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<blockquote data-quote="Binks" data-source="post: 6368136" data-attributes="member: 6775039"><p>My Bear won't be able to Stealth here with the move penalty and there wouldn't be any use for it anyway. Terilion and I will give it a go. Its key that I get an extra Standard here with surprise, so I'm going to spend my Guidance of the Past Encounter on the Stealth. </p><p></p><p><em><strong><span style="font-size: 12px">SURPRISE</span></strong></em></p><p></p><p>[sblock]Saerie Stealth + 11 (<em>Guidance of the Past - Encounter</em>). Rolled 3 and 14. 25 succeeds.</p><p></p><p>Surprise: <em>Twin Strike</em> on Minions in R10 and E4. Rolled 15 twice. That will do it.</p><p></p><p>Terilion Stealth + 10. Rolled 17. 27 succeeds. </p><p></p><p>Surprise: <em>Javelin </em>on S in B11. Rolled 15 again!. 2d8 + 6 = 17 damage.[/sblock]</p><p></p><p></p><p></p><p>FYI. You forgot to give each S a corresponding number. </p><p></p><p>Saerie will be in E20, Terilion in F20, and Bear in G20.</p><p></p><p>EDIT - Realized I have no line of effect to Minion in T12 so I'll take out the guy in E4.</p><p></p><p><strong><span style="font-size: 15px">ROUND 1</span></strong></p><p></p><p>Since my group is bunched up on Initiative, I'm going to delay Terilion so that my initiative order is</p><p></p><p>Saerie</p><p>Bear</p><p>Terilion</p><p></p><p><em><strong></strong></em></p><p><em><strong>Saerie</strong></em></p><p></p><p>[sblock]Free Action: <em>Quick Swap </em>- Stow bow and draw greatsword.</p><p></p><p>Move Action: Might Sprint - + 4 speed (11), ignore DT and + 5 Athletics. Moving around the right side of the stalagmite challenging terrain to H11 (should be 10 squares and no OAs).</p><p></p><p>Minor Action: <em>Battle Wrath Stance.</em> </p><p></p><p>Standard Action: <em>MBA </em>+ 14 vs AC on V. Rolled 17. 31 hits. <em>Power Strike </em>(free action). 24 damage on V and slide V 1 square north (F11 and G11) and S3 1 square west (G10) and into the fire unless they pass a Saving Throw.[/sblock]</p><p><em><strong></strong></em></p><p><em><strong>Bear</strong></em></p><p></p><p>[sblock]Move Action: A few squares forward and then...</p><p></p><p>Standard Action: <em>Charge and Ursine Crush </em>+ 11 vs Fort on V. Rolled 13. 24 (or 26 if he is prone instead of in the fire). 10 damage and V is grabbed (DC 18).</p><p></p><p>Action Point: <em>Defenseless Prey. </em>V gains vulnerable 5 all UEoNT and Saerie makes an MBA + 14 vs AC against him. Rolled 2. <em>Elven Accuracy</em> reroll. Rolled 9. I assume 23 hits (25 if he is prone instead of in the fire)? If he is prone and not in the fire, I'm going to use <em>Power Strike </em>again to attempt to slide him in the fire (S3 would also have another shot of being in the fire if he passed his ST). 25 damage and 7 more from <em>PS.</em>[/sblock]</p><p></p><p><em><strong>Terilion</strong></em></p><p></p><p>[sblock]Move Action: A few squares forward and then...</p><p></p><p>Standard Action: <em>Charge and Harrying Spear </em>+ 13 vs AC on V. Rolled 7. 20 (or 22 if he is prone). If it hits, its 19 damage and If V leaves a square adjacent to Terilion before the end of his next turn, Terilion can deal 7 damage to V as an opportunity action.[/sblock]</p><p></p><p>There is a lot of conditional stuff up there so I'll let you tell me what happens rather than attempt to narrate it myself.