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5 months ago ::
Feb 10, 2013 - 9:56PM
#11
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RisingZan, thanks for explaining. I actually did have a related question, but then answered it on my own and posted the additional information thinking others might have similar question. Didn't realize I would be called out for doing so. I'll refrain from posting on old threads unless it is to ask a related question or answer someone else's question. 
As the OP, I appreciated the added info. I was not even aware of the 'hop down' rule.
Thank you for that.
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5 months ago ::
Feb 11, 2013 - 6:30PM
#12
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Date Joined:
Jun 15, 2008
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To clarify the answer to the original question:
First, I assume when you say you are 2 squares away from the ledge, that you are in the square that is adjacent to "the square that has the ledge as one of its sides"... correct?
You would spend 1 movement point to move into the square that has the ledge. You would then spend 1 point to move into the square "over the ledge" thus making you fall 10 feet. Because of your amulet, your 10 foot fall causes no damage, and you land on your feet, with 4 movement points remaining.
If you did not have the amulet, you would instead use the hop down ability described in the Acrobatics section in the Compendium. If you succeed on the DC15 skill check, you hop down the 10 feet, land on your feet, and still have 4 movement points remaining. If you fail your skill check, you are then instead falling the 10 feet, causing you to land prone and take 1d10 damage due to the fall. Of course, you can also make an Acrobatics check as you fall, to reduce the damage you take when you hit the ground, and if you end up taking no damage, you actually land on your feet anyways, with 4 movement points remaining.
there's no reason to do thread necromancy. This thread has been answered and even extrapolated upon. Please refrain from doing this...
peteincary's post, unlike yours, is actually useful.
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5 months ago ::
Feb 11, 2013 - 7:31PM
#13
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Date Joined:
Mar 28, 2010
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To clarify the answer to the original question:
First, I assume when you say you are 2 squares away from the ledge, that you are in the square that is adjacent to "the square that has the ledge as one of its sides"... correct?
You would spend 1 movement point to move into the square that has the ledge. You would then spend 1 point to move into the square "over the ledge" thus making you fall 10 feet. Because of your amulet, your 10 foot fall causes no damage, and you land on your feet, with 4 movement points remaining.
If you did not have the amulet, you would instead use the hop down ability described in the Acrobatics section in the Compendium. If you succeed on the DC15 skill check, you hop down the 10 feet, land on your feet, and still have 4 movement points remaining. If you fail your skill check, you are then instead falling the 10 feet, causing you to land prone and take 1d10 damage due to the fall. Of course, you can also make an Acrobatics check as you fall, to reduce the damage you take when you hit the ground, and if you end up taking no damage, you actually land on your feet anyways, with 4 movement points remaining.
there's no reason to do thread necromancy. This thread has been answered and even extrapolated upon. Please refrain from doing this...
peteincary's post, unlike yours, is actually useful.
so per your logic all posts that dredge up old threads and someone says please don't do thread necro should have you post there saying it's not useful, you missed a few in that case. Furthermore if my post asking not to do thread necro was useless, I guess yours is so useless it shouldn't have even been posted. Oh wait, that's actually true
"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"
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4 months ago ::
Feb 26, 2013 - 6:15AM
#14
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Date Joined:
May 17, 2011
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I thought I might revive this thread just for the fun of it. The fact is, I don't live on these boards so a two-week old thread might still be pertinant to me. I thought that Petiancary added relevent points. Gee whiz.... Some of you regulars act like that old geezer that won't allow the neighbor kids to come into the yard to get a baseball.
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