8 necromancer*
5 Reknar *
4 hobgoblin 11/11, warrior 2, AC 17 *
2 'White' bandits in tents, 9/9 warrior 1, AC 14 with shields.*
1 Ardent and Hundar*
*Done for the round
Koldur blunders with his attacks and receives a blow for the fail, damage:1d8 + 2 ⇒ (5) + 2 = 7. Oscar returns quickly touching the dwarf to heal him, then with an overhead chop, his greatsword leaves the bandit before him very bloody. One of the zombies veers off and goes away from your group as the other one goes to slam into one of the bandits. The bandits flail about at your group and some even begin to fight the zombie next to them instead. Out come a female from one of the Southern tents and she claps her hands. The zombies near her, seem to be free and go towards her with the chains following behind. Reknar slams his polearm into the bandit and sweeps his feet from under him literally. Hundar swipes and hurts the orange bandit but not enough to drop him. Ardent moves back not so sure what is going on with the zombies.
Round 6:
25 Koldur
18 Oscar
18 zombies
17 Sable
14 Kressele 23/23, ranger 3
11 bandits 15/15, warrior 2, AC 14
8 necromancer
5 Reknar
4 hobgoblin 11/11, warrior 2, AC 17
2 'White' bandits in tents, 9/9 warrior 1, AC 14 with shields.
Continuing his his defensive stance he puts the full force of his strength into the strikes, using Power Attack with combat expertise and defensive fighting, Current AC 22.
He strikes the oragne bandit down with a great stroke, as he quickly lands the second blow on the nearby bandit with the shield, taking him down as well.
Round 6
Continuing his his defensive stance he puts the full force of his strength into the strikes, using Power Attack with combat expertise and defensive fighting, Current AC 22.
Your blades ring with death as blood falls to the ground. Bandits drop left and right. There still is many threats around but one bandit is occupied with a zombie, the lady with the zombies has not done anything yet, and two wounded bandits next to Koldur don't know what is coming next.
"Put yer blades down lads lest you join yer friends to Lady Pharasma." Koldur offers with his blades up.
"I ain't liking putting ye lads down unless ye really want to. Wha' ya say eh?" His axe blades bloody and his own wounds seeming not to give him any problems.
"Besides me friends will cut ye down realy quickly." Delay. Loooking to see what this new lady would do.
The bandits who are left look at you and the bodies around them. One of them points at the lady with the zombies and says, "Its one thing to fight and die and another to be turned into puppets. Destroy her and we will serve you." The other bandits nod and begin to tend to the fallen, leaving the zombie lady to you.
She giggles at this as more zombies come to her. It seems that about half of the zombies were freed.
"Fair Enough. Tend to the fallen and make sure they're all alive including that gobbo...." Turning to look a the obviously deranged zombie lady controllor.
"Ach me guess is that time at the dwarven fort, those zombies be yer pet. Coming Oscar? Sable?" as he sets off in a run, axes ready.
Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
Reknar takes an advanced position intent on using the superior reach from his weapon, taunting the woman - "Send your undead then, let's see them get past us"
Koldur nods to Hundor "That's some mighty powers over wounds you have there." hefting his axes as he feels his wounds drain away.
Oscar, that last heal from Hundor in Round 7 and your heal in Round 5 Healed me up fully. You can save your healing in Round 7
Catching Oscar's hand before he makes contact.
"Ah appreciate yer intent but this one," indicating Hundor "has healed much of me wounds. Perhaps saving it maybe good."
Seeing Oscar approach and his subsequent speech to the necromancer.
"Oscar me boy, rally? Tax collector?" shaking his shaggy head in amusement.
Your group moves and attacks the zombies, then they react in kind. Oscar and Koldur can both get an attack in. Round 7 likely was a few rounds but I am just putting it all into one round. Oscar's and Reknar's attacks are thwarted by the magical auras on the zombies' armor.
She giggles some more then seems to frown at your actions, she then says ina bubbly voice, "Oh you just want to destroy my work. Well perhaps I can make room for your bodies as well. Some of them could be rather interesting..."
She raises her hand and the zombies look out at you, ready to eat. The armor on the zombies glows with a red hue and their teeth grow longer. It seems she has prepared her minions well.
