Strip 015

6th May 2014, 12:00 AM in Forest of Doom
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Raxon 6th May 2014, 12:34 AM edit delete reply
Oh crap! Is that onion kid peeping on the battle?!
Darth Malice 6th May 2014, 12:48 AM edit delete reply

"Ah, the reach tag"
Reach- the bane of poorly armed low level bandits everywhere.
Disloyal Subject 17th May 2014, 2:22 PM edit delete reply

Oddly enough, of all my characters, the most iconic reach-user is a sorceress. In my writings, I houseruled that hobgoblins get free proficiency with any one weapon group, so she packs a sizing glaive, silvered dagger, shortsword, and a few bags of holding full of javelins to use telekinesis on. She's the self-insert protagonist's willful niece.
Others include a perpetually shirtless human Warblade who was a farmer until he started killing things with a rake before upgrading to a halberd, and a drow rogue/ranger with a bardiche who took Mounted Combat to ride his giant spider companion.
LostDeviljho 6th May 2014, 1:55 AM edit delete reply

a character I made up for a campaign one time might have some relevance here. see, he was a dragoon, a class that specialized in charging enemies, and they have proficiency in polearms. he also had improved initiative. so anyway, it generally went like this,

bandit: your GP or your HP!

party members: what?

bandit: gimmie your money!

My dragoon: okay, but first, would you like to play a game?

bandit: what?

dragoon: would. you. like. to. play. a. game?

bandit: what game?

dragoon: tag.

he would then proceed to charge through the first three or four bandits, completely impaling them on his lance.
surprise rounds for the win!
Raxon 6th May 2014, 4:00 AM edit delete reply
I was expecting him to announce a shadow game.
JET73L 18th May 2015, 6:44 AM edit delete reply

*adds "Yu-Gi-Oh themed Shadowmancer" to my list of character plans for crack games*
DeS_Tructive 6th May 2014, 9:31 AM edit delete reply
I remember a very twisted 3rd ed. dragoon build that basically let you jump a target for sick amounts of damage almost infinitely often.
LosDeviljho 6th May 2014, 10:00 PM edit delete reply

that may actually have been the build I was using.
Disloyal Subject 17th Nov 2014, 11:25 PM edit delete reply
Disloyal Subject
I liked the one that let fliers dive-bomb repeatedly with an awl pike for hideous charge damage.
Otaku 23rd May 2014, 12:11 PM edit delete reply
"The Range Game"
Since I favor GURPS (mentioned only because I forget how D&D does it), SOP for myself (and those I've played with) is unless something in the setting/character creation process forbids it, take one Skill good for Close Combat (which means being in the same yard wide hex) that is easily concealed, one good for range 1 or 2 (so hitting someone 1 or 2 yards away), and then a Range Combat Skill (which might still be usable up close, but reloading times...).

Unarmed combat skills fortunately had compatible weapons (thank you brass knuckles, spiked gauntlets, sap glove, etc.) and made a great choice for that first one. If it wasn't your focus, the ranged weapon skill was usually something you had for hunting or for flying enemies or similar occasional need, and might simply be the Thrown Weapon skill that went with your main melee weapon e.g. Thrown Weapon (Axe/Mace), Thrown Weapon (Knife), Thrown Weapon (Spear), etc.

Just to make this feel a little less like a tangent... reading this strip reminded me I think I only ever ran a single Spear user, and never got around to running someone with the longer melee weapons. I am a bit shocked about that. @_@
guy 12th Jul 2014, 4:08 PM edit delete reply

So I'm here a bit late, but, here goes.
In essentials D&D, one of the druid builds upgraded the staff to a reach weapon, and also a D12.
It gets worse, however.
The staff expertise feat hands you an extra square of range onto that, turning a QUARTERSTAFF into a D12 1-3 range weapon…
…That allows you to cast spells in melee, thanks to staff expertise's OTHER effect.
Disloyal Subject 17th Nov 2014, 11:30 PM edit delete reply
Disloyal Subject
"I was confused for a bit there"
4e, I take it?
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