need something more descriptive for your action. what gear do you grab (armor will take more than 1 round to don for example), do you jump out, or climb the rope (only 1 person can climb the rope at a time per the description)?
Rope Trick folks
I think I am going to impose a slight initiative penalty on the folks in the 'trick -- you won't be able to act before Domoris does, even if your initiative roll is high enough.
Hudder
I will make what you have work -- seems too good of a heroic action not to.
Void looks down and shivers to the sight of the Illithids, anger raises swiftly in him but he calms himself.
A warrior needs to fight calmly and right. He will try to jump down and blend with the flora immediately. A sneaky approach will do the job against his cunning eternal enemy
__________________
Spoiler:
Zirat Igruf, Gladiator (Rhun's ToEE): OOC ; IC ; RG
Darv comes awake with a start, fumbling for his spectacles. "THis is no way to wake up," he complains, as he begins casting a spell....
OOC
Initiative: 16. Cast Barkskin, in lieu of donning his armor, and allow the others to exit first. Can't use Dark Knowledge until he sees what he's dealing with, after all.
As a side note, my idealistic version of Darv as a sort of budding military strategist isn't working out too well -- I suspect that it's the sort of thing that functions better in a TT game.... Would you be amenable to my reworking his spell-book a bit, to make him more effective and useful? Pick up a few more direct combat spells, and drop the stuff like Guiding Light and Blessed Aim, which have yet to see any use.
Darv comes awake with a start, fumbling for his spectacles. "THis is no way to wake up," he complains, as he begins casting a spell....
OOC
Initiative: 16. Cast Barkskin, in lieu of donning his armor, and allow the others to exit first. Can't use Dark Knowledge until he sees what he's dealing with, after all.
As a side note, my idealistic version of Darv as a sort of budding military strategist isn't working out too well -- I suspect that it's the sort of thing that functions better in a TT game.... Would you be amenable to my reworking his spell-book a bit, to make him more effective and useful? Pick up a few more direct combat spells, and drop the stuff like Guiding Light and Blessed Aim, which have yet to see any use.
Darv
Feel free to rework your spellbook after the encounter.
Although some of your spells may not have been as effective as you thought they would have been so far, keep in mind that all of the encounters so far have been random wilderness sorts -- which may or may not be different from, say, infilitrating a giants stronghold. Each type may present a different challenge.
Initiative: 16. As a side note, my idealistic version of Darv as a sort of budding military strategist isn't working out too well -- I suspect that it's the sort of thing that functions better in a TT game.... Would you be amenable to my reworking his spell-book a bit, to make him more effective and useful? Pick up a few more direct combat spells, and drop the stuff like Guiding Light and Blessed Aim, which have yet to see any use.
OOC - just my two cents
I like the idea of a military strategist... !
Your spell book is pretty well balanced to my mind (except for hold person, but I just hate that spell, never works for me).
Three of your 4ths are combat (flame strike, obviously a combat mainstay, and moon bolt, which I hadn't heard of but is pretty awesome looking)
Prayer at 3rd isn't sexy but it's pretty useful,and, hopefully, we'll see some Fell the Greatest being useful later. Mass lesser vigor is a great one if we start to get hurt, or just as an "everyone heals" spell. And DM is swingy but it's hard not to take it (if you can hit the check it's pretty useful, and stripping buffs off an arcanist is very powerful). 2nd is tough for all classes, but IMHO you've made some fantastic choices Close Wounds and Mass Snake's Swiftness are both supremely useful. (the fact that I'm playing a combat character, of course, makes close wounds particularly appealing).
But, just thinking about it Fell the Greatest -> Mass snakes swift -> (assuming 4 melee combatants in contact with the giants a 75% hit rate and huge sized foes) is 8d6*0.75 + party avg damage*4 = ~81 + the regular damage boost
*=Lets call it 15 (that's roughly what Hudder does, so I'm actually lowballing it)
Using a 3rd to set up a 2nd that triggers 80+ (or 60+ if not giants) without a saving throw seems pretty impressive to me. I'm not sure if you could produce more damage another way. And I think you could do it while protected by sanctuary (giants not being known for their tremendously high will saves).
Being jumped in the middle of the night is the worst for casters, since your spell selection is depleted and anything you use will effectively cost double (since you both cast it and lose it for the next day).
Just thinking out loud of course, your spell book is your spell book. But if I were going to play an archivist I'd be mighty tempted to crib Darv's book.
__________________
Interested in playing 4th edition online? The Living 4th EnWorld Campaign is open! [character creationwikiforum]
I am in an interesting period of my life; I will post in games that I run three times a week (M,W,F); and try to maintain obligations in existing games.
