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whit10
Chris
6 posters
Cha Ra Mo Na Ah Na
navyik- Posts : 5030
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- Post n°51
Re: Cha Ra Mo Na Ah Na
"I think if I can fly, and you can keep them occupied, I can knock them in."
MAS- Admin
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- Post n°52
Re: Cha Ra Mo Na Ah Na
"... start with weapon, yes. Hunger decide from there." He flashes an enthusiastic smile, agreeing he is ready.
Josef909- Posts : 848
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- Post n°53
Re: Cha Ra Mo Na Ah Na
"The wave can knock them down, possibly, but I would not count on it toppling them from the bridge, Cap."
Whitey- Posts : 1757
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Age : 48
Location : ColoRADo
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- Post n°54
Re: Cha Ra Mo Na Ah Na
“So...umm...Hawkes and Renda are flying...yeah?”
Chris- Posts : 9499
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- Post n°55
Re: Cha Ra Mo Na Ah Na
whenever you have a plan, do your buffs and roll initiative
we can retcon Wilson in whenever he is ready, no worries. he can just come running down the lava tube
we can retcon Wilson in whenever he is ready, no worries. he can just come running down the lava tube
whit10- Posts : 6612
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- Post n°56
Re: Cha Ra Mo Na Ah Na
Sam's initiative:
Roll(1d20)+4:
10,+4
Total:14
Roll(1d20)+4:
10,+4
Total:14
navyik- Posts : 5030
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- Post n°57
Re: Cha Ra Mo Na Ah Na
"Ok. Two of us flying with a rope. Tangle their legs up a bit and then I can knock em off balance. We will catch the first one by surprise but the second may put up more of a fight. Gotta keep em on the bridge and busy."
Any buffs?
Any buffs?
Chris- Posts : 9499
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- Post n°58
Re: Cha Ra Mo Na Ah Na
"Rogue group, use your harpoons and tow cables. Go for the legs; it may be our only chance of stopping them!"
Josef909- Posts : 848
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- Post n°59
Re: Cha Ra Mo Na Ah Na
"I'll take the snake out of the battle for now. Try not to hurt him yet, boys."
Sjon Barker Druid 9
HP: 72/72 (7d8 HD)
AC: 16
Slots:4/3/2/3/1 (4/3/3/3/1 max)
Wild Shape: 2 (2 max)
Spell save DC: 17 Spell Attack: +9
Staff of Arcane Defense – 6 charges (1d4/d)
Shield = 2 charges, Mage Armor = 1 charge
Initiative roll:
Result of the throw of dice "1d20 +2" : 5 + 2 = 7
Sjon Barker Druid 9
HP: 72/72 (7d8 HD)
AC: 16
Slots:4/3/2/3/1 (4/3/3/3/1 max)
Wild Shape: 2 (2 max)
Spell save DC: 17 Spell Attack: +9
Staff of Arcane Defense – 6 charges (1d4/d)
Shield = 2 charges, Mage Armor = 1 charge
Initiative roll:
Result of the throw of dice "1d20 +2" : 5 + 2 = 7
Chris- Posts : 9499
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- Post n°60
Re: Cha Ra Mo Na Ah Na
Lava river fight initiative
Sam 14
Sjon 7
go ahead and stat any buffs you are activating\casting with your initiative, so we can figure out their time counters as well
Sam 14
Sjon 7
go ahead and stat any buffs you are activating\casting with your initiative, so we can figure out their time counters as well
Whitey- Posts : 1757
Join date : 2017-09-17
Age : 48
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- Post n°61
Re: Cha Ra Mo Na Ah Na
Crispy will burn a sorcery point to Twin a Fly spell, granting Renda and Hawkes the gift of flight for the next 10 minutes:
3rd-level transmutation
Casting Time 1 action
Range Touch
Components V S M (Bird's wing feather)
Duration Conc. Up to 10 minutes
Touch a willing creature. It gains a flying speed of 60 feet. If the target is flying when the spell ends, they fall.
Initiative Roll:
Roll(1d20)+3:
16,+3
Total:19
3rd-level transmutation
Casting Time 1 action
Range Touch
Components V S M (Bird's wing feather)
Duration Conc. Up to 10 minutes
Touch a willing creature. It gains a flying speed of 60 feet. If the target is flying when the spell ends, they fall.
