Cruel Instructor

Jarot Tennet's page

112 posts. Alias of Doomguide.


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Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Sadness. I would like to see what happens with this group of characters.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Sadly, pretty much all of my games seemed to be stalling at right about the same time. Except for the one I am tempted to drop because the GM is kind of a jerk. Really hoping Mason is able to get some rest and recover


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9
GM Mason wrote:
"May I help you young man?"

Jarot, his eyes bright at finding such a trove of potential ingredients in such an out of the way place actual grins. A less than reassuring sight. Yes, I believe you may. Are you Basilius? I may be spending some time in the area and I was looking for a location for ingredients, as well as perhaps space to rent to perform my own experiments and alchemy. Also, I would like to assist our people with my knowledge of medicine. They tend to be overlooked in this area, choked as it is with goblins and other such filth clogging the streets. If there is someone that represents the human population here it would make my efforts more efficient. Oh, I am Jarot Tennet by the way.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9
Adir Bloodmoon wrote:


I think the mechanical hound has no combat benefits. That was my impression.

Ummm, Jarot....what did we say about feeding the vermin?

Yes, we have a really scary looking pack mule. I figure just appearance should scare away common thieves, and animals wouldn't bother as it is not edible.

I think the common consent on feeding vermin was "anything not us".


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Oh were you using that post? I used it to feed the beetles I collected from the forge. They seemed to enjoy, but then went mad and ate each other. Except for one... Mwahahahahahha! Err I mean, sorry to hear that. :) May be a little slaphappy from sleep issues, you be the judge.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Good Servitor I will think on what you have said as well, it seems you have a visitor that may be able to answer the question better than I can. We can continue to repair your damage later. I would also like your assistance in examining the messenger that we removed from Razor. Perhaps we can learn something from it.

Jarot nods to Adir as he exits the room.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Jarot will spend some time in the local neighborhood meeting with various other war veterans (humans and their kin only of course) and helping them with his newly found understanding of medicine. As part of this he will try to locate a local herbalist or alchemist that will allow him to make use of their facilities at times. Can't have thieving little halflings disturbing his work.

Jarot is going to be brewing up a major batch of stuff if anyone has any requests. After the amount he used in our recent endeavor he doesn't want to run out again.

crafting list:

Alchemy:
Alchemist fire x4(40gp)
Acidx5(25gp)
Bottled Lightning x2(40gp)
Burst Jar x2(35gp)
Liquid Ice x2(40gp)
Iron Pellet Grenade x2(50gp)
Sneezing powder x2(60gp)
2 Liquid blades premixed with the drow poison razor had(40gp)
10x Vermin Repellant (25gp) No reason :)
This is all assuming half cost for crafting, oh and buying a mw alchemy kit. Keeping this stuff in the haversack for obvious reasons. total 315gp + 200 for the alchemy lab.

Potions:
Enlarge Person x2 (50gp)
touch of the Sea x2 (50gp)
Cure Light Wounds x2 (50gp]
150gp
total of 665 gp

Will put the info for the uncommon alchemy stuff in the my character. they are on the prd as well.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9
Servitor wrote:
And thanks Adir, it honestly just kind of rankled my feathers to see an accusation be levied at Adir like that over discontent voiced from actions Adir had no part in. Fine if Uriah wanted to take issue with Servitor or Jarot, we're not exactly going to be great friends with the average paladin. Hell, I'd even give a slight pass to taking a shot at Tierney just because he hasn't been as vocal as Adir, even if it'd still irritate me a bit. But taking a shot at Adir just seemed petty, so I wasn't going to just let that one slide without a word.

Same here, I just didn't want to reply again because I was really tempted to say some rather unkind things. I had Jarot watching Adir to see if he was being inappropriate. Uriah never showed up on my "Moral guidance" radar. He just seemed to really hate the dragon marked houses.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Jarot will of course offer to help with repairs. Mostly to be helpful, partly to see more of your inner workings... :)

Welcome Kinad. It will be interesting to see what the new version of psionics is like.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

We were followed for some time, I wasn't sure if I was simply being paranoid due to the events of the day, but once we arrived here, and having no prior knowledge of the area, I could not think of a way to verify it without becoming lost and vulnerable. Now that we are here, it is clear they were following us.

