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  1. - Top - End - #451
    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: Into the Breach: OOC

    Quote Originally Posted by Bender View Post
    That's horrible
    (Have you tried a recovery program that can in some cases recover files from a corrupted harddrive?)
    I am working on that. The worst part is that I have a whole bunch of pictures of my children saved from my digital camera that I don't want to lose. If I can get them out, I am definitely going to save them to a disk or jump drive or both. Let that be a lesson to us all - have a back-up, people.

    Quote Originally Posted by Bender View Post
    Well, I've got some bad news too . I'm on a conference and vacation from 6-28 June. I hope that's not too much of a problem. You can NPC Mellavin, or just leave him behind somewhere in the meantime, whatever you prefer. The first week I might be able to post, but I can't make promises...
    And so Mellavin's luck will run out so that he is now at the top of the "kill list" I understand and will do my best to play him as you would. Thank you for the heads up. There will be some camping trips and other 'holidays' that I will be on this summer, so I expect others to do the same.
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    Keishara Embermist in A World Bound Together
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    Justin Tyme

  2. - Top - End - #452
    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: Into the Breach: OOC

    OK - I am assuming that Kirke is going read magic and use a scroll to identify the items. So, party treasure is as follows:

    Spellcomponents

    Masterwork Alchemical Lab

    Spellbook: burning hands, mage armor, sleep, endure elements, charm person, identify, unseen servant, cause fear; scorching ray, detect thoughts, spider climb, alter self, invisibility; fireball, clairaudience/clairvoyance, fly, wind wall, deep slumber; wall of fire, greater invisibility, confusion.

    2 scrolls of identify

    potion: invisibility

    potion: fly

    potion: spider climb

    potion: alter self

    salve: stone salve (2 uses)

    rod: nightstick (gives 4 additional turn/rebuke uses)

    cloak: Charisma +2

    helm of heroes: marshal may use grant move action to give allies additional attack (like haste) 1x day

    greatsword: +1 brash greatsword (rages last 3 rounds longer; immune to fear while raging)

    staff: abjuration (7 charges remain)

    bag of holding Type I

    ring of protection +1

    sacred scabbard: 3x day bless weapon for 10 rounds

    As for scribing scrolls, yes, Maryring, Kirke can use her ability to scribe scrolls of other spell classes (to be cast by them, of course). She writes the magic down as the other person casts the spell to power the ink. However, it takes a day (or more) to do so, and Kirke is the one who loses the XP. The alchemical lab is masterwork, but very bulky. Good thing you have a bag of holding
    Last edited by Darius; 2008-05-29 at 12:18 PM.
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  3. - Top - End - #453
    Orc in the Playground
     
    BardGuy

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    Default Re: Into the Breach: OOC

    Now we can start distributing the treasure

    I suggest everyone expresses which items they would really like, and see if we can come to an easy agreement. I like Darius's suggestion with the 'party fund'
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    Quote Originally Posted by Darius
    Third, although I tend to give magic items out that are swayed to one type of individual (as will be evident in the game IC), that does not mean one cannot request a certain item given to another character for him/herself. If that is the case, I suggest a 'party fund' where characters would chip in their share of items/gold to get said item. For instance, let's say you get a ring of protection +1 (worth 2000gp off the rack, but 1000gp to sell). A character that would like that item could cough up 1000gp worth of gold/stuff to buy it from the party fund. This way a player is saving half of what it normally would cost to get an item. Just a thought


    As hinted IC, Mellavin is interested in the sword.
    (I think worth 8350 gp, so 4175 gp of party fund)

    potions are useful for everyone, but Mellavin already has some scrolls anyway.
    He is also far from his medium load carrying limit, so if anyone needs something carried... , but with the bag of holding, I guess that's not really an issue.

  4. - Top - End - #454
    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: Into the Breach: OOC

    Unfortunately, some items are only useful for certain people.

    Staff and scrolls - only arcane users

    Helmet - only marshals (it is a pretty huge item, though)

    Spellbook - wizard


    I play that magical items like cloaks, boots, rings, etc. will shrink/expand to fit wearer. Magical armor and weapons do not, however (unless that is part of their power). The scabbard will fit ANY bladed weapon.


