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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
Adventure: Redblade's Riches!! (Ozymandias79 judging!)
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="Darksteed" data-source="post: 5023853" data-attributes="member: 85506"><p>OOC: Sorry I have to do this now, but I'd like to point somethings out that are wrong here as per the books. </p><p></p><p>Dang't at the end of your last turn you dropped prone. It takes a move action to Stand Up from prone, or you can crawl half your speed.</p><p></p><p>Since the crates are 10 feet tall it requires an acrobatics check to hop down off them and not fall prone and take a d10 of damage. </p><p></p><p>This is the biggest thing Stealth. To maintain stealth and gain combat advantage you must at least have Concealment or cover (and not cover from an ally), or the creature has no line of sight to you. Moving to H31 is in the middle of the room, that's no more stealth. Plus if you move more then 2 squares well stealthed you have to reroll stealth with the -5 for moving more then two squares. You may only roll stealth after a move action and you must have Superior Cover or Total Concealment. So you wouldn't be able to drop prone and roll stealth, sorry. </p><p></p><p>Last dropping prone is a minor action. </p><p></p><p>Sorry to harp on anyone at all. I know this is no way to make friends in the least. Though I enjoy playing the game as it was meant to be played. Stealth is a powerful tool, just don't wish it to be broken. </p><p></p><p>Sorry once again.</p><p></p><p>And yes rolling an active perception is a Minor Action</p><p></p><p>[sblock=Perception]Perception (Nov. 09, Errata)</p><p>Page 186: In the Perception section of the shaded</p><p>text, replace “standard action” with “minor action” in</p><p>the third sentence.</p><p>Perception: No action required—either you notice</p><p>something or you don’t. Your DM usually uses your</p><p>passive Perception check result. If you want to use</p><p>the skill actively, you need to take a minor action or</p><p>spend 1 minute listening or searching, depending on</p><p>the task.[/sblock]</p><p></p><p>[sblock=Prone]Prone (Nov. 09, Errata)</p><p>Page 277: Add “You can’t move from your space,</p><p>although you can teleport, crawl, or be forced to move</p><p>by a pull, a push, or a slide.”</p><p>PRONE</p><p>!! You grant combat advantage to enemies making</p><p>melee attacks against you.</p><p>!! You can’t move from your space, although you can</p><p>teleport, crawl, or be forced to move by a pull, a</p><p>push, or a slide.</p><p>!! You get a +2 bonus to all defenses against ranged</p><p>attacks from nonadjacent enemies.</p><p>!! You’re lying on the ground. (If you’re flying, you</p><p>safely descend a distance equal to your fly speed. If</p><p>you don’t reach the ground, you fall.)</p><p>!! You take a –2 penalty to attack rolls.</p><p>!! You can drop prone as a minor action.[/sblock]</p><p></p><p>[sblock=Stand Up]Stand Up (PHB pg. 292)</p><p>If you’ve been knocked prone, you need to take a move</p><p>action to get back on your feet.</p><p>STAND UP: MOVE ACTION</p><p>✦ Unoccupied Space: If your space is not occupied by</p><p>another creature, you stand up where you are.</p><p>✦ Occupied Space: If your space is occupied by</p><p>another creature, you can shift 1 square, as part of</p><p>this move action, to stand up in an adjacent unoccupied</p><p>space. If your space and all adjacent squares are</p><p>occupied by other creatures, you can’t stand up.[/sblock]</p><p></p><p>[sblock=Crawl]Crawl (PHB pg. 288)</p><p>When you are prone, you can crawl.</p><p>CRAWL: MOVE ACTION</p><p>✦ Prone: You must be prone to crawl.</p><p>✦ Movement: Move up to half your speed.</p><p>✦ Provoke Opportunity Attacks: If you leave a</p><p>square adjacent to an enemy, that enemy can make</p><p>an opportunity attack against you.[/sblock]</p><p></p><p>[sblock=Falling]Falling (PHB pg> 284)</p><p>Some kinds of terrain present a unique danger: a precipitous</p><p>drop. When you fall at least 10 feet, you take</p><p>damage.</p><p>FALLING</p><p>✦ Falling Damage: You take 1d10 damage for each</p><p>10 feet you fall.</p><p>Fast Alternative: If you fall more than 50 feet, take</p><p>25 damage per 50 feet, plus 1d10 per 10 extra feet.</p><p>✦ Prone: You fall prone when you land, unless you</p><p>take no damage from the fall.</p><p>✦ Jumping Down: If you are trained in Acrobatics, you</p><p>can make a check to reduce the amount of damage</p><p>you take from a fall. See page 181.