I suppose I should say hello in this thread too, though I hardly count as still around, considering I just returned yesterday :)
Latest posts made by Dreeken-Korin
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RE: How Many Old Timers Are Still Around?
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RE: Best Star Trek Series Poll
Bah, lacks the animated series.
DS9
TOS
VOY
TNG
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RE: Race /class/alingment?
I ended up as a neutral neutral (true neutral) halfling ranger
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RE: Withdrawing from Combat
@Swifty:
3. Not sure which pnp it is, but a 5 foot step usually takes up your move actions for the round, unless you devote an entire turn to actually run away at x2 or x4 your speed or whatever it was, which would allow the enemy an AoO.
Just to clarify this:
The withdraw action means using a fullround action to move up to twice your movementspeed WITHOUT causing any attack of oppertunties from the FIRST square you leave.So if you are fighting a single monster, it will only get an attack of oppertunity if it's using a weapon that threatens two squares away from it as well on the square you are standing (which leaves the monster with either a whip or a chain, both of which are not properly represented in nwn, if at all)
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RE: Withdrawing from Combat
NWN Mechanics question:
If you were moving back (purely as per what Mr.Moloch details as an exploit) does the enemy still get in its normal attack(s)? Or does it just dumbly follow the PC with out attacking? If it still attacks wouldn't it basically be getting an attack either way - but in this case staying with the player? If it doesn't attack then yes, I see thats a pretty blatant exploit.
In PnP 3.5 D&D I could take a 5 ft step back, then move my full movement. The enemy could then move and charge me - still getting an attack at full BAB, but getting no AoO.
I've not tried this really (I tend to fight and die or run and die) so I'm not too certain on the details of the mechanics.
You cannot take a 5-foot step in a round in which you also take normal movement.
You can however do a withdraw action, which basically means taking a fullround action to cover your arse and move up to twice your movementspeed without provoking an attack of oppertunity from the FIRST square you leave. Monster/NPC can charge, making a single attack and possibly provoking attack of oppertunities itself, or make a double move after you if fighting another person using a withdraw action itself to chase you and not get an attack in on you immediately.Keep in mind we're talking DnD PnP mechanics here.
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RE: Death penalty.
Never run to an opponent, always walk when you get close. Never run from an opponent either, unless you have points invested in tumble - walk away (but not backwards, that'll get you in trouble).
No, this is an exploit too. You don't "walk" away from a monster trying to kill you in real life. You run like hell.
The sole exception is if the monster is currently focusing its attacks on someone else (ie you were in melee but flanking it). Otherwise, you're exploiting to avoid an AoO.
If that's the rule on CoA so be it, but DnD wise it's as follows:
WithdrawWithdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. (Invisible enemies still get attacks of opportunity against you, and you can’t withdraw from combat if you’re blinded.) You can’t take a 5-foot step during the same round in which you withdraw.
If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.
You may not withdraw using a form of movement for which you don’t have a listed speed.
Note that despite the name of this action, you don’t actually have to leave combat entirely.
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RE: Toons played in signature. Thanks!
http://www.urbandictionary.com/define.p ... id=1195681
Especially pay attention to the first two entries.
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RE: Just for Fun
Maggot Spear
+1 attack bonus, on hit 25% chance of Infestation of Maggots.
Useable by true neutral, neutral evil only.
Edit: Useable by druid onlyForged by the minor druid Celahir to guard a lair of hatchling red wyrms who's parents, a couple of hottempered dragons who had been terrorizing a few villages, had been slain by adventurers, it found it's way into the other parts of Faerun after the druid and the hatchlings were slain by other adventurers who hadn't heard about the killing of of the dragons responsible and wanted to claim the bounty that was put out for them.