Jeff
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Post by Jeff on Sept 7, 2017 11:05:36 GMT -4
Ah, good catch. Then I'll put back the one we took out (you can't swap out feat-based cantrips like it's a class feature). Burning Grasp, I believe.
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Sept 7, 2017 11:48:30 GMT -4
Fair enough. I'll take back Burning Grasp.... :/
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Jeff
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Post by Jeff on Sept 7, 2017 12:17:04 GMT -4
Don't think of Spell Sniper as giving you Burning Grasp (as it mechanically did); and hey, at one time you were happy with this, you punk. Think of it freeing up the space for you to take a more snipery spell another time.
In any case, you can do a swap of a spell or cantrip at next level, don't forget. As you just did.
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Sept 7, 2017 12:55:36 GMT -4
I know, I know. I was just being a jerk-face. I was hoping you wouldn't notice and I would get a free swap-out of a cantrip that I never use.
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Jeff
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Post by Jeff on Sept 7, 2017 14:13:35 GMT -4
That's some major jerk-facedom right there.
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Sept 7, 2017 14:33:56 GMT -4
Welcome to Trump's 'Murica.
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Dave W.
Adamant (Warforged)
Adamant
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Post by Dave W. on Sept 7, 2017 15:51:55 GMT -4
Do we have time for casting a spell? Can I do a level 3 bless and bless 5 people: everyone but Thul (sorry) and Addy himself?
Otherwise I'm tying myself to the boat and getting out shield and hammer... really need to by a crossbow one of these days...
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Jeff
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Post by Jeff on Sept 7, 2017 15:58:52 GMT -4
Sure. A single spell is fine.
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Dave W.
Adamant (Warforged)
Adamant
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Post by Dave W. on Sept 7, 2017 16:19:57 GMT -4
Sure. A single spell is fine. Outstanding!
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Dave W.
Adamant (Warforged)
Adamant
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Post by Dave W. on Sept 7, 2017 21:58:41 GMT -4
After the bless, (great idea to include the roc Joe!) Addy will tie himself to the boat and get shield and hammer and defend as best he can. He might try a command "plummet" spell, but feel free to burn slots with Divine Smite for added damage. I trust you Jeff... Addy will consider Captain Thul an ally until his sudden but inevitable betrayal... Constant AffectsAura of Protection: Allies within 10 feet gain +3 to saves Aura of Courage: Allies within 10 feet frightened Aura of Devotion: Allies within 10 feet can’t be charmed. Reactions: Most of the time Adamant will try to stay adjacent to at least one ally and then use Fighting Style: Protection to impose disadvantage on attacks with them (requires Addy to be holding his shield) But there will be times to use sentinel as a reaction to keep the enemy from getting around him. If Adamant gets an opportunity attack and hits it's speed drops to 0 and even disengaging can provoke an opportunity attack. Adamant won't use the temple blessing unless Krez shows, in which case he will. And he still isn't comfortable with his feet off the ground so he may be a bit subdued. In general, protect others when he can, deal hammer blows as necessary. Maybe a heal or two if streko can't. Is that good?
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Ken
Belarin Malizia
Belarin
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Post by Ken on Sept 7, 2017 22:23:37 GMT -4
I've just posted Belarin's preparatory action. If the wyverns still attack us, he'll cast Hex as a bonus action (imposing disadvantage on the wyvern's Dexterity checks) and start dishing out eldritch blasts (two per attack) with the extra damage from Hex.
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Jeff
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Post by Jeff on Sept 7, 2017 22:53:36 GMT -4
Streko will cast a 1st level Bless to encompass himself, Shorak and Melethos. If the Roc is in range, he will cast it as a 2nd level spell and Bless their ride as well. Please have a look at the spell description so you know what the range is. The roc is ~100 feet away, as mentioned.
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Elvis
Thul (Human)
Thul
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Post by Elvis on Sept 7, 2017 23:43:58 GMT -4
Addy will consider Captain Thul an ally until his sudden but inevitable betrayal... Thul will be in his bunk.
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Darren
Kalarian d'Deneith (human)
Kalarian
Posts: 7,310
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Post by Darren on Sept 8, 2017 0:31:24 GMT -4
I'm going to wait to post anything to see if Belarin's illusion has any effect.
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Brian
Melethos (tiefling)
Melethos
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Post by Brian on Sept 8, 2017 5:17:28 GMT -4
Thul looks down at his arms and then the rest of himself. "What the fek?" "What the fek?" Ohh, I think I have a copyright infringement case. Or perhaps Captain Thul is a Forever Man fan.
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Elvis
Thul (Human)
Thul
Posts: 1,139
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Post by Elvis on Sept 8, 2017 6:46:27 GMT -4
I'm culturally appropriating it. For Karrnath.
Not sure of it origins, but i like the sound of it.
Fek. Fekwit. Fekface. Fek off.
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Dave W.
