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Well, you can't attempt to force a surrender until the enemy is bloodied, anyway, but it's basically a roll vs the enemy's Will defense, with your Intimidation bonus added (+6 in your case):
Intimidate: Standard action in combat or part of a skill challenge. ✦ Opposed Check: Intimidate vs. Will (see the table for modifiers to your target’s defense). If you can’t speak a language your target understands, you take a –5 penalty to your check. If you attempt to intimidate multiple enemies at once, make a separate Intimidate check against each enemy’s Will defense. Each target must be able to see and hear you. ✦ Success: You force a bloodied target to surrender, get a target to reveal secrets against its will, or cow a target into taking some other action. ✦ Failure: If you attempted to intimidate the target during combat, you can’t try again against that target during this encounter. ✦ Target Becomes Hostile: Using Intimidate usually makes a target hostile toward you, even if you don’t succeed on the check. As far as taking prisoners goes, you can also declare your intent to knock out an enemy rather than kill it when it's reduced to 0 HP. Of course, this only works if you're the one that makes the finishing blow. FELIPE NO |
I should have probably noticed this before, but Gabriel is actually already over his daily limit for Lay On Hands (he's only supposed to get two).
I'm not going to try to take back the third one but four is pushing it. :/ What, you don't want my bikini-clad body? ![]() |
The Dude Has Got No Mercy How ya doing, buddy? ![]() |
Allez-oup
First Aid Make a Heal check to administer first aid. First Aid: Standard action. ✦ DC: Varies depending on the task you’re attempting. ✦ Use Second Wind: Make a DC 10 Heal check to allow an adjacent character to use his or her second wind (page 291) without the character having to spend an action. The character doesn’t gain the defense bonuses normally granted by second wind. ✦ Stabilize the Dying: Make a DC 15 Heal check to stabilize an adjacent dying character. If you succeed, the character can stop making death saving throws until he or she takes damage. The character’s current hit point total doesn’t change as a result of being stabilized. ✦ Grant a Saving Throw: Make a DC 15 Heal check. If you succeed, an adjacent ally can immediately make a saving throw, or the ally gets a +2 bonus to a saving throw at the end of his or her next turn. edit: looks like Chanic already summed it up, but here it is just for the benefit of the bookless There's nowhere I can't reach. ![]() |
Opening the door to release the hypothetical massive fire-breathing dragon would be a minor action.
This thing is sticky, and I don't like it. I don't appreciate it. ![]() |
Yeah, bashing down a door would be Standard.
Most amazing jew boots ![]() |
Ok, you can RIP THE DOOR OFF ITS HINGES, SPLINTERING IT INTO A THOUSAND JAGGED SHARDS IN A DISPLAY OF MIGHT THAT SHALL ECHO, YEA, UNTO A THOUSAND GENERATIONS AS ONLOOKERS TELL OF THE NIGHTMARISH SIGHT OF THE STRONGEST MORTAL CREATURE WHO EVER LIVED as a standard action.
I was speaking idiomatically. ![]() |
If you're not fighting, and you're not sleeping, you're taking a short rest.
Process of elimination++ What kind of toxic man-thing is happening now? |
If neither of you wants to continue with Soggy that's why we have the reserve list.
Lurker, does your Halfling Cleric have a name or should I just spin the Wheel of Hilarious Epithets? FELIPE NO ![]() |
As for Mirtul, it's essentially May. The current day is the 15th. ![]() Most amazing jew boots |
Yeah, half the party is resting and we already knew Bob wasn't particularly likely to walk into the unknown without his meatshields. Think of it as a beautiful opportunity for individual glory! Individual riches! Individual death!
Jam it back in, in the dark. |
I don't think you could really spend more than an hour or so doing what the party's accomplished since the battle, so I can't really grant any restoration. Everyone does have a new action point, though. I believe you're out of dailies excepting the wand.
The hallway opened up on the south wall. The lever is on your side of the portcullis. There's nowhere I can't reach. ![]() |
And Deni gets the Golden Just Do Something Already Award.
Deni, your confident decision to Just Do Something Already is an inspiration to us all. This thing is sticky, and I don't like it. I don't appreciate it. ![]() |
Fix what, exactly, other than my excessive generosity?
