Scout 8
Cona had been quiet for some time, though never moving very far away. Then again, it was quite easy to lose track of the scout - he really was very good at stealth. He'd actually been quite quiet ever since the battle - he was not really at home in urban environments as much. For now, he continued to just watch, letting his more social companions take the lead.
Scout 8
Cona has heavily invested in feats to make him better at melee - that means though, to really be as effective as he was in that combat, he needs to be moving around 40' - though 20 would get him the damage; but his AC amplified if he gets to 40. I like Cona, so leaving it in Morgrym's hands; but if given the choice between Cona and Ferah, a very heavy-hitter, (probably not quite as much damage potential if all circumstances align, but probably comparable once combat has begun, and so is not in a charging/leap attack advantage), would take Ferah - especially as more thought about where to progress from where she's at, as with Cona I have no real plans of future development.
Scout 8
Cona was effective because the terrain allowed him to constantly be on the move - dungeons often don't allow that. Working around a lockpicker isn't too bad, it's a trapfinder that's more of an issue. I'll leave it up to Morgrym, as Ferah would be overkill if Morgrym is around, but I prefer divine-types and bruisers most of the time. Ferah was one of only two times I deliberately created a character to ultimately qualify for a prestige class.
Scout 8
If Morgrym -really- wants to change, I have a more pure heavy-hitter from a game that recently ended - another of yours West, though not entirely certain if Ferah's not too powerful with the gear she has. Cona requires a heck of a lot of area to be effective; and dungeons often don't allow this - but not sure how much the loss of thief skills would impact.
Scout 8
I personally wouldn't allow a CDG with non-lethal damage. The whole point of a CDG is you're deliberately going for the vulnerable spots to make sure they don't get up again. I find it unlikely to deliberately go for a weak spot with non-lethal damage and not expect there to be lethal consequences. I might allow the auto-crit, but not enforce the fortitude save that goes with it. If you want the fortitude save, you have to do lethal damage.
Scout 8
In regards to the mistake on the flurry - you've also pretty consistently had the monks trying to trip Cona all combat due to his AC - I was more curious than anything. It's a tactic as players we use all the time - if a creature has a really high AC, see if you can use touch attacks'. So why shouldn't NPCs? In regards to non-lethal, all I could find is you go unconscious when the damage exceeds your current hit points - though death by massive damage might come into it. I can find the rule alluded to by Reonnyn under Pathfinder, but not 3.5.
Scout 8
OOC: You're kidding - he got exactly what he needed? IC: Cona grimaced, this was getting very dicey. The problem was that their big-hitter was too intent on damage as opposed to protecting himself. He didn't like his odds, but he struck out from the ground at the monk, before clambering to his feet. Either way might spell the end for him, but this way at least he might do that little bit more damage that helped swing the combat their way again. OOC
Scout 8
Cona weighed up his options. He could attack the one he was currently flanking with, then moving away before being attacked - or he could try to do his trick, and maybe take the other monk down for the count. He took a deep breath, knowing that mobility was his strength, and moved away without attacking, dancing around the monks before finally closing in on the other monk. OOC:
attack with skirmish: 1d20 + 12 ⇒ (2) + 12 = 145d6 + 3 ⇒ (1, 5, 6, 1, 3) + 3 = 19
Scout 8
Cona really was in a bad way - the terrain suited him to a certain extent, but being able to isolate him for long periods of the combat and he wasn't a superb warrior, meant he was really on his last legs. However, he had to make the attempt. The pits all over the place didn't help matters - under usual circumstances, he'd set himself up for a skirmish next round, but doing so would put him too close to those pits. Maybe if another ally came over here, he'd chance that, but for now his best bet was to hope like anything they could take down this other one. OOC: Stand, provoking AoO - if he is still up, full attack. full attack: 1d20 + 12 ⇒ (1) + 12 = 131d6 + 3 ⇒ (6) + 3 = 91d20 + 7 ⇒ (8) + 7 = 151d6 + 3 ⇒ (5) + 3 = 8
Scout 8
Cona frowned. Everyone else seemed to be out of the combat for now, which put him in a really nasty situation. He could try to just flee, but the monks could keep up with him. Until there was someone else to draw his fire, he was in a very precarious situation. As such, he moved to try to minimise the advantage they had, and focused on the injured one. OOC: Sigh. Full attack on the blue monk, five foot step east to make it harder to be flanked. full atack: 1d20 + 12 ⇒ (3) + 12 = 151d6 + 3 ⇒ (1) + 3 = 41d20 + 7 ⇒ (2) + 7 = 91d6 + 3 ⇒ (1) + 3 = 4
Scout 8
I think Cona is a shield that avoids getting hit more than anything. I wondered briefly whether skirmish damage would be allowed; figured West nor the module would stack up the odds that much against anyone who wasn't a pure fighter. You can smirksh unarmed if you have the right feats, for non-lethal damage.
Scout 8
Cona frowned, but unlike the last battle with this group he'd had, he was in an area that allowed him to choose his strengths. It was a bit of a risk, but he backed himself, and circled back around to the one standing over Morrow.He knew it wouldn't be long with him dancing around like this, that they'd start to focus on him - he was far from the most dangerous fighter, but in open areas he could be quite dangerous - more so when there were enough other distractions around though. OOC: Another 40 foot move, for similar stats to last round - will provoke AoO from the first guy, but due to mobility, +4 to AC. AC from AoO: 28
Attack: 1d20 + 12 ⇒ (16) + 12 = 285d6 + 3 ⇒ (5, 2, 2, 6, 6) + 3 = 24
Scout 8
Cona frowned, and moved quickly to help Morrow, striking and then dashing back. OOC: Reading map as best I can, but assuming I can do this, move west 20 feet, attack, then west 20 feet. As such, Skirmish, improved skirmish, and expeditious dodge all play into it, and spring attack so I don't provoke AoO against him. So total AC is 30 if my calculations are correct. 24 normal, +4 for skirmish, +2 expeditious dodge. If I accidentally provoke any AoO as well, mobility will improve that AC by another 4 for those attacks. Extra damage is +4d6. attack: 1d20 + 12 ⇒ (20) + 12 = 325d6 + 3 ⇒ (3, 6, 6, 2, 5) + 3 = 25 confirm threat: 1d20 + 12 ⇒ (9) + 12 = 211d6 + 3 ⇒ (6) + 3 = 9 OOC: Either 25 or 34 damage if the threat is confirmed.
Scout 8
Quick as anything, the scout then grabbed for his ring and put it on, annoyed that he was already in close combat. OOC: Yuck. Given I'm already in combat, skirmish isn't really going to work, especially here. So I'll take advantage of the fact that I act before everyone and hope it's still flat-footed, put on my ring of protection which boosts my current AC to 21. |