A charge has to take the most direct path from your starting position to the closest square from which you can attack the target. This is often, but not always, a straight line.
Free from the Specter's reach and bolstered by the Thundering Armor bestowed upon him by Arkavas, Radtash overcomes his fear and walks into the mausoleum. Quickly glancing around the room, Radtash sends a thought: Friends, do not despair! For together, with the blessing of the light, we shall overcome these evil pawns! Once again a powerful hymn resonates in the minds of everyone nearby, filling the allies with a divine vigor. The nearby undead become nauseated at the sight.
Mechanics
Move Action: Move to I5
Minor Action: Perception Check (1d20+8=24)
Free Action: Telepathic communication, including enemy locations if possible.
Standard Action: Hymn of Resurgence (Encounter, Close Burst 5)
???: 1d20+8=12 MISS (extra roll for possible hidden enemy)
???: 1d20+8=10 MISS (extra roll for possible hidden enemy)
Hit: -2 penalty to all defenses. When any ally hits the target before the end of Radtash's next turn, the target is knocked prone.
Effect: Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw.
__________________
Radtash (LEB)
Character Wiki
Male Kalashtar Cleric 4
Medium natural humanoid
Initiative +2; Senses Passive Insight 23, Passive Perception 18
HP 39, Bloodied 19, Surge Value 9, Surges 8
AC 21; Fortitude 14, Reflex 14, Will 19; Speed 5
Saving Throws +0
The first kenku sneak appears near Gogmorthak. Seeing the orc as the most serious threat for him, he throws his dagger in Gogmorthak's leg, penetrating deep in the skin. He tries to go back into hiding, but Gog have spotted him and he is well aware of his location.
The second sneak tries to take down Narvala, who seems the most wounded, but miss his aim and quickly go back into hiding. (He appeared at C8).
The last tribal imitate him and also missing Gruff and then sneaking out of sight (He appeared at C9)
The Wraith next to Gogmorthak seems to regenerate the wound made by Gogmorthak. He move away of him, through the wall and reappear next to Arkavas who is still prone. Taking advantage of it, he strike deep into the deva's heart, feeling his life drained. The deva feels his life have been preserved by his holy heritage.
The second Wraith starts to regenerate the wounds he has received up to now and fly to Gruff. Taking advantage of the bracket, he imitate the other Wraith.
The Specter near Arkavas move next to him and try to attack the deva, but miss to touch him.
The other one attack Gruff who just came to him, and imitate the two Wraith, inflicting a deep wound.
Wraith 1 regenerate. Shift 6 squares through the wall next to Arkavas, who is still prone. Wraith1 attack on Arkavas, damage (1d20+10=30, 2d6+4=14) Critical, that's make 16 necrotic damages, reduce to 11, thanks to his deva resistance.
Kenku Tribals
HP 1; a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 16, Will 15
Spear (standard; at-will) ✦ Weapon
+8 vs. AC; 5 damage.
Kenku Sneak
HP 42; Bloodied 21
AC 18; Fortitude 15, Reflex 17, Will 15
Dagger (standard; at-will) ✦ Weapon
+9 vs. AC; 1d4 + 6 damage.
Specter
Spectral Chill (Cold) aura 1; enemies in the aura take a –2
penalty to all defenses.
HP 30; Bloodied 15
AC 16; Fortitude 16, Reflex 16, Will 17
Immune disease, poison; Resist 10 necrotic, insubstantial
Vulnerable 5 radiant
Spectral Touch (standard; at-will) ✦ Necrotic
+7 vs. Reflex; 1d6 + 2 necrotic damage.
Wraith
HP 37; Bloodied 18
AC 16; Fortitude 13, Reflex 16, Will 14
Immune disease, poison; Resist 10 necrotic, insubstantial
Vulnerable 5 radiant (see also regeneration above)
Shadow Touch (standard; at-will) ✦ Necrotic
+8 vs. Reflex; 1d6 + 4 necrotic damage, and the target is
weakened (save ends).
