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Thread: Acqua Alta Finale Discussion

  1. #511
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    By the time the init count gets down to Rogur, I'm hoping everybody except Noxias will be inside (I'm assuming Konstanz is heading in on her turn), and that Noxias will be on his way in shortly thereafter. So, Rogur will enter the room, cuss loudly when he sees the guy with the spiky chain, and attack. Since #6 won't have acted in combat yet, Rogur should have combat advantage, but that'll be the end of it unless he can skirt around behind him and get cover occasionally. Toe-to-toe is not his favorite way to fight.

    I'm hoping #6 doesn't have a readied action, but even if it does, Rogur will just have to trigger it.

    Rogur, Round Nine
    Free: Drop punting pole
    Move: (Fleeting Ghost) SE, E, E, E, E, E
    Minor: Draw Sword
    Standard: Attack #6 -
    * Rogur - Trickster's Blade melee vs. AC (incl. combat advantage) *
    * Rogur - Melee damage, +2 bonus AC (SoT) *

    Dice Result History - [Hide]
    08-13-2012 07:53 AM
    Rogur - Trickster's Blade melee vs. AC (incl. combat advantage): 1d20 (3)+ 10 (10)+ 2 (2) = 15
    Rogur - Melee damage, +2 bonus AC (SoT): 2d6 (3,2 = 5) + 4 (4) = 9

  2. #512
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    Umi, I should have questioned this before, but shield is an encounter spell, is it not? So when those arrows were flying toward me I should have received +4 to AC and Reflex. I'm unclear as to if this was included in your calculations? Previously I thought it was a daily spell so I was not paying attention.

    Noxias' actions:
    * burst vs. 6 *

    * damage *

    Dice Result History - [Hide]
    08-13-2012 12:01 PM
    burst vs. 6: 1d20 (11)+ 6 (6) = 17
    damage: 1d6 (2)+ 6 (6) = 8
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

  3. #513
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    Oh no, Noxias is still in the line of fire!

    In a related subject, all of Yrisz dedicated healing encounters (and dailies) are spent. Some of her attack powers can indirectly give healing, but all the precise and reliable healing is done. She also can still activate your second wind, if it hasn't been used (which it has been for Noxias). Keep this in mind in the coming rounds...

    Wow, 15 on the roll of a 3, Rogur is pretty good!

    The very best of luck to us!
    Acqua Alta - Player of the human priestess Yrisz Vulysenyat.

    Do not think that love, in order to be genuine, has to be extraordinary. What we need is to love without getting tired.
    ~Mother Teresa

  4. #514
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    Quote Originally Posted by Malk0lm View Post
    Umi, I should have questioned this before, but shield is an encounter spell, is it not? So when those arrows were flying toward me I should have received +4 to AC and Reflex. I'm unclear as to if this was included in your calculations? Previously I thought it was a daily spell so I was not paying attention.
    You are right, Shield is an encounter spell. However, as you can see from the combat reports, I also thought it was a daily spell, and had listed it as such. I don't save a record of the exact enemy rolls beyond the round they roll in, so I have no way of retroactively going back and looking at which attacks you might have blocked, nor would I want to, as doing so has great potential to complicate many subsequent actions. However, this encounter is not yet over, and I will be taking Noxias's Shield spell into consideration from this point on.
    Last edited by Umiushi; 08-14-2012 at 04:07 AM.

  5. #515
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    Quote Originally Posted by Umiushi View Post
    You are right, Shield is an encounter spell. However, as you can see from the combat reports, I also thought it was a daily spell, and had listed it as such. I don't save a record of the exact enemy rolls beyond the round they roll in, so I have no way of retroactively going back and looking at which attacks you might have blocked, nor would I want to, as doing so has great potential to complicate many subsequent actions. However, this encounter is not yet over, and I will be taking Noxias's Shield spell into consideration from this point on.
    Fair enough. I accept what's past is past, and I would not ask everyone to replay the last few rounds because of this minor oversight. I might be of a different opinion had I died, but since we are still alive and kicking, no worries. I appreciate you taking my Shield into account from this point on.
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

  6. #516
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    Ok, I'm about to be out of state for a week. I might get to log in (or at least check in tomorrow), but as I'll be living out of a house boat for a great deal of my stay so I'm not placing any bets on net visability.

    Umi, my general strategy with Yrisz includes keeping out of everybody's way or field of fire (especially the Matchless Gang members). Thus means next round she will want to clear the doorway completely so the outside crossbow men can't come to bare on her. Ideally, she would be getting into the out edge of range to use her Astral Seal on the closest attacker(s) in the hope that it might pump some HP back into the party. If she has to engage in melee (like her back is to two walls) then she will use her little mace and Recovery Strike, though she would have to be pretty lucky to hit anything with strike so it would be a last resort. That should hold things until I get back.

