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As much as it is possible to move over friends, it just doesn't seem right when two large things are involved..... I'm also saving you the effort of working out what happens when Jareen fails the rope test and ends up in the same space as Furio ;)

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A word in healing in 4e for those that don't know. There are a number of main routes:
- Leader powers. Both Arakan and Gart have powers which heal effectively. However, it is worth noting that those resources have been used up for this combat.
- Second Wind. Every character can do this. It is an Encounter power (i.e. once per combat) that takes a Standard action, and allows you to spend a healing surge. As a side effect, you get a +2 to all defences until the start of your next turn.
- healing potions. You each have (at least) one. It is a Minor action to get one out and a Minor action to drink one.
- Heal skill. As a Standard action and a DC 10 Heal skill check, you can grant an ally a Second Wind without that ally having to spend an action (though they don't get the bonus to defences).
Just though it might be useful...

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In addition to healing, don't forget about action points. You each have one, and you get another one every two encounters. You can spend an action point per encounter to get an extra action in that round (i.e. an extra Minor, Move or Standard action on your turn). In fact, Gart has quite a nice class feature that works with action points...

Tenro |

oh yes i had forgotten about that, so caught up was I in my daily/encounter powers...
Tactical Presence: When an ally you can see spends an action point to make an attack, the ally gains a bonus to the first attack roll of that attack. The bonus equals half your Intelligence modifier (+1).

Th'Kal |

Alright. All caught up with damage (man those archers are killing me - literally).
Full health: 35
Ride up: -10
First volley of archers (all hit): -15
(my action - my charge missed)
Defiler attacks me and misses (Fort 15 vs my 17)
I gain 10 temp hp
Dwarf attack me: -8 (after the temp absorbs some)
"dogs" attack my mount: -15
Archers shoot me (1 of 2 hits): -5 (and that's the "killing" blow, dropping me to -3)
Gart's healing brings me to 14hp (thanks!!)
So, he should be at:
Th'Kal: 14/35 HP; +0 temp; 9/10 surges; 1/1 AP
His Crodlu: HP 40/55

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Just a word on Dailies, which is particularly pertinent to a Controller like yourself. Basically, they should be used early in a combat, not at the end. That's mainly because they have lasting effects which are wasted if the effect isn't going to last, and after several rounds of combat this isn't likely, or they do extra damage which is wasted once enemies become damaged already. The enemies were nicely bunched up a couple of rounds ago, and only aren't now because the rest of the group has done their job and killed them while your character was outside picking his nose. The control aspect probably would have come in more usful then, too, as it might have prevented some of the damage the other PCs experienced then. And as for not being good with the archers, have you forgotten Magic Missile so soon? Your job is Controller, which is basically the applier of de-buffs and crowd control. It's best to do that at the start of the combat, not the end.
Go easy Aubs! This *is* my first 4e game, let alone first time with a controller.
That said, I *do* get all that. I'm trying to roleplay this, which seems to work better in the RotRL game than here.
As I made clear, in discussion, and in game, Jareen got blocked outside (ok, not by the strict letter of the rules, but either way) he decided to take a few archers out to let the other focus on other foes. He's got inside, seen what's going on and taken out the most he could.
I wont always make the best tactical decisions. Jareen certainly wont. Hopefully he'll learn though. Or he'll die. This is a game, and I'm much more interested in playing Jareen, than winning every combat.

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I'm well aware that you are not experienced in 4e. That's why I gave you the option. But I should point out that what you achieved could have been achieved more-or-less with a Magic Missile. That wouldn't necessarily have been obvious, but certainly the opposition have taken a beating byt now.
You have a play style which basically does not mesh well with either your own characters' abilities or the rest of the group, which means that to some extent you fail to fully pull your weight in a group when it comes to combat (I've no issue with your roleplaying). It's probably harsh to say it, but I've noticed it with Camlo too - you make sub-optimal choices continually, almost willfully. You seem to see that as a facet of roleplaying. It's your character and you can do what you like, but in 4e it probably matters more because the party roles are defined more clearly and are reflected in the abilities and powers. I'm less concerned with Jareen getting killed by your choices - that's your call, and I respect that. The issue is someone else's character getting killed because you make sub-optimal choices, which I don't see as entirely fair on the other players. Particularly as those choices often involve you not getting into combat for several rounds while others take the heat. Th'Kal had been on negative hit points, brought back to life, and killed three enemies (admittedly with some flukey dice rolls) before Jareen even got into the main fight. Some control earlier might have helped a lot. Or maybe not, depending on where the dice fell. But I don't want to have to pull my punches because I'm worried a TPK might happen while one of the characters seems to be a bit off with the fairies. As for not winning every combat - well, that's most likely to mean death. Seriously, winning the combats is quite important.
I'm not having a go (well, OK, I am) but I would like you to think about how to use your characters a bit more effectively. I don't expect the group to work like a well-oiled machine. I certainly don't want you fell unwelcome in the game. I guess I'd just like you to concentrate a bit more when the tactical stuff comes up.

