Harsk

Zar'zan the Big's page

162 posts. Alias of Joshua Hirtz.


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Male Duergar Alchemist (Vivisectionist) 1

Spitting upon the ground, Zar'zan held back nothing.

"Words of a coward if I've ever heard them. You use us for your amusement, but fair the repercussions of getting into the ring yourself. I have better things to do."

Still drenched from head to toe, Zar'zan would start to pull his pants on.


Male Duergar Alchemist (Vivisectionist) 1

Zar'zan would stand, finding no modesty necessary whether it be displayed to the public or not.

"Angry!" he would growl. "You are the one spying upon us in the most personal of times? Perhaps you would like to meet the wrath that beast out on the field faced earlier!" he would finish with a sneer

Despite his apparent anger, Zar'zan's eyes would wander to the rod Bandy seemed to use for controlling the crystals. Perhaps including the one still safely wrapped away in his room.


Male Duergar Alchemist (Vivisectionist) 1

Zar'zan's Recap:
Zar'zan stood above the wreckage of sleds and took in the sight of the fallen. He had not won, but he had proven his strength against many. This simple fact would have to sate his rage at losing...for now.


Male Duergar Alchemist (Vivisectionist) 1

Statistics:
HP 7/14
AC 17 = 1 Dex + 4 Armor + 2 Natural Armor + 4 Total Defense - 4 Prone
Fort +4 Ref +4 Will +0
Effects Light Sensitivity, Strength Mutagen , Faerie Fired, Numbed x4

Fort Save:
Fort Save 1d20 + 4 ⇒ (2) + 4 = 6

His opponent vanquished, Zar'zan looked at his surroundings to see the approach of his teammate. With an effort, he would try to move towards the center of the lane so that he might be able to get on board.

Acrobatics:
Acrobatics 1d20 - 2 ⇒ (17) - 2 = 15

And with a bit of finesse, he would slowly slide his way towards the center of the field while splitting his attention between the approaching sled and the fleeing monkey beast.


Male Duergar Alchemist (Vivisectionist) 1

Is Zar'zan capable of seeing Ryujin's sled at this point?


Male Duergar Alchemist (Vivisectionist) 1

Statistics:
HP 14/14
AC 17 = 1 Dex + 4 Armor + 2 Natural Armor
Fort +4 Ref +4 Will +0
Effects Light Sensitivity, Strength Mutagen , Faerie Fired, Numbded x3

Fort Save:
Fort Save 1 - 13 1d20 + 4 ⇒ (9) + 4 = 13
Fort Save 2 - 14 1d20 + 4 ⇒ (18) + 4 = 22

With an effort, Zar'zan would attempt to move up to the remaining beast.

Acrobatics:
Acrobatics 1d20 - 1 ⇒ (17) - 1 = 16

Then, with an effort, he would lash out not just once, but twice with his greatsword.

Attacks:
Attack 1 1d20 + 5 ⇒ (19) + 5 = 24
Damage 2d6 + 9 ⇒ (3, 4) + 9 = 16
Critical Confirmation 1d20 + 5 ⇒ (4) + 5 = 9

Attack 2 1d20 + 5 ⇒ (2) + 5 = 7
Damage 2d6 + 9 ⇒ (2, 1) + 9 = 12

Turn Breakdown:
Move action to move. 2 Standards to attack twice


Male Duergar Alchemist (Vivisectionist) 1

Dang it, I thought I posted. Do one of the beasts look more injured than the other? Both doing pretty bad? Pretty good?

I was considering the options and was thinking about perhaps readying an action to hit after they attacked each other again, that way he could get another action in right after and keep himself from garnering their attention right off the bat.


Male Duergar Alchemist (Vivisectionist) 1

Sorry for the delay. I just have a few more question. Do either of the monkey sheep look injured yet? One more than the other? One close to falling?

I am almost wondering if you would allow me to hold my action to move in and attack after they hit each other again.


Male Duergar Alchemist (Vivisectionist) 1

It was worth a shot.


Male Duergar Alchemist (Vivisectionist) 1

Could Zar'zan move through an ammo square to get ammo to throw with his Throw Anythin feat?


Male Duergar Alchemist (Vivisectionist) 1

No attack of opportunity on me then?


Male Duergar Alchemist (Vivisectionist) 1

Statistics:
HP 14/14
AC 17 = 1 Dex + 4 Armor + 2 Natural Armor + 4 Total Defense - 4 Prone
Fort +4 Ref +4 Will +0
Effects Light Sensitivity, Strength Mutagen , Faerie Fired, Numbed x3

Fort Save:
Fort Save 1d20 + 4 ⇒ (17) + 4 = 21

Anger welling in him from his continued failure to be able to adjust to the slick terrain, Zar'zan would continue his defensive posture as he pushed himself up to his feet.

