Bone Legion Soldier

Humerus Fetch's page

359 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


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HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Quick stats:

HP 265/265
AC 41 / 43 in Mountain Stance or 45 if use Mountain Stronghold
Resistance 4 to cold, electricity, fire, piercing, and slashing damage
Fort +28, Ref +26, Will +24 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:

"Just give up, boss!" Humerus suggests, though he refuses to let up in the meantime. He stomps, shaking the ground, then throws a pair of fists at the giant -- though the shaking ground leaves him unsteady and off balance for the moment.

◈ Mountain Stronghold, ◈ Mountain Quake (5 damage, plus DC 38 save), ◈ Flurry to Strike x2

Falling Stone (forceful, magical, nonlethal, unarmed): 1d20 + 29 ⇒ (1) + 29 = 30

Falling Stone, iterative: 1d20 + 29 - 5 ⇒ (13) + 29 - 5 = 37
Bludgeoning damage (forceful, adamantine, cold iron and silver): 3d8 + 10 ⇒ (5, 2, 3) + 10 = 20
Fire (ignore resistance): 1d6 ⇒ 3


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Quick stats:

HP 265/265
AC 41 / 43 in Mountain Stance or 45 if use Mountain Stronghold
Resistance 4 to cold, electricity, fire, piercing, and slashing damage
Fort +28, Ref +26, Will +24 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:

"This isn't going really well, boss," Humerus says, rushing over to Sorvinaesen, with a wild punch.

◈ Mountain Stronghold, ◈ Stride, ◈ Flurry to Strike x2
Falling Stone (forceful, magical, nonlethal, unarmed): 1d20 + 29 ⇒ (13) + 29 = 42
Bludgeoning damage (forceful, adamantine, cold iron and silver): 3d8 + 10 ⇒ (2, 5, 3) + 10 = 20

Falling Stone, iterative: 1d20 + 29 - 5 ⇒ (1) + 29 - 5 = 25


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Quick stats:

HP 265/265
AC 41 / 43 in Mountain Stance or 45 if use Mountain Stronghold
Resistance 4 to cold, electricity, fire, piercing, and slashing damage
Fort +28, Ref +26, Will +24 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:

"Look out, boss, you almost hit me!" Humerus cries, grabbing one of the giants. He throws a quick punch and then strains futilely to toss the giant aside -- only to succeed a second later! "Look, boss, you're flying!"

◈ Mountain Stronghold, ◈ Flurry to Grapple and Strike, ◈ Whirling Throw
Athletics (master) to Grapple: 1d20 + 30 ⇒ (16) + 30 = 46
If successful, 5 bludgeoning damage

Falling Stone, iterative: 1d20 + 29 - 5 ⇒ (12) + 29 - 5 = 36
Bludgeoning damage (forceful, adamantine, cold iron and silver): 3d8 + 10 ⇒ (3, 4, 1) + 10 = 18
Fire (ignore resistance): 1d6 ⇒ 6

Athletics (master) vs. Fort DC to throw: 1d20 + 30 - 2 ⇒ (1) + 30 - 2 = 29 Hero Point!
Athletics (master) vs. Fort DC to throw: 1d20 + 30 - 2 ⇒ (19) + 30 - 2 = 47
–2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it’s larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it’s smaller than that. I throw it 35 feet on a success and do damage (it lands prone on a crit success); on a failure it remains grabbed, though only until the end of my turn
Bludgeoning damage: 3d6 + 5 ⇒ (6, 2, 6) + 5 = 19


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Quick stats:

HP 265/265
AC 41 / 43 in Mountain Stance or 45 if use Mountain Stronghold
Resistance 4 to cold, electricity, fire, piercing, and slashing damage
Fort +28, Ref +26, Will +24 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 3
Effects:

Humerus falls into his usual fighting stance, then rushes forward to grab one of the giants. Though he flinches as Smoke rushes forward.

