Nilgaar |
"Garash, indeed they seem to be," Nilgaar says over his shoulder as he reloads his crossbow and takes aim at the suddenly BIG (and easier to hit) priest of Kord. "And timid as well. Look at the others how they cower inside the arena doors!"
K-CHUNK!
Nilgaar fires another bolt at Vanin, aiming at his furry face...
1d20+5=10, 1d8=5 ...and it streaks just past his right ear up into the stands.
"Aww, pig balls! That priest is a wee bit tough to hit, ain't he?"
Heinrich the Bold |
Taking Logan's advice to heart and hoping for the best, Heinrich stands up to get a clear view, then nocks his Sleep Arrow into his bow, aiming for the mounted warrior who is fast approaching.
Firing at Spartacus:
1d20+6=19, 1d8+4=10
The arrow deals nonlethal damage, and forces a DC 11 Will save or fall asleep.
If I recall correctly, he can make a Ride check to use his mount as cover, I think. If that is the case, does my arrow hit the horse instead?
False Arenamaster |
The rules don't seem to address the whole "hitting cover" stuff with regards to the horse, but unless someone can site something better, I would rule that if the shot would have hit the person without cover, then the cover bonus to ac would mean that the cover blocked the shot. So the horse would be hit in this instance, but could Spartacus use another ride check to try to negate that damage also? I would say yes to that, it doesn't state how many ride checks can be made in round, but it does state under "mounted combat" that he could only negate damage once per round.
FH
Nameless |
The rules don't seem to address the whole "hitting cover" stuff with regards to the horse, but unless someone can site something better, I would rule that if the shot would have hit the person without cover, then the cover bonus to ac would mean that the cover blocked the shot. So the horse would be hit in this instance, but could Spartacus use another ride check to try to negate that damage also? I would say yes to that, it doesn't state how many ride checks can be made in round, but it does state under "mounted combat" that he could only negate damage once per round.
FH
This makes perfect sense to me.
I had forgotten about the Mounted Combat though... This could be bad!Rurin Songsmith |
Mounted Combat can only be used to negate damage to the mount, not the rider. Basically, you make a Ride check whenever an attack is directed at your mount. Your Ride check result becomes the mount's AC for that attack only. Mounted Combat doesn't protect the rider at all.
mevers |
Sorry guys, I am not going to be around this weekend. Fakey, can you please run Jathali while I am gone? I'll include my tactics for the next few rounds.
Following Round - Drink Potion of Enlarge Person
Rest of the rounds - If possible (ie in reach and avoid AoOs, grapple the squishies (spellcasters and rogues), otherwise grapple whoever is not enlarged, otherwise attack wo is left.
Rurin Songsmith |
Your speed would be 25feet, longstrider adds 10' speed to your 15' of speed.
Well, the spell description says it increases your base speed by 10 ft, which I took to mean it improves my normal speed of 20 ft. to become 30 ft. If my base speed is 30 ft., then heavy armor brings me back down to 20 ft. (instead of 15 ft.). However, if you say my speed is 25 ft., then so be it!
Rurin Songsmith |
Please repost Rurin, the website ate your post.....
I was just saying that the spell description for Longstrider says it increases my base speed, not my total speed. My base speed is 20 ft, Longstrider increases it to 30 ft., and then the heavy armor listing for a 30 ft. speed creature is 20 ft. However, if you say my speed is 25 ft., I'll take it!
False Arenamaster |
False Arenamaster wrote:Please repost Rurin, the website ate your post.....I was just saying that the spell description for Longstrider says it increases my base speed, not my total speed. My base speed is 20 ft, Longstrider increases it to 30 ft., and then the heavy armor listing for a 30 ft. speed creature is 20 ft. However, if you say my speed is 25 ft., I'll take it!
No, you are correct. Re-reading the entry I do notice the "base" in there, I had thought it was a flat +10' to movement. Sorry for the ridiculnessitude.
False Arenamaster |
Arenamaster is taking Garash's turn---
Bitey and Garash take a 5' step forward to W6(Bitey) and X6(Garash).
Garash lets loose a sling bullet at Vanin (-4range)miss
*I didn't want to use any cool stuff that Mothman may have wanted to do differently than I would have, so I kept it simple.*
Spartacus |
Spartacus charges Vanin ending up at F10:G11
Charge w/ Lance (1d20+13=19)
Damage Roll (1d8+6=13)
Total Damage = 39
My Defense is reduced to 17 until the start of my next turn.