Turn Breakdown:
Standard Action to continue Full Defense.
Move action to stand up.


Male Duergar Alchemist (Vivisectionist) 1

Got to give them a false sense of security before I "Throw Them On The Ground."


Male Duergar Alchemist (Vivisectionist) 1

Zar'zan just can not get a break with moving around in the slush and I had him roll as he's in a combat oriented situation.

And the Total Defense has been preventing him from getting Attacks of Opportunity so I did not have him take one.


Male Duergar Alchemist (Vivisectionist) 1

Statistics:
HP 14/14
AC 17 = 1 Dex + 4 Armor + 2 Natural Armor + 4 Total Defense - 4 Prone
Fort +4 Ref +4 Will +0
Effects Light Sensitivity, Strength Mutagen , Faerie Fired, Numbed x3

Fort Save:
Fort Save 1d20 + 4 ⇒ (4) + 4 = 8

Zar'zan's eyes flared with rage as the furry creature ignored his existence and chose battle with its fellow beast over him. Yet, ever the thinker, Zar'zan attempted to move behind the beast as it focused on its new opponent.

Acrobatics:
Acrobatics Roll 1d20 + 1 ⇒ (4) + 1 = 5

Where he falls? 1d2 ⇒ 2

Yet, the ice would yet again take him off his feet as he managed to position himself behind the beast.

Finding himself in an awkward position, he would try to defend himself from any oncoming assault.

Turn Breakdown:
Move action to move behind the beast
Standard Action to take up Total Defense


Male Duergar Alchemist (Vivisectionist) 1

Everyone cool if I have Zar'zan attack a Monkey Sheep?


Male Duergar Alchemist (Vivisectionist) 1

Statistics:
HP 14/14
AC 21 = 1 Dex + 4 Armor + 2 Natural Armor + 4 Total Defense
Fort +4 Ref +4 Will +0
Effects Light Sensitivity, Strength Mutagen, Invisibility, Strength Mutagen , Faerie Fired, Numbed x2

Fort Save:
1d20 + 4 ⇒ (15) + 4 = 19

Zar'zan saw little use in running. With a quiet determination, he pulled the greatsword from his back and took a defensive posture as he shot daggers at the approaching beast.

"I wish no quarrel with you, but I will not let you insult my strength if you choose to attack."

He spoke to the beast as if it could understand him. He understood the rage it showed and would give the great beast its strength deserved, but nothing more than that.

Turn Breakdown:
Move action to draw greatsword.
Standard action to continue Total Defense for +4 to AC


Male Duergar Alchemist (Vivisectionist) 1

Alright, I'll have my post up later when I catch up. I have to ask though, you can only attack those that have acted or have an initiative lower then yours, correct? If so, wouldn't that mean Ryujin would get the chance to take cover?

I know you don't want a bunch of rules mechanic questions going on, but I thought that was one of the first rules you put into place.

Edit: Which this is rather important considering two of our team mates got creamed by the inactivity bug and a third just had to drop.

Nothing held against you Sir Loric. In fact, hopefully everything will work out and we'll see you back in here soon.


Male Duergar Alchemist (Vivisectionist) 1

Ouch, ouch, ouch, woot, woot!


Male Duergar Alchemist (Vivisectionist) 1

Zar'zan needs more toys to throw. I kind of want to.see him throw a gnome.


Male Duergar Alchemist (Vivisectionist) 1

Statistics:
HP 14/14
AC 19
Fort +4 Ref +4 Will +0
Effects Light Sensitivity, Strength Mutagen , Faerie Fired, Numbed x2, True Strike

Fort Save and Acrobatics Roll:
Fort Save 1d20 + 4 ⇒ (19) + 4 = 23

Acrobatics Roll if you'll not allow a ten. 1d20 + 1 ⇒ (12) + 1 = 13

Zar'zan continued to trudge grudgingly through the snow towards his objective as a beast started to appear in his peripheral view. With the sword mere feet away, he turned slowly towards the beast as he readied himself to block any oncoming assault.

Quietly Zar'zan spoke to the beast in hopes that it was merely curious...

"Easy there big furry one. We are not too different you and I..."

Turn Breakdown:
Move action to move towards the sword.

Standard action to take up Total Defense for +4 to AC


Male Duergar Alchemist (Vivisectionist) 1

Statistics:
HP 14/14
AC 18
Fort +4 Ref +4 Will +0
Effects Light Sensitivity, Invisibility, Strength Mutagen , Faerie Fired, Numbed x2, True Strike

Fort and Acrobatics Rolls:
Fort Save 1d20 + 4 ⇒ (16) + 4 = 20

Taking ten on Acrobatics Rolls to move.

