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Thread: Arcane Attachments
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2008-06-21, 03:50 AM (ISO 8601)
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Arcane Attachments
Grapple challenge for Sorceror, level 6 Build, posted by Kurald Galain.
Terms: flat open arena, stone, endless in all directions. Begin 30 feet away from first opponent. You have surprise round, and then initiative is rolled as normal.
1st opponent: A Cloaker. (CR 5)
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2008-06-22, 12:16 AM (ISO 8601)
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Re: Arcane Attachments
Encounter initiative: (1d20+7)[12]
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2008-07-06, 01:57 PM (ISO 8601)
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Re: Arcane Attachments
OOC: unless Kurald Galain tells me to get out of here right now, I'm willing to give it a try, do mind that I never used the form roller before, so I might make some mistakes with them causing a few double posts.
Initiative=(1d20+2)[4]
I'm casting Enlarge person on myself in the surprise round lasting 60 rounds(do correct me if I'm wrong)
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2008-07-06, 02:00 PM (ISO 8601)
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2008-07-06, 11:51 PM (ISO 8601)
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Re: Arcane Attachments
Cloaker readies an action:
SpoilerActivate Moan: Nausea, if opponent attempts to cast a spell.
Cloaker moves forward 10 feet, shortening the distance between you two to 20 feet.
Turn passes to caster.
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2008-07-07, 05:08 AM (ISO 8601)
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Re: Arcane Attachments
"You are powerless before me foul beast!"
I charge! Touch attack to initiate grapple:(1d20+10)[23]
assuming success; opposed grapple check:(1d20+16)[17]
OOC: ready actions always smell like casting interrupt actions to me, so I charged, I hope it was the right decision.
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2008-07-07, 07:38 AM (ISO 8601)
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Re: Arcane Attachments
Ah! I was wondering if you'd follow in the cleric's footsteps, and buff.
I see you did not.
Grapple check to resist being grappled: (1d20+13)[15]
EDIT: It was the right decision... and you have grappled your foe. Per grapple rules, you get unarmed strike damage.Last edited by Talic; 2008-07-07 at 07:39 AM.
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2008-07-07, 09:05 AM (ISO 8601)
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Re: Arcane Attachments
All right then, unarmed damage: (1d4+6)[9]
Should I roll damage for armour spikes as well?
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2008-07-07, 11:58 AM (ISO 8601)
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Re: Arcane Attachments
umm, I do believe so.
Next: critter's turn, after damage is rolled. Note, spikes are considered an off hand weapon. Damage will be for large weapon, but, as str damage is already added, will not be added again.
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2008-07-07, 12:57 PM (ISO 8601)
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Re: Arcane Attachments
Your message confuses me, I agree it would be silly to let str damage be dealt twice, but how are the spikes off hand? I'm not attacking with them so they're neither off nor main, they're just there. Note that if it were an off had weapon 0.5 strength damage would be added.
anyway armour spike extra damage:(1d8+1)[5]
I'll await your next action
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2008-07-07, 02:33 PM (ISO 8601)
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2008-07-07, 02:36 PM (ISO 8601)
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Re: Arcane Attachments
Cloaker has taken 14 damage.
Cloaker action: Attack at a -4 penalty:
(1d20+4)[21]
If Hit: (1d6+5)[7]
If threat: (1d20+4)[22]
If Crit: (1d6+5)[6]
Cloaker turn done.
EDIT: I believe that's 7 damage.Last edited by Talic; 2008-07-07 at 02:37 PM.
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2008-07-07, 03:13 PM (ISO 8601)
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Re: Arcane Attachments
It is, hp:24(apparently I should have been running around casting buffs)
but I have no choice but to hope I can kill it fast now.
Opposed grapple check:(1d20+16)[17]
I succesfull, unarmed strik damage:(1d4+6)[10]
extra spike damage:(1d8+1)[7]
Edit: epic fail grapple checks I'm so gonna die.
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2008-07-07, 04:11 PM (ISO 8601)
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Re: Arcane Attachments
Jumping in with a short comment: Fenix_of_Doom, you appear to be using Grapp, the barbarian grappler, not Pparg, the sorcerer (or is that intended?). In that case, the extra damage from the spike only applies to the initial grapple attack, not subsequent grappling checks imo (although the rules could be interpreted differently, check out the armour spike description).
Note also that in the case of the barbarian, rageing in this setup is not a good idea since you would get fatigued at the end of the encounter you raged.
Anyhow, the sorcerer's unbuffed grappling mod is +11 (which would mean no grappling hold established to begin with).
- Giaocmo
EDIT: and, Fenix_of_Doom, since you like the Schroedinger's X metaphor so much...in normal gameplay you will NOT know whether an opponent has readied a certain action, and certainly not what action keyed to what of your actions.Last edited by Sir Giacomo; 2008-07-07 at 04:14 PM.
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2008-07-07, 04:31 PM (ISO 8601)
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Re: Arcane Attachments
Dear Giacomo, first I must request that in the future you post these kind of messages in the OOC discussion thread so we can keep this one clean.
And no, I'm using the sorcerer, why else would I cast a spell and roll for ASF?
I am however trusting Kurald Galainon the calculations, so I will double check them if it makes you feel better, but I'm pretty sure they're all right.
