Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
"Oh yeah all the time, she's a smart little lady, Watch." Jean picks up Brenda and gives her a little squeeze "See, she said Bwawk!" The Old man cackles madly, like that was the funniest joke in the world.
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
So I will change my vote if that will move us along. I have an itch that only vomiting spiders on someone can scratch.
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
Survival: 1d20 + 7 ⇒ (18) + 7 = 25 "Weather is lookin to be harsh, If whatever is out there can pass through the snow with ease, then they could easily ambush a long caravan drudging through the snow. if they can't then there is little risk of them attacking the town either, Seems like the safest bet would be to hole up till the snow passes. Better to be caught warm and well rested then Cold and Tired from a day of travel. We aught to round up some good Men and organize a watch. Are there any armed guards with the caravan, other than us?
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
Uses his strange magic on his Allies and heals each one of them while they rest at the INN. Communes with Brenda in private and is imparted with newfound knowledge before going to bed, Such a good chicken. Used the Healing Hex on everyone who is Injured Cure Light Wounds:
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
Boil Boil Toil and Trouble Jean lays his evil eye upon monster B, Targeting his AC. [Will save DC 15] "HAHAHA! That creature is almost dead, someone hit it!" Jean shouts, pointing at Monster B before continuing his mad cackling.
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
K.Arcana: 1d20 + 8 ⇒ (4) + 8 = 12
Attempts to lay a curse of Misfortune[AC 15 Will] on Monster C
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
Yeah you are right, I always forget you need to cackle the turn you drop it if you fail the will save if you want to keep the debuff active, action economy confuses me sometimes. It's a Cornerstone mechanic of my most played calss, So of course I'm gonna forget how it works. That's just how it do lol
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
Turns his gaze onto the other wolf in combat with Amai Uses Evil Eye on that wolf to target it's AC (DC 15 Will) And then lets out a deep bellowing laugh, Uses Cackle as a Move Action to extend both evil eyes by 1 turn. When they will save for evil eye it just drops the duration of it's effect to 1 turn rather then Int Mod + (1/2)Level, You might already know this but I wanted to mention it.
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
Backs away from the wolves, keeping as much distance between him and them as he can manage, Preferably putting one of his beefier comrades between him and the beasts. And then calls upon his dark powers to lay a curse on the wolf adjacent to Durvig, weakening it in preparation for his friends attack. Uses Evil Eye to target the AC of The wolf. (Will Save: AC 15)
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
Alright, thanks for the info, I was getting conflicting information from other games I was spying on and I didn't know what Group initiative was, Got it straight now.
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
So a question here about combat progression, I'm still a scrub at PbP so sorry but I may have a few more of these. Since combat started, are we expected to post in order of initiative or can we state our plan of action before others have taken theirs?
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
Perception: 1d20 + 1 ⇒ (5) + 1 = 6 Narrows his eyes at where Aimai looks, it's far too dark for his old eyes to easily make out what is there. "Can't go trudging around in this dark without no light, Not without a hand to hold, Even Ol'Brenda here has better eyes than me I'm afraid." he said patting the chicken.
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
"If you can that'll be best, Catch up with us as soon as possible friend." Jean will travel with the rest of the group.
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
"Trodding around in the dark..." He sighs a little, Reaching up to wrap his wooly scarf around his face, and reaches up his sleeve to pull out a sunrod, cracking it so it glows. "Leafhaven are good people, We can't let one of them kids get nabbed, You have my support." He holds out a few more Sunrods to anyone who will take them. K.Nature: 1d20 + 9 ⇒ (17) + 9 = 26 Jean also pulls upon his knowledge of the local wildlife to help in hunting down this best.
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
Rises from where he sat, Wobbling a tiny bit from tonight's drink. "Is something the ma... By the gods that girl! What happened? What did this to her?"
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
Holds out a weathered hand to each of the dimutive chaps. "Ha ha! Sadly Brenda' not for eatin, This pretty lady has seen me through some rough times, anyway... Name's Jean my friends, Nice to meet you both, And a game sounds a pleasant distractions"
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
A Clank and clatter of pots can be heard as Jean pushes open the door of the inn, An Oversized man with a kettle strapped to his back, and a chicken under one arm, He has been an seasonal patron of the smoking inn several times over the years "Hey good fellows, You folks seen that hulkin wolf outside? The one with the saddle!? Hope he doesn't go and try to eat Brenda here." He said, Chuckling and patting his fowl on the head, lumbering over to the counter "Whatever you have on the pot please, Smells fine." Nature: 1d20 + 9 ⇒ (8) + 9 = 17 |