Since she's low in the initiative count, Ya'shenn's actions will be influenced by how things are going for Du'minh. Will accordingly wait a little bit before posting... but please don't move into the next round without me.
BoG'r OOC.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Questions for le DM:
Can Ya'shenn get an estimate of how much 'leeway' in terms of rounds the party has before Portal (#2) turns a corner, runs out of sight, etc? (Assuming it continues running...)
I'm assuming that 'Street' (#1) is threatening nearby squares between himself and 'Portal,' basically covering #2's escape. Is that correct?
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Next on Pay-Per-View: Du'minh the Rish-i-Chal vs. the Whirlwind of Pain (tm)!
(I'm guessing 6+ attacks per round on that guy. Even more fun if It has stuff in the Multiattack or dual-wield feat lines, which it well might.)
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Don't tempt him :help!!: If so, the ghaik will easily turn me into very small cubes of meat. Forget brain stew. That's a lot of damage.
Could be worse. You could have a broken weapon and a very tasty brain.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Yeah, that's no good either. But you have 3 power points.
They're overrated, trust me.
(You have to admit, though, being violently de-brained by an enraged Tamer would be way up there as far as 'interesting and unusual PC deaths' go.)
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Just remember, the real advantage to being a psion is in those 0-level powers. You've now got (if I counted right) 4 left before they start costing anything. Think outside the tesseract.
Can Ya'shenn get an estimate of how much 'leeway' in terms of rounds the party has before Portal (#2) turns a corner, runs out of sight, etc? (Assuming it continues running...)
I'm assuming that 'Street' (#1) is threatening nearby squares between himself and 'Portal,' basically covering #2's escape. Is that correct?
At the moment, he is one 3xmove action ahead. Vivec and Daraz will come out of the pipe next round.
As for the second question, you assume correct, but you can also assume that 'Street' isn't cover the other one's escape out of a sense of altruism.
EvilDM is busy guffawing on the floor, so I have time to give this one suggestion: Githyanki can move reinforcements up real fast.
[Ahhhahahah "You want some-a this, punk? You want some? I'm gonna bust a ... 'click' ... oops, uh, nevermind." Woohoohoo hee hee hee ha haaa! - :twisted: ]
[Ahhhahahah "You want some-a this, punk? You want some? I'm gonna bust a ... 'click' ... oops, uh, nevermind." Woohoohoo hee hee hee ha haaa! - :twisted: ]
haha.
(I know what you're suggesting, and it was on the 'well maybe I can try this' list, but I think the crossbow jamming is going to put that way up on that list. Like, next round.)
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
[Ahhhahahah "You want some-a this, punk? You want some? I'm gonna bust a ... 'click' ... oops, uh, nevermind." Woohoohoo hee hee hee ha haaa! - :twisted: ]
Hey, can I cast a fireball in an enclosed space and execute a chair with that taunt, please?
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
:shock: I can't believe that worked! Stand by for a one wierd post. I'll need a little while to think before I figgure out how it'll go, though.
:shock: I can't believe that worked! Stand by for a one wierd post. I'll need a little while to think before I figgure out how it'll go, though.
*chuckle* *scared*
Well, Ya'shenn is very articulate. And that's a most amusing name for a dice-check.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Haha, YES!!!
Rule of adventuring #498: If you can't beat it, taunt it!
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Finally I have a chance to display my martial specialty.
The heavy flail is not only an overlooked weapon, forgotten in a blaze of sword-cliches, it also is effective in this niche of D&D tactics.
I'd been wondering "Why a flail?" for a while. Now I know!
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
This constitutes a "feel good" moment.
I wonder how Azure will balance encounters, though. If he makes something to be a challenge for Du'minh, that something will probably mow down the rest of the party. (And not just Ya'shenn, heh.)
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Nah, not unless its largely martial in nature - preferably depending on weapons or tools, too!
Even so, Du'minh has pretty poor AC for his level so he could be ganged up on by multiple decent warriors pretty effectively (why am I advising the DM on how to kill my PC? ).