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Gruff is obviously in need of healing. If he readies an action to attack a target after Radtash casts Astral Seal on it, then Gruff could get the healing, and Radtash could still take his turn last, in order to keep his enemy debuffs up as long as possible. Readying an action only costs a standard action, so Gruff could still use his move and minor actions first. With the defense debuff from last round and Astral Seal's buffs, we should both be able to hit fairly easily.
Also, Radtash will probably use Healing Word on Gruff, unless anyone else specifically requests it.
Strategy
Remember, both the Wraiths and Specter2 will be knocked prone on a hit, granting us combat advantage and also preventing them from flanking (at least until they get up). Also, we should maybe have someone chase down the sneaks, just to prevent the huge sneak attack damage they could be doing.
__________________
Radtash (LEB)
Character Wiki
Male Kalashtar Cleric 4
Medium natural humanoid
Initiative +2; Senses Passive Insight 23, Passive Perception 18
HP 39, Bloodied 19, Surge Value 9, Surges 8
AC 21; Fortitude 14, Reflex 14, Will 19; Speed 5
Saving Throws +0
Hoping she doesn't back into another hidden enemy, Narvala attempts to move into a position where she can see all (or at least most) of the undead creatures, and touch them with the Flame's power.
So both wraiths and the specter at M5 take 9 radiant damage (13 + 5 vulnerable / 2 insubstantial) and are dazed until EoNT; the other specter takes 5 radiant damage (13/2 + + 5 vulnerable / 2 insubstantial).
She pushes the wraith at I7 to I9, the wraith at K5 to M7, and the wraith at M5 to O7.
Hoping she doesn't back into another hidden enemy, Narvala attempts to move into a position where she can see all (or at least most) of the undead creatures, and touch them with the Flame's power.
So the wraith at K5 and the specter at M5 take 9 radiant damage (13 + 5 vulnerable / 2 insubstantial) and are dazed until EoNT; the other wraith and the other specter take 5 radiant damage (13/2 + + 5 vulnerable / 2 insubstantial).
Don't forget about debuffs
Wraith1, Wraith2, and Specter2 all have -2 to defenses. That should be enough to help you hit the Wraith at I7. Also, they are now also prone, thanks to Hymn of Resurgence.
Also, very importantly, don't forget that you can push them two squares! With them both dazed and prone, pushing them out of melee reach will really take them out of action for a round.
Velmont, would it be possible to number the monsters on the map, or include their locations on your status updates?
__________________
Radtash (LEB)
Character Wiki
Male Kalashtar Cleric 4
Medium natural humanoid
Initiative +2; Senses Passive Insight 23, Passive Perception 18
HP 39, Bloodied 19, Surge Value 9, Surges 8
AC 21; Fortitude 14, Reflex 14, Will 19; Speed 5
Saving Throws +0
Wraith1, Wraith2, and Specter2 all have -2 to defenses. That should be enough to help you hit the Wraith at I7. Also, they are now also prone, thanks to Hymn of Resurgence.
Also, very importantly, don't forget that you can push them two squares! With them both dazed and prone, pushing them out of melee reach will really take them out of action for a round.
2d6+4 amounts to a top damage roll of 16 (2 less than 18) on a critical. Does the wraith get 2 extra points from some other power?
I also have another request. Since some of these guys look alike, it's going to get hard to tell which wraith or spectre we're looking at. Could you please post the coordinates of each creature we can see in front of their name, so we have a better idea of the stats?
"That's right ghostie. Just keep a'comin' after old Arkavas!" You weasley blighters!
Actions
Move: Stand Minor: If I've got an infusion left (can't remember) I'll use Curative Admixture on Gruff. He gets 10HP. Standard: Scouring Weapon
Target: The Specter next to Arkavas (I think that's the bloke at M5)
Attack: 1d20+11= 27
Damage: 2d12+6=23 halved, rounded down = 11
Effect: Target has to deal with an -2 to AC UEMoNT
Arkavas' blade makes a graceful arc from floor to... OK well it almost touches the ceiling, but it does manage to slice right through one of the specters, pulling whisps of ghostly substance with it as it goes.
