GM West |
Hell of a try, Devin! For the record, using the standard square grid in a three-dimensional model (yeah, I had to map this out by making a quick drawing to give myself a visual), so long as you're at the base of the wall and your target is at the edge right 'next' to you (or at least adjacent), your 15' reach allows you to do what you want. That said, an opponent usually falls prone in their own space, not in an adjacent space. But I definitely like the idea of you yanking your opponent with the whip, so I'd say that so long as you win your opposed STR check by 6 or more, you can do exactly what you want, yanking him over the edge. Francis, I'd agree that fetching the scroll case out of your pack is a full round action. Next round you can remove the scroll from the case as a move action, then use the scroll as a standard action.
Devin Horekson |
Ok, a) I missed the blur check right, so no go... b) That said, STR if you need it STR Check: 1d20 ⇒ 18, c) @Party, Don't forget flagbearer for +1 morale to hit and damage.
Nevitash |
Nevitash runs towards the stairs on the far side of the building as his magical dagger follows the assassin and slashes at him once again.
I run, so my current AC is 17. The dagger follows the target and attacks him again.
Spiritual Weapon Attack: 1d20 + 8 ⇒ (1) + 8 = 9
Spiritual Weapon Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Miss Chance: 1d100 ⇒ 5
Wow...major whiff here.
Elliander Celandi |
AoO:
Channeling: Shocking Grasp
The Biter: Attack Roll: 1d20 + 13 + 3 + 1 + 4 ⇒ (16) + 13 + 3 + 1 + 4 = 37 (metal objects, flagbearer, flanking, prone)
Possible miss chance:
Miss chance: 1d100 ⇒ 61 1-20 miss
Damage Roll 1: 1d8 + 5 + 2 + 1 ⇒ (2) + 5 + 2 + 1 = 10 (Arcane Strike, flagbearer)
Shocking Grasp: 5d6 ⇒ (5, 6, 3, 6, 6) = 26, electricity damage, no DR
Elliander Celandi |
Elliander tries to finish off the first opponent and then moves out of the way for the next enemy.
Full Attack
Channeling: Shocking Grasp
Attack Red if he’s not pulled off the roof (otherwise Yellow w/o flanking)
The Biter: Attack Roll 1: 1d20 + 13 + 3 + 1 + 2 ⇒ (14) + 13 + 3 + 1 + 2 = 33 (metal objects, flagbearer, flanking)
Possible miss chance:
Miss chance: 1d100 ⇒ 16 1-20 miss
Damage Roll 1: 1d8 + 5 + 2 + 1 ⇒ (5) + 5 + 2 + 1 = 13 (Arcane Strike, flagbearer)
Shocking Grasp: 5d6 ⇒ (2, 5, 5, 2, 6) = 20, electricity damage, no DR
Charge is kept until hit is achieved.
The Biter: Attack Roll 2: 1d20 + 8 + 6 ⇒ (19) + 8 + 6 = 33
Possible miss chance:
Miss chance: 1d100 ⇒ 73 1-20 miss
Damage Roll 1: 1d8 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 12 (Arcane Strike)
Saving Throw: none
Spell Resistance: yes
Caster level check: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11 (Spell Penetration)
Move 5’-step out of the way (or stay if facing only Yellow)
Elliander Celandi |
So the first attack of Round 3 is a miss, but the second is a hit and it releases the electrical damage.
Elliander Celandi |
… and a possible crit:
The Biter: Attack Roll confirm CH on 2: 1d20 + 8 + 6 ⇒ (19) + 8 + 6 = 33
Elliander Celandi |
Not sure if only the weapon’s attack is x2, and not the arcane channeling too. Different opinions on the net. GM decides.
Red is possibly dead anyway?
_A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit._
But the attack roll is included in the melee attack.
Nevitash |
Not sure if only the weapon’s attack is x2, and not the arcane channeling too. Different opinions on the net. GM decides.
Red is possibly dead anyway?
_A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit._
But the attack roll is included in the melee attack.