◈ Mountain Stronghold, ◈ Stride, ◈ Flurry to Grapple and Strike,
Athletics (master) to Grapple: 1d20 + 30 ⇒ (6) + 30 = 36
If successful, 5 bludgeoning damage, but I'm guessing it wasn't

Falling Stone, iterative: 1d20 + 29 - 5 ⇒ (14) + 29 - 5 = 38
Bludgeoning damage (forceful, adamantine, cold iron and silver): 3d8 + 10 ⇒ (2, 5, 7) + 10 = 24
Fire (ignore resistance): 1d6 ⇒ 6
2d6 persistent vitality damage to undead; on a critical hit, the undead creature is enfeebled 1 and stupefied 1 as long as it has the persistent damage from this rune


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Humerus pokes Graelar. "Answer him, boss," he whispers ... in his completely normal tone of voice.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Add 237.5 gp for selling curtain call, so 3,908.5 gp for everyone.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Picking up things we've gotten since the last post, through to THIS post:
two spectral opera glasses -- Caraid? Telvir? They're useful but probably more for people who have a hand free, i.e. casters.
a curtain call cloak -- Aily? Sell for 950 gp?
phantom shroud -- this looks like it would be good for Humerus, but actually wouldn't, since I can't use that unarmed attack (which also does negative damage, so not super useful). I'd suggest selling for 7500 gp, but could be useful as a backup for a spellcaster if we ever find ourselves fighting non-undead.
Shadow's heart -- Aily, of course
bag of holding (type IV) -- going to sell, since we have one already
four vials of greater bottled sunlight
Two greater vitalizing runes -- Aily and Humerus

Since no one weighed in on the last treasure list, going to make some arbitrary decisions:
From my last post:
AILY
* invisible chain shirt
* obsidian steed
* major eagle eye elixir

CARAID
* cloak of the bat -- Caraid
* three scrolls of harm (7th level) -- Caraid
* heroes’ feast ritual -- Caraid
* a single 15th-level or lower permanent magic item
* pale lavender ellipsoid aeon stone
* two 8th-level scrolls of heal

HUMERUS
* +2 greater striking corrosive flail
* bag o holding IV
* traveler’s any-tool -- in bag of holding
* lifting belt
* a single 15th-level or lower permanent magic item
* +2 greater resilient armor runes

TELVIR
* word of recall and planar ally rituals
* greater pendant of the occult (on his sheet already)
* moderate thurible of revelation
* a wand of cone of cold
* clear quartz crystal ball
* a single 15th-level or lower permanent magic item
* red wyrm dragon's breath potion
* pale lavender ellipsoid aeon stone
* amplifying aeon stone

Plus 12,285 gp, which is roughly 3,671 gp each!


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"Maybe we bring Graelar, blood boss, and he can tell them we're not so bad and to let us through?"


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"We want it all, boss! Er ... what've you got?"


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Quick stats:

HP 265/265
AC 38 / 40 in Mountain Stance or 42 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +27, Ref +25, Will +23 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:

"You got it, blood boss!" Humerus replies and charges forward quick as a necrophidius. He easily grabs the giant in a tight hold, slamming his bony fist into the big creature's head. (But gently, so as to only cause a concussion, not kill him!)

[ ooc] Mountain Stronghold (free), ◈◈ Stride x2, ◈ Flurry to Grapple and Strike[/ooc]
Athletics (master) to Grapple: 1d20 + 30 ⇒ (20) + 30 = 50
If successful, 5 bludgeoning damage

Falling Stone, iterative, nonlethal: 1d20 + 29 - 5 ⇒ (20) + 29 - 5 = 44
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (7, 7) + 9 = 23
Fire (ignore resistance): 1d6 ⇒ 4
Crit! 2d10 persistent fire damage (that ignores resistance).
Crit! The target must succeed at a DC 36 Fortitude save or be slowed 1 until the end of my next turn.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"Grab and hold who, blood boss?" Humerus says, confused by the plan.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

You like to live dangerously?


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

NOTE we still have ALL of the above loot. We could probably get some good stuff if we disperse it. Not to mention what we've gotten since then.

Humerus, level 17!
+1 to everything
+15 hp

Adamantine strikes: When you focus your will into your limbs, your blows are as unyielding as the hardest of metals. Your unarmed attacks are treated as adamantine.

Graceful legend: Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defense increases to legendary oh snap!, and your proficiency rank for your monk class DC increases to master. If you have qi spells, your proficiency rank for spell attack modifiers and spell DCs increases to master.

Ancestry feat: Necromantic Heir: Your affinity for negative energy spills outward and grants you a refilling well of necromantic essence. Once per hour, you can cast harm as a 6th-level divine innate spell.

Skill increase: Hmm. I guess Acrobatics to master.

Plus my resistance increases from Skeletal Resistance!


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"Oh yeah, for Ghiasi. But I think we just let her go. So maybe for Chancellor Kemnebi, right?"

