Clubhouse: The Shearing Pen

Evilhalfling said:
What?? "creatures caught in the area must make a fort save or face effects depending on the creatures size."

The Thunderbirds initiative # should come up each round, why are neutrals not affected? I assumed it was subject to SR or something, as the crab is still take damage every round, the rillmari should check to see if it is blown away each round. Whats the reasoning to avoid this?

The rilmani is above the storm, which extends from 0Z to 40Z. It made its save and then flew up to 40Z.
 

log in or register to remove this ad

Yeah, but the rilmani dropped down into the hurricane, polymorphed, and flew back up with no chance (i.e. no save necessary) of getting blown away. He wasn't even flying and he didn't get blown away. He was featherfalling straight down through the hurricane with zero lateral movement. :)
Not every flier can go from a zero foot elevation to a forty foot elevation in one round, especially while flying against the wind.
A simple course correction to be heading due north or south and they won't be flying against the wind. :)

Oh, yeah, please take my comments with a grain of salt. I despise rilmani with unbridled hatred and can't help but argue against them whenever possible. I apologize for this, but it's a new character flaw. :heh:
 

OK, I see your point. Anything entering the storm must make an immediate save. Anything remaining in the storm makes a save at the top of each round.

PJS, please make a save for the rilmani when it feather-falled down. It hasn't done much of anything since that time anyway.
 


Infiniti2000 said:
Well, it does make sense that a faster creature will be able to outrun a slower creature. I think you have your equation backwards, btw, shouldn't it be 2M+5? On the other hand, I think there were rules about flying at 1ft (or similar height) above ground and that it does not mean you could just direction instantly (maybe Draconomicon has more on it). In any case, as long as the chaser's movement is high enough, he can pick one direction and try to cut off the victim. Remember that the victim must pre-choose a location and the condition (not plural) upon which to move. There might be a way to guess where he flees and cut him off.

No, I'm sure it is M/2+5. The trick is that the attacker only has half of his movement available, since he needs the other half to make the standard action (attack). So a slower creature can dodge a faster creature.

The point on guessing is true in the rule sense, but I don't think it really helps any. If the attacker tries to jump straight to the cut-off, then the readied action won't be triggered and thus he'll just miss entirely.
 

Ah, but you forget the AoO. You don't need the standard action, you only need to get close to the target and press them up against the side of the arena, so to speak.
 

Okay, I think I see what you're saying. If you angle your movement up to the target correctly, then they have to flee (preset) through your zone of control (to use the old wargaming term). Of course, I can set my readied action to "move once he gets within 3 squares" in an attempt to limit that, but it is a limit.

For the recent spectral watcher draw I just gave up, I'd say it wouldn't be worth it, just for the huge amount of time it would take. I'd only have to guess right once every 5 times (if I hit with every try), which would work out.

thanks for your insight, good learning again...
 

Where are all the gem dragons? Did I miss them or something? I just realized I have not seen any after looking through the MMII for the devils.
 

I already asked that of Gansk in person a long time ago when I realized Lawful Neutral does not have all that many types of dragons (one). When the gem dragons were updated to 3.5, they failed to update their psionic-like abilities to the Expanded Psionics Handbook. As a result, they are not fully updated to 3.5, so they are not in the battle.
 

Greybar said:
No, I'm sure it is M/2+5. The trick is that the attacker only has half of his movement available, since he needs the other half to make the standard action (attack). So a slower creature can dodge a faster creature.

I think Infiniti nailed it on the head with the AoO. The only other thing I can bring up here is that I will let you change your movement direction and distance in reaction to the readied action of the opponent. In the case of a charge or run action however, you can only change distance - the movement direction is a predetermined straight line.

The point of bringing this up is that a faster creature should always be able to catch up to a slower creature by using a double move to get adjacent and then using an AoO when the slower creature tries to leave.
 

Remove ads

Top