Rycky Zurnzal's page
44 posts. Alias of RyckyRych.
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Let's give mine to Jaysin Deckert then, that'll get him to 8.0 now.
PFS # 79644-7
Faction : Sovereign Court
Craft Bows Day Job: 1d20 + 8 ⇒ (8) + 8 = 16
Zurnzal grunts as The Pro calls for aid in helping the bound men. Rather than argue, he elects to assist in their rescue.
Hmm, looks like I'm stuck as I think I need a natural 20 to escape.
EA: 1d20 + 2 - 1 ⇒ (1) + 2 - 1 = 2 Hmm, I'm even more entangled in an imaginary web than before.
I'm not sure what I can do. Do I have to try to "escape" from the "web"?
Down to 29/72 HP presently.
Zurnzal grimaces as the two claws rake his body. He elects to stand toe-to-toe and fight back! I forgot about Power Attack, I think its -3/+6 at this level.
Attack: 1d20 + 16 - 3 ⇒ (13) + 16 - 3 = 26 for Damage: 1d8 + 8 + 6 ⇒ (1) + 8 + 6 = 15
Attack: 1d20 + 11 - 3 ⇒ (8) + 11 - 3 = 16 for Damage: 1d8 + 8 + 6 ⇒ (6) + 8 + 6 = 20
Zurnzal steps forward, hoping to deliver a Knockout Strike.
KO, Fort DC 18 if I hit and do damage: 1d20 + 16 ⇒ (3) + 16 = 19 for Damage: 1d8 + 8 ⇒ (3) + 8 = 11
Other Fist: 1d20 + 11 ⇒ (4) + 11 = 15 for Damage: 1d8 + 8 ⇒ (5) + 8 = 13
Well, that was wasted.
Double move then, since using the shirt I'd have to end my turn anyway.
Being an idiot, I forgot I had a Quick Runner Shirt and could have used it last round to maybe reach the enemy. <sigh>
Did that horror move or does it have a 40' reach?
Also, by using my Sandals of the Lightest Step, can I reach Zaweeb by moving onto the piece of furniture in a single move?
No worries, I altered my movement for Round 2 to account for that then.
I'm assuming I can now act.
Enough of this. Zurnzal will move toward the enemy!
Double move, first move brings me just east of the stairs, the next into the multi-colored floor.
Zurnzal will spend his move action on Martial Flexability to gain two feats (we'll use the suggested Greater Trip and Power Attack). He'll then use his standard to move with Eramay and Rataji.
Zurnzal follows The Pro into the room, then looks to the east. We may have some company... though I'm not sure how to describe it.
I'll use my standard to move again, back toward where I came from.
I already drank a vial of weird fluid, I'll let someone else do the next weird thing.
OK, the CLW gets me down -29.
CMW Potion, thanks for that: 2d8 + 3 ⇒ (6, 1) + 3 = 10
CSW from my stash: 3d8 + 5 ⇒ (1, 7, 3) + 5 = 16
Down -3, good enough for now.
Well, I think I'm in pretty good shape. I could use the increased awareness. Unless there is strong sentiment against doing so I will drink the elixir.
Fort: 1d20 + 9 ⇒ (12) + 9 = 21 +1 if its considered poison, though I hope not.
Zurnzal will continue to look for treasure afterwards, hoping the elixir aids him.
Perception: 1d20 + 13 ⇒ (11) + 13 = 24
Zurnzal will share what he has found with the party but showing an elixir with a note attached to it. Sounds dangerous. Increased strength and awareness, but the side effects are a bit unknown. Still, the brawler is tempted to give it a try.
If you can share that note on Roll20 please do so, GM.
Zurnzal looks around for some treasure, figuring a reward of sorts has been earned from the fight.
Perception: 1d20 + 13 ⇒ (8) + 13 = 21
He'll also ask for someone to heal him since he doesn't seem to have a wand. I do have a potion if I need to use that.
I'm down 30 HP now but I wasn't tripped. I have 42 HP left. Oh, and 4 bleed, down 34 to 38 instead.
Zurnzal turns his attention to the creature attempting to gnaw on his legs!
Flurry: 1d20 + 14 ⇒ (2) + 14 = 16 for Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Flurry: 1d20 + 14 ⇒ (11) + 14 = 25 for Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Flurry: 1d20 + 9 ⇒ (9) + 9 = 18 for Damage: 1d8 + 8 ⇒ (7) + 8 = 15
That didn't go too well.
