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2 posters
SW Test Map
Chris- Posts : 9503
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- Post n°1
SW Test Map
Chris- Posts : 9503
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Re: SW Test Map
Bob and Doug are walking down the street, just a Jedi and Bounty Hunter minding their own business. They see a group of Imperial Remnant Troopers hassling some local Jawas who are trying to make an honest living as scavengers. There is an older human with a beard complaining that he owns the junk pile and the Jawas are thieves, not scavengers. It doesn't take the Force to know this is going sour quickly.....
PCs = green
IMPs = red
neutrals = yellow
PCs = green
IMPs = red
neutrals = yellow
whit10- Posts : 6614
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Re: SW Test Map
Doug the Jedi will, of course, attempt to mediate.
"my good people, this is not worth violence, I'm sure that a satisfactory outcome can be achieved."
He's still ready for combat though....
Bob will already have his hands ready on his rifle...
"my good people, this is not worth violence, I'm sure that a satisfactory outcome can be achieved."
He's still ready for combat though....
Bob will already have his hands ready on his rifle...
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Re: SW Test Map
One of the Jawas in the center is holding some kind of small turbine cyclinoid part. He jabbers in Jawese, which nobody present seems to speak.
The bearded human yells, "put my alternator down, you little thieving vermin!"
The two closest troopers turn when Doug speaks. One seems to notice Bob has a gun and looks ready for trouble. The other replies by pointing his thumb down the street, "This isn't your business. Move along, move along..."
The other troopers are focused on the junk dispute.
what do Bob and Doug do?
The bearded human yells, "put my alternator down, you little thieving vermin!"
The two closest troopers turn when Doug speaks. One seems to notice Bob has a gun and looks ready for trouble. The other replies by pointing his thumb down the street, "This isn't your business. Move along, move along..."
The other troopers are focused on the junk dispute.
what do Bob and Doug do?
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Re: SW Test Map
Bob will get things moving by shooting the first trooper he can get a bead on....
Initiative rolls first or is this considered surprise?
Initiative rolls first or is this considered surprise?
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Re: SW Test Map
The 3 Troopers watching the junk dispute would be surprised, but the 2 that turned around are not.
Go ahead and roll initiative, the 3 won't get to act this first round. They didn't drink enough Jawa Juice this morning and are a little slow on the uptake.
please post combat stat blocks, as usual
Name
current\max HP
AC
saves
PP
any modifiers from spells or effects
I don't need everything
Go ahead and roll initiative, the 3 won't get to act this first round. They didn't drink enough Jawa Juice this morning and are a little slow on the uptake.
please post combat stat blocks, as usual
Name
current\max HP
AC
saves
PP
any modifiers from spells or effects
I don't need everything
whit10- Posts : 6614
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Re: SW Test Map
Initiative:
Bob:
Roll(1d20)+3:
14,+3
Total:17
AC: 16
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
PP: 12
Saves: Str. and Dex. 4 and 5
Doug:
Roll(1d20)+3:
4,+3
Total:7
AC: 16
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
PP: 13
Saves: Wisdom and Charisma: 5 and 2
Bob:
Roll(1d20)+3:
14,+3
Total:17
AC: 16
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
PP: 12
Saves: Str. and Dex. 4 and 5
Doug:
Roll(1d20)+3:
4,+3
Total:7
AC: 16
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
PP: 13
Saves: Wisdom and Charisma: 5 and 2
Chris- Posts : 9503
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Re: SW Test Map
Initiative
Bob 17
Jawas 12
Troopers 10
Doug 7
Bearded Dude 4
Bob?
Bob 17
Jawas 12
Troopers 10
Doug 7
Bearded Dude 4
Bob?
whit10- Posts : 6614
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Re: SW Test Map
Bob moves up to I-12 (for some partial cover) and shoots at the ST at M-16.
