NG vs. NE: Neutral Evil is Victorious!

More Rules

From this RotG article, I've underlined the relevant part.

Rules of the Game said:
Obstacles and Collisions

Because flying creatures cannot always change direction when they wish to, they must take great care to avoid blundering into obstacles or into other creatures.

Maneuvering Past Obstacles . . .
Maneuvering Past Creatures . . .

Colliding with an Obstacle: Here's another place where the rules don't help much, so here are some more unofficial suggestions.

If you fly into an obstacle and you cannot land there, you must make a Reflex save (DC 15) to avoid damage. If you fail the save, you and the object you strike take damage as though an object of your weight fell a distance equal to half your flying speed before you hit. (If it isn't clear what your speed before the collision was, use your flying speed during your previous turn.) If the object you hit has a hardness of 6 or less, you take nonlethal damage (the object takes normal damage).

Your flying movement stops when you strike, forcing you to stall (even if you don't have a minimum forward speed) and fall straight down. If you're still conscious after the collision, you can make Climb check (DC = surface's DC + 20) to catch yourself and keep from falling. If the surface is sloped (see the Climb skill description), the Climb DC to catch yourself is lower (DC = slope's DC + 10).
 

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Now that the dates aren't screwed up I'll try again (and please ignore the multipost above)

OOC: This is all interesting and may be important for the future, but can we carry on. I'm not seeing how whether St. George stalled or not will change the current game state, given his high movement rate and the fact that Homey is in retreat underwater.
 


I had made a ruling previously (nycaloth) that a creature with good or better maneuverability does not stall, but uses the 5 feet of movement it would have used if the obstacle were not there. I had thought of it as an insect bouncing off of a window, but still managing to fly afterward.
 

Greybar said:
OOC: This is all interesting and may be important for the future, but can we carry on.
Sorry, I was missing my books for a couple of days and wanting to double check some of Homey's abilities to see if anything was useful, and there isn't.

Homey swims to 100n80e and tries to climb up into the victory zone, looking for St. George. If he sees St. George, he will move up and attack with his tail blade, hoping to wrap him up.
 


St. George defensively calls a Flame Strike down on the dragon, hoping that any dragon that loves to swim can't like fire all that much, and then backpedals away in the air.

Std: Defensive SLA: Flame Strike
MEA: from 100n55e0z to 50n45e15z

OOC: Don't forget Charraw's slow wet rise.
 

Charraw swims up to 100N0E-20Z.

The spell has an effect (31 CL check), but Homey dodges the strike (23 Ref save). He takes 29 points of damage and has 27 hp with 3 nonlethal damage.

St. George flies through the wind (31 Fort save). Homey misses the AoO (rolled 26) as the planetar leaves to 50N45E15Z.

Homey goes first in round 183.
 


Round 183: The tail blade hits (rolled 40+2) and grabs on (51 vs. 40 Grp check). The blade deals 11-10 initial damage and an additional 24 constriction damage. Homey is blinded as a result (20 Fort save).

Charraw swims to 100N0E-10Z. His head is above water, but he stills needs to swim as a move action to exit the water next round.

St. George heals 10 hp and has 118 hp left. He is grappling at 65N55E. What does he do?
 

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