I think it makes sense for me to take the other rune, assuming it doesn't hurt me by adding it to my wraps.


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HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Humerus scratches his skull. "What is important, then, blood boss?"


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Sorry, had a long weekend...

Humerus would blink at Aily in continued confusion if he had eyelids (or eyeballs, for that matter).

"Blood boss, you usually like when I hit people? And I didn't mean to him him. That was the shadow ashhole's fault," he concludes, pointing at the shae. "She kind of made me."


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Will (master, +1 vs. disease, poison, fear, Path to Perfection): 1d20 + 22 ⇒ (16) + 22 = 38

Quick stats:

HP 187/250
AC 37 / 39 in Mountain Stance or 41 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +26, Ref +24, Will +22 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 1
Effects: Confused 2/10 rounds

"Whee," Humurus exclaims as he boogies over to Caraid, "look at me, boss! I'm dancing!"

He punches the oracle. "That's for Mithralline, blood boss!"

Dance/Stride, Flurry to Strike x2, Strike
Target? 1-2 Aily, 3-4 Caraid, 5 Smoke (yikes!), 6-7 Telvir, 8-9 Ghiasi, 10-11 construct : 1d11 ⇒ 3
Falling Stone (forceful, magical, nonlethal, unarmed): 1d20 + 28 ⇒ (10) + 28 = 38
Bludgeoning damage, cold iron and silver: 2d8 + 6 + 4 ⇒ (4, 8) + 6 + 4 = 22
Fire (ignore resistance): 1d6 ⇒ 4

Falling Stone, iterative: 1d20 + 28 - 5 ⇒ (11) + 28 - 5 = 34
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (7, 5) + 9 = 21
Fire (ignore resistance): 1d6 ⇒ 5

Falling Stone, iterative x2: 1d20 + 28 - 10 ⇒ (12) + 28 - 10 = 30

52 damage!

Confused:

You are off-guard, you don't treat anyone as your ally (though they might still treat you as theirs), and you can't Delay, Ready, or use reactions.

You use all your actions to Strike or cast offensive cantrips, though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so target is in reach, and so forth. Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit. If it's impossible for you to attack or cast spells, you babble incoherently, wasting your actions.

Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Will (master, +1 vs. disease, poison, fear, Path to Perfection): 1d20 + 22 ⇒ (5) + 22 = 27 Sigh. Guess I'll use a Hero Point here since that's a crit fail. 1 remaining
Will (master, +1 vs. disease, poison, fear, Path to Perfection): 1d20 + 22 ⇒ (4) + 22 = 26 Oof. My dice rolling has been awful across the board the last two days.

Quick stats:

HP 37/250
AC 37 / 39 in Mountain Stance or 41 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +26, Ref +24, Will +22 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 1
Effects: Confused 1/10 rounds

Humerus continues to bow. Did we get a chance to heal before we came over? Otherwise I'm at 37 hp, but that might be good since I'm confused for a minute.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Will (master, +1 vs. disease, poison, fear, Path to Perfection): 1d20 + 22 ⇒ (3) + 22 = 25 Ugh. Dice are not being kind to me today...

Quick stats:

HP 161/250
AC 37 / 39 in Mountain Stance or 41 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +26, Ref +24, Will +22 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:

"Whoa, boss, you really are great!" Humerus says, bowing.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"Shall we what, blood boss?" Humerus asks ... then flinches violently.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Will (master, +1 vs. disease, poison, fear, Path to Perfection): 1d20 + 22 ⇒ (11) + 22 = 33

Quick stats:

HP 161/250
AC 37 / 39 in Mountain Stance or 41 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +26, Ref +24, Will +22 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:

"Boy, boss, performing's harder than I expected. It's like a whole adventure (path) all by itself!" Humerus says, shaking his suddenly pained head.

Athletics (master): 1d20 + 29 ⇒ (13) + 29 = 42


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Quick stats:

HP 187/250
AC 37 / 39 in Mountain Stance or 41 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +26, Ref +24, Will +22 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:

"Boss, you know this doesn't really hurt me, right?" Humerus asks, continuing to pummel away in response. He finishes by lifting one fist toward the "count" and blasts him with a ram-shaped bolt of force!