Reknar takes a massive wound on his neck as the zombie bites on him. Oscar takes a similar wound but nothing as bad, blood still drips from the wound.
Ardent moves father away from the zombies stowing her bow and drawing steel. Hundor looks around and asks, "Anyone else hurt, I can only heal you each once per day?" He quickly moves over to Reknar and touches the man healing him with the halfling's magic, healing hex:1d8 + 2 ⇒ (7) + 2 = 9
Round 8:
25 Koldur
18 Oscar
18 Blue and Black zombies AC 21, 32/32 hp
18 zombies AC 17, 21/21 hp
17 Sable
14 Kressele 23/23, ranger 3
11 bandits 15/15, warrior 2, AC 14
8 necromancer
5 Reknar
4 hobgoblin 11/11, warrior 2, AC 17
2 'White' bandits in tents, 9/9 warrior 1, AC 14 with shields.
Round 7 "Ach Undead Uns a plenty now....Woah!" his speech stopped abruptly as he backpedals to avoid a zombie swing his own axe swinging out to deflect the hit futher away from him before snaping his body and axe back into a stance. His axe sings as it swings wide back towards him, its trajectory passing through the zombie as it returns.
Attack with Moonshine 1d20 + 8 ⇒ (15) + 8 = 231d10 + 4 ⇒ (10) + 4 = 14
Round 8
Seeing his friends getting the bite from the zombies, the old dwarf's axes start their familar dance as he spins them along with his body, his dance one of steel and death.
"Did she just giggle?" is his remaining grouse.
Attack Black Zombie Moonshine 1d20 + 6 ⇒ (8) + 6 = 141d10 + 4 ⇒ (7) + 4 = 11
Attack Black Zombie if still alive, else green zombie 1d20 + 5 ⇒ (8) + 5 = 131d6 + 2 ⇒ (5) + 2 = 7
Sable and Koldur strike their targets. Their hacking through the armor and cutting some of the flesh off seems to have little impact on the undead.
Round 8
Sable and Koldur seem to struggle even hitting the armored undead now, a relapse of the pain of loss hitting their bodies. Oscar takes down the zombie before him moving towards the necromancer. Sable gets bit by one of the zombies leaving a bloody mess of his neck as the other zombie latches on as well making him that much more bloody. The green zombie bites on Koldur's arm giving him a nasty bite mark, though not as bad as Sable it doing. The necromancer waves her hands and gleefully screams and a wave of crackling black and red energy blasts from her body, apparently healing the undead as chucks reform.
Hundar stays back waiting near to aid if anyone directs him. Ardent seems to be waiting out in the field.
25 Koldur
18 Oscar
18 Blue and Black zombies AC 21, 32/32 hp
18 zombies AC 17, 21/21 hp
17 Sable
14 Kressele 23/23, ranger 3
11 bandits 15/15, warrior 2, AC 14
8 necromancer
5 Reknar
4 hobgoblin 11/11, warrior 2, AC 17
2 'White' bandits in tents, 9/9 warrior 1, AC 14 with shields.
"Aye. Takes a little out of this ye noe? All this giggling when we should be yelling or grunting." Dodging a swipe and then shaking off a bite , glaring at the offending zombie.
"Eat Steel!!!! Ye stupid flesh heaps!!!" he roars!
Sending himself into a fresh series of spin, his axes blurring as he strikes multiple times with feints and actual strikes, never staying still for long.
As she deftly dodges your attack the necromancer smiles and purrs out, "Why thank you for coming so close to me, now lets see how well your powers of divine protect you? Cralezq!" Black energy forms around her hand as if like a shadowy serpent and it lashes out at you.
touch attack on Oscar:1d20 + 5 ⇒ (2) + 5 = 7
She curses you Oscar, Will Save DC 18 or have -4 on all d20s.
Keeping on the defensive to keep the zombies at bay his blade dances about him. Cutting down the white zombie but he misses with the strike against the red one. Cleave, Power Attack, combat expertise and defensive fighting, Current AC 22.
As Sable recovers some from being mauled he decides it is better to remain on the defensive, he strikes out only once. Combat expertise and defensive fighting, AC 24, attackers gain a +4 against me.
