Moderators: The Mod Squad, The Justice League





Cleric array to Strength Domain, Stance array to Martial Spirit.
Attack (1d20+7=19) Hits, DC22 with her sword.


Mardu 29
Squee 26
Tutek 20
Silver 19
Charis 15(Her bonus is hire so she goes ever so slightly first)
Liguria 15
Kobolds
First the math...
Mardu attack has a radius of 10 feet, which means he can basically hit all adjacent characters. I will rule that hits 4 Kobolds. 1d20+3=11 1d20+3=15, 1d20+3=4, 1d20+3=23 1 Lives.
I assume Squee uses a standard Acrobatics mastery for a 24 to get the Archers. He attacks 1. 1d20+3=12
Tutek attacks 2, impossible to make throws so I wont even bother.
Silver attacks the Flankers. 1d20+3=10
Charis will go after the other group of 6. 1d20+4=10, 1d20+4=12, 1d20+4=7, 1d20+4=13, 1d20+4=12, 1d20+4=9 Sigh.... 1 Impaired 4 Disabled 1 Incapacitated
Liguria throws spear 1d20+3=22 Kobold lives
Okay back to math.
6 of the 12 on the Slope are dead. 1 of 6 flankers is dead. 1 of 6 other flankers are dead, ad the other 5 are suffering from penalties. 1 Archer is dead, 5 remain.
Insight Checks of 15 will allow players to see that their moral is starting to waver.
Squee: 5 Archers attak 1d20+3=4, 1d20+3=18, 1d20+3=18, 1d20+3=8, 1d20+3=21 1 Hits. Toughness roll of DC 18
Slope: They have the high ground so they get a +2 bonus to attack rolls for this round only.
Mardu: 1d20+5=25, 1d20+5=24 Ouch. With Crit, the first attack is DC 23, the other is DC 18
Tutek 1d20+5=19, 1d20+5=23 Both DC 18
Liguria 1d20+5=9, 1d20+5=8 Both miss horribly.
Silver: 1d20+3=10, 1d20+3=18, 1d20+3=5, 1d20+3=22, 1d20+3=18 DC 18
Charis: The for disabled ones... 1d20-2=18, 1d20-2=2, 1d20-2=4, 1d20-2=15 All miss
Impaired: 1d20+1=5 Misses




Charis's Affliction is progressive, so she's continuing her song and using the agonizing wails to enhance the effect (descriptor for the progressive extra).
Standard Action: Chords of Agony: Sharp, quick flicks of your sword create chords of unbearable pain. Burst Area Affliction 7 (Resisted by Will; Impaired, Disabled, Incapacitated), Selective, Progressive, Limited (Requires a sword), Sense Dependent (Auditory) • 1 point




ooc wrote: defense rolls - Toughness vs dc 23, dc18 (1d20 +4=24, 1d20 +4=8)
spend a luck point - Toughness vs dc 18 - luck reroll (1d20 +4=16)
eh, good enough...
ooc wrote: Strike vs dc15. dc 21 on a hit. (1d20 +8=25)
leaping is included in tiger claw style, skill mastered acrobatics = 25, just to make it look good.

Trick - Redirect (1d20+8 =25, 1d20+8 =16)
***
Move action: Moves to the spear
Standard action: Attacks nearby Kabold (I'm under the impression we are not lacking in targets.)
Attack Roll (1d20+9=26) DC 20
Ooc: thank you for the bluff ruling. I will try to announce it before now and use standard or move actions(-5) after this.

Toughness (1d20+6=18) Saved
Toughness (1d20+6=24) Saved
Toughness (1d20+6=16) 1 Degree
Delayed Damage (1d20+10=11) Heals the 1 Damage
Turn starts: Regenerate turns the 1 temp damage to fully healed damage
Attack (1d20+7=27) Crit, I'll take +5 DC since it's just a minion, DC27.
And a light heal for Mardu, let's see if it does anything.. Crusader Strike (1d20+2=17) Indeed it does.



More god awful rolls for the Kobolds, so I said screw it and did this...


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