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2 years ago  ::  Sep 12, 2011 - 3:21AM #41
Cailte
Date Joined: Aug 18, 2007
Posts: 8,277
Moving inside a zone is generally safe, unless the zone says it isn't (ala Walls).

This is why zones that damage you for starting your turn in them are better than zones that damage you for entering them, unless you have a way of setting up forced movement to force enemies to move into the zone again.

For example: drop a damaging slowing zone, then use your next attack to move the enemy into the zone if the enemy has moved out of the zone or out and in if they haven't moved out - which is why sliding >> other forced movement.

This "ping pong" effect is why a lot of Wizard (in particular) zone powers are now "1 per turn", because at high level some Wizards could approach (or do) infinite damage.
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2 years ago  ::  Sep 12, 2011 - 10:12AM #42
Alustaerial
Date Joined: Sep 4, 2009
Posts: 389
Thanks Cailte
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2 years ago  ::  Sep 13, 2011 - 3:00AM #43
Cailte
Date Joined: Aug 18, 2007
Posts: 8,277
Also by RAW moving away from blind creatures (ie anything but the creating drow for the Cloud of Darkness) does not provoke OAs.
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2 years ago  ::  Sep 13, 2011 - 5:36AM #44
Alustaerial
Date Joined: Sep 4, 2009
Posts: 389
Just a heads up to all. I am going to be out of town for a week and a half with very limited computer access. I'll try to get on when I can, and will sent you all PMs when I get back.
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2 years ago  ::  Sep 13, 2011 - 8:08PM #45
CALEBROBERTS
Date Joined: Mar 11, 2010
Posts: 3,691
Bandur can't get to Kildrak for a heal.  Can Varis help him?
Play by Post Haven  Stop by, join us, and sign up for some games while you are there
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PCs Show
Big John Barleycorn Show
Big John Barleycorn

Big John Barleycorn, Level 5
Human, Knight
Human Power Selection Option: Heroic Effort
Languages: Common, Dwarven
Theme: Mercenary

VITALS
AC: 25 Fort: 19 Ref: 15 Will: 17
HP: 38/54

Surges: 8/11
Surge Value: 13

Initiative: +8
Speed: 5

CURRENT ABILITY SCORES
STR 19, CON 15, DEX 11, INT 10, WIS 15, CHA 8

[] Action Point
     Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +9, Endurance +7, Heal +9, Intimidate +8

UNTRAINED SKILLS
Acrobatics +0, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +4, History +2, Insight +4, Nature +4, Perception +4, Religion +2, Stealth +0, Streetwise +3, Thievery +0

POWERS
Standard Action
Melee Basic Attack
   Vicious Longsword +1: +12 vs AC, 1d8+6 damage
   Khopesh: +10 vs AC, 1d8+5 damage (Brutal 1)
Ranged Basic Attack
   Javelin (10/20): +10 vs AC, 1d6+5 damage

Minor Action
> Active < Knight Feature: Defender Aura
Knight Feature: Battle Guardian
> - < Fighter Utility: Defend the Line Stance
> - < Fighter Utility: Hammer Hands Stance
[] Level 2 Utility: Glowering Threat

No Action
[] Human Racial Power: Heroic Effort
[X] Mercenary Theme Power: Takedown Strike
[][] Attack Power: Power Strike

FEATS
Class Feat: Shield Finesse
Racial Bonus Feat: Master at Arms
Level 1: World Serpent's Grasp
Level 2: Improve Initiative
Level 4: Superior Will

ITEMS
Longsword +1
Khopesh
Shield of Protection
     [] Item Daily Power
Delver's Plate Armor +2
     [] Item Daily Power
Javelin x3
Adventurer's Kit
1 Opal
235g 172s 50c
Tsubasa Shou Show
Tsubasa Shou iplay4e link

Tsubasa Shou, level 2
Human Euphoric Ardent
Theme: Windlord
Languages: Common, Elven
Origin: Elemental

VITALS
AC: 19 Fort: 16 Ref: 14 Will: 18
HP: 32/32
Power Points: [][]

Surges: 6/9
Surge Value: 8

Initiative: +2
Speed: 5

CURRENT ABILITY SCORES
STR 13, CON 15, DEX 13, INT 8, WIS 10, CHA 18

[X][ Action Point
      Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +9,  Diplomacy +10, Endurance +8, Heal +6, Intimidate +10

UNTRAINED SKILLS
Acrobatics +4, Arcana +0, Bluff +5, Dungeoneering +1, History +0, Insight +1, Nature +1, Religion +0, Stealth +2, Streetwise +5, Thievery +2

POWERS

Standard Action
Melee Basic Attack
     Greatspear: +7 vs AC, 1d10+2 damage
Human At-Will Attack  (Augment 0 only): Focusing Strike
At-Will Attack: Demoralizing Strike
At-Will Attack: Energizing Strike
[]Encounter Attack: Wind Fury Assault
[] Daily Attack: Battleborn Acuity

Move Action

Minor Action
[][] Encounter Utility: Ardent Surge

Immediate Reaction
[] Daily Utility: Healing Bond

No Action
[]Encounter Utility: Ardent Outrage

FEATS
Bonus Feat: Improved Defenses
Human bonus Feat: Polearm Expertise
Level 1: Weapon Proficiency: Greatspear
Level 2: Armor Proficiency: Scale

ITEMS
Magic Scale Armor +1
Flute
Silk Rope - 50 ft
Torch x2
Sunrod
Lantern
Oil (pint) x3
Tent
Bedroll
Backpack
Trail Rations x 10
Grappling Hook
Climber's Kit
Flint & Steel

0 g - 0 s - 0 c
Reznik Callahan Show
iPlay4e link

Reznik Callahan, Level 1
Human (Elf), Ranger/Druid
Languages: Common, Elven
Theme: Werewolf