Furio Tembo |

Furio, I noticed you have/had 14 temporary hit points. Where did they come from?
Gart did this:
"Minor Action: Preservation Shield (daily): You and each ally within 5 squares gain temporary hit points equal to the number of healing surges you have remaining (10)."
Maybe I jacked it up; I guess I should have 10 instead of "MY" number of healing surges......which would be 14.
So taking 9 from the jhakar, that leaves me with 1.

Furio Tembo |

If you have awesome ranged attacks, take out that effin windcaller fast.
I think Th'kal and I should be sorta okay; I'm more worried about Th'kal since he's overextended; I'm at least nearer to the rest of the group.
But definitely take that windcalling bastard down, then we'll see what "the windcaller's friends" have for us.......then if Th'kal needs help, Ruscer and/or Jareen can pop one of his foes.
If I at least "Mark" one of these douches, try to bait them into attacking you somehow, so I can aoo the bastard.
Maybe that'll get us closer to Th'kal faster.

Furio Tembo |

Oh; and Jareen, you're the only mobile guy.......if somebody else drops the Windcaller before your turn, get up there to Th'kal maybe, if that windcaller is still mobile you might have to pound him still.
Also, I'm thinking the windcaller's friends might be elementals,....

Aubrey the Demented/Malformed |

Grab
By using the grab power, any creature can try to seize a target bodily and keep it from moving. Although class powers and monster powers are usually more effective than grab at locking a target down, the advantage of grab is that anyone can use it, regardless of class.
GRAB: STANDARD ACTION
Target: You can attempt to grab a creature that is smaller than you, the same size category as you, or
one category larger than you. The creature must be within your melee reach (don’t count extra reach
from a weapon).
Strength Attack: Make a Strength attack vs. Reflex. Do not add any weapon modifiers. You must have at least one hand free to make a grab attempt.
Hit: The enemy is immobilized until it escapes or you end the grab. Your enemy can attempt to escape on its turn.
Sustaining a Grab: You sustain a grab as a minor action. You can end a grab as a free action.
Effects that End a Grab: If you are affected by a condition that prevents you from taking opportunity actions (such as dazed, stunned, surprised, or unconscious), you immediately let go of a grabbed enemy. If you move away from the creature you’re grabbing, you let go and the grab ends. If a pull, a push, or a slide moves you or the creature you’re grabbing out of your reach, the grab ends.
Grabbed
The creature is immobilized.
Maintaining this condition on the creature occupies whatever appendage, object, or effect the grabber used to initiate the grab.
This condition ends immediately on the creature if the grabber is subjected to an effect that prevents it from taking actions, or if the creature ends up outside the range of the grabbing power or effect.
A grabbed creature can take the escape action to try to get away. Other common tactics for escaping a grab are to teleport away or to be pulled, pushed, or slid out of the grabber’s reach. Using forced movement on the grabber can also end a grab, as long as the movement results in the grabbed creature being out of the grabbing effect’s range.
Escape
A creature can attempt to escape when it is grabbed. Other immobilizing effects might also let a creature try to escape.
Escape a Grab or Immobilizing Effect
Action: Move action.
Acrobatics or Athletics Check: The creature makes either an Acrobatics or an Athletics check. Normally, the immobilizing effect specifies the DC for the check. If no DC is specified, an Acrobatics check is opposed by the Reflex of the immobilizing creature or effect, and an Athletics check is opposed by its Fortitude.
Against Multiple Grabbers: If the creature is trying to escape and is grabbed by more than one source at once, the creature makes a single check against the highest of the grab DCs. The DC increases by 2 for each grabber beyond the first, to a maximum increase of 8.
Success: If the check succeeds, the immobilizing effect ends on the creature, which can then shift 1 square.
Move a grabbed target
A creature can try to move a target it is grabbing, whether or not it used the grab power to grab the target.
Move a Grabbed Target
Action: Standard action.
Strength Check: The creature makes a Strength check opposed by the Fortitude of a target it is grabbing. The check automatically succeeds if the target is a helpless ally of the creature.
Success: The creature can move up to half its speed and pull the target with it. The creature’s movement doesn’t provoke an opportunity attack from the grabbed target, but the movement otherwise provokes opportunity attacks as normal.
So it looks like Furio could have been moved by Gart after all.

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Sorry the RSS feed I had set up was not updating for some reason.
I've seen that happen quite a bit, seems to be when Paizo's servers get hit hard, and then it takes forever to catch back up.

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My Mrs is out of hospital and having spoken to her this morning she sounds alright (better than me, actually). She's staying with her mum and dad at the moment, who are looking after James too. Yesterday was fun, as I drove from my parents to her's (4 hours) and then drove back home with one car (2 1/2 hours) so a lot of driving. I'm taking the train up tonight after work and I'll bring her back tomorrow, so I might not be around much then.

Spanky the Leprechaun |

Hello,
I put my games on hiatus; my computer is on and off at home; and it's annoying as f+!$ to try to run a game with questionable connectivity.
I'm trying to keep up with my Aubrey trio as best I can; don't really know what to say.......I'm hoping to get this b~%~&~&@ resolved somehow, but I'm not a computer guru or anything.
like, I missed the damage from the insubstantial f%+*er because my computer's giving me fits while I try to post.
So, I guess bear with me, or if it looks like I'm kinda gone, make Furio/Hudak/Rodergo do something useful maybe.
Heathy