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Azure's picture
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You mind-gem gives you a second try at that save next round, remember. You'd loose one round then snap out of it, unexpectantly to the illithids' view. They're probably really relieved when they see Du'minh go down, and really surprised if he pops back up. You can make that roll any time, maybe usung your last post to try again.

By the way, I'm loving how chaotic this melee is!

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Sure, I'll just work my mojo up to the roll while seeing how the others handle things.

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'Dunamin' wrote:
Sure, I'll just work my mojo up to the roll while seeing how the others handle things.

Could be worse... imagine if you hadn't rolled well on the Will save in round 1.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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I was skeptical about the 'dice of Gith' at first... but now I believe...

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'Trias' wrote:
I was skeptical about the 'dice of Gith' at first... but now I believe...

:mrgreen:

Incidentally, 3.0 psionic combat really sucks. a lot. (Scroll down about halfway and read the post by Khantalas.)

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Doh! You guys have fun dancing with the flayers while Du'minh massages his temples. Smiling

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(someone should roll 1d4 for duration)

'Dunamin' wrote:
Go Go Mind Gem of Gim-Raahn the Hunted!

Now I'm curious what Du'minh DID to Gim-Raan to get that thing. :mrgreen:

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Odds of 3 players all rolling natural 20 on their first Will save against a mind blast... 1 in 8000? (Not even counting the reflex save vs grenade here.)

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BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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(re foot tap)

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BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Don't look at me, my PC is busy being stunned.

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'Zimrazim' wrote:
Why do I have the feeling that this party is going to develop some very weird team fighting tactics? Laughing out loud Laughing out loud
Actually, I think we're doing pretty good.

Daraz and Rey is a nice team for stealth and scouting, and they bring both arcane and divine magic to the game.

Ya'shenn and Du'minh is a nice couple for having both Mental & Martial Might (TM).

But when Ar'dru eventually gets his lazy dragon-seducing (and probably fire-breathing) bum back, I'm looking forward to some drop-from-the-sky warrior team-up again. Man, that was a great moment, pretty much on par with that time they busted through the wall and kicked the snot out of Git'riban's Most Wanted. Cool

Don't mind me while I quitely delve deeper into reminiscing good times...

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Sorry folks, I had company this weekend. I'll be posting again tonight. Yet to come: Round 3.

Revised Initiative: "Street", Du'minh (down), Daraz, Vivec, "Portal", Bloodstone, Ya'shenn.

{ed} This sucks, the first time you use the mind gem and it doesn't work? Screw that, by DM Fiat, Du'minh's earlier natural 20 means that the mind gem does work, and thought he cannot act this round, will will right as rain for round 4.

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'Azure' wrote:
True but I have, in the past, allowed a strong character to pull one tenticle off a friend, to keep extraction from proceeding.

Is the DC identical to the original grapple DC (31) in that case...?

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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'Zimrazim' wrote:
'Azure' wrote:
True but I have, in the past, allowed a strong character to pull one tenticle off a friend, to keep extraction from proceeding.

Is the DC identical to the original grapple DC (31) in that case...?

No, each one is a separate dice contest.

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Next question: Is the Bloodstone acting this round (3) or next round (4)?

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BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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'Zimrazim' wrote:
Next question: Is the Bloodstone acting this round (3) or next round (4)?
You called him on round 2, so I was thinking he'd act at the end of this round. Now, to get really technical, she'd call him at the very end of round 2 and he'd d-door in at the end of round 3, so I'd be justified in not letting him act 'till round 4.

I guess I haven't decided Puzzled

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'Azure' wrote:
'Zimrazim' wrote:
Next question: Is the Bloodstone acting this round (3) or next round (4)?
You called him on round 2, so I was thinking he'd act at the end of this round. Now, to get really technical, she'd call him at the very end of round 2 and he'd d-door in at the end of round 3, so I'd be justified in not letting him act 'till round 4.

I guess I haven't decided Puzzled

Ah, but you allowed her to call him out of turn. Eye-wink

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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'Zimrazim' wrote:
[ I guess I haven't decided :?[

Ah, but you allowed her to call him out of turn. Eye-wink

True, I thought of that. Well, since Evil DM is giggling over that crit on Rey'arteb, I think I'll let him act on round 3. Cool

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'Azure' wrote:
True, I thought of that. Well, since Evil DM is giggling over that crit on Rey'arteb, I think I'll let him act on round 3. Cool

Yay Laughing out loud

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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OK Zim, you're up.

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'Azure' wrote:
This sucks, the first time you use the mind gem and it doesn't work? Screw that, by DM Fiat, Du'minh's earlier natural 20 means that the mind gem does work, and thought he cannot act this round, will will right as rain for round 4.
Appreciate it, but I rolled the save and failed, no need to twist rules for my sake, boss. Sticking out tongue

Guess I could always just look for upgrades to the gem or other items that helps against mind blasts.

