Salvator Scream

Thale Nyus's page

59 posts. Alias of therealthom.


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Thale, largely reworked as a monk/cleric. Made racial or level adjustments to ability scores. Still need to pick traits. Will settle on two of the three domains listed in his profile. Still need to shop. Still willing to go monk/wizard depending on party's needs.

Roshan, how are we doing HP? Max at first and roll after?

If I take Scribe Scroll can I make scrolls prior to play? (Effectively scrolls would be half price.) Will there be down time for scribing?

***How would you interpret this trait?

Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

*** "caster level in that class gains a +2 trait bonus" would that apply solely to spell DC, duration, damage, etc? Or would it also apply to spells per day?


Thale, largely reworked as a monk/cleric. Still haven't made racial or level adjustments to ability scores. Still need to pick traits. Will settle on two of the three domains listed in his profile. Still need to shop. Still willing to go monk/wizard depending on party's needs.

Cruroar, I think you still have shopping to do. I read the guidelines as 3500 gp plus an item or 1500 more gp. That would leave you with about 2000 gp.


Been thinking about monk for a while

Str 5d6 ⇒ (3, 3, 3, 1, 4) = 14 = 10
Dex 5d6 ⇒ (6, 3, 6, 1, 1) = 17 = 15
Con 3d6 ⇒ (1, 3, 3) = 7 = 7
Int 4d6 ⇒ (6, 5, 2, 3) = 16 = 14
Wis 5d6 ⇒ (3, 6, 3, 2, 1) = 15 = 12
Cha 4d6 ⇒ (5, 2, 6, 1) = 14 = 13

Wow, those are some classically inappropriate rolls for a monk. Still, never one to let the dice stand in my way ....

Thale Nyus, Seventh Warden of the Eastern Pavilion:

Description: Thale is a short lightly built man in his early 30s. His head is normally shaved; sometimes he sports a bristly stubble when a razor is not available. He wears the faded yellow robes under a plain brown cloak, carries a staff, and a two-faced mask of Nethys hangs from his belt. Often the cloak is worn over one shoulder so that from a distance he appears to be clothed in yellow on his left and in brown on his right. On his back is a voluminous pack with a crossbow strapped to it. His robes and gear are dirty and travelworn.

Early 30's is just the age he starts. I'm not expecting age modifiers to his ability scores.

Background:

Spoiler:
Thale hails from a remote monastery built around a small interdimensional rift. While the nature of the rift precludes it from being closed completely, by focused prayer, spells, and meditation the monks seek to bar passage to malign outsiders that would enter. The monks also practice the martial arts as part of a healthy mind, healthy body philosophy and as a last resort should something breach the rift.

Thale was dedicated to the monastery by his parents during an extended drought that caused the crops to fail. He was eight years old, older than most such dedicants. He adapted well to the temple discipline, but had difficulty finding his exact niche. He had not the physical strength and stamina of the warrior-priests. While he learned magical theory quickly enough, he could not concentrate the power to cast arcane spells conventionally. He did not find favor with the major gods of the temple who were aspects of Iomedae and Sarenrae. Yet, he was marked by one of the elder priests as too unique to be consigned to the lay brotherhood that handled the maintenance of the monastery. The elder led him through a course of study that eventually revealed his affinity to Nethys, God of Magic. No great powers were revealed however and upon passing the challenge of full brotherhood, Thale was given a minor administrative position.

Years ago Thale's elder had a vision of disturbing events in the West, an eruption of shadow creatures similar to those threatening the rift in the monstery. He sent a senior member of the monastery to investigate and Thale went as the man's assistant and scribe. When the senior man died, Thale decided to continue instead of returning to the monastery.

Mechanically, Thale will start as a LN monk 1/cleric of Nethys 3 or monk 1/ wizard 3, depending on party needs. He favors the positive aspects of Nethys. I plan on taking 2 or 3 knowledge skills. Future development will depend on party needs.

The current Avatar is from an old 3.5 PbP. If accepted, I'll re-write him to Pathfinder standards. If you want a complete build out before deciding on PCs just say the word. When will you be closing applications?


