Sorry I haven’t posted in a while. It started off with me waiting patiently for a response on that Sense Motive check Ingvarr made on the suspicious fellow we met on the road, but the story has moved well past that, and I just don’t see Ingvarr really having much part in it at this point. Feel free to use him as an NPC at his Library/Archery range, but his active time in the adventure is over for me.
Thanks for the opportunity to play. I wish you all happy adventures!
To all of my games FYI:
If you can't tell I am upset when players leave. Please work with me and communicate before leaving. I am aghast at players that barely post, then decide to leave and without interacting with the group as they leave! I am done with it and will be removing said problems for the future!
I am sorry for your loss, I know it can be a difficult time. Come back when you are able.
I am sick of players who don't want to post without the Round they are posting for. So I will start ignoring any post when in combat without some kind of title determining which round it is for. Its not just this game but I am fed up with it.
Yes but that is the only spell you can cast as a swift action if I remember correctly. Presently you have posted:
Rognar will pull out his trusty two handed club and hands it to Koldur with a grin. have fun storming the tree. Rognar then casts shield other on Beorn and Koldur and barkskin on them both. He will also cast Prayer and blessing of Fervor last but not least.
-------and-------
Round 1 enlarge Koldur with spell full round.
Round 2 hand over my club and grant luck to Koldur and enlarge with ability for one round on Beorn.
Round 3:back up far enough to hit group but not trees with Channel positive energy: channel: 4d6 ⇒ (5, 1, 3, 4) = 13 enlarge Beorn as a swift action
Round 4: channel positive on self and group but not trees;. channel: 4d6 ⇒ (2, 6, 5, 3) = 16 Enlarge beorn as a swift action
Total buffs: +2 to hit and damage +1 prayer, barkskin Koldur prior to battle,enlarge spell Koldur
I'm the new guy, so I'm not familiar with this game, but Flouncy would have acted differently if we didn't blow through rounds without resolving them. There's an Obscuring Mist he can see through, which he didn't know about until round 4, along with some other buffs.
Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18
I thought I was able to cat Prayer prior to battle while in the air but I may have not done so which would remove that buff. Adney has +2 to hit and damage with bardic inspiration which is separate from Ragnar.
No worries Flouncy I didn't know about it either so I am not reconing what has happened so far, I am trying to get Round 4 figured out still.
Rognar I never saw anything about pre battle spells. If it was done while you were in the air, that would have been over 3 hours ago and all of those spells would not be active anymore.
I am not sure what buffs are active either as it hasn't been posted or was assumed or something. I am still trying to figure it out with little input from Rognar.
Okay my last post about Round 4 is the recap. Adney goes last so the obscuring mist will only affect Round 5 and later rounds. Now with his bardic ability you will be able to see through the mist. So it does not affect your group but the enemies.
Buffs that I can think of in the next few minutes:
Shield other on Koldur, +1 def bonus to AC.
Koldur is large.
Total buffs: +2 to hit and damage from Adney
Rognar:
Did I read this correct, you can only cast it on yourself!?!
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ah I found it:
Caravan Bond (Su): At 1st level, by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch. This ability replaces the cleric’s proficiency with medium armor and shields— she retains proficiency with light armor only.
So in the future you need to make sure to state this and get it in the game otherwise it hasn't happened. I will let it slide for this combat.
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
Visiting in-laws starting on Wed. Traveling Wed and next Monday so I doubt I will post then. I should be able to post at their house with little issue.
For future reference if I make multiple spoilers with the same check, 'Perception', then depending on what you roll you then can see the spoilers. So if I have a DC 15, 20, and 25 spoiler, then if you get a 22 you can look at the spoilers for the DC 15 and 20. You only make one check.
I will let it slide this time as maybe this is the first time I have done that with this group. I also appreciate all the posts you were making this week, you guys are awesome! Presently you are the most active game I have.