![]() Oh wait I see I am a dolphin, do you want me on your body? ![]()
Last edited by The unmovable stubborn; Aug 29, 2008 at 04:33 AM.
Reason: oh dear
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Zeph, do you have some kind of secret plan or are you trying to get yourself killed?
I was speaking idiomatically. |
Argumentus has been Grabbed, which prevents him from moving. (He can still attack).
In order to break out of a Grab, he can attempt to Escape as a move action. If/when you attempt to Escape a Grab, indicate what direction you want to shift in should you succeed. What kind of toxic man-thing is happening now? |
Oh Acer nobody is going to take you from your new house
You may receive some guests though FELIPE NO ![]() |
You can drop something as a free action (and you can do a free action any time), so you could just "drop" it into their hands as they pass, I figure.
What, you don't want my bikini-clad body? ![]() |
Absolutely you can do that. They get a chance to catch themselves on the way over the edge, but it's still worth a shot.
edit: There doesn't appear to be any way to "dodge" a bullrush per se, it's a vs. Fortitude defense so "missing" just assumes you bounced off the target like a chump. If they have somebody grabbed when they go over they get a separate roll to see if their hostage goes down with them. Jam it back in, in the dark. ![]()
Last edited by The unmovable stubborn; Sep 4, 2008 at 11:21 AM.
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Yeeeeeeeeeeeeees.
There's nowhere I can't reach. |
Well, since I did offer knk the opportunity to switch an at-will I guess it'd be only fair to extend that to everyone else (excepting Deni, who picked his own in the first place). You've used Cloud of Daggers maybe three times, so if you want to switch that for something else:
Illusory Ambush Wizard Attack 1 You create an illusion of swirling spectral assailants that swarm over your enemy. At-Will ✦ Arcane, Illusion, Implement, Psychic Standard Action - Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. Magic Missile Wizard Attack 1 You launch a silvery bolt of force at an enemy. At-Will ✦ Arcane, Force, Implement Standard Action - Ranged 20 Target: One creature Attack: Intelligence vs. Reflex Hit: 2d4 + Intelligence modifier force damage. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. Scorching Burst Wizard Attack 1 A vertical column of golden flames burns all within. At-Will ✦ Arcane, Fire, Implement Standard Action - Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier fire damage. Thunderwave Wizard Attack 1 You create a whip-crack of sonic power that lashes up from the ground. At-Will ✦ Arcane, Implement, Thunder Standard Action - Close blast 3 Target: Each creature in blast Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier. (of course, if you take this it makes your wand redundant, but meh.) This thing is sticky, and I don't like it. I don't appreciate it. |
Shin, here's your new reference card:
There aren't as many options for Warlords yet, but this is what's available: Commander’s Strike Warlord Attack 1 With a shout, you command an ally to attack. At-Will ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: An ally of your choice makes a melee basic attack against the target Hit: Ally’s basic attack damage + your Intelligence modifier. Furious Smash Warlord Attack 1 You slam your shield into your enemy, bash him with your weapon’s haft, or drive your shoulder into his gut. Your attack doesn’t do much damage — but your anger inspires your ally to match your ferocity. At-Will ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: Deal damage equal to your Strength modifier, and then choose one ally adjacent to either you or the target. This ally applies your Charisma modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost. I am a dolphin, do you want me on your body?
Last edited by The unmovable stubborn; Sep 10, 2008 at 01:20 AM.
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![]() Just keep in mind that since it's a melee weapon attack, both you and the ally have to be in melee range of whatever you're attacking.
I was speaking idiomatically. |
Well, shit.
I'll take back Fescue until the end of the current fight, and if that doesn't kill him I guess I'll retire him some other way. All the best in dealing with your clusterfuck. See you when you're sorted. ![]() EDIT: Just in case it merges my doublepost, Brady's up. What kind of toxic man-thing is happening now?
Last edited by The unmovable stubborn; Sep 11, 2008 at 05:27 AM.
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Yeah, I don't mind a character switching hands temporarily, but Zeph's situation is likely to take more than a few days to resolve and just juggling a PC from one player to the next is unfair to people in the queue.
I am sure there will further opportunities for emergency pilots in the future, though. FELIPE NO |