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Adventure: Escort Duty (DM: KarinsDad, Judge: TBD)

Son of Meepo

First Post
Rava momentarily hits the dirt, but apparently it was only a glancing blow that momentarily stunned her. She rolls over and groans, holding her head.

Death Save (1d20=20)

Rava spends a healing surge!

[sblock=Rava's Stats]Rava - Deva Pacifist Cleric (Templar) 4
Status:
Passive Perception: 19, Passive Insight: 22 AC 19, Fort 13, Reflex 13, Will 20; +1 to all defenses vs attacks of bloodied creatures
HP 9/37, Bloodied 18, Surge Value 9, Surges 4/7
Speed 5, Initiative +2
Action Points: 0, Second Wind[]

At-Will Powers:Astral Seal, Sacred Flame

Encounter Powers:

Healing Powers:
[x][x] Healing Word
[x] Healer's Mercy (Channel Divinity)
[] Shield of Devotion

Defense Debuff Powers:
[] Bane
[x] Hymn of Resurgence (ally tmp hp or saving throw)

Accuracy Buffs:
[x] Memory of a Thousand Lifetimes
[x] Divine Fortune (Channel Divinity)

Daily Powers:

Healing Powers:
[x] Resurgent Strength (single ally damage buff)

Damage Resistance Powers:
[x] Moment of Glory (blast 5 enemy push + knockdown)


[/sblock]
 

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Son of Meepo

First Post
Sirrah stands up and rushes the bugbear trying to cleave its head from its shoulder with his falchion.

Move: Stand
Standard: Charge
Charge (1d20+10+1=24, 2d4+1d8+7=17)
Hits AC 24 for 17 damage.

Without being called by its rider, Sirrah's steed stands up and retreats from battle as it has been trained.
Move: Stand
Move: D1:E2
[sblock=Sirrah's Stats]Sirrah the Bleak Rider - Deathless Elf Berserker 4
Passive Perception 12, Passive Insight 12
AC 20, Fort 19, Reflex 18, Will 14
HP 28/49, Bloodied 24, Surge Value 12, Surges 10/11
Speed 6, Initiative +5
Action Points: 0, Second Wind []
At-Will Powers: Defender Aura, Jarring Smash, Run Down, Vengeful Guardian
Encounter Powers: Batter Down [], Daring Charge [x], Long View [], Dark Reaping [x]
Daily Powers: Rage Drake's Frenzy [x], Vanguard Lance [x]
Mount Powers: (Encounter): Nimble Beast [x], Swift Rider []

Used Augmenting Whetstone.[/sblock]
 

KarinsDad

Adventurer
Without being called by its rider, Sirrah's steed stands up and retreats from battle as it has been trained.
Move: Stand
Move: D1:E2


OOC: This cannot occur until the turn after the rider and mount are separated unless Sirrah has an ability that I could not find on his character sheet.
 

Son of Meepo

First Post
OOC: It happened on the bugbears turn, not mine. That rule is for when you dismount during your own turn. I think perhaps you are confusing the terms turn and round.
 

Voda Vosa

First Post
Hilkalas positions himself behind the hobgoblin. "Tana, obliterate this fool now!" the marshal's mental command is so compelling Tana feels a surge of energy to do just that.

Actions
-Shift to -B10
-Commander's Strike on Hobo 2: Tana, she has a free basic melee attack vs the hobgoblin 2 with a +4 to the damage roll.
I'll be more clear on my descriptions.



[sblock=Marshal Hilkalas]
Initiative +11; Senses Passive Insight 16, Passive Perception 12
HP 36/36, Bloodied 18, Surge Value 9, Surges 6/7
AC 20; Fortitude 16, Reflex 17, Will 17
Speed 6

(W)+1 Shielding Khopesh (Standard; at-will) +8 vs AC; 1d8+4 damage

(W) Javaline (Standard; at-will)Range 5/10; +7 vs AC; 1d6+3 damage

(W) Beguiling Strands (Standard; at-will) ✦ Close blast 5; each enemy in burst; +7 vs Will; 6 psychic damage, targets are pushed up to 4 squares.

(W) Commander's Strike (Standard; at-will) ✦ Effect: One of Marshal Hilkalas allies can take a free action to make a melee basic attack against the target. The ally gains +4 bonus to the damage roll

Spent (E) Inspiring Word (Minor; Encounter) ✦ Close burst 5, allies or Marshal Hilkalas: Spend a HS and regain 1d6.

