Bone Legion Soldier

Humerus Fetch's page

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


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HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"You got it, blood boss! Lot of bones here to replace mine," Humerus says as he starts picking through the other skeletal remains to find replacements for his own shattered bones. Down 20 hp


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HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

That is what you get for being mean. Unless that was directed toward Caraid, which would be more understandable.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Quick stats:
HP 200/220
AC 35 / 37 in Mountain Stance or 39 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +22, Ref +22, Will +20 (+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: Fast healing 7

Back to almost full unhealth, Humerus grabs the slowed skeleton again and, after smashing its skull, tries to toss it back across the room. "Sorry, boss, no time for you right now."

◈ Mountain Stronghold, ◈ Flurry to Grapple and Strike, ◈ Whirling Throw
Athletics (master) to Grapple: 1d20 + 25 ⇒ (20) + 25 = 45
If successful, 4 bludgeoning damage
Falling Stone, iterative: 1d20 + 25 - 5 ⇒ (13) + 25 - 5 = 33
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (5, 3) + 6 + 2 = 16

Athletics (master) vs. Fort DC to throw: 1d20 + 25 ⇒ (9) + 25 = 34
–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 30 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 + 4 ⇒ (3, 5, 6) + 4 = 18


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Fortitude (master, +1 vs. disease and poison, Path to Perfection): 1d20 + 22 ⇒ (1) + 22 = 23 Yeah, going to Hero Point that (2 remainign). On the bright side, can't get any worse!
Fortitude (master, +1 vs. disease and poison, Path to Perfection): 1d20 + 22 ⇒ (18) + 22 = 40 Boom! I'm not sure order of operations whether my Path to Perfection would turn that into a crit success and then one degree worse would make it a normal success, or if the one degree worse would happen first, meaning it's a failure... I'm just going to split the difference and take three-quarters damage. :D So a total of 112

Quick stats:

HP 108/220
AC 35 / 37 in Mountain Stance or 39 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +22, Ref +22, Will +20 (+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: Fast healing 7

Humerus lets out a cry of pain as nearly half his bones shatter or disintegrate. "Not nice, boss!" he growls, as he drives his remaining phalanges into it. He goes to toss it aside, only to realize too late that his throwing bones seem to be missing.

◈ Mountain Stronghold, ◈ Stride, ◈ Flurry to Strike x2, ◈ Whirling Throw
Falling Stone (foreceful, magical, nonlethal, unarmed): 1d20 + 25 ⇒ (4) + 25 = 29
Bludgeoning damage, cold iron and silver: 2d8 + 6 ⇒ (5, 2) + 6 = 13
Falling Stone, iterative: 1d20 + 25 - 5 ⇒ (13) + 25 - 5 = 33
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (4, 8) + 6 + 2 = 20

Athletics (master) vs. Fort DC to throw: 1d20 + 25 ⇒ (1) + 25 = 26

Up to 115 hp at start of next turn from fast healing.


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HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

I don't know what Aily could possibly be thinking about. That definitely doesn't sound like me at all. Maybe some other skeleton?

Quick stats:

HP 220/220
AC 35 / 37 in Mountain Stance or 39 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +22, Ref +22, Will +20 (+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:

"Whoa, boss, where did you get those nice blood cloaks?" he asks, automatically falling into his fighting stance I have stance savant, so I can try to remember to stop wasting an action on entering the stance.

He rushes forward and stomps his foot, creating a minor tremor. Grabbing one of the skeletons, he drives his fist into its skull.

◈ Stride, ◈ Mountain Quake (4 damage, basic DC 32 Fort save, fall prone on a failure), ◈ Flurry to Grapple and Strike
Athletics (master) to Grapple: 1d20 + 25 ⇒ (14) + 25 = 39
If successful, 4 bludgeoning damage
Falling Stone, iterative: 1d20 + 25 - 5 ⇒ (20) + 25 - 5 = 40
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (1, 8) + 6 + 2 = 17
Crit? The target must succeed at a DC 32 Fortitude save or be slowed 1 until the end of my next turn.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"Oh!" Humerus exclaims at Telvir's words. "Is that what that was? I thought I was remembering something, but couldn't really remember what, and then I was just confused."

