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Tome of Battle: Bo9S classes in actual play?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3260281" data-attributes="member: 22882"><p>Let's break this down by monster group.</p><p></p><p>HEZROU</p><p></p><p>Hezrou are Large, so the fighter presumably can reach two at most at any given time. Also, he can do 138 hp in a single attack (I assume you're talking about Cleave, which only grants one attack)?</p><p></p><p>Assuming the average party member can only fail the save against the Hezrou stench on a 1-2 - which makes them *extremely* save buffed for APL 17, I might add - then the chances of them making all their saves is only 43% (passing eight 90% chances). This requires them to have Con and magic item bonuses of +12. If they fail on a 4 or less - which is still above average, IMO, requiring Con and magic items to amount to a +10 bonus -, they have only a 17% (passing eight 80% chances) chance to make it through the encounter without failing once. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> If they have what I would consider *average* fighter Fort saves (+18), they have only about a 2% chance of making all eight saves (passing eight 60% chances). I'd say an APL party even close to reasonable for their level will lose well over half their numbers to the hezrou stench. I suppose I can see the paladin of freedom making his saves (+10 base, +5 Con, +4 Cha, +4 magic items?) more often than not, and the monk is immune, but by rights the warblade and fighter should expect to drop just from the stench, and they appear to be the primary damage dealers.</p><p></p><p>The hezrou have a 10 ft. reach, so they never need to take a full attack from anyone smaller than them. You didn't mention the test characters' races, so I'm assuming they're human or at least Medium. The ninja should be largely hosed in this fight because they never need to take more than two attacks from him - one from his attack and one from his AoO.</p><p></p><p>Admittedly, barring dropping the whole party with Stench (ninja excepted) and slowly beating them to death on natural 20s (the whole party has AC 34 as well as Fort saves of +18? <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> ), which is hardly out of the question, the hezrou probably can't kill any combat PCs.</p><p></p><p>MARILITH</p><p></p><p>On her own, she would maybe challenge one PC - which is proper, she's the same CR as them - but would probably be hosed against two or more. Fair 'nough.</p><p></p><p>However, she doesn't ever want full attacks. She wants to hit exactly once, and that with her tail. Her objective should be to grapple and constrict, because she should be able to reliably kill any one PC this way. Or do the PCs in question have Grapple bonuses of +29 in addition to being mass damagers, save tanks and AC tanks? (Admittedly, a Ring of Freedom of Movement would stop this).</p><p></p><p>The marilith would be the weak link here, provided she weren't riding the:</p><p></p><p>FIENDISH WHITE DRAGON</p><p></p><p>First of all, if the dragon gets a single action, no one need ever charge in this battle. Freezing fog acts as a solid fog (which would prevent it) *and* doubles as a grease spell over the entire area (which would also prevent it). I'm not clear if the grease effect would last after the fog disperses; if so, then that's practically an auto-win against a charge-focused group. Otherwise it just gives the fiends a limited tactical advantage and may not be worth using. I'm thinking it is because the hezrou will last longer, but their offense will be considerably reduced, too.</p><p></p><p>The dragon can deliver the marilith and himself into grappling range without ever provoking an attack of opportunity or being in reach of the PCs. This right here has to be dealt with (by a fly spell, presumably, which from the looks of it would be the domain of the arcane trickster; pity she 'doesn't matter' and is almost certainly downed if even two hezrou approach her). Otherwise, the range-lacking PCs pretty much have to flee or die - how else can they plink away hundreds of hp?</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3260281, member: 22882"] Let's break this down by monster group. HEZROU Hezrou are Large, so the fighter presumably can reach two at most at any given time. Also, he can do 138 hp in a single attack (I assume you're talking about Cleave, which only grants one attack)? Assuming the average party member can only fail the save against the Hezrou stench on a 1-2 - which makes them *extremely* save buffed for APL 17, I might add - then the chances of them making all their saves is only 43% (passing eight 90% chances). This requires them to have Con and magic item bonuses of +12. If they fail on a 4 or less - which is still above average, IMO, requiring Con and magic items to amount to a +10 bonus -, they have only a 17% (passing eight 80% chances) chance to make it through the encounter without failing once. :eek: If they have what I would consider *average* fighter Fort saves (+18), they have only about a 2% chance of making all eight saves (passing eight 60% chances). I'd say an APL party even close to reasonable for their level will lose well over half their numbers to the hezrou stench. I suppose I can see the paladin of freedom making his saves (+10 base, +5 Con, +4 Cha, +4 magic items?) more often than not, and the monk is immune, but by rights the warblade and fighter should expect to drop just from the stench, and they appear to be the primary damage dealers. The hezrou have a 10 ft. reach, so they never need to take a full attack from anyone smaller than them. You didn't mention the test characters' races, so I'm assuming they're human or at least Medium. The ninja should be largely hosed in this fight because they never need to take more than two attacks from him - one from his attack and one from his AoO. Admittedly, barring dropping the whole party with Stench (ninja excepted) and slowly beating them to death on natural 20s (the whole party has AC 34 as well as Fort saves of +18? :uhoh: ), which is hardly out of the question, the hezrou probably can't kill any combat PCs. MARILITH On her own, she would maybe challenge one PC - which is proper, she's the same CR as them - but would probably be hosed against two or more. Fair 'nough. However, she doesn't ever want full attacks. She wants to hit exactly once, and that with her tail. Her objective should be to grapple and constrict, because she should be able to reliably kill any one PC this way. Or do the PCs in question have Grapple bonuses of +29 in addition to being mass damagers, save tanks and AC tanks? (Admittedly, a Ring of Freedom of Movement would stop this). The marilith would be the weak link here, provided she weren't riding the: FIENDISH WHITE DRAGON First of all, if the dragon gets a single action, no one need ever charge in this battle. Freezing fog acts as a solid fog (which would prevent it) *and* doubles as a grease spell over the entire area (which would also prevent it). I'm not clear if the grease effect would last after the fog disperses; if so, then that's practically an auto-win against a charge-focused group. Otherwise it just gives the fiends a limited tactical advantage and may not be worth using. I'm thinking it is because the hezrou will last longer, but their offense will be considerably reduced, too. The dragon can deliver the marilith and himself into grappling range without ever provoking an attack of opportunity or being in reach of the PCs. This right here has to be dealt with (by a fly spell, presumably, which from the looks of it would be the domain of the arcane trickster; pity she 'doesn't matter' and is almost certainly downed if even two hezrou approach her). Otherwise, the range-lacking PCs pretty much have to flee or die - how else can they plink away hundreds of hp? [/QUOTE]
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