1) Go to the House Tharashk enclave in Stormreach.
2) Find the remains of the Tharashk search and rescue parties
3) Discover what is behind the giants increased aggression and coordinated attacks.
Excellent. Are we good to post our PCs to the Rogue's Gallery, or should we hold off?
Oh, and s@squatch, is Races of the Wild approved? I'd like to take Woodland Archer tactical feat.
Woodland Archer
Woodland Archer [Tactical, Fighter] (RotW p154) Prerequisites: Point Blank Shot, Base Attack Bonus +6
You may use the following 3 tactical maneuvers: Adjust for Range – If you miss a foe with a projectile weapon, you gain a +4 bonus on all other attacks in the same round to hit the same foe. Pierce the Foliage – If you hit a foe with a Miss Chance due to Concealment with a ranged attack, you can ignore the Miss Chance against the same foe in the following round. Moving Sniper – If you succeed in a Sniping Attack (i.e., hit your foe and make a Hide check to remain hidden), the following round you can make a single attack, take a Move Action (normally not allowed), and then make a Hide check to remain hidden. As long as you remain unseen, you can continue making Sniping Attacks.
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
Last edited by Rhun; 2nd November 2007 at 06:44 PM..
Posted. Also, I found this color piece if you think it would work better as a map counter:
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
Last edited by Rhun; 25th August 2009 at 05:19 AM..
I'm posted in the RG. My big ticket item was the Cure Serious Wounds wand... as I expect most of my time will be spent tapping people with it each and every round. Giant swings for 34 points of damage, Yoggrith heals 20 back. Rinse. Repeat.
So, for tactics, Morika is a front-line brawler, though for her most devistating attacks, she needs to charge, which can limit her attacks. However, she does have her spells available for long-range attacks, including the ever-useful call lightning and the more powerful arc lightning, along with the thematically appropriate giant's wrath, which turns pebbles into boulders. To combat any grappling that may occur, she also has body of the sun, that'll make her too hot to pick up.
Also, she makes a decent scout, particularly with wild instincts running (it gives her a crazy bonus to Spot and Listen checks) and speak with animals.
She does have some healing spells prepped (including mass lesser vigor), and two different movement spells (longstrider for extra ground speed and master air for flight) to get around the battlefield, or just into the fortress.
Finally, I have a nice spell called last breath. If Morika can get to you within one round of your death, she can have you reincarnated with no level, Constitution, or hit point loss.
Her typical tactics might include charging in, attacking, then backing up the next round and casting a spell. Rinse, repeat, until out of hit points or someone needs to un-die.
Aeranduil is a blaster...his tactics are to stay OUT of melee range and fire off arrows like crazy at our enemies using rapid shot. Concentrating his fire on those enemies that are already being engaged by our tanks is probably what he'll do, so we can take each one down faster (with Woodland Archer and his attack bonus versus giants, Aeranduil should average 5 hits every 2 rounds, I would think).
Aeranduil can serve as a decent scout as well: he has good spot score, decent listen, and pretty good scores in move silently/hide. He can also function as a sniper...with manyshot and precision damage, he can be fairly effective firing from hiding, moving and doing it again.
Close combat shot allows him to melee and still use his bow without drawing attacks of opportunity, but this is definitely not a position he wants to be in.
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
Last edited by Rhun; 2nd November 2007 at 11:45 PM..
Jaxel is a close combat fighter. He engages in melee and tries to draw attacks to him that hopefully miss due to his high ac. So Buffing his AC or HP even higher before a melee would be nice since he plans on always mixing it up. Since he can move through a Giant's square he can present some nice combat opportunities for his companions.
He of course excels against Giants, especially evil ones but he shouldn't be too shabby against other foes. But his damage potential drastically decreases.
Sanne doesn't have equipment yet (probably a +1 rapier, then work on maximizing AC and add some tricks), so I'm not exactly sure how she sets up, but she's basically a skirmisher who lives off of ripostes.
If she knows what she's up against, she'll use the Weapon Augmentation infusion to give herself a (whatever she's up against) bane rapier; otherwise, she'll tend to something more general (she tends to favor Shock, as befitting someone with the Mark of Storm). She moves around a lot in combat, taking full advantage of her skill with tumbling, balancing, and climbing to gain advantages due to terrain.
It's probably worth noting that her preferred tactic with a giant would be to convince it to come out into the open, where the crew of her ship could blast it with ballistae.
With that said, Aeraduil will probably try to remain close to your caster, so that he can block any giants that might get through our front lines.
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
Ipshivi is also in the sneaky/sniper line of work. She is typically invisible almost all of the time, appearing only to attack (generally from range). She is a pretty good scout- while her Listen and Spot rolls are only a bit above average, she is hard to find and harder to catch. She may volunteer to lead foes into prepared ambushes- that sort of thing will probably be a common tactic for a group set up like this one. She may even invest in a wand of Ventriloquism- I'm still finalizing her equipment. She will probably keep moving in most fights- either to distract opponents or to move to a new sniper position.