Become a MacRumors Supporter for $50/year with no ads, ability to filter front page stories, and private forums.
Thanks, raven!

Just so I understand that correctly (sorry..): he got one attack as an "opportunity" and one because he had an "advantage"?

After that I'm gone for good, so the attack he made in your post #240 (back at work :D) is hence nullified/inexistent since I'm no longer there? (partly rethorical since they all failed but in case he would have wounded me there that would have been reversed?)
 
sorry if i am confusing things farther! :)

i was also on the phone, so i couldn't easily go back and carefully check everything
i am aware of what you posted, and it IS a valid choice of action, but in ravenvii's description of events, there is no mention of you leaving the scene to reach Portia.
- after you missed the attack, it was the goblin's turn they attacked you (failing) and Syllian (failing and then succeeding).
if you were gone, the goblin would have an attack of Opportunity on you, AND either followed you for another attack or attacked Master Fletcher.
after that it became my turn, and i am attacking the goblin by the wagon (still unresolved).
- you can move while engaged in combat, but that gives your opponent a chance at a free swipe (attack of opportunity). you can avoid that but using disengage as your action, but than you cannot have any other action (you can still use a bonus action, if you have it). when i suggested to attack and move, i sort of assumed you'd kill the goblin, but that didn't happen, so you are still engaged.
- also i am getting confused on which spells you have prepared, same with Syllian. i assumed you would have given a set to begin with (by Pm from the DM), but ravenvii said syllian has none to use, so now i don't know. what you DO have always available are your cantrips (light, sacred flame, and thaumaturgy) which are not healing spells (but sacred flame is a decent ranged attack spell), and level 1 Bless and Care Wound (because are your 'specialty', given your God and Divine Domain). Contrary to what i might have said before, both Bless and Cure Wound are regular spells, NOT bonus spells, so you would use them as regular actions (sorry for the confusion).
Some spells are designed as using one 'bonus action' in the casting time. these are the bonus spells and you can use them in addition to a regular action. they are: Healing Word (which is ranged, very useful), Sanctuary, Shield of Faith (which requires you to stay concentrated to maintain it). i don't know if you have any of them prepared.

again sorry for generating confusion. i got mixed up with the names and @Huntn thread (btw, there is some wrong infos i put there too, i think, i will amend it as soon as i have time

@ravenvii, for the future, i think it would be very useful if after every combat/event you would put a "status" paragraph to summarize who is where, plus a reminder of ther initiative order

edit: ninja'd by ravenvii.

edit2: a couple of further notations.
- in general an attack of opportunity is not with advantage. the advantage IS the AoO, it's built in. otherwise every AoO would pretty much always be with an advantage, since the person getting away is basically moving with disregard of what the opponent is doing. there are exceptions, for example if the one trying to get away is blinded or confused, then the advantage on top of the AoO is legit

- so basically what happened to velt is just an amendment to the previous round, right? we are still at the beginning of the next round, with the initiative order being portia (already acted), me, velt, syllin, claus, and finally the goblins?
 
Last edited:
and had been able to scramble to the cover of the wagon, as advised by some of my comrades.

I always have your character's wellbeing in mind so will give you my best advice :D. That being said, I'm new to the 5th edition D&D and @Don't panic and @ravenvii are the experts. I'll give you advise but, please check with Ravenvii before you act on it.

@Don't panic, Could you please explain (with examples) the disengage action and bonus actions.
 
Last edited:
@Don't panic : I think it's resolved now. Not sure if I finally stand besides Portia now but I guess so. :D

As for my spells: I posted in #111 that I'd prepare Command, Inflict Wounds, Shield of Faith and Purify Water and Food (and Tobacco) as my spells. As far as I understood it I can cast two of those during one day. And I have to correct my previous post: Bless and Cure Wounds are also, additionally among those. My cantrips have nothing I could use to heal. Where I'm not sure is whether I can prepare those four spells each day anew (so get a ranged healing one instead tomorrow - would be helpful).