Initiative Roll:
Roll(1d20)+3:
16,+3
Total:19
MAS- Admin
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- Post n°62
Re: Cha Ra Mo Na Ah Na
Renda' Mon
Current Init: 15
Result of the throw of dice "1d20 +3" :
12 + 3 = 15
HP: 50->95/102
Short rest HD
Barb x3 = Result of the throw of dice "3d12+2" :
2 + 7 + 11 = 20+2 = 22 HP regained
Monk x6 = Result of the throw of dice "6d8" :
1 + 4 + 5 + 2 + 4 + 7 = 23 HP regained
Rages daily: 1/3
AC: 18
Prof: +4
Ki pool: 6/6
Advantage on DEX saves vs things he can see.
Unarmed attacks ignore resistance and immunity to nonmagical attacks and damage.
Add 1d6+1 necrotic to weapon attack dmg on the first hit of the round.
Condition; RAGED; +2 strength-based melee attack dmg, resistance vs slash, pierce, bludge
ADVANTAGE ON STR BASED ATTACKS FOR THIS ROUND.
ENEMIES HAVE ADVANTAGE ON ATTACKS AGAINST HIM THIS ROUND
Venomblood Ring, Grants resistance to poison damage, Once per day, grant yourself advantage on a Wisdom saving throw.
x1 Fire giant strength potion, Strength score changes to 25 for 1 hour. Unused.
Kracken dagger.
Handaxe +6/ 1d6+2/+4 raged S
Unarmed +7/ 1d6+3/+5 raged B
Bite +6/ 1d6+3/+5 raged P
Standard round w/ bonus action max dmg, 3 bite attacks, 4d6 +21
Flurry of blows round w/ bonus action max dmg, 4 bite attacks, 5d6 +26
Renda speaks Draconic, as per Lizardfolk racial.
Current Init: 15
Result of the throw of dice "1d20 +3" :
12 + 3 = 15
HP: 50->95/102
Short rest HD
Barb x3 = Result of the throw of dice "3d12+2" :
2 + 7 + 11 = 20+2 = 22 HP regained
Monk x6 = Result of the throw of dice "6d8" :
1 + 4 + 5 + 2 + 4 + 7 = 23 HP regained
Rages daily: 1/3
AC: 18
Prof: +4
Ki pool: 6/6
Advantage on DEX saves vs things he can see.
Unarmed attacks ignore resistance and immunity to nonmagical attacks and damage.
Add 1d6+1 necrotic to weapon attack dmg on the first hit of the round.
Condition; RAGED; +2 strength-based melee attack dmg, resistance vs slash, pierce, bludge
ADVANTAGE ON STR BASED ATTACKS FOR THIS ROUND.
ENEMIES HAVE ADVANTAGE ON ATTACKS AGAINST HIM THIS ROUND
Venomblood Ring, Grants resistance to poison damage, Once per day, grant yourself advantage on a Wisdom saving throw.
x1 Fire giant strength potion, Strength score changes to 25 for 1 hour. Unused.
Kracken dagger.
Handaxe +6/ 1d6+2/+4 raged S
Unarmed +7/ 1d6+3/+5 raged B
Bite +6/ 1d6+3/+5 raged P
Standard round w/ bonus action max dmg, 3 bite attacks, 4d6 +21
Flurry of blows round w/ bonus action max dmg, 4 bite attacks, 5d6 +26
Renda speaks Draconic, as per Lizardfolk racial.
Chris- Posts : 9499
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- Post n°63
Re: Cha Ra Mo Na Ah Na
Whitey wrote:Crispy will burn a sorcery point to Twin a Fly spell, granting Renda and Hawkes the gift of flight for the next 10 minutes:
3rd-level transmutation
Casting Time 1 action
Range Touch
Components V S M (Bird's wing feather)
Duration Conc. Up to 10 minutes
Touch a willing creature. It gains a flying speed of 60 feet. If the target is flying when the spell ends, they fall.
