War of the Wyrms: Accepting Players

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Combined

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Dramatic Flare said:
Wulfstain has won initiative, currently.
Do you know what to do, Combined?
I think I do, but a quick refresher would be good or I might mess up.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Example combat posts.

Ninjablu said:
Salasar the Dragonborn roared at the trio of goblins in front of him even as they charged the group. he let his breath go, and let it be filled with acid. Shifting forward, he let his wicked scimitar come down on the goblin in front of him.
Minor action: Dragon breath.
@ goblin d2: (attack roll)
@ goblin c3: (attack roll)
@ goblin d4: (attack roll)
damage: (damage roll)

Move action: shift to e2.

Standard action: guiding strike
@ goblin d2: (attack roll)
damage: (Damage roll)
Ninjablu said:
Dio shifted back from the wolf harassing him- the wizard wasn't going to last much longer. Shifting into a run to cover the great distance, Dio used every last ounce of speed he had to reach the wolf pinning his friend to the ground though he could do nothing while waiting to catch his breath at this moment
Move action: Shift to h3.

Standard action: demote to another move action. Run to a12.

minor action: none.
Here's list of stuff you can do on your turn:

higurashi said:
Standard Actions: Attack; Administer a potion; Aid another; Bull Rush [push enemy one square, shift into unoccupied square]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense [+2 to all]; Sustain standard action; Second Wind; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Thievery depending on circumstances);

Move Actions: Crawl[prone, half speed]; Escape from a Grab; Run [speed +2, grant combat advantage]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk; Spend an Action Point [free action, not in surprise round]

Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
On each turn, you get one each of the following:
Standard action
Move action
Minor action
(Opportunity Action)

you have many special powers, the majority of which are standard actions and some which are limited to once per encounter or once per day. At-will powers can be performed as often as you wish.

Most numerical values are on your character sheet. If you need to know how far you can move, it's there. Bonus you add to your d20 roll for a particular attack? it's there. Number of times you can do a jig before getting slapped by the DM? well, it's not there, but you get the idea.

Other questions, like what does something mean, I'm much happier to answer. I can help you identify your attack values and such, but I think you can handle it. If it doesn't look right I'll say something.

A pretty basic run down of a turn looks something like this.

Move action: get next to target.
Minor action: If possible, buff self or allies
Standard action: attack target.

Opportunity actions are special because they happen on other characters' turns, usually your enemies'. Usually, this is an Opportunity attack for some stupid creature trying to run by you, however at later levels you can get special powers that might utilize that slot.
Note that the main point of a one square shift is to move while avoiding Opportunity Attacks.

I also note that you're a Paladin, and you can mark targets so they take damage for attacking someone other than you. Marking is almost always a free action, and topped on another action like attacking the target or something.
 

Combined

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Dramatic Flare said:
Thank you. Righty-oh, let's give it a go, then.

Wulfstain stared down the nearest opponent and launched himself in his direction, roaring with barbarian anger, only slightly hindered by a nearby table.

Move action: Run to E16.

Marking that bastard in G10 would be nice, but I assume I can't do that.

Um. Nothing else useful to do, really.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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No. I'm certain marking is a touch range ability.
I don't know how you counted your squares, but i want to note that you can move diagonally. Your current move only used only four out of seven possible squares.
Would you like to move farther?

Oh, and before I forget again, everyone make a perception check.
 

Higurashi

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Jan 23, 2008
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<spoiler=OOC>Divine Challenge is Close Burst 5, actually, meaning it can have a very good range depending on situation. It's a magical challenge with searing divine light. (Pala would be near useless if it was on-touch, tbh)
Perception roll: 15,+2
Also, lol figment.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Well that's something the Paladin has over the fighter then, because I know their challenge is melee weapon range. They can only mark it if they can hit it.

Combined, if you move three squares closer you can mark one of the two up front.
Hang on, lemme check my map...
If you move three square to F13, you can mark them all. At E13, you can mark all except Rabble4, the one in the corner of the building, at J9.
 

Higurashi

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Jan 23, 2008
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<spoiler=OOC>Aye, the Fighter automatically marks on attack, whether it's a hit or miss (which is considered a better way of marking). Divine Challenge is a minor action, and can only mark one at a time. They both end at the challenger's next turn, so Pala's challenge takes more work to sustain. Then again, the penalty for attacking someone else after a Divine Challenge has no range limit, while Fighter gets an opportunity attack so he has to be close for full effect.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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I figure four days long enough. Sorry Combined, but I would like to keep the game moving.

Rushing forward from his position, one of the smelly men delivers Marisa a nasty knock.

Rabble4:

Move: From J9 to E13

Standard: Club
Attack roll: 20 + 6 v. AC (natural Crit)
Damage: 4
Marisa now at 30/34 HP

Marisa's turn.
 

Higurashi

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Jan 23, 2008
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Chuckling at the surprisingly accurate blow to an arm joint in her armour, Marisa faces the man who struck her and makes a swift cut against his neck that fills her body with divine warmth.

