Sacred Killer

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280 posts. Alias of Eben al'Jol.


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ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Yep, Zurnzal was Hasted, so Slow would just suppress it.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Will: 1d20 + 5 ⇒ (14) + 5 = 19

Was the Dirty Trick a success?


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Zurnzal growls double when the target he missed wasn't actually even a target, so he follows his Aspis teammates, jumping off the floor to streak across the intervening distance to attempt once more to jab at Zey's eyes.

Fly up to Zey (will someone move Zurnzal? No map access) Then Standard to Dirty Trick (Blind) him.
Dirty Trick: 1d20 + 17 ⇒ (2) + 17 = 19; removing Blind is a standard action. For every 5 by which he exceeds CMD, Blindness lasts 1 turn longer.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

I'm reading it as, "you don't see a second one". I asked the question in rsopnse to your shouting, so my assumption is that you can see it b/c of See Invisible.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet
GM Sior wrote:
What other one? There's just the one in the center of the room.

I'll take that as a 'no', then. :)


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Is the second Zey visible to the rest of us?


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

- Ben Jolly
- Jal Vaduva
- 121383-1
- The Exchange
- Day Job: crackin' jokes when not crackin' heads (no day job)


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

My highest is a level 5. Can I assign it to him and just apply it once it's appropriate?


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Welp, here goes. Mouses and traps, no?

Zurnzal wastes no time, letting his momentum from the door-crash-maneuver carry him forward and into the room. He skirts the rug, moving with arcane-enhanced speed as he quickly closes the gap between himself and Zey. As he closes in, he lunges forward, attempting to jam a few fingers into the man’s eye sockets.

Move up and around the rug and close on Zey (map updated). Then swift to use Martial Flexibility to pick up Greater Dirty Trick. Then attempt a Dirty Trick to Blind Zey.
Dirty Trick vs CMD: 1d20 + 17 ⇒ (1) + 17 = 18; BOOOOOOOO!


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

What character levels can this chronicle be applied to?


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Zurnzal stows his potion and waves the group back.

"Only one mouse to test the trap, mates," he whispers.

Then he draws out the sorceress's falchion, focusing a minute to gather his strength, and explodes into the door.

Martial Flexibility to gain Power Attack and Smash feats, then try to break the door.
Strength, Smash: 1d20 + 6 + 5 ⇒ (17) + 6 + 5 = 28

I don't know why Zurnzal became Australian ... sometimes these things happen.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

While the others prepare arcaneries, Zurnzal checks the door for traps.

Perception: 1d20 + 11 ⇒ (3) + 11 = 14


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Zurnzal climbs the stairs, preparing himself for the fight to come. As they reach the door, he mimes drinking the potion and mouths 'invisible' to the group, then points to the scrolls Rataji took earlier, himself and Marnarius, and mouths 'fly?'

Do we want to buff before breaching the door? It seems like Marnarius and Zurnzal as the point-men would make sense.


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ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

"This is Skyreach, mate," Zurnzal responds with friendly swagger, "and welcome to the team that's gonna burn it down."


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Since Marnarius is interested in taking Telandril's breastplate and sword, can I amend Zurnzal's actions to be that he instead Disguised Marnarius up as Telandril? It would be a more effective disguise. The result was 31, if everyone's okay with that slight change.

Zurnzal, finishing up the last touches on Marnarius's disguise, gives the dragon a flat, emotionless look. Then he shifts his gaze over to the departing Shohiraj.

"Happy hunting," he says with a dark, toothy grin.

Otherwise, the brutal freelancer seems ready to move on to their final target.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Eh. Just take him. That's way easier. :)


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

I say we give the dragon to Tyranius. All in favor?


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Go for it, Tyranius. I'm enjoying Zurnzal, and Rataji wants to keep him as muscle. So let's swap out our Professional for a GODS-DAMNED GREEN DRAGON! :D


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

... but yah ... dragon.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Yah, my initial reaction to Zurnzal was lukewarm, but once I started digging into the possibilities, it really started coming together.

He's been fun. I generally try to run heads-up martial characters. And I love characters who are able to apply different tactics, so a Brawler kind of fits all those bills.

He's also had pretty consistent rolls, which ALWAYS makes martial characters look like superstars.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

No freaking kidding!

I'll hold off. If no one else takes it, I'll make the swap. If someone else wants the dragon, I'll keep Zurnzal (the power house).


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

That could be incredibly interesting. If anyone wants it, speak up. If not, I'll totally take that on. I don't know the dragon's stats, so I'm not sure if that'll leave the group light on muscle or not. But given that Zurnzal looks to have just finished his little side-quest (i think/hope), it seems like a good time to shuffle him out of the group.

But if someone else wants the dragon, or if the team wants to hang onto Zurnzal's skills, I'm fine sticking with who I have.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

"I got one already," Zurnzal mutters as he finishes putting on his new disguise (including Telarndril's holy symbol). He also grabs up the man's dagger and the sorceress's masterwork falchion.