My Lady, perhaps this will be your chance to experience the joys of repeated ambushes, as we have grown used to today. Though as you can tell, it is hellish on the wardrobe.

Jarot offers Elaydren a weary smile as he surreptitiously hands over the signet ring.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

perception: 1d20 + 9 ⇒ (18) + 9 = 27
sense motive 1: 1d20 + 1 ⇒ (8) + 1 = 9
sense motive 2: 1d20 + 1 ⇒ (12) + 1 = 13

Quietly friends. We have been observed. I assume this location has a suitably discreet exit, or you would not have chosen it. I believe it would be best for us all if we travel together to somewhere more secure.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Adding Alchemist 3
Feat is extra discovery for Infusion, so i can share my "spells" with the rest of the group when needed.
added a second cure light wounds spell

sneak attack goes to 2d6
fast poison(move action)
swift alchemy-craft alchemy in half the time
Cruel anatomist: Use KO Nature in place of Heal.

Purchases: Would like to craft a bunch of various alchemist fire, acid and such. Will figure out how many tomorrow.

gm:
Would also like to experiment on one of the beatles from the forge to warp it in to a Throwing Scarab. Who needs wisdom anyway?


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Oh yes the ring. Hm... perhaps the ring that granted entry will react to the schema somehow. Surely there is someway to guess at its contents..


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

The door part was intended as a joke. I had no expectation of it working, or that we could reasonably do anything with it even if we could somehow get it off the mount. Similar to the couch running joke in the Family Guy Star Wars parody.

The torture part is a stickier issue.
For my part in playing Jarot, behind the curtains, he has talked big but hasn't actually done any of the horrible things he has threatened. Unless is comes down to the "24" style "where is the bomb? only this guy knows",situation, that isn't going to change. He is a horribly screwed up individual but he doesn't enjoy hurting people, he is more scared of all the things that different races\creatures can do that humans can't. I realize that hasn't really shown much. The aside to Servitor is the first part of it.

My take on Servitors part, as I have played similar types of characters, is this: He has been given this skill set. It doesn't include the vast majority of the things that he will need to be a "person" so he needs other people to step in and show him how life works. Someone has done so in this case, so the ripping of skin off isn't going to happen again.

Will there be other situations where we are likely to go over the top and need to be pulled back? Probably. Are we trying to play horribly evil characters that do terrible things just to do terrible things? No.

One of my favorite parts of the ebberron setting is that it is set to address the messes, political, societal and psychological that remain after a "world" war.

I hope you stick it out and interact with our characters to help our messed up characters become better.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9
Adir Bloodmoon wrote:
Uriah Lewis wrote:
I don't understand what Jarot is talking about there in the above post. Uriah hasn't said anything, only stared dumbstruck at the awful even t that just transpired.
I think that was about the schema. Jarot strikes me as not being very squeamish, so he just rolls right into Servitor's subject change.

Correct, sorry for the confusion.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Yes, I suppose we should discuss the key item of the agenda. While my country faced the products of the Dragon-marked houses more than most due to our lower economic status, we found ways to... compensate. I am curious what draws such vitriol from you in this situation friend Uriah?

At some point he will attempt to take Servitor aside and speak with him. Once again, the rest of you can read for fun if you want. The background part he probably even gets so worked up that he isn't as quiet as he should be about it. :P

Servitor:
Friend Servitor, you seem troubled after executing Razor. I suspect I know the reason. Despite your difference in motivations, he is one of your people. The warforged are at a key point in their development. Are you truly sentient? I don't know. I suspect my answer would differ based on the individual. Do you have souls? I don't know, I don't know if I have a soul. You seem to feel bound by what you were made to do, or were told to do. Something involving the mines, if I have noted correctly.

Do you know what my nation decided I was good for during the war? No battle for me, I was too sickly and frail. I prepared and assembled the dead of my own people to serve in battle. I sewed them up, I lacquered their bones, and I scraped out what wasn't necessary. I even did so to the conscripts from my own village. People I had grown up with.

Do you know why I did it, that I performed such a disturbing function? Because I had to. The other nations had more money, more troops, more resources to bribe allies with. Dwarven banks funded their trade partners, Elven and Halfling raiders were bribed with fine new weapons to harass our farm lands. Goblin mercenaries, conjured elementals, Dragon marked constructs and weapons.

