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Merchants aren't infinite money pits, Zerg.
Again, not Final Fantasy. |
I'm honestly not expecting even resale value of those things I posted (5000 GP minimum). Heck, I'd take 10% of that gladly, it'll help me buy more unbalancing stuff :)
I guess I'll just shoehorn it somehow into my next turn as a nature knowledge check, and see what Pang has to say about skinning trolls, and the weight and resale value of raw troll hide. ---- I'm not shape-shifting to a log :o It's just flavor text, and a convenient location to ignite arrows before shooting them at the troll. I'm just taking cover. The less damage I take, the more you can focus your healing on our front-liners, who need to keep the troll cornered and occupied. When I get a minor action next turn, I'll shape-shift to Helga. It won't help at all during the battle, but what the heck, I'm not gonna talk to the troll or anything... |
So, light arrows, move outside, shoot, and then be stuck in the same hallway you're in right now?
Whatever floats your boat I guess, then. |
If the guys keep Mr. Troll busy, I plan to alternately end my turns next to the fireplace and next to the log on the bridge. That way I get access to fire arrows at all times, and am safe for every one out of two turns.
I'm kinda relieved that your biggest concern to my plot to harvest troll hide is merchant economics. I'm sure we can work out some kind of barter trade (dude's gotta have some merchandise on him to sell). It's a win-win situation - he gets to have an ingredient for super-expensive armor he can create and sell later for profit; we get free lewts in exchange for lugging around some meat... If Pang is cooperative, that is. _____ I'd like for Garr to have a flaming sword, so that three of us can minimize the chances of Gorg getting another round of regeneration in. Currently, with the way I'm running the calculations, it takes me two full rounds :( Round 1: Stow Bow: minor Retrieve Sword from pack: minor Wrap bedsheet/dress around sword and ignite: standard Round 2: Move to Garr: move If I walk over to Garr to hand over the Sword, I need to shift away from Troll's threatening reach, using a standard action. Otherwise, throwing the sword to him will use up a standard action (and might get him burned or something) Retrieve Bow from pack: minor In any case I can't attack. Can you fellas suggest a better course of action to get that sword to Garr? |
You'd better off dropping the bow as a free action then picking it up again as a minor later. Alternatively, just because it's a two-handed weapon doesn't mean you can't hold it in one hand, you just cant shoot it. Hold it in your left and the sword in the right, you only need both hands to shoot arrows.
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"What do you mean you can't afford my loot?!" |
Acer, if you let me go first, I'll move up to T-4 and sword hit the guy. Since you have the speed and he's got a crossbow equipped, you can move behind the scout and rend him without any worries regarding OAs.
Plus, it'll give us a flanking so you'll have an addition +2 hit modifier. With luck we'll either drop him this round or close to it. Zerg, the idea of Garr having a flaming weapon in order to at least prevent grabs is a solid one. You might be able to refine the turn order a little. First turn's fine. on the second one, move back to AB-3, underhand toss the sword to a spot near garr like I did with the log, and then light up and use your standard attack action using the still present log. If Skex's dice continue to eat balls we'll need some sort of attack this round to prevent the same old regenerating shit. |
Yeah, unfortunately most of my higher level attacks are ranged, so I wouldn't get the bonus from fire. That means I'm stuck using righteous brand for now, which is versus AC instead of will.
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It's not a horrible chance to hit, either. We just need to find you a better RNG, it fucking HATES YOU this week.
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I'll have to prioritize damaging Gorg, and will use up my standard to do so. The turn order you propose requires:
a. Moving to AB-3 b. Attack Gorg (gotta do this first before retrieving sword since longbow is two-handed to attack) c. Retrieve Sword from pack (minor) d. Throw Sword to Garr (dunno whether minor or standard) Maybe next turn, Acer or Skills can help with project: flaming bastard sword? |
It would make sense to me to make it a perception skill check to throw a weapon in the middle of a pitched battle, but :3333:
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I think on the whole it's best kicked towards Garr rather than thrown. Less potential for Pang to damage him if he fumbles or something.
Pang's basically confirmed that all actions are minor. Hence, this is my proposed sequence: This Turn: Move to AB-3 Attack Gorg Retrieve and drop Sword (minor) Next Turn: Attack Gorg Exchange Move for Minor: Swaddle sword in dress Ignite sword (minor) Drop flaming sword (free) Turn after That Kick flaming sword to Garr (minor) |
Turn after Turn after That
Retrieve toes that were cut off when you kicked a sword and attempt to extinguish burning trousers. |
Sure, I'll roll a 1d6 damage for that, the same way Pang gave us bonus damage for Gorg's head hitting the wall :)
But who said Cal was wearing any pants? |
Garr, maybe you wanna keep up the Combat Challenge on Gorg. Forces him to ignore Gheth (though it apints you as a target) :)
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Zerg, what's the use in giving Garr your half finished uhhh....master plan there?
He's gotta drop it or the other one to stab something with the weapon he's got right now. And then he's got to waste minors picking it back up and then either waste time shifting towards the log, meaning there is less output from him for a turn, or move and take a hit. So uhhh. http://www.unforgivingminute.com/blo...8/07/mario.jpg |
But the Lifedrinker Sword also has +1 to attack and damage rolls. My hit is inferior to his because I'm not proficient with melee weapons, and my strength is terrible. So in Garrmondo's hands, both swords should have similar attack roll enhancements, while the Bastard sword gives a much higher damage.
Right? |
So is your intent to make him finish your half-done pet project of flaming bastard sword or not?
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Up to him. At the least he now gets a damage upgrade.
After all, plans are made to be foiled, and we do need to damage this monster quickly, before he drops the far-squishier Gordok and Glock. 76 HP left by my reckoning. |
I wouldn't worry about Gordok getting pasted by Gorg.
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Okay, if my tally's correct, then Gorg has 59HP left. Hopefully we'll go through these in two rounds.
So I hope I'm not kind of jumping the gun here. I want to interrogate Erik for the rest of the Hold's defenses, maybe a rough estimate of what else we might be facing. Perhaps we can get a good sense of how we'll approach the citadel. You've seen how disastrously my frontal assault was, so I'd favor going in through a back door, if one exists. I am pretty sure Pang's going to make the interrogation a skill challenge. The only active skill I can probably help with is Bluff, perhaps with a +5 racial bonus if I shapeshift into, say, Helga or whatever. I'd use Rundarr's boiled heart as an intimidation tool, except Cal has low intimidation. (I'll hand it over to Garrmondo perhaps, to aid if Glock decides to intimidate.) The other skills Cal excels in, Acrobatics and Stealth, bear no significance in interrogations. Would it be premature to start plotting best we go about this? :) |
Pretty sure I sent you a PM saying I already knew what I was doing in character for it.
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Yup, but don't these skill challenges come with X successes before Y failures? (Which means you can't use Bluff all the time)?
'Sides, I do so enjoy strategizing with a group (just as in Werewolf). So hop to it, participants whose nicks aren't Colonel FuckFaggot. It's much funner to scheme with more people at a time. :) Additional Spam: Buh, Pang found the perfect excuse to bring in yet more reinforcements. :( Skills, may I suggest that instead of the curtain, you consider using Tune of Ice and Wind instead? Snuff out the fire and hit Gorg with ice, and blow all that smoke towards Gheth to give him cover against Gorg with wind :tpg: |
Zerg, just a reminder that my Righteous Brand only gives bonus to melee rolls. I could use Lance of Faith, but then I wouldn't be dealing melee/burn damage myself, so it kinda defeats the purpose.
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