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JollyDoc's Shackled City: FINAL POST [Updated 11/2!!]
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<blockquote data-quote="Joachim" data-source="post: 1799098" data-attributes="member: 9531"><p>The advanced half-fied morkoth encounter was one of those that basically took advantage of every one of Grimm's weaknesses, but in the end our half-ogre friend still manages to acquit himself pretty well. Grimm is ECL 17 right now, and is about as powerful as an ECL 17 tank should be, but just like every character-type he has his Achille's heel(s).</p><p></p><p>It is worth probably worth noting that Grimm's real power is not in sheer damage-dealing capability, however, but in his ability to control a battlefield with reach, AOO's, trips, disarms, and (JD's Bane) Stand Still. Now, when I want Grimm to 'put the hammer down', he does well with it, but not nearly as well as if I had built him specifically to inflict HP damage. Not to get overly technical here, the main thrust of Grimm's development has been to try and take away the enemy fighter's/brute monster's full attack action. This is accomplished by making him waste his move action by standing up, picking up his weapon, moving to close, etc.</p><p></p><p>Having said all that, Fred's new Goliath character (when given the chance) is the one that can deal WITHERING amounts of damage, as can Tilly now when he has an enemy's flank (provided that enemy is not a golem or undead). We also discovered another neat trick...<em>polymorphing</em> Kiko into a Stone Giant gives him a 45 +/- armor class and stupid-sick damage capability. This is not to forget our two competent (and extremely well-constructed) arcane casters, who regularly make the real difference in our harder fights. With Rusty and Gunther adding the healing and buffing, we really have a party that is really coming into its own right now. We still have our run-ins and the need for revivification, to be sure. </p><p></p><p>God, I am starting to sound like a college football coach...oh well, I may as well stick with it...WAR EAGLE!!</p></blockquote><p></p>
[QUOTE="Joachim, post: 1799098, member: 9531"] The advanced half-fied morkoth encounter was one of those that basically took advantage of every one of Grimm's weaknesses, but in the end our half-ogre friend still manages to acquit himself pretty well. Grimm is ECL 17 right now, and is about as powerful as an ECL 17 tank should be, but just like every character-type he has his Achille's heel(s). It is worth probably worth noting that Grimm's real power is not in sheer damage-dealing capability, however, but in his ability to control a battlefield with reach, AOO's, trips, disarms, and (JD's Bane) Stand Still. Now, when I want Grimm to 'put the hammer down', he does well with it, but not nearly as well as if I had built him specifically to inflict HP damage. Not to get overly technical here, the main thrust of Grimm's development has been to try and take away the enemy fighter's/brute monster's full attack action. This is accomplished by making him waste his move action by standing up, picking up his weapon, moving to close, etc. Having said all that, Fred's new Goliath character (when given the chance) is the one that can deal WITHERING amounts of damage, as can Tilly now when he has an enemy's flank (provided that enemy is not a golem or undead). We also discovered another neat trick...[I]polymorphing[/I] Kiko into a Stone Giant gives him a 45 +/- armor class and stupid-sick damage capability. This is not to forget our two competent (and extremely well-constructed) arcane casters, who regularly make the real difference in our harder fights. With Rusty and Gunther adding the healing and buffing, we really have a party that is really coming into its own right now. We still have our run-ins and the need for revivification, to be sure. God, I am starting to sound like a college football coach...oh well, I may as well stick with it...WAR EAGLE!! [/QUOTE]
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