Tiberious Attica |
On side note! Both Aurix and Varis add +2 to their damage rolls when they used their action points for an additional attack :) Commanding Presence.
Also im at 10/22 so im bloodied whats that mean? lol anyways if it inhibits me at all let me know also does drawing a weapon give the gnoll an aoo? if does hope he doesnt hit lol
Minor action Draw Spear
Standard Action use Myrmidon Formation
Hope I do this right lol
Attack1d20 + 3 ⇒ (7) + 3 = 10
dmg if hit2d8 + 4 ⇒ (7, 5) + 4 = 16
Aurix will gain 5 temporary hit points at start of his next turn if he starts adjacent to me and anyone else that stands by me on their turn even if it misses
Use Action Point buy another action
Commanders Strike Target Aurix
Aurixs's free attack
1d20 + 7 ⇒ (19) + 7 = 26
dmg if hit1d10 + 5 + 2 ⇒ (7) + 5 + 2 = 14+2 is from my int mod
Tiberious grimaces in disgust at the flashes of images gripping his mind paying it even more heed than the bolt sticking out of him. Grimacing he pulls his spear from his back and thrusts its icy tip at the Gnoll. Roaring out in his best parade ground voice he shouts to Aurix giving the dragon man another opportunity to attack. "Ok Corporal show this bloody dog what the militia can do!"
Luce Winterscliffe |
There are some powers which activate when you are bloodied. (Ie - extra to hit for tieflings, regen/speed for shifters, or class powers.) There is also 'Second Wind' you might want to think about taking (if no-one helps with the healing) where your standard action is to recover a healing surge of hit points & for that round only you get a +2 to all defenses.
Luce moves towards the action trying to surround the one handed gnoll, a look of anger upon her confused face. "Brother.. give him back. Her words start to slur in a guttural tone as she tries to shake off the head-ache. But to no avail the constructs powers are strong and out of the corner of her eye she sees a fleeting image breaking her concentration. Though the comfort of Tiberious manner and proximity helps reassure her.
Move: to N11, avoiding OA's.
Save: 1d20 ⇒ 7
GM: How big are the holes the constructs are looking through? Would it be possible to slide one out into the open.
Edit: Oh well, she tried to get into position. Though now she is a bit vulnerable...
Rev DM |
Fresh blood spatters over the courtyard as Tiberious demonstrates again exactly why his superiors placed such trust in him. Blazing with confidence and utterly ignoring his own wounds, he drives his blade deep into the gnoll, giving it a grievous wound.
Unable to shake the tormenting fears, Luce struggles to Tiberious's side and takes some solace from his presence.
Hand is bloodied.
Tiberious you need to make a save v daze.
More explanation in next post to avoid wall-of-text.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Anastria
Hand - BLOODIED
Varis - used AP; dazed (se) and cannot see clay scouts
Aurix - used AP; dazed (se) and cannot see clay scouts; 5 temp hp at start of turn (Tiberious comfort zone)
Vondal
Arbalaster
C1 - cursed by Anastria
C3 - BLOODIED
Tiberious - BLOODIED; used AP; dazed (se) and cannot see clay scouts
Luce - dazed (se) and cannot see clay scouts; 5 temp hp start turn (Tiberous comfort zone)
Rev DM |
ALL - hope you are all enjoying yourselves so far and not finding things too confusing. It's a lot to take on. I am having a blast GMing this group.
In the interests of not completely clogging up the game thread with commentary and explanation, I'm going to set up a section in my GM profile with information about conditions and terms as a reference. Keep the questions coming.
@Tiberious - to answer your questions above:-
- you can change weapons without provoking an OA.
- BUT you were dazed and you could only take one action. I'm guessing you'd rather have used the AP to make the attack that hit, so ...
- you did have a weapon in your hand though (shortsword), so you could have made the attack with that. In the interests of not stalling, I'm happy to say that you did so. It still hits, but would (possibly) have done slightly less damage (2d6, rather than 2d8.
EDIT:
@Luce - the arrow slits are very narrow. You can't fit a creature between them.
Anastria |
HP: 17/25
As her mind clears from the nightmares the blue glowing construct comes into view at the arrow slit attacking Anastria's companions! Her eyes flash darkly and she curses it in a deep eldritch voice not her own.
Witchfire (encounter power)Atk vs Ref: 1d20 + 6 ⇒ (19) + 6 = 25, Dmg: 2d6 + 7 + 1d6 ⇒ (5, 3) + 7 + (3) = 18 and target takes -4 penalty till the end of my next turn.
Green flames urupt around the construct
EDIT: Sorry that's a -4 to attack rolls.
Also spending Action point.
Anastria then focuses on bewitching the things senses to protect herself.
