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Outnumbered and naked, any advice?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4931502" data-attributes="member: 35909"><p>Ouch, not a terribly helpful list of powers for this...</p><p>Dominate seems like by far the best thing he could possibly do, especially if these thugs aren't really friends or anything. So that they can be told to attack each other without getting a new saving throw. It's really subjective and up to the DM sometimes, like if "hand over your weapons to us and go sit in the corner" is against their nature. Considering a freaking level 1 spell (command) can make creatures do things like lay down for the spell duration, at the very least you should be able to order things like that w/o a new save. With a ML of 10, the psion should be fully augmenting the power for higher save DC, if not more. I'd say paying 1 PP to make the duration 1 hour is essential. Beyond that, 2 PP to get two targets per casting ups the odds of making a friend. If he has any sort of ability to go beyond his normal ML in PP, he probably needs to pay +4 (11 PP total) to affect the draconic guy. Ideal targets (low will save) would be the dwarf and the draconic (if he has SA, he's almost guaranteed to have low base will). The orc guy you'd REALLY want on your side, since he does so much damage, but if he's actually a monk, you have no shot in hell of recruiting him. I also wouldn't put it past the DM to claim he's not a humanoid; insist on a knowledge check to know his creature type before wasting your action and PP. After that...even with high base will, wisdom is often a dump stat for arcanists, the elf makes a tempting target.</p><p></p><p>Telekinetic Maneuver is the other stand-out useful power. While getting the other people their weapons back quickly could be very helpful by using it for ranged disarm (especially if the DM's nice and lets you use a move action to float it over to its proper owner), I really don't think it's a good idea to use it early in the fight. You need to go for shock and awe, and just unload with overwhelming offense on the first rounds to have any chance. Sending your turn making one disarm check ain't gonna do it. Not to mention, being concentration-reliant, the psion would probably lose the power with all the enemies still up anyway. Use it after the tide's started to turn if needed. I'd normally say augmenting this power for the tiny extra bonus is NEVER worth it. But this is a special case, you guys need every advantage you can get, screw 5 minutes from now! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Ok, so he's a cleric. Any useful offensive spells? Or a remove paralysis for the rogue? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>He's probably going to have to focus on healing. You're already at a numbers disadvantage, you can't afford to lose more people early. That said, the rogue sounds like he's just about beyond hope, and might be a action/spell waste to heal if he can't escape being held. Cast Delay Death on him if the cleric has it, otherwise maybe leave him. Or throw up really cruddy terrain around him so at least enemies going for the easy kill are left at a disadvantage after.</p><p></p><p>What is the environment like? If you could even pick up a bloody stick off the ground (preferably with reach; I forget if you provoke for using an improvised weapon), you could melee a little. The whole point of Emerald Razor is the PA damage anyway. As long as you can 2H your stick, who cares how much damage it does base (for the record, it should do at least club damage)? Granted, you'd be at horrific attack penalty. But this whole fight's kinda a hail mary pass anyway. Bone Crusher would also be a major help. I hope you have Adaptive Style, because the other 2 maneuvers you readied don't do much damage (Shadow blade tech could certainly help with improvised weapon penalty, of course), so you'll need to use the former 2 a lot. You don't really have much to offer for offensive invocations, and EB can't really do spike damage. With your flying tumbling(?), miss chance, etc... you should stay moving and try to draw some enemy attacks away from the other party members. Obviously, if you could just obtain a weapon you'd become much more dangerous. It doesn't even have to be a good one, just anything you're proficient in that's not improvised.</p><p></p><p>In terms of priority for killing the enmies, I missed the lizard man's whole hold person blurb. I'm guessing he's a cleric. That means he's both a caster and a healer. As we all know, it's imperative to <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/ShootTheMedicFirst" target="_blank">Shoot the Medic First</a>! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Well, as long as you can kill things well into the negatives before his turn comes up, it might not be THAT necessary...</p><p></p><p>In all, I'd say kill the bard last. He has no way of hurting you that badly, and if he does (like with optimized inspird courage), his allies likely benefit, too. Sadly, unless you manage to squish him before he starts up the band, his bardic music bonuses will last 5 rounds after his soul leaves the earth. Which is too long. Since his biggest contributions will lst after he does, it's almost wasteful to go after him first instead of the people who can kill you very quickly. Bards are proportional in power to # of allies, anyway, so he'll be less of a threat the more of his pals you cut down. Just be careful of a nat 1 save roll on Hideous Laughter...