I'll just move within 5 ft of him them. Will he have disadvantaged to shot me within 5 feet?
Btw, dark vision is closer to low light vision?
And he's shown nothing in the way of his elf eyes working in the dark any differently than your own
Low light vision is another edition, here the text from the phb:
Vision and Light
The most fundamental tasks of adventuring — noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few — rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Blindsight
A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.
Darkvision
Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in that darkness, only shades of gray.
Truesight
A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
Yes. I'm quiet certain that I will need to climb up to heal the tabaxi . I ask the H/E sailor if he will keep a look out for both of us as I climb up so I can cast cure wounds on the tabaxi . Please let me know if i need to make a climb check, whether there are things to grip or if i need to use a rope to do it.
This post has potentially manipulated dice roll results.
As one of the few people in this fight with the ability to do so, you run and jump up to grab the lip of the roof.
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) 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 DM 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 1 1/2 times your height.
6 foot jump plus 9 foot reach=an easy 15ft jump up reach for you! With only 5ft movement left we'll say climb up to a prone position on the roof.
Casting Cure Wounds on the Tabaxi, healing 8 hitpoints to big blackened hole in her side.
You also see a few people standing on a roof a few buildings over, looking up to a taller building(though the black/white pic may or may not be there, depending on whether he finishes his turn...)
Sweet. As I healed her obviously I prayed to Tyr. I tell her " take it easy , you aren't healed all the way. " then I look down to our H/E sailor to see how he is doing , then ask him to grab the scimitar and climb up here, I'll help him climb if need be. I'm guessing that we have balconies here with a guesstimate of 3'-4'?
Just checked the map... I chose to dash instead of risking the loss of my dagger. I should end that action within 1 square of the drow. Melee is better than taking disadvantage.
He's right, I forgot to update this on the map:
The drunk half elf shakes he head clear, grabs the bloody scimitar, and scoots over to the alcove next to him.
Back to the top of initiative, Darvin should be able to make his turn while we still wait for Adam to finish his turn.
Initiative Order:
Darvin
Cloud
Drow enemy
Gajimi
Adam - still awaiting to finish his last turn
Aust - Non-responsive and will auto-Dodge till he does
OOC-and if anyone hasn't noticed, I'm doing my best to move all correspondence for this game onto this thread if it really needs to be. I spent the last 2 weeks basically running, and rerunning, 3-5 different "theaters of the mind". That tends to add up, especially since all the relevant info is right here!
Aust - Non-responsive and will auto-Dodge till he does
Herald - finished his last turn!
Arthur - finished his last turn!
drunk elf npc
The Drow begins to Sprint South to launch across the wide gap of the street, Herald can use his Reaction to make one melee attack on him at Disadvantage(Lightly Obscured due to Dim Light)
Herald you can copy/paste this twice to roll the dice on a phone, just take out the T
The Drow begins to Sprint South to launch across the wide gap of the street, Herald can use his Reaction to make one melee attack on him at Disadvantage(Lightly Obscured due to Dim Light)
Herald you can copy/paste this twice to roll the dice on a phone, just take out the T
Well, I tried. The dagger is the only weapon I have right now, but a a simple trip would be so nice right now. (Can I?)looks like I might actually hit. My lowest being 19... (+4)...
He seems to float as he dives(prone) across the wide street. He holsters his pistol as he reaches the next building, and pulls himself onto the building and crawling over to sit cross legged on the other side. He glances at Gajimi, but points to Herald beckoning you to come join him.
As Herald watches the Drow, he barely makes it across with the aid of whatever is helping him float. The Drow had to reach reach and crawl his way onto the roof to his current seated position.
Looking at the gap shows it is more than twice your "safe" jumping distance, this jump is best described as suicidal at best.
You can attempt to jump further than your safe distance, basically a DC10 plus 5 for each 5 feet past your safe 10feet. For every 5 feet short of all the way across you can drop 10feet and attempt to grab onto the building surface(DC15) and take 1d6 DMG for every 10 feet dropped.
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And he's shown nothing in the way of his elf eyes working in the dark any differently than your own
Low light vision is another edition, here the text from the phb:
Vision and Light
The most fundamental tasks of adventuring — noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few — rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Blindsight
A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.
Darkvision
Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in that darkness, only shades of gray.