Then he turns to watch how the recruitment seems to be going.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Zurnzal gets busy searching the three bodies while Rataji performs the ritual to open the Tapestry, giving the tear in space a brief look before finishing his searches.

Taking 10 to search all three bodies, I’m particularly interested to see what is found on the bodies of Telandril and Loshari. Let me know, as we never know what items could be useful.

Zurnzal pauses to look up as the newcomers pour through the tear. He frowns at mention of the Aspis King, giving the agents he’s been working with a thoughtful, considering frown.

”Settle debts, indeed,” grunts the mercenary half-orc. ”If you act quickly, you can catch’em with their self-righteous asses hanging out. Make this a Convocation they’ll never forget … or recover from.”

Diplomacy, Aid another: 1d20 - 1 ⇒ (12) - 1 = 11

”Speaking of which,” Zurnzal says thoughtfully as he picks up Telanril’s longsword and crosses the room to drive it into the musketeer’s body, leaving it sticking out. ”Anyone got some paper?

He looks around the room, spying one of the wall tapestries. ”Nevermind,” he grunts as he rips one of their corners free, then crosses back to stand over the dead musketeer. Then he dips his finger in the musketeer’s pooling blood and leaves a note on the tapestry, which he hangs around the musketeer’s head.

note in blood wrote:

You can only call a person a traitor so many times before they decide to earn the title. This blood, as well as all blood spilled during this “Great Convocation”, is on your hands, Pathfinders. Rot in hells.

Loshari and Telandril
Former Pathfinders

Once the note is placed, Zurnzal strips Telandril’s gear and clothes from his body and puts it on himself, leaving the sword buried in the musketeer. If Telandril and/or Loshari’s bodies have Wayfinders, he stacks those on top of the blood-written note.

Then, he looks around. His black eyes fall on the rift into the Tapestry, and he hurriedly drags both bodies through the rift, quickly finding a discrete place to stash both.

He then pulls a disguise kit from his gear and spends a few moments doctoring himself up to look like the dead pathfinder.

Disguise, to look like Telandril (modified for: different race)
Disguise w/ kit bonus: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

The flanked man just had his neck snapped.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

No. No it won't ...

Zurnzal kneels down over the unconscious pathfinder's body, grabs the sleeping man's head in both hands, then—looking up into the caster's eyes—wrenches the man's neck.

CDG on the unconscious man, including Sneak Attack
CDG: 2d8 + 12 + 1d6 ⇒ (4, 7) + 12 + (5) = 28; if the damage doesn't kill him; he needs a fort DC 38 Or die instantly.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Zurnzal tries to deliver a knockout blow to the rising pathfinder.

Gonna try to use Knockout on this AoO.
Unarmed Strike vs prone: 1d20 + 13 ⇒ (5) + 13 = 18
damage: 1d8 + 6 ⇒ (8) + 6 = 14
If that deals damage, he needs to make a Fort save DC 18 or be unconscious for 1d6 ⇒ 3 rounds.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

I don't know if anyone caught my frantic post edits, my apologies. I realized I couldn't do one thing, changed it, then thought I had chosen an second invalid action, changed it, realized I could in fact do the second option, changed it back ... and now we have my action.

Please let me know if I've screwed anything up. Let today end quickly. :/


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

EDIT: no no .. I had it right. I blame friday-brain.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Boo! Now you gotta die, Pathfinder! Wait … they were gonna die, anyway, huh? >:D

Zurnzal explodes into motion, drawing on his combat experience to know just when to lower his shoulder to knock the closest pathfinder onto the ground.

5' step closer, then Swift to activate Martial Flexibility (Greater Trip). Then trip him.
Greater Trip: 1d20 + 15 ⇒ (15) + 15 = 30

Even as the man falls, Zurnzal tries to punch him.

AoO, unarmed vs flat-footed/prone AC: 1d20 + 13 ⇒ (7) + 13 = 20
damage: 1d8 + 6 ⇒ (6) + 6 = 12


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Zurnzal wanders into the room, eyeing each pathfinder in turn. ”So which of you are Loshari and Teladril? I heard you two got a bad wrap for what happened out in the Goblinblood Wars.” He makes his way casually to one of the chairs near the musket-wielder, eyeing the piece appraisingly as he leans on the chair-back. ”If there's one thing I know, it’s that there’s always two sides to a story. And as we got nothing but time while the boss-man here,” he nods to Rataji, ”does his thing, I was wondering if I could talk you into telling yours?”

Map updated. None of this is a lie, if it matters. :)
And people who feel like they've been wronged rarely need an excuse to plead their case.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Zurnzal follows Rataji's lead, and moves through the door.

Bluff, to act normal? (is that needed?)
Bluff: 1d20 - 1 ⇒ (18) - 1 = 17


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Zurnzal, tugs on Rataji's shoulder, then whispers closely in the man's ear.

"Loshari and Telandril?" He shrugs, "They're stuck on guard duty."


