[Adventure] The Predicament of Mr. Gimo Tine [Judge:?]


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dimsdale

First Post
[sblock=ooc]
Hey everyone. Tactical question: Can grakk move to U5? He'd have to move through a space occupied by an enemy in order to get there. Need to know in order to go forth with Grakk's actions.

thanks

[/sblock]
 


dimsdale

First Post
ooc: thanks RBJ

Grakk moves forward witb his axe held hight and slams it onto the foe to the right of soldier, connecting with a solid blow. The mercenary grunts in shear pain.

[sblock=attack]
move to v6
attack: avalanche strike: 1d20+10 M (U6) AC for 3d12+12= 23 for 20 damage
[/sblock]
 

H.M.Gimlord

Explorer
Mikara peeks around the corner for a shot, trying to clear some room for Soldier. She nocks two arrows in her bow, and lets fly.

Both miss the lucky squeaker in the front, but one of the arrows, fortuitously strikes the bloodied dwarf mercenary who took refuge behind his allies.

Irony's a b!t@# ain't it.
OOC: For some reason, the map shows Mikara at Y5, when she should be starting at W3. Senses are not published, but I figure, Stealth=27 is high enough to make her hidden.
[sblock=Actions]Move: to X5

Minor: Use whetstone on long bow (On hit, creatures within 2 squares of target take 2 damage)

Standard: Twin Strike
Target 1: Minion at U6
Attack 1: 1d20+11+2(CA)=15 Miss
Target 2: Mercenary Dwarf at Q7 (Current Quarry)
Attack 2: 1d20+11+2(CA)-2(Cover)=32 (Forgot. No penalty for cover) for 1d12+2=14 damage
HQ Damage: 1d8=3
Mercenary Fighter 1 at P7 takes 2 damage from the whetstone effect

Dudes. If somebody's got a ranged attack with a good bonus, hit MD2 at Q7. He's only got 2hp left!
[/sblock][sblock=Ministats]Mikara Li Mesadh
Passive Insight 15
Passive Perception 22
Senses Low-Light Vision

HP 34/39; Surges Left 7; AP 0
AC 20; FORT 14; REF 18 WIL 15
Speed 7 (Wildstep)

Str 10 (+0) Dex 21 (+5) Wis 17 (+3)
Con 12 (+1) Int 10 (+0) Cha 10 (+0)

Powers:
Dagger
:bmelee: +5 vs AC 1d4 damage
Longbow
:branged:+11 vs AC 1d12 + 7 damage
Nimble Strike
:ranged: +11 vs. AC 1d12+7 damage
Twin Strike
:melee: +5 vs. AC 1d4 damage per attack
:ranged: +11 vs. AC 1d12+2 damage per attack
Agile Recovery
Minor: Stand Up

Elven Accuracy
Free: Re-roll Attack
Evasive Strike
:melee:+5 vs. AC 2d4 damage
:ranged: +11 vs. AC 2d12+7 damage
Cut & Run
:melee:+5 vs. AC 1d4 damage per attack
:ranged: +11 vs. AC 1d12+7 damage per attack

Hunter's Bear Trap
:melee: +5 vs. AC 1d4 damage per attack
:ranged: +11 vs. AC 1d12+7 damage per attack

Class Features:

Hnter Fighting Style: Mikara can sheathe a weapon as a free action and gain a +4 bonus to AC against opportunity attacks she provokes by making a ranged attack.

Feats:

  • Quick Draw: You can draw a weapon (or an object, such as a potion, stored in a belt pouch, a bandolier, or a similar container) as part of the same action used to attack with the weapon or use the object.
    You also gain a +2 feat bonus to initiative checks.

  • Lethal Hunter: The extra damage dice from your Hunter's Quarry class feature increase from d6s to d8s

  • Hunter's Aim: You don't take the normal -2 penalty to attack rolls against your quarry if it has cover or concealment

  • Weapon Proficiency: Greatbow
[/sblock]
[sblock=Tactics]For now, we need to give Soldier some breathing room.

Longer term, we might want to flank the door instead of blocking it with bodies. This would provide us with OAs and keep us out of ranged attacks.

Otherwise, their artillery can hit us from behind the fray, and we'll only be able to hit them 2 at a time, granting cover to the artillery.

Mik's got several bonuses that help her at close range, so all we really have to do is keep the melee guys away from Morvannon.[/sblock]
 
Last edited:

Ozymandias79

First Post
Soldier swings his axe in a half-circle and hits everyone, except the dwarf.


[sblock=Action Details]
immediate reaction: use Unbreakable on the dwarfs hit reducing it to 7 damage

Standard Action:Sweeping blow(clockwise targeting)(hits all adjacent, except the dwarf, for 9 damage, Soldier marks them all and gain 4 THP)
Move Action:N/A
Minor Action:N/A
[/sblock]

OOC: and I believe Soldier should have 58/69 as he has resist all 1 and used unbreakable(6-1 (from resist all 1))+ (16(- 9 from unbreakable & -1 from resist all 1))=11 points of damage

[MENTION=13739]Velmont[/MENTION], Your turn now
 

dimsdale

First Post
[sblock=Tactics]For now, we need to give Soldier some breathing room.

Longer term, we might want to flank the door instead of blocking it with bodies. This would provide us with OAs and keep us out of ranged attacks.

Otherwise, their artillery can hit us from behind the fray, and we'll only be able to hit them 2 at a time, granting cover to the artillery.

Mik's got several bonuses that help her at close range, so all we really have to do is keep the melee guys away from Morvannon.[/sblock]

[sblock=tactics]
Okay :)

The big old barbarian will move. But can he strike around a hard corner? If not, he's pretty much useless in this battle unless someone tries to come through or until someone with a power to push a foe out of the way for him (grakk) to get through the door to help
[/sblock]
 
Last edited:

H.M.Gimlord

Explorer
[sblock=tactics]...can he strike around a hard corner?[/sblock]
[sblock=Tactics]I believe that hard corners do not provide cover to adjacent melee combatants. In other words, if Grakk moves to the side of the door, he can hit anything in the doorway without penalty. Let them come to you. It will force them to shift if they want to engage. This slows them down. If they don't shift, then...WHAM!

If they just hang around outside, then Morv and Mik can pick them off from a distance. We do more damage than they do in ranged combat.[/sblock]
 

dimsdale

First Post
[sblock=Tactics]I believe that hard corners do not provide cover to adjacent melee combatants. In other words, if Grakk moves to the side of the door, he can hit anything in the doorway without penalty. Let them come to you. It will force them to shift if they want to engage. This slows them down. If they don't shift, then...WHAM!

If they just hang around outside, then Morv and Mik can pick them off from a distance. We do more damage than they do in ranged combat.[/sblock]

[sblock=ooc]
Sounds good. Let's do it :)
[/sblock]
 

Velmont

First Post
[SBLOCK=OOC][MENTION=79956]dimsdale[/MENTION]: Avalanche Strike on a Minion... wasn't that excessive?[/SBLOCK]

Jarel-karn move over the fallen body and attack the mercenary in front of him. He then extend his ward over his companions.

[SBLOCK=OOC]Move: Walk to U6
Standard: Booming Blade vs AC on MF2 (1d20+12=18, 1d8+6=12) Hit for 12 ligthning damage and he takes Booming Blade (1d6+3=8) thunder damage if he move away from me during his turn.
Minor: Warded Vambrance (+4 AC to allies standing next to me UEoNT)[/SBLOCK]
 

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