Adamant (Warforged)
Adamant
Posts: 4,643
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Post by Dave W. on Sept 8, 2017 8:14:31 GMT -4
Isn't everyone a Forever Man fan??
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Elvis
Thul (Human)
Thul
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Post by Elvis on Sept 8, 2017 9:26:22 GMT -4
Sorry guys, I am lost on the Dice Room.
It looks intuitive, but I type the second format into the chat line and nothing generates.
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Jeff
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Post by Jeff on Sept 8, 2017 10:55:25 GMT -4
We'll work it out. What roll are you trying to make?
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Elvis
Thul (Human)
Thul
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Post by Elvis on Sept 8, 2017 10:58:22 GMT -4
I think I got...
I post my first attempt in a moment.
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Elvis
Thul (Human)
Thul
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Post by Elvis on Sept 8, 2017 11:26:23 GMT -4
Ok posted.
Let me know what I need to change.
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Jeff
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Post by Jeff on Sept 8, 2017 11:30:44 GMT -4
At a glance, it looks fine. I'll look closer when it's time to work through the numbers. So essentially, Thul is taking the Ready action like Melethos: which means that when the wyvern (in this case #2) comes within his reach, he gets to use his reaction to take a swing even before the wyvern takes its action. That's when I'll apply the rolls. So that will all take place on wyvern #2's turn in the initiate order.
But first I'll need Shorak's and Belarin's actions.
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Jeff
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Post by Jeff on Sept 8, 2017 16:37:39 GMT -4
I was hoping you'd say that! Unfortunately, I can't access Rolz for some reason. Can you please make the roll, Jeff? There's a +12 modifier. And you have advantage, apparently. I was just perusing Belarin's sheet because....damn! +12? That's crazy!Advantage? Where are you getting that from, Darren?
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Darren
Kalarian d'Deneith (human)
Kalarian
Posts: 7,310
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Post by Darren on Sept 8, 2017 18:25:15 GMT -4
He has the Actor feat.
"● Actor (+1 to Charisma; advantage on Charisma (Deception) and Charisma (Performance) checks to pass as another person; mimic speech or sounds)"
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Jeff
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Post by Jeff on Sept 8, 2017 18:54:46 GMT -4
Ah, yeah! That's right. Not sure why that didn't come up with my Ctrl F search.
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Jeff
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Post by Jeff on Sept 9, 2017 10:33:07 GMT -4
Kal steps up closer to the newly frayed rope and grips his wand tightly, watching the approach of the wyvern and its rider, waiting for just the right moment..... _______________________ Kal will 1 square "north" and 3 "west", which should put him right next to the rope. He will then use a ready action to cast Thunderwave on the rider of the wyvern as soon as he is within range (15'), the goal being to knock him off his wyvern.
Thunder damage is 16 on a failed save (and pushed 10', in addition to pushing anything that the rider might have accidentally not secured (like hopefully himself)) or 8 on a successful save.Again, please specify. This isn't hard. I've numbered the wyverns for this reason. Don't make me guess wrong then you complain after the fact. Frustrating. For the current round, notice only wyvern #4 is on course to target another rope.
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Darren
Kalarian d'Deneith (human)
Kalarian
Posts: 7,310
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Post by Darren on Sept 9, 2017 10:56:22 GMT -4
Sorry! Sorry! Sorry! I meant to write Wyvern #2 and just forgot. The answer is Wyvern #2. Stop yelling at me!
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Sept 9, 2017 12:01:28 GMT -4
Jeff, I know it's going to sound like I'm complaining, but it's really just a mechanics question....
The rider failed his check against Thunderwave, which means he gets pushed 10'. Now, he's strapped to the wyvern, which means he can't get pushed off of it, but wouldn't the force of the rider getting pushed knock the wyvern off balance? Aerodynamics being as sensitive as they are to small changes, I would think that would have an effect.
Alternately, how does 5E deal with things like being pushed when you can't be pushed? In other word, if you were standing by a wall and got pushed back 10', you obviously couldn't move back 10', but do you take extra damage because you can't be pushed?
Again....not complaining. Just wondering.
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Darren
Kalarian d'Deneith (human)
Kalarian
Posts: 7,310
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Post by Darren on Sept 9, 2017 12:02:21 GMT -4
Also, I think it's worth using the power from Kal's armor for his first hit of the day. So, half damage from that attack, if you please.
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Jeff
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Post by Jeff on Sept 9, 2017 13:02:28 GMT -4
Sure, I'll adjust the half damage thing for the stinger damage.
No, if you're strapped to something you can't get pushed free of it (unless it was flimsy); that's what the strapped-in harness is meant to prevent. And if you're pushed into a wall you just don't get pushed further than you can physically go.
The rider is 1/4th the size, or smaller, than the wyvern.
Same rules apply in reverse. If Thul, who's tied to the seat, got pushed over the edge, he wouldn't fall beyond the rope's reach, nor would it push the entire boat off course. The Thul-to-boat weight ratio isn't close enough to significantly alter the rules.
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