◈ Mountain Stronghold, ◈ Flurry to Strike x2 , ◈ Activate ring of the ram
Falling Stone (forceful, magical, nonlethal, unarmed): 1d20 + 28 ⇒ (7) + 28 = 35
Bludgeoning damage, cold iron and silver: 2d8 + 6 + 4 ⇒ (5, 7) + 6 + 4 = 22

Falling Stone, iterative: 1d20 + 28 - 5 ⇒ (7) + 28 - 5 = 30
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (6, 1) + 9 = 16
Fire (ignore resistance): 1d6 ⇒ 4

Force (DC 22 Fort): 2d6 ⇒ (6, 4) = 10


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Quick stats:

HP 187/250
AC 37 / 39 in Mountain Stance or 41 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +26, Ref +24, Will +22 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:

Humerus pauses and scratches his skull. "I don't think that's the right line, boss," he says in a stage whisper. "I think you're supposed to say 'Gachanta, flee! We’ll protect you!' "

Once someone lets him know this is another disruption to the play, he takes action.

◈ Mountain Stronghold, ◈ Evangelize, ◈ Flurry to Strike x2
Diplomacy (expert): 1d20 + 26 ⇒ (18) + 26 = 44

Falling Stone (forceful, magical, nonlethal, unarmed): 1d20 + 28 ⇒ (15) + 28 = 43
Bludgeoning damage, cold iron and silver: 2d8 + 6 + 4 ⇒ (8, 5) + 6 + 4 = 23
Fire (ignore resistance): 1d6 ⇒ 6

Falling Stone, iterative: 1d20 + 28 - 5 ⇒ (20) + 28 - 5 = 43
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (7, 6) + 9 = 22
Fire (ignore resistance): 1d6 ⇒ 5
Crit! 2d10 persistent fire damage (that ignores resistance).
Crit! The target must succeed at a DC 35 Fortitude save or be slowed 1 until the end of my next turn.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Quick stats:

HP 187/250
AC 37 / 39 in Mountain Stance or 41 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +26, Ref +24, Will +22 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:

Humerus maintains his hold on the reaper, tightening his grip on death. "Boss, don't you realize you're already beat? I mean, I'm already dead, so it's not like you can do anything to me!"

◈ Mountain Stronghold, ◈ Flurry to Grapple and Strike, ◈ Strike
Athletics (master) to Grapple: 1d20 + 29 ⇒ (20) + 29 = 49
If successful, 5 bludgeoning damage

Falling Stone, iterative: 1d20 + 28 - 5 ⇒ (15) + 28 - 5 = 38
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (4, 5) + 9 = 18
Fire (ignore resistance): 1d6 ⇒ 3
Crit? 2d10 persistent fire damage (that ignores resistance).
Crit? The target must succeed at a DC 35 Fortitude save or be slowed 1 until the end of my next turn.

Falling Stone, iterative x2: 1d20 + 28 - 10 ⇒ (18) + 28 - 10 = 36
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (4, 7) + 9 = 20
Fire (ignore resistance): 1d6 ⇒ 4

If it successfully Escape:

Clinch Strike (reaction) Your opponents can't slip your grasp without receiving further punishment. Make an unarmed melee Strike against the triggering creature (which successfully escapes your hold).
Falling Stone, iterative: 1d20 + 28 - 5 ⇒ (15) + 28 - 5 = 38
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (6, 4) + 9 = 19
Fire (ignore resistance): 1d6 ⇒ 5
Crit? 2d10 persistent fire damage (that ignores resistance).
Crit? The target must succeed at a DC 35 Fortitude save or be slowed 1 until the end of my next turn.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Athletics (master): 1d20 + 29 ⇒ (9) + 29 = 38

"Yes, he’s in the room right below us, boss. Didn’t even notice me," Humerus recites.

He pauses for a moment, only slightly stepping on the next line, in his haste. "He was looking into a basin of water, like he was watching something."

Quick stats:

HP 218/250
AC 37 / 39 in Mountain Stance or 41 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +26, Ref +24, Will +22 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:

"Whoa, boss! They're coming out of the woodwork!" he hollers as he realizes death is coming for him (again), and not just in the play. "Pharasma's not interested in me, boss!"

Setting his feet, he lashes out with his fists, then tries to grab the reaper.