One shot and as a free action, his helmet targets that trooper (with Hunter's Mark)
Roll(1d20)+8:
15,+8
Total:23
If that hits:
Roll(1d8)+4:
7,+4
Total:11
Hunter's mark damage:
Roll(1d6)+0:
5,+0
Total:5
16 damage to that trooper.
Bob is done
AC: 16
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
PP: 12
Saves: Str. and Dex. 4 and 5
One shot and as a free action, his helmet targets that trooper (with Hunter's Mark)
Roll(1d20)+8:
15,+8
Total:23
If that hits:
Roll(1d8)+4:
7,+4
Total:11
Hunter's mark damage:
Roll(1d6)+0:
5,+0
Total:5
16 damage to that trooper.
Bob is done
AC: 16
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
PP: 12
Saves: Str. and Dex. 4 and 5
Chris- Posts : 9503
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Re: SW Test Map
Chris wrote:Initiative
Bob 17
Jawas 12
Troopers 10
Doug 7
Bearded Dude 4
Bob takes cover in the corner of the cantina and sinks a blaster bolt into the nearest trooper. The trooper clutches his gut and almost drops.
At 12, the Jawas all take the Dodge action and move for better cover. They want no part in a fire fight.
At 10, the other 3 troopers realize they are being attacked and join initiative.
The 2 active troopers run around behind the junk piles to enjoy some cover of their own before returning fire at Bob.
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
3/4 cover is like an arrow slit
total cover cannot be targeted at all
each trooper fires once at Bob, effective AC 18
Rolling "1d20 +2" 2 times
1: 8 + 2 = 10
2: 14 + 2 = 16
miss and miss
Doug is up
whit10- Posts : 6614
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Re: SW Test Map
For now, Doug will cast Shield of Faith (+2 to AC) and ignite his lightsaber.
He will then move to I-16
Done for now, will use reaction to deflect blaster bolts if needed
AC: 18 (temp)
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
PP:13
Initiative: +3
Saves: Wisdom and Charisma: 5 and 2
He will then move to I-16
Done for now, will use reaction to deflect blaster bolts if needed
AC: 18 (temp)
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
PP:13
Initiative: +3
Saves: Wisdom and Charisma: 5 and 2
Chris- Posts : 9503
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Re: SW Test Map
ok
just a quick technical note or two....
Hunter's Mark is a BONUS action to cast. no such thing as a "free action" in 5e
Shield of Faith is also a bonus action to cast, so Doug still has a main action if he wants to do anything. I would recommend using Dodge to give all attackers Disadvantage, if nothing else
Bearded dude joins initiative
go ahead and amend Doug's turn if you want, then Bob is up
just a quick technical note or two....
Hunter's Mark is a BONUS action to cast. no such thing as a "free action" in 5e
Shield of Faith is also a bonus action to cast, so Doug still has a main action if he wants to do anything. I would recommend using Dodge to give all attackers Disadvantage, if nothing else
Bearded dude joins initiative
go ahead and amend Doug's turn if you want, then Bob is up
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Re: SW Test Map
sorry, that's what I meant to put for Doug... Dodge. Sorry, still waking up
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Re: SW Test Map
whit10 wrote:sorry, that's what I meant to put for Doug... Dodge. Sorry, still waking up
ok, no problem
Bob is up
whit10- Posts : 6614
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Re: SW Test Map
knew I forgot something.... Grenades!!!
Give me a minute here. Busy morning
Give me a minute here. Busy morning
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Re: SW Test Map
let's try this....
Bob calls out to Doug "let's do this like we did on Dantooine"
Can you tell me where the guy is that Bob already shot?
Bob calls out to Doug "let's do this like we did on Dantooine"
Can you tell me where the guy is that Bob already shot?
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Re: SW Test Map
wounded trooper is N-19
I changed his red boarder to a dotted line, instead of a solid line, but its hard to see
I changed his red boarder to a dotted line, instead of a solid line, but its hard to see
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Re: SW Test Map
ok... thanks!