Eyebite (At will) Atk vs Will: 1d20 + 6 ⇒ (19) + 6 = 25, Dmg: 1d6 + 6 ⇒ (3) + 6 = 9 And Anastria is invisible to the target until the start of her next turn.
Rev DM |
Anastria bellows arcane syllables at the construct and watches with satisfaction as its inner mechananism starts to fail horribly.
Aware that he is badly outnumbered, the gnoll makes a break for the gateway, hoping against hope that Tiberious and Vondal will not be able to harm it further.
Another complexity.
The Hand is making a strategic retreat. As Aurix is dazed, he can't make an OA against it. Tiberious may be (he forgot to make his save at the end of last turn. If Tiberious isn't dazed, he can make a basic melee attack as the gnoll moves past him. Vondal can also make an OA, but that won't worry the Hand too much.
Note that the Hand is where he would be on the map if he lives to make his move.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Varis - used AP; dazed (se) and cannot see clay scouts
Aurix - used AP; dazed (se) and cannot see clay scouts; 5 temp hp at start of turn (Tiberious comfort zone)
Vondal
Arbalaster
C1 - BLOODIED; cursed by Anastria; -4 to attacks to end Anastria's next turn
C3 - BLOODIED
Tiberious - BLOODIED; used AP; dazed (se) and cannot see clay scouts?
Luce - dazed (se) and cannot see clay scouts; 5 temp hp start turn (Tiberous comfort zone)
Anastria
Hand - BLOODIED
Tiberious Attica |
Actually I never had a shortsword in hand :( I had my shield and was throwing javelins but im confused, if its a minor action how can it take the place of a whole action, as you saw I didnt move at all so wouldn't that constitute the action I have to forfeit from being dazed? Also I couldn't have used the myrmidon formation as the AP extra attack as its an encounter power and you can only use at will powers with AP correct? As we saw with Aurix and Varis. So I wouldn't have been able to hit the Hand with the 2d6 regardless of not having any weapon. So really, the only clear action that happens is the last one with Commanders strike targetting Aurix as its the only action I could've done with AP as I said Im still learning all these new rules lol but hot dang do I like Warlords, wish there was a similar thing in Pathfinder.
1d20 ⇒ 9vs Daze
Rev DM |
OK. Let's take this one step at a time because I feel I may have mislead you here - in which case any mistakes you've made will be my fault.
First off, if you didn't have a weapon in your hand, then it would be a minor to produce one. That's fine. The point here is that you are dazed and can ONLY take one of a move, minor or standard actions on your turn.
You very sensibly used an AP to take an additional action and used it to make an attack on the gnoll. You can use an AP to take ANY sort of action and use ANY sort of power.
The confusion there is that Aurix and Varis both used At-Will powers which missed and then used their APs to try again using the same powers. If either of them had used an Encounter of Daily power that missed, they could not have used the AP to try to use the SAME power. They could have used their AP to use a different one.
In this case, you used your single action while dazed to take out a weapon, then thought you had a standard to use as well. You used an At-will, fluffed it and then used an AP to use an Encounter power that hit. The only problem here is that you thought you had more actions to play with than you actually had.
So, as you rightly say, your turn would have ended with the Commander's Strike attack granted to Aurix and you still have the Encounter power at your disposal.
This is a confusing situation, and I'm not a fan of winding back the action unless I really have to, but in this case, I will.
You and Aurix are still dazed, the Hand has not fled as he isn't bloodied and I will update the map accordingly.
All make sense?
Rev DM |
Bit of retconning here. Hand not bloodied and didn't moved.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Varis - used AP; dazed (se) and cannot see clay scouts
Aurix - used AP; dazed (se) and cannot see clay scouts; 5 temp hp at start of turn (Tiberious comfort zone)
Vondal
Arbalaster
C1 - BLOODIED; cursed by Anastria; -4 to attacks to end Anastria's next turn
C3 - BLOODIED
Tiberious - BLOODIED; used AP;
Luce - dazed (se) and cannot see clay scouts; 5 temp hp start turn (Tiberous comfort zone)
Anastria
Hand - BLOODIED
Varis Shepherd |
Varis' anger boils up at the images floating around in his mind. The gnoll below is no better, and the other enemies have vanished. He slips his way over to the nearest arrow slit to fire down into the courtyard. Having directed his arrow and his anger at the gnoll, Varis is able to push the disturbing images from his mind.
Deft Strike, move 2 sq before the attack to I20, attack Hand 1d20 + 7 ⇒ (10) + 7 = 17 vs AC. damage 1d10 + 5 ⇒ (7) + 5 = 12.
