Harsk

Wizel Genius's page

154 posts. Organized Play character for J.G.


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Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf goes to meet Nalora and tries to impress her flirting at the same time.

Eh eh, Small flower of the islands, what do you think about this combination of acrobatics?

Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf raises an eyebrow. But he has to trust the goblin.

Of course we go to see Kreighton as you say. All in all we don't have anything left here I think.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

No Society neither

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

I don't understand why someone wouldn't like us. That's weird.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf rushes towards the next assassin and strikes them.

+1 striking cold iron Long hammer: 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16

Damage: 2d8 + 4 + 4 ⇒ (7, 4) + 4 + 4 = 19

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf strikes the white one.

+1 striking cold iron Long hammer: 1d20 + 10 ⇒ (20) + 10 = 30

Damage: 2d8 + 4 + 4 ⇒ (2, 7) + 4 + 4 = 17

And again.

+1 striking cold iron Long hammer: 1d20 + 10 - 5 ⇒ (6) + 10 - 5 = 11

Damage: 2d8 + 4 + 4 ⇒ (6, 5) + 4 + 4 = 19

Roaaaa. Can you stand this?

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Wizel elemental raged on init:

Concealed against ranged attacks and 6 temp hp

He moved around the attacker and strikes them twice then.

+1 striking cold iron Long hammer: 1d20 + 11 ⇒ (4) + 11 = 15

Damage, Piercing, Electricity: 2d8 + 4 + 4 ⇒ (8, 8) + 4 + 4 = 24

+1 striking cold iron Long hammer: 1d20 + 11 - 5 ⇒ (3) + 11 - 5 = 9

Damage, Piercing, Electricity: 2d8 + 4 + 4 ⇒ (1, 1) + 4 + 4 = 10

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Trouble? What kind of trouble? Let's hurry up there.

The dwarf draws his hammer and rushes there.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

A Heal spell should help too... Good you feel better.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Wizel has already played the round 4

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf moves back to Selwyn to talk about the rebuilt of the city.

Especially if we consider the activity of the Aspis Consortium.

Crafting: 1d20 + 6 ⇒ (7) + 6 = 13

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf makes some acrobatics to try to impress and influence Nalora. He's not the best to flirt so he doesn't even try this.

Acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf moves to Selwyn to talk about the rebuilt of the city.

Crafting: 1d20 + 6 ⇒ (15) + 6 = 21

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

With his druidic sensibility the dwarf goes to meet Shalelu in the gardens to speak about how to make them more magnificent.

Nature: 1d20 + 9 ⇒ (18) + 9 = 27

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf waits to know how the different people can be handle with.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Well I think I've understood. whispers the dwarf looking for the departure.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf strokes his beard.

And how should we influence the leadership of Greengold? Serving cookies with a cup of tea? Striking on something or someone?

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

So decided for Wizel Genius. The skill sheet is filled up.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Wearing his breastplate and carrying his cold iron long hammer the dwarf nods to Achurius.

Well less civilized than a dwarven city but let's hope they still maintain their reputation indeed.

He has already seen some nice cities in appearance which revealed to be less nice then.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Downloaded now. Thank you.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

I can’t download it until tomorow

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Crafting, task lvl 2, DC 16[: 1d20 + 6 ⇒ (16) + 6 = 22

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf moves on with the others.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf strikes the beast.

+1 striking cold iron Long hammer: 1d20 + 11 ⇒ (8) + 11 = 19

+1 striking cold iron Long hammer, hero point: 1d20 + 11 ⇒ (16) + 11 = 27

Damage, electricity: 2d8 + 4 + 4 ⇒ (1, 6) + 4 + 4 = 15

And again.

+1 striking cold iron Long hammer: 1d20 + 11 - 5 ⇒ (4) + 11 - 5 = 10

Damage, electricity: 2d8 + 4 + 4 ⇒ (2, 8) + 4 + 4 = 18

again.

+1 striking cold iron Long hammer: 1d20 + 11 - 10 ⇒ (15) + 11 - 10 = 16

Damage, electricity: 2d8 + 4 + 4 ⇒ (3, 5) + 4 + 4 = 16

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf strikes the beast.

+1 striking cold iron Long hammer: 1d20 + 11 ⇒ (1) + 11 = 12

+1 striking cold iron Long hammer, hero point
: 1d20 + 11 ⇒ (16) + 11 = 27

Damage, electricity: 2d8 + 4 + 4 ⇒ (4, 7) + 4 + 4 = 19

And again.

+1 striking cold iron Long hammer: 1d20 + 11 - 5 ⇒ (1) + 11 - 5 = 7

Damage, electricity: 2d8 + 4 + 4 ⇒ (3, 5) + 4 + 4 = 16

again.

