Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)
Crom opens the double doors and looks out. He then moves to the south and looks through the opening. He shrugs as he moves past the bricked wall. "We don't need no death magic, we got axes. Leave it."
NORTH OF THE SOUTH FORK OF THE RIVER ESK - 12:32 pm, DAY 18
Crom opens the double doors and looks out. He sees blue skies and the Mindspin Mountains. Due to the angle, he cannot see the fort below the crenelated wall.
He then moves to the south and looks through the opening. He shrugs as he moves past the bricked wall. "We don't need no death magic, we got axes. Leave it." He then leads the way down the stairs.
Nox, Wulfrum & Nerak can go. You've an artifact hammer that can do more damage than a giant's fist, so getting through the brick wall is not a challenge. And with your Detect Magic (EMF meter), you can locate the object fairly easily if you want. Please track your buffs. I'm keeping track of time in each post. Thanks
AC & HP wrote:
Crom = AC 25 & 83/90
Lys = AC 21 & 66/66
Nerak = AC 14 & 48/48
* Nox = AC 27 with DR 2/- & 84/84
Gwenhyfar = AC 23 & 27/27
Wulfrum = AC 28 & 60/60
* Zekel = AC 19 & 51/59
* –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls
Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9
"The source of that curse is the object. If we don't get the object we can't break the curse. It didn't effect me, if everyone else is fine we can leave it. If not, unless you want to spend your life cursed best break down the wall."
Leave it to dwarves to be scared of a little magic they don't understand.
Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft
Wulfrum blinked "Eh? Curse yah say." he says looking at the others and then back at the new patch of bricks. "Ah, that's why this here spot is new." he says before raising the big hammer and striking the wall in that spot.
Smack dah wall in case I needs to roll damage:3d6 + 10 ⇒ (2, 3, 5) + 10 = 20
NORTH OF THE SOUTH FORK OF THE RIVER ESK - 12:32 pm, DAY 18
Wulfrum makes short work of the brick wall. And with Detect Magic, Nerak finds the cursed skull inside the bricked-up alcove to the northwest.
Nerak:
It belonged to fort’s former castellan, Tamand Varias. Moments before his death, a shred of humanity returned to the cannibal, and he was filled with crippling sadness at his deeds. This powerful emotion still clings to his skull, and along with Varias’s abhorrent acts of cannibalism, fuels the haunts that afflict the fort to this day. Until the skull is destroyed upon Iomedae’s altar in area K22, only a break enchantment, limited wish, miracle, remove curse, or wish spell can end the curse.
Zekel hears a melee in the barracks outside the closed double doors of the treasury. Lots of roaring and crashing furniture.
Next minute. Please track your buffs. I'm keeping track of time in each post. Thanks
AC & HP wrote:
Crom = AC 25 & 83/90
Lys = AC 21 & 66/66
Nerak = AC 14 & 48/48
* Nox = AC 27 with DR 2/- & 84/84
Gwenhyfar = AC 23 & 27/27
Wulfrum = AC 28 & 60/60
* Zekel = AC 19 & 51/59
* –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls
Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9
"Well once we smash that skull on the fort's alter of Iomedae. Everyone effected by the curse should be fine, it will also cleanse the fort. Which personally I think is needed badly all things considered. Do we know where the shrine is?"
The alternative being magic far beyond his ability. They certainly didn't have access to high priest or archmages for hundreds of miles.
Status: None | Cleric 5 / Ranger 2 | 69/69 HP 21 AC | 13 Tch | 18 F | +8 F | +7 R | +8 W | 18 CMD | +5 CMB | +3 Ini |+8 Percp | +10 {+13 Gnt} Corrosive Longbow 1d8+1+1d6 {+2 G} X3 | +9 {+12 Gnt} Silver Spear 1d8-1 {+2 G} x2 | Status: None | 7/7 Channel (3d6) | 50/50 Silver Arrows | 40/40 Arrows | 7/7 Binding Ties | 7/7 Enlarge
"I fear my days in the wild hunting has limited my abilities as a pries to date. I doubt it is something I could remove. I would imagine the alter s behind all these giants that are quite annoyed with us."
Three hours and about forty minutes on 'shield other' so its there for the foreseeable future.
Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)
Before going downstairs Crom yells over his shoulder, "Take the skull. We'll find the temple later. We need to get movin' before this whole place crashes down on us!"
NORTH OF THE SOUTH FORK OF THE RIVER ESK - 12:33 pm, DAY 18
everyone returns to the treasury room. Zekel confirms that there is a melee in the barracks outside the closed double doors of the treasury. Lots of roaring and crashing furniture seems to be winding down.