    Good luck all!
    Acqua Alta - Player of the human priestess Yrisz Vulysenyat.

    Do not think that love, in order to be genuine, has to be extraordinary. What we need is to love without getting tired.
    ~Mother Teresa

  7. #517
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    I have internet at work, but not at home.

    I can't remember the layout, but there was one guard right?

    Can I do a charge/grapple? I basically want to totally tackle the dude.

    * charge into grapple *

    Dice Result History - [Hide]
    08-15-2012 10:27 AM
    charge into grapple : 1d20 (14)+ 6 (6) = 20
    "I'm not going crazy. I'm going sane in a CRAZY world!"

  8. #518
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    OOC Post #46 for Acqua Alta Finale

    This post complements the forty-sixth Acqua Alta Finale main post. Players' posts in either thread are due by 11 pm, Saturday, August 18th. The next OOC main post will appear by 11 am, Monday, August 20th.

    Map:
    Click image for larger version. 

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    Round Nine Combat Summary

    #4 (Initiative Count 24)
    Expended: 10 quarrels, Tag the Prey
    Held: crossbow
    Status: cover

    Minor Action: designate Hunter's Quarry. (Yrisz is now #4's quarry.)

    Standard Action: shoot at Yrisz. (Tag the Prey. Ranged Superior Crossbow -2 vs. AC at distance 9 - hits with Hunter's Quarry. Yrisz is bloodied with 25 points of damage.)

    Minor Action: reload.

    Noxias (Initiative Count 21)

    Expended: Action Point (encounter), Chill Strike (encounter), Flaming Sphere, 3 healing surges
    Hands Free: one
    Held: staff
    Status: 3 points of damage
    4 temporary hit points

    Move Action: stand up.

    Move Action: move to one of the doors (Cost 2; normal - E, SE. Noxias is no longer "running.")

    Minor Action: open the door


    Free Action: spend an Action Point. (Noxias may take one additional standard or lesser action.)

    Standard Action: cast Scorching Burst vs. #6. (Area Burst Fire vs. Reflex centered at distance 6 - hits. #6 takes 8 points of fire damage.)

    #3 (Initiative Count 19)
    Expended: 3 quarrels
    Held: crossbow
    Status: cover
    6 points of damage

    Standard Action: have #4 fire at Yrisz. (Direct the Strike. #4 makes a basic ranged attack against Yrisz. Ranged Basic Superior Crossbow vs. AC at distance 9 - misses by 1.)

    End of Turn: Konstansz no longer takes extra damage from enemy attacks.

    Konstansz (Initiative Count 18+)
    Expended: Starfire, 2 healing surges
    Hands Free: one
    Held: rod
    Status: prone
    11 points of damage
    4 temporary hit points

    Minor Action: lay Warlock's Curse on #4.

    Standard Action: cast Eldritch Blast at #4. (Ranged Rod -7 vs. Reflex at distance 9 - rolls 1. Automatic miss.)

    End of Turn: Konstansz is no longer "running."

    Since Konstansz is in range, I'll default to her earlier stated actions.

    Yrisz (Initiative Count 18)
    Expended: sun rod, 2 healing potions, Action Point (encounter), Channel Divinity (encounter), Cure Light Wounds, Exacting Utterance (encounter), Healing Word (encounter - none left), 4 healing surges
    Hands Free: two
    Held: holy symbol (worn)
    Status: #4's quarry
    7 points of damage

    4 temporary hit points

    Minor Action: Healing Word on Yrisz (Close Burst targeting self. Yrisz spends 1 healing surge, is no longer bloodied, and regains 23 hit points.)
    Holy Nimbus Effect: Yrisz gains 4 temporary hit points.

    Move Action: stand up.

    Move Action: head inside. (Cost 5; normal - E, SE, E, SE, E. Yrisz is no longer "running.")

    End of Turn: Yrisz is no longer weakened.

    #5 (Initiative Count 10)
    Expended: 4 quarrels
    Held: crossbow
    Status: cover

    Standard Action: shoot at Konstansz. (Ranged Crossbow vs. AC at distance 15 - misses by 2.)

    Minor Action: reload.

    Rogur (Initiative Count 7)

    Expended: 1 potion of healing, 7 crossbow bolts, 24 sling bullets, Action Point (encounter), 1 healing surge, Trickster's Blade (encounter)
    Hands Free: both
    Held: none
    Status: non-lethal attacks
    4 temporary hit points

    Start of Turn: Rogur is no longer fast punting.

