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Thread: Korded Muscles

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    Default Korded Muscles

    Grapple challenge for Cleric, level 6 build, posted by Solo.

    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: Korded Muscles

    I really don't know if I can keep this up, but I'm going to have my Cleric cast Divine Favor (+2), Extended, on himself surprise round.

    Initiative: (1d20+6)[26]
    Last edited by Solo; 2008-06-21 at 06:43 PM.

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    Default Re: Korded Muscles

    Encounter initiative: (1d20+7)[9]

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    Default Re: Korded Muscles

    I cast Extended Enlarge Person on myself.

    By Kord's Crusty Codpiece, you will be soundly thrashed!

    119 rounds left on Divine Favor (+2)

    Str 16, size Large, damage with mace 1d6+5, 1d6+6 two handed.

    Grapple mod +13

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    Default Re: Korded Muscles

    Cloaker utilizes Moan ability. Effect: Fear. DC 15 Will or gain the Status condition: Panicked.

    If you Fail your save, it will move to within 10 feet.
    If you do not, it will move back 20 feet, to 50 feet distance.

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    Default Re: Korded Muscles

    Will Save: (1d20+7)[19]

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    Default Re: Korded Muscles

    You pass save, cloaker moves to 50 feet distance. Your turn.

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    Default Re: Korded Muscles

    What's the matter, chicken?

    Move forward 20 feet, cast Extended Bull's Strength on myself.

    Str 20, grapple mod +15

    Divine Favor (+2) 118 rounds, Enlarge Person 119 rounds, Bull's Strength 120 rounds,

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    Default Re: Korded Muscles

    Cloaker activates Standard action: Moan.

    Effect: Nausea. Make a DC 15 Fort save or fall prone and gain the Nauseated condition for (1d4+1)[3] rounds.

    It's not chicken. I'm using its save or suck abilities on opponents who are disinclined to engage.

    If you fail, it will close to a distance of 5 feet.
    If you pass, it will fall back to a distance of 40 feet.

    That will conclude the cloaker's turn.

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    Default Re: Korded Muscles

    I thought one of the points of the excercise was to see how grappling went, not how our ability to crank out Save or Sucks are.

    Fort: (1d20+7)[25]

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    Default Re: Korded Muscles

    My turn:

    Str 20, grapple mod +15

    Divine Favor (+2) 117 rounds, Enlarge Person 118 rounds, Bull's Strength 119 rounds.

    I CHAAAAAAARGE at it.

    I shall try to grapple it.
    (1d20+13)[30]

    Oh, and +4 for being Large.
    Last edited by Solo; 2008-06-23 at 03:53 AM.

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    Default Re: Korded Muscles

    Opposed grapple checks as a free action.

    (1d20+19)[24]

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    Default Re: Korded Muscles

    No, the point of the ability is to see how well players can submit various monsters via grapple. It would hardly be a test if I nerfed monster abilities for that. Part of grappling is entering, dealing with enemy abilities, and locking it up.

    That said, I have a grapple check to make.
    Last edited by Talic; 2008-06-23 at 03:56 AM.

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    Default Re: Korded Muscles

    Grapple Check to resist being grappled: (1d20+13)[14]

    EDIT: Cloaker is grappled, and takes damage equal to the cleric's unarmed damage.
    Last edited by Talic; 2008-06-23 at 03:58 AM.

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    Default Re: Korded Muscles

    Damage: (1d3+7)[9]

    Who is your daddy, and what does he do?

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    Default Re: Korded Muscles

    Hmm.

    Cloaker's turn: Listed grapple action: Melee attack at a -4 penalty.

    Tail Slap: (1d20+4)[12]
    If hit: (1d6+5)[9]
    If threat: (1d20+4)[14]
    If crit: (1d6+5)[10]

    Cloaker turn complete.

    EDIT: Full plate yields AC of No less than 16, even with modifiers for size and decreased dex. That translates as "Fail", for cloaker.
    Last edited by Talic; 2008-06-23 at 04:22 AM.

