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Integrating Skill Challenges With Combat
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<blockquote data-quote="Manbearcat" data-source="post: 7332818" data-attributes="member: 6696971"><p>Alright, an iteration of round 4 of [MENTION=42582]pemerton[/MENTION] 's conceived combat/skill challenge (directly above) with Pit as Hindering Terrain (rather than Trap) and 20 feet deep rather than 10.</p><p></p><p>Things are getting desperate.</p><p></p><p>Necrotic energy seeps from the pit. As the corruption spreads, spirits flag and hopes dim. The Sohei faces down a former protector of the order, now grotesquely risen, with its mortal memory and her honor at stake. They dance astride the pit, sickening claws clashing with blessed steel and the ethereal fur of a spirit-bear. Disaster looming, the Shaman calls forth primal power </p><p></p><p>The Ranger, after freshly pulling himself from the roiling necrosis of the earthen cavity, summons a battle cry despite the spiritual weight and heaves a blade and then himself toward the fallen abbot.</p><p></p><p><So 2 failures accrued from reaching round 4. Let's say 2 successes already accrued. Necroit Pit damage and OG damage (if in pit) stepped up 5. Sohei and Ranger out of Action Points. Abbot, Wight and Ranger Bloodied. ></p><p></p><p>Round 4</p><p></p><p>Start of the Round - Everyone takes 5 Necrotic Damage <em>as the miasma drifts aggressively from the pit and fills the burial chamber.</em></p><p></p><p><strong>Fallen Abbot</strong></p><p></p><p>Standard Action: Darkbolt on Sohei hits. Necrotic damage and Slides into hindering terrain of pit. Passes Saving Throw and is prone just outside of pit. <em>As the crackling bolt of wheezing death pulls the Sohei from her feet, the Ranger howls in protest and barrels toward the wicked abbot, only to have the phantasmal arms of corrupted earth lock her legs into place! </em> <strong>Ranger Immediate Reaction</strong> - Avenging Charge (E). Charges through Hungry Earth Hazard to attack FA. Fort attack hits so 3 damage and immobilized (save ends); disaster! My guess is this would be one frustrated PC!</p><p></p><p>Move Action: Two squares behind a set of urns for partial cover against Ranged attacks from the Shaman and Ranger. </p><p></p><p><strong>Ranger (Immobilized, Bloodied)</strong></p><p></p><p>Minor Action: Terrain Advantage (+4 PB while in DT UEoYNT).</p><p></p><p>Standard Action: Sure Shot (3W+ Dex, can reroll attack and each damage die). Hits (despite the Cover). <em>A squinted eye, a measured aim, and the sound of an end-over-end blade cutting air. </em></p><p><em>The Fallen Abbot is slain </em>(w/ damage + Hunter's Quarry).</p><p></p><p>Minor Action: <em>After hunkering down, reaches down, grabbing fistfuls of dirt and invokes the primal spirits of the earth and the mountain to sanctify the exhumed, corrupted earth all around him. </em> Nature Check Secondary against Easy DC for +2 Forward.</p><p></p><p>Fails Saving Throw vs Hungry Earth.</p><p></p><p><strong>Wight</strong></p><p></p><p>Horrific Visage (used prior round) fails to recharge</p><p></p><p>Standard Action: Claw hits. 1d6 Necrotic damage and loss of healing surge.</p><p></p><p>Minor Action: Animate Death (reskinned Reanmiate) to remove a success in the SC. Now only 1 success!.</p><p></p><p><strong>Sohei</strong></p><p></p><p>Move Action: Stand up.</p><p></p><p>Standard Action: <em>Its earthen tomb momentarily sanctified by the primal spirits of the world, the Wight's connection to undeath is disrupted. The Sohei speaks the words of the Protector's Prayer to ensure it struggles with returned memories freshly stolen. </em>Religion check +2 succeeds and back to 2 successes.</p><p></p><p><strong>Shaman</strong></p><p></p><p>Healing Spirit: Ranger spends a Healing Surge and Sohei gains 1d6 HPs (adjacent to Spirit Companion).</p><p></p><p>Standard Action: Daily - Spirit of the Healing Flood. <em>The Shaman calls forth the Elder Spirit of the endless deluge...the rain...the rising river. Floodwaters wash the sanctified, exhumed earth back into the pit, choking the necrotic energy.