Zaruthustran
The tingling means it’s working!
Our crew is tasked with killing a kraken. Our party was chased into an undersea, air-filled cave system--the kraken awaits outside. It's a big, nasty beast with 10 tentacles and hundreds of HPs.
Any ideas on how to fight it?
Our crew:
My character, Dwarf Fighter 1 / Abjurer 8 (bar = illusion); HP 85; Init +7; Spd 15; AC 27; Atk: +2 Flaming Dwarven Waraxe +10/+5 (1d10+5 +1d6 fire) or +2 Longspear of Shock +10/+5 (1d8+5 +1d6 elec) or spell; notable spells = dimension door, haste, combat buffs, poly self, lightning bolt, water breathing, abjurations. Notable items include pearl of the sirine, boots of spider climb, 2 gloves of storing, heward's haversack, +2 buckler of cold resistance, wands of dimension door, lightning bolt, haste, dispel magic, magic missile; notable feats include Craft Armas & Armor, Craft Wand, Craft Wondrous, Quickdraw, Improved Init, Still Spell
Elf Sorceress 8 / Dragon Disciple 1; HP 40; Init +3; Spd 30; AC 21; Atk spells; notable spells include magic missile, fireball, poly self, haste, fly, improved invisibility. notable feats include spell penetration and chain spell.
Human ranger 3 / cleric (pelor) 4; HP 45; Init +7; Spd 30; AC 16; Atk +1 scimitar/+1 scimitar of frost or bow; notable items include amulet of healing, wand of cure moderate wounds.
Dwarf Paladin 7; HP 58; Init +0; Spd 15; AC 21; Atk +2 Warhammer (can charge as with divine might feat)
Half orc monk 8; hp 40; Init +7; Spd 50; AC 25; atk unarmed
Half orc rogue 3 / barbarian 5; hp 66; Init +4; spd 40; ac 21; atk +9 bastard sword (orc artifact--increases in power when it slays a high hd foe); or +1 bastard sword; notable item Glove of Storing
(all characters have 1 potion of water breathing left)
The rog/bar and my character are the melee damage dealers, but the sorceress is far and away the deadliest in the group. But her usual tactic (invisible, fly, haste, fireballs from above) isn't that useful underwater. And the kraken is very good at grabbing and crushing multiple attackers.
Any ideas on how to take out a Gargantuan krakan when fighting it on its home turf?
Any ideas on how to fight it?
Our crew:
My character, Dwarf Fighter 1 / Abjurer 8 (bar = illusion); HP 85; Init +7; Spd 15; AC 27; Atk: +2 Flaming Dwarven Waraxe +10/+5 (1d10+5 +1d6 fire) or +2 Longspear of Shock +10/+5 (1d8+5 +1d6 elec) or spell; notable spells = dimension door, haste, combat buffs, poly self, lightning bolt, water breathing, abjurations. Notable items include pearl of the sirine, boots of spider climb, 2 gloves of storing, heward's haversack, +2 buckler of cold resistance, wands of dimension door, lightning bolt, haste, dispel magic, magic missile; notable feats include Craft Armas & Armor, Craft Wand, Craft Wondrous, Quickdraw, Improved Init, Still Spell
Elf Sorceress 8 / Dragon Disciple 1; HP 40; Init +3; Spd 30; AC 21; Atk spells; notable spells include magic missile, fireball, poly self, haste, fly, improved invisibility. notable feats include spell penetration and chain spell.
Human ranger 3 / cleric (pelor) 4; HP 45; Init +7; Spd 30; AC 16; Atk +1 scimitar/+1 scimitar of frost or bow; notable items include amulet of healing, wand of cure moderate wounds.
Dwarf Paladin 7; HP 58; Init +0; Spd 15; AC 21; Atk +2 Warhammer (can charge as with divine might feat)
Half orc monk 8; hp 40; Init +7; Spd 50; AC 25; atk unarmed
Half orc rogue 3 / barbarian 5; hp 66; Init +4; spd 40; ac 21; atk +9 bastard sword (orc artifact--increases in power when it slays a high hd foe); or +1 bastard sword; notable item Glove of Storing
(all characters have 1 potion of water breathing left)
The rog/bar and my character are the melee damage dealers, but the sorceress is far and away the deadliest in the group. But her usual tactic (invisible, fly, haste, fireballs from above) isn't that useful underwater. And the kraken is very good at grabbing and crushing multiple attackers.
Any ideas on how to take out a Gargantuan krakan when fighting it on its home turf?