This is very much like the Magus Spellstrike, so I would recommend using the rules for that since this is mainly a Pathfinder campaign. Spellstrike specifies that you score a critical based on the weapon range that you are (longswords crit on a 19-20, etc), and that Keen or similar abilities do work. Then the spell always uses a x2 modifier on damage and then the weapon damage is based on the weapon modifier for a critical strike. So if you were wielding a greataxe and cast a shocking grasp through it, the weapon damage and static bonuses would still be at x3, but you would only do x2 for the Shocking Grasp damage.
GM West |
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour after midday.
----------------------------------------------
Francis watches with satisfaction as the spiritual warrior he'd summoned slashes into the assassin (6 damage) as he gets to his feet, then the cleric unshoulders his backpack and searches through it briefly for his scrollcase, then yanks it out to grab the scroll he intends to use as soon as possible. Devin feels the burning start to fade away (2nd successful consecutive save), and the half-orc can only hope he has thrown off the effects of whatever poison had tipped the edge of the assassin's bolt. On a sudden inspiration, the bard grabs for the whip hanging from his belt and moves close enough to use against the assassin on the wall - but his eyes are fooled by the killer's blurry form and the whip only cracks harmlessly in the air.
Elliander also slashes the assassin (10 damage) across his back as his foe leaps to his feet and quickly infuses Biter with electrical magic again, getting in another strike before the dark-clad man can bring his own weapon to bear. Elliander's first swing misses, but just as the assassin darts forward with his rapier, the duskblade drives 'Biter' into the man's chest (56 damage!) The assassin's mouth gapes open and blood pours out in a stream as his eyes glaze over in death. Elliander hisses in a mixture of disgust and surprise as he sees that the man's tongue has been cut out - then the duskblade steps away as the assassin falls dead to the stone roof beneath his boots, trying to staunch the bleeding in his side. Amenhep sees the stairs and heads that way in the wake of Nevitash, not trusting his ability to climb the wall while wearing his heavy armor, though the half-orc inquisitor is able to run a bit faster than the paladin, being out in the open and not dodging between allies and so Nevitash pulls ahead of Amenhep as they both race for the stone steps leading to the roof. The inquisitor's summoned dagger stabs at the assassin, but misses badly.
The assassin (yellow) shouts in anger as Elliander dispatches his companion and coordinates his attack with the other assassin (green) - who scrambles over the wall and moves beneath a sun canopy, batting aside a small chair (double move 55') to engage the duskblade opposite his dark-clad companion. Though surrounded by enemies now, Elliander is somewhat relieved that only one is able to launch a well-aimed attack (23 -1 = 22 damage), opening another wound in his belly.
Yellow Assassin's Acrobatics Check: 1d20 + 15 ⇒ (10) + 15 = 25 vs Elliander's CMD to avoid AoO = Success!
Yellow Assassin's Rapier Attack: 1d20 + 10 ⇒ (11) + 10 = 21 vs Elliander's AC = Hit!
Rapier + Sneak Attack Damage: 1d6 + 1 ⇒ (4) + 1 = 55d6 ⇒ (1, 4, 5, 4, 5) = 19
Elliander, I think that AoO wouldn't benefit from Shocking Grasp, as it had already discharged with your second attack in the previous round. The good news though, is that I counted that -5 HP from bleeding too early, it takes effect at the start of YOUR turn, so you took no more damage this round (as I'd already subtracted it from your HP total on the assassin's action), but you will take 5 damage at the start of your next turn and going forward until you get some healing.
Player Handout - Mask of the Forgotten Pharaoh
Player Handout - Scrolls of Inquiry Excerpt
--------------------------------------------
Devin 48/59 Heroism (+2 morale bonus on attack rolls, saves, and skill checks) for 70 minutes]
Elliander 23/63 [Armor Crystal - DR 1, has absorbed 2 (of 10) damage this day; Bleeding (-5 HP at start of his turn each round - bypasses DR)]
Amenhep 58/58
Nevitash 71/71 [Magic Vestments (+1 enhancement bonus to armor) for 80 minutes]
2 Assassins [Yellow] - Unwounded Cover from those on the ground (15' up on rooftop behind a low wall); [Green] - Wounded (-3 damage) Total cover from those on the ground (15' up on rooftop behind a low wall)
Francis 49/53 [Removed backpack, holding scrollcase]
Nevitash |
Nevitash continues to move to the stairs as his magical dagger flies after the assassin and attacks him again.
