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  1. - Top - End - #91
    Orc in the Playground
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    Default Re: Norse Adventures

    Gunnar takes down the two guards, who are not quite sure what is going. Guard One fires wildly in Gunnar's direction, his attention having been caught up in his discovery of Sonhatsi. He misses. Guard two stands up under the constant assault of Gunnar's short sword, but takes minimal damage in doing so (aka Gunnar successfully AoO'd guard 2). Guard three fires at Gunnar and misses. Guard 4 remains on the ground.

    Edyis: You hear three shots fired from up the hill.

    Initiative order:

    Gunnar
    Guard 1
    Guard 3
    Guard 2
    Edyis
    Sonhatsi
    Guard 4

  2. - Top - End - #92
    Orc in the Playground
     
    souldoubt's Avatar

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    Default Re: Norse Adventures

    Eydis runs to the crest of the hill in the direction of the commotion.

    ((Basically, I want to move far enough so that I can see what's what. If this requires a 60 ft. "run" action, then Eydis's AC is 12 until my next turn. If it can be accomplished with a simple 40 ft "hustle," I'll do that instead.))

    When she gets close enough to see what's going on, Eydis quickly scans the battlefield.

    Eye for Opportunity Spot check as a Free Action - (1d20+2)[12]

    Opportunism Pool: 1 token
    Last edited by souldoubt; 2009-02-11 at 01:42 PM.
    Setting: The Chimeric City

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  3. - Top - End - #93
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    souldoubt's Avatar

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    Default Re: Norse Adventures

    ((Sonhatsi, it's your turn. Go already, damnit))
    Setting: The Chimeric City

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  4. - Top - End - #94
    Halfling in the Playground
     
    MindFlayer

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    Default Re: Norse Adventures

    Sonhatsi rushes at Guard 1, attacking with both weapons. If guard one falls to the first weapon, he attacks Guard 4 with the second.

    Attack 1:(1d20+10)[25]
    Damage 1:(1d8+4)[5]

    Attack 2:(1d20+5)[13]
    Damage 2:(1d6+2)[7]

  5. - Top - End - #95
    Orc in the Playground
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    Default Re: Norse Adventures

    Sonhatsi: You manage to tip your sword up underneath the guard's arms, but he was aware of your existence so you did not get the drop on him. He dodges your ax. He is wounded but still on his feet.
    ((ooc: i assume you meant you would attack guard 3. You cannot attack guard 4 unless you actually enter their formation, which I would assume you would not want to do.))


    Gunnar: Guard 4 tries to leap to his feet, but stumbles because of the weird contraption he is holding in his hand. You may make an AoO against him, then the contraption goes off in your face ((rolls d20 in meatspace...)

    but he misses, because the stance he ended up in was way off.

    You're turn. Guard 4 is standing up, guard 2 is still on the ground.
    Last edited by S.K.U.M.M.; 2009-02-25 at 07:14 PM.

  6. - Top - End - #96
    Orc in the Playground
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    Default Re: Norse Adventures

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  7. - Top - End - #97
    Orc in the Playground
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    Default Re: Norse Adventures

    A few things:

    You are more than welcome to reposition yourselves on the map as you see fit. Basically every O is a five-foot square. Normal movement rules apply (every other diagonal step counts as five feet, ect). Just "quote" the map text, delete the actual [quote] script language, and move yourself to whereever you want to. Do keep in mind passing through other's threatened squares, etc.

    Also, you might as well have "contingency" clauses in the end of your turns to deal with attack of oppurtunities. These can be pretty simple, such as "any time anybody does something that provokes an AoO, I will attack them." Things get more complicated with the Combat Reflexes feat tree, you will need to explain exactly how many people you want to attack, how much bonuses to put into each attack, etc.

    These AoO contingencies will significantly reduce the time it takes to complete combat.

  8. - Top - End - #98
    Orc in the Playground
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    Default Re: Norse Adventures

    Oh, I see Gunnar already posted an AoO. Gunnar hits Guard 4.