    You may want to consider the scrolls to be strictly 'party fund material' - I would hate to have Jaxal and Kirke be stuck with having to take them in order to use them for party needs. Likewise, usually it is a good idea to contribute monies to buy 100gp pearls for identifying later on.


    Here are the prices:
    Masterwork Alchemical Lab: 55gp
    Spellbook: 6470gp
    potion: invisibility - 300gp
    potion: fly - 750gp
    potion: spider climb - 300gp
    potion: alter self - 300gp
    salve: stone salve (2 uses) 4,000gp
    rod: nightstick 7,000gp
    cloak: Charisma +2 4,000gp
    helm of heroes: 5,600gp
    greatsword: 8,350gp
    staff: abjuration (7 charges remain): 9,100gp
    bag of holding Type I: 2,500gp
    ring of protection +1: 2,000gp
    sacred scabbard: 4,400gp
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  5. - Top - End - #455
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    GimliFett's Avatar

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    Default Re: Into the Breach: OOC

    Sooo...I'll get the helm...
    And theeeen?

    Also, I would suggest the Bag of Holding be counted as Party Gear...
    Last edited by GimliFett; 2008-05-29 at 12:36 PM.
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  6. - Top - End - #456
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    OrcBarbarianGuy

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    Default Re: Into the Breach: OOC

    Jomei is not very materialistic so doesn't object to any of the treasure distribution Only thing he would request is extra food rations be placed in the bag of holding and that a few extra quivers of arrows be added that way he can reduce the amount he is carring on himself.

    I am not sure if he can use the scabbard while he is good he doesn't have much reguard for law. IE his more than one axis away from Herionous CG vs LG
    Latem Yvaeh

  7. - Top - End - #457
    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: Into the Breach: OOC

    Quote Originally Posted by LatemYvaeh View Post
    Jomei is not very materialistic so doesn't object to any of the treasure distribution Only thing he would request is extra food rations be placed in the bag of holding and that a few extra quivers of arrows be added that way he can reduce the amount he is carring on himself.

    I am not sure if he can use the scabbard while he is good he doesn't have much reguard for law. IE his more than one axis away from Herionous CG vs LG
    Extra food, water, weapons or armor are yours. Be careful with spears and other pointy things in that bag, however.

    Any good aligned work. I threw in the Hieroneous stuff for flavor.
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  8. - Top - End - #458
    Orc in the Playground
     
    BardGuy

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    Default Re: Into the Breach: OOC

    Quote Originally Posted by GimliFett View Post
    Sooo...I'll get the helm...
    And theeeen?

    Also, I would suggest the Bag of Holding be counted as Party Gear...
    I agree. In general: everything that is mainly used out of combat.
    There can be discussion of course, but I'd include the stone salve, the scrolls and the lab.
    It seems unfair to count for (all of) the spellbook, since Kirke probably already has part of the spells and would have to pay if she wants to copy them anyway, or something... I don't really recall the rules for preparing spells from other spellbooks... depends a bit, maybe partially
    The staff could count for part, since it can be useful outside combat too?

  9. - Top - End - #459
    Orc in the Playground
     
    OrcBarbarianGuy

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    Default Re: Into the Breach: OOC

    Also the Price on the Staff seems a little high unless there is a way for it to be recharged it would only be worth 7/50th of the orginal price with its full 50 charges
    Latem Yvaeh

  10. - Top - End - #460
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    Vazzaroth's Avatar

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    Default Re: Into the Breach: OOC

    The only thing Griff could benefit from is the ring.

    As a font line light armor wearer, I need all the AC I can get (Hence my new shield).

    I'm quite proud of this:

    WAAAGH!


    Secret Option F, The Steam Group!



  11. - Top - End - #461
    Orc in the Playground
     
    BardGuy

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    Default Re: Into the Breach: OOC

    Quote Originally Posted by LatemYvaeh View Post
    Also the Price on the Staff seems a little high unless there is a way for it to be recharged it would only be worth 7/50th of the orginal price with its full 50 charges
    Staffs are just that expensive... a full staff is 65000 gp...

    ooc: I don't know if that works for everyone. Kirke is getting a lot money value wise (Jax could use the staff, too), but I think it makes sense this way. The potions could go to Jaeur, Jomei, and Griff. What do you guys think?
    What Shep proposed makes sense to me. But then again, Mellavin gets one of the most expensive items, so I can't complain. The nightstick doesn't interest him, because of he isn't really into turning.
    Last edited by Bender; 2008-05-30 at 01:21 AM.