Not sure if Du'minh would be much good at higher levels where the threats mostly come in forms of effects that kick you out of the fight if you lose a save.
:twisted:
Yea, AoO are bitch huh. I decided to give 'thid #2 back his attack.
Uh-oh. Du'minh needs help. Quick! :shock:
Man, this just ruins my plans to call in ... our Bloodstone friend next round. Let's see... broken weapon... 25+ power resistance (slime-covered bastards)... 3 PPs... and Du'minh is in a 3/4 kiss.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Az, how many rounds to brain extraction? I see 3 tentacles, but I'm not sure if that's the... RPish way of showing what's going on.
(If there were only 3, it wouldn't be able to extract his brain till its initiative on round 3, since it would still need to attach the 4th tentacle, THEN extract his brain on the round after that. Just askin'.)
Oh, and Ya'shenn is more than a standard move away, with a broken missile weapon. Heh.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
(If there were only 3, it wouldn't be able to extract his brain till its initiative on round 3, since it would still need to attach the 4th tentacle, THEN extract his brain on the round after that. Just askin'.)
You got it right. Lucky for Du'minh, two more allies will be coming out of the pipe and into the action this next round.
BTW I love it when I can provide an an "oh S&!#" moment. Love it love it love it. - :twisted:
And Street will be picking himself up and won't be very happy, not that I should tell EvilDM this. :twisted:
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
I'm tempted to telepathically ask Ya'shenn to try and bull rush Portal off me or something, since it shouldn't be able to AoO her while grappling me.
However, while Street is still unarmed on the ground it should still be able to AoO her - and it seems to be a warrior type.
And I can't beat Portal into negatives with armor spikes in time.
Not good, not good at all.
Hopefully Daraz and Rey will save the day, and/or I can break free.
Hopefully Daraz and Rey will save the day, and/or I can break free.
Let's not forget that Ya'shenn also personally questioned the 'illithid-hood' of one of them -- but it's Street who reacted to it, so I doubt either of them is very happy with her.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
YAY! Isn't this a fun campaign?
Mmhmm.
Just wondering, do these two illithids have names other than Portal or Street? (Not that the PCs would know said names, just curious.)
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
*foot tap*
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Sorry, is it Du'minh's turn? :queEs:
Sort of. Illithid #1 needs to spend the round standing back up, so Du'minh and Daraz get the first actions this round (see init order).
Technically, standing up is a move-equivalant action, so our good buddy can still make one attack (but not take a full attack action).
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Most of my characters only have single names anyhow, sometimes due to laziness, sometimes due to this being the way of the culture in question.
Actually, in Dungeon 100/ Polyhehedron 59, it states Githyanki take gi as a pre?fix, and then put the name of the mentor behind it, so:
O"trabando gi'Fistandantilus or somesort...
Technically, standing up is a move-equivalant action, so our good buddy can still make one attack (but not take a full attack action).
But then he also took a move action when attempting to run away... Nah, I think you're right Zim, I'll just post my next turn and Azure can modify sequence of events as needed.
Most of my characters only have single names anyhow, sometimes due to laziness, sometimes due to this being the way of the culture in question.
Actually, in Dungeon 100/ Polyhehedron 59, it states Githyanki take gi as a pre?fix, and then put the name of the mentor behind it, so:
O"trabando gi'Fistandantilus or somesort...
You made me go look it up.
Quoted: "A githyanki who has had the privilege of training with a great hero of the race often adds his mentor's name to his own, adding the prefix gi'- ("student of") to the trainer's name. Students of the renowned swordsman Khlasath, for example, append gi'Khlasath to their own names."
A typical githyanki wouldn't have a gi'- on his name, but those who have been chosen apprentices of a particularly famous warrior/mage/whatever would.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Most of my characters only have single names anyhow, sometimes due to laziness, sometimes due to this being the way of the culture in question.
Actually, in Dungeon 100/ Polyhehedron 59, it states Githyanki take gi as a pre?fix, and then put the name of the mentor behind it, so:
O"trabando gi'Fistandantilus or somesort...
You made me go look it up.
