Exploding Garrmondo Weiner Interactive Swiss Army Penis

Exploding Garrmondo Weiner Interactive Swiss Army Penis (http://www.gamingforce.org/forums/index.php)
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-   -   [DnD] D&D thread of planning and discussing things so people can see how OCD we all are. (http://www.gamingforce.org/forums/showthread.php?t=39410)

Zergrinch Dec 11, 2009 08:38 PM

Oh. Dangit.

Jurassic Park Chocolate Raptor Dec 11, 2009 11:18 PM

We got this far while only burning one daily.

We are not going to get a chance to take an 8 hour snooze again, so no, I'm not burning it to put out a fire, when all it'll do it, knowning Pang, cause a flare up and light the ceiling abalze or some shit.

When Acer closes the door on the curtain, it'll prevent the smoke from seeping north for at least a couple of rounds, and that'll be enough for me to put it out with my waterskin, and for the rest of us to kill the troll, since being a robot means I don't actually have anything to drink.

Skexis Dec 14, 2009 12:23 AM

I'm curious what skill the troll is using for grab and throw. Is it considered a ranged attack? It seems like anything where a creature shoves a hand at an armed adventurer would provoke an AOO.

Zergrinch Dec 14, 2009 01:05 AM

It's probably melee, since he's got threatening reach. I'd guess throwing stuff is a minor action.

I'm no good at making lines. Can someone help me with the kind of "Hick Talk" that Helga is doing? :)

Zergrinch Dec 22, 2009 04:30 AM

So, who's up for another duergar bonfire (or at least some fuck you bombs sprinkled over the ice creature so we can set it on fire)?

Skexis Dec 22, 2009 04:36 AM

I'm wondering if the creature might be the evidence we can bring back with us. If it's neutral towards us, we might be able to use it as an escort into the slaver stronghold.

Personally I'm going to see if it goes hostile immediately or not.

Zergrinch Dec 22, 2009 04:39 AM

Pang mentioned that there was something pounding on the doors from inside. Obviously the ice creature isn't in any position to do this, so I call shenanigans on those suspiciously well-preserved corpses.

Anyhow, it might be preferable for Skills to initiate diplomacy, since his character specializes in it.

Skexis Dec 22, 2009 04:42 AM

Well, he made it a point to mention the whole mumbling thing after the pounding, so I'm sure it was just the creature making the noise. Maybe he was banging his head, who knows? :shrug:

And I'm not sure if a diplomacy check is even needed, so I didn't roll. I'm just trying to get a sense of its alignment.

Scent of a Grundle Dec 22, 2009 01:03 PM

That's probably a job for insight, not diplomacy

Skexis Dec 22, 2009 02:06 PM

I thought insight could only be used with creatures you were in active communication with. If he can't talk, or I can't understand his language, then I can't roll for insight, right?

Skexis Dec 23, 2009 08:02 PM

Does anyone know how double weapons work? Do you roll 2 to-hit die, and then 2 damage die? I was thinking about taking Staff Fighting as my retraining feat, making it a 1d8/1d8 weapon.

Follow-up, does that mean that when I use Oath of Enmity via my lvl 6 feat, I get 4 to-hit rolls?

Also, I guess posting cause I'm not sure what to do with this elemental or why he wants to leave so quickly.

Jurassic Park Chocolate Raptor Dec 23, 2009 08:09 PM

Is this for Gheth or that other character you were speaking of?

Also, no risk, no reward. I like Frosty and his old silk hat, and it hates dwarves so I say why not.

packrat Dec 23, 2009 08:13 PM

Yeah, at the very least you guys can press the elemental for some information.

Like how the fuck an elemental that promptly freezes everything that gets into its vicinity got captured, and why.

I find it hard to believe that Pang would just dangle something like this in front of you guys without giving it at least SOME significance.
Or, you know, setting you up for a trap. I hear lying is in vogue these days.

Skexis Dec 23, 2009 08:14 PM

I was going to multiclass feat Gheth to get the Oath of Enmity, since I can't seem to hit as often as I'd like.

If double weapons work that way, then I'd have a chance of doing up to 24 damage per turn well, at least once per battle, and 4 rolls to do it in, meaning a much better chance for a crit.

Zergrinch Dec 23, 2009 09:04 PM

@Skills:

I still believe this is some sort of a trap. Maybe he's some kind of Ice Giant or something.

_________________

@Skexis: PHB 270 states that "Simply wielding a weapon in each hand doesn’t allow you to make two attacks in a round. If you hold two melee weapons, you can use either one to make a melee attack." It seems only a few feats allow for two attacks in one go, such as the ones available to Rangers.

Oh God, Twin Strike + Oath of Emnity = Rape. Too bad Cal's built as an archer and not a melee fighter.