The Spiritual Weapon follows and attacks Green. I double move.
Spiritual Weapon Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Spiritual Weapon Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Miss Chance: 1d100 ⇒ 75
Francis_Thrannel |
Francis directs the spiritual ally to move around the battle to a flanking position for Elliander. Maybe the assassins will be confused and try to attack it? Shrug?
Attack Green: 1d20 + 5 + 4 + 2 ⇒ (7) + 5 + 4 + 2 = 18
Blur Miss? 01-20: 1d100 ⇒ 13
Hit?: 1d8 + 2 ⇒ (3) + 2 = 5
Then he pulls out the scroll he wants and reads it, targeting the enemy on the corner. Hold Person Will Save DC13 negates.
Devin Horekson |
@Eliander, I figure you should be getting out of dodge now... If you dimensional hop back down, I can hit the area with glitterdust.
Elliander Celandi |
OK, Devin
Feeling too exposed and with blood running down his side, Elliander judges he’s done as good as he could now. Taking a step to the side to get out of the flanked position he then tries to cast a spell that will transfer him down to Francis and needed healing.
5’-step
Casting Defensively Dimension Hop
Concentration Check: 1d20 + 7 + 3 + 4 ⇒ (13) + 7 + 3 + 4 = 27 (Caster Level, Int, Combat Casting) vs DC 15+2x2=19
Devin Horekson |
Devin casts another spell onto the pair of assasins. Then he drops his whip and takes his longspear in both hand as he moves to cover any attempt to climb down from the rooftops (as Nev and Amenhep are running up...).
standard casts Glitterdust, will DC 15 or blind, green dashed area
free action - drop whip
move action - 5', draw longspear as a free action as part of the move action.
If they try to climb down, I will probably get an AoO, as I have a longspear...
To Hit, AoO: 1d20 + 5 + 2 + 1 + 1 ⇒ (5) + 5 + 2 + 1 + 1 = 14 vs FF? (if climbing, they need something special to get dex)
+2 heroism +1 enhancement +1 flagbearer
damage: 1d8 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
+2 heroism +1 enhancement +1 flagbearer
GM West |
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour after midday.
----------------------------------------------
Francis watches his spiritual champion fight, but the phantom warrior's blade misses. Then the cleric has his scroll in hand and he reads the magic words inscribed on the parchment, watching them disappear as he hurls the spell! Francis grins as he sees the assassin freeze up, his muscles locked in rigor as the magic takes effect. Devin calls out to Elliander and waits (Delay) for the duskblade to teleport out, which he does in the next instant - still bleeding badly - and the half-orc casts his own spell - and though the assassins are covered with glitter, they can still see just fine. Cursing softly under his breath, Devin moves and draws his longspear, hoping to cut them down as they descend the wall. Amenhep and Nevitash continue their jogging run toward the staircase, unaware of what's going on behind them. But at least the inquistor's dagger pierces the shoulder of the mobile assassin (7 damage).
In a surprising move, those on the ground see the frozen assassin dragged away from the edge by the other, and both disappear from view as they seem to move away from the edge and toward the far side of the roof. Elliander's wound continues to bleed...
Yellow Assassin's Will Save (vs Hold Person): 1d20 + 4 ⇒ (3) + 4 = 7 vs DC 13 = Failure!
Yellow Assassin's Will Save (vs Glitterdust): 1d20 + 4 ⇒ (13) + 4 = 17 vs DC 15 = Success!
Green Assassin's Will Save (vs Glitterdust): 1d20 + 4 ⇒ (14) + 4 = 18 vs DC 15 = Success!
Yellow Assassin's Will Save (vs Hold Person): 1d20 + 4 ⇒ (15) + 4 = 19 vs DC 13 = Success!
Because you are all on the ground, and the walls are 15' tall, none of you can see the assassins in their current position - especially because those walls extend above the roof about 3' or so. I believe the spiritual guardian can attack autonomously, but without a visible target, the spiritual dagger will return to Nevitash's side and hover. Note that your characters don't know that the one assassin is no longer paralyzed, as he didn't shrug it off until after the other one dragged him away from the edge and out of sight (using a standard action and a move action.)
