saving spells and extracts for use against a tough baddie can be the difference between success and failure.
 

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