RolePlay onLine RPoL Logo

, welcome to Mittens' Dungeon

14:04, 28th March 2024 (GMT+0)

OOC part 2.

Posted by MittensFor group 0
Mittens
GM, 815 posts
Shifter
change job kupopopo!
Mon 12 Dec 2011
at 01:34
  • msg #190

Re: Wish Spell

About a year ago, DM friend gave us all a single usage of the legendary wish spell as an Xmas gift.  Tim and I just now fiiinally got around to actually using ours in his game because it was about to expire.  (Good for a year and a day, he said.)  So I looked up the 3.5 wording to find out where it got such a notorious reputation...

http://www.d20srd.org/srd/spells/wish.htm

Can be used for any one of several very specific spell effects without any hitches, AND...
quote:
You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)


Among the suggested side-effects listed in the book are: If you wish for a powerful unique item, you might get teleported right next to the item's current owner without any backup from the rest of your team to survive said owner's ire.  If you wish for immortality you might get teleported to the demiplane of timelessness where you'll never age... and never leave.

>.>

Well I wished for 4e wizard cantrips, careful to include "without any GM shenanigans" in the wording and of course he objected.  I elaborated, "Well for example stupid stuff like 'Well you get your wish granted, but you only have the cantrips for one day.' or 'Every time you use the cantrips you get uncontrollable hiccups for an hour.'"  He said something like, "Those are exactly the kinds of things I would have suggested to balance it out."

Well surprisingly I got my wish granted without any obvious hitches and without too much arguing.  Tim got his granted in spite of how game changing it was: to have have his char's father revived from the dead, because that effect is on the safe list.  Another player got the intelligent magic item he wanted, but it has a big ego, which the player loves and had lots of fun with.

But it still makes me >.> that a game would have a 'bait the player into losing his character forever' spell built in, encouraging DMs to antagonize players.  Now I know how it earned it's reputation, but honestly...  Why?  It can't be argued the game designers didn't know DMs wouldn't be sadistic with the catch because of the catches they list are plenty bad on their face.
Joe Darkthorne
GM, 331 posts
Everyone suspects a Rogue
Few suspect the Ranger
Mon 12 Dec 2011
at 01:52
  • msg #191

Re: Wish Spell

  Really? It's freaking CANTRIPS.  4th edition Cantrips no less, that can't be used to pull as much BS. They sell cheap magic items in 4th ed that straight up give anyone most of them besides that.

  "hmm, you COULD get Mage hand and Prestidigitation for the cost of a level 4 Item.  But for the allmighty power of a WISH spell, we'll throw in Light and Ghost sound!... If you take an annoying side effect."

  Of course, considering the little I've listend to that GM's podcasts, I'd expect 'I wish for blindsight' to result in 'you get blindsight 10.  You are also blind'.  Or Darkvision resulting in 'You can only see in the dark'.
This message was last edited by the GM at 01:55, Mon 12 Dec 2011.
Peter Tarken
player, 16 posts
One!Two! Two Heal Surges!
Ah! Ah! Ah!
Tue 13 Dec 2011
at 23:46
  • msg #192

Re: Wish Spell

  Well, I had started working on a combat post for Quartilia... Then I noticed, the enemy defenses still are not listed anywhere for me to see in threads or the map, unless it's buried deep in the OOC thread. (was aiming for a Minion, Does 15 vs will/14 vs Fort,Dex/16 VS AC hit?)

  I put Peter on the Map though.
This message was last edited by the player at 23:47, Tue 13 Dec 2011.
Mittens
GM, 816 posts
Shifter
change job kupopopo!
Wed 14 Dec 2011
at 00:34
  • msg #193

Re: Wish Spell

8 Kobold Minions (M) Level 1 Minion
Small natural humanoid (reptile) XP 25 each
Initiative +3 Senses Perception +1; darkvision
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 11, Refl ex 13, Will 11; see also trap sense
Speed 6
mJavelin (standard; at-will) ✦ Weapon
+5 vs. AC; 4 damage.
rJavelin (standard; at-will) ✦ Weapon
Ranged 10/20; +5 vs. AC; 4 damage.
Shifty (minor; at-will)
The kobold shifts 1 square.
Trap Sense
A kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Stealth +4, Thievery +4
Str 8 (–1) Dex 16 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (–1) Cha 10 (+0)
Equipment hide armor, light shield, 3 javelins

