The Closed Eye (DM: Halford, Judge: garyh)

[sblock=OOC]
Nice try on Adie, though! I'd recommend against attacking her further, however - she's probably a minion with 1 hp so she might drop if you tried thunderwave'ing her into the mix (which would waste both a standard action and her use as cannonfodder).
I don't know, man. She ain't fer us, then she's agin us! We could always tell Glasston that the girl was a spy that lured us into a trap.[/sblock]
 

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The two things again swing up Woe, although their movements seem more labored than they did previously. Ones weapon sails lazily wide while the other catches Woe from behind though Woe is instantly aware that it did not have the same force as the creatures previous blows.

Both of the creatures grit their teeth and shake themselves beginning to more once more with vigor anger blazing in their beady eyes.

OOC: Woe takes 8 damage, which has been halved for weakened.

[sblock=Combat Info]Palindrome
Tander - You're up!
Thing 1 25 damage
Thing 2 12 damage
Woe 21/29 hp PRONE
1d6=6 d6 for Woe's Inspiring Word
Half damage weakened vs AC WOe (1d20+9=17, 1d12+6=7) Bugbear uses Preadtory eye vs Woes AC (1d20+9=22, 1d12+6=13, 1d6=4) Saves vs Weakened (1d20=12, 1d20=11)[/sblock]
 

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With a surge of inner determination and the divine healing light fixing his ribs and lung back in place, Woe pulls himself from the ground and smiles appreciatively at Tander, before jeering at the aggressor now caught between himself and the cleric.

“Oi, fattie! That all you got? You hit like a drunk disabled toothless kobold granny!”

Woe fences with the pair but doesn’t seem to find any openings just yet.

OOC: Comeback Strike likely misses on 11, but is Reliable and thus unspent.

[sblock=OOC]:([/sblock]

[sblock=Woe stats]Woe Chinua - Human Fighter 1
Passive Perception 11, Passive Insight 11
AC 19, Fort 17, Reflex 15, Will 12
HP 21/29, Bloodied 14, Surge Value 7, Surges 9/11
Speed 5, Initiative +2
Action Points: All gone all too soon!, Second Wind: Desperately used!
Powers: Cleave, Sure Strike, Tide of Iron,
Steel Serpent Strike, Comeback Strike, Inspiring Word[/sblock]
 

"AAAAAAAAAAAAAAAAAAAAAGH!" howls Palindrome,
"MAGE RAGE! MAAAAAAAAAAAAAAAAAAAAGE RAAAAAAAAAAAAAAGE!"

*BLAM*

[OOC: Magic Missile at Bugbear 1. (Level 5 Brute! Gak!) Magic Missile. (1d20+5=17, 2d4+4=9)]​

[sblock=Rules Question]Can I use Mage Hand and Bluff together to distract a foe and provide Combat Advantage to an ally?[/sblock]
 

[sblock=OOC]Hehe, starting in the shallow ends for sissies! :cool: I am certain you cannot use Mage Hand like that, or anything else for that matter. You can feint using bluff to gain combat advantage against an adjacent foe, but that requires a standard action and you can only do it once per encounter. I would allow you to attempt it as a standard action, it would be limited to a single ally and usable once per encounter.
[/sblock]
 
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[sblock=Heal skill]
I will also remind you guys that the heal skill can allow you to hugely extend the number of hp you can restore in a single combat. Since it is a dc 10 Tander cannot fail to do so.
It can? Woe already used his Second Wind...[/sblock]
 

[SBLOCK=OOC]Guh, apparently not. My apologies I went to look it up, but it seems I should not trust anything from my RL 4th edition game DMs. It only allows a character to use their second wind without taking an action to do so. My bad. :o Of course we still did that and still all died in his game. I will edit the other post so folks don't get excited...[/sblock]
 

These foes are strong, indeed - time to bring them down a notch, Tander thinks. Tander raises both hands, and a flood of static energy pours out of them, lancing both enemies and filling Woe with new confidence.

OOC: Divine Glow hit northern baddie reflex 17, southern baddie reflex 19. Radiant damage = 13. Rolls include +1 time bonus (but not CA - do I get CA on a close blast power against a flanked enemy? Don't think so, but no books handy atm). Max damage, baby!
Woe gets a +2 power bonus to attack rolls until end of my next turn.

[sblock=Tander Stat Block]
Tander Oaksmith, Human Cleric 1
Passive Perception 14, Passive Insight 19
AC 16, Fort 12, Reflex 13, Will 17
HP 24/24, Bloodied 12, Surge Value 6, Surges 8/8
Speed 5, Initiative +6
Action Points: 1


Current Effects
Healing powers heal additional +5 until end of encounter

Encounter Powers
Used - Divine Glow
Healing Word One
Healing Word Two
Channel Divinity (Turn Undead or Divine Fortune)
Second Wind
Use Action Point

Daily Powers
Used - Beacon of hope
[/sblock]
 
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The Bugbear grunts in pain at Tander's assault and a thin trickle of blood escapes its nose.

OOC: Well I am exhausted, but it looks like you get it, it just says you must be able to attack, not that it matters in this case. Garyh?

Bugbear 1 is now bloodied btw.
 

OOC: My understanding of flanking is that you still get Combat Advantage even if you attack with a non-melee attack. There's nothing in the book I've found that says you have to actually be using a weapon in your attack or be making a melee attack to gain the CA from flanking. Makes sense to me, as - like an incoming melee attack - it's still harder to dodge a blast or an arrow while someone's at your back threatening you.
 

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