</p><p></p><p>Quick question. Is the fire difficult terrain? If so, then they characters who can't shift out of the fire will have to move instead and will provoke an OA. If it is difficult terrain, then I want to keep S3 adjacent to me. If it isn't difficult terrain and he is in the fire in G10 after the first Power Strike, then I want to slide him another square away from me into F10 so he has to spend a move to get to me.</p><p></p><p><strong><span style="font-size: 15px">ROUND 2</span></strong></p><p></p><p>Saving Throws for forced movement into hindering terrain:</p><p></p><p>Saerie - 18. Prone in J12.</p><p>Bear - 1. 10 damage and in the difficult terrain of the Jagged Stalagmites in I14.</p><p></p><p><em><strong></strong></em></p><p><em><strong>Saerie</strong></em></p><p></p><p>[sblock]Minor Action: <em>Acrobat Boots </em>- Stand up from prone.</p><p></p><p>Standard Action: <em>Charge MBA </em>+ 15 vs AC on V. Rolled 8. 23 hits. 28 damage on V. Saerie in H12.[/sblock]</p><p></p><p>FYI - If V attacks Saerie, I'm using <em>Fox's Cunning</em> on him. Rolled 10. 24 should hit. 22 damage and shift to I10.</p><p><em><strong></strong></em></p><p><em><strong>Bear</strong></em></p><p></p><p>[sblock]Move Action: Move to I12 and then diagnoally one to H11.</p><p></p><p>Standard Action: <em>Frenzied Mauling </em>+ 12 vs AC on V. Rolled 3. 15 misses.[/sblock]</p><p></p><p><em><strong>Terilion</strong></em></p><p></p><p>[sblock]Move Action: Shift to G14.</p><p></p><p>Standard Action: <em>Fight to the Last (Encounter) </em>+ 12 vs AC in CB2. Rolled 14 on S1, 10 on S2, 20 on V. I assume 22 hits S2. 11 damage on S1 and S2. 20 damage on V. Terilion heals 22 HP.[/sblock]</p><p></p><p></p><p></p><p></p><p></p><p>Saving throw is 13 so she is prone there. That makes her attack roll for <em>Fox's Cunning</em> a 22 instead of 24, but that should hit so I'll still use it if he attacks me.</p><p></p><p><strong><span style="font-size: 15px">ROUND 3</span></strong></p><p></p><p><em><strong>Terilion</strong></em></p><p></p><p>[sblock]Standard Action: <em>Improvised Action. </em>Athletics + 11. Rolled 8. 19 beats the medium DC. + 10 vs Fort. Rolled 12. 22 should beat his Fort. 19 damage on S2 and he's pushed one square to G16.</p><p></p><p>Move Action: Move to K12 and leap 2 squares into the water (I'll auto make that check). Ends in M10, difficult terrain with partial cover.[/sblock]</p><p></p><p><em><strong>Saerie</strong></em></p><p></p><p>[sblock]Quick Swap - sheathe sword and draw bow.</p><p></p><p>Minor Action: <em>Acrobat Boots </em>- Stand up from prone.</p><p></p><p>Standard Action: <em>Jagged Stalactites! </em>Dungeoneering + 8. Rolled 9. 17 passes the medium DC. + 11 vs AC. Rolled 16 and 10. Both hit. 17 damage on S1 and 16 on S2.</p><p></p><p>Minor Action (Bear is bloodied): <em> Iron Resurgence (Encounter power)</em>. Bear spends one surge in order to spend two more to heal surge * 2 = 34 HP gained. Bear also gains 8 temporary HP.[/sblock]</p><p><em><strong></strong></em></p><p><em><strong>Bear</strong></em></p><p></p><p>[sblock]Minor Action: <em>Loyal Companion's Presence (Encounter power)</em>. Saerie spends a surge and gains 7 extra HP = 23 total.</p><p></p><p>Standard Action: <em>Ursine Crush </em>+ 10 vs Fort on S3. Rolled 11. Hits. 19 damage and S3 is grabbed (DC 18).