He nods at Caraid's words.

"You got it boss! I'll come in and let you know if I see or hear anything."


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

This is great. They're clearly confused whose side I'm on! :D

Quick stats:

HP 220/220
AC 35 / 37 in Mountain Stance or 39 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +22, Ref +22, Will +20 (+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:

Seeing Ceceka badly hurt by Hyrume's champion, Humerus realizes he's going to have to take things into his own bony hands. "You got it, Blood Boss!" he calls as Aily has the same realization, and he rushes to put Cawadok between them.

◈ Mountain Stronghold, ◈ Stride, ◈ Flurry to Strike x2
Athletics (master) to Grapple: 1d20 + 25 ⇒ (3) + 25 = 28
Athletics (master) to Grapple, True Target: 1d20 + 25 ⇒ (3) + 25 = 28

Falling Stone, iterative: 1d20 + 25 - 5 ⇒ (13) + 25 - 5 = 33
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (8, 3) + 6 + 2 = 19


1 person marked this as a favorite.
HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Quick stats:

HP 220/220
AC 35 / 37 in Mountain Stance or 39 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +22, Ref +22, Will +20 (+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, blood boss, don't get confused," Humerus calls out as he rushes in to help Ceceka. [b]"I don't want to be racist, but I think we we sort of all look alike!"

With too many to grab, he strikes out with his fists, trying to batter the smaller of the two troops.

Mountain Stance, Stride, Flurry!
Falling Stone (foreceful, magical, nonlethal, unarmed): 1d20 + 25 ⇒ (8) + 25 = 33
Bludgeoning damage, cold iron and silver: 2d8 + 6 ⇒ (3, 8) + 6 = 17
Falling Stone, iterative: 1d20 + 25 - 5 ⇒ (15) + 25 - 5 = 35
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (1, 5) + 6 + 2 = 14


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HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"Wait a minute! You don't think I'm a lady skeleton, do you, blood boss?! Am I ... feminine? I guess I never thought about it, but you don't really have any way of knowing. Not that it matters much to me, but I was a man."

He pauses, scratching his skull.

"Is gender a flesh construct? Not like, you know a charnel creation, but something that you only have if you have flesh?!"


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"Hey, blood boss, how come you're casting it on me first? Shouldn't ladies go first?"


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Right. Sorry, I'm as empty headed as Humerus! But, yeah, some darkvision drops probably make sense. I was going to say something to protect me against vitality energy vs. a cleric, but we're in Geb, so that's not a worry!


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"So, blood bosses, when do we want to challenge them? And should we get stuff to get ready for it?"

I only have low-light vision, so if this will be in darkness, I should get something to replace that. We know Hyrune's a vampire, right? So should also probably plan for that (making sure we have magical silver, anything else we think we might need).


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Oblivious to the others' goings-on, Humerus continues gathering gossip from the other skeletons.

Stealth (master) to Dig Up Dirt: 1d20 + 23 ⇒ (8) + 23 = 31


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HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Humerus again sets out, at Aily's instruction, to see what he can learn. He's a little unsure why she said his head is so empty no one could possibly ever think he's a spy, but that thought only lasts for about six seconds before he's focused on talking to anyone else who's interested.

Stealth (master) to Dig Up Dirt: 1d20 + 23 ⇒ (4) + 23 = 27


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Humerus Fetch, Level 14!
+1 to everything
+15 hp
Monk feat: Mountain Quake: You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), with a basic Fortitude save against your class DC. On a failure, they also fall prone. After you use this action, you can't use it again for 1d4 rounds.

Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2.

Skill feat: 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.