+1 striking cold iron Long hammer: 1d20 + 11 - 10 ⇒ (19) + 11 - 10 = 20

Damage, electricity: 2d8 + 4 + 4 ⇒ (2, 2) + 4 + 4 = 12

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf strikes the beast.

+1 striking cold iron Long hammer: 1d20 + 11 ⇒ (17) + 11 = 28

Damage, electricity: 2d8 + 4 + 4 ⇒ (3, 1) + 4 + 4 = 12

And again.

+1 striking cold iron Long hammer: 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16

Damage, electricity: 2d8 + 4 + 4 ⇒ (3, 6) + 4 + 4 = 17

Then he practices a Battle Medicine on Hadrimos.

Battle medicine : 1d20 + 9 ⇒ (14) + 9 = 23

Healing: 2d8 ⇒ (7, 6) = 13

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf moves in reach position to strike the beast.

+1 striking cold iron Long hammer: 1d20 + 11 ⇒ (14) + 11 = 25

Damage, electricity: 2d8 + 4 + 4 ⇒ (2, 3) + 4 + 4 = 13

And again.

+1 striking cold iron Long hammer: 1d20 + 11 - 5 ⇒ (17) + 11 - 5 = 23

Damage, electricity: 2d8 + 4 + 4 ⇒ (6, 2) + 4 + 4 = 16

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Quick-tempered on initiative

The dwarf uses wind to be transported on the battlefield. There he makes the use of a Moment of clarity to casts a spell throwing darts towards the beast.

Needle darts: 1d20 + 9 ⇒ (1) + 9 = 10

Damage:4d4 ⇒ (3, 2, 4, 1) = 10

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf draws his weapon looking around for any danger.

Perhaps the beast attacked the concurrents. Perhaps these ones are ambushing the Pathfinders. Let's see. But be ready.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Athlerics: 1d20 + 12 ⇒ (5) + 12 = 17

The dwarf replies to Tandang: She told us this will be soon.

Verdant Wheel

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Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf nods when Dahila announces them that The Without Trace or Fail were disqualified.

In fact they left a trace and failed...

Then he prepares himself for the next step.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Thank you

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

As he found the evidence he goes with Emil to discuss with Dahila.

They are simply cheaters. Point. They wanted my companion breaks his neck trying to get the egg. Look at these fibers and look at the clothes of the guy. They are the same ones. And he's the only one with such clothes around. Simple case.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Nature:1d20 + 9 ⇒ (16) + 9 = 25

Oh oh there are scraps of Ostog Oakfeller's clothes on the tree. What for an hazard, isn't it?

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

We'll have to warm up the weather.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Athletics: 1d20 + 12 ⇒ (16) + 12 = 28

He continues to advance with the same style.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Perception: 1d20 + 11 ⇒ (13) + 11 = 24

Nature: 1d20 + 9 ⇒ (7) + 9 = 16

Oh have you seen the creature over there?

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Athletics:1d20 + 12 ⇒ (15) + 12 = 27

The dwarf jumps on the other side of the river.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Athletics:1d20 + 12 ⇒ (16) + 12 = 28

Be careful with the bears around.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Athletics: 1d20 + 12 ⇒ (12) + 12 = 24

Nature: 1d20 + 9 ⇒ (9) + 9 = 18

The dwarf tries to make it by himself too.

Survival: 1d20 + 9 ⇒ (5) + 9 = 14

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf is not good at talking. So he goes to bed to be ready for the next day using his strength.

[Athletics[/b]: 1d20 + 12 ⇒ (7) + 12 = 19

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Of course. They fear to loose against us. That's clear.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf goes for a bell by himself.

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

Nature: 1d20 + 9 ⇒ (4) + 9 = 13

He sees one but failed to capture it.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf moves as fast as possible.

Athletics: 1d20 + 12 ⇒ (6) + 12 = 18

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

The dwarf nods to Dahlia and prepares himself near the starting line.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Having found some utility the dwarf follows Mahatma.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

As Wizel Genius has Diplomacy -1 I think it's better not to roll.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

Call us how you want but we'll win. The name doesn't matter. More to be than to shine.

The dwarf raises an eyebrow.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

I think we have enough glyphs for everybody. We also chose the provisions in the discussion thread.

Not played or applied GM chronicle for Quest 3 to this character

I've no more question. Let's meet the concurrence.

Verdant Wheel

Barbarian 4 / HP 70/70 (temp HP 0/6), Perc +11, AC 21, Fort +10 Ref +7 Will +11 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness

I just don't want to roll if I think I will have a lot of chance to get false information.

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