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Hidden 8 yrs ago Post by The Harbinger of Ferocity
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Entirely up to you, @Hekazu. Sorcerer-warlock is not too terrible a combination, in particular with Hex and Eldritch Blast access, not to mention whatever your particular pact specialization is. As for fighter levels? You could still get away with it, as there is potential and plenty of friendly units in close quarters to aid you.

Outrunning a dragon? Interesting approach to a significant problem.
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Hidden 8 yrs ago 8 yrs ago Post by EruditeAssassin
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Aside from my intimidation roll, I just rolled like a God.
That is, aside from my intimidation roll (3) XD
Hidden 8 yrs ago Post by Hekazu
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@EruditeAssassin Just how many actions is that, I wonder?
Hidden 8 yrs ago Post by EruditeAssassin
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2 I believe, but again I'm new. I have two handed, and as long as one of the "attacks" is light I'm still game to use 2.
Hidden 8 yrs ago Post by Hekazu
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@EruditeAssassin Alright, I'll do my own analysis about it and you can correct me where I am mistaken!


  • You seem to begin with your breath weapon, using a single action. You do 2d6 fire damage in a cone, with the opponents making a Dex save for halved damage.
  • You then, instead of contesting the grapple try to turn it onto the guard. This is up to DM to interpret as to how many actions it takes if any, so I won't say anything regarding that.
  • Proceeding to make a weapon attack, you use another action. 19 does not crit unless a class feature/feat says it does and you shouldn't have either. Besides, the damage is a bit off. The modifier is added, not used to multiply :)
  • Then there's the intimidation. Again, up to DM to determine the amount of actions so I won't go into it.


Thing is, you only have a single (1) action per turn in combat as restricted by rules on PHB p. 189. There is quite a lot of extra you have there. Extra attack only apply on the Attack action, by the way, and usually people get them by level 5. Does not work on Breath Weapon though.
Hidden 8 yrs ago Post by VKAllen
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I have a DnD tabletop session today. Can I freeze or have DM take my actions for the time being? Thanks!
Hidden 8 yrs ago Post by EruditeAssassin
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Then I'm lost. Read like 30 different articles on combat in 5e to write that, so I'd need to know what to remove.
Hidden 8 yrs ago 8 yrs ago Post by The Harbinger of Ferocity
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@EruditeAssassin, at the start of your turn, unless otherwise noted, you have the following actions always available:
  • An attack action, which is regularly only one attack unless you have Extra Attack or a special ability that permits you more attacks as part of an attack action. Casting a spell takes up this action, as appropriate to its description. Actions in combat, such as the shove action, takes up one of your attacks, if you have multiple; if you have one, it uses that. You have one attack action per turn unless noted otherwise.
  • A bonus action, which is used for two-weapon fighting, some spells or other special class ability. You have one per turn unless noted otherwise.
  • A reaction, which you may use to make an opportunity attack against a foe who leaves your threatened area or some spells or abilities as in their description. You have one per turn unless noted otherwise.
  • And movement, up to your speed, which can be mixed at any ratio to your other actions.
  • Free actions, and no actions, are up to the Dungeon Master and often are combinations of events such as speaking or some hybrid skill checks.


If memory serves, this should be correct.
Hidden 8 yrs ago Post by Hekazu
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@The Harbinger of Ferocity This is correct.

@EruditeAssassin Probably strip it down to the breath weapon. It's up to the DM to decide whether the grapple counter is appropriate, but anything past that is probably too much if you ask me.

Aaaand with that I'll go get some rest. Good night!
Hidden 8 yrs ago 8 yrs ago Post by darkandstar
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@EruditeAssassin

First, you have to roll to counter the guard's grapple check. If you fail, then ignore the rest of this.

If you pass, i'd like you to roll another d20, because i'd say you're disadvantaged for your grapple because you're only using one hand.

I'll allow you to attack with the pick as well, since again you're only using one hand for the grapple, so your other hand is free, but i have to ask, where are you getting +6? I'm pretty sure your modifier to hit is +4 unless i'm missing something. And the pick only does a d6, no modifiers.

As for the throw, you'll have to wait for your next turn.

I think that's all right. I'm always second-guessing myself and wondering if i'm forgetting something i said or overlooking a special rule. xD
Hidden 8 yrs ago 8 yrs ago Post by Hekazu
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@darkandstar Since you are second guessing yourself, I could look over your rulings. You may ignore my opinions on the matters if you see fit.

Yes, as the guard made his grapple attack earlier on his turn, Tarhun will make their contesting roll as the first thing. Probably with Athletics, giving them a +6 on the roll.