I've read the armour spikes section, it says you can deal extra damage in a grapple, when or how is not clearly defined. However if you picture someone with spiked armour wrestling, do you think the spikes will only hurt at the start or during the entire time the wrestling is going on?
Also may I remind you that flurrying in a grapple is not possible per RAW, so I'd take it easy on the rules if I were you.
Edit:
Originally Posted by SRD
On normal gameplay, I guess that depends on the group, however I can imagine that seeing some creature holding something back can be noticed.
On the keyed action, I didn't know but I could guess, I've read the spoilered text, but only after the round was finished.
Edit I did the grapple math, note that I am buffed, I cast enlarge person(58 rounds left) so that gives me a +16 modifier.
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2008-07-08, 01:35 AM (ISO 8601)
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Re: Arcane Attachments
I post creature readied actions visible because there's grounds that they are. A creature could be construed as visibly tensing, as if preparing for something, or waiting.
Grapple Spikes apply to any grapple check to deal damage. Because nonproficiency gives a -4 to grapple checks when using the spikes, it seems fairly straightforward that the spikes are used with grapple checks. When making an attack in a grapple, it's not a grapple attack. It's a standard melee attack, at a -4 penalty.
Now that that's resolved...
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2008-07-08, 01:37 AM (ISO 8601)
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Re: Arcane Attachments
Grapple check to resist damage: (1d20+13)[33]
Regardless of outcome, the creature will use an ability:
Moan (Fear). Make a DC15 will save or be panicked for 2 rounds.
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2008-07-08, 05:54 AM (ISO 8601)
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2008-07-08, 06:25 AM (ISO 8601)
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Re: Arcane Attachments
OOC: I haven't abandoned all hope yet, I shall try again! The epic failure with my rolls has to end sometime.
Opposed grapple check for damage:(1d20+16)[30]
if successful,
Unarmed strike damage:(1d4+6)[7]
Extra Spiked damage:(1d8+1)[3]
Edit: *sigh* if my grapple roll doesn't fail me then my damage roll does, say I can't exchange these results with the one made above can I? no? really? arg dammit.
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2008-07-08, 09:15 AM (ISO 8601)
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Re: Arcane Attachments
Resist roll: (1d20+13)[26]
15% chance of stopping that check... Let's see what happens.
Edit: Failure, as expected. 10 more damage, cloaker has taken 24.
Cloaker: grapple check to pin: [roll]1d20+13[/roll]Last edited by Talic; 2008-07-08 at 09:16 AM.
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2008-07-08, 09:16 AM (ISO 8601)
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Re: Arcane Attachments
(1d20+13)[28]
For the broken roll.
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2008-07-08, 09:35 AM (ISO 8601)
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Re: Arcane Attachments
Assuming we're not allowing the readied action tricks, I'm just resisting the pin and see were I'm going from there.
Resist pin:[roll]1d20+16[roll]
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2008-07-08, 09:36 AM (ISO 8601)
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Re: Arcane Attachments
oops
Resist pin:(1d20+16)[27]
Escaping the pin is pointless, so I ready an action anyway.
Spoiler
Trigger: Cloaker attacks me
action: grapple for damage
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2008-07-08, 03:10 PM (ISO 8601)
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Re: Arcane Attachments
Next round, pin ends.
Cloaker makes an attack at -4.
Attack: (1d20+4)[17]
If hit: (1d6+5)[10]
If threat: (1d20+4)[22]
If Crit: (1d6+5)[7]
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2008-07-08, 03:28 PM (ISO 8601)
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Re: Arcane Attachments
Readied action triggers:
Opposed grapple check for damage:(1d20+16)[21]
if successful:
gauntlet:(1d4+6)[8]
spike:(1d8+1)[4]
HP:14
active spells: enlarge person (54 rounds left)
ooc:I'll see how this goes and then decide on my next action
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2008-07-20, 02:45 AM (ISO 8601)
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Re: Arcane Attachments
Resist Check: (1d20+13)[14]
Edit: 21 > 14, troll takes damage.Last edited by Talic; 2008-07-20 at 02:46 AM.
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2008-07-20, 07:27 AM (ISO 8601)
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Re: Arcane Attachments
You mean cloaker
It's been a while hasn't it.
Anyway the only option I have is to try and kill the cloaker ASAP before it kills me and then pray I win initiative against the troll, if I manage that then I think I have a chance.
Opposed grapple check for damage:(1d20+16)[32]
if successful:
gauntlet:(1d4+6)[9]
spike:(1d8+1)[4]
Edit: if successful then the cloaker has taken 49 damage, is that enough?
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2008-07-20, 11:56 PM (ISO 8601)
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Re: Arcane Attachments
TrollCloaker (heh) took 12 damage last round, and stands to take another 12 this round, barring a nat 20, which will put it to 49 damage, putting it under.
Resist Check: (1d20+13)[26]
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2008-07-21, 07:41 AM (ISO 8601)
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Re: Arcane Attachments
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2008-07-21, 09:23 AM (ISO 8601)
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Re: Arcane Attachments
Well I've pondered it for a while, ran some calculations and made a few estimates on how much HP I will be losing in the 3-4 upcoming combats, I've come to the conclusion I can't "waste" my heal here for 14 HP.
This will mean however that I'm going have to cast every single buff I have, so ASF may become a hazard and I also NEED to win initiative.
I will be running away a lot, I also hope we can fast forward through that(as in I detail everything I want to do in one post).