Zavia/GenX
2007-06-25, 12:10 PM
Newbie dm here, my players want an arena fight, and my lv1 dwarven cleric wants to try going solo.(only the fighter is lv 2) So anyway, i suddenly remembered about this comic strip, and double checked with the DMG 3.5. It states "This feat does not let you make more than one attack for a given opportunity(d20sdr)". Tho im sure this question may have been asked then(couldn't find a thread discussion #216), how is it he made 2 attacks?
Also, what does it mean
An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character’s turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character’s turn)(d20sdr).
A bit lost on this one. Does that mean a person cant continue completing their tasks? Does that include moving?
Lastly, im making some medium and hard difficulty characters, if anyone knows of an intresting combination, do post. I will only use the hard if they want a harder challenge and will gain more xp then. This is the hard version of the half-orc melee fighter. Rich confident guy with a good trainer(hence the good tatics) hoping to make it big in the arena. Hes not complete btw, ironing things out.
Each npc in the game has an adverage of 55-75 stat points.
Hard Opponent:
Half-Orc
Lv1 Barbarian
1d12+1 HP
S/20 D/10 Co/12 W/10 I/8 Ch/8
Longbow, Composite [1d8, +5 Str Bonus]
Chain, spiked [2d4, 10ft]
Exotic Weapon Proficiency [Chain, spiked]
Potion of
-Shoots enemy with an arrow, drops it when they come near to drink a potion. Altenatively shoot a 2nd arrow and move away.
-Rage when enemy will soon enter melee. Drop bow and change to Spiked Chain. AOO if they continue coming foward.
-Move backwards if able. Disarm if cornered, Charge if they retreat.
Rage:
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class.
A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
Thanks!
Related Links:
http://www.giantitp.com/comics/oots0216.html
http://www.d20srd.org/srd/combat/attacksOfOpportunity.htm
Also, what does it mean
An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character’s turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character’s turn)(d20sdr).
A bit lost on this one. Does that mean a person cant continue completing their tasks? Does that include moving?
Lastly, im making some medium and hard difficulty characters, if anyone knows of an intresting combination, do post. I will only use the hard if they want a harder challenge and will gain more xp then. This is the hard version of the half-orc melee fighter. Rich confident guy with a good trainer(hence the good tatics) hoping to make it big in the arena. Hes not complete btw, ironing things out.
Each npc in the game has an adverage of 55-75 stat points.
Hard Opponent:
Half-Orc
Lv1 Barbarian
1d12+1 HP
S/20 D/10 Co/12 W/10 I/8 Ch/8
Longbow, Composite [1d8, +5 Str Bonus]
Chain, spiked [2d4, 10ft]
Exotic Weapon Proficiency [Chain, spiked]
Potion of
-Shoots enemy with an arrow, drops it when they come near to drink a potion. Altenatively shoot a 2nd arrow and move away.
-Rage when enemy will soon enter melee. Drop bow and change to Spiked Chain. AOO if they continue coming foward.
-Move backwards if able. Disarm if cornered, Charge if they retreat.
Rage:
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class.
A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
Thanks!
Related Links:
http://www.giantitp.com/comics/oots0216.html
http://www.d20srd.org/srd/combat/attacksOfOpportunity.htm