Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
Adventure: Protection (Mal Malenkirk)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mal Malenkirk" data-source="post: 5374311" data-attributes="member: 834"><p>[sblock=Aedan]Okay, reviewing your action, you'd need to roll an athletic check to climb down or else take 2d10 falling damage reduced by an acrobatic checks (two skills you ain't trained in!).</p><p></p><p>Once on the ground, you would take an Opportunity Attack from the swordman because you are shooting in a threatened square. </p><p></p><p>It's not impossible you could get dropped from all that potential damage!</p><p></p><p>I'm going to be very, very nice and assume that inexperience, unfamiliarity with the rules and/or insuficient information on my part led to that decision. So I will give you the option of just stepping onto Q24 and then, you know, <em>shooting at the swordman from the roof</em>! The attacks still miss, but at least you don't expose yourself to a potential 2d10+1d6+5 of damage!</p><p></p><p>PS:I will point out though that if you had moved onto the roof 2 square in (Q21), you would have been out of sight of the swordman and could have made a stealth check. If successful, you could have used deft strike to move back to the edge of the roof and shot with combat advantage and sneak attack. 15+2 would have hit. Not that I would allow this much of a retcon, but think about this sort of maneuver. That's the whole point of deft strike and ranged rogues.</p><p>[/sblock]</p><p></p><p>[sblock=Yishim]The spot you wanted to shift had been filled by Owen a few post before you. On the plus side, he had killed the Fire Elemental so I had you shift there instead.</p><p></p><p>There was no Line of Effect from the square P20 to the Hobgoblin accross the corner.</p><p></p><p>The Coup de grace is invalid. First of all, you still need to hit with an attack, it's not auto-hit. Secondly, you need to be adjacent. Finally, it is a standard action of its own, not something that is part of another Standard Action. </p><p></p><p><a href="http://invisiblecastle.com/roller/view/2761842/" target="_blank">vs Swordman (helpless, -5 defenses) (1d20+7+2=14)</a></p><p></p><p>He is hit normally for 6.</p><p>[/sblock]</p><p></p><p>[sblock=Artemis]</p><p>I can see by the time stamp that your posts were 20 minutes apart. Let's leave it to stand as is. I trust no one will jurisprudence this into a problem...</p><p>[/sblock]</p><p></p><p>[sblock=Queen]You didn't post novements so I assume you Wildshaped into human to cast wildshaped back for protection. </p><p></p><p>Try to include these details for clarity, though.</p><p>[/sblock]</p><p></p><p>[GM]Dante, Gilgamesh, Lenard, Mercurial and Sound of Stone are up[/GM]</p><p></p><p>[sblock=S&S]</p><p>Wyrmling: 72/96, cursed (Art.), grants CA on everyone except Artemis' next turn (just once)</p><p>Big Boss: 165/185 Full defense, Slowed (TENT)</p><p>Swordman L19: </p><p>Swordman P20: 34/40 Unconscious (Save ends)</p><p>Swordman P26: 33/40</p><p>Fire Elemantal O21: 26/27 No OA TENT, Slowed TENT</p><p>Fire Elemental L25: 9/27 Quarry (Mikara)</p><p>Water Elemental K19: 8/29 Oath (dante)</p><p></p><p>Aedan: 19/24 </p><p>Artemis Hark: 14/24 -1H</p><p>Dante: 15/27 adjacent enemies -2 TENT</p><p>Gilgamesh: 18/26 +1 AC TENT, -1H</p><p>Halcyon: 9/29 +2 defenses TENT, AP&SW spent,</p><p>Lenard: 13/28 Ap spent</p><p>Mercurial: 17/24 -1H</p><p>Mikara: 30/39, AP spent </p><p>Owen: 12+5/28 AP spent</p><p>Queen: 22/30 WS</p><p>Sound of Stone: 10/24 AP&SW spent , prone</p><p>Yishim: 25/29 AP spent</p><p></p><p>Gang Leader (Sinruth, Hobgoblin)</p><p>Perception 13</p><p>HP 185; Bloodied 92</p><p>AC 22 (24 with phalanx soldier); Fortitude 16, Reflex 16, Will 12</p><p>OA: Chain Trip (standard; requires spiked chain, at-will) Weapon</p><p>reach 2; +6 vs Reflex; 1d6+4 damage, and the target is knocked prone. </p><p>Phalanx Soldier</p><p>Sinruth gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.