Initiative Roll:
Roll(1d20)+3:
16,+3
Total:19
Nice use of Twin Spell!
however, it would cost 3 sorcery points to twin fly, not just 1
Tw i n n e d Sp e l l
When you cast a spell that targets only one creature and
doesn’t have a range o f self, you can spend a number of
sorcery points equal to the spell’s level to target a second
creature in range with the same spell (1 sorcery point if
the spell is a cantrip).
Chris- Posts : 9499
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- Post n°64
Re: Cha Ra Mo Na Ah Na
Chris wrote:Lava river fight initiative
Crispy 19
Renda 15 (fly)
Sam 14
Sjon 7
Hawkes (fly)
since fly has a duration of 100 rds, I am not going to bother tracking it here
go ahead and stat any buffs you are activating\casting with your initiative, so we can figure out their time counters as well
Whitey- Posts : 1757
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- Post n°65
Re: Cha Ra Mo Na Ah Na
Ah. Yep. I can buy sorcery points with spell slots. I’ll do that math this evening and make it happen.
Chris- Posts : 9499
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- Post n°66
Re: Cha Ra Mo Na Ah Na
Whitey wrote:Ah. Yep. I can buy sorcery points with spell slots. I’ll do that math this evening and make it happen.
or just cast it twice. the value of twin spell is casting something twice in the same round
Whitey- Posts : 1757
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- Post n°67
Re: Cha Ra Mo Na Ah Na
“Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level”
Crispy will burn a 1st level spell slot to get the additional sorcery point he needs (in addition to the 2 sorcery points he had in his original allotment) to Twin his fly spell.
Crispy will burn a 1st level spell slot to get the additional sorcery point he needs (in addition to the 2 sorcery points he had in his original allotment) to Twin his fly spell.
navyik- Posts : 5030
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- Post n°68
Re: Cha Ra Mo Na Ah Na
Hawkes gets a rope ready and hands the other end to Renda.
Initiative:
Result of the throw of dice "1d20 +5" :
16 + 5 = 21
Initiative:
Result of the throw of dice "1d20 +5" :
16 + 5 = 21
Chris- Posts : 9499
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- Post n°69
Re: Cha Ra Mo Na Ah Na
Sorry, i got busy!
The crew gets a surprise round, just follow turn order. Delay if needed to act in harmony
Hawkes is up
The crew gets a surprise round, just follow turn order. Delay if needed to act in harmony
Hawkes is up
navyik- Posts : 5030
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- Post n°70
Re: Cha Ra Mo Na Ah Na
Cap'n Hawkes
AC 17
Hp 63/58*
Spell save 15
Passive perception 14
Passive insight 17
+1 con save 1/day
Inspiration 3x ✓
Superiority (save 17) 4x
Spells: 1:4 (3)
2:3(2)
Cantrip: Vicious Mockery, Message, minor illusion
1: charm person, bane, healing word, detect magic, identify
2: suggestion, shatter
Current buff: Flight 60' 19 minutes
Hawkes will ready to go with Renda. Trigger is Rendas turn. (He should be able to fly out line 8 just over their heads and drape the rope around the first robot's legs ending at K5). He will fly with his end of the rope between the constructs and wrap around. "Renda, you go 'round the other way and tie his legs up."
AC 17
Hp 63/58*
Spell save 15
Passive perception 14
Passive insight 17
+1 con save 1/day
Inspiration 3x ✓
Superiority (save 17) 4x
Spells: 1:4 (3)
2:3(2)
Cantrip: Vicious Mockery, Message, minor illusion
1: charm person, bane, healing word, detect magic, identify
2: suggestion, shatter
Current buff: Flight 60' 19 minutes
Hawkes will ready to go with Renda. Trigger is Rendas turn. (He should be able to fly out line 8 just over their heads and drape the rope around the first robot's legs ending at K5). He will fly with his end of the rope between the constructs and wrap around. "Renda, you go 'round the other way and tie his legs up."
Chris- Posts : 9499
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- Post n°71
Re: Cha Ra Mo Na Ah Na
Ok, i th8jk i am tracking the flight path, which will happen at 15 w Renda
Crispy is up at 19 first
Crispy is up at 19 first
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- Post n°72
Re: Cha Ra Mo Na Ah Na
navyik wrote:Hawkes will ready to go with Renda. Trigger is Rendas turn. (He should be able to fly out line 8 just over their heads and drape the rope around the first robot's legs ending at K5). He will fly with his end of the rope between the constructs and wrap around. "Renda, you go 'round the other way and tie his legs up."