◈ Mountain Stronghold, ◈ Evangelize, ◈ Flurry to Strike and Grapple
Diplomacy (expert) to Evangelize: 1d20 + 26 ⇒ (13) + 26 = 39

Falling Stone, iterative: 1d20 + 28 ⇒ (13) + 28 = 41
True Target: 1d20 + 28 ⇒ (12) + 28 = 40
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (4, 3) + 9 = 16
Fire (ignore resistance): 1d6 ⇒ 2

Athletics (master) to Grapple: 1d20 + 29 ⇒ (19) + 29 = 48
If successful, 5 bludgeoning damage

Evangelize:

You point out a detail that incontrovertibly supports your faith, causing a listener's mind to whirl. Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM's discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected.
Critical Success The target is stupefied 2 for 1 round.
Success The target is stupefied 1 for 1 round.
Failure The target is unaffected.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Athletics (master): 1d20 + 29 + 2 ⇒ (10) + 29 + 2 = 41

Humerus begins acting his non-existent heart out, though barely manages to resist the urge to start ad libbing some lines. Though he's sure he could improve the script. Heck, he's surprised no one's invited him to put on a play in Ravounel or someplace like that!


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Fortitude (legendary, +1 vs. disease and poison, Third Path to Perfection): 1d20 + 26 ⇒ (2) + 26 = 28 Crit fail is a fail for me, so only 22 damage

Quick stats:

HP 198/250
AC 37 / 39 in Mountain Stance or 41 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +26, Ref +24, Will +22 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects: Grabbed (DC 45 escape)

"Hey, boss, no grabbing. That's my thing!" Humerus tells the grabby ghost, stomping his feet to secure his strong base. He makes a quick move to escape then decides maybe just hitting it might work better.

◈ Mountain Stronghold, ◈ Escape, Flurry to Strike x2
Athletics (master) to Escape: 1d20 + 29 ⇒ (5) + 29 = 34

Falling Stone, iterative: 1d20 + 28 - 5 ⇒ (18) + 28 - 5 = 41
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (1, 4) + 9 = 14
Fire (ignore resistance): 1d6 ⇒ 5
Crit? 2d10 persistent fire damage (that ignores resistance).
Crit? The target must succeed at a DC 35 Fortitude save or be slowed 1 until the end of my next turn.

Falling Stone, iterative: 1d20 + 28 - 10 ⇒ (6) + 28 - 10 = 24
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (6, 1) + 9 = 16
Fire (ignore resistance): 1d6 ⇒ 1
Crit? 2d10 persistent fire damage (that ignores resistance).
Crit? The target must succeed at a DC 35 Fortitude save or be slowed 1 until the end of my next turn.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"Yeah, boss, little risk, high reward!" Humerus dutifully recites.

After the sound of crashing, he replies again, on cue: "Wait. What?"

Athletics (master): 1d20 + 29 ⇒ (8) + 29 = 37

Quick stats:

HP 189/250
AC 37 / 39 in Mountain Stance or 41 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +26, Ref +24, Will +22 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects: Grabbed (DC 45 escape)

"Wait, what?" he cries out as he realizes this attack is real, falling naturally into his normal fighting stance Free action when I roll initiative. Man, natural 20 and I still lost initiative. :D


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Reflex (expert, +1 vs. disease and poison): 1d20 + 24 ⇒ (17) + 24 = 41
Athletics (master): 1d20 + 29 ⇒ (8) + 29 = 37

Humerus doesn't even notice the strangeness, soldiering on unashamedly as he acts his nonexistent heart out.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Humerus feels completely comfortable as an unnamed, unimportant mercenary. It's like he's barely acting at all!

"I have a belt, boss!" Humerus says, gesturing to his the impressive leather accoutrements and it's oversized buckle featuring a strange creature that looks like a giant eyeball with a maw and several other eyeball stalks protruding from it. "See the new buckle? It’s so shiny!"

He leaps up and down so everyone can behold the costume.

Athletics (master): 1d20 + 29 ⇒ (16) + 29 = 45


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"Sure, blood boss. You just tell me which ones I'm supposed to mock, and which ones I'm supposed to fight, and I can probably do both at the same time. I'm multitalented that way!"


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Better late than never, I finally went through the loot. On the bright side, only 15 pages to go through since the last time I did this. This is everything we’ve gotten since the start of book four and this post.

Listed under my recommendations, but fine if others have different ideas:

--

KEEP
* As new Blood Lords, the characters are granted a bloodclaim—permission to requisition a single item of value from Geb’s vast stores of treasure and resources. This allows each character to select one permanent common magic item of 11th level or less

Telvir requested a mind's light circlet; Not sure if anyone else grabbed anything.

