Shieldbreaker

Nezzarim's page

51 posts. Alias of Lucendar.


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HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

"Pleasure, Winter, name's Nezz. So exactly what accursed place are we in, if you could enlighten me?"


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezz surrenders his rapier and javelins rather hesitantly. He follows Ulfric and the party.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Reflex save: 1d20 + 5 ⇒ (11) + 5 = 16


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Initiative: 1d20 + 9 ⇒ (16) + 9 = 25
Move up and stab against FF AC: 1d20 + 3 ⇒ (10) + 3 = 13
2d6 + 1 ⇒ (6, 3) + 1 = 10


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezz stirs from his near-death experience. Instinctively, he feels the wound on his chest. "Thank you, Torvent. I was sure I was a goner." Nezz groans as he stands and picks up his rapier.

5/11 hps + 1 burn.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

DC 18 Con check: 1d20 + 2 ⇒ (20) + 2 = 22

Nezz crumbles in a pile on the floor, as the undead nearly rips out his heart, but he lands on some rags that miraculously stabilize his condition. -8/11 hps.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezz screams in pain, as he is cut. "Why you bit*h!"

Nezz thrusts his rapier again
1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24...critical threat
1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9...no confirmation
Damage: 2d6 + 1 ⇒ (2, 4) + 1 = 7
HP: 3/11


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Initiative: 1d20 + 9 ⇒ (4) + 9 = 13

Nezz moves to flank with Ulfric.
Attack: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
Damage: 2d6 + 1 ⇒ (2, 1) + 1 = 4


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Perception for secret doors/hidden treasures in the room: 1d20 + 5 ⇒ (20) + 5 = 25

If not, Nezz and Quinlan do their normal protocol search of the doors for traps and such as we move south.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

"Aaaah...." Nezz is unnerved by the twitching eye and launches it at Ulfric. "That is disgusting!"


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

"Bah, a slain ghoul, who cares?" Nezz eyes the area for any treasure. Perception: 1d20 + 5 ⇒ (15) + 5 = 20


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezz nods and gets ready to spring forward with his rapier.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezz aids the search: Perception: 1d20 + 5 ⇒ (5) + 5 = 10 vs DC 10..add +2 to highest Perception roll.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

"Yeah, that's not the normal, face melting and all. This could be the doppelgangers they are looking for. We should be on the lookout for more."


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Sheesh, I did 11 points of damage alone unless it has DR. Hope it is dead now.
Nezz continues the flank.
Attack: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23...threat
Confirm: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 2d6 + 1 ⇒ (6, 5) + 1 = 12...if critical confirmed add 1d6 + 1 ⇒ (6) + 1 = 7


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezz continues the attack, "Keep him distracted, Ulf!"
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 2d6 + 1 ⇒ (2, 4) + 1 = 7


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

I can get a 10 with a roll of a 1. :)

Nezz moves in to flank with Ulfric and attacks the creature with his rapier, "Damn, sneak! Take this!"
Attack: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
Damage: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (4) = 6


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

We proceed to the left using SoP.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezz will appreciate some healing from Torvent and thanks Ulfric for the bandage. We continue north then checking doors and such for locks and traps and detect evil, per our SoP. To speed things up, you can proceed as if we take 10 for a Perception of 16 and Disable Device of 21 with Nezz assisting Quinlan.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

"This wound does not seem to be closing..can anyone help?"


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezz attacks the foe flanked with Ulfric.
Attack: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Damage: 2d6 + 1 ⇒ (1, 4) + 1 = 6


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Initiative: 1d20 + 9 ⇒ (20) + 9 = 29

Impossibly fast, Nezzarim springs into action and moves to G13 and attacks the flatfooted dire rat in F12, plunging his rapier into its eye!
1d20 + 3 ⇒ (16) + 3 = 19
Damage: 2d6 + 1 ⇒ (2, 4) + 1 = 7


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezz delays to see if someone can flank it with him and then attacks.
Attack: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Damage: 2d6 + 1 ⇒ (2, 6) + 1 = 9


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

With rapier in hand, Nezz leaps into action and attacks the flat-footed vermin.
With his +9 bonus, he auto-beats a 3.
1d20 + 3 ⇒ (18) + 3 = 21...threat
1d20 + 3 ⇒ (1) + 3 = 4...no threat
Damage: 2d6 + 1 ⇒ (3, 1) + 1 = 5


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

"Bah, the smell is awful!" Nezz searches the room with Quilan's aid for secret doors/traps.
Perception: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23..+1 for traps


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Not skilled in the art of persuasion, Nezz stays quiet, ready to dodge at a moment's notice.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Yeah, you're right. I had penalty for no tools when I didn't have gear. And it's Perception (+6) to find traps. Updated.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Hold on. You have +6 perception and +9 disable device! I assist you and you check for traps and Disable!