</p><p>✦ Catching Yourself: If a power or a bull rush (page</p><p>287) forces you over a precipice or into a pit, you can</p><p>immediately make a saving throw to avoid going over</p><p>the edge. This saving throw works just like a normal</p><p>saving throw, except you make it as soon as you</p><p>reach the edge, not at the end of your turn.</p><p>Lower than 10: Failure. You fall over the edge.</p><p>10 or higher: Success. You fall prone at the edge,</p><p>in the last square you occupied before you would</p><p>have fallen. The forced movement ends.</p><p>✦ Large, Huge, and Gargantuan Creatures: If only</p><p>part of a creature’s space is over a pit or a precipice,</p><p>the creature doesn’t fall.[/sblock]</p><p></p><p>[sblock=Stealth]Stealth (Nov. 09, Errata)</p><p>Page 188: Replace the shaded text with the following</p><p>text.</p><p>Stealth: At the end of a move action.</p><p>! Opposed Check: Stealth vs. passive Perception. If</p><p>multiple enemies are present, your Stealth check</p><p>is opposed by each enemy’s passive Perception</p><p>check. If you move more than 2 squares during the</p><p>move action, you take a –5 penalty to the Stealth</p><p>check. If you run, the penalty is –10.</p><p>! Becoming Hidden: You can make a Stealth check</p><p>against an enemy only if you have superior cover</p><p>or total concealment against the enemy or if you’re</p><p>outside the enemy’s line of sight. Outside combat,</p><p>the DM can allow you to make a Stealth check</p><p>against a distracted enemy, even if you don’t have</p><p>superior cover or total concealment and aren’t outside</p><p>the enemy’s line of sight. The distracted enemy</p><p>might be focused on something in a different direction,</p><p>allowing you to sneak up.</p><p>! Success: You are hidden, which means you are</p><p>silent and invisible to the enemy (see “Concealment”</p><p>and “Targeting What You Can’t See,” page</p><p>281).</p><p>! Failure: You can try again at the end of another</p><p>move action.</p><p>! Remaining Hidden: You remain hidden as long as</p><p>you meet these requirements.</p><p>Keep Out of Sight: If you no longer have any cover</p><p>or concealment against an enemy, you don’t remain</p><p>hidden from that enemy. You don’t need superior</p><p>cover, total concealment, or to stay outside line of</p><p>sight, but you do need some degree of cover or concealment</p><p>to remain hidden. You can’t use another</p><p>creature as cover to remain hidden.</p><p>Keep Quiet: If you speak louder than a whisper</p><p>or otherwise draw attention to yourself, you don’t</p><p>remain hidden from any enemy that can hear you.</p><p>Keep Still: If you move more than 2 squares</p><p>during an action, you must make a new Stealth</p><p>check with a –5 penalty. If you run, the penalty is</p><p>–10. If any enemy’s passive Perception check beats</p><p>your check result, you don’t remain hidden from</p><p>that enemy.</p><p>Don’t Attack: If you attack, you don’t remain hidden.</p><p>! Not Remaining Hidden: If you take an action that</p><p>causes you not to remain hidden, you retain the</p><p>benefits of being hidden until you resolve the action.</p><p>You can’t become hidden again as part of that same</p><p>action.</p><p>! Enemy Activity: An enemy can try to find you on</p><p>its turn. If an enemy makes an active Perception</p><p>check and beats your Stealth check result (don’t</p><p>make a new check), you don’t remain hidden from</p><p>that enemy. Also, if an enemy tries to enter your</p><p>space, you don’t remain hidden from that enemy.</p><p>✦Combat Advantage: You have combat advantage</p><p>against a target that isn’t aware of you.</p><p>✦ Light Source: Observers automatically see you if</p><p>you’re carrying a light source.[/sblock]</p><p></p><p>[sblock=Cover]Cover (PHB pg. 280)</p><p>Enemies behind a low wall, around a corner, or behind</p><p>a tree enjoy some amount of cover; you can’t hit them</p><p>as easily as you normally could.</p><p>COVER</p><p>✦ Cover (–2 Penalty to Attack Rolls): The target</p><p>is around a corner or protected by terrain. For</p><p>example, the target might be in the same square</p><p>as a small tree, obscured by a small pillar or a large</p><p>piece of furniture, or behind a low wall.</p><p>✦ Superior Cover (–5 Penalty to Attack Rolls): The</p><p>target is protected by a significant terrain advantage,</p><p>such as when fighting from behind a window, a</p><p>portcullis, a grate, or an arrow slit.