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Post by harknail on Oct 10, 2013 1:58:41 GMT -5
#1 Barks out in common, "Kill these!" But since a bow doesn't work well in a melee fight, he doesn't attack himself, but carefully retreats (to J3) while watching for any attack. (Double shift) #2 moves to get a clear shot at Vetch (N1) then lets an arrow fly. The arrow flew true, striking a grazing blow on Vetch's neck (18 pts). A couple inches to the left and Vetch would have been sprouting an arrow out of his windpipe. #3 scampers up the steep slope to the top of the bluff. This gives him a clear shot at Zem. The arrow hits Zem in the side, but is unable to penetrate the tightly woven chainmail. But he does not ignore Harknail's challenge without cost, a burst of radiant energy singes the knoll (5 hp). #4 moves away from the fire along the bank (to A4), then sends an arrow at Zem. He hits Zem in the back, once again leaving the cleric near death (15 HP, Zem has 4 left). He too suffers from ignoring Harknail's challenge (5 hp). OOC: Zem was lucky, the one that hit rolled low for damage Map (updates as positions change) Player turn, tag all
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Post by at on Oct 10, 2013 5:04:25 GMT -5
Spotting the Gnoll flanking the group and fearing he would be the next target Barbatos hopped down off the cart and scuttled into the cover of the bluff, his cloak drawing the light from the air as he came up behind the gnoll and with a crack of thunder hurled it down the slope.
Ducking down out of sight of the gnolls to the left as best he could he turned his attention to his companions, bringing down a sleep spell onto the retreating archers.
Move to E14, activate shadowdance robes to create an area of low light and attempt to use the bluff to create concealment from the archer at A4.
Thunderwave the Gnoll at C12 - knock him off the bluff onto the steep slope at A10 [dice=20]+8 vs fort 12 thunder damage [dice=6] psychic damage
Action point, Sleep on Gnolls 1 & 2, Orb of Imposition to reduce Gnoll 2s save vs sleep by -2 [dice=20]+11 vs will (#1) - target slowed, save ends/fall asleep [dice=20]+11 vs will (#2) - target slowed, save ends/fall asleep at -2[rand=9858753338259663986638098226269854084501125688040779634283435674]
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 10, 2013 6:18:18 GMT -5
(At this point i have a plane and it may work, Zem has only six seconds of free talking so he is going to order Harknail to righteous smite #1 and lay of hands on me, vetch go for a move and then unload on #4 with twin strike, hunters quarry, use furious assault on him if you can, and that stun from your sword. please end up in M1 without taking attacks of op, wizard keep it up cause now they are a bit screwed if they fail the saves ty for the back up. there that spread out but great job. me ill go last once #1 is dead I hope and 2 is messed up a bunch ill be moving last in M2.) " harknail righteous smite this one here and heal me, vetch all out on top right ( he may drop from the spell so best not take a chance on it) And to my back up just keep firing and don't let up.
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Post by rhinobullet on Oct 10, 2013 9:47:42 GMT -5
[Zem, you said hit #4, but say end up at M1, I modified it to go after #4 but am revising it to go after N2 Gnoll] Vetch howls in pain and frustration as the arrow plows a furrow of red pain into his neck. He curses himself again for not being more cautious in the approach to the bridge.
He is brought back to the present by the arrows again striking Zem. As Zem is falling, he hears and sees Zem's direction. Without hesitation, Vetch takes off running across the bridge. He moves as far right as he can so as to avoid the Gnoll which appears to be near death on the left side of the bridge. As he runs, he says a silent prayer "Melora, do not let my prey escape my vengeance!"
Vetch sprints along the rbridge, approaching the Gnoll which Zem pointed out. Focusing his will, he makes the prey his quarry and dedicates his next few moments to ensuring its death. Vetch's anger rises in a fury and he loses himself to an orcish rage. As he attacks he shouts in Giant-speak "Die wretch!"
Vetch will: 1. Move seight squares, making sure not to enter Gnoll #1's area so as to avoid an attack of opportunity (Move action); 2. He will use a minor action and designate the gnoll at N2 as his quarry using Hunter's Quarry (once he gets closer to N2 than the one he is running past)(minor action); 3. He will attack the Gnoll at N2 with Twin Strike (Standard Action); 4. He will invoke Furious Assault on the hit; 5. He will invoke the daze effect on his off-hand weapon if he hits.