Zar'zan, finding nothing better to do, would start forward along the path in hopes of covering some distance and recovering the sword he borrowed from his elven companion.


Male Duergar Alchemist (Vivisectionist) 1
DM Doomed Hero wrote:

Lorn, you might notice that every single character in this game is varying degrees of stupid or crazy.

Zar'Zan, I think she dropped it, yes. Even if she didn't mean to, we'll go ahead and rule that it bounced free of the sled somewhere around where the turn becomes straight again.

Round will update in 2 hours

Hey now, Zar'zan resembles that comment.

And very well. I'll make a post really quickly. It might be a round or two till he makes it.

Edit: Huh, I forgot about the monkey beast. I suppose I'll run it as if Zar'zan didn't pick up on it. Hopefully his none threatening demeanor will prevent any hostile actions from the monkey beast.


Male Duergar Alchemist (Vivisectionist) 1

Mel dropped the sword, right?

Would it be possible for Zar'zan to retrieve it?


Male Duergar Alchemist (Vivisectionist) 1

As Zar'zan is pretty much out of combat, not initiative, would he be capable of taking ten on his balance checks to move?


Male Duergar Alchemist (Vivisectionist) 1
Chessna'ra wrote:
The extra post with acrobatics roles, holding onto the arm of the cannon are because Chess has premeditated his actions. He has a plan, that while being poorly thought out with a few flaws, does denote his intelligence.

I think it would have been better to inform Doom of your plans instead of just posting them. Reactions tend to come after the cause, not before.


Male Duergar Alchemist (Vivisectionist) 1

Did you allow Zar'zan to bring the crystal into the arena with him? He might have a new use for it...

I kind of want to see Zar'zan using a furry monkey to get around.


Male Duergar Alchemist (Vivisectionist) 1

1d3 ⇒ 3

Zar'zan really has nothing better to do quite yet and could use to start moving anyways.


Male Duergar Alchemist (Vivisectionist) 1

So a d3 as there is the square he is in and then two squares he tried to move through or into?


Male Duergar Alchemist (Vivisectionist) 1

Could I by chance get a hard number so I know when I fall?

And for every time I fall, do I roll a random number to find out which square I fell in again?

Would being large by chance give me a bonus?


Male Duergar Alchemist (Vivisectionist) 1

What is the Acrobatics check to move again? I'm pretty sure Zar'zan fell again. Also, do we have to make a check for each move that round or just one to move entirely?


Male Duergar Alchemist (Vivisectionist) 1

Statistics:
HP 14/14
AC 18
Fort +4 Ref +4 Will +0
Effects Light Sensitivity, Invisibility, Strength Mutagen , Faerie Fired, Numbed x2, True Strike

Fort and Acrobatics Rolls:
Fort Save 1d20 + 4 ⇒ (20) + 4 = 24
Acrobatics Roll 1d20 + 1 ⇒ (8) + 1 = 9

Zar'zan started towards the gnome, but found his footing rather unstable as he found himself on his back yet again.

Turn Breakdown:
Standard and move action to move towards the gnome.

"Hold those bombs and I'll see what I can do for you small one," Zar'zan yelled to the Gnome floating in the air.


Male Duergar Alchemist (Vivisectionist) 1

Mel, sorry to bug, but could I ask how you get a +8 to damage? I understand +4 from Intelligence and +2 from power attack. I'm just missing a +2 somewhere.


Male Duergar Alchemist (Vivisectionist) 1

Do you think you'll have the next update tonight or Friday? I don't want to miss out on my chance to post because I'll be heading out before too much longer.

Though I would like the chance to get to sit down and comprehend everything that has happened a bit more too.


Male Duergar Alchemist (Vivisectionist) 1

For being on the ground, does the DC go up by +2 each round for the cold or just have a +2 added to the normal total?


Male Duergar Alchemist (Vivisectionist) 1

With a growl, Zar'zan pushed himself back up to his feet as he realized he had never even made it to the back of his enemy's sled. Instead, his balance had failed him and left him on his back.


Male Duergar Alchemist (Vivisectionist) 1

There were two. The diagonal behind the sled and then the back of the sled.

1d2 ⇒ 1

Edit: As that was a single move, can I use my standard to stand?


Male Duergar Alchemist (Vivisectionist) 1

And here's a check...

Acrobatics Check:
1d20 + 1 ⇒ (3) + 1 = 4

Yeah, I get a feeling he slipped...


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Male Duergar Alchemist (Vivisectionist) 1

The rather fantastical mechanics of a turn-based game.