3 Kobold Slingers (S) Level 1 Artillery
Small natural humanoid (reptile) XP 100 each
Initiative +3 Senses Perception +1; darkvision
HP 24; Bloodied 12
AC 13; Fortitude 12, Refl ex 14, Will 12; see also trap sense
Speed 6
m Dagger (standard; at-will) ✦ Weapon
+5 vs. AC; 1d4 + 3 damage.
r Sling (standard; at-will) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special shot.
Special Shot
The kobold slinger can fi re special ammunition from its sling.
It typically carries 3 rounds of special shot, chosen from the
types listed below. A special shot attack that hits deals normal
damage and has an additional eff ect depending on its type:
Stinkpot: The target takes a –2 penalty to attack rolls
(save ends).
Firepot (Fire): The target takes ongoing 2 fi re damage
(save ends).
Gluepot: The target is immobilized (save ends).
Shifty (minor; at-will)
The kobold shifts 1 square.
Trap Sense
A kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +8, Stealth +10, Thievery +10
Str 9 (–1) Dex 17 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (–1) Cha 10 (+0)
Equipment leather armor, dagger, sling with 20 bullets and 3
rounds of special shot (see above)
Joey
player, 26 posts
Changeling that
looks like a Dragonborn
Thu 15 Dec 2011
at 16:13
  • msg #194

Re: Delaying and post order.

quote:
Initiative:  Initiative is rolled when a character becomes aware of a clear and present danger.  Once initiative is rolled, players do not have to pose in order relative to each other's initiative, only relative to the enemy's initiative.  For example:  Gale rolls a initiative score of 12, the 3 goblins a score of 14, Timothius 15, and Kitau 17.  In this case, if on Monday Timothius is online and Kitau hasn't posted, he can post his turn before Kitau even though Kitau got the higher initiative score.  However, Gale cannot post her turn because the goblins got a higher score than Gale and have yet to act.  The GM will post the goblin's turn before Kitau if she doesn't post within a capriciously decided upon reasonable amount of time, and Kitau's initiative score drops to 13.  If Kitau still hasn't posted by the end of the round, the GM will strike her down with great vengeance and furious ang...  ahem... the GM will find a way to temporarily remove her from combat until such time as RL allows her to return to RPOL.

PHB 288:
Delay
You can choose to wait to take your turn until later
in the round. You can wait until after your allies take
actions so you can plan out tactics, or you can wait for
enemies to move into range.
DELAY: NO ACTION
✦ Delay Entire Turn: You must delay your entire turn,
so you can’t delay if you’ve already taken an action
on your turn. You also can’t delay if you’re dazed or if
you’re unable to take actions.
✦ Coming Back into the Initiative Order: After any
other combatant has completed a turn, you can step
back into the initiative order. Perform your actions as
desired and adjust your initiative to your new position
in the order.
✦ Losing a Delayed Turn: If you don’t take your
delayed turn before your initiative comes up, you
lose the delayed turn and your initiative remains
where it was.
✦ Start of Your Turn: At the moment you delay, carry
out the start of your turn normally.
✦ End of Your Turn: You don’t have a normal end of
your turn (page 269). Instead, the things you do at
the end of your turn happen at two separate times.
End Beneficial Effects when You Delay: At the
moment you delay, end effects that last until the
end of your turn and that are beneficial to you or
your allies. For example, if on your previous turn you
stunned an enemy until the end of your next turn,
the stunned condition ends. You can’t prolong a beneficial
effect by delaying.
End Sustained Effects when You Delay: You can’t
sustain a power if you delay. At the moment you
delay your action, the “check actions spent” part of
the end of your turn occurs. Because you haven’t
spent an action to sustain any active powers, sustainable
effects end.
End Harmful Effects after You Act: After you
return to the initiative order and take your actions,
end effects that last until the end of your turn and
that are harmful to you. For example, if an enemy
stunned you until the end of your next turn, the
stunned condition ends. You can’t avoid a harmful
effect by delaying.
Make Saving Throws after You Act: After you return
to the initiative order and take your actions, you
make saving throws against effects on you.


