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Basic Combat Actions.

Posted by AenarionFor group 0
Aenarion
GM, 171 posts
Fri 28 Aug 2020
at 19:44
  • msg #1

Basic Combat Actions

While I would still prefer if players could cover the actions of other characters during an absence, let's have a general thread for me to look up what I should do for you and your character in these times.

Everyone please give me a basic rundown of what your character would normally do (maybe give a few variants depending on certain circumstances) and include all relevant bonuses and dice amounts for me.

Thanks!
Zhira al-Darea
Human Fighter, 147 posts
Age 28
Lawful Neutral
Fri 28 Aug 2020
at 19:53
  • msg #2

Basic Combat Actions

As far as I'm concerned, generally some variation of "using a move action to Shove", followed by "using a standard action for a vital strike, and using follow-through to bull rush the target if successful" is my standard combat routine; while I can do other things, that tends to be my go-to in most situation.

Numbers

Shove (Touch Atk): 1d20 +34 (18 BAB, 7 STR, 7 Weapon Training + Focus, 2 Enhancement)

Shove Damage: 9 (7 STR, 2 Enhancement)

Standard Action Scimitar attack 1d20 +34 (18 BAB, 7 STR, 7 Wp. T+F, 2 Enh.)

Scimitar 2 handed Vital Strike Damage: 8d6 + 24 (10 STR, 6 Wp., 6 Feat, 2 Enh.) +5 bleed

Scimitar Critical: +20 (2 fire) (18 Crit Genius, 2 Trait)

Bull Rush 1d20 + 40 (18 BAB, 7 STR, 7 Wp. T+F, 2 Enh., 5 Great Brute)

Note that these numbers are for my scimitar with no boosts; I can use one of my fighter abilities to raise the Enhancement up to 5, but I'll generally declare when I've done that at the start of the battle; that basically increases any roll that uses "Enhancement" by 3.

When I use power attack, that's -5 to the attack roll and +15 to damage; I don't always use this, and often when I use this I do it after boosting my scimitar with +5 enhancement as well as the feat "Furious Focus" which removes the penalty. Power attack also doesn't influences the Bull Rush.

The bull rush also gains an extra +2 for size difference - so if I'm medium, that's +2 v large, +4 v huge, +6 v gargantuan.

I hope that's enough! ^_^
This message was last edited by the player at 10:22, Thu 01 Oct 2020.
Aryk
Human Psi Warrior, 94 posts
Age 27
NG Psionic Warrior
Fri 28 Aug 2020
at 21:30
  • msg #3

Basic Combat Actions

Attacks:

Conclave Blade:
20/15.  1d8 + 1d6 (fire) + 10.  Crit: 17-20/x2.

Starbow:
https://www.d20pfsrd.com/magic...agic-weapons/starbow
18/13.  1d8+5.  Crit: x3.  Cold Iron & Silvered arrows.

Important Powers:

Dissipating Touch
Base Cost: 1
Effect: melee touch attack deals 1d6 damage.
Enhancement: +1d6 per pt.

Body Adjustment
Base Cost: 3
Effect: Heals 1d12 HP.
Enhancement: +1d12 per 2 pts.

Breath of the Black Dragon
Base Cost: 11
Effect: 11d6 damage, in a 65 ft. cone.
Enhancement: 1d6 damage per 1 pt.; +1 save DC per 2 extra dice.

Battle Transformation
Base Cost: 7
Effect: +2 on attack, damage, STR/STR skill checks.  Extra attack at full BAB on full-attacks.
Enhancement: +1 to bonus per 3 pts.
This message was last edited by the player at 02:03, Wed 21 Oct 2020.
Qvan Ibn Hamid
Human Wizard, 138 posts
Age 73 NG Wizard
hp165 - F16 R17 W21
Tue 1 Sep 2020
at 08:37
  • msg #4

Basic Combat Actions

 So far my combat actions have varied quite a bit, with a general pattern of change shape + cast a spell or two.