"THEY CAN BE HURT!
And for the love of the bloody Light, Flame, or whatever it is! Somebody help the dwarf!"
If the infusion works
Blue flame shoots from Arkavas' hand, across the hallway, burying itself deep within Gruff's chest. The ebbing of strength stops, and a feeling of vitality fills his body.
Sweetness gave a quick glance towards the kenku, but years of streetfighting gave her an instinctive push to go after the foe who was down- even if that foe was a ghostly figment. The gnoll scampered forward, still barking fiercely, and slashed at the nearest wraith. Her dagger slashed at the creature's shadowy form cutting away wisps that faded like smoke in a strong wind...
OOC:
Move: to I 8 (pursuing the wraith that Narvala's attack pushed to I 9
Standard: Attack wraith with Disheartening Strike (with CA since it is dazed and prone, and has -2 defenses, and Sneak attack); +14 vs. AC (-2)= 26 (hit); damage 1d4+6 base (8), +2d8 sneak attack (14)= 22/2 insubstantial= 11 damage,; rolls Roll Lookup ; if it is still intact, it takes a-2 penalty on attacks next round.
Radtash spent his action point last fight, so he is currently at zero action points.
__________________
Radtash (LEB)
Character Wiki
Male Kalashtar Cleric 4
Medium natural humanoid
Initiative +2; Senses Passive Insight 23, Passive Perception 18
HP 39, Bloodied 19, Surge Value 9, Surges 8
AC 21; Fortitude 14, Reflex 14, Will 19; Speed 5
Saving Throws +0
- Critical is 16 damges, not 18. So 2 less damage on Arkavas and Gruff.
- You use Second wind and 1 Curative admixture, so your second is used Gruff
- The coordinate of the monsters are added.
- Status Updated.
Kenku Tribals
HP 1; a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 16, Will 15
Spear (standard; at-will) ✦ Weapon
+8 vs. AC; 5 damage.
Kenku Sneak
HP 42; Bloodied 21
AC 18; Fortitude 15, Reflex 17, Will 15
Dagger (standard; at-will) ✦ Weapon
+9 vs. AC; 1d4 + 6 damage.
Specter
Spectral Chill (Cold) aura 1; enemies in the aura take a –2
penalty to all defenses.
HP 30; Bloodied 15
AC 16; Fortitude 16, Reflex 16, Will 17
Immune disease, poison; Resist 10 necrotic, insubstantial
Vulnerable 5 radiant
Spectral Touch (standard; at-will) ✦ Necrotic
+7 vs. Reflex; 1d6 + 2 necrotic damage.
Wraith
HP 37; Bloodied 18
AC 16; Fortitude 13, Reflex 16, Will 14
Immune disease, poison; Resist 10 necrotic, insubstantial
Vulnerable 5 radiant (see also regeneration above)
Shadow Touch (standard; at-will) ✦ Necrotic
+8 vs. Reflex; 1d6 + 4 necrotic damage, and the target is
weakened (save ends).
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Move: Shift to K5
Minor: Second Wind (+2 defenses, +12 hp)
Standard: Ready Dragon's Teeth for use after Radtash uses Astral Seal on any of the 3 creatures in my room.
You roll 1d8+7 for damages for your Dragon's Teeth power, but on your character sheet, it is 1d8+6 (4[Int] + 1 [Weapon] + 1[Shard]). Where does come from the last point?
Not it matter much, because 13 or 12, divided by 4 (Insubstancial & Weakened) is still 3.
Edit: Arkavas was weakened this turn, which mean he did only 5 damages (23/4=5) and he need to do a save.
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You roll 1d8+7 for damages for your Dragon's Teeth power, but on your character sheet, it is 1d8+6 (4[Int] + 1 [Weapon] + 1[Shard]). Where does come from the last point?
