Begin Combat Round 3.
Starting positions for Turn 45 are displayed on the Combat Map.
The initiative order is:
Initiative 21: Banjo
Initiative 20: Zombie
Initiative 15: Thurstan
Initiative 14: Thurstan’s Wolf
Initiative 12: Clint
Initiative 12: Torvald
Initiative 11: Blunderbuss
Initiative 9: Varag 1
Initiative 7: Varag 2
Initiative 7: Jean
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Map Key:
Gray is the floor.
Blue stars are statues.
Small white rectangles (or close approximations) are doors.
Clint – Player Action Response - GM Turn Post #45
ReplyDeleteSmiling wickedly, Clint draws his longsword and administers a Coup De Grace attack on the helpless Varag at his feet...
Attack – G5
Attack Roll (s) – [19]+2 = 21
Confirm Potential Crit – [18] +2 = 20
Damage Roll(s) – 6 +2 = 8 and 4 +2 = 6
Special Damage – +4 more damage from sneak dice.
If it survives the 18pts, it still dies unless it makes a DC28 Fort Save.... Bruce sez so.
Rolls for Saving Throws/Skill checks –
[5] [1] [19] [15] [3] [19] [16] [1]
Ohh, and .... FIRST! ;)
ReplyDeleteresponce to GM turn post #45
ReplyDeleteThurstan Howl - Initiative(+1) = 14+1=15
move -
action - attack
Attack roll (+6) - 18+6=24
Damage roll (d8+5) - 5+5=10
Rolls for Saving Throws/Skill checks -
[12] [10] [6] [14] [10]
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T.H.Wolf - Initiative(+2) = 12+2=14
move -
action - attack
Attack roll (+3) - 16+5=21
Damage roll (d6+1) - 5+1=6
Special,trip (+4) - 12+4=16
Rolls for saving throws/skill checks-
[19] [17] [13] [20] [17]
p.s. i looked up coup de grace for matt, sleeping counts as helpless, so auto hit(allthough he 'rolled' anyway), auto-crit +sneak damage, dc 10+damage fort save
would have been 1st if i weren't looking rules up for matt.
ReplyDeleteget an e-book!
ReplyDeleteCharacter Name – Banjo the Suddenly Effective
ReplyDeletePlayer Action Response - PEW PEW!
GM Turn Post #45
Move 1 –na
Attack –
Move 2 –
Cast a Spell –Magic Missile
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) –
Confirm Potential Crit –
Damage Roll(s) –2d4+2=8
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –
1, 20, 13, 12, 16
Character Name – BLUNDERBUSS
ReplyDeletePlayer Action Response - HRAAAAWWRR!
GM Turn Post #45
Move 1 –NA unless zombie is destroyed. Then move to varag
Attack –Power Attack
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –Fly into RAGE!
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) –20!+10-1=29
Confirm Potential Crit –10+10-1=19
Damage Roll(s) –3+10+3=16
Crit Damage –7+10+3=20
Special Damage –
Rolls for Saving Throws/Skill checks –
15, 18, 7, 10, 4
I forgot; Greataxe is x3 crit. Another d12: 5+10+3=18
ReplyDeleteIs Banjo attacking the zombie?
ReplyDeleteNot that I think that your Crit really matters in if the zombie will die. I believe you will mush it (or the Varag) with ease.
I believe that the new two handed-weapon power attack math for your level is:
Attack = Melee value -1
Damage = Weapon damage + Str bonus*1.5 + 2
That would make the damage without Rage
(3+7+2)+(7+7+2)+(5+7+2)= 42
and with Rage
(3+10+2)+(7+10+2)+(5+10+2)= 51
Still looking for posts from Randy and Paul. If I do not have them by 10:00. I will post without them. (It looks like this fight might be close to ending.)
ReplyDelete