Mingo Frasse (HP76/76 AC26) Anson (HP50/63 AC23*) Mig (HP22/35 AC19)
Anson steps forward 5 feet and swings his swords at the Gunner near the door. Mig jumps up on the crate with a growl, causing the Gunner to raise his hands in fear, allowing Anson to take a clear shot at him. Anson slashes the Gunner deeply
once twice and skewers him twice, drawing blood with
all three of four attacks!
(OOC: AC17 or below)
Mingo moves last
, so unless all skeletons are already down, and unloads on the nearest remaining skeletons with skiprocks, hitting all three times and skipping the first two stones on the next skeleton. Mingo then moves forward another 5 feet.
DO NOT FORGET THIS SPELL!!!!
Prayer 40 ft from Mingo for 4 more rounds (allies get +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes take -1 penalty on such rolls)
[sblock=OOC and rolls]
Reflex Saves: Anson 23; Mig 20
Reflex ST (DC14) (1d20+9=23)
Reflex ST (DC14) (1d20+9=20)
Anson moves to AC24 to attack the Gunner near the door.
Mig aid another is successful
Aid Anson in attack (1d20+4=20)
Anson LS1: 17
must be a miss!
Anson LS2: 24 (critical threat)(used Guidance +1 on roll) 22 to confirm critical hit
LS/LS v Gunner (1d20+11=17, 1d20+5=24)
critical threat confirmed? (1d20+5=22)
Damage: 10 on first strike / 9 on second strike + 12 for the critical hit
LS 1/LS2/LS2crit damage (1d8+6=10, 1d8+6=9, 1d8+6=12)
Anson SS1: 20
Anson SS2: 23
SS1/SS2 v Gunner (1d20+10=20 , 1d20+5=23)
Damage: 5 on first / 8 on second
SS1/SS2 damage (1d6+4=5, 1d6+4=8)
If the Gunner is AC 17 or less, then he takes 44 34 points of damage from Anson.
Scotley--Mingo's Initiative is 5 for this combat, so she goes last in the round.
I may need to wait for the others to make Mingo's moves. If the skeletons are all down when it's her turn, she will move in the room and send skiprocks against the
Archer first available foe. If there are skeletons standing when it's her turn, Mingo will attack skeletons in this order Y6, Y5, Y4, Z4. Attacks and skips in that order. If only one attack at the end of her move AB25/AC25, attack the archer with SR1.
If the Archer is hit, he get 1d6 additional cold damage that the skeletons are immune to.
Mingo skiprock attack 1: 23 Damage: 8 (bludgeoning)
--skiprock skip attack 1: 17 Damage: 11 (bludgeoning)
Mingo skiprock attack 2: 25 Damage: 10 (bludgeoning)
--skiprock skip attack 2: 19 Damage: 7 (bludgeoning)
Mingo skiprock attack 3: 21 Damage: 9 (bludgeoning)
--skiprock skip attack 3: 8
SR1/SR2/SR3 v skeletons (1d20+13=23, 1d20+13=25, 1d20+8=21)
skips SR1/SR2/SR3 v skeletons (1d20+11=17, 1d20+11=19, 1d2+6=8) Oops! Sorry for the negative sign at IC.
SR 1/SR1 skip/SR 2/SR2 skip/SR 3 damage v skeletons (1d6+5=8, 1d6+5=11, 1d6+5=10, 1d6+5=7, 1d6+5=9)
So if the skeletons are standing, This is confusing--From now on, Mingo will move after the others so we can keep her actions more straightforward.
[sblock=Spells in Effect/Remaining]
Mingo Spells in Effect: Longstrider 4+ hours; Prayer (40ft) 4 more rounds (+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes take -1 penalty on such rolls)
Anson Spells in Effect: Longstrider 2+hours; PFE (14 more rounds)(+2 AC, +2 ST);
Guidance (1 min)(+1 on any roll in that time)
Mingo CLW wand 47 charges remain
Anson CLW wand 48 charges remain
Mingo's Spells
(5+0+0) 0 Level: Create Water; Guidance (x2)(1m); Mending; Read Magic
(3+1+1) 1 Level: Bless (5r); PFE(5m);
Magic Weapon(5m);
PFE(5m) +
Longstrider(5h)
(2+1+1) 2 Level: Lesser Restoration; Spiritual Weapon(5r);
Spiritual Weapon(5r) + Locate Object
(1+1+1) 3 Level:
Prayer(5r); Spark of Life(5r); Ghost Touch Weapon (5m) + Water Breathing
Anson's Spells
1.
Longstrider (3hr); Resist Energy
Healing Belt Armor: Mingo 1 charge remains for the day; Anson 0 charges remain for the day.
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