...disquieting...
There was no end to his patience and endurance. He played day and night, his obsession was somewhat disquieting. It was less as if he were playing to dispel gloom or beguile tedium than as if he were giving himself up to the fangs of gaming devils."
Kawabata Yasunari - The Master of Go
I think that Davan's Full Plate of Easy Travel +1 means he can sleep in it.... no?
So, really, assuming he wears his belt, medallion and ring to sleep and that he's got the scrolls in a bag or something, it's probable he can pick up his shield and mace and be done with it.
I'm sort of assuming that the armor being comfortable enough to sleep means he can have stuff like a bag on his shoulder (or a scroll bandoleer) without much discomfort.
Just thinking out loud.
Man is Hudder going to be a pest when he finds out about that armor of easy travel. "Where'd yah buy it? Cannith sold it tah yah? Canna independent artificer make it? How much did it cost ya?"
Armor you can sleep in... if Hudder gets a suit he'll never sleep in anything else.
(Feel pity for his wife-to-be, if you don't already... )
__________________
Interested in playing 4th edition online? The Living 4th EnWorld Campaign is open! [character creationwikiforum]
I am in an interesting period of my life; I will post in games that I run three times a week (M,W,F); and try to maintain obligations in existing games.
...disquieting...
There was no end to his patience and endurance. He played day and night, his obsession was somewhat disquieting. It was less as if he were playing to dispel gloom or beguile tedium than as if he were giving himself up to the fangs of gaming devils."
Kawabata Yasunari - The Master of Go
I think that Davan's Full Plate of Easy Travel +1 means he can sleep in it.... no?
So, really, assuming he wears his belt, medallion and ring to sleep and that he's got the scrolls in a bag or something, it's probable he can pick up his shield and mace and be done with it.
I'm sort of assuming that the armor being comfortable enough to sleep means he can have stuff like a bag on his shoulder (or a scroll bandoleer) without much discomfort.
Just thinking out loud.
Man is Hudder going to be a pest when he finds out about that armor of easy travel. "Where'd yah buy it? Cannith sold it tah yah? Canna independent artificer make it? How much did it cost ya?"
Armor you can sleep in... if Hudder gets a suit he'll never sleep in anything else.
(Feel pity for his wife-to-be, if you don't already... )
Armor of Easy Travel
Per the MIC, Easy Travel grants the user the ability to carry up to a medium load as if it were a light load, along with being able to walk up to 10 hrs/day before having to make a Constitution check to avoid nonlethal damage.
No information given re: sleeping, so it would not be allowed to wear without the penalties of sleeping in armor.
22 - Domoris - Dive Attack (move to 6,8 - 5' elevation) HIT for 27 damage before DR
21 - Mind Flayer #1 - 5' step (4,7), Casts spell
21 - Mind Flayer #2 - 5' step (4,9), Uses spell like ability on defensive
21 - Mind Flayer #3 - Mind Blast all within shaded blue cone
21 - Mind Flayer #4 - Mind Blast all within shaded blue cone
21 - Morph - 7 bites - 2 HIT Mind Flayer #2 for 14 damage before DR
15 - Davan - Stunned
15 - Dreadnought - Stunned
14 - Void - Helpless
12 - Darv - Dark Knowledge (+1d6 dmg)
10 - Hudder - Attack MF#2 - 1 HIT for 26 damage before DR
Bird-Domoris caws in anger as the things tear at his mind, and blood-fury begins to take over. A dark blur, the druid dives for the nearest foe, his feathery form becoming more hardened and oddly fanged as it does so. The augmented talon tears through the flayers robe, and also finds a crease in the armor as it plunges into the creatures skin.
Those who just emerged from the Rope Trick are suddenly deluged with wave after wave of intense mental pain and pressure. Hudder, Davan, Void, and Morph all struggle to retain a grip on their conscious. After straining with all his might, Void emerged from the tempest with his consciousness intact -- the gith had never experienced the mental powers of the illithids, having only heard from elders in his village. Hudder is lucky to have been mentally sidetracked into wondering if he looked fat without his armor. Morph shrugged the effect off with ease, but the priest goes stiff. [Void, Hudder AP Spent, Davan Stunned, Morph Will Save PASS]
A heartbeat later, the three undergoe the same onslaught. All three are able to shake off the effects.
One of the flayers/squid-men outlined with the faint green light advances towards the stunned goliath, having realized that the warforged warrior offered no interest to his ilk. Wary of the hydra standing across from it, it invokes some sort of innate power and reaches out towards the goliath -- and he disappears from view!
