Rules Arbitration
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2. Apologies, I've never played (or been in party with) a monk before. It looks like I can potentially make 5 attacks when I take the Attack action: 2 weapon strikes (spend 1 ki to make one a Stunning Strike), bonus unarmed strike, and then spend ki for a Flurry of Blows (2 more unarmed strikes)
3. What about hitting opponents with a grapple, hoisting them 60ft into the air and dropping them? Legal? Nothing in RAW against it but I know that some GM's disallow it. But I am actually contemplating making it so Fēng's monastic order considers such tactics as dishonorable.
2) Actually, you only get one bonus action so you can either take a free attack for three attacks in a turn or spend a ki point to do flurry as a bonus action and get four attacks. There is no limit on the amount of stunning strikes you can do in a turn except your total ki pool (i.e. you can use stunning strike every time you hit with an attack).
3) A grappling action replaces one of the attacks during your Attack action and is an Athletics check vs targets Athletics or Acrobatics (i.e. it is not an attack roll). The creature being grappled has the Grappled condition; the grappler does not. Once you have grappled someone, you can move them with you but your movement speed is halved (so you would only be able to fly up with them 30ft for 3d6 falling damage) unless they are two or more sizes smaller than you (so Tiny or Diminutive in this case).
Ever type a word so much it loses meaning and becomes weird? Grapple . . . what's up with that.
Thanks for the rules clarifications. My mistake was overlooking the part where it says Flurry is a bonus action.
Oh and update on the grab-and-drop-from-a-height technique: the Order of the Golden Talon has nothing against it.
And yes, I would note your alignment on your character sheet.
PHB p202-
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time o f 1 action.
Rolls
dagger damage - (1d4+3)
(3) + 3 = 6
Back in previous editions, characters had an opportunity to take something known as a five foot step as part of their move action so that the could disengage from the enemy with out incurring an Attack of Opportunity. Now, there is an action called Disengage that allows you to move up to your speed without provoking Attacks of Opportunity. However, the lack of a Disengage action does not completely limit your mobility because once you enter a creature's threathened range, as long as you don't leave that range, you don't provoke Attacks of Opportunity meaning you can run rings around an opponent to better position yourself without provoking your enemy's reaction. Just watch out for overlapping threathened ranges from multiple creatures and moving in and out of those.
In regards to the use of Inspiration: I haven't awarded any Inspiration up to this point. Inspiration is a mechanic the DM uses to reward good roleplaying. More information on how it can be used can be found in the PHB pg 125. Caveat here is I am pretty bad at remembering to grant it. You all are doing a pretty good job at playing close to your character traits. Because of that, I will say that everyone has had a point of Inspiration and will recover up to one point (never having more than a total of one point) of Inspiration after a long rest. In the case of exceptional roleplay, and the player is not presently inspired, the DM may award additional Inspiration.
Kildrak's turn will remain as written but in the future, there are no more five foot steps. Kildrak has used his daily Inspiration, all others have a single Inspiration remaining from the previous day. The long rest has been interrupted so you will still have an opportunity to earn one after you finish your rest.
TMK, I wonder if this was the same issue you came up against when you tried posting a wall of rolls?
Yup - my theory is confirmed. The dice parser hates spaces. I typed exactly the same in both boxes each time. I'll add it to your bug report @Jabes
Note that only the spaceless entries worked properly. The d30 thing is just bizarre, though! :-)
Rolls
d20+2 - (1d20+2)
(17) + 2 = 19
d20 + 2 - (1d20)
(3) = 3
d20 +2 - (1d20)
(1) = 1
d20+ 2 - (1d30)
(26) = 26
d8+4 - (1d8+4)
(3) + 4 = 7
d8 + 4 - (1d8)
(8) = 8
d8 +4 - (1d8)
(7) = 7
d8+ 4 - (1d8)
(2) = 2
Yup - my theory is confirmed. The dice parser hates spaces. I typed exactly the same in both boxes each time. I'll add it to your bug report @Jabes
Note that only the spaceless entries worked properly. The d30 thing is just bizarre, though! :-)
Keleth's reply also made me wonder if it might have something to do with hitting the Add Roll button multiple times before putting any data in. That's never caused problems for me before but then again I've never tried to attach 16 rolls to a single post before either.