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Perception: 1d20 + 11 ⇒ (17) + 11 = 28

Zurnzal nods to Rataji's plan, then quickly finds a place to hide. A place close enough that he can get in and strike quickly if ... no ... when it becomes necessary.

Stealth: 1d20 + 12 ⇒ (20) + 12 = 32


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Zurnzal complies wordlessly and without hesitation, skulking forward with senses alert.

Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Stealth: 1d20 + 12 ⇒ (12) + 12 = 24


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

As they set out, Zurnzal casts a questioning glance between the group's spell-casters. "Were these lizards summoned as a preset trap? Or did someone summon them specifically when they saw us?"

He stays on point, though, ready to help however he can once they find the tapestry ... or any more pathfinders.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

From his dominant position, Zurnzal begins to slam his knee into the thing's exposed face.

I'm going to assume Marnarius 5' steps to flank (as it benefits both of us). Two more Grapples, both to damage (including Sneak Attack)
Grapple, Maintain, flank: 1d20 + 16 + 5 + 2 ⇒ (4) + 16 + 5 + 2 = 27
unarmed damage, sneak attack: 1d8 + 6 + 1d6 ⇒ (7) + 6 + (2) = 15
unarmed damage, sneak attack: 1d8 + 6 + 1d6 ⇒ (4) + 6 + (4) = 14


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Yep, Zurnzal’s CMD vs. Grapples is currently 29 vis Martial Flexibility (Greater Grapple).

”Thanks,” Zurnzal grunts at 322’s healing as he presses his advantage on the pinned lizard, dragging it farther into the aisle as he squeezes the life out it.

Double grapple, one to pull it one square south on the map (opening up a flank spot for Marnarius), and the second for damage.
Grapple, Maintain: 1d20 + 16 + 5 ⇒ (15) + 16 + 5 = 36
unarmed damage 1: 1d8 + 6 ⇒ (2) + 6 = 8


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Yup


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Oof. It got quiet the last half of this last week. We all still here?


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Zurnzal gasps as tail and tooth connect, but it only intensifies his focus. He steps in closer to the lizard’s body, trying to render its natural attacks useless as he presses on its throat.

Two grapples, one to pin, one for damage.
Grapple, maintain, to pin: 1d20 + 16 + 5 ⇒ (13) + 16 + 5 = 34
grapple 2, damage: 1d8 + 5 ⇒ (8) + 5 = 13


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

"Stupid lizard!" Zurnzal grunts as he dodges its attacks, letting it overextend itself so he can try once more for a chokehold.

Grapple: 1d20 + 12 + 4 ⇒ (9) + 12 + 4 = 25


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

I'm about to have a busy weekend and then will be traveling for business through Wednesday. I'l check in if I can, but don't wait on me. Bot me as necessary.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Zurnzal nods at the creature's dispersal, then moves forward, giving the confused chameleon a wary look. "How long will that one stay like that?"

He rounds the book shelf and goes after the one trying got flank the crew. "I'm on this one!" he roars as he tries to grab it's face.

Move to engage squeezing blue lizard, then grapple it.
Grapple: 1d20 + 12 + 4 ⇒ (4) + 12 + 4 = 20


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Zurnzal grimaces as the thing thrashes violently beneath him, but he continues mercilessly choking the life out of the pinned lizard with its own tongue.

Two grapple checks to damage.
Grapple, maintain, flank: 1d20 + 15 + 5 + 2 ⇒ (10) + 15 + 5 + 2 = 32
unarmed damage + sneak attack damage: 1d8 + 5 + 1d6 ⇒ (4) + 5 + (6) = 15
unarmed damage + sneak attack damage: 1d8 + 5 + 1d6 ⇒ (6) + 5 + (6) = 17


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Oh, roger roger. I'm with ya now. :)


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Is there a benefit of applying this to a Siege of Serpents character? I have a level 3 character ready to go when Siege goes live,but I obviously wouldn't be able to apply this boon to that character before then.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Good question. I'd love to get it completed, and I'd hate to have to rush the end. :/


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Zurnzal barks out a dark laugh as he uses one giant lizard as a meat-shield against the other. Then putting a foot up on the wall, he launches himself up and onto the back of the grappled guard-lizard. As he does so, he grabs the creature’s long tongue—still attached to him—and wraps it around its own neck and heaves … choking it with its own tongue.

Two grapple checks. The first to pin, the second to damage.
Grapple to pin: 1d20 + 15 + 5 + 2 ⇒ (3) + 15 + 5 + 2 = 25
Damage, 2nd action: 1d8 + 5 ⇒ (5) + 5 = 10

I’m flanking. Do I apply Sneak Attack to grapple damage?
Sneak Attack: 1d6 ⇒ 5


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Zurnzal spins on the creature, growling as it begins to reel him in. Unfortunately, Zurnzal knew grappling. He takes a moment to get the weight and strength of the creature, then he tries to wrap its own tongue around its head.

Martial Flexibility for Improved and Greater Grapple (CMD now 29 vs Grapples). Then Grapple the beastie!
Grapple: 1d20 + 15 ⇒ (9) + 15 = 24

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