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Post by Tomas on Jan 6, 2010 19:02:14 GMT -5
Assume a fighter has multiple attacks (6lvl+). Can he make one melee attack and a thrown attack, assuming a throwable weapon? Think Paden here.
Assuming the above is cool. Can you make a free action, Quick Draw, between attacks, (Throw, QD, Stab)?
Thanks
Tom
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Post by grond on Jan 7, 2010 6:28:33 GMT -5
YES!!!
As to the free action between attacks, that also works as it is what allows multiple thrown attacks such as with rapid shot. Additionally, you could throw, quick-draw, 5 foot step and then attack.
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Steve
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Post by Steve on Jan 7, 2010 6:58:35 GMT -5
Let's say I have two rounds to save my friends by giving them a rope to hang onto before they hurtle over the brink. There is a large pipe across the passage from me, and I have a rope and grappling hook on my belt. How many actions would it take to attach the rope to the hook and swing it around the opposing pipe (assuming the attack roll succeeds)? I thought it'd be a full-round to get out and attach the rope and hook, then a standard to throw it, but apparently it's more.
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Dmitri
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Post by Dmitri on Jan 7, 2010 9:20:23 GMT -5
Tomas: Yes - that is totally legal and workable. Steve: I think you are right... assuming the following. 1. The rope and hook are attached to each other while on your belt. 2. You succeed on the ranged attack roll (or DC, whatever) to attach the hook by throwing it at the pipe. 3. Your rope is long enough to reach the peeps and attached securely enough to not come loose with a good tug. 4. When you throw the rope to the peeps you get it near enough (another attack roll probably) If the rope and hook are separated, and not connected, while on your belt... Your mates are hosed. It takes more than 6 seconds to draw and connect the rope and hook.
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Steve
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Post by Steve on Jan 7, 2010 15:18:57 GMT -5
Well, here's the full scenario: They're rushing down a sewer river which leads over a waterfall (I don't know why sewer systems have waterfalls, let alone why they are humanoid-accessible, but Waterdeep is crazy). At the bottom of the waterfall, for equally bizarre reasons, are a set of crushers that will spell instant doom for whoever gets caught in them. The river is 10ft wide with a 5ft walkway on each side. I managed to escape the river with my Mad Rogue Skills and have 2 rounds before my friends go over. My initial idea was to throw the rope in, but my strength's not the best and a strength check to haul in 3 human-sized characters against a current is pretty high. I figure that the grappler is my best bet, but the rope and hook aren't attached. There may well be no way out of this, but I'm going to try and find one.
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Post by Tomas on Jan 7, 2010 16:22:49 GMT -5
How far away are they? How much rope do you have? You could hold both ends of the rope and hang the hook at the middle point, simply as weight to assist throwing. As for saving all 3 characters... I doubt it unless the current is fairly slow or you have something to tie the rope to.
Assuming a railing or post is available leaping back into the water with the rope around the post would provide the most physical advantage for slowing/stop your friends.
Tom
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Post by grond on Jan 7, 2010 20:06:24 GMT -5
I'd say, as to attaching the hook end to something, that it would be a use rope skill check. As far as a way to succeed at saving them in 2 rounds. . . What if you used round one to sprint to the edge of the water fall, and then round two to tie the rope off to something (if something is available) as a standard action and drop the rope over as a move action. This way, as each one reaches the water fall, they can attempt a fairly simple climb check to catch onto the rope. This solution should work if 1) The waterfall is not more than 120ft away from where you are. 2) There is something within easy reach of the edge of the fall to tie the rope onto 3) The team is able to make a DC 10 climb check (possibly 15 because of being soaked by sewer water). Another thing to note is if you are acting in turn order before the water moves your party, then catching them as they fall will give you 3 rounds, if they fall after 2 rounds. That is assuming that the scenario is playing out in combat time. I hope I'm making sense.
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Post by Tomas on Jan 30, 2010 9:55:46 GMT -5
Looking at Paden's next feat. Having a DEX of 12 is limiting the track I was going to follow, until 8th level at least.
Anyway, looking else where I found 'Power Critical' from the Complete Warrior p103. It fits the way I see Paden fighting. Is it on the Fighter Bonus feat list? I don't have the book.
Thank you
Tom
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Dmitri
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Post by Dmitri on Jan 30, 2010 13:11:04 GMT -5
Yep - its a fighter bonus feat.
+4 to confirm critical hits with one weapon
must have BAB +4 or better, Weapon Focus with weapon you are taking Power Crit for
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Post by Tomas on Jan 31, 2010 10:32:47 GMT -5
Thank you Dave.
That is going to be Paden's feat for this level.
Tom
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Steve
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Post by Steve on Apr 19, 2010 15:16:04 GMT -5
When advancing an animal companion, should you increase its size, following the advancement guidelines? For example, a wolf's advancement is 3 HD (Medium); 4-6 HD (Large). It normally has 2 HD. So when it gains 2 HD for being the companion of a 10th-level ranger, does it grow to large size?
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Dmitri
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Post by Dmitri on Apr 19, 2010 17:06:51 GMT -5
Never seen any reason not too... I would follow the written guidelines unless the class description says to do something else.
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Steve
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Post by Steve on Apr 19, 2010 17:47:13 GMT -5
I ask only because this gives the wolf +8 str and +4 con and that seems kind of, well, imbalancing.
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Dmitri
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Post by Dmitri on Apr 19, 2010 18:00:03 GMT -5
But its HP is still stupid low, bad AC (larger creature = size penalty to already bad AC)... and at 10th level I think it is not enough to make much of a difference in a standard party with an arcane caster tossing around 5th level spells, divine doing likewise, and a rogue with 5d6 sneak attack.
But I have never really used one like that - should apply to the bear in my LGG5 game eventually though.
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Post by Rincewind on Apr 19, 2010 23:01:53 GMT -5
I'm fairly sure I've read that animal companions do not increase in size as they increase in hit dice. Should be in the d20 FAQ somewhere if you want an exact quote.
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