Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Oh, then 8pm sounds slightly reasonable for my character to get some shut eye. I agree with the GM, the three four-hour watch sounds more practical and realistic to sleeping patterns. I will go where the party needs me but shouldn't do the 12-4 since I am human (need the 8 hours of continuous sleep and have no low-light/dark vision). Put Beollimandus either in the 8-12 watch or 4-8 watch, which it seems like 4-8 watch is the best time from the last configuration.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 This setup doesn't give Beollimandus 8 hours of sleep, unless you expect him to go to bed at 8pm (which makes no sense here). Since the ball is already moving on this, my character will wake up at 5am for a bedtime of 9pm and a much more practical 5am to 8am watch. That's the only watch time I can agree to on such short notice. I know I will have 3 hours of watch alone but that feels no different than the 2 hours alone by the original plan. I have moved Beollimandus closer to his horse, Arri. As a Cavalier I don't think I need to explain why. Is there a way you can distinguish which horse is Arri? BTW when does it get dark and when does it get light in game time?
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 "Maybe we can follow the tracks first thing in the morning. It's getting late and we should find a spot to camp and light a warm fire. I can take the first night's watch."
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 I have moved my character's horse to the front of the line. This point was discussed in a previous combat scenario - it is the personality of Beollimandus to always be at the front of the line. It makes no sense for "the defender of the people" to be in the back of the line. Even if he is delayed at getting on his horse, he would push himself to the front of the line as soon as possible. Beolimandus grabs his greatsword and swings at the large weasel. GREATSWORD: 1d20 + 5 ⇒ (2) + 5 = 7
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Beollimandus takes point and urges his horse, Arri, forward along the snowy path. "Keep an eye out, my friends. Something may already be watching us." PERCEPTION: 1d20 ⇒ 5
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Beollimandus most likely took too long to get to his horse to see the trap go off but may have noticed the sound of it. Either way, he tries to make haste with Arri to catch up with the group.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 "Before the hut burns down, we might want to search the hut first for any other clues (like a journal) or anything of value that could aid our journey." Beollimandus initiates the search inside the hut - being very careful of any traps or small animals that may have found a home. PERCEPTION: 1d20 ⇒ 6
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Beollimandus is tired of lagging behind the party and decides to climb over the ice wall. CLIMB: 1d20 + 4 ⇒ (16) + 4 = 20 I have moved the token over to the other side of the ice wall from where my character started his move (in an assumption that I made the roll). Please let me know how much movement it costs to climb over the ice wall; also I would like to know if climbing the wall counts as difficult terrain. It may be possible that my character still has more movement left on my turn.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Beollimandus double moves towards the front of the party.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 I did not take into account that snow is difficult terrain. I have moved my character token 20-feet backwards along the same path it would have taken to get to the originally placed location in the last round.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Greg, then just nickname my character Bill (or Billy) but I only request this of the GM. As a Cavalier, his name is very important as he wishes his good deeds will one day be the talk of bards and legends - I hope everyone else understands this.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 [ooc] GM, I don't like the nickname (I feel it cheapens my character concept). Please refer to my character by Beollimandus.[/occ] Beollimandus will use his standard and movement action to double move to the front of the party. Preparing for anything to attack, he switches out his greatsword for his shield and club. What is out there, friends? Do you know what may be attacking us?
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Beollimandus, now off of his horse, finally becomes aware there is an issue with this block of ice his party is talking to. He attempts to focus on what all of the ruckus is about while drawing his greatsword. INITIATIVE: 1d20 + 6 ⇒ (7) + 6 = 13
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 "Seamus, do you need me to bandage your wound?" I can at least wrap it about so it stops the bleeding.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Again, I am going to assume our friend is not going to be able to run his character tonight, so I'm going to speak for my character's action prior to his turn with the assumption that the DM will be botting Sparhawk.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 I am going to pronounce my second round since Sparhawk's player is sick (get well soon, buddy) and may need to bot.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 It seems like everyone is waiting on Sparhawk to show up on the thread. In the meanwhile, I will also enter my character's action during this round. Unless Sparhawk does something absolutely crazy and destroy the tree next to Beollimandus. Then the only addition will be to command his horse to move within striking distance of the next closest enemy tree.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 I remember my confusion coming from the skeleton battle. For whatever reason, I was under the impression that I was not allowed to enter battle on my horse. Either way, the confusion has been clarified. Please ignore my earlier comment about dismounting my horse. Beollimandus simply will grab his greatsword while still riding his horse. Since my horse can anticipate my moves, he will help counter balance any battle movement that will come from my two-handed swinging as I attempt to use my dexterity to avoid the slam attacks.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 A question about the GM not letting me attack while on my horse. I reread the cavalier feature and it specifically says that the steed I own is battle ready ("A cavalier gains the service of a loyal and trusty steed to carry him into battle...The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat."). Why is it that I am not allowed to fight on a horse? This seems to nurf the whole point of the character build.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 I could use a vail of magic weapon. I think the greenblood oil should be "for the party" since it feels like an item usable to accomplish a mission or objective rather than an in battle item. Also I could use a one-handed slashing weapon to compliment the heavy shield I can't use with my two-handed great sword.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Since my character is a front of the line guy, I could also see him using the cloak. Also, being a new player I have no magic items but also understand there may be a pecking order I need to queue through first. Either way, I'll roll too...
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Flat-footed AC @ 14 (he does not have his shield equipped since he is riding his horse), so the tree misses him.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 In the case you don't want to go back on the thread, this is what was posted on Round 1 by your's truly... Beollimandus wrote:
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Beollimandus wrote:
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Beollimandus moves 20 feet towards the enemy (because he is wearing armor) and delays his standard action to swing at the first skeleton that approaches it with his club. Note to GM: Please refer to the previous rolls made in Round 1 for attack and damage. I have already moved his token to the appropriate location on Roll20.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Good idea. Beollimandus does not have any skill points in 'Perception' or 'Survival', so he defaults to all the trackers/scouts/trap-sensors but will be directly behind them (or to the outside of them still at the front of the party, if possible).
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Then use my previous round's rolls for Round 2. My character moves closer to the nearest skeleton and attacks with the club. On another note, the position of where my character is on Roll20 looks off. I was specific about wanting my character to be near the front of the group next to the trackers. From the positioning of my character token, it looks like he was one of the characters in the back. My character always wants to be near the front of the party line as his personality role is that of a protector. My token should me much closer to the action if my first round was to dismount and move up to the enemy.
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Beollimandus charges towards the nearest skeleton and attacks with his club. if able to reach skeleton after the charge...
otherwise, the charge is a double move to be closer to nearest skeleton
Male Human Cavalier 2 XP: 2399
STATS:
HP 24/24, SPD 20'/30', Init +6, AC/FF/T 16/14/12 (18/16/12 w/ shield); F+5, R+2, W+2; Per+0; CMB +5; CMD 17 Once Paletress and/or Autumn lead the group, Beollimandus will ride close by (within 20') to fulfill his role as a protector (even if they apparently don't need it).
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