Next minute. Please track your buffs. I'm keeping track of time in each post. Thanks
AC & HP wrote:
Crom = AC 25 & 83/90
Lys = AC 21 & 66/66
Nerak = AC 14 & 48/48
* Nox = AC 27 with DR 2/- & 84/84
Gwenhyfar = AC 23 & 27/27
Wulfrum = AC 28 & 60/60
* Zekel = AC 19 & 51/59
* –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls
Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft
17/20 Minutes left for Heightened Enlarge Person
Wulfrum raises a brow as the sounds outside start to die down. "Welp, I guess we should open the door and see what we got? Either beastie or brute yea?" he asked standing beside the door with one hand on it ready to open it if no complaints are offered.
Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10
Following Nerak down the stairs, Lys stares at the skull. "So, do you know how this necromancy works? Like, not necessarily this one, but necromancy in general?", a question escapes her lips, only for her to jerk up as she hears the sounds herself. "Well, the enemy of my enemy is an enemy nonetheless, as mom used to say.", she shrugs, aiming the crossbow at whatever lies behind the doors.
Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft
Wulfrum steps into the room and looks around "Aye, setting them free was quite the boon. Really should've had the Orcs give us a headcount...provided they could count." he said smirking a bit.
He looked around and checked the ground real quick for tracks.
Perception:1d20 + 12 ⇒ (10) + 12 = 22-1 if it's survival instead. I figure there might be a few tracks at least with how much blood has been spilt to give us a clue which way to come up behind em from.
Male Tiefling Alchemist (Gun Chemist) 2 | HP 15/15| AC 19 T 13 FF 16 | CMB +4, CMD 14 | F: +4, R: +6, W: +0 | Init: +3 | low-light vision, darkvision 60, Perc: +5 | Speed 30ft
Survival:1d20 + 10 + 6 ⇒ (1) + 10 + 6 = 17(+2 more if we're technically in mountain terrain here. Drop the +6 if we're tracking the Manticores, not giants.)
Nox looks around, but does no better than Wulfrum. The scene's a bit of a mess.
Status: None | Cleric 5 / Ranger 2 | 69/69 HP 21 AC | 13 Tch | 18 F | +8 F | +7 R | +8 W | 18 CMD | +5 CMB | +3 Ini |+8 Percp | +10 {+13 Gnt} Corrosive Longbow 1d8+1+1d6 {+2 G} X3 | +9 {+12 Gnt} Silver Spear 1d8-1 {+2 G} x2 | Status: None | 7/7 Channel (3d6) | 50/50 Silver Arrows | 40/40 Arrows | 7/7 Binding Ties | 7/7 Enlarge
"I admit, I thought it would be better to kill the beasts in their cage but this has worked out well so far. Regardless of the count there are certinally more."
Zerkal moves up to the opening to look at the activity out there suggesting attacking from range if there are giants out there.
Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10
Lys waves her hand in front of her with a frown. "That's one battle I didn't wish I hadn't missed.", she comments, before moving towards the door next to Zekal. "What do you think, left or right?", she asks, seeing the bloodspattered corridor. "I'm thinking left.", she quickly comments, poking her head out, then quickly taking a couple of steps, hugging the wall. I hope there isn't a pack of ballistas around here., she says, nodding at the others.
As soon as she sees any obvious dangers, or lack thereof, she waves towards the room, fingers pointing the direction. "Let's hoof it before the locals get more restless!", she hisses.
Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)
Crom moves back into the room and quickly tells the others what he's seen. Assuming the doors by Wulfrum lead to a similar walkway, he moves down to the courtyard with Lys. "Let's keep moving."
Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10
Lys throws a glance at Crom. "Damn dwarves with their long legs, always in a hurry somewhere.", she teases the now-significantly taller dwarf, taking care to stay close. "So, what do you think's our reward going to be when we get back to Trunau? Praise? Songs?", she suggests with a jovial smile. "A couple of night watch shifts off?"
NORTH OF THE SOUTH FORK OF THE RIVER ESK - 12:35 pm, DAY 18
Now, it’s complicated, because you’re in the inner bailey and effectively on three floors. I’ve revealed both maps of the floors in Roll20. I’ve put the people in the courtyard on the first floor and left Nox, Wulfrum and Nerak on the 2nd where the Entrance Hall is (where the dead giants, ogres and manticore are).
Heading down into the courtyard, you hear another melee occurring on the battlements separating the inner and outer baileys. The second manticore is getting beaten to death by an enraged hill giant.
In two separate guard towers overlooking the inner bailey (3 stories up), you see two deformed ogres behind battlement cover turning their attention from the giant melee to you raising their longbows.
