got it. Amotal is first followed by the eye creature. then they each get another turn Then you get your first turn sorry if there was confusion. This might seem to limit, but just remember you do get another turn before most of the party
(That would change things. The above would be that second round turn then, minus the super-fast speed. She would have done a dash first round, moving 120 feet instead of 60, as it doesn't sound like 60 gets her within range. Not sure why our scout is over 60 feet ahead of us though, but fine with it if that is what is going on. Second round would be normal 30 foot movement, the 0 movement just needs to happen prior to her using feline agility again, she can still move normally. Then the fire blast.)
(That would change things. The above would be that second round turn then, minus the super-fast speed. She would have done a dash first round, moving 120 feet instead of 60, as it doesn't sound like 60 gets her within range. Not sure why our scout is over 60 feet ahead of us though, but fine with it if that is what is going on. Second round would be normal 30 foot movement, the 0 movement just needs to happen prior to her using feline agility again, she can still move normally. Then the fire blast.)
I do suppose it would make more sense. what I meant was during your turn I assumed that you used your movement in order to get there and therefore can't move on your first turn
Amotal looks visibly dazed and confused as he is charmed by the ugly floating eyeball and barely is able to stay on the ground from a psychic force attempting to push him away. Amotal is again up. clock reset. Please Respond with your action soon.
Amotal dashes back towards the main group. His will to fight may have been sapped, but he still has common sense.
Okay, the floating eyeball follows you for a short while but is unable to keep up sorry for the confusion in the distance. I'm terrible with measurenment
This post has potentially manipulated dice roll results.
Sir Darak Darkhall: Running forward with the help of the good friar's light, Darak judges the distance as he draws a javelin from the bundle on his back. He takes a lunging step forward, hurling it at the creature.
This post has potentially manipulated dice roll results.
Veil doesn't have 0 movement, just needs to do a round with out moving before she can use Feline Agility again. She can use normal movement as much as she wishes though.
Veil stays as far away from the eye-thing as she can, and sends another blast of fire at it.
This post has potentially manipulated dice roll results.
((Bit confused on the order, think we got Amotal running back to us, being chased by a creepy eye thing. Are we going to then just start at the top with Zera first?))
((Will post my combat move regardless!))
Wheeze: Will back up with Veil, reach up to his line of earrings and hold them whilst saying a few words. A fire bolt shoots out of his outstretched hand towards the Eye. The fireball screams off down the sewer providing momentary illumination as it goes. Attack: 18 Damage: 10
Wheeze: initiative 12
N/A
Friar Xavier: Initiative: 9
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Veil's initiative (In Game Log) is 6.
Init 17
Sir Darak Darkhall:
Initiative: 6
(OOC: Sorry it took so long. Wasn't online at all Monday afternoon/evening.)
"Not all those who wander are lost." - J.R.R. Tolkien
Init(first round)
Zera(3rd)
Renaer(3rd)
Amotal(1st)
Wheeze(3rd)
Friar Xavier(3rd)
Weird Eye creature(1st)
Veil(2nd, no movement)
Sir Darak(3rd)
My Homebrew world, Magibis
Improved Hex(spell)
Cult Brute(monster)
Veil moves lightning fast, rushing 60 feet in the blink of an eye. Seeing the small hovering creature, she sends a blast of fire at it...
fire bolt
Attack: 13 Damage: 7
got it. Amotal is first followed by the eye creature. then they each get another turn Then you get your first turn sorry if there was confusion. This might seem to limit, but just remember you do get another turn before most of the party
My Homebrew world, Magibis
Improved Hex(spell)
Cult Brute(monster)
(That would change things. The above would be that second round turn then, minus the super-fast speed. She would have done a dash first round, moving 120 feet instead of 60, as it doesn't sound like 60 gets her within range. Not sure why our scout is over 60 feet ahead of us though, but fine with it if that is what is going on. Second round would be normal 30 foot movement, the 0 movement just needs to happen prior to her using feline agility again, she can still move normally. Then the fire blast.)
I do suppose it would make more sense. what I meant was during your turn I assumed that you used your movement in order to get there and therefore can't move on your first turn
My Homebrew world, Magibis
Improved Hex(spell)
Cult Brute(monster)
Seeing as @AmdirgolSianstacia hasn't posted for a full day in initiative I will have Amotal slash with both scimitars at the Eye Creature
Attack: 16 Damage: 8
Attack: 24 Damage: 10
assuming that hits the eye creature screeches in pain and shoots 2 beams of energy at Amotal
3 and 4
forcing Amotal to make a Wis and a Str save
22
14
immediately after it fires off a beam a small flame hits it smack on the head burning it's already stumpy eyestalks
My Homebrew world, Magibis
Improved Hex(spell)
Cult Brute(monster)
Amotal looks visibly dazed and confused as he is charmed by the ugly floating eyeball and barely is able to stay on the ground from a psychic force attempting to push him away. Amotal is again up. clock reset. Please Respond with your action soon.
My Homebrew world, Magibis
Improved Hex(spell)
Cult Brute(monster)
Wis save advantage (fey ancestry): 7
Amotal dashes back towards the main group. His will to fight may have been sapped, but he still has common sense.
Okay, the floating eyeball follows you for a short while but is unable to keep up sorry for the confusion in the distance. I'm terrible with measurenment
My Homebrew world, Magibis
Improved Hex(spell)
Cult Brute(monster)
((So would it then be Veil's turn with Zero movement at the bottom of the second round? - then to the top of the 3rd Round starting with Zera?))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Attack: 17 Damage: 10
eldritch blast.
Zera continues to move down the hall until she can see the floating eye. She shoots it with a blast of energy (eldritch blast)
Sir Darak Darkhall: Running forward with the help of the good friar's light, Darak judges the distance as he draws a javelin from the bundle on his back. He takes a lunging step forward, hurling it at the creature.
Movement: 30ft (+60ft last round)
Action - Javelin - Attack: 16 Damage: 9 Target: Beholder
"Not all those who wander are lost." - J.R.R. Tolkien
Veil doesn't have 0 movement, just needs to do a round with out moving before she can use Feline Agility again. She can use normal movement as much as she wishes though.
Veil stays as far away from the eye-thing as she can, and sends another blast of fire at it.
fire bolt
Attack: 26 Damage: 11
((Bit confused on the order, think we got Amotal running back to us, being chased by a creepy eye thing. Are we going to then just start at the top with Zera first?))
((Will post my combat move regardless!))
Wheeze: Will back up with Veil, reach up to his line of earrings and hold them whilst saying a few words. A fire bolt shoots out of his outstretched hand towards the Eye. The fireball screams off down the sewer providing momentary illumination as it goes.
Attack: 18 Damage: 10
N/A