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To kill a troll
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<blockquote data-quote="Celebrim" data-source="post: 303646" data-attributes="member: 4937"><p>This is how you kill a troll at (relatively) low level.</p><p></p><p>Step #1) Beat the troll into hamburger by normal means (e.i. subdual damage 4 or more than thier current h.p.)</p><p></p><p>Step #2) Take a torch and perform a coup de gras action. Specifically, tell the DM that you are going to hold the torch against the trolls brain pan or other sensitive surface.</p><p></p><p>NOTE TO NEW DUNGEON CRAWLERS: Just because you have magical lightsources does not mean that you shouldn't be carrying around torches. Fire has infinite uses.</p><p></p><p>Step #3) Your torch does 1d2 fire damage to the troll. Because it is a weapon, and you are performing a coup de gras action, you do double damage (2d4) AND equally importantly the Troll must make a Fort save (DC 10 + damage dealt). Since the average troll has a Fort save bonus of +11, there is only between a 5% and 15% chance that the Troll will recieve critical damage on any given round. However, since the troll is recieving damage roughly as fast as it can regenerate it, it is only a matter of time before you kill it one way or the other.</p><p></p><p>If you have a flaming weapon, this works even better.</p><p></p><p>Now, if your DM is really sick (like me), he lets you kill trolls like this a few times until it becomes routine and then he runs you up against trolls with a few levels of cleric and both Endure Elements (Fire) and Endure Elements (Acid) cast on them. Suddenly trolls become feared opponents again.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 303646, member: 4937"] This is how you kill a troll at (relatively) low level. Step #1) Beat the troll into hamburger by normal means (e.i. subdual damage 4 or more than thier current h.p.) Step #2) Take a torch and perform a coup de gras action. Specifically, tell the DM that you are going to hold the torch against the trolls brain pan or other sensitive surface. NOTE TO NEW DUNGEON CRAWLERS: Just because you have magical lightsources does not mean that you shouldn't be carrying around torches. Fire has infinite uses. Step #3) Your torch does 1d2 fire damage to the troll. Because it is a weapon, and you are performing a coup de gras action, you do double damage (2d4) AND equally importantly the Troll must make a Fort save (DC 10 + damage dealt). Since the average troll has a Fort save bonus of +11, there is only between a 5% and 15% chance that the Troll will recieve critical damage on any given round. However, since the troll is recieving damage roughly as fast as it can regenerate it, it is only a matter of time before you kill it one way or the other. If you have a flaming weapon, this works even better. Now, if your DM is really sick (like me), he lets you kill trolls like this a few times until it becomes routine and then he runs you up against trolls with a few levels of cleric and both Endure Elements (Fire) and Endure Elements (Acid) cast on them. Suddenly trolls become feared opponents again. [/QUOTE]
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