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40 posts. Alias of Mur.


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<< FURIOS TURN >>

Furio steps in front of Arakan and tries to deliver a killing blow to another bandit.
Move Action: SHIFT to Q11
STANDARD ACTION: Crushing Blow on Bandit 4
Attack Roll: 1d20 + 9 ⇒ (14) + 9 = 23 vs B4's AC
If it hits, Damage: 4d6 + 9 ⇒ (5, 6, 3, 2) + 9 = 25.
This also Marks Bandit4.


hmmm... I guess it doesn't matter whether he can make it one move or has to use a charge, I'm guessing the "14 attack roll" is a miss regardless. And I guess I didn't really need to do the brutal-effect reroll, ah well.
But Bandit 5 is still marked, even on the miss


<< FURIO'S TURN >>

Furio leaps down from his mount intent on getting the bandits' attention...

Move to Q10... can I dismount and move to that location with a single move action?
If I can, I will spend my Standard Action to use Vicious Offensive on Bandit 5 and have it also effect Bandit 4:
Vicious Offensive Attack: 1d20 + 8 ⇒ (6) + 8 = 14 vs Bandit 5 AC (Marking him),
If it hits, damage: 2d6 + 5 ⇒ (2, 1) + 5 = 8 and Bandit 4 is ALSO MARKED TEOMNT. EDIT: <<-- BRUTAL WEAPON: Actual Damage: 2 + 1d6 + 5 ⇒ 2 + (5) + 5 = 12
...
As a secondary option, if Furio CAN'T dismount and get there in one move, he'll dismount, move as close as he can and then use the charge action to get to Q10. His attack roll would be 2 higher, but the damage would be the same and he would only be able to Mark Bandit 5.


Gah! I didn't see that he was grabbed... alright, attack incoming.


I think Furio should delay until after Arakan goes, so that Arakan can back up and Furio can take his place in the front line.
Furio intends to take Q-R/10-11 and try to hold those bandits there.
That will leave the one bandit that snuck through the lines.
...
And just thinking: If we leave a single square in the center of us (like S10), it will give room for Cahel's spirit companion that boosts everyone it's adjacent to... so several of us will be able to benefit from it without leaving holes in the defense.


Furio's OA - only if needed.
I was going to wait and see if halfnose attacked Th'Kal and triggered an OA...
So, Just posting in case it's needed...
OA: 1d20 + 9 + 1 + 2 ⇒ (9) + 9 + 1 + 2 = 21 vs halfnose IF HE ATTACKS TH'KAL,
If it hits, Damage: 2d6 + 5 ⇒ (4, 2) + 5 = 11


<< FURIO'S TURN >>

Furio joins the rest of the group and draws the attention of the remaining attackers.

Move Action: Move to I4.
Standard Action: Vicious Offensive vs the Dwarf (Marking him)
Attack Roll: 1d20 + 8 ⇒ (18) + 8 = 26 vs the Dwarf's AC,
If it hits, Damage: 2d6 + 5 ⇒ (2, 3) + 5 = 10 AND! It also marks another enemy adjacent to Furio, so Half-Nose is Marked too


<< FURIO'S TURN >>

Furio stands up and tries to return the favor to the half-giant. I'm sure he mutters something about feeling like the Kreen - laying down on the job and all.

Move Action: Stand.
Standard Action: Distrupting Shove vs Half-Giant
Attack Roll: 1d20 + 9 ⇒ (17) + 9 = 26 vs AC,
If it hits, Damage: 4d6 + 5 ⇒ (5, 2, 3, 5) + 5 = 20 and normally he would be pushed and prone and SLOWED (until EOmNT), but Furio wants to keep a leash on him, so I'll push him ZERO squares and JUST PRONE and SLOW him in the square he's in.

Health Status: +3 Temp HP
HP: 56 / 56
Surges: 14 / 14


<< FURIO'S OA vs Half-Giant >>

Furio reminds the half-giant to concentrate on the gladiator and not the old man in the room.

