War of the Wyrms: Accepting Players

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Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Okay. I just wasn't certain if that was the case, or you rolled extra dice or something. Yeah, if you're just taking into account the Weapon Training feat, than we're all good.

The hefty blow that Wulfstain delivers to the bandit bloodies him instantly.

The other bandit slides sideways to launch his second dagger at Marisa. It strikes her, but just barely.

Bandit1:
Move: F10 to E10
Standard: Dagger throw
- Attack: 15 + 6 = 21 vs. AC
- damage: 3 + 3 = 6

Marisa's turn.
 

Higurashi

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Jan 23, 2008
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<spoiler=Actions>
HP: 24
Minor: Divine Challenge on Bandit2 (G12)
Standard: Radiant Delirium on Bandit1 (E10)

Attack roll: 14+4=18
Damage roll: 8+5+7(+4)=24


Having taken quite enough daggers to vulnerable spots in her armour, Marisa was pissed enough. She swiftly marks the one threatening Wulfstain with the gesture of one hand and reaches for the skies with her longsword in the other. Divine light gathers around her, seemingly filling the gloomy tavern entirely. She channels the blinding light into her blade and points it at the bandit. The light takes the form of burning ribbons as they shoot out toward him, crackling as they sear the surrounding air, seeking to engulf him completely.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Sorry, I'm aware that this wasn't quite covered in his turn, but Combined already marked that guy. You can't mark that one.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Marisa delivers a devastating blow to the bandit she attacked.

The bandit is bloodied, dazed for a turn (which means they grant combat advantage) and suffers a -2 penalty to AC (save ends). To use an oft' quoted boxing phrase, you've got him on the ropes.

Reggie's Turn.
 

figment of mind

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Jun 26, 2008
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Reggie continued his thought process and tried to attack the bandit near Wulf, trying to change up the line.

Move: to F12

Attack: Enfeebling strike against Bandit2
Attack roll: 17+7=24
Damage roll: 2+4=6
Target takes -2 attack rolls
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Reggie steps in and weakens his target.

The bandit shifts away from Reggie, and tries to hit Wulfstain. Though his mark does him no harm, his blow is far too weak to hurt Wulfstain.

The halfling takes a few steps back to stand by the door. he sends a stone flying at Marisa, afraid of the attack she just unleashed on his ally. But he fares no better than the bandit before him.

Bandit2:
Move: Shift from g12 to h13
Standard: Mace
- attack: 5 + 4 - 2 = 7 (miss)

Halfling:
Move: From I11 to H9
Standard: Sling
- Attack: 3 + 6 = 9 (miss)

Wulfstain's turn
 

Combined

New member
Sep 13, 2008
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Actions said:
Standard action: Holy Strike on Bandit2/H13.
Attack roll: 14+6=20
Damage roll: 16+2+2=20

Minor Action: Divine Challenge on Halfling/H9.
I do believe I may have marked the target before, therefore +2 due to wisdom and +2 due to DWT feat. If the first one doesn't work, then count it as 18 damage.

I also do believe that Bandit2 wouldn't get a penalty to attack rolls, unless Reginald marked him first, but it doesn't seem like it'd help him much.

Burst 5 probably means that I can mark the halfling, yes? I hope so.
[small]Rock throwing bastard.[/small]

This is getting a bit long, no?

Wulfstain stared at the slight dent in his armour for a moment and then lashed out with his majestic weapon against the attacker. He seems to become a bit more serious for a moment. He really does like his armour.

As he turns away and looks at the halfling with burning anger evident in his eyes and he shouts, drawing the halfling's attention with a string of Dwarven words of a rather unpleasant nature.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Ah. So you rolled a 10, added six like normal, plus an additional 4 for the mark and the DWT feat.

The penalty comes not from Reginald's mark (which he hasn't even tried to use yet), but from his Enfeebling Strike which, on a hit, slaps the target with -2 to attack rolls for a turn.

