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<blockquote data-quote="two" data-source="post: 2404837" data-attributes="member: 9002"><p><strong>Round 11</strong></p><p></p><p><span style="color: DarkOrange">I6: Juliana does something (pending, likely an attack?). OK. Got it. “Juliana, disgusted with her inability to hit, pulls back (withdraw action, provoking no AoO for the first 5 feet, but is a full round action) to where she droped her flail. </span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">Next round, she will pick it up (droping the arrow), and either close within 10 feet of LT (if this takes a 5 foot step, she will go total defense at +4 to her AC, bringing it to a 22), or take a 5 foot step and attack (+2 to hit, 1d8+2 dmg, 20x2 crit)</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">OOC: The -4 is killing me on the to hit. The trip idea was nice, but it works better when others can beat on him too. I might try a trip again after that attack, but we'll see.”</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">OK Juliana moves back to her flail, which is in the square she’s now standing in.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">I6: Almayce heals Hallidor a truly pitiful amount (IC does hate healing!) and moves towards Raz a step after getting up.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">I1: Huln takes a 5’ step, nearly off the map, and attacks LongTooth, rolling a “1” and completely whiffs. LongTooth laughs at the feeble pup.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">Round11</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">LongTooth 20</span></p><p><span style="color: DarkOrange">Hallidor 20</span></p><p><span style="color: DarkOrange">Slinker 17 </span></p><p><span style="color: DarkOrange">Ogrin 16</span></p><p><span style="color: DarkOrange">Stinker 14</span></p><p><span style="color: DarkOrange">Raz 13</span></p><p><span style="color: DarkOrange">Zaeryl 13</span></p><p><span style="color: DarkOrange">Juliana 6</span></p><p><span style="color: DarkOrange">Almayce 6</span></p><p><span style="color: DarkOrange">Vargo & Wolf 1</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">I20: LongTooth, seeing Juliana flee, decides to spank the dog. Not the monkey. Rolls a “18” and whacks Huln but good. Does 7 points of damage; Huln whimpers.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">I20: Hallidor, grappling Slinker, realizes that the WereRat is quite bloody at this point; he has been bleeding since he was bat-bit back in round5. While still quite dangerous, Hallidor is under the impression that, if he can just keep a hold of Slinker, and continue to squeeze him, Slinker will slowly but surely bleed to death. Surely a positive event. As such, Hallidor attempts to “pin” Slinker. This is an opposed grapple check, Hallidor gets a “8” and Slinker gets a “7”. Strong Hallidor successfully pins agile but not that agile Slinker, meaning that Slinker can’t attack Hallidor; rather, must try to break the pin.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">I17: Slinker, for the first time sensing that there might be some real danger involved in the conflict, attempts to squirm free. He rolls a “3” and Hallidor rolls a “14’. Not even close; Slinker is still securely pinned. </span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">I16: Ogrin fails to bleed.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">I14: Stinker. Stinker, seeing Raz hovering over Z, moves 10’ and attacks with his Rapier. “10” is a clear miss. </span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">I13: Raz pours the potion down Z’s throat, stopping the bleeding and healing 6. Raz has to move back to where his axe is dropped, which is the blue cross square (the red stuff are torches). How do you wanna proceed, given that Stinker is right in your face? You have a move action available.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">I will rule that if you want to you can "squeeze" around Stinker around the rocks above Stinker, but lose your Dex to AC while doing so, and of course provoking an AOO from El Stinkeroo for the movement. That way you can at least get in the square your weapon is located in.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange"></span></p></blockquote><p></p>
[QUOTE="two, post: 2404837, member: 9002"] [b]Round 11[/b] [COLOR=DarkOrange]I6: Juliana does something (pending, likely an attack?). OK. Got it. “Juliana, disgusted with her inability to hit, pulls back (withdraw action, provoking no AoO for the first 5 feet, but is a full round action) to where she droped her flail. Next round, she will pick it up (droping the arrow), and either close within 10 feet of LT (if this takes a 5 foot step, she will go total defense at +4 to her AC, bringing it to a 22), or take a 5 foot step and attack (+2 to hit, 1d8+2 dmg, 20x2 crit) OOC: The -4 is killing me on the to hit. The trip idea was nice, but it works better when others can beat on him too. I might try a trip again after that attack, but we'll see.” OK Juliana moves back to her flail, which is in the square she’s now standing in. I6: Almayce heals Hallidor a truly pitiful amount (IC does hate healing!) and moves towards Raz a step after getting up. I1: Huln takes a 5’ step, nearly off the map, and attacks LongTooth, rolling a “1” and completely whiffs. LongTooth laughs at the feeble pup. Round11 LongTooth 20 Hallidor 20 Slinker 17 Ogrin 16 Stinker 14 Raz 13 Zaeryl 13 Juliana 6 Almayce 6 Vargo & Wolf 1 I20: LongTooth, seeing Juliana flee, decides to spank the dog. Not the monkey. Rolls a “18” and whacks Huln but good. Does 7 points of damage; Huln whimpers. I20: Hallidor, grappling Slinker, realizes that the WereRat is quite bloody at this point; he has been bleeding since he was bat-bit back in round5. While still quite dangerous, Hallidor is under the impression that, if he can just keep a hold of Slinker, and continue to squeeze him, Slinker will slowly but surely bleed to death. Surely a positive event. As such, Hallidor attempts to “pin” Slinker. This is an opposed grapple check, Hallidor gets a “8” and Slinker gets a “7”. Strong Hallidor successfully pins agile but not that agile Slinker, meaning that Slinker can’t attack Hallidor; rather, must try to break the pin. I17: Slinker, for the first time sensing that there might be some real danger involved in the conflict, attempts to squirm free. He rolls a “3” and Hallidor rolls a “14’. Not even close; Slinker is still securely pinned. I16: Ogrin fails to bleed. I14: Stinker. Stinker, seeing Raz hovering over Z, moves 10’ and attacks with his Rapier. “10” is a clear miss. I13: Raz pours the potion down Z’s throat, stopping the bleeding and healing 6. Raz has to move back to where his axe is dropped, which is the blue cross square (the red stuff are torches). How do you wanna proceed, given that Stinker is right in your face? You have a move action available. I will rule that if you want to you can "squeeze" around Stinker around the rocks above Stinker, but lose your Dex to AC while doing so, and of course provoking an AOO from El Stinkeroo for the movement. That way you can at least get in the square your weapon is located in. [/COLOR] [/QUOTE]
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