As kern continues into the next room, and gets this feeling of extreme unease then off to his left and in front of him when the shadows start to move toward him
GM, will probably work a lot smoother if you just roll our initiatives, and set up the turn order. Also, it is my experience that having the GM roll most saves also is a big time saver!
Male Human Wizard [ShapeChange] 3 | HP: 23/23 | AC:[13]15 (11 Tch) | CMB: +4, CMD: 15 | F: +4, R: +3, W: +5 (+1 will vs illusion) | Init: +3 | Perc: +1, SM: +1, Diplo: -1 | Speed 30ft | Spells: In Profile | Dailies: 0/7 BattleShaping | Active Conditions: none
i agree completely. i created a spoiler for inits in the map sheets for ya to use init:1d20 + 3 ⇒ (5) + 3 = 8 kn:religion:1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
you guys aren't wrong about that, but I have have people complain and gripe that I did it all and then complained and griped more about their RNG being better and random BS, so its why I do it this way, however if you guys prefer I can do a group one and get them in order
The undine comic starts out. "My friend thinks he is smart. He told me an onion is the only food that makes you cry, so I threw a coconut at his face."
Half-Oc Druid (Lion Shaman) 4 | HP 32/32 | AC 22 TO 13 FF 20 | F +9 R +6 W +9 | CMD 20 | Init +2 | Perc +9 DV
Companion:
HP 25/25 | AC 21 TO 14 FF 17 | F +5 R +8 W +3 Evasion | CMD 19 | Init +4 | Perc +6 LLV Scent
Initiative:1d20 + 2 ⇒ (15) + 2 = 17GM, please feel free to roll my initiative and even saves if any effect happens on the fly. I can always provide you with additional details if anything goes wrong. I trusted you to GM the game for me, no reason not to trust you to roll the die.
[dice=Initiative]1d20+2 GM, please feel free to roll my initiative and even saves if any effect happens on the fly. I can always provide you with additional details if anything goes wrong. I trusted you to GM the game for me, no reason not to trust you to roll the die.
Half-Oc Druid (Lion Shaman) 4 | HP 32/32 | AC 22 TO 13 FF 20 | F +9 R +6 W +9 | CMD 20 | Init +2 | Perc +9 DV
Companion:
HP 25/25 | AC 21 TO 14 FF 17 | F +5 R +8 W +3 Evasion | CMD 19 | Init +4 | Perc +6 LLV Scent
Stay back, Radagosa. Protect yourself, girl. - says the Druid towards his animal companion - Let's wait for Guy.
Radagosa assumes total defense. Lyrio doesn't move, but readies an attack with his magic scimitar in case the shadows approach him or the lioness. He fights defensively and power attacks.
"Bummer! Quick, someone toss me that Kukri! My fists and claws will be useless here!" Lizbeth cries out as she rolls into the room and takes on a defensive stance ahead of Kern.
With a flash of anger, the Vishkanya lets her Draconian blood flow with rage, increasing her reflexes with the cold clarity of combat. Ready to flip and roll out of the way Lizbeth stares down the shadowy creatures.
Move, Urban Bloodrage for +4 Dex, Total defence giving me Touch AC 28 against incorporeal touch attacks.
FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep
The bard will get out a scroll on her turn and prepare will cast moment of greatness off of it
DESCRIPTION
Each creature affected by this spell is given the potential for greater success and glory. If the affected creature is benefiting from a morale bonus of any type, it can double that morale bonus on one roll or check, before making the roll. Once an affected creature uses this spell’s effect, the spell is discharged for that subject.
Range 50 ft.
Target The caster and allies within a 50-ft. burst centered on the caster
Duration 1 minute/level or until discharged
"I channel, but I do minimal damage. If you have a wand of cure light wounds, that might be your best bet at harming them. I could hit them with a light spell that would harm them but I might blind Lizbeth if I do. But since there is nothing else for me to do at this point, here goes nothing."
"The Kukri will at least cut them a little, my fists will go right through!" Lizbeth calls out as the gang realise they have little to deal with the Shadows in their midst. Keeping her amger focused for now, she stays in the same position in her defensive stance, her hand held out expectantly for the curved knife.
The +1 Kukri will at least deal half damage to them.
Z'hor'll continues to inspire courage, and pulls out his wand of magic missiles. He then fires it.
UMD w/ MW wand sheath:1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
You can move through allies as they grant cover, therefore avoiding Attacks of opportunity. I literally can't hurt them so will keep up total defense till someone has a magic weapon, though this does remind me to get a magic missile wand in future...
"I think that is your Cowardice talking again dear! I keep very trim on the ship I will have you know!" Lizbeth retorts as she rolls and ducks under the Shadow's claws with grace, easily avoiding te seemingly clumsy swipes. Staying where she is to keep their attention, Lizbeth keeps her rage flowing.
"I have a wand but I stink at hitting anything. And there is no room up there that I can see unless I run past the shadows. I don't like that idea. I could also hit them with a burst of radiance, but not with you all toe to toe with them. I would consider retreating if you can't hit them."
Half-Oc Druid (Lion Shaman) 4 | HP 32/32 | AC 22 TO 13 FF 20 | F +9 R +6 W +9 | CMD 20 | Init +2 | Perc +9 DV
Companion:
HP 25/25 | AC 21 TO 14 FF 17 | F +5 R +8 W +3 Evasion | CMD 19 | Init +4 | Perc +6 LLV Scent
Moving through allies doesn't provide cover or prevent AoOs. You can always tumble, of course, and avoid AoOs if you succeed as usual.
From the SRD:
Friend: You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn’t provide you with cover.
My scimitar is magical, even if not too effective. - says the druid, as he swings again at the enemy behind Lizbeth, that Kern isn't threatening - Let's work together here. Lizbeth, please see if you can pull them more in the room.