Jelani |
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Okay, so I'm going to go over everyone's character one last time looking in detail for mistakes and give you all your bonus feat, and the NPCs of your gedryht (if any).
Berengar and Ealdfric, since you are very similar characters mechanically and both excellent submissions I couldn't pick. It fits the feel of the game so I am going to have you do a performance combat to the death to see who gets the honor of joining Aldhun's Dryht. We'll use the discussion thread for it.
Your two sibb are bitter enemies, always raiding each other for cattle, women and goods. After the tough winter your groups both just endured you have hardly any people left. Your people are sick of the constant fighting and demand that one of you take over leadership of both groups, and go to represent them in Bremen in the Dryhten's hall. The other must sacrifice his blood to Woten.
Here's a map. We'll start by rolling initiative and then you can fight from there. The ring is made up of the peoples of your tribes, eager to watch the fight.
Ealdfric Se Undeádlíc |
Ealdfric slams both doors open of the hall as he walks in. The scars on his face seem to glow in the firelight of the hall and appear to be angry. He enters into the center of the fighting ring and waits for his opponent, the vile Berengar!
He draws out his greataxe and gets ready.
Initiative 1d20 + 6 ⇒ (3) + 6 = 9
Jelani |
Character looks good. Your bonus feat is Mounted Archery. Your gedryht consists of your two cousins Tuma and Tegze. They are the sons of your father's younger sister and as such have always looked on you in awe. Their father was a Saxon, and he taught them to use the longbow well. Though they lack your skills in horsemanship, they are loyal and brave.
Only mistake I noticed is that the language should be West Germanic (Primitve Saxon). Your bonus feat is Extra Rage. Your gedryht is three young warriors from your sibb. They are kin, though third or fourth cousins. They have fought under you before, blooded against the Franks. Their names are Eadbald, Osric, and Irminric.
Still says battleaxe under traits. Your bonus feat is Improved Shield Bash. Your sibb is too small to provide you with a gedryht. You must earn one through your exploits.
Character looks good. Your bonus feat is Weapon Focus (Battleaxe). Your gedryht is Aldalger and Bertman. Two Franks who followed you back to the Saxons. They were unhappy with Clovis' conversion to Christianity and happily left when given the chance. They have also shaved their faces to protest the Franks.
Can only have one heirloom weapon, you have longspear and tusked listed. Other than that looks good. Your bonus feat is weapon focus claws. We'll worry about the gedryht if you win.
DR should be DR 5/Magic or Large. You need to pick another trait. Language should be West Germanic (Primitive Saxon). Your bonus feat is Furious Focus. Your strange nature has turned off any potential gedryht members.
Ealdfric Se Undeádlíc |
Ealdfric doesn't even let Berengar prepare before rushing at him. He snarls into a rage as he swings his mighty greataxe at him.
Rage, and Power Attack
Attack on Berengar with Greataxe 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Damage minus Berengar's DR 1d12 + 6 + 2 + 2 - 5 ⇒ (3) + 6 + 2 + 2 - 5 = 8
Jelani |
Okay, lets label the posts like this
Round 1
Intitiative: XX
Right now it's Ealdfric's go. I'll update the map as you guys post. I'm gonna label it with A and 1, to mark grid coordinates.
Don't forget your performance checks, right now the crowd is indifferent.
Jelani |
The crowd roars in appreciation of Berengar's cutting trust across Ealdfric's thigh as he charges in past the longspear's reach and slams his greataxe down onto Berengar's shoulder.
Your performance check was successful Berengar, the crowd is now friendly to you.
Friendly: The crowd is beginning to be swayed toward one side in the fray. Audience members cheer when that side achieves some impressive feat in the combat, and their reaction grants a +1 morale bonus on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws for their chosen side. This is a mind-affecting effect.
Edit: Ealdfric, since you hit with a charge attack you can also make a performance check as swift. Going into a rage also triggers one. So I need two from you. But Berengar can go ahead with his turn.
Ealdfric HP: 22/31
Berengar HP: 18/25
Edit:On second thought, lets limit healing surges to one each. Just to keep this relatively short.
Berengar of Bernhild |
Round 1
Initiative: 3
Are you kidding? I think this is going to be brutally short!
Berenger drops the longspear and the power of the bear takes over. He leaps at Ealdfric with claws and his mouth opens to bite the Saxon with sharp bear teeth.
