Death of the dragons (OOC)


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it's in posz 229:
I meant that visit to War as supplier. We already handled that. I took 1 potion of healing for each member of the party and 5 alchemist fires.

Question: if I detonate all five (alchemist fires)at the same time (by say hitting with them) would the damage be 5x1d6 (from which Fire resist 5 would protect almost 100%) or 5d6 (from which it would barely help)? I'm favoring first idea, but I'd like to hear from you before implementing it in combat
 

S'pose I'll bring the prepared list over here, so maybe someone can give an opinion on it.

This will be my first time actually PLAYING a cleric of any caliber, and I'm not particularly familiar with all the ins and outs.

Orisons: Detect Poison, Cure Minor Wounds, Virtue, Cure Minor wounds
Level 1: Summon Monster 1, Lesser Vigor, Command, Spider Climb(Spider Domain)
Level 2: Aid, Curse of Ill Fortune, Summon Swarm(Spider Domain)
 

Theroc's post reminds me. These are my prepared spells (if there are problems please point them out).

0th-Detect Magic, Resistance, Mending, Guidance, Read Magic

1st-Bless, Shield of Faith, Deathwatch, (Endure Elements)-Sun

2nd- Align Weapon, Delay Posion, (Cure Moderate Wounds)-Healing

3rd-Remove Curse, (Searing Light)-Sun
 

Theroc: You can convert any spell of same level to cure spell unless you channel negative energy (command rather then turn undead). I suggest you replace cure minor wounds with detect magic and resistance - and don't be stingy with using either guidance or resitsance. Also, lesser vigor is (mostly) out of combat healing spell, since we go against one opponent (i.e. one fight) maybe you could replace it with something else (another summon maybe? shield of faith? dunno...)
 

Theroc: You can convert any spell of same level to cure spell unless you channel negative energy (command rather then turn undead). I suggest you replace cure minor wounds with detect magic and resistance - and don't be stingy with using either guidance or resitsance. Also, lesser vigor is (mostly) out of combat healing spell, since we go against one opponent (i.e. one fight) maybe you could replace it with something else (another summon maybe? shield of faith? dunno...)

Ardularra channels negative energy, Neurotic.

Vigor heals a greater amount over time than Cure Light Wounds. I'd planned to throw that on whoever was holding the BBEG's attention, before busting out my wand of CLW. Having read the fight between the Ogre and the previous group, thinking Ardularra might be doing a bit of spamming.

Though, I had been wondering whether or not the person I'm healing would live long enough... I assumed between spamming CLW on them and the Lesser Vigor that it'd help keep them rolling longer.

Not familiar with Shield of Faith.
 

If Ash can get the attention of the BBEG and he got a few PP:s left he'll survive for a while, I think. He can negate as much damage that is necessary as long as he has PP:s, and if he gets some time to buff he'll also have a little over 100 HP, DR 2/--, higher CON (with more HP as a result) and higher AC. He also has a Healing Belt which will give him some HP in a crisis.
However, if this battle will be as hard as I suspect, I guess that some more healing will be good to have :p
 

Sorry Theroc, didn't know it. Still, I'd replace Vigor with cure for simple reason of average numbers (1d8+5 has average of 9,5 which means that vigor needs to run for 9 rounds to match average roll and even minimum roll means 6 rounds). I'm thinking that in this fight if we run over 5 rounds we've lost (meaning we don't dish out enuogh damage to overcome it's DR and regeneration before it kills us all)
 

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