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[D&D4] - PbF - H1 - Fortezza sulla Coltre Oscura
Mr. Mario:
Allora Khmerr ha 8 pf temporanei.
Io avrei bisogno di sapere se posso scattare in acqua e/o attaccare dall'acqua.
Mr. Mario:
Vellu, c'è questa sezione nel DMG1:
--- Citazione ---AQUATIC COMBAT
Fighting underwater is tricky business for land-
dwelling adventurers and creatures. Water provides
resistance against movement, swirling currents grab
and drag a swimmer along, and tempestuous waters
immobilize all but expert swimmers.
AQUATIC COMBAT
When fighting underwater, the following modifiers
apply:
✦ Creatures using powers that have the fire keyword
take a –2 penalty to attack rolls.
✦ Characters using weapons from the spear and
crossbow weapon groups take no penalties to attack
rolls with those weapons while fighting underwater.
Characters using any other weapon take a –2 penalty
to attack rolls.
✦ Creatures move using their swim speed. A creature
without a swim speed must use the Athletics skill to
swim, as described in the Player’s Handbook.
✦ Aquatic: Creatures native to watery environments
have the aquatic ability. They gain a +2 bonus to
attack rolls against opponents that do not have
this ability. Aquatic monsters, such as sahuagin, are
noted as such.
--- Termina citazione ---
Unendo questo con:
--- Citazione ---Swim
Make an Athletics check to swim or to tread water.
Different conditions make swimming harder. See
the Endurance skill for information on swimming or
treading water for an hour or more.
Swim or Tread Water: Part of a move action.
✦ DC: See the table.
✦ Success: You swim at one-half your speed, or you
stay afloat and tread water.
✦ Fail by 4 or Less: Stay where you are and lose the
rest of your move action. You can try again as part of
a move action.
✦ Fail by 5 or More: Sink 1 square and risk suffoca-
tion by drowning (details are in Chapter 9 of the
Dungeon Master’s Guide).
✦ Uses Movement: Count the number of squares you
swim as part of your move.
✦ Swim Speed: While swimming, creatures that have
a swim speed (such as sahuagin) use that speed and
do not make Athletics checks to swim.
--- Termina citazione ---
Io direi che un potere che mi fa scattare crea un movimento. Per riuscire a muovermi in acqua devo superare il tiro di atletica, altrimenti resto fermo o peggio. Se riesco mi muovo a mezza velocità, e se attacco, avendo una lama lunga, ho -2 al TxC. E' accettabile?
Luca Veluttini:
Ok.
Mr. Mario:
Ottimo, allora lasciando Iwath sotto la protezione di Khmerr, Annabello guarda il mostro di melma, i suoi amici sulla riva, e gli viene un'idea.
Azione di movimento: Parto da D4 e vado in E5, F5, G4.
Atletica per nuotare: 1d20+7=18
La melma può farmi un AdO, ma è marchiata, e Khmerr le renderebbe pan per focaccia. Vedi tu.
Azione standard:
--- Citazione ---Overwhelming Strike • Avenger Attack 1
At-Will • Divine, Weapon
Standard Action • Melee weapon
Target: One creature
Attack: +9 vs. AC
Hit: 2d4 + 7 damage. You shift 1 square and slide the target 1 square into the space you occupied.
--- Termina citazione ---
TxC: 1d20+7=10, 1d20+7=23. Preso.
Danni: 2d4.minroll(3)+9=16
A questo punto il problema è scattare. Io scatterei sulla riva, in H3, e tirerei il mostro in FG34.
Come ci vado? Ti faccio un'altro tiro di atletica? Uscendo dall'acqua sono a riva prono?
Luca Veluttini:
https://spreadsheets.google.com/ccc?key=0ArFUGXrArjrmdDNqbDVGRDJ1aWFDVWhVVVM4c01zclE&hl=en#gid=0
RIASSUNTO PG
Arioch: Difese 18/17/12/13, Pf 34/44 (4 pf temp), Surges 5/13 (valore 11), PA 2
Fabrizio: Difese 18/14/15/16, Pf 11/28, Surges 6/8 (valore 7), PA 3, sanguinante, 5 danni continuati (TS)
Fra: Difese 17/16/13/18, Pf -7/29, Surges 4/7 (valore 8), PA 1*, occultamento, sanguinante, 5 danni continuati (TS)
Meme: Difese 17/14/12/17, Pf 33/33, Surges 9/10 (valore 8), PA 2
Mr. Mario: Difese 19/13/16/16, Pf 29/32, Surges 4/8 (valore 8), PA 2
RIASSUNTO AVVERSARI (sigle, non coordinate)
F: 18/15/17/14, 113 danni subiti, sanguinante, oath di Mario, marchio di Arioch
INIZIATIVA
Mr. Mario 14
Meme 14
Fra 13
F 13
Fabrizio 7
Arioch 6
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