Kulan: Knightfall's Heroes of Carnell Game [OOC]


log in or register to remove this ad

Oh, that is true. In that case I'll cast Summon Nature's Ally III to conjure 1d3 black bears... :)
Okay, I know the text says the summoned creature acts immediately, but it means they act immediately after Caerth finishes casting the spell. Remember that summoning spells are considered full-round actions. The two bears appears just before your initiative at the beginning of round 11.

From the SRD said:
A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
So, the bears will attack at the top of round 11 and they get their full attacks.

That assumes the bad guys don't interrupt his spell casting before then either with damage (unlikely) or using a counterspell option.
 

@ScottDeWar_jr, you're up.

Quinn's been fighting alongside Caerth long enough to know when the half-orc druid is summoning help, and you can see the summonings beginning to coalesce behind the cultist champion and bard.

Are you going to have Quinn switch to using the spiked chain and sheath Cruel Justice? He still has both in his hands. Attacking with both would incur major penalties since the spiked chain is in the off hand and a two-handed weapon. He'd be looking at all the standard two-handed fighting penalties, as well as the -6 penalty I imposed on you last round. That would be -6 for his primary hand and -16 for his off hand.

Also, if you roll a 1 on either attack, Quinn trips himself. ;)

You can just attack again with the spiked chain in your off hand (at -6), but remember that I noted on FB that you can't crit. with it that way and he does only half of his usual '+' to damage.

Sheathing Cruel Justice is a move action that can't be combined with a regular move action. It does draw an AoO if Quinn is threatened, which he is not right now. I'm not sure if putting away the spiked chain also counts as a move action. I have a feeling it should take longer, but I'm not sure if there are rules for "sheathing" chains and whips that are different than for swords. I say, lets assume not, for now.

Quinn could simply attack with Cruel Justice while hanging onto the spiked chain with his off hand, but that should probably incur at least a -2 penalty for attacking while wrangling the chain so that it not in his way.

Anyway, I have to get ready to go to physio now.
 


So if I hang the spiked chain on my belt loop, its a move action and I am too far away to strike with cruel justice, so I would have to move 5 feet and put the chain away and prepare to attack any who move within range with a 2 handed attack with cruel justice. Spiked chain being the
 

So if I hang the spiked chain on my belt loop, its a move action and I am too far away to strike with cruel justice, so I would have to move 5 feet and put the chain away and prepare to attack any who move within range with a 2 handed attack with cruel justice. Spiked chain being the
If you only move 5 feet, you'd still have a standard action, but wouldn't be close enough to hit. You could make two move actions -- one to have Quinn hang the spiked chain on his belt and another to move in closer to the fight. Next to Maur?

You could also just hold your action to wait to see if a foe comes close enough to Quinn for him to attack them. He'd wait to put away his chain until the action is triggered, but if no one comes close enough to him, you'd be in the same situation next round.
 

something went wonky with my keyboard. working now

so, as I was in the middle of typing, hang the chain, a move action, then move 5 feet forward, and attack with Cruel Justice with two hands which give a 50% bonus to the strength bonus to damage, rounded down.


edit: done. hit ac 15 - blech.
 
Last edited:

something went wonky with my keyboard. working now

so, as I was in the middle of typing, hang the chain, a move action, then move 5 feet forward, and attack with Cruel Justice with two hands which give a 50% bonus to the strength bonus to damage, rounded down.


edit: done. hit ac 15 - blech.
Except Maur is in front of Quinn now. You'd be attacking him. Your nearest opponent is 15 feet away before you move.
EDIT: Sorry, I meant to write 15 feet instead of 10.
 


Like this...
Quinn Move-Rd10.png
 

Remove ads

Top