Male Human Monk 1 -- Cleric of Nethys 3

Thale crumples under Garret's blow and drops to the pavement.

-7 hp.


Male Human Monk 1 -- Cleric of Nethys 3

[ooc] how hurt is Thale from the friendly fire?


Male Human Monk 1 -- Cleric of Nethys 3

Initiatives I found above:

  • Garret 19
  • Dresden 19
  • Sgt. Whitbourne 15
  • Basil 9
  • Thale 7

Thale moves easily with the assasin, without resistance. "It seems the gnolls are as anxious to kill you as us. And Dresden will not be deterred by my fate. Perhaps you should just make a run for it now."

Keep readied action to dodge/block if Omar strikes.


Male Human Monk 1 -- Cleric of Nethys 3

Thale waits. "Well, assasin?"


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:


Thale Omar is prompting you with the knife at your throat. Do you wish to yield or resist?

Parley!

Thale lies still -- for the moment. "Assasin, what gain thus? Can you stop the beast at the door? Can you flee dragging an injured man? Can you fight with your blade at my throat? Now you must talk."

Thale tenses himself. Ready to move.

Patrick, Thale is content to talk for now. He'll ready an action to block if Omar moves to strike.


Male Human Monk 1 -- Cleric of Nethys 3

Ow! That hurt.


Male Human Monk 1 -- Cleric of Nethys 3

Reflex save (1d20=6) +2 = 8 Well, since the servant's gone, maybe now I qualify as comic relief.

Thale moves to protect the door, listening for Omar's footsteps. Instead he hears a gurgle above him, looking up just in time to nearly dodge the falling gnoll.

At least the invisible assasin probably won't waste an action attacking me.

Lying on the pavement, Thale looks across the cobbles at the smoking pearl. Oohh


Male Human Monk 1 -- Cleric of Nethys 3

Initiative (1d20=1) +6 = 7. I was just getting ready to say how my dry spell on invis castle was over. Oh well.

Thale has his hands on the wall and is looking upward preparing to climg when the rope above him parts. He hears the impact above , then at street level, but can not see the assasin. I should have practiced blindfolded combat.

He drops into a defensive crouch watching the assasin's impact area and listening for any movement on his part. Which direction would he go? The open street? To his weapons? Or through the tower door and back to his prepared escape route?

Thale decides to cover the door and sidesteps in that direction. "Basil, if you would throw me my staff, I would much appreciate it."


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:


yes the archers are gnolls, I was going to get you guys to spot check for that but, since you are only a little over 100 feat away, that is probably obvious. You would have to move down the street in such a way for them not to see you, providing that they could ( which maybe true, your character is not sure). The tower is made of stone and is pretty vertical. So a climb DC would be 15-20. Your character would have a better idea once they moved closer. The ropes are suspended between the tops of the two buildings, so climbing to the top of the buildings would allow you to reach the ropes.

"Sir Basil, hold this for me please." Thale holds out his staff. "I think I can get behind our quarry. At least as long as I'm not spotted."

Thale will walk along the wall at the base of the tower. Hopefully the gnolls attention is fixed on Garret. If he makes it unspotted to the base of the tower under Omar, and if he is out of the archer's line of sight, he will assay the climb. He is very anxious not to become a target while on the wall, so he'll keep a sharp eye on Omar and the gnolls as he climbs.

Climb roll (1d20+4=15)


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:

combat summary:

Initiative and actions.
Sir Basil and Thale 7: Looking down Obsidian street, you can see a stone tower on the left hand side of the block, on the corner of Obsidian Street and Landowner's Lane (see map.Thirty feet above the streets on stretched out ropes you see two figures. One with a bow on the edge of a building and the other with sword and dagger drawn balancing on ropes. There appear to be archers in the tower. There are a few terrified people running on the side street but know undead that you can see.

Query: the archers I highlighted in blue above are the gnolls?

How difficult to climb the wall across from Garret? Will I be out of the assasin's, gnolls', or archers' view? Can I climb high enough to reach the ropes or the roof?