Sable drops to the ground succumbing to the bites from the zombies. Hundar rushes over to heal the elf. healing hex:1d8 + 3 ⇒ (6) + 3 = 9
Round 9:
25 Koldur *
18 Oscar *
18 Blue and Black zombies AC 21, 32/32 hp *
18 zombies AC 17, 21/21 hp *
17 Sable *
14 Kressele 23/23, ranger 3 *
11 bandits 15/15, warrior 2, AC 14 *
8 necromancer
5 Reknar
4 hobgoblin 11/11, warrior 2, AC 17 *
2 'White' bandits in tents, 9/9 warrior 1, AC 14 with shields.*
1 Ardent and Hundar*
*Done for the round
Sable on the ground continues to get mauled by the zombies. The two zombies going after Reknar follow him and attack, both missing with their teeth. Koldur's defenses keep the blue zombie at bay as Oscar doesn't get bitten either. The necromancer misses with her touch attack but the shadowy viper stays on her hand. Hundar says a quiet prayer and touches Sable a strange red magic leaves his hand and swirls over Sable. Ardent rushes in and charges the zombie, cutting the yellow one with her strike. After being healed by Hundar Sable you may recon your action.
cure mod:2d8 + 3 ⇒ (2, 6) + 3 = 11
Two of the bandits charge in with weapons drawn. They hack at the zombie furthest out from the necromancer both missing.
Round 10:
25 Koldur
18 Oscar
18 Blue and Black zombies AC 21, 32/32 hp
18 zombies AC 17, 21/21 hp
17 Sable
14 Kressele 23/23, ranger 3
11 bandits 15/15, warrior 2, AC 14
8 necromancer
5 Reknar
4 hobgoblin 11/11, warrior 2, AC 17
2 'White' bandits in tents, 9/9 warrior 1, AC 14 with shields.
"Sable!" Koldur roars in rage upon seeing his friend fall from one of the the zombie's attacks as he renews his vigor, seeking to bring down more of those zombies.
Attack with Moonshine, Target white zombie beside Sable 1d20 + 6 ⇒ (4) + 6 = 101d10 + 4 ⇒ (4) + 4 = 8
Attack with off hand, target White zombie beside Sable else black zombie1d20 + 5 ⇒ (19) + 5 = 241d6 + 2 ⇒ (1) + 2 = 3 OMG those rolls.
if white zombie is dead, 5 foot step closer to Sable.
Oscar swings this time the greatsword grazes the necromancer's robe. Koldur hits with his off hand and leaves a knick. Reknar swings and decimates the two attacking zombies before him in these last few rounds. A whole lot of missing from the zombies and bandits. The necromancer quiets down and focuses on hitting Oscar, a smile comes across her face as the curse hits him.
Round 11:
25 Koldur
18 Oscar
18 Blue and Black zombies AC 21, 32/32 hp
18 zombies AC 17, 21/21 hp
17 Sable
14 Kressele 23/23, ranger 3
11 bandits 15/15, warrior 2, AC 14
8 necromancer
5 Reknar
4 hobgoblin 11/11, warrior 2, AC 17
2 'White' bandits in tents, 9/9 warrior 1, AC 14 with shields.
1 Ardent and Hundar
Koldur takes a slight lean back before launching his body into a counterclock wise spin to offset the temporary lack of balance as he redoubles his efforts in bringing down the zombies.....
Attack Black zombie with Moonshine 1d20 + 6 ⇒ (5) + 6 = 111d10 + 4 ⇒ (5) + 4 = 9 Aww Come on.........
Attack Black Zombie with Maulaxe 1d20 + 5 ⇒ (19) + 5 = 241d6 + 2 ⇒ (3) + 2 = 5
The zombie knocks out Sable again, with its bonus of hitting the prone elf. The halfling cures him 1d8 + 3 ⇒ (1) + 3 = 4, putting Sable concsious but still very hurt.
Sable chooses to get up to get out of this situation, luckily the zombie misses.
Blue zombie on Sable, AoO:1d20 + 5 ⇒ (7) + 5 = 12 white zombie on Sable, AoO:1d20 + 3 ⇒ (10) + 3 = 13
Sable in turn takes his defensive stance again, cutting down the white zombie.
