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Post by rhinobullet on Oct 14, 2013 9:31:58 GMT -5
Vetch grunts as the dagger pierces his body. He shakes his head and feels a rush of adrenaline as his orc heritage rages inside him. He feels a rush of health returning to his body, though he knows it is temporary.
He rallies himself and then launches another series of attacks at the Gnoll in front of him, snarling incoherently as he does so. He first makes a lunging attack with his off hand, and then feints, attempting to force the injured Gnoll into exposing a weak spot. As soon as he sees his opening, he strikes with the Jaws of the Wolf.
Vetch has Half-orc resilience which gains him 5 temporary hp the first time he is bloodied in an encounter. Vetch will also use an Action Point and Use Second Wind, using a healing surge to gain 11 HP back and giving +2 defense until start of next turn
Vetch will first attack with Ruffling Sting (minor action): [dice=20] +11 for a total of 21 Damage Roll: [dice=10] +6 for a total of 13 [not ure what it means to have combat advantage, but I think I gain it here]
Vetch will then execute Jaws of the Wolf First Attack: [dice=20] +11 for a total of 30 Second Attack [dice=20] +11 for a total of 23
Damage, main weapon [dice=10] +6 for a total of 7
Off hand damage: [dice=10] +6 for a total of 11
I will apply hunter's quarry damage to my Jaws of the wolf attack damage: [dice=6] [rand=46960462689117877783275520696444397548615157647477728179267211075]
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Post by harknail on Oct 15, 2013 2:41:08 GMT -5
Sorry, between work, cats, and a face-to-face game tomorrow, it looks like it will be Wednesday evening before I get caught up.
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Post by rhinobullet on Oct 15, 2013 8:47:16 GMT -5
No sweat
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 15, 2013 19:51:48 GMT -5
Also i may change the healing from my healing strike to myself then cause Vetch used the second wind on himself and has 5 temp and that would get him near full hp, it would be better for me to get the hp so that i don't die in the next few hits. Sry im doing all the healing on me but if i don't i may go down, darn them for all the arrows in me . Normally its my job to heal the others in are party yet pointing out Harknail and the wizard have yet to take any so that is a good thing, and vetch healed himself.
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Post by rhinobullet on Oct 15, 2013 21:25:37 GMT -5
That is fine by me. Normally at a table we would take these things out anyway. I misread your post Blast and thought I had to use a healing surge to make your spell work
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 16, 2013 1:00:38 GMT -5
In a way you do but not on your turn and don't have to use an action to do so, you would get the hp on my turn without having to do anything but tell the to DM note you used one of your 7 surges because i let you do so using my ability : see what happens is that only if i hit with it myself or you or some 5 squares away could have spent one healing surge on my turn as long as you had one left. Most times they can't be used in combat but only in certain ways, second wind is one, heal skill is one depending, all spend one but you get extra hp from mine cause i have abilities and items that have great healing. So yes you would have used one but got 11+6 and the extra 5. not just the 11 and the 5 temp yet that worked too . So using them is not a bad thing, you want me to let use them when needed. not having one left is. you have 6 right now. out of combat you can use as many as you want but i have combat medic so we need to ask the Dm how that feat works."
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Post by harknail on Oct 17, 2013 2:45:33 GMT -5
Sorry, didn't get to the turn tonight either. It may be Saturday before I get enough time to catch up with your actions and run the Monster actions.
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Post by rhinobullet on Oct 17, 2013 8:43:04 GMT -5
No worries.
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Post by harknail on Oct 19, 2013 20:49:02 GMT -5
[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. +8 vs AC.= 20 AC ++4= 9 His mace glows a bright red and smacks the GnollHarknail 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.Zem's mace does indeed smack the gnoll, leaving gnoll #2 bloodied. But the healing effects of the blow healed Zem so he was no longer bloodied. Based on later conversations, I applied Zem's healing to himself.
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Post by harknail on Oct 19, 2013 20:55:25 GMT -5
Would you like me to change the feat? [/color][/quote] Yes, thanks. Raw damage isn't really Barbatos's thing[/quote] OK, I've updated the Character Builder master copy and iPlay4e to swap the feats. I see you've already updated the character in the forum.
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Post by harknail on Oct 19, 2013 21:01:14 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. The gnoll wasn't able to evade the scorching burst this time. But the grass wasn't as flammable as the resinous tree and wasn't ignited by the quick burst of flame. The gnoll could see where the attack was coming from, but he didn't have a clear line of sight on Barbatos.
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Post by harknail on Oct 19, 2013 21:24:47 GMT -5
Vetch grunts as the dagger pierces his body. He shakes his head and feels a rush of adrenaline as his orc heritage rages inside him. He feels a rush of health returning to his body, though he knows it is temporary. He rallies himself and then launches another series of attacks at the Gnoll in front of him, snarling incoherently as he does so. He first makes a lunging attack with his off hand, and then feints, attempting to force the injured Gnoll into exposing a weak spot. As soon as he sees his opening, he strikes with the Jaws of the Wolf. The feint worked leaving the way open for the Jaws of the Wolf to close on the gnolls neck from both sides at once. Meeting in the middle the two sword strike beheaded the gnoll. Gnoll #2 is dead
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Post by harknail on Oct 19, 2013 21:30:08 GMT -5
Harknail moved closer to his designated target (gnoll #3), slipping past the still burning tree. He then issued a Divine Challenge and charged the gnoll. But the agile gnoll easily avoided the blow.