Truesight
A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
Brown is ground level with ample street lighting (odd of the Dock Ward at night, might have to fix that next time)
Light grey is the roof of 1 story buildings, 15ft up, Dim light since the lights are for the street level
Dark grey is the roof of 2 story buildings, 30ft up, darkness due to no light from the street.
Okay, while we're waiting on these two does Arthur want to go?
Yes. I'm quiet certain that I will need to climb up to heal the tabaxi . I ask the H/E sailor if he will keep a look out for both of us as I climb up so I can cast cure wounds on the tabaxi . Please let me know if i need to make a climb check, whether there are things to grip or if i need to use a rope to do it.
As one of the few people in this fight with the ability to do so, you run and jump up to grab the lip of the roof.
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) 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 DM 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 1 1/2 times your height.
6 foot jump plus 9 foot reach=an easy 15ft jump up reach for you! With only 5ft movement left we'll say climb up to a prone position on the roof.
Casting Cure Wounds on the Tabaxi, healing 8 hitpoints to big blackened hole in her side.
You also see a few people standing on a roof a few buildings over, looking up to a taller building(though the black/white pic may or may not be there, depending on whether he finishes his turn...)
Sweet. As I healed her obviously I prayed to Tyr. I tell her " take it easy , you aren't healed all the way. " then I look down to our H/E sailor to see how he is doing , then ask him to grab the scimitar and climb up here, I'll help him climb if need be. I'm guessing that we have balconies here with a guesstimate of 3'-4'?
No balconies that you can see here in the rough and dirty Dock Ward
Well, with the woman wounded , I doubt I leave her side when it's my turn, role play info pending ofcourse
Just checked the map... I chose to dash instead of risking the loss of my dagger. I should end that action within 1 square of the drow. Melee is better than taking disadvantage.
He's right, I forgot to update this on the map:
The drunk half elf shakes he head clear, grabs the bloody scimitar, and scoots over to the alcove next to him.
Back to the top of initiative, Darvin should be able to make his turn while we still wait for Adam to finish his turn.
Initiative Order:
Darvin
Cloud
Drow enemy
Gajimi
Adam - still awaiting to finish his last turn
Aust - Non-responsive and will auto-Dodge till he does
Herald
Arthur
drunk elf npc
OOC-and if anyone hasn't noticed, I'm doing my best to move all correspondence for this game onto this thread if it really needs to be. I spent the last 2 weeks basically running, and rerunning, 3-5 different "theaters of the mind". That tends to add up, especially since all the relevant info is right here!
Yeah, we'll see how she responds.
Initiative Order:
Darvin - still waiting for his turn actions
Cloud - still awaiting for her turn actions
Drow enemy - beginning of turn actions below
Gajimi - finished his last turn!
Adam - still awaiting to finish his last turn
Aust - Non-responsive and will auto-Dodge till he does
Herald - finished his last turn!
Arthur - finished his last turn!
drunk elf npc
The Drow begins to Sprint South to launch across the wide gap of the street, Herald can use his Reaction to make one melee attack on him at Disadvantage(Lightly Obscured due to Dim Light)
Herald you can copy/paste this twice to roll the dice on a phone, just take out the T
The Drow begins to Sprint South to launch across the wide gap of the street, Herald can use his Reaction to make one melee attack on him at Disadvantage(Lightly Obscured due to Dim Light)
Herald you can copy/paste this twice to roll the dice on a phone, just take out the T
The +4 was already included in the roll [Troll]1d20+4[/roll]
15 is a miss! He continues his run and dives across the street (gimme a few, cooking dinner and making a new map)
He seems to float as he dives(prone) across the wide street. He holsters his pistol as he reaches the next building, and pulls himself onto the building and crawling over to sit cross legged on the other side. He glances at Gajimi, but points to Herald beckoning you to come join him.
Gajimi, you're up!
What's the tn to join him?
Tn?
Do you mean DC(difficulty class)?
As Herald watches the Drow, he barely makes it across with the aid of whatever is helping him float. The Drow had to reach reach and crawl his way onto the roof to his current seated position.
Looking at the gap shows it is more than twice your "safe" jumping distance, this jump is best described as suicidal at best.
You can attempt to jump further than your safe distance, basically a DC10 plus 5 for each 5 feet past your safe 10feet. For every 5 feet short of all the way across you can drop 10feet and attempt to grab onto the building surface(DC15) and take 1d6 DMG for every 10 feet dropped.