Gurdan is no lover of heights, but the sound of hostilities below is all Gurdan requires to overcome his fear. He leaps down the shaft and moves to close with the strange thing Alexia is fighting. (OOC: Athletics 16 to jump- Gurdan will then charge the thing and mark it if possible: missed. )
In 4e, Athletics cannot be used to reduce falling damage. Instead, you use Acrobatics for that, but you MUST be trained in Acrobatics to get that option. Instead of falling down the shaft and taking 2d10 damage from the fall... do you want to use that Athletics check to climb down the stone interior of the shaft? You only get to move 1/2 of your movement (2 squares for speed 5, 3 squares for speed 6) doing this, but if you double move, I'll let you roll another athletics check to do so again. Continuing to do this would leave you out of the battle for 1 whole rounds as you climb down, so let me know what you want to do.
Thanks, I don't have my books with me, so couldn't look this up. Gurdan will go ahead and make the jump anyway, since that's just the kind of dwarf he is, but before he does so, he will activate his cloak daily power (minor action) to gain resist 5 all damage until start of next turn
As Gurdan makes his brave jump, he miscaclulates the strength of his legs and nails the side wall. Falling backwards, his cloak creates a protective barrier beneath him, but even it isn't enough to counter the effects of gravity and Gurdan lands hard on his back. He can feel a cracked rib on his shield side that twinges with pain as he maneuvers himself into a standing position.
OUCH
I was HOPING that the rolls would be low enough to not exceed your resist 5 so that you could keep moving... but alas... you took max damage from the fall. After resistances, that's 15 damage. Taking any damage from a fall stops the rest of the movement from that action, and since you fell, you land prone, meaning you had to use another move action to stand.
The following is copied from the Players Handbook:
Climb
Make an Athletics check to climb up or down a surface. Different circumstances and surfaces make climbing easier or harder. Climb: Part of a move action.
✦Success: You climb at one-half your speed. When you climb to reach the top of a surface, such as when you climb out of a pit, the distance to reach the top includes allowing you to arrive in the square adjacent to the surface. The last square of movement places you on that square.
✦Fail by 4 or Less: You stay where you started and lose the rest of your move action, but you don’t fall. You can try again as part of a move action.
✦Fail by 5 or More: You fall (see “Falling,” page 284) and lose the rest of your move action.
✦Grant Combat Advantage: While you are climbing, all enemies have combat advantage against you.
✦Uses Movement: Count the number of squares you climb as part of your move.
✦Taking Damage: If you take damage while climbing, you must make a Climb check using the DC for the surface you’re climbing. If that damage makes you
bloodied, increase the DC by 5. If you fail the check, you fall from your current height. If you try to catch hold when you fall, add the damage you take to the
DC to catch yourself.
✦Catch Hold: If you fall while climbing, you can make an Athletics check as a free action to catch hold of something to stop your fall. The base DC to catch hold of something is the DC of the surface you were climbing plus 5, modified by circumstances. You can make one check to catch hold. If you fail, you can’t
try again unless the DM rules otherwise.
Lo-Kag
The DC for the stone shaft is 10. Both rolls were successes, so that means that you can move 1/2 speed 2 times during the climb. Due to your armor's propery, you can choose to use a minor action to give yourself a -1 AC and from then on (until you spend another minor action) you can ignore the speed penalty of your armor. This would mean that you could use two move actions to climb (as you have done) which allows you to move at 1/2 speed on a successful check (which both were). This would mean you climbed down 3 squares out of 4 (20ft drop; 5ft per square) on the first roll, and you could then drop to the ground (just a 5ft drop, no damage). This would leave you with another move action to move out of the shaft and into the basement. If you do NOT take the -1 penalty to AC, you will suffer the speed penalty and only be able to move 2 squares down on the first success. This means that you can climb down 2 squares, then jump down 2 squares, taking 1d10 damage from the fall, then you could use another move action to enter the basement, OR you could use your second move action to continue climbing and land at the bottom of the shaft taking 0 damage (since you will not have fallen).
thanks Kalidrev . Why didn't you write the player's handbook
Lo-Kag climbs down the shaft to a position that he deems safe in order to free fall the rest of the way. His calculations are correct in that he didn't take any damage. He then runs south and then west to get in a better position to make an attack the next round. "Nice hit Alexia!" he yells as he sees the beast's recoil from Alexia's attack.
edited actions
minor: armor property: -1 to AC and +1 speed until I choose to change it with another minor action
movement: climb down within five feet, dropping the rest of the distance for no damage.
movement 2: move from f9 to j5
stats
Lo-Kag: Dragonborn (Resourceful Warlord): Level 4
Adverse Conditions: None
Initiative: +4
Passive Insight: 11
Passive Perception: 11
Senses Normal: Vision
HP 45, Bloodied 22
Surge Value 12
Surges Per-Day 8-2=6
AC =20 (19) Fortitude 19 Reflex 18 Will 18
Speed 5 or 6 Speed at 6
action Points: USED
second wind: not Used
basic attack: Sacrificial Longsword +2:
To Hit: +10 (+1 if bloodied): Damage 1d8+6: Crit: +2d6
Powers
at-will powers:
*Opening Shove
*Commander's Strike
*Versatile Armor Power
encounter powers:
*Hammer and Anvil
*Adaptive Stratagem
*Dragon Breath: Acid
*Inspiring Word
*Bloody Ending
Daily powers:
*Calculated Assault
*Sacrifiicial Weapon Power USED
Thought you guys might appreciate a map update to note everyone's placements. I didn't say it explicitly beforehand, so I'm going to let Lo-Kag's placement slide, but when you jump/climb down the shaft, you will need to end your climb/jump within one of the four green tiled squares inside the shaft. Also, the door frame (not shown on map) is in the stone shaft wall between G8 and G9. I have included an updated map, shown below.
Upon hearing Alexia shout for help, Grryth barely manages to climb down, dropping the last 5 feet of the way. He then draws his axes and examines the battleground looking for a possible advantage.
Mechanics
Move Action = climb down the shaft Athletics Check (1d20+12=14)
Free action = drop last 5 feet to G7
Minor Action = Draw Lifedrinker Handaxe
Standard Action = Draw other handaxe in offhand & passive perception check (if possible)
After drawing his handaxes, Grryth notices that the room is perfectly circular, and that there is a lot of room between the shaft and the outer wall of the tower. For his tactics, this is perfect because it means a LOT of maneuverability... it also means that, with the 20 foot ceiling, that the Messenger has a lot of room to maneuver as well. Locking down the Messenger will take a lot of team work.
OOC
Just Garrick left and we can start round 2 and let the REAL fun begin, muahahahaha
I belive you need line of sight to teleport - not sure you can see H-2 from up above.
Also H2 is inside the wall.
..might want to check into that.
OOC Kalidrev
Regarding the elevator shaft, is it open on all sides at the bottom or is there a doorway to exit the thing?
By looking at the map it appears as a solid wall all around showing no exit out of the shaft.
Just wondering...
1) You DO need line of sight to teleport unless the specific power says otherwise.
2) Starting from the entrance floor, you are looking down into a circular stone lift shaft (like an elevator shaft, but circular). You will need to get down from the first floor and into the basement before you can get any kind of line of sight to anywhere but the lift shaft.
Absolutely! Looking down the shaft, you would be able to see all the way down the shaft, due to Grryth's sun rod, and you would be able to see G9. If you want to use your power to teleport directly to G9, no prob! Just let me know what the rest of your actions are if you decide to do this.
Garrick looks down the shaft and then decides to teleport nex to Gurdan (at G-9). Once there, he moves to a better fighting position (move action to G-6).