Immediate Interrupt - Combat Challenge vs the Half-Giant for hitting Jareen and not Furio.
Basic Melee: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23 (-2 b/c of prone) vs HalfGiant's AC,
If it hits, Damage: 2d6 + 5 ⇒ (4, 3) + 5 = 12


Since the Half-Gaint hit Jareen and not Furio with that last attack, Furio should get his fighter response, right? And, even though it doesn't make a difference here, I think the attack vs Jareen is at -2... but even at 24 I think the old man gets hit.


<< FURIO'S TURN >>

Furio continues to beat on the Half-giant. He quips something about the enemy's maternal ancestry also containing defilers as he rips his gouge through his target.

Standard Action: Crushing Blow vs the Half-Giant.
Attack: 1d20 + 9 ⇒ (20) + 9 = 29 vs Half-Giant's AC,
If it hits, Damage: 4d6 + 9 ⇒ (2, 3, 2, 3) + 9 = 19 <--IGNORE!!
EDIT- WOOT! CRITICAL ...
Furio better not have stolen Th'Kal's crit :(
USE NEW DAMAGE: 24 + 9 + 1d6 ⇒ 24 + 9 + (4) = 37, and Furio gets a free basic melee against the same target b/c of Rending Weapon:

Basic Melee: 1d20 + 9 ⇒ (14) + 9 = 23 vs Half-Giant's AC,
If it hits, Damage: 2d6 + 5 ⇒ (2, 4) + 5 = 11.


<< FURIO'S TURN >>

Furio locks up with the half-giant thug... laughing at Th'Kal being on the ground again. He probably says something ill-timed and derogatory to the Kreen. Years as a gladiator has made every fight seem like a show.

Crushing Surge on the Half-Giant Marking him.
Attack Roll: 1d20 + 8 ⇒ (2) + 8 = 10 vs AC,
If it hits, Damage: 2d6 + 5 ⇒ (5, 2) + 5 = 12 damage and I gain 5 temp hp (well... gain 2 more)

Health Status: +3 Temp HP
HP: 56 / 56
Surges: 14 / 14


I believe we decided Furio was sticking with the group...
So, if needed: Furio's Initiative: 1d20 + 3 ⇒ (7) + 3 = 10


<< FURIO'S CHECK >>

Acrobatics Check: 1d20 + 2 ⇒ (9) + 2 = 11


<< Tracking Furio's Health >>
HP was 0.
Spending 4 surges (whether from having his second wind triggered or healing or whatever...) puts him at full hp (56)
(with 8 surges left)


<< Furio's Death Save >>

Save: 1d20 ⇒ 7

EDIT: That's 1 of 3 Failed Death Saves


@Aub Question: Does Furio now mark T6 since he attacked him (even though it was an AoO). Don't know if it matters, the -2 to hit from the mark doesn't hurt T6's attack vs Th'Kal and Furio has already spent his AoO on T6 this turn, so he wouldn't get another vs T6... just wondering...

As for moving, the stop of movement doesn't have to be vs a marked opponent according to what Furio has written down:
"Combat Superiority: You gain a bonus to the attack rolls of opportunity attacks. The bonus equals your Wisdom modifier. An enemy hit by your opportunity attack stops moving, if a move provoked the attack. If the enemy still has actions remaining, it can use them to resume moving."

Not to be bothersome, also just wondering... was the Stone Fist that the shaman used a spell by any chance or a melee attack? Just wondering if F. would get an AoO on him too.

Furio's Health:
HP was: 17 + 5 temp - 14 from the shaman = 8hp (with 12 surges left)


<< Furio's AoO >>
Even in his just conscious state, Furio's reflexes are still good...

Attack of Opportunity on T6 (-2 b/c prone, +1 b/c Fighter AoO)
Attack Roll: 1d20 + 9 + 1 - 2 ⇒ (13) + 9 + 1 - 2 = 21 vs T6's AC
If it hits, Damage: 2d6 + 5 ⇒ (3, 1) + 5 = 9
EDIT FOR BRUTAL WEAPON: ACTUAL DAMAGE: 3 + 1d6 + 5 ⇒ 3 + (2) + 5 = 10 <--- Use this damage.


Furio continues to drool and bleed all over the cliff side, crumpled as he is in the dirt. Though, Th'Kal can't say much since he too has been eating his fair share of the mud.