Will: 1d20 + 7 ⇒ (10) + 7 = 17
I'm now down 14 HP.
The brawler steps after V4 and continues to try and punish the villain.
Flurry: 1d20 + 14 ⇒ (11) + 14 = 25 for Damage: 1d8 + 8 ⇒ (1) + 8 = 9
Flurry: 1d20 + 14 ⇒ (13) + 14 = 27 for Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Flurry: 1d20 + 9 ⇒ (15) + 9 = 24 for Damage: 1d8 + 8 ⇒ (1) + 8 = 9
Zurnzal decides to concentrate on his foe with a flurry of unarmed strikes!
Punch: 1d20 + 14 ⇒ (4) + 14 = 18 for Damage: 1d8 + 8 ⇒ (2) + 8 = 10
Punch: 1d20 + 14 ⇒ (2) + 14 = 16 for Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Punch: 1d20 + 9 ⇒ (8) + 9 = 17 for Damage: 1d8 + 8 ⇒ (4) + 8 = 12
He seems to be a bit overzealous with his strikes, however.
Assuming I can get down the ladder to take my standard, Zurnzal punches the one closest to the ladder!
Attack: 1d20 + 16 ⇒ (9) + 16 = 25 for Damage: 1d8 + 8 ⇒ (2) + 8 = 10
Will: 1d20 + 7 ⇒ (4) + 7 = 11
Roll 1: 1d100 ⇒ 5
Roll 2: 1d100 ⇒ 18
Whatever happens you can make the action and the rolls to move us along.
Will: 1d20 + 7 ⇒ (15) + 7 = 22 Oh, so I make that one, nice.
Zurnzal passes on the cloaks and weapons, feeling that what he has will do nicely, though if left behind he'll grab a silver warhammer just because. We tend to attract pleasant, don't we?
Now able to see, the Brawler moves into the room and attacks! We'll go for the one I have flanked with the Pro.
Unarmed Strike: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21 for Damage: 1d8 + 8 ⇒ (8) + 8 = 16
Unarmed Strike: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23 for Damage: 1d8 + 8 ⇒ (3) + 8 = 11
End of turn Save: 1d20 + 7 ⇒ (18) + 7 = 25
Zurnzal manages to clear his eyes!
Will: 1d20 + 7 ⇒ (4) + 7 = 11
Blast! Zurnzal wasn't quite ready for that. He'll move back at half-speed, hoping those with sight can do something.
Zurnzal steps forward as he is able to read the situation at hand. Don't get any ideas. Let's do this quickly.
Zurnzal will volunteer to stay out of the way and keep watch while those trained in arcane arts fiddle with the new discovery.
Hmm, perhaps there is a latch locking this into place. Zurnzal will try to figure out what the bed could possibly be concealing as he looks.
Is the frame out of square or something? Must be a reason, eh? Lets have a look, shall we?
Perception: 1d20 + 13 ⇒ (13) + 13 = 26
Zurnzal decides to go with the others, not wanting to be left out of all of the fun. He'll keep quiet and let The Pro lead the way.
The moment that it became beneficial for me to do so. Zurnzal gives his best smirk.
You want me to try the door or do you wanna check everything out first? Zurnzal will take a closer look as the party continues with their plan.
Perception: 1d20 + 13 ⇒ (19) + 13 = 32
Yeah, I could play the strongarm type I suppose. Lets go with your plan and see how we do.
Yeah, I was just trying to post quickly over the weekend. Please read the spoilers. My apologies.
Zurnzal will indeed meetup with the others and share what he has overheard and seen.
Lets get a closer look then. Zurnzal will try to approach from the south, trying to remain unseen as he gets a better look at the courtyard.
Stealth: 1d20 + 13 ⇒ (9) + 13 = 22
Yes, of course. Perhaps we need to go under the guise of independent buyers or the like.
Do we know the identity of any key personnel at this facility?
GMParty wrote: I forgot to mention before, but when you join the Roll20 table, please change your name to your character name. It will make my life a little easier, so that I don't have to try to match Roll20 name to Paizo name to character.
To do so, click on the Gear tab in the upper right corner, then change the Display Name, and click Save Name.
Done
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