Diseased Rat

Barz Longfang's page

27 posts. Alias of Alex Mack.


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male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

I'm likewise out!


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

No Knowledge Planes here


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

I like the sound of that! Barz replies Now we move on explore bravely?


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Don't listen to crazy bird over there! Door not locked! The ratman squeaks as he opens the door.


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Barz moves to the door and tries his luck on the lock.

1d20 + 9 ⇒ (13) + 9 = 22


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Barz having finally freed himself from Milo's grip looks at the bird with a sour face.

Nono drinking blood not good! What are you? Demon, Evil?


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

The long journey has weakened the young ratling. The offer of a comfortable place to rest seems rather appealing and without a further word Barz seats himself on one of the chairs.


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Barz swiftly mixes an elixir and gurgles it down feeling reinvigorated then follows the nosy big man back to where they had come from to see whether the lever had had any effect.


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

True Barz can only heal himself. So he'd have one more extract remaining


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Barz can also prepare two healing extracts. Let's use those and your one spell slot and move on. After the next encounter we should then rest for the day!


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Yes yes! You both strong. He is big and strong you are small and strong!

Barz mumbles as he watches the creature die before even flitching.

Now we go on?


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Interesting... the rat man muses from my experience always good to pull the lever!


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

You find something interesting there Galen?

The rat man resting against the wall inquires curiously.


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Ah interesting. Barz replies as he pulls out a notebook and scribbles some things down.

Yes resting just a bit would be good. I don't feel well either.


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Barz looks at Dylan a bit ashamed.

Barz should have thought about that... the Ratflok confeses. But merely a moment later they are haunted by a grizzly apparition and ridden by some painful magic or haunting.

What is a sucked? Barz inquires as he searches the cell with milo.

Aid another to Milo's perception.1d20 + 7 ⇒ (3) + 7 = 10


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Barz attempts to open it. Sorry thought the disable device check indicated that much! If my first attempt fails I'll take 10.


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Barz looks to his companions.

I go look and open?! whether that was intended as a question or a statement isn't quite clear but the Ratling quickly scuttles to the door and examines it before pulling out his tools.

Perception1d20 + 7 ⇒ (4) + 7 = 11
Disable Device 1d20 + 9 ⇒ (3) + 9 = 12


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Barz shoots Milo a sour look Kobold have good ears you know?


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Barz looks to Milo and hisses. You! Can you shut your mouth a little bit I mst concentrate!

Then the no nonsense ratman moves to the task at hand of opening the door, making sure it isn't trapped.

Perception 1d20 + 7 ⇒ (8) + 7 = 15
Disable Device1d20 + 9 ⇒ (7) + 9 = 16


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Guys I'm moving and it's way more work than anticipated. Definetly no post from me before tuesday. Sorry!

Please NPC as needed!


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Doohh...1d20 + 6 ⇒ (10) + 6 = 16


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Seeing that fire is a good tool against these creatures Barz likewise prepares some. He rushes forward drawing out a small vile but his throw is badly off target.

Move E NE E E toss a bomb PBS applies. Attack 1d1 + 6 ⇒ (1) + 6 = 7 Damage 1d6 + 6 ⇒ (5) + 6 = 11.


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Sure why not! I'll take 10 on perception before I open it however. Can't trust any place with Kobolds in it.


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Barz looks at the big man quizzically.

Barz not need light. We see good in dark we do! Very much. Bark has good ears good eyes and is good for hiding. You let Bartz go first you stay back and be quite. Barz find Kobolds before Kobold fins Barz! Barz dislikeee Kobolds. Kolbolds dumb and ugly and make mean traps. But Barz good with traps. Seargent always say Barz a lifesaver until he leveve Barz to die!

The rat man after monologing in his squeeky stakato seems truly brought up but will lead the way none the less.

Sorry Alchemists don't have cantrips and I make it a habit not to equip Chars with darkvision with Torches!


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

Hmm sound dangerous. Barz sputters. Barz not best climber but Barz try. with that the ratling scuttles off treading carefully.

Suck at climbing but hey someone's gotta die young right? 1d20 - 1 ⇒ (5) - 1 = 4


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

The dice do as they wish. Just take em as they come!

The rat man continues eating and disregarrds the crazy halfling much like he had during their travel here.

When Lady Devy offers them a job the otherwise so silent rodent pipes up. Standing straight and again sputtering out in it's odd voice and it's stacato speech.

Very good idea miss! We do this for you! You give us money! Barz do good work. Always have always will do good work! Should we look for your man too? We can find anything! Just say what he look like!


male Ratfolk Alchemist (Grenadier) 1 Init +4 Perception +7, Darkvision HP: 8/10 AC: 17(FF 13/T 15) CMD: 12 CMB: -2 BAB: +0 Wil +2 FORT +3 REF +6

The rat man sitting at the far end of the table squints hectically. He shakes his head and clearly the rodent man is unhappy about something. Then he begins to sputter for the first time since they have entered the inn his speech is quick and his voice squeekie.

When I came into town I saw big tower. Looks like might be interesting. This here is crap. I looked for good work. Barz always reliable do good job. But no one you can trust! Can't trust Army! Can't trust stinkin Silas. Only big man here! He keep word he I trust!

The rodent concludes before continuing to chew away at his bread.