ooc: Can Orues make a standing jump higher than normal (already 7 feet) with his move action (if, yes, Atheltics roll 11) and then calculate to use the wand towards the foes when he reaches the peak of his jump? In this way, more or leass, everyone should be impacted. Of course he would jump on the spot where the spike is broken...
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
I'm pretty sure that won't work, because half of 7 is only 3 feet 6 inches. You don't have you height listed on your sheet, I'm going to assume an average of around 5' 8". I'll do the math tomorrow, but I don't really think it will work. Or if it does the hobgoblins will have advantage on their Dex saves because you won't be able to see where you are aiming it. Regardless the fall and recovery took your turn, so you would have to wait until next round.
Edit 1: Cool the spoiler is still a spoiler even in a quote. The relevant portion is in bold.
Edit 2: I will probably let you try to make an Athletics check to see if you can pull it off. Maybe 1 for 1 inches, so if you get 11 you can make it another 11 inches higher, or maybe .5 to 1 so an 11 would be an additional 5 in inches. I'll think about it and let you know tomorrow.
Ok, I've done the math and this is what I came up with.
10 feet pit = 120 inches You are 5 8? = 68 inches Distance from the top of your head to your eyes = 6 inches Your normal high jump 42 inches 68 + 42 = 110 inches You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height. = 102 inches 102 + 42 = 144
So if you just do a normal high jump with your hand extended you can use the wand blind.
For a blind wand use roll a d20: 1=bad (I will make a roll to determine if you hit you party instead); 2-5=You are off 30° Left; 6-9=You are off 30° Right; 10-14=You are off 10° Left; 15-19=You are off 10° Right; 20=Bullseye.
To be able to fire the wand without being blind you would need to make an Athletics check DC 16 [110in (your normal high jump) + 10in (the distance for your head to clear) + 6in (the distance for your eyes to clear)] at 1inch per DC.
You would also have a 50% chance of landing on 1d4 spikes at the end of the maneuver.
Another point for the party to consider is the only light source in the room is the Light spell Alben keeps casting on Oreus' glaive. Which is now at the bottom of the pit. That will make it impossible for those without Darkvision to see the Archers in the back.
Ollie is just gonna stay for now. Rellahne is a bit more concerned with using her companion when the party hasn't approached yet thanks to the hole in front of them.
ooc: let's jest hope I understood. Congrats for the calculation
Oreus does not give in. He already took his belongings.
WIth the back-eye he saw a rope launched by one of his companion, but he is not convinced...at all.
Yes, climbing with a swamp of hobgoblins launching everything at me, eh?! Screw it, screw it. Oh gods help me, if I see them ,fine, otherwise I will risk!
The paladin pins his glaive between the closest spike and the closest wall, using both as leverage to jump with the wand in hand.
(Athletics 26)
if Atlethics less than 16, blind wand use roll 4
falling on a spike (51-100) or the only one that is already broken (1-50): 9
Rellahne is able to avoid the trap and quickly moves onto solid floor.
Oreus is not quite fast enough, maybe because of his heavy armor, and falls into the pit. He strikes two spikes, but one breaks on his armor. Oreus is prone and in the fall his lost hold of both his wand and his glaive, both of which are scattered around in the pit. He gets up (I assuming that you will do this this round, if you want to wait let me know) and gathers his belongings. End of his round.
Tyris, being one of the few party members who doesn't have Darkvision, pulls out a Sunrod and lights it.
Alben fire ls off a Magic Missile at the Archer who is directing down the hall from him. The three magic darts slam into the Hobgoblin and he drops down dead.
(There hasn't been a whole lot of movement since the last Map update, so I am just going to show that map.)
This post has potentially manipulated dice roll results.
Rellahne panics a little bit at the sight of a small army of hobgoblins appearing in front of her, along with the trap she just barely avoided. Just out of instinct, she pulls out a scroll and keeps it on her hand (Shield). She doesn't plan on using it, so instead, she raises her other hand and casts Toll the Dead against one of the guards in front of them.
DC 13 Wis Save or take 6 Necrotic Damage. (Assuming this guard was at full health, otherwise, 12 damage instead)
This post has potentially manipulated dice roll results.
Rellahne after a slight nervous breakdown, is able to cast a spell, targeting G3.
G3 Wisdom save 7. The Hobgoblin Guard look a little bit paler than before.
Fellian will shoot his Shortbow at the remaining archer Attack: 22 Damage: 7, but the arrow goes wide.
Fario is not sure if he can jump the pit, with the wall of Hobgoblins on the other side. So he puts away his swords and draws his Longbow. He shoots his longbow at the guard in front of him (G4) Attack: 9 Damage: 6, and manages to hit the heavily shielded hobgoblin.
The four hobgoblins with the Tower Shields take their actions to set the shields. This gives them Full Cover, the Lancers Three-Quarters cover, and the remaining Archer Half Cover. They have a -2 penalty on Dex saves.