Vanin Ironheart |
The preist of Kord strikes out at the mounted warrior barrelling down upon him and hits twice with his large chain.
Vanin uses his two attacks of opportunity to strike Spartacus: d20+9=19, 2d6+9=11, d20+9=27, 2d6+9=15. He deals 26 damage.
Spartacus |
Combat Reflexes and Additional Attacks of Opportunity
If you have the Combat Reflexes feat you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn’t count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.
Only the first AoO counts.
For my team:
Steve Greer Contributor |
Vanin uses his two attacks of opportunity to strike Spartacus: d20+9=19, 2d6+9=11, d20+9=27, 2d6+9=15. He deals 26 damage.
Since this effects my team, I want to point out that Vanin only gets ONE attack of opportunity against Spartacus even though Vanin has Combat Reflexes, because both AOO's being made are for moving out of threatented squares. Check the PHB pg. 137:
...Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent.
Steve Greer Contributor |
Logan Gibbs |
To keep things moving, I'll go ahead and post while FA adjudicates
Logan senses things going his teams way, and loads his crossbow. He takes careful aim at the rider...
And misses handily.
Standard action, fire crossbow at Spartacus
Round 3 Attack roll vs. Spartacus... Need a 19 to hit. (1d20+9, 1d10=[1, 9], [10])
Very much a miss...
Vanin Ironheart |
Okay, sorry about that guys; I didn't realize you could only provoke one attack via threatened squares (my reach is 20 ft not 15 ft.)
Vanin attempts to stabilize and fails, he takes damage. Roll=46
Spartacus |
Multiplying Damage
Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage.
Sorry, here are my other two damage rolls.
Damage Rolls (1d8+6=12, 1d8+6=8)That makes a total of 33 damage. Again, sorry about that. My group just multiplies the damage to speed up combat.
Steve Greer Contributor |
Vanin Ironheart |
Vanin swings his chain at Spartacus in a desperate attempt to drop the mounted fighter.
Vanin attacks Spartacus with his spiked chain: d20+9=17, 2d6+9=12. He hits dealing 12 damage.
False Arenamaster |
Waiting for False Arenamaster to update the situation with Spartacus before taking my turn...
I thought I did. I took the first hit from Vanin and applied it to Spartacus, who has updated his profile to show the damage sustained thus far. Was there something else I needed to address? Vanin's last 12 hasn't been figured in but he should have 6 hp left I would say.
Mothman |
Arenamaster is taking Garash's turn---
Bitey and Garash take a 5' step forward to W6(Bitey) and X6(Garash).
Garash lets loose a sling bullet at Vanin (-4range)miss*I didn't want to use any cool stuff that Mothman may have wanted to do differently than I would have, so I kept it simple.*
Thanks, sorry, should have let you know I wouldnt be around for the weekend!
I'm a bit lost now, whose turn is it?Nilgaar |
Nilgaar is going to go ahead and take his turn. Whether or not Spartacus stays in his saddle shouldn't effect his action, only the position of him and his horse providing soft cover for Vanin.
Nilgar quickly reloads and aims at a portion of Vanin that seems to be less blocked by Spartacus and his horse (square D-10). (This prevents any penalties for firing into a melee since that square is 10 feet away from Vanin's opponent.)
"Come on, baby... hit this time."
CLICK!
"Dammit!"
Nilgaar is disgusted with his crossbow and starts going through the motions of getting to his feet and stowing the worthless item. (Stands next round on his turn)
To his teammates near him:
Heinrich the Bold |
"All right, I've had enough of this ranged combat."
Heinrich drops his bow (free action), then gets over the low wall and walks down to F6 while drawing his ranseur (move action). Finally, he stands in a defensive posture (total defense), waiting for any member of the red team to engage in melee (standard action).
"Come on! Let us begin the real combat!"
I'm not quite sure how I get over the low wall, whether I can just move over it, or if I have to make a Climb or Jump check of some sort. Let me know, and I will roll or adjust my movement accordingly.
False Arenamaster |
I'm not quite sure how I get over the low wall, whether I can just move over it, or if I have to make a Climb or Jump check of some sort. Let me know, and I will roll or adjust my movement accordingly.
+4 to AC, +2 to reflex saves. They cost two squares to move through a space containing a low wall. A DC 20 Tumble check will allow you to move normally over them (DC 25 to charge over them).
So you need to adjust your movement by -5'.