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). |