Round 11
Oscar shrugs off the curse and barely misses her once more. Koldur hits the black zombie once another nick into the zombie. The necromancer giggles and moves off into her tent, Full retreat.
The zombies miss their targets but one of the bandits gets a clear shot in.
Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
--Round 11--
GM Wolf, that bite on Reknar on round 7 would have missed, since his AC is 22. And thank you for the GMPC ;)
Seeing Sable assaulted on the ground, but Oscar coming in his defense, Reknar presses on the caster woman - "Why don't you come and try some of me instead?!" - he roars swinging his weapon.
Attacking Necromancer, assuming blue zombie goes down under Oscar attack - if it does not, I will attack the zombie instead.
Round 11
Reknar slices his bladed polearm into the blue zombie, cutting through its defenses and slices the undead flesh below. Ardent and the bandits work on the zombies, they knowing that the undead are a scourge to all. Only one of the zombies falls below their attacks. Ardent moves so that she is flanking the zombies with Oscar and Koldur. Sable had remained in full defense and has now made it out of the fight to stand and return...
Round 12:
25 Koldur
*18 Oscar *
18 Blue and Black zombies AC 21, 32/32 hp
18 zombies AC 17, 21/21 hp
17 Sable
14 Kressele 23/23, ranger 3
11 bandits 15/15, warrior 2, AC 14
8 necromancer
5 Reknar
4 hobgoblin 11/11, warrior 2, AC 17
2 'White' bandits in tents, 9/9 warrior 1, AC 14 with shields.
1 Ardent and Hundar
*Done for the round
black and blue
Blue zombie on Sable: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Koldur goes into another whirling dance as his axes begin to weave yet another deadly web of heavy steel.
Light axe leading to distract the eyes followed closely by the heavier axe to slam dangerously into flesh before the lighter blade reverses and cuts from across another direction.
Attack with Moonshine 1d20 + 6 ⇒ (16) + 6 = 221d10 + 4 ⇒ (6) + 4 = 10
Attack with Dwarven Maulaxe 1d20 + 5 ⇒ (7) + 5 = 121d6 + 2 ⇒ (1) + 2 = 3
Koldur nods as he brings both his keen axes to bear on his foes even as his feet takes him in a decided path aimed to strike heavy blows with each swing.
His dance now a mini tornaldo of whirling steel......
Under the fury of the mini tornado of axes and the blades crushing down upon the zombies they soon are just a pile of chunks of flesh. As Oscar moves into the room following the priest or cleric he sees her turn to him and then in an explosion of smoke she seems to be gone... But not before blowing him a kiss.
Still in rounds for several reasons but please post your actions.
The halfling goes around to see if he can help with any minor wounds or to cast his hex on any he has not done yet today. hundar then goes and checks on the bandits that helped and even those that are still living.
Ardent stands ready to fight if needed not ready to accept the turn coats as allies yet but still watching for any threats.
Sable walks around almost in a trance shaking his head. He takes his blade and does some measured strikes making sure the dead will not rise again and that the undead have been finished. He holds up his hand if anyone comes to help saying, "Leave the stragglers to me, I need the practice."
Koldur rushes about his deadly axes a mere sliver in the air. If there were zombies whole, there are zombies in pieces now in his wake. He did take the trouble to chop them up into easy to handle pieces as he then makes his way towards the direction of their quarry.
Putting his face down low to the ground as if attempting to pick up a scent, he squints.
Survival to look for tracks. 1d20 + 7 ⇒ (20) + 7 = 27 "It's time to hunt....."
Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)
oh well she escaped, but i am sure we shall see that one again. We should investigate the camp for some intereting suff and documents he says as he is going bakc to the main tente to look for papers and clues.
Ok, thanks for the clarification. Sometimes the NPC's words and actions don't fully convey what is actually happening and it helps to have it spelled out clearly.
So was there any particular reason we had such an explosion of posts? You're trying to turn us into your other Kingmaker group, aren't you? XD
Vampires, vampires, and more vampires... That is true Koldur! They do make the best necromancers in my opinion! Anyway, we will get back to the kingmaker aspect soon enough.
Some things to finish perhaps:
Explore the mansion.
Get to know new NPCs.
Go back to the temple of Nythes.