Close Burst is worded that way specifically so you can do it at a range without taking Opportunity attacks from melee creatures like normal ranged attacks do. But yes you can mark the Halfling in exactly the manner you did.

4 rounds isn't that bad, actually. At least everyone is posting regularly so its moving pretty well. Last time, the 6 round battle took... what? three months?

Wulfstain's heavy blow knocked the bandit dead where he stood. His maul comes away coated with blood and bits of flesh on the business end.

"Shit!" cries the other bandit. He, in his daze, decides to hoof it out the door.

Bandit1:
Dazed (One action)
Move: to I6

Marisa's turn
 

Combined

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Sep 13, 2008
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Dramatic Flare said:
The penalty comes not from Reginald's mark (which he hasn't even tried to use yet), but from his Enfeebling Strike which, on a hit, slaps the target with -2 to attack rolls for a turn.
Might be an error in my PHB or I may be misinterpreting, then. Lemme see here...

Hit: 1[W] + Charisma modifier damage. If you marked the
target
, it takes a -2 penalty to attack rolls until the end of
your next turn.
 

Higurashi

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Jan 23, 2008
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<spoiler=Actions>
Move: From D14 to I11
Minor: Divine Challenge on Bandit1 (I6)
Standard: Intimidate Bandit1 (I6)

Intimidate roll: 19+9=28
(Jesus, I'm lucky with the rolls this fight o_o)


Marisa wasn't done with this one. She strolls down the tavern to see him hurdle out the door and shouts after him with a terrible grin on her face.
'We'll find you in the mountains and kill you slowly, coward. If you give up now, I might let you live!'
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Ah. You're right combined. Still, that roll was so low not even removing the 2 would hit someone with 0 Dex and no armor. It was just a shitty roll.

And all three of you are, Higs. You guys have barely missed.

However, I12 to I6 is six squares, so he's just outside the range of your mark right now.
You could easily move to I11 instead.
 

figment of mind

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Jun 26, 2008
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Reginald looked at the halfling. He already saw the bandit run out but apparently the little bastard needed to be convinced further...

Minor: Divine challange on halfling.
Move: to H10
Attack: Enfeebling strike against Halfling

Attack roll: 20+4=24
Damage roll: (though if i remember corectly rolling 20 equals a auto-critical i'll put this on anyways just in case) 3+4=7
Target takes -2 attack rolls
 

Combined

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Sep 13, 2008
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Dramatic Flare said:
Yes it does. What's the maximum possible damage you can deal?
Interjecting for just a moment. According to his character sheet, it's 12.

[small]Sorry about this, fellas.[/small]
 

figment of mind

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Jun 26, 2008
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Combined said:
Dramatic Flare said:
Yes it does. What's the maximum possible damage you can deal?
Interjecting for just a moment. According to his character sheet, it's 12.

[small]Sorry about this, fellas.[/small]
[spoiler*Blinks twices*] ...He's right, it is 12. I would be slightly upset about that if not for the fact that most of my character sheet isn't up(last time i checked) and i think, or rather thought that it cut off just before that.

*goes back and reads* Oh Nevermind, guess it is all up now.[/spoiler]
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Actually, it was. The problem was that since we were dealing with nested spoiler boxes, the Escapist system just dropped text after a particular number. I didn't notice until recently, and decided to take off every character not currently being used (there were a few before yours) so your character sheet would show completely.

Anyhoo... just noticed after reviewing that sheet myself, but the bonus to Enfeebling strike is actually 7 for you Figment. Not that you needed it this turn, but you actually only added 4.

Enfeebling Strike: +7 vs AC. 1d8 + 4 damage. If you marked the target, it takes -2 attack rolls until the end of your next turn.

Ah, and combat's done. Act in whatever order you wish.

The halfling takes a ferocious blow from Reggie, sinking to his knees and clutching his chest.
The bandit halfling quails. "I surrender! I surrender!"