* The books on the shelves in this room are focused on the topics of positive and negative energy, the creation and destruction of undead, and methods of using necromancy to animate flesh. The collection as a whole is 10 Bulk, is worth 600 gp, and if referenced during exploration or downtime provides a +2 item bonus to checks made to Recall Knowledge on these subjects.
*
Slim folios that contain all the information needed to learn the rituals word of recall and planar ally can be found among the shelves here as well. Can put in bag of holding, so not a problem if we want to keep it.
* greater pendant of the occult – Telvir claimed (and it’s on his sheet)
* moderate thurible of revelation Telvir claimed
* cloak of the bat Caraid claimed
* +2 greater striking corrosive flail Humerus could use greater striking, could add corrosive too but does already have one property rune
* Geb uses his magic to upgrade Ceceka's armor to greater victory plate! Ceceka
* invisible chain shirt Aily claimed
* bag of holding IV Humerus carry? Can hold 150 Bulk, so could keep those books from earlier
* a wand of cone of cold Telvir?
* traveler’s any-tool Worth 200 gp, but probably worth keeping on us. Can be in the bag of holding, or maybe give to Ceceka or Caraid to hold onto?
* a lifting belt Humerus claimed
* three scrolls of harm (7th level) Caraid
* a slim folio containing what’s needed to learn the heroes’ feast ritual Caraid?
* clear quartz crystal ball Telvir?
* Hyrune has a +2 greater striking returning spell-storing spear and +2 greater resilient leather armor. Ceceka took greater striking and greater resilient runes; still have two +2 potency runes and a spell-storing rune. Humerus could take the +2 armor potency, but he's got a good AC already; that said, Ceceka and Aily are our other melee combatants and already have +2
* Each of you may choose a single 15th-level or lower permanent magic item. Aily took an obsidian steed; I don't think anyone else took anything.
* red wyrm dragon's breath potion Telvir? Caraid?
* 2 pale lavender ellipsoid aeon stone Telvir and Caraid took
* orange prism aeon stone I think this is an amplifying aeon stone; best for one of the casters
* major eagle eye elixir ?
* two 8th-level scrolls of heal Caraid
* a major ghost charge Ceceka maybe? Backup item?

SELL
* seven cat figurines made of different precious stones and metals—six of these are merely statuettes worth 40 gp each, but the seventh is a golden lions wondrous figurine with the name “Cleops and Chasmere” etched on the base (these are the names needed to activate the item).
240 gp, golden lions wondrous figurine maybe sell the magic item? Value is 900 gp, so worth 450
* collection of books (6 Bulk) discovers that the tomes contain much of the hidden techniques of the Secret Eater cult. The collection is worth 500 gp, but if you hand the tomes over to the Reanimators, you earn 2 Reputation points with that faction. The Reanimators will also pay you double (1,000 gp) for the collection. I think we handed them over, but didn't see it for sure; may have decided in Discord?
* greater Codex of Unimpeded Sight Not useful for us, so sell for 900 gp
* The four stained-glass windows held by the mundane glass armatures are beguiling works of art worth 100 gp each. Each of the smaller displays behind the counter hold elegant glass sculptures. Three of these (a tree, a waterfall, and a skull) are non-magical but worth 250 gp each. 1150 gp
* a frame made of gold and ivory that depicts a circle of flying bats—worth 650 gp
* +1 striking light mace sell, unless someone wants a backup weapon; might be worth it for Aily if we fight more skeletons
* +1 leather armor sell
*a full set of sterling artisan’s tools for glassblowing, a set for woodworking, and a set for tinkering Sell? Or someone can just add to their items
* seven wraithweave patches I Sell; 900 gp each! 3,150 gp
* raw materials for crafting alchemy in the amount of 300 gp
* jeweled bracers worth 40 gp each 120 gp
* 2 suits +1 resilient full plate Sell for 530 gp
* 2 +2 striking halberds Sell for 1,000 gp
* a bejeweled religious symbol of Urgathoa worth 3,000 gp


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Humerus eventually makes his way to Speaker Kneth's side, ignoring Aily's whispered commands to stay where he is. He happily chats genially with the vampire. "Of course I know who Geb is, boss. I talked to him once. Was he polite to you? He told all my bosses they were blood bosses now. And then there was a ghoul who was also very chatty. Except it wasn't really him, but a dead head who did all the speaking for him."