Archetype feat: Imbue Mindlessness: You grasp the mind of an undead creature and temporarily wipe it as empty as a zombie's brain. You can target any undead with your divine innate harm spell, not just mindless undead. When you target one non-mindless undead creature with this spell, you can transform its effects. Instead of harm's normal effects, the target must attempt a Will save.
(NOTE: My read on this is I CAN transform its effects, but I don't have to. This would let me use my harm spell to heal myself. But let me know if you disagree. Not that I think stupefied would be a huge issue for Humerus.)


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"Sure, your pallid bossiness. That makes a lot of sense. So only hit him a little?" Humerus asks.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"You got it, blood boss. Did anyone see which way they went?"


1 person marked this as a favorite.
HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Quick stats:

HP 190/190
AC 34 / 35 in Mountain Stance or 37 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +21, Ref +21, Will +19 (+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:

"Hey! You almost hit me, boss! If I had flesh...!" Humerus says as the arrow goes cleanly between his ribs.

He rushes toward the vampire -- if it wants to try to shoot him, he's not going to just stand back and let it -- and nearly slips, but catches himself at the last moment by grabbing the vampire around the neck.

◈ Mountain Stronghold, ◈ Stride, ◈ Flurry to Grapple and Strike,
Athletics (master) to Grapple: 1d20 + 24 ⇒ (1) + 24 = 25 I have a Hero Point to spare, so guess I'll use it! 2 remaining
Athletics (master) to Grapple, iterative: 1d20 + 24 ⇒ (14) + 24 = 38
If successful, 4 bludgeoning damage
Falling Stone, iterative: 1d20 + 24 - 5 ⇒ (9) + 24 - 5 = 28
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (2, 6) + 6 + 2 = 16


1 person marked this as a favorite.
HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Quick stats:

HP 190/190
AC 34 / 35 in Mountain Stance or 37 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +21, Ref +21, Will +19 (+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 at Telvir's command, inadvertently crushing the vampire's neck. "Sorry, boss!" he blurts, before proceeding to hit the vampire a couple of times and then throw it across the room.

Submission Hold, flurry to Strike x2, Whirling Throw
Athletics (master) to Grapple for Submission Hold: 1d20 + 24 ⇒ (15) + 24 = 39
Critical Success The target is enfeebled 2 until the end of its next turn and enfeebled 1 for 1 minute.; Success The target is enfeebled 1 until the end of its next turn.

Falling Stone (foreceful, magical, nonlethal, unarmed): 1d20 + 24 - 5 ⇒ (4) + 24 - 5 = 23
Bludgeoning damage, cold iron and silver: 2d8 + 6 ⇒ (6, 3) + 6 = 15
Falling Stone, iterative: 1d20 + 24 - 10 ⇒ (19) + 24 - 10 = 33
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (2, 1) + 6 + 2 = 11

Athletics (master) vs. Fort DC to throw: 1d20 + 24 ⇒ (12) + 24 = 36
I throw it 30 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 + 4 ⇒ (6, 3, 1) + 4 = 14


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

I'm assuming we took time to heal everyone, but if not, I was at 169 hp, which is probably fine.

Quick stats:

HP 190/190
AC 34 / 35 in Mountain Stance or 37 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +21, Ref +21, Will +19 (+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 rushes in to grab one of the vampires. "Remember, boss, it doesn't do any good to bite me! Nothing to drink!" he reminds them.

◈ Mountain Stronghold, ◈ Stride, ◈ Flurry to Grapple and Strike
Athletics (master) to Grapple: 1d20 + 24 ⇒ (15) + 24 = 39
If successful, 4 bludgeoning damage

Falling Stone, iterative: 1d20 + 24 - 5 ⇒ (4) + 24 - 5 = 23
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (2, 3) + 6 + 2 = 13
Crit? The target must succeed at a DC 31 Fortitude save or be slowed 1 until the end of my next turn.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"Whoa, blood boss, that looked really painful! Good thing you disarmed most of the trap or it could have been really bad!" Humerus exclaims.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"Wow, blood boss, did you just destroy them with your mind?" Humerus exclaims as the vampires dissolve into mist moments after Telvir's words.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

FYi, I'm on vacation through Thursday. I may have some changes to post, but I'm not sure. Feel free to bot me (GM or players) if necessary.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Quick stats:

HP 169/190
AC 34 / 35 in Mountain Stance or 37 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +21, Ref +21, Will +19 (+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:

"Whoa, boss, it doesn't work! All the food just falls out!" Humerus admonishes the skeleton as he speaks from personal experience in the times that he forgot he's not really supposed to eat or drink.

