Zatinya's page

673 posts. Alias of Tazo.


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Greetings! I'm excited to learn more about the world of Hive!

Here is my submission for this game--a Nagaji brawler/mesmerist! Thematically, she's more of a courtesan/spy; I promise she's not your ordinary brawler. Details are all in the alias. One thing I love about starting at level 2 is the ability to combine two unexpected classes to fit a character concept.

I tried very deliberately to follow the character creation rules including the limits on source books. I believe race, classes, and archetype are all properly within those materials. If I messed any of it up, more than happy to fix the errors.


Nah, I don't think Zaza figured it out.

When they reach the surface, Zaza uses smelling salts on Lo, to get him conscious again.

She's certainly surprised when Saul reveals himself. "Saul! Clever, clever. Your alter ego is skilled in battle. Brave of you to reveal yourself, though. Your best protection from us was the fact that you and Jackdaw were not in the same place at the same time, you know?" Zaza smiles devilishly, leans in close . . . and gives Saul a kiss on the cheek.

"I guess I owe you a second share," she says, straightening up. "But you'll have to come to claim that reward."


Stumbling after the others, Zaza arrives at the rope, and figures she'd better climb quickly!
Accelerated Climb: 1d20 - 1 ⇒ (7) - 1 = 6

In her haste, she gets absolutely nowhere! "Damn it, can you pull me up?"


"He died for me?. Zaza looked down at the fallen monk, only beginning to understand that she was only alive because he had died. Was it fate? Chance? Why did she live but he die? "The noblest of us all," she says, leaning over and planting a farewell kiss on his brow.

"We should stand back. Far back.". Zaza moves far back, to what she gauges as the outer limits of the magics that have been provided, and allows the others to do so as well. Taking out the scroll, she begins to intone arcane words.

Use Magic Device: 1d20 + 13 ⇒ (3) + 13 = 16
Use Magic Device: 1d20 + 13 ⇒ (18) + 13 = 31
Ranged Touch: 1d20 + 7 ⇒ (3) + 7 = 10

The first time, nothing happens, leaving her worried if she could really do this. The second time, though, she points an unsteady finger at the pillar . . .


Zaza stirs and looks around to see Hadha, Jackdaw, and Shalazat. Amari lies motionless, surely unconscious like her? She sits up and looks again, before seeing the cut on his neck. "No! Amari!". She shakes him futilely, then looks around at the others. "How? How did he die? Did we defeat the drow?"

She looks around again and checks for the scroll of Disintegrate. It was still with her, not lost and obviously not used. "If we did, we still need to collapse the tunnel. If we can find a weak point."


Damn, Amari. Sorry it came to that. You seem to have a knack for dying to save the rest of us. A hero's death for sure.


Glad you're feeling better. I had fatigue and body aches these last few days, and my wife had the same and also fever. But now we're feeling mostly better. We're being super-paranoid around the kid by wearing a mask when near, but he seems as happy as ever.


Hey, y'all better not let that bastard drow kill me! :P

I'm slowly getting back into my games. Seems like this one is reaching a dramatic finish!


Hi everyone. Work is still a mess and got worse when someone gave notice such that I'm taking over a big chunk of the work. Right now, I need to take a break from PbP until I can recover, and I don't know exactly how long that'll be (maybe a month, maybe less, maybe more)? I've done PbP reliably for years now and intend to return, but I also don't want a character botted indefinitely which is a burden on any game. So I'm fine with whatever is decided about my character--whether to continue botting her, setting her aside momentarily, or even doing something more permanent.

Really sorry, and I'll check in again when I can.


Hi everyone, I think I spoke too soon. My son is sick (hand foot mouth, not scary but very burdensome), and work is still intense, so it's been a struggle to do anything. Another week and I can hopefully turn the corner, but I don't want to overpromise. So sorry.

GM Shadows--I think you'd better just bot me. Sorry. :(


I expect to resume posting in 1 week.


Zaza continues to defend herself from her little corner!


To all my games: I'm extremely busy at work at the moment, which is making PbP hard. This will pass, but for now, please bot me as needed. Looking forward to connecting again when the storm passes.

Also, congrats Amari!


