True, a ready action is a immediate reaction, so you spend your chance to use it later. Ok, there is a cost, but conceding initiative can be a much higher price. That could mean leaving a monster act twice before you act again.
For an AoO, you can do it once per opponent per turn, and doesn't cost your immmediate reaction/interrupt action you can spend between your turn.
I'll correct what I said. If you ready an action to react to an ally action, your turn finish after your ready action. That include any effect on you and save you have to do. If you ready an action to react to a monster action, no change to RAW. That way, if you want to develop a tactic like:
Figther: Use Come and get it (he bring every enemy around him)
Sorceress: Reday action: Use Swirling Star (She do an area blast around the figther)
Figther: Shift away from the crowd.
So, Tinwe, you are welcome to restate your action at the light of that. I hope everyone find that reasonnable. I just want to prevent abuse and have the more flowing game as possible. We have a great post rate in this adventure, and I think it the method of combat help to it.
Edit: I've edited the first post to reflect that new homerule.
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If you would like, Radtash could use Sacred Flame to grant you a saving throw instead of using Astral Seal to give you healing. Of course, Radtash would need to hit, and you would have to make the saving throw.
I would like to try to kill Specter1 this round, since it recharged Spectral Barrage.
Velmont
I don't think that readying an action normally concedes initiative. From the Ready an Action entry in the compendium:
Reset Initiative: After you resolve your readied action, move your place in the initiative order to directly before the creature or the event that triggered your readied action.
That said, I think your houserule is reasonable.
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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
It's mainly depend on the circumstances. Imagine we had a normal initiative and Gruff ready an action against a Wraith:
Gruff
Specter
Radtash
Wraith
In such case, Gruff would lose his initiative compare to the Specter, but not the Wraith. If it ready for your action, he would still lose his action to Specter, but act before you.
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Gruff moves up next to the specter, and slices at it with his blade.
Booming Blade (1d20+9=29, 1d8+5=7, 1d6+4=7)
Crit for 13+1d6=3 = 16 damage, cut to 4 by weakened and insubstantial. All squares next to Gruff are difficult terrain for the specter, and it takes that extra 1d6+4 = 7 damage if it moves away.
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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
Seeing the undead enemies being soundly beaten, Radtash gains hope and courage. Finding the weakest target, he calls down radiant vengeance upon it's unholy body, utterly destroying it.
Narvala, you struck a mighty blow against our enemies, and deserve the aid of the Light. A healing light washes over Narvala's body.
Mechanics
Minor Action: Perception check to find hidden enemies in mausoleum (1d20+8=26) Standard Action: Sacred Flame vs Specter1 at M5
Damage: 1d6+4+5=14 divided by two is 7 radiant damage
Hit Effect: Gruff chooses either to gain 6 temporarily hits points or to make a saving throw
Minor Action: Healing Word on Narvala
Effect: Narvala can spend a healing surge and regain an additional 1d6+4=10 hit points.
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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
ooc: I'll start working on my post, but with all these status effects I'm lost on how all these undead are doing? unless I should just start chasing kenku around. But in my experience wraiths are absolute nightmares if you let them regen too much.
ooc: I'll start working on my post, but with all these status effects I'm lost on how all these undead are doing? unless I should just start chasing kenku around. But in my experience wraiths are absolute nightmares if you let them regen too much.
Undead Status
The three remaining undead are all prone and dazed. I believe the other effects have ended. Also, Wraith2 is nearly dead (5 hp).
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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
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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Gogmorthak looks for the wraith he knocked around. Spotting it in front of Sweatness he charges down as best he can to send his axe swinging. Seeing it fall he turns to the nearest kenku and falls on it in a vicious fervor.
Charging, you must go to H8 (the nearest free square), not H9. The cover of the sarcophagus is difficult terrain. But in the end, because you have speed 8 while charging, it makes no difference.
Quickly, both sneak hide behind the sarcophagus. Gogmorthak lost both of them. When he see them again, it is too late, he just received two dagger in the chest and he falls, dying from those mortal wounds.
In the Hall, Gruff, being on the defensive, avoid the attack of the Wraith while the Specter dissapear..
OOC: Can one of the leaders heal Grog relatively easily? If not, I'll have Narvala pull him back over by her via Divine Call and she'll use one of her potions of healing on him.
I can't help. I'm out of infusions. I'm going to help Gruff finish off this Wraith until the Specter shows up.
Arkavas slides up next to Gruff and shoots him a dimented grin. Nodding sideways toward the ghost on the floor, he laughs.
"Cheers old fellow. Let's lay this one out!"
The unwieldy blade finds a mark with unlikely precision, but it cuts right through the undead creature like broom through smoke.
"Why don't you die?...Oh, yeah. You're already dead, aren't you."
Actions
Move: Shift to M6
Minor:
Standard: Magic Weapon
Target: Wraith
Attack: 1d10+12=14+2 for CA. That's a hit! (barely)
Damage: 1d12+6=13 halved, rounded down = 6
Effect: Gruff get's an additional +1 to hit the wraith and does an additional +3 damage before it's halved.
Did the Specter make a stealth check? If not, we should still know where it is, even if it is invisible.
drothgery
Radtash still has one use of Healing Word, which he will definitely be using on Gogmorthak
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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
ooc: actually I think Gog is still standing. He had 33hps before he started his turn and gained 9 temp hps for killing the first wraith. With 38 dmg that should leave him with 3hps left. Hopefully leaving him a moment to use atleast second wind or one of his powers that lets him use a healing surge while attacking. Not that I'd mind the Healing Word