10-30-2021, 09:40 PM | #42 |
Join Date: Aug 2004
Location: Carrboro, NC
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Re: Staff Countermeasures
How about an extra fine flaming great hammer dropped from behind by a gargoyle in flight? ;)
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10-30-2021, 09:53 PM | #43 |
Join Date: Jun 2008
Location: Boston area
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Re: Staff Countermeasures
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10-31-2021, 09:00 AM | #45 |
Join Date: Jun 2008
Location: Boston area
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Re: Staff Countermeasures
This is a bit off the main topic, but it's a rare character I'd give Knife Expert to. There's no better weapons to switch to as ST improves. It works for halflings and goblins who don't expect to get much better weapons, I guess.
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10-31-2021, 04:07 PM | #46 | |
Join Date: Apr 2012
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Re: Staff Countermeasures
Quote:
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10-31-2021, 05:18 PM | #47 |
Join Date: Oct 2015
Location: New England
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Re: Staff Countermeasures
Immunity to disarming is not listed under the description of staves II+.
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10-31-2021, 05:41 PM | #48 |
Join Date: Oct 2015
Location: New England
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Re: Staff Countermeasures
Another possible Staff countermeasure is the Telekinesis spell. TFT's RAW don't allow for wresting an out of someone's hand without the use of Quarterstaff or special talents like Weapon Master, but it seems reasonable that one could telekinetically grab hold of someone's weapon and attempt to wrest it out of their grip. I present some thoughts on how one might do this on my blog, but they are a departure from RAW.
How would you adjudicate an attempt to pull a wizard's staff from their grip through the use of Telekinesis? |
10-31-2021, 05:44 PM | #49 |
Join Date: Jun 2018
Location: Durham, NC
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Re: Staff Countermeasures
HTH drop is special since a non-dagger weapon in HTH is useless and even an obstacle for yourself.
Staff II states, "Your staff is now immune to Drop Weapon and Break Weapon spells and critical failures." (ITL 23) Neither Quarterstaff disarm nor engaging in HTH would count as those. So, it looks like Staff II+ could still be disarmed by the quarterstaff (some may disagree). And definitely by HTH (none should disagree). |
10-31-2021, 05:59 PM | #50 | |
Join Date: Jun 2018
Location: Durham, NC
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Re: Staff Countermeasures
Quote:
"An invisible hand grabs attempts to snatch your weapon from your grip." This is going to be a surprise. So, I would do this in two stages: 1) may be disarmed due to getting caught off guard then 2) may be disarmed by being wrested by force. Phase 1: - if the weapon is one handed (wands-staffs, dagger-staffs, one-handed-club-staffs, and all normal 1 handed weapons): 3/DX save by the weapon holder - if the weapon is two handed (normal staff, two-handed-club-staff, and all 2 handed weapons): no save needed. Two hands has an advantage verses surprise. Phase 2: This only applies is the weapon is still in hand - Contest of ST, casting wizard's ST vs weapon holder's ST. This is because telekinesis behaves as if it was the casting wizard taking the action. If the casting wizard continues to wrest it free, there is no surprise (phase 1) on any turn after the first. Not even if it was recast a few turns later (maybe). |
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Tags |
countermeasures, creativity, magic, problem-solving, wizards |
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