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It says thievery only, but since the AP was written before the DMG2 (and before the PHB2 barely came out), I think I'll allow it, with the reasoning behind it being that it's a trap made by magic (and by that logic, a wizard did it).
Same DC though (DC 15).
So I think I'll try an assist w/ the diplomacy this round, and hopefully that negates the need for disarming the box. Turanos, you might want to delay until after Larion and the Solon go (unless the check bombs), and then either disarm the trap or just come back in and whup up on the guy again.
Does that work as a plan, or does anyone else have another idea?
Post incoming, after I receive the IMG tags from Illianther.
Edit: Laugh, I just noticed Healing Word isn't actually classified as Divine.
Made my Aid Another check, 22, so you can add +2 to your roll when you make it, and I'll write up my post after you've done yours. Here's crossing my fingers and hoping it works!
And then I only got a 7 on my insight check. Not a good time to be getting poor rolls.
That's the spirit, Traorin! I say we wait until the elf is almost willing to work with us, then run in the room screaming and kneecap him!
If so, it's the Target's will defense (14) +10 (due to him being hostile) = DC 24.
So in this case, Titania's Diplomacy didn't work.
Will post results regarding her insight check now...
Ok Turanos, looks like we're going to beat him down. Have fun!
Ergo: You cannot make a Ready Action
Edit: Oh wait, you can. Just saw the actions in PHB pg. 268. You can make a Ready Action (standard) and two minor actions.
...
Carry on.
✦ Distance Cleared Vertically: The vertical distance you clear is equal to one-quarter of the distance you jumped horizontally. If you could not clear the vertical distance of an obstacle along the way, you hit the obstacle, fall prone, and lose the rest of your move action.
✦ Running Start: If you move at least 2 squares before making the jump, divide your check result by 5, not 10.
✦ Uses Movement: Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move (PHB page 284).
For Aid Another, which is listed as a Standard Action. If we're doing it as a skill check, does that also count as a Minor Action? Or since it's not a straight skill check, but a different action, is it still a Standard?
Aid Another is still considered a standard action, since you could use it to 'aid' a PC's attack roll as well as a skill check. Last thing I would want is for everyone to post Aid Anothers as Minor Actions all over the place.
Oh the suspense! Titania will take her round along with Swain and Traorin this round. Let's hope the others will stop the elf before he gets away...
Couple of tactical questions:
I have a power that uses forced movement (slide). Can I slide the elf through the locker squares, or do I have to treat the locker squares like walls, and move around them?
- Additionally, if they're not treated as walls, can I move diagonally past the corner of them?
The Fly rules indicate that you crash if you are knocked prone. The Solon can hover, and the hover rules don't say anything to contradict that. Can the Solon be knocked prone?
1) Lockers are treated as walls.
2) Regarding Flying Rules (note the bolded parts):
Flight follows the basic movement rules, with the following clarifications.
✦ Fly Speed: To fly, a creature takes the walk, run, or charge action but uses its fly speed in place of its walking speed. A creature that has a fly speed can also shift and take other move actions, as appropriate, while flying.
✦ Moving Up and Down: While flying, a creature can move straight up, straight down, or diagonally up or down. There is no additional cost for moving up or down.
✦ Falling Prone: If a creature falls prone while it is flying, it falls. This means a flying creature falls when it becomes unconscious or suffers any other effect that knocks it prone. The creature isn’t actually prone until it lands and takes falling damage.
✦ Remaining in the Air: A flying creature does not need to take any particular action to remain aloft; the creature is assumed to be flying as it fights, moves, and takes other actions. However, a flying creature falls the instant it is stunned, unless it can hover.
✦ Landing: If a creature flies to a surface it can hold onto or rest on, the creature can land safely.
✦ Terrain: Terrain on the ground does not affect a flying creature if the terrain isn’t tall enough to reach it. Because of this rule, flying creatures can easily bypass typical difficult terrain, such as a patch of ice on the ground. Aerial terrain can affect flying creatures.
I'm going to assume that if a hover creature is knocked prone, it lands safely onto the ground. Once it stands (floats?) up, it's not prone anymore.
Based on where Larion is at, I'd like to slide him 10 squares, but at the end of that movement, the only creatures that would be adjacent to him would be my allies (whom I would rather not attack). Can I take the effect, and forego the attack? If not, can I slide him less than 10 squares and then, since there wouldn't be any targets available, not get the attack?
Sorry for all the questions, just trying to get it right
Unfortunately no, you'll have to hit a secondary living target with that power. It's living MISSILE after all :P
Unfortunately you can't move diagonal past the corners of walls, so that adds 2 squares.
Anyone want to volunteer to get hit by an elf? Otherwise I can just leave him where he is, but slowed
The attack is vs Reflex at +4, and does 2d6+4 on a hit and you're knocked prone. 1/2 damage on a miss
Yeah,I just assumed there was a corner there around J8 or so, though I'll let TiamatZ rule on that.
So any of those path options work for you, DM? Or can he make Acrobatics checks to not be slammed into the lockers
Or maybe I can choose one of the lockers as my secondary target, and try and break it, thereby triggering the trap with him as its target also? :twisted:
I'd probably prefer the former, since even with a critical hit, you won't put a dent on those lockers (Break DC of 30!)
As for the check, a normal 1d20 roll will suffice. On a 10 or higher, he doesn't take damage from the throw/landing/hurl, but is still shifted towards where you want him.
Oh, and I'm going to use a Free Action to close my eyes when someone whacks the Solon and kills it.