Diplomacy (expert): 1d20 + 26 ⇒ (3) + 26 = 29 Will Hero Point; 2 remaining
Diplomacy (expert): 1d20 + 26 ⇒ (8) + 26 = 34


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"Wow, that's really nice of him!" Humerus says. "Maybe we should get him, like, an edible arrangement or something as a thank you."


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Huh. Just noticed I never went back to look at our treasure. Will try to do that at some point.

Humerus, level 16!
+1 to everything
+15 hp

Class feat: Shattering Strike: The force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It bypasses the target's resistances. If the target has Hardness, the Strike treats the Hardness as if it were half its value.

Skill feat: Cloud jump: Your unparalleled athletic skill allows you to jump impossible distances. Triple the distance you jump on a successful Long Jump (so you could jump 90 feet with an Athletics result of 30). When you successfully High Jump, use the distance jumped and distance limit for a Long Jump but don’t triple the distance.

You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the distance limit.

Archetype feat: Command Corpse: You gain the Command Undead feat, but you can use it only to transform the effects of harm spells you cast on mindless undead. These spells can control creatures with a level equal to or lower than your level – 1 (instead of your level – 3).


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"But, boss, not letting us do what we need to do is considered an act of sad-shun against all of Geb!" Humerus points out. "And Geb is bigger than Yled."


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Humerus scratches his skull.

"Sure thing, blood boss. Only, who's your quarry?"


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"I'm trying to make sure no one hurts these bloodlords," Humerus answers a few moments after Telvir, once he realizes now one else is going to say what they hope to accomplish.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"Oh, that's nice! It could be a nice ring, blood boss, or maybe something in one of your heads?"


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Quick stats:

HP 235/235
AC 36 / 38 in Mountain Stance or 40 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +25, Ref +23, Will +21 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 3
Effects:

Humerus flinches, but then rushes in behind the slavering, bone-eating terror. He grabs the woman, ready to pummel her.

◈ Mountain Stronghold, ◈ Stride, ◈ Flurry to Grapple and Grapple/Strike,
Athletics (master) to Grapple: 1d20 + 28 ⇒ (7) + 28 = 35
If successful, 5 bludgeoning damage; if not, I'll try again

Athletics (master) to Grapple, iterative? (if first attempt failed): 1d20 + 28 - 5 ⇒ (19) + 28 - 5 = 42
If successful, 5 bludgeoning damage
Or Falling Stone, iterative: 1d20 + 27 - 5 ⇒ (20) + 27 - 5 = 42
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (7, 1) + 9 = 17
Fire (ignore resistance): 1d6 ⇒ 1
Crit? 2d10 persistent fire damage (that ignores resistance).
Crit? The target must succeed at a DC 34 Fortitude save or be slowed 1 until the end of my next turn.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"What should we do with them, blood boss?" Humerus asks. "They make it kind of obvious we're here."


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"It's funny, blood boss, but you, know that's not my name, right?" Humerus says, glancing back at Telvir as he applies another fist to the alleged ifrit.

1d20 + 27 ⇒ (9) + 27 = 36
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (1, 7) + 9 = 17


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Oooh! Finally get to use this! Clinch Strike (reaction) Your opponents can't slip your grasp without receiving further punishment. Make an unarmed melee Strike against the triggering creature (which successfully escapes your hold).

Falling Stone (forceful, magical, nonlethal, unarmed): 1d20 + 27 ⇒ (6) + 27 = 33
Bludgeoning damage, cold iron and silver: 2d8 + 6 + 4 ⇒ (3, 5) + 6 + 4 = 18

Quick stats:

HP 235/235
AC 36 / 38 in Mountain Stance or 40 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +25, Ref +23, Will +21 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 3
Effects:

"Hey, boss, shoving isn't nice!" Humerus says, shaking his head. He goes to grab her again, though misses his follow-up blow. "Don't you know that Urgathoa wants you to keep things close?"

◈ Mountain Stronghold, ◈ Flurry to Grapple and Strike, ◈Evangelize

Athletics (master) to Grapple: 1d20 + 28 ⇒ (7) + 28 = 35
If successful, 5 bludgeoning damage

Falling Stone, iterative: 1d20 + 27 - 5 ⇒ (2) + 27 - 5 = 24
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (7, 2) + 9 = 18
Fire (ignore resistance): 1d6 ⇒ 2

Diplomacy (expert): 1d20 + 25 ⇒ (18) + 25 = 43

Evangelize: You point out a detail that incontrovertibly supports your faith, causing a listener's mind to whirl. Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM's discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected. Critical Success The target is stupefied 2 for 1 round; Success The target is stupefied 1 for 1 round.