From Lys’s far left and going clockwise around the courtyard, you see a (1) set of double doors, a (2) door in the base of the guard tower where a deformed ogre is at the top, another (3) set of double doors, a (4) portcullis separating the inner and outer baileys under the giant melee, a (5) door in the base of the other guard tower where a deformed ogre is at the top, (6) stairs to the battlements where the giant melee is, and another (7) set of double doors in a round tower. Lots of places to run toward.
First round of combat
AC & HP wrote:
Crom = AC 25 & 83/90
Lys = AC 21 & 66/66
Nerak = AC 14 & 48/48
* Nox = AC 27 with DR 2/- & 84/84
Gwenhyfar = AC 23 & 27/27
Wulfrum = AC 28 & 60/60
* Zekel = AC 19 & 51/59
* –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls
Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)
Crom runs to the double doors across the courtyard with his axe ready. He yells over his shoulder to Zekal as he moves, "Don't give them targets ! Stay together!"
Male Tiefling Alchemist (Gun Chemist) 2 | HP 15/15| AC 19 T 13 FF 16 | CMB +4, CMD 14 | F: +4, R: +6, W: +0 | Init: +3 | low-light vision, darkvision 60, Perc: +5 | Speed 30ft
"We'd better move, cousin." Nox says to Wulfrum, before ducking as low as he can and dashing out past Lys. His mountain lion follows him out, but continues past, coming up next to the wall. Double move for Nox.
Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft
Wulfrum nods and follows along, pacing himself out a bit from the others to try and get as much of the area covered by others perception as possible. It was hard to see where the Giants went.
Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10
Seeing Zekal fire off a barrage, Lys turns her heel and follows suit. "We gotta take them out!", she shouts, as three bolts fly towards the ogre, jabbing themselves into pieces of the battlement. "Torag, if this is because I don't scowl hard enough...", she hisses, before taking a step towards Wulfrum.
NORTH OF THE SOUTH FORK OF THE RIVER ESK - 12:35 pm, DAY 18
Round 1
You scatter among a couple of bow shots from the ogres in the towers. No one hits nothing.
longbow:1d20 + 6 ⇒ (16) + 6 = 22 longbow:1d20 + 6 ⇒ (3) + 6 = 9 1 Nerak or 2 Zekel:1d7 ⇒ 3
Beyond the double doors, Crom sees piles of cracked bones, discarded hides, rotten meat, and other refuse are heaped along the walls, filling the air with an overwhelming stench. To the southeast, a narrow staircase ascends to an open rooftop overlooking the inner ward.
You're up!
AC & HP wrote:
Crom = AC 25 & 83/90
Lys = AC 21 & 66/66
Nerak = AC 14 & 48/48
* Nox = AC 27 with DR 2/- & 84/84
Gwenhyfar = AC 23 & 27/27
Wulfrum = AC 28 & 60/60
* Zekel = AC 19 & 51/59
* –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls
Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10
"I'd be embarrassed right now, if I knew the meaning of the word.", Lys mutters to herself after seeing all of her shots manage to miss the metaphorical side of a barn, before shrugging and running forward to catch up with the others. "They're a lot easier to shoot when they're dead, though, so lead the way!", she comments as she follows the rest towards the battlements.
NORTH OF THE SOUTH FORK OF THE RIVER ESK - 12:35 pm, DAY 18
Round 2
You scatter among a couple of bow shots from the ogres in the towers. No one hits nothing.
longbow:1d20 + 6 ⇒ (6) + 6 = 12 longbow:1d20 + 6 ⇒ (15) + 6 = 21 1 Nerak or 2 Zekel:1d7 ⇒ 6
Beyond the next set of double doors, Crom sees carcasses of various humanoids and animals lie in haphazard piles in this kitchen.
Then, he sees the fort’s resident cook — a fat hill giant. His hands are wrapped in filthy, bloodied bandages, as he constantly gnaws on his own plump fingers, chewing them to the bone. He pulls his ragged fingers from his slobber-filled mouth and excitedly shouts, “More hands for my horse!” before attacking with his giant cleaver.
cleaver:1d20 + 12 ⇒ (14) + 12 = 26 if hit, damage:1d8 + 7 ⇒ (2) + 7 = 9
You're up!
AC & HP wrote:
Crom = AC 25 & 83/90
Lys = AC 21 & 66/66
Nerak = AC 14 & 48/48
* Nox = AC 27 with DR 2/- & 84/84
Gwenhyfar = AC 23 & 27/27
Wulfrum = AC 28 & 60/60
* Zekel = AC 19 & 51/59
* –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls
Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft
Wulfrum ear twitches and he turns his head as he hears the Giant shouting. "Eh...looks like I went the wrong route." he said annoyed and stomped back towards the others.
