I'm also rather happy if the smite failed utterly at this specific particular time.
Wall guard paladin who derives his power from his belief in keeping people safe, loses his power from attacking someone else's wall :rotate:
Mort is going to desperately send his voice against the fellow with the staff. Only room in this town/forest for so much magic.
geth roll 1d10+4 to hit with battle chant (with adventure talent)
geth roll 1d6 for sonic damage
then on an even roll one of my un-engaged allies may move as free action, OR disengage (hint, get them!)
And muggs is going to attack the same, for skeletal minion dog:
geth roll 1d20+6 for vs AC for doggie attack
geth roll 1d6 for doggie damage
Assuming this all goes off, I see a mort strumming his lute faster and faster, into a frenzy towards the fellow with the staff while muggs bounds silently through the brush for the same person's throat.
Mort's song brings forth a crash of thunder down on the gnome, throwing him back just a bit. He started to open his mouth to curse the deathsinger but suddenly could only scream as Muggs leaped at him from the darkness and grabbed on to his arm. The wizard shook the undead hound as much as he could until he finally threw him off of him.
@HellboreThen we start round one!
Combat Order- Escalation Die 0
Exiled 1 (Dwarf) (25)- 8 Damage
Exiled 2 (Half-Orc) (17)- 8 Damage
Bud (16) 30/30 HP
Guile (12) 28/28 HP
Mort (9) 19/19 HP
Zariya (8) 27/27 HP
Exiled 3 (Gnome) (8)- 7 Damage
PC Stats
Bud 30 HP 15 AC 16 PD 13 MD
Zariya 27 HP 20 AC 12 PD 14 MD
Guile 28 HP 20 AC 13 PD 15 MD
Mort 19 HP 12 AC 11 PD 13 MD
Zariya burst out of the brush she was hiding in, sword raised and charges the Half-Orc Exile aiming a large overhead swinging before bringing her shield back up
Zariya's sword, much like Guile's, bounces off the Half-Orc's strong armor, causing the brute to give a wide smile that showed his tusk clearly. "I've had wisp stings that hurt more than that!"
Meanwhile, the Dwarf has recovered from Bud's sucker punch. "That was a low blow, Havener!" he yells as he attempts to cut down Bud with his axe.
Geth roll 1d20+5 vs. Bud's AC
5 damage if hit.
The Half-Orc laughs as he gets his club out and looks down at Guile. "Let me show you how we handle pest out here in the Wilds!" and takes a massive swing at the guardsmen.
Geth roll 1d20+5 vs. Guile
4 Damage if hit. If the attack is a natural Even hit or miss, the next attack will deal +6 Damage next turn...
Bud sidesteps the dwarf's clumsy swing, and spits bile smelling of rot and whiskey into his face following the spray of liquid with strong left hook. The poisonous spittle lingers on the dwarf.
Bud's AC increases by 2(17) until his next turn because he used a flow attack. The dwarf has 5 ongoing poison damage, because it was a natural even hit
"I suspect we got off on quite the wrong foot.", Guile quips, hammering his pommel into the half-orc's side.
"My name's Guile, and we wish the return of your prisoners." Guile follows through with an elbow to the bent orc's jawline.
"As much as I detest breaching your wall, we will do so if need be." Guile allows the half-orc to regain his balance.
"But perhaps we can establish some sort of accord?"
Guile steps around the half-orc, opening him up to Zariya's attacks.
@HellboreIf you hit next turn, I'll spend my 4 Command points to give you +3 damage to your attack on the half-orc.
Or really, anyone who attacks the half-orc for that matter I guess. Zariya just seems to be in place to do it.
Mort is casting his eyes around, having never been in a fight quite like this before. But seeing that things are at least for the moment ok, continues to focus on the gnome, letting rip another sick solo while glaring daggers at him while muggs chomps on down.
Geth roll 1d20+4 for attack with Battle Chant
Geth Roll 1d6+4 for damage with battle chant
Geth roll 1d20+6 for muggs chomp
Geth roll 1d6 for doggie damage
And if my chant attack roll is even I can trigger "Move it!" to let someone disengage if they want. OR someone not engaged could move as a free action. Muggs is going to harass this gnome untill re-death I think, so feel free to grab it and narrate what you do.
Mort is absolutely working out some of his conflicting feelings on spellcasters as inherently evil slavers vs kind of being one now, via something like this: https://www.youtube.com/watch?v=MLxlZv4cSjI
Do you have a list of your flexible attacks QuantumTurk?
