Bolt can't see very far while her eyes are grown over ((30ft)). So she will need to get really close to those giants. She dashes as far as she can get, then uses her extra hatred against those giants to muster some additional strength to get close ((action surge - dashing 120ft)). Finally. This time she will get a kill. She tries to end in a spot where she can get some cover behind one of the dead giants.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Patter hunkers down in the rubble, waiting for the giants to get within range, while Bolt picks her way forward, moving in the direction her allies are facing as they come within range of her senses.
The two giants addled by Grandpa's spell surge forward, but are passed by the giant to the rear, who is not struggling with coordinating their movements to the same degree.
A target finally within range, Patter unleashes his held magic, the chaos having built up in him as well. The rear giant who passed the other two gets blasted with boom of thunder...
His fingertips itch as his nails begin growing, and growing, and growing...
56. Your fingernails grow uncontrollably long. Until they are trimmed, any weapon attacks are at disadvantage, as are any spell attacks with a somatic component. Creatures making a save against any spells you cast with a somatic component also have advantage on their save.
grandpa ushers black to move forward and a bit to the left. Getting very close to these big creatures; When he is next to the upper giant he unleashes a stream of acid (Tasha's Caustic Brew from his wand (I believe he should be able to get all three; but if not than at least 2 in a 30ft line) upcasting it at 3rd level.
I need a DC 16 Dex save and on a fail they are covered by acid; taking damage (6d4) at the start of their turns. After which he ushers black to dash out of the way into the alley as far as possible (I believe I should be able to get 25/30ft in there? with the 80ft of movement including a dash of Black) knowing his previous spell should prevent an opp attack.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Afraid of his horse, Ayen runs towards the friendlier-looking giants, and enters a defensive stance, preparing himself to be attacked by the horse. Only then, he realises it's just his horse, and there's nothing scary about that.
(Ayen moves 30' towards the giants and then dodges.)
He does have his thieves tools, which contain a "set of narrow-bladed scissors" so actually he's got the perfect tool. How many could he get with an action and bonus action? Do I roll for this? What a peculiar game this is :)
((He has the perfect tool, but has to get it out first, and he's going to have to use those scissors without being able to put his fingers through the loops of the handle! Is it stored in your pack, or at your side? Let's say you can use your action and bonus action to try to resolve it, DC 10 Sleight of Hand at disadvantage to get the tool out, then DC 12 Sleight of Hand at disadvantage to get one hand trimmed to where you can functionally use stuff. If you get one hand cleared, then on a future turn you can use action or bonus action to make a DC 12 SoH check without disadvantage to trim the other. But might be many of your normal things you only need one hand for?))
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Bryn rushes forward, using his Cunning Action to dash forward as far as he can go, stretches his arm out and yells “chill out tall man!” as he casts Ray of Frost at the giant in front of him.
((if it hits the giant is slowed by 10 feet until the start of my next turn))
Ray of Frost: Attack: 14 Damage: Unable to parse dice roll.
The middle one avoids the worst of hit, but he hits the other two. As he backs up, the northernmost takes a swipe at him.
((Until end of their turn they couldn't take reactions, but they just went, so it can? I think I'm reading it right, but you're the only one whose used that spell in a game I've been part of, so weigh in.))
Greatclub Attack: 15 Damage: 24
((Misses anyway.))
Ayen runs up and cowers behind Storm.
Patter manages to get the 'nail clippers' out of his pack, but fumbles trying to use them.
Bryn charges to the front line and sends a bolt of cold crackling past the giants.
BB exits the far side of the building (and still has 15 ft of movement if he wants it, but that's move and dash).
Any chance this sort of attack would be allowed with Keller's hands being as they are? Being ephemeral and psychic and thus the throw maybe not bothered by the nails?
Psychic blades:
Psychic Blades
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
((Ah, that makes sense. Yes I’ll do that please))
Bolt can't see very far while her eyes are grown over ((30ft)). So she will need to get really close to those giants. She dashes as far as she can get, then uses her extra hatred against those giants to muster some additional strength to get close ((action surge - dashing 120ft)). Finally. This time she will get a kill. She tries to end in a spot where she can get some cover behind one of the dead giants.
((Movement, Action, Action Surge = 90ft?))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Got it, red ones are still the same dead ones as before - thought we had already moved along.
Keller moves into the rubble with his movement and holds the spell till there’s a giant within range. So as to keep the roll and not change too much.