</em> </p><p></p><p>This would call for an automatic success for 3 total, but if the player wanted to gamble on a Nature vs Hard, I'd let it be 2 Successes and finish the Skill Challenge (which would be lost on next failure - if the Shaman APs or at the beginning of next turn). My guess is the player (with probably something akin to a +13 Nature) would gamble on the 8 or better given the circumstances!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7332818, member: 6696971"] Alright, an iteration of round 4 of [MENTION=42582]pemerton[/MENTION] 's conceived combat/skill challenge (directly above) with Pit as Hindering Terrain (rather than Trap) and 20 feet deep rather than 10. Things are getting desperate. Necrotic energy seeps from the pit. As the corruption spreads, spirits flag and hopes dim. The Sohei faces down a former protector of the order, now grotesquely risen, with its mortal memory and her honor at stake. They dance astride the pit, sickening claws clashing with blessed steel and the ethereal fur of a spirit-bear. Disaster looming, the Shaman calls forth primal power The Ranger, after freshly pulling himself from the roiling necrosis of the earthen cavity, summons a battle cry despite the spiritual weight and heaves a blade and then himself toward the fallen abbot. <So 2 failures accrued from reaching round 4. Let's say 2 successes already accrued. Necroit Pit damage and OG damage (if in pit) stepped up 5. Sohei and Ranger out of Action Points. Abbot, Wight and Ranger Bloodied. > Round 4 Start of the Round - Everyone takes 5 Necrotic Damage [I]as the miasma drifts aggressively from the pit and fills the burial chamber.[/I] [B]Fallen Abbot[/B] Standard Action: Darkbolt on Sohei hits. Necrotic damage and Slides into hindering terrain of pit. Passes Saving Throw and is prone just outside of pit. [I]As the crackling bolt of wheezing death pulls the Sohei from her feet, the Ranger howls in protest and barrels toward the wicked abbot, only to have the phantasmal arms of corrupted earth lock her legs into place! [/I] [B]Ranger Immediate Reaction[/B] - Avenging Charge (E). Charges through Hungry Earth Hazard to attack FA. Fort attack hits so 3 damage and immobilized (save ends); disaster! My guess is this would be one frustrated PC! Move Action: Two squares behind a set of urns for partial cover against Ranged attacks from the Shaman and Ranger. [B]Ranger (Immobilized, Bloodied)[/B] Minor Action: Terrain Advantage (+4 PB while in DT UEoYNT). Standard Action: Sure Shot (3W+ Dex, can reroll attack and each damage die). Hits (despite the Cover). [I]A squinted eye, a measured aim, and the sound of an end-over-end blade cutting air. The Fallen Abbot is slain [/I](w/ damage + Hunter's Quarry). Minor Action: [I]After hunkering down, reaches down, grabbing fistfuls of dirt and invokes the primal spirits of the earth and the mountain to sanctify the exhumed, corrupted earth all around him. [/I] Nature Check Secondary against Easy DC for +2 Forward. Fails Saving Throw vs Hungry Earth. [B]Wight[/B] Horrific Visage (used prior round) fails to recharge Standard Action: Claw hits. 1d6 Necrotic damage and loss of healing surge. Minor Action: Animate Death (reskinned Reanmiate) to remove a success in the SC. Now only 1 success!. [B]Sohei[/B] Move Action: Stand up. Standard Action: [I]Its earthen tomb momentarily sanctified by the primal spirits of the world, the Wight's connection to undeath is disrupted. The Sohei speaks the words of the Protector's Prayer to ensure it struggles with returned memories freshly stolen. [/I]Religion check +2 succeeds and back to 2 successes. [B]Shaman[/B] Healing Spirit: Ranger spends a Healing Surge and Sohei gains 1d6 HPs (adjacent to Spirit Companion). Standard Action: Daily - Spirit of the Healing Flood. [I]The Shaman calls forth the Elder Spirit of the endless deluge...the rain...the rising river. Floodwaters wash the sanctified, exhumed earth back into the pit, choking the necrotic energy.[/I] This would call for an automatic success for 3 total, but if the player wanted to gamble on a Nature vs Hard, I'd let it be 2 Successes and finish the Skill Challenge (which would be lost on next failure - if the Shaman APs or at the beginning of next turn). My guess is the player (with probably something akin to a +13 Nature) would gamble on the 8 or better given the circumstances! [/QUOTE]
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