This plan has a certain vibe to it...
Whitey- Posts : 1757
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- Post n°73
Re: Cha Ra Mo Na Ah Na
Crispy is starting to recognize that much of his magic is neutralized in this place. But he still has a few tricks up his sleeve. He will get this party started by casting the cantrip Acid Splash at the two mechs on the bridge:
CASTING TIME
1 action
RANGE
60 feet
COMPONENTS
V, S
DURATION
Instantaneous
Description
You throw a bubble of acid at a creature you can see, or at two creatures within 5 feet of each other, and force them to pass a Dexterity save or take 1d6 acid damage.[1]
Leveling
This cantrip's damage die increases at levels 5, 11, and 17.[1]
Roll(2d6)+0:
2,3,+0
Total:5
CASTING TIME
1 action
RANGE
60 feet
COMPONENTS
V, S
DURATION
Instantaneous
Description
You throw a bubble of acid at a creature you can see, or at two creatures within 5 feet of each other, and force them to pass a Dexterity save or take 1d6 acid damage.[1]
Leveling
This cantrip's damage die increases at levels 5, 11, and 17.[1]
Roll(2d6)+0:
2,3,+0
Total:5
Chris- Posts : 9499
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- Post n°74
Re: Cha Ra Mo Na Ah Na
I put those mechs in just for Crispy, lol
Acid burns both steam-o-nauts, but neither react if they felt pain
Renda-E-crocodile is up, doc
Acid burns both steam-o-nauts, but neither react if they felt pain
Renda-E-crocodile is up, doc
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- Post n°75
Re: Cha Ra Mo Na Ah Na
Claiming "holiday immunity" and posting tomorrow.
Merry Christmas, brothers.
Merry Christmas, brothers.
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- Post n°76
Re: Cha Ra Mo Na Ah Na
[quote="MAS"]
Knowing this is the intent, what rolls do you want to see, GM?
navyik wrote:Hawkes will ready to go with Renda. Trigger is Rendas turn. (He should be able to fly out line 8 just over their heads and drape the rope around the first robot's legs ending at K5). He will fly with his end of the rope between the constructs and wrap around. "Renda, you go 'round the other way and tie his legs up."
Knowing this is the intent, what rolls do you want to see, GM?
Chris- Posts : 9499
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- Post n°77
Re: Cha Ra Mo Na Ah Na
MAS wrote:MAS wrote:navyik wrote:Hawkes will ready to go with Renda. Trigger is Rendas turn. (He should be able to fly out line 8 just over their heads and drape the rope around the first robot's legs ending at K5). He will fly with his end of the rope between the constructs and wrap around. "Renda, you go 'round the other way and tie his legs up."
Knowing this is the intent, what rolls do you want to see, GM?
good question, as there really aren't rules that cover it
you tell me which of these is closer to your collective intent:
Entangle, like the spell, you wrap the rope around its legs. It gets a STR save or it becomes "restrained" and cannot move. I think it could try to move later and then make a DEX save or trip itself. STR save (since this isn't a spell) vs DC 8+ prof + Str or Dex with +2 from the other partner using Help (action) since there isn't an active roll on your side.
A more active Trip attack to knock it prone right now - it still gets a STR save and let's call it an opposed STR check from 1 of you, if the other uses Help (action) the primary tripper would roll with Advantage. no prof bonuses either way. It would go prone if it fails, but would not be "restrained" condition
or am I missing it? if your intent is something else, explain what you are trying to do AND provide some rules reference for how to do it (ya'll are smart fellas)
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- Post n°78
Re: Cha Ra Mo Na Ah Na
Hawkes has a special attack to push up to a large creature. The intent is to disadvantage the target on it's save vs. that attack.