◈ Mountain Stronghold, ◈ Stride, ◈ Flurry to Strike x2
Falling Stone (foreceful, magical, nonlethal, unarmed): 1d20 + 24 ⇒ (2) + 24 = 26
Bludgeoning damage, cold iron and silver: 2d8 + 6 ⇒ (6, 3) + 6 = 15

Falling Stone, iterative: 1d20 + 24 - 5 ⇒ (13) + 24 - 5 = 32
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (5, 8) + 6 + 2 = 21


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Reflex (expert, +1 vs. disease and poison): 1d20 + 21 ⇒ (14) + 21 = 35

Quick stats:

HP 169/190
AC 34 / 35 in Mountain Stance or 37 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +21, Ref +21, Will +19 (+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 manages to avoid the worst of the bone shards, especially as some simply go through the space between his own bones where he lacks any flesh to pierce.

"Hold on, blood boss!" he calls as he rushes to Ceceka's side.

◈ Mountain Stronghold, ◈ Stride, ◈ Flurry to Strike x2
Falling Stone (foreceful, magical, nonlethal, unarmed): 1d20 + 24 ⇒ (12) + 24 = 36
Bludgeoning damage, cold iron and silver: 2d8 + 6 ⇒ (4, 4) + 6 = 14

Falling Stone, iterative: 1d20 + 24 - 5 ⇒ (2) + 24 - 5 = 21
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (5, 2) + 6 + 2 = 15


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"You got it, blood boss!"

Athletics (master): 1d20 + 22 ⇒ (7) + 22 = 29

Humerus tugs on the door. "It's pretty stuck, blood boss. Hold on!"

Athletics (master): 1d20 + 22 ⇒ (4) + 22 = 26
Athletics (master): 1d20 + 22 ⇒ (20) + 22 = 42

He tugs it a couple more times before it suddenly opens, startling him to the point he almost falls backward as it finally releases.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"You got it, boss!" Humerus says, always happy to be helpful. The word play regarding going into the belly of the beast as a metaphor for entering the church of the goddess of gluttony goes right over his head.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"You got it, blood boss!" Humerus replies.

"Send. Appropriate. Note. To. Xenopha," he repeats to himself.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"Maybe we should go to this cathedral, blood boss?" Humerus suggests. "Too bad we don't know any Urgathoans. They would probably be helpful. Like a sprite champion or something..."


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Humerus -- ordered out of the lab by Telvir -- heads out to see if he can learn more about Bremeteria Veng. He gets distracted at first, but then suddenly hears Aily's voice in his head (or at least thinks about what she might coldly suggest if she were there) reminding him what he's supposed to be doing. You got it, blood boss! he thinks.

The "suggestions," whether real or not, prove most effective.

Diplomacy (expert): 1d20 + 22 ⇒ (6) + 22 = 28
Diplomacy (expert): 1d20 + 22 ⇒ (20) + 22 = 42


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Apparently, I can read really well, so I knew I could do a second check. I just didn't want to confuse anyone else...

Deciding he's not going to learn anything else on the waterfront, Humerus returns home to help Telvir. Unfortunately, he's not very helpful, mostly pointing at various bits of ash and asking, "Is that something, blood boss?"

Crafting (trained): 1d20 + 14 ⇒ (12) + 14 = 26


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Humerus returns to the wterfront, where he started his unlife hauling cargo. He pitches in, testing his new belt -- "Everything really does feel lighter, boss! I tell you, with this, I coulda been a contender. I coulda been somebody, instead of a servant, which is what I am, let's face it" he tells one of the other stevedores he's working beside. His amiable conversation and self-deprecation as always quickly endear him to everyone around him, and soon they're telling him all manner of stuff.

