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Information thread - skill usage, combat statuses etc.

Posted by StorytellerFor group 0
Storyteller
GM, 1 post
Wed 9 Nov 2016
at 09:03
  • msg #1

Information thread - skill usage, combat statuses etc.

Streamlined skill checks:
To help the game run a bit smoother, skill rolls will be divided into two categories.

Active rolls:
Combat rolls are naturally here.
If you actively use a skill, say look for something specific or actively use a skill with intent, please roll and include in your post rather than waiting for me to ask. Feel free to roll checks for several skills, in which case I can always pick the relevant.

On behalf rolls:
Perception checks to see things you aren't actively looking at(could also use passive insight/perception here).
Knowledge skills, that does not fall upon the above, and any skill in which I feel you should have a chance to get insight, but you are not actively using this, I will roll on your behalf.
Storyteller
GM, 2 posts
Wed 9 Nov 2016
at 09:03
  • msg #2

Information thread - skill usage, combat statuses etc.

Combat Conditions for reference:

BLINDED
✦  You grant combat advantage.
✦  You can’t see any target (your targets have total concealment).
✦  You take a –10 penalty to Perception checks.
✦  You can’t flank an enemy.

DAZED
✦  You grant combat advantage.
✦  You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions).
✦  You can’t take immediate actions or opportunity actions.
✦  You can’t flank an enemy.

DEAFENED
✦  You can’t hear anything.
✦  You take a –10 penalty to Perception checks.

DOMINATED
✦  You’re dazed.
✦  The dominating creature chooses your action. The only powers it can make you use are at-will
powers.

DYING
✦  You’re unconscious.
✦  You’re at 0 or negative hit points.
✦  You make a death saving throw every round.

HELPLESS
✦  You grant combat advantage.
✦  You can be the target of a coup de grace.
Note: Usually you’re helpless because you’re unconscious.

IMMOBILIZED
✦  You can’t move from your space, although you can teleport and can be forced to move by a pull, a push, or a slide.

MARKED
✦  You take a –2 penalty to attack rolls for any attack that doesn't target the creature that marked you.

PETRIFIED
✦  You have been turned to stone.
✦  You can’t take actions.
✦  You gain resist 20 to all damage.
✦  You are unaware of your surroundings.
✦  You don’t age.

PRONE
✦  You grant combat advantage to enemies making melee attacks against you.
✦  You get a +2 bonus to all defenses against ranged attacks from nonadjacent enemies.
✦  You’re lying on the ground. (If you’re flying, you safely descend a distance equal to your fly speed. If you don’t reach the ground, you fall.)
✦  You take a –2 penalty to attack rolls.
✦  You can drop prone  as a minor action.

RESTRAINED
✦  You grant combat advantage.
✦  You’re immobilized.
✦  You can’t be forced to move by a pull, a push, or a slide.
✦  You take a –2 penalty to attack rolls.

SLOWED
✦  Your speed becomes 2. This speed applies to all your movement modes, but it does not apply to teleportation or to a pull, a push, or a slide.
You can’t increase your speed above 2, and your speed doesn't increase if it was lower than 2. If you’re slowed while moving, stop moving if you have already moved 2 or more squares.

STUNNED
✦  You grant combat advantage.
✦  You can’t take actions.
✦  You can’t flank an enemy.

SURPRISED
✦  You grant combat advantage.
✦  You can’t take actions, other than free actions.
✦  You can’t flank an enemy.

UNCONSCIOUS
✦  You’re helpless.
✦  You take a –5 penalty to all defenses.
✦  You can’t take actions.
✦  You fall prone, if possible.
✦  You can’t flank an enemy.

WEAKENED
✦  Your attacks deal half damage. Ongoing damage you
deal is not affected.
Storyteller
GM, 3 posts
Wed 9 Nov 2016
at 09:04
  • msg #3

Information thread - skill usage, combat statuses etc.

Combat Advantage:

Grants:
✦   +2 Bonus to Attack  Rolls: You gain a +2 bonus to your attack roll when you have combat advantage against the target of your attack.
✦  Able to See Target: You must be able to see a target to gain combat advantage against it.

