Lem

Herkemer Halfshanks's page

107 posts. Organized Play character for DM DoctorEvil.


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Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Thanks for running! It was a good time.

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

"Fine by me, Old Glim." says Herkemer without too much concern. He's just happy to have survived that last fight after the way it started.

Herkemer would opine that open battle with the Pathfinders might disqualify the Matriarch's design. Plus she was very snobby at the outset.

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer moves to the side to get a clear shot then, after drawing out his shortbow, fires at Red. The shot is clear and true, and pierces Red in vital spots, causing extra damage then even Herk planned on.

◆Interact to draw bow
◆Stride 20' to the left
◆Strike Red (critical)

Herkemer shortbow vs Red: 1d20 + 8 ⇒ (20) + 8 = 28 crit!
Piercing Dmg vs Red (x2), Deadly: 1d6 ⇒ 6 max!
Deadly Dmg from Crit: 1d10 ⇒ 4 total of 16 piercing vs Red

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer rummages in his pack now that he is out of the melee, grabs a healing potion and downs it, trying to get back enough vitality to stay in the fight. Once downed, he puts his blade away, intending to shoot from a distance for a bit.

◆Interact to get potion
◆Drink a Potion
◆Interact to sheathe rapier
Herkember is at 10/29hp now.

Minor Healing: 1d8 ⇒ 7

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Hurt pretty badly from the initial assault, Herkemer weakly calls for assistance from the warg Danixki, hoping that it can help turn the tide. After calling for aid, Herkemer withdraws from the fighting space, trying to get a little breathing room.

◆◆Help from allies to try to Frighten any foes within 10' of Herk (think that is all the minions but not the BBEG).
◆Stride 20' south.

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herk Underworld Lore downtime: 1d20 + 4 ⇒ (10) + 4 = 14

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Without much recourse for actions, Herkemer slips to the opposite side of the birds and attacks wiht his rapier from flanking position.

Herk rapier, off-guard?: 1d20 + 8 ⇒ (3) + 8 = 11 miss
Herk rapier, off guard, MAP: 1d20 + 8 - 5 ⇒ (6) + 8 - 5 = 9

Not sure if this is a swarm and if single piercing weapon would hurt them at all, but I bet the point is moot with those attack rolls...

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes
Tai Ghee wrote:
Realizing that he may be the most qualified medic in the group, Tai Ghee gets out his acupuncture needles and attempts some healing...

Much appreciated, TG!

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer is super-chilled and trembling all over from the cold exposure, and suffering from multiple bites. "Anyone help patch me up for a second?" he asks, unsure if anyone is able to provide magical or even mundane healing support.

If not, he will use his one minor healing potion.

Down 20 hp at 9/29 if there is any help available.

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes
GM Tiger wrote:
Herkemer Halfshanks wrote:
Herk had a 17 on the DC15 flat check vs persistent dmg. Does that mean he still took damage so he wanted to roll low? You had him take 6hp persistent after that roll, it appears. Just want to see what I missed
With Persistent Damage, you take the damage then roll to see if the damage stops. That's why it can be deadly. If you're Dying, you'll still take damage if you have any sort of persistent damage, which will increase your dying condition if it's not fixed immediately.

Makes sense. thanks!

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herk had a 17 on the DC15 flat check vs persistent dmg. Does that mean he still took damage so he wanted to roll low? You had him take 6hp persistent after that roll, it appears. Just want to see what I missed

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer gets hurt badly but is more worried about the growing numbness from the cold penetrating his body. Trying to tough it out, he attacks again against the Red Creature, flanking with Little Sparky.

Missing twice, Herkemer puts some distance between the thing with the cold touch and himself, moving to flanking position against Green.

Strikex2, Stride

DC15 Flat vs persistent cold: 1d20 ⇒ 17 success?
Herkemer rapier vs Red, off-guard: 1d20 + 8 ⇒ (3) + 8 = 11
Herkemer rapier vs Red, off-guard, MAP: 1d20 + 8 - 5 ⇒ (3) + 8 - 5 = 6

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

I will be out of town and unavailable to post tomorrow through Monday PM. Feel free to bot Herkemer as needed meantime.

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer slides behind the tree-bound snake, drawing his rapier as he moves, and stabs at the creature from behind.

Herkemer rapier, flanked: 1d20 + 8 ⇒ (2) + 8 = 10

Interact to draw rapier
Stride to move behind the snake and flank
Strike to attack - clearly a miss

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Hero Point:
Bustral. Low levels need help.

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

After the run-in with the goblins, Herkemer greatly appreciates the peace and quite of the serene setting. "Could almost get used to this, if it weren't so cold all the time," he muses, mostly to himself.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer is +0 in both of these skills so will hold out for a Thievery check if the rest of you can get us close enough...

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer continues chasing after the rowdy goblins, but when it becomes a test of Athletics, he knows he must pivot to something else, so he tries to make sure the game pieces all get put back as they originally stood.