    Note: I'm assuming that the +4 bonus for hitting a guy standing from prone.

  9. - Top - End - #99
    Orc in the Playground
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    Default Re: Norse Adventures

    Gunnar: Looking more closely, however, I noticed that you have actually rolled a critical failure on your first AoO. I took the liberty of using your second AoO for preventing the crit failure, so you are fine.

    Speaking of which, everybody might as well use the same format for ANY attack. It would go something like this:

    standard attack
    crit attack (this will apply for both confirming critical hits AND avoiding critical failures)

    Everybody cool with that?

  10. - Top - End - #100
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    souldoubt's Avatar

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    Default Re: Norse Adventures

    Quote Originally Posted by S.K.U.M.M. View Post
    Everybody cool with that?
    (Yes.)

    Eydis quickly scans the battlefield again. Eye for Opportunity - (1d20+2)[10]

    Then she rushes forward into the fray.

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    (flanking Guard 3 w/ Sonhatsi)

    (Edit: Attacking in next post, wanted to see if I got another token.)

    Opportunism Pool: 2 tokens
    Last edited by souldoubt; 2009-02-24 at 03:25 PM.
    Setting: The Chimeric City

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  11. - Top - End - #101
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    souldoubt's Avatar

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    Default Re: Norse Adventures

    Eydis ruthlessly drives her spear for a weak point in the flanked guard's defenses. (Using Cheap Shot on Guard 3 for +1d6 sneak attack damage)

    attack - (1d20+11)[22] (flanking bonus included)
    confirm - (1d20+11)[15]
    damage - (1d8+2)[9]
    sneak - (2d6)[6]

    15 damage total

    Opportunism Pool: empty!
    Last edited by souldoubt; 2009-02-24 at 03:33 PM.
    Setting: The Chimeric City

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  12. - Top - End - #102
    Orc in the Playground
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    Default Re: Norse Adventures

    Edyis: It's actually Gunnar's turn now. I took the liberty of moving you 80 feet up the hill in this round, which just ended. Gunnar is first in initiative order, so he goes next, as this is a new round.

  13. - Top - End - #103
    Orc in the Playground
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    Default Re: Norse Adventures

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    So, as of right now, the board looks like this.

  14. - Top - End - #104
    Orc in the Playground
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    Default Re: Norse Adventures

    Gunnar slashes at the second guard, spins, and quickly and surgically stabs the inside of the fourth guard's leg, attempting to knock him back over. He continues the spin, ready to lash out at anybody who makes the mistake of trying to stand up anywhere near him.

    ((Attack on guard 2: (1d20+15)[11](26)
    Damage: (1d6)[5]
    Critical: (1d20+15)[13](28)
    Damage: (1d6)[3]

    Trip on guard 4, touch attack: (1d20+7)[17]
    Dex check: (1d20+5)[7]

    Takes advantage of any and all AOO opportunities until such time as he runs out of attacks:

    AOO 1: (1d20+11)[25]
    Damage: (1d6)[3]
    Critical: (1d20+11)[20]
    Damage: (1d6)[3]

    AOO 2: (1d20+11)[19]
    Damage: (1d6)[3]
    Critical: (1d20+11)[20]
    Damage: (1d6)[5]

    AOO 3: (1d20+11)[13]
    Damage: (1d6)[2]
    Critical: (1d20+11)[18]
    Damage: (1d6)[4]))

  15. - Top - End - #105
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    souldoubt's Avatar

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    ((D'oh! Sorry, I don't know why I thought I was up.))
    Setting: The Chimeric City

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  16. - Top - End - #106
    Orc in the Playground
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    Default Re: Norse Adventures

    Gunnar: Guard 2 stands up, which allows you to attack him. You slice into his forehead as he stands up. He fires at you, but the blood in his eyes causes him to miss. Meanwhile, Guard 4 sticks his weird contraption right into your stomach and fires. You feel a surge of pain in your abdomen.
    You take 12 damage. (Your DR does not apply to firearms).