Diplomacy (expert): 1d20 + 22 ⇒ (19) + 22 = 41


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Humerus waits for permission to release the gnome. Then he starts putting items into the bag of holding to bring along with them.

He glances at the belt. "Boy, this would be really useful for hauling cargo!" he exclaims (once someone explains what it is).


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"You probably shouldn't be metaphorically speaking, blood boss. I don't think everyone understands what that means," Humerus replies, his head turning toward Ceceka for a second (since he doesn't have any eyes to cut over in his direction).

"What did you think Hyrune was doing?" he asks the gnome.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"Why did you attack us?" Humerus asks, still holding onto the gnome. "That wasn't very neighborly!"


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

QUick stats:

HP 160/190
AC 34 / 35 in Mountain Stance or 37 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +21, Ref +21, Will +19 (+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:

"Hey, boss, that's not cool. Without the Lady Blood Boss, I don't think any of us would know what to do!" Deciding the gnome is the biggest threat, Humerus rushes in his direction, though he holds back on killing blows -- since he's not sure he should kill here without explicit instruction.

He easily pulls the gnome into his clutches, pinning his arms as he squeezes, though he's too busy trying to make sure Rumin can't escape that he fails with his follow-up blow.

◈ Mountain Stronghold, ◈ Stride, ◈ Flurry to Grapple and Strike
Athletics (master) to Grapple: 1d20 + 24 ⇒ (19) + 24 = 43
If successful, 4 bludgeoning damage

Falling Stone, iterative: 1d20 + 24 - 5 ⇒ (1) + 24 - 5 = 20

I'm hoping that's a crit success on Grapple, which should make him restrained and stop anymore spellcasting. If he Escapes, I'll react to Clinch Strike.
Falling Stone (foreceful, magical, nonlethal, unarmed): 1d20 + 24 ⇒ (7) + 24 = 31
Bludgeoning damage, cold iron and silver: 2d8 + 6 ⇒ (2, 2) + 6 = 10


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Oh damn!

Reflex (expert, +1 vs. disease and poison): 1d20 + 21 ⇒ (7) + 21 = 28
Will (master, +1 vs. disease, poison, fear, Path to Perfection): 1d20 + 19 ⇒ (15) + 19 = 34

Quick stats:

HP 160/190
AC 34 / 35 in Mountain Stance or 37 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +21, Ref +21, Will +19 (+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:

The perpetually cheerful Humerus easily shrugs off the waves of despair, though his teeth chatter a little in the blast of cold.

"Th-th-that's n-n-not v-v-very n-n-nice, b-b-boss!" he says as he falls into his usual fighting stance and then rushes toward the closer etoling, grabbing it and delivering a strong strike.

◈ Mountain Stronghold, ◈ Stride, ◈ Flurry to Grapple and Strike
Athletics (master) to Grapple: 1d20 + 24 ⇒ (5) + 24 = 29
If successful, 4 bludgeoning damage
Falling Stone, iterative: 1d20 + 24 - 5 ⇒ (16) + 24 - 5 = 35
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (1, 7) + 6 + 2 = 16
Crit? The target must succeed at a DC 31 Fortitude save or be slowed 1 until the end of my next turn.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Quick stats:

HP 151/190
AC 34 / 35 in Mountain Stance or 37 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +21, Ref +21, Will +19 (+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:

"Hold on, blood boss, I'm coming!"

Humerus moves into position and grabs the remaining golem.