Player Handout - Mask of the Forgotten Pharaoh
Player Handout - Scrolls of Inquiry Excerpt
--------------------------------------------
Elliander 18/63 [Armor Crystal - DR 1, has absorbed 2 (of 10) damage this day; Bleeding (-5 HP at start of his turn each round - bypasses DR)]
Devin 48/59 Heroism (+2 morale bonus on attack rolls, saves, and skill checks) for 70 minutes]
Amenhep 58/58
Nevitash 71/71 [Magic Vestments (+1 enhancement bonus to armor) for 80 minutes]
2 Assassins [20% Miss Chance w/ Blur spell] [Yellow] - Unwounded Total Cover from those on the ground (on the opposite side of a rooftop with 15' walls that jut 3' above the roof's surface); [Green] - Wounded (-10 damage) Total Cover from those on the ground (on the opposite side of a rooftop with 15' walls that jut 3' above the roof's surface)
Francis 49/53 [Removed backpack, holding scrollcase]
Francis_Thrannel |
Seeing the badly hurt Elliander appear by him Francis immediately calls on the power of Pharasma to cast his strongest available healing spell. He touches by a wound and feels the power course into the man.
Cure Critical Wound: 4d8 + 8 ⇒ (4, 5, 2, 3) + 8 = 22 Well, the roll could have been better....
Elliander Celandi |
If Francis healed Elliander in round 4 already, the duskblade will take no additional bleeding at the start of his turn in Round 5 and he will act immediately.
Otherwise, he’ll take some bleeding and delay until after Francis turn and then act.
Feeling his wound close some thanks to Francis’s healing, Elliander also activates his healing belt and then moves towards the stairs.
Standard action:
Healing belt, 3 charges heal: 4d8 ⇒ (1, 7, 2, 7) = 17 HP of damage
Move 30 feet
Devin Horekson |
Let's see - they're glitterdusted so hiding is going to be really difficult...
Devin looks at all the warriors running off to find the assassins, and at Francis, and finally at his longspear... and comes to the conclusion that the assorted bladesmen can take care of themselves. He and Francis will stick together to cover each other's backs.
"Francis, let's stick together"
delay and move with Francis...
Nevitash |
Nevitash starts up the stairs.
Assumingg the stairs are difficult terrain, I start heading up them. Longstrider would be so nice right now!
GM West |
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour after midday.
----------------------------------------------
Francis moves to heal Elliander as the situation grants a brief respite (22 HP healed), and the duskblade feels much better - though he's still wounded and the bleeding has stopped. Elliander activates the magic of his healing belt, and his remaining wounds disappear almost entirely (17 HP healed) as he heads toward the steps in the wake of the paladin. Amenhep is just approaching the stairs as Nevitash moves swiftly up them, the spiritual dagger hovering beside him. The half-orc can now see the rooftop and the haybale pushed up against it, along with the short ladder one can use to assist in climbing over the short, 3' wall that separates this rooftop from the next one over. He can see the top of the date palm tree, and the canopy shade that both rise up above the stone divider. But of the assassins, there is no sign from here. Nor does the enemy show themselves, at least not for the moment...
Party is up! Starting with Francis! You are correct Elliander, no more Bleed damage beginning in the 5th round as you acted after Francis - who took his action at the tail end of the 4th round. The steps up to the rooftop are NOT difficult terrain, though you cannot 'run' or 'charge' up them - so Nevitash, feel free to move yourself forward a bit if you'd like. Anyone moving toward the steps, be sure to move your tokens if you can so I know where you're at, and if you can't for any reason, just give me a direction and the amount of squares you moved and I'll do it for you. Nevitash can't see the assassins on the adjacent rooftop, so they're either crouching behind the wall somewhere around their current position on the map or they're somewhere else, or maybe invisible? You can't be sure. Francis, after re-reading the Spiritual Ally spell, I've confirmed you need to 'see' the target it attacks, just as you would for the Spiritual Weapon spell - so you were correct in not rolling it's attack last round. As you must use a swift action to make it move after an enemy, until you have visual contact with the assassins again, the Spiritual Ally can either stay in place on the map, or you can go ahead and make it move (30' movement, including fly) wherever you wish it to go - so long as you can see its destination. I'm fine if you wanted to do that last round during your action at the end of Round 4, as well as with this action at the end of Round 5.