  12. - Top - End - #462
    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: Into the Breach: OOC

    FYI - Kirke can memorize spells from a borrowed spellbook using Spellcraft DC 15+level of spell.

    Also, it seems we may have lost Jaxal. If that is the case, we can have him stay here to help. If he shows up, he can join back up. However, that means we do not have a rogue.
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  13. - Top - End - #463
    Ogre in the Playground
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    Default Re: Into the Breach: OOC

    Quote Originally Posted by Darius View Post
    As for scribing scrolls, yes, Maryring, Kirke can use her ability to scribe scrolls of other spell classes (to be cast by them, of course). She writes the magic down as the other person casts the spell to power the ink. However, it takes a day (or more) to do so, and Kirke is the one who loses the XP. The alchemical lab is masterwork, but very bulky. Good thing you have a bag of holding
    That's why I don't like taking item creation feats. Oh my poor poor XP!!!

    But yeah, I did offer my expertise fully expecting a ruling like that.

    The staff can be recharged, but then I need to spend a feat on Craft Staff, and spend even MORE experience. I also need to have all those spells in my spellbook, though frankly, I don't think it is worth it. The only spell of those in that staff that I could see myself use is Dispel Magic, something I'll eventually be getting the Greater version of anyway.

    As for else, I think I'll agree, except that the potions, considering that their use is highly circumstantial, should be considered party funds and rather be handed out as situation demands. I can't think of any scenario where handing out a potion at random now will be a great salvation out of anything but pure luck, while handing out the potion of Invisibility right before one of our party members attempt some sneaking would be a very smart thing to do.

  14. - Top - End - #464
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    GimliFett's Avatar

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    Default Re: Into the Breach: OOC

    For your perusal, I present this, OH MIGHTY DM DARIUS!
    Transferring XP Costs.
    I know I'd be willing to supplement XP costs.
    I have returned!! Not that most of y'all know whom I am.

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  15. - Top - End - #465
    Orc in the Playground
     
    OrcBarbarianGuy

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    Default Re: Into the Breach: OOC

    What exactly does the sacred scabbard do? I don't have access to the book with that item.
    Latem Yvaeh

  16. - Top - End - #466
    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: Into the Breach: OOC

    Quote Originally Posted by LatemYvaeh View Post
    What exactly does the sacred scabbard do? I don't have access to the book with that item.
    It weighs 1 lb.

    3x day as a swift action (command) it produces a bless weapon effect for 10 rounds to a bladed weapon it holds. This ability functions only for good-aligned characters.

    Bless weapon:
    The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.)

    In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.




    @Gimli Fett - interesting article. I can see doing magic items that way.
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  17. - Top - End - #467
    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: Into the Breach: OOC

    Here is breakdown on treasure, then:

    Party
    bag of holding Type I: 2,500gp
    Masterwork Alchemical Lab: 55gp
    potion: invisibility - 300gp
    potion: fly - 750gp
    potion: spider climb - 300gp
    potion: alter self - 300gp
    salve: stone salve (2 uses) 4,000gp


    Kirke
    Spellbook: 6470gp

    Shep
    rod: nightstick 7,000gp

    Jaxal
    cloak: Charisma +2 4,000gp

    Jaeur
    helm of heroes: 5,600gp

    Mellavin
    greatsword: 8,350gp

    Griff
    ring of protection +1: 2,000gp

    Jomei
    sacred scabbard: 4,400gp


    To be sold:
    staff: abjuration (7 charges remain): 9,100gp


    Also, Boomgren will give you your rations, barrel of water, and extra ammunition to be stored in the bag. It can be assumed that your food/water and ammunition supply will not run out during the course of the adventure.
    Last edited by Darius; 2008-06-02 at 12:14 PM.
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  18. - Top - End - #468
    Orc in the Playground
     
    BardGuy

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    Default Re: Into the Breach: OOC

    Does it matter who carries the bag? As long as we stay together, I guess not.

    I hope Jaxal returns, it's never fun to lose someone.