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

"Ulfric, is there any evil inside?" If the answer is no, Nezz leads the way looking around for traps/ambushes/enemies approaching.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12

GM, here are the Standard Operating Procedures whenever we come to door:
Nezz checks for traps
Then disarms if traps
If no traps, he checks if locked
If locked, Disable Device to open
If not locked, he opens the door
Ulfric Detects Evil
We enter.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

"Sure, no problem."
Nezzarim investigates the door for traps and listens for ambushes and disables if locked or trapped.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Disable Device:1d20 + 6 ⇒ (10) + 6 = 16


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

"I'll go first." Nezz looks with his DV to make sure no traps within sight and then leaps in.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezz moves to Ulfric's side. He turns his nose at the smell of decay, but the thief in him is curious to see if there any treasures discarded perhaps in the pile of bodies. Rapier in hand, he gives the bodies a look.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezz collects his gear as well. The thieves' tools feel right in his hand. "Who bloody cares about your names! Let's get the hell out of here, before the doctor's friends come to investigate." The dwarf doesn't appear to be the patient type.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezz grabs one of the sharp tools and approaches the doctor, "If you don't start giving some answers, I'm going to start carving you up! Now where are we?!"

Aid Another on Intimidate: 1d20 - 1 ⇒ (15) - 1 = 14...add +2 to paladin's roll.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

I already let you out (see above).


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezz moves on to let Torrent out, as he cannot take on that creature without his rapier. "Someone help Ulfric out, he is bleeding!"


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezz looks around for any weapons that he is proficient with. If there are none, he runs to the nearest cell to open that door.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezzarim starts inserting the keys into the locks to open the cell. "Hold her damn it!"

I don't know how many keys there are.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Perception: 1d20 + 5 ⇒ (15) + 5 = 20
The dwarf whispers to the human, "Just call me Nezz, it's what I remember everyone calling me. The mad doc's got keys on her belt. If you can get her to come close within grasp, maybe I can pilfer them from her."


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezzarim wakes up in pain, reaching for his nose to stop the blood flow. He looks at Ulfric..."You? I saw you in my dream...you died, I think. That thing that was chasing us...Where are we? I can't remember a thing." The frustrated dwarf looks at the lock on his cell, his rogue instincts kicking in. Any chance he could pick it without tools if he needed to?


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Will save: 1d20 + 1 ⇒ (1) + 1 = 2


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezz looks around from his hiding spot...anywhere he can climb up to to avoid this creature, since maybe it is only ground-based.

Perception: 1d20 + 5 ⇒ (17) + 5 = 22


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Stealth: 1d20 + 7 ⇒ (10) + 7 = 17

Nezzarim in his nervousness fails to recognize the pattern and stays hidden.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezzarim looks around to see if there is any place that he can hide with cover, while the creature is in combat with the half-orc. If so, he hides: Stealth: 1d20 + 7 ⇒ (18) + 7 = 25

If there is none, he continues to run.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezzarim looks at the half-orc and decides to trust him, so he passes him the caltrops, as he rounds the right intersection, running as fast as he can.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Items: 1d4 ⇒ 2

Nezzarim has his rapier and the caltrops, so he reacts per his action posted above.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezzarim curses his short legs, as he tries to outrun the mist. It seems the rest of these strangers don't need to run faster than the mist, solely faster than me! Think, damn it, think!

If he has them with him, Nezzarim runs toward the right side of the intersection and draws his bag of caltrops. If he doesn't, he just runs...


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Sorry about that, BT. Gear is updated.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

.


HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7

Nezzarim's face is twisted in a scowl, seemingly permanently. Perhaps that knife scar running down the right side of his face is the reason for it. Or perhaps the other scars that mark his arms and chest. It looks like the dwarf has had a violent life. Perhaps that is the reason for his twitchiness, as his blue eyes dart across the room surveying all possible dangers, as he sticks close to the shadows, his eyes seemingly sensitive to the light.Then you notice the most obvious feature about this dwarf: there is no beard to match his grime-covered golden locks. You are sure that means something bad in dwarf culture. Nezzarim does not seem the type to share his life story with you however, as he spits on the stone floor. "Where the hell are we?"