    Free Action: drop punting pole.

    Move Action: enter the room. (Cost 6; normal - SE, 5xE.)

    Minor Action: draw sword.

    Standard Action: attack #6. (Trickster's Blade. Melee Light Blade +2 vs. AC - misses.)

    #6 (Initiative Count 3)
    Held: spiked chain
    Status: 8 points of damage


    Standard Action: shove past Rogur and swing at him with the spiked chain. (Cost 2; shift through enemy squares - 2xW. Reach Flail vs. AC - automatic miss.)

    Move Action: head towards Noxias and Yrisz. (Cost 1; shift - W.)

    PC Results Summary
    Konstansz has cast Starfire (daily).
    Konstansz is prone.
    Konstansz has spent 2 healing surges.

    Konstanz has taken 11 points of damage.

    Konstansz has 4 temporary hit points.

    Noxias has spent 1 Action Point (none remaining).
    Noxias has cast Chill Strike and Flaming Sphere (daily).
    Noxias has spent 3 healing surges.
    Noxias has taken 3 points of damage.

    Noxias has 4 temporary hit points.

    Rogur has expended 1 potion of healing, rope, 7 crossbow bolts and 24 sling bullets.
    Rogur has employed Trickster's Blade.
    Rogur is using non-lethal attacks.
    Rogur has spent 1 healing surge.
    Rogur has 4 temporary hit points.

    Yrisz has used a sun rod and 2 healing potions.
    Yrisz has spent 1 Action Point (none remaining).
    Yrisz has cast Channel Divinity, Cure Light Wounds (daily), and Exacting Utterance.
    Yrisz has used two Healing Words.
    Yrisz is using non-lethal attacks.
    Yrisz is #4's quarry.
    Yrisz has spent 4 healing surges.

    Yrisz has taken 7 points of damage.
    Yrisz has 4 temporary hit points.

    Enemy Negative Effects Summary
    #4 is cursed.

    Enemy Damage Summary

    #3 - 6 points of damage

    #6 - 8 points of damage


    Round Ten (In Progress)
    #4 (Initiative Count 24)
    Expended: 10 quarrels, Tag the Prey
    Held: crossbow
    Status: cursed, out of sight

    Minor Action: reload.

    Move Action: leave the edge of the roof. (#4 is no longer visible.)

    Noxias (Initiative Count 21)

    Expended: Action Point (encounter), Chill Strike (encounter), Flaming Sphere, 3 healing surges
    Hands Free: one
    Held: staff
    Status: 3 points of damage
    4 temporary hit points

    Noxias's actions

    #3 (Initiative Count 19)
    Expended: 3 quarrels
    Held: crossbow
    Status: out of sight
    6 points of damage

    Move Action: leave the edge of the roof. (#3 is no longer visible.)

    Konstansz (Initiative Count 18+)
    Expended: Starfire, 2 healing surges
    Hands Free: one
    Held: rod
    Status: prone
    11 points of damage
    4 temporary hit points

    Konstansz's actions.

    Yrisz (Initiative Count 18)
    Expended: sun rod, 2 healing potions, Action Point (encounter), Channel Divinity (encounter), Cure Light Wounds, Exacting Utterance (encounter), Healing Word (encounter - none left), 4 healing surges
    Hands Free: two
    Held: holy symbol (worn)
    Status: #4's quarry
    7 points of damage

    4 temporary hit points

    Yrisz's actions.

    #5 (Initiative Count 10)
    Expended: 4 quarrels
    Held: crossbow
    Status: cover

    #5's actions.

    Rogur (Initiative Count 7)

    Expended: 1 potion of healing, 7 crossbow bolts, 24 sling bullets, Action Point (encounter), 1 healing surge, Trickster's Blade (encounter)
    Hands Free: both
    Held: none
    Status: non-lethal attacks
    4 temporary hit points

    Rogur's actions.

    #6 (Initiative Count 3)
    Held: spiked chain
    Status: 8 points of damage


    #6's actions.


    Zephyr
    Quote Originally Posted by yukonhorror View Post
    I have internet at work, but not at home.

    I can't remember the layout, but there was one guard right?

    Can I do a charge/grapple? I basically want to totally tackle the dude.
    I hope your move has gone well, so far. Yes, there appears to only be one guard in this room. Charges and grabs cannot be combined, and Zephyr can't charge from prone in any case. On the bright sight, since you've successfully bluffed that you're still bound, you get a one action surprise round. You'll probably want to use that to stand from prone. After that, roll initiative as usual and declare your actions. The guard is three squares away from Zephyr.