Also, you seem to be in a better optimizing position than I am, you lucky dragonborn... :3: <-- Only click if you're a munchkin like me

_________________

@Everyone else:

Do you folks have any recommendations on what feats I should consider upon level-up? Since I'm a striker, I am looking towards boosting damage output. Though the druid Wild Shape multiclass feat would give me more racial flexibility... So, it comes down to a conundrum -- do I go for class improvement, or race improvement (since changelings are more suited as bards and rogues, I have to choose between the two)?

Currently I plan to substitute Lethal Hunter (+2 to quarry rolls) with Greatbow Proficiency (increases damage die from longbow's 1d10 to greatbow's 1d12). The overall effect should be the same, actually. i can also boost accuracy by +1 if I take Superior Crossbow Proficiency instead, but that means I have to take the Speed Loader feat as well to make it as versatile as a load-free greatbow (not to mention keeping the damage die to 1d10).

Skexis Dec 24, 2009 01:15 AM

Yeah, I was actually following most of that of my own accord. It looks like the only thing I really messed up on was Cascade of Light, because it seemed like the best lvl 1 daily at the time, but after getting the updated character builder and seeing Divine Power skils, I was considering retraining that to Moment of Glory, too.

Looks like I'm on the right track for the most part. And I won't bother with Quarterstaff if I can't attack twice.

Jurassic Park Chocolate Raptor Dec 24, 2009 03:52 AM

An ice giant would actually be, y'know. giant. That is just as much an operative keyword as ice.

Zergrinch Dec 29, 2009 06:23 PM

So, more of them than us. Most of us have ranged combat ability so I say we let them come to us, rather than waltz into the room and get flanked real quick.

Oh Garr, why didn't you use a healing surge before bashing the door in?

Jurassic Park Chocolate Raptor Dec 29, 2009 06:47 PM

Fuck that it's slaughterin' time

Zergrinch Dec 29, 2009 06:58 PM

But this is SPARTAAAAA! :(

Anyhow, here's a provisional battle diagram. Numbers aren't final, of course. HP for Framarth is based on Helga's (64). I assume he's on steroids and has double that amount (128), and has been depowered by 1/3 to end up at 85.33, or 86.

The rest, I don't know. I plugged in a max of 150, which is 2/3 of Gorg's HP.

http://upload.jetsam.org/images//dnd-battle2-a.png

Zergrinch Dec 31, 2009 08:02 PM

At this point, I think it's suicidal to wade into melee. If any of you guys need a ranged weapon, I got a mundane crossbow (w/ 10 bolts) and a throwable warhammer in my pack. Feel free to take them.

Jurassic Park Chocolate Raptor Dec 31, 2009 08:09 PM

I agree, but we also need to take cover in the back room like you've been doing to avoid bunching up and being wiped by any of the burst attacks from the theurge. If we can get the melee enemies to funnel through the tunnel and come to us, we should be able to drop or injure several of them before they get to us, which will be useful.

Zergrinch Dec 31, 2009 08:21 PM

Okay, here's what we know about theurge attacks. All of them deal 4d6+4 damage, so minimum of 8 and maximum of 28:
  1. Wave of Despair - close blast, inflicts Slow and Daze, save ends both (a roll of 13 hit Gordok [AC 18 Fort 16 Ref 16 Will 16]; 7 misses Gheth [AC 22 Fort 15 Ref 13 Will 18])
  2. Vile Fumes - area attack, inflicts Blind until end of theurge's next turn (a roll of 10 hit Gordok [AC 18 Fort 16 Ref 16 Will 16])
  3. Brimstone Hail - area attack, fire damage, knocks target Prone (a roll of 15 hit me [AC 21 Fort 16 Ref 20 Will 17])
A properly centered attack (at B17) will hit the people hiding at A16, A18, and C16 without any penalty right?

Also, I can activate "Spitting Cobra Stance" if the gnolls and the minions are lured through the corridor. Perhaps it might be better to use it now when we have several enemies than when we face off against Murkelmor, hm?

Skexis Jan 2, 2010 02:44 PM

Well, I guess it's time to pop the spiritual weapon. If only I had Moment of Glory, it might come in pretty handy right now.

For rules clarification: if Gnasc has a readied action for B13 right now but then takes a standard action during his turn, that means it cancels out the readied action, right?

-edit: nevermind, I just read something specifying it as the standard action you take for your turn.

So here's another question: can I ready a move action to be taken on Garrmondo's turn so we can each shift spots? If so, does it count as a standard action or a move action? That way at least I'm not blocking the striker anymore.

Zergrinch Jan 2, 2010 04:49 PM

Well, Pang's implying that it's a bad idea to bunch up like ducks in a row, where the devils can shoot us at their leisure.

I would like to propose that for this round, Glock moves 1 square south, Garrmondo moves 1 square northeast, while you shift 1 square back. Your minor can be used for picking up the spear you dropped, so the standard can be used for whatever attack you'd like. Eldritch Blast is quite effective against the minions' 14 Reflex defense, so Gordy should continue to kill them if he can.

The act of readying any action, be it minor, move or standard, is a standard action.


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