---Delay as above then
Free = Drop the wall
Standard = Physical Wall on the East side of the chamber, hopefully splitting the group in two (the 3 guards and mystery man hopefully still closest to their exit door to the east and therefore trapped by the new wall, but he'll take what he can get)
Move = Take full cover behind the large
Hm, how about we try this:
Trip (Shove) attacks until it's prone (2 attacks last round, 2 this round), then regular attacks (now at advantage). Since it's already Grappled (movement 0), it can't get up until it succeeds in freeing itself from the grapple (at a disadvantage since it's Prone)
The ties that bind: 1D20+5 = +5 = 15; 1D8+3 = +3 = 6
1D20+5 = +5 = 12; 1D8+3 = +3 = 10
1D20+5 = +5 = 22; 1D8+3 = +3 = 7
1D20+5 = +5 = 10; 1D8+3 = +3 = 5
Must succeed at Str or Dex roll vs the above or become Prone. (I'll roll additional dice as needed, or you can if you want to, GK)
Hm... I refer you to our discussion on the Ram spell vs the air conduit?No roll to hit wall
See four posts above for where NTensity created the new wall: with the east-west section one square "north" of the barricade, like the wall it replaced.Also these guards and Samuel have ½ cover (+2 AC) next round.
Hm... I refer you to our discussion on the Ram spell vs the air conduit?
Also, isn't that elemental at disadvantage for it's Athletics checks while Prone? (not that it matters this round, of course )
See four posts above for where NTensity created the new wall: with the east-west section one square "north" of the barricade, like the wall it replaced.
i.e.: No barricade for you!