</p><p>✦ Area Attacks and Close Attacks: When you make</p><p>an area attack or a close attack, a target has cover</p><p>if there is an obstruction between the origin square</p><p>and the target, not between you and the target.</p><p>✦ Reach: If a creature that has reach attacks through</p><p>terrain that would grant cover if the target were in</p><p>it, the target has cover. For example, even if you’re</p><p>not in the same square as a small pillar, it gives you</p><p>cover from the attack of an ogre on the other side of</p><p>the pillar.</p><p>✦ Creatures and Cover: When you make a ranged</p><p>attack against an enemy and other enemies are</p><p>in the way, your target has cover. Your allies never</p><p>grant cover to your enemies, and neither allies nor</p><p>enemies give cover against melee, close, or area</p><p>attacks.</p><p>✦ Determining Cover: To determine if a target has</p><p>cover, choose a corner of a square you occupy (or</p><p>a corner of your attack’s origin square) and trace</p><p>imaginary lines from that corner to every corner</p><p>of any one square the target occupies. If one or</p><p>two of those lines are blocked by an obstacle or an</p><p>enemy, the target has cover. (A line isn’t blocked if it</p><p>runs along the edge of an obstacle’s or an enemy’s</p><p>square.) If three or four of those lines are blocked but</p><p>you have line of effect, the target has superior cover.[/sblock]</p><p></p><p>[sblock=Concealment]Concealment (PHB pg. 281)</p><p>If you can’t get a good look at your target, it has concealment</p><p>from you, which means your attack rolls take</p><p>a penalty against that target. You might be fighting in</p><p>an area of dim light (see “Vision and Light,” page 262),</p><p>in an area filled with smoke or mist, or among terrain</p><p>features that get in the way of your vision, such as</p><p>foliage.</p><p>OBSCURED SQUARES</p><p>✦ Lightly Obscured: Squares of dim light, foliage,</p><p>fog, smoke, heavy falling snow, or rain are lightly</p><p>obscured.</p><p>✦ Heavily Obscured: Squares of heavy fog, heavy</p><p>smoke, or heavy foliage are heavily obscured.</p><p>✦ Totally Obscured: Squares of darkness are totally</p><p>obscured.</p><p>Effects that cause concealment obscure vision without</p><p>preventing attacks.</p><p>CONCEALMENT</p><p>✦ Concealment (–2 Penalty to Attack Rolls): The</p><p>target is in a lightly obscured square or in a heavily</p><p>obscured square but adjacent to you.</p><p>✦ Total Concealment (–5 Penalty to Attack Rolls):</p><p>You can’t see the target. The target is invisible, in</p><p>a totally obscured square, or in a heavily obscured</p><p>square and not adjacent to you.</p><p>✦ Melee Attacks and Ranged Attacks Only: Attack</p><p>penalties from concealment apply only to the targets</p><p>of melee or ranged attacks.</p><p>Part of the challenge of attacking a target you can’t</p><p>see is knowing where to direct your attack. You have</p><p>to choose a square to attack, and the target might not</p><p>even be in that square (see “Targeting What You Can’t</p><p>See,” below).</p><p>A variety of powers and other effects can render you</p><p>invisible, effectively giving you total concealment.[/sblock]</p><p></p><p>[sblock=Climb]Climb (PHB pg. 182)</p><p>Make an Athletics check to climb up or down a surface.</p><p>Different circumstances and surfaces make</p><p>climbing easier or harder.</p><p>Climb: Part of a move action.</p><p>✦ DC: See the table. If you use a climber’s kit, you get</p><p>a +2 bonus to your Athletics check. If you can brace</p><p>yourself between two surfaces, you get a +5 bonus</p><p>to your check.</p><p>✦ Success: You climb at one-half your speed. When</p><p>you climb to reach the top of a surface, such as when</p><p>you climb out of a pit, the distance to reach the top</p><p>includes allowing you to arrive in the square adjacent</p><p>to the surface. The last square of movement</p><p>places you on that square.</p><p>✦ Fail by 4 or Less: You stay where you started and</p><p>lose the rest of your move action, but you don’t fall.</p><p>You can try again as part of a move action.</p><p>✦ Fail by 5 or More: You fall (see “Falling,” page 284)</p><p>and lose the rest of your move action.</p><p>✦ Grant Combat Advantage: While you are climbing,</p><p>all enemies have combat advantage against you.</p><p>✦ Uses Movement: Count the number of squares you</p><p>climb as part of your move.