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Thread: Korded Muscles
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2008-06-25, 12:11 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- *stab*
Re: Korded Muscles
If you can't take the fire, then stay out of the kitchen.
Opposed Grapple: (1d20+17)[22]
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2008-06-25, 12:19 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- *stab*
Re: Korded Muscles
Rodney sticks out his leg as the troll breaks free in hopes of recapturing it.
Touch attack: (1d20+11)[30]
Grapple: [roll[1d20+17[/roll]
What's the hurry? When life gives you problems, all you have to do is roll with it.Last edited by Solo; 2008-06-25 at 12:52 AM.
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2008-06-25, 12:21 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- *stab*
Re: Korded Muscles
(1d20+17)[37]
Again....
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2008-06-25, 12:22 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- *stab*
Re: Korded Muscles
DamagE: (1d4+7)[8]
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2008-06-25, 02:54 PM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Houston, TX
- Gender
Re: Korded Muscles
Troll grappled (another massive roll is unbeatable)
51 HP, 26 Nonlethal (after regeneration)
OW! NO! GO 'WAY! GOTTA EAT FIRE THROWER GUY!
Grapple check to escape: (1d20+14)[25]
At the conclusion of this action, troll takes 12 damage.
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2008-06-25, 06:41 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- *stab*
Re: Korded Muscles
Counter escape Grapple: (1d20+17)[36]
Cleric's grapple: (1d20+17)[23]
Damage: (1d4+7)[11]
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2008-06-27, 02:25 AM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Houston, TX
- Gender
Re: Korded Muscles
Troll's Counter to damage: (1d20+14)[29]
OW GET OFF ME!
Troll's attempt to attack, -4 penalty: (1d20+5)[19]
If hit: (1d6+6)[8]
If threat: (1d20+5)[12]
If Crit: +(1d6+6)[7]
Troll takes 12 damage.
EDIT: Troll at 39 hp. 21 nonlethal damage.Last edited by Talic; 2008-06-27 at 02:26 AM.
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2008-06-27, 02:35 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- *stab*
Re: Korded Muscles
SPOOOOOON!
Grapple: (1d20+17)[25]
Damage: (1d4+7)[11]
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2008-06-27, 04:32 AM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Houston, TX
- Gender
Re: Korded Muscles
Grapple to resist: (1d20+14)[28]
Attack: (1d20+5)[22]
Damage: (1d6+6)[8]
If threat: (1d20+5)[10]
If crit: (1d6+6)[8]
Troll life: 27 hp, 16 nonlethalLast edited by Talic; 2008-06-27 at 04:33 AM.
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2008-06-27, 05:18 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- *stab*
Re: Korded Muscles
I said SPOOOOON!!!!!
Grapple: (1d20+17)[34]
Damage: (1d4+7)[10]
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2008-06-27, 02:43 PM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Houston, TX
- Gender
Re: Korded Muscles
Grapple to resist: (1d20+14)[23]
At this point, troll is 27 hp, 26 nonlethal.
Troll regenerates. 27, 21 nonlethal.
Grapple to escape: (1d20+14)[24]
At conclusion of this action, troll is 15 hp, 21 nonlethal, and goes unconscious. Finish grapple for the win.Last edited by Talic; 2008-06-27 at 02:46 PM.
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2008-06-27, 06:27 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- *stab*
Re: Korded Muscles
(1d20+17)[18]
bugger me.Last edited by Solo; 2008-06-27 at 06:27 PM.
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2008-06-27, 06:29 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- *stab*
Re: Korded Muscles
Melee touch attack to initiate grapple: (1d20+11)[16]
Grapple check: (1d20+17)[29]
Damage: (1d4+7)[9]
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2008-06-28, 12:32 AM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Houston, TX
- Gender
Re: Korded Muscles
auto-success. Troll unconscious. Allot 3 additional rounds for 12 lethal a round to kill, while you grapple.
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2008-06-28, 06:53 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- *stab*
Re: Korded Muscles
Excellent.
