Redeemer

Generic Mendicant Monk's page

25 posts. Alias of Harakani.


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HP 46(52)/36(42)

appraise: 1d20 + 14 + 5 ⇒ (11) + 14 + 5 = 30
Hal takes a quick look through the crate "Hard ta tell for certain... but could be... maybe ten thousand gold worth of stuff here? You'd haf'ta know the right people." he rubs his hand through his beard "But I reckon I know some people who might know the right people."


HP 46(52)/36(42)

Burn 2 3rd level spells and 1 use of Spell Study for Book Ward please!
Hal whistles at the crates. "That'll pay for a fair bit of work on the ship..."


HP 46(52)/36(42)

Hal turns back to the mage, and swears. He cuts off a moment later with a guilty look at Mel.
"This guy." he toes at the space where the mage is, speaking quietly "This guy's a problem. The f...man is all but an archmage - he's bloody got 'Mind Blank' ready ta go. We can't afford for 'im to wake up - but if he dies - well, there are legends of people usin' dark magic ta come back from the dead and this guy is the sort of... person who probably has that sh...tuff all queued up. No way someone aint Seerin' 'im, or callin' up 'is ghost. I don't want 'im to die knowin' who we are. So someone might need ta stabilise 'im."
"We need to gag 'im, strip 'im - carefully. Then tie 'im up. Then find some way to hide 'im from seers. Then..."
He looks up hopefully "'Less there's a plan?"


HP 46(52)/36(42)

perception: 1d20 + 19 ⇒ (12) + 19 = 31 assuming this is enough to see the flickering firelight, or the sound of the bonfire, or gets told...
Also assuming this is a non-magical fire. If Arcane Sight shows it to be a magical fire he can use Dispel instead.

"You got this for now?" Hal asks Nelly, then shakes his head. He sighs, uses his staff to push himself to his feet, and starts moving.

He ducks under an Archon, around a barrel and then past another Archon. He vaguely waves his staff in the rough direction of the burning fire behind the man, and a massive blast of water weaves its way along the ground through the crowd, gathering mass as it moves. Finally reaching a wave a few feet tall it throws itself into the burning fire.
move 4 squares up. Cast Hydraulic Push on the fire.


HP 46(52)/36(42)

Plan was to use False Life and Greater False Life to be more robust. That was a lot of damage though.


HP 46(52)/36(42)

Sorry! Just realised I'd forgotten that his 24h con buff gives (8) temp hp. Happy to skip the healing if that would make a difference.


HP 46(52)/36(42)

Hal stiffens for a second at the touch, though whether from the magical effect or simple human contact is hard to tell - even for him.


HP 46(52)/36(42)

@Túrion: fair enough - Hal doesn't get a lot of use out of it anyway!
Standard action to examine the mage using Arcane Sight.

Quote:
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

I think this will also tell him how many items the man has, and active spells. Not sure how long it takes to actually identify things/spells.

If he sees magic starting he'll cue Nelly and Mel to strike.
If he sees anything that looks like a contingency then he'll deal with that.
Otherwise he'll try to start disarming the mage. As mage is still invisible this will be based on his memory from before, his perception and the relevant auras. Feel free to roll for Hal as necessary.
Move Action: Manipulate object. Take a (noticed) object from the mage in the following priority: Component Pouch, Staff, Wand, Necklace/Amulet, Cloak.
Still smoking slightly, Hal looks up as Fennith vanishes. He blinks, mutters "Hallus?" and then turns back to the mage. As if deciding something he nods to himself, and then looks quickly to Mel and Nelly. "Alright. Keep an eye on him for a moment. I'm going to try to disarm him."
He hovers the invisible mage, staring intently. Moments later his hand darts down and returns with an object.


HP 46(52)/36(42)

Reasoning:
We seem to be doing okay now, but
(A) a lot of high level mages have contingencies, or pacts, or delayed spells, or triggered items. Hal wants to stop that happening.
(B) if someone else enters the room and tries to cast a spell, he wants to stop that.
(C) it was this or scream at the mage and start thumping it with his staff.


HP 46(52)/36(42)

reflex: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Edit: no point in using resources on this as a 1 is an auto fail that may damage items :(
Need to get a reroll ability!

Actions: Free: 5ft step to close. Move: looking for contingencies and/or traps the mage might use. Standard: readied Dispel Magic/Grab to stop any more hostile magic/items.
perception: 1d20 + 5 + 5 ⇒ (11) + 5 + 5 = 21 + another 5 for invisible

The Monk smokes in the aftermath of the lightning bolt, a metal chain around his neck having left a scalding burn around his neck.
he stumbles forward, and sinks to his knees beside the now downed mage.


HP 46(52)/36(42)

"Nice try." The mendicant mocks as the tentacles vanish, rushing out of the door and in a curving path towards the invisible mage.
adding a move for 60ft (hasted). Means triggering an AoO from one of the thugs, but shouldn't trigger from the mage.


HP 46(52)/36(42)

Hmm. He can Dispel as standard and close as move, I think? Double cost for going through Mel, AoO from one thug.