But the war is over now, at least the open war. I have worked to reform my own body and mind to be better than before. To find ways to make regular humans strong enough to resist the attacks of these others. I think you will agree that my experiments have proven somewhat successful, but they are not enough.

I see the same fight ahead for you. The warforged, at least those that show the glimmer of true sentience are few. You would be easily crushed if this lord of blades rallies too many to his cause. He is too loud, too angry. He doesn't seek allies or improvement, he just rages.

If there is ever a time when you wish to speak of you struggles, I am willing. I am not as cold as I perhaps appear. I will do what is necessary to preserve my people, and I think that you must do the same for yours. I believe that struggle will be linked.

I hesitate to say too much, but I believe that the techniques I have used to improve my body and the techniques used to create the warforged may work in combination.

Think on these many things. I will be here.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9
Uriah Lewis wrote:
Umm, we shouldn't be trying to carry adamantine doors with us....not only would that totally break the WBL of the game but it also just seems cheesy.

I know. :) I don't expect it to succeed, it just seems like the type of thing he would attempt. Having a scary metal packmule is a major win for loot in my book.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

He seems to have passed on what little information his "master" has given him. or at least as his limited cognitive capacity will allow. I would suggest it is up to Servitor to stand as judge over him. I am going to go see if anything can be done to take those adamantine doors with us. We should probably also search the rest of this ruin for usable items. Even if we can only find pieces to help fill out or improve our current tool kits.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Tierney, rather than speculating in ignorance, you could examine the schema and ring with your magic. After all, nearly everyone has been blamed for the mournland at some point. My homeland more often than most.

After testing them, he passes one of the potions to Tierney, and Uriah. Keeping one for himself. He divides the gold in to four stacks, then thinking for a moment, splits them in to five. ;)

While you do that I will see if a more measured approach to our captive will reveal more.

Going outside, Jarot pulls a chisel and small hammer from his pack as he kneels next to "Razor". He pulls close, just out of bite\headbutt range and speaks softly too him. Too quietly for anyone to hear unless they are right on top of them, which earns them a level stare until they step back.

interrogation:
Now no more of you histrionics. I will not be swayed by them. I will be brief and clear. You are correct, I do not regard you as a true living being. Which, in my opinion, is a step up from many of the creatures that infest the world. But that is not relevant at this time. If I believe you have honestly shared all of the useful information you have I will deactivate you and use your parts to repair Servitor and others. The closest thing you creations can get to passing along your lineage.

However, if I believe that you are withholding information or not being sincere, I will deactivate your limbs and reduce you to the smallest package possible, and store you in the secret safe in the forge, then destroy the keys to it. You would retain your awareness and senses, but effectively be trapped for all eternity without any interaction with the world. Eternity is likely a hyperbole, your materials would deteriorate eventually but I imagine your mind would do so far faster.

Do we have an understanding?

Other players can read for fun, just don't think some of the characters would approve :)


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Despite the commotion outside, Jarot is happily whistling as he takes apart the two damaged guardians and packs the intact pieces away. He spends more time determining how to ensue the intact hound stays powered down and how to package it for transport without damaging it further. The site of the fleshy colored scorpion working with him as it darts into the hounds mouth to remove the key is rather disturbing.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

craft: 1d20 + 7 ⇒ (17) + 7 = 24

Oh yes, what a lovely specimen. Simple enough in theory.

Jarot slowley lifts away the messenger, inspects it, then wraps it up and puts it in the haversack. Barring argument, he takes the dagger, poison and replaces the injection as well. He passes the letter and papers to whomever happens to be nearby.

A very useful collection of items. I will leave you in Servitors capable hands now. I have other specimens to examine.

The strange alchemist stands up as if the assassin was completely forgotten and goes to see what he can learn from the iron defenders... and how to transport the fully intact dog.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Yes, a most useful ability, I would certainly lke to see it duplicated in Servitor. But chains are in order first. Let me see what he has upon him.... Hmm is that a secret compartment or a part of his normal internal structure.. hmmm

Jarot shackles the warforged captive as best he can with nearby resources and begins searching him and examining him. As part of this, something... disturbing happens. A small fleshy lump forms in his hand and shifts to appears like a scorpion. It proceeds to help explore the damage and cavities of the construct.