Spellcraft DC20
The mind flayer appeared to have used Plane Shift.
The last of the mind flayers steps back and looks squarely at Void. Intoning a few alien syllables in a garbled voice, it points its hand towards the Gith. It penetrates his innate resistances and causes him to double over in pain. [Fort save Failed, AP would not help]
Void
Your face blisters and begins to drip fluids, and your eyes cloud with blood - you cannot see! The pain and agony are too much for you to handle and you fall to the ground, helpless in your tortuous mental prison.
Spellcraft DC18
The mindflayer cast the spell Wrack
The seven headed hydra that is Morph shows a flurry of activity as it's heads sweep down and snap at the abberations that threaten him and his companions -- three of the creatures heads snap at the air surrounding the first mind flayer, whereas the other four heads box the closest mind flayer in -- 2 of the mouths close on the torso and shoulders of the flayer, opening slight wounds.
Taking a deep breath, Darv slides down the rope...his eyes widening as he sees the glowing Mind Flayers. "Hell and damn," he whispers. Taking a deep breath, he bellows out, "Strike at their tentacles! They're particularly sensitive, and they cannot bear to have them injured!"
"Ah've had squid before an' ah dunna care fer tha taste!" the repeated mental blasts seem to have muddled Hudder considerably but he lurches forward and delivers a blow to the squid approaching Lo-Kag with gusto. Taking heed from the gnome, his swing cuts from top down, opening a gash along the creatures mouth and one tentacle, while continuing into the torso. Green ichor begins to flow from the wound.
Note: no light exists in the clearing except for the Faerie fire effect on the two Flayers (shadowy illumination to 5', 10' for those with low-light vision), any PC without darkvision, i.e. Davan/Morph/Dreadnought/Domoris/Lo-Kag will not be able to see the other two in the heat of battle without stopping and making a listen check.
The seven headed hydra that is Morph shows a flurry of activity as it's heads sweep down and snap at the abberations that threaten him and his companions.
ooc
I don't think I can make the spellcraft checks because I was in the trick when they casted their spells. 5' step to (5,9)
Three bites at mindflayer 1. Looks like only one that will have a chance to hit. 20 to attack and 6 damage. Attacks and damage for mindflayer 1
Stats assumptions he's sleeps with all of his magic items on except his armor and cloak (still aren't on) and his gauntlets (which he pulled on).
"Ah've had squid before an' ah dunna care fer tha taste!" the repeated mental blasts seem to have muddled Hudder considerably but he lurches forward and delivers a blow to the squid approaching Lo-Kag with gusto.
OOC
Hudder moves to 3-8 full attacking MF2 (4-9) and putting himself base to base with MF1 (4-7). First Attack AC=23 for 20 damage, Second Attack miss (AC=11).
I -think- he's considered flanking with Morph (large creature threatens 2 squares?) if so he's gets a +2 to hit (AC 25) and sneak attack damage (a single measily extra point of damage).
If MF 2 is already dead when he gets there he'll attack MF 1. If they've both gotten away from him he'll move and attack (sacrificing the second attack).
If he moves and attacks he'd like to flank.
Deep in battle lust, the bird-thing changes in a blink into the angry form of Domoris, with tusks and wicked claws. The shifter barks out a word and suddenly grows to twice his size, looking at the abominations with hate in his eyes.
OOC: Shapechange back into Shifted-Domoris (since he's shifted, all his morphic qualities apply) as a swift action. Standard action to activate belt of growth. Elec. damage from ring (round 3) (1d6=5)
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Taking a deep breath, Darv slides down the rope...his eyes widening as he sees the glowing Mind Flayers. "Hell and damn," he whispers. Taking a deep breath, he bellows out, "Strike at their tentacles! They're particularly sensitive, and they cannot bear to have them injured!"
OOC
Dark Knowledge Check: 20. That's a roll of 1, thank you very much. Still and all, enough to give everyone +1d6 damage vs. the flayers.
That takes a move action, so that and sliding down the rope are all he can do this turn.
And so far as the spell replacements go, I was really just thinking of the two that I mentioned -- Guiding Light and Blessed Aim. We're simply not an archery heavy group, and bonuses on ranged attacks don't seem worth wasting slots upon.
Dark Knowledge Check: 20. That's a roll of 1, thank you very much. Still and all, enough to give everyone +1d6 damage vs. the flayers.
That takes a move action, so that and sliding down the rope are all he can do this turn.
And so far as the spell replacements go, I was really just thinking of the two that I mentioned -- Guiding Light and Blessed Aim. We're simply not an archery heavy group, and bonuses on ranged attacks don't seem worth wasting slots upon.