</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4931502, member: 35909"] Ouch, not a terribly helpful list of powers for this... Dominate seems like by far the best thing he could possibly do, especially if these thugs aren't really friends or anything. So that they can be told to attack each other without getting a new saving throw. It's really subjective and up to the DM sometimes, like if "hand over your weapons to us and go sit in the corner" is against their nature. Considering a freaking level 1 spell (command) can make creatures do things like lay down for the spell duration, at the very least you should be able to order things like that w/o a new save. With a ML of 10, the psion should be fully augmenting the power for higher save DC, if not more. I'd say paying 1 PP to make the duration 1 hour is essential. Beyond that, 2 PP to get two targets per casting ups the odds of making a friend. If he has any sort of ability to go beyond his normal ML in PP, he probably needs to pay +4 (11 PP total) to affect the draconic guy. Ideal targets (low will save) would be the dwarf and the draconic (if he has SA, he's almost guaranteed to have low base will). The orc guy you'd REALLY want on your side, since he does so much damage, but if he's actually a monk, you have no shot in hell of recruiting him. I also wouldn't put it past the DM to claim he's not a humanoid; insist on a knowledge check to know his creature type before wasting your action and PP. After that...even with high base will, wisdom is often a dump stat for arcanists, the elf makes a tempting target. Telekinetic Maneuver is the other stand-out useful power. While getting the other people their weapons back quickly could be very helpful by using it for ranged disarm (especially if the DM's nice and lets you use a move action to float it over to its proper owner), I really don't think it's a good idea to use it early in the fight. You need to go for shock and awe, and just unload with overwhelming offense on the first rounds to have any chance. Sending your turn making one disarm check ain't gonna do it. Not to mention, being concentration-reliant, the psion would probably lose the power with all the enemies still up anyway. Use it after the tide's started to turn if needed. I'd normally say augmenting this power for the tiny extra bonus is NEVER worth it. But this is a special case, you guys need every advantage you can get, screw 5 minutes from now! :) Ok, so he's a cleric. Any useful offensive spells? Or a remove paralysis for the rogue? :) He's probably going to have to focus on healing. You're already at a numbers disadvantage, you can't afford to lose more people early. That said, the rogue sounds like he's just about beyond hope, and might be a action/spell waste to heal if he can't escape being held. Cast Delay Death on him if the cleric has it, otherwise maybe leave him. Or throw up really cruddy terrain around him so at least enemies going for the easy kill are left at a disadvantage after. What is the environment like? If you could even pick up a bloody stick off the ground (preferably with reach; I forget if you provoke for using an improvised weapon), you could melee a little. The whole point of Emerald Razor is the PA damage anyway. As long as you can 2H your stick, who cares how much damage it does base (for the record, it should do at least club damage)? Granted, you'd be at horrific attack penalty. But this whole fight's kinda a hail mary pass anyway. Bone Crusher would also be a major help. I hope you have Adaptive Style, because the other 2 maneuvers you readied don't do much damage (Shadow blade tech could certainly help with improvised weapon penalty, of course), so you'll need to use the former 2 a lot. You don't really have much to offer for offensive invocations, and EB can't really do spike damage. With your flying tumbling(?), miss chance, etc... you should stay moving and try to draw some enemy attacks away from the other party members. Obviously, if you could just obtain a weapon you'd become much more dangerous. It doesn't even have to be a good one, just anything you're proficient in that's not improvised. In terms of priority for killing the enmies, I missed the lizard man's whole hold person blurb. I'm guessing he's a cleric. That means he's both a caster and a healer. As we all know, it's imperative to [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/ShootTheMedicFirst]Shoot the Medic First[/url]! :) Well, as long as you can kill things well into the negatives before his turn comes up, it might not be THAT necessary... In all, I'd say kill the bard last. He has no way of hurting you that badly, and if he does (like with optimized inspird courage), his allies likely benefit, too. Sadly, unless you manage to squish him before he starts up the band, his bardic music bonuses will last 5 rounds after his soul leaves the earth. Which is too long. Since his biggest contributions will lst after he does, it's almost wasteful to go after him first instead of the people who can kill you very quickly. Bards are proportional in power to # of allies, anyway, so he'll be less of a threat the more of his pals you cut down. Just be careful of a nat 1 save roll on Hideous Laughter... [/QUOTE]
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