Pathfinder 1E INTEREST/RECRUIT - TIDERULER - THE FALL OF LAHOLT (HIGH-LEVEL CHARS)

Neurotic

I plan on living forever. Or die trying.
Why would you cancel levitate? Just go down as move action and start hitting things...no need to waste father fall either. And you can ask Arduniel to dispel it if he has nothing better to do.
Darkness around him will disable him too.
 

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Kaodi

Hero
It seems to be implied that we were higher up than I could descend in one round, which is only twenty feet. Also, there is no such thing as "wasting" Feather Fall for me - I can use it at will. My only limited spell-like ability is Dispel Magic, which I can use 1/day.

My thinking was that I could use Deeper Darkness this round, drop sixty or eighty feet or whatever it is to the ground (his spell has a maximum range of 85 ft, so we have to be reasonably close but not right on top of them), and Arduniel would be able to then see to act normally. At worst he should be able to just fly straight up out of my range as a move action and then cast using his standard action.
 
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Kaodi

Hero
Well, if I can lower myself to the ground this round that works for me: then I can start murdering next round. Either way the radius of the darkness protects Arduniel from being targeted this round and he should be easily able to escape using flight to cast his own offensive spells.
 

Well, if I can lower myself to the ground this round that works for me: then I can start murdering next round. Either way the radius of the darkness protects Arduniel from being targeted this round and he should be easily able to escape using flight to cast his own offensive spells.

You forget you're hasted, ALL YOUR MOVEMENT MODES are at +30' (including fly if levitate grants it)

Also, I didn't plan on going very high since that would mean we lose speed, right? going upward is slower than flying in a straight line so 30' or so up and away
 
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Kaodi

Hero
Levitate is not quite like other modes of movement I think. "You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action." Reads to me like you can mentally direct whatever you are levitating to move a maximum of 20 feet up or down in a round, and that mentally directing someone for a round is a move action. Since you are directing an external force, not a locomotive ability per se, I do not think increases in speed change it at all. Nor does applying more actions.

It is not really a great combat spell unless perhaps you are primarily a ranged attacker yourself. It was just a cheap ad hoc way to allow us to get to the battlefield quickly without casting another fly spell.
 

A monk in one of the games I'm in used the fact that falling does damage to do damage to the target (collision damage) - so he jumped from somewhere high, dropped on some poor knight and rolled his acrobatics to avoid part of that damage (I think - not sure about final ruling of damage) - thus, high drop damaged both him and the target and he was down immediately. You could do the same, land on some squishy, do 4d6 damage and make an attack. Just manage your acrobatics so you don't end up prone. Very high risk, very heroic for questionable return - but the visual is impressive :)
 




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