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    Default Re: Korded Muscles

    Opposed grapple check to deal damage

    (1d20+19)[26]

    Divine Favor (+2) 116 rounds, Enlarge Person 117 rounds, Bull's Strength 118rounds.

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    Default Re: Korded Muscles

    Resist Roll: (1d20+13)[17]
    EDIT: Failure; creature takes unarmed strike of 1d3+7.

    Followup for my turn: Attack -4 penalty:

    (1d20+4)[20]
    If hit: (1d6+5)[7]
    It threat: (1d20+4)[7]
    If crit: (1d6+5)[10]

    EDIT: 7 damage back to cleric, barring AC >20.
    Last edited by Talic; 2008-06-23 at 04:31 AM.

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    Default Re: Korded Muscles

    Cuthbert's Curvaceous Cudgle! That was a low blow!


    Grapple to deal damage: (1d20+19)[28]

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    Default Re: Korded Muscles

    Oh, and the damage.

    (1d3+7)[9]

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    Default Re: Korded Muscles

    It has been brought to my attention that you have been rolling 1d3+7, when you are entitled to be rolling 1d4+7, by virtue of your considerable size. I leave the option to you, as to whether to take the rolls given, or scrap them in favor of the 1d4 rolls.

    Grapple to resist damage: (1d20+13)[14]

    Creature takes 1d4+7 additional damage, as the Cleric-train continues into round 3 of his grapple.
    Last edited by Talic; 2008-06-23 at 06:32 AM.

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    Default Re: Korded Muscles

    Moar Damage:

    [roll0]

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    Default Re: Korded Muscles

    erg.


    Roll: (1d4+7)[9]

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    Default Re: Korded Muscles

    Attack, -4 penalty: (1d20+4)[11]
    If hit: (1d6+5)[11]
    If threat: (1d20+4)[15]
    If crit: [roll1d6+5[/roll]

    EDIT: Broken rolls don't matter when the attack whiffs!

    Turn is yours.

    As I've caught onto your pattern:
    Rolls for your next round, if needed:Grapple to resist damage:(1d20+13)[33]
    Last edited by Talic; 2008-06-23 at 03:18 PM.

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    Default Re: Korded Muscles

    Grapple: (1d20+19)[27]

    Damage: (1d4+7)[8]

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    Default Re: Korded Muscles

    Quote Originally Posted by Talic View Post
    Attack, -4 penalty: [roll0]
    If hit: [roll1]
    If threat: [roll2]
    If crit: [roll1d6+5[/roll]

    EDIT: Broken rolls don't matter when the attack whiffs!

    Turn is yours.

    As I've caught onto your pattern:
    Rolls for your next round, if needed:Grapple to resist damage:[roll3]
    That's all I have to say to that.
    Last edited by Talic; 2008-06-23 at 03:18 PM.

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    Default Re: Korded Muscles

    Switch it up!

    Opposed Grapple check to damage: (1d20+13)[19]

    If successful: (1d4+5)[9]

    EDIT: Don't bother rolling, a 1 will win, no damage.
    Last edited by Talic; 2008-06-23 at 03:20 PM.

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    Default Re: Korded Muscles

    Ah, so the opponent is vanquished?

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    Default Re: Korded Muscles

    No, the defense roll was in the previous post. It was a 33. The cloaker is making an opposed grapple against you, which failed miserably.

    Cloaker got a nat 20 on a defense. And a 7 or less is an auto lose for the cloaker, which rolled a 6 on offense. Now it's your attack.

    In case you make a grapple check for damage:
    Spoiler
    Show
    Defense: (1d20+13)[14]
    Last edited by Talic; 2008-06-23 at 07:32 PM.

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    Default Re: Korded Muscles

    I shall grapple again.

    (1d20+19)[30]

    Damage (1d4+7)[9]

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