Zaza feels a little exposed in the front line, so she continues to defend herself! Total Defense.


Feeling pretty confident about her allies being able to handle this battle, Zaza just assumes a defensive posture! Total Defense. Maintain Inspire Courage.


The only way to avoid that interpretation is to define "regular turn" as including a turn in the surprise round. Even in the surprise round, you get to act in initiative order, so that's arguably a "regular turn in the initiative order." I mean, that interpretation is anything but clear, and is definitely motivated by deciding what the interpretation should be given the flavor of being flat-footed.

My best piece of evidence in support is the text of the "Surprise Attack" Rogue Talent.

Surprise Attack wrote:
During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.


Wait . . . that's crazy. I've never played that characters are flat-footed after they've acted in the surprise round. But now that I've read the rule, I can see why that might be the RAW interpretation. Wow.

Zaza approaches with her whip and tries to distract a grick to leave an opening for Jackdaw!

Whip, Aid another: 1d20 + 8 ⇒ (5) + 8 = 13. Giving him +2 to his next attack.

She maintains her encouragement of her allies. Inspire courage still up, +1/+1.


Zaza steps forward, and gives the signal to strike! Inspire Courage, +1/+1, go get em!


As the others go down, Zaza takes the rope, though she's definitely not excited to use it.

Climb: 1d20 - 1 ⇒ (14) - 1 = 13


K. Nature: 1d20 + 7 ⇒ (11) + 7 = 18
"The glowing fungi are native to the Darklands. Helpful for letting us see."

Zaza peers down into the darkness to gauge the distance. "We'll need a way to climb down. This might be easy for some of you, but it'll be hard for my skill. Maybe some rope to make it easier?" Zaza looks for a place where they might tie off a rope..


Perception (aid): 1d20 + 3 ⇒ (4) + 3 = 7

Zaza was better at talking than observing, and while she wants to help search, she's mostly distracted by how insane those derro were. Which reminds her that she ought to heal the wound one inflicted on Lo.

Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5 . 34 charges remain.

She remembers to use another wand so as to not be caught unawares next battle.
Wand of Heightened Awareness, 48 charges remain.


Zaza steps up and prepares to protect her allies from a future Derro attack!

5-foot step, ready action to grant ally +2AC
Aid vs AC10: 1d20 + 8 ⇒ (6) + 8 = 14


Stepping back, Zaza uses her whip to juke and then trip the derro nearest her!

Feint: 1d20 + 13 ⇒ (13) + 13 = 26 vs 10+HD+Wis/Sense Motive
Trip: 1d20 + 10 ⇒ (13) + 10 = 23


Zaza gets her grease spell off right before Lo gets in there.

K. Local, penalty, DC13: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14

"Derro!" exclaims Zaza. "Half-mad creatures of the Darklands!"


Zaza tries to move quietly around the corner, unsure if she's been detected yet.
Stealth: 1d20 + 11 ⇒ (14) + 11 = 25

And then, upon seeing a cluster of foes, starts to cast a spell! Readied action Grease.

Reflex DC17, but Zaza is doing that after her ranged-attacking allies act.


Thinking that tripping a spider would be near impossible, Zaza uses her whip to try and help Lo's next attack against the spider. Aid Another

Aid Another vs AC 10: 1d20 + 8 ⇒ (20) + 8 = 28. Well, that was overkill. Lo gets +2 to attack.


It was lovely, at least the parts where I didn't have to work!

"A foul ally of these drow--slay it" Zaza inspires her allies to face the new threat.
Inspire Courage.


Zaza takes the poisoned rapier, then moves into formation. She proceeds quietly.

Stealth Synergy: 1d20 + 11 ⇒ (3) + 11 = 14

Someone make that better, please!


Oh, I see that now. My bad.


I don't think we killed the sleeping drow yet.

Zaza disarms the now bound and gagged drow and invites Jackdaw to look over the useful items.

Also, any chance there is poison on one of the rapiers used?


Whoops, I need to remember--trip attacks after ranged attacks.

Zaza looks over the unconscious ally. "Well, this Jackdaw has fighting spirit, I'll say that."