5 foot step to G-1. Drop spear, Rage and Power Attack
Claw 1 1d20 + 9 ⇒ (20) + 9 = 29
Confirm 1d20 + 9 ⇒ (15) + 9 = 24
Damage 1d6 + 8 + 1d6 + 8 - 5 ⇒ (4) + 8 + (2) + 8 - 5 = 17
Claw 2 1d20 + 9 ⇒ (3) + 9 = 12
Damage 1d6 + 8 - 5 ⇒ (3) + 8 - 5 = 6
Bite 1d20 + 3 ⇒ (6) + 3 = 9
Damage 1d4 + 8 - 5 ⇒ (4) + 8 - 5 = 7
Perf. Check, raging 1d20 + 3 ⇒ (14) + 3 = 17
Perf. Check, multiple hits 1d20 + 3 ⇒ (18) + 3 = 21
Jelani |
No critical confirmation rolls. Ealdfric needs to make a critcal defense roll. His DR is actually 7 also, not 5. The two performance checks are successful. So now the crowd is Helpful, and you have 1 victory point.
Helpful: The crowd loves what it is seeing from a given side. Audience members stand up, chant, cheer, and scream for the combatants to push on toward ultimate success. A helpful crowd grants its chosen champions a +2 morale bonus on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws. This is a mind-affecting effect.
The crowd goes wild as Barengar forsakes his weapons to go at Ealdfric tooth and claw. One claw manages to tear a wicked rent through Ealfric's mail and leaves his ribs sliced and bleeding. The second catches him in a upward swipe, but skitters harmlessly off his armor. Barengar leans in to bite him, but is repulsed by the thick haft of Ealdfric's axe.
Ealdfric your go.
Ealdfric HP: 17 (10 if failed Crit Defense)/31
Berengar HP: 22/29
Map link is the same.
The critical defense roll is (Critical defense check bonus = creature’s DR + Dexterity modifier + shield bonus to Defense + deflection bonus) so yours is +9 vs DC 21.
Ealdfric Se Undeádlíc |
Critical Defense Roll 1d20 + 9 ⇒ (20) + 9 = 29 Think that's how it works
Combat Performance Roll 1d20 ⇒ 9
Ealdfric screams in a bloody rage. Will use a swift action to healing surge, if it doesn't provoke. If it does, forget that I did it. 1d6 ⇒ 4
Ealdfric swings madly with his greataxe, enraged that his opponent would use vile attacks like an animal.
Still Raging, Power attack
Attack 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Damage minus DR 1d12 + 6 + 2 + 2 - 5 ⇒ (5) + 6 + 2 + 2 - 5 = 10
Jelani |
Healing surges do not provoke. You heal 3 more points, because of your con mod. I'll include it in my total.
You hit, but his DR is 6, not 5. I'll include it in my total. You also owe me one more performance check.
Eadlfric HP: 24/31
Berengar HP: 13/29 (sorry forgot rage in last post, fixed now.)
Your go Berengar.
Jelani |
Something about Ealdfric's ferocious charge and raging eyes is more frightening than exhilarating. The crowd begins to boo and hiss when he swings his axe.
The crowd is now Unfriendly to you Ealdfric.
Unfriendly: While still biased against a side, the crowd reserves its most vocal disdain for failed performance combat checks. Unfriendly crowds demoralize combatants in a performance combat. In these battles, while the crowd is unfriendly toward a given side, those combatants take a –1 penalty on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws. This is a mind-affecting effect.
Berengar of Bernhild |
Round 2
Initiative: 3
Berengar roars a throaty growl and then tears into the bloody man before him.
Healing Surge 1d6 + 5 ⇒ (2) + 5 = 7
Is +5 right? Do you count the enhanced CON from rage (and Raging Vitality)?
Still raging, still Power Attacking
Claw 1 1d20 + 10 ⇒ (7) + 10 = 17
Damage less DR 1d6 + 8 - 7 ⇒ (3) + 8 - 7 = 4
Claw 2 1d20 + 10 ⇒ (20) + 10 = 30 Potential Crit
Damage less DR 1d6 + 8 - 7 ⇒ (1) + 8 - 7 = 2
Bite 1d20 + 4 ⇒ (15) + 4 = 19
Damage less DR 1d6 + 8 - 7 ⇒ (4) + 8 - 7 = 5
Jelani |
Hadn't thought about temporary bonuses as such, but yeah. You did it right.
Okay, that's another possible crit, lemme get Ealdfric's critical defense roll and I'll describe things.
Jelani |
That's a successful defense. Barely :P
Berengar shoves past the haft of Ealdfric's axe, shrugging off his wounds to tear ferally into his foe. His clawed hands rake down Ealdfric's arms as Berengar pulls him in close and takes a hearty bite out of the meat of his shoulder. The crowd erupts in histeria, jumping and cheering madly.