Spent (E) Grasping Shadows (Standard; encounter) ✦ Area burst 1 within 10 squares; each creature in burst; +7 vs Will; 1d8+7 psychic damage, and target is slowed UENT. Effect: Shadows writhe in the designated area and continue until the end of Marshal Hilkalas next turn. Any creature that enters the area of the grasping shadows takes 6 psychic damage and is slowed until the end of its next turn.

(E) Battlefront Shift (N/A; encounter) ✦ Trigger: Rolls initiative. Close burst 3, Marshal Hilkalas or an ally in burst shift half speed.

Spent (E) Devastating Offensive (Standard; encounter) ✦ One creature. +8 vs AC, 1d8+4 dmg, target is slided 2, ally adjacent is slided 4 to the vacated square. Said ally takes a basic melee attack for free against the target.

Spent (D) Phantom chasm (Standard; daily) ✦ Area burst 1 within 10 squares, each enemy in burst. +7 vs will, 2d6+7 psychic dmg, and the target falls prone and its immobilized. Miss: Half damage and targets fall prone. Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone.

(E) Bastion of mental clarity (Immediate interrupt; encounter) Close burst 5. Trigger: An enemy hits or misses Marshal Hilkalas with an attack against his Will. Target: Marshal Hilkalas and each ally in burst. Effect: Each target gains a +4 power bonus to Will until the end of Marshal Hilkalas next turn.

Spent (E) Knight’s move (Move; encounter) An ally within 10 squares takes a move action as a free action.
[/sblock]
 

KarinsDad

Adventurer
OOC: It happened on the bugbears turn, not mine. That rule is for when you dismount during your own turn. I think perhaps you are confusing the terms turn and round.


OOC: Hmmm. If you interpret it your way, a PC in the same situation as Sirrah who had a minor mount action ability or used an action point could stand up, mount, and then charge with the mount and the mount could use a separate move action to stand up (or even a scenario where the PC wasn't prone, but the mount was, or a situation where the mount is some distance away and not prone). That PC gets an extra action for the mount (the horse standing from prone or the horse moving to the PC from some distance away) and the actions are not shared, but he still gets to attack with the mount as if it were a shared action turn. The PC and mount should never be able to get a charge attack on a turn where they are not sharing actions. So in order to prevent abuses like that, it's just easier to interpret that rule that the PC must be dismounted for one of his turns before the two of them get separate actions, and the PC and mount must share actions on any turns where the PC is riding. Not a biggy. The mount rules have never been well written.

If you go by RAW, I know of no rules where the mount and PC can do separate actions UNLESS the PC dismounts on his turn. ;)

I'll let it slide, but I do see the ability to abuse the rules because the mount rules are an afterthought.
 


Son of Meepo

First Post
OOC: It exists. Practiced Rider is a level 6 Nature skill power (at-will) lets you mount or dismount as a minor action.

Honestly, I wouldn't call what you describe as broken. If someone spent a utility power selection to make sure they can still mounted charge after having their mount knocked prone, I don't see that as a problem. I don't agree with your statement that, "The PC and mount should never be able to get a charge attack on a turn where they are not sharing actions," but maybe I've got more of a tolerance for that sort of thing. As long as it doesn't make it so that the rest of the players are sitting around doing nothing while the broken PC kills everything, then I'm cool with it. (I think I've only seen it happen once.)

Mounts are already fragile enough as it is. It has 1 surge per day and as soon as it hits 0 hp it dies, is lost for the adventure, and has to be replaced at a fairly hefty cost.

I'd call it part of their tradeoff for their increased mobility. But that fragility is why I would never design a character solely around mounted charging. If i was looking to play a charge fighter, I would play an Essentials Thief. ;)
 


KarinsDad

Adventurer
OOC:
Mounts are already fragile enough as it is. It has 1 surge per day and as soon as it hits 0 hp it dies, is lost for the adventure, and has to be replaced at a fairly hefty cost.


OOC: It depends on whether your DM targets mounts or not as a general rule. Sure, they can get caught in some area effect powers, but most DMs target the real threats: the PCs. The extra mobility is fairly substantial (it tends to turn melee PCs into quasi-ranged PCs, especially with the sheer number of ways to avoid or minimize OAs) and most PCs don't take mounts into dungeons anyway, so there's a lot of scenarios where the mounts are fairly safe.
 

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