It's from attacking with CA (Dazed) with a Subtle weapon. I see Specter 1 is not Dazed, though, and I had thought he was.
Also, I saved vs. Weakened. Which happens first: the save, or the readied action? Readying an action is a standard action that sets up an Immediate Reaction on some trigger; since Immediate Reactions do not take place on your turn, that says to me that the readied attack is not reduced by Weakened, since that was saved at the end of Gruff's turn.
Revelvant text:
Quote:
Immediate Action
Trigger: Each immediate action—usually a power—defines its specific trigger. The one type of immediate action that every combatant can take is a readied action.
Once per Round: You can take only one immediate action per round, either an immediate interrupt or an immediate reaction. If you take an immediate action, you can’t take another one until the start of your next turn, but you can’t take an immediate action on your own turn.
__________________
L4E
Grim
http://bit.ly/RxUFC
Init: +3
Perception: 12 Insight: 12
HP: 30 Bloodied: 15 Surge Value: 7 Surges: 7
AC: 16 NAD: 15/14/12 Speed:6
AP:1 Second Wind:not used
MBA: +1 Lifedrinking Bastard Sword +8 vs AC 1d10+5
Hunter's Quarry
Twin Strike
Hit and Run Predatory Eye
Off-hand Strike Jaws of the Wolf Hunter's Privilege
Shane
http://bit.ly/2MPJoN
Init: 2 Speed: 5
Perception: 14 Insight: 19
AC: 16 NAD: 12/13/17
HP: 24 Bloodied: 12
Surge Value:6 Surges: 8
Second Wind: Not used
MBA: Dagger +3 vs AC; 1d4+0
RBA: Dagger +5 vs AC; 1d4+2
Astral Seal
Sacred Flame
Gaze of Defiance Bane
Healer's Mercy
Healing Word x2
Beacon of Hope
Really good question. Generally, when you ready an action, the penalty to ready that action it is you initiative go down and you'll act next time after the event happen in the initiative order.
In my way to handle combat, everyone act in post order. In that case, readying after Radtash action have no penalty coming with it. I would even say there is an advantage as you are no more weakened. So you do a save and then do your standard action.
As you already have a tactic advantage by acting in order of posting, I'll rule that if you ready an action in reaction of another player's action, I'll consider your turn to happen after that player.
In other word, it is just as if Impact would have post Radtash actions before you. It is mainly to prevent any abuse (even if in that case, I don't think you wanted to abuse it).
In case of you ready an action to a monster action, rules will act as normal, and in that case, you would have saved, you would have react to monster action and you initiative would have gone after the monster.
I hope that's sound fair with everyone.
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There's also an opportunity (heh) cost:
Readying an action uses up the allotted Immediate Action for the round. By readying an action, Gruff forfeits the chance to make Attacks of Opportunity.
That said, I'm fine with the way you're ruling, but I would ask to redo my post so as not to waste a Daily AoE while weakened.
__________________
L4E
Grim
http://bit.ly/RxUFC
Init: +3
Perception: 12 Insight: 12
HP: 30 Bloodied: 15 Surge Value: 7 Surges: 7
AC: 16 NAD: 15/14/12 Speed:6
AP:1 Second Wind:not used
MBA: +1 Lifedrinking Bastard Sword +8 vs AC 1d10+5
Hunter's Quarry
Twin Strike
Hit and Run Predatory Eye
Off-hand Strike Jaws of the Wolf Hunter's Privilege
Shane
http://bit.ly/2MPJoN
Init: 2 Speed: 5
Perception: 14 Insight: 19
AC: 16 NAD: 12/13/17
HP: 24 Bloodied: 12
Surge Value:6 Surges: 8
Second Wind: Not used
MBA: Dagger +3 vs AC; 1d4+0
RBA: Dagger +5 vs AC; 1d4+2
Astral Seal
Sacred Flame
Gaze of Defiance Bane
Healer's Mercy
Healing Word x2
Beacon of Hope