sakeriver.com

Round 4 actions, round 4, magic weapons

From: Kevin

Subject: Round 4 actions

OO: sure would be nice if Kal could do more than 1d6 +? of damage each turn. This is like the death of a thousand paper cuts. Maybe a keen rapier would help - double your critical threat range to 15-20 would help some.



From: Mark

Subject: Round 4 actions

Sure is nice when your ally abandons you that you can dance around 6 enemies and not get touched. Must be the lack of all those bonus fighter feats and 18 STR. Oh wait, wasn't it Kal who took out 4-5 guards all by himself earlier? Yeah it was.

Run your own character.



From: Kevin

Subject: Round 4 actions

Harp steadies himself from the blow to his head. He had to stay focused. They had three enemies right in fron of them, and one that they couldn't get to. Damn, this was going to take a while.

Harp full attacks with attack 1 going against C2 and attack 2 against C3.



From: Kevin

Subject: Round 4 actions

OOC: I apologize to all. I got Kal's damage and Surin's damage confused in my mind. Kal did nearly as much as Harp and Ran.



From: Porter

Subject: Round 4 actions

OOC:

But not as much damage as Mund! Hahahah!!

--------

IC: "Kal, stop dancin' with him and kill him already! The little one's in trouble!" Mund yells, concerned for his friend.

"Don't bother trying to take him down, Surin, just keep youself alive until we can help you."



From: Randy

Subject: Round 4 actions

Ran will move over and attack C2 (assuming that this counts as moving within a threatened area (thus giving him +4 to his AC from his mobility bonus) He will apply his dodge point against C1.

OOC: Do I always have to specify my dodge point? I would assume that it would by default be applied against the person I am attacking (and thus should have saved me from the damage taken this round).

One other question. I was looking at my character sheet and noticed that my dexterity bonus is not being added to my armor class. Elven chain allows for a max dexterity bonus of +4 and so I think my +3 should be added to my A/C. Let me know if this is way off or what.



From: Randy

Subject: Round 4 actions

OOC: About the dodge being added to the armor class, I see now that I was wrong and it is working right. I forgot about the sapped level so sorry about that confusion.



From: Randy

Subject: Round 4 actions

I will take a look.

Making a 5 foot step does not provoke an AOO, so just stepping 5 feet to the side does not give you the mobility feat bonus. You would have to step back 5 feet and then move a diagonal square, which would be a move action of 10 feet and then you would get the bonus from the AOO from C1 and C2, since it is those threatened squares you are leaving. It does cost Ran one attack, since he can not move and make a full attack.

So your choices are to dance around, get +4 to AC, and get one attack, or take a 5 foot step, not get +4 to AC and get two attacks.

Let me know which one it is.



From: Mark

Subject: round 4 actions

Normally I would like you to specify, or at least remind me that you have a dodge point. If there is only one foe, I would know who to apply it against. When there are many enemies you should tell me.



From: Josh

Subject: Round 4 actions

Kal looks over at Surin. "If only there was a way to get him to come after me instead of him." Kal thinks to himself.

As his dance continues he lets his mind wander to one of his encounters with Mund. He repositions himself so he's facing toward Surin and his attacker and yells out

"Hey! Hey you! You're father's skrilka and you're mother's the town whore! I think Mund here had her 4 times last night, and that was before the half-orc got to her!"

He then distractedly attacks e4

OOC1: Kal will step to f5 so he's facing towards e1 before he throws his insult.

OOC2: Mund's a monster with that damage.

OOC3: Kevin: Oh yea, he also picks up two attacks next level. I've been dying for level 8 since we hit level 7.



From: Josh

Subject: Dodge

OOC: I forget my dodge bonus all the time too. Kal will apply his to e4 this round if he hasn't been already.



From: Bryan

Subject: Round 4 actions

As the man continues to hack away at Surin, he attempts to avoid the blows while landing some damage of his own. While he would like to have the larger fighter deal with this, he cannot afford to rely on Mund arriving in time.

OOC: I should be around over the next few days. However, I'm travelling, so I may be out of touch.



From: Randy

Subject: round 4 action

Ran will full attack for this round but I will keep that in mind if he gets beat up too much. He will attack C1 and use his dodge point on him as well.\\



From: Kevin

Subject: Round 4 actions

OOC: Mark, I have changed my mind. Harp is going to full attack C2. I don't know why I thought about spreading out my attacks. My normal plan is focus on one attacker until he is down, then focus on the next guy. Harp will do that.



From: Derek

Subject: Round 4 actions

I just got back from Japan yesterday. We're all currently jet-lagged out of our minds (I just got up first and it's 4 pm here) and it will take me a little while to read through the last couple weeks to see what's going on, so until then Porter can keep playing Ally, since it looks like you're in the middle of combat right now.



