Heroes of Highdale OOC

Because I'm not 100% sure of what just happened, I wanted to point out that:
Any time you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.
 

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Jdvn1 said:
Because I'm not 100% sure of what just happened, I wanted to point out that:
Fair enough. I actually didn't do that so I'll make the check and ret-con if necessary.

What happened is this: You created the wall. The area is 10 5' x 5' sections. The trail is 15 feet wide (actually it's more like 10 or 12, but the rocks slope back on either side so you have to fill the bigger area) so that means the wall is 3 sections wide by 3 sections (15 feet) tall, plus a bit for the last section. For an 8 foot ogre, a 15' wall isn't that tall. He made his Jump check and grabbed onto the top of the wall. This is equivalent to a human pulling himself up onto an 8 foot fence or so.

Normally he would be able to scramble over in the same round, but I penalized him a Move action for surprise at a wall suddenly appearing in front of him.

Since he has something to grab onto, the climb DC is quite low, but I will make the check and if he fails I'll re-write the post a bit. Thanks for the heads-up.

EDIT: Ok, I did the climb check (DC 15: Dangling by your hands) and he made it, though just barely.
 
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My not being 100% what happened was partially the climb check for being damaged while climbing and trying to imagine everything that was happening. I didn't (and don't) expect you to feel like you have to justify everything. I figured he'd make the climb check anyway. :)
 

It's cool. I thought maybe you were picturing the wall as being a lot higher, and so didn't understand how he could climb it at all. I assume it's nice and smooth and if he couldn't reach the top he would have been out of luck. So get over to the IC thread and smite him already! :)
 

Ferrix: In order to get a full attack you'll have to do a quick dismount, which requires a DC 20 Ride check. Failure will just mean that you have to spend a move action so you'll only get a single attack. I'll make the check for you along with the rest of your rolls.

By the way, the fathach speak their own gutteral version of vulgar Illic (which Sirius, as a dwarf who has battled them before, can speak). I assume you want to taunt him in his own language, right? :)
 

Lord_Raven: I saw your post in the IC thread. Sorry about that. I'll adjust the damage accordingly, but he's still not dropped. Though he does look rather more ragged than before. :)
 

So how far is Ery from the fathach on the wall? I'd like to try and get to him and use my hamstrung feat, he'd be flat footed while climbing so a sneak attack, giving up 2d6 of the damage and cutting his movement in half so if he does get over the wall he won't get away from me :]
 

He's about 50 feet from Ery but there are two very large, very angry ogres in the way.

If you tumbled past them and charged you could just reach him. By the RAW this is not allowed, but I've always thought the charge rules were a bit silly. I've been thinking of a house rule that would allow you charge modifiers as long as you take a full-round action and the last part of your movement (equal to your base move) is in a straight line. I'm willing to try out that house rule now as long as you guys realize it can be used against you in the future. What say you? :)
 

I'm happy to trial it, makes it more cinematic for the swashbuckler. Another way of doing it might be to adopt an action point system but allow them to be used to gain an additional move action instead of a bonus to a d20 roll - lets you make that last gasp effort, accounts for the second wind, the adrenalin rush.
 

D20Dazza said:
I'm happy to trial it, makes it more cinematic for the swashbuckler. Another way of doing it might be to adopt an action point system but allow them to be used to gain an additional move action instead of a bonus to a d20 roll - lets you make that last gasp effort, accounts for the second wind, the adrenalin rush.
I like that. I actually use Action Points in my ftf game. Using one for an extra move action makes lots of sense. Actually with all the Swift and Immediate actions introduced recently I should probably say "move or less" action. So you could get off an additional Swift spell for example. I'll have to think about it.
 

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