Sergeant Schultz |
30/33 10 surges
Howling Strike
You must be wielding a melee weapon in two hands. +8 vs AC. 1d12+1d6+4 damage. When Charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge
Charge to X19, attacking A2
1d20 + 8 ⇒ (4) + 8 = 12 vs AC
1d12 + 1d6 + 4 ⇒ (9) + (4) + 4 = 17
Ram Baron |
move to X20 attacking A2
Howling Strike:
You must be wielding a melee weapon in two hands. +6 vs AC 1d12 +1d6 +4 damage. When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.
1d20 + 6 ⇒ (8) + 6 = 14vs ac
1d12 + 1d6 + 4 ⇒ (12) + (1) + 4 = 17damage
DM Spyke |
Porom 16
Kressle 15
Palom 14
B1 14
B2 14
B3 14
B4 14
Rod 13
Archer1 12
Archer 2 12
Sarge 27
Ram 17
HB 1 17
HB 2 17
As Ram and Sarge to attack the Archer they come into a clearing and suddenly realize they are very outmanned and exposed... they can see several more bandits armed with maces(HB), and 4 more armed with clubs(B). In the back of the camp you can see the female bandit captain Kressle that Oleg & Svetlana mentioned.
HB 1 moves up to swing his mace at Ram
1d20 + 4 ⇒ (18) + 4 = 22 vs AC
1d8 + 1 ⇒ (1) + 1 = 2
HB 2 throws a dagger at Sarge
1d20 + 6 ⇒ (6) + 6 = 12vs AC
1d4 + 3 ⇒ (1) + 3 = 4
Ram takes 2 dmg
DM Spyke |
Palom moves up to join the rank like everyone else, he directs Rod to attack, but he misses badly
Rod 13
Archer1 12
Archer 2 12
Sarge 27
Ram 17
HB 1 17
HB 2 17
Porom 16
Kressle 15
Palom 14
B1 14
B2 14
B3 14
B4 14
B3 and B2 try and gain up on Sarge attacking with their clubs.
1d20 + 5 ⇒ (13) + 5 = 18vs ac
1d20 + 5 ⇒ (12) + 5 = 17vs ac
B1 moves to fight Ram.
1d20 + 5 ⇒ (19) + 5 = 24vs ac
B4 disappears from view.
Sarge takes 4 dmg
Ram takes 2 dmg
Sergeant Schultz |
attacking B3
Howl of Fury
+7 vs AC. 1d12+4 damage. You then howl in a blast 3 that includes the target. Each enemy in the blast, other than the target, takes thunder damage equal to your CON mod (+2). If you are raging, the thunder damage= 3 + CON mod (+2)
1d20 + 7 ⇒ (16) + 7 = 23 vs AC (B3)
1d12 + 4 ⇒ (10) + 4 = 14
The blast should hit all enemies except Kressle for 2 damage.
Thats my standard action, will wait for results to complete my turn.
Sergeant Schultz |
Howl of fury
+7 vs AC. 1d12+4 damage. You then howl in a blast 3 that includes the target. Each enemy in the blast, other than the target, takes thunder damage equal to your CON mod (+2). If you are raging, the thunder damage= 3 + CON mod (+2)
vs B3
1d20 + 7 ⇒ (10) + 7 = 17 vs AC
1d12 + 4 ⇒ (6) + 4 = 10 damage
the Howl should hit HB1, B1, HB2 for 2 damage
With a blood-curdling scream, Sarge slices his foe, and causes his enemies ears to bleed !
Ram Baron |
Ram decides to howl at B3 as well
Howl of Fury:
+6 vs AC 1d12+4 damage. You then howl in a blast 3 that that includes the target. Each enemy in the blast, other than the target, takes thunder damage=CON mod (+2). If you are raging, the thunder damage=5 + CON mod damage (+2).
1d20 + 6 ⇒ (3) + 6 = 9vs ac
Action point
Retry B3
Shout of Terror:
+6 vs AC 1d12+4 damage. You then howl in a blast 3 that includes the target. Each enemy in the blast is slowed until the end of your next turn. ALSO, gain a bonus to damage rolls against slowed creatures=CON mod (+2).
1d20 + 6 ⇒ (16) + 6 = 22vs ac
1d12 + 4 ⇒ (3) + 4 = 7damage
DM Spyke |
Porom 16
Kressle 15
Palom 14
B1 14 slowed
B2 14
B4 14
Rod 13
Sarge 27
Ram 17
HB 1 17
HB 2 17 slowed
B3 goes down under a barrage of blows from Ram. B1 and HB2's movements become sluggish after the onslaught.
HB2 retaliates by moving up and swinging his mace at Ram.