Chris- Posts : 9499
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- Post n°79
Re: Cha Ra Mo Na Ah Na
navyik wrote:Hawkes has a special attack to push up to a large creature. The intent is to disadvantage the target on it's save vs. that attack.
ye olde Pushing Attack, eh?
ok, I can see imposing Disadvantage on that roll by getting its legs all twisted up in a rope. Let's go with the mechanics as explained for the Entangle option then. If you can get it "restrained" around the legs, then it would suffer Disadvantage against your Pushing Attack check.
Since you have surprise, making it a 2 round combo seems reasonable (or let Renda go it alone). You are effectively eliminating 1 opponent assuming you send it for a lava bath
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- Post n°80
Re: Cha Ra Mo Na Ah Na
Chris wrote: DC 8+ prof + Str or Dex with +2 from the other partner using Help (action) since there isn't an active roll on your side.
8+ 4 (prof) +3 (dex) +2 (help action) = DC 17
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- Post n°81
Re: Cha Ra Mo Na Ah Na
Renda and Hawkes succeed in hog-tying the mech !
please state your position on the grid when you take your turn. I placed Renda and Crispy by guess, but I can move them if needed
Sam is up in the surprise round
Sjon on deck
please state your position on the grid when you take your turn. I placed Renda and Crispy by guess, but I can move them if needed
Chris wrote:Lava river fight initiative
Crispy 19
Renda 15 (fly)
Hawkes (fly)
Sam 14
Sjon 7
Sam is up in the surprise round
Sjon on deck
whit10- Posts : 6612
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- Post n°82
Re: Cha Ra Mo Na Ah Na
can you point me to the page or whatever where it says just how far you can jump? I can't seem to find it, I wanted to use the spell Jump (triples the distance) to try and just jump to the other side, but I'm not sure if that can be done.
Josef909- Posts : 848
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- Post n°83
Re: Cha Ra Mo Na Ah Na
LMGTFY
(Let me Google that for you. Search terms dnd5e jumping)
JumpingYour Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strengthmodifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
(Let me Google that for you. Search terms dnd5e jumping)
JumpingYour Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strengthmodifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
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- Post n°84
Re: Cha Ra Mo Na Ah Na
whit10 wrote:can you point me to the page or whatever where it says just how far you can jump? I can't seem to find it, I wanted to use the spell Jump (triples the distance) to try and just jump to the other side, but I'm not sure if that can be done.
PHB pg 182
Jumping
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover a
number o f feet up to your Strength score if you move at
least 10 feet on foot immediately before the jump. When
you make a standing long jump, you can leap only half
that distance. Either way, each foot you clear on the
jump costs a foot o f movement.
Sam's STR is 11, so his base jump distance is 11ft with a running start and 33ft with jump spell, not counting any other modifiers
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- Post n°85
Re: Cha Ra Mo Na Ah Na
Josef909 wrote:LMGTFY
(Let me Google that for you. Search terms dnd5e jumping)
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- Post n°86
Re: Cha Ra Mo Na Ah Na
yeah yeah, I could have googled it or they could have actually organized the fucking PHB a bit better...
anyway
looks like he can't make it... no idea what Sam should do here, so Sam will punt and just cast Witch Bolt at the other mech (that's it for 1st level spells I believe)
Roll(1d20)+6:
15,+6
Total:21
damage if it hits;
Roll(1d12)+0:
7,+0
Total:7
(what a fucking useless character, or I'm just so detached from gaming anymore that I'm not seeing something) you can place Sam at Q-6 or wherever you feel like putting him
anyway
looks like he can't make it... no idea what Sam should do here, so Sam will punt and just cast Witch Bolt at the other mech (that's it for 1st level spells I believe)
Roll(1d20)+6:
15,+6
Total:21
damage if it hits;
Roll(1d12)+0:
7,+0
Total:7
(what a fucking useless character, or I'm just so detached from gaming anymore that I'm not seeing something) you can place Sam at Q-6 or wherever you feel like putting him
Chris- Posts : 9499
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°87
Re: Cha Ra Mo Na Ah Na
witch bolt has a range of 30ft, so you can't reach the other mech from Q-6 and there is no clear LOS with Sam and the entangled mech blocking the path.