[/sblock]</p><p></p><p></p><p></p><p><strong><span style="font-size: 15px">ROUND 4</span></strong></p><p></p><p>Alright, Diplomacy will have to wait until next turn. I have to get at least one of these guys dead. We shall see what they do. However, at their entrance and in the midst of the battle, through labored breathing I'll shout over my shoulder:</p><p></p><p></p><p></p><p><em><strong>Saerie</strong></em></p><p></p><p>[sblock]Minor Action: <em>Mobile Blade Stance</em>.</p><p></p><p>Standard Action: <em>Improvised Weapon Action. </em>I want to use fancy footwork and feinting to make S2 have to move to avoid my attacks. I want to slide him 1 square into H14. So Acrobatics + 11. Rolled 5. 16 passes the medium DC. + 14 vs AC. Rolled a 20! He's either prone there or adjacent to the Jagged Stalagmites and takes 13 damage at the beginning of his turn. Not sure what damage you willl want, but its maxed and I'll have a + 3 due to feat and magic weapon. My 2d6 from magic weapon is 7. So 13 + max from damage expression + prone or 13 damage at start of turn. </p><p></p><p>Free Action: Mobile Blade. Move 2 and jump into the water next to Terilion (I can make that jump with minimum roll).</p><p></p><p>Quick Swap - sheathe sword and draw bow.[/sblock]</p><p></p><p>Should have partial cover/concealment in water. If S2 willl be dead due to hindering terrain, then Terilion will attack Bear's grabbed S1</p><p></p><p><em><strong>Terilion</strong></em></p><p></p><p>[sblock]Minor Action: Draw Javelin.</p><p></p><p>Standard Action: <em>Javelin</em>. + 12 (possibly + 2 for CA) vs AC. Rolled 4. Blarg. 18 hits nothing.</p><p></p><p>Move Action: <em>Submerse in water</em>. Endurance + 11. Rolled 17. 28 exceeds the high DC.[/sblock]</p><p></p><p>Total concealment/superior cover for Terilion so - 5 to hit him.</p><p><em><strong></strong></em></p><p><em><strong>Bear</strong></em></p><p></p><p>[sblock]Standard Action: <em>Improvised Attack. </em>Same thing as Saerie except I want to use Bear's brute force and I want S3 in the fire. Athletics + 12. Rolled 8. 20 passes the medium DC. + 12 (+2 CA) vs AC. Rolled 12. Hits. Not sure what damage expression you want. 2d8 + 4 and 2d6 + 6 is between low and medium (13 vs 15). I'll roll both and include the damage from vuln. 21 and 18. Need Saving Throw for this guy or he's in the fire.[/sblock]</p><p></p><p>No clue what happens there as there is there may be one or more dead bad guys, so I'll wait for you.</p><p></p><p><span style="font-size: 15px"><strong>ROUND 5</strong></span></p><p></p><p>Ok. 1 bad guy down. Another almost. Yes, those are the HPs and surges for my guys. Going to stick with the plan right now and ignore these guys for the moment. Diplomacy can wait another round.</p><p></p><p><em><strong>Bear</strong></em></p><p></p><p>[sblock]Move Action: Shift to I10.</p><p></p><p>Minor Action: <em>Challenging Roar (Encounter Power)</em> + 10 vs Will against S3. Rolled a 9. I suspect 19 is good enough but let me know. If so, its into the fire for 7 + 3 damage, and hopefully dead, on a failed save. Or prone.</p><p></p><p>Standard Action: <em><em>Second Wind (Encounter Power)</em></em>. Last surge spent for 17 HP and + 2 defenses UEoNT.[/sblock]</p><p></p><p><em><strong>Saerie</strong></em></p><p></p><p>[sblock]Minor Action: <em>Duelist's Assault Stance</em>.