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'Dunamin' wrote:
'Azure' wrote:
This sucks, the first time you use the mind gem and it doesn't work? Screw that, by DM Fiat, Du'minh's earlier natural 20 means that the mind gem does work, and thought he cannot act this round, will will right as rain for round 4.
Appreciate it, but I rolled the save and failed, no need to twist rules for my sake, boss. Sticking out tongue

Guess I could always just look for upgrades to the gem or other items that helps against mind blasts.

No. Screw that. I'm the DM and I say it worked. Lets say it picked up on the fact that three natural 20's have been rolled vs. mind blasts by the party. Du'minh struggles back to his feet on round 4. He can take only partial actions on round 4, i.e. a single attack but not full attack yet.

***************

Zim, if you're having trouble thinking what your Psi-less psion can do:

1) Ya'shenn can far hand the dropped dorje. She needs to make a manifester check vs DC12 because she can't see it in the water, but knows where it went in and can see the ripples as the water flows over it.

2) Attack with the Bloodstone's sword. I know she isn't trained in long blades, but any fool can swing one and hope.

3) Smack around the flayer now trying to eat Daraz's brain, in hopes of getting it off him.

4) Use those last 3 psi points for something.

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'Zimrazim' wrote:
(re foot tap)

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'Azure' wrote:
'Zimrazim' wrote:
(re foot tap)

:oops:

OK, one more question before I post:

Assuming this is round 3, Daraz is currently scheduled to become a Tasty Snack (tm) at the beginning of round 5. Not round 4. Is this correct? (Just making sure, since Ya'shenn has the last action before round 4 starts.)

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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'Zimrazim' wrote:
OK, one more question before I post:

Assuming this is round 3, Daraz is currently scheduled to become a Tasty Snack (tm) at the beginning of round 5. Not round 4. Is this correct? (Just making sure, since Ya'shenn has the last action before round 4 starts.)

That's right. 'Street' acts first each round, so its turn is right after Ya'shenn's. Right now it has 2 tenticles on. Round 4 it will try to attach the rest, for a round 5 extraction.

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(Now, if only I can get this character killed off, so I can reroll something that doesn't frustrate the #$#@ out of me every single time we enter combat rounds. A commoner or an expert, perhaps...)

[You know, with the number of discarded weapons around, I'd be willing to chuck one of them at an opponent via telekinesis -- especially since her attack bonus is higher with TK than either melee or missile -- but I'm not sure what Azure wants the limits of her racial abilities to be, especially that one.]

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BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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'Zimrazim' wrote:
(Now, if only I can get this character killed off, so I can reroll something that doesn't frustrate the #$#@ out of me every single time we enter combat rounds. A commoner or an expert, perhaps...)

[You know, with the number of discarded weapons around, I'd be willing to chuck one of them at an opponent via telekinesis -- especially since her attack bonus is higher with TK than either melee or missile -- but I'm not sure what Azure wants the limits of her racial abilities to be, especially that one.]

3x a day far hand for free. Plus you've still got 3 free 0-lvl powers, so up to 6 far hands before they cost.

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Quote:
(Now, if only I can get this character killed off, so I can reroll something that doesn't frustrate the #$#@ out of me every single time we enter combat rounds. A commoner or an expert, perhaps...)

I unfortunately second Zim, I should have done some thinking first.

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'weishan' wrote:
Quote:
(Now, if only I can get this character killed off, so I can reroll something that doesn't frustrate the #$#@ out of me every single time we enter combat rounds. A commoner or an expert, perhaps...)

I unfortunately second Zim, I should have done some thinking first.

Sad But ... I like your characters. They may seem underpowered, but its how you play them that counts, and so far you've been doing pretty good.

Of course, Wei is a couple of bad dice rolls from having to generate a new PC ...

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You know your character is broken when your best statistical chance to actually hurt your opponent is to attack it, as a low-Strength psion, with a melee weapon in which she is nonproficient.

[Well, that's not entirely true. Better chance to actually hit it with the staff. I was wondering if the sword was an Incinerating Blade of Fried Calamari or similar, so decided to try it.]

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BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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In all fairness, none of us had anticipated this flayer hunt.

I, at least, had thought we would carry out brief assassination missions, then rest and recover before the Big Raid so we all were at full strength.
I'm sure under normal conditions Ya'shenn would hold, stun, daze, and/or dominate our foes with some Serious Psionic Skills?

Anyway, I also recommend using a far hand to grab the disarmed dorje and use it to blast away with.

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'Dunamin' wrote:
I, at least, had thought we would carry out brief assassination missions, then rest and recover before the Big Raid so we all were at full strength. I'm sure under normal conditions Ya'shenn would hold, stun, daze, and/or dominate our foes with some Serious Psionic Skills?

25+ power resistance. In 3.0 (and to a slightly lesser extent in 3.5), that's very hard to get around (if you're curious, I'd have to roll 17+ on a d20 to get through it, not counting the additional PR from class levels Street and Portal probably have, and not counting their Will saves on top of that).

