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"Aura Party" in Play

Someone said:
Uncanny dodge does what it does, and no more.
Are you saying that the Warblade cannot use the manuever Moment of Perfect Mind if the Warblade is flat-footed?

Interesting.......for some reason that last sentence of the Immediate Action description eluded me.
 

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One spell you might want to look at for your druid is Mass Snakes Swiftness in the Mini's Handbook and Spell compendium. It'll basicly give the whole party a free attack on your turn. 2nd level.

What spells have you been casting to hold up your end of the Aura theme? How have they been turning out in play?
 

NilesB said:
One spell you might want to look at for your druid is Mass Snakes Swiftness in the Mini's Handbook and Spell compendium. It'll basicly give the whole party a free attack on your turn. 2nd level.

What spells have you been casting to hold up your end of the Aura theme? How have they been turning out in play?

Actually, I did cast that spell last session, and everyone loved it. I've also cast barkskin a few times, cloud wings to get the most out of aerial form, and heart of air/water/earth. Other than that, mostly healing spells, such as mass lesser vigor. I rarely cast spells in combat, so it's more the improved trip that's working into the theme.
 

Also, Heart of Earth is good buff for someone who uses trip a lot, since if you screw up the trip it makes the counter-trip very likely to fail.
 

Last Saturday, we had another session. Due to the module design, I sat out a couple of battles, but otherwise I enjoyed hitting level 8 and gaining a claw/claw/bite attack routine instead of just a bite or talons. Otherwise, the highlight of the night for me was the use of an obscure spell: Binding Winds. I had purchased a pair of scrolls of this spell for a specific purpose, and it worked perfectly. One of Strahd's minions found it impossible to escape the battlefield in Gaseous Form, and didn't make it back to her coffin in time. :)

We discussed how our healing has been working, and it's working pretty well. The Druid has been providing mostly out of combat healing. With a definite preference for Lesser Vigor and Mass Lesser Vigor for healing spells, I can heal up the party very efficiently given some time. The Dragon Shaman and the Divine Mind have less healing available, but can provide it quickly in big chunks. They tend to move in and heal if someone goes down in combat.

Since almost no magic items are of much use to a shifter, the ones I carry are mostly healing items. The Rod of Bodilly restoration, Minor Schemas of Lesser Vigor, and Belt of Healing all supplement my healing ability nicely. At some point, I'd like to get a wildling clasp for my Periapt of Wisdom +2, but in general worn items are inefective as I'm rarely in caster form. At 8th level, I have a spell slot available for Greater Resistance, which covers one of the major item categories. The lack of a cloak of resistance could be dangerous.

The Warblade managed to use Moment of Perfect Mind, finally. She *Still* hasn't used Iron Heart Surge, and it's taking up 1/4th of her readied maneuvers just in case. However, the realization that it could be used if she were to take some negative levels reaffirmed her intention to keep it at the ready. One of our characters took a few of those last night, but fortunately made the save the next day. Without a Cleric, negative levels and (when it shows up) ability drain will be real problems.
 

We had another game yesterday, and it seems the Warblade is getting to use Moment of Perfect Mind a bit more often now, though still no opportunity to use Iron Heart Surge. Still a problem for her when a will save is called for while she is flat footed, and its amazing how many negative effects she gets hit with that don't have a duration.

With this group, I think Snakes Swiftness, Mass is an incredible spell. It's sort of interesting to compare it to haste, which actually offers a lot more extra attacks, but distributes them over time. Casting Snakes Swiftness, Mass, and hearing the whole party calling out damage numbers to the DM all at one time for attacks they wouldn't otherwise have made was very impressive. Too bad no one has haste in our group!

At the end of the session, we had just enough xp to level up to 9th. My shifter just got a level of swordsage. Hopefully next week, I can comment on how a few martial adept maneuvers flavor the shifter. :)
 

Last session the warblade finally got to use Iron Heart Surge, and removed two negative levels with it. Very good ability when it comes up!

My shapeshifter dipped into Swordsage, and I very much enjoyed having a few strikes at my disposal to liven things up. Tossing things around with setting sun strikes is neat, even if it does very little damage... it's a nice tactical flexibility. I also enjoyed having more options that don't reduce resources. On that same topic, I picked up the summon elemental reserve feat, though I haven't figured out the best use for the thing yet.

I definitely missed out in not getting 5th level spells though. In fact, it pretty much got me killed. Strahd critted me with a scorching ray for over 60 damage, and I perished. The "heart of X" spells have been something of a specialty of mine, so if I had had 5th level spells, I would probably have had all four of them up. The 5th level one, Heart of Fire, provides Fire Resistance 20 and all four together provide immunity to critical hits. The 66 damage from the two rays might very well have been 0 damage!

No use crying over spilled milk, though... and on the plus side, I got reincarnated as a bugbear off of a random roll. 8 points of physical stats was a nice unexpected bonus!
 

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