So... That means that Furio is no closer and no further from death, and that he is no longer AC-challenged.


Furio's Saves:
Death Save: 1d20 ⇒ 15
Penalty to AC: 1d20 ⇒ 10


<< FURIO's AoO >>

Though near unconscious from blood loss, Furio's instincts are still sharp and he takes a swing at the smaller Tarek as it tries to maneuver about.

Combat Challenge Attack of Opportunity vs T6
Attack Roll: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23 vs T6's AC.
If it hits, Damage: 2d6 + 5 ⇒ (1, 3) + 5 = 9 and T6's Movement (SHIFT) ENDS.
EDIT: Rerolling the Damage for BRUTAL 1:
ACTUAL DAMAGE: 1d6 + 3 + 5 ⇒ (4) + 3 + 5 = 12 <--- USE THIS.

PS. That last hit does indeed finish Furio. He's at negative hp and falls to the ground.
I know he needs to start making Death Saves, but does he still have to save vs the AC reduction, or does that effect end when he drops below 0hp?
(I've had different DMs handle it differently).


Talk about "Harsh". -4 to AC... yup, *that's* harsh. A 20% increase in hit chance and it cost Furio 38hp in damage...
Good thing Cahel saved those heals

<< FURIO >>

Furio is left shredded after the leader's attack.

CURRENT HP: 56 + 3 temp = - 16 - 15 - 22 = 6...
And I have a feeling it might be worse, after the rest of the Tarek's go.

The earthquake misses Furio. So, yes he is still standing.


<< Furio's AoO >>
(in case the first one never made it through and I'm not just being blind...)

Furio's combat reflexes kick in and he slams his gouge down on the Tarek Leader without thinking.

Combat Challenge (Immediate Interrupt) vs TL's attack on Th'Kal
Attack Roll: 1d20 + 9 + 1 + 2 ⇒ (17) + 9 + 1 + 2 = 29 vs AC (+1 for Combat Superiority: WIS 12; and +2 b/c TL's prone).
If it hits, Damage: 2d6 + 5 ⇒ (2, 6) + 5 = 13

Edit... grrr, I think the first time I posted this, the Attack Roll was like a 13 (I think) which would've come out to be a 25 and the damage was higher, I think a 15 (??). Ah well, it all balances out at some point I'm sure.


<< FURIO'S TURN >>

Grumbling something about retreating to hell... Gladiator instincts kick in and Furio throws himself into the fray, slams his gouge hard into the prone leader, and then throws a celebratory salute to his imaginary fans... Something that is sure to gain the remaining enemies' attentions.

Move Action: Shift to I15
Standard Action: Goading Manuevre vs the prone TL (marking TL),
...Furio is also ignoring the mark on him from T2 (but he's two squares away so hopefully nothing will happen aside from the -2).
Attack Roll: 1d20 + 9 + 2 - 2 ⇒ (19) + 9 + 2 - 2 = 28 vs TL's AC.
If it hits, Damage: 4d6 + 5 ⇒ (3, 3, 2, 2) + 5 = 15 and then Furio SHIFTS to J13 and MARKS T6 and TS.
Also, if the blow does not kill the Leader, Furio will trigger his boon to freeze the leader in place and do EXTRA DAMAGE: 1d10 ⇒ 9 + he's restrained.


<< FURIO'S HP >>>

Just keeping track of the guy's health:
HP: 48 + 1d6 + 3 ⇒ 48 + (5) + 3 = 56
And 5 temp hp.

Also Furio is currently marking T2. It doesn't end up mattering, b/c even with the -2 for the mark and the +1 from the spirit of Athas, Th'Kal still gets hit by T2. And I think T2 is too far away for Furio to take any OA's against it.


<< FURIO'S TURN >>

Furio grumbles some gladiatorial insults as he crawls closer to Arakan (slid while prone) -- it's the closest he can manage to saying thanks. He then stands and tries to thin the crowd of Tareks by tossing a javelin their way.