Scinario: Huge pile of minions, boss, paladin, pyromancer.
Pyromancer init: 17
Boss init: 13
Minions init: 10
Paladin init: 1

Pyromancer: "I summon my burning sphere next to the boss!"  *rolls*  "Hits!  12 damage!  No move needed.  Minor to sustain."
GM: "Boss's turn.  Roll auto damage."
Pyromancer: "2 plus 4... 6 damage!"
GM: "Boss winces from the added pain as all the minions who were standing near the burning sphere are incinerated!  'ATTACK!' the boss says, 'KILL THE MAGE FIRST!'"  *several rolls*  "The three minions who could get at you all hit.  Pyromancer takes 12 damage.  The other could only reach the paladin and hits.  4 damage to the paladin.  Boss steps away from the flaming sphere.  Since the minions are in the way of his stunning mace melee attack, he fires a bolt of energy at the pyromancer but misses."
Paladin: "But wouldn't the boss go first?"
GM: "He delayed."
Paladin: "But commanding them to attack is a free action which means he can't delay."
GM: "He also rolled a 20.  Do you want me to change the round so that you're stunned and near dead?"
Pyromancer: "OK.  Paladin's turn!  Hey paladin!  Delay till after my burning hands so you can charge the boss!"
Paladin: "I'll lose a turn."
Pyromancer: "No you won't."
Paladin: "It's the bottom of the round.  If I delay, I lose a turn."
Pyromancer: "No you won't!  Look at the rules!  Nothing on page 288 says anything about 'you lose your turn if you delay past the end of a round.'  Only if you delay past the monsters would you have lost a turn."
GM: "You can delay past the pyromancer's attack."
Paladin: "Fine."


We've been playing this way since day 1.  So where does this notion that Joey loses a turn for delaying till after Michael come from?
This message was last edited by the player at 16:18, Thu 15 Dec 2011.
Elric
GM, 289 posts
Elric is not currently in
an active thread.
Thu 15 Dec 2011
at 18:09
  • msg #195

Re: Delaying and post order.

Simple Math what the situation was when Joe and I were talking:
Current # of times Michael and Durtendin had attacked = 2
Current # of times the Kobolds had attacked = 2
Current # of times Joey, Peter, and Emerald have attacked = 1 (their turns for the round haven't come up yet.)

If Joey waits till AFTER Michael and Durtendin attack again, then those two would have attacked 3 times yet Joey would only just then get his second attack. Joey would then not be able to get his 3rd attack until after Michael and Durtendin complete their 4th.

If always being a round behind isn't a loss of a turn, what is?

Also I fixed an error I discovered on the Quartilia map, somehow the stairs occupying H9, H10, I9, & I10 disappeared, possibly due to multiple people typing stuff on the map at once so it updated strangely, so I clarified their position. This also makes more sense as to how and why the slingers were targeting those two squares as they were the top of the stairs.
This message was last edited by the GM at 20:03, Thu 15 Dec 2011.
Timothius
GM, 302 posts
Paladin of Bahamut
Shifter (of sorts)
Thu 15 Dec 2011
at 21:02
  • msg #196

Re: Delaying and post order.

Elric:
If always being a round behind isn't a loss of a turn, what is?


Depends on your definition of a lost round. Whether Joey takes his turn before or after your alts, to the *enemy* he still takes his turn that round. Which means that as far as "us vs them" is concerned, a delayed turn is only a loss of turn if you delay to be after the enemy. Or if we look at the initiative order this way (since Michael DOES take his turn after Emerald):

Peter
Joey
Emmy
Michael
Durtendin
Enemies

Number of turns each PC took before enemies: 1.
Number of turns enemy takes after the PCs: 1.

Now look at this:

Peter
Emmy
Michael
Durtendin
Joey
Enemies

Number of turns each PC took before enemies: 1.
Number of turns enemy takes after the PCs: 1.

Also simple math.

Now if Joey wanted to delay till after the enemies, then he would have lost his chance to harm them for a whole turn. Otherwise, no loss of turn.
This message was last edited by the GM at 21:04, Thu 15 Dec 2011.
Joey
player, 27 posts
Changeling that
looks like a Dragonborn
Thu 15 Dec 2011
at 21:29
  • msg #197

Re: Delaying and post order.

What Tim said.  In both examples, the hypothetical and in Joey's case, if the defender REMAINED in the "After wizard" initiative spot, then the defender would remain "behind" the wizard in a hypothetical "race to get in the most attacks before the enemy drops."  But what matters is number of attacks compared to enemies, which is unchanged when PCs swap initiative.  In later rounds the defender can choose to go before the wizard, meaning he'd be back in the same spot in initiative where he started.
Elric
GM, 290 posts
Elric is not currently in
an active thread.
Fri 16 Dec 2011
at 16:52
  • msg #198

Re: Delaying and post order.