    Sonhatsi: Guard 3 points the strange contraption at you and hits you in the shoulder. You feel a something explode around your shoulder, even though you saw no weapon strike you.
    You take 5 damage (I rolled your DR reduction for you).

    It is Sonhatsi's turn.

    ((OOC: I made a DM executive decision that Sonhatsi's DR applies to firearms because berserker DR is based on sheer force of will and near-preternatural toughness, whereas Gunnar's DR is only based on mundane armor. Alternatively, I also determined that the guard's armor DR is only effective against firearms.))

  17. - Top - End - #107
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    MindFlayer

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    Default Re: Norse Adventures

    In a rage, Sonhatsi attempts to disembowel Guard 3:

    Longsword:(1d20+10)[16]
    Damage:(1d8+4)[6]
    Handaxe:(1d20+5)[20]
    Damage:(1d6+2)[3]

  18. - Top - End - #108
    Orc in the Playground
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    Default Re: Norse Adventures

    Sonhatsi:

    You ruin the guard's face and upper torso, but he is still hanging on to life by a thread.

    Edyis' turn.

  19. - Top - End - #109
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    ((Actually, I think Eydis's initiative count comes before Sonhatsi. When you said it was his turn, I assumed that you were counting my previous post as my action, which would have come before Sonhatsi's. Now, of course, Guard 3, the only guard I can properly flank, is almost dead, so I'll just attack him without using my tokens.))

    Eydis rushes the severely injured guard.

    attack - (1d20+9)[22]
    confirm - (1d20+9)[25]
    damage - (1d8+2)[5]
    crit dmg - (1d8)[8]

    Gameboard:
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    Eydis now threatens Guard 3 (assuming he lives), Guard 4, and (using Hafted Weapon Mastery) Guard 1, giving me 3 more tokens (or 2, if Guard 3 is dead).

    If any of these three punks take a provoking action, COMBAT REFLEXES, BITCH!

    AoO vs. Guard 3
    attack - (1d20+9)[15]
    confirm - (1d20+9)[24]
    damage - (1d8+2)[3]
    crit dmg - (1d8)[3]

    AoO vs. Guard 4
    attack - (1d20+9)[21]
    confirm - (1d20+9)[28]
    damage - (1d8+2)[9]
    crit dmg - (1d8)[3]

    AoO vs. Guard 1
    attack - (1d20+11)[20]
    confirm - (1d20+11)[18]
    damage - (1d8+2)[8]
    crit dmg - (1d8)[8]

    I'm using one of my 4 AoO to boost my AoO against Guard 1 by +2. If Guard 3 is dead, I'll use the AoO I would have used against him to boost my AoO against Guard 4 (increase the attack roll by 2).

    Opportunism Pool: 4 or 5 tokens?
    Setting: The Chimeric City

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  20. - Top - End - #110
    Orc in the Playground
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    Default Re: Norse Adventures

    Edyis: You run through Guard 3 with your spear. He falls to the ground, dying. Guard 4, startled by your presence, turns his contraption towards you and you hear a loud noise emanate from it, but the strange sound didn't effect you in any way.

    It is now Gunnar's turn.

  21. - Top - End - #111
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    Default Re: Norse Adventures

    Gunnar abandons all pretense of strategy and just starts hacking at every enemy in range.

    ((Whirlwind attack on 2 and 4. Losing track of who is prone and who is flanked, so some bonuses may be in order beyond what is listed here.

    First Attack
    Attack: (1d20+11)[24]
    Critical: (1d20+11)[19]
    Damage: (1d6)[4]
    Critical Damage: (1d6)[4]

    Second Attack
    Attack: (1d20+11)[31]
    Critical: (1d20+11)[12]
    Damage: (1d6)[6]
    Critical Damage: (1d6)[6]

    AOO 1
    Attack: (1d20+11)[17]
    Critical: (1d20+11)[12]
    Damage: (1d6)[5]
    Critical Damage: (1d6)[3]

    AOO 2
    Attack: (1d20+11)[26]
    Critical: (1d20+11)[20]
    Damage: (1d6)[5]
    Critical Damage: (1d6)[4]

    Also, do we have a word over whether Whirlwind Attack allows me to trip or disarm everyone in range at my full BAB?))