From: Mark

Subject: Round 5

Round 4

Init E1 (29), Ranthir (23), Harp (17) Kal (14), Mund (14), Salix (10), Surin (7), C1,C2, C3, C4 (7), E4 (6), Ragnar (6)

The man (E1) swings down at Surin a second time(AC20, 4+9=13, miss) and Surin dodges out of the way again. "Does your boss at the crap workers guild know you're moonlighting as an incompetent fighter?" Surin taunts.

Ran refocuses his attention on the man (C1) in front of him. Harp and the wall would protect him from flanking, so all he had to do was fight. He strikes at the man with a low thrust (AC19, 6+10=16, miss). The man block the blow with his own sword. Ran tries to cut up from the block (AC19, 8+5=13,miss) only to meet the large steel shield with a loud clang.

Harp does a bit better. He powers an overhead blow (AC19, 12+12=24, hit, damage 14) and it crashes into his opponents (C3) shield. The blow almost drives the man to his knees and a snapping sound can be heard as his forearm breaks. Harp's second blow however (AC19, 3+7=10, miss) swings wide as the man dodges to the side.

Kal hears Surin's pleas for help. The little one was holding his own but it was only a matter of time before he missed a dodge. Moving to get a better view Kal calls out to the leader "Hey! Hey you! You're father's skrilka and you're mother's the town whore! I think Mund here had her 4 times last night, and that was before the half-orc got to her!" Kal then drives his rapier into the man fighting him, almost as an afterthought (AC16, 12+12=24, hit, damage 9). Again he slides the blade through the man and as they close the elf whispers to him again "Do you really want to die for your god?"

Mund yells out "Damn it elf, stop dancing with him and kill him. Surin needs help." With a grunt of effort he swings his ax two handed and lands (AC16, 8+13=21, hit, damage 14) a massive blow that almost cuts the man (E) in half. Using the momentum of his blow the barbarian propels himself forward until he is next to Surin. "Don't worry little one. No one is going to hurt you while I'm around."

Salix watches the fight progress. Harp is doing well but Ran seems to be suffering from whatever that wight did to him. He decides to wait and see how he can help them to most.

Surin give a big sigh when Mund shows up. He takes one more stab at the man (AC18, 7+12=19, hit, damage 2) and then backs a few feet away whispering "He's all yours big guy."

Ran's foe (C1) swings his sword at the ½ elf again (AC20, 12+6=18, miss). Ran catches the blow on his shield.

Another of the men in plate (C2) swings his sword at Harp (AC20, 4+6=10, miss). The ½ orc leans back a bit and the blow falls short.

The man Harp had been fighting (C3) steps back a few feet, sheathes his sword and pulls a vial from his belt. He pulls the stopper with his teeth and drinks the contents down. Several of the deep cuts close over in seconds and the man.

The man in the back row steps into the line, his sword swinging (AC20, 8+6=14, miss). Harp's armor clangs with the impact, but the holy armor holds firm.

Kal's foe (E4) pulls himself off the rapier and fear in his eyes, turns to run. Kal steps forward (AOO,AC16, 6+12=18, hit, damage 5) and runs the man through. As the man falls and Kal moves on he whispers something to the man that only the two of them can hear.

OODM: I need round 5 actions



From: Derek

Subject: Round 5 actions

OK, I've read through the almost 300 emails I've accumulated from being gone for a couple of weeks. Seeing what is happening now, why didn't Allistair shoot a fireball down the corridor as soon as he saw light from the torches of the enemies?



From: Karl

Subject: Heat metal

No effect on the man who failed his save against "heat Metal"? Is this round 1 or round 2 for the spell? (i.e. is Round 1 the round in which it is cast, or the round after?)



From: Porter

Subject: Round 5 actions

I figured that a fierball in a tunnel was a bad idea, especially considering some things that the DM has said in the past.



From: Mark

Subject: Round 5 actions

Round 2 but there is no visible effect on the man that Salix can see. Doesn't mean nothing happened.



From: Kevin

Subject: Magic weapons

Mark, when did the guys in the tunnel change from heavy maces to swords?



From: Kevin

Subject: magic weapons

I think Harp and Ran should each get an AOO against the guys that changed weapons in middle of the fight.

Right, and pigs may fly out of my but.

Party on Wayne. Party on Garth.



From: Mark

Subject: Magic weapons

Ok the guys in the tunnel do have heavy maces. Damage is the same as a sword so no loss there.

None of them hit Ran or Harp so this is just my brother whining again. Also readying a weapon does not provoke an AOO.