HP 46(52)/36(42)

As the tentacles close around him, Hal fumbles for a component, and with his one free hand poking from the dark loops attempts to invoke a mindless, ancient power.

mechanics for dispel:

Standard action to cast Dispel on the tentacles.
Focussed Spell for +4 CL
Diminishing Sash for +1 CL
concentration check to cast dispel: 1d20 + 13 + 8 ⇒ (20) + 13 + 8 = 41
IF this works, will burn a hero point on the dispel.
dispel check: 1d20 + 13 + 8 + 1 ⇒ (12) + 13 + 8 + 1 = 34


HP 46(52)/36(42)

Hal - who had been considering standing in front of Turion - instead squeezes his staff through the doorway and launches another 2 magical streaks. They flickered through the air, impacting... nothing. The same nothing Nelly was attacking.
magic missiles. damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8


HP 46(52)/36(42)

skill rolls and divinations:

Sorry for the length...
Spellcraft to identify Turion's spell (if spell) DC 15 + spell level: 1d20 + 21 + 5 ⇒ (14) + 21 + 5 = 40
Knowledge Nature to identify Fennith: 1d20 + 16 + 5 ⇒ (10) + 16 + 5 = 31

soulsight goggles: This set of goggles is engraved with geometric patterns and arcane runes. The wearer can immediately see and discern magical auras within 60 feet, as arcane sight.
Arcane Sight: This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
Spellcraft check per person in the new room in LOS. I think this is just the (presumably dead) door opener, the spellcaster, and 2 of the thugs. They may have multiple items or spells. Hoping 3 checks is enough - feel free to roll more if needed.

spellcraft #1: 1d20 + 21 + 5 ⇒ (18) + 21 + 5 = 44
spellcraft #2: 1d20 + 21 + 5 ⇒ (5) + 21 + 5 = 31
spellcraft #3: 1d20 + 21 + 5 ⇒ (16) + 21 + 5 = 42
Unless there is some amazing information in there, actions will be:
Free: 5ft SW.
Move: get some belt.
Standard: ready an action to dispel incoming spell use Dispel Magic (will require a caster check, using belt to get CL +9) if it is a spell level of 3 or higher.


The 'Monk' darts to the corner of the room furthest away from the recently arrived young lady.


HP 46(52)/36(42)

Hmm. Not sure Hal actually has something to tie him up with. Certainly he does not have manacles. Spare shoelaces if that's okay?


HP 46(52)/36(42)

Good point Brookside GM: In this case it'd be modelled on an officer of the law securing someone (which he'd have experience of, though on the other end). Mechanically I think it'd be a grapple, followed by a pin, followed by restraints (if he had restraints).
If the man is cooperating it might go faster.

I grant it's not a great tactical move, but it fits what he's seen before - excepting assassination.


HP 46(52)/36(42)

Um, if it is alright....
Halfling down, the monk focusses on securing the surrendered man.


HP 46(52)/36(42)

perception: 1d20 + 9 + 5 ⇒ (12) + 9 + 5 = 26
spellcraft: 1d20 + 21 + 5 ⇒ (18) + 21 + 5 = 44
damage: 2d4 + 2 ⇒ (4, 4) + 2 = 10
The 'monk' moves to stand over the surrendering man, releasing another pair of missiles into the struggling halfling. or other target if needed
"They're getting ready for us now." he warns.


HP 46(52)/36(42)

@Brookside GM: Checking - if all the illumination in the room is provided by the fireplace, and Hal Hydraulic Pushed the fireplace - or better, then guy in front of the fireplace - would that put out the fire and plunge the room into darkness?


HP 46(52)/36(42)

I didn't used to like it, but in the first Lockdown almost all my RL games moved to it. Once I got past the learning curve I found it pretty good, so I'm fine with it.

Two questions though:
1. do we track status (like hp) on here or on roll20?
2. do we move our tokens, or do we tell you (Brookside GM) and then you move them?

Either works, but some games answer this differently, and it can lead to confusion.


HP 46(52)/36(42)

The monk sighs, clutching a beaten-looking staff wound round with a chain on which was suspended a wooden holy symbol. After a moment he nods.


HP 46(52)/36(42)

Sorry for the typo. I have to stop editing to fix little issues. I always seem to make it worse.


HP 46(52)/36(42)

From the air a voice growled quietly [b]"There's a lever. I pinned it. We'll have a bit before they can get it ta move, but I suggest we move fast. I dunno if they're all in on it, 'specially the kids. Maybe non-lethal?"[/n]

figure that must have been pretty close to the 8 rounds duration;given he went in, looked, disabled, and came back
The mendicant monk disguise of Harold's emerges back into the world disconcertingly, the spell failing and flickering in tiny dots all over his body. For a moment it looked like pinpricks of matter, then it was if he was seen through a mesh cloak of invisibility, and finally he re-emerged, only a few pinpoints clinging stubbornly to transparency.


HP 46(52)/36(42)

mechanics:

perception: 1d20 + 9 + 5 ⇒ (20) + 9 + 5 = 34 is it trapped?
disabled device + circumstance bonus: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20 if it is trapped, trapspringer gloves grant an additional +5
Edit: let's add another luck point luck: 1d8 - 2 ⇒ (6) - 2 = 4 min 0
This won't make him visible, will it? If so he'll need to hide afterwards.

Shop:

Invisible the 'Monk' studies the lever for a few moments, ensures he is out of line of sight, and moves. he rifles through a set of miniature thieves tools by feel. A thin nail - more a pin - is carefully jammed through a hair thin gap, and a squeeze of two different adhesives applied to the joint, the alchemical mixtures hardening instantly as they touch each other.
'Hope that's enough... time to head out and tell the others.'