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Defending a ship
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<blockquote data-quote="Tzarevitch" data-source="post: 227711" data-attributes="member: 1792"><p>I too was wondering why the theocracy didn't have its priests doing Divinations? Divinations are one of a priest's most powerful tools. After the 2nd attack, the theocracy should've started divining when the next attack would come and been ready to surprise the attackers. Also, use the Summon Planar Ally spells to call water elementals or tojanida (elementals are better) to protect the ship underwater. Treat the summoned creatures as part of the crew (i.e. on Theocracy payroll) so they are arround whenever needed. Paying tritons or mermen to work as guards works too. If they are rangers they can being along some of their animal friends to help out. If the Theocracy is evil use sahuagin or better yet kuo-toans. Kuo-toans can see invisible, astral or ethereal creatures at decent ranges. </p><p></p><p>For air defense, little beats air elementals in terms of ease of summoning and effectiveness. Arrowhawks are OK too but generally the elementals are tougher and hit harder. Invisible stalkers are excellent as well. Outsiders also work well for summoned guards: Devas, Sword or Lantern archons, Fiends etc.) I like the scent idea in the above post but griffons are too big for a ship. They need handlers and to land and to sleep and be fed. Find an elemental or an outsider with blindsight, scent or someform of blindsight. </p><p></p><p>Additionally, as has been suggested, try using magical defenses on the ship. Use the Stronghold Builder's Guidebook for examples since a large ship is fundamentally the same as a floating castle. Try fitting the ship with the walls that provide SR. There are also spells that improve the hardness of materials. Use those to toughen the wood and use the modifications from the Stronghold Builder's book to give the unattended wooden hull a saving throw. Try affixing (Otiluke's) Dispelling Screen or Greater Dispelling Screen onto the ship's hulls (permanently if possible) so that it can dispel Water Breathing spells of peoply trying to approach underwater. Hallow/Unhallow also is effective if you can cover the whole ship. If you can't get the whole ship, set up an altar at the bow and another at the stern so that you get the ship and a bit of extra buffer zone around the ship. Affix a Dispel Magic into the Hallow so that it dispels anyone who is not one of the faithful who enters the area. (This might knock out Fly spells, Invisibility or Water Breathing). Alternatively, affix fire protection spells into the Hallow so that the crew will be protected. (Use divinations to determine what sort of elemental attack will be used.)</p><p></p><p>Lastly, why hasn't the Theorcacy done active searching for the pirates attacking their ships? Priest's can scry too. I can't imagine that there were no survivors in any of the attacks who could give a description. Even if everyone died, use speak with dead. Presumably the deceased crewmen will be willing to describe who they saw then the priests can scry for them. The Theocracy can also use a Commune to determine who is responsible and get names and locations. If the high priest is powerful enough, Discern Location is at his disposal. </p><p></p><p>Remember, even if the individual PCs are protected from divinations, you can try to divine the PCs ship. I guarantee that it is not protected. Once the theocracy learns who the PCs are then can return the favor by sending a hit squad out for them. Give them some of their own medicine, attack THEIR ship while at sea or attack them in their beds while they sleep. The attackers should let at least some of them survive the attack so that they know who is giving them payback.</p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 227711, member: 1792"] I too was wondering why the theocracy didn't have its priests doing Divinations? Divinations are one of a priest's most powerful tools. After the 2nd attack, the theocracy should've started divining when the next attack would come and been ready to surprise the attackers. Also, use the Summon Planar Ally spells to call water elementals or tojanida (elementals are better) to protect the ship underwater. Treat the summoned creatures as part of the crew (i.e. on Theocracy payroll) so they are arround whenever needed. Paying tritons or mermen to work as guards works too. If they are rangers they can being along some of their animal friends to help out. If the Theocracy is evil use sahuagin or better yet kuo-toans. Kuo-toans can see invisible, astral or ethereal creatures at decent ranges. For air defense, little beats air elementals in terms of ease of summoning and effectiveness. Arrowhawks are OK too but generally the elementals are tougher and hit harder. Invisible stalkers are excellent as well. Outsiders also work well for summoned guards: Devas, Sword or Lantern archons, Fiends etc.) I like the scent idea in the above post but griffons are too big for a ship. They need handlers and to land and to sleep and be fed. Find an elemental or an outsider with blindsight, scent or someform of blindsight. Additionally, as has been suggested, try using magical defenses on the ship. Use the Stronghold Builder's Guidebook for examples since a large ship is fundamentally the same as a floating castle. Try fitting the ship with the walls that provide SR. There are also spells that improve the hardness of materials. Use those to toughen the wood and use the modifications from the Stronghold Builder's book to give the unattended wooden hull a saving throw. Try affixing (Otiluke's) Dispelling Screen or Greater Dispelling Screen onto the ship's hulls (permanently if possible) so that it can dispel Water Breathing spells of peoply trying to approach underwater. Hallow/Unhallow also is effective if you can cover the whole ship. If you can't get the whole ship, set up an altar at the bow and another at the stern so that you get the ship and a bit of extra buffer zone around the ship. Affix a Dispel Magic into the Hallow so that it dispels anyone who is not one of the faithful who enters the area. (This might knock out Fly spells, Invisibility or Water Breathing). Alternatively, affix fire protection spells into the Hallow so that the crew will be protected. (Use divinations to determine what sort of elemental attack will be used.) Lastly, why hasn't the Theorcacy done active searching for the pirates attacking their ships? Priest's can scry too. I can't imagine that there were no survivors in any of the attacks who could give a description. Even if everyone died, use speak with dead. Presumably the deceased crewmen will be willing to describe who they saw then the priests can scry for them. The Theocracy can also use a Commune to determine who is responsible and get names and locations. If the high priest is powerful enough, Discern Location is at his disposal. Remember, even if the individual PCs are protected from divinations, you can try to divine the PCs ship. I guarantee that it is not protected. Once the theocracy learns who the PCs are then can return the favor by sending a hit squad out for them. Give them some of their own medicine, attack THEIR ship while at sea or attack them in their beds while they sleep. The attackers should let at least some of them survive the attack so that they know who is giving them payback. Tzarevitch [/QUOTE]
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