Sam would get his sneak attack damage since he is attacking as an unseen attacker (remember, you were hiding in the tunnel off map).
if you have something with longer range, Sam could stand somewhere near P-2 or P-3 and have an angle at the back mech
Sam would get his sneak attack damage since he is attacking as an unseen attacker (remember, you were hiding in the tunnel off map).
if you have something with longer range, Sam could stand somewhere near P-2 or P-3 and have an angle at the back mech
whit10- Posts : 6612
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°88
Re: Cha Ra Mo Na Ah Na
oops...
Change that to Firebolt. (120' range)
Here's the updated damage (if it hit that is)
Roll(2d10)+0:
8,9,+0
Total:17
sneak attack:
Roll(5d6)+0:
6,5,5,5,1,+0
Total:22
about fucking time with the high damage roll!
AC: 17
+1 Studded Leather
Saves: Dex. & Int. Immune to Magical Sleep and Advantage vs. Charm spells
HP: 78
Movement: 30’
Initiative: +4
Change that to Firebolt. (120' range)
Here's the updated damage (if it hit that is)
Roll(2d10)+0:
8,9,+0
Total:17
sneak attack:
Roll(5d6)+0:
6,5,5,5,1,+0
Total:22
about fucking time with the high damage roll!
AC: 17
+1 Studded Leather
Saves: Dex. & Int. Immune to Magical Sleep and Advantage vs. Charm spells
HP: 78
Movement: 30’
Initiative: +4
Chris- Posts : 9499
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°89
Re: Cha Ra Mo Na Ah Na
Josef909- Posts : 848
Join date : 2017-09-22
Character Information
Hit points:
(86/98)
Action Points:
(11/11)
Character Sheet:
- Post n°90
Re: Cha Ra Mo Na Ah Na
Sjon Barker Druid 9
HP: 72/72 (7d8 HD)
AC: 16
Slots:4/3/2/3/1 (4/3/3/3/1 max)
Wild Shape: 2 (2 max)
Spell save DC: 17 Spell Attack: +9
Staff of Arcane Defense – 6 charges (1d4/d)
Shield = 2 charges, Mage Armor = 1 charge
Sjon will approach the bridge, moving to N-6. He calls forth the sprit of nature to aid his transformative magic as he casts Polymorph on the lava snake, hoping to change him into a lowly turtle.
Polymorph
4th-level transmutation
Casting Time 1 action
Range 60 feet
Duration Conc. Up to 1 hour
You transform a creature that you can see into another form. An unwilling creature must make a Wisdom save to avoid it. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose CR is equal or less than the target's. If it doesn't have a CR, use level. The target's statistics are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target takes the hit points of its new form. When it reverts to its normal form, it gets its original hit points back. If it reverts because it dropped to 0 hit points, excess damage carries over to its normal form. If the excess damage doesn't reduce its normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in to the actions of its new form, and it can't take any action that requires hands or speech. Its gear melds into the new form and it can't benefit from any of its equipment.
As the seeds of his spell take root, he will retreat to the mouth of bridge if he has any movement left. Otherwise he will stay put, his eyes fixed on his target.
HP: 72/72 (7d8 HD)
AC: 16
Slots:4/3/2/3/1 (4/3/3/3/1 max)
Wild Shape: 2 (2 max)
Spell save DC: 17 Spell Attack: +9
Staff of Arcane Defense – 6 charges (1d4/d)
Shield = 2 charges, Mage Armor = 1 charge
Sjon will approach the bridge, moving to N-6. He calls forth the sprit of nature to aid his transformative magic as he casts Polymorph on the lava snake, hoping to change him into a lowly turtle.
Polymorph
4th-level transmutation
Casting Time 1 action
Range 60 feet
Duration Conc. Up to 1 hour
You transform a creature that you can see into another form. An unwilling creature must make a Wisdom save to avoid it. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose CR is equal or less than the target's. If it doesn't have a CR, use level. The target's statistics are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target takes the hit points of its new form. When it reverts to its normal form, it gets its original hit points back. If it reverts because it dropped to 0 hit points, excess damage carries over to its normal form. If the excess damage doesn't reduce its normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in to the actions of its new form, and it can't take any action that requires hands or speech. Its gear melds into the new form and it can't benefit from any of its equipment.
As the seeds of his spell take root, he will retreat to the mouth of bridge if he has any movement left. Otherwise he will stay put, his eyes fixed on his target.