Unfortunately I haven't any ranged healing spells. :( That's why I urged Huntn to take one instead otherwise I'd say we should get me a pony so I can set up some sort of ambulance. :D


As for Command, I haven't got access to that sheet were those spells are explained in detail. not sure I could command the hidden Goblin to howl or whatever so we increase our chances to find him.
[doublepost=1456330261][/doublepost]Also:

"I AM INVINCIBLE!! MUAHAHA"
 
@Don't panic : I think it's resolved now. Not sure if I finally stand besides Portia now but I guess so. :D

As for my spells: I posted in #111 that I'd prepare Command, Inflict Wounds, Shield of Faith and Purify Water and Food (and Tobacco) as my spells. As far as I understood it I can cast two of those during one day. And I have to correct my previous post: Bless and Cure Wounds are also, additionally among those. My cantrips have nothing I could use to heal.

Unfortunately I haven't any ranged healing spells. :( That's why I urged Huntn to take one instead otherwise I'd say we should get me a pony so I can set up some sort of ambulance. :D


As for Command, I haven't got access to that sheet were those spells are explained in detail. not sure I could command the hidden Goblin to howl or whatever so we increase our chances to find him.

"tomorrow" you should prepare 'healing word' it is a bonus spell and ranged, and drop one of the other. you can change them every night (except bless and cure wounds which you always have).
and yes, you are by portia now.
next you can cure her and then move to syillin if you want, but you'd have exhausted you actions for the turn. you could use shield of faith as bonus action, but it really makes no sense right now, and you NEED the second spell slot to heal Syllin (with cure wounds again) next turn
 
btw it's Veit and not Velt @Don't panic and @Plutonius ...

Wait, I have Shield of Faith prepared. So I can use that basically every round without losing any of my other options? Neat..

..on the other hand Bless is a regular spell and a prepared one at that. So I can use that only once per day? :eek: How could I help ss and Mo in that case?

This game is confusing me.
 
I always have your character's wellbeing in mind so will give you my best advice :D. That being said, I'm new to the 5th edition D&D and @Don't panic and @ravenvii are the experts. I'll give you advise but, please check with Ravenvii before you act on it.

@Don't panic, Could you please explain (with examples) the disengage action and bonus actions.

if you are in battle, you cannot just leave the combat, if you do you open yourself to a free shot by whoever you are fighting with (simple attack,with NO advantage). this is an attack of oppotunity. once you left you still have your action available, since you left just using your Move.
alternatively, you can use you action to Disengage, in which case you allow no AoO. but then you don't have any other full Actions, just move and reactions.
some characters have bonus actions, they can use them, once per turn, in addition to the normal full Action, at any time.
for example Goblin have "nimble" that allows them to either disengage or hide as a bonus action. cleric has some spells (see above) to cast as bonus actions, you and I can use our Second Wind special as bonus action, Portia can use Cunning when she get to level 2, and so on
[doublepost=1456331581][/doublepost]
btw it's Veit and not Velt @Don't panic and @Plutonius ...

Wait, I have Shield of Faith prepared. So I can use that basically every round without losing any of my other options? Neat..

..on the other hand Bless is a regular spell and a prepared one at that. So I can use that only once per day? :eek: How could I help ss and Mo in that case?

This game is confusing me.

sorry Veit.
Shield of Faith is a spell and so is Bless, so you can use it as long as you have slots. currently you have two slots/day. you CAN use the same spell repeatedly, but each time you use up a slot. you are going to get more slots as you level up.
since right now we have both our Damsels in serious distress, i highly recommend that you save your slots for Cure Wounds on Portia (who now is in fact critical) and most likely for Syllin next, in case she fails to stabilize.