Player Handout - Mask of the Forgotten Pharaoh
Player Handout - Scrolls of Inquiry Excerpt
--------------------------------------------
Elliander 57/63 [Armor Crystal - DR 1, has absorbed 2 (of 10) damage this day]
Devin 48/59 Heroism (+2 morale bonus on attack rolls, saves, and skill checks) for 70 minutes]
Amenhep 58/58
Nevitash 71/71 [Magic Vestments (+1 enhancement bonus to armor) for 80 minutes; Summoned Spiritual Weapon for 2 rounds]
2 Assassins [20% Miss Chance w/ Blur spell] [Yellow] - Unwounded Total Cover from those on the ground (on the opposite side of a rooftop with 15' walls that jut 3' above the roof's surface); [Green] - Unwounded Total Cover from those on the ground (on the opposite side of a rooftop with 15' walls that jut 3' above the roof's surface)
Francis 49/53 [Summoned Spiritual Ally for 3 rounds; Removed backpack, holding scrollcase]
Elliander Celandi |
Healed up some, Elliander takes on the chase again and runs toward the stairway, following Amenhep.
Double move 60 feet
Nevitash |
Nevitash continues towards the ladder up.
Double move. How much movement will it take to get up the ladder?
GM West |
Double move. How much movement will it take to get up the ladder?
That would be double movement over that 5' wall (so 10' to 'climb' it). Of course, you could also roll a Jump (3' clearance) to clear it without the double movement. If you have a free hand to boost yourself over, I'd let you do it at half the DC (round down) for the running high jump.
Devin Horekson |
@Gm West, a reminder, I hit both the remaining assassins with glitterdust; so they are taking a -40 to stealth checks (and invisbility won't work for them)...
Unsure of the status of the battle, Francis moves toward the stairs with Devin. "I don't hear fighting. What's happening?"
He pulls the scroll of Sound Burst out just in case....
"I don't hear fighting either. I don't know. Should we chase after the others, or should we see if there is anything to be done for poor Sourmal?"
GM West |
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour after midday.
----------------------------------------------
The group continues to close in on the rooftop - though Francis and Devin are on the ground with the walls rising fifteen feet over their heads. Nevitash is closer, on the adjacent rooftop with only a 3' high wall between him and where the assassins were last seen. Elliander and Amenhep are just gaining the rooftop a short distance behind the half-orc inquisitor.
Party is up! Starting with Francis! I moved Amenhep and Elliander both, as I don't think the duskblade's avatar on the map was moved from his previous location. And thanks for the reminder Devin, I'd actually forgotten the Gliterdust since they weren't blinded and it had no immediate effect on the Blur spell effect they had going on. But I would definitely affect their ability to sneak around unseen. It doesn't appear to you all that they're sneaking around though... They're either holed up in that corner, found another way out, or maybe teleported away? Hard to know for sure until someone gets a visual on that location. I'm also noting that nobody is sneaking, correct? You're all speaking aloud and moving at 'normal' speed?
Player Handout - Mask of the Forgotten Pharaoh
Player Handout - Scrolls of Inquiry Excerpt
--------------------------------------------
Elliander 57/63 [Armor Crystal - DR 1, has absorbed 2 (of 10) damage this day]
Devin 48/59 Heroism (+2 morale bonus on attack rolls, saves, and skill checks) for 70 minutes]
Amenhep 58/58
Nevitash 71/71 [Magic Vestments (+1 enhancement bonus to armor) for 80 minutes; Summoned Spiritual Weapon for 1 round]
2 Assassins [20% Miss Chance w/ Blur spell] [Yellow] - Unwounded Glitterdusted! Total Cover from those on the ground (on the opposite side of a rooftop with 15' walls that jut 3' above the roof's surface); [Green] - Unwounded Gliterdusted! Total Cover from those on the ground (on the opposite side of a rooftop with 15' walls that jut 3' above the roof's surface)
Francis 49/53 [Summoned Spiritual Ally for 2 rounds; Removed backpack, holding scrollcase]
Elliander Celandi |
Thanks, but I moved Elliander on the map before. (He lost some time while healing.) Moving him up on the roof will be his Round 7 move then.
