Male Goblin
lolz nice touch with the musket. I'm not gonna lie, I'm hosed against anyone that gets big (20 ft threat is pretty awesome), but I'm looking at the spell casters, ranged people, and a few of the fighters and I feel like I'll give them a good poking, assuming of course I roll more than 1s and 2s on damage...
Male Goblin
dont get me wrong, I think it makes sense to be able to do what you're doing. In fact I think its really smart, to do it. It just that the rules present the gauntlets as a one handed weapon which couldn't be wielded at the same time as a two handed weapon. Honestly the biggest reason I bring it up is my feeble attempt to survive. I'm pretty much dead as if I step in your reach you just step back and smash me again, and if I do as is, I get smashed 1 action sooner. Your build is pretty legit. Funny thing is I think you could trash the halfling on his roc because you take up a 5 ft cube and reach another 20 ft (20+5=25 the max size of the room) :)
Male Goblin
Ok, I think I get it, though I'm not quite sure how you can be wielding spiked gauntlets and have the two handed reach weapon ready for AoO. In any case, Grogg is in for a world of hurt. The hit from Rolg brings terror to the now blood filled eyes of the tiny goblin. Grogg crouches low in an effort to hide and again pounds his chest, points his gun and fires. as soon as the gun fires and smoke rises, Grogg makes a break for it.
Arbiter:
swift to reload (magically so no AoO there) Attack Defensively: 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24 (AoO here) Damage: 1d12 + 1 ⇒ (4) + 1 = 5 Move (AoO here) touch attack: 24 (provoked aoo) damage: 5 move to B17 (provoke aoo)
Male Goblin
ahhh, looks like someone likes to get big. Random question(s): Since you are large, where would you say that you threaten around the pillar in c12. I ask because I can see you threatening quite a few squares but with a pillar in the way, i figure there are a few squares that you wouldn't be able to hit. Also, just so I make sure I understand Reach with large weapons, you do not threaten a 10 ft radius around Rolg right?
Male Goblin
hmmm, I just figured its the closest interpretation to sheathing a big hammer. If that doesn't work just let me know and we can treat it as dropped on the ground Seeing the Dwarf unphased by is amazing shooting skills, Grogg pounds his chest, levels his rifle at Rolg and fires again. Arbiter:
swift to reload (bandolier) move to increase range increment by 10 ft (this should put the range to 50 ft and as far as I can tell we are 50 ft apart) Attack:1d20 + 13 ⇒ (13) + 13 = 26 Dmg:1d12 + 1 ⇒ (2) + 1 = 3 Touch Attack: 26
Wow, if my bullets keep doing that much.....and I'm still in A11
Male Goblin
upon seeing the fuzzy red dwarf, Grogg lets out a squeak of delight that could curdle milk. Ahahahahah, Dwarf it! Dwarf it!
Master of the Pits:
Deadeye (1 grit) double range increment vs touch Attack: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27 Damage: 1d12 + 1 ⇒ (5) + 1 = 6 27 vs Touch AC to hit 6 dmg if it does
Male Goblin
eh, its a musket (medium) and a lucerne hammer (small but still big for a small creature). as for armor :) Grogg has his shiney to protect him. :) (yes there is armor but its under what can best be described as a raggedy shirt.) Cool thanks for the heads up I've done pbp before but more story and less map so if something looks fuzzy I'll do my best to explain it and if it still doesnt make sense I'll defer to you.
Male Goblin
Ahahahahahaha. Boom Boom Time!!!
Initiative:1d20 + 9 ⇒ (12) + 9 = 21 Grogg bounds out of his gate a little more excited than anyone going into a gladiator pit should. His attire is typical of a goblin, ratty shirt with some shinys underneath. His weapons however are not in the least bit goblin make. He has two weapons that look impossible for anyone his size to wield: a massive hammer and a hollow stick which Rolg would most likely recognize as a fire-arm of deadly proportions.
Male Goblin
Llaelian wrote:
Hehehe. It's just standard. But in the right hands, they can still be pretty messy. Ahahhahahhahahaha.
Male Goblin
Eben TheQuiet wrote:
I guess nerf is a harsh word, but as most decent spells can be fired off as a standard action and there are feats that allow an archer to fire 2 shots at once and later fire full damage on a single arrow, wizards get a bit of a bonus because of that, but rangers get the real advantage. Granted, if a fighter just goes sword and shield, they can take feats to counter shots every round, but I think its a tad early to pull that off (unless you are a monk or unarmed fighter and snatch arrows).
About Zoresk Totem-CallerZoresk Totem-Caller
Zoresk Totem-Caller is a strange breed. While he was born and raised among the White Bears tribe of the Felldales, he is drawn to the civilized reaches of his homeland. He was brought up to distrust technology, yet curiosity burns within him. And while his ability to manifest ghostly claws is seen by his Kellid peers as a blessing from the totemic creatures they worship, he suspects there is more to it - a secret perhaps held by the very things he was raised to destroy. As soon as he was old enough, Zoresk was participating in the attacks his people led against the malfunctioning robots that aimlessly roamed the Felldales. While he had a good swing with a club, his skill lay in evading the clumsy blows of the enormous metal men, and he boasted that not one had hit him in twenty raids. It was only a matter of time before his pride got the better of him - he grew complacent, and when he was eighteen, a malfunctioning robot struck him across the face, breaking his nose and flinging him backward. Through the blood and the pain, Zoresk felt only rage. He felt as if he were dreaming when he looked down at the wicked, curved claws that had formed over his hands, ghostly purple things that looked like the field of force surrounding his foe. And the roar that ripped from his throat as he charged sounded unlike his own voice. When he came back to reality, the robot was rent in two, and the claws were dissipating, fading away in ghostly tendrils. His peers were surprised, hailing him as a totem-caller of the White Bears, but Zoresk knew better. Something had changed within him, and it wasn't spiritual. While he accepted the new epithet and continued to lead attacks against the robots for a few more years, he became restless. He wanted answers, and he wasn't going to find them among his technophobic people. What if the robots weren't an enemy, but an opportunity to learn from? What if technology wasn't evil, but could be unlocked for power? These were the answers that burned in his mind as he set out for the purple flames of Torch. Zoresk is a tall, young Kellid man, heavily muscled and heavily armed. His skin is the swarthy tone typical of his people, and his thick black hair hangs lanky and unwashed at his back. His eyes are dark brown, almost black, his nose is prominently crooked from the break years ago, and his chest and arms are covered in scars from sharp slices of jagged metal. He wears filthy old hide armour, and carries a heavy, chipped shield on his arm. He is a hearty young man, eager to learn, almost frighteningly so in his enthusiasm, as a Kellid barbarian wishing to learn of technology beyond 'how do I destroy it' is an uncommon sight. He has little patience for flowery words and fancy talk, preferring to strike quickly while his foe is unprepared. While he's a bit strange and unsettling, Zoresk is fiercely loyal to those who show him kindness, appreciating the rarity of such things in a harsh world. |