</p><p></p><p>Free Action: Quick swap - Stow bow and draw sword (changed my mind here - might be able to finish him with DA MBA).</p><p></p><p>Standard Action: <em>Charge and MBA </em>+ 14 (+1) on S1. Rolled 7. 22 should hit. 28 damage. End in L13.[/sblock]</p><p></p><p><em><strong>Terilion</strong></em></p><p></p><p>I'm targeting S3 if Saerie hasn't killed him or the Minion in C13 if she has.</p><p></p><p>[sblock]Minor Action: Draw Javelin.</p><p></p><p>Move Action: Move to K10.</p><p></p><p>Standard Action: <em>Javelin</em>. + 12 vs AC (- 2 for his cover if against Minion). Rolled 14. .That would definitelly hit S3. Not sure if 24 hits the Minionas he has cover and he is clearly a higher level minion due to his attack and damage. Level 9 looks like. Probably just hits or hits by 1.</p><p></p><p>If its on S3, then the damage is 13.[/sblock]</p><p></p><p>Partial concealment/cover for Terilion so - 2 to hit him.</p></blockquote><p></p>
[QUOTE="Binks, post: 6368136, member: 6775039"] My Bear won't be able to Stealth here with the move penalty and there wouldn't be any use for it anyway. Terilion and I will give it a go. Its key that I get an extra Standard here with surprise, so I'm going to spend my Guidance of the Past Encounter on the Stealth. [I][B][SIZE=3]SURPRISE[/SIZE][/B][/I] [sblock]Saerie Stealth + 11 ([I]Guidance of the Past - Encounter[/I]). Rolled 3 and 14. 25 succeeds. Surprise: [I]Twin Strike[/I] on Minions in R10 and E4. Rolled 15 twice. That will do it. Terilion Stealth + 10. Rolled 17. 27 succeeds. Surprise: [I]Javelin [/I]on S in B11. Rolled 15 again!. 2d8 + 6 = 17 damage.[/sblock] FYI. You forgot to give each S a corresponding number. Saerie will be in E20, Terilion in F20, and Bear in G20. EDIT - Realized I have no line of effect to Minion in T12 so I'll take out the guy in E4. [B][SIZE=4]ROUND 1[/SIZE][/B] Since my group is bunched up on Initiative, I'm going to delay Terilion so that my initiative order is Saerie Bear Terilion [I][B] Saerie[/B][/I] [sblock]Free Action: [I]Quick Swap [/I]- Stow bow and draw greatsword. Move Action: Might Sprint - + 4 speed (11), ignore DT and + 5 Athletics. Moving around the right side of the stalagmite challenging terrain to H11 (should be 10 squares and no OAs). Minor Action: [I]Battle Wrath Stance.[/I] Standard Action: [I]MBA [/I]+ 14 vs AC on V. Rolled 17. 31 hits. [I]Power Strike [/I](free action). 24 damage on V and slide V 1 square north (F11 and G11) and S3 1 square west (G10) and into the fire unless they pass a Saving Throw.[/sblock] [I][B] Bear[/B][/I] [sblock]Move Action: A few squares forward and then... Standard Action: [I]Charge and Ursine Crush [/I]+ 11 vs Fort on V. Rolled 13. 24 (or 26 if he is prone instead of in the fire). 10 damage and V is grabbed (DC 18). Action Point: [I]Defenseless Prey. [/I]V gains vulnerable 5 all UEoNT and Saerie makes an MBA + 14 vs AC against him. Rolled 2. [I]Elven Accuracy[/I] reroll. Rolled 9. I assume 23 hits (25 if he is prone instead of in the fire)? If he is prone and not in the fire, I'm going to use [I]Power Strike [/I]again to attempt to slide him in the fire (S3 would also have another shot of being in the fire if he passed his ST). 25 damage and 7 more from [I]PS.[/I][/sblock] [I][B]Terilion[/B][/I] [sblock]Move Action: A few squares forward and then... Standard Action: [I]Charge and Harrying Spear [/I]+ 13 vs AC on V. Rolled 7. 