  9. #519
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    I'm not sure how the rules play out for this, but I want to get combat advantage on #6. Since none of the downstairs party are melee fighters, it would be unwise to try to get them to flank, so can Rogur duck around the corner, do a stealth check, and fire from cover? If not, he'll keep sword in hand and press the attack up close & personal.

    Rogur, Round Ten
    Option 1: Hide from #6, ranged attack from cover
    Move
    : (Fleeting Ghost) E, N.
    * Rogur - Stealth - Hide from #6 *

    Minor: Draw sling
    Free: Drop sword
    Free: Reload crossbow
    Standard:
    * Rogur - Sly flourish ranged vs. AC *
    * Rogur - Ranged damage *
    * Rogur - Sneak Attack damage *


    Option 2: Close with #6, melee attack
    Move
    : (Fleeting Ghost) SW
    Minor: None
    Standard:
    * Rogur - Positioning Strike melee vs. AC *
    * Rogur - Melee damage, Slide 2E *

    Dice Result History - [Hide]
    08-17-2012 08:09 AM
    Rogur - Stealth - Hide from #6: 1d20 (11)+ 11 (11) = 22
    Rogur - Sly flourish ranged vs. AC: 1d20 (3)+ 9 (9) = 12
    Rogur - Ranged damage: 1d6 (2)+ 7 (7) = 9
    Rogur - Sneak Attack damage: 2d8 (7,5 = 12)
    Rogur - Positioning Strike melee vs. AC: 1d20 (19)+ 10 (10) = 29
    Rogur - Melee damage, Slide 2E: 1d6 (5)+ 4 (4) = 9

  10. #520
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    Quote Originally Posted by Palpatim View Post
    I'm not sure how the rules play out for this, but I want to get combat advantage on #6. Since none of the downstairs party are melee fighters, it would be unwise to try to get them to flank, so can Rogur duck around the corner, do a stealth check, and fire from cover? . . .
    Yes, but he'll need to use the southeast corner of the destination square for sight and cover determination. I believe this means Rogur will have superior cover from #6, and #6 will have normal cover from Rogur.

  11. #521
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    I saw it as stand up as a move action, then charge as a standard.

    Well, if I can't charge and grapple, I know I can charge and bull rush.

    surprise round action: stand
    Std: charge/bullrush

    * init *

    * bull rush charge *

    Dice Result History - [Hide]
    08-17-2012 10:10 AM
    init : 1d20 (1)+ 3 (3) = 4
    bull rush charge : 1d20 (18)+ 6 (6) = 24
    "I'm not going crazy. I'm going sane in a CRAZY world!"

  12. #522
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    Can I share Yrisz's square? If not let me do this:

    Noxias Round 10:

    Move: into the room and south one square
    Std:
    * Burst *

    * Fire Damage *

    Minor: draw longsword

    Dice Result History - [Hide]
    08-17-2012 01:42 PM
    Burst: 1d20 (19)+ 6 (6) = 25
    Fire Damage: 1d6 (5)+ 6 (6) = 11
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

  13. #523
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    Quote Originally Posted by Malk0lm View Post
    Can I share Yrisz's square? If not let me do this:
    Two standing characters of size small or larger cannot share the same square, but allies can move through each other's squares. Your proposed actions look good at face value.

  14. #524
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    OOC Post #47 for Acqua Alta Finale

    This post complements the forty-seventh main post in the Acqua Alta Finale thread. Players' posts in either thread are due by 11 pm, Tuesday, August 21st. The next OOC main post will appear by 11 pm, Thursday, August 23rd.

    Map:
    Click image for larger version. 

Name:	NewField1-10a.JPG 
Views:	35 
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ID:	3775

    Would anyone like to determine Yrisz's actions based on the guidelines in post #516 while Ithelryn is away? As I've stated in the past, I dislike playing both sides at the same time. I'll prioritize in posting order, assuming the actions reasonably follow the guidelines given.

    Round Ten (In Progress)
    #4 (Initiative Count 24)
    Expended: 10 quarrels, Tag the Prey
    Held: crossbow
    Status: cursed, out of sight

    Minor Action: reload.

    Move Action: leave the edge of the roof. (#4 is no longer visible.)

    Noxias (Initiative Count 21)

    Expended: Action Point (encounter), Chill Strike (encounter), Flaming Sphere, 3 healing surges
    Hands Free: none
    Held: staff, longsword
    Status: 3 points of damage
    4 temporary hit points

    Move Action: walk into the room. (Cost 2; normal - E, S.)

    Standard Action: cast Scorching Burst. (Area Burst Fire vs. Reflex centered at distance 2 - hits. #6 is bloodied by 11 points of fire damage.)
    Dragonborn Fury (trigger - bloodied) #6 gains +1 to all attacks.
    #6's Immediate Reaction (trigger - took damage) Ignore Pain. (#6 gains 11 temporary hit points.)


    Minor Action: draw sword.

    #3 (Initiative Count 19)
    Expended: 3 quarrels
    Held: crossbow
    Status: out of sight
    6 points of damage

    Move Action: leave the edge of the roof. (#3 is no longer visible.)

    Konstansz (Initiative Count 18+)
    Expended: Starfire, 2 healing surges
    Hands Free: one
    Held: rod
    Status: prone
    11 points of damage
    4 temporary hit points

    Konstansz's actions.

    Yrisz (Initiative Count 18)
    Expended: sun rod, 2 healing potions, Action Point (encounter), Channel Divinity (encounter), Cure Light Wounds, Exacting Utterance (encounter), Healing Word (encounter - none left), 4 healing surges
    Hands Free: two
    Held: holy symbol (worn)
    Status: #4's quarry
    7 points of damage

    4 temporary hit points

    Yrisz's actions.

    #5 (Initiative Count 10)
    Expended: 4 quarrels
    Held: crossbow
    Status: cover

    #5's actions.

    Rogur (Initiative Count 7)

    Expended: 1 potion of healing, 7 crossbow bolts, 25 sling bullets, Action Point (encounter), 1 healing surge, Trickster's Blade (encounter)
    Hands Free: one
    Held: sling
    Status: non-lethal attacks
    4 temporary hit points

    Move Action: duck around the corner. (Cost 2; Fleeting Ghost - E, N. Rogur makes a Stealth Check to hide from #6.)

    Minor Action: draw sling.

    Free Action: drop sword.

    Free Action: load sling.

    Standard Action: attack with a Sly Flourish. (Ranged Sling +2 vs. AC at distance 3 - misses with an adjusted result of 14. Rogur is no longer hiding.)

    #6 (Initiative Count 3)
    Expended: Ignore Pain



    Surprise Round
    Zephyr (Initiative Count 4)
    Expended: rope, sun rod, 9 healing surges, Life Thane Rage
    Hands Free: one
    Held: nothing
    Status: non-lethal attacks
    1 point of damage

    Move Action: stand up.

    Results Summary
    Zephyr has used his length of rope and a sun rod.
    Zephyr has expended Life Thane Rage (daily).
    Zephyr is using non-lethal attacks.
    Zephyr has spent 1 action point (none remaining).
    Zephyr is unarmed.
    Zephyr has spent 9 healing surges.
    Zephyr has taken 1 point of damage.



    Round Z-One
    Guard (Initiative Count 7)

    Held: cudgel

    Standard Action: charge Zephyr. (Cost 2 - normal; 2xC. Melee Basic Club +1 vs. AC - misses by 8.)

    Zephyr (Initiative Count 4)

    Expended: rope, sun rod, 9 healing surges, Life Thane Rage
    Hands Free: one
    Held: nothing
    Status: non-lethal attacks
    1 point of damage

    Standard Action: bull rush. (Strength vs Fortitude - successful. The guard is pushed 1 square back and Zephyr shifts into the vacated space.)
    Captive's Immediate Reaction (trigger - guard moves across occupied square) trip the guard. (Melee Unarmed vs. Reflex - successful. The guard is knocked prone.)

    Results Summary
    Zephyr has used his length of rope and a sun rod.
    Zephyr has expended Life Thane Rage (daily).
    Zephyr is using non-lethal attacks.
    Zephyr has spent 1 action point (none remaining).
    Zephyr is unarmed.
    Zephyr has spent 9 healing surges.
    Zephyr has taken 1 point of damage.


  15. #525
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    First Zephyr is going to quickly look for an improved weapon. A chair, an umbrella case, something. If there isn't really one accessible this turn, grapple the dude.

    Free: look for weapon

    IF there is a weapon:

    Move: towards weapon
    Minor: grab weapon
    Move: move towards guard

    IF there isn't
    Move: towards guard
    Std: grapple

    (PIGPILE!)

    * grapple *

    Dice Result History - [Hide]
    08-20-2012 09:37 AM
    grapple : 1d20 (1)+ 5 (5) = 6
    "I'm not going crazy. I'm going sane in a CRAZY world!"

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