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The Darkness That Comes Before [Closing Down]

Okay no problems here. I will fix up round 1 to work. It probably wont look anything like that, atleast between the bear and Donner then. As you were more than a charge away from the bear after the suprise round, I will put you out of his range and within your charge for the begining of round 1. Then he will charge you (not making it far enough) and you will charge him (probably crushing it with a huge lance blow). Sorry just thought you would have tried to get as close as possible in the surprise round. Ill edit it a bit later, have to run to class now.
 

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Hey Erekose. :)

Just wondered, if you did Dara's attack right...

Dara enters her furious rage, unleashing it upon the cultist that has foolishly moved to engage her. She slams her sword into his shield arm, injuring the warrior. [ooc: hit cultist #2, dmg 10. rage round 1]

Dara is power attacking at 4, so she has a +8 to hit (+10 in the post was with charge applied, so the +2 charge bonus has to be deducted for her alternate action (and armor increased by +2, but she wasn't hit anyways)) and 2d6+18 damage (Str is 24 right now for +7, x1.5 applied to +10, PA added for +18, or even +20 if the cultist is human, her favored enemy, which I tend to forget to note, altho my target was the bear, so there's an excuse at least :D).

10 damage sounds a lot like you just used the damage figure in the character sheet maybe?

So figuring you have rolled a 6 on 2d6, damage would be 24 or 26 (if the attack hit with +8, that is, but since it's the same as her regular attack, if you used the figures from the sheet, it probably does).

Well, that or the cultist has some serious protection going for him! ;)

Bye
Thanee
 
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Thanee said:
Throw a rock! :D

That charm person could have been handy to "interrogate" the leader later... ;)

Bye
Thanee

Hell no, no ways I will throw a rock and lose my invisibility without too much gain. As you said below, remove some of those less immediate use spells instead. I like rope trick for sleeping at night, but it is definitely better at high levels and is really a wasted slot right now. Yep I will definitely be changing memorised spells very shortly!

Guess he will just do what he is doing - see if anyone comes short and needs help and hang around letting the bear do his talking for him!
 

Erekose13 said:
Okay no problems here. I will fix up round 1 to work. It probably wont look anything like that, atleast between the bear and Donner then. As you were more than a charge away from the bear after the suprise round, I will put you out of his range and within your charge for the begining of round 1. Then he will charge you (not making it far enough) and you will charge him (probably crushing it with a huge lance blow). Sorry just thought you would have tried to get as close as possible in the surprise round. Ill edit it a bit later, have to run to class now.

Cool thanks, mmm ride-by-attack and a charge length of 100 ft.
 

Ghostknight said:
Hell no, no ways I will throw a rock and lose my invisibility without too much gain.

Ok. ;)

As you said below, remove some of those less immediate use spells instead. I like rope trick for sleeping at night, but it is definitely better at high levels and is really a wasted slot right now.

With only 5 hours duration it's only good for half the night anyways, unless you had Extend Spell.

Yep I will definitely be changing memorised spells very shortly!

Memorised:
0 - Mending, Read Magic, Mending, Detect Magic
1 - Mage Armor, Charm Person, True Strike, Magic weapon
2 - Invisibility, Rope Trick, Knock
3 - Dispel Magic, Summon Monster III

I'd probably think about dropping True Strike, Magic Weapon (pretty unlikely, that you are going to use those, or not?), Rope Trick and Knock (we are inside a forest ;)), and leave one 2nd level slot open for anything that comes up during the day, so you have some added flexibility. That would give you two 1st and one 2nd level slot for, like you said, more immediately useful spells (i.e. Magic Missile, Web). :)

Bye
Thanee
 

Thanee: hehe oops, yup i was going off your sheet, with a little mental math to add in your rage. Looks like I really messed it up. I know that the roll was really low, but yeah damage should still have been much higher. Kinda why I like to put in all the numbers so that you guys can pick up on where I screw up. Will edit it, though he isnt down yet I know that much.

I think it might be helpful if everyone put their entire attack line in the subject or an ooc note when they are attacking. I try to keep it all in a spreadsheet, but with like 20+ combattants things get lost.
 

Edited IC thread. Always feel free to correct me on rules issues, cause sometimes if I am pressed for time I like to play a little fast and loose.
 

Thanee said:
Ok. ;)



With only 5 hours duration it's only good for half the night anyways, unless you had Extend Spell.



Memorised:
0 - Mending, Read Magic, Mending, Detect Magic
1 - Mage Armor, Charm Person, True Strike, Magic weapon
2 - Invisibility, Rope Trick, Knock
3 - Dispel Magic, Summon Monster III

I'd probably think about dropping True Strike, Magic Weapon (pretty unlikely, that you are going to use those, or not?), Rope Trick and Knock (we are inside a forest ;)), and leave one 2nd level slot open for anything that comes up during the day, so you have some added flexibility. That would give you two 1st and one 2nd level slot for, like you said, more immediately useful spells (i.e. Magic Missile, Web). :)

Bye
Thanee

I agree with you on most of these. I will probably keep the true strike though - when it looks like the bear will use its smite, cast true strike and be guaranteed of the extra damage (and still remain invisible). As for leaving slots open - Erekose wold you allow that? How long would you have it take to study a spell up during the day?

So drop maggic weapon,rope trick and knock for sure. True strike I am dithering about (the bear does more damage than I would). Toss up whether I keep Summon Monster II or switch to fireball, or even lose dispel magic for fireball (but dispel magic is such fun when enemy's are loaded up on buffs and it hits 'em). Decisions decisions.... :)
 

Sure I could go for that. House Rule takes 10 minutes per spell level to memorize a spell in a slot that has been left open. Is that too short? or is there actually a rule covering it?
 

Ghostknight said:
I agree with you on most of these. I will probably keep the true strike though - when it looks like the bear will use its smite, cast true strike and be guaranteed of the extra damage (and still remain invisible).

You might want to check the range of that spell again. ;)

Ghostknight said:
As for leaving slots open - Erekose wold you allow that? How long would you have it take to study a spell up during the day?

That's actually in the rules, so no house rule needed. ;)

It takes 15 minutes to fill slots later in the day (same as in the morning), you need to have a fresh mind, which requires some prior rest and can only be done in a peaceful environment, but you do not need to sleep for another 8h (which would make this rule pointless anyways ;)).

When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, she can repeat the preparation process as often as she likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of her spells.

Ghostknight said:
Decisions decisions....

Otherwise, it would be too easy... :D

Bye
Thanee
 

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