Selaxasp

Zarunkumar's page

319 posts. Organized Play character for Iron Killer.


RSS

1 to 50 of 319 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar spend the extent of the boat trip observing her new compatriots and trying to decide whether the time is right to show her true for to them or not. Inevitably she comes to the conclusion that the time still isn't quite right.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar graciously takes a slice. She take small bites making sure to keep all of the chocolate in her mouth and off her face fearing that her illusion might be forsaken if a spot on her cheek suddenly disappeared.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar takes the praise with a shy nod as she sits in a shadowy corner preferring to remain as unnoticed as possible.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar slips into the lodge trying to stay unnoticed by the others. As always she wears her Hat of Disguise making her appear to the others as someone of elven decent. Her clothes are also disguised to look like a ankle length purple dress and her hat appears as a simple comb holding her hair up in a bun.
In a quiet tone she greets the group. "Greeting all. Sorry for my tardiness. My name is Zarunkumar and I hope to use my healing powers to make sure you all make it home alive." And with her simple introduction complete she quietly sits down.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar is a healer and a back line magic user.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

This is my character, she's a healer and long range sniper.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Player/Forum Name: Iron Killer
Character Name: Zarunkumar
PFS ID#: 94822-10
Faction: Grand Lodge
Day Job (if applicable): Craft (Alchemy): 1d20 + 8 ⇒ (8) + 8 = 16

Grand Lodge

The Answers

1. Player Name: Iron Killer

2. Are you new to PBP, Organized Play, or both? No, I've been playing off and on for about 3 years now, all of which has been pbp, and before that I played D&D table top with friends for too many years to count.

3. What excites you most about playing in this game? The excitement of playing a scenario I haven't played before and the thrill of not knowing what will come next.

4. Tell me a little about yourself! What other games have you played? What are your hobbies? As I stated earlier I used to play D&D, but most of my free time is used up with caring for my 5 children.

5. Are you able to post at least once a day? I normally post about once or twice a day, but I'm checking for updates at least six or seven.

6. In order to keep the game moving along, sometimes I will bot players if a certain amount of time has passed since their last post. Do you give permission for me or the party to 'bot' your character as needed in combat or another situation? I have no problem if you need to bot for me to keep the game rolling.

7. Do you promise to tell me about upcoming vacations, busy times at work, conventions or other absences so we can bot you? With all of my kids vacations and conventions are basically out of the question for me, but if I will need to take an absence from the game I will let you know as early as I can.

Grand Lodge

Is it just me or was the deadline 2 days ago without any response from the GM.

Grand Lodge

This is Sylvanus. Here is the Tiefling Hedge Witch I posted about earlier.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Is there anything I can do to help her remove the curse?

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar a 5' step to the left and sticks out her hand from which a core of flames bursts out. Casting burning hands trying to avoid as many of her compatriots as she can.
Burning hands: 3d4 ⇒ (3, 4, 1) = 8
DC 15 reflex for half damage.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar puts her hand back on Belka's shoulder "Keep up the good work.
Casting guidance on Belka.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Time for a little healing.
Zarunkumar places a glowing hand on Belka's shoulder.
Healing hex: 1d8 + 3 ⇒ (1) + 3 = 4

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

This probably won't end very well, so an assist from the 2 remaining party members might be needed.
Strength check: 1d20 ⇒ 9
As I feared much help is needed.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

PFS # 94822-10
Craft (alchemy): 1d20 + 12 ⇒ (12) + 12 = 24

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

I think I'll take door duty since I don't have the greatest attack strength.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Will save: 1d20 + 4 ⇒ (9) + 4 = 13
And Zarunkumar is paralyzed.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar will send Dr. Agon to "heal" the mummy.
Healing hex: 1d8 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar will use a healing hex on herself.
Healing hex: 1d8 + 3 ⇒ (8) + 3 = 11
Now she should hopefully be good for the rest on the encounter.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar reaches out with a glowing hand and touches the statue.
Cute light wounds: 1d8 + 3 ⇒ (5) + 3 = 8

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Taking a 5' step back to the SW, to the space in front of Sarephta, pulls out her flaming crossbow and takes a shot at "Red".
Attack roll: 1d20 + 5 ⇒ (7) + 5 = 12
Damage roll: 1d8 ⇒ 5+1d6 ⇒ 6 fire
I'm on my phone so I tried to make my move as clear as possible so if someone wouldn't my moving me that would be greatly appreciated.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar sends Dr. Agon to do her dirty work again sending him with a healing hex to the green statue.
Healing hex: 1d8 + 3 ⇒ (6) + 3 = 9
DC 15 Will save for half damage.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Knowledge arcana: 1d20 + 10 ⇒ (13) + 10 = 23
"This is an animated construct and it looks really rather hard.
Is there anything else I would have noticed for having a high roll?

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Perception check: 1d20 ⇒ 19
"I think the images drawn here might correspond to the coded secret door we found earlier. Now let's see...we have a human man, then a human woman, then a ram, then a jackal, and finally a falcon. Why don't we go back and press the buttons with the matching heads. That might be the real tomb."