Male Human Monk 1 -- Cleric of Nethys 3

Init (1d20+6=7)

Thale threads his way through the streets, following the paladin. "Basil! I've lost Garret. Do you see him?" The attacks he witnesses as he passes sicken him, but he knows to stop is to die. Even the salve to his conscience of striking out at undead as he passes is denied him. They would only turn and attack his companions who follow. And the party is becoming too separated.

"Belthic and the sargeant. They're falling behind. " At least for now, Thale will be governed by the paladin. If he stops to give battle, Thale stops.

3 attacks (1d20+3, 1d6+1=[11, 3], [1, 1], 1d20+3, 1d6+1=[18, 3], [1, 1], 1d20+3, 1d6+1=[9, 3], [5, 1]) = 12 to hit 2 damage, 21 to hit 2 damage, 12 to hit 6 damage


Male Human Monk 1 -- Cleric of Nethys 3

3 Climb, 3 Jump (1d20+4=13, 1d20+4=17, 1d20+4=10, 1d20+4=9, 1d20+4=7, 1d20+4=11)
Climb 13, 17, 10
Jump 9, 7, 11

Reflex, spot, reflex, spot, reflex, spot (1d20+2, 1d20+3=[20, 2], [1, 3], 1d20+2, 1d20+3=[19, 2], [17, 3], 1d20+2, 1d20+3=[2, 2], [1, 3])
Reflex 22, 21, 4
Spot 4,20,4

Dodging and clambering over obstacles, Thale has trouble continuously keeping Garret in sight. And the attacks of the undead on the people unnerve him. Nevertheless, as Thale runs, he hardens his heart against the tragedy around him. He knows that to pause is to be engulfed in a tide of undead, and to join their ranks.

Just try to keep up with the rooftop brigade and keep our party together. Unless it's superheinous or the paladin stops Thale won't engage the undead.


Male Human Monk 1 -- Cleric of Nethys 3
Sir Basil de Fermer wrote:


He look's around as Thale lands in the alley.

"God's above and below man...what do you think you are doing?"

Thale's voice is flat. "You are most in need of help. Garret can make his way over the rooftops. "

just one charge to heal Basil. Are there doors in the building we were jumping for? Perhaps we can regain the roof and continue pursuit.

"Now, do we try the roofs again?"


Male Human Monk 1 -- Cleric of Nethys 3

Thale stepped back to ready himself for a running jump, but the Paladin's plummet changed the plan. He quickly follows the sargeant, dropping down to the street. Reaching Basil, he pulls out the healing wand and tries using it for real.

Wellard, Basil can wave the healing off if he wants. Patrick, please roll any checks I have to make when following the sargeant. Ghettowedge, sorry, but I dare note cry out to alert Garret.


Male Human Monk 1 -- Cleric of Nethys 3

Spot checks, N, S, E, W: (1d20=9, 1d20=14, 1d20=8, 1d20=12) +3 all around is: N 12, S 17, E 11, W 15.

Thale coils the rope and hands it back to Garret. "That was most useful. Thank you." He scans the city around them. His gaze lingers on the square. The book, the letters, the paints, the crossbow. Gone. His mouth tightens with vague regret. The scene in the square sickens him. Would I had the power to call down Pelor's flame to cleanse this place.

What became of Basil's horse? Escape, bloody corpse, or undead? Is there any sign of Omar? What are the chances for escape in each direction?


Male Human Monk 1 -- Cleric of Nethys 3

Between helping the others up, Thale hisses, "Basil, your spirit is noble, but your plan weak. Your armour will make the climb difficult unaided. I will go last."


Male Human Monk 1 -- Cleric of Nethys 3
Garret 'Sledge' Whitestone wrote:

"Simple logic for you, Dresden. Those things kill someone and one rises. Do we need more of 'em?"

"Thale, it's barely ten feet high. Give 'em a boost. We don't got time for knots. And I could use a boost right now"

Assuming Thale gives me a hand...
Disable Device = 22

Thale obliges Garret by sqatting and cupping his hands to form a stirrup for the half-orc to step into. As Garret steps in, the monk straightens his knees, lifting Garret to the skylight.

