Harad Navar |
Round 2
1) Dezi cast stabilize on Ælfwine; Ælfwine now stable at -1 hp; Dezi leads Carrot toward south side of bridge; Dezi in CN38
2) Foxglove readies an action to shoot her bow at the manticore when it is within short range (+8/1d6) [plus is only on attack, not damage]
3) Manticore flies toward party; when it gets to BX30, it is within 70' and Foxglove's readied action goes off; Foxglove Arrow AC17: 1d20 + 8 ⇒ (5) + 8 = 13, she misses; manticore continues flying to CF34 and is now 10-ft off ground, where it slings 4 more spikes; (1=Foxglove; 2=Dezi; 3=Carrot; 4=Harad; 5=Alk; 6=miss)
Spike #1: 1d6 ⇒ 4; attacks Harad, Spike #1 AC23: 1d20 + 8 ⇒ (19) + 8 = 27; hits Harad for 1d6 + 5 ⇒ (6) + 5 = 11 hp (now at 27 hp)
Spike #2: 1d6 ⇒ 4; attacks Harad, Spike #2 AC23: 1d20 + 8 ⇒ (18) + 8 = 26; hits Harad for 1d6 + 5 ⇒ (2) + 5 = 7 hp (now at 20 hp)
Spike #3: 1d6 ⇒ 6; misses everyone
Spike #4: 1d6 ⇒ 3; attacks Carrot, Spike #4 AC11: 1d20 + 8 ⇒ (4) + 8 = 12; hits Carrot for 1d6 + 5 ⇒ (4) + 5 = 9 hp (now at 7 hp)
4) Harad charges the manticor and tries to high jump to hit it with stunning fist; Acrobatics Check DC20: 1d20 + 8 + 4 ⇒ (11) + 8 + 4 = 23; he jumps high enough to be able to attack; Stunning Fist AC17: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26; Confirm Crit AC17: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19; Crit Damage: 2d8 + 4 ⇒ (6, 1) + 4 = 11 hp; Stun Fort Save DC17: 1d20 + 9 ⇒ (10) + 9 = 19, manticore is not stunned, Harad lands in CE32 on his feet
Mid Round 2
5) Alk activates his wand of magic missle; Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4 hp of damage to manticore (Alk has a move or move equivalent action left this round.)
6) Cat moves toward bridge
Manitcore Preception: 1d20 + 9 ⇒ (5) + 9 = 14
Cat Stealth DC19 to move at normal speed: 1d20 + 19 ⇒ (20) + 19 = 39
Cat can make a double move in stealth to the corner of the bridge (CK39); She can see the stream flowing below the bridge 15' below. The slope of the creek bank is about 45-deg.
Round 3
1) Dezi actions
2) Foxglove Actions
3) Manticore Actions
4) Harad Actions
5) Alk Actions
6) Cat Actions
Dezi Viscasne |
Dezi uses channel energy to heal Ælfwine, Carrot, Alk, Foxglove and herself, then finishes moving Carrot to the backside of the bridge. Once Carrot is in the right place, she drops the reins and continues under the bridge towards Harad.
channel energy: 3d6 ⇒ (2, 6, 5) = 13
Third level oracle with magical knack puts her at effective fifth level oracle.
stealthy redhead |
about bow: meh.. not a big deal. Keep it as +0 since I ran out of cash, at least it looks very pretty.
Foxglove, shaking with fury and adrenaline after seeing Carrot hurt, drops her bow and runs at the manticore, drawing her blade as she runs
ok.. hopefully not too much wishful thinking here: Manticore 10' above the ground should mean at same level as +0 elevation hexes (and the bridge), and reachable by a long jump instead of a high one. The manticore is reachable by a 30' move including a 10' run before the jump. Unfortunately Harad doesn't threathen from the ground, so no flanking.
Dropping bow as free action, drawing rapier+dagger as part of move (due to TWF). Jump and stab with rapier, similar to what Harad did.
acrobatics: 1d20 + 11 ⇒ (5) + 11 = 16 (which should be enough to jump from CH34 to CG33)
melee (mw rapier): 1d20 + 8 ⇒ (20) + 8 = 28dam: 1d6 + 1 ⇒ (5) + 1 = 6
The point of the rapier darts towards the throat of the beast...
crit confirm?: 1d20 + 8 ⇒ (11) + 8 = 19extra damage: 1d6 + 1 ⇒ (1) + 1 = 2
..and penetrates several inches before gravity pulls wielder and blade away again.
acrobatics for landing: 1d20 + 11 ⇒ (7) + 11 = 18
She lands on her feet below the beast, ready to defend herself if it should swoop down).