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Quick stats:

HP 235/235
AC 36 / 38 in Mountain Stance or 40 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +25, Ref +23, Will +21 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 3
Effects:

'They're slippery, but these guys aren't so bad, blood boss!" Humerus helpfully informs the others, continuing to pummel the one undead undine ifrit. Grabbing it again, he clinches in his grip, making sure it can't escape. He drives his fist into it twice. Since it's restrained with that Grapple check, I'll just hold onto him for a bit.

◈ Mountain Stronghold, ◈ Flurry to Grapple and Strike, ◈ Strike again
Athletics (master) to Grapple: 1d20 + 28 ⇒ (20) + 28 = 48
If successful, 5 bludgeoning damage

Falling Stone, iterative: 1d20 + 27 - 5 ⇒ (15) + 27 - 5 = 37
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (8, 7) + 9 = 24
Fire (ignore resistance): 1d6 ⇒ 6
Crit? 2d10 persistent fire damage (that ignores resistance).
Crit? The target must succeed at a DC 34 Fortitude save or be slowed 1 until the end of my next turn.

Falling Stone, iterative x2: 1d20 + 27 - 10 ⇒ (18) + 27 - 10 = 35
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (8, 2) + 9 = 19
Fire (ignore resistance): 1d6 ⇒ 3


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Quick stats:

HP 235/235
AC 36 / 38 in Mountain Stance or 40 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +25, Ref +23, Will +21 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 3
Effects:

Humerus tries to grab the ifrit again -- "hey, boss, you're supposed to be hot, not slippery!" -- throwing fists furiously. He goes to throw him away -- only for the slippery ifrit to slide right out of his grasp! "Are you sure you're not an undine in disguise?!"

◈ Mountain Stronghold, ◈ Stride, ◈ Flurry to Grapple and Strike, ◈ Whirling Throw
Athletics (master) to Grapple: 1d20 + 28 ⇒ (9) + 28 = 37
If successful, 5 bludgeoning damage

Falling Stone, iterative: 1d20 + 27 - 5 ⇒ (7) + 27 - 5 = 29
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (3, 4) + 9 = 16
Fire (ignore resistance): 1d6 ⇒ 3

Athletics (master) vs. Fort DC to throw: 1d20 + 28 ⇒ (1) + 28 = 29


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

Geez. Somehow I went a month without posting in this thread. That's nuts, even if I was on vacation for a couple of weeks. Sorry about that!

Quick stats:

HP 235/235
AC 36 / 38 in Mountain Stance or 40 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +25, Ref +23, Will +21 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 3
Effects:

Humerus flinches as Telvir commands Smoke to attack. Easily falling into his fighting stance, he rushes toward the other ifrit -- safely away from the dog's slavering jaws of bone crunching. He tries to grab it, and then hits it with his stone-like metacarpals, which burst into flame.

Stance Savant (enter a stance as a free action when we roll initiative), ◈ Mountain Stronghold, ◈ Stride, ◈ Flurry to [ url=https://2e.aonprd.com/Actions.aspx?ID=35]Grapple[/url] and Strike
Athletics (master) to Grapple: 1d20 + 28 ⇒ (2) + 28 = 30
If successful, 5 bludgeoning damage

Falling Stone, iterative: 1d20 + 27 - 5 ⇒ (15) + 27 - 5 = 37
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 9 ⇒ (3, 2) + 9 = 14
Fire (ignore resistance): 1d6 ⇒ 4


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"You got it, blood boss! That sounds like easy work," Humerus says, collecting the items from Zthni.

He listens in to people talking as Telvir wanders home.

Diplomacy (expert) to Gather Information: 1d20 + 25 ⇒ (7) + 25 = 32


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"A gift, blood boss? Oh, what do you think it'll be? I wouldn't mind a nice sweater. These old bones get cold sometimes. Well, not really, but a nice sweater is still a nice gift."


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

"Huh? What do you want me to do, blood boss?" Humerus says, his attention diverted from a bone on the wall that looked like it would work particularly well as a replacement for one of his own cracked phalanges. "You want I should come with you like a bodyguard?"


HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17

I should have time in a week or so to go back through and see what we can calculate. (I'm a little behind on a project, but aiming to finish it by May 12.)

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