Aram Zey

Samurai-Jack's page

267 posts. Alias of Algar Lysandris.


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Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Well i am back form my vacations and slowly catching up to things both here and IRL :)


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Posting this to all My Games:

I will be traveling this weekend to my vacation destination. There will be no post from me until Monday.

Please Bot me as needed.

From Sept 29 th to October 4th Expect little posting

From October 5th to October 15th Expect Next to no posting

(dunno the internet availability so i am assuming the worst case)

Thank you for your patience


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Very well then take this "Light" Stone it will help to pave the way he says handing over the simple stone that is shedding bright light


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

That was some feat of strength he said before casting a light spell on a rock and tugging it on his belt

so who wants to go first inside?


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

I don't do locks either :)


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Jack eventually makes his way a bit late at the graveyard.


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

None for me


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

I am with him on that one he says pointing at the elven ranger


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Right so should we get some proof before trying to kill someone?


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Gee i can't believe i got into this mess, listen to them talking like they were pros or veteran of many year.. Jake continues to drink his beer


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Nice even more gold he thinks to himself as the follow toward the bar


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

jack will follow after the other man and he too will collect the coins

well at least i can buy food and stuff in the trip back


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

I took care of all my bleeding so the carpets won't have to fear anything, But i tell you it still hurts no wounder people says its the worst part in that whole mercenary business second to dying


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Fighting is dangerous and it hurs like hell. Maybe we should leave it to the professionals who have been saving the town for weeks before we got here?


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Will we be dismantled already ? not more than a days work ? Jack fiddle on his foot really not happy of the unfolding events


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

So if we are to find the source of the zombie infestation maybe we should see if there are coming from the same place ? you know tracking etc...


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

As the combat seems over jack will move back in order to reclaim his weapon and will follow everyone back to the house.

I have no idea what just happened, but these undead is this the end of the world as we know it? Are we overrun by undead horde?


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Round 4

Jake will be screaming in pain its is the first time he endure such a pain seing his stomach almost half opened.

He will drop his weapon from the sock of the pain, 5ft step back and while one hand hold's his stomach he will cast a CLW: 1d8 + 1 ⇒ (1) + 1 = 2


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Round 3

Jack will attempt to trike down one of the Zombies next to him

Elven Cruve Blade: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 181d10 + 7 ⇒ (4) + 7 = 11 Fighting Defensively

Current AC 19


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Are we doing round 3?


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

tks for the Mobile map dm it makes it easy :)

Round 2

Having an ally just in front of him prevented Jack from charging and so he double move to the spot in between Alden and Pyck to close ranks and form a line


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Round 1

Hein ? what ? what is going on ? Oh My S%#$ this can't be really happening...

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Why is this happening ? he says drawing his weapon and moving


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

I pretty much have the same problems :(


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Jack will take his time and observe everyone Jack, Here he says standing up I am an Animist Healer of sorts. An the strongest of that bunch it looks like he says before sitting down


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Reporting for Duty

Jack will go directly for work

(drawback is : Pride)


Submitting this character for consideration


Not opposed if the DM would find a way to compel group members NOT to betray each other (a something like in WoTW)


Hello again DM i am resubmitting (with the added background in the Morgrave university) this character like last time around :)


applying with this character :)


Changed the profile pict and yes i will keep that alias :)


Dm i would like to point out that i changed race to human and will most likely go with a dragon mark for feat....


Re posting build with Human Race (and its perfectly fine for me)

I have to head out so i'll work on the fluff using your help a little bite later

JACK ROB
Human (Dual Talent) Archaeologist Bard 1
Medium Human / Humanoid (Human)
Init +2; Senses Perception +3
==DEFENSE==
AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 dex)
hp 9 (1d8)
Fort +0, Ref +4, Will +1
Armor Chain Shirt, Light
Shield Heavy Steel Shield
==OFFENSE==
Spd 30 ft/x4
Melee Longsword +4 (1d8+4) 19-20/x2
==STATISTICS==
Str 18, Dex 14, Con 10, Int 12, Wis 8, Cha 16
BAB +0, CMB +4, CMD +16
Feats Armor Proficiency (LIGHT) (PFCR 118), Lingering Performance (PFAPG 164), Shield Proficiency (PFCR 133)
Skills Bluff +7, Diplomacy +7, Knowledge (dungeoneering) +6, Knowledge (history) +6, Knowledge (local) +6, Perception +3, Sense Motive +3
MC Bardic Knowledge (PFCR 35)
Traits Fate's Favored (Faith) (PFUCgn 55), Maestro of the Society (Social: Bard) (PFCh: FcGd 63)
Languages Auran, Common, Draconic


i have never played a suli before and it did seems to fit a bard also.

backstory is indeed simple kid was left to his own device very early on and joined a traveling circus.

Seeing a little bit of the world left him wanting to learn more and he became an Archaeologist

I'll try to find an other core race that thematically fits but that is going to be hard.

I'll with Dual Talent Human then with a dragon mark (possibly; house orien or house Deneith ) for the extra feat


Submitting this character for the Game :)

Extra feat will probably be arcane strike or Extra Elemental Assault


sounds good to me. ready for the show to start


Good luck to everyone then...(as the DM is going over his choices)


This is Algar Lysandris Character Submission, Complete with fluff (on the character sheet).

currently Jack has just arrived to Briarwood as he is looking for Mithral Hall (since it was re opened by Bruenor BattleHammer)

He is looking for the Mithral Lamp of Arounscius a Nobble Janni (a ancestor of Jack) who was imprisoned in it.

It was said that Arounscius was owed a wish by the Vizer Jalani.

Thus Jack is looking for the Wish that is going to Grand him his heart's desire


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Hello to all,

I am back from my trip so give me a day or two to catch up with the post in this game and the others i play in...


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Hello to all.

i will be away for a mountain vacation until the 31 with Zero internet connection.

Please Bot me as appropriate.

I will be available today if you have a question tough.


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

No worries DM


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

fumble: 1d20 ⇒ 3


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Arcane Strike

Scimitar: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 4 ⇒ (3) + 4 = 7

Jack completely taken off balance swing's widely more trying to get the thing off of him than actually trying to hit


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

What an odd encounter says Jack taking his time looking for the key

taking 20 => 24 perception


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

I am jack and who might you be? we are in fact not really looking for treasure but it would be a nice bonus. We are looking for the reason why this building collapsed and why there are kobolds bodies.


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Jack will try to see where the voice is coming from

Perception: 1d20 + 4 ⇒ (5) + 4 = 9


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below).

Infusion (discovery)

Benefit: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

yup says jack ready to move on


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Oh well sigh Jack Here we go !

Round 1

Arcane Strike (swift), Move to Engage

Scimitar: 1d20 + 3 ⇒ (18) + 3 = 211d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Crit conf Scimitar: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Alright lets keep moving.


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Gosh indeed a long time ago

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