  19. - Top - End - #469
    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: Into the Breach: OOC

    Quote Originally Posted by Bender View Post
    Does it matter who carries the bag? As long as we stay together, I guess not.
    Not really, but I don't expect for everyone to be pulling out the potions or the salve in the middle of combat from it unless it has been determined that one's character is the holder of the bag.

    Quote Originally Posted by Bender View Post
    I hope Jaxal returns, it's never fun to lose someone.
    As do I. Do you guys want me to recruit a rogue or just keep going as is?
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  20. - Top - End - #470
    Orc in the Playground
     
    OrcBarbarianGuy

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    Default Re: Into the Breach: OOC

    I don't mind pulling sneaky duty only issue no trap or lock skills
    Latem Yvaeh

  21. - Top - End - #471
    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: Into the Breach: OOC

    Plans:

    1) Circle around camp and find where the Gen. Osmeran went (should be rather easy, since he has calvary - but it is getting dark...which helps hide you, but makes seeing tracks difficult)

    2) use spells like illusion to distract enemy (drawing them away)

    3) set catapults on fire using alchemical fire and spells (Jax and Disable Device skill would have been perfect here)

    4) how get close without detection? invisibility?

    5) how communicate with men in fort? message spell? animal messenger spell? hummingbird?

    6) suggestion to first take out worg riders then deal with ogres and catapults (wolf riders are fast and mobile - they are the only cavalry this force has)
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    Stelios
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    Dirge Darksong
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  22. - Top - End - #472
    Orc in the Playground
     
    BardGuy

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    Default Re: Into the Breach: OOC

    Quote Originally Posted by Darius View Post
    5) how communicate with men in fort? message spell? animal messenger spell? hummingbird?
    I vote for this first (can we reach it with message spell?)

    Quote Originally Posted by Darius View Post
    6) suggestion to first take out worg riders then deal with ogres and catapults (wolf riders are fast and mobile - they are the only cavalry this force has)
    Then this, maybe lure them into an ambush with an illusion. Any possible rock slides, pits or water nearby?

    Quote Originally Posted by Darius View Post
    3) set catapults on fire using alchemical fire and spells
    And finally this, if by that time we're still alive

    I guess once we start with the worg riders, we'll have to act fast and try to finish the catapults before the main force notices/reaches us. How far are the catapults from the main force?

    Oh, and are there any obvious leader tents visible?
    Last edited by Bender; 2008-06-04 at 09:05 AM.

  23. - Top - End - #473
    Orc in the Playground
     
    OrcBarbarianGuy

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    Default Re: Into the Breach: OOC

    Unless we can take the Worg Riders out quickly and quietly they should be 3 on the list

    1) contact Fort if possible
    2) sneak in set fire to or disable catapults
    3) Escape the encampment
    4) Regroup and running battle take out Worg Riders
    5) Using Best and Lacy Scent Tracking skill find the General

    Jomei will push repeatedly to kill the Ogres as well but if the others can convince him it is better to get out quickly he can be presuaded


    Edit - Jomei will volunteer to sneak into the camp up to the cataputs under the catapults and set the fire bags if some one can give him some short candles, oil and the achemical fire I think he can set them start burning on his way out.
    Last edited by LatemYvaeh; 2008-06-04 at 10:15 AM.
    Latem Yvaeh

  24. - Top - End - #474
    Orc in the Playground
     
    BardGuy

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    Default Re: Into the Breach: OOC

    Quote Originally Posted by LatemYvaeh View Post
    Unless we can take the Worg Riders out quickly and quietly they should be 3 on the list

    1) contact Fort if possible
    2) sneak in set fire to or disable catapults
    3) Escape the encampment
    4) Regroup and running battle take out Worg Riders
    5) Using Best and Lacy Scent Tracking skill find the General
    sounds good
    Quote Originally Posted by LatemYvaeh View Post
    Jomei will push repeatedly to kill the Ogres as well but if the others can convince him it is better to get out quickly he can be presuaded
    Don't count on Mellavin, he wants the ogres gone too. Unless they show remorse.
    Quote Originally Posted by LatemYvaeh View Post
    Edit - Jomei will volunteer to sneak into the camp up to the cataputs under the catapults and set the fire bags if some one can give him some short candles, oil and the achemical fire I think he can set them start burning on his way out.
    Mellavin has oil and alchemist's fire. If we want to kill the ogres, doing it while they are trying to put out the fire is a good time.