</p><p>✦ Taking Damage: If you take damage while climbing,</p><p>you must make a Climb check using the DC for the</p><p>surface you’re climbing. If that damage makes you</p><p>bloodied, increase the DC by 5. If you fail the check,</p><p>you fall from your current height. If you try to catch</p><p>hold when you fall, add the damage you take to the</p><p>DC to catch yourself.</p><p>✦ Catch Hold: If you fall while climbing, you can make</p><p>an Athletics check as a free action to catch hold of</p><p>something to stop your fall. The base DC to catch</p><p>hold of something is the DC of the surface you were</p><p>climbing plus 5, modified by circumstances. You can</p><p>make one check to catch hold. If you fail, you can’t</p><p>try again unless the DM rules otherwise.</p><p>✦ Climb Speed: While climbing, creatures that have</p><p>a climb speed (such as monstrous spiders) use that</p><p>speed, ignore difficult terrain, do not grant combat</p><p>advantage because of climbing, and do not make</p><p>Athletics checks to climb.[/sblock]</p></blockquote><p></p>
[QUOTE="Darksteed, post: 5023853, member: 85506"] OOC: Sorry I have to do this now, but I'd like to point somethings out that are wrong here as per the books. Dang't at the end of your last turn you dropped prone. It takes a move action to Stand Up from prone, or you can crawl half your speed. Since the crates are 10 feet tall it requires an acrobatics check to hop down off them and not fall prone and take a d10 of damage. This is the biggest thing Stealth. To maintain stealth and gain combat advantage you must at least have Concealment or cover (and not cover from an ally), or the creature has no line of sight to you. Moving to H31 is in the middle of the room, that's no more stealth. Plus if you move more then 2 squares well stealthed you have to reroll stealth with the -5 for moving more then two squares. You may only roll stealth after a move action and you must have Superior Cover or Total Concealment. So you wouldn't be able to drop prone and roll stealth, sorry. Last dropping prone is a minor action. Sorry to harp on anyone at all. I know this is no way to make friends in the least. Though I enjoy playing the game as it was meant to be played. Stealth is a powerful tool, just don't wish it to be broken. Sorry once again. And yes rolling an active perception is a Minor Action [sblock=Perception]Perception (Nov. 09, Errata) Page 186: In the Perception section of the shaded text, replace “standard action” with “minor action” in the third sentence. Perception: No action required—either you notice something or you don’t. Your DM usually uses your passive Perception check result. If you want to use the skill actively, you need to take a minor action or spend 1 minute listening or searching, depending on the task.[/sblock] [sblock=Prone]Prone (Nov. 09, Errata) Page 277: Add “You can’t move from your space, although you can teleport, crawl, or be forced to move by a pull, a push, or a slide.” PRONE !! You grant combat advantage to enemies making melee attacks against you. !! You can’t move from your space, although you can teleport, crawl, or be forced to move by a pull, a push, or a slide. !! You get a +2 bonus to all defenses against ranged attacks from nonadjacent enemies. !! You’re lying on the ground. (If you’re flying, you safely descend a distance equal to your fly speed. If you don’t reach the ground, you fall.) !! You take a –2 penalty to attack rolls. !! You can drop prone as a minor action.[/sblock] [sblock=Stand Up]Stand Up (PHB pg. 292) If you’ve been knocked prone, you need to take a move action to get back on your feet. STAND UP: MOVE ACTION ✦ Unoccupied Space: If your space is not occupied by another creature, you stand up where you are. ✦ Occupied Space: If your space is occupied by another creature, you can shift 1 square, as part of this move action, to stand up in an adjacent unoccupied space. If your space and all adjacent squares are occupied by other creatures, you can’t stand up.[/sblock] [sblock=Crawl]Crawl (PHB pg. 288) When you are prone, you can crawl. CRAWL: MOVE ACTION ✦ Prone: You must be prone to crawl. ✦ Movement: Move up to half your speed. ✦ Provoke Opportunity Attacks: If you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.