If I were a wizard facing SR, I could aim more for buff spells (i.e. hasting allies, improved invisibility on rogues, etc.), or area-effect spells where spell resistance does not apply. Even without PR being involved, as a 3.0 psion I'm kind of like a sorceror (in terms of limited spell list) without a sorceror's staying power. If I got, say, Greater Power Penetration, I could turn that 17 into a 13, but overall it's probably just better to reroll something else.

Psionic combat DOES ignore PR, but its 3.0 implementation is notoriously terrible (which I didn't realize when I made the character). Now, Psychic Crush isn't completely horrible, but -- for example -- being able to maybe do 1d2 temporary Intelligence damage just isn't going to accomplish much when one is able to psionically defend and still take a full attack action. Psionic combat exclusively uses Will saves, and there's no such thing as a psion with a low Will save. Psionic combat also eats PPs at a considerable rate.

Like I said, I'm perfectly ready to burn this particular character sheet and aim for something else.

(I asked about the dorje -- the odds of her successfully making the roll to find out how this one works in the middle of combat are very slim. And that's IF it houses a power that bypasses PR.)

[BoGr is a great game. It's just that this character just does not work for this game. I think it'd be better if she were anything but a psion. A psi-warrior or maybe soulknife would probably be fine.]

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BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Since you used a 3.0 buld, I will impose a few changes right now. First, your racial abilities are 3x per day, not at will. As a githyanki, Ya'shenn gets that feat slot above, but as a psion may take proficiency in martial weapons:swords. This makes a great deal of sense to me, that culturally all githyanki are trained in martial weapons. This being the case, no -4 penalty means that Ya'shenn hit. Roll for damage or take any feat of your choice.

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How about asking to rebuild Ya'shenn as a 3.5 psion, then?
I think she's an intriguing character, and it seems like a shame to give up on her because of mechanics.

Don't know much about psionics, whether in 3.0 or 3.5, but I got the impression that psions were pretty strong characters in a fight. Perhaps when we face illithids, effective powers are those that affect environment or ignore PR just like spells that ignore SR?

In any case, I'm sure there'll be enough variation in encounters that Ya'shenn can work her voodoo effectively on many bad guys down the road. Despite my PCs motivations, I'm personally also more keen on facing martial foes than those with Save-or-Suck-It effects.

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.

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BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Yeah, I didn't know of the online SRD at the time. On top of the general state of 3.0, I could probably improve a bit on my build as well. (At least that's possible via Psychic Reformation.) That's no fault of Bruce Cordell's.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Oh yeah, I was thinking about requesting that Psychic Reformation thing sometime - think Du'minh's Improved Initiative feat could be exchanged for something more worthwhile.

Azure, if I want to try and bust Daraz free when Du'minh can move again, would that be a grapple check or an attack (with armor spiked, guess the flail was dropped when stunned)?

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'Dunamin' wrote:
Azure, if I want to try and bust Daraz free when Du'minh can move again, would that be a grapple check or an attack (with armor spiked, guess the flail was dropped when stunned)?

Ah, yes, picking up a dropped weapon is a move-equivalent action.

Improved Initiative is not a bad feat, especially vs. mind flayers. They have it, too, and it's always better to be able to attack before the mind blast goes off.

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BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Oh, I don't think its a bad feat, quite the contrary (though I should have chosen my words better).

Its especially good for mage and stealth-types, but for a character like Du'minh there might be something that will serve him more effectively - perhaps something to better resist or defeat illithids specifically.

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Waiting for Trias and Dunamin to post ....

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Ah, sorry! I was waiting for answer to this question:

'Dunamin' wrote:
Azure, if I want to try and bust Daraz free when Du'minh can move again, would that be a grapple check or an attack (with armor spiked, guess the flail was dropped when stunned)?

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Oh, sorry. You can do either one, hit it wirh an armor spike or try to peel it off Daraz's head.

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<_<

>_>

*pokes Trias*

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BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Is Street looking "almost dead" or just "kind of battered" at this point...?

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BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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'Zimrazim' wrote:
Is Street looking "almost dead" or just "kind of battered" at this point...?

Very close to death and very determined to kill. In fact, its almost in ...

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Well, folks, I'm starting a new job (actually going back to an old job, but whatever) tonight. This means I may not be able to post from 7pm to 1am or so, especially on the weekends, but I also might be able to pick up a wireless signal from upstairs. If so, I might be able to post at work when it's slow. If not, then not ...

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'Azure' wrote:
This means I may not be able to post from 7pm to 1am or so, especially on the weekends

As long as you're still able to post! :mrgreen:

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BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Doesn't look too good for Daraz, guys. Shocked

Can't decide whether it'd be more viable to grab the flail and pound away, or engage in grapple to tear the flayer off.
The former option is fairly certain to deal decent damage but its only one shot, while the latter option offers two chances of grappling but the attempts are relatively less certain to succeed...

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(Someone hand me the d20 of Gith, please?)

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1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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http://en.wikipedia.org/wiki/Cliffhanger

Edit: Should Daraz not make it, I feel obligated to point out that the entire party is telepathically linked to him.

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BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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