Hidden 8 yrs ago Post by Lucius Cypher
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Oh yeah, Orchid would do the same. If the Kobold he's standing over tries to move away from him or otherwise would provoke an AoP, here are my rolls.

Hidden 8 yrs ago Post by Hekazu
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As unfortunately high as these kobolds happen to have rolled, we have the first encounter of zero HP mechanics, so I'd like to give a quick refresher course in case any of you happen to need it.

Once a character's HP is zero or less, first we check if the amount of negative HP is higher than their maximum HP. If it is, instant death via massive damage occurs. If not, the character is left at 0, unconscious and unstable. If no outside effects are to affect them, they will simply roll a death saving throw on each of their turns, succeeding on a 10 or more. On a success, they add one death save success, on a failure (unsurprisingly) one failure. On a roll of a 1, two failures are added. On a twenty, the character is stabilised and gains 1 HP and conciousness immediately. If three failures are reached, the character dies. If three successes are met first, they are now stable, requiring no further death saves.

Effects from the outside that can affect them are damage, healing and stabilisation attempts. Upon taking damage, the character gains a death save failure (two on a critical). Healing lifts them up from 0 HP and they regain consciousness, immediately becoming stable. Stabilisation is a process that uses a helping character's action and has them roll a DC 10 Wisdom(Medicine) check. On a success, the target is stabilised.

A stable creature ceases to be stable if it takes any damage, and needs to roll the death saves until restabilised. If a stable creature is not healed, it regains 1 HP after 1d4 hours.
Hidden 8 yrs ago Post by Lucius Cypher
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It's coo, I got relentless endurance. If y'all don't kill the kobolds by the time I'm up I'll just trigger it and go ham.

Also I'm guessing the commoners are standing back?
Hidden 8 yrs ago Post by Hekazu
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Yah, for convenience's sake, let's say that Relentless Endurance can work like that. The attack sends you reeling, but on your initiative you can rise up from the ground. Note that this is both a positive and a negative thing: You may not end up burning the skill for nothing, but on the other hand you lose half your movement to stand up after being prone. Or if you'd like, when you are reduced to zero hit points you can just notify me and I'll change the storytelling accordingly. Whatever goes.

And yes, the commoners are seeking to keep their distance.
Hidden 8 yrs ago Post by Lucius Cypher
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We'll see what the others do. Orchid is fine going down, but if doesn't think the others can finish off the last kobold, he'll get up and cut the last one down.
Hidden 8 yrs ago Post by The Harbinger of Ferocity
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Assuming the kobolds do not get much more lucky or maddened, Brannor can rouse Orchid to respectable fighting condition in a turn. The first order of business is to eliminate the immediate threat however.
Hidden 8 yrs ago Post by Hekazu
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Well would you look at that. We are done with the first combat encounter soon, with only one of the opponents remaining. Next up, Parum!
Hidden 8 yrs ago Post by Hekazu
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Seems like the combat is done! However, I would still like to see the next post being from @VKAllen, given how Trear is the last one to act in the initiative order before Orchid's turn. If they stabilise the Half-Orc, all is well. Otherwise, Orchid will have to throw at least one Death Saving Throw. Not that it'll probably matter, but mechanics are mechanics and it's good to ascertain the rules early. Also if nobody heals/stabilises him quickly, while unlikely, more saves will have to be rolled. After that, it'll be back to the non-combat where no set order exists.
Hidden 8 yrs ago Post by VKAllen
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Seems like the combat is done! However, I would still like to see the next post being from @VKAllen, given how Trear is the last one to act in the initiative order before Orchid's turn. If they stabilise the Half-Orc, all is well. Otherwise, Orchid will have to throw at least one Death Saving Throw. Not that it'll probably matter, but mechanics are mechanics and it's good to ascertain the rules early. Also if nobody heals/stabilises him quickly, while unlikely, more saves will have to be rolled. After that, it'll be back to the non-combat where no set order exists.


Certainly.
Hidden 8 yrs ago Post by Lucius Cypher
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Would it be okay if I went ahead and post something for Orchid? Won't be much, just him slowly losing consciences and blacking out with a smile on his face.
Hidden 8 yrs ago Post by Hekazu
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If you'd like to do a short post like that, I don't see any reason not to. It'll keep some movement in the game while we are waiting.
Hidden 8 yrs ago Post by The Harbinger of Ferocity
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Yes, some activity would be nice.
Hidden 8 yrs ago Post by Hekazu
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I am unsure what was used to stabilise Orchid, but okay, I'll grant it.

Next thing is, if anyone wants to have some actions/words in before the commoner answers (Orchid might want to faint and all that, being unconscious at 0) now would be an opportune time. I'll seek to advance this by tomorrow morning.
Hidden 8 yrs ago Post by VKAllen
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I am unsure what was used to stabilise Orchid, but okay, I'll grant it.

Next thing is, if anyone wants to have some actions/words in before the commoner answers (Orchid might want to faint and all that, being unconscious at 0) now would be an opportune time. I'll seek to advance this by tomorrow morning.


Pardon me if I may, since the rules behind stabilising isn't clear (other than to prevent death saving throw), I just thought I'd mix it up a little. I am glad you accepted it in this instance but please inform me if you don't want it to happen again.

The performance check was just if anyone was listening or could listen.
Hidden 8 yrs ago Post by The Harbinger of Ferocity
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It might not be what any of us had in mind, but it certainly is a fair enough talent to perform. I have no issue with it personally, in that it is a flavorful way of stabilizing a fallen ally.
Hidden 8 yrs ago Post by Hekazu
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The main thing in the stabilisation was the missing Wisdom(Medicine) check, but this seems different enough to warrant replacing it with a performance check. I also like the originality of it.
Hidden 8 yrs ago Post by The Harbinger of Ferocity
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I will post tomorrow, that way @Ryonara still has their opportunity to intervene and interact.
Hidden 8 yrs ago Post by Hekazu
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Hey @VKAllen, I noticed that you have not told me what the second Favoured Enemy Humanoid type would be, given how goblinkind is considered a subcategory of humanoids and how the Favoured Enemy works with that. If you have, I'm sorry that I've missed it, but could you tell me?
Hidden 8 yrs ago 8 yrs ago Post by VKAllen
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Hey @VKAllen, I noticed that you have not told me what the second Favoured Enemy Humanoid type would be, given how goblinkind is considered a subcategory of humanoids and how the Favoured Enemy works with that. If you have, I'm sorry that I've missed it, but could you tell me?


There's a second one I have to choose?

EDIT:

Researching now.

EDIT #2:

Perhaps its most advantageous to take up Kobold.

My favoured Terrain is Forest.
Hidden 8 yrs ago Post by Hekazu
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Okay, Kobold and Forest it is!
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