[/sblock] [sblock=Falling]Falling (PHB pg> 284) Some kinds of terrain present a unique danger: a precipitous drop. When you fall at least 10 feet, you take damage. FALLING ✦ Falling Damage: You take 1d10 damage for each 10 feet you fall. Fast Alternative: If you fall more than 50 feet, take 25 damage per 50 feet, plus 1d10 per 10 extra feet. ✦ Prone: You fall prone when you land, unless you take no damage from the fall. ✦ Jumping Down: If you are trained in Acrobatics, you can make a check to reduce the amount of damage you take from a fall. See page 181. ✦ Catching Yourself: If a power or a bull rush (page 287) forces you over a precipice or into a pit, you can immediately make a saving throw to avoid going over the edge. This saving throw works just like a normal saving throw, except you make it as soon as you reach the edge, not at the end of your turn. Lower than 10: Failure. You fall over the edge. 10 or higher: Success. You fall prone at the edge, in the last square you occupied before you would have fallen. The forced movement ends. ✦ Large, Huge, and Gargantuan Creatures: If only part of a creature’s space is over a pit or a precipice, the creature doesn’t fall.[/sblock] [sblock=Stealth]Stealth (Nov. 09, Errata) Page 188: Replace the shaded text with the following text. Stealth: At the end of a move action. ! Opposed Check: Stealth vs. passive Perception. If multiple enemies are present, your Stealth check is opposed by each enemy’s passive Perception check. If you move more than 2 squares during the move action, you take a –5 penalty to the Stealth check. If you run, the penalty is –10. ! Becoming Hidden: You can make a Stealth check against an enemy only if you have superior cover or total concealment against the enemy or if you’re outside the enemy’s line of sight. Outside combat, the DM can allow you to make a Stealth check against a distracted enemy, even if you don’t have superior cover or total concealment and aren’t outside the enemy’s line of sight. The distracted enemy might be focused on something in a different direction, allowing you to sneak up. ! Success: You are hidden, which means you are silent and invisible to the enemy (see “Concealment” and “Targeting What You Can’t See,” page 281). ! Failure: You can try again at the end of another move action. ! Remaining Hidden: You remain hidden as long as you meet these requirements. Keep Out of Sight: If you no longer have any cover or concealment against an enemy, you don’t remain hidden from that enemy. You don’t need superior cover, total concealment, or to stay outside line of sight, but you do need some degree of cover or concealment to remain hidden. You can’t use another creature as cover to remain hidden. Keep Quiet: If you speak louder than a whisper or otherwise draw attention to yourself, you don’t remain hidden from any enemy that can hear you. Keep Still: If you move more than 2 squares during an action, you must make a new Stealth check with a –5 penalty. If you run, the penalty is –10. If any enemy’s passive Perception check beats your check result, you don’t remain hidden from that enemy. Don’t Attack: If you attack, you don’t remain hidden. ! Not Remaining Hidden: If you take an action that causes you not to remain hidden, you retain the benefits of being hidden until you resolve the action. You can’t become hidden again as part of that same action. ! Enemy Activity: An enemy can try to find you on its turn. If an enemy makes an active Perception check and beats your Stealth check result (don’t make a new check), you don’t remain hidden from that enemy. Also, if an enemy tries to enter your space, you don’t remain hidden from that enemy. ✦Combat Advantage: You have combat advantage against a target that isn’t aware of you. ✦ Light Source: Observers automatically see you if you’re carrying a light source.[/sblock] [sblock=Cover]Cover (PHB pg. 280) Enemies behind a low wall, around a corner, or behind a tree enjoy some amount of cover; you can’t hit them as easily as you normally could. COVER ✦ Cover (–2 Penalty to Attack Rolls): The target is around a corner or protected by terrain. For example, the target might be in the same square as a small tree, obscured by a small pillar or a large piece of furniture, or behind a low wall. ✦ Superior Cover (–5 Penalty to Attack Rolls): The target is protected by a significant terrain advantage, such as when fighting from behind a window, a portcullis, a grate, or an arrow slit. ✦ Area Attacks and Close Attacks: When you make an area attack or a close attack, a target has cover if there is an obstruction between the origin square and the target, not between you and the target. ✦ Reach: If a creature that has reach attacks through terrain that would grant cover if the target were in it, the target has