Land of Syrael OOC

Al the Absentminded said:
Silverdrake and Ostu probably make the best front-liners (TWF allows for vicious damage).

You should see TWF when it is combined with Sneak Attack damage...or a character that is dedicated to using a two-handed weapon and power attacks a lot! :)
 

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Plus, I'm trying to work the improved feint angle to employ more sneak attacks. Also, using the improved initiative and quick-draw feats to get the sneak attack while hitting flat-footed opponents. I've never really played this kind of melee character, so I am curious on how effective it will be. Plus, he can tumble into flanking positions pretty well.
 

penance said:
[sblock=bloodweaver]ahh, and ive just noticed this Half Shaft feat; Cerberus and I had more a nice little discussion on the merits of choosing a reach weapon as your signature weapon. This half shaft feat makes it much more plausible. Hmm.. I might have to track down the PHB2 to see what other goodies lie in wait for me. :P[/sblock]
The benefit of using a reach weapon is greatly increased when a character is built around the use of AoO and Improved Trip. Tripping with a weapon only requires an attack vs. a touch AC. When combining a reach weapon with a high dex and combat reflexes character, said character always has an chance to trip an attacking target. Even if it is not his turn. Once the target is tripped he suffurs a -4 AC and causes another AoO when trying to get up. Making it easier to be trip again. Which gives the attacker another chance to trip it again. The whole time, the attacker does damage with every trip attempt thanks to Improved Trip. With combat reflexes, the attacker can trip multible targets in any given round.

-Blood
 

man, you're preaching to the choir Blood. Tripping and disarm are some of my favorites. My favorite all-time character ive made is a spellsword with a scythe and improved disarm, and he had leadership so his cohort was a gusiarme-weilding guy that used a greatsword as his backup. my guy disarmed the bad guy and my cohort knocked him over, so thats 2 AoO. When I played the computer version of ToEE, I used this old hag who happened to have Imp. trip, gave her a spiked chain, and all I did every time with her was trip, over and over. :D

But, I thought Glaive's couldnt trip? Also, improved trip only allows an extra attack if you 'succesfully' trip.

Improved feint is a feat i've always liked but never had to use. :D course, I dont play rouges very often, so...

Also, Luhal, when it comes to wildshaping, im rather rusty. Rarely have I roleplayed with druids, so I would appriciate a refresher, if you could. I would hate to mess up some little aspect of combat and have you not at your full potential.
 
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Well, there's obviously the SRD to consult (I like www.d20srd.org for the hyperlinking), but here's a quick rundown of the ability:

Luhal can change to any (Medium) or (Small) creature with the (Animal) subtype with no more HD than he has, as a standard action. This does not provoke an attack of opportunity. He can shift to an (Animal) twice a day. Any time he is in wildshape, he can shift back to human (another standard action, no AoO), but that ends that usage of the ability, as does shifting to another animal. If he doesn't end it early, it lasts a total of 6 hours before he shifts back to human form.

Whenever he wildshapes - to invoke or to end - he is healed as if he'd had a full night's sleep. (1 hp per level)

Anything he wears or carries melds into the new form, but any powers thereof normally cannot be invoked while they are melded. (Items carried in non-human form fall to his feet when he shifts.)

Normally, you have to be able to use human speach and gestures to cast spells in wildshaped form, but Luhal has a Feat that allows him to cast as long as he can move his limbs and make noise.

He keeps his hit points exactly as they were, but otherwise adopts the average physical stats of the animal. (This may affect his Ref save) He keeps his skill ranks, feats, base attack bonus, and base save bonuses.

He gains the natural weapons, natural armor, movement modes, and extraordinary abilities of his new form, but loses the ones of the old.


Each level he gains, the maximum duration of each wildshaping is increased by an hour. At 7th, 10th, 14th, and 18th levels he'll get another wildshaping usage. At 8th level, he can wildshape into large animals, Tiny at 11th, and Huge at 15th.

At 12th level, he can start wildshaping into (Plant) creatures.

At 16th level he gains a parallel ability to wildshape into Elementals.

-Albert
 


So who is the rear guard, Alexcia? The order looks like Rhun and Silverdrake, Ostu and Luhal, Alexcia and Weel. Is this correct for a double line?

Thanks Al, I just wanted to see it from your perspective. :P

ive always been amused by the 'plantshaping' "bwa hahaha! venus flytrap form!" now, hopefully the guy will walk next to me......
 
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Heh. Think 'Treant'.

For the marching order, I suggest Silverdrake and Ostu (since it would be wierd to have Rhun marching alongside his character) in the front row, Heclar and Weel in the next row (for combat healing and buffing, and so Heclar can move up if someone falls), Alexcia and Iandon in the third row (archers), and Luhal bringing up the rear with Carper.

If nothing else, it should be amusing when we spiderclimb over to the back ranks of the enemy and start savaging them.

-Albert
 

Hey, everyone, I suspect we can look forward to some fighting during the next game-day (certainly there's some in-game expectation:)), so anyone who's a preparation spell caster - Silverdrake, Weel, Luhal - should probably specify which spells we have memorized.

Iandon and Alexcia, lucky (CENSORED)s, are spontanteous spellcasters.

-Albert
 

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