She goes to the other drow and binds and gags him. "We may need to question him later, though I think our priority is to secure the area."


Well damn, that backfired. Literally!

Believing the enemy drow was now potentially vulnerable, Zaza tries to move behind him and trip him.

Move and trip. Draw an AOO, but I'm hoping he can't take one. And maybe set up a flank with Lo once she moves up.
Trip: 1d20 + 11 ⇒ (8) + 11 = 19


After Amari launches his volley, Zaza advances and uses her whip to try and take the rapier out of his hands!

Move and disarm rapier with whip.
Disarm, Inspire Courage: 1d20 + 13 ⇒ (15) + 13 = 28


Zaza takes a step forward and encourages her allies to strike true!

Inspire Courage, +1/+1


Oh, take the rapier Jackdaw.

Zaza nods, and advances along. Moving on north with Amari.


Wait, Jackdaw's an investigator, right? I think they are proficient in hand crossbow. They even have Poison Lore.

"Not sure I've ever used a tiny crossbow like that, I'm sure I'd be a terrible shot."

Zaza takes the masterwork buckler and masterwork rapier (unless someone else wants--there's maybe a 5% chance the rapier sees use).


Zaza blinks a few times and looks around, seeing all enemies dead. <Nicely done> she signals.

She inspects the drow for useful items. She thinks the poison would be especially useful if there's more.


Damned drow poison!


I shall boldly go!

"Quick, get to the narrow corridor!" suggests Zaza upon seeing the huge tentacle monster. She calls forth a sonic blast that impacts the monster.
Sound Burst: 1d8 ⇒ 4. Fort DC18 or stunned 1 round.

She then charges straight for the enemy drow, lighting up her cestus and then discharging the glow in a flash right in his eyes!
Dazzling Blade, Will DC17 or blind 1 round.


Zaza casts Message on everyone so they can communicate more easily.
UMD: 1d20 + 13 ⇒ (18) + 13 = 31
Followed by Mage Armor on Amari. (5 charges remain.)
And Heightened Awareness on Herself. (48 charges remain. She will use for +4 bonus to initiative should combat begin while it's active.)

She follows closely in her preferred position toward the back of the group.


"It's just a loan," reminds Zaza. Satisfied that this was no illusion--and indeed, was likely Saul's associate given the gear--she motions to the others to come out of hiding.

"We're all here. Our mission is simple. Find the drow tunnels, kill the drow, and collapse the tunnel. Whatever schemes they're up to, whoever they're trying to poison to start a war, doesn't matter if they're dead, and nobody else can come after them to the surface."


Zaza is quite startled as a creature appears behind Lo. Though she realizes that the same creature didn't notice the rest of them.

"So you're Jackdaw," she says, emerging from the darkness. "You're stealthy. Good. I was worried you'd be all muscle. Don't be alarmed, I just want to take a good look at you."

Zaza casts Detect Magic, then gives Jackdaw the once over, looking for anything suspicious.


I think you manage to see Lo!


@Saul/Jackdaw - With Stealth Synergy, everyone would end up using my 19 as their stealth roll unless they rolled a 20. :)


Stealth: 1d20 + 12 ⇒ (19) + 12 = 31

Question is, do we end up not seeing each other?


<Perhaps we let Jackdaw take point? It will let us keep an eye on him. He may even think of it as a compliment.>

Zaza is not especially good at climbing, so she decides to make it as easy as possible by taking off her armor and stowing her buckler. She'll put them on again once she reaches the bottom.

Take 10=10 once armor is off.


Yeah, I think we just check out the well in the day and make sure we get or buy whatever we need to go down it at night.


Zaza follows along Saul's chain of reasoning and is suitably impressed. "Yes, I suppose we'll have to wait for nightfall to go in undetected, when the town well won't be so busy. But I make no promises about this Jackdaw. If he isn't there, we aren't going to wait."

Assuming they go their separate ways, Zaza would want to inspect the well to see how easy or hard it would be to explore.


I guess this Saul Gibson is useful after all.. Not that Zaza was about to admit it.

"Hm . . . I suppose it does take a local. How did you figure that out?


If you get it close, we can roll some aid checks and figure it out as a team. What a bonding opportunity!

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