4e Combat Playtest [FULL]


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bonuses Sharm forgot

Yeah, you're right, Ata, that's +10 for level, +2 for proficiency, +4 for magic, so that's an extra +16. I'll edit the post.
 

Pheeeeeeeeww Man, was this long!!
Hope I didn't miss anything...

Annalist:no, concealment doesn't apply.
Leif:yes, you'd have to spend a healing surge. You'd only get 9 hp from it since you're almost at full health, so I did'n do it for you since it's probably not worth it. But if you want to, I'll change the status.
 



Leif:yes, you'd have to spend a healing surge. You'd only get 9 hp from it since you're almost at full health, so I did'n do it for you since it's probably not worth it. But if you want to, I'll change the status.
No, don't worry about it. Sharm gets MEAN when he's bloodied, anyway!
 


Redclaw: regardless of the flavour or specific effects, if the power has the weapon keyword, all those bonus apply.
Leif:I don't mind you posting in advance your actions. Generally I'd say it's better for tactics to wait your turn,in case the situation changes, but if you're okay with it, no problem.

On a side note: Guys, you might really want to help Kozaar, because, while he had an awesome action in the first round, he should have retreated after that with all those foes surrounding him, and on top of that, Hammerhead was really unlucky with dices. In a regular game I'd probably pull my punches, but not here, so Kozaar actually is risking death. (or death saving throws anyway, which is not really a pleasant situation)
 

He could use a Healing Word, yeah. That should keep him long enough for Eiran and Serana to thin out his attackers some - getting pushed sort of ruined his ability to chain his close attacks for maximum effect.
 

Cool on the keyword effects. I just didn't want to assume. :D
I guess the rockfire dreadnought has resistance to its own attacks?

As for Kozaar, I wish there was something I could do for him. I figure engaging the two big guys over on the side is the best I can manage at the moment.
 

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