Explore the chaos reaches...
Check in with the Harpies.
Check out the levels of the Tower.
Explore the surrounding area.
We need to add the mansion, temple, and tower to the map!
Explore for a few more days before returning to the capital!
Do some bounties!
Brain fog... yes. I can confirm that is a thing I am dealing with too. >_<
Also some timing issues between whether I can access a computer when I'm ready to post or whether Paizo will even load for me. I really need to replace my chromebook but the same model I bought last time is now almost 75% more than it was when I bought it. =O
Still don't really understand how the Contract will work. Sera asked about what the purpose of it was originally, why Hundor needed protection but the only answer she got was about including Olivira protects the contract from other outsiders.
So basically what Seraphina hopes to gain (I guess in the lesser compact with Olivira?) is a +2 or so to her caster level. An increase in sorcerer levels will definitely benefit Hundor (would he be cross-blooded then?) and others in the compact could thematically gain things like a bonus to natural armor or resistance. Does that work?
Or can forego all this and Olivira could help her craft the Robe of Arcane Heritage when she can cash in enough gold. Probably a simpler route. ^_^
Oh my, that seems strange... then again maybe you bought it the first time on sale? There was prime days... I don't know what sales are still going on.
In Olivira's mind that is what he needs protecting from.
Anyone can make a lesser or major pact with Olivira. But it does take a whole day to do the ritual.
Right now through the Contract with the given materials you will all gain damage reduction 3/magic. Which is pretty big since most opponents won't have magic or magical weapons, except the bosses. The Contract is a big pact between all those involved. Don't worry about not understanding it Koldur and the divine players continue to choose not to accept it. Ask questions, that is the only way to learn. No one really has before.
We will have to look at what you are planning on doing with the draconic bloodline powers. Since it is not just one thing it might cost more but we will see. The +2 to caster level is likely out of the picture. The others are more likely.
Olivira could easily help you with that crafting besides.
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 want to do the major contract but just need in character reassurance that it won't violate my goddess oath which would cause me to lose my cleric powers
Hey guys. Well, I'm sorry to say this, but I think I may have to drop this campaign. Apologies for springing this on you, but I think this play-by-post is just a bit much for me right now. You can bot me if need be, but I'm out.
Well another one bites the dust and does not bow out gracefully either. Another one for the Temple of Nythes I suppose.
Rognar does your cleric archetype do something special so you can have an empty spell slot? Only wizards can do that to my knowledge? I was expecting you to make a choice or wait until the morning to get new spells to make the augury spell.
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
This is from the magic section:
Spell Selection and Preparation
A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. When preparing spells for the day, a divine spellcaster can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells.
Oh, ok sounds good! I will have to go and look at my different editions and see when that was changed or if I have been reading it wrong all this time.
Your God gives you four weals in response to your question.
Divine Spells
Clerics, druids, experienced paladins, and experienced rangers can cast divine spells. Unlike arcane spells, divine spells draw power from a divine source. Clerics gain spell power from deities or from divine forces. The divine force of nature powers druid and ranger spells, and the divine forces of law and good power paladin spells. Divine spells tend to focus on healing and protection and are less flashy, destructive, and disruptive than arcane spells.
Preparing Divine Spells
Divine spellcasters prepare their spells in largely the same manner as wizards do, but with a few differences. The relevant ability for most divine spells is Wisdom (Charisma for paladins). To prepare a divine spell, a character must have a Wisdom score (or Charisma score for paladins) of 10 + the spell's level. Likewise, bonus spells are based on Wisdom.
Time of Day: A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells. Instead, the character chooses a particular time of day to pray and receive spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, she must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, she must wait until the next day to prepare spells.
Spell Selection and Preparation: A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. When preparing spells for the day, a cleric can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells.
Divine spellcasters do not require spellbooks. However, a divine spellcaster's spell selection is limited to the spells on the list for her class. Clerics, druids, paladins, and rangers have separate spell lists. A cleric also has access to two domains determined during character creation. Each domain gives her access to a number of special abilities and bonus spells.
Spell Slots: The character class tables show how many spells of each level each can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be her due still gets the slots but must fill them with spells of lower levels.
