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Kingmaker Strategy and Tactics Discussion

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Registered: Jun 2009
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Korrin will be at M21 behind the open gate.
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Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Member
Registered: Mar 2010
Posts: 105
Location: Ann Arbor, MI
Are there any windows in the buildings? Ideal for Uriah would be someplace like R11 or R17 or J16, there is a view of the courtyard to be had. Failing that... well, it doesn't matter much, really. The goal is to be hidden, but within 10 squares of the center of the courtyard, and with line of sight.
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Registered: Jun 2008
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Location: Los Angeles, CA
A7 is the dining room, so it has a window. I'll place Uriah at R11. A2 is the guest house and A3 is the stable, neither of which has windows.
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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Registered: Sep 2009
Posts: 1238
If there are windows Variel could shoot from A4 or A3, that would be ideal. Otherwise, is it possible to hide within A4 and shoot through the doorway? Failing that, Variel will be prone at R17 and ready to raid down death.
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Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
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Registered: Jun 2008
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Location: Los Angeles, CA
A4 is the storage pen, which is fenced and roofed, but doesn't have full walls.

You could shoot from the doorway of A3 if you want, though being close enough to the doorway to shoot during the surprise round will require a stealth check. Of course, you are playing an elf ranger, so that's likely okay. :)
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Say Nathan, can you make a stat block for your beast companion like I do for my spirit in Jonathan's game? It'd help me out. Thanks!
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Sep 2009
Posts: 1238


  •  SAMAV
    • Raptor 2
    • Passive Perception: 17, Passive Insight: 11
    • AC:16 Fort:12 Reflex:16, Will:14 - Speed:2, Fly 7 (hover)
    • HP:24/24, Bloodied:12, Surge Value:6, Surges left:2/2
    • Powers
      • Basic Melee Attack (claw) +7 vs AC, 1d6+dex(4)
       

    Already made :) Semi-autonomous micro-air vehicle is stated out. He can't do much but move and do a melee basic, but meh.

    A3 works well assuming people are willing to chance my +10 stealth roll against the passive perception of a bandit.
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    Sentinel - Warforged Shielding Swordmage (Eberron)
    Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
    Variel - Elf Beastmaster Ranger
    Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
    « Last edit by nmathew on Sat May 22, 2010 9:51 am. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Thanks. So, Variel in J12 and Samav in J11 work for you?
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Sep 2009
Posts: 1238
Sure
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Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Moderator
Registered: Oct 2008
Posts: 7786
Kressle Bandit Camp Battle

It sounds like Emily is suggesting we should all focus fire on Kressle first and worry about the rest later. We anyhow can't get at the two archers on the platforms, except for Variel maybe or if Takeo flies/climbs up there. I can disengage from the spear bandits next round by charging away since Tak has the Berserker Badge.

Any other ideas?
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Registered: Mar 2010
Posts: 105
Location: Ann Arbor, MI
I think Korrin has the right idea, bringing out the dailies and APs. A good nova turn seems called for, especially with damage bonuses active against Kressle. Of course, that will depend on what Kressle does this round.

ETA: Uriah has a utility power that can pull up to two allies three squares. I'd been saving it for setting up an AoE attack, but if Takeo needs help disengaging, it would be good for that too.
« Last edit by covaithe on Tue Jun 08, 2010 5:01 am. »
Moderator
Registered: Oct 2008
Posts: 7786
I assume you mean that Uriah has Divine Call (it's not in your status drop-down), which is ranged 10 and can pull two allies 3 spaces with a minor action.

With Badge of Berserker, Takeo can avoid all OA's when moving as part of a charge and with charge speed 8 as a half-orc, disengaging isn't hard. However, Divine Call might a great move, depending on how clustered the enemies are. It would allow Takeo to use Five Storms at-will to hit multiple targets or Rising Storm to do secondary damage on multiple targets, instead of just charging one foe.

The only catch is that Takeo is currently prone, so he needs to use a move action to get up either way. Pulling him 3 along the ground doesn't look like it will get him in range of anyone. He also doesn't have an action point any more since he used it in the first battle.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Tue Jun 08, 2010 8:19 am. »
Member
Registered: Mar 2010
Posts: 105
Location: Ann Arbor, MI
Yes, it's Divine Call; I'll fix my stat block for next time.

With Takeo prone, it doesn't currently seem any better than charging. Worth keeping an eye on, though...
Moderator
Registered: Oct 2008
Posts: 7786
Ok, Takeo's turn again soon unless the scouts kill him with arrows. Do you guys want me to charge Kressle or charge into a flanking position to attack blue?
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 7786
Grabbles on Tickleback battle

Fighting against riders hasn't come up often.

Questions: if the rider (Grabbles) is attacked and hit with a move power (push, pull, slide), can this dislodge the rider? Can the rider choose for the mount (Tickleback) to be hit instead? Does the rider get any kind of save throw? Can we even target the rider or is s/he out of range from melee being up high? Any modifiers to attacking the rider?
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Let me check the mounted combat section of PHB1 tonight for official answers (or you can yourself). In the absence of that, I'll make a ruling for Kingmaker.
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Member
Registered: Mar 2010
Posts: 105
Location: Ann Arbor, MI
Quote
Forced Movement: if an attack that forces movement targets you but not your mount, you can choose for your mount to also be affected, so that you and your mount continue to move together. if you donít want your mount to be affected, you can be pushed off your mount if the forced movement carries you out of the mountís space. -- DMG p.46
So, basically, you can't force an enemy to dismount with forced movement. You can knock the rider prone, but they get a save to avoid falling off. (DMG p.47) Of course, that's all RAW, and Gary is free as always to do what he likes in his game.
Moderator
Registered: Oct 2008
Posts: 7786
Thanks. I also see on those pages that the attacker chooses the target, so the rider cannot deflect an attack onto it's mount.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Thanks for finding that, Greg.

I like to stick to RAW as much as possible. Makes it easier for everyone. I don't see a reason to change anything on that rule.

I am ruling that you can target the rider (given the size of this particular mount) with melee attacks. Humans on foot attacked humans on horseback in melee for most of recorded history. :)
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 7786
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
I agree with your interpretation. The fact your half-orc charge speed bonus makes your speed 8 when charging does not change the slowed speed of 2 even on a charge, but running does allow you to move 2 + the extra 2 from running.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign

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