Cantrips, on the other hand, you can use at your heart's desire.
they use up an action, but they do not consume any slot.

in general, both you and Syllin should be careful on when using the spells, especially you since you are the main source of healing (but not the only one, fortunately)
 
Last edited:
i highly recommend that you save your slots

Thanks for clarifying. Saving those slot for them goes without saying then.

in general, both you and Syllin should be careful on when using the spells, especially you since you are the main source of healing (but not the only one, fortunately)

Yes, I have to admit that it sounds only half-amazing staying back from now on and save all my spell slots to cure you guys..we should remember to buy some healing water at the next tobacco-bodega.. :D
 
Thanks for clarifying. Saving those slot for them goes without saying then.



Yes, I have to admit that it sounds only half-amazing staying back from now on and save all my spell slots to cure you guys..we should remember to buy some healing water at the next tobacco-bodega.. :D

you don't need to stay back necessarily, at least not all the time. you have a very high armor class, and a good number of hit points. plus you have some good offensive spells, and your warhammer and hatchets. you can do a lot of damage in battle. but yes, to save at least a spell for healing is good policy, and in the future we can try to get healing potions (plus we'll have more hit points as we level up.
level1 characters are very weak by definition, and we have been very unlucky with the dice.
i wasn't expecting to (temporarily) lose any player here, let alone 2.
 
Last edited:
you don't need to stay back necessarily, at least not all the time. you have a very high armor class, and a good number of hit points. plus you have some good offensive spells, and your warhammer and hatchets. you can do a lot of damage in battle. but yes, to save at least a spell for healing is good policy, and in the future we can try to get healing potions (plus we'll have more hit points as we level up.
level1 characters are very weak by definition, and we have been very unlucky with the dice.
i wasn't expecting to (temporarily) lose any player here, let alone 2.

Hm. 'Very unlucky with the dice"? Is this normal?

Re spells, some guidance and advice would be welcome. What spells do I have (do, please, bear in mind some of us are completely new to this, and some of the posts make no sense whatsoever) at my disposal to use?
 
these
Hm. 'Very unlucky with the dice"? Is this normal?

Re spells, some guidance and advice would be welcome. What spells do I have (do, please, bear in mind some of us are completely new to this, and some of the posts make no sense whatsoever) at my disposal to use?

are all the spells available at your level:

0 Level (Cantrips)
Dancing Lights
Light
Mage Hand
Prestidigitation
Ray of Frost
Shocking Grasp

1st Level
Burning Hands
Charm Person
Comprehend Languages
Detect Magic
Identify
Mage Armor
Magic Missile
Shield
Sleep
Thunderwave

however, unlike a cleric who gets his magic from his/her divinity and thus has potential access to every spell of their level, a wizard need to actually write the spells down in their big magic book, and only then can learn the spells.
some spells you learned so well that you can use at any time (cantrips), some you have to prepare the night before use (spells)
in your specific case, the spells available to you (in your magic book) are


0 Level (Cantrips)

Mage Hand
Prestidigitation
Ray of Frost
Shocking Grasp

1st Level
Burning Hands
Detect Magic
Mage Armor
Magic Missile
Shield
Sleep

the cantrips you can use at will.
Of the spell, at your level you can only memorize 4/day (the ones you 'prepare') and use 2/day (because you have two slots at this level. they CAN be the same spell used twice)
you can learn new spells on the way, by leveling up, by finding scrolls, other wizards' magic book or buying them. once you get a hold on the new spell, you need to copy them in your book, and then you can study them.
in addition, some spells (same for clerics) require specific materials (described in the spell), some of which can be very expensive. you already have all the stuff you need for the spells above.
spells can also be cast with a ritual, in which case they do not use a slot (althouch basically you hardly can do that in combat)


being a wizard is a lot of work!

i thought ravenvii had assigned you some spell preprepared to begin with, but apparently he didn't, so right now you only have the cantrips to work with. you need a long rest to have time to prepare the spells for the next day (same for the cleric). usually a long rest is 8 hours (of which only two can be spent in watch. but in your case (as an elf) you only need 4
 
