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Yeah, you'd attack twice, you'd get counterattacked twice, and your ally would get a free attack twice.
(And the "risk" of the counterattacks is really kind of minimal since you have the highest AC in the party) |
So if I only get hit once, it only grants one free attack? Meh.
Edit: nm, I misunderstood the power. I didn't read the "as a free action" part properly. But I can't see many isntances where the target wouldn't want to try and strike back/ |
Hmm. Unless it turns out be an issue let's just treat Bluff/Intimidate/Diplomacy as minor actions from now on, they don't really strike me as all that powerful anyway.
(and also you guys keep treating them as minor actions anyway) |
Well, getting +2 by a bluff check is only useful once an encounter, right? I'm not sure about intimidate, though.
Also, no idea what happened with that last update. |
Actually I thought we had been treating those as part of talking (ie free actions). I can get behind the ruling though!
I don't think we ever used intimidate in an encounter before. My sense is that it can be used to get a bloodied enemy to surrender. As for diplomacy, it can be quite potent (look what Glock did to the first two duergar Thunderspire encounters). As far as bluff is concerned, it seems like the only hard rules are you can use it to create a distraction to hide, as a standard action. Also Zeph, if I'm not mistaken, you can't take immediate actions on your own turn. This means that Vengeance is Mine can't be used in conjunction with Brash Assault when your enemy hits you. Though, it also means you can set triggers like: when enemy tries to attack me, move back my speed. Since opportunity actions are also included in the limitation :tpg: |
duurrrrhhhhuuuurrrr......is this true, DM?
Um, well, I still provoked him, whatever fucking category that falls under, maybe he'll try and hit me again when his turn comes up. Additional Spam: ALso, for my Endure Pain utility power, does "when I get hit" mean it happens before the enemy's dmg roll, or I have to take the dmg first? |
You take damage. And then gain resist 9 for 1 round.
But, you can only activate 1 immediate reaction power per round! |
So can I at this point use the Vengeance is Mine, or do I need to have readied it beforehand at some point?
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You can just declare it whenever you get hit, you don't need to ready it.
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I wondered about the squeezing, Pang, but shouldn't the warlord still only get an AoO if the goblin leaves a position adjacent to him?
Or is squeezing considered a separate action from shifting? I guess I could have been more specific. |
But the goblin did leave a position adjacent to him (albeit in order to enter another position adjacent to him).
If you had just had him shift twice you could have got him to the same place safely, though. :shrug: |
I will be gone for a week starting tomorrow for army shit. I doubt I'll have internet access at any point. Maybe once or twice. Somebody will have to cover my character.
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With luck, the encounter'll be over before your next turn! If I'm not mistaken you've just killed the Overlord.
if not, then it's an excellent opportunity for me to playtest a warlord, if only for a couple of turns! (I want to play a Tactical Warlord after Cal's death). That is, if Pang and Zeph acquiesces me handling Puyet temporarily! |
Fine by me assuming nobody else steps up (and Zeph seems to piss off nearly as many people as you do, so...)
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Denied. This is me stepping up.
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Can we get descriptions of what the goblin shop stuff does?
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Oh, I just figured everybody could just look them up in the shop section of Char Builder.
Just for clarity's sake: Stag Helm This helm sports a set of antlers and makes you as alert as a stag. Level: 5 Price: 1,000 gp Item Slot: Head Property: Gain a +2 item bonus to passive Perception checks. Also, you can take a minor action during a round when you are surprised. Flaying Gloves These tight-fitting gloves allow you to deal bleeding wounds with a light blade. Level: 4 Price: 840 gp Item Slot: Hands Power (Daily): Free Action. Use this power when you hit with a light blade melee attack and have combat advantage against the target. That attack deals an extra ongoing 5 damage (save ends). If the attack already deals ongoing damage of any type, this item’s power has no effect. Jester Shoes These colorful, pointed shoes help you stand out—but not stand up—in a crowd. Level: 2 Price: 520 gp Item Slot: Feet Power (Encounter): Immediate Interrupt. Use this power when you are pushed, pulled, or slid. Reduce the distance you are pulled, pushed, or slided by 1 square and fall prone. Phylactery of Action When tied around your arm, this black leather box lets your mind or body escape restraint. Level: 3 Price: 680 gp Item Slot: Arms Power (Encounter): No Action. Reroll a saving throw against any effect on you that applies one or more of these conditions: dazed, immobilized, petrified, restrained, or stunned. You must use the new result, even if it is lower. Belt of Resilience This common and well-worn belt aids those who aid you. Level: 1 Price: 360 gp Item Slot: Waist Property: Heal checks made to aid you gain a +2 item bonus. Potion of Clarity This cool cyan liquid hones your physical and mental acuity at a critical moment. Level: 5 Price: 50 gp Potion Power (Consumable): Minor Action. Once, before the end of the encounter, when you make an attack roll with an encounter or a daily attack power of 5th level or lower, you can reroll the attack roll but must use the second result. Inferno Oil Your weapon leaves behind a faint trace of oil, but it’s enough to set your enemy ablaze when it’s exposed to open flame. Level: 5 Price: 50 gp Alchemical Item Power (Consumable): Standard Action. Apply inferno oil to your weapon or to one piece of ammunition. Make a secondary attack against the next creature you hit with the coated weapon or ammunition: +8 vs. Reflex; the target gains vulnerable 5 fire (save ends). Onslaught Arrow This black arrow trails a bright pennant, flagging its target. Level: 2 Price: 25 gp Ammunition Enhancement: +1 attack rolls and damage rolls Property: When you hit an enemy with an attack using this ammunition, each ally that can see that enemy gains a +1 item bonus to attack rolls against it until the end of your next turn. |
On the note of my comment a couple of pages back: seeing as how I've got decent internet, and just barely enough time, if my turn comes up while it's still June, I'll be ready to jump in.
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Garr, perhaps it's best to save the plate for later. All your powers have taken a -2 to-hit penalty, and it's probably not worth the extra +3 AC.
We can always transfer the enchantment once the opportunity presents itself. |
Have fun dragging it behind you clanging about like tin cans on a newly weds' car.
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Presumably it won't be too different from the current situation of Garr dragging his old scale mail arround :tpg:
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It's not like Garr won't just go kick down every door you happen upon anyway.
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I'm just going to wait and see what the goblin finds out with the sunrod.
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Quote:
That being said, I'll be at Sass' place for the next few days leading up to the meet, and while I'll probably have some time to kill during the day I won't have access to my campaign files or Maptools so uh feel free to continue as normal and by normal I mean don't open any doors or fight anybody. Once the meet starts of course I don't expect to be online at all unless it's to transfer potential blackmail materials onto Youtube. I'd open the door to guest DMs like I did last year but 60% of the party will be at the meet anyways so it'd be a little pointless. |
But if you're desperate, I'll happily step in as a DM, you guys can trust me.
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