Move Action: Stand Up
Minor: Draw javelin (or as part of a move action).
Standard: Throw javelin at T2 - Also Marking T2
Attack: 1d20 + 9 ⇒ (2) + 9 = 11 vs T2's AC.
If it hits, damage: 1d6 + 5 ⇒ (5) + 5 = 10

HP: 30 + surge + 4 = 48hp


<< FURIO >>

Current HP: 56 -9 -17 = 30 ... so 2 points above bloodied. He can action point his second wind this turn if the group thinks that's a good move, unless someone has an easy heal they can shoot his way.


<< FURIO'S TURN >>

Falling flat on his face, Furio is able to resist being pushed off the edge. He stands, shouts some swear words in the common tongue that imply the Tareks need to do some procreation with themselves... and then begins swinging wildly.


Save to fall prone: 1d20 ⇒ 19
Move action: stand.
Standard action: Vicious Offensive vs T2 (automatically marking it)
Attack Roll: 1d20 + 8 ⇒ (5) + 8 = 13 vs T2's AC.
If it's a hit, Damage: 2d6 + 5 ⇒ (3, 2) + 5 = 10 and T5 is also marked

Edit. Damn, that's a suck attack roll, but at least the save roll was good and Furio isn't tumbling down the mountainside.

Furio took 12 hp of damage, but had 3 temp. So he should be down 9hp from last round.


<< Alester's Roll >>

Alester thurnders along behind the group... but at least he's a bit more stealthy than Thringorn!

Stealth Check: 1d20 - 2 - 2 ⇒ (8) - 2 - 2 = 4


I still think that Et is out so I'll post for him to keep us rolling... he's just going to attack and back out.
<< Alester's Turn >>

Boldened by his dodging of the Skeletal Warrior, he shouts some Thranish insult, just misses the undead with his flail, and then backs out the front door.
Vengeance Strike vs Warrior:
1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 vs AC, miss :(
He then moves as far as he can to J6 - drawing an OA from the skeleton

Skeleton's attacking coming up.


Etienne has been crazy busy studying for exams and now he's going to be out of communication for a bit, so I'll post for him... I'm just going to have him swing for the fences and then back out of the courtyard as soon as possible.

<< Alester's Turn >>

Alester shouts one of his religious oaths and swings for the skeletal warrior... landing a solid crack with his flail.
Vengeance Strike vs Warrior:
1d20 + 5 ⇒ (19) + 5 = 24 vs AC, hit for 1d10 + 5 + 2 ⇒ (6) + 5 + 2 = 13

The DM will post the NPCs when he gets home from work.


<< RIVE'S TURN >>

Rive knows he doesn't have much strength left, so he concentrates on the nearby thug, cutting a deep slash through him.
"...<Funny Rayism>..." (translates to: "Take that evil doer!").
Vicious Cobra Strike! vs AC (one target)
Thug2: 1d20 + 10 ⇒ (18) + 10 = 28, HIT! for 1d8 + 4 ⇒ (4) + 4 = 8 damage and he's marked - and almost near dead!
(Battlemind's Demand, the orc is still marked)

I know Aurr is out of healing -- Rive's got maybe one or two good hits left in him - then you're all on your own
He's now at:
HP 10, Healing Surges 10. Action Point spent.


<< RIVE'S TURN >>

"...<insert funny Ray comment>..."
Rive spins his blade to keep the attention of the two enemies on the wall. The orc doesn't seem to pay attention, so Rive forces it to with a mental onslaught (and probably a witty quip!).
Vicious Cobra Strike! vs AC (two targets)
Orc2: 1d20 + 10 ⇒ (1) + 10 = 11, miss
Thug2: 1d20 + 10 ⇒ (8) + 10 = 18, HIT! for 4 damage and he's marked (and Bloodied! now)
Minor action: use Battlemind's Demand to mark the orc.

PS. Rive's not doing so well hp-wise.

He's now at:
HP 11, Healing Surges 11. Action Point spent.


<< RIVE'S TURN >>
Ray asked if I'd run him for a bit while he gets his real job squared away... I'll try to keep him alive :D

Rive, still dazed by Vendis's Thug's earlier attack, uses what little energy he has to keep the orc and goblin's attention.
Vicious Cobra Strike on first Goblin1 and then Orc2: 1d20 + 10 ⇒ (13) + 10 = 23 and 1d20 + 10 ⇒ (14) + 10 = 24 for 4 damage on each and they're marked.