((You'd gone back out to reclaim horses, and on the way in drew the notice of more.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
((yes, that's right))
(Is it the giants turn?)
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Patter hunkers down in the rubble, waiting for the giants to get within range, while Bolt picks her way forward, moving in the direction her allies are facing as they come within range of her senses.
The two giants addled by Grandpa's spell surge forward, but are passed by the giant to the rear, who is not struggling with coordinating their movements to the same degree.
A target finally within range, Patter unleashes his held magic, the chaos having built up in him as well. The rear giant who passed the other two gets blasted with boom of thunder...
His fingertips itch as his nails begin growing, and growing, and growing...
56. Your fingernails grow uncontrollably long. Until they are trimmed, any weapon attacks are at disadvantage, as are any spell attacks with a somatic component. Creatures making a save against any spells you cast with a somatic component also have advantage on their save.
Turn Order: Ayen > Bryn > Salkur> Stables > BB > Rusty > Randy > Meta > Storm > Keller > Bolt > GIANTS >
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
grandpa ushers black to move forward and a bit to the left. Getting very close to these big creatures; When he is next to the upper giant he unleashes a stream of acid (Tasha's Caustic Brew from his wand (I believe he should be able to get all three; but if not than at least 2 in a 30ft line) upcasting it at 3rd level.
I need a DC 16 Dex save and on a fail they are covered by acid; taking damage (6d4) at the start of their turns. After which he ushers black to dash out of the way into the alley as far as possible (I believe I should be able to get 25/30ft in there? with the 80ft of movement including a dash of Black) knowing his previous spell should prevent an opp attack.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Afraid of his horse, Ayen runs towards the friendlier-looking giants, and enters a defensive stance, preparing himself to be attacked by the horse. Only then, he realises it's just his horse, and there's nothing scary about that.
(Ayen moves 30' towards the giants and then dodges.)
Varielky | Werhann
(That's a pretty gross wild magic effect! How long would it take to roughly trim them into usefulness?)
((Might depend on what you're doing to trim them... Biting will take a while!))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
He does have his thieves tools, which contain a "set of narrow-bladed scissors" so actually he's got the perfect tool. How many could he get with an action and bonus action? Do I roll for this? What a peculiar game this is :)
((He has the perfect tool, but has to get it out first, and he's going to have to use those scissors without being able to put his fingers through the loops of the handle! Is it stored in your pack, or at your side? Let's say you can use your action and bonus action to try to resolve it, DC 10 Sleight of Hand at disadvantage to get the tool out, then DC 12 Sleight of Hand at disadvantage to get one hand trimmed to where you can functionally use stuff. If you get one hand cleared, then on a future turn you can use action or bonus action to make a DC 12 SoH check without disadvantage to trim the other. But might be many of your normal things you only need one hand for?))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
This has been a weird battle for Keller!
Get tool out: 5
First hand: 4
Bryn rushes forward, using his Cunning Action to dash forward as far as he can go, stretches his arm out and yells “chill out tall man!” as he casts Ray of Frost at the giant in front of him.
((if it hits the giant is slowed by 10 feet until the start of my next turn))
Ray of Frost: Attack: 14 Damage: Unable to parse dice roll.
BB heads back through the building to get behind the giants again if he can.
Grandpa positions himself to hit all three as a gout of acid splashes forth.
Giant DEX Save: 0
Giant DEX Save: 4
Giant DEX Save: 19
The middle one avoids the worst of hit, but he hits the other two. As he backs up, the northernmost takes a swipe at him.
((Until end of their turn they couldn't take reactions, but they just went, so it can? I think I'm reading it right, but you're the only one whose used that spell in a game I've been part of, so weigh in.))
Greatclub Attack: 15 Damage: 24
((Misses anyway.))
Ayen runs up and cowers behind Storm.
Patter manages to get the 'nail clippers' out of his pack, but fumbles trying to use them.
Bryn charges to the front line and sends a bolt of cold crackling past the giants.
BB exits the far side of the building (and still has 15 ft of movement if he wants it, but that's move and dash).
Stables > Rusty > Randy > Meta > Storm > Keller > Bolt > GIANTS > Salkur> Ayen > Bryn > BB >
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Any chance this sort of attack would be allowed with Keller's hands being as they are? Being ephemeral and psychic and thus the throw maybe not bothered by the nails?
Psychic blades:
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
((He is going to stay inside the building rather than leap out for them to munch on, if possible.))