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Gerth Sol's page

33 posts. Alias of Patrick Murphy.


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M Githzerai Monk 4

Gerth, hearing nothing and seeing less, abandons sentry duty to regroup with his allies.

"Perhaps we should decide what to do next. As mourning for Rourke is put on hold -sorry to say- mayhap we check with the indigenous population. They may have intelligence concerning these corpses or if there are more of them. Failing that, we may find a dwelling-place and rest until the morrow. The fog should be gone by then yes?"


M Githzerai Monk 4

Same actions as before. I exchange my kama for shiruken from my pouch.


M Githzerai Monk 4

Gerth jumps down from the building (taking ten) and moves to the shadows near the square, trying to listen and spot trouble while his allies are distracted.
listen,hide, spot:23,20,7


M Githzerai Monk 4

scratch that. I was healed earlier. Currently at 30hp if I figured correctly.

Gerth climbs on top of the nearest building and acts as lookout as his allies regroup.


M Githzerai Monk 4

These foes bode ill if there are more of them. I am currently wounded and in need of assistance. These creatures pose a serious threat considering my fighting style. I must meditate and discover better tactics.

Gerth checks in with each of his allies.

Where is travel-companion Rourke?


M Githzerai Monk 4
Lance Blackhilt wrote:


“GERTH, WHICH ALLEY IS IT IN?”

"That one." (M2)


M Githzerai Monk 4

good job with the map

Gerth doggedly slashes aways with his cutting weapons. To retreat now would endanger himself and bring dishonor to his ner-gith allies.

Flurry with kama:17,18 damage: 3,5 sigh

Also, Gerth attmepts to see where the zombie seems to be taking the most damage. Spot rolled ( I assumed -4 penalty)

Spot:15


M Githzerai Monk 4
Ghetto DM wrote:


Gerth's turn.

Gerth tries to shake off the blows and attack the corpse (C6) high and low with his Kama ( flurry: 12,22, damage 7,2.

Gerth shouts for his travel companions to pay attention to the figure in the alley.

this assumes that I am in K7, though the 'GS' is in P7. If this is wrong, then let me know.


M Githzerai Monk 4
Ghetto DM wrote:

The map link is in my profile.

And Gerth, using a psi-like ability is going to provoke. First, and only warning.

Understood. I thought I was behind them, and that would give me an advantage. I will take my lumps without complaint. Also, I won't be able to post anything until Wednesday due to the start of school. Sorry for the delay.

Gerth tries to concentrate through the battering he recieves from the corpses.
Fort saves 15,10. Concentration checks 16,29.


M Githzerai Monk 4

This may not be an issue for others, but I am having trouble finding the map we reference for this encounter. If at all possible, could you include this link with your posts every so often?


M Githzerai Monk 4

so much for trying to be fancy

Gerth comes to the conclusion that these creatures are too tough for his style of fighting. They are very tough and strong. He tries to take full advantage of none turning to face him.

Uses his psi abilitiy of inertial armor. (+4 AC)


M Githzerai Monk 4

Gerth shouts to his companions about the skeletal figure in the alley to his allies. He uses his kama from behind to attempt to trip a corpse the one on the bottom; sorry, forget the square designation.

I assume I am behind the walking dead, and I am using a kama to trip my opponent rolled 25

Strength check:19
If it falls, follow up attack with kama: 25 Damage: 4


M Githzerai Monk 4
Ghetto DM wrote:


Please pick a square to be in.

I choose K7.


M Githzerai Monk 4

On his turnGerth runs across the rooftops towards the corpses (looks like there is 20 feet of room ) jumps, twistings in the air (removing a kamas from his belt as a free action to land behind the three corpses attacking his travel-companions.

Balance,jump,tumble: [url=http://invisiblecastle.com/roller/view/1865276/] 11,37,21.


M Githzerai Monk 4

Gerth, holding onto the roof edge with one hand, tries to kick up for momentum to spring/twist and plant his feet on the roof.
Jump,tumble: 41,21

Once on the roof. Gerth looks around for happenings outside the immediate battle. i.e. if our foes have reinforcements coming, or if he can see other groups Spot:19


M Githzerai Monk 4

On my turn I will jump and flip to the roof of a building and get ready to send shruikens at the enemy.
Jump and Tumble: 26,27 respectively.


M Githzerai Monk 4

Gerth places himself in P7 a spot where he can move if he needs to. He is wary so dips into one of his pouches and pulls forth a small stack (10) shruikens.

Initiative and Spot: 15, and 8

sorry for the delay


M Githzerai Monk 4
Rourke of the Nines wrote:
"C'mon slim, I'm done staring at headless statues, guarding a gate with no wall attached, surrounded by this confounded fog! Lets scout up a little ways and see if anything around here makes any sense."

As you wish companion-Rourke. Shall I allow you a head start or do you want me to walk on my hands again?