Last edited:
  • Like
Reactions: Scepticalscribe
these


are all the spells available at your level:

0 Level (Cantrips)
Dancing Lights
Light
Mage Hand
Prestidigitation
Ray of Frost
Shocking Grasp

1st Level
Burning Hands
Charm Person
Comprehend Languages
Detect Magic
Identify
Mage Armor
Magic Missile
Shield
Sleep
Thunderwave

however, unlike a cleric who gets his magic from his/her divinity and thus has potential access to every spell of their level, a wizard need to actually write the spells down in their big magic book, and only then can learn the spells.
some spells you learned so well that you can use at any time (cantrips), some you have to prepare the night before use (spells)
in your specific case, the spells available to you (in your magic book) are


0 Level (Cantrips)

Mage Hand
Prestidigitation
Ray of Frost
Shocking Grasp

1st Level
Burning Hands
Detect Magic
Mage Armor
Magic Missile
Shield
Sleep

the cantrips you can use at will.
Of the spell, at your level you can only memorize 4/day (the ones you 'prepare') and use 2/day (because you have two slots at this level. they CAN be the same spell used twice)
you can learn new spells on the way, by finding scrolls, other wizards' magic book or buying them. once you get a hold on the new spell, you need to copy them in your book, and then you can study them.
in addition, some spells (same for clerics) require specific materials (described in the spell), some of which can be very expensive. you already have all the stuff you need for the spells above

being a wizard is a lot of work!

Ah, and I thought it was just about being an academic emeritus who could cast a few spells……..

Very useful and informative post; many thanks.


As an aside, just exactly how wounded am I at the moment? I seem to recall reading the somewhat ominous figure of 'zero' alongside my name somewhere recently...
 
these


are all the spells available at your level:

0 Level (Cantrips)
Dancing Lights
Light
Mage Hand
Prestidigitation
Ray of Frost
Shocking Grasp

1st Level
Burning Hands
Charm Person
Comprehend Languages
Detect Magic
Identify
Mage Armor
Magic Missile
Shield
Sleep
Thunderwave

however, unlike a cleric who gets his magic from his/her divinity and thus has potential access to every spell of their level, a wizard need to actually write the spells down in their big magic book, and only then can learn the spells.
some spells you learned so well that you can use at any time (cantrips), some you have to prepare the night before use (spells)
in your specific case, the spells available to you (in your magic book) are


0 Level (Cantrips)

Mage Hand
Prestidigitation
Ray of Frost
Shocking Grasp

1st Level
Burning Hands
Detect Magic
Mage Armor
Magic Missile
Shield
Sleep

the cantrips you can use at will.
Of the spell, at your level you can only memorize 4/day (the ones you 'prepare') and use 2/day (because you have two slots at this level. they CAN be the same spell used twice)
you can learn new spells on the way, by finding scrolls, other wizards' magic book or buying them. once you get a hold on the new spell, you need to copy them in your book, and then you can study them.
in addition, some spells (same for clerics) require specific materials (described in the spell), some of which can be very expensive. you already have all the stuff you need for the spells above

being a wizard is a lot of work!

@ravenvii said that the mage (@Scepticalscribe) only has her four level 0 cantrips at the moment.

Two questions.
1) What spells can @twietee and @Scepticalscribe normally cast as bonus actions ?
2) If you are brought to zero hit points and then healed above zero (@Moyank24 , @Scepticalscribe), can you fight, cast spells, etc. or do you need to rest first (i.e. you are out of action till the next day) ?

[doublepost=1456335087][/doublepost]
As an aside, just exactly how wounded am I at the moment?

You are dying although not as critical as Portia.
 
Ah, and I thought it was just about being an academic emeritus who could cast a few spells……..

Very useful and informative post; many thanks.