Interested in playing 4th edition online? The Living 4th EnWorld Campaign is open! [character creationwikiforum]
I am in an interesting period of my life; I will post in games that I run three times a week (M,W,F); and try to maintain obligations in existing games.
...disquieting...
There was no end to his patience and endurance. He played day and night, his obsession was somewhat disquieting. It was less as if he were playing to dispel gloom or beguile tedium than as if he were giving himself up to the fangs of gaming devils."
Kawabata Yasunari - The Master of Go
Void cries in agony and falls on the ground, waving his hands in the air, he tries to find the rope..
He knew they were powerful, he just hoped that his friends will last.
__________________
Spoiler:
Zirat Igruf, Gladiator (Rhun's ToEE): OOC ; IC ; RG
22 - Domoris - Change, activate Belt of Growth, 5 dmg of electricity on MF#1 and #2
21 - Mind Flayer #1 - 5' step (3,6), draws and activates wand on self
21 - Mind Flayer #2 - Casts Defensively, disappears
21 - Mind Flayer #3 - 5' step to (7,9) Mind Blast all within shaded blue cone
21 - Mind Flayer #4 - Mind Blast all within shaded blue cone
21 - Morph - Sudden Shift, Fly 10' up, Fiery Burst on Mind Flayer #1 for 12 damage before DR
15 - Davan - Stunned
15 - Dreadnought - Stunned
14 - Void - Helpless
12 - Darv - Stunned
10 - Hudder - Attack Mind Flayer #1 - MISS
Deep in battle lust, the bird-thing changes in a blink into the angry form of Domoris, with tusks and wicked claws. The shifter barks out a word and suddenly grows to twice his size, looking at the abominations with hate in his eyes.
The Mind Flayer that had just made the goliath disappear murmurs a few garbled syllables and then disappears.
Spellcraft DC20
Used Plane Shift on himself
Whereas the other visible Flayer looks over the advancing hydra and steps carefully away, while drawing a stick from its belt, the tip glows briefly. You see the the flow of ichor cease and the creature look refreshed.
Once again, waves of confusion and mental panic sweep over the group, the dwarf surprisingly shakes off both effects, as does the wizard/hydra. The small gnome, however, stiffens. [Nat 1 for Darv, Hudder and Morph make both Will saves]
The warforged turned hydra rears it's ugly heads as one and roars in frustration in his ability to see most of his opponents and then again to reach the one that is a viable target in melee. As in answer to his frustrations there is a small explosion of fire behind the mindflayer that is covered in light. Suddenly the hydra grows a pair of reptilian wings and takes flight into the air ten feet above the battlefield. After the smoke clears from the fiery eruption, only small smoldering scars can be seen upon the Flayers cloak.
Spellcraft DC28
The Flayer appears protected by Lesser Visage of the Diety\
Focas onna 'caster he bellows, advancing on the wand wielding caster and slamming at it with his axe -- the dwarf feels in the groove as he swings the axe in a wide arc over his head, knowing that it was about to take a large chunk out of the squid-man. At the last moment, the blade is turned away by an unseen force of sheer evil, causing the axe to sail wide, somewhat stunned by his futility, his follow-up swing is made without focus as the aura of evil washes over him.
Note: no light exists in the clearing except for the Faerie fire effect on the two Flayers (shadowy illumination to 5', 10' for those with low-light vision), any PC without darkvision, i.e. Davan/Morph/Dreadnought/Domoris/Lo-Kag will not be able to see the other two in the heat of battle without stopping and making a listen check.
The warforged turned hydra rears it's ugly heads as one and roars in frustration in his ability to see most of his opponents and then again to reach the one that is a viable target in melee. As in answer to his frustrations there is a small explosion of fire behind the mindflayer that is covered in light. Suddenly the hydra grows a pair of reptilian wings and takes flight into the air ten feet above the battlefield.
ooc
Use a fiery burst on the flayer that Morph can see(targeted to not hit allies). Reflex DC 19. No spell resistance(supernatural ability)12 damage Use sudden shift ability to fly straight up 10(immediate and move action).
Last edited by EvolutionKB; 8th May 2008 at 02:39 PM..
Once again, waves of confusion and mental panic sweep over the group, the dwarf surprisingly shakes off both effects, as does the wizard/hydra. The small gnome, however, stiffens. [Nat 1 for Darv, Hudder and Morph make both Will saves]
OOC
It is becoming clear that, no matter what else you can say about Darv, he is NOT a lucky man. At all. He'll need to stay well away from games of chance, methinks.