Alwyn Agnarrson |
"Curse you, hellhound! Just lie down and die!" Eyes bulging with effort, Alwyn lands a huge blow on the flying adversary.
Attack roll 13+6+2(flank)+1(bard)-2(power attack)=AC 20, damage 10+3+4(PA)+1(bard)+3(Master of tacticsaura)+?(weapon bonus)=21+weapon bonus. Smack! I love L'oj's flanking aura.
Alwyn Agnarrson |
We need to flank this bastard in order to hurt it. Would it be possible move into its square and throw it into the room? I envision it being a sort of 'reverse bullrush'. My dog does it all the time when he clears other dogs out of his pool - he leans in underneath them and just flips them out of the pool, like doggie judo.
Alternatively, we could all step away from it once we've attacked it. Once it comes after one of us, we can flank it to our hearts' content.
"We need to rethink this", Alwyn grumbles as his sword bounces off the beast's enchanted hide again. "It is smartly positioned in that corner. Let's move ourselves off it so that we can properly surround it."
Dravite Schorl |
"Screw dis! I'll be fer holdin' im, while ye be hittin' him!"
Dravite throws down his hook and moves forward to wrestle the beast down.
Beast gets an AoO on Dravite as he closes, if he hits the grapple is negated. Then he gets an opposed grapple check, if he wins we are not grappling. If he loses I do grapple damage.
Grapple consequences-*for convenience*
While you’re grappling, your ability to attack others and defend yourself is limited.
No Threatened Squares: You don’t threaten any squares while grappling.
No Dexterity Bonus: You lose your Dexterity bonus to AC (if you have one) against opponents you aren’t grappling. (You can still use it against opponents you are grappling.)
No Movement: You can’t move normally while grappling. You may, however, make an opposed grapple check (see below) to move while grappling.
If You’re Grappling
When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.
Activate a Magic Item: You can activate a magic item, as long as the item doesn’t require a spell completion trigger. You don’t need to make a grapple check to activate the item.
Attack Your Opponent: You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You take a –4 penalty on such attacks. You can’t attack with two weapons while grappling, even if both are light weapons.
Cast a Spell: You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. Any spell that requires precise and careful action is impossible to cast while grappling or being pinned. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don’t have to make a successful grapple check to cast the spell.
Damage Your Opponent: While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a –4 penalty on your grapple check.
Exception: Monks deal more damage on an unarmed strike than other characters, and the damage is lethal. However, they can choose to deal their damage as nonlethal damage when grappling without taking the usual –4 penalty for changing lethal damage to nonlethal damage.
Draw a Light Weapon: You can draw a light weapon as a move action with a successful grapple check.
Escape from Grapple: You can escape a grapple by winning an opposed grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent is grappling you, your grapple check result has to beat all their individual check results to escape. (Opponents don’t have to try to hold you if they don’t want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s).
Move: You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple.
Note: You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple.
Retrieve a Spell Component: You can produce a spell component from your pouch while grappling by using a full-round action. Doing so does not require a successful grapple check.
Pin Your Opponent: You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once you have an opponent pinned, you have a few options available to you (see below).
Break Another’s Pin: If you are grappling an opponent who has another character pinned, you can make an opposed grapple check in place of an attack. If you win, you break the hold that the opponent has over the other character. The character is still grappling, but is no longer pinned.
Use Opponent’s Weapon: If your opponent is holding a light weapon, you can use it to attack him. Make an opposed grapple check (in place of an attack). If you win, make an attack roll with the weapon with a –4 penalty (doing this doesn’t require another action). You don’t gain possession of the weapon by performing this action.
Melee touch attack-1d20 6=20.
Opposed Grapple check-1d20 6=12.
grapple damage if applicable-1d3 3=4
Aubrey the Demented/Malformed |
Dravite reaches up and graps the dog and hauls it down. He pummels and kicks it as it struggles, but his attacks still don't penetrate its unearthly resistance.
OK, you have grappled it. Not sure of your grapple damage will hurt it with its DR, though, but at least it counts as flat-footed to everyone but you.
Davos Quaith |
With the help of the mystical song ringing in his ears, Davos shakes the fear from his mind and races to retrieve his weapon.
Next round, Davos will use the wand to heal whomever needs it most.
Guys, I'm having a blast, but this game is moving to fast for me and I feel that I'm holding the rest of the party up. After we deal with Naulia, Davos will most likely return to Magnimar with Alymora.
Aubrey the Demented/Malformed |
Up to you, Vissi, but I see no real need - we are in combat now, so posting in time matters a bit more, but once Thistletop is taken it will be a long segment of role-playing before there is more butt-kicking to do. In any case, after Thistletop...
Provided you can breeze by most days, it should be fine. Some of us have the freedom at work to post all day, and some of us don't. Don't be put off because the rest of the players are lazy wasters. Provided you are happy for the occasional bit of DMPC'ing, it's fine.
Vissigoth |
Up to you, Vissi, but I see no real need - we are in combat now, so posting in time matters a bit more, but once Thistletop is taken it will be a long segment of role-playing before there is more b%!#-kicking to do. In any case, after Thistletop...
** spoiler omitted **
Provided you can breeze by most days, it should be fine. Some of us have the freedom at work to post all day, and some of us don't. Don't be put off because the rest of the players are lazy wasters. Provided you are happy for the occasional bit of DMPC'ing, it's fine.
I'd love to keep playing and I don't mind being DMPCed, I just didn't want to be the guy that holds up the game and pisses everybody off. If you don't mind having to DMPC Davos sometimes during combat, then I'll stay. I'm more interested in the role-playing anyway. Or if it would make things easier on you, one of the other players could run Davos during combat. Either option is fine with me. I generally swing by the boards once a day after work. Aubrey, your a great DM, thanks for letting me in the game.
Alwyn Agnarrson |
Haha! This time it counts as flanked!
Attack roll 15+6+2(flank)+1(bard)-2(power attack)=AC 22. Damage 9+3+1(bard)+3(Master of tactics aura)+4(power attack)+(weapon bonus)=21+weapon enchantment bonus. I'm kinda assuming the sword is +1, which has no effect on the normal attack bons as I'm normally using a mwk greatsword.)
Dravite Schorl |
Dravite steels his resolve and flexes mightily, attempting to pin the foul beast so his co-patriots can finish it off.
Opposed grapple check- Pup needs to beat 1d20 7=22 or he is pinned. If Dravite wins he is gonna wrap an arm around the creature's snout to prevent it from using it's mouth.
"Foul demon! I'll rip yer 'ead clean off! Git 'im, boys!"
Elisile Starbrow |
If no-one minds I will NPC Larken for this turn, given that Stunty has connectivity issues this week.
Attack: 15+5+1=21
Damage: 2+2+10 (sneak attack) = 14
Hudak |
Hudak skins out one of the yeth hounds for one of those cloaks with the head part of the pelt still attached.
survival r16
Tell me if it works, boss...
Hudak's gonna look badass.
He also offers Dravite a drink of water; he remembers Drav gets b%%y when he's hurt and the whole party doesn't dote on him. He stays out of the real healers' way and all, but tries to hold his hand real nice.