<spoiler=Actions>

Minor: Divine Challenge on Rabble4 (E13)
Standard: Bolstering Strike on Rabble4 (E13)

Attack roll: 15,+7
Damage roll: 7,+4
Temporary hit points gained (Bolstering Strike; WIS mod): +2
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Ah, okay. The comma threw me off.
Also, though all of you (except Reggie, it seems) can see the part of the man watching through the door, you can't make out any details.

Marisa's retribution is quite deadly, for she completely caves in the side of the man's head.

"Gorband! NO!" Cries a second stinking human. This one also rushes forward, but in his rage completely misses Marisa.

Rabble2:
Move action: G10 to E13

Standard action: Club
Attack roll: 2 + 6 = 8 (miss)

Reggie's turn
 

figment of mind

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Jun 26, 2008
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Reggie, eager to get into the action, rushed up towards the first bandit he saw and attacked. He didn't think on how this could block Wulfs movements at the time, he was just iching to fight.

Move action: C15 to E14(Was once F13)
Minor action: Divine Challenge on Rabble2
Standard action: Enfeebling Strike on Rabble2

Attack roll: 7+7=14 to AC
Damage roll: 6+4=10
If i did somehow hit the target then he takes -2 attack rolls til the end of my next turn along with the -2 from the Divine Challenge.

Also, can we move a character through(not on) a space occupied by another character?
 

Higurashi

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Jan 23, 2008
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figment of mind said:
If i did somehow hit the target then he takes -2 attack rolls til the end of my next turn along with the -2 from the Divine Challenge.

Also, can we move a character through(not on) a space occupied by another character?[/spoiler]
<spoiler=OOC>Just a sidenote, that -2 penalty to attack rolls upon Divine Challenge is only for any attack that doesn't include Reggie as a target.
And yes, you can move through ally squares. Enemies, only when they're helpless or two sizes smaller than you. You can end a turn on an ally square when they're prone, and enemies only when they're helpless.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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As Higs says.

However, moving in that fashion will make you subject to an Opportunity attack from the person you are fighting. Essentially, Opportunity Attacks are triggered when you move through multiple squares of enemy control. In this case, you would hit his zone of control at E14 (if I figure on you moving around Marisa, though you wouldn't have to), and move to a second square of his control at F13.

I'm specifying zone of control because some monsters, and even interesting PC characters, can hit with opportunity attacks before the enemy is directly next to them, even though Opportunity Attacks are specifically melee.

Anyway, are you sure you want to take that attack, or would you like to try moving in a different manner/ to a different location?
The table takes an extra square of movement to get on top of.
 

figment of mind

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Jun 26, 2008
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I thought i put E14. Guess i changed it around so much that i didn't realize which one i put in(i spent 15 minutes hopping between that and finding something to eat so yeah). I'll just change it to E14 and keep the rest of it the same. Thanks for the chance to do so instead of violently blindsiding me with that.

Higurashi said:
figment of mind said:
If i did somehow hit the target then he takes -2 attack rolls til the end of my next turn along with the -2 from the Divine Challenge.

Also, can we move a character through(not on) a space occupied by another character?[/spoiler]
<spoiler=OOC>Just a sidenote, that -2 penalty to attack rolls upon Divine Challenge is only for any attack that doesn't include Reggie as a target.
And yes, you can move through ally squares. Enemies, only when they're helpless or two sizes smaller than you. You can end a turn on an ally square when they're prone, and enemies only when they're helpless.
Yeah, i know, i just put that in because i was bored and it felt incomplete to me.
Also, thank you for this info.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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I give people warnings with new rules. If you do it again, I'll probably just let it happen.
Though, if you want to move around a monster in a circular manner, it's acceptable to do this.

Move:
A1 to A5 by way of C3.

If that makes sense.

The human, keeping at least some of his wits about him, managed to get out of the way of the blow.


"I'll try and flank 'im!" shouted the third as he leaped up on the table. However, his blow was a complete miss.

The last one also rushed forward, but his blow against Reggie was an even greater miss.

The bartender cowers behind the bar.

"Looks like we'll have to do this the hard way!" says a bandit as he rushes in. He flings a dagger at Marisa that strikes her squarely in the chest. He readies a second.

A halfling follows him in with a whirling sling. In his rush, however, his shot completely misses everything.

Rabble3
Move: to F14
Standard: Club
Attack: 8 + 6 = 14 vs. AC (miss)

Rabble4:
Move: H8 to F14
Standard: Club
Attack: 5 + 6 = 11 v AC (miss)

Top of the Initiative.

Banit2:
Move: from K7 to G11
Standard: Throw Dagger
attack : 18 + 6 = 24 vs AC
Damage: 4
Minor: draw dagger

Halfling:
Move: G7 to H12
Standard: Sling
Attack: 2 + 6 = 8 Vs AC (miss)

Wulfstain's turn