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2008-06-28, 07:25 AM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Houston, TX
- Gender
Re: Korded Muscles
Next challenge begins immediately.
CR 5, Challenge 3: Dire lion.
You get surprise round, then initiative is rolled.
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2008-06-28, 07:36 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- *stab*
Re: Korded Muscles
I decide charge and grapple it.
Attack: (1d20+11)[25]
Grapple: (1d20+17)[30]
Damage: (1d4+7)[8]
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2008-06-28, 07:44 AM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Houston, TX
- Gender
Re: Korded Muscles
Aggressive, nice.
Nobody lets my monsters with pouncing charge grapples have any fun.
Grapple defense: (1d20+17)[31]
Initiative: (1d20+2)[15]
EDIT: Not grappled.Last edited by Talic; 2008-06-28 at 07:44 AM.
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2008-06-28, 11:39 AM (ISO 8601)
- Join Date
- Mar 2007
Re: Korded Muscles
Hi again,
I do not wish to spoil the fun here, but
- the troll after round 11 is at 31 hit points (in between Talic allotted 12 additional damage to the troll in two rounds that I do not understand, and forgot to regenerate in the last rounds). So it is very much alive
- why would the troll try to escape the grapple when it is so much more successful at doing claw attacks, even at the -4 penalty?
After round 11, the troll according to my calculations is at 31 hp, and the cleric of Kord (having suffered 25 damage so far) is at 30 (17 without the aid spell).
- Giacomo
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2008-06-28, 12:20 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- *stab*
Re: Korded Muscles
Initiative (1d20+5)[11]
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2008-06-28, 03:34 PM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Houston, TX
- Gender
Re: Korded Muscles
Troll takes damage after each of its actions, beginning on post 56, due to successful grappling for 5 consecutive rounds.
Post 56 brings the troll to 51 hp, 21 nonlethal.
It takes 9 damage (51hp 30 nonlethal) (solo's attack)
It then regenerates (51hp, 25 nonlethal)
Post 60 brings troll escaping grapple, and taking 12 more. (39 hp, 25 nonlethal)
Troll was regrappled before it could escape, taking 8 damage. (39hp, 33 nonlethal) (solo's attack)
It then regenerates (39hp, 28 nonlethal)
Post 65 brings another escape attempt, which fails.
It then takes 12 damage (27 hp, 28 nonlethal).
It should actually be unconscious at post 65.
It would then auto fail the check for damage, taking another 11 (27 hp, 39 nonlethal), and would burn faster than it regenerates from there.
Thank you for prompting the review. Troll regenerates at the start of each of its turns. It takes damage at the end of each of its turns, starting with post 56. Disregard any damage taken after post 66. It should not have happened.Last edited by Talic; 2008-06-28 at 03:36 PM.
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2008-07-09, 02:25 PM (ISO 8601)
- Join Date
- Mar 2007
Re: Korded Muscles
OK, I wish to comment again here to illustrate that this cleric build, due to too low damage output, simply did not win yet.
To reiterate:
Surprise round: cleric casts aid, is at 48 hp (note the 7 damage taken in the fight before).
ROUND 1 (post 36+)
Troll charges and attempts grapple, fails.
Cleric grapples, succeeds, does 8 damage.
Troll 55, Cleric 48
ROUND 2 (post 43+)
Troll regenerates, 60
Troll attempts to pin (which now has been found to be useless, and even more so with only one grapple attempt/round). Fails
Cleric wins grapple for 10 damage
Troll 50, Cleric 48
ROUND 3 (post 45+)
Troll regenerates, 55
Troll attacks in grapple, fails
Cleric wins grapple for 10 damage
Troll 45, Cleric 48
ROUND 4 (post 48+)
Troll regenerates, 50
Troll attacks, fails
Cleric wins grapple for 8 damage
Troll 42, Cleric 48
ROUND 5 (post 54+)
Troll regenerates, 47
Troll attacks, hits, does 9 damage
Cleric wins grapple for 10 damage
Troll 37, Cleric 39
ROUND 6 (post 56+)
Troll regenerates, 42
Troll attacks, fails
Cleric wins grapple for 9 damage
Troll 28, Cleric 39
ROUND 7 (post 60+)
Troll regenerates, 33
Troll tries to escape grapple (?!! what was that for? Useless strategy), escapes but remains next to Cleric
Cleric grapples again, succeeds, does 8 damage
Troll 25, Cleric 39
ROUND 8 (post 65+)
Troll regenerates, 30
Troll again tries to escape (??!!!), fails, takes 12 damage from somewhere (???!!)