I'm assuming "Move it" is one of them, but you don't need to choose which flexible attack you want to use until after the d20 roll if you want.
It's the only one I have for now (though I'll double check that later)
Quick edit: Confirmed, spell slots are kinda super premium being a dual caster. Free moves/into out of combat sounded like it would nearly always be good though. Well, at least a free chance to TRY and disengage when you need too.
Also so it's here somewhere, Skeledog Stats: HP:14, AC: 17, PD: 15, MD: 11, +6 to hit
Guile and Zariya continue to strike at the Half-Orc. Guile's attack cuts across his foe's chest, but doesn't seem to slow him down much. Zariya tries to take advantage of the flank, only to have her sword brushed away with the bandit's armored forearm. "You want to make a deal? Deal with this!" The bandit yells as he swings club in wide arcs to hit both Guile and Zariya.
The Gnome tries to shake off Muggs strike it and his allies with a cosmic light show, of strange colors to blind and bewilder the attackers from town.
The dwarf spits out some of the rotten poison Bud spit into his face. "Gods be Damned! The hell was that!?!" The dwarf swings with his axe, hoping to cut Bud down.
Jumping around for continuity sake, but attacks still happen in order.
Wild Swing- When the Escalation Die is even, Half-Orc may hit all targets engaged with you.
Geth roll 1d20+5 vs. Guile's AC
Geth roll 1d20+1 vs. Zariya's AC
10 Damage if hit (4 natural and 6 because of last round's ability.)
Color Spray (1d4 targets, rolling for everyone but I'll say who gets hit in the edit)
Edit: Attack only hits Mort and Muggs
Geth roll 1d4 for targets (mostly Mort and Muggs)
Geth roll 1d20+4 vs. Mort's MD
Geth roll 1d20+4 vs. Mugg's MD
Geth roll 1d20+4 vs. Guile's MD
Geth roll 1d20+4 vs. Bud's MD
Geth roll 1d20+4 vs. Zariya's MD
8 Damage if hit.
Geth roll 1d20 to save against poison
Geth roll 1d20+5 vs. Bud's AC
5 damage if hit.
Exiled 1 (Dwarf) (25)- 15 Damage- Engaged with Bud
Exiled 2 (Half-Orc) (17)- 14 Damage- -4 to hit anyone but Guile and -4 to disengage -Engaged with Guile and Zariya
Bud (16) 25/30 HP- Engaged with Dwarf
Guile (12) 18/28 HP- Engaged with Half-Orc
Mort (9) 8/19 HP
-Muggs 6/14 HP- Engaged with Gnome
Zariya (8) 27/27 HP- Engaged with Half-Orc
Exiled 3 (Gnome) (8)- 25 Damage Staggered- Engaged with Muggs
PC Stats
Bud 30 HP 15 AC 16 PD 13 MD
Zariya 27 HP 20 AC 12 PD 14 MD
Guile 28 HP 20 AC 13 PD 15 MD
Mort 19 HP 12 AC 11 PD 13 MD
Bud manages to spin away from the dwarf's chop, turning what could have been a deep gash into a light cut.half damage The backhand blow he directs at the dwarf sails high, but he follows it with a heavy kick at the dwarfs ribs.
If I can hit either the gnome or the half orc as the 2nd target for Twin Panther Claw, I will. I'd prefer to hit the gnome if I have the choice of the two
Then pivots throwing his opposite foot back towards the gnome.half damage if the 17 misses
Bud's AC is now 18, since he completed a finishing move. Also @Grunt's Ghosts the dwarf should still take the 5 damage from the poison(20 dmg total), before he makes the save
Geth roll 1d20 for spinning willow style
Geth Roll 1d20+7 vs AC Flurry at Dwarf
Geth Roll 1d6+4 damage for Flurry at Dwarf
Geth Roll 1d20+7 vs AC Twin Panther Claw at Dwarf
Geth Roll 1d20+7 vs AC Twin Panther Claw at Gnome
Geth roll 1d10+4 for Twin Panther Claw Damage Dwarf
Geth roll 1d10+4 for Twin Panther Claw Damage Gnome
I should point out that the Paladin's challenge I have on the Orc only causes -4 to hit if he doesn't attack me on his turn. If he does attack me, and then attacks Zuriya, then he attacks as normal.
Also how many interrupts can I do per turn rotation?
Also, noted on the Dwarf taking 5 poison damage. He wasstaggeredthen. Also, melee and close-quarter attacks seem to be two different things, with close quarters being a range for spells.