Going to wait for Peter to post in Quartilla, but I have already Rolled up Durtendin and Michael's actions.
Durtendin (With his passive perception both he and Thorn will easy spot the rope ladder.)
Minor: Dismiss Nature's Growth
Move Both he and Thorn will move up. Durtendin will move to G5, Thorn will move to I6 so he is 2 squares from S2 setting up for a charge.
Standard Action: Thorn Charges ( only covers 2 squares but has to spend 4 move due to the extra movement taken up by climbing and passes climb check) bites S2 (successfully for 4 dmg, leaving S2 with 7hp already checked, and S2 succeeds on his climb check to avoid falling due to taking damage), and then Thorn teleports 2 squares (which will put him on the ladder below S2. (Thus blocking off the path unless S2 can reduce Thorn to 0hp.) Blink Dogs are fun!
Michael's turn:
Move action: Move up so that he'll be adjacent to Joe and Durtendin (G6)
Standard Action: Hypnotism (hits, complete with a 'draconic' "Get back up here!" Thus S2 will be slide back up the ladder to either I5 or I6 depending on if sliding up the ladder requires 2 squares of movement or 1. In either case S2 would end up adjacent to Joey.

Thus when it is S2's turn again he'll be stuck adjacent to Joey, with a Blink Dog waiting for him on the ladder if the tries to flee again. Oh and down to 7hp.

Main reason I'm waiting and not posting this ICly yet is that I duno what Peter is going to do, and he could pull off a Move/Charge and reach S2 which would make it impossible for Thorn to charge S2 if Peter's attack doesn't finish S2 off as he'd need to do 11dmg. (In that case Durtendin's standard action would become Grasping tide, which would hit S2 for 1d6+4 dmg and would already have the secondary roll checked so if it is triggered it would hit and S2 would be prone. Michael wouldn't be able to slide S2 up the ladder though, but he could try to pull S2 off the ladder to take some fall damage which would not be as favorable... mostly because 1d10 dmg isn't likely to finish off S2, but if he makes the save, I don't know how prone+climbing works... Would he instant fall anyways as I duno how he could be both climbing and prone at the same time.
This message was last edited by the GM at 16:56, Fri 16 Dec 2011.
Joey
player, 29 posts
Changeling that
looks like a Dragonborn
Fri 16 Dec 2011
at 20:42
  • msg #199

Re: Forced movement

Elric:
depending on if sliding up the ladder requires 2 squares of movement or 1.


I was sure you'd be fine, but looked it up and found:

phb 285:
PULL, PUSH, AND SLIDE
✦ Pull: When you pull a creature, each square you
move it must bring it nearer to you.
✦ Push: When you push a creature, each square you
move it must place it farther away from you.
✦ Slide: When you slide a creature, there’s no restriction
on the direction you can move it.

Whether you’re pulling, pushing, or sliding a target,
certain rules govern all forced movement.

FORCED MOVEMENT
✦ Line of Effect: You must have line of effect to any
square you pull, push, or slide a creature into.
✦ Distance in Squares: The power you’re using specifies
how many squares you can move a target. You
can choose to move the target fewer squares or not
to move it at all. You can’t move the target vertically.
✦ Specific Destination: Some powers don’t specify a
distance in squares but instead specify a destination,
such as “adjacent” (a square adjacent to you).
✦ No Opportunity Attacks: Forced movement does
not provoke opportunity attacks or other opportunity
actions.
✦ Ignore Difficult Terrain: Forced movement isn’t
hindered by difficult terrain.
✦ Not a Move: Forced movement doesn’t count
against a target’s ability to move on its turn. A target’s
speed is irrelevant to the distance you move it.
Clear Path: Forced movement can’t move a target
into a space it couldn’t enter by walking.
The target
can’t be forced into an obstacle or made to squeeze
into a space.


I think the one exception to the "can't move an enemy vertically" rule is when you teleport an enemy, and even that is in a "DM call" area where folks recommend allowing the target a save throw to prevent vertical movement, or any other teleportation that would cause a fall.  Teleported over a pit, for example.  Pushed, pulled, slid, or teleported into lava is apparently fine and doesn't require a save throw.  Go fig. DMG says this gets a save throw.

EDIT: But Tim handwaved all this in favor of "RULE OF FUN"  Tim: "I can't deny how much fun this trick is, so I'll allow it.  Besides, it's not like Seth is trying to break the game or anything."
This message was last edited by the player at 21:12, Fri 16 Dec 2011.
Timothius
GM, 303 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 21 Dec 2011
at 06:05
  • msg #200

Re: Forced movement

Freedom:

Incorrect, a large mount that squeezes only occupies 1 square...period. Yes while the mount is sqeezing the rider is considered squeezing too, but still only 1 square while squeezing, duno where you got the 2 squares from.