</p><p></p><p>Wyrmling</p><p>Perception 14</p><p>HP 96; Bloodied 48</p><p>AC 18; Fortitude 17, Reflex 17, Will 16</p><p>Resist 5 lightning</p><p>OA: Claw (standard, at-will) </p><p>+10 vs AC; 1d4+5 damage. </p><p></p><p>Hobgoblin toadies</p><p>Perception 11</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12</p><p>OA: Longsword (standard, at-will) Weapon</p><p>+6 vs AC; 5 damage. </p><p>Phalanx Soldier:</p><p>The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.</p><p></p><p>Archers</p><p>Perception 21</p><p>HP 32; Bloodied 16</p><p>AC 15; Fortitude 11, Reflex 13, Will 12</p><p>OA: Short Sword (if drawn) </p><p>+5 vs AC; 1d6+4 damage. </p><p></p><p>Lesser Fire ElementalHP 27; Bloodied 13 Initiative +6</p><p>Perception 11</p><p>AC 14, Fortitude 12, Reflex 14, Will 13 </p><p>Frozen in Place </p><p>Whenever the lesser fire elemental takes cold damage, it cannot shift until the end of its next turn.</p><p>OA: Slam (Fire) </p><p>Attack: Melee 1 (one creature); +4 vs. Reflex</p><p>Hit: Ongoing 5 fire damage (save ends).</p><p></p><p>Lesser Water Elemental</p><p>Perception 10</p><p>HP 29; Bloodied 14 Initiative +2</p><p>AC 15, Fortitude 14, Reflex 13, Will 12 </p><p>Sensitive to Cold </p><p>Whenever the lesser water elemental takes cold damage, it gains vulnerable 5against the next attack that hits it before the end of its next turn.</p><p>OA: Slam</p><p>Attack: Melee 1 (one creature); +4 vs. Reflex</p><p>Hit: 1d6 damage, and ongoing 5 damage (save ends).</p><p></p><p>Swordmen</p><p>Perception 12</p><p>HP 40; Bloodied 20</p><p>AC 18; Fortitude 18, Reflex 14, Will 14</p><p>OA: Short sword </p><p>+7 vs AC; 1d6+5 damage. Effect: The watchman marks the target until the end of the watchman’s next turn</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 5374311, member: 834"] [sblock=Aedan]Okay, reviewing your action, you'd need to roll an athletic check to climb down or else take 2d10 falling damage reduced by an acrobatic checks (two skills you ain't trained in!). Once on the ground, you would take an Opportunity Attack from the swordman because you are shooting in a threatened square. It's not impossible you could get dropped from all that potential damage! I'm going to be very, very nice and assume that inexperience, unfamiliarity with the rules and/or insuficient information on my part led to that decision. So I will give you the option of just stepping onto Q24 and then, you know, [I]shooting at the swordman from the roof[/I]! The attacks still miss, but at least you don't expose yourself to a potential 2d10+1d6+5 of damage! PS:I will point out though that if you had moved onto the roof 2 square in (Q21), you would have been out of sight of the swordman and could have made a stealth check. If successful, you could have used deft strike to move back to the edge of the roof and shot with combat advantage and sneak attack. 