Nevitash |
Nevitash climbs the ladder over the small wall. As he goes over the wall he draws his weapon.
I am not good at jumping, especially in my slow armor. So I am just going for the ladder. Once I get to the top, if I am not adjacent to one of the assasins I use the last round of my Spiritual Weapon to get an attack off on the first one I see. If I am adjacent to either bad guy I swing my sword at the first one I see and I am adjacent to.
Spiritual Weapon: 1d20 + 8 ⇒ (9) + 8 = 17
Spiritual Weapon Damage: 1d8 + 2 ⇒ (8) + 2 = 10
+1 Greataxe-PA: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
+1 Greataxe Damage+PA: 1d12 + 8 + 6 ⇒ (4) + 8 + 6 = 18
GM West |
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour after midday.
----------------------------------------------
Those on the ground or on the adjacent rooftop hear nothing and see nothing even as Amenhep hoists himself atop the thick hay bales and moves to leap down the low wall. His eyes scan the rooftop and he immediately spots the pair of glowing assassins - then there is the unmistakable twang of crossbows as a pair of bolts fly toward the exposed paladin. The good news for the armored warrior is that he saw the bolts fly toward him, negating their potentially deadly ability to attack him unawares. The bad news for Amenhep is that both of the heavy bolts fly true, sinking into his flesh, and the paladin feels the burning pain of their envenomed metal tips... [OOC - Please roll TWO Fort saves!]
Yellow Assassin Crossbow Attack: 1d20 + 12 ⇒ (11) + 12 = 23 vs Amenhep's FF AC = Hit!
Crossbow Bolt Damage: 1d10 + 2 ⇒ (8) + 2 = 10 + Poison!
Green Assassin Crossbow Attack: 1d20 + 12 ⇒ (10) + 12 = 22 vs Amenhep's FF AC = Hit!
Crossbow Bolt Damage: 1d10 + 2 ⇒ (8) + 2 = 10 + Poison!
Nevitash is up and over the ladder in the next moment, and he sees the assassins - no longer hidden now - dropping their crossbows and reaching for their rapiers. The half-orc sends his spiritual weapon at one of them, but it misses and then winks out of existence.
Francis, Elliander and Devin may act! The assassins had readied attacks with their crossbows, so they now act just before Amenhep - who have both effectively already acted in the new initiative order for Round 8. Amenhep, I do need you to roll two Fort saves, though!
Player Handout - Mask of the Forgotten Pharaoh
Player Handout - Scrolls of Inquiry Excerpt
--------------------------------------------
Elliander 57/63 [Armor Crystal - DR 1, has absorbed 2 (of 10) damage this day]
Devin 48/59 Heroism (+2 morale bonus on attack rolls, saves, and skill checks) for 70 minutes]
2 Assassins [20% Miss Chance w/ Blur spell] [Yellow] - Unwounded Glitterdusted! Total Cover from those on the ground (on the opposite side of a rooftop with 15' walls that jut 3' above the roof's surface); [Green] - Unwounded Gliterdusted! Total Cover from those on the ground (on the opposite side of a rooftop with 15' walls that jut 3' above the roof's surface)
Amenhep 38/58
Nevitash 71/71 [Magic Vestments (+1 enhancement bonus to armor) for 80 minutes]
Francis 49/53 [Summoned Spiritual Ally for 2 rounds; Removed backpack, holding scrollcase]
Devin Horekson |
Devin hustles along after Francis, and in fact passes him...
Double move - 60'
@GM, how high is that hurdle onto the landing (the wall I marked with a dashed purple oval)? What would the acrobatics check be to jump up and swing myself over (rather than going around the long way...)?
Elliander Celandi |
Elliander runs and jumps up on the haybale. He looks to see if he can spot the enemies.
Move and jump up 2 feet? 3 Feet? (DC 8/12) How high is the bale?
Acrobatics: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18 (ACP)
If he can see them, he will cast a spell, otherwise he'll continue up on the roof beside Nevitash.