cover. For example, even if you’re not in the same square as a small pillar, it gives you cover from the attack of an ogre on the other side of the pillar. ✦ Creatures and Cover: When you make a ranged attack against an enemy and other enemies are in the way, your target has cover. Your allies never grant cover to your enemies, and neither allies nor enemies give cover against melee, close, or area attacks. ✦ Determining Cover: To determine if a target has cover, choose a corner of a square you occupy (or a corner of your attack’s origin square) and trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle or an enemy, the target has cover. (A line isn’t blocked if it runs along the edge of an obstacle’s or an enemy’s square.) If three or four of those lines are blocked but you have line of effect, the target has superior cover.[/sblock] [sblock=Concealment]Concealment (PHB pg. 281) If you can’t get a good look at your target, it has concealment from you, which means your attack rolls take a penalty against that target. You might be fighting in an area of dim light (see “Vision and Light,” page 262), in an area filled with smoke or mist, or among terrain features that get in the way of your vision, such as foliage. OBSCURED SQUARES ✦ Lightly Obscured: Squares of dim light, foliage, fog, smoke, heavy falling snow, or rain are lightly obscured. ✦ Heavily Obscured: Squares of heavy fog, heavy smoke, or heavy foliage are heavily obscured. ✦ Totally Obscured: Squares of darkness are totally obscured. Effects that cause concealment obscure vision without preventing attacks. CONCEALMENT ✦ Concealment (–2 Penalty to Attack Rolls): The target is in a lightly obscured square or in a heavily obscured square but adjacent to you. ✦ Total Concealment (–5 Penalty to Attack Rolls): You can’t see the target. The target is invisible, in a totally obscured square, or in a heavily obscured square and not adjacent to you. ✦ Melee Attacks and Ranged Attacks Only: Attack penalties from concealment apply only to the targets of melee or ranged attacks. Part of the challenge of attacking a target you can’t see is knowing where to direct your attack. You have to choose a square to attack, and the target might not even be in that square (see “Targeting What You Can’t See,” below). A variety of powers and other effects can render you invisible, effectively giving you total concealment.[/sblock] [sblock=Climb]Climb (PHB pg. 182) Make an Athletics check to climb up or down a surface. Different circumstances and surfaces make climbing easier or harder. Climb: Part of a move action. ✦ DC: See the table. If you use a climber’s kit, you get a +2 bonus to your Athletics check. If you can brace yourself between two surfaces, you get a +5 bonus to your check. ✦ Success: You climb at one-half your speed. When you climb to reach the top of a surface, such as when you climb out of a pit, the distance to reach the top includes allowing you to arrive in the square adjacent to the surface. The last square of movement places you on that square. ✦ Fail by 4 or Less: You stay where you started and lose the rest of your move action, but you don’t fall. You can try again as part of a move action. ✦ Fail by 5 or More: You fall (see “Falling,” page 284) and lose the rest of your move action. ✦ Grant Combat Advantage: While you are climbing, all enemies have combat advantage against you. ✦ Uses Movement: Count the number of squares you climb as part of your move. ✦ Taking Damage: If you take damage while climbing, you must make a Climb check using the DC for the surface you’re climbing. If that damage makes you bloodied, increase the DC by 5. If you fail the check, you fall from your current height. If you try to catch hold when you fall, add the damage you take to the DC to catch yourself. ✦ Catch Hold: If you fall while climbing, you can make an Athletics check as a free action to catch hold of something to stop your fall. The base DC to catch hold of something is the DC of the surface you were climbing plus 5, modified by circumstances. You can make one check to catch hold. If you fail, you can’t try again unless the DM rules otherwise. ✦ Climb Speed: While climbing, creatures that have a climb speed (such as monstrous spiders) use that speed, ignore difficult terrain, do not grant combat advantage because of climbing, and do not make Athletics checks to climb.[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
Adventure: Redblade's Riches!! (Ozymandias79 judging!)
Top