I have only done my move action. I can't see what is right beside where I have stalled my character and will need the information before finishing my concept.
Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10
"Uh, hands for a horse?", asks Lys quietly as she throws a look around the room, not really wanting to ask what's in the stew. Raising the crossbow towards the giant's fat, mishapen head, she pulls the trigger, sending a bolt directly in his forehead.
Rolls:
Attack, DA, Sharp Shoot:1d20 + 13 ⇒ (20) + 13 = 33 Confirm:1d20 + 13 ⇒ (20) + 13 = 33Cute. Damage:2d10 + 26 ⇒ (5, 9) + 26 = 40 I moved last turn, but I didn't do it on the map, so I'll add in a move action here to get to where I am right now.
I have only done my move action. I can't see what is right beside where I have stalled my character and will need the information before finishing my concept.
Wulfrum is next to a wall in the inner bailey. Above him to screen right is a giant-manticore fight. To screen top and bottom are ogres with longbows taking pot shots. To screen top left is the double doors where most everyone else entered to battle the giant cook. To screen left, the stairs up go to a drawbridge and the entrance hall where are bunch of dead giants, ogres and a manticore.
I am sorry I have not been on. It has been a mix of final exams and my laptop charger decidin to die on me. On a phone now, but I haven't had a laptop since Monday afternoon.
As for me, one more day of finals (administering, not taking them, lol) tomorrow and I'm done for the summer!
And, concerning the game itself . . . Aiieee! More orcs than I was expecting.
DM, how tall is the tower?
Sure does!
Mohs, I'll type up some of this IC in the gameplay thread, but figured we could hash out some tactics OOC first.
Do you have any acid clouds left? If you back up 5 ft, acid cloud the 4 bottom ones (2x2 square) and move action pickup the tower key (I can lift my foot and let you grab it).
Then I can likely kill the lower left one (Blue), 5ft move up, and move action hold the door. Let them stew in the acid for a while, then fight them one at a time.
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web
Acid will last only one turn.
I'll go one better. I will drop a grease spell toppling them over, giving you some aoo as the try to get up. Next round acid as they flail around and you can bat clean-up. Rest looks good. I'll grab the key in my free hand (assuming you don't mind a little butter on it from the material component)
Let me post first, so you can get the bonus from prone opponents.
Let me know, and I'll go for it. I've got the post ready to send.
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web
DM, recalling a spell with the pearl of power. What kind of action do you require? Is it a free action, and I can cast the newly prepared spell the same round, or is it a standard to recall, then cast the next round?
DM, recalling a spell with the pearl of power. What kind of action do you require? Is it a free action, and I can cast the newly prepared spell the same round, or is it a standard to recall, then cast the next round?
A free action, so you can cast the newly prepared spell the same round
Female Half-Orc Life Oracle 3 | HP 36/36 | 1st 5/6 | Channeling 4/5 | Hero Points 3/3
Stats:
AC 18, Touch 12, FlatFoot 16, CMD 15 | Fort +3, Ref +3, Will +2| Init +2 | Perception -1, Darkvision 60 ft
Alright. I am terribly sorry for the inconvenience here. I am currently on my friend's iPad. Here is a small update. My laptop is actually a lot worse off than I believed it to be. As in I need a new one. Like, completely. On the bright side, I keep all my files on a flash drive (yay!) but on the down side, I don't know when I will get a new one. That being said, it is totally understandable if you need to boot me. I will try my best to get one posthaste, but as of right now, a phone is the limit to what I have and I cannot check roll20 on it.
I hope to be able to return soon and do appreciate you DMPCing me for the moment, but also understand that is simply additional work for you.
I won't boot you for RL issues. On the other hand, I don't want the game to wait for you. I need to know when to bot you and when to wait. And if I bot you, it would be great if you would provide some guidance on future actions.
Varin has done a good job keeping us informed of his technical issues away from the map and traveling, so use that as an example.
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web
Arlan, how do you want to handle this. We have a spell caster. I can potentially shut him down on a round by round basis, including turning the rage song off (Daze spell). Alternatively, I can ready an acid splash to damage him if he casts, forcing a concentration check. Can you handle the mundane orcs quickly, then we can hit the spell caster together?
What do you think?
I hope Kel wakes up soon, we could likely use the back-up, even if it's just a healbot.
I hope Kel wakes up soon, we could likely use the back-up, even if it's just a healbot.