 Typically if the odds are not too bad for us, the typical action would be to take on a battle shape (dragon, tiger...) and full-attack.
 Obviously the exact shape will depend on circumstances, obvious choices being Air Elemental when Flight is needed, Hamadryad to heal, etc.

 Stats are regularly updated in the Combat Stats thread.
Rictor Wyrmbane
Human Ranger, 86 posts
Last Prince of Alkir
Fri 4 Sep 2020
at 05:10
  • msg #5

Basic Combat Actions

In combat Rictor will usually attempt to full attack each round. Between the Quickdraw feat and a handy glove of storing he can switch weapons as a free action. If enemies are in melee range or 5-ft step distance he'll attack with his sword, otherwise he'll use his bow to make the maximum number of attacks each round.

Melee Attacks:

Rictor's melee attacks are made with his +3 Adamantine Holy Falchion. He has the Critical Focus feat, so he'll score a critical threat on a natural 15 and has +4 to his rolls to confirm crits. Because of his Staggering Critical feat enemies that he crits are staggered for 1 round automatically, and may be staggered for 1d4+1 rounds instead if they fail a DC27 fortitude save. The sword bypasses damage reduction against Magic, Silver, Cold Iron, Adamantine, Good, and Slashing. He will power attack unless enemy AC is higher than 38.

Full Attack (Power Attack):
+23/+18/+13/+8  (2d4+30, plus 2d6 if the target is evil)

Full Attack:
+28/+23/+18/+13  (2d4+15, plus 2d6 if the target is evil)

Ranged Attacks

At range Rictor attacks with his +3 Seeking Flaming Composite(8) Longbow. With Manyshot his first attack fires two arrows instead of one. Because it's seeking he ignores miss chance. With Clustered Shots all of his hits on a full attack count as one single strike before damage reduction is calculated. The bow bypasses damage reduction against Magic, Silver, Cold Iron, and Piercing. He will use deadly aim unless enemy AC is higher than 35.

Full Attack (Deadly Aim):
+22(x2)/+22/+17/+12/+7  (1d8+23 plus 1d6 fire)

Full Attack:
+27(x2)/+27/+22/+17/+12 (1d8+13 plus 1d6 fire)

Favored Enemies

Rictor gains bonuses to attack and damage against the following enemies:

Dragons +8
Humanoid, Human +2
Outsider, Evil +2
Undead +2
This message was last edited by the player at 18:07, Fri 11 Sept 2020.
Aenarion
GM, 241 posts
Thu 1 Oct 2020
at 10:05
  • msg #6

Basic Combat Actions

Everyone, please update your combat stats with the changes for the new level! Thanks
Musa Agasi
player, 6 posts
CG Suli Oracle
Wed 21 Oct 2020
at 01:54
  • msg #7

Basic Combat Actions

In a serious combat, Musa uses the first round to self-buff: standard action cast divine vessel, swift action cast quickened divine power, and then move action to gain three combat feats from warsighted. Then charge into the middle of the combat, using dimensional dervish to guarantee full attacks no matter where the enemy is.

Feats I'd gain from warsighted depend on the situation, but generally
Lots of enemies: Lunge, Spring Attack, Whirlwind Attack
Defensive: Armor Focus, Defensive Weapon Training, Artful dodge
Lots of humanoids: Deft Maneuvers, Greater Trip, Fury's Fall (or combat reflexes)
Lots of ranged or spellcasters: Martial Focus, Cut from the Air, Smash from the Air
One or two tough enemies: Dedicated Adversary, critical focus, staggering critical

Or occasionally something like the step-up line or blind-fight line if the situation warrants.

Without Buffs, with Power Attack:
+22/+17/+12, 1d8+27

With standard buffs, with Power Attack:
+31/+31/+26/+21, and 2d6+39 damage

Thanks to my weapon being dispelling burst, I can cast whichever is stored in the sword as a free action on a hit, and when a have a critical hit I can as a free action cast dispel or greater dispel and get a +5 bonus on my caster level check. I will use this whenever the target seems to have multiple magical protections up.
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