Bargle

Spartacus's page

17 posts. Alias of Vissigoth.


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Stay in saddle roll (1d100=91)
I stay mounted, but without me to guide it, my mount will avoid combat. Fake Healer should decide where my mount runs off to.

And I don't think I need to make a stabilization roll. I have 37 leathal wounds and 39hp. I'm unconscious, not dying. But just in case I missed some damage somewhere, here it is:
Stabilization Roll (1d100=18)


Lance attack and damage rolls (1d20+11=15, 1d8+6=11)

A miss. I take a 5-foot step directly south.


Sorry to nit pick but I just read this.

The SRD wrote:

Ride-By Attack [General]

Benefit
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Does this mean that I wouldn't have provoked an AoO from Vanin?


The 10NL damage is already factored into the 18hp I have left. So I realy have 16hp left but 6hp before I fall unconsious. Sorry that it wasn't clear in my profile. I'll fix it.


The SRD wrote:

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.


The SRD wrote:
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.

No. He only gets one.


The SRD wrote:

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:

Spoiler:
I need some help if I'm gonna survive this round. Heal me or atleast distract these guys.


Charge doesn't normaly provoke an AoO, but becuase he has 10ft. reach because of Enlarge Person, he gets an AoO.


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.


Will Save (1d20=15)

I stay mounted and take the damge.


Spartacus trots his horse out onto the arena floor, his lance held high and proud.

Double move out to M14:N15.


Just to make sure Fake Healer and I are on the same page about mounted combat:

The SRD wrote:

Combat while Mounted: With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.

When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can’t make a full attack. Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted.
If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).
You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally
The SRD wrote:

Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. (Helpless creatures don’t stop a charge.)
If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.
You can’t take a 5-foot step in the same round as a charge.
If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.
Attacking on a Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll. and take a –2 penalty to your AC until the start of your next turn.
A charging character gets a +2 bonus on the Strength check made to bull rush an opponent (see Bull Rush, above).
Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.
The SRD wrote:

You can attempt an overrun as a standard action taken during your move. (In general, you cannot take a standard action during a move; this is an exception.) With an overrun, you attempt to plow past or over your opponent (and move through his square) as you move. You can only overrun an opponent who is one size category larger than you, the same size, or smaller. You can make only one overrun attempt per round.

If you’re attempting to overrun an opponent, follow these steps.
Step 1: Attack of Opportunity. Since you begin the overrun by moving into the defender’s space, you provoke an attack of opportunity from the defender.
Step 2: Opponent Avoids? The defender has the option to simply avoid you. If he avoids you, he doesn’t suffer any ill effect and you may keep moving (You can always move through a square occupied by someone who lets you by.) The overrun attempt doesn’t count against your actions this round (except for any movement required to enter the opponent’s square). If your opponent doesn’t avoid you, move to Step 3.
Step 3: Opponent Blocks? If your opponent blocks you, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus on the check for every size category he is larger than Medium or a –4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win, you knock the defender prone. If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check (including the size modifiers noted above, but no other modifiers) to try to knock you prone.
Step 4: Consequences. If you succeed in knocking your opponent prone, you can continue your movement as normal. If you fail and are knocked prone in turn, you have to move 5 feet back the way you came and fall prone, ending your movement there. If you fail but are not knocked prone, you have to move 5 feet back the way you came, ending your movement there. If that square is occupied, you fall prone in that square.
Mounted Overrun (Trample): If you attempt an overrun while mounted, your mount makes the Strength check to determine the success or failure of the overrun attack (and applies its size modifier, rather than yours). If you have the Trample feat and attempt an overrun while mounted, your target may not choose to avoid you, and if you knock your opponent prone with the overrun, your mount may make one hoof attack against your opponent.

So, as I read this, I make a DC 5 Ride check as a free action to direct my horse to make a charge. I then have a move action and a standard action left. Does the charge count as my action or the horses. Spicificly(sp?) can I charge while mounted, attack with my lance, and have my mount make a trample attack in the same round?

1) Ride check (my free action)
2) Charge (horses move action)
3) Lance attack (my standard action)
4) Trample attack (horses standard action)
5) I now have one move action remaining


Fixed typo. Added synergy bonus to Ride. Broke down attack bonuses.

I'll only be able to post once or twice a day. To keep you guys from having to wait for me here is my Init and first actions.

Init Roll (1d20+2=4)
My first action will be to mount my horse and drink my Bull's Stregth potion. +4 to STR for 1 min. (10 rounds). This increases my melee attack and damage rolls by 2.


"We who are about to die, salute you!"


Fixed my Defense. Changed armor (thanks for the tip Fakey). Bought some more potions. Should be ready to go now.


Spartacus is fixed.


Spartacus is ready to trample some do-gooders! We who are about to die, salute you!
I need to choose a new avatar.
EDIT: Changed avatar.