Begin Round 2 of combat. Starting postitions for Turn 3 are displayed on the Combat Map.
The initiative order is:
20 – Thurstan’s Wolf
19 – Banjo
19 – Wolf 1 (F11)
17 - Clint
16 – Worg
13 – Wolf 2 (J9)
10 - Blunderbuss
9 – Thurstan
7 - Jean
1 – Torvald
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Map Key:
Blue stars are the warrior and priest statues.
White ribbons are tombstones.
Green is grass.
Brown is the gravel path.
Gray is the mausoleum.
White rectangles are doors.
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ReplyDeleteClint – Player Action Response - GM Turn Post #3
ReplyDeleteMove 1 –
Attack – Shoot longbow at Worg F13
Move 2 – 5ft step to E13
Cast a Spell –
Use Ability/Item/Skill – Precise Shot, Point Blank Shot
Attack Roll (s) – die roll of 7+(+6+1) = 14
Confirm Potential Crit –
Damage Roll(s) – 2(+2) = 4
Crit Damage –
Rolls for Saving Throws/Skill checks 8, 9, 7, 5, 15
Thurstan Howl - attack
ReplyDeleteresponce to -GM turn post #3
Move 1(20'max) -
Attack - wolf in j9
Move 2 - NA
Cast a spell - NA
Use ability/item/skill - flank
search - NA
Talk to X - NA
Initiative roll - 9
Attack roll (s) - 13+6+2 = 21
Confirm potential crit - NA
Damage roll (s) - 8+5 = 13
Crit damage - NA
Special damage - NA
Rolls for saving throws/skill checks -
...10, 1, 10, 6, 17
SOP stuff:
AC = 21 (ff 20,tch 11)
Weapon:trident,1hand,str+5,BAB+1(+6)
...damage,str +5 = 1d8+5
CMB=10+BAB+1,str+5,siz+0=(+16)
Casting,1st lvl spell DC 13
channel, 1d6 energy,heal/harm
...will ST 13,flee 1d4+2 rnds
Saving Throws(F+5,R+1,W+5)
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T.H.Wolf - move & attack
responce to -GM turn post #3
Move 1(50'max) - k9,k8,
...braving att of opp for flanking(+2)
Attack - wolf in j9
Move 2 - NA
Cast a spell - NA
Use ability/item/skill - flank
search - NA
Talk to thurstan - yelp howl(ouch damnit)
Initiative roll - 20
Attack roll (s) - 11+3+2 =16
Confirm potential crit - NA
Damage roll (s) - 4+1 = 5
Crit damage - NA
Special damage - trip roll 14+12 = 26
Rolls for saving throws/skill checks -
...17, 15, 12, 10, 5
SOP stuff:
T.H.Wolf http://www.dandwiki.com/wiki/SRD:Wolf
AC = 14 (ff 12,tch 12)
bite,str+1,BAB+1,feat+1(+3)
...damage, str+1 = 1d6+1
CMB=10+bab+1,str+1,size+0=(+12)
Saving Throws(F+5,R+5,W+1)
Search(perp+3)=NA
Ability,imp trip
Jean – Player Action Response - GM Turn Post # 3
ReplyDeleteMove 1 – 5 ft step to f12
Attack – Attack wolf in f11
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – MH Roll 16 +3 =19
OH Roll 12 +3 =15
Confirm Potential Crit –
Damage Roll(s) – MH Roll 1 +2 =3
OH Roll 2 +2 =4
Crit Damage –
Special Damage –
no way!
ReplyDeleteSome points of clarification...
ReplyDeleteBruce,
The CMB for your wolf is 2 or 4 with/against the trip. The target DC for a successful trip is 15 + the opponent's CMB. For trips, having more than two legs adds +2 per additional leg to the DC. In the case of the wolves the target is 23. For this round, your wolf's total would be 18 and the trip is unsuccessful.
I was reviewing character sheets and I think that Full Plate is a little too much for a 2nd level character. I think that Half Plate is the highest that I am willing to allow for starting characters. Let me know which armor you choose so that I can update my character summary file.
Matt,
I moved you last round to get the better shot . I did not realize that you had Precise Shot but the move also removed cover penalties. You would have missed in either way.
You have a few options for this round:
1) You might consider taking a 5ft step to E13 and then attack using a melee weapon. This will give you flanking (+2 to hit and an extra d6 of damage from sneak attack) but your total chance to hit would be 2 less. [Best choice if you want to be in melee and for overall damage.]
2) You could 5ft step to E13, E14 or G14 and attack with your bow. Using a bow in melee range will result in an attack of opportunity.
3) You could take a 5ft step back to E15, F15 or G15 (I will add a row to the map) and take a shot with your longbow. No attack of opportunity. [Best choice if you want to remain at a distance.]
I believe that your bow damage is d8 or d8+1 within 30 ft. You only get to apply STR damage bonus if you have a bow fitted to your strength. At your strength, that would cost an extra 200 GP (for a total of 300 GP). I think that is a reasonable expense for a 2nd level character. If that is your intention, please make sure to note on your character sheet. If that is the case, then your damage will be d8+2 or d8+3 in point blank.
for my wolf to trip it's 1d20+2, right?
ReplyDeleteto be tripped the DC would be 15+6(2 additional legs+4)=21, right?
so my roll of 14+2=16 fails the DC of 21, or am i getting this all wrong again?
&
Thurstan is wearing his fathers old plate armor, but its pretty worn and tattered, and as such acts as half plate. i have adjusted my ac scores to reflect this. ie AC=20(ff 19,tch 11)
The CMB for you wolf is 2.
ReplyDeleteWhen performing a trip it is 4 (2 + 2 for improved trip). The Roll would be d20 + 4 against the target DC.
When defending against a trip, the target DC for your wolf is 23 (15 + 4 trip CMB + 4 for extra legs).
I will adjust your character on my summary to reflect the changed AC.
Keith - I step back to E15 and take the shot. I may elect to move in for flanking next round, but I want to keep my options open if I see someone else who needs help - easier to shoot than run past/away from a Worg...
ReplyDeleteAs for the bow and damage - I would like to have it made for my STR bonus, please. Anything else I need to account for?
-M
I forgot aboutimp trip bonus. I'll adjust my sheet. thx.
ReplyDeleteMatt,
ReplyDeleteI will adjust the Combat Map to allow you to step back.
You should be all set. The bow is fine with a +2 STR bonus.
Also remember that if your opponent is flat footed, and you are attacking from a range of 30 ft or less, you will also get to apply your sneak attack damage with your ranged attacks. (If you had hit the first round, this would have applied. This is not an option this round.) You can also move and hide. Assuming that your opponent is not aware of where you are, a sneak attack situation can happen.
On behalf of Dave:
ReplyDeleteBanjo round 2:
Move 1: H11 to H9
Attack: shoot wolf in J9
Move 2: no move unless an enemy moves adjacent, then 5ft step to H10
Roll (8+6-4) 10 to hit
Roll 2 damage
Since I did not receive turns from Corey or Randy, I took turns for them.
ReplyDeleteBlunderbuss – Initiative 10: Does not Move. Rages and Power Attacks for 2 on Wolf 1 with Greataxe(two-handed). Attack roll:11(18), Damage roll:24(10+10+4). Attack hits.
Torvald – Initiative 1: Power Attacks for 2 on Worg with longsword (one handed). Attack roll:9 (14), Damage roll:14 (7+5+2). Attack hits.
test, plz ignore
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again
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