M Githzerai Monk 4

"You all seem so tense. Is this a common human custom when encountering fog and empty wilderness or do you expect something out of the mist? On Limbo we always expect something out of the mist, but that is because there is not but mist from which to expect things from." Gerth moves forward to back up Rourke.


M Githzerai Monk 4

Would any of you know who these statues represent?


M Githzerai Monk 4

Gerth rolls a spot check for the statues, trees and his companions if there is time. 21,9,24 respectively. He is carrying his quarterstaff lightly in one hand.


M Githzerai Monk 4

Talking to no one in particular; "If there are undead does that necessitate users of magic that create or control such creatures or could it be more random? In Limbo there would be random outbreaks of many different things. Does the same phenomenon happen here, or are all things connected to some underlying cause, which has it's own cause, and so on, all the way back to your creator-Gods?" Gerth continues to mutter to himself about metaphysical principles and random vs. caused acts, forgetting entirely about the undead.


M Githzerai Monk 4

Gerth takes in everything that his companions are saying. Also, he studies their mannerisms so he can try to fit in more, but still finds the sheer variety of personality types and expressions daunting. He decides to remain silent for now.


M Githzerai Monk 4
Rourke of the Nines wrote:
Rourke will drink until everyone else retires and then have two more. At that, he too will retire until the morning.

(At that, he will pass out until morning.)

I believe undead were mentioned in the letter, what experiences have you had with such beings travel-companions?

Gerth rolls a 14 on knowledge religion to recall what he knows of the undead and his experiences with them in the past.


M Githzerai Monk 4

I watch the priest go and listen quietly to the conversation of my journey-companions in this transition-dwelling. I also attempt to meditate, though the drinking of the dwarf makes that all but impossible. Failing that, I sit by his side drinking water and hearing tales about how he save the day...again. Maybe this time I will glean some as yet unforseen wisdom from him.


M Githzerai Monk 4
ghettowedge wrote:
Gerth, you can make a Knowledge (history, local, or religion) check for more info on the Lightbringers.

knowledge Religion: 8 rolled a 1! I hope this doesn't continue


M Githzerai Monk 4
Rourke of the Nines wrote:

Maybe they heard about that little manuever we pulled at the battle of Taanab.

...Migzar was a difficult foe... good training for what is to come I believe.


M Githzerai Monk 4
ghettowedge wrote:
Gerth Sol wrote:
Have any of you, heard of this human female or the dwelling-land of which she speaks? It is not often that one would get messages from another of which one knows not.
You were contacted by the Lightbringers. The paladin sent the message to them, not you.

My cosmic intuition reminds me they did not send the message to us. What are lightbringers? Celestials on this plane perhaps?


M Githzerai Monk 4

Have any of you, heard of this human female or the dwelling-land of which she speaks? It is not often that one would get messages from another of which one knows not.


M Githzerai Monk 4
ghettowedge wrote:
Gerth Sol wrote:
Here DM ** spoiler omitted **

It looks better, but now it seems like you have one too many feats.

fixed


M Githzerai Monk 4

Here DM

Spoiler:

I wish I had held onto my sheet when I made the character. Ok. Racial bonuses are +6 DEX, +2 WIS, -2 INT. 32 points to spend. DMG page 169 chart; I am assuming racial bonuses are applied after points are spent. Str: 13 ( 5 points) = 13
DEX: 17 (13 points) +6 = 23
CON: 13 ( 5 points) = 13
INT: 14 ( 6 points) - 2 = 12
WIS: 11 ( 3 points)+2 = 13
CHA: 8 = 8

The 120 will be partly spent other monk weapons: Kama 2 (4 gp),Sai 2 (2 gp), siangham 2(6 gp).

That's what I get for having my character made up too quick I suppose. Also, I have changed my mind many time as to which feats I would take. You may want to see the character aqain so that you are not surprised when play starts. I promise to change nothing else.


M Githzerai Monk 4

I will relate my background in my scrolls to you this evening sifu. I look forward to sharing the stories of my brothers in arms, and creating some new ones for future travels, provided Dharma allows me to continue in this existence.


M Githzerai Monk 4

Gerth Sol, the stranger, is ready. He is very much the wandering monk that tries to help people and improve his skills as he goes. Very Kung Fu, in personality and demeanor.