Save vs Daze 1d20 ⇒ 11
Rev DM |
Varis leaps to the arrow slit and unleashes an arrow on the gnoll, severing a tendon and nearly sending the creature tumbling to the ground. The effort seems to clear his head and the clay scouts pop back into view.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Aurix - used AP; dazed (se) and cannot see clay scouts
Vondal
Arbalaster
C1 - BLOODIED; cursed by Anastria; -4 to attacks to end Anastria's next turn
C3 - BLOODIED
Tiberious - BLOODIED; used AP;
Luce - dazed (se) and cannot see clay scouts
Anastria
Hand - BLOODIED
Varis - used AP
Aurix "BattleAxe" Rhogar |
Aurix roars at the Gnoll and lifts his axe again, swinging it high and horizontal, looking to sever the thing's head from its vile shoulders once and for all!
Standard Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d10 + 5 ⇒ (3) + 5 = 8
Save vs. Daze 1d20 ⇒ 10 10 and above right?
Rev DM |
Aurix's aim is true. If anything the visions of his former life seem to spur him on as the Hand topples to the ground.
Dead or unconscious? Your call.
The big dragonborn's eyes clear and the he can now see the bewildered scouts.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Vondal
Arbalaster
C1 - BLOODIED; cursed by Anastria; -4 to attacks to end Anastria's next turn
C3 - BLOODIED
Tiberious - BLOODIED; used AP;
Luce - dazed (se) and cannot see clay scouts
Anastria
Varis - used AP
Aurix - used AP
Vondal Brewerson |
Not wishing to break with a winning formula... Another Freezing Burst, this one in Q19 and affecting C3. 1d20 + 5 ⇒ (14) + 5 = 19 v Ref, damage 1d6 + 4 ⇒ (4) + 4 = 8 and if I hit I slide our little friend to Q19. I think it can fly but anyway...
Vondal unleashes another of his icy blasts.
Rev DM |
Vondal - moved you two squares in to get you in range of Q19.
Vondal applies more cold to C3 and the construct collapses in a heap as its inept mechanisms fail completely. Somewhat to his disappointment, Vondal is deprived of finding out how well it can fly.
The remaining constructs dither as their leader falls. With nothing to guard and no orders to follow, the clay scout moves to the battlement, hops over and flaps clumsily to the ground behind the arbalester.
The arbalester itself sends another bolt into Tiberious, but seems to have lost any sense of self-preservation and remains in the open.
Bolt v Tiberious (AC)
1d20+10=30. Waste of a crit as it still only does 3 damage ...
3 damage to Tiberious.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Tiberious - BLOODIED; used AP;
Luce - dazed (se) and cannot see clay scouts
Anastria
Varis - used AP
Aurix - used AP
Vondal
Arbalaster
C1 - BLOODIED; cursed by Anastria; -4 to attacks to end Anastria's next turn
Luce Winterscliffe |
Tiberious, on my turn I was planning on using a ranged attack. Unfortunately they are both Burst:1 - thus if you melee, I will DELAY. Alternatively, if you wish to you could - delay, use 2 Inspiring Words (on different targets), Second Wind, or ranged power?
If my attack is successful, I might be able to slide Arbalest to either be flanked by you and Aurix. Or be in a Burst:1 for the others. Of course now I'd probably miss ;p
Sorry, for confusing everyone some more. Hope this doesn't sound like I'm giving orders or defining your turn. It's just I realised that if I didn't say anything then my action maybe irrelevant.
Tiberious Attica |
Ug my problem is character wouldn't know what your doin lol if you want just tell him in rp which we should be doin so characters seem more real lol, anyways was really just planning on moving and using inspirational word, what do you do with a surge? Brother has all the books atm, I just know I get an additional 1d6 for healing.
Tiberious Attica |
Tiberious readies his spear and moves forward to be in a better position growling under his breath to himself "Come on solider you've had worse done to you on the parade ground!"
Move action to P16
Standard action use Inspiring Word
1d6 + 5 ⇒ (1) + 5 = 6
HP: 13/22
Luce Winterscliffe |
The flake of snow melts upon her rosy cheek and Luce's fractured mind drifts. 'The cold wind driving down from the high hills; catching in the Vales and whipping through the coarse heather and ferns. Sheep huddling in herds against the Dales weather.' Luce tries to concentrate and manifests the flakes of ice from Vondals' conjuration into a freezing sleet; she exhales and they become a driving cold rain upon the Warmachine. Pushing at it's strings and beams.
Luces' shoulders slump as the memories and spirit of the land leaves her.
Attack: Chill Wind (burst:1) against Fort of Ar = 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 ⇒ 5 & if hit Slide to S14
Save Vs Daze: 1d20 ⇒ 4
Rev DM |
Tiberious brushes aside his injuries and moves steadily across the courtyard ready to bring the fight to the arbalester.
Luce does her best, but is unable to shake the horrible mental image of Kyle trapped and in danger.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Anastria
Varis - used AP
Aurix - used AP
Vondal
Arbalaster
C1 - BLOODIED; cursed by Anastria; -4 to attacks to end Anastria's next turn
Tiberious - used AP
Luce - dazed (se) and cannot see clay scouts
Anastria |
HP: 17/25
If possible:
Anastria Moves to the edge of the battlement S12 and focuses on her wand enscribing symbols in the air she activates the wands power directing the resulting burst of fire at her enemies below.