Common sense is where I got it from. Which I need to stop applying to D&D rules as they are there for balance, not common sense. Also, didn't know the rules made you shrink 1. Simply thought it let you reduce your squares by half (so if 1 square, you can now occupy .5 squares. If 4 squares, you occupy 2. So on. Now I know the actual rules are that everyone can magically shrink a size category smaller when they want.)

In real life, when you squeeze through a space, you don't suddenly shrink into a smaller creature. And if squeezing through a narrow hall, you flatten out. But you don't flatten both front/back AND your sides. So that is where I got the 2 squares from. I was imagining a horse in that hallway and my brain did not imagine the horse suddenly imploding into the size of a man like the rules say to do.
Elric
GM, 291 posts
Elric is not currently in
an active thread.
Wed 21 Dec 2011
at 16:26
  • msg #201

Re: Forced movement

Timothius:
Freedom:

Incorrect, a large mount that squeezes only occupies 1 square...period. Yes while the mount is sqeezing the rider is considered squeezing too, but still only 1 square while squeezing, duno where you got the 2 squares from.


Common sense is where I got it from. Which I need to stop applying to D&D rules as they are there for balance, not common sense. Also, didn't know the rules made you shrink 1. Simply thought it let you reduce your squares by half (so if 1 square, you can now occupy .5 squares. If 4 squares, you occupy 2. So on. Now I know the actual rules are that everyone can magically shrink a size category smaller when they want.)

In real life, when you squeeze through a space, you don't suddenly shrink into a smaller creature. And if squeezing through a narrow hall, you flatten out. But you don't flatten both front/back AND your sides. So that is where I got the 2 squares from. I was imagining a horse in that hallway and my brain did not imagine the horse suddenly imploding into the size of a man like the rules say to do.


It's not so much shrinking, as it is squeezing with no room to really sidestep or move around much outside of moving to another square, and example of squeezing would be fitting a lot of people into a small car at a circus. Hence the debilitating -5 to attacks and granting CA while squeezing. I will admit I have an easier time imagining a tiger squeezing than a horse... as cats are far more flexible.
Timothius
GM, 304 posts
Paladin of Bahamut
Shifter (of sorts)
Sun 25 Dec 2011
at 05:12
  • msg #202

Re: Forced movement

Merry Christmas everyone! :)
Mittens
GM, 819 posts
Shifter
change job kupopopo!
Sun 1 Jan 2012
at 05:50
  • msg #203

Re: Forced movement

Happy New Year!  ^.^
Elric
GM, 292 posts
Elric is not currently in
an active thread.
Sun 1 Jan 2012
at 06:09
  • msg #204

Re: Forced movement

Happy new year.
Timothius
GM, 305 posts
Paladin of Bahamut
Shifter (of sorts)
Sun 1 Jan 2012
at 23:58
  • msg #205

Re: Forced movement

Happy New Year!
Elric
GM, 293 posts
Elric is not currently in
an active thread.
Mon 2 Jan 2012
at 07:02
  • msg #206

Re: Forced movement

I'm holding off on posting in Quartilia to let people fix posts as there are two things that need to be addressed prior to progressing to next encounter:
1) Dealing with Kobold prisoners... since I doubt people are going to kill them, someone has to at least tie them up or something, otherwise they will ambush us from behind or run away to cause trouble later, neither of which is a good thing.
2) Recovering encounter powers and healing up as I think a few people took hits and might be down some hit points.

While some might think the second is a minor issue, but Durtendin has used two encounter powers, and I am not sure if anyone else has off the top of my head, but we do have 3 people who are injured by 4hp.
Peter Tarken
player, 22 posts
One!Two! Two Heal Surges!
Ah! Ah! Ah!
Mon 2 Jan 2012
at 07:08
  • msg #207

Re: Forced movement

  Ah, right.  Well, the Paladin started it.  Jumping into holes like that, it would be irresponsible of Peter to leave them alone <.<  >.>

  Though, peter does fall under the category of 'would want to skip rest'.  Since he both hasn't used any Enc powers (after all, need to HIT with a melee at-will to trigger mine) and has some Temp HP.
Joey
player, 32 posts
Changeling that
looks like a Dragonborn
Mon 2 Jan 2012
at 14:28
  • msg #208

Re: Forced movement

msg #94:
He makes sure the one who surrendered is marked as such and makes sure all who survived are bound and stripped of sharps.  He then wakes one and questions it.