Kel is DMPC awake. The only thing useful she could have done, as per past actions, is to Intimidate one of the three stooges. I didn't think that it would matter so didn't go through the work. She will heal if you two ever get damaged. I'm keeping her with you two, because the other 5 PCs went toward the other encounter.
Feel free to coordinate on Roll20 if you can schedule it, too.
DM Jubal, AoOs go off before the triggering action. So even though the grease prevented them from moving, when they declare a move action I believe I get to stab with my AoO before they move (or, in this case, attempt to move and fail).
Do you agree? I just need to know if I hit one before I take my turn.
Mohs, maybe you can occupy the caster with Daze while I try to kill one or more orcs. Then next turn I can try to go up and engage him while you deal with the last orc. Is that good? Either way I'm fighting some mooks this turn.
DM Jubal, AoOs go off before the triggering action. So even though the grease prevented them from moving, when they declare a move action I believe I get to stab with my AoO before they move (or, in this case, attempt to move and fail).
Do you agree? I just need to know if I hit one before I take my turn.
Yes, you are correct. However, 5-ft steps don't trigger AOOs. Red orc was going to 5-ft step out of the Grease avoiding the AOO. You specifically said that you didn't want to AOO green orc. So there weren't any other AOOs.
I play humonoid monsters with self-preservation and knowledge of game mechanics. He knows you have a spear and can AOO him. He chooses not to throw himself in front of that pointy train. On the other hand, an animal (e.g. a boar) would throw itself on your spear.
If you want, you can AOO the green orc who failed to stand up.
That makes sense to me. I just thought that because the grease makes you move half speed, 5 ft steps aren't allowed. I won't AoO the green, because I said I wouldn't.
Is it ok if Keltza uses Murderous Command on the purple guy? Either way it wont affect my turn.
That makes sense to me. I just thought that because the grease makes you move half speed, 5 ft steps aren't allowed. I won't AoO the green, because I said I wouldn't.
Is it ok if Keltza uses Murderous Command on the purple guy? Either way it wont affect my turn.
It's only half speed inside Grease. Movement is defined by your next square not your current one. At least, that's how I've always played.
Sure, Keltza can Murderous Command next round unless Keltza posts her own action. Feel free to suggest here actions.
I've used it in PFS without any complaints so far, but I understand your point.
I look at it as holding the spear but not wielding it (planting the butt in the ground but not wielding it as a weapon). I won't type it anymore (saves me time for my posts, hehe) but do you mind if i write it up occasionally IC solely for flavor purposes? Once in awhile I'd like to punch instead of kicking and headbutting, you know?
EDIT There was a ruling post about releasing a two-handed weapon, casting a spell, then regripping the weapon. I've never played that way and am uncomfortable with it. However, after some research I find that that James Jacob says it's OK, so nevermind. Nothing to see here. Move along. Move along.
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web
I say we repeat what worked. Try another daze to keep the spellcaster busy, and you clean up purple. I see your acrobatics has a +8 to jump. Do you think you can leap over the grease to get him? (you might get an aoo from red before he finally falls.)
I think Kel can hold back now and hold her spells for the next batch of orcs. (we know there will be more.)
I say we repeat what worked. Try another daze to keep the spellcaster busy, and you clean up purple. I see your acrobatics has a +8 to jump. Do you think you can leap over the grease to get him? (you might get an aoo from red before he finally falls.)
Female Half-Orc Life Oracle 3 | HP 36/36 | 1st 5/6 | Channeling 4/5 | Hero Points 3/3
Stats:
AC 18, Touch 12, FlatFoot 16, CMD 15 | Fort +3, Ref +3, Will +2| Init +2 | Perception -1, Darkvision 60 ft
Hello. Okay so, I got another chance with the iPad, though still no computer, though I AM looking for replacements. I suppose I should post some tactics for Kel.
Assuming her allies are injured (at least two or more with at least 25% health) she will use her channeling to heal them. She saves the CLW spell for emergencies.
During combat she attempts to stay within a 30 ft. Radius of as many of her allies as possible just in case she needs to channel, preferably behind her tankier allies to avoid getting hit.
Assuming there is one Enemy, she attempts to demoralize them.
If there are two or more, she will cast murderous command on the one who looks like they have the most HP.
If an enemy is in a position where a command spell ordering the enemy to approach will likely lead to pain (such as through a fire or off a building) then she will cast that instead.
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web
Hey guys, We appreciate the help, but I think Arlan and I have about cleaned this one up. With a little help from Kel, we're good - unless you disagree Arlan.
You are leaving Wulfrum alone to enter a new building. Let us finish up here and we'll join you.