1d20 + 4 ⇒ (15) + 4 = 19vs ac
1d8 + 1 ⇒ (1) + 1 = 2 After successfully striking Ram HB2 shifts to protect B2.
HB1 attacks likewise.
1d20 + 4 ⇒ (18) + 4 = 22vs ac
1d8 + 1 ⇒ (5) + 1 = 6
Ram takes 8 dmg
DM Spyke |
Porom moves into the forest to attack B2 and HB2, his round house punishes B2 knocking him out of the battle, HB2 is able to dodge with relative ease. In the forest off to his side Porom sees the B4 who was lost from sight.
Palom 14
B1 14 slowed
B4 14
Rod 13
Sarge 27
Ram 17
HB 1 17
HB 2 17 slowed marked
Porom 16
Kressle 15
Kressle smells blood and fires her bolt at the recently hurt Ram.
1d20 + 10 ⇒ (6) + 10 = 16vs AC
1d8 + 3 ⇒ (6) + 3 = 9
9 more dmg to Ram Can you give a hp update Ram
DM Spyke |
Rod 13
Sarge 27
Ram 17
HB 1 17
HB 2 17 slowed marked
Porom 16
Kressle 15
Palom 14
B1 14 slowed
B4 14
Palom is able to minister to Ram's wounds but his words of encouragement to Rod fall on false ears as his shot misses badly.
B1 moves into the first to flank Ram gaining partial concealment lashing out with a particularly brutal strike
1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15vs AC
1d8 + 1 + 1d6 ⇒ (6) + 1 + (6) = 13
B2 moves to flank Porom and lashes out at Porom with a particularly brutal strike
1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8vs AC
Miss on both
1d8 + 1 + 1d6 ⇒ (7) + 1 + (5) = 13
Roderick Strongbow |
shift to W19
Hunters Bear trap on Kressle
+7 vs AC 2d12+5 damage, and the target is slowed and takes ongoing 5 damage (save ends both). MISS: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.
1d20 + 7 ⇒ (18) + 7 = 25 vs AC
2d12 + 5 ⇒ (10, 5) + 5 = 20
Sergeant Schultz |
Howl of Fury
+7 vs AC. 1d12+4 damage. You then howl in a blast 3 that includes the target. Each enemy in the blast, other than the target, takes thunder damage equal to your CON mod (+2). If you are raging, the thunder damage= 3 + CON mod (+2)
VS HB2
1d20 + 7 ⇒ (15) + 7 = 22 vs AC
1d12 + 4 ⇒ (1) + 4 = 5 damage
Ram Baron |
Attacking HB1
Rage Drake's Frenzy:
+6 vs AC 3d12+4 damage. If the target is bloodied, you get a +2 bonus to the attack roll. MISS:1/2 damage. Effect: you enter the rage of the rage drake. Until the rage ends, once per round when you reduce an enemy to 0 HP, you can make a melee basic attack as a free action.
1d20 + 6 ⇒ (15) + 6 = 21 vs ac
3d12 + 4 ⇒ (5, 7, 6) + 4 = 22 damage
DM Spyke |
Sarge bursts back into melee with a howl hurting the bandit in front of him.
Ram's furies begins to overwhelm him as he smashes into HB1. HB1 takes massive damage. (bloodied)
HB 1 17
HB 2 17 slowed marked
Porom 16
Kressle 15 slowed 5 ongoing dmg save ends both
Palom 14
B1 14 slowed
B4 14
Rod 13
Sarge 27
Ram 17
map
DM Spyke |
HB1 retaliates against Ram's attack.
1d20 + 4 ⇒ (3) + 4 = 7vs AC
1d8 + 1 ⇒ (8) + 1 = 9 missed
HB2 lashes out at Porom.
1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26vs AC
1d8 + 1 + 1d6 ⇒ (5) + 1 + (5) = 11 crit dmg=8+1+5=14
Porom 16
Kressle 15 slowed 5 ongoing dmg save ends both
Palom 14
B1 14 slowed
B4 14
Rod 13
Sarge 27
Ram 17
HB 1 17 bloodied
HB 2 17 slowed marked
Porom takes 14 dmg
DM Spyke |
Palom 14
B1 14 slowed
B4 14 marked
Rod 13
Sarge 27
Ram 17
HB 1 17 bloodied
HB 2 17 slowed marked
Porom 16
Kressle 15 slowed save ends
Porom swings at the 2 closest bandits and missed both them as he whirls around.
Kressle takes another shot at Ram
1d20 + 10 ⇒ (4) + 10 = 14vs AC
1d8 + 3 ⇒ (3) + 3 = 6 Miss
save vs ongoing dmg
1d20 ⇒ 13
Kressle visibly winces as the beartrap continues to do it's dirty work. saved against ongoing but still slowed