Bud's first strike against the Dwarf is easily parried away, but when the cowboy monk goes into a crazy whirlwind of spin kicks, the dwarf isn't prepared and is quickly knocked out. Bud's spinning continues as he lands a blow on the gnome, leaving the wizard barely standing.
Exiled 1 (Dwarf) (25)- Knocked Out
Exiled 2 (Half-Orc) (17)- 14 Damage- -4 to hit anyone but Guile and -4 to disengage -Engaged with Guile and Zariya
Bud (16) 25/30 HP- Engaged with Gnome
Guile (12) 18/28 HP- Engaged with Half-Orc
Mort (9) 8/19 HP
-Muggs 6/14 HP- Engaged with Gnome
Zariya (8) 27/27 HP- Engaged with Half-Orc
Exiled 3 (Gnome) (8)- 31 Damage Staggered- Engaged with Muggs and Bud
PC Stats
Bud 30 HP 15 AC 16 PD 13 MD
Zariya 27 HP 20 AC 12 PD 14 MD
Guile 28 HP 20 AC 13 PD 15 MD
Mort 19 HP 12 AC 11 PD 13 MD
"Yield Orc", Guile spits, bouncing back after the half-orcs' wild swing.
"Your pals are almost down for the count, you're outnumbered, and we're just barely getting started!"
If Mort is near me @QuantumTurk during his turn, then he can rally as a free action, or if you don't use that, then Zariya can be set up again.
Would prefer you didn't go down though.
Geth roll 1d20+6 to hit
Geth roll 1d8+3 for damage
I thought you spent those 4 command points when you gave Zariya +3 Damage?
Zariya missed, so I couldn't use the interrupt or spend the command points.
That interrupt can only be triggered when an ally hits.
I mean technically I could say I have 6 now, as I'll be using one to give @QuantumTurk a free action rally to make sure he doesn't drop. But that's also sort of dependent on Zariya wanting the free action rally on her turn.
Delfecting the Half-Orc's strike off her shield, Zariya reset her stance, as she'd been trained, and again went for the overhead chop. This time, though, she channeled all of her focus not the blade, calling on whatever powers still existed.
Sorry bout that. Life was a thing. If i'm understanding recovery right, I can use that, and then go about my buisness (which saved ya'll from a randomly targeted drain life) Also in the future, feel free to just move for me if it's been over 24 hours, things sometimes come up, I'm not going to hate on ya'll for keeping the game running.
SO: Mort is ending that gnome. Cast spells at US. I'M the magic here.
Geth roll 1d20+4 for attack with Battle Chant
Geth Roll 1d6+4 for damage with battle chant
Geth roll 1d20+6 for muggs chomp
Geth roll 1d6 for doggie damage
And as order might matter if the gnome dies, I see mort attacking first to get the gnome off of Muggs, so if the Gnome falls Muggs will go for whatever arm is closest. (GM choice)
Posts
I'm not sure, but I went looking for them in the rule book and found a bit where it said that fumbles didn't even do damage on miss effects.
It looks to be the standard rule, and then GM discretion is to whether it then does additional stuff like sword dropping, hurting yourself, etc.
But if you want fumbles to do damage (i.e just be 1s) that's fine too.
Wall guard paladin who derives his power from his belief in keeping people safe, loses his power from attacking someone else's wall :rotate:
geth roll 1d10+4 to hit with battle chant (with adventure talent)
geth roll 1d6 for sonic damage
then on an even roll one of my un-engaged allies may move as free action, OR disengage (hint, get them!)
And muggs is going to attack the same, for skeletal minion dog:
geth roll 1d20+6 for vs AC for doggie attack
geth roll 1d6 for doggie damage
Assuming this all goes off, I see a mort strumming his lute faster and faster, into a frenzy towards the fellow with the staff while muggs bounds silently through the brush for the same person's throat.
Um...
1d10+4 to hit with the chant?
Should you be rolling 1d20+4?
geth roll 1d20+4 for battle chanting
@Hellbore Then we start round one!
Combat Order- Escalation Die 0
Exiled 2 (Half-Orc) (17)- 8 Damage
Bud (16) 30/30 HP
Guile (12) 28/28 HP
Mort (9) 19/19 HP
Zariya (8) 27/27 HP
Exiled 3 (Gnome) (8)- 7 Damage
PC Stats
Zariya 27 HP 20 AC 12 PD 14 MD
Guile 28 HP 20 AC 13 PD 15 MD
Mort 19 HP 12 AC 11 PD 13 MD
Geth roll 1d20+5 for melee vs AC
Geth roll 1d8+4 for potential damage
Meanwhile, the Dwarf has recovered from Bud's sucker punch. "That was a low blow, Havener!" he yells as he attempts to cut down Bud with his axe.
