HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10
if it helps, my barbarian speed bonus counteracts the -10ft speed from armor encumbrance. but i think they are requiring something like the dwarven ability to ignore the encumbrance, or having mithril armor. and yeah, 40 is ridiculous. The human record for high jump is 74.8in. Just the other day in the gym I did a standing jump of 42in, and I am not a world-class athlete by any means. That said, under acrobatics i see a medium character has a vertical reach of 8ft, so potentially I only need to high jump 2 or 3 feet to attack a thing 10ft up, if you want to interpret the rules that way. That is still a 16 or 24 acrobatics, respectively. If I can't reach the enemy, then i just do nothing for the rest of the combat.
HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10
DM Jelani wrote:
ok, so i suppose your first point is valid, i didnt think of it as "dividing movement" since i am not in full control of the fall. I was referencing a rule from 3.5 (not sure if it made the cut into PF or was an assumed thing) where you can only fall so much in a turn according to your max speed, so i was treating the fall as just "something that realistically happens" as opposed to "technically being a spring attack". As such, his movement would technically end with his feet 5ft off the ground. given your second point, and looking it up, wow. never noticed that, at all. had i known, i would have built this character way differently. I didnt even imagine that rule could exist, as it makes no sense. Armor already has ACP, so why go the extra mile to say a character who is really good at acrobatics simply cannot in any way adjust (by taking the ACP) enough to do a simple maneuver? i COULD jump a high jump from standing, but the DC would be 40 to get 5ft off the ground. So no i cannot, until my modifier becomes +20.
HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10
Kodlak sees the creature out of reach, runs back a few paces, then takes a running jump at the creature, swinging his magical blade through the air! AC now 23, +12 temp HP, Weapon is +1 in case that matters for enemy DR atk: 1d20 + 14 ⇒ (15) + 14 = 29
acrobatics avoid AoO: 1d20 + 16 ⇒ (4) + 16 = 20 vs opponent CMD
DC 20 jump will get me close enough to melee the creature. He can move 10ft back, run 10ft, jump 5ft, fall 5ft, and that is his 30ft movement for the round.
HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10
it would be helpful if the enemies were labeled with numbers or something. to me, any of those three enemies could be called belker, elemental, or whirlwind. If you are saying that the enemy my tile is currently on top of is out of reach, then i will 5ft step south and attack that enemy.
HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10
that attack misses Kodlak, his AC is 23. His stat like says 21, because that is sans-rage, but in my raged combat posts i included the adjusted value. Kodlak attacks the air elemental or whatever creature that is just on top of him (i assume that is a creature?). AC now 23, +12 temp HP, Weapon is +1 in case that matters for enemy DR atk: 1d20 + 14 ⇒ (11) + 14 = 25
atk: 1d20 + 6 ⇒ (17) + 6 = 23
HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10
Kodlak takes a 5ft step and attacks the belker. AC now 23, +12 temp HP, Weapon is +1 in case that matters for enemy DR atk: 1d20 + 14 ⇒ (4) + 14 = 18
atk: 1d20 + 6 ⇒ (12) + 6 = 18
HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10
Kodlak rages, moves to the wall and assumes a Guarded Stance.
readied attack on first enemy to threaten
HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10
no discussion thread, so: Heads up, My posts will be sparing for the next day. I will be flying on a trip. The trip will be mostly leisure, but I will be working via phone/laptop. As such, I will still have time to post. If you are one of those folks that has estimated the approximate times I am typically online, I will be on at different times. Five hour time zone difference will have me signing off five hours early, but also a drastically reduced work schedule will have me begin posting much earlier.
HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10
10+9+6+7 damage I see a total of 32 damage, plus 13 from last round equals 45, I have 45 HP plus 8 Temp HP from raging. So i should be at 8; 6 if you count the bleed starting right as my turn begins. Kodlak takes a swing at the avian before attempting to leap out of the fray. attack: 1d20 + 11 ⇒ (14) + 11 = 25
acrobatics: 1d20 + 14 ⇒ (4) + 14 = 18 to avoid avian AoO if the avian AoOs me, i have an item that will heal me automatically
HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10
acrobatics: 1d20 + 14 ⇒ (3) + 14 = 17 vs Avian CMD to avoid AoO Kodlak stomps his feet, activating his boots and rushes in in a rage. "DIE!" ATTACK: 1d20 + 11 ⇒ (2) + 11 = 13 +2 if i didnt provoke an AoO
HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10
ah, beat me to it. Is there more space back there? If not, guess i will ready an attack in case the beast spills out into our area. Headed to work now, next post by me will be 8hrs
HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10
which way? I thought there was one tunnel out, which has an enemy in it? I cant see further down the tunnel so i dont know if i can move my token there even if i did acrobatics to get there.
HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10
i moved, is that wavy line on the left a wall? i cant tell, but it wont let me move into it, if it isnt a wall, then i wanted to go that way instead but oh well. Kodlak moves to shore up their line, his weapon ready to strike any foe moving in range. single move to my current position, readying standard to strike an enemy that comes in melee range. No rage yet.
HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10
i was gonna ask in discussion, but there isn't a thread. How do i use the polyline tool? the last roll20 i was in, the GM did all the moving of our tokens so i didnt learn anything.
HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13 Human Unchained Barbarian (Invulnerable Rager) 10
Kodlak draws his bastard sword, gripping it in his right gauntlet, and he wraps the chains attached to the gauntlet around the handle and hilt of the sword before clipping the chain back to the glove. It doesn't look like the sword will come out of his hand easily. His other hand, covered to the elbow with a heavily spiked and reinforced gauntlet wrapped in strips of fur, runs his hand across his bandolier to ensure his potions and dagger are in place. A last minute check of the fittings on his breastplate, and a kick to the dirty sand by his large fur boots, and it is clear he is ready for combat. |