Herk Society DC19: 1d20 + 4 ⇒ (5) + 4 = 9

Herk will Also use a Hero Point to avoid a crit fail.

Herk Society DC19, Hero Point: 1d20 + 4 ⇒ (17) + 4 = 21 success!!!

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer dives for the thrown egg, trying to give it a soft landing before it hits the floor and shatters. His hand deftly slips right below the jeweled egg before it's destroyed. In one quick spinning motion, Herkemer sets it right back on the stand, and continues the chase.

Herk DC16 Thievery: 1d20 + 7 ⇒ (17) + 7 = 24

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Heedless of the patches of ice, Herkemer trusts in his natural agility to let him navigate the ice quickly. True to his nature, he slips and slides, but uses that his best advantage in closing ground on the pilfering goblins.

Herk DC 19 Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25 success!

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herk is also played out. the dice roller hates him this game so far.

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer cannot help with the arcanist, so he approaches the Fey Lady. At first he takes a moment to properly introduce himself and apply all the appropriate courtesy, then he recites the only poem about the fey he knows, which is slightly off color, but intended to show him as a friend to those from the First World.

I don't know if Diplomacy is still needed to get her talking, but Herk will try, and then follow up with Performance if possible.

Diplomacy to open discussions with the fey lady: 1d20 + 6 ⇒ (6) + 6 = 12
Performance to recite his poem: 1d20 + 6 ⇒ (3) + 6 = 9

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Just a heads up that I will be traveling out of state tomorrow through Monday PM, and may miss posting as a result. Feel free to bot Herk as needed during that interval.

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Feeling a little useless, Herkemer will go to the warg pack next, trying to be bold and brave he demands to hear there story and brooks no foolishness from them, but perhaps it's his size, they don't seem too impressed.

Herkemer Intimidate Wargs: 1d20 + 6 ⇒ (4) + 6 = 10 dice bot is killing me....

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer is delighted to be of some help to the arcanist. He moves over to the Dwarven machinist, who has already welcomed some others. [b]"Tell me, Ivinder, how do you think your invention will be integrated into regular life here in the frozen north? I expect many people will flock to it abl to ride and stay warm rather than cross the frozen wastes on foot.

Herkemer Society: 1d20 + 6 ⇒ (4) + 6 = 10

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Giving up on the witches, Herkemer spies the Arcanist Firozet's devices. "Excuse me, your excellency, but does your instrument need fine tuning? My fingers are quite nimble and my touch rather deft. I can make the fine adjustments to get your elemental powered equipment running just right."

Provided the arcanist agrees, Herk will us Thievery, likely his best skill

Thievery: 1d20 + 7 ⇒ (12) + 7 = 19

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Cowed a bit by the haughty stance of the coven matriarch, Herkemer tries again, this time he takes a different tack.

"Dismiss me if you must but I am a judge of the designs brought in by the Ice Queen herself, and you must not want your designs reviewed as these others are. It makes no difference to me, I am sure you won't win anyway..."

He is trying to fool into showing her designs to him and answering his questions.

Deception: 1d20 + 6 ⇒ (2) + 6 = 8

Oh, well, he will have to find another mark it seems...

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer is taken aback at first by the domineering matron. But he regains his composure and begins with a little flattery, and an attempt to see what the coven has planned.

"Well met, Coven Matriarch. I see you are as lovely as ever today. I am sure your design is far superior to anyone else's present, but may I see it to admire its excellence?"

Herk Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11 meh...

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer chooses to start with the Coven MMatriarch. Dodging between the Ulfen bodyguards, he tries to get face to face with the lady in the sparkly dress, trying to ascertain what her train model looks like.

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer looks around at the opulence in the manor, so far resisting the urge to pocket a few of the beautiful objects so near at hand. "Herkemer Halfshanks, at your service," he says performing a clumsy sweeping bow. Herk seems to be a bit mesmerized by the lovely but cold ice queen.

"Another planet?" he asks with a bit of dreamy air.

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Have fun!

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes
GM Tiger wrote:

Apologies to my tables last week. I was in final prep for a recertification exam (Red Hat Certified Sys Admin) yesterday. Now that's over and done with I can resume my regular updates.

This is not the same exam I failed last December (I'm retaking that one in April).

Recertification was successful with a near Nat 20. 285/300.

Critical Success, well done!

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer looks askance at the surfing kholo's offer of needle therapy. "None for me thanks, I've had my fill already of being poked with sharp metal things. Wouldn't mind taking a turn on the surfboard someday though..."

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

OH, missed the RPG Chronicle but its done now. I also applied the Level Bump buffs to Herkemer's entries on the Macro sheet. Will try to remember them on die rolls for attacks etc as well.

Think I am ready to roll.

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Got my Chronicle. Thanks for running!

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer just finished a Quest but doesn't have the chronicle in hand yet. Will update when that happens. Shouldn't change much except starting gold etc.

Slides are now complete.

Will take the minor healing potion also. And will take friendly fire if it comes to that.

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Thanks for running, it was quick and fun! Good luck in Outpost!