[ooc]Both Razor and possibly Adir, may dislike how thoroughly he is being searched.

perception: 1d20 + 8 ⇒ (6) + 8 = 14 This is if I can't take 20. Plus Adir's assist maybe.

disable device: 1d20 + 8 ⇒ (1) + 8 = 9 To disable the final messenger if it has one. Wow I am awesome :)

Metalworking: 1d20 + 7 ⇒ (9) + 7 = 16 Once he is thoroughly searched and chained.


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Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Jarrot walks up to (c5) Servitor and jabs him with one of the injectors liberated from the prior assassins.

repair light wounds: 1d8 + 1 ⇒ (4) + 1 = 5


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Sleep is good. Games can wait.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Jarot smirks at the assassin and pulls the lever.assuming the last dog shuts down, he will continue. If not, I will adjust

Was it Razor you called yourself? Sharp but brittle, and easily replaced. I look forward to taking you apart as I did your smaller compatriots. You know, it was almost as if there was still something there in their cortex as I explored their insides. But we both know that isn't true, you aren't anything more than a lump of metal with a spell or two jammed together. It's cute that you pretend to have feelings and free will.

bluff?: 1d20 - 1 + 8 ⇒ (11) - 1 + 8 = 18 With Hero point, trying to get him to do something foolish and tumble in to the middle of the room or some such. Not sure what skill, but all my charisma skills are equally terrible, so it all runs the same.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Oh, well now that is just a silly place to put the off switch for their security measures!

Jarot drops one of his daggers and reaches for something on the forge.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9
GM Mason wrote:
Jarot's first attack hits the hound. He steps into the middle of the room. Did you already add the effects of the staff?

I did not. Since I don't speak sylvan i didn't look at either spoiler


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Hmm.. they are perhaps a bit too well suited to their tasks.

Jarot eyes the nearest guardian and stabs towards it twice.

attack: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d4 + 2 ⇒ (1) + 2 = 3

attack: 1d20 + 1 ⇒ (14) + 1 = 15
damage: 1d4 + 2 ⇒ (2) + 2 = 4

He then steps to the center of the room (c10) hoping to either lure the creation out or to step in to flank on another next round.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Splendid creations! I do hope i can take one mostly intact.

Belying his statement, Jarot dodges into the forge to d9 and plunges his blade in to the joints of the creature before they have a chance to come fully on line.

attack: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (6) = 10


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Hmm that echoing shout did not sound encouraging. I think we should ready ourselves.

Blades out, using Servitor as concealment.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Perhaps we should light some additional torches in case the insects cluster again or something happens to douse the light spell. I only have a single vial of chemical fire remaining. Let me inspect the doors, but I the Cannith are quite skilled in their construction normally. Just the doors themselves are quite a precious find if we can manage to dismantle them in some way. We may need to search the rest of the area for some sort of key or mechanism.
perception: 1d20 + 8 ⇒ (5) + 8 = 13
disable device: 1d20 + 8 ⇒ (19) + 8 = 27


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

fort save: 1d20 + 6 ⇒ (15) + 6 = 21

Jarot keeps his mouth shut and pushes his way out of the swarm, confident that his allies will forgive him, a he throws his final acid vial at the swarm.

attack: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
damage: 1d6 + 3 ⇒ (4) + 3 = 7 x 1.5
4 points splash to servitor and ghost.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Jarot hurls a flask of acid in to the swarm. He holds the torch in his other hand to flail at them if they close.

attack: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d6 + 3 ⇒ (5) + 3 = 8 +50%

AOO if necessary: 1d20 + 3 ⇒ (5) + 3 = 8
torch damage: 1d4 ⇒ 2


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Jarot lights a torch and starts using it to crisp bugs. As he starts whistling, you suspect this may have been a part of his childhood.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Curious, I wonder what they feed on?

Jarot kneels to collect some samples in a jar.

Perhaps we should try get them to scurry off with the fire from a few torches. Haven't met an creature yet that doesn't react to fire.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Hmm and where are our many-legged friends?

perception: 1d20 + 8 ⇒ (1) + 8 = 9

They're on my back aren't they?


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9
Tierney Quade wrote:
"Insects? (myriapods?) I have nothing to fight them with unless they are large ones. I have a bag of caltrops. But they might just climb the walls instead of the floor."

A torch perhaps?

Quote:
"Jarot, if you will allow it..."

