TURTLEDOME!: Battle Bone (DM: KenHood, Judge: Lord S.)

[sblock=Finnian's Actions]Atanatotatos is correct. There's too many actions on Finnian's turn. Let's simplify it to...
Move Action: Stand/Hawk Arrives in G7
Standard Action: Hawk Attacks -- that way you don't waste the critical hit
Minor Action: Draw Sword
That seems to be the intent of your posting. If it doesn't fit what you envision, we can change it.[/sblock]
[sblock=Vaunea]Yep. 10 points of damage, due to the critical hit.[/sblock]
[sblock=Hadarai]Don't forget: Hadarai is unarmed, so he doesn't get a weapon bonus to his attack roll (meaning the attack misses), and he inflicts only 1d4+3 damage.

Yep. Characters get only one opportunity attack per round. I must not have been clear in the post. Hadarai had multiple opportunities to use the attack.[/sblock]

Round 1 (flashback)
As Cousin Eustace hurls the garden gnome, Hadarai takes a punch--and misses.

Round 2
Finnian stands and whistles for his hawk. Erlai descends from the heavens and rips into Cousin Eustace. "Wh'th'hael! Boid?!"
Critical Hit: 16 damage.​
The halflings on the porch laugh and hoot at Eustace's discomfiture.

Finnian draws his sword, causing Cousin Eustace to bare his teeth. "Wa'abuncha'saesees!Naewaepuns!"

The halfling snatches up a wooden windmill from his lawn and zings it through the air, like a brightly painted shuriken.

This provokes an opportunity attack from Hadarai.​

[sblock=Action]Immediate Interrupt. "No Weapons!" v. Reflex (1d20+3-2=2) [/sblock]
But the windmill goes wide and smashes the neighbor's window. Cousin Eustace winces. You hear the curses of an elderly halfling woman next door.

[sblock=Status and Initiative]
Finnian - Initiative 21, HP: 22/26
Drivan - Initiative 18, HP: 20/20 <-- YOU'RE UP!
Hadarai - Initiative 8, HP: 27/31
Vaunea - Initiative 7, HP: 29/38 - marking Eustace until EOT, prone
Cousin Eustace - Initiative 6, 34 damage, marked by Vaunea until Vaunea's end-of-turn
Emral - Initiative 6, HP: 24/24 - Stunned until start of turn
Marco

---

Resources Expended
Cousin Eustace - Nut-Cracker, One-Armed Kung Fu
[/sblock]
 

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Did he just say, "No weapons" ? Finnian is a bit puzzled at the halfling's thick accent, but some measure of understanding begins to show as the true nature of the situation reveals itself to the slow-to-catch-on half-elf.

[sblock=OCC]Ken, the way you resolved the combat seems to work just fine. I'm catching on. So just to clear what I'm thinking for the next round...

Minor action: drop my sword on the ground
Move action: move one or two squares to engage with Eustace
Standard action: attack barefisted 1d20+3 damage 1d4+3

It sounds like Erlai, my hawk companion, doesn't get his own place in the initiative but rather I can use my actions to direct Erlai. Does this mean that Erlai can only attack when I use my own standard action or when I use my Synchronized Strike encounter power or Partnered Savaging daily power? In other words, Erlai and Finnian can both attack in the same round only once each encounter? and once more per day when I use the daily power? or once more each encounter when I used my extra action point?

For move actions, I need to move to engage Eustace next round. This means that Erlai cannot also move next round?

If Round 3 starts with me next to Eustace, I won't have to move. I could then use my move action to direct Erlai to shift or move to maintain a flanking position?

So mechanics-wise, the hawk won't attack that much (unless I give up my attack) but it's best to use to maintain combat advantage through flanking. Is that right?[/sblock]
 
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Drivan watches the combat intently, ducking reflexively as objects fly through the air. He moves backwards further into the shade of the tree(?). He concentrates for a moment and then he summons up another bolt of silver energy which glows on his fingertips for a moment before he flings it through the air at cousin Eustace. “Hope this one slows him down…He mutters to himself.

[sblock=Attack][10,5] = (15)[/sblock]
[sblock=Damage][4,4,5] = (13)[/sblock]
[sblock=Movement]Drivan moves to K15 if that's possible, difficult terrain means it halfs your movement, right? Otherwise I just move as far to the right as possible while keeping Cousin Eustace in my line of sight[/sblock]
 

As Finnian ducks and spins to avoid the thrown garden gnome that Eustace has just thrown at him, he realizes that he has somehow managed to put his longsword back in its scabbard as he turned. He turns back to face his opponent, surprised to find his hands empty again.

[sblock=OOC]I was reading the character summary powers section wrong. Using Hunter's Quarry is a minor action, so I don't actually have a minor action left to draw my longsword. The extra damage (+1 woohoo!) can still be applied to Erlai's attack.

I edited my combat turn to clarify that using Hunter's Quarry (the first thing I listed originally) uses up a minor action. Does that work for you, Ken?[/sblock]
 
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[sblock='KenHood']

I don't know how charge works in this game. Do I have to have both a move and a standard available for a charge? And also, just to clarify, I can move away from someone in order to have the number of squares necessary to charge, I think. But do these movements count as a seperate move action?

For instance, if I were to stand, I'm too close to charge, but can I move one square to I5 and then charge as the same action (only 3 total movement squares), or would that not be possible?[/sblock]
 

[sblock=Charge]In 4e, charging is just a standard action (so you can move then charge). When you charge, you move up to your speed along the fastest route to the target, then make a melee basic attack with a +1 attack bonus. The target has to be at least 2 squares away from you before you start the charge.

So, since you're prone and only one square away from Cousin Eustace, you can't charge him this turn without using an AP. It takes your move action to stand, which means that you can't move far enough away to start a charge, unless you burn your AP to move away first.[/sblock]
 
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[sblock=Charge]page 287 PHB: A charge is a Standard action: you move your speed and attack, either melee basic or a bull rush at the end of your move. You get a +1 to the attack roll. You must move at least 2 squares and directly to the nearest square available to attack your foe.

You can then take another move action, after the charge (like Withdraw, perhaps).[/sblock]

[sblock=Beastmaster Finnian] Some of your Beastmaster attacks allow both you AND Erlai to attack in the same action: Synchronized Strike, for example, would let Erlai attack, then you follow up with one weapon strike (or punch, in this case).
Other actions you can exchange you or Erlai for.

Off-hand strike would be a good Encounter power for you, allowing you to use a Minor action to hit with an offhand weapon. You'd need a secondary weapon out at all times, though.

But yes, you basically have a ranged weapon that you can "aim" around the field. [/sblock]
 

[sblock=ooc]man, Eustace has way too many powers and immediates[/sblock]

After swinging his punches in the air again, Hadarai unsheates his sword, enraged, while steping slightly to better profit from the hawk's distraction. You will regret this! he roars, and swings his sword at the halfling with great strenght. Unfortunately, the leftover pain still distracts him and he swings wide. His sew energy nonetheless gives back courage to his companions.

[sblock=actions]OA:miss; move:shift to I9 to flank with Erlai; minor:draw longsword; lead the attack: 15 vs AC, 21 dmg; DAMN! If this hits, allies within 5 squares get a +5 bonus to attack rolls vs Eustace; if it misses, only a +1 bonus.[/sblock]
 

"Owwwwwwwwwww...You strong."

As she says this, Vaunea stands up and pulls out her shield and large battleaxe. "Now, fight fair."

[sblock='Actions']In this order:
Move = Stand
Standard = Equip heavy shield
Minor = Draw Battleaxe
[/sblock]
 
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