As an aside, just exactly how wounded am I at the moment? I seem to recall reading the somewhat ominous figure of 'zero' alongside my name somewhere recently...

currently, you are unconscious and unstable.
at you turn, you toss a d20. on 10+ you get a 'thumbs up', on a 9- you get a 'thumbs down' if you get 3 thumbs up you are stable and cannot die, if you get to 3 thumbs down you actually die (portia has 2 now). if you roll a 20, you are not only stable but get 1 hit point so you wake up and start playing normally. if you roll a 1 it counts as a double hit
you can also be stabilized if someone uses their medicine ability successfully or a medicine kit.
once you are stable, you roll a d4 and after that many hours you gain consciousness and ar back at 1 hit point.
healing or potions can also get you back hit points.
a long rest gets you back ALL your hit points, but you need to have at least one to begin with
during a short rest you can roll your "hit dice" (from the character sheet, in your case a 1d6) and get back that many hit points.

it looks complicated but it really is not. if you have time, you should read the basic player handbook pdf that was linked earlier on

[doublepost=1456335629][/doublepost]
@ravenvii said that the mage (@Scepticalscribe) only has her four level 0 cantrips at the moment.

Two questions.
1) What spells can @twietee and @Scepticalscribe normally cast as bonus actions ?
2) If you are brought to zero hit points and then healed above zero (@Moyank24 , @Scepticalscribe), can you fight, cast spells, etc. or do you need to rest first (i.e. you are out of action till the next day) ?

[doublepost=1456335087][/doublepost]

You are dying although not as critical as Portia.

1. Veit has healing word and shield of magic, Syllin has none, but shield is a reaction (is this correct, @ravenvii?)
2. yes, once you are back to 1, you are fully functional

this could be helpful:
http://merricb.com/2014/07/07/a-primer-on-hit-points-and-healing-in-the-new-dungeons-dragons/
http://merricb.com/articles-for-new-dd-players/
 
Last edited:
currently, you are unconscious and unstable.
at you turn, you toss a d20. on 10+ you get a 'thumbs up', on a 9- you get a 'thumbs down' if you get 3 thumbs up you are stable and cannot die, if you get to 3 thumbs down you actually die (portia has 2 now). if you roll a 20, you are not only stable but get 1 hit point so you wake up and start playing normally. if you roll a 1 it counts as a double hit
you can also be stabilized if someone uses their medicine ability successfully or a medicine kit.
once you are stable, you roll a d4 and after that many hours you gain consciousness and ar back at 1 hit point.
healing or potions can also get you back hit points.
a long rest gets you back ALL your hit points, but you need to have at least one to begin with
during a short rest you can roll your "hit dice" (from the character sheet, in your case a 1d6) and get back that many hit points.

it looks complicated but it really is not. if you have time, you should read the basic player handbook pdf that was linked earlier on

[doublepost=1456335629][/doublepost]

1. Veit has healing word and shield of magic, Syllin has none, but shield is a reaction (is this correct, @ravenvii?)
2. yes, once you are back to 1, you are fully functional

this could be helpful:
http://merricb.com/2014/07/07/a-primer-on-hit-points-and-healing-in-the-new-dungeons-dragons/
http://merricb.com/articles-for-new-dd-players/

Ah, the only thing I understand is that I am unconscious and unstable.

The rest is………complicated - and for now - not at all comprehensible.
 
Bartolomeus turns as the goblin suddenly darted past you, its screeching sounding like rage when the ray of frost forced it to drop its shield. Its rage made it reckless, and as it tripped over the dead mare's hoove, you swing your greataxe around, ensuring that its flat head, rather than its considerably sharp edge, will make the impact --

*** CHECK ***
Since the goblin dropped its shield, only a 12 is needed to hit it (5 is the attack bonus for the greataxe -- just realized they already did the math on the character sheet!):

Bartolomeus: 5 + 20 = 25

Uh, yeah so you hit it harder than you anticipated... it's a critical hit, so you roll double the damage:

Bartolomeus: 12 + 8 + 3 = 23

You... absolutely obliterated the goblin. Its hp isn't even calculable anymore.
*** CHECK ***

-- but Bartolomeo swung the greataxe much harder than you intended to, and when it made impact, the back of the goblin's head completely caved in, killing the goblin instantly. Its body was thrown forward, over Syllin's body and landing in a mangled mess a foot away, blood and brain matter leaking out of its skull.