Chris- Posts : 9499
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°91
Re: Cha Ra Mo Na Ah Na
Josef909 wrote:
Spell save DC: 17 Spell Attack: +9
Sjon will approach the bridge, moving to N-6. He calls forth the sprit of nature to aid his transformative magic as he casts Polymorph on the lava snake, hoping to change him into a lowly turtle.
Polymorph
4th-level transmutation
Casting Time 1 action
Range 60 feet
Duration Conc. Up to 1 hour
You transform a creature that you can see into another form. An unwilling creature must make a Wisdom save to avoid it.
As the seeds of his spell take root, he will retreat to the mouth of bridge if he has any movement left. Otherwise he will stay put, his eyes fixed on his target.
Ok, since the spell has that specific wording, Sjon can target him. Normally, he would not have either LOS or Line of Effect, as it is blocked by 2 Steam-o-nauts, which was their purpose.
Fortunately for Sjon and the crew, Salamanders have terrible saves and the "lava snake" shrinks down to a Tiny turtle The salamander makes a sound like steam escaping a kettle as it shrinks
turtle (there are no stats, so I am just winging it from Cat and Frog)
Turtle
AC 13
HP 1
SPD 5ft, swim 5ft
amphibious
no attacks
Sjon back peddles to P-6
this concludes the surprise round
Chris- Posts : 9499
Join date : 2011-10-26
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(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°92
Re: Cha Ra Mo Na Ah Na
Round 1, fight!
at 19, Crispy is up
Renda and Hawkes combo at 15 are on deck
Chris wrote:Lava river fight initiative
Crispy 19
Renda 15 (fly)
Hawkes (fly)
Sam 14
Steam-o-nauts 12
Azers 9
Sjon 7
turtle (sal) 3
at 19, Crispy is up
Renda and Hawkes combo at 15 are on deck
Whitey- Posts : 1757
Join date : 2017-09-17
Age : 48
Location : ColoRADo
Character Information
Hit points:
(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°93
Re: Cha Ra Mo Na Ah Na
Pyriannix "Crispy"
HP: 59/59 (54/54)
AC: 17
Hit Dice 0d8/6d6
Ki: (2/3)
Sorcery Points: (0/6)
Spells:
1st: (2/4)
2nd: (2/3)
3rd: (2/3)
Spell DC: 14
Crispy will cast Scorching Ray targeting all three bolts at the Unrestrained Mech.
2 evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Roll(1d20)+6:
10,+6
Total:16
Roll(1d20)+6:
8,+6
Total:14
Roll(1d20)+6:
9,+6
Total:15
Roll(2d6)+0:
2,3,+0
Total:5
Roll(2d6)+0:
1,5,+0
Total:6
Roll(2d6)+0:
1,3,+0
Total:4
Crispy advances to M5 in an attempt to use the mechs as cover from the towers.
HP: 59/59 (54/54)
AC: 17
Hit Dice 0d8/6d6
Ki: (2/3)
Sorcery Points: (0/6)
Spells:
1st: (2/4)
2nd: (2/3)
3rd: (2/3)
Spell DC: 14
Crispy will cast Scorching Ray targeting all three bolts at the Unrestrained Mech.
2 evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Roll(1d20)+6:
10,+6
Total:16
Roll(1d20)+6:
8,+6
Total:14
Roll(1d20)+6:
9,+6
Total:15
Roll(2d6)+0:
2,3,+0
Total:5
Roll(2d6)+0:
1,5,+0
Total:6
Roll(2d6)+0:
1,3,+0
Total:4
Crispy advances to M5 in an attempt to use the mechs as cover from the towers.
Chris- Posts : 9499
Join date : 2011-10-26
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(35/35)
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(0/0)
Character Sheet:
- Post n°94
Re: Cha Ra Mo Na Ah Na
All 3 rays barely miss the mech, AC 17 as Sam discovered.
