Well, if Bat gets grabbed, then he would most likely wail on the thing that grabbed him instead. So, if it is ok with you, I'd like to apply my Mark to #4, and use my attack for Lynn instead and just end at HH12, is that cool?
Do'h! I've been playing warlocks since 4e was released, and I was sure it was "once per round" damage rather than "once per turn." Just went and looked it up and discovered I was wrong all along. Thanks for adding that.
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Simplicity is the grassy field which hides the pit, though in this case it causes 1d10 psychic damage, will save for half.
It's a mordenkrad, which has the brutal 1 property. To save time rerolling, a 1d6 becomes 1d5+1. Same statistical distribution.
Close, but no cigar. It's a gouge.
Actually, I'm fluffing it more like a huge axe with a gnarly spike on top instead of using the design from Dark Sun, because Grai ain't got no time for shovelin'.
Direct the Strike. You'd make an MBA at a +1 item bonus to the attack roll.
Hold Fast:
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 2[W] + Strength or Charisma modifier damage, and the target is immobilized until the end of your next turn.
Special: You can use this power in place of a melee basic attack.
Hold Fast:
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 2[W] + Strength or Charisma modifier damage, and the target is immobilized until the end of your next turn.
Special: You can use this power in place of a melee basic attack.
I could also do a quick retcon, attack the enemy before Bat, slide it away and move into it's square. Would be one square closer to Garithak and still adjacent to the other lurker.
I could also do a quick retcon, attack the enemy before Bat, slide it away and move into it's square. Would be one square closer to Garithak and still adjacent to the other lurker.
As awesome as Hold Fast is (appreciate that power pick btw, it will definitely come in handy!), I have to admit this would be preferable. It's not just that Ridai hits like a mack truck, it's also that she can move things away so I don't have to worry about the kid taking another hit (which apparently will be fatal).
Naw, its cool. Use me how you need me. I also have a pretty good MBA, not as good as Ridai's obviously, but if you need to use my MBA for whatever reason, go for it. Bat is just here to help the party in any way he can
Oh, Waffle, I will be going upstairs to chase them, just to let you know.
Edit: I am probably going to be running upstairs, for 7, that should get me far enough up to see where they are, then I can decide from there, is that ok?
Well, if it only gets my 1 square back, I am going to go ahead and not back up one square. I need 2 to charge and that's what I was going for, but oh well
So I will stay in MM16 and continue my turn.
Edit: Ouch, rolled a one. Guess it doesn't matter if I had the -5 or not to that attack roll!
Er....uh...... (Googlegooglegoogle) Ah! Didn't know the formal name for it.
It opens to the outside fenced area but is blocked by the hay bales. Poor planning by them.
Quote:
Originally Posted by WaffleLord
One large stack of hay blocks the northern wall, along with the sliding doors that open onto the fenced yard. (not show on map)
Restate: The hay blocks the wall AND the mow door.
Quote:
Originally Posted by Sierim
Better a moving target than the broad side of a barn."
I will have to go later tonight. The computer that I am currently on at work, which isn't my normal one, won't let me look at the map, it does weird things with my Goggle Drive.
Seems like I've been failing my reading checks a lot lately; I keep moving words around in sentences (I read something about hay on the north wall and a non sequitur concerning how the pen outside had a sliding door ).
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Simplicity is the grassy field which hides the pit, though in this case it causes 1d10 psychic damage, will save for half.
The way I picture it: On the second floor of the barn, the north wall has a sliding door that can be opened and hay can be thrown down into the fenced yard below. If you open the mow door and "step" out, you would fall down to the fenced yard below.
Right now, the mow door is blocked by the large stack of hay bales. It could only be opened by the outside, yet entry and exit would be impossible because of said hay bales.
I put a white bar where the door would be on the second floor.
If I am misunderstanding the definition of "mow door", it would explain a lot. Is a mow door typically on the floor? Trap door style?
I suppose a trap door might also be the mow door, though I can't see why one would make one. Such a design would have two problems: it would need to be very large to allow lifting of bales, thus increasing the burden on planks making up the mow floor, and wouldn't allow sunlight in effectively to see what you were doing. Small trap doors above the stalls, however, would make sense.
Edit: To clarify, I believe you understood my intent; I simply misread your comment about the door when you described the upper level.
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Simplicity is the grassy field which hides the pit, though in this case it causes 1d10 psychic damage, will save for half.