While rolling with disadvantage seems okay at first, my call would be to let it be a single roll. Why? Because the grapple was the guard's action and Tarhun was not occupied during that time. In case of Tarhun grappling them back, well Grapple is an action and you only have one of those per turn.

His damage is grossly off as it is multiplied with the modifier instead of adding it (and the hit was not a critical with a 19, not that that would still imply multiplication). And yes, as it was an improvised weapon, he would only have +4. He has probably simply forgotten this detail, it happens. Of course, if they are intent on grappling my call would be to not let them attack on the same turn, but I am not calling the shots here.

Throwing on the next turn seems fair and correct to me.

Also, the effects of Grapple are as follows (PHB Appendix A, p.290):
  • A grappled creature's speed becomes 0 and they cannot benefit from any bonus to their speed.
  • The condition ends if the grappler is incapacitated.
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.

It does not quite take away the whole turn, as taking away Tarhun's speed would not really affect their plans. Overturning a grapple probably has some rules somewhere in case Tarhun fails the check, but I couldn't find any with a quick look at PHB and DMG, so it's your call. So yeah, you are pretty much correct with things here, a little more lenient on the action economy side but hey, Rule 0 (The DM is always right) and Rule of Cool apply.
Hidden 8 yrs ago Post by EruditeAssassin
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So the only move I can make this turn is to defend a grapple?
Hidden 8 yrs ago 8 yrs ago Post by The Harbinger of Ferocity
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In essence, yes, @EruditeAssassin, to escape a Grapple. You beat the check initially, so you should be good to take a normal action.


You could however, use your breath weapon reasonably in a grapple if you were grabbed.

You are not grappled since you beat the opposed Athletics check.
Hidden 8 yrs ago Post by VKAllen
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Sorry folks-- there goes my response.

I decided to stay with the party.

If you're wondering, yes I had a fantastic session today. Look forward to it again!
Hidden 8 yrs ago Post by Hekazu
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@EruditeAssassin@The Harbinger of Ferocity Yup, can confirm. I'll just elaborate on it for easier understanding in the future!

Let's say a Hobgoblin and Travok were in a fight for some reason. The Hobgoblin will attempt to grapple Travok, rolling their Athletics check. Travok then rolls his own (he could use Acrobatics, but he has chosen the one he has the better modifier for) and the results are compared. On a "success" the grappler gets a hold and the target is subjected to the Grappled status (in this case the Hobgoblin would grab Travok), while if the target rolls higher or there is a tie (as ties mean the situation does not change) the grapple does not begin.

If the grapple began, the grappled person would have 0 speed until they got freed from the grapple, which they can try to do by themselves by using an action. The grapple has no other adverse effects (except maybe disturbing Somatic spellcasting), so you can do all your normal things except move and you can attempt to free yourself.

Again, as your roll (that you would grapple with in your post currently) is far above the Guards roll, you would be free to do whatever. Tarhun is not in a grapple.

Also, I will be posting my things as soon as @darkandstar has posted. You seem to have taken a little head start there @VKAllen
Hidden 8 yrs ago Post by xCRAZYxFACEx
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xCRAZYxFACEx The Sane

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hey, still accepting characters for this?
Hidden 8 yrs ago 8 yrs ago Post by darkandstar
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@EruditeAssassin No, but you need to defend the grapple before you do anything else.

@Hekazu Maybe i wasn't too clear. I didn't mean he should roll disadvantaged for the guard's grapple attack, but for his own. And i'm allowing him to attack because he's essentially dual-wielding, just his hand/the guard is his other weapon.

@xCRAZYxFACEx Sure, but depending what's going on when you finish your character, it may take a bit to work it into the roleplay.
Hidden 8 yrs ago 8 yrs ago Post by xCRAZYxFACEx
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ok, I've mostly finished the character. Still working on the items given and attack stuff, but the background, abilities, and personal info is all there

edit: quick question, if you try and attack with two light weapons at the same time, like two daggers, do you automatically get the bonus action to do so?
Hidden 8 yrs ago Post by Hekazu
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@xCRAZYxFACEx Yes. As stated on PHB p. 195, section Melee Attacks subsection Two-Weapon Fighting, if you make an attack with a light weapon, you may use your bonus action to strike with your off-hand light weapon as well. The off-hand weapon does not gain ability modifier effect to damage, unless the modifier is negative. Also, if they have thrown properties, you can throw them too. Works the same.
Hidden 8 yrs ago Post by xCRAZYxFACEx
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xCRAZYxFACEx The Sane

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Alright, thanks
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