  25. - Top - End - #475
    Ogre in the Playground
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    Default Re: Into the Breach: OOC

    Okay, let me see what I got. Thanks to this new spellbook, I have several abilities available, along with the spells I have on my own body. Here are the spells I see can be used for this.

    Burning hands: If we need to burn something down. Could be used as a distraction or somesuch, but not the best use of my spell.
    Mage armor: A spellslot is already prepared with this to make my squishy self not-so-squishy. You won't convince Kirke to lose this spell in favour of another unless you have a very, VERY compelling argument.
    Cause fear: If we need someone with less than 5 HD removed for some reason. It is only a single target though, and it is touch range.
    Scorching ray: Burning hands from afar. In this situation, we should rely on alchemical fire instead though.
    Detect thoughts: It can be used to gather intelligence... if we somehow could wander freely around them. Will Invisibility dispel this?
    Alter self: Prepared and unloseable for... reasons beyond Kirke's control. Still, the spell could prove VERY effective if we're in the need of a disguise or something.
    Invisibility: I can touch someone to make them invisible. It will only last for four minutes though... this is a spell I feel has too short a duration. I can't even extend it without a rod or another level so that's no go. Still, if we could accomplish SOMETHING on those four minutes...

    Those were the spells from the new spellbook. Let's see what Kirke has of old.

    Ghost sound: This spell can be used to create a distraction. Sure, it allows a willsave but with clever use we can negate that. Kirke can use this together with silent image... but the duration is still way too short. Only four rounds, so not enough to "call in the cavalry" to put it like that. Well, it does say that Ghost sound can enhance the effectiveness of silent image, but unless you read that as allowing Kirke to cast both spells together and bring a duration of concentration to Ghost sound, and also give it enough range to not get Kirke too close... it still won't be long enough. But it is there, it is level 0 and we can use it.
    Message: Ah yeah. Kirke might be able to use that to speak with those in the fort, as well as someone else that's also within the range. It can be used.
    Light: When nothing else works, casting Light on a tree in the middle of the woods is sure to demand attention and curiousity.
    Grease: We can use this to create a slippery slope into a pit-trap we've made... or stop charging worgs dead in their tracks. We can use this.
    Expeditious retreat: If you need Kirke to run somewhere real quick, this'll be the spell for her. If not, no much use. It will still be her domain-spell though.
    Levitate: It's her domain spell, and can be used to bring creatures and things up into the air. I don't see much use of this on one of our teammates, but if the catapults are unloaded and light enough (it only lifts up to 400 lb), and she has enough time, she can lift one up and drop it down to destroy it. Or, maybe even better, we could levitate something up and then let it drop down to squash enemies. We'd need a trap for that though.
    Web: It can be used to really stop someone charging dead in their tracks. With this darkness too, we might be able to use it repeatedly since it lasts 40 minutes. Get someone to charge you and lead them towards the web, which they don't know is there, and they will crash into it.

    And... that's my suggestion for spells. She has a few others, but the remaining really is mostly spells that can incapitate or damage enemies. Maybe you could use charm person somehow but... I don't see it at this moment at least.

    Anyway, what else Kirke can use...

    She has a hummingbird, that can be used to carry light messages. She also has a modifier of +11 to craft (alchemy) checks. Maybe we could use that?

    Anyway, those are my ideas.

  26. - Top - End - #476
    Bugbear in the Playground
     
    PirateCaptain

    Join Date
    Aug 2006

    Default Re: Into the Breach: OOC

    I forgot to add this for my spellcasters: feel free to 'memorize' spells based on the situation at hand (namely you will not need to cast existing spells and re-rest 8 hours). Since you have not used any spells in 4 days, one can spend the hour praying, meditating, studying, etc. on the subject to have those spells in your spell slots.


    No - there are no distiguishable leader tents. There are lots of tents, but it seems that hobgoblin strength is in their unity as opposed to what you have seen from the orcish tribe.