Attack roll (OOC: Invisible Castle isn't working for some reason) [dice=20] +11 for a total roll of 23
Damage Roll: [dice=10] +2 for damage bonus for a total of 8
Furious Assault roll: [dice=10] (OOC I didn't add bonuses in as it says the damges is 1(w) but makes no mention of bonuses. Also, can you use this racial free action every attack? I can't find where you can/can't in the rules)
Hunter's Quarry damage roll: [dice=6][rand=65653565364585655853387139386786202543089593002918020065454068]
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Post by harknail on Oct 11, 2013 2:48:02 GMT -5
Sorry for the delay. A full day at work followed by a night of working on Taxes before the extended deadline. Tomorrow isn't likely to be any better, more work and I'll be running a face-to-face game that evening. So it may be Saturday before I have the time to run the next turn.
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 11, 2013 6:28:06 GMT -5
No rush , just a reminder i do still need to go after harknail does but before the next monster turn. I was delaying mine til both vetch and harknail went. I needed them to go before me cause i needed to go last for this to work out. So far it has worked out ok. so ill look for your post in the next few days, yet please don't have monsters go until I do. thank you.
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Post by harknail on Oct 12, 2013 22:28:08 GMT -5
Spotting the Gnoll flanking the group and fearing he would be the next target Barbatos hopped down off the cart and scuttled into the cover of the bluff, his cloak drawing the light from the air as he came up behind the gnoll and with a crack of thunder hurled it down the slope. Ducking down out of sight of the gnolls to the left as best he could he turned his attention to his companions, bringing down a sleep spell onto the retreating archers. Move to E14, activate shadowdance robes to create an area of low light and attempt to use the bluff to create concealment from the archer at A4.With all the difficult terrain in the way, Barbatos can only make it to F15 without sliding down slopes and climbing up the other side. Besides, E14 is on a steep slope, not a good spot to cast spells from. Since Barbatos can still do all he wants to do from F15, I'm assuming he simply casts from there. Also, crit damage on the Thunder Wave is 13, not 12. 1d6 +5 Int bonus +1 enhancement bonus +1 feat bonus (Implement Focus - Orb) The movement issue is my problem for not explaining that the squares with little triangles are all difficult terrain. And that the steep slopes require climbing rolls and are also at half speed. The gnoll managed to reach the spot he's at because he's faster than Barbatos.[/color] Gnoll #3 was sent flying face first of the steep slope of the bluff. Raising his arms the gnoll was able to save his face, but still rolled down the slope to land in a heap at the bottom. Somehow the gnoll came though all that punishment without being bloodied, but he was prone. Barbatos was able to hit both gnoll #1 and gnoll #2 with his sleep spell, but it would take a moment to see if they were able to shake it off.
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Post by harknail on Oct 12, 2013 23:22:02 GMT -5
[Zem, you said hit #4, but say end up at M1, I modified it to go after #4 but am revising it to go after N2 Gnoll]Vetch howls in pain and frustration as the arrow plows a furrow of red pain into his neck. He curses himself again for not being more cautious in the approach to the bridge. He is brought back to the present by the arrows again striking Zem. As Zem is falling, he hears and sees Zem's direction. Without hesitation, Vetch takes off running across the bridge. He moves as far right as he can so as to avoid the Gnoll which appears to be near death on the left side of the bridge. As he runs, he says a silent prayer "Melora, do not let my prey escape my vengeance!"Vetch sprints along the rbridge, approaching the Gnoll which Zem pointed out. Focusing his will, he makes the prey his quarry and dedicates his next few moments to ensuring its death. Vetch's anger rises in a fury and he loses himself to an orcish rage. As he attacks he shouts in Giant-speak "Die wretch!" Gnoll #2 didn't seem at all happy to see death on two legs (I.E. Vetch) approaching. One slash with the right hand sword left a bloody wound on the gnolls left arm. With Twin Strike you need to make two attack rolls and two damage rolls. Here are the second rolls: Attack[dice=20]+11=19Damage[dice=10]+2=7The second blow with the left hand sword grazed the gnoll's right side. A flash of magic from the sword left the gnoll dazed for a moment. Other notes: The movement of 8 only applies to a charge, otherwise Vetch can only move 6. Gnoll #2 is at N1, not N2. Furious assault does get +2 to damage (weapon enhancement and weapon focus). Furious assault can only be used once per encounter (it's an encounter power), so since it was already used I ignored that damage for this turn.[rand=34298890945501626961183821316808594412084994837646493498377967626]
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Post by harknail on Oct 12, 2013 23:36:04 GMT -5
Seeing how close the light elf came to being stuck in the mud, the massive construct didn't want to try crossing the steam. So Harknail took the long way around, making use of the bridge (spending an action point to do so). But it was all for naught, for his Righteous Smite missed the agile gnoll completely. OOC: Sorry, Harknail isn't a master of hitting things like Vetch is... Tag Zem
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Post by at on Oct 13, 2013 7:56:44 GMT -5
Ah - I was going for +1 to hit, did I get the feat name wrong?