Bob will actually move to K-18, he should have a shot at the wounded guy (Colossus slayer in effect)
shot at that guy
Roll(1d20)+8:
18,+8
Total:26
if that hits:
Roll(1d8)+4:
7,+4
Total:11
Colossus slayer damage:
Roll(1d8)+0:
6,+0
Total:6
Hunter's mark damage:
Roll(1d6)+0:
1,+0
Total:1
done for now, unless he drops, in which case the Hunter's Mark will move to the guy to his right (N-22)
done
AC: 16
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
PP: 12
Saves: Str. and Dex. 4 and 5
Bob will actually move to K-18, he should have a shot at the wounded guy (Colossus slayer in effect)
shot at that guy
Roll(1d20)+8:
18,+8
Total:26
if that hits:
Roll(1d8)+4:
7,+4
Total:11
Colossus slayer damage:
Roll(1d8)+0:
6,+0
Total:6
Hunter's mark damage:
Roll(1d6)+0:
1,+0
Total:1
done for now, unless he drops, in which case the Hunter's Mark will move to the guy to his right (N-22)
done
AC: 16
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
PP: 12
Saves: Str. and Dex. 4 and 5
Chris- Posts : 9503
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Re: SW Test Map
The wounded trooper still has partial cover, as it isn't a clean LoS, but Bob drops him anyways!
I made a green reticule to represent the Hunter's Mark spell.
at 12, Jawas continue to move and Dodge in an attempt to stay out of the fight
at 10, the remaining 4 troopers are up!
Q-16 has a clear shot at Jedi Doug, at DIS
Rolling "1d20 +2" 2 times
1: 4 + 2 = 6
2: 11 + 2 = 13
miss! and not really close
the other 3 troopers can really only target Bob, sorry Bob
1 will move adjacent his friend so they can both use Combined Fire (similar to pack tactics) to give himself and his buddy Advantage. The other will just shoot at Bob
Combined Fire w\ Auto attack
Rolling "1d20 +2" 2 times
1: 14 + 2 = 16
2: 18 + 2 = 20
Hit!
damage
Result of the throw of dice "1d10" :
5 radiant
Rolling "1d20 +2" 2 times
1: 8 + 2 = 10
2: 20 + 2 = 22
CRIT!
Result of the throw of dice "2d10" :
3 + 5 = 8 radiant
R-21 takes his shot
Result of the throw of dice "1d20 +2" :
4 + 2 = 6
miss!
map update
Doug is up
I made a green reticule to represent the Hunter's Mark spell.
Chris wrote:Initiative
Bob 17
Jawas 12
Troopers 10
Doug 7
Bearded Dude 4
at 12, Jawas continue to move and Dodge in an attempt to stay out of the fight
at 10, the remaining 4 troopers are up!
Q-16 has a clear shot at Jedi Doug, at DIS
Rolling "1d20 +2" 2 times
1: 4 + 2 = 6
2: 11 + 2 = 13
miss! and not really close
the other 3 troopers can really only target Bob, sorry Bob
1 will move adjacent his friend so they can both use Combined Fire (similar to pack tactics) to give himself and his buddy Advantage. The other will just shoot at Bob
Combined Fire w\ Auto attack
Rolling "1d20 +2" 2 times
1: 14 + 2 = 16
2: 18 + 2 = 20
Hit!
damage
Result of the throw of dice "1d10" :
5 radiant
Rolling "1d20 +2" 2 times
1: 8 + 2 = 10
2: 20 + 2 = 22
CRIT!
Result of the throw of dice "2d10" :
3 + 5 = 8 radiant
R-21 takes his shot
Result of the throw of dice "1d20 +2" :
4 + 2 = 6
miss!
map update
Doug is up
whit10- Posts : 6614
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Re: SW Test Map
so - 13 damage.... since he has DR 2 that's just 9, right??
l'll take Doug's turn at lunch
l'll take Doug's turn at lunch
Chris- Posts : 9503
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Re: SW Test Map
whit10 wrote:so - 13 damage.... since he has DR 2 that's just 9, right??
l'll take Doug's turn at lunch
yes sir, 2 off each shot. They got really lucky, lol
ok, no rush
whit10- Posts : 6614
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Re: SW Test Map
Doug needs better spells....