L2 puts his lance down and draws a javelin from his quiver and popping up above the shields throws it at (1=Fellian, 2-3=Shadow, 4-5=Rellahne, 6=Fario, 7=Alben, 8=Tyris) 7 at Fellian. Javelin Attack: 23 Damage: 18. The javelin smashes into Fellian, leaving him badly wounded.
L4 puts his lance down and draws a javelin from his quiver and popping up above the shields throws it at (1=Fellian, 2=Shadow, 3-4=Rellahne, 5-6=Fario, 7=Alben, 8=Tyris) 8 at Shadow. Javelin Attack: 11 Damage: 11. The Javelin hits Shadow and drops him unconscious.
The remaining Archer shoots his bow at (1=Fellian, 2=Rellahne, 3=Fario, 4=Alben, 5=Tyris) 4 Fario, returning the fire. Longbow attack Attack: 17 Damage: 7. Fario gets half cover from the Shields, but it isn't enough to block the incoming arrow, which does a little bit of damage as it strikes home.
ooc: let's jest hope I understood. Congrats for the calculation
Oreus does not give in. He already took his belongings.
WIth the back-eye he saw a rope launched by one of his companion, but he is not convinced...at all.
Yes, climbing with a swamp of hobgoblins launching everything at me, eh?! Screw it, screw it. Oh gods help me, if I see them ,fine, otherwise I will risk!
The paladin pins his glaive between the closest spike and the closest wall, using both as leverage to jump with the wand in hand.
(Athletics 26)
if Atlethics less than 16, blind wand use roll 4
falling on a spike (51-100) or the only one that is already broken (1-50): 9
Oreus takes his turn, by moving forward 5 feet and making an amazing leap upwards and firing off his Wand of Burning Hands. He is able to attack G2, G3, L2, L3, and L4.
Each makes a dex save DC 12
Oreus let me know how many charges are you using and then roll your damage.
Then give me a Con save
Oreus is not about to control his landing however and falls on 3 spikes. Spike 1 Attack: 16 Damage: 4, Spike 2 Attack: 11 Damage: 2, Spike 3 Attack: 11 Damage: 1, Spike 4 Attack: 8 Damage: 4.
Rellahne remains careful about using her companion and so Ollie doesn't leave her owner's shoulder. Ollie's only action is to dodge on the small off chance that anyone thinks of hurting the owl.
This post has potentially manipulated dice roll results.
CON SAVE 5
I use all the charges (7) , hence damage: 28
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
This post has potentially manipulated dice roll results.
Tyris sees Shadow drop and steps forward next to his ally. Placing his ally on Shadow's shoulder, he channels healing energy into him (4 healing). Looking back up at their foes and marks one of the archers as his prey for next turn (Slayer's Prey on A1).
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I'm pretty sure that won't work, because half of 7 is only 3 feet 6 inches. You don't have you height listed on your sheet, I'm going to assume an average of around 5' 8". I'll do the math tomorrow, but I don't really think it will work. Or if it does the hobgoblins will have advantage on their Dex saves because you won't be able to see where you are aiming it. Regardless the fall and recovery took your turn, so you would have to wait until next round.
Edit 1: Cool the spoiler is still a spoiler even in a quote. The relevant portion is in bold.
Edit 2: I will probably let you try to make an Athletics check to see if you can pull it off. Maybe 1 for 1 inches, so if you get 11 you can make it another 11 inches higher, or maybe .5 to 1 so an 11 would be an additional 5 in inches. I'll think about it and let you know tomorrow.
Ok, I've done the math and this is what I came up with.
10 feet pit = 120 inches
You are 5 8? = 68 inches
Distance from the top of your head to your eyes = 6 inches
Your normal high jump 42 inches
68 + 42 = 110 inches
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height. = 102 inches
102 + 42 = 144
So if you just do a normal high jump with your hand extended you can use the wand blind.
For a blind wand use roll a d20: 1=bad (I will make a roll to determine if you hit you party instead); 2-5=You are off 30° Left; 6-9=You are off 30° Right; 10-14=You are off 10° Left; 15-19=You are off 10° Right; 20=Bullseye.
To be able to fire the wand without being blind you would need to make an Athletics check DC 16 [110in (your normal high jump) + 10in (the distance for your head to clear) + 6in (the distance for your eyes to clear)] at 1inch per DC.
You would also have a 50% chance of landing on 1d4 spikes at the end of the maneuver.
Another point for the party to consider is the only light source in the room is the Light spell Alben keeps casting on Oreus' glaive. Which is now at the bottom of the pit. That will make it impossible for those without Darkvision to see the Archers in the back.
Ollie is just gonna stay for now. Rellahne is a bit more concerned with using her companion when the party hasn't approached yet thanks to the hole in front of them.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
ooc: let's jest hope I understood. Congrats for the calculation
Oreus does not give in. He already took his belongings.