Crispy advances, will update map after the calf-roping team goes
Hawkes and Renda are up
Crispy advances, will update map after the calf-roping team goes
Hawkes and Renda are up
MAS- Admin
- Posts : 3602
Join date : 2011-09-12
Character Information
Hit points:
(60/112)
Action Points:
(0/0)
Character Sheet:
- Post n°95
Re: Cha Ra Mo Na Ah Na
letting Capn Hawkes direct -
navyik- Posts : 5030
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°96
Re: Cha Ra Mo Na Ah Na
Cap'n Hawkes
AC 17
Hp 63/58*
Spell save 15
Passive perception 14
Passive insight 17
+1 con save 1/day
Inspiration 3x ✓
Superiority (save 17) 4x
Spells: 1:4 (3)
2:3(2)
Cantrip: Vicious Mockery, Message, minor illusion
1: charm person, bane, healing word, detect magic, identify
2: suggestion, shatter
Current buff: Flight 60' 19 minutes
As a career sailor and a deft pilot, Hawkes knows that a large object can be moved by application of minimal force in just the right place. Just as a mighty ship is steered by a small rudder and propelled by a gentle breeze.
Hawkes draws his rapier and attempts to find a think in the machines armor.
Result of the throw of dice "1d20 +10" :
3 + 10 = 13. "No not quite the right spot."
Second attack:
Result of the throw of dice "1d20 +10" :
12 + 10 = 22
Damage
Result of the throw of dice "1d8 +6" :
5 + 6 = 11
If it's a hit the machine must save Strength DC 17 or be pushed up to 15'
AC 17
Hp 63/58*
Spell save 15
Passive perception 14
Passive insight 17
+1 con save 1/day
Inspiration 3x ✓
Superiority (save 17) 4x
Spells: 1:4 (3)
2:3(2)
Cantrip: Vicious Mockery, Message, minor illusion
1: charm person, bane, healing word, detect magic, identify
2: suggestion, shatter
Current buff: Flight 60' 19 minutes
As a career sailor and a deft pilot, Hawkes knows that a large object can be moved by application of minimal force in just the right place. Just as a mighty ship is steered by a small rudder and propelled by a gentle breeze.
Hawkes draws his rapier and attempts to find a think in the machines armor.
Result of the throw of dice "1d20 +10" :
3 + 10 = 13. "No not quite the right spot."
Second attack:
Result of the throw of dice "1d20 +10" :
12 + 10 = 22
Damage
Result of the throw of dice "1d8 +6" :
5 + 6 = 11
If it's a hit the machine must save Strength DC 17 or be pushed up to 15'
navyik- Posts : 5030
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
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(0/0)
Character Sheet:
- Post n°97
Re: Cha Ra Mo Na Ah Na
If it doesn't work, then Renda may be able to shove it as well.
Chris- Posts : 9499
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(35/35)
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(0/0)
Character Sheet:
- Post n°98
Re: Cha Ra Mo Na Ah Na
Hawkes' 2nd jab does indeed find a soft spot! The mech saves with Disadvantage due to your previous efforts and it fails!
the mech is pushed 15ft directly away from Hawkes. Renda and Hawkes, who are still holding the ropes, go along for the ride
Since they are flying and have the mech lassoed, they are now supporting its massive weight and being dragged down towards the lava river
Str check to hold the weight or use a Reaction to let go of the rope (or something else)
Crispy's position updated
Renda is up, pending resolution of Hawkes' action
the mech is pushed 15ft directly away from Hawkes. Renda and Hawkes, who are still holding the ropes, go along for the ride
Since they are flying and have the mech lassoed, they are now supporting its massive weight and being dragged down towards the lava river
Str check to hold the weight or use a Reaction to let go of the rope (or something else)
Crispy's position updated
Renda is up, pending resolution of Hawkes' action
navyik- Posts : 5030
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(68/68)
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Character Sheet:
- Post n°99
Re: Cha Ra Mo Na Ah Na
"Renda, let go the rope!". Hawkes let's go with Renda.
MAS- Admin
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- Post n°100
Re: Cha Ra Mo Na Ah Na
"HOWL/HISSSSS"
Translated from lizardfolk = "NO SHIT!?"
Renda lets go, burning this round's reaction, assuming he is not currently floating over lava as the map suggests...
Translated from lizardfolk = "NO SHIT!?"
Renda lets go, burning this round's reaction, assuming he is not currently floating over lava as the map suggests...