CURRENT STATUS:

VITALS
AC: 17  Fort: 12  Ref: 15  Will: 14
HP: 25/25

Surges: 6/7
Surge Value: 6

Initiative: +4
Speed: 7

CURRENT ABILITY SCORES
STR 10, CON 13, DEX 18, INT 8, WIS 18, CHA 11

[X][] Action Point
     Milestone: 2/2
[] Second Wind

TRAINED SKILLS
Athletics +4, Nature +13, Perception +11, Stealth +9

UNTRAINED SKILLS
Acrobatics +3, Arcana -1, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +0, Heal +4, History -1, Insight +4, Intimidate +2, Religion -1, Streetwise +0, Thievery +3

POWERS
Standard Action
At-Will Attack Twin Strike
At-Will Attack Savage Rend
At-Will Attack Wolf Shape Attack: Useable only in Wolf Form
[] Encounter Attack Two-Fanged Strike
[X] Daily Attack Sure Shot

Minor Action
At-Will Utility Hunter's Quarry
At-Will Utility Wild Shape
[] Encounter Utility Wolf Shape

Free Action
[X]Encounter Utility Elven Accuracy

FEATS
Level 1: Versatile Expertise
          Bow Expertise
          Totem Expertise

ITEMS
Longbow
Hide Armor
Short Sword
Totem
Cold Weather Clothing
Adventurer's Kit
Bharhas Show
iplay4e sheet

Bharhas, Level 3
Human, Warlord | Sorcerer
Human Power Selection Option: Bonus At-Will power
Languages: Common, Elven
Theme: Gladiator

CURRENT STATUS:
Phase of the Sun:
*At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier.
*You also gain resist 5 cold.

VITALS
AC: 18 Fort: 18 Ref: 15 Will: 17
HP: 40/40

Surges: 6/6
Surge Value: 10

Initiative: +1
Speed: 6

CURRENT ABILITY SCORES
STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17

[] Action Point
     Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +8, Bluff +9, Diplomacy +9, Intimidate +9

UNTRAINED SKILLS
Acrobatics -1, Arcana +1,  Dungeoneering +0, Endurance -1, Heal +0, History +1, Insight +0, Nature +0, Perception +0, Religion +1, Stealth -1, Streetwise +4, Thievery -1

POWERS
Standard Action
Melee Basic Attack
   Longsword : +9 vs AC, 1d8+5 damage
   Katar: +9 vs AC, 1d6+4 damage
Warlord Attack: Wolf Pack Tactics
Warlord Attack: Viper's Strike
Sorcerer Attack: Storm Walk
[] Gladiator Theme Attack: Disrupting Advance
[] Level 1 Warlord Attack: Diabolic Stratagem
[] Level 1 Sorcerer Attack: Cosmos Call

Minor Action
[] Level 2 Warlord Utility: Shake It Off
[] Level 3 Sorcerer Attack: Lightning Cuts
[] Warlord Feature: Inspiring Word

Free Action
Dark Sun Arcane Feature: Arcane Defiling

No Action
[] Warlord Feature: Battlefront Shift

FEATS
Racial Bonus Feat: Mastery of Knives
Level 1: Hybrid Talent
Level 2: Sorcerous Blade Channeling 

ITEMS
Longsword
Katar
Cloth Armor of Sudden Recovery +1
     [] Item Daily Power
Heavy Shield
Cloak of Distortion
Adventurer's Kit
Survival Day x10
427g
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2 years ago  ::  Sep 16, 2011 - 9:39PM #46
Cailte
Date Joined: Aug 18, 2007
Posts: 8,277
Kildrak is fine for healing for the moment His encounter power which is his next attack provides 6 temps, and he can second wind as a minor, and he isn't bloodied. Also I'd rather not have the crossbow goblin slid next to him; it's hard to charge things next to you

Couple of rules points by RAW (DM can always change of course)

The Drow's darkness blocks line of sight and provides total concealment unless you are the creating Drow. This means attack single targets is done at -5 to the attack roll.

Ranged implement powers (eg Phantom Bolt) don't have range increments and don't have ranged penalties as a result. (Though there could be a feat that messes with this.)
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2 years ago  ::  Sep 19, 2011 - 8:48AM #47
ESeibert
Date Joined: Feb 19, 2011
Posts: 139
If Kildrak likes to charge then I've got some tricks to help with that, too. :D  Instead of sliding the crossbow goblin next to him, I'll have Marten slide the other goblin away, preventing the attack of opportunity.
That is if Varis shows up at some point.... 
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2 years ago  ::  Sep 19, 2011 - 11:33AM #48
Alustaerial
Date Joined: Sep 4, 2009
Posts: 389
Both attacks against Kildrak missed due to the -5 to the attack roll from total concealment. I figured that they could hear your movement since there was no stealth roll, but making an attack blind is a -5.
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2 years ago  ::  Sep 20, 2011 - 4:53PM #49
digiconda1
Date Joined: Sep 19, 2009
Posts: 1,163
Looks like Varis may have drifted off into the ether...
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2 years ago  ::  Sep 21, 2011 - 6:03AM #50
Cailte
Date Joined: Aug 18, 2007
Posts: 8,277

Sep 19, 2011 -- 11:33AM, Alustaerial wrote:

Both attacks against Kildrak missed due to the -5 to the attack roll from total concealment. I figured that they could hear your movement since there was no stealth roll, but making an attack blind is a -5.




That is fair enough.

RAW does say creatures with Total Concealment (which includes Invisible creatures) don't provoke OAs however. This is the major benefit of the Drow's darkness power aside from getting CA for themself against the target(s).

I'm not disputing the ruling; my goal is to highlight the rule that is being changed because it doesn't just affect this 1 situation.

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