Harad Navar |
Round 3
Manticore in CF34 at +10 elevation; Harad in CE32 at -5 elevation; Dezi in CM38 at +0 elevation; Alk in CO34 at +0 elevation; Cat in CK39 at +0 elevation (in stealth); Foxglove at CK37 at +0 elevation
1) Dezi channels for 13 hp to Carrot (now at 16 hp - full), Ælfwine (now at 12 hp), and Dezi (now at 25 hp - full); leads Carrot to CL39 and continues under bridge to CI38 (at -5 elevation), Perception DC39: 1d20 + 8 ⇒ (1) + 8 = 9 but fails to notice Cat.
2) Foxglove drops he bow and runs toward manticore drawing her weapons; she can make the long jump off the edge of the embankment, but can not jump high enough for a strike at the manticore; she lands in CF34 on her feet with no damage.
3) Manticore flies clumsily in a shallow arc to land (+0 elevation) in CO36; before he lands he slings another 4 spikes at Harad and Foxglove.
(1=Harad, 2=Foxglove, 3,4=miss)
Spike #1: 1d4 ⇒ 2, strikes at Foxglove Spike #1 AC21: 1d20 + 8 ⇒ (7) + 8 = 15, and misses
Spike #2: 1d4 ⇒ 4 misses
Spike #3: 1d4 ⇒ 3 misses
Spike #4: 1d4 ⇒ 1, strikes at Harad Spike #4 AC23: 1d20 + 8 ⇒ (6) + 8 = 14, and misses
4) Harad uses a point of ki to add 20' to his movement rate for this round (now MV=60), and moves to behind the manticore (CN38) where he strikes once Unarmed Strike AC17: 1d20 + 5 ⇒ (14) + 5 = 19, and hits for 1d6 + 2 ⇒ (5) + 2 = 7 hp
(Carrot acts on Dezi's turn, Ælfwine acts on Alk's turn.)
Mid Round 3
5) Alk Actions
6) Cat Actions
stealthy redhead |
..she can make the long jump off the edge of the embankment, but can not jump high enough for a strike at the manticore;
Callistra's warts! Stop flying and come face me like a... eh.. someone stupid
manticore continues flying to CF34 and is now 10-ft off ground
1: Since CF34 is at -10 elevation, I interpreted this as the manticore being at elevation +0, and the long jump (from elevation +0) being the only thing needed (ie a jump I couldnt possibly fail).
2: Foxglove is some 5' tall with a 2 1/2' rapier.. Are you ruling she needs to make a DC:20 jump check to hit something 10' up? I expected something around DC:10 to make the attack with a -2 higher ground penalty
still.. it was supposed to be a dramatic overreaction to Carrot's injury rather than a strategic move, so a total failure to achieve anything works fine too.
also waiting for others to act before posting next action
Harad Navar |
1: Since CF34 is at -10 elevation, I interpreted this as the manticore being at elevation +0, and the long jump (from elevation +0) being the only thing needed (ie a jump I couldn't possibly fail).
Probably my bad for originally wording it that way. As the manticore flies, it would not dip down just because it flew over a ravine. In the future I shall always give elevations as actual not relative. I should have said "manticore continues flying to CF34 and is now at elevation +10-ft".
2: Foxglove is some 5' tall with a 2 1/2' rapier.. Are you ruling she needs to make a DC:20 jump check to hit something 10' up? I expected something around DC:10 to make the attack with a -2 higher ground penalty
Irrespective of actual height, a medium character occupies a 5-ft cube. A large creature occupies a 10-ft cube. If you had been under an enlarge person spell you could have attacked simply by making the long jump to be adjacent to the manticore. You would have still fallen 5-ft into the ravine at the end of the long jump. The manticore is at elevation +10 while Foxglove was at elevation +0. To be in the adjacent cube vertically means a 5-ft move to put her at elevation +5 ft. On the ground a 5-ft move can be taken as a standard part of full round action. When an elevation change must be made to be adjacent to a target with no physical support (such as a stair or air walk) an Acrobatics Jump skill check is required. The jump DC per the acrobatics skill for a 5-ft vertical jump is DC20. Harad had to make both the DC20 high jump as well as the long jump to reach the manticore to be able to strike. He would have failed the high jump except for the fact that jump gets a +4 for every 10 ft of movement over MV 30 ft (his is MV 40 ft).
stealthy redhead |
stuff
Thanks. RAW seems clear indeed. In real life I can hit something 10' in the air with a 2' stick without jumping, but I'll accept that the manticore isn't a cardboard box filling all the corners of the cube. I suppose high jump DC's are just harder than I remembered.
Waiting for Alk and Dezi to act first, though you can safely expect Foxglove to close to melee. Does the slope makes charge impossible?
stealthy redhead |
still missing one Alk...
Foxglove will use her full round action to move into a flanking position (CO35 unless Alk takes that spot)
I can at least try to draw an attack (i'm the one with the most armor...), and be in position for opportunity attacks if it tries something stupid.