He will move up L-19 and attempt to deflect any blaster bolts that come towards Bob. Using Reaction/Dodge
I'm still figuring out how this works with melee guy in a fight with all missile weapons....
He will move up L-19 and attempt to deflect any blaster bolts that come towards Bob. Using Reaction/Dodge
I'm still figuring out how this works with melee guy in a fight with all missile weapons....
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Re: SW Test Map
map updated
that works, it would give Bob some cover
or Doug could just advance into melee range with the trooper, say N-20, and take a swing?
I think what you really want is the Fighting Style called Protection or Interception, available to Fighters and Paladins:
Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Although, against multiple attackers, just acting like living cover, using Dodge might actually be the best option
Bob is up - remember, he can move, shoot, move in any combination
that works, it would give Bob some cover
or Doug could just advance into melee range with the trooper, say N-20, and take a swing?
I think what you really want is the Fighting Style called Protection or Interception, available to Fighters and Paladins:
Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Although, against multiple attackers, just acting like living cover, using Dodge might actually be the best option
Bob is up - remember, he can move, shoot, move in any combination
whit10- Posts : 6614
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Re: SW Test Map
I didn't think he was in close enough range to close and actually attack. But I might have just misread it...
I'll take Bob's action in just a moment
I'll take Bob's action in just a moment
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Re: SW Test Map
Bob will move around the junk pile to M-16 to shoot at the ST at Q-16 (switched HM to him as well)
Roll(1d20)+8:
20,+8
Total:28
hah! Crit the bastard....
Damage:
Roll(2d8)+4:
6,6,+4
Total:16
HM damage:
Roll(1d6)+0:
2,+0
Total:2
total of 18 damage to that ST
I forget, if you have movement left, can you move back to cover?
Roll(1d20)+8:
20,+8
Total:28
hah! Crit the bastard....
Damage:
Roll(2d8)+4:
6,6,+4
Total:16
HM damage:
Roll(1d6)+0:
2,+0
Total:2
total of 18 damage to that ST
I forget, if you have movement left, can you move back to cover?
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Re: SW Test Map
and oops, there should be another die in there for Hunter's Mark - for the crit....
Roll(1d6)+0:
2,+0
Total:2
lol... ok, it's 20 damage instead of 18
Roll(1d6)+0:
2,+0
Total:2
lol... ok, it's 20 damage instead of 18
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Re: SW Test Map
Chris- Posts : 9503
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Re: SW Test Map
oops, I forgot to mention that 20 damage dropped that other trooper
Please remember stat blocks!
Jawas are content in their safety
Troopers fall back into a defensive position and to grant each other Adv
They will fire at both Bob and Doug. 2 at Doug and 1 at Bob
at Doug, he Dodged, so ADV and DIS cancel each other out
1st trooper
Rolling "1d20 +2"
1: 16 + 2 = 18
2nd trooper
Rolling "1d20 +2"
1: 11 + 2 = 13
at Bob
Rolling "1d20 +2" 2 times
1: 3 + 2 = 5
2: 6 + 2 = 8
I think that 18 hits, but I can't find a stat block for Doug
Please remember stat blocks!
Chris wrote:Initiative
Bob 17
Jawas 12
Troopers 10
Doug 7
Bearded Dude 4
Jawas are content in their safety
Troopers fall back into a defensive position and to grant each other Adv
They will fire at both Bob and Doug. 2 at Doug and 1 at Bob
at Doug, he Dodged, so ADV and DIS cancel each other out
1st trooper
Rolling "1d20 +2"
1: 16 + 2 = 18
2nd trooper
Rolling "1d20 +2"
1: 11 + 2 = 13
at Bob
Rolling "1d20 +2" 2 times
1: 3 + 2 = 5
2: 6 + 2 = 8
I think that 18 hits, but I can't find a stat block for Doug
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Re: SW Test Map
that does hit. It's on the character page but here it is again (sorry about that)
Doug stat block
AC: 16
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
PP: 13
Saves: Wisdom and Charisma: 5 and 2
Doug stat block
AC: 16
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
PP: 13
Saves: Wisdom and Charisma: 5 and 2
Chris- Posts : 9503
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Re: SW Test Map
I think he cast SoF too for another +2?