20 (or 22 if he is prone). If it hits, its 19 damage and If V leaves a square adjacent to Terilion before the end of his next turn, Terilion can deal 7 damage to V as an opportunity action.[/sblock] There is a lot of conditional stuff up there so I'll let you tell me what happens rather than attempt to narrate it myself. Quick question. Is the fire difficult terrain? If so, then they characters who can't shift out of the fire will have to move instead and will provoke an OA. If it is difficult terrain, then I want to keep S3 adjacent to me. If it isn't difficult terrain and he is in the fire in G10 after the first Power Strike, then I want to slide him another square away from me into F10 so he has to spend a move to get to me. [B][SIZE=4]ROUND 2[/SIZE][/B] Saving Throws for forced movement into hindering terrain: Saerie - 18. Prone in J12. Bear - 1. 10 damage and in the difficult terrain of the Jagged Stalagmites in I14. [I][B] Saerie[/B][/I] [sblock]Minor Action: [I]Acrobat Boots [/I]- Stand up from prone. Standard Action: [I]Charge MBA [/I]+ 15 vs AC on V. Rolled 8. 23 hits. 28 damage on V. Saerie in H12.[/sblock] FYI - If V attacks Saerie, I'm using [I]Fox's Cunning[/I] on him. Rolled 10. 24 should hit. 22 damage and shift to I10. [I][B] Bear[/B][/I] [sblock]Move Action: Move to I12 and then diagnoally one to H11. Standard Action: [I]Frenzied Mauling [/I]+ 12 vs AC on V. Rolled 3. 15 misses.[/sblock] [I][B]Terilion[/B][/I] [sblock]Move Action: Shift to G14. Standard Action: [I]Fight to the Last (Encounter) [/I]+ 12 vs AC in CB2. Rolled 14 on S1, 10 on S2, 20 on V. I assume 22 hits S2. 11 damage on S1 and S2. 20 damage on V. Terilion heals 22 HP.[/sblock] Saving throw is 13 so she is prone there. That makes her attack roll for [I]Fox's Cunning[/I] a 22 instead of 24, but that should hit so I'll still use it if he attacks me. [B][SIZE=4]ROUND 3[/SIZE][/B] [I][B]Terilion[/B][/I] [sblock]Standard Action: [I]Improvised Action. [/I]Athletics + 11. Rolled 8. 19 beats the medium DC. + 10 vs Fort. Rolled 12. 22 should beat his Fort. 19 damage on S2 and he's pushed one square to G16. Move Action: Move to K12 and leap 2 squares into the water (I'll auto make that check). Ends in M10, difficult terrain with partial cover.[/sblock] [I][B]Saerie[/B][/I] [sblock]Quick Swap - sheathe sword and draw bow. Minor Action: [I]Acrobat Boots [/I]- Stand up from prone. Standard Action: [I]Jagged Stalactites! [/I]Dungeoneering + 8. Rolled 9. 17 passes the medium DC. + 11 vs AC. Rolled 16 and 10. Both hit. 17 damage on S1 and 16 on S2. Minor Action (Bear is bloodied): [I] Iron Resurgence (Encounter power)[/I]. Bear spends one surge in order to spend two more to heal surge * 2 = 34 HP gained. Bear also gains 8 temporary HP.[/sblock] [I][B] Bear[/B][/I] [sblock]Minor Action: [I]Loyal Companion's Presence (Encounter power)[/I]. Saerie spends a surge and gains 7 extra HP = 23 total. Standard Action: [I]Ursine Crush [/I]+ 10 vs Fort on S3. Rolled 11. Hits. 19 damage and S3 is grabbed (DC 18).[/sblock] [B][SIZE=4]ROUND 4[/SIZE][/B] Alright, Diplomacy will have to wait until next turn. I have to get at least one of these guys dead. We shall see what they do. However, at their entrance and in the midst of the battle, through labored breathing I'll shout over my shoulder: [I][B]Saerie[/B][/I] [sblock]Minor Action: [I]Mobile Blade Stance[/I]. Standard Action: [I]Improvised Weapon Action. [/I]I want to use fancy footwork and feinting to make S2 have to move to avoid my attacks. I want to slide him 1 square into H14. So Acrobatics + 11. Rolled 5. 