Recent Casting Limit: As with arcane spells, at the time of preparation any spells cast within the previous 8 hours count against the number of spells that can be prepared.
Spontaneous Casting of Cure and Inflict Spells: A good cleric (or a cleric of a good deity) can spontaneously cast a cure spell in place of a prepared spell of the same level or higher, but not in place of a bonus domain spell. An evil cleric (or a cleric of an evil deity) can spontaneously cast an inflict spell in place of a prepared spell (that is not a domain spell) of the same level or higher. Each neutral cleric of a neutral deity spontaneously casts either cure spells like a good cleric or inflict spells like an evil one, depending on which option the player chooses when creating the character. The divine energy of the spell that the cure or inflict spell substitutes for is converted into the cure or inflict spell as if that spell had been prepared all along.
Spontaneous Casting of Summon Nature's Ally Spells: A druid can spontaneously cast summon nature's ally in place of a prepared spell of the same level or higher. The divine energy of the spell that the summon spell substitutes for is converted as if that spell had been prepared all along.
Message to all my games:
Sorry to say but with time constraints and prior engagements such as a wedding this weekend, you will likely not see any posts from me until Monday.
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
Yikes is that a temp two con burn or permanent? The ladybugs are a symbol of my goddess but I have no idea how to interpret that lol. Finally letting the spell work without the components which I forgot about seriously is funny but ouch for ouch sake
Here we go folks... to at least 1 post a day! I plan on more but hopefully once everyone gets back on board that will be the goal!
Rognar... it was... damage I believe... let me double check. Damage can be slept off. Yes the CON ability score was damage not drain. So temporary that can be slept off or cured by a lesser resto.
Yup! You know it! Getting prepared to do another campaign with Overlord as my inspiration. I thought I would use a toned down idea of it for the mansion.
I am taking a mental health day, or at least I did. Watched a movie and now going to bed. I hope to feel refreshed tomorrow and get some time to post tomorrow! Night all!
A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
Up to 51 rounds/day when using Lingering Performance: Inspiring Song:
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
Rage Power: Guarded Life: While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.
I am having a hard time following this combat. With so many attacks being rolled over multiple rounds, it is very hard to tell if any particular roll hits, because the attacker may have been destroyed prior to its turn.
Ingvarr will continue to keep up the raging song and battle cry, healing where it is needed and shooting arrows when healing is not needed.
I am having a hard time following this combat. With so many attacks being rolled over multiple rounds, it is very hard to tell if any particular roll hits, because the attacker may have been destroyed prior to its turn.
I am similarly confused. Without seeing where allies and enemies were in these rounds I am posting, I don't know if Sera can full attack or not, if she had flanking or was threatened, if she needs to make concentration checks or take 5-foot steps or a full move action or what.
I know all your martial NPCs can just spam attacks all day long, but I have to be more careful and precise with my spells and other limited resources. Do I just post a string of attacks and you figure out where to apply them or what?
Sorry folks, I know it has been rather chaotic. I have just been trying to push us forward.
I will slow down to one round a day then.
Seraphina if you look back at Hundor's post you can see where he moved forward, before that there was two medium elementals that were threatening the two of you. You can't flank elementals... I made that mistake earlier, I also was not adding the bonus on their attacks and damage too.
You should be able to do full attacks on the elementals next to you and Hundor and should you hit, his future attacks can be moved to the next target.
Round 6 - cast corrosive touch
Round 7&8 - Full attack.
I am making your rolls and moving you forward. I am just trying to make it as clear as possible for you and catching you up at the same time. It looks like you are going to put out a lot of damage and help the group! Based on your damage, Round 9 will likely be move up... or charge and help Yolanda.
Round 10 - move into combat with the big ones...
Rognar you are in combat, did you want to move back, cast defensively, also you can tell the halfling is trying to keep up the fight while still getting healed.
Several AoO were opened to the group, if you threaten the green or dark red large elementals in Round 10 you get an AoO. Sable already rolled for it. So Koldur, Hundor, and possibly others if they threaten them. Also Hundor took the AoO for failing his acrobatics check so others could approach dark red large elemental without an AoO! As you will likely finish off threats with him earlier, Seraphina, you would likely move up in Round 9 with him rather than 10. Just trying to give you options in all this maddness.