When do you gain it?
When a defender is:
Balancing
Blinded
Climbing
Dazed
Flanked by the attacker
Helpless
Prone (melee attacks only)
Restrained
Running
Squeezing
Stunned
Surprised
Unable to see the attacker
Unaware of you
Unconscious
Storyteller
GM, 4 posts
Wed 9 Nov 2016
at 09:04
  • msg #4

Information thread - skill usage, combat statuses etc.

Opportunity Attack

Melee basic attack when the following happens:
✦ Moving Provokes: If an enemy leaves a square adjacent to you, you can make an opportunity attack against that enemy.
However, you can’t make one if the enemy shifts or teleports or is forced to move
away by a pull, a push, or a slide.
✦ Ranged and Area Powers Provoke: If an enemy adjacent to you uses a ranged power or an area power, you can make an opportunity attack against that enemy.

Notes:
✦ Able to Attack: You can’t make an opportunity attack unless you are able to make a melee basic attack and you can see your enemy.
✦ Interrupts Target’s Action: An opportunity action takes place before the target finishes its action.
After the opportunity attack, the creature resumes its action. If the target is reduced to 0 hit points or fewer by the opportunity attack, it can’t finish its
action because it’s dead or dying.

Charge
As a standard action, you can launch yourself forward and make a melee basic attack. Move your speed as part of the charge.
At the end of your move, you make a melee basic attack with a +1 bonus to the attack roll.
You must move at least 2 squares from your starting position, and you must charge to the nearest unoccupied square from which you can attack the enemy.
Charging provokes attacks of opportunity.
After a charge, you can’t take any further actions unless you spend an action point.

Second Wind.
As a standard action, you can spend a healing surge to regain hit points.
When you do, you regain one-quarter of your maximum hit points (rounded down).
You also gain a +2 bonus to all defenses until the start of your next turn.
You can use your second wind once per encounter.
This message was last edited by the GM at 09:06, Wed 09 Nov 2016.
Storyteller
GM, 5 posts
Wed 9 Nov 2016
at 09:06
  • msg #5

Information thread - skill usage, combat statuses etc.

Actions points

✦ You start with 1 action point.
✦ You gain 1 action point extra when you reach a milestone.
✦ A milestone is when you complete two encounters without stopping
for an extended rest.
✦ After you take an extended rest (6 hours of rest), you lose
any unspent action points, but you start fresh with 1
action point.

Short rest
✦ Duration: A short rest is about 5 minutes long.
✦ No Limit per Day: You can take as many short rests
per day as you want.
✦ No Strenuous Activity: You have to rest during a
short rest. You can stand guard, sit in place, ride on a
wagon or other vehicle, or do other tasks that don’t
require much exertion.
✦ Renew Powers: After a short rest, you renew your
encounter powers, so they are available for your next
encounter.
✦ Spend Healing Surges: After a short rest, you
can spend as many healing surges as you want.
If you run out of healing surges, you must take an extended rest to regain them.
✦ Using Powers while You Rest: If you use an encounter power (such as a healing power) during a short rest, you need another short rest to renew it so
that you can use it again.
✦ Interruptions: If your short rest is interrupted, you
need to rest another 5 minutes to get the benefits of
a short rest.

Extended rest
Duration: An extended rest is at least 6 hours long.
✦ Once per Day: After you finish an extended rest,
you have to wait 12 hours before you can begin
another one.
✦ No Strenuous Activity: You normally sleep during
an extended rest, though you don’t have to. You can
engage in light activity that doesn't require much
exertion.
✦ Regain Hit Points and Healing Surges: At the end
of an extended rest, you regain any hit points you
have lost and any healing surges you have spent.
✦ Powers: At the end of an extended rest, you regain
all your encounter powers and daily powers.
✦ Action Points: At the end of an extended rest, you
lose any unspent action points, but you start fresh
with 1 action point.
✦ Interruptions: If anything interrupts your extended
rest, such as an attack, add the time spent dealing
with the interruption to the total time you need to
spend in the extended rest.
Storyteller
GM, 6 posts
Wed 9 Nov 2016
at 09:07
  • msg #6

Information thread - skill usage, combat statuses etc.