Cleric loses grapple check
Troll 30, Cleric 39
ROUND 9 (post 67+)
Troll regenerates, 35
Troll attacks, does 8 damage
Cleric loses grapple check
Troll 35, Cleric 31
ROUND 10 (post 69+)
Troll regenerates, 40
Troll attacks, does 8 damage
Cleric wins grapple, does 10 damage
Troll 30, Cleric 23 (without temp. hits only 10!)
ROUND 11 (post 71+)
Troll regenerates, 35
Troll tries to escape grapple again (why, oh why???! It's just a waste of time against someone with a higher grapple check when you only have one attack, for the smallish chance to be one round free for a successful rend vs a full plate opponent), fails
Cleric re-establishes grapple, does 9 damage
Troll 26, Cleric 23
ROUND 12
Troll regenerates, 31
Hopefully it will have learned from experience and simply keep attacking, wearing down the cleric.
So, as I commented before, the troll challenge is far from over for the cleric, who imo is bound to fail here. Plus, the combat could well start to wear down the buff rounds after a while...
- Giacomo
PS: btw, the cloaker fight took 7 rounds, not just 6.
PPS: I'd also suggest to assume lethal damage being done in the grapple checks as default, otherwise confusion can ensue.
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2008-07-10, 06:42 AM (ISO 8601)
- Join Date
- May 2007
- Location
- Somewhere you're not
- Gender
Re: Korded Muscles
I'll do the same to check your calculations. I'm ignoring cleric health however as it is irrelevant.
Surprise Round:
Cleric casts Aid
troll hp:63
Round one:
Troll charges and fails to grapple, what's missing however is the attack of opportunity Solo should have gotten since the troll doesn't have imp grapple and the cleric has enlarge active.
Cleric grapples back, succeeds deals 8 damage
troll hp:55
Rounds grappling:1
Round 2:
troll regens, troll hp:60
Troll pins(it is a spell caster after all) and fails
Cleric deals damage:10
troll hp:50
Round 3:
troll regens, troll hp:55
Troll attacks at -4 and fails
Cleric grapples f0r 10 damage
troll hp:45
Rounds grappling:2
Round 4:
troll regens, troll hp:50
troll attacks and misses
Cleric grapples:8 damage
troll hp:42
Rounds grappling:3
Round 5:
troll regens, troll hp:47
Troll attacks, hitting for 9
Cleric grapples: 10 damage
troll hp:37
Rounds grappling:4
Round 6:
troll regens, troll hp:42
Troll attacks and missies
Cleric grapples: 9
troll hp:33
Rounds grappling:5
Round 7:
party damage begins, 12 damage.
troll hp:21
troll regens, troll hp:26
Troll flees for his life: succeeds, grapple ends.
Cleric reinitiates grapple: 8 damage
troll hp:18
Round 8:
Party damage: 12
troll hp:6
troll regens, troll hp:11
Trolls tries to escape again, realising it's end is near, but fails.
Cleric tries to deal damage but fails(first 11 damage roll)
troll hp:11
Round 9
Party damage:12
troll hp:-1
troll regenerates? troll hp:4
Troll attacks: and hits for 9
Cleric:grapples: no damage
Round 10
Party damage:12
troll hp:-8
troll regenerates? troll hp:-3
dead troll attacks for 8 damage
cleric grapples for 10 damage
troll hp:-13
Round 11
Party damage:12
troll hp:-25
troll regenerates? troll hp:-20
dead troll escapes grapple
Cleric reinitiates grapple: 9 damage
troll hp:-29
Lethal damage:60
1 extra round to completely kill the troll.