Its a good thing Thale is familiar with "standing stone" style.

From what he hears, Thale would like to take issue with Dresden, but more important things need to be done.


Male Human Monk 1 -- Cleric of Nethys 3
Garret 'Sledge' Whitestone wrote:

Garret softly pads over to underneath the skylight while pulling out his rope and grappling hook.

He whispers "We can't fight the entire city full of undead. If we stay here, that's what we'll eventually have to do. If the assassin did go up, as the ghoul says, then we may be able to catch sight of him before he's out of the city."

Thale grins in satisfaction at the sight of the rope and nods at Garret's words, whispering in reply, "Agreed. But we have to get everyone out of here first. " He sizes up the half-orc. "I am sure you and I can climb the rope, but what about the armoured ones? And the servant. It might be easier with knots in the line, or something for them to stand on."


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:

Dresden replies to Thale" Why I know of two. There is a skylight in the ceiling in the hall-maybe you were too busy to notice- and of course there are the doors downstairs, hehe."

Dresden says " That symbol represents the Twice Dead God Doresain. I have seen it before you know, though why Master Omicron would allow talk of such a creature in his Necropolis I know not. More importantly, I can think of no reason why GraveMaster Khale would ally with that creature either. ...."

The backdoor to the kitchen finally breaks and so do the barricades on the common room windows. Ravenous start to crawl into the building, but you do not know how many as you are upstairs.

Thale's head spins: Dresden is speaking obliquely. Doresain, Omicron, Khale, Necropolis. What does any of that mean? The splintering of the barricades below provides a fresh focus for Thale's thoughts. We need a way out. Thale strides into the hall to examine the skylight. "Does anyone have some rope?"

How tough will it be to reach? How easy to climb out? Can we get a bed or dresser under the light to make it easier?

Know(religion) on Doresain (1d20=13) +2 = 15


Male Human Monk 1 -- Cleric of Nethys 3

"Dresden, do you know an escape route for us? "

If Dresden answers negatively.
"I will search the rest of the building." Thale will quickly look into other rooms first on this and then higher floors, seeking the assasin or a means of escape.

Either after Dresden's answer or as Thale departs on his search: "Sir Basil, perhaps your man might watch the stairs. "


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:
Thale looks at the wand in his hand, determines it has curing properties, and pratices its' use.

"Dresden's gift appears to be a wand of some curing. Odd...."

Patrick Murphy wrote:
" Priest turned on one too many Gods I fear. One of his allies did him in. Serrated knives did those cuts -see how wide? Pretty- Your goodly Father was a double agent see? Markings should be on his person somewhere-not too obvious, Servant of the Heart be smarter than that or we would have defeated them by now. Looking for a holy symbol- unholy to you- somewhere secret. Yes, secrets are good, like Vecna says."

Thale walks over to the Paladin. "Sir Basil, a word with you." He lowers his voice, " I do not wish to pain you, but this may confirm Dresden's story or damn him. Depending on whether you believe it belongs to him or the dead father or the alleged assasin. I found it downstairs. " Thale shows Basil the defaced symbol of Cuthbert.

Are there more stories to the building?

Facing the (presumed) necromancer Dreden, Thale asks, "WHere is this assaain now?"


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:


No friend. You only take two points of damage, the strength check was to avoid being pushed back down the stairs,stumbling over PC's in front of you.

cool. thanks.

Initiative (1d20=1) +6 = 7 The castle strikes again. At least it makes sense cause I'm at the back.


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:
Thale Nyus wrote:
Patrick, you said in earlier post 2 points of damage for failing check. Your math on this post equals 4 points of damage. Which?
not sure where the snafu is. I talked about damage twice from what I can gather, but it is only 2 points of damage total from the armoir ONLY IF you fail the reflex check.

Here:

Patrick Murphy wrote:
Thale strength check DC9 or be pushed down the stairs by the impact. DC for this check is 5+damage taken people, so if you were not damaged, you do not need to make this save.

