Tale of the Clueless - [Combat Thread]

Nalfeshnee

Explorer
this is the combat thread - more info to follow once the first combat rolls by, but please post your favoured actions in common combat situations (ambush, attack, dungeon crawl etc) before we begin so i can post for you if you are not around, to speed things up.
 
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Dichotomy

Explorer
Idim's favored combat actions:

-If there is space to warrant it, Idim will generally open with her bow using whichever ammunition seems most appropriate.
-If the enemies are closer than 40', Idim will forego the bow and instead use her rapier.
-In general when using her rapier, Idim will make use of her fast movement and tumble when needed to get good position on her foes so that others can flank with her.
-If she can do so without it being foolish, she also tries to move at least 40' in a round so as to get the benefit of expeditious dodge (though she doesn't take pains to do this).​
 

Nalfeshnee

Explorer
Idim - the room is small, just a 5' square, so both you and your foe get -4 to hit due to the cramped quarters and sharing of a square.
 


Dichotomy

Explorer
Idim's stern expression actually turns slightly playful as she thrusts her rapier at her foe. Just like practice... Just like practice... She then deftly moves down the hall and waits for her foe to follow her.

"Coming, 'Love'?" she taunts.

[size=-2]+4 Melee, masterwork rapier, 1d6+1 (+2 precision damage), 18-20/x2 [penalty included]
Depending upon the length of the hall, Idim will either just move 10' or so, or she will move 40' if enough room.
AC: 18; 22 if he happens to get an AoO from the movement; +2 to both if Idim moves 40'[/size]
 


Nalfeshnee

Explorer
Combat aboard The SeaBreeze

Initiative
Idim 21 initiative (1d20+4=21)
Drota 20 initiative (1d20+3=20)
Vorastrix 18 initiative (1d20+1=18)
Drahluut 17 initiative (1d20+4=17)
Mir 16 initiative (1d20+6=16)
Crew 16 initiative (1d20+1=16)
Thrumgall 9 initiative (1d20+6=9)
Terrathoin 8 initiative (1d20=8)


please post your action, stating what you are doing, then noting what the move/standard/full round action you are doing is, and posting any necessary dice rolls, please (if possibly please make and post links to your own dice rolls via Invisible Castle - this will save me a lot of time :))

ill update the initiative list as/if more combatants join the fray

Idim and Vor are not yet part of the combat though since they may yet show u :) ive rolled their initiative already.

There is no surprise round, though keep in mind characters who have not acted in the first round are flat-footed.

below is a general map of the way things stand aboard the Sea Breeze. The ship is 30 feet wide and 60 long to give you an idea of the scale/moement possibilities.

AND REMEMBER YOU ARE IN AIR, SO YOU CAN FLY, though since its a combat it may not be as easy as when practicing :p

Good luck
 

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Ambrus

Explorer
Vorastrix banks away from the Martyred Justice and reorients his perspective so that the Sea Breeze lies below him. Not content to wait for gravity to carry him across the gulf, the small silver-white dragon beats the air savagely with his wings. Muttering under his smoke filled breath, Vor prays to his god in draconic: "Great Behemoth, command thy north wind to bear me swiftly to mine companions' aid."

Speaking as a free action. Full-round action to run up to 240 ft., ending his turn below the Sea Breeze's hull.
 

Gli'jar

First Post
Terathoin continues his dwarven war chant, and begins rapping the but of his axe against the deck. In the crescendo,"Dwarf-Father guide my Axe!" he lifts his axe high, pivots to face a mutiner and attacks.

On his action, Terrathoin will turn, move into position and attack #3 if he hasen't moved or the next closest target. His favored actions will be to close quickly with an enemy and engage in melee, and then move on to the next opponent. Secondary action aid another who is showing signs of difficulty.

Atk Ac 20, Dmg 8 For some reason invisible castle is still not adding the numbers together?
 

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