ok, damage then
Result of the throw of dice "1d10" :
5
Reaction to Deflect\redirect?
ok, damage then
Result of the throw of dice "1d10" :
5
Reaction to Deflect\redirect?
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Re: SW Test Map
ok, Deflection attempt:
Roll(1d10)+7:
7,+7
Total:14
so that reduces the damage to 0 and he can redirect it????
(will note the spell SoF use on next stat block)
Roll(1d10)+7:
7,+7
Total:14
so that reduces the damage to 0 and he can redirect it????
(will note the spell SoF use on next stat block)
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- Post n°32
Re: SW Test Map
whit10 wrote:ok, Deflection attempt:
Roll(1d10)+7:
7,+7
Total:14
so that reduces the damage to 0 and he can redirect it????
(will note the spell SoF use on next stat block)
correct!
deflection = d10 + dex + jedi\sith level (monk)
it uses 1 KI point, hmmm, have to think about this, but I guess 1\level like a monk
Deflect Missiles - only works against blaster bolts with an activated lightsaber
Starting at 3rd level, you can use your reaction to deflect
If you reduce the damage to 0,
Jedi\Sith get 1 Force point per level (just like a Monk gets 1 KI point per level). These Force points can ONLY be spent on Redirecting blaster bolts, unless you have other classes that have abilities that require KI points
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Re: SW Test Map
ok then, he will use a Ki point (force point) to redirect it back at the guy that fired it.
Roll(1d20)+5:
12,+5
Total:17
if that hits:
Roll(1d10)+3:
8,+3
Total:11
Roll(1d20)+5:
12,+5
Total:17
if that hits:
Roll(1d10)+3:
8,+3
Total:11
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Re: SW Test Map
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Re: SW Test Map
ok, let's try this.... Doug will hold his full action for now and move and act in concert with Bob? I believe that can be done?
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Re: SW Test Map
whit10 wrote:ok, let's try this.... Doug will hold his full action for now and move and act in concert with Bob? I believe that can be done?
well.... technically that is not really doable in 5e since there isn't a Delay action. You could Ready an Action for when Bob goes, then Doug would interrupt Bob and go ahead of him. I guess. But you can't Ready a Move, only an Action. So Doug would still have to use his Movement now.
The Troopers go in between Bob and Doug, so effectively, if Doug goes now... only Bearded dude is in between Doug and Bob... so its basically Doug, then Bob anyways. I am not sure what you gain by the mess of Ready.
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Re: SW Test Map
I see your point, I also thought that was how it worked but wanted confirmation. No worries
Doug will move to L-24. He will gaze intently at the ST at Q-24 and shout "Drop!"
Command - 1st level spell effect
The target must succeed on a Wisdom saving throw or follow the command on its next turn.
DC: 13
Drop - The target drops whatever it is holding and then
ends its turn.
Done
AC: 16
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
PP:13
Saves: Wisdom and Charisma: 5 and 2
Down 2 1st level spells
Doug will move to L-24. He will gaze intently at the ST at Q-24 and shout "Drop!"
Command - 1st level spell effect
The target must succeed on a Wisdom saving throw or follow the command on its next turn.
DC: 13
Drop - The target drops whatever it is holding and then
ends its turn.
Done
AC: 16
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
PP:13
Saves: Wisdom and Charisma: 5 and 2
Down 2 1st level spells
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Re: SW Test Map
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Re: SW Test Map
Bob will move to N-24; he will shoot the defenseless trooper. Hehehe
Roll(1d20)+8:
5,+8
Total:13
ick... get the feeling that might miss.