So here's a test:
Rolls
Talon strike 1 - 1st attack roll (advantage) - (1d20+7)
(12) + 7 = 19
Talon strike 1 - 2nd attack roll (advantage) - (1d20+7)
(18) + 7 = 25
Talon strike 1 damage - (1d6+4)
(4) + 4 = 8
Talon strike 1 crit damage - (1d6)
(2) = 2
Talon strike 2 - 1st attack roll (advantage) - (1d20+7)
(11) + 7 = 18
Talon strike 2 - 2nd attack roll (advantage) - (1d20+7)
(19) + 7 = 26
Talon strike 2 damage - (1d6+4)
(4) + 4 = 8
Talon strike 2 crit damage - (1d6)
(6) = 6
Talon strike 3 - 1st attack roll (advantage) - (1d20+7)
(11) + 7 = 18
Talon strike 3 - 2nd attack roll (advantage) - (1d20+7)
(19) + 7 = 26
Talon strike 3 damage - (1d6+4)
(5) + 4 = 9
Talon strike 3 crit damage - (1d6)
(3) = 3
Talon strike 4 - 1st attack roll (advantage) - (1d20+7)
(18) + 7 = 25
Talon strike 4 - 2nd attack roll (advantage) - (1d20+7)
(14) + 7 = 21
Talon strike 4 damage - (1d6+4)
(3) + 4 = 7
Talon strike 4 crit damage - (1d6)
(3) = 3
( 15 ) + 7 = 22
Edit: I went back to the PHB and realized inspiration gives advantage, not a reroll. Been playing too much Savage Worlds and Fate it seems! :-)
Rolls
Test - (1d20+1, 1d4+1)
1d20+1 : (13) + 1 = 14
1d4+1 : (3) + 1 = 4
1d20, 1d4
1d20 : (16) = 16
1d4 : (2) = 2
1d20, 1d4
1d20 : (12) = 12
1d4 : (4) = 4
EDIT: Looked it up, no advantage on surprise attacks. A pity, because I rolled a 1 on the fourth attack :-P
Just so I can plan things out: How far is Cassandra from the hobgoblins now, do I have a perch where I could safely change back into human form and not fall to the ground (bamboo you said, maybe not...), and are any of the hobgoblins standing right on the edge of the cliff, or at least within 5 feet of it?!
Doesn't it suck that by RAW in 5E you need to either be a Battle Master or have the Martial Adept feat to do disarm attacks? Anybody could attempt that in 3E. I hope TMK will houserule that it's ok because I like what Cassandra's attempting. Will hold my post til we get a ruling on that. Feng will either Disengage or throw caution to the wind and attempt a disarm as well.
Climb onto a Bigger Creature
Disarm
Mark
Overrun
Shove Aside
Tumble
Hitting Cover
Cleaving Through Creatures
Injuries
Massive Damage
In my mind you can do anything you really want. These just give us a base to work with as DMs in the case a player asks, "Can I do that?".
You still succeed.
Rolls
Hobgoblin captain Athletics check - (1d20+2)
(9) + 2 = 11
Here's Feng's save vs massive damage then. Aaand that's a fail :-(
Rolls
Save vs massive damage DC 15 - (1d20+2)
(2) + 2 = 4
I've also read the massive damage rule and find it flavourful and (scary) fun.
Though playing her flaw as just obeying orders which any other characters say, or interpreting things as orders which really aren't is also fun!
Yay for (mild) PvP!
As for how a skill challenge would work, this group tends to post pretty regularly. Rolling initiative and having us wait our turn would not upset me.
Rather, moving from the area until nightfall may be the best thing imo. Just because an alarm is raised doesn't mean a target is expecting an attack from an "impossible" back door.
