Quote Originally Posted by Ketiara View Post
Danae has been at Arcivus tail for quite some time, she could probably assist?
She can, but she hung back a little, not under any fear effect per se, but out of plain old common sense (a goblin dropped her about a minute ago). She can close in at your command. Dictate her actions on your turn. I'll pull her from Nimm's group on the initiative count.

Dr. Nimm only has energy-style weapons, but you remember reading about the fabled creature and its alleged resistances and reflective carapace. Here are the available weapon systems:

Weapon Systems:
-Energy Blasters (4 on ship): at-will, 4d8 energy damage, 120' range (changing energy type requires an action); choose from acid, cold, fire, lightning, thunder
-Force Missiles (2 on ship): as Magic Missile (1-9 charges)
-Anti-Magic Pulse (2 on ship): as Dispel Magic (3-9 charges)
-Flare Cannon (2 on ship): as Fireball (3-9 charges)
-Anti-Matter Ray (2 on ship): as Disintegrate (6-9 charges)

Anything with an attack roll or a magic missile effect has a chance of being reflected. Your best bet is the flare cannon or anti-matter ray. The ship has 20 charges, and these will take up nearly all of them. Alternatively, if you man a weapon, you can use your own spell slots to compensate for the charges (as well as use your spell attack modifier/save DC).

Basically, the fireball and disintegrate have the highest chances of injuring it. Disintegrate is all or nothing, so you might want to man that, because a miss by a crewman due to poor stats would be a terrible waste of a slot. The fireball is save for half, so you feel comfortable allowing someone else to fire that. You can always cast your own spell as an action. Anyone else can man the energy blasters since they are free and hope for the best.

What will it be?

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Initiative!

Kyle: 28
Nimm/Crew: 20
Tarrasque: 19
Arcivus: 13 (193/204)
Danae: 7
Xavier: 6