Second Wind defense bonus is until the start of your next turn, not the end.
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Originally Posted by Snowbody
No, it was for shadow_elf regarding Alessa (he had said UENT). Sorry I wasn't clear about that.
No problem, having it during my next turn wasn't critical to any plan or whatnot. Although I am thinking I might want to use my unspent move action for something... you know what, I'll trade it for a minor to go back to "human" form, if that's alright. I can only summon from there, but I'd prefer to end next turn in elemental form; the half damage thing still applies if I am in human form, as the power doesn't specify otherwise.
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Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II
Thanks to Arokh for all the wonderful avatars! May his computer never crash and his mouse arm never cramp!
Lucky for you, you rolled a 3 and not a 2, that -2 would have made you miss the first kobold! (And good thing it was a level 1 disease not a level 2 disease with a DC 11 to suppress the effects)
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Uh, so, um... Zimelda is down to 3 surges.
Don't worry -- Crabb and Goyle swiped some healing potions from the Temple, they'll be happy to administer one to you when you're knocked out.
(If you don't have any surges left, magical healing restores 1 HP)
Um...how did Mertes move to (o,11)? There's presently a kobold there. The pressing strike power allows you to move through an enemy square, but you have to end up in an empty square.
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Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there.
You can move to (o,12), but you'd have to Squeeze to fit there, which imposes a penalty to the attack on #8, making it miss. You can still move to (i,11) and finish out the rest of your turn, killing off minions #9 and #3 and making them drop the skull. OK?
I'm quite amazed that all the attacks I directed at the slime hit. It's down to 2HP. You guys are still badly outnumbered, and really need that additional attack.
I'm going to declare that the slime, like a heroic-tier NPC, has one healing surge, but no way to activate it in combat. Someone could administer a healing potion to it (standard action, it gains 10HP) or Zimelda could use Healing Word (4+3+1d6).
I'm quite amazed that all the attacks I directed at the slime hit. It's down to 2HP. You guys are still badly outnumbered, and really need that additional attack.
I'm going to declare that the slime, like a heroic-tier NPC, has one healing surge, but no way to activate it in combat. Someone could administer a healing potion to it (standard action, it gains 10HP) or Zimelda could use Healing Word (4+3+1d6).
No, by RAW, it can just leech my surges. It's completely accounted for within the rules, as far as I know. If Zimelda wants to Healing Word it, that'd be great.
EDIT: And when it does so, it uses my Healing Surge value, too.
__________________ My Homebrew
Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II
Thanks to Arokh for all the wonderful avatars! May his computer never crash and his mouse arm never cramp!
Last edited by Shadow_Elf : 09-26-2012 at 11:57 PM.
No, by RAW, it can just leech my surges. It's completely accounted for within the rules, as far as I know. If Zimelda wants to Healing Word it, that'd be great.
EDIT: And when it does so, it uses my Healing Surge value, too.
Great, so 8+3+1d6 for healing word.
I can never keep straight all the different pet types-- when they take their action, how to heal them, whether they can flank/take OAs/draw OAs, how to heal them, etc. Thanks for the corrections.
None that Mertes has spotted so far. Remember that the kobolds were alerted to the attack and had several minutes to prepare. Most likely there's a ladder, pole, or rope hidden in one of the side rooms.
DC20 to climb down unassisted, or you could take a move action to hang over the edge and extend your arms, then another one to fall -- that would reduce the fall height to 20 feet.
Also, a brief reminder about healing potions as it looks like it'll be relevant. Everyone should have one in their pack (they were acquired after the fight at the dragon burial site). Minor to draw it (as long as you've got a free hand) and minor to drink...or at no additional cost as part of a move action. Standard to administer a potion to someone else. If the drinker has a surge left, spend it and heal 10 HP, if no surges left, heal 1 HP.
Edit: Yes, dragonshields on main floor (they're not transparent)
Don't forget you need both hands free in order to climb; stowing and retrieving the axe is a minor action (or you can drop it for free and pick it up after you climb down with a minor...if it's still there)
You had targeted it with scattered form power, but the attack roll was a 10, so a miss. It was eligible to shift out of the blast zone, but elected not to do so. (It would have done so if the attack had an on-miss effect like Splash/Swarming Locusts or Grasping Tides, but Scattered Form only does damage to targets on-hit and has no other effects , so it stayed put and retained the power.)
You're never required to take an immediate or opportunity action when the conditions are satisfied. You have the option to take it at that moment, or you can decline to take it and maybe take it later if the conditions are still satisfied.
I had actually referred to this in the recap fluff, the crunch, and the status block.