Race

HP 6 (13) | AC: 11 (10 base +1 dex); T: 11; FF: 10 | Fort: +5; Ref: +1 | Will: +2 | Init: +1

Classes/Levels

Spell Points: 6 (6)

Strength 8
Dexterity 12
Constitution 7
Intelligence 16
Wisdom 12
Charisma 20

About Dimitri The Wise

TN Human Soul Weaver 1

BAB: 0

Speed: 30'

Adventuring Skills:
Intimidate r1 +9
Knowledge (Arcana) r1 +7
Knowledge (Nature) r1 +7
Knowledge (Religion) r1 +11
Knowledge (Planes) r1 +7
Spellcraft r1 +7

Background Skills:
Craft (Alchemy) r1 +7
Linguistics r1 +7

Traits:
Arcane Temper (+1 to Initiative, +1 to Concentration Checks)

Acknowledged Scion (+1 to knowledge: nobility and knowledge: religion; knowledge: nobility is always a class skill)

Languages:
Common
Nekril
Thassilonian
Undercommon
Ustalov

Class Features:
Archetype: Lichling

Bound Nexus (8/day)
Casting (High Caster; Cha)
Living Death
Spell Pool (6/day)

Feats:
Skill Focus (Knowledge: Religion)
Extra Magical Talent

Death Sphere:

Skeleton Stats:

Basic Skeleton:
HP: 4
Init: +6
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
BAB 0; CMB: +2; CMD 14
AC: 14 (2 dex, 2 natural); T: 12; FF: 12
Fort: +0; Ref: +2; Will: +2
DR 5/Bludgeoning; Immune: Cold, Undead Traits
Speed 30'
Skills: Perception +0
Feats: Improved Initiative
2 claws: +2 (1d4+2)

Bloody Skeleton:
HP: 4
Init: +6
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
BAB 0; CMB: +2; CMD 14
AC: 14 (2 dex, 2 natural); T: 12; FF: 12
Fort: +0; Ref: +2; Will: +2
DR 5/Bludgeoning; Fast Healing: 1; Immune: Cold, Undead Traits; returns to life an hour after being destroyed, unless destroyed by positive energy or specific spell effects
Speed 30'
Skills: Perception +0
Feats: Improved Initiative
2 claws: +2 (1d4+2)

Burning Skeleton:
HP: 5
Init: +6
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 12
BAB 0; CMB: +2; CMD 14
AC: 14 (2 dex, 2 natural); T: 12; FF: 12
Fort: +1; Ref: +2; Will: +2
DR 5/Bludgeoning; Immune: Fire, Undead Traits

Fiery Aura: adj. Creatures take 1d6 fire damage at the start of their turn; anyone striking them takes 1d6 fire damage.
Fiery Death: when they die they explode at all adj. creatures. 1d6 fire damage (Ref DC 12 half)

Speed 30'
Skills: Perception +0
Feats: Improved Initiative
2 claws: +2 (1d4+2 +1d6 fire)

Equipment:
Dagger
Alchemist's Crafting Kit
Normal Clothing

Enough bones to make 4 medium-sized skeletons in a large sack.

Dimitri the wise:

Dimitri was born the pure Human child of two Dhampirs, brother and sister in the service of their vampire father. As punishment for giving birth to a normal human, his parents were branded as vampires and summarily dropped off bound and gagged in front of the town hall building of a clan of vampire hunters. He almost did the same to Dimitri, when he noticed that Dimitri, even at a young age, had managed to take control of one of the skeletal horses that were pulling the vampire's carriage. Realizing that such a necromancer would be a handy secret weapon against his rivals in the region, he set about training the boy in the arts of unlife.

Thus began Dimitri's education at the hands of a 700 year old being: he learned to read by age 4, and learned to control his ability to reanimate dead flesh by age 7.

For his part, Dimitri viewed the vampire, who referred to himself as Lord Myang, as his father. The vampire was the only person that Dimitri ever saw.

Thus went their existence until about two years ago, when at the ripe old age of 16 Dimitri entered his father's library to look for a book and ran across his father's journals (his father had been fastidious about documenting everything). His father was away from the castle, and Dimitri had grown bored of rereading Tobin's Spirit Guide. He desired something not related to the undead to read.

Intrigued, and against his father's specific instructions, Dimitri pulled down the first volume and began reading. After approximately two days of nonstop reading later, Dimitri reached the story of his parents, and learned of their fate. He read, in black and white, his father's own opinion of him: that he was nothing but a weapon to be wielded against his enemies.

And so it was that Dimitri went to the road and lured a small family with a boy about his size into an ambush by his undead. once the family was dead, he animated his parents and marked the boy in the manner the aforementioned clan of vampire hunters would mark a Human servant of vampires, staged the body in his own room, and then set the castle ablaze.

He then picked a direction at random and set off on a skeletal horse, commanding it to ride and not stop, then promptly cried himself to sleep.

Finally waking, he had no idea where he was, but he saw that there was a trade village near by. Dismissing his horse, he walked his way into town and tried to find something to eat.

Entering the village, he was met by a single man, a courier who knew him by name and appearance. The man explained that he had a message from a school for people who have gifts like his. He then handed him a sealed dark blue envelope which contained both a coin and a letter of recommendation.

It was at the school that Dimitri discovered just how limited his education was: he was an expert when it came to knowledge of undead, but he did not understand commerce at all, for example.