Scorching burst on square: S14.
Atk vs Reflex on C1: 1d20 + 3 ⇒ (11) + 3 = 14
Atk vs Reflex on Ar: 1d20 + 3 ⇒ (8) + 3 = 11
Dmg: 1d6 + 4 ⇒ (1) + 4 = 5 fire damage.
Warlocks curse damage to C1 1d6 ⇒ 6
If it's not possible to attack over the side like that:
Anastria steps over to the arrow slit and focuses on the ground below. She cringes as she steps through the Feywild using the magic inherent to her race to teleport into the court yard.
move to R 10 and Teleport down to Q 10.
Rev DM |
@Anastria - you can lean over the wall.
Leaning over the battlement wall, Anastria eliminates the last scout, but narrowly misses the arbalaster.
Cursed enemy drops, so your pact boon triggers.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Varis - used AP
Aurix - used AP
Vondal
Arbalaster
Tiberious - used AP
Luce - dazed (se)
Anastria
Varis Shepherd |
Varis moves up around the wall, from his current arrow slit to the next closet one to the north. Using the cover provided he slips into the shadows, before popping up at the other opening to shoot. His shot is really just enough to see what to expect from the weird machine.
Move to F17, and stealthing 1d20 + 9 ⇒ (9) + 9 = 18
Standard, Probing Strike on Arbalaster 1d20 + 7 ⇒ (7) + 7 = 14 vs AC (add +2 with CA), if hit damage 1d10 + 5 ⇒ (1) + 5 = 6 (and 2d6 ⇒ (5, 4) = 9 with CA).
Rev DM |
Varis's arrow passes tantalisingly close to the big crossbow, but whatever consciousness it possesses does not allow it to spot the hidden elf.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Aurix - used AP
Vondal
Arbalaster
Tiberious - used AP
Luce - dazed (se)
Anastria
Varis - used AP
Aurix "BattleAxe" Rhogar |
Move to Q13
Aurix lumbars forwards and growls out a challenge to the Arbalest, swinging his axe savagely at the creature's knee, hoping to hobble it and force it to commit its full attention to him instead of his companions.
Knee-Breaker1d20 + 7 ⇒ (14) + 7 = 21
Knee Breaker Damage: 2d10 + 5 + 3 ⇒ (3, 1) + 5 + 3 = 12 and Arblaest is Slowed.
Gain 3 Temporary Hit-Points.
Vondal Brewerson |
Not normally, because most non-AC defences are lower. Most of the time you can improve your AC with armour and a shield, but you have to resort to feats or magic items generally to improve your other defences as a player (the one exception being the bonus to Reflex from having a shield). Monsters are generally built with lower non-AC defences too, though that is less hard and fast.
Rev DM |
Aurix takes the direct approach, whacking the bizarre crossbow and watching with satisfaction as a wheel falls off, slowing it. Before it can respond, Vondal coats it in ice and slides it forward.
The whole mechanism trembles and looks about half collapsed as it thumps sideways into Aurix, missing the dragonborn completely as more cogwheels fall off.
It's bloodied, or possibly oiled in this case.
Slam (AC) v Aurix
1d20+10=15. Miss.
For reference:
Battlements provide superior cover (-5 to attacks).
Arrow slits provide partial cover (-2 to attacks).
Walls are 4 squares high.
Two staircases which you can climb at half speed.
Note that the south door is now open.
Daze - a dazed character may only take one of either a move, minor or standard actions on its turn. Dazed characters grant combat advantage (+2 to attack rolls against them). They may not take immediate actions or make opportunity attacks. They may use an Action Point to take an additional action on their turn.
Tiberious - used AP
Luce - dazed (se)
Anastria
Varis - used AP
Aurix - used AP
Vondal
Arbalaster - BLOODIED; marked by Aurix; slowed to end Aurix's next turn
Rev DM |
Note that I try always to say which defence a thing is targeting. Example above "Slam (AC)". Aubrey (Vondal) is right that for most creatures AC will be the highest defence, and implement wielders tend to target one of the others. It holds less true as you go up in level, but by that time you've usually managed to pick up some fancy magical knick-knacks to help you out.
Tiberious Attica |
yeah thanks vondal Ihad no idea thats what you did i was kinda dissapointed that In only got +3 to my powers seemed like an easy way to miss with these awesome powers lol
Move to P14
Use Wolf Pack tactics to shift Aurix to R 14
Attack
1d20 + 6 ⇒ (14) + 6 = 20+2 for Combat advantgage
If hit
1d8 + 4 ⇒ (2) + 4 = 6