Both Orc and Goblin are now Bloodied

He's now at:
HP 21, Healing Surges 11. Action Point spent.
Also -- save vs. daze: 1d20 ⇒ 11 - SUCCESS!!


Aurr's Turn

Thundering energy ripples forth from Aurr and coalescing on Rive before blasting out at the Cannith Warrior. Slamming into the warrior strong enough to nearly drop him (the warrior is badly bloodied).


Standard Action: Uses Thundering Armor on Rive (Rive gets +1 AC till end of Aurr's next turn)
- Attack vs Warrior: 1d20 + 4 ⇒ (16) + 4 = 20 vs Fort
Damage: 1d8 + 4 ⇒ (7) + 4 = 11


Atreos's Turn

Atreos moves closer to the main doors and summons forth the power of his god. Lightning explodes on the artificers. Frying both (Artificer2 is now badly bloodied).

Move Action: Move to D11
Standard Action: Uses Vanguard's Lightning on A5, targets both artificers:
- Arti1: 1d20 + 6 ⇒ (19) + 6 = 25 vs REF
- Arti2: 1d20 + 6 ⇒ (20) + 6 = 26 vs REF **CRIT** (11 damage)
Damage: 1d6 + 5 ⇒ (1) + 5 = 6


Assuming Aurr will remove the life-line rope from himself (Standard Action), and then Atreos delays while Theebe throws the rope over to Kartus (that also means Theeb cannot assit Atreos this turn). Kartus spends his turn tying Atreos to the lifeline... Then Atreos tries to climb

AREOS'S TURN
Double move to cross the rope bridge. Atreos is pretty weak when it comes to Athletics (and his armor makes it worse... so, I think he will use both bridges and chance the berak factor).
Athletics Checks 1d20 - 1 + 2 ⇒ (14) - 1 + 2 = 15 and 1d20 - 1 + 2 ⇒ (4) - 1 + 2 = 5

Atreos gets halfway across the chasm before he freezes up - contemplating his next life.


SeanDM wrote:
... I suppose if Rive rolls well enough the -2 from "Katsuye's Help" can be overcome and Cog can be carefully lowered into the tunnel...

oops. Misprint: The fail on the Aid Another is only a -1. So, "Katsuye's Help" wasn't that bad :)


Atroes's Turn

Katsuye gave me a consultation on this one, and we decided Atreos would help out the mass on Rive -- they're grouped so nicely for an area attack!

A blank look crosses Atreos's face as he summons divine power and directs it at the mass of rodents surrounding Rive. Lightning showers the cavern.
Standard: Vanguard's Lightning on Rat5, burst 1. Attack rolls:
vs minion Rat5: 1d20 + 6 ⇒ (15) + 6 = 21 vs Ref, hit!
vs Swarm2: 1d20 + 6 ⇒ (4) + 6 = 10 vs Ref, *miss*
vs Dire Rat1: 1d20 + 6 ⇒ (1) + 6 = 7 vs Ref, *miss*
vs Dire Rat2: 1d20 + 6 ⇒ (16) + 6 = 22 vs Ref, hit!
each hit is for 1d6 + 5 ⇒ (3) + 5 = 8 damage (and if Dire Rat takes an Opportunity Attack, it will take 1hp damage)

Move: Move to F13 to help Aurr out (and maybe give that rat a different target)... besides, if the rat hits him, he can use Armor of Wrath.


ATN asked if I would post for him...

Aurr empowers his armor throwing off the last of the rats swarming over him.

Standard action: Thundering Armor on self... Aurr gains +1 AC till the end of his next turn and he makes a secondary attack vs the Swarm1 trying to finish it off: 1d20 + 4 ⇒ (16) + 4 = 20 vs Fort, hit for: 1d8 + 4 ⇒ (5) + 4 = 9 -- which should be enough to kill off that swarm!
move action: shift to D13

Aurr is out of main healing. He's got a daily that he could spend on Katsuye, he could use his action point to help, someone could try a diplomacy check to get Kartus and Theeb's butts in here to help (they do have that extra healing potion still).