Ok, with Ung roll. you get 3 sucess at the athletics, so I guess my enemies wont benefit of the +3 to their defenses as you catch with them quickly. Other dont have to roll their athletic now (no point in doing so except to give me an idea who is lagging behind the group lol)
I guess you'll give this chance at fighting.... you might wanna roll your attack rolls/damages.
a)everytime I miss I get a +1 to my attack roll against that target.
b)my oath bonus damage on anyone that tries to get away from me would raise the total damage to 20
Don't know if either of those would help
__________________ Playing: Ashe Natura - Grandpre Academy (Second Group) - D&D 4E Gustavo - The Fires of War - D&D 4E
Gillric : If you dont, maybe Monique does. I am not sure if her daliy utility power (canon of avoidance or something like that) give defenses or attack bonus, but if it is attack bonus, she may save your missed attack with it (assuming she still have it unused and wish to spend it)
An AP would bump it by +2, but per Dekkah, those are spent pre-emptively. I'd point out that APs are often used to make up for blunders in tactical fights, in case this sways our DM into changing his mind.
Gillric : If you dont, maybe Monique does. I am not sure if her daliy utility power (canon of avoidance or something like that) give defenses or attack bonus, but if it is attack bonus, she may save your missed attack with it (assuming she still have it unused and wish to spend it)
If it'd help, Bolerum will use Greenbane's minor action daily aura 2 which grants +3 to attacks against goblinoids.
Gillric : These arent very powerful in themselves, but I think the second one does help a little in this situation. Since these are artillery, they will move away from you as much as possible to be able to shoot, letting you benefit from the bonus damage a lot to make a small difference.
So here is what I'll do:
I grant you a +1 for the actual SC thing, rising your attack to 22 VS AC.
You hit to help the SC chance of success.
But, you still have to expend the surge or daily attack power as a penalty.
I hope you find this fair.
I agree with you Bolerum that an AP can change a battle tide, but the idea to ask for the AP before hand is simple : Someone would wait to see if he hit well enough and decide to bump his roll when he feels that he miss by a small margin ( (like in this case)) and I dont want this for this situation. In my opinon, in actual combat, I've seen a lot of times when an AP is used for nothing (people spend it at start of fight o na easy combat) or use a bit late (still helping in the end, but dont prevent massive problems).
So while I understand your point of view, I'll stick with the way I've written it initialy.
Gillric : These arent very powerful in themselves, but I think the second one does help a little in this situation. Since these are artillery, they will move away from you as much as possible to be able to shoot, letting you benefit from the bonus damage a lot to make a small difference.
So here is what I'll do:
I grant you a +1 for the actual SC thing, rising your attack to 22 VS AC.
You hit to help the SC chance of success.
But, you still have to expend the surge or daily attack power as a penalty.
I hope you find this fair.
I agree with you Bolerum that an AP can change a battle tide, but the idea to ask for the AP before hand is simple : Someone would wait to see if he hit well enough and decide to bump his roll when he feels that he miss by a small margin ( (like in this case)) and I dont want this for this situation. In my opinon, in actual combat, I've seen a lot of times when an AP is used for nothing (people spend it at start of fight o na easy combat) or use a bit late (still helping in the end, but dont prevent massive problems).
So while I understand your point of view, I'll stick with the way I've written it initialy.
Works for me, I am less worried about the personal resources then about taking out the group of enemies.
__________________ Playing: Ashe Natura - Grandpre Academy (Second Group) - D&D 4E Gustavo - The Fires of War - D&D 4E
Well done. Now we only need to see if you can manage to get an other and gain the little bonus for next round.
You can start to ponder on what you wanna try next.
Of course the fleeing option remain the same (you still have the -1 to all DCs because of the intimidate Bolerum did and possibly a -2 to some of the skills as well if you manage to get an other hit with Jieung or Monique ).
You can also push your luck and charge in to finish the monsters (55 of them - the last guard moved to join the infantry when they saw you were charging... choosing to side with the largest group rather than go die with their 15 friends). While you didnt really get hurt a lot on paper (didnt miss much - not much surge lost), you character sure feel the exaustion on continual battle by now and expended most of they ressources (encounter attack powers and encounter stuff). So that battle would be at a +10 compared to the last one (so a net +15 compared to base defenses). You still keep the -1 to all defense gained by Bolerum and may have an other -2 if you get 4+ hit.
The enemies stat also will change for a sldier set (because the group contain mostly infantry)
Also, those who take part in that battle will automaticly loose one surge at the start : 55 enemies will sure hit you . You still may loose an other surge/daily on miss.
Also know that with only 1 hit (or less) = those who missed wont be able to escape adn are subject to whatever the goblin decide to do with them.
As usual, I require 3/5 hit.
I am not trying to discourage you, but the odd should really be against you after 3 fight without rest and 55 enemies . Still, you are the heroes... will you rise to the challenge!?!!
The goblins started with 10 siege engines. It looks like they may be down a few, now. How many goblins does it take to push one of them, and how many are left at this point?
I'm thinking we should withdraw and harry the goblins on their way to Fort-du-Col. Bolerum will take it on the chin to give others a head start. If people want to fight with him, he'll ask for a little space -- those with him should stand roughly 10' back, giving him some space to engage as many goblins as possible. After a brief engagement, he'll withdraw, running to catch up with the rest of the PCs.
Also, you might try something of your own design if you have other ideas...
I am actually thinking about an other option you may have.
The enemy group is actually quite scared in general (at least half of them look like they want to flee it doesnt take a very insight to notice it.
If you want (would dare that) I can design something to try and scare them off and break their rank. Failure would mean you have to fight (same a above) or flee with harder DCs than above.
The core rolls would be (1 of each minimum) :
1 - Insight DC 21 (To notice the unafraid "leaders" among the group who stir the others - to know who to target/focus upon with threath/shot for better effects)
2- Intimidate DC 14 for those who never missed in the 3 previous battles, 17 for those who missed once, or 21 for those who missed twice+ (to intimidate even more people)
3 - Bluff DC 14 (to make them beleive they better flee)
Optionnal stuff
Optional 1 - Ranged or area attack upon the enemy troops (Per same combat rules as before, base defenses +10 (this get the - 1 from Bolerum = 9 .... can also get -2 if 4+ hit before))
Optional 2 - History 15 (search history with stories of defeats of the various clan present to augment the threaths (This wont be reduced by a 4th hit))