GM West |
@Devin, I'm calling the rooftop about 12' above the ground (surrounded by those low 3' walls), so based on the first flight being a long one, with a short flight at the bend there, let's call that an 8' climb. Since climbing is generally 1/4 speed, it's probably six of one half dozen of the other if you run around to climb the stairs (again, no penalty for climbing stairs save you can't 'charge' up them.) An 'Accelerated Climb' might do it faster, but the DC to climb the wall is DC 15.
@Elliander, that haybale is about 2' high so call it an Athletics check at DC 8 to leap up without slowing. I'm also allowing anyone to hoist themselves up with no roll at all, counting it as twice normal movement to go from one square to the next. Same for the wall beyond, which is 1' high on the haybale side (DC4, I guess?) and a 3' drop on the other side. Moving through those three squares is at half normal movement (which is what I did for Amenhep) OR you can make three checks (Athletics 8DC, then 4DC, then Athletics OR Acrobatics at 4DC to jump down 3' without falling prone.)
Devin Horekson |
@GM West, if I have to use climb, then yes, it makes more sense to go round. Question is can I jump, using acrobatics, get my hands on top of the railing (8' up), and swing myself up and over... A 4' vertical jump would put my hands just a bit above waist level on the railing, and would be Acrobatics DC 16 (I have a +12)...
GM West |
@Devin, an 8' jump (even considering arm length) is still going to require some strength, then pulling yourself up and over... Hmm... I'm going to stick with Athletics being the main skill in play here (kinda like trying to jump up/climb a fence like in those police academy obstacle courses), but I'd allow that using Acrobatics could perhaps allow you to swing yourself up and over more quickly?
OK, so you can jump up (with a 10' running start) about 3 or 4 feet and grab the edge of the landing, then hoist yourself with an Athletics check of DC 10 (to pull yourself up onto the landing) AND a DC 15 Acrobatics (to basically flip up onto the landing without breaking stride.) Tough, but not impossible for an athletic and nimble adventurer. If you fail one of those rolls by five or less, it's not so smooth and you lose half your movement in the attempt. If you fail BOTH rolls by five or less, you lose 3/4 of your movement. Fail either by more than five and you wind up prone on the ground where you tried to make the jump. Sound fair?
Devin Horekson |
Two skill checks, Acro DC 15 and Athletics DC 10. Sounds fair. I don't know if that's what I'll do next turn, but it sounds fair.
PS. Athletics? Are you 3.5'ing again?
Elliander Celandi |
Sorry, A bit confused. Jumping up on the bale would be an Acrobatics check in Pathfinder 1.0, but an Athletics check in Pathfinder 2.0?
With a 30-feet move action, he can run and jump up on the bale with that result of 18 vs DC 8, right?
My previous question was if he can see any of the assassins from there (standing on the bale) as the wall is only 3’ and he’s already standing 2’ up, he should be able to see what’s on the roof on the other side of the wall.(?)
GM West |
@Devin, LOL! Dammit, mixing my versions is right! Though I think it might be 5e... Did I mention I'm running a pbp game in 3.5 PF AND 5e? :D First a Climb DC10 since you can't actually high jump 8' and you need to do a pull up to gain the ledge, then Acrobatics DC15 to swing yourself up high enough to land on your feet without breaking stride. Elliander, same thing - it's an Acrobatics check and yes, you're fine with that roll. And yes, you can definitely see the assassins once you're on the adjacent rooftop - though they'd have cover from the low wall. From atop the haystack, they don't have cover. Sorry for the confusion!!
Elliander Celandi |
Well up on the haybale, Elliander has a good view on what’s on the other side of the low wall and he spots the assassins. Still holding his sword and shield, he opts to send two rays at them.
Casting Level2: Scorching Ray, ranged touch attack, closest enemy I see
Ray 1: 1d20 + 9 ⇒ (15) + 9 = 24
Damage Roll: 4d6 ⇒ (2, 4, 5, 1) = 12 fire damage
Miss chance: 1d100 ⇒ 21 1-20 miss
Ray 2: 1d20 + 9 ⇒ (8) + 9 = 17
Damage Roll: 4d6 ⇒ (4, 2, 6, 5) = 17 fire damage
Miss chance: 1d100 ⇒ 67 1-20 miss
Saving Throw: none
Spell Resistance: yes
Caster level check: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 (Spell Penetration)