But if it doesn't...
Roll(1d8)+4:
2,+4
Total:6
AC: 16, DR 2
Armor: Med. Armor w/helmet (same as Breast Plate)
HP: 36
Initiative: +4
Movement: 30’
PP: 12
Saves: Dexterity and Strength, 4 and 5
Roll(1d20)+8:
5,+8
Total:13
ick... get the feeling that might miss.
But if it doesn't...
Roll(1d8)+4:
2,+4
Total:6
AC: 16, DR 2
Armor: Med. Armor w/helmet (same as Breast Plate)
HP: 36
Initiative: +4
Movement: 30’
PP: 12
Saves: Dexterity and Strength, 4 and 5
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Re: SW Test Map
there is no defenseless trooper
that wouldn't affect his AC either way, so its still a miss
Chris wrote:whit10 wrote:
Command - 1st level spell effect
The target must succeed on a Wisdom saving throw or follow the command on its next turn.
DC: 13
Drop - The target drops whatever it is holding and then
ends its turn.
Ok, that plays out on the ST's turn. I gave him a pink hat to remember.
that wouldn't affect his AC either way, so its still a miss
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Re: SW Test Map
ST that was mind tricked drops his rifle and looks really confused
The other 2 shuffle around their junk pile to get better shots, 1 at Doug and 1 at Bob, both with ADV, both Auto fire for d10
at Doug
Rolling "1d20 +2" 2 times
1: 5 + 2 = 7
2: 15 + 2 = 17
miss, right? with his SoF he is AC 18 I think
at Bob
Rolling "1d20 +2" 2 times
1: 7 + 2 = 9
2: 17 + 2 = 19
hit!
damage
Result of the throw of dice "1d10" :
10 radiant, ouch!
Bob needs to make a DC10 Concentration check CON SV to maintain his Hunters Mark spell
If you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain concentration.
The Difficulty Class (DC) for the concentration check equals 10 or half the damage you take, whichever is higher.
map updated
back to Doug
note for Bob - his HM does not have a target, I left the reticule out there as a reminder where it was on his last target. Bonus Action to move it
The other 2 shuffle around their junk pile to get better shots, 1 at Doug and 1 at Bob, both with ADV, both Auto fire for d10
at Doug
Rolling "1d20 +2" 2 times
1: 5 + 2 = 7
2: 15 + 2 = 17
miss, right? with his SoF he is AC 18 I think
at Bob
Rolling "1d20 +2" 2 times
1: 7 + 2 = 9
2: 17 + 2 = 19
hit!
damage
Result of the throw of dice "1d10" :
10 radiant, ouch!
Bob needs to make a DC10 Concentration check CON SV to maintain his Hunters Mark spell
If you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain concentration.
The Difficulty Class (DC) for the concentration check equals 10 or half the damage you take, whichever is higher.
map updated
back to Doug
note for Bob - his HM does not have a target, I left the reticule out there as a reminder where it was on his last target. Bonus Action to move it
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Re: SW Test Map
right, I forgot to move it... I will take the next turn right around or after lunch. Kinda busy today (until the mid-afternoon, then it should get more relaxed, I hope)
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Re: SW Test Map
Doug will move up the trooper that he used Command on....
Lightsaber swing at him:
Roll(1d20)+5:
14,+5
Total:19
assuming that hits:
Roll(1d8)+3:
7,+3
Total:10
Doug should be at P-24
AC: 16 (18 currently)
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
PP: 13
Saves: Wisdom and Charisma: 5 and 2
down 2 1st level spells
Lightsaber swing at him:
Roll(1d20)+5:
14,+5
Total:19
assuming that hits:
Roll(1d8)+3:
7,+3
Total:10
Doug should be at P-24
AC: 16 (18 currently)
HP: 31
Med Armor (Breastplate) and Dex, (+2)
Movement: 30’
Initiative: +3
PP: 13
Saves: Wisdom and Charisma: 5 and 2
down 2 1st level spells
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