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Post by rhinobullet on Oct 13, 2013 11:16:30 GMT -5
OOC Thanks Harknail, I am slowly getting this
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Post by harknail on Oct 13, 2013 12:49:34 GMT -5
Ah - I was going for +1 to hit, did I get the feat name wrong? Yes, the Feat you where looking for was Orb Expertise. This gives a +1 to hit and +1 to the number of squares you move a target with spells like Thunderwave.
Would you like me to change the feat?
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Post by harknail on Oct 13, 2013 12:53:17 GMT -5
OOC Thanks Harknail, I am slowly getting this No problem, you're doing fine Also sometimes you'll need to correct me, such as when I missed that Half-Orcs can charge 2 extra squares.
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Post by at on Oct 13, 2013 16:57:08 GMT -5
Would you like me to change the feat? [/color][/quote] Yes, thanks. Raw damage isn't really Barbatos's thing
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 13, 2013 18:16:53 GMT -5
( If i take a second wind is that all i can do in a turn? i was asked this question in my face to face and saw it only took a standard, if it is just a standard action this is what i do.)
standard action: second wind+5 do to wisdom and item, my saves go up by 2 until my next turn. total of 14 hp minor action: Healing word on myself 9+[dice=6]+5 = +19 hp at 37 hp. free action: i have divine fortune and will use it if i can action point lance of faith at +8 to hit #1 vs Ref.[dice=20]+8=11 damage [dice=8]+5 and harknail will get +2 to hit on his next attack. Eat this! A bright blue light emits from his holy symbol streaking at the injured Gnoll but wizzed past him. [rand=81076863920316194601786392740909112832904793322423950508935377]
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Post by harknail on Oct 13, 2013 21:41:30 GMT -5
Yes, Second Wind is a standard action and does not end your turn. Only Charge does that.
It looks like two of your magic items add to your healing. Both are untyped bonuses so they stack. Including your wisdom, your Healing Word does Surge + 1d6 + 6 healing. I added the extra HP to Zem.
You described it pretty well, so I have no flavor text to add for your actions.
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Post by harknail on Oct 13, 2013 22:12:38 GMT -5
Gnoll #1 steps away (to I2) from the hulking construct that's coming after him. Feeling too tired to run, the gnoll targets the elf that seems to be controlling the construct, ignoring the construct itself. Since Harknail had neglected to apply his Divine Challenge, and the Divine Sanction had worn off, the gnoll suffered no retribution for ignoring Harknail. But he was also too tired to aim his shortbow properly and he missed completely. The gnoll then realizes he's too tired to stay awake and collapses in a heap (unconscious, save ends).
Gnoll #2 also finds himself too tired to flee and too dazed to step back and shoot. So he quickdraws a dagger and stabs, penetrating Vetches hide armor and leaving Vetch bloodied (20 HP). Encouraged by his success and despite Barbatos' efforts, the gnoll manages to shake off the sleep spell.
Gnoll #3 picks himself up off the ground. Not seeing the wizard who pushed him down the hill, he shots at the Elven cleric and hits Zem in the leg (16 HP), leaving the Cleric bloodied again.
Gnoll #4 also shoots at Zem, but his arrow was deflected by Zem's armor.
Player Turn, tag all
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 13, 2013 23:46:50 GMT -5
he is 2 above bloodied for he would have to be at 19 for that is half of 39 to be bloodied. Zem was at 37 took 16 so he is at 21 hp. but ya he might as well be.
He had to move but his leg was in agony, fight on until the bitter end, and he was not going out without a fight. move to N2 and do healing strike. using healing on vetch so +6 and what is healing surge is. [dice=20]+8 vs AC.= 20 AC [dice=8]+[dice=8]+4= 9 His mace glows a bright red and smacks the Gnoll Harknail go take out the other other one now down the river on our side. back up: just keep firing they can't keep this up for ever. vetch mess him up, If i go down just kick his ass for me.[rand=603605769108980996964595327153855885608447715649969283218961209]
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 14, 2013 2:29:06 GMT -5
To vetch: good one to use is Ruffling Sting is a minor and you get + 11 on that attack, then jaws of the wolf: you get 2 attacks with that at +11 ( at +13 do to combat advantage if Ruffling Sting hits) , add in a d6 only once a round but still great do to hunters Quarry that should mess him up nicely.
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Post by at on Oct 14, 2013 6:06:54 GMT -5
Zem was shouting instructions but Barbatos couldn't make them out at this distance. His problems were plain to see however as he withdrew under fire from the gnolls.
Isolated from the others Barbatos chose to bide his time and not reveal his position to their attackers, bringing down another flame strike from the sky to force the most distant archer into the river.
Creep forward to F13 and scorching burst the far bank of the river [dice=20]+8 vs ref (gnoll #4) [dice=6]+7 fire damage[rand=6835147139886459597924325065356693746793707552054245376304776809]
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