5 damage if hit.
The Half-Orc laughs as he gets his club out and looks down at Guile. "Let me show you how we handle pest out here in the Wilds!" and takes a massive swing at the guardsmen.
4 Damage if hit. If the attack is a natural Even hit or miss, the next attack will deal +6 Damage next turn...
@tinwhiskers
Combat Order- Escalation Die 1
Exiled 2 (Half-Orc) (17)- 9 Damage -Engaged with Guile and Zariya
Bud (16) 30/30 HP- Engaged with Dwarf
Guile (12) 28/28 HP- Engaged with Half-Orc
Mort (9) 19/19 HP
-Muggs 14/14 HP- Engaged with Gnome
Zariya (8) 27/27 HP- Engaged with Half-Orc
Exiled 3 (Gnome) (8)- 7 Damage
PC Stats
Zariya 27 HP 20 AC 12 PD 14 MD
Guile 28 HP 20 AC 13 PD 15 MD
Mort 19 HP 12 AC 11 PD 13 MD
Bud's AC increases by 2(17) until his next turn because he used a flow attack. The dwarf has 5 ongoing poison damage, because it was a natural even hit
@discrider
Geth Roll 1d20+6 vs PD for second certain toxin against the dwarf.
Geth roll 1d8+4 for damage
"A fine swing, but perhaps it leaves you a bit open?"
Geth roll 1d8+3 for damage
And the orc now suffers -4 to hit anyone but me and -4 to disengage
"My name's Guile, and we wish the return of your prisoners." Guile follows through with an elbow to the bent orc's jawline.
"As much as I detest breaching your wall, we will do so if need be." Guile allows the half-orc to regain his balance.
"But perhaps we can establish some sort of accord?"
Guile steps around the half-orc, opening him up to Zariya's attacks.
@QuantumTurk
@Hellbore If you hit next turn, I'll spend my 4 Command points to give you +3 damage to your attack on the half-orc.
Or really, anyone who attacks the half-orc for that matter I guess. Zariya just seems to be in place to do it.
Geth roll 1d20+4 for attack with Battle Chant
Geth Roll 1d6+4 for damage with battle chant
Geth roll 1d20+6 for muggs chomp
Geth roll 1d6 for doggie damage
And if my chant attack roll is even I can trigger "Move it!" to let someone disengage if they want. OR someone not engaged could move as a free action. Muggs is going to harass this gnome untill re-death I think, so feel free to grab it and narrate what you do.
https://www.youtube.com/watch?v=MLxlZv4cSjI
Do you have a list of your flexible attacks QuantumTurk?
I'm assuming "Move it" is one of them, but you don't need to choose which flexible attack you want to use until after the d20 roll if you want.
Quick edit: Confirmed, spell slots are kinda super premium being a dual caster. Free moves/into out of combat sounded like it would nearly always be good though. Well, at least a free chance to TRY and disengage when you need too.
Also so it's here somewhere, Skeledog Stats: HP:14, AC: 17, PD: 15, MD: 11, +6 to hit
"Hey, eyes here, Exile!"
Geth, roll 1d20+5 for vs half-orc AC
Geth roll 1d8+4 for potential damage (+3 from Guile)
The Gnome tries to shake off Muggs strike it and his allies with a cosmic light show, of strange colors to blind and bewilder the attackers from town.
The dwarf spits out some of the rotten poison Bud spit into his face. "Gods be Damned! The hell was that!?!" The dwarf swings with his axe, hoping to cut Bud down.
Jumping around for continuity sake, but attacks still happen in order.
Geth roll 1d20+5 vs. Guile's AC
Geth roll 1d20+1 vs. Zariya's AC
10 Damage if hit (4 natural and 6 because of last round's ability.)
Color Spray (1d4 targets, rolling for everyone but I'll say who gets hit in the edit)
Edit: Attack only hits Mort and Muggs
Geth roll 1d4 for targets (mostly Mort and Muggs)
Geth roll 1d20+4 vs. Mort's MD
Geth roll 1d20+4 vs. Mugg's MD
Geth roll 1d20+4 vs. Guile's MD
Geth roll 1d20+4 vs. Bud's MD
Geth roll 1d20+4 vs. Zariya's MD
8 Damage if hit.
Geth roll 1d20 to save against poison
Geth roll 1d20+5 vs. Bud's AC
5 damage if hit.