Swearing, Bartolomeus turned and ran towards the two dead horses about 30 feet away down the trail. Noting that they indeed belonged to Gundren Rockseeker and Salidar Hallwinter, Bartolomeo scanned the woods for any signs of the longbow-wielding goblin. Bartolomeo sees nothing.

>>> @twietee you're up. You're right next to Portia, Bartolomeus down the trail close to the dead horses, and Syllin back close to the wagon. Claus is, of course, still back in the woods. There is a goblin directly behind you, and another one somewhere in the woods.
 
Last edited:
Bartolomeus turns as the goblin suddenly darted past you, its screeching sounding like rage when the ray of frost forced it to drop its shield. Its rage made it reckless, and as it tripped over the dead mare's hoove, you swing your greataxe around, ensuring that its flat head, rather than its considerably sharp edge, will make the impact --

*** CHECK ***
Since the goblin dropped its shield, only a 12 is needed to hit it (5 is the attack bonus for the greataxe -- just realized they already did the math on the character sheet!):

Bartolomeus: 5 + 20 = 25

Uh, yeah so you hit it harder than you anticipated... it's a critical hit, so you roll double the damage:

Bartolomeus: 12 + 8 + 3 = 23

You... absolutely obliterated the goblin. Its hp isn't even calculable anymore.
*** CHECK ***

-- but you swung the greataxe much harder than you intended to, and when it made impact, the back of the goblin's head completely caved in, killing the goblin instantly. Its body was thrown forward, over Syllin's body and landing in a mangled mess a foot away, blood and brain matter leaking out of its skull.

>>> @twietee you're up. You're right next to Portia, Bartolomeus nearby close to the wagon, and Syllin a little further. Claus is, of course, still back in the woods. There is a goblin directly behind you, and another one somewhere in the woods.

> Har! Har! Har!, that will teach him!
the despicable little runt...

:D
* I should still have my move part, so while we wait fro Veit to do his holy thing, i move all the way to where the arrows are coming from. do i see the other goblin?
 
I'm calling the holy gods, usher some rare curses (because I hit my head a little when rushing to Portia) and finally cast the magic spell Healing Wounds on Portia. Or Curing Wounds, I can never remember which one.

After that was successfull, I turn around, curse again, and give that ugly goblin next to me the final blow with my mighty warhammer.
 
Yeah I forgot about that and edited the post :)

recently when one of my guys hit a crit with a blunt weapon (i think it was a warhammer, but i might be wrong) i gave them a home run.... :D:D
[doublepost=1456351642][/doublepost]
I'm calling the holy gods, usher some rare curses (because I hit my head a little when rushing to Portia) and finally cast the magic spell Healing Wounds on Portia. Or Curing Wounds, I can never remember which one.

After that was successfull, I turn around, curse again, and give that ugly goblin next to me the final blow with my mighty warhammer.

you can't, that would be two actions (spell and attack), plus that goblin is with Master Fletcher on the other side of the trail, where you came from.
what you can do is Cure Wounds and then move somewhere, if you want
 
You are right: My fault. I cast the spell and stay where I am to protect Portia.


And wrong: There is a goblin right next to me. As it clearly isn't the bow wielding, hidden one I assume the goblin from the other side of the trail got attached anf followed me. So should be the wounded one.

Not sure if I have to specifically write that down, but of course I am turning around after I cast my spell since I have a filthy gob right behind my back..
 
Register on MacRumors! This sidebar will go away, and you'll see fewer ads.