Quoted: "A githyanki who has had the privilege of training with a great hero of the race often adds his mentor's name to his own, adding the prefix gi'- ("student of") to the trainer's name. Students of the renowned swordsman Khlasath, for example, append gi'Khlasath to their own names."
A typical githyanki wouldn't have a gi'- on his name, but those who have been chosen apprentices of a particularly famous warrior/mage/whatever would.
Jup, thats the one
...Speaking of Dungeon #100, it has the 3e stats for the Githyanki triple crossbow. I love that weapon. Possibly one of the most overpowered missile weapons in D&D ever. Imagine a fighter with that and a bunch of marksman-related feats...
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Ya'shenn doesn't think this, but Zimrazim thinks that Du'minh could probably take out these guys all by himself...heh.
Edit: For the curious, Portal doesn't necessarily 'feel' like a Tamer, but Ya'shenn is assuming it is on the basis that it drew a physical weapon.
Edit #2: Why do I have the feeling that this party is going to develop some very weird team fighting tactics?
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Question about disarming:
+4 (difference in size category; 2h flail vs scimitar)
+2 (using a flail to disarm)
Any other bonuses I don't know of?
...OK, 3.0 PHB vs 3.5 PHB: In 3.5, you get an additional +4 on disarm checks with the Improved Disarm feat. In 3.0, if you have that feat, you don't.
So, 3.5 PHB, +4 (2h weapon vs 1h weapon) + 4 (Improved Disarm) + 2 (flail) = +10 bonus, plus possible other modifiers based on feats/gear I don't know about
3.0 PHB, +6 bonus, 3.5 PHB, +10 bonus
(Heh. Believe me, I'm thrilled that Ya'shenn hasn't been killed and eaten by Street -- so far -- but a +27 bonus? Yikes.)
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
+17 attack bonus +4 Improved Disarm +4 Using a two-handed weapon +2 Using a flail = +27.
Note, the bonus from using a two-handed weapon is not a relative one. If your opponent is using a light weapon she gets a -4 on her roll, meaning the effective difference is 8 points.
So don't try to fling away a greatsword with a dagger.
Note, the bonus from using a two-handed weapon is not a relative one.
In 3.0, it is relative: "If the weapons are different sizes, the combatant with the larger weapon gets a bonus on the attack roll of +4 per difference in size category. If the defender is using a weapon in two hands, he gets an additional +4 bonus." (i.e., if one 2h wielder tried to disarm another, it'd be a +4 bonus for the defender.)
Looks like disarm mechanics changed fairly significantly between 3.0 and 3.5. (I usually prefer classes such as mages to heavy melee fighters, though, so I've never looked up disarming to this extent.)
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
I play consistently with the 3.5 content I have, and in my opinion most of the changes are good ones. Fighters are still the underdog but for a long time I've had a sort of nostalgic love for them, especially in light of how outclassed they've become in the game.
Recently found a fun incarnation of how others have presented this problem. Linky
My favorite class wass always the fighter in 2nd ed. Thing was, by choosing only a couple of weapons and matching proficiencies, you could make a wide variety of characters; soldiers, knights, archers, brawlers, men-at-arms, hoplites, ornery local toughguy, whatever.
My favorite class wass always the fighter in 2nd ed. Thing was, by choosing only a couple of weapons and matching proficiencies, you could make a wide variety of characters; soldiers, knights, archers, brawlers, men-at-arms, hoplites, ornery local toughguy, whatever.
The main thing I don't like about 3e/3.5 fighters is their lack of skill points. I like having skill points. Lots of them.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
I'm cautiously optimistic about the fighter in 4th Edition. Lots of changes I've heard sound alien to me (especially regarding world-building), but it seems they really are trying to make all classes fun and interesting to play.
I think we broke the DM. :oops:
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Gah! Blasted blasting 'thids!
Wheee!!!
After an endless streak of natural ones (7 by my count within the last week), this is what I needed!
:mrgreen: :mrgreen: :mrgreen:
[1 in 400 statistical chance of that happening, folks]
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!