I failed the reflex, 2 pts of damage by the first post. In the second post DC 9 implies 5 + 4 damage.


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:
[Thale strength check DC9 or be pushed down the stairs by the impact. DC for this check is 5+damage taken people, so if you were not damaged, you do not need to make this save.

Strength check (1d20+1=12) Patrick, you said in earlier post 2 points of damage for failing check. Your math on this post equals 4 points of damage. Which?

The impact knocks Thale's feet out from under him, but he grabs the bannister to save himself from falling further.


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:
[Everyone on the stairwell make a Reflex Check DC 14. 2 points of damage if you fail, as the heavy object lodges itself at an odd angle in the stairway, rather than tumble down the stairs as intended.

Reflex Save (1d20+5=7)

Thale presses himself against the wall, but the armoir grazes him as it passes.


Male Human Monk 1 -- Cleric of Nethys 3
Sledge wrote:


"Hey, I'm Garret, but most people call me Sledge. You folks aren't from around here, right?"
Basil wrote:
"Basil..Well met Garret"

"I am Thale."

Belthic wrote:

Belthic hearing the sounds from above quickly trots to the stairs and begins to run up them.

"What now"? He exclaims as he begins to trot.

Sledge wrote:


And then the dwarf runs upstairs, "We should follow, I saw something bloody through the second floor window."

I'm on Belthic's heels.

Basil wrote:

"The knight turns his attention to the stairs again and he begins to climb after the dwarf and half orc

"Gelthrick..you follow me and these..gentlemen..Sergeant, you bring up the rear"

He follows the dwarf up the stairs, sword ready.

'well' he thinks 'this adds a new twist to the bards tales of heroes meeting in an inn'

Patrick Murphy wrote:

Thale The defacing of the amulet should indicate an act of desecration to you religion DC5 On the back of the amulet is a series of inscriptions written in an obscure language.

Thale turns the medallion over, looking at the back one last time. Whoever did this was deliberately affronting the god, or something worse.religion check (1d20+2=13)

He slips the disc into his belt pouch. Then he follows Sir Basil up the stairs.
Does Basil wear any visible regalia of Cuthbert? I checked his profile but it didn't say?


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:


Thayle and Garret With the help of the turn, the attacking zombies back away from Garret long enough for both of you to shut and latch the front door. The blinding light alerted other Walking Dead to the prescence of the living though, so more are coming from the square to investigate.
...
Thayle The wooden disc still on the floor looks like a defaced symbol of St. Cuthbert, God of judgement and retribution.

You can all hear the continuing chaos outside. The square is quieter now. Not many screams, more sounds of eating. The side streets are starting to gain more shouts and commotion. You can also smell things burning outside. Some undead have found the walls and door of the Sea Nymph Inn and pound and claw at it. Belthic hears others tugging at the back door through the kitchen. You all hear movement upstairs; something heavy being dragged across the floor in one of the bedrooms.
what are you doing?

With the door finally closed, Thale heaves a sigh of relief. "Good." He stretches his hand out, offering to shake with the big half-orc. "I am Thale."

***

Introduction over, he steps to the amulet and picks it up and examines it. "This is not good. Someone here .... " He looks around the room while showing the others the disc..

Patrick, any rhyme or reason to the defacing?

At the sounds from above he looks up at the ceiling. "We should see what that is."


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:

thayle the doorway Garrett is fighting in has no room for your help to be effective.

anyone know what happened to Jeric?

Discovering there is not enough room to effectively aid the half-orc defending the door, Thale tries another strategy. Presenting his holy symbol he calls again on Pelor's shining light to drive the unnatural creatures away.

Next chance Thale gets, turn undead.1d20, 2d6=[16], [4, 1] That will turn 6 HD of 2 HD undead.

Did Thale remember anything about the religious amulet during the fight, or will it wait til after?