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Sorry the DC was 15 so no it didn't pass, but not by very much.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar will send Dr. Agon will a healing hex straight at the mummy.
Healing hex: 1d8 + 3 ⇒ (7) + 3 = 10

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Knowledge (arcana): 1d20 + 10 ⇒ (13) + 10 = 23
Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14

Looking at the five sphinxes Zarunkumar says "I've seen these creatures before." She points to each of these one by one naming them as she goes. "This is a hieracosphinx, and this is a gynosphinx, ooo and this one is a cynosphinx, and I've only read about it but I'm pretty sure this is a androsphinx, and lastly this one is a criosphinx. I'm not sure if that will help us figure out the puzzle, but it's really cool to see them in person for the first time."

Getting to the room with the false door, Zarunkumar thinks there might be something interesting about the carvings on the granite slab, but she just can't put her finger on what that might be.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

If that's the case does anyone need any healing, I'm pretty sure I have a cure light wounds spell in reserve that I can cast before resting.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Will save: 1d20 + 4 ⇒ (18) + 4 = 22
Zarunkumar will cast Remove Fear from Pokey saying "Don't run, you can fight on."

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Putting a hand on Pokey's shoulder and says "Why don't you finish this." casting guidance on Pokey.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar reaches forward and places a hand on Belka's shoulder "May your axe swing true." and casts guidance on her.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar will throw her icicle dagger at the fire elemental.
1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
But misses terribly.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar will cast icicle dagger.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar will pull out her last bottle of cure moderate wounds and give it to Kaneka.
Cure Moderate Wounds: 2d8 + 3 ⇒ (3, 5) + 3 = 11

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar will cast a healing hex on the red zombie sending Dr. Agon into Kaneka's space to deliver it.
Healing hex: 1d8 + 3 ⇒ (3) + 3 = 6

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

"I agree Vanya, these confined spaces do not bode well for us. Zarunkumar pulls out her crossbow as she backs down the hall.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar will cast burning hands in the direction of the boat.
Fire damage: 3d4 + 1d6 ⇒ (2, 4, 3) + (5) = 14
The last 1d6 is for lighting the oil on fire.
I'm waiting to figure out how this turn ends up before posting round one.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

I don't have any acid, but I do have a burning hands spell prepared I just need to make my way through the group before I cast it.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar moves around the group to the western wall on the south side of the center pillar (if someone could please move me that would be great) pulling out her crossbow as she walks. She will see what she can do to hopefully free her friend.
Attack roll: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12
Damage roll: 1d8 + 1d6 ⇒ (3) + (1) = 4

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar will walk up to both Vanya and Belka and cast her healing hex on them both.
Healing on Vanya: 1d8 + 3 ⇒ (4) + 3 = 7
Healing on Belka: 1d8 + 3 ⇒ (1) + 3 = 4

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Where is everyone in the way of HP? It doesn't really look like people have been keeping up with their damage so I'm not sure who needs healing and who doesn't.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar will use her healing hex to restore some more of Kaneka's life.
Healing hex: 1d8 + 3 ⇒ (8) + 3 = 11

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Ok, let's try this one last time.
Zarunkumar will take a 5' step to the SW and fires her crossbow at the pyramid.
Attack roll: 1d20 + 5 ⇒ (10) + 5 = 15
Damage roll: 1d8 + 1d6 ⇒ (1) + (3) = 4

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Would this work?
Last round
As a free action Zarunkumar requests that Dr. Agon retrieves her one of her cure moderate wounds potions. For his turn he brings the potion to Zarunkumar's free hand and ends his turn. Now it's Zarunkumar's turn, she uses a full round action to pour the potion down Kaneka's throat.
Current round
Zarunkumar drops the empty bottle and casts stabilize on Kaneka to stop her from continuing to lose hit points.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Sorry my daughter's first birthday was yesterday so I'm getting caught up with all of my games now.

Last round
Zarunkumar will switch that attack to poring a cure moderate wounds potion down Kaneka's throat.
Cure Moderate Wounds potion: 2d8 + 3 ⇒ (4, 3) + 3 = 10

Current round
Zarunkumar will cast stabilize on Kaneka to stop her from getting any worse.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar will step back in front of Pokey and fire another bolt.
Attack roll: 1d20 + 5 ⇒ (17) + 5 = 22
Damage roll: 1d8 + 1d6 ⇒ (7) + (5) = 12

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar will pull out her crossbow and a flaming bolt at the base of the pyramid hoping to maybe jam a wheel or something.
Attack roll: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14
Damage roll: 1d8 + 1d6 ⇒ (7) + (2) = 9 7 points of normal damage and 2 points of fire damage.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Knowledge arcana: 1d20 + 10 ⇒ (1) + 10 = 11
Well that was an epic fail.
Looking at the mini pyramid Zarunkumar questions the group "Does anyone know what that is and, it looks big, so does anyone have an idea on how to avoid getting smooshed by it?"

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

I like it except that you forgot me. Zarunkumar is best in the middle where she has access to everyone for healing, she also has a +1 flaming crossbow and a decent shot, not great but decent none the less.