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    Talic's Avatar

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    Default 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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    Default Re: Arcane Attachments

    Encounter initiative: (1d20+7)[12]

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    SolithKnightGuy

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    Default 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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    SolithKnightGuy

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    Default Re: Arcane Attachments

    just noticed ASF:(1d100)[81] more then 5 is a success.
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    Default Re: Arcane Attachments

    Cloaker readies an action:
    Spoiler
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    Activate 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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    SolithKnightGuy

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    Default 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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    Default 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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    SolithKnightGuy

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    Default Re: Arcane Attachments

    All right then, unarmed damage: (1d4+6)[9]

    Should I roll damage for armour spikes as well?
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    Talic's Avatar

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    Default 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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    SolithKnightGuy

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    Default Re: Arcane Attachments

    Quote Originally Posted by Talic View Post
    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.
    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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    Default Re: Arcane Attachments

    Quote Originally Posted by Fenix_of_Doom View Post
    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:[roll0]

    I'll await your next action
    Armor spikes are generally considered an off hand weapon, and, I believe are a light weapon. correct in the specific usage being not off hand.

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    Default 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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    SolithKnightGuy

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    Default 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.
    Last edited by Fenix_of_Doom; 2008-07-07 at 03:14 PM.
    Schrödinger cat? Schrödinger wizard? Schrödinger monk?
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    SwashbucklerGuy

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    Default 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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    SolithKnightGuy

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    Default 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:
    Quote Originally Posted by SRD
    Armor Spikes(relavent part)

    You can have spikes added to your armor, which allow you to deal extra piercing damage (see Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a -4 penalty on grapple checks when you try to use them.
    The first bolded section tells you they deal extra damage in a grapple attack, it's unclear whether that is the attack at -4 option or the grapple to damage option, the second part suggests that they certainly do extra damage if you try to grapple for damage, it's still unclear what would happen if I'd make an attack at -4.


    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.
    Last edited by Fenix_of_Doom; 2008-07-07 at 05:15 PM.
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    Talic's Avatar

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    Default 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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    Default 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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    SolithKnightGuy

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    Default Re: Arcane Attachments

    "ARgh what an awful sound"

    Will save vs DC 15:(1d20+3)[16]
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    SolithKnightGuy

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    Default 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.
    Last edited by Fenix_of_Doom; 2008-07-08 at 06:28 AM.
    Schrödinger cat? Schrödinger wizard? Schrödinger monk?
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    The best summary of this board I've seen so far:
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    Default 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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    Default Re: Arcane Attachments

    (1d20+13)[28]

    For the broken roll.

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    SolithKnightGuy

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    Default 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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    SolithKnightGuy

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    Default Re: Arcane Attachments

    oops
    Resist pin:(1d20+16)[27]


    Escaping the pin is pointless, so I ready an action anyway.
    Spoiler
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    Trigger: Cloaker attacks me
    action: grapple for damage
    Last edited by Fenix_of_Doom; 2008-07-08 at 09:46 AM.
    Schrödinger cat? Schrödinger wizard? Schrödinger monk?
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    Default 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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    SolithKnightGuy

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    Default 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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    Default 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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    SolithKnightGuy

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    Default Re: Arcane Attachments

    Quote Originally Posted by Talic View Post
    Edit: 21 > 14, troll takes damage.
    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?
    Last edited by Fenix_of_Doom; 2008-07-20 at 07:31 AM.
    Schrödinger cat? Schrödinger wizard? Schrödinger monk?
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    The best summary of this board I've seen so far:
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    Giantitp: The only place you can turn a discussion on D&D Economics into an argument about toxic potatoes.

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    Default Re: Arcane Attachments

    Troll Cloaker (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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    SolithKnightGuy

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    Default Re: Arcane Attachments

    Quote Originally Posted by Talic View Post
    Troll Cloaker (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: [roll0]
    you mean another 13 this round, anyway, I'm going to take some time to consider whether I want my full heal now or not.

    as for mitigating factors: I was fighting at half WBL with a character that wasn't mine, I'm confident I will do better next fight.
    Schrödinger cat? Schrödinger wizard? Schrödinger monk?
    What's next? Schrödinger equation? HΨ=EΨ? Seriously WTF?


    The best summary of this board I've seen so far:
    Quote Originally Posted by Frigs View Post
    Giantitp: The only place you can turn a discussion on D&D Economics into an argument about toxic potatoes.

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    SolithKnightGuy

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    Default 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).
    Last edited by Fenix_of_Doom; 2008-07-21 at 09:25 AM.
    Schrödinger cat? Schrödinger wizard? Schrödinger monk?
    What's next? Schrödinger equation? HΨ=EΨ? Seriously WTF?


    The best summary of this board I've seen so far:
    Quote Originally Posted by Frigs View Post
    Giantitp: The only place you can turn a discussion on D&D Economics into an argument about toxic potatoes.

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