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:

Garrett three zombies move on on the door moaning loudly and trying to attack you though only two can do so at once. both try to bite you and miss horribly

Thayle you bolt into the inn and notice the strewn objects on the ground around some of the tables, now overturned by the sergeant-at-arms. One is a wooden amulet with deep cuts carved into the insignia on the face. There is another insignia on the other side. roll relgion skill

Thale notices the amulet, but can't immediately investigate. Although curious, he doesn't cross the room to pick it up. He tries to help Garret with the three zombies at the door.

I had envisioned this roll as "aid another in combat". but some help you just don't need. Aid Garret (1d20=1)

*** When there is time, or if Thale can remember while fighting ***Religion check (1d20+2=14)


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:

still waiting on Jeric. I don't want to roll for him on this one.

Thayle and Garret You prepare to hold the door against the three zombies following Thayle towards the Inn when a flask of oil explodes in front of the door. The zombies back away covering their eyes and a man-at-arms covered in gore wearing the uniform of Furyondy regular shouts for you to hold the door and wait for him. Getting to the door he shouts. " Sah Basil Sah! Are you in here Sah?!"

Making his break for the door, Thale outpaces the spell-caster. Thale reaches the (relative) safety of the door and spins to see if the half-elf also made it.

Patrick, a couple questions: 1. Did Thale grab his pack on the way? 2. Did Thale have time to expend all his spells as cures before the dead started rising? If not, just let me know what's left. 3. Do you care where Thale's monastery is? If not, I'll just pick a direction. If you want to answer in the discussion thread to avoid cluttering this one, I'll look there too.


Male Human Monk 1 -- Cleric of Nethys 3

Anti-grapple check. (1d20+1=17) hey IC treated me right! I was ready to write off Thale. I just hope Jeric makes it too.

Thale fends off an approaching zombie with two quick running jabs of his staff as he dashes for the Sea Spray.

no attack, just flavor. I want to run. Mobility, etc.
if my pack is on the way and I can scoop it up, good. If not, we'll worry about it later.


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:

summary round 4

Jeric and Thayle fight off zombies to get back to back, but still find themselves in a ring of zombies, four of which stop eating their victims to attack them.
All of you were attacked by zombies as you retreated/moved but none hit/bit you.

Cool. Will we have to make anti-grapple rolls to flee to the Seaspray in round 5?


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:

Did you throw off the grapple attempted by your opponent?

Your last post describing action said zombie grabs at me. In descriptions for other characters, you'd said they were grappled. I'd assumed I'd gotten lucky and was still free. Anyway, here goes, avoiding the grapple.

Roll(1d20)+1:
17,+1
Total:18


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:


Thale and Jeric are about 20' apart from each other and 60' from the Sea Spray Inn.

Patrick, if you would just correct any bad impressions in the paragraphs below.

Striking quickly with the staff in a defensive pattern, Thale can't make a real assessment of the situation, but some things flash through his mind. To be grappled means to be slowed and overwhelmed. The Sun Garrison is cordoned off by an impassable barrier of undead. Eldritch energy bursts to his left, then the man at its source is caught hand to hand with a zombie. The number of undead grows. He hears the call to retreat to the Sea Spray and sees Basil's men providing the best line of resistance in the square.

Thale lunges to force his opponent back with his staff then breaks for the embattled mage. He swings his staff at the back of the zombie's head....

Opponent at start of round is still my dodge opponent. (+2 AC )Mobility (+4 AC on AoO) as I leave him and travel to help Jeric.

Attack Jeric's opponent: To hit, Damage, (1d20+3, 1d6+1=[1, 3], [4, 1])
nice. Thanks InvisCastle.
... and misses. Hoping the half-elf can free himself, Thale points south. "There. We must join them there."


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:


Initiative and Actions:
...
Thale 20: Your golden light makes zombies squint, but none back down, some seem to pay more attention to you and you find that, though they are not close, you are surrounded.

Walking Dead 20: Move into postion to attack living foes. they are grasping and biting. Some have already grappled with victims who fight off their former friends' improved grappling ability. ;), at the beginning of the next round, each of you will have at least one foe within attacking range.
...

