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<blockquote data-quote="GlassEye" data-source="post: 6714870" data-attributes="member: 40413"><p>The sorcerer giggles, not so much in glee as in relief that Lizt's attack didn't gut him. Ofenloch hardly notices the arrow fired by Gratien as he readies himself to attack Tender.</p><p></p><p>Hank's spell would fail but for the fact that he again sacrifices up a bit of his essence to power the spell. This time instead of leaving him weakened it leaves him clumsy. A second badger enters the fray and both attack but do no injury to the Jarl or his men.</p><p></p><p>Homer attacks the Jarl and is certain his attacks strike true and yet, they miss.</p><p></p><p>[GM]Round Two continues!</p><p>Actions remaining for Franko, Tender, Boral, & Kurl[/GM]</p><p></p><p>[sblock=OOC]Scott, PLEASE listen to me: you do not use a d20 when using two weapon fighting. You use a d16. Because of the Jarl and the Thegn's AC you must roll a 16 on a d16 to hit any of them.</p><p></p><p></p><p>Homer AC 12 (modified); 8/8 hp (Enlarged: +1 hit, dmg, AC, 9/10 rounds)</p><p>Hank AC 8 (modified); 5/5 hp (STR 4/10; AGI 4/10; -2 modifier)</p><p>Franko AC 10; ?/4+?</p><p></p><p>Gratien AC 13; 4/4 hp</p><p>Lizt AC 14; 4/4</p><p></p><p>Boral AC 10; 7/7 hp (Lost: Enlarge)</p><p>Kurl AC 15; 5/5 hp</p><p>Tender AC 18; 8/13 hp (Bless: +1 to all attacks, 9/10 rounds)</p><p></p><p>Badger AC 12, 6 hp, 359/360 rounds (+2, 1d4 damage)</p><p>Badger AC 12, 6 hp, 360/360 rounds (+2, 1d4 damage)</p><p></p><p>Jarl AC 18 10/16 hp</p><p>Thegns AC 16 </p><p>-Ofenloch 12/12 hp</p><p>-Kreig 12/12 hp</p><p>-Orioc 12/12 hp</p><p>-Utherl 12/12 hp</p><p>-Haedrick 12/12 hp</p><p>-Clohn the Bald 12/12 hp</p><p>-Haelf Halfson 12/12 hp</p><p></p><p>Sorcerer AC 10 hp 6/6 Black bolt: 2/3 remaining</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="GlassEye, post: 6714870, member: 40413"] The sorcerer giggles, not so much in glee as in relief that Lizt's attack didn't gut him. Ofenloch hardly notices the arrow fired by Gratien as he readies himself to attack Tender. Hank's spell would fail but for the fact that he again sacrifices up a bit of his essence to power the spell. This time instead of leaving him weakened it leaves him clumsy. A second badger enters the fray and both attack but do no injury to the Jarl or his men. Homer attacks the Jarl and is certain his attacks strike true and yet, they miss. [GM]Round Two continues! Actions remaining for Franko, Tender, Boral, & Kurl[/GM] [sblock=OOC]Scott, PLEASE listen to me: you do not use a d20 when using two weapon fighting. You use a d16. Because of the Jarl and the Thegn's AC you must roll a 16 on a d16 to hit any of them. Homer AC 12 (modified); 8/8 hp (Enlarged: +1 hit, dmg, AC, 9/10 rounds) Hank AC 8 (modified); 5/5 hp (STR 4/10; AGI 4/10; -2 modifier) Franko AC 10; ?/4+? Gratien AC 13; 4/4 hp Lizt AC 14; 4/4 Boral AC 10; 7/7 hp (Lost: Enlarge) Kurl AC 15; 5/5 hp Tender AC 18; 8/13 hp (Bless: +1 to all attacks, 9/10 rounds) Badger AC 12, 6 hp, 359/360 rounds (+2, 1d4 damage) Badger AC 12, 6 hp, 360/360 rounds (+2, 1d4 damage) Jarl AC 18 10/16 hp Thegns AC 16 -Ofenloch 12/12 hp -Kreig 12/12 hp -Orioc 12/12 hp -Utherl 12/12 hp -Haedrick 12/12 hp -Clohn the Bald 12/12 hp -Haelf Halfson 12/12 hp Sorcerer AC 10 hp 6/6 Black bolt: 2/3 remaining [/sblock] [/QUOTE]
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