15+2 would have hit. Not that I would allow this much of a retcon, but think about this sort of maneuver. That's the whole point of deft strike and ranged rogues. [/sblock] [sblock=Yishim]The spot you wanted to shift had been filled by Owen a few post before you. On the plus side, he had killed the Fire Elemental so I had you shift there instead. There was no Line of Effect from the square P20 to the Hobgoblin accross the corner. The Coup de grace is invalid. First of all, you still need to hit with an attack, it's not auto-hit. Secondly, you need to be adjacent. Finally, it is a standard action of its own, not something that is part of another Standard Action. [url=http://invisiblecastle.com/roller/view/2761842/]vs Swordman (helpless, -5 defenses) (1d20+7+2=14)[/url] He is hit normally for 6. [/sblock] [sblock=Artemis] I can see by the time stamp that your posts were 20 minutes apart. Let's leave it to stand as is. I trust no one will jurisprudence this into a problem... [/sblock] [sblock=Queen]You didn't post novements so I assume you Wildshaped into human to cast wildshaped back for protection. Try to include these details for clarity, though. [/sblock] [GM]Dante, Gilgamesh, Lenard, Mercurial and Sound of Stone are up[/GM] [sblock=S&S] Wyrmling: 72/96, cursed (Art.), grants CA on everyone except Artemis' next turn (just once) Big Boss: 165/185 Full defense, Slowed (TENT) Swordman L19: Swordman P20: 34/40 Unconscious (Save ends) Swordman P26: 33/40 Fire Elemantal O21: 26/27 No OA TENT, Slowed TENT Fire Elemental L25: 9/27 Quarry (Mikara) Water Elemental K19: 8/29 Oath (dante) Aedan: 19/24 Artemis Hark: 14/24 -1H Dante: 15/27 adjacent enemies -2 TENT Gilgamesh: 18/26 +1 AC TENT, -1H Halcyon: 9/29 +2 defenses TENT, AP&SW spent, Lenard: 13/28 Ap spent Mercurial: 17/24 -1H Mikara: 30/39, AP spent Owen: 12+5/28 AP spent Queen: 22/30 WS Sound of Stone: 10/24 AP&SW spent , prone Yishim: 25/29 AP spent Gang Leader (Sinruth, Hobgoblin) Perception 13 HP 185; Bloodied 92 AC 22 (24 with phalanx soldier); Fortitude 16, Reflex 16, Will 12 OA: Chain Trip (standard; requires spiked chain, at-will) Weapon reach 2; +6 vs Reflex; 1d6+4 damage, and the target is knocked prone. Phalanx Soldier Sinruth gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Wyrmling Perception 14 HP 96; Bloodied 48 AC 18; Fortitude 17, Reflex 17, Will 16 Resist 5 lightning OA: Claw (standard, at-will) +10 vs AC; 1d4+5 damage. Hobgoblin toadies Perception 11 HP 1; a missed attack never damages a minion. AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12 OA: Longsword (standard, at-will) Weapon +6 vs AC; 5 damage. Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Archers Perception 21 HP 32; Bloodied 16 AC 15; Fortitude 11, Reflex 13, Will 12 OA: Short Sword (if drawn) +5 vs AC; 1d6+4 damage. Lesser Fire ElementalHP 27; Bloodied 13 Initiative +6 Perception 11 AC 14, Fortitude 12, Reflex 14, Will 13 Frozen in Place Whenever the lesser fire elemental takes cold damage, it cannot shift until the end of its next turn. OA: Slam (Fire) Attack: Melee 1 (one creature); +4 vs. Reflex Hit: Ongoing 5 fire damage (save ends). Lesser Water Elemental Perception 10 HP 29; Bloodied 14 Initiative +2 AC 15, Fortitude 14, Reflex 13, Will 12 Sensitive to Cold Whenever the lesser water elemental takes cold damage, it gains vulnerable 5against the next attack that hits it before the end of its next turn. OA: Slam Attack: Melee 1 (one creature); +4 vs. Reflex Hit: 1d6 damage, and ongoing 5 damage (save ends). Swordmen Perception 12 HP 40; Bloodied 20 AC 18; Fortitude 18, Reflex 14, Will 14 OA: Short sword +7 vs AC; 1d6+5 damage. Effect: The watchman marks the target until the end of the watchman’s next turn [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
Adventure: Protection (Mal Malenkirk)
Top