16 passes the medium DC. + 14 vs AC. Rolled a 20! He's either prone there or adjacent to the Jagged Stalagmites and takes 13 damage at the beginning of his turn. Not sure what damage you willl want, but its maxed and I'll have a + 3 due to feat and magic weapon. My 2d6 from magic weapon is 7. So 13 + max from damage expression + prone or 13 damage at start of turn. Free Action: Mobile Blade. Move 2 and jump into the water next to Terilion (I can make that jump with minimum roll). Quick Swap - sheathe sword and draw bow.[/sblock] Should have partial cover/concealment in water. If S2 willl be dead due to hindering terrain, then Terilion will attack Bear's grabbed S1 [I][B]Terilion[/B][/I] [sblock]Minor Action: Draw Javelin. Standard Action: [I]Javelin[/I]. + 12 (possibly + 2 for CA) vs AC. Rolled 4. Blarg. 18 hits nothing. Move Action: [I]Submerse in water[/I]. Endurance + 11. Rolled 17. 28 exceeds the high DC.[/sblock] Total concealment/superior cover for Terilion so - 5 to hit him. [I][B] Bear[/B][/I] [sblock]Standard Action: [I]Improvised Attack. [/I]Same thing as Saerie except I want to use Bear's brute force and I want S3 in the fire. Athletics + 12. Rolled 8. 20 passes the medium DC. + 12 (+2 CA) vs AC. Rolled 12. Hits. Not sure what damage expression you want. 2d8 + 4 and 2d6 + 6 is between low and medium (13 vs 15). I'll roll both and include the damage from vuln. 21 and 18. Need Saving Throw for this guy or he's in the fire.[/sblock] No clue what happens there as there is there may be one or more dead bad guys, so I'll wait for you. [SIZE=4][B]ROUND 5[/B][/SIZE] Ok. 1 bad guy down. Another almost. Yes, those are the HPs and surges for my guys. Going to stick with the plan right now and ignore these guys for the moment. Diplomacy can wait another round. [I][B]Bear[/B][/I] [sblock]Move Action: Shift to I10. Minor Action: [I]Challenging Roar (Encounter Power)[/I] + 10 vs Will against S3. Rolled a 9. I suspect 19 is good enough but let me know. If so, its into the fire for 7 + 3 damage, and hopefully dead, on a failed save. Or prone. Standard Action: [I][I]Second Wind (Encounter Power)[/I][/I]. Last surge spent for 17 HP and + 2 defenses UEoNT.[/sblock] [I][B]Saerie[/B][/I] [sblock]Minor Action: [I]Duelist's Assault Stance[/I]. Free Action: Quick swap - Stow bow and draw sword (changed my mind here - might be able to finish him with DA MBA). Standard Action: [I]Charge and MBA [/I]+ 14 (+1) on S1. Rolled 7. 22 should hit. 28 damage. End in L13.[/sblock] [I][B]Terilion[/B][/I] I'm targeting S3 if Saerie hasn't killed him or the Minion in C13 if she has. [sblock]Minor Action: Draw Javelin. Move Action: Move to K10. Standard Action: [I]Javelin[/I]. + 12 vs AC (- 2 for his cover if against Minion). Rolled 14. .That would definitelly hit S3. Not sure if 24 hits the Minionas he has cover and he is clearly a higher level minion due to his attack and damage. Level 9 looks like. Probably just hits or hits by 1. If its on S3, then the damage is 13.[/sblock] Partial concealment/cover for Terilion so - 2 to hit him. [/QUOTE]
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