◈ Mountain Stronghold, ◈ Stride, ◈ Flurry to Grapple and Strike
Athletics (master) to Grapple: 1d20 + 24 ⇒ (14) + 24 = 38
If successful, 4 bludgeoning damage

Falling Stone, iterative: 1d20 + 24 - 5 ⇒ (14) + 24 - 5 = 33
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (5, 5) + 6 + 2 = 18
Crit? The target must succeed at a DC 31 Fortitude save or be slowed 1 until the end of my next turn.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Quick stats:

HP 151/190
AC 34 / 35 in Mountain Stance or 37 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +21, Ref +21, Will +19 (+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:

"Hey, blood boss, you should try avoiding the sharp bits. It looks like they hurt!" Humerus suggests as he turns his attention to the next construct. He grabs it, and gives it a light admonition before tossing it away across the room.

◈ Mountain Stronghold, ◈ Flurry to Grapple and Strike, ◈ Whirling Throw
Athletics (master) to Grapple: 1d20 + 24 ⇒ (14) + 24 = 38
If successful, 4 bludgeoning damage

Falling Stone, iterative: 1d20 + 24 - 5 ⇒ (3) + 24 - 5 = 22
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (8, 1) + 6 + 2 = 17

Athletics (master) vs. Fort DC to throw: 1d20 + 24 ⇒ (19) + 24 = 43
–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 30 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 + 4 ⇒ (2, 4, 3) + 4 = 13


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Reflex (expert, +1 vs. disease and poison): 1d20 + 21 ⇒ (7) + 21 = 28

Quick stats:

HP 151/190
AC 34 / 35 in Mountain Stance or 37 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +21, Ref +21, Will +19 (+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:

"Ow, that burns, boss!" Humerus cries out as the solar flare catches him unawares. Still, seeing Aily bleeding all over the nearest constructs, he tries to grab one of them before trying to throw it across the room.

◈ Mountain Stronghold, ◈ Flurry to Grapple and Strike, ◈ Whirling throw
Athletics (master) to Grapple: 1d20 + 24 ⇒ (10) + 24 = 34
If successful, 4 bludgeoning damage

Falling Stone, iterative: 1d20 + 24 - 5 ⇒ (2) + 24 - 5 = 21
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (6, 1) + 6 + 2 = 15

Athletics (master) vs. Fort DC to throw: 1d20 + 24 ⇒ (6) + 24 = 30
–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 30 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 + 4 ⇒ (5, 5, 5) + 4 = 19


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Quick stats:

HP 190/190
AC 34 / 35 in Mountain Stance or 37 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +21, Ref +21, Will +19 (+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:

Telvir Stanton wrote:
He casts guidance on the friendliest skeleton in town.

"Oh, hey, blood boss, is that me?" Humerus realizes with a sudden start. He then makes a beeline for the nearest golem.

◈ Mountain Stronghold, ◈ Stride, ◈ Flurry to Grapple and Strike
Athletics (master) to Grapple: 1d20 + 24 ⇒ (8) + 24 = 32
If successful, 4 bludgeoning damage
Falling Stone, iterative: 1d20 + 24 - 5 ⇒ (6) + 24 - 5 = 25
Bludgeoning damage (forceful, cold iron and silver), with guidance: 2d8 + 6 + 2 + 1 ⇒ (5, 8) + 6 + 2 + 1 = 22


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Athletics (master): 1d20 + 22 ⇒ (9) + 22 = 31

"You need a hand, blood boss?" Humerus asks as he easily moves through the river waters -- most of the current easily flows around his bones instead of being impeded by inconvenient flesh and organs.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Diplomacy (expert): 1d20 + 22 ⇒ (16) + 22 = 38

Humerus continues to disarm the vampire with his genial personality as the wraith pulls away.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Diplomacy (expert): 1d20 + 22 ⇒ (12) + 22 = 34

"Sorry, boss, that's my bad!" Humerus calls as he pushes past the vampire.


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Will (master, +1 vs. disease, poison, fear, Path to Perfection): 1d20 + 19 ⇒ (7) + 19 = 26

"Oh, hey, I think I know him!" Humerus suddenly exclaims, pointing to a nondescript skeleton. "It's a bit hard to tell, since we all look alike, but ... maybe? HEY, BERRIS! BERRIS FUELER!"