Surrounded, as I should be. It's what I asked for. Patrick, this is really embarassing, but I may have forgotten to roll hit points, or I may have accidentally editted them off my profile. Anyway, I couldn't find them this morning. Rolled a new batch (17), but if I gave you a number previously, just let me know and I'll use that. The Con loss hit me hard. I'm down to 8 hp currently.

Thale rejoices as the god's power starts to flow through him, but its only a trickle, not the rushing stream he'd hoped for. "Where the light does not reach, human hearts and hands must work." He lets the disc fall back to his chest and begins swinging his quarterstaff in time to a rythmic, wordless, chant.

Step toward the thinnest part of the ring of undead, hoping to break through next turn. Attack with quarterstaff.

To hit:
Roll(1d20)+3:
17,+3
Total:20

Damage:

Roll(1d6)+1:
6,+1
Total:7

I like your roller, Patrick.


Male Human Monk 1 -- Cleric of Nethys 3

Holding high his golden disc of Pelor, Thale sprints to the center of a group of undead and calls upon Pelor to smite them. He'll try to use the Sun domain super turning feature, any undead he would normally turn are destroyed.

Initiative, fear roll, and turning check in that order. (1d20=14, 1d20=8, 1d20=13)

Turning effect roll 2d6+1=9

Initiative +6 = 20, Fear check +1 = 9 Turning check (13-10)/3 = 1 HD creatures can be affected and up to 9 1 HD creatures die the true death. If fear check fails, turning doesn't work at all. (I'll bet these are 2 or more HD zombies and I can't turn them anyway.)

Oh well it would have been cool. Now its going to be ugly.


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:

Mere minutes have passed since the arrival of The Hooded. Thale the poison wracks your body and those hopeful survivors around you watch in helpless horror as blood comes from your mouth and eyes. 1 Con damage this time, not 4

Groans sweep the square as everywhere, corpse open their eyes, draw breath, and get up.

Thale rubs his eyes to clear them, then shakes his head in disbelief. A woman he had passed over because he thought -- no, he knew -- she was dead starts to stand. Still coughing, the monk-priest retreives his staff and grips his golden image of Pelor.

New initiative? Draw breath? Really? or is it just fluff?


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:
Thale, I use this for my rolls sometimes. Give it a try.

Holy Shiite. The dead walk.

I'm down 5 con. Is this considered the same encounter? (Am I still shaken? ) And thanks. I'll try your roller.


Male Human Monk 1 -- Cleric of Nethys 3

2nd Fort Save (1d20+5=9) Can anyone recommend someplace other than invisible castle to roll?

As Thale moves through the crowd healing and helping the wounded, a second wave of nausea, coughing, and wretching knocks him to his knees.
4 more con dam ?

Calling on Pelor the Shining, he struggles back to his feet to continue to care for the suffering.

spend all spells to heal what he can. He'll try to save his last cure light for a serious case. After he's out of spells it's mundane heal checks for him.

random heal checks (1d20+4=22, 1d20+4=9, 1d20+4=8, 1d20+4=5, 1d20+4=22, 1d20+4=24, 1d20+4=9, 1d20+4=19, 1d20+4=21, 1d20+4=12)


Male Human Monk 1 -- Cleric of Nethys 3

Desperate for air, Thale focusses on Pelor, beginning a chant to invoke his healing power. spend mending to cast cure minor (or whatever the 1 hp cure orison is called) on himself. If it helps Thale will spend all his spells easing the breathing of others. If it doesn't I guess he coughs and wretches some more while trying to help the injured and still casts all his spells healing the injured.


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:

Summary Round 3

Thale and Belthic suffered CON damage and are shaken from the ordeal (-2 all rolls for the duration of the encounter according to Rules Compendium p. 53)

The square is in a state of chaos. People lie retching and cluthcing at their clothes and bodies, fighting for air. Some look to already be dead. Belthc's soldiers suffered the same as others in the square. The smoke is starting to clear and you can make out shadows of people crawling, rolling, and staggering around you.

what do you do?

Patrick, are there any foes still standing? A couple posts back you wrote "The Hooded, still smiling ... explode." Or something like that. I've been assuming the fear is due to choking on the gas and the Hooded are in little non-threatening pieces. Others of us are still swinging.

