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JollyDoc's Shackled City


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Tallarn said:
Thanks for the clarifications! That is indeed exceptionally nasty.

Especially when he crits with power attack. I forget exactly how it works but we have these moments where he looks up at the DM (after us waiting for 5 minutes for him to add all the modifiers) and says something like "Um yes that would be 60 damage". Then he cleaves to the next one etc.
 

PugioilAudacio said:
Saves: BAB: 10/5
Fort: 10
Ref: 5
Will:6

Confusion or the Curse that makes you do nothing 50% of the time would neutralize that guy right quick.

There is a mistake on his sheet, though. He should have +21/+16 when normal size and 2d6+16. To hit will not increase when enlarged because he loses 1 due to size. And his AC will drop by 2 as well. He could only rage 1/day, so he could be bad-a$$ in one fight. Once the elixir wears off, he won't be so overpowering.

Still an impressive tank build...
 


Lela said:
That's got to be the first time I've ever read anything like that from Joachim. You're poor, poor, DM.

Yes, you've summed it up nicely. On top of that, the player is something of a rules lawyer. Not so much that he'll do ridiculous things - just that he knows all the rules and will use them to their full effect (when it suits him of course). Our DM is not particularly rules savvy.

On another note....Update.

Pretty Please?

With a cherry on top?



Strawberry?



Fruit Salad?
 
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Joachim said:
Confusion or the Curse that makes you do nothing 50% of the time would neutralize that guy right quick.

Yeah but whenever that happens, the wizard casts magic jar and take him over. He then continues to deal out death.

There is a mistake on his sheet, though. He should have +21/+16 when normal size and 2d6+16. To hit will not increase when enlarged because he loses 1 due to size. And his AC will drop by 2 as well. He could only rage 1/day, so he could be bad-a$$ in one fight. Once the elixir wears off, he won't be so overpowering.

Actually, I think the mistake is mine. His sheet is a little hard to understand sometimes - I was approximating what I could see.

Also, what do you mean it wears off? He's not gonna like that, he thought it was permanent :lol:
 

Well, always feel free to Greater Teleport directly to the wizard. Grapples work nicely (mmmmm, grappling). Then Hold or Dominate the guy. Dominate, obviously, is the better choice from a DM standpoint. He can then hit the Wizard. A lot.

How does Magic Jar work agian? I understood it much differently. Then agian, I haven't looked at the 3.5 version.
 
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Lela said:
Well, always feel free to Greater Teleport directly to the wizard. Grapples work nicely (mmmmm, grappling). Then Hold or Dominate the guy. Dominate, obviously, is the better choice from a DM standpoint. He can then hit the Wizard. A lot.

How does Magic Jar work agian? I understood it much differently. Then agian, I haven't looked at the 3.5 version.

No, you are correct. After re-reading the spell (http://web.ics.purdue.edu/~magius/v35SRD/SpellsM-O.html) I see that taking over him wouldn't be nearly as good. I agree, confusion and the like would really hurt our group. However, the creatures in our game are not very smart. Even if they have cool abilities, they never use them. It's kinda sad really.
 

Have you mentioned it to your DM? Seems gfunk and Joachim won't give JD a moments rest ("Kill us!" "Don't Kill us!" "It's too easy!" "Stop touching me!"), so you might as well ask him about it. I've found that questioning and a bit of confrontation works well. As long as it isn't mean anyway.
 

It's hard. 3 of the players are his sons*, and I think he doesn't want them to die. I tried poking holes in our boat one time, in order to slow down our return to town. Had this worked, one of the PC's would have died of poison. (It was in character, that PC was out to get mine). But, miraculously, nothing happened!


*They are, I think, a little too young to encourage a higher level of play. 2 are around age 11 I think.
 

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