    Also a couple of items for Kirke -
    + cause fear has a close (25' + 5'/2 lvl) range
    + grease doesn't always 'stop creatures in their tracks': if the creature makes its save, it doesn't fall. It can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls.
    + detect thoughts does not count as an attack, so it will not dispel invisibility.
    + web - unfortunately, this close to the keep there is little by way of trees and anchor points. You could use the wall of the keep, but that would be more useful as a safety net for someone to jump from the wall down. If you wanted to lure them to the distance where trees are located, that would be fine.



    I just wanted to make sure you knew that since your character is really smart and knowledged in Spellcraft.
    Last edited by Darius; 2008-06-04 at 12:28 PM.
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  27. - Top - End - #477
    Ogre in the Playground
    Join Date
    Dec 2005
    Location
    Bergen

    Default Re: Into the Breach: OOC

    Oh, I was aware of that already. That's why I meant that Web would "really" stop them charging. You can't charge through grease, since it cuts speed without a save. But it won't "stop" them, the same way Web does.

    As for Web, I was thinking for it to be used in the woods, if we could somehow lure them out due to the exact same reasons you stated.

    My group has always counted Detect Thoughts to be an offensive action, since it allows for a save. If you don't though, that's great. Maybe I can use that.

    As for Cause Fear... yeah, you're right. I was going to make that "touch range", since I would have to get pretty close to use it. Not that it matters much though, since Cause Fear will remove one individual for 4 rounds at most. That... isn't really going to be very useful in this case unless we have a pretty good setup.

    And can't Kirke lose uncasted spells and spend 15 minutes (or up to 1 hour) to reprepare them anyway?

  28. - Top - End - #478
    Bugbear in the Playground
     
    PirateCaptain

    Join Date
    Aug 2006

    Default Re: Into the Breach: OOC

    Quote Originally Posted by Maryring View Post
    Oh, I was aware of that already. That's why I meant that Web would "really" stop them charging. You can't charge through grease, since it cuts speed without a save. But it won't "stop" them, the same way Web does.
    yes, it is considered hindering terrain since it slows speed.

    Quote Originally Posted by Maryring View Post
    And can't Kirke lose uncasted spells and spend 15 minutes (or up to 1 hour) to reprepare them anyway?
    Yes, but there are two divine casters in the bunch - so I am extending that courtesy to them as well. So, Mellavin will pray and Shep will invoke the spirit of the sun and nature.

    Quote Originally Posted by Maryring View Post
    As for Cause Fear... yeah, you're right. I was going to make that "touch range", since I would have to get pretty close to use it. Not that it matters much though, since Cause Fear will remove one individual for 4 rounds at most. That... isn't really going to be very useful in this case unless we have a pretty good setup.
    Cause fear is actually a good 1st level spell. It affects a character even if save is made - making them more vulnerable to a second spell and weaker in combat. It also forces an affected creature to and run away and provoke attacks of opportunity.

    Oh, and did I mention that ogres are less than 5 HD? Kirke would also know that such creatures are exceptionally vulnerable to Will saves. Worgs can also be affected, btw.



    As for the detect thoughts, once the 3rd round of probing was made, the Will Save occurs. Now, a creature making a save will know that something is up, and may start looking around, but divinations are not attacks.


    Finally, Mellavin wouldn't need to cast speak with animals to talk to Hummy. Hummy shares all of Kirke's skills - including understanding of the languages she speaks. Speaking in common is all that Mellavin or anyone else needs to do. Now, if you want to get a report from Hummy, the speak with animals would be needed since Hummy cannot speak any language...yet.
    Last edited by Darius; 2008-06-04 at 02:48 PM.
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    Bree Yark in Barrowmaze Grp 2
    Stelios
    Symballine
    Dra'ziw
    Dirge Darksong
    Justin Tyme

  29. - Top - End - #479
    Orc in the Playground
     
    BardGuy

    Join Date
    Dec 2006
    Location
    Belgium
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    Default Re: Into the Breach: OOC

    Is there any intelligence we need at the moment from the hobgoblins? Alter self/detect thoughts would be a great combination. Hummy could fly around and have a look at the hobgoblin camp or the keep (at a decent height to be safe) and report back by speaking to Mellavin.
    But I would first send her with a written message to the keep. Otherwise, we already know that the siege engines need to be dealt with and that there are too many hobgoblins for a straight on assault (Captain Obvious to the rescue ).

    cause fear in battