Chris wrote:
Initiative
Meriseil 25
*Seelah dying 2
Hanaar 24 23\45
Ezren 20
Kyra 19 10/17
Wolf 13 dead
nice try, but each successive attack comes with a -5 penalty, then -10
Kyra hit with the first swing, but missed and critically missed with the other 2.
Wolf takes 3 and will attempt to bite Kyra back
1 - strike
Melee [one-action] jaws +9, Damage 1d6+2 piercing plus Knockdown
Result of the throw of dice "1d20 +9" :
17 + 9 = 26
hit!
Result of the throw of dice "1d6 +2" :
1 + 2 = 3
Kyra cannot shield block as she didn't raise her shield this turn, instead taking 3 swings.
2 - The wolf will use its "trip" ability
Knockdown
Requirements The monster’s last action was a success
with a Strike that lists Knockdown in its damage entry. Effect The
monster knocks the target prone.
Kyra is now Prone
Prone
Source Core Rulebook pg. 621 4.0
You're lying on the ground. You are flat-footed and take a –2 circumstance penalty to attack rolls. The only move actions you can use while you're prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain greater cover against ranged attacks, even if you don't have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed).
3 - strike vs prone Kyra (FF)
Result of the throw of dice "1d20 +4" :
20 + 4 = 24
hit
Result of the throw of dice "1d6 +2" :
2 + 2 = 4
Meriseil is up
She can't really help Seelah, unfortunately. She will try to help Kyra, in the hopes that Kyra can heal Seelah.
1 - stride to AA20, wolf is now flanked and FF
2 - strike, with sneak attack
Result of the throw of dice "1d20 +7" :
15 + 7 = 22 ( 1 away from a crit)
hit
damage
Result of the throw of dice "1d8 +1d6 +4" :
2 + 6 + 4 = 12
Meriseil will try to finish off the wolf
3 - 2nd strike
Result of the throw of dice "1d20 +2" :
11 + 2 = 13
just barely hit AC 15 -2 for FF
I think she gets Sneak Attack again, it doesn't say once per turn.
Sneak Attack
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
Result of the throw of dice "1d8 +1d6 +4" :
2 + 3 + 4 = 9
whew! she just barely kills the wolfie
Seelah needs to make a Recovery Check
Recovery Checks
Source Core Rulebook pg. 459 4.0
When you’re dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.
Critical Success Your dying value is reduced by 2.
Success Your dying value is reduced by 1.
Failure Your dying value increases by 1.
Critical Failure Your dying value increases by 2.[/quote]