Male Duergar Alchemist (Vivisectionist) 1

Statistics:
HP 14/14
AC 18
Fort +4 Ref +4 Will +0
Effects Light Sensitivity, Invisibility, Strength Mutagen , Faerie Fired, Numbed x 2, True Strike

Fort Save:
Using +1 Crowd Bonus on Fort Save.

Fort Save 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11

With a grin, Zar'zan took a split second to enjoy his grim deed while he tried to shake the cold from his bones. Yet, time allowed him nothing more before it presented his way back into the race.

Quickly Zar'zan's eyes locked onto the sled of Severus and his legs pumped into action.

Climb Check:
Climb Check 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15

Once he found himself at the back of the sled, Zar'zan attempted to pull himself up onto the back of it.

Turn Breakdown:
Move action to get to sled.
Move action to climb on.


Male Duergar Alchemist (Vivisectionist) 1

Catching up with everything now and I'll have a post up shortly after.

Joboo, the Roll With It feat activates off being hit with a melee weapon, not falling.

Edit: Post done. Sorry its nothing awe-inspiring. Hope to get something a bit more interesting in for the next round.


Male Duergar Alchemist (Vivisectionist) 1

Sorry for the delay. I'll have a post up tonight. If you choose to continue on. Zar'zan will use the bonus he earned towards his fort save and climb up on the back of Severus's sled.


Male Duergar Alchemist (Vivisectionist) 1
Melashara the Crone wrote:
Zar'zan the Big wrote:
Melashara the Crone wrote:
Doomed Hero wrote:
"Mel, I have no problem with that. I'd say your hair is exactly as dexterous as your hands. It's treated as another appendage after all.

Well, when I attack with my hair I use my Int mod, so I'm trying to get a higher bonus by using my hair. ;-)

Ok, it's a bit cheap of me, hehe.

But driving a sled is not attacking. Though I could see it giving you the ability to do it with some more distance between you and the beast pulling it.
Yeah, I understand that RAW I cant do it. But RAW you can't load an alchemist bomb into a cannon without the delayed bomb discovery. But this game is more about the story and it seems that DM DH rewards different actions based on the story aspect, so I thought I'd ask.

Of course. Though the distance from the monkey beast is nice none-the-less.


Male Duergar Alchemist (Vivisectionist) 1
Melashara the Crone wrote:
Doomed Hero wrote:
"Mel, I have no problem with that. I'd say your hair is exactly as dexterous as your hands. It's treated as another appendage after all.

Well, when I attack with my hair I use my Int mod, so I'm trying to get a higher bonus by using my hair. ;-)

Ok, it's a bit cheap of me, hehe.

But driving a sled is not attacking. Though I could see it giving you the ability to do it with some more distance between you and the beast pulling it.


Male Duergar Alchemist (Vivisectionist) 1

So Lorn is moving control now? Joboo was on Zar'zan's and Varniel's sled dismantling theirs last I knew.

Sorry have to leave now though so I can't stick around for your response.

Edit: And Zar'zan and Varniel do make up two thirds of the crazy alchemists.


Male Duergar Alchemist (Vivisectionist) 1

Ouch. I had that when I was younger. Remember waking up and hardly being able to walk. Get some rest and take care of yourself. I doubt anyone here is going to fault you for that.


Male Duergar Alchemist (Vivisectionist) 1

I was actually wondering about that as well. As Mel is below zero, will she continue to bleed out? Is it perhaps like the Diehard feat? But you still fall unconscious, just a bit later than normal.


Male Duergar Alchemist (Vivisectionist) 1

No, its from the mutagen.

Base 18 + 4 Mutagen = 22 for +6


Male Duergar Alchemist (Vivisectionist) 1

Alright, well I made the post made on the +10 I had calculated.

Otherwise, sorry Varniel. You have to remember that Zar'zan is a heel.

Edit: And yowch, that's some damage if he does not get another -6 penalty somewhere.

Edit: And I kind of wander who all saw all of that coming. :P


Male Duergar Alchemist (Vivisectionist) 1
DM Doomed Hero wrote:
Zar'zan the Big wrote:

Just a -2 or the cumulative -2 for a -6?

And would you allow my action break down I posted earlier?

Remember, DM Doomed asked for fantastic moves, I would call this a rather fantastic move if it succeeds.

Because of the weight of the projectile, it's only a -2. Only light projectiles have the cumulative penalty. (sorry if this was unclear before, I didn't anticipate much arrow use, and really didn't anticipate sword-throwing)

So that boosts him to a +10 I do believe.

Breakdown of bonuses and penalties, please correct me if I'm wrong.

10 = +1 (Dex) -1 (Light Sensitivity) -4 (Two range increments beyond first) -2 (Wind) -4 (Shared Space)

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