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Gaming W/Jemal: War of Gods
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<blockquote data-quote="Dharuhk Svahre" data-source="post: 5552204" data-attributes="member: 6668704"><p>I'm not using the fleshgrinding weapons in a ridiculous fashion. Its not like I plan on throwing 50 fleshgrinding weapons in a round with marrowcrushing, wounding and Souldrinking on them.</p><p> </p><p>I'm planning on using a spring attack character who harpoons his opponent and attempts to ancher them in place. Fleshgrinding is the only decent method of getting the weapon itself to stay in them, though against the chains and whatever they are anchored too they still get checks.</p><p> </p><p>Heres an example of about the worst this character would do.</p><p> </p><p>1. Use Quickdraw to pull out a harpoon assembly (Harpoon, adamantine chain, immovable rod)</p><p> </p><p>2. Use belt of battle to gain additional move action, turn on immovable rod.</p><p> </p><p>3. Spring attack my opponent, leaving harpoon in him and moving past him.</p><p> </p><p>4. Use free action to pull another harpoon assembly out of glove of storing, this one preactivated. </p><p> </p><p>5. Repeat Steps 3 and 4, then repeat step 3 again.</p><p> </p><p>End result, my opponent is attacked 3 times, and is now anchored in place from 3 different directions, leaving him the choice of pulling the harpoons out, breaking through the chains, or teleporting away (which pretty much negates the whole thing <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />), or just plain attacking me instead and not caring about the whole harpoon thing. In addition the harpoons will continue to deal their weapon damage for a few turns afterwards, but as long as the weapons only deal straight damage (no saves, ability score loss or negetive levels) the base damage will never compare to the amount of damage dealt when actually wielded.</p><p> </p><p>Reason why I've always wanted to try this character out is because its concept is a far cry from epic's normal comparison of attack and defense numbers. Its alot more strategic.</p></blockquote><p></p>
[QUOTE="Dharuhk Svahre, post: 5552204, member: 6668704"] I'm not using the fleshgrinding weapons in a ridiculous fashion. Its not like I plan on throwing 50 fleshgrinding weapons in a round with marrowcrushing, wounding and Souldrinking on them. I'm planning on using a spring attack character who harpoons his opponent and attempts to ancher them in place. Fleshgrinding is the only decent method of getting the weapon itself to stay in them, though against the chains and whatever they are anchored too they still get checks. Heres an example of about the worst this character would do. 1. Use Quickdraw to pull out a harpoon assembly (Harpoon, adamantine chain, immovable rod) 2. Use belt of battle to gain additional move action, turn on immovable rod. 3. Spring attack my opponent, leaving harpoon in him and moving past him. 4. Use free action to pull another harpoon assembly out of glove of storing, this one preactivated. 5. Repeat Steps 3 and 4, then repeat step 3 again. End result, my opponent is attacked 3 times, and is now anchored in place from 3 different directions, leaving him the choice of pulling the harpoons out, breaking through the chains, or teleporting away (which pretty much negates the whole thing :p), or just plain attacking me instead and not caring about the whole harpoon thing. In addition the harpoons will continue to deal their weapon damage for a few turns afterwards, but as long as the weapons only deal straight damage (no saves, ability score loss or negetive levels) the base damage will never compare to the amount of damage dealt when actually wielded. Reason why I've always wanted to try this character out is because its concept is a far cry from epic's normal comparison of attack and defense numbers. Its alot more strategic. [/QUOTE]
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