I don't foresee climbing as being all that hard really, if we have a flyer to assist with crampons, grappling hooks etc
For skill variance between the five of you, you can't gain more than one success in a skill as a group per round. Urki, Kildrak, and Feng still have actions for this round. Applicable skills could include Stealth, Survival, Athletics, Nature, Perception, or anything else that you can make useful. If someone fails at a skill, another party member can try for a success in that skill. If a success has already been rolled in a particular skill, you can use a second success in the same round to give advantage to a party member on that skill in the next round.
Since Cassandra already got stealth, Ai Shan wouldn't have had too. If he had known about the survial roll he would have rolled survival so you have the choice of keeping it as a stealth roll to give advantage to a party member on stealth in the next round or change it to survival. We'll keep the 19 so my guess is that you'll switch to Survival and just move forward saying that requirement for this round has been filled.
I have actually never done (played or DM) a skill challenge
Bear's Strength - advantage to Str rolls [also doubles carrying capacity]
Cat's Grace - advantage to Dex rolls, no damage from falling 20ft
Cassandra has raw Strength -1, Strength (Athletics) +2; Dexterity +1
Not sure which would be more useful for a climb with a rope, or who else would benefit from this spell. If two characters are in more need than Cassandra, she can cast in on them and not on herself.
Please don't let my absence hold the game up. I think Cassandra's way of acting is pretty clear to everyone now, so please play her as an NPC if necessary:
* Perceive the f* out of things
* Use her druid abilities and spells to support the party
* For combat, if the threat is large, use lightning cloud, otherwise thorn whip for 'ranged' or shillelagh for melee.
* Curse like f*
Actually Cassandra's weakness for following orders could provide you with some fun if I don't turn up, but please don't kill my Genasi :-)
Rolls
Intelligence check - (1d20)
(14) = 14
All of you would know of the Archmage Grigori. It was a world event when the dwarven archmage that lived under the mountain consolidated the power of the council and took the Archmage Martin prisoner. His dwarven mages follow his style of heavy armor spellcasting focusing on Abjuration magicks.
Fēng has a fly speed of 60ft (Aarakocra 50ft + monk's Unarmored Movement 10ft). Doubling for Dash, negated by halving for the passenger = 60ft per round with a passenger, 120ft per round on the tip back down. 8.33 rounds to get up to the top + 4.17 rounds flying back down = 12.5 rounds per round trip. 4 party members = 3 round trips + 1 one-way trip = 45.83 rounds = all done in approx 27.5 minutes.
PHB p. 237 Bull's StrengthThe target has advantage on Strength Checks and his or her carrying capacity doubles.
In that case, maybe Cassandra only needs to cast the spell on Feng?
I'm going to be afk for about 48 hours, so Cassandra can go ahead and do that if the DM agrees.
Jabes: I have calculated the weight of your goods to be 55lbs. If you were to set them down on the ledge and then take people, you could lift up to 150 (10 STRx15) or 300 (with Bulls Strength). You would have to roll a Constitution saving throw after each trip at DC 10+(the number of trips you have taken). Your teammates weigh, using the average weight of their race plus their gear weight: Ai Shan 241 (118+123), Kildrak 210 (122+88), Cassandra 285 (170+115), and Urki 230 (36+194). You would need Bull's Strength to lift any one by themselves and have to make a Con save after every trip (four Con saves DCs 11, 12, 13, 14).
So yes, it's possible but definitely a strain on your endurance.
Ok, I just rolled 3 failures and 1 success....
The three failures means three levels of exhaustion.
Exhaustion, wow. Well can we say Feng stopped trying after feeling the effects of 1st or even the 2nd level of exhaustion?
He came over the wall right behind Ai Shan and Cassandra. Though he hesitated to hit the meditating samurai (would have preferred to challenge her openly) he would have joined in once the fight began but the samurai took off. He took a quick moment to look back over the wall to check on the incoming crow riders to get a full assessment of the situation, and that's where we're at. ;-)
Or, we could roll initiative.
Nevertheless, I have marked 25 damage on Feng's sheet.
Edit: This would also mean that he didn't spend the superiority die which would only have activated on the hit.
Edit: This would also mean that he didn't spend the superiority die which would only have activated on the hit.