• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

IndyPendant's Sunless Citadel OOC thread.

Okay Voadam no worries there. In all honesty, I'd forgotten the speak-with-companion benefit of that spell. Just so long as you're aware that there will likely be few times you can use the spell with other animals in the campaign. : )

And as to xp, I won't be giving a running total. That's pretty firm. Just too much of a bookkeeping headache. But I am keeping a running list of the creatures you've killed, to be calculated later with a *lot* more ease. If you just want to know when a level-up may be coming soon, that I can do easily. And to give you a general idea, you're supposed to be well into 3rd level by the end of this module--if you're a party of four. Since you are a party of six, you will of course get less xp. But a quick and *very* rough review of the adventure tells me you should still at least reach 3rd level by the end of the module.

So, short version: expect two level-ups by the end of the module.

Jerek, I'm curious about the way you're playing your char. In the two combats we've had so far, you have started outside of melee--and then charged right into the middle of the fight. Now, there's nothing wrong with that idea, at all--except that both your feats are ranged-based. If you're finding though that you want to play Jerek as a melee char after all, since you haven't even used your archery feats I have no problem letting you swap them out if you'd like *cough weapon finesse cough*. Umm...if not, though...may I recommend more ranged, less melee? : )

And another thing: are you and Ydyr not using tumbling just because it's still so low there's a pretty good chance of failure? There have been a few times where one or the other of you could have used a single move action to get into a flanking position using tumbling to try to avoid an AoO, but I never did that for you because of the risk of failure, and in one case because you specifically said you moved to avoid AoO's. Just want to make sure we're clear: unless you state you tumble, I won't force you to.

A caution for Sorrow. I now see at least some of the reason for the IUS feat, and that's good. Just want to make clear however, that if you use an actual unarmed strike, that is a melee attack, not a touch attack. As long as you're fine with that, then np.

And finally, for flanking: the rules are very clear, if somewhat counterintuitive. So long as you threaten a foe and are opposite him with an ally, you flank. Even if you're using a ranged weapon, I would rule you can still flank, because you could let go of the bow with one hand and attack with the other using and unarmed strike. --Of course, without IUS you would then provoke at AoO from the foe...

Btw, I just realized I haven't been giving any feedback to you guys. You're all doing very well. I'm impressed with the depth of roleplaying and intelligent posting. Quite happy, here. : )

Have fun!
 

log in or register to remove this ad

IndyPendant said:
Jerek, I'm curious about the way you're playing your char. In the two combats we've had so far, you have started outside of melee--and then charged right into the middle of the fight. Now, there's nothing wrong with that idea, at all--except that both your feats are ranged-based. If you're finding though that you want to play Jerek as a melee char after all, since you haven't even used your archery feats I have no problem letting you swap them out if you'd like *cough weapon finesse cough*. Umm...if not, though...may I recommend more ranged, less melee? : )

And another thing: are you and Ydyr not using tumbling just because it's still so low there's a pretty good chance of failure? There have been a few times where one or the other of you could have used a single move action to get into a flanking position using tumbling to try to avoid an AoO, but I never did that for you because of the risk of failure, and in one case because you specifically said you moved to avoid AoO's. Just want to make sure we're clear: unless you state you tumble, I won't force you to.

I haven't been using ranged attacks because I didn't think it appropriate in either case. In the first situation, I left the inn in a hurry and didn't think I would have grabbed my bow. Also, we were trying to avoid a fight and that's hard to do when you're nocking an arrow. :)

In the second case I was under the impression that the critters were pretty much on top of us. It seemed unlikely that I'd have time to get my bow out and get into position before getting overrun. Maybe I just misunderstood.

As to the tumbling, yes I was purposely avoiding AoO instead of tumbling because I'm just not that good at it yet. My modifier is, what, +7 or so? And it seemed like I could get into flanking positions without tumbling or losing actions, so that's what I did.

Look for more archery from Jerek in the future. :) I'll keep my feats as-is, but may well invest in Weapon Finesse in the future anyway.

I'm having a great time in the game!
 


IndyPendant said:
Okay Voadam no worries there. In all honesty, I'd forgotten the speak-with-companion benefit of that spell. Just so long as you're aware that there will likely be few times you can use the spell with other animals in the campaign. : )

Have fun!

eh, it can be useful in info gathering out in the woods outside of the citadel asking about the twigs and it feels right for a druid. True I don't see much use in a typical dungeon, but that would go for entangle as well. Produce flame is another I was thinking of but it is about the equivalent of using a sling so no real worries, although I might pick that up next. Hmm, I wonder if the detect plants or animals would have allowed me to zero in on the twig creatures. In any case I wanted to decide on the spell so I could use it sooner rather than later and with spontaneous casting it is there when an unexpected situation makes it useful.
 

IndyPendant said:
A caution for Sorrow. I now see at least some of the reason for the IUS feat, and that's good. Just want to make clear however, that if you use an actual unarmed strike, that is a melee attack, not a touch attack.

Just clarifying, you're refering to the to-hit AC, not the damage, right?
 

In reply to Jim (from awhile ago, sorry) "yes" I was only making sure that Indy could just give us a heads up a couple of encounters prior to levelling... just so I can "be ready"?!!? :)

And, tumbling... I haven't used it YET, b/c as ydyr "thinks" he is going to be a cleric (soon enough) I don't really want him getting too comfy with rolling in and out of combat... LOL
 

Okay, no worries. Just checking in to make sure we're clear in advance. And yes Sorrow, I mean that if your melee attack hits their melee-based (as opposed to touch-based) AC, you would do unarmed damage plus the spell's effect. If, however, your melee attack misses your target's melee AC, your spell doesn't take effect, even if your attack roll was enough to succeed in a touch attack. You probably know that already--again, just making sure we're clear.

I hope we haven't lost Two-Gun Kid! He was 'Last Seen' shortly after he posted here, nearly a week ago. : (
 

what goes down must come up?

Before we take the dog down with feather fall, will feather fall also allow him to be light as a feather and be taken back up when we climb out?
 

for reference from the srd:

Feather Fall
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V
Casting Time: 1 free action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Duration: Until landing or 1 round/level
Saving Throw: Will negates (harmless) or Will negates (object)
Spell Resistance: Yes (object)
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.
You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn’t your turn.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

So the target is only a free falling creature or object and the effect is only to slow falls, not to make subject creatures lighter as it was in previous editions. So before we throw my dog down a hole he can't get out of Indy, will you rule that it works by lightening the subject so that when falling he goes at that speed and therefore can be carried weightlessly by somebody climbing up a rope?
 

Don't we have any rope? I just checked my character sheet and I don't have any listed (D'oh) but we could use the rope that's here. Then we could lower and hoist the dog. Not very comfortable, I'm sure, but it should work.
 

Into the Woods

Remove ads

Top