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Thread: Arcane Attachments
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2008-07-21, 11:16 AM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Houston, TX
- Gender
Re: Arcane Attachments
I have counters to running, so it'll need to be played out. At least until we determine that the next opponent cannot engage you. From that point, actions may be sped up, provided you act in a manner which continues to leave the next creature unable to engage.
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2008-07-21, 01:12 PM (ISO 8601)
- Join Date
- May 2007
- Location
- Somewhere you're not
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Re: Arcane Attachments
Well I don't have fly on my spell list(a spell that I myself would have considered, as heroism isn't that great IMO) so I'm not sure if I can run, I do know it's my only choice and that with expeditious retreat, I've got a good chance.
So can we get started then, you haven't announced my opponent yet, but as I've read the other threads I know what's coming.
I also hereby assume my changed version of the character has been approved.
So In my surprise round:
expeditious retreat
ASF:(1d100)[50]5 or less is a failure
Initiative:(1d20+3)[15]
edit: K that initiative isn't bad, now do me a favour and don't roll too high yourself
Edit2: I was bored and did some calculations
I have about 40% chance of not winning initiative,
If I fail initiative I have a 34% chance of being grappled
so that means I have 13.6% chance of failing and a 40% of getting in a difficult situation.
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2008-07-22, 12:46 AM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Houston, TX
- Gender
Re: Arcane Attachments
Note that, being enlarged, and, having acted in the surprise round, the monster will never be able to grapple without provoking an AoO, without Improved Grab or Improved Grapple.
Graar! Troll is 30 feet from you. You cast your expeditious retreat. This raises your movement to 60 feet. That ensures that the troll cannot catch up to you without denying himself the ability to take AOO's. Provided player wins initiative, and maintains a distance of 75' or greater (60 foot move + 10 foot reach), you may fast forward moves, up to the point of including all non-offensive (buff) actions. If troll has greater initiative, it could be a very different story.
Troll initiative: (1d20+2)[19]
EDIT: Troll does.Last edited by Talic; 2008-07-22 at 12:46 AM.
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2008-07-22, 12:50 AM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Houston, TX
- Gender
Re: Arcane Attachments
Round 1: Full Round: Troll Charges to 10 feet and makes a touch attack to grapple. This provokes an Attack of Opportunity.
Assuming that misses, The following is valid:
Touch Attack: (1d20+11)[28]
If Hit, Grapple: [roll]1d20+14[roll]
If Successful, Damage: (1d4+6)[8]
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2008-07-22, 12:51 AM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Houston, TX
- Gender
Re: Arcane Attachments
Grapple check broken: (1d20+14)[20]
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2008-07-22, 05:34 AM (ISO 8601)
- Join Date
- May 2007
- Location
- Somewhere you're not
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Re: Arcane Attachments
I forgot about the AOO, thanks for the reminder.
attacking with armour spikes: (1d20+8)[18]
if hit:(1d8+6)[7]
BTW my movement is 70 feet, 30 base, 30 expeditious, 10 enlarge.
Edit that's a hit, awful damage though, but that's okay, it will have been healed by regenerate at the time I fight him anyway.
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2008-07-22, 05:43 AM (ISO 8601)
- Join Date
- May 2007
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- Somewhere you're not
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Re: Arcane Attachments
So I guess I'll try to run now, first 5 feet are at half speed with a tumble(1d20+5)[9] the 60 feet normal speed and another 70 feet normal move to put me 145 feet away from the troll.
well that's a AOO for me as well, for reference new AC:15
which is a whole point better the it used to be.
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2008-07-22, 06:54 AM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Houston, TX
- Gender
Re: Arcane Attachments
Well, here's the AoO: Grapple attempt:
You're running, which denies you your dex to AC, and renders you unable to take AoO's.
Touch: (1d20+9)[23]
If hit, Grapple: (1d20+14)[28]
If success, damage: (1d4+6)[10]
Provided I hit, there's one more shot you have of fighting your way free, in the form of a grapple check. Let's see how it goes.
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2008-07-22, 09:01 AM (ISO 8601)
- Join Date
- May 2007
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- Somewhere you're not
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Re: Arcane Attachments
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2008-07-22, 09:02 AM (ISO 8601)
- Join Date
- May 2007
- Location
- Somewhere you're not
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Re: Arcane Attachments
Miss, to bad, well one more shot: resist grapple(1d20+16)[19]
Edit: So I'm at 4 HP. your turn
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2008-07-23, 06:59 AM (ISO 8601)
- Join Date
- Nov 2007
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- Houston, TX
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Re: Arcane Attachments
It does remain the same. Attempt to grab you, which is the M.O. for the troll in all encounters.
Attack, -4 penalty: (1d20+5)[25]
If Hit: (1d6+6)[10]
If Threat: (1d20+5)[19]
If Crit: (1d6+6)[9]
Edit: Wow. A string of horrible rolls for you and good ones for the troll ends your streak at round 1, match 2, to a 19 damage critical hit.
Edit 2: If you'd care to run the cleric, we do have a spot open there. I believe you'll find that it has higher AC and more ways to recover HP. As it's the start of the Dire Lion fight for him, you'll skip the troll, but you'll get the opportunity to use party healing if you need it, and exchange gear if you need it.Last edited by Talic; 2008-07-23 at 07:03 AM.
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2008-07-23, 08:07 AM (ISO 8601)
- Join Date
- May 2007
- Location
- Somewhere you're not
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Re: Arcane Attachments
Well, I have the feeling that if I don't do it nobody will so I'd be willing to take over, however I'll need some time to prevent the same mistakes I made with the sorcerer and I'll be going on a trip soon, so it could take a while before I actually start.
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2008-07-24, 03:49 AM (ISO 8601)
- Join Date
- Nov 2007
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- Houston, TX
- Gender
Re: Arcane Attachments
Mmk.
IMO, Best offense for this type of combat is either high attack bonus OR high grapple.
Best defense is high ac AND high grapple.
So it makes sense that a high AC/High Grapple would be good.
Obviously, with damage, more is better. You could sacrifice attack bonus if you liked for it, if grapple is dealing damage, rather than attack rolls. However, attack bonus and grapple checks are pretty closely related, with the notable exception of size modifiers. Size increases have the benefit of upping damage, and the down of lowering AC. Usually a fair trade, since it's also boosting grapple check. In the end, it basically trades a bit of defense for quite a bit of offense.
Next on the list is mobility. Getting to the opponent quickly is nice.
After that is HP. After all, every so often, your opponent will get lucky. HP are your safety net.