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Post by rhinobullet on Oct 19, 2013 22:58:33 GMT -5
Monsters turn right?
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Post by harknail on Oct 19, 2013 23:27:58 GMT -5
Right, took a break for supper and was just about to do the monsters...
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Post by harknail on Oct 19, 2013 23:55:32 GMT -5
Gnoll #1 slept fitfully, finally rousing himself. The bloodied gnoll laying on the ground opened his eyes and groggily tried to take in what was going on. (Gnoll #1 made his saving throw, so he wakes up again)
Gnoll #2 just lays on the ground with blood pouring from the stump that had been his neck just moments before. (Gnoll #2 is dead)
Gnoll #3 wasn't inclined to go looking for the wizard that had pushed him off the hill. His leader was down, one of his companions had just had his head chopped off, and his other companion was being chased by some... thing. But despite it's frightening appearance, and it's ability to command ones attention, the thing had yet to connect with anyone. That orc on the other hand....
Decision made, Gnoll #3 sent an arrow towards Vetch. Zem is providing cover for Vetch, making it a more difficult shot. The arrow just grazed Vetch, deflecting harmlessly off his hide armor (it would have hit if Zem wasn't in the way).
Gnoll #4 didn't know what the steel plated thing in front of him was, but he could see that the steel plates didn't cover everything. Quickly changing from short bow to dagger, he searches for a weak spot in Harknail's defenses and find one, stabbing into one of the gaps in Harknail's armor (for 20 HP). Still the tough construct wasn't even bloodied yet.
Player turn, tag all
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Post by harknail on Oct 20, 2013 0:13:13 GMT -5
Harknail tries to hit the gnoll before him (#4) with a holy strike. And again the agile gnoll dodges him while laughing.
Holy Strike The dice do not like Harknail today...
Edit: Removed Action Point usage.
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Post by at on Oct 20, 2013 4:26:05 GMT -5
The battle was now joined, and no longer able to see the Gnoll he had earlier struck Barbatos advanced forwards towards the others. Rounding the bluff he could see the archer intent on other targets and quickly ducked behind the statue seeking what cover he could.
Reaching around the statue Barbatos threw out a wave of flashing colours and blinding light, and then prepared to throw up a magical shield against the creatures retaliations.
Move to F7, Enlarged colour spray to catch both Gnolls and Harknail, counting on the Paladins strong will to avoid being affected.
[dice=20]+9 vs will (#3) [dice=20]+9 vs will (#4) [dice=20]+9 vs will (Harknail)
[dice=6]+6 radiant and dazed until the end of my next turn
Cast shield as an interrupt if struct by a Gnoll in the following turn.
(we do still just have one action point at this level don't we? I thought Harknail used one earlier)
Edited to have attack include Harknail and only one damage roll[rand=4401509476358429524605045392737446137880514834648145274578588448929]
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Post by harknail on Oct 20, 2013 12:34:02 GMT -5
You are correct, Harknail had already used his action point and can't do so again. Action points don't depend on level, you start the day with one, get another on every even encounter (2nd, 4th, etc.), and can't use more than one per encounter.
In 4th Edition Color spray is a close blast 5 (5x5 square adjacent to Barbatos). It can hit both gnolls without needing to be extended, but there is no way to hit gnoll #4 without also hitting Harknail. Also you only roll damage once and apply that to all targets.
On the other hand, Harknail does have a high will defense as a Paladin. Also Barbatos has known him long enough to know he is not likely to object to friendly fire in this situation.
If you wish to continue with this attack, I'll edit one of the damage rolls into a hit roll on Harknail to see if it actually hits, and increase the damage since it doesn't need to be expanded. I was going to just do that, but realized that this is a different enough outcome that I should check with you first.
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Post by rhinobullet on Oct 20, 2013 12:34:51 GMT -5
Vetch glares angrily at the Gnoll across the river, and then rushes towards the gnoll which appears to be waking up. He howls at the gnoll and attacks with both of his bloodied blades.
Vetch will: Move to J2 and attack Gnoll #1 Vetch will attack with Twin Strike at Gnoll #1
Attack #1: [dice=20] +12 (counting running attack, see below) Total:32
Attack #2 [dice=20] +12 (counting running attack, see below) Total:29
Damage rolls (if hits) Damage #1 [dice=10] +2 for a total of 6
Damage #2 (if hits) [dice=10] +2 for a total of 7
Vetch has "running attack" which gives +1 to attack after moving 2 or more squares[rand=9834629047667568788020038823802131665223874576227397978295407338]
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