Of course! I always welcome magical assistance. Magic is what helped me become the man I am today.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Oh yes, I recall now, the Ring. I had placed in my pack for safe keeping. Servitor, If you would do the honors? I imagine insects will not find you a terribly inviting meal.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

doh, my brain thought there was a wheel there for some reason.

Hmm let us look at the journal and see if it contains the secret.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Aha, that does make sense!

Jarot steps back, puts away his blades and pulls a pair of acid flasks.

doh, And my hp is fixed now too, I had doubled up my breed leech bonus.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

If I can as well...

KO Nature: 1d20 + 8 ⇒ (3) + 8 = 11

apparently I can not :P


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

FYI may have mentioned before, but I will be out of town at gencon Wednesday through sunday. Plan on taking my laptop, but I doubt I will be able to update with any regularity.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

It appears there is something active on the other side. I would suggest we prepare for active resistance.

Will drink his hulk mutagen and ready his daggers, when we are ready to go.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Anything useful on the ambushers?

hmm it seems likely this will open a passage or door of some sort. Perhaps I can determine how it will operate before we do so. We have had too many surprises already, and it may be trapped.

perception: 1d20 + 8 ⇒ (10) + 8 = 18
Disable device: 1d20 + 8 ⇒ (9) + 8 = 17


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9
Tierney Quade wrote:
"Ye gods! Jarrot, do you have any cleaning solutions with you?" His tone of desperation is unmistakable.

Why of course sir! One can not properly mix chemicals or attain the proper knowledge from an autopsy with filth under you finger nails. However let us first remove these cadavers to a less effluent part of the sewer system. I would like to see what I may learn from them. Something else to consider the next time we face a warforged opponent. If we can prepare to intercept the final messenger we can deprive our enemies of additional intelligence.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9
GM Mason wrote:
Jarot Tennet wrote:
GM Mason wrote:

Round 4

So Alchemist fire. I am guessing you still add you Int to splash weapons because of the throw anything feat/Alchemist mechanic? It would be 4 damage then?

Well, Acid in this case, but yes.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9
GM Mason wrote:

Round 4

I am not sure of the mechanics behind hitting the ceiling and it effecting those beneath as splash damage. Do you have a way to avoid hitting the allies? Please explain the mechanics and roll damage.

[ooc[\]from the prd on splash weapons: "You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature." I am assuming that in a sewer the ceiling isn't more than 10 feet up and that the acid has to go somewhere. Over the shifter would put it so that allies aren't adjacent.[/ooc]

damage: 1d6 + 3 ⇒ (6) + 3 = 9


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Round 4. You know, we have far too many front line people for cramped quarters fighting :P
acrobatics: 1d20 + 1 ⇒ (14) + 1 = 15
Jarot looks at the confused melee in front of him and decides to use geometry to his advantage. He pulls another different ampule from his satchel and hurls it at the ceiling over the enemy shifter's head.

attack: 1d20 + 3 ⇒ (9) + 3 = 12
Unless there is an invisible critter there it will just be 4 acid splash damage on the baddies. But it seems like a better idea than missing completely or having it scatter and catch our already battered forces


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Round 3
acrbatics: 1d20 + 1 ⇒ (2) + 1 = 3

Jarot slips and slides his way forward to b4 and throws a dagger over Uriah's shoulder at the remaining shifter.

attack: 1d20 + 3 ⇒ (10) + 3 = 13
Probabably a miss, but just in case
damage: 1d4 + 2 ⇒ (4) + 2 = 6


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Round 2, assuming the sewer doesn't eat me
acrobatics: 1d20 + 1 ⇒ (1) + 1 = 2

Ack. There are things moving in this mess!

Jarot attempts to escape the sludge by moving to H4. He pulls a fragile looking ampule from his satchel as he does so and throws it at the nearest enemy. This is assuming I am not catching an ally in the splash that is. If so I will just throw a dagger. -2 for range, +1 if it is the alchemist fire.

ranged: 1d20 + 3 + 1 - 2 ⇒ (11) + 3 + 1 - 2 = 13

alchemist fire: 1d6 + 3 ⇒ (4) + 3 = 7 + Reflex save DC 15 or catch fire. Likely not an issue in so much sludge

4 splash damage adjacent to hit square

Daggerdamage: 1d4 + 2 ⇒ (4) + 2 = 6 In case it is not a clear shot and somehow hits.

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