@tinwhiskers
Combat Order- Escalation Die 2
Exiled 2 (Half-Orc) (17)- 14 Damage- -4 to hit anyone but Guile and -4 to disengage -Engaged with Guile and Zariya
Bud (16) 25/30 HP- Engaged with Dwarf
Guile (12) 18/28 HP- Engaged with Half-Orc
Mort (9) 8/19 HP
-Muggs 6/14 HP- Engaged with Gnome
Zariya (8) 27/27 HP- Engaged with Half-Orc
Exiled 3 (Gnome) (8)- 25 Damage Staggered- Engaged with Muggs
PC Stats
Zariya 27 HP 20 AC 12 PD 14 MD
Guile 28 HP 20 AC 13 PD 15 MD
Mort 19 HP 12 AC 11 PD 13 MD
If I can hit either the gnome or the half orc as the 2nd target for Twin Panther Claw, I will. I'd prefer to hit the gnome if I have the choice of the two
Then pivots throwing his opposite foot back towards the gnome.half damage if the 17 misses
Bud's AC is now 18, since he completed a finishing move. Also @Grunt's Ghosts the dwarf should still take the 5 damage from the poison(20 dmg total), before he makes the save
Geth Roll 1d20+7 vs AC Flurry at Dwarf
Geth Roll 1d6+4 damage for Flurry at Dwarf
Geth Roll 1d20+7 vs AC Twin Panther Claw at Dwarf
Geth Roll 1d20+7 vs AC Twin Panther Claw at Gnome
Geth roll 1d10+4 for Twin Panther Claw Damage Dwarf
Geth roll 1d10+4 for Twin Panther Claw Damage Gnome
@discrider
Also how many interrupts can I do per turn rotation?
Bud's first strike against the Dwarf is easily parried away, but when the cowboy monk goes into a crazy whirlwind of spin kicks, the dwarf isn't prepared and is quickly knocked out. Bud's spinning continues as he lands a blow on the gnome, leaving the wizard barely standing.
@discrider
Combat Order- Escalation Die 2
Exiled 2 (Half-Orc) (17)- 14 Damage- -4 to hit anyone but Guile and -4 to disengage -Engaged with Guile and Zariya
Bud (16) 25/30 HP- Engaged with Gnome
Guile (12) 18/28 HP- Engaged with Half-Orc
Mort (9) 8/19 HP
-Muggs 6/14 HP- Engaged with Gnome
Zariya (8) 27/27 HP- Engaged with Half-Orc
Exiled 3 (Gnome) (8)- 31 Damage Staggered- Engaged with Muggs and Bud
PC Stats
Zariya 27 HP 20 AC 12 PD 14 MD
Guile 28 HP 20 AC 13 PD 15 MD
Mort 19 HP 12 AC 11 PD 13 MD
"Your pals are almost down for the count, you're outnumbered, and we're just barely getting started!"
If Mort is near me @QuantumTurk during his turn, then he can rally as a free action, or if you don't use that, then Zariya can be set up again.
Would prefer you didn't go down though.
Geth roll 1d8+3 for damage
Zariya missed, so I couldn't use the interrupt or spend the command points.
That interrupt can only be triggered when an ally hits.
I mean technically I could say I have 6 now, as I'll be using one to give @QuantumTurk a free action rally to make sure he doesn't drop. But that's also sort of dependent on Zariya wanting the free action rally on her turn.
Otherwise it's the other side's turn immediately after Zariya...
"Here's my counter-offer."
Geth, roll 1d20+9 for Smite Evil
Geth, roll 1d8+16 for damage (half on miss)
If Mort's going to just stand there until the next round at least, he can use his action to rally, and I can give +3 damage to Zariya instead.
Otherwise if we're going to make him attack I'd be using the free rally interrupt instead.
+3 damage to Zariya's attack.
Geth roll 1d8 for Mort's recovery.
+2 for me to hit next turn.
6 command points left.
SO: Mort is ending that gnome. Cast spells at US. I'M the magic here.
Geth roll 1d20+4 for attack with Battle Chant
Geth Roll 1d6+4 for damage with battle chant
Geth roll 1d20+6 for muggs chomp
Geth roll 1d6 for doggie damage
And as order might matter if the gnome dies, I see mort attacking first to get the gnome off of Muggs, so if the Gnome falls Muggs will go for whatever arm is closest. (GM choice)
Free rally to Mort, no bonus dmg to Zariya