Herkemer Downtime:

Underworld Lore: 1d20 + 3 ⇒ (12) + 3 = 15

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Glad that went down the way it did, I was one mild hit from pushing up daisies...

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Oh, forgot the saves...

Herkemer is far enough away to easily leap from any splashing goo from the battered enemy.

Herkemer Reflex DC16: 1d20 + 9 ⇒ (18) + 9 = 27 critical success

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer considers his rapier, but it doesn't really have a flat edge, and then he thinks about his lack of physical strength, and sticks with the flanking attack with the oil of potency imbuing it for more damage for the rest of a full minute. He has shaken off the effects of the sickness from his prior damage, so he can attack with a clear head.

He then strikes once, scoring a fairly significant hit on the machine creature. Knowing its now or never, he stays close and strikes a second time, hoping his pointy edge can do enough damage to fell the metal monster.

◆Strike with sneak and striking rune
◆Strike with sneak and striking rune
◆Stride to the far corner 10' (which I think is just out of reach...)

Herkemer rapier, off-guard, flanking: 1d20 + 7 ⇒ (19) + 7 = 26 hit
Piercing Dmg, striking dmg, sneak attack: 2d6 + 4 + 1d6 ⇒ (6, 4) + 4 + (4) = 18
Herkemer rapier, off-guard, flanking, MAP: 1d20 + 7 ⇒ (2) + 7 = 9
burn his Hero Point for a reroll.
Herkemer rapier, off-guard, flanking, MAP: 1d20 + 7 - 5 ⇒ (19) + 7 - 5 = 21 hit
Piercing Dmg, striking dmg, sneak attack: 2d6 + 4 + 1d6 ⇒ (5, 4) + 4 + (1) = 14

Think that is 22 dmg total after resistance? Hope that's enough

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes
DM Carbide wrote:
That time it worked out for you, and now everyone can take a shot at it before it acts again. Or something.

Fortune (and sometimes GMs) favor the bold....

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

That may be suicidal, but I am only level one, what's the worst that could happen?

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer reels from the hit, but remains upright even as a wave of nausea overcomes him, leaving him feeling quite sick. Fighting through the illness, and risking his life with this move, Herkemer adds the oil of potency to his rapier, than dashes to flank the golem with Navo, striking it from behind.

Herkemer DC 15 Fort: 1d20 + 5 ⇒ (4) + 5 = 9
Herkemer rapier, flanking vs Off-guard, sickened: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22
Piercing Dmg, sneak damage, striking weapon: 2d6 + 4 + 1d6 ⇒ (6, 2) + 4 + (1) = 13

◆Interact with oil of potency
◆Stride to flanking position (15ft)
◆Strike from flanking, so off-guard, adding sneak to potency

Not great damage rolls, but the DR is stopping us, so we need to get more damage per strike. Ot's a risky maneuver, so you'll have to save me if it hits me again..

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

The intent is to get out of sight as much as possible but that's the extent of his move, if the door requires an Interact action. Will take cover if that's as good as it gets.

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer fires at the thing made from spare parts once again. Then he rushes forward, past the creature, entering one of the side doors in the room, hopefully out of sight.

Herk shortbow: 1d20 + 7 ⇒ (16) + 7 = 23 likely a hit
Piercing Dmg to creature: 1d6 ⇒ 4

-Strike
-Stride 25'
-Interact with door

Not sure if the doors are locked or not, or if the creature will have an opportunity attack, but he is ultimately trying to get behind it, with the idea that it will move forward on its next turn.

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

"Spoke too soon," sighs Herkemer as a monster appears from the wreckage. He enters the room, readies his bow, and fires once at the pile of spare parts.

Herk shortbow: 1d20 + 7 ⇒ (18) + 7 = 25
Piercing Dmg, if hit: 1d6 ⇒ 1
Sneak Attack Dmg, if off-guard: 1d6 ⇒ 5
Deadly Dmg if crit: 1d10 ⇒ 3

Likely that hits, not sure if its a critical or if sneak attack applies, but if sneak, its 6hp dmg, if critical its 15hp dmg with the deadly added in. Not sure if a regular weapon will even hurt it...

-Move, 15' into the southwest corner
-Interact to ready bow
-Strike

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

"Maybe," says Herkemer looking around at the ruined laboratory. "But clearing the ruin out seems pretty easy as a result of its isolation. Where to next?"

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

If I recall correctly, there is no reason not to consume found consumables during a Pathfinder mission as you don't get to keep them from mission to mission unless you purchase them from the Chronicle Sheet. Is that still correct?

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

"Maybe Vivekanandra can tell you if its magic or not," suggests Herkemer. "If the Jistka were into alchemy, it could be that as well, I suppose."

He suggests they press on and clear the ruins.

Is that space on the northeast side of the map accessible? Hate to leave an unexplored area behind us.

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

"Jistka Imperium?" Herkemer says questioningly.

Any checks to Recall Knowledge on what we DO know about the Jistka? Society is probably best best at +3.