Ealdfric HP: 10/31
Berengar HP: 20/29
Ealdfric Se Undeádlíc |
Round 3, Init 6
Ealdfric pushes Berengar back as he screams again from the attack.
Healing Surge 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Ealdfric whips around bringing his axe to bear on Berengar's rib cage.
Attack, Power Attack, Raging 1d20 + 6 + 2 - 1 ⇒ (10) + 6 + 2 - 1 = 17
Damage 1d12 + 6 + 2 - 6 ⇒ (6) + 6 + 2 - 6 = 8
Jelani |
Said up above only one healing surge to keep things short. Sorry, my bad for not making it a separate post. You do however hit.
Ealdfric's axe cuts solidly into Barengar's hide armor, and it begins to color itself red. The crowd boos and calls out "Demon! Why aint you dead!?"
Ealdfric HP: 12/31
Berengar HP: 14/31
Jelani |
All primary natural weapons get no penalty, secondary weapons take a -5. Also if you mix manufactured weapons with naturals, the naturals take -5. Both the beast totem claws and the toothy racial trait are primary natural attacks.
Jelani |
Okay, it's 4 AM where I live now. So I'm going to bed, Feel free to keep posting until you think the fight is over. I'll referee the final round or two in the morning.
Berengar of Bernhild |
Berengar is nearly indistinguishable from an animal now. He continues tearing and biting into Ealdfric.
Still Power Attack, Still raging
Claw 1 1d20 + 10 ⇒ (4) + 10 = 14
Damage 1d6 + 8 - 7 ⇒ (3) + 8 - 7 = 4
Claw 2 1d20 + 10 ⇒ (4) + 10 = 14
Damage 1d6 + 8 - 7 ⇒ (1) + 8 - 7 = 2
Bite 1d20 + 4 ⇒ (14) + 4 = 18
Damage 1d4 + 8 - 7 ⇒ (4) + 8 - 7 = 5
Perform Check, multiple attacks 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Isegrimm |
I take that back - I think Ealfdric's been calculating his damage wrong this whole time - he's swinging two-handed while raging, right? So he should be getting +3 from power attack, not +2. He also should be getting +9 damage from strength (base str bonus +4 goes up to +6 when raging, but two-handed means an extra 1/2 str bonus on damage).
Ealdfric Se Undeádlíc |
Round 4, Int 6
Ealdfric takes one last ditch stand to fell his opponent before be takes him down.
Performance Roll 1d20 ⇒ 19
Attack 1d20 + 7 ⇒ (15) + 7 = 22
Damage minus DR 1d12 + 12 - 6 ⇒ (7) + 12 - 6 = 13
Ealdfric HP: 4/31
Berengar HP: 1/31
Good fight, you will finish me off next round, so I conceed the fight, enjoy the campaign! Thanks guys for the awesome afternoon bout!
Isegrimm |
So do we wanna talk tactics? We all seem to have pretty different builds, and it might good to get an idea of how best to coordinate.
Isegrimm's going to focus on battlefield versatility - I plan on giving him a lot of different combat maneuver feats, and probably one or two feats based on improving battlefield mobility. He's not an outstanding damage-dealer on his own, but he should be able to flank, trip, etc. to help set up strong attacks for his allies.
Ordric Ormaring |
Grr. Service outage ate my post.
Anywho, I figure that Ordric is mainly tanking (more so once I put another point into his AC), support, and control. Probably going to keep building up the shield feats, and see what I can do with bull rush (yay Shield Slam). I might also look into some trip feats for more support, and probably pick up Combat Reflexes at some point. SHould be able to pull decent damage against the Franks, at least, but we'll see how it goes.
By the way, is it kosher to shield bash before making a primary attack? If so, that would be great (Shield Slam target in melee, then longspear attack). If not, life goes on. Any tips are welcome too--I don't play melee that often, and this is the first time I've tried Weapon and Board.
Berengar of Bernhild |
Berengar swings at Ealdfric in a pair of vicious swipes, bringing the big man down. Berengar stands over the body and growls in victory!
Claw 1 1d20 + 10 ⇒ (7) + 10 = 17
Damage 1d6 + 8 - 7 ⇒ (4) + 8 - 7 = 5
Claw 2 1d20 + 10 ⇒ (3) + 10 = 13
Damage 1d6 + 8 - 7 ⇒ (6) + 8 - 7 = 7
Thought I owed it to you to at least end it. And this was a serious toss up. I mean, it doesn't get any closer than finishing with 1hp left.