K were did that go wrong?
obviously some of the lethal damage didn't get dealt, if Talic points out were then I'll modify accordingly.
Edit2: I just saw Talics post, my progress seems to be correct, yours is wrong.
Edit:
I'll post your mistakes as well.
Sorry but 42-9=33 not 28
I'm not sure if you got the note but temp HP is always the first to go away, so the cleric now has 0 temp HP. Now if you are claiming that the cleric would have been worse off if he hadn't cast Aid, then realise that is just as ridicules as saying that he would have lost several grapple check if he hadn't cast enlarge person. It didn't happen and thus it is irrelevant.
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2008-07-10, 04:09 PM (ISO 8601)
- Join Date
- Mar 2007
Re: Korded Muscles
Ah, party damage, just in time....I overlooked that part. I thought it was solo combat that we test here. (and Talic had not answered my question that I did not understand the additional 12 hits taken).
Then, thanks for correcting me - so the troll received even 5 less hits than I calculated, but with several dozens extra damage taken, it does not matter - your calculation in that is certainly correct.
On the temporary hp hit thing - I worded that in a misunderstanding way - your interpretation is correct.
- GiacomoLast edited by Sir Giacomo; 2008-07-10 at 04:10 PM.
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2008-07-10, 04:19 PM (ISO 8601)
- Join Date
- May 2007
- Location
- Somewhere you're not
- Gender
Re: Korded Muscles
Good to have this settled, now let's hope we can find a replacement player.
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2008-08-04, 08:15 AM (ISO 8601)
- Join Date
- May 2007
- Location
- Somewhere you're not
- Gender
Re: Korded Muscles
I've decided to finish this challenge, I will leave Solo's character as it is so that we can continue here, I might want to use the heal though, has anyone recorded how much damage Solo has taken.
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2008-08-21, 08:43 AM (ISO 8601)
- Join Date
- May 2007
- Location
- Somewhere you're not
- Gender
Re: Korded Muscles
I've done it myself, I still want to finish this.
cleric damage:
-7 damage taken
+4 temp HP left
current HP:39
active buffs:
Divine Favour
Bull's Strength
Aid
enlarge
Melee:11 (4 base +5 str +2 DF +1 aid -1 size)
grapple:17(4 base + 5 str +4 impr grapple +4 size)
Because my life's(or better phrased the clerics life) is all about beating this damn lion, that's why I'm cashing in my heal for the regaining of 7 HP.
I'm still working on equipment, but I was wondering if these actions reset the fight or not so I can plan my strategy.
Edit: Solo used aid as 1d8+5 while it should have been 1d8+6, so the cleric has 1 extra temp HP for a total of 47 HP
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2008-08-21, 09:34 AM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Houston, TX
- Gender
Re: Korded Muscles
Considering Lion fight has barely begun, I'm willing to allow a reset of the lion portion of the fight, for use of party heal, equipment cash in. Any other changes will result in resetting the entire thing to fight 1.
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2008-08-23, 05:52 AM (ISO 8601)
- Join Date
- May 2007
- Location
- Somewhere you're not
- Gender
Re: Korded Muscles
proposed equipment changes:
keep:
full plate
Metamagic Rod Extend Spell, lesser x2
Pear of Power I
currency:(probably ca.)700
minor items I didn't bother to look up the price.
gain:
amulet of natural armour +1
enchant armour+1
enchant weapon+1(light mace)
lose:
Death Knell x3
Bear's Endurance
Pear of Power I x2
currency:450
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2008-08-23, 06:09 AM (ISO 8601)
- Join Date
- May 2007
- Location
- Somewhere you're not
- Gender
Re: Korded Muscles
I know it didn't end well for Giacomo, but I've decided to go for the obscuring mist tactic, I don't think I can beat this foe head on, but I think I can do it after a buff or three.
So in the surprise round I cast obscuring mist from a scroll.
initiative:(1d20+5)[25]
BTW: can the luck domain power reroll initiative as well?