  22. - Top - End - #112
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    Default Re: Norse Adventures

    Gunnar: You are dimly aware that you have struck both guard 2 and guard 4. Both are bloodied but still standing. Guard 2 fires in your direction, but you never feel the impact.

    Edyis: Guard 4 fires at you, but also misses.

    Sonhatsi: Guard 1 fires at you. You barely feel any pain, as the rage has consumed your entire existance (i.e. you soaked all the damage through your damage reduction).

    Edyis' turn.

  23. - Top - End - #113
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    Default Re: Norse Adventures

    Pulling her bloodied spear from his carcass, Eydis steps over the fallen guard to flank the one who keeps pointing the noise-maker at her. (five-foot step)

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    Eye for Opportunity as a Free Action - (1d20+2)[4]

    Full attack plus Cheap Shot vs. Guard 4 (flanked)
    attack 1 - (1d20+11)[25]
    confirm 1 - (1d20+11)[22]
    damage 1 - (1d8+2)[9]
    crit dmg 1 - (1d8)[6]
    sneak - (2d6)[8]

    attack 2 - (1d20+6)[15]
    confirm 2 - (1d20+6)[21]
    damage 2 - (1d8+2)[6]
    crit dmg 2 - (1d8)[8]

    Combat Reflexes
    AoO 1
    attack - (1d20+11)[17]
    confirm - (1d20+11)[24]
    damage - (1d8+2)[7]
    crit dmg - (1d8)[5]

    AoO 2
    attack - (1d20+9)[19]
    confirm - (1d20+9)[14]
    damage - (1d8+2)[5]
    crit dmg - (1d8)[1]

    AoO 3
    attack - (1d20+9)[21]
    confirm - (1d20+9)[16]
    damage - (1d8+2)[8]
    crit dmg - (1d8)[5]

    Using mastery 2 to spend 1 AoO to boost my first AoO by +2. Obviously if I kill Guard 4 this turn there will only be 2 targets for potential AoO, in which case ignore "AoO 3" and add +2 to the attack rolls in "AoO 2," thus using up all 4 of my AoO.

    Opportunism Pool: 2 tokens
    Last edited by souldoubt; 2009-03-01 at 04:12 PM.
    Setting: The Chimeric City

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  24. - Top - End - #114
    Orc in the Playground
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    Default Re: Norse Adventures

    Edyis: You're first attack skewers the guard, who drops his contraption and hangs lifelessly from the haft of your spear.

    ((You might as well use your second attack against somebody else))

  25. - Top - End - #115
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    Default Re: Norse Adventures

    ((I'll use it against Guard 2, but I had assumed a 16 would miss anyway. If not, all the better.))
    Setting: The Chimeric City

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  26. - Top - End - #116
    Orc in the Playground
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    Default Re: Norse Adventures

    No, it is a hit. You kill guard 2 as well.

    Only guard 1 remains standing. It is now Sonhatsi's turn.

  27. - Top - End - #117
    Orc in the Playground
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    Default Re: Norse Adventures

    ((DM Controlling Sonhatsi:))

    Sonhatsi waves his ax in the remaining guard's face. Taking the bait, the guard tries to bat it out of his face, and while he is distracted Sonhatsi hacks into the guard's torso.

    Attack one:
    (d20+12)[17](29)
    Crit: (d20+12)[3](15)
    damage: (d8+4)[5](9)
    crit damage: (d8)[5](5)

    (d20+7)[17](24)
    Crit: (d20+7)[11](18)
    damage: (d8+4)[1](5)
    crit damage: (d8)[5](5)

  28. - Top - End - #118
    Orc in the Playground
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    Default Re: Norse Adventures

    ((Sorry, giantitp.com mysteriously froze yesterday))

    Sonhatsi severely wounds the man, but he is still standing.

    Gunnar's turn.

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