WIth the back-eye he saw a rope launched by one of his companion, but he is not convinced...at all.
Yes, climbing with a swamp of hobgoblins launching everything at me, eh?! Screw it, screw it. Oh gods help me, if I see them ,fine, otherwise I will risk!
The paladin pins his glaive between the closest spike and the closest wall, using both as leverage to jump with the wand in hand.
(Athletics 26)
if Atlethics less than 16, blind wand use roll 4
falling on a spike (51-100) or the only one that is already broken (1-50): 9
I did say somewhere that you would have to wait until next round. However I will keep that roll.😃
(#2717. Just confirming what the DM said.)
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
ok, go ahead
Tyris and Alben are up
Unable to see to line up a good shot, Tyris grabs a sunrod from his pack, strikes it, and drops it by Alben.
Alben follows shadow's lead and casts magic missile on A1.
"Thanks, make me the target why don't ya?"
Missile 1: 4
Missile 2: 4
Missile 3: 3
Tyris, being one of the few party members who doesn't have Darkvision, pulls out a Sunrod and lights it.
Alben fire ls off a Magic Missile at the Archer who is directing down the hall from him. The three magic darts slam into the Hobgoblin and he drops down dead.
(There hasn't been a whole lot of movement since the last Map update, so I am just going to show that map.)
Rellahne is up
Rellahne panics a little bit at the sight of a small army of hobgoblins appearing in front of her, along with the trap she just barely avoided. Just out of instinct, she pulls out a scroll and keeps it on her hand (Shield). She doesn't plan on using it, so instead, she raises her other hand and casts Toll the Dead against one of the guards in front of them.
DC 13 Wis Save or take 6 Necrotic Damage. (Assuming this guard was at full health, otherwise, 12 damage instead)
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Rellahne after a slight nervous breakdown, is able to cast a spell, targeting G3.
G3 Wisdom save 7. The Hobgoblin Guard look a little bit paler than before.
Fellian will shoot his Shortbow at the remaining archer Attack: 22 Damage: 7, but the arrow goes wide.
Fario is not sure if he can jump the pit, with the wall of Hobgoblins on the other side. So he puts away his swords and draws his Longbow. He shoots his longbow at the guard in front of him (G4) Attack: 9 Damage: 6, and manages to hit the heavily shielded hobgoblin.
The four hobgoblins with the Tower Shields take their actions to set the shields. This gives them Full Cover, the Lancers Three-Quarters cover, and the remaining Archer Half Cover. They have a -2 penalty on Dex saves.
The Lancers are up
L1 is ready to defend the bridge with his Lance.
L2 puts his lance down and draws a javelin from his quiver and popping up above the shields throws it at (1=Fellian, 2-3=Shadow, 4-5=Rellahne, 6=Fario, 7=Alben, 8=Tyris) 7 at Fellian. Javelin Attack: 23 Damage: 18. The javelin smashes into Fellian, leaving him badly wounded.
L3 is ready to defend the bridge with his Lance.
L4 puts his lance down and draws a javelin from his quiver and popping up above the shields throws it at (1=Fellian, 2=Shadow, 3-4=Rellahne, 5-6=Fario, 7=Alben, 8=Tyris) 8 at Shadow. Javelin Attack: 11 Damage: 11. The Javelin hits Shadow and drops him unconscious.
The remaining Archer shoots his bow at (1=Fellian, 2=Rellahne, 3=Fario, 4=Alben, 5=Tyris) 4 Fario, returning the fire. Longbow attack Attack: 17 Damage: 7. Fario gets half cover from the Shields, but it isn't enough to block the incoming arrow, which does a little bit of damage as it strikes home.
Oreus takes his turn, by moving forward 5 feet and making an amazing leap upwards and firing off his Wand of Burning Hands. He is able to attack G2, G3, L2, L3, and L4.
Each makes a dex save DC 12
Oreus let me know how many charges are you using and then roll your damage.
Then give me a Con save
Oreus is not about to control his landing however and falls on 3 spikes. Spike 1 Attack: 16 Damage: 4, Spike 2 Attack: 11 Damage: 2, Spike 3 Attack: 11 Damage: 1, Spike 4 Attack: 8 Damage: 4.
Alben, Ollie, and Tyris and up. Shadow make a Death Save. Oreus roll your damage and Con save
Rellahne remains careful about using her companion and so Ollie doesn't leave her owner's shoulder. Ollie's only action is to dodge on the small off chance that anyone thinks of hurting the owl.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
CON SAVE 5
I use all the charges (7) , hence damage: 28
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
roll to see if destroyed : 10
Tyris sees Shadow drop and steps forward next to his ally. Placing his ally on Shadow's shoulder, he channels healing energy into him (4 healing). Looking back up at their foes and marks one of the archers as his prey for next turn (Slayer's Prey on A1).