if I read right the beast is beside me, and the Hurl just shifted away 1 sq? I'm basing my attacks off of that.
Being in the thick of things, Al begins to worry. He decides that if he doesn't stop this beast it will surely be the end of him.
Tapping into his inner fury he strikes at the flying lion with his natural claws. Minor, Big Claws, 1d20 + 6 ⇒ (5) + 6 = 11 vs AC, if it hits 1d10 + 5 ⇒ (2) + 5 = 7 physical and it is slowed until EOMNT
In fear he then emits a shrill battle cry to fend off his attackers."SQUUUUAAWWWWWW!"
standard, Terrifying Shriek (close burst 2), Lion 1d20 + 5 ⇒ (3) + 5 = 8 vs Will, Hurl 1d20 + 5 ⇒ (18) + 5 = 23 vs Will. On a hit 1d6 + 5 ⇒ (1) + 5 = 6 Psychic, and slide the target 1 square. Slide the lion right 1, and the Hurl 1 closer to me if hit.
Trying to extricate himself, he backs away slowly. shift 1 sq left
Technically, prone does not prevent taking opportunity attacks, but the Hurl only moved 1 square away. If he shifts the 1 diagonal, instead of down and right, he doesn't provoke in the first place.
Sorry, for being a lawyer, it's how I play. My whole RL group is made up of them.
Al, with a heavy grunt, manages to push himself to his feet. He drops another puck and fires it at the Hurl.
Attack: 1d20 + 6 ⇒ (6) + 6 = 12 vs AC. If hit, damage 1d10 + 4 ⇒ (3) + 4 = 7. I know I didn't need to roll damage on the crit, but I roll both hit and damage in the same post, and saw the crit the same time I saw the damage.
With what appears to be more of a leaping glide, Al takes flight to land roughly between the Hurl and the Red Bird to the east side of the small pond. moving 5 squares to end up 2sq up/5sq right of current loc
Landing with a heavy "Whump", he drops a puck in front of him and fires it with a slap shot at the Bird. puck shot range 5 1d20 + 6 ⇒ (20) + 6 = 26 on a hit 1d10 + 4 ⇒ (10) + 4 = 14
Al lets out a battle cry as he swings "SQUEEEARRK! Let's get rid of the Bird so we can catch this Hurl."
Wow! Why can't I roll like that IRL. I avg 6's on a real d20
Al decides that to get closer he may need the element of surprise. He attempts to move quietly Stealth:1d20 - 6 ⇒ (16) - 6 = 10 (full move penalty added) 10 squares around the south side of the trees, to end up behind the rock pile opposite the Hurl Choo.
the intersection that lines up with T'witch and the Hurl Choo
Attempting to use the Choo's own cover to maintain his advantage, he clues the other's in to his plan. "PSSST!! Larry! I'm gonna jump him from behind this here stone, ay!"
What is the state of the trees on the map, height, difficult terrain, cover/concealment, and will the branches hold me? Sorry to have to bring in the 3rd dimension, but with both Squeekz and I having flight...
I hope you don't mind. I took a little liberty with my background bio and my first in game post. Just let me know if there are things I used from the material you presented, that you would rather I not use if you have plans for them.
"We're here, ay? I think my tribe's guide in the spirit world, Tow Bihn, has shared visions aboot the Horl Choo. Let's see if I can remember his lessons, ay."
Nature check:1d20 + 9 ⇒ (6) + 9 = 15, I don't know if the knowledges work for monster knowledge in GW. I figured I would give it a shot.
Being not a scientist, do I fall into the "Keymaster Internship", wherein the "Venk-Men" are assisted by one of the monstrosities that is willing to be helpful in providing information.
My guy now has a definite Rick Moranis thing going. At first I was just making him Canadian-ish (the hockey stick and puck weapons) using Rick Moranis' Strange Brew character for speech style. Now he can have the wild animal role from GB as well. I do like the write up of the Venk-Men, that is great.
Smerg, reminder, they only get the overcharge from thier primary origin.
Lightbulb, here is the breakdown of all the other stuff
HP at 1st is 12 plus your Con SCORE (not modifier)
Bloodied value is half your HP rounded down
HP per level 5
AC 10+ level + armor bonus + shield bonus (light or no armor add better of your Dex or Int mod)
Fort 10 + level + better of Str or Con mod
Ref 10 + level + better of your Dex or Int mod
Will 10 + level + better of your Dex or Int mod
Speed 6 (plus or minus any origin modifiers)
Initiative is Dex mod + level + other mods (such as origin)
Weapon attack best of either Str/Con or Dex/Int + level + weapon accuracy mod bonus (Dex/Int weapons have +3 accuracy, but less damage. Str/Con weapons have +2 accuracy and more damage)
Skills are level +ability mod + bonuses/penalties from Origin or gear/conditions you have.
list of Skills (and their governing stat):
Acrobatics (Dex)
Athletics (Str)
Conspiracy (Int)
Insight (Wis)
Interaction (Chr)
Mechanics (Int)
Nature (Wis)
Perception (Wis)
Science (Int)
Stealth (Dex)
Also, if you look at my profile, I have them all in there if you want to see how I have it, or see if I forgot anything in this post.
Rolled hawkoid for my secondary trait so now I am a flock of rat-hawks carrying around various pieces of equipment.
1d100
So, flying rats? Does that make you a flock of seagulls? or is it pigeons?
Rat is just an example of a swarm, you can be a swarm of anything. The example in the book is rat swarm and felinoid, being either a swarm of kittens, or a rat swarm in the shape of a large cat (panther).
your d100 is electric razor, you need one more d100, you got 2 ancient junk.