Gypsy - Yes. Just to the tunnel leading outside, which was right near the Alderleaf Farm. If you look at the map, if the men stood in Room 7 (the middle room on the northern wall with the barrels), they could watch as Jaliera and Kallista take the villagers to the tunnel exit. It should be a matter of 10 rounds (5 out and 5 back, without running) to do it so it's not like they'll be gone even as long as a Short Rest.
If you want to have a PM conversation that's fine, Gypsy. Just include Neptune.
Gypsy, Some DMs might want you to do that, but I am playing it as if you had your training leading up to your adventuring days but it all "kicks in" when you reach the appropriate level. Pay attention to the Mage Hand Legerdemain feature. It's quite cool.
I've played my Arcane Trickster at higher levels (11th) and it's lots of fun. You should become one of the most dangerous combatants during melee because of the ways sneak damage can be applied. If you simply target a foe that has an ally adjacent, you get the damage.
Ken - Note that the +1 AC for the Staff will Stack with the Mage Armour from the Staff, so you might want to put an alternate AC in parenthesis for when you use Mage Armour, which I'd assume you would do every day since it's only 1 charge and lasts for 8 hours.
It will definitely affect her allies if she stays where she is. However, she can climb on the crates and barrels (see the orange token for her) and do it from there to cover this area:
I see that Davroar has taken damage and you are showing him having 20 total points. From what I read on being in his wild shape he takes on the hit points of the animal he has changed into. In this case from the reference I found he should have 34 total hit points for a brown bear.
Quoted from Druid page:
Quote:
When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
Gypsy, Yep. 6d10 is the amount of hitpoints you affect. The effect is to blind them. There is no save. Since there are 3 guys and each has 16 hit points. So, channeling my inner programmer:
if you roll 6-15 - none affected else if you roll 16-31- one is affected else if you roll 32-47 - two are affected else if you roll 48-60 - three are affected.
Dugan, Yep. In effect these are "temporary hitpoints" making the animal form a really powerful ability.
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