If no foes remain:

Spoiler:
Thale steels himself to ignore the desparate need for air. He starts a chant invoking Pelor's healing power. Try spending mending to cast cure minor wounds (the 1hp healing orison. ) Hopefully that provides a little relief. If it works, he'll try healing as many as possible in subsequent rounds.

If foes remain:

Spoiler:
Trying to ignore the desparate need for air, Thale charges the nearest Hooded and attacks. But the tears from the smoke blur his vision. He swing goes wide.

Thale's "if foes still here" attack role. (1d20+3, 1d6+1=[4, 3], [2, 1]) .[/ooc]


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:

Thale ad Belthic Black oily smoke, cold as ice enters your lungs and you feel the life in the core of your body draining away. You would scream if you had the air, for the process is agonizing. 4 CON damage and save vs Fear (see house rule two in discussion thread).

Fear Save (1d20+2=6)

Thale gasps and heaves, fighting for breath. Unable to get air, he begins to thrash and claw at his throat.

Patrick, what are the "shaken " effects?

I'll roll Jeric's saves just to keep things moving. I don't think PsiFox will mind.
Gas save, fear save if required. (1d20+1, 1d20+3=[16, 1], [6, 3]) Looks like he may have beaten the gas save; if so the fear save isn't required?


Male Human Monk 1 -- Cleric of Nethys 3

Fortitude Save: (1d20+5=11) I'll presume that fails.

As Thale steels himself to step in and attack the Hooded, the man explodes. Bits of flesh spatter Thale, and smoke enters his lungs with his next breath. He begins a spasm of coughing.


Male Human Monk 1 -- Cleric of Nethys 3

Keeping an eye on his hooded opponent, Thale shrugs off his pack and readies himself for combat.

Since getting out of the pack doesn't leave me enough actions to move and attack, I'll ready an action to whack the Hooded one if he closes. Otherwise I'll have to make my attack next round.

Thale's readied attack results if needed:


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:
Thom. I like the fact that you are choosing skills/equipment that are not tied directly to a game mechanic. those kinds of things are fun for me. I like calligraphy as a craft skill, and I think it would be good to have DEX attached to it. In terms of gear, I have never had fun buying gear and tracking weight. Many of my characters end up blowing their money or simply spending it in a general way (e.g." I spent 25 gp this week on fine food while in town") . Assume you have all the basics with you if they don't cost a fortune in the rules or affect a combat mechanic. In terms of scrolls, if you have them from the Monastery, the sooner you decide these the better. I am planning to print off the characters this week to learn them a little better so I hope your selections will be made by, say Friday.

Thanks. I like to round out characters by taking some skills that fit their background at creation. That's one thing I don't like about Beta; its going to be much harder to "waste" skill points when you start with 1/4 as many.

As for gear. I finished last night. I only ended up throwing away a couple hundred gp. (donations along the way to Sasserine) I thought it would be more, but the staff, gold holy symbol, and crossbow ate up a good chunk. I'll double check and make sure I updated Thale tonight.

EDIT: Thale is done. He's carrying about 45 pounds, most of it in his pack. I guess he should shed that before fighting.


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:


Round 2 actions please. same initiative.

This may be a topic for the discussion thread, but how strictly do you want us to post in order? Since the Hooded go before me I'll wait to post until after them, but may not be able to post until tonight. I usually like to post when I can, with a couple of options depending on what happens in-game before my initiative comes up. The following is for flavor only.

Still shouting in his hoarse voice for the crowd to clear out, Thale swings his quarterstaff around in a wide arc about him to further encourage them. They've got to get back. Perhaps some real swinging will get them to move. He drops into a ready crouch, preparing for combat against the Hooded. Although he can't tell exactly what they are, Thale is convinced the hooded are some kind of magic suicide bomber, or summoning circle. Whatever, protecting bystanders is Job One. Since they won't move fast enough, time for more active measures.


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:
Thale Think starving men in terms of 'skeletal'..

Good, Thale stays with his plan to get the bystanders out of the way.

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