(CSRHoD) CS's Red Hand of Doom [OOC]

Creamsteak

Explorer
After tomorrow, I'm going to be home for the next four days with very little to do, so I'll be a little bit quicker to respond most likely.
 

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Creamsteak

Explorer
Just to make everyone aware, I'm in the process of moving, then a vacation, then moving into the new place, so I may be a bit slower than usual until partway into August.
 




Arkhandus

First Post
Apologies for being incommunicado much of the time in the past 2-3 weeks. I've been really distracted and lethargic lately, dunno why, so with EN World's problems last week or the week before, I had just stopped bothering with checking EN World regularly for a while, waiting for it to be fixed and for my focus to return.

I'll resume Warren's posts on Thursday.
 


Arkhandus

First Post
Well, the Prune Growth use of Diminish Plants (PHB, Druid 3) could shrink, prune, and untangle a lot of stuff within long range with each casting. That could potentially negate the slowdown or thorny hazard for that area (though I imagine Avril could only cast it a few times per day, so it might only help for a few hours or less each day for all I know). It would make it easier for Warren and Pender to hack and burn through the stuff quickly too, so I imagine we could avoid damage in those areas easily enough.

Summoning thoqqua with SNA 3 could clear a decent path, since anything that touches them takes 2d6 fire damage, which I imagine would burn away a lot of dry bushes and thorns in the Thornwaste pretty quickly. Though each summoning would only last half a minute or so, so that's a far less effective prospect than Diminish Plants.

Air Walk (Druid 4) could get us across a decent area with each casting, but would only affect one subject at a time (casting it on the horses would allow some of us to ride along), but again, that's probably less effective than Diminish Plants.

BTW, what does Cold Comfort do? I don't have Complete Arcane and it's been many months (a year or so?) since I last looked through the Warlock and their maneuvers there (for a tabletop game I was running, where one player was making a Warlock as a backup if his Druid died).
 

pathfinderq1

First Post
Cold Comfort provides the temperature-resistance effect of Endure Elements to all allies within 30 feet- not terribly useful, but it will make travel less miserable in hot or cold conditions.


Easy Trail (Dr 2, from the Spell Compendium page 76-77) looks like it would be ideal for this. One hour per level, effect in a 40 foot radius around the caster, provides a trail through any undergrowth and treats any "trackless" terrain as having a trail. Don't know if it would be approved, though.
 


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