Krystoff wrote:Ashe will do a run and a run south.
Ashe can't run because he's slowed, but can move 2+2 S to Blade's SE. end of turn '15' no longer slowed. (unless you want to revise) Angelus' turn, then Telgarth, Blade, Ember, baddies...
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Krystoff wrote:Ashe will do a run and a run south.
bradly wrote:Krystoff wrote:Ashe will do a run and a run south.
Ashe can't run because he's slowed, but can move 2+2 S to Blade's SE. end of turn '15' no longer slowed. (unless you want to revise) Angelus' turn, then Telgarth, Blade, Ember, baddies...
Slowed
When a creature is slowed, its speed becomes 2 if it was higher than that. This speed applies to all of the creature’s movement modes (walking, flying, and so on), but it does not apply to forced movement against it, teleportation, or any other movement that doesn’t use the creature’s speed. The creature also cannot benefit from bonuses to speed, although it can take actions, such as the run action, that allow it to move farther than its speed.
[/quote]Dwarmaj wrote:although it can take actions, such as the run action, that allow it to move farther than its speed.
Mercury takes 8 hits from Ember's MM
jibuki wrote:Minor - switch to Sword of Eldritch Knight(Broadsword)
Move - SW,S,S,S,S,S
Standard - Bond of Pursuit, I should still be in range.
THIEVERY (DEXTERITY)
Armor Check Penalty
The Thievery skill encompasses various abilities that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand.
The DM might decide that some uses of this skill are so specialized that a creature is required to have training in Thievery to have a chance of succeeding.
DISABLE TRAP
Make a Thievery check to prevent a known trap from triggering. Some traps cannot be disabled using Thievery, as specified in those traps’ stat blocks (see “Traps and Hazards").
Action: Standard action. Unless otherwise noted, the creature must be adjacent to part of the trap to try to disable it.
DC: A trap’s description normally specifies the DC to disable it, generally the hard DC of its level. The creature gains a +2 bonus to the check if it uses thieves’ tools.
Success: The creature disables the trap. Some traps, however, require multiple checks to be disabled.
Failure by 4 or Less: Nothing happens, unless the trap’s description says otherwise.
Failure by 5 or More: The creature triggers the trap.
OPEN LOCK
Make a Thievery check to pick a lock.
Action: Standard action. Unless otherwise noted, the creature must be adjacent to a lock to pick it.
DC: If a lock has no DC specified, use the hard DC of the creature’s level. The DM might decide that a shoddy lock has a moderate DC instead. The creature gains a +2 bonus to the check if it uses thieves’ tools.
Success: The creature picks the lock. A complicated lock might require multiple checks before it can be opened.
PICK POCKET
Make a Thievery check to lift a small object (such as a purse or an amulet) from a creature without that creature being aware of the theft.
Action: Standard action. Unless otherwise noted, the creature must be adjacent to the target, and the target must not be holding the object.
DC: Hard DC of the target’s level.
Success: The creature lifts a small object from the target without the target noticing.
Failure by 4 or Less: The creature fails to lift an object, but the target doesn’t notice.
Failure by 5 or More: The creature fails to lift an object, and the target notices the attempt.
SLEIGHT OF HAND
Make a Thievery check to perform an act of legerdemain, such as palming an unattended object small enough to fit in the hand (a coin or a ring, for instance).
Action: Standard action. Unless otherwise noted, the creature performing the check must be adjacent to the object.
Opposed Check: Against the passive Perception of each creature present.
Success: The creature pulls off the sleight of hand.
Failure: The creature performs the sleight of hand but is obvious, unconvincing, or both.
IMPROVISING WITH THIEVERY
Fix a broken wagon (easy DC)
Craft a standard lock (moderate DC)
Bind a creature with rope (check result sets escape DC)
Ross wrote:Free: Throw 2 shrouds on Mercury.
Move: Adjacent to Mercury.
Standard: Leaping Shade (using my new Falchion) on Mercury, triggering the 4 Shrouds on her. Nonlethal damage.
Minor: If she's down try to grab the ring from her, preferably using my Thievery.
Ross wrote:How much did o miss by? I'll use my Lucky Charm if it's less than 5.
Mick wrote:With Mercury on her way to being toasted
move: run 2+2
standard: run 2+2
for the exit and hopelly make my save
Dwarmaj wrote:Does it look like there's a way to disable the door after we close it to make it more difficult for them to follow?
How sturdy is the door?
bradly wrote:This one is a trap door.
Dwarmaj wrote:Didn't know it was a trapdoor...
How far down is it?
What is the ladder made of?
Trevor wrote:
So, I will wait for you to see what happens with that additional info.
One more thing, if it does get dispelled, Aura takes 8 damage, not 10.
Trevor wrote:Minor - Summon spirit companion 1 square SE of closest officer (so most of them don't have a clear shot at it).
Run and Run South but don't go down sewer yet since that would lose LOS with spirit. If I can make it far enough I'd like to be behind Angelus for cover.
jibuki wrote:Move run toward exit
standard - run toward exit.
Dwarmaj wrote:Didn't know Aura couldn't make it to the ladder.
I'll revise my move action and take a minor.
Minor: use Fallen Needle movement to move 1NE+2N
Move: shift 1W (this should put me N of Aura).
Ross wrote:I'm not sure where the hole is I will do a
Move: run towards it.
Minor: Shade Form.
Standard: Not sure, it depends on who is near me and where the hold is.
Mick wrote:Ember will do a run 8 & run 8 down the trap door.
minor: light spell on staff of defense
Mick wrote:standard: second wind then
Ross wrote:Hate to say this, but I think Aura took 8 more damage when the Spirit was destroyed.
I was trying to reward your chivalry! Besides, you & Aura('s Spirit) soaked up a ton of damage that would have went to the party...Dwarmaj wrote:Hmm, guess I should have left when I had the chance...
Dwarmaj wrote:
Currently, Blade is on the ladder correct? Can someone jump down and go past him?
bradly wrote:The ladder is only big enough for one to use, but if you're jumping or climbing down the walls, yes, but it'd be a 'squeeze' (5' diameter round tunnel). Blade is just starting down the ladder, but Telgarth is standing directly under him in the sewer system.
bradly wrote:
10th shoots Aura 25 hit for 14 +daze Aura is down -9/58
...
Aura: -9/58 10/12 dying, dazed
Dwarmaj wrote:
Since you can move through an ally's space can't you jump though their space without affecting them?
bradly wrote:...if you're jumping or climbing down the walls, yes, but it'd be a 'squeeze
Dwarmaj wrote:
If it's 5' diameter and no way to jump to an adjacent space, then I'd end up in the same square as Telgarth and be prone whether or not I took damage from the fall.
Ross wrote:Is anyone down the ladder yet, or is Telgarth the furthest down?
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