HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
The listed info is unofficial and comes from the old Wotc forums. I find that although the formula they use is pretty much identical to how I do it (base 10 + CR, +5 for more info) they provide very little useful combat info to fight the creatures. I mean the entire DC26 entry is basically "they speak Aquan".
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
What I tend to do is give increasing amounts of information for a success, DC+5 and DC+10. At DC+15 I consider a PC an expert with that creature, having either studied them intensively or having also had first-hand experience with them. If they meet DC+15 I give the link to the creature's page (if applicable). Obviously not suited to unique monsters and villains but for typical stat blocks it works well.
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
Having noted the Conjuration aura before Llyra attempted to disarm the trap, Curnach begins to move his hands in slow, graceful movements and shouts in a powerful, magic-enhanced voice- Return to your native plane, fiend! He continues to cast and dramatically points his hand at the Belker closest to Llyra, releasing the magical energy. 1d20 + 9 ⇒ (19) + 9 = 28
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
You can assume Curnach casts Guidance between each attempt then quietly leaves the room. Also- we detect magic in every room. We would have seen the aura and had Jerin identify it with Knowledge (Arcana) before Llyra tries to disable it.
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
A safari version (3.0, scroll down a little) is available on that page. I fine generally people are more willing to spend ages making posts complaining about the Post Monster than downloading a quick plug in. Not even sure Aron has bothered to download it yet.
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
I can't speak for Llyra but always taking 10 first is sensible when opening a door (its a single try, takes no longer than a roll and will open most things). I wouldn't recommend it on traps though (and a take 20 is impossible on traps anyway). We still have spell durations going so don't take 20 on any locks either please. You can assume Curnach uses his Guidance spell on attempts to make it easier. Also, when it comes to opening locks I think Krenn can take 10 to assist.
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
Oh, looks like my Rakshasha is down. When did that happen? Don't see a description. Curnach moves next to Llyra, rushing the Rakshasha with his flame blade. 1d20 + 10 ⇒ (18) + 10 = 28 VS Touch AC
While his dinosaur also charges the foe, slamming its tail against the Rakshasha brutally before slowly fading away, the magic that summoned it spent. 1d20 + 15 ⇒ (15) + 15 = 30
DC23 Fort save or dazed.
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
Curnach and his pet continue their assault- 1d20 + 8 ⇒ (12) + 8 = 20 VS Touch AC
1d20 + 3 ⇒ (2) + 3 = 5 Miss 1d20 + 13 ⇒ (14) + 13 = 27 Anklyo Attack
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
DM Aron Marczylo wrote:
You asked me if I watched season 3. Either that or I misheard you on microphone.
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
Curnach finds his stride and swings his flame blade with much more competence. 1d20 + 8 ⇒ (11) + 8 = 19 VS Touch AC
1d20 + 3 ⇒ (13) + 3 = 16 VS Touch AC
The ankylosaurus takes a step to the east and attacks the Rakshasha stabbing its master, attacking with much more power than before. 1d20 + 13 ⇒ (17) + 13 = 30 (Power attack)
Looks like a healthy 29 damage after DR :).
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
The next question is why is the rapier suddenly doing 1d8 instead of 1d6? Write this stuff down if you can't remember, I have to say it adds a lot of frustration and makes the game a lot less immersive if we have to correct mistakes every single turn.
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
The dinosaur lingers on from the power of Curnach's magic and hits the elephant once more. 1d20 + 16 ⇒ (3) + 16 = 19
Curnach continues his assault on the Rakshasha, but fail to land a decisive blow. 1d20 + 8 ⇒ (2) + 8 = 10 VS Touch AC
1d20 + 3 ⇒ (7) + 3 = 10 VS Touch AC
Average roll of 4... Lovely round...
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
On Aron's map update, the blue circle on the Rakshasha indicates it is prone. The ankylosaurus continues its assault on the elephant while Curnach duels the second Rakshasha. Unfortunately, the massive dinosaur finally falters, its tail flailing ineffectively against the statue-like skin. Curnach surpasses the Rakshasha's spell resistance and swings his burning blade confidently at the creature, although his ineptitude at melee still shines through. 1d20 + 14 ⇒ (1) + 14 = 15 Anklyo miss
1d20 + 8 ⇒ (10) + 8 = 18 VS Touch AC
1d20 + 3 ⇒ (1) + 3 = 4 VS Touch AC (miss) 1d20 + 9 ⇒ (19) + 9 = 28 Caster Level VS Spell Resistance
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
Curnach's armour and shield protect him from the worst of the Rakshasha's attacks, helped a great deal by Jerin's magical aura. Only a single kukri blow gets past his armour and deals a tiny scratch. 4 damage lol, Aron forget the aura again. Krenn and Jerin are up.
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
You can, just the ratio is not as favourable as on a two handed weapon. The DPR actually favors his axe and these Rakshasha's attacks aren't really worth the shield right now. From the weapon training (+1 attack/damage) he has with it, the weapon focus and greater weapon focus (+2 to hit), weapon specialisation (+2 damage), wielding it two handed (+2 damage) and a better power attack ratio (an extra 3 damage). Then throw in a higher base damage dice (1d6-1d10 is a jump of 2 damage on average)... Summary- +3 to hit on axe
VS Significantly higher crit range on rapier. I won't run an actual DPR test on the Rakshasha's AC because I think thats going a bit too far, but with such a high DR hes up against, Krenn is better off with the axe.
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
Heh, Llyra saw you worrying in wayward kings about the Rakshashas. I'm not really at all worried about them. They have strong defences but aren't particularly strong offensively. If necessary, disarm + Krenn grappling them will be the way to go. Curnachs fairly incompetent in melee but his flame blade bypasses their DR and i'm fairly sure he could take one in a melee fight as soon as he casts Fire Shield :P. I'm really just delaying him at the moment from a lack of options, just being conservative with my spells as we have things well in hand :).
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
I'll wait for the round update, want to see if the bolt took down the elephant. Edit: Nvm, Aron assures me it will still be standing. The dinosaur continues to pound the poor, blind elephant with its powerful tail while Curnach bides his time. 1d20 + 14 ⇒ (14) + 14 = 28
DC23 Fort or be Dazed.
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
Sigh. Sorry to come across as hostile, its just a pet bugbear of mine when people are always asking for a rules citation or developer response for everything. "It seems to be the general consensus around here that you can't make a trip attack-of-opportunity on a character who is standing up from prone." It was flagged for FAQ to see if the staff wanted to correct this assumption- its been marked as 'No Response Needed'. Further arguments- If it worked like your saying it might, the second movement would ALSO provoke an AOO (being a second move action to stand) and all it would take is the Combat Reflexes feat to 'trip lock' someone. The AOO is provoked as they are rising- they are still prone as its provoked (which is why you get +4) and you can't trip someone whos already prone. The AOO acts as an interrupt- to trip someone it would need to happen after their movement is resolved. All attacks of opportunity are resolved before the action that provoked them is resolved- you can't trip a prone person. -------------------------------------------------------------------------- Edit: And heres the chief dev himself- Link
HP 94/94, AC 25/13/23 CMD 18, F +10, R +7, W +16, P +21, In +8, AOO +1
You can't 'trip-lock', this has come up before. You can't trip a foe who provokes an AOO from rising from prone. Llyra does get the AOO though as greater whip mastery means she has a threatening reach of ten feet (normally with a whip you don't threaten squares).
|