
Ralph Skull Carver |

Just a suggestion, Vajra, you may want to draw attention to which Maneuvre you're using, when you use them. Just putting, for example, "Sapphire Nightmare Blade" in OOC tags would be nice.
On an unrelated note, if the Concentration check was unsuccessful, which it appears to have been, the Attack is made at -2, and deals normal damage. That's a good thing to put out there.

Ralph Skull Carver |

Eh. I find that it's best to put the maneuvre name in the post, or say what it is, whatever medium you're using. Just in case the DM wants to look it up to see how it interacts with this, that, or the other, or whatever otehr reason there might be for it.

Ralph Skull Carver |

This is why I wanted Cornelius to move, though I didn't see that Laine is also in the way. I was going to have Ralph charge, but there's now no way for him to do so. He could've jumped the gap fairly easily and continued charging, but there are now allies in the way, and if I'm not mistaken, you can't charge through allied squares. Actually, now that I look at the map more closely....
Ralph charges forward To ED89, swinging his Guisarme in a wide arc as he stops, to try and connect with the warforged before his strength leaves him.
Full attack with pounce, using full Power Attack and trying to trip wiht the first attack.
Touch to Trip: 1d20 + 10 ⇒ (6) + 10 = 16
Strength to Trip: 1d20 + 17 ⇒ (9) + 17 = 26
Attack: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 2d6 + 14 ⇒ (5, 3) + 14 = 22
With these final blows, Ralph grasps at his head for a second, slightly off balance for a moment as he returns to his normal size, breathing heavily as he lifts his weapon again, ready to defend himself.
Ralph is not only medium-size again, he is also fatigued. As far as I can tell, I'd get to pick which square he ends up medium in, so let's pick E8.
Edit: Forgot about flanking bonus, which is now added in.

DM Darkwalker |

Ralph as you make the last of your rage count, your weapon hooks the warforged on its chest plate......
str.check 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13 and dragging it to the ground, as the blade of your guisarme hacks through the plating striking the tender vitals. scores of fluid and soft mushy goo run to the ground and the warforged crashes at the feet of your comrades

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PHB pg13, Being medium-sized it's 30ft unless you're wearing heavy armor which then is 20ft. The base movement is for a single move action. There are a couple classes that changes the base speed (like the monk)

Ralph Skull Carver |

You've got your speed written on your Profile. Each square of movement is 5 feet. Your speed is, however, incorrect, as your speed isn't slowed by armor, and by your 16 strength, I doubt it would be slowed by encumbrance, either.

Kirren Baelash Koehvain |

Kirren continues to shoot from his position. Dear goodness, at this rate he will be out of arrows.
1d20 + 7 ⇒ (15) + 7 = 22 bow attack, 1d8 + 1 ⇒ (2) + 1 = 3 arrow damage.
1d20 + 7 ⇒ (10) + 7 = 17 bow attack, 1d8 + 1 ⇒ (5) + 1 = 6 arrow damage.
A quick Perception check to see how wounded the warforge looks, 1d20 + 6 ⇒ (19) + 6 = 25.

Ralph Skull Carver |

Ralph's turn assumes that the warforged is down for the count.
Ralph steps forward To E9 towards a skeleton, calling to those near the girl, "Get her out of here, I'll cover your exit." He then proceeds to attack a nearby Skeleton, breathing heavily whilst fatigued.
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Attack of Opportunity, when Provoked: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 2d6 + 6 ⇒ (2, 6) + 6 = 14

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Although it's more important to save the girl and keep her alive, David doubted the skeletons or resistance would last much longer; Until she was safely out of the room he would continue to attack skeletons.
Move to C12 (30ft move) and attack the skeleton there (C13)
Normal Attack: 1d20 + 5 ⇒ (4) + 5 = 9 mmmm Doesn't seem likely to be enough...
Makes me wanna do some other action but that's not very honest..

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Aramil looks the girl over. Though still prepared to fight, he just takes a knee, and still has weapon in hand.
1d20 + 9 ⇒ (10) + 9 = 19 Heal check.

Kirren Baelash Koehvain |

Kirren recognizes that the only foes left are skeletons... Unless he sees something else to shoot besides skeletons, 1d20 + 6 ⇒ (1) + 6 = 7 Spot check, he moves forward stowing his longbow, then on the next move forward he draws his warhammer. Next to an ally, not in front of one.
Would you please put a link in the campaign info for where are maps are, even if it is still d20. I trust the DM to place me in a logical position.