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Anubis vs. Upper_Krust (Referee: S'mon)

Upper_Krust said:


Okay.

All good hunters carry their bows in hand rather than slung over their back.

Incisor activates his Boots of Speed. (This is a partial action akin to a 5ft. step Simon).


On my reading of the DMG, it says 'on command' - that means it's a Standard action, can be combined with a move, but after it you only get a Partial action from the Haste this round...


Thus hasted he makes his full ranged attack (now two attacks).

#1 on the quick moving rogueish type (Sly Peterson).

Incisors Atk +32 (Slys AC 23, or 27 if haste has kicked in, Incisor is -4 to hit for range)

Hits on a '2'

+1 poisoned arrow (DC 26 for 3d6 STR/-) Dmg: 1d8+14 (x3 on 20)


I get '7' on to-hit roll (hits) and '16' on the save roll.
 

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Anubis said:



Sly is standing behind Lu Bu, so that gives him 1/2 cover for a +4 cover bonus to AC. You also get another -4 for firing into a melee.

+25 vs. AC 31, hits on a 6.

The rest is a moot point.

Incisor isn't firing into a melee unless your party are fighting each other, so it's just -4 to-hit, and a 3-5 would have hit Lu Bu...
 

S'mon said:


Incisor isn't firing into a melee unless your party are fighting each other, so it's just -4 to-hit, and a 3-5 would have hit Lu Bu...

Yeah, I realized that right after posting the message. Wow, you're on top of things really great, S'mon!

Heh, wish I could game with you for real!

Anyway, that's a failed save for Sly. How much strength damage?
 
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The Rogue takes 8+14=22 hp dmg, + loses 10 STR from the poison, putting him at STR 2 (-4 to-hit & damage, he's probably encumbered...

Party actions?
 

Anubis said:


Yeah, I realized that right after posting the message. Wow, you're on top of things really great, S'mon!

Heh, wish I could game with you for real!

I do my best - as usual my die rolls are really screwing over Craig, but he's used to it - why I recall the time Thrin rolled 00 on a 99% resurection survival chance... :cool:
 

Gregory

Standard Action: Move forward 40 ft. and drink Potion of Haste

Partial Action: Cast Recitation (Defenders of the Faith), Area 60 ft. radius burst, duration 11 rounds, my allies gain +2 to hit and save (they're 40 ft. away, within the area), Gregory gets +3 to hit and save

Lu Bu

Standard Action: Move forward 40 ft. and drink Potion of Haste

Partial Action: Halberd is a polearm, so it's assumed to always normally be "drawn" . . . Move 40 ft. forward

Xun Huo

Standard Action: Move forward 40 ft. and drink Potion of Haste

Partial Action: Cast Improved Invisibility on myself, THEN 5-ft. step away from Lu Bu to the side

Distances: Lu Bu is 170 ft. from Incisor, Gregory and Xun Huo are 40 ft. from Incisor 20 ft. apart, Sly is 250 ft. from Incisor

Sly

Free Action: DROP ITEMS: Backpack, Sack, Bedroll. Load down to 30 lbs.

Partial Action: Drop Whetstone from Belt Pouch. Load down to 29 lbs.

Standard Action: Drop sheathed Punching Daggers. Load down to 25 lbs.
 

S'mon said:
On my reading of the DMG, it says 'on command' - that means it's a Standard action, can be combined with a move, but after it you only get a Partial action from the Haste this round...

So does that mean I can activate the boots, fire one shot and move? If so I move 70ft back. :p

By the way the distances should be:

Sly 250ft. (320ft. after I move)
Gregory 210ft. (280ft. after I move)
Xun Huo 210ft. (280ft. after I move)
Lu Bu 170ft. (240ft. after I move)

My turn again.

#1. Shoot another +1 poisoned arrow at the rogue (Sly Peterson), (still only at -4 since he would be 320ft distant)

'2' to hit. 1d8+14 and poison (DC 26 Str 3d6/-)

#2. Shoot a +1 poisoned arrow at the second fastest character (Gregory Belmont)

'2' to hit. 1d8+14 and poison (DC 26 Str 3d6/-)
 
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Upper_Krust said:


So does that mean I can activate the boots, fire one shot and move? If so I move 70ft back. :p


Yes, activating the boots could have been combined with a move, that would have actually put your shot at the rogue Sly at another -2 to-hit, though.

By the way the distances should be:

Sly 250ft. (320ft. after I move)
Gregory 210ft. (280ft. after I move)
Xun Huo 210ft. (280ft. after I move)
Lu Bu 170ft. (240ft. after I move)

My turn again.


GM: You can move back and fire as a standard action _this_ round, then fire again as a partial. Since you wish to move but didn't say you were moving last time, you move this time instead - this has no in-game effect but it prevents arguments about changing past actions!

#1. Shoot another +1 poisoned arrow at the rogue (Sly Peterson), (still only at -4 since he would be 320ft distant)

'2' to hit. 1d8+14 and poison (DC 26 Str 3d6/-)


GM: I get '4' on to-hit roll (hits), 21 dmg, '15' on poison save (fails), 11 STR damage. Sly's STR is at 0, he falls down and lies helpless on the ground.

#2. Shoot a +1 poisoned arrow at the second fastest character (Gregory Belmont)

'2' to hit. 1d8+14 and poison (DC 26 Str 3d6/-)

GM: I get '18' on to-hit roll (hits), 21 dmg, '10' on poison save - fails (9+3= 12, net 22, needed 26) - 15 STR loss. He only had STR 12 so he also falls incapacitated at STR 0 I believe.

OOC: Not sure why the party isn't rushing forward to melee with the enemy archer-deity? :)

Actions, party?
 
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Quasi-deity abilities: Immune to Transmutation; Ability Damage; Ability Drain; Energy Drain; Mind Affecting Effects; Acid; Cold; Electricity; Fire Resistance 20; Damage Reduction 35/+4; Spell Resistance 32.

As far as I can tell, none of these give an ability to see invisible, yes? Mind affecting effects = enchantment/charm not illusions, spell resistance only applies to spells he comes in contact with. Agreed?
 

Hi Simon! :)

S'mon said:
[]Quasi-deity abilities: Immune to Transmutation; Ability Damage; Ability Drain; Energy Drain; Mind Affecting Effects; Acid; Cold; Electricity; Fire Resistance 20; Damage Reduction 35/+4; Spell Resistance 32.

As far as I can tell, none of these give an ability to see invisible, yes? Mind affecting effects = enchantment/charm not illusions, spell resistance only applies to spells he comes in contact with. Agreed?

"Mind-Affecting Effects: A deity is immune to mind-affecting effects (charms; compulsions; phantasms; patterns and morale effects)

Invisibility (or its associated spells) are Glamers. So they wouldn't be affected.
 

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