Edited in OOC bit in msg #94 to mention it included 5 minute rest.
This message was last edited by the player at 14:35, Mon 02 Jan 2012.
Timothius
GM, 306 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 2 Jan 2012
at 14:31
  • msg #209

Re: Forced movement

Elric:
I'm holding off on posting in Quartilia to let people fix posts as there are two things that need to be addressed prior to progressing to next encounter:
1) Dealing with Kobold prisoners... since I doubt people are going to kill them, someone has to at least tie them up or something, otherwise they will ambush us from behind or run away to cause trouble later, neither of which is a good thing.
2) Recovering encounter powers and healing up as I think a few people took hits and might be down some hit points.

While some might think the second is a minor issue, but Durtendin has used two encounter powers, and I am not sure if anyone else has off the top of my head, but we do have 3 people who are injured by 4hp.


Why put off posting what you want done? You could have your characters ask to be waited for. You could have your characters tie the only other kobold there is to tie (since the one we interrogated was tied up).

Still, Joey says he'll just edit in "this includes my 5 minute rest", which I figured everyone knew happened. Tying someone up would take 5 minutes easily, let alone waking them from a beat-down and then interrogating them. Which, for that matter, we could easily say the only other kobold who surrendered would have been tied up in that time.

Can see the confusion, but yeah. No need to hold off. All is accounted for. And there is also retro-active posting:

Durtendin noticed Joey tying up the kobold. During that time, Durtendin went to tie up the other kobold (This counts as 5 minute rest). After the interrogation, Durtendin follows Joey.

Just as a for instance.
This message was last edited by the GM at 14:52, Mon 02 Jan 2012.
Dido
player, 213 posts
With a hammer I serve
The Heavy Metal Dragon
Wed 4 Jan 2012
at 14:37
  • msg #210

Re: Forced movement

Monster Intern:
Also, we had to dig up and look up what the heck divine sanction actually does and how it works since not on Dido Sheet at all, just 'these powers cause divine sanction'.  Turns out, as says on Dido sheet, Valorous Smite causes Divine Sanctions all over the place.  So Dido did better than plain marks he listed.


Honestly never was able to find out what divine sanction does since the book that introduced it (Divine Power) wasn't specific. Which is why it's not on my sheet as to what it does. Soooo... where does it say what, besides marking, divine sanction does? Cause I still don't know after all these years.
Mittens
GM, 820 posts
Shifter
change job kupopopo!
Wed 4 Jan 2012
at 16:16
  • msg #211

Re: Forced movement

DP82:
Being subject to it means the target is marked by you for a
duration specified in the description of the power or feat.
Unless otherwise noted, the mark ends before the specified duration if someone else marks the target.
Until the mark ends, the target takes radiant damage
equal to 3+your Charisma modifier the first time each
round it makes an attack that doesn't include you as
a target.  The damage increases to 6+your Charisma
modifier at 11th level and 9+your Charisma modifier
at 21st level.

Mittens
GM, 821 posts
Shifter
change job kupopopo!
Wed 4 Jan 2012
at 17:09
  • msg #212

Re: Forced movement

Monster Intern:
  "...I rolled a 17, so imba."  Hey, he's about to bite it, who cares about the fourth wall?  Not him that's who.


*Raises hand*  I care.  Please edit this.  Thanks.
This message was last edited by the GM at 19:40, Wed 04 Jan 2012.
Mittens
GM, 822 posts
Shifter
change job kupopopo!
Thu 5 Jan 2012
at 04:09
  • msg #213

Re: Forced movement

Figured Joe would get a kick out of this:

"The line between hero and villain is so faint, it might
as well not be there at all. Disagre? Consider this: A
group breaks into a residence, kills everyone inside, and
then makes off with anything of value. Robbers sacking a
roadside cottage are named villains for such a deed, yet
adventurers who storm a Goblin warren and do the same
are dubbed heroes. The difference? You tell me because I
cannot see it."
-Lord Robilar
Carla
player, 161 posts
Reborn Angelic being
Talks less than Maverick
Sat 7 Jan 2012
at 16:15
  • msg #214

Re: Forced movement

Fixed HP numbers.

Ghosts. Not only are they not vulnerable radiant, they get insubstantial. XD There should be at least the consolation that when ghosts are hit with radiant, they lose insubstantial for that attack. But oh well.

And bit of irony; yes, ghost would have hit Carla's currently 21 reflex (and would even hit her 23 AC), but she would have ironically taken the damage better as she has resist 7 necrotic. XD Ah well, I'm sure Matt's feeling better that Carla wasn't hit in the first place.
Sign In