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Acrobatics (expert), with boots: 1d20 + 20 + 1 ⇒ (2) + 20 + 1 = 23 Bah! Will Hero Point that. 2 remaining.
Acrobatics (expert), with boots: 1d20 + 20 + 1 ⇒ (8) + 20 + 1 = 29

Humerus takes off after the wraith -- "I'll get it, blood boss!" -- but finds it's actually more difficult to leap from ship to ship than he expected. The water keeps moving them!


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Quick stats:

HP 190/190
AC 34 / 35 in Mountain Stance or 37 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +21, Ref +21, Will +19 (+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:

"Watch those teeth, blood boss!" Humerus warns -- a moment too late -- as he tries to grab the thing to prevent it from biting again.

◈ Mountain Stronghold, ◈ Flurry to Grapple x2, ◈ Whirling Throw
Athletics (master) to Grapple: 1d20 + 24 ⇒ (2) + 24 = 26
Athletics (master) to Grapple, iterative: 1d20 + 24 - 5 ⇒ (16) + 24 - 5 = 35
If successful, 4 bludgeoning damage

Athletics (master) vs. Fort DC to throw: 1d20 + 24 ⇒ (12) + 24 = 36
–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 30 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 + 4 ⇒ (1, 3, 2) + 4 = 10


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Fortitude (master, +1 vs. disease and poison, Path to Perfection): 1d20 + 21 ⇒ (16) + 21 = 37

Quick stats:

HP 190/190
AC 34 / 35 in Mountain Stance or 37 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +21, Ref +21, Will +19 (+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 ignores any bad scent -- he's smelled worse -- and falls into his usual fighting stance. Keeping his hold on the creature, he slams his fists into a couple times before tossing it into the harbor if I can!

◈ Mountain Stance, ◈ Flurry to Strike x2, ◈ Whirling Throw
Falling Stone (foreceful, magical, nonlethal, unarmed): 1d20 + 24 ⇒ (15) + 24 = 39
Bludgeoning damage, cold iron and silver: 2d8 + 6 ⇒ (3, 6) + 6 = 15
Falling Stone, iterative: 1d20 + 24 - 5 ⇒ (16) + 24 - 5 = 35
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (3, 8) + 6 + 2 = 19

Athletics (master) vs. Fort DC to throw: 1d20 + 24 ⇒ (15) + 24 = 39
–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 30 feet on a success and do damage (it lands prone on a crit success)
Bludgeoning damage: 3d6 + 4 ⇒ (4, 1, 4) + 4 = 13


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

"Hurry up, blood boss!" Humerus calls back as he sees Ceceka following. "You can do it!"


HP 220, AC 35/37/39, F+22, R+22, W+20 Skeleton monk 14

Quick stats:

HP 190/190
AC 34 / 35 in Mountain Stance or 37 if use Mountain Stronghold
Resistance 3 to cold, electricity, fire, piercing, and slashing damage
Fort +21, Ref +21, Will +19 (+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:

"You got it, blood boss!" Humerus says as he realizes he's meant to be helping here, not just watching. He dashes forward to grab one of the monstrosities.

◈◈ Stride x2, ◈ Flurry to Grapple and Strike (or try to Grapple again if first attempt failed)
Athletics (master) to Grapple: 1d20 + 24 ⇒ (6) + 24 = 30
If successful, 4 bludgeoning damage

Athletics (master) to Grapple, iterative (if the first attempt failed): 1d20 + 24 - 5 ⇒ (9) + 24 - 5 = 28
If successful, 4 bludgeoning damage

Falling Stone, iterative (only if the first Grapple succeeded): 1d20 + 24 - 5 ⇒ (16) + 24 - 5 = 35
Bludgeoning damage (forceful, cold iron and silver): 2d8 + 6 + 2 ⇒ (5, 8) + 6 + 2 = 21

Note: I'm NOT in Mountain Stance yet since I needed to Stride twice to reach them.

Organized Play Character



Grand Lodge Skjalddis Jarnsdotter

Female Human (Ulfen) Brawler 1 (0 posts)