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  1. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    Update to the bottom half of the map after Custodio's withdraw action.
  2. Round 9 - Bottom Half of Map (Updated).png

    Round 9 - Bottom Half of Map (Updated).png

  3. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    I needed to update the list for my own sanity. Round Nine [Updated] Parch, Undead Warrior (delayed to this round; prone): 25 (stand from prone; moves) (new combatant!) Maggs, Loyalist Fanatic (charmed by Akos): 24 (retreats back to where Akos is standing) Loyalist Soldier [male]: 23 (runs...
  4. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    @TaranTheWanderer, does Vitus have any special bonus that would apply to Climb checks for him? I'm not going to force you to roll for last round, since I forgot to check the rules ahead of time. But, Vitus cannot go back down the ladder without a successful check. I'm assuming you have no...
  5. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    Okay, so for Tuck's actions last round, first he casts Accelerated Movement as a swift action and then Climb Walls as a standard action. Accelerated Movement lets him use his full 30 ft. movement without penalty and Climb Walls gives him a +10 to Climb check. Then he uses his move action to...
  6. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    Knightfall Request: 1d20-1 Roll: [6] = 5 Reason: Tuck's DC 5 Climb check (1/4 Speed) I had to roll for Tuck as well. He has no ranks in Climb and a Strength penalty of -1. He still managed to make the check, but he's only able to climb a total of 15 feet in the previous round. He will...
  7. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    Knightfall Request: 1d20+5 Roll: [8] = 13 Reason: Vinny's acclerated Climb check DC (10) [success] - Vinny had to move 10 ft. to the ladder before he started climbing at 1/2 his Speed, so he's only 25 feet up the ladder. He must climb another 5 feet in the next round.
  8. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    No, if Tim does not delay, he cannot reach the ladder and climb. The ice storm spell slows him down too much. He has to delay in order to reach the ladder. Without a deplay, it costs his his full 60 feet of movement to just reach the ladder, and he cannot end his movement there. Both Akos and...
  9. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    No, while Tim wouldn't be threatened, the characters are rushing with some urgency. It's not a casual climb up to the top. And, only the part where you're climbing has to be at 1/2 speed. It doesn't affect the rest of the movement other than you can't climb while using the withdraw action...
  10. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    Saving this for later... Climb A creature with a climb speed must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 (see Checks without Rolls, page 65 in the Player's Handbook), even if rushed, distracted, or endangered. It also gets a...
  11. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    Anyway, I'm going to wait and let @Tellerian Hawke decide what he wants to do. I need to work on other stuff.
  12. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    Oh, I know. The withdraw action has always been a head scratcher for me. I found some notes in my personal Kulan Q&A Thread where T.H. and I had a conversation about how Withdraw works. I've linked the two AoO Rules of the Game articles there, and I've updated the broken links. I need to...
  13. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    The other option is to delay, double move (not withdraw [see the post below regarding climbing]), and Svengali his way through the door (squeezing) and up the ladder (climbing). Tim would effectively be 15 feet off the floor and 10 feet above Akos and Magg's heads. He would have to switch over...
  14. Round 9 Starts - Tim Delays and Moves.png

    Round 9 Starts - Tim Delays and Moves.png

  15. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    Tim withdraws with no delay. The first three squares are at half speed, and the last one is at normal speed.
  16. Round 9 Starts - Tim Moves No Delay.png

    Round 9 Starts - Tim Moves No Delay.png

  17. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    FYI @Tellerian Hawke: There is an issue of space beyond the door, whether or not Tim delays. While Tim won't have to squeeze through the smaller corridor, he will have to squeeze around the ladder to get to the proper side to climb it. Or... He must climb it on the wrong (opposite) side for the...
  18. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    Thank you. It is greatly appreciated. I will leave it up to you. Either way, Tim won't take an AoO. Waiting for the spell to end will allow him to withdraw a greater distance from the combat. Plus, Tim only needs to squeeze through the 5-ft. open door, not the constricted corridor beyond it...
  19. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    Yes, the square is not supposed to be counted as threatened when withdrawing, but it feels broken to me that he can still leave that square, while it costs him two squares of movement, and there is no impact at all. Yes, his movement is reduced until he clears the spell's area, but it still...
  20. Knightfall

    Kulan: Knightfall's Crisis in Bluffside Game [OOC]

    There is also this that I'm looking at... Rules of the Game: All About Movement (Part Seven) Specifically... Spells that Impede or Hamper Movement Many spells create conditions that slow down movement. Solid fog is one example. A cloud of solid fog is so thick and cloying that any creature...
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