Experience
Will be handed out in the following cases:
✦ Succeeding in a skill challenge.
✦ Defeating a monster or combat challenge.
✦ Quest rewards.
✦ Great roleplaying.
✦ Various other cases that may not fall into the above(Personal advancement of a character hook etc. Anything that pushes the story in a positive direction).

As a standalone rule, this will be handed out when then given event granting XP has been "succeeded", so to speak.

Attack Modifiers

All Attack Types
✦ Combat advantage against foe +2
✦ Attacker is prone –2
✦ Target has normal cover –2
✦ Target has superior cover –5

Melee Attacks
✦ Charge attack +1
✦ Target has concealment –2
✦ No line of sight to target –5

Ranged Attacks
✦ Long range (weapon attacks only) –2
✦ Target is prone –2
✦ Target has concealment –2
✦ No line of sight to target –5

Close Attacks
✦ There are no modifiers specific to close attacks.

Area Attacks
✦ Origin square has concealment –2
✦ No line of sight to origin square –5
Storyteller
GM, 7 posts
Wed 9 Nov 2016
at 09:09
  • msg #7

Information thread - skill usage, combat statuses etc.

Skill usages:

Acrobatics
Acrobatic Stunt: Standard action or move action
Balance: Surface less than 1 foot wide.
Escape from a Grab: Escaping grab holds.
Escape from Restrains: 5 minutes - ropes etc.
Reduce Falling Damage (Trained Only): Free action. Reduce by half of check result.

Arcana
Arcane Knowledge: Arcane clues. Far realm knowledge.
Monster Knowledge: Identify creature(s) of elemental, fey or shadow origin(s).
Detect Magic (Trained Only):
 Identify Conjuration or Zone: Minor Action.
 Identify Ritual: Standard action
 Identify Magical Effect: Standard action
 Sense the Presence of Magic: 1 minute.

Athletics
Climb: Part of a move action.
Escape from a Grab: Escaping grab holds.
High Jump: Part of a move action.
Long Jump: Part of a move action.
Swim or Tread Water: Part of a move action.

Bluff
Bluff: Standard action in combat or part of a skill challenge. Opposite of Insight.
Further use: Gain Combat Advantage or Create a Diversion to Hide(1/encounter only) - Bluff vs Insight.

Diplomacy: Negotiate, haggling, change opinion/attitude.

Dungeoneering
Dungeoneering Knowledge: knowledge about an underground environment or to recognize an underground hazard or clue.
 Examples:
  Determining cardinal directions while underground.
  Recognizing a dangerous underground plant.
  Spotting new construction or noticing a change in depth while exploring an area.

Monster Knowledge: Identify a creature that has the aberrant origin (a creature of the Far Realm)
Forage: 1 hour. Locate and gather enough food and water to last for 24 hours. Only underground and close to outdoor wilderness(Cave etc).

Endurance
Task Endurance DC
Endure extreme weather Base 15
Resist disease Varies
Ignore hunger 10 + 2 per day
Ignore thirst 15 + 4 per day
Hold breath (each round after 5) 10 + 1 per round
Swim or tread water (after 1 hour) 15 + 2 per hour

Heal
First Aid: Standard action.
 Use Second Wind: DC 10 - adjacent character can use Second Wind without action.
 Stabilize the Dying: DC 15 - stabilize an adjacent dying character - no further death saving throws, until new damage.
 Grant a Saving Throw: DC 15 -  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.

Treat Disease: Part of the diseased character’s extended rest. Heal replaces targets Endurance check.

History: Royals, Regions, legends, events, traditions etc.

Insight
Insight: Counters Bluff.
Recognizing an Effect as Illusory: DM's discression. Passive check to see through it.

Task Insight DC
Sense motives, attitudes 10 + creature’s level
Sense outside influence 25 + effect’s level
Recognize effect as illusory 15 + effect’s level

Intimidate
Intimidate: Standard action in combat or part of a skill challenge. Opposed Check: Intimidate vs. Will.
 -5 to check if you do not speak target's language. Can be used to make bloddied enemy surrender, tell secrets or break wow.
 Target becomes hostile with use of this skill.

Enemy is... Will Defense Modifier
Hostile +10
Unfriendly +5

Nature
Nature Knowledge: Knowledge about the natural world—about terrain, climate, weather, plants, and seasons—or to recognize a nature-related clue.
Monster Knowledge: Identify a creature that has the natural origin (a creature of the natural world).
Forage: 1 hour. Locate and gather enough food and water to last for 24 hours.
Handle Animal: Calm beast, teach tricks or handle beasts.

Perception
Notice clues, detect secret doors, spot imminent dangers, find traps, follow tracks, listen for sounds behind a closed door, or locate hidden objects.
Active use: Minor or 1 minute - Spot creature using stealth. Searching for something.

Listen Perception DC
Battle 0
Normal conversation 10
Whispers 20
Through a door +5
Through a wall +10
More than 10 squares away +2

Spot or Search Perception DC
Barely hidden 10
Well hidden 25
More than 10 squares away +2

Find Tracks Perception DC
Soft ground (snow, loose dirt, mud) 15
Hard ground (wood or stone) 25
Rain or snow since tracks were made +10
Each day since tracks were made +2
Quarry obscured its tracks +5
Huge or larger creature -5
Group of ten or more -5


Religion
Religion Knowledge: Knowledge about gods, religious traditions and ceremonies, divine effects, holy symbols, and theology. This knowledge extends to information about the undead and the Astral Sea.
Monster Knowledge: Identify a creature that has the immortal origin (a creature of the Astral Sea) or the undead keyword.

Stealth
Stealth: At the end of a move action. Stealth vs. Passive Perception. -5 to checks if move more than 2 squares on own turn. On success, hidden, silent and invisible to enemy.
Remaining Hidden: As long as Keep Out of Sight, keep quiet, keep still and don't attack, above stands in effect.
Not Remaining Hidden: If you break above, you retain benifits until resolvement of action.

You... Stealth Modifier
Speak -5
Move more than 2 squares -5
Run -10

Streetwise
Streetwise: Using this skill takes 1 hour and might be part of a skill challenge.
Check to find out what’s going on, who the movers and shakers are, where to get what you need (and how to get there), and where not to go.

Settlement and Information Streetwise DC
Typical settlement 15
Hostile settlement 20
Totally alien settlement 30
Information is readily available -2
Information is hard to come by +5
Information is secret/closely guarded +10

Thievery
Disable Trap: Standard action in combat or part of a skill challenge.
 Thievery DC: 20/30/35(Tiers) - +5 if delaying rather than disabling.
Open Lock: Standard action in combat or part of a skill challenge.
 Thievery DC: 20/30/35(Tiers)
Pick Pocket: Standard action. DC 20 + your target’s level. If in combat, you take a −10 penalty to your check.
Sleight of Hand: Standard action in combat or part of a skill challenge. Normally DC 15.
Vynthear Klayde
Eladrin Wizard, 258 posts
AC16 / F14 / R17 / W18
HP:27/27 Surge:6/7 AP0/1
Wed 20 Dec 2017
at 09:52
  • msg #8

Information thread - skill usage, combat statuses etc.

Start of Turn
  1. Ongoing Damage
    If you are suffering ongoing damage (p. 277), you take the damage now.
  2. Regeneration
    If you have regeneration (p. 293) you regain hit points now.
  3. Other Effects
    Deal with any other effects occuring at the start of the turn now.
  4. End Effects
    Some effects end at the start of your turn
  5. No Actions
    You cannot take any actions

End of Turn
  1. Saving Throws
    P. 279
    Choose Order
    Modifier
  2. Check Actions Spent
    Some powers can be sustained. If you did not spent the appropriate action the power ends now
  3. End Effects
    Some effects end at the end of your turn.
  4. No Actions
    No actions at the end of your turn.
  5. Dying
    When reduced to zero hit points you are dying.
    Prone, Unconscious, Dying
    Death Saving Throw
    • 1-9:
      If you get this result three times before a rest you are dead
    • 10-19
      no change
    • 20:
      Spend Healing Surge.
      Gain hit points equal to Healing Surge Value (as if you had zero hit points before you gain them).
      No longer Dying
      No longer Unconscious
      Prone

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