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HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense, Panache 3/4
![]() The hand retained it's deathgrip on the cleric's throat, holdign her in place for the oncoming horde. Grapple for Damage, maintaining Pin, sharing space, marked target: 1d20 + 15 + 4 + 1 ⇒ (15) + 15 + 4 + 1 = 35
With no flanking partner, Righty doesn't do much damage. He can maintain the pin though. ![]()
HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense, Panache 3/4
![]() Xanos' disembodied hand continued to throttle Marta. Grapple for Damage, maintaining Pin, sharing space, marked target, flanking: 1d20 + 15 + 4 + 1 + 2 ⇒ (5) + 15 + 4 + 1 + 2 = 27
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HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense, Panache 3/4
![]() Marta's struggles were in vain. The disembodied hand had a grip like steel. Marta needs to beat a CMD 22 to break the Limb Climb, and a 26 to beat the Grapple. They are separate conditions that require separate rolls to break ![]()
HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense, Panache 3/4
![]() Will save: 1d20 + 5 ⇒ (16) + 5 = 21 The hand takes 7 damage With unearthly strength, the severed hand clamped down on the priestess' neck with a barbed grip that caused her ears to ring, her vision to swim and her strength to ebb. The almost imperceptible image of a tall man made of shadows with a ripped spiral where his face should have been glared down at her and lent a supernatural weight to the terrible claw. Because that description is the only way this makes any sense. Grapple to Pin, marked target, controlling grapple: 1d20 + 15 + 1 + 5 ⇒ (14) + 15 + 1 + 5 = 35 ![]()
HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense, Panache 3/4
![]() It's supposed to magically have the strength and leverage of a Medium sized creature, as if it were still attached to a person. That's the entire gimmick of the monster. Yeah, its a little silly, but it has pretty deep horror movie roots so I kinda like it as a concept. Honestly, I find the super dangerous animated hand more palatable to my sensibilities than the original version of this build, which involved a Kitsune in Fox form, or a halfling transformed into a sparrow. ![]()
HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense, Panache 3/4
![]() A scuttling, armored hand leaped out of the shadows and hit the priestess, clamping down on her throat with a force that belied it's size. Since this is the first time Righty has seen action, I'll break down his combat sequence. If there's questions, we can do them in Discussion after. Since combat's been going on for a while, Monkey Style and Snake Style are active. Righty 5' adjusts into Marta's space (no roll needed due to size. Since Righty has a natural reach of zero, he has to share a space with an enemy to attack them) Stunning Fist vs Flat Footed, piranha strike: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Crit Confirm vs Flat Footed: 1d20 + 9 ⇒ (5) + 9 = 14
This hit triggers Marked Target, Grab, and Limb Climber Grab (if attack hits), marked target: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34 If marta is Stunned, Righty gets a +4 bonus to this roll. If the Grapple is successful, it triggers Strangle (grappled foe cannot speak, or cast spells with verbal components until the grapple is broken) Climb vs Flat Footed CMD, limb climber, Derring Do: 1d20 + 13 + 1d6 ⇒ (2) + 13 + (1) = 16 (If Marta is Stunned and/or Grappled, her CMD might be lower than usual)
Assuming all these rolls are successful, Marta has the following problems now- Poor Marta: Stunned (drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against her) Grappled (Can't move, -4 dex, -2 to all attacks and MD checks other than Grapples. Can't take 2-handed actions. Must make Consentration checks to cast spells) Strangled (can't speak or cast Verbal spells while grappled) Total of -10 penalty to attack Lefty (on top of Grappled penalties) Marta grants Lefty Cover against other foes. Marta is considered Flanked by any enemy who threatens her. ![]()
HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense, Panache 3/4
![]() On the other side of the portcullis, a spiked gauntlet scuttled into a slightly closer position. Readied action, grab Marta if she passes. I'll continue to hold this readied action as the rounds pass, until I say otherwise (or the event triggers). ![]()
HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense, Panache 3/4
![]() One more quick note. I've added "ninja" markers to all the guards and critters that spend most of their time hiding. Interestingly, this includes Golgotha. Now that Al's loyal steed has been improved, he has a climb speed and a burrow speed. My suggestion is to have him climb up to the ceiling and burrow in, mostly because I think the idea of an armored zombie horse dropping out of the ceiling onto some poor sap is hilarious. ![]()
HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense, Panache 3/4
![]() GM, I need a clarification- The larder on the first floor is enchanted, so nothing in it goes bad or rots. Since the Minotaur that was killed in that room is perfectly preserved, could Rose bring it back to life with Breath of Life? ![]()
HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense, Panache 3/4
![]() Rose Silversting wrote: Okay, thanks for clarifying all of that. Seems much more reasonable. Though now I really wish I would have taken Leadership. I'd really like to make an organization of corrupted Mitran sisters. Retraining is an option. We have quite a bit of downtime coming up. Or, you could just wait until 9th level. ![]()
HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense, Panache 3/4
![]() I'm very prepared for this. Righty has a +10 Perform Strings, and Perform is a skill that Take 10 works for. Because it doesn't have to stop for any reason, Righty can just keep playing indefinitely. Until the work on the Horn is done, Righty is going to be playing. ![]()
HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense, Panache 3/4
![]() Stealth: 1d20 + 16 ⇒ (1) + 16 = 17
Righty has Blindsense 30, so he auto-detects corporeal creatures within his range. If he can find a creature's blood, he can us Mark Quarry and use Locate Creature to find it anywhere. Righty is looking for anything we might be able to capture and train to be a guard beast. ![]()
HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense, Panache 3/4
![]() There was no shuddering, no twitching to motion. One moment it was a dead thing, shriveled with rigor mortis. The next it rolled it's fingers gracefully and flipped itself palm down, standing on it's fingers and then leaping to the nearby table. It crawled into the metal reinforced glove that waited for it. Then it and it's mate worked together to help Xanos shrug into the harness he had made and tighten the straps. It was a pair of sleeves that attached to the bracers the Mitrans had locked to him to drain away his power. They were different now. He had altered them. Now they were attached to metal caps that covered the stumps of his forearms. Inside them, instead of the meat of Xanos' arms were coiled chains and a surprisingly powerful clock-spring. The manacles' silver runes were stained red and re-written. They were his now. The sleeves ran beneath the bracers up to a pair of pauldrons. The straps criss-crossed over his chest. Attached to the back was a long cape and hood. When he was finished, both hands clicked into place on their wrist caps. ![]()
HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense, Panache 3/4
![]() I went ahead and used the NPC Elite Array to build Righty. That seems to be the standard. It's a 15 point buy. Fang, if you want me to change it let me know. To figure out a Crawling Hand's attributes I subtracted either 10 or 11 to figure out the racial modifiers. A Crawling Hand gets +2 Dex, +4 Cha. I also noticed that a crawling hand is as strong as a medium sized creature. It doesn't have the low strength usually associated with Diminutive creatures, which makes sense since it's the hand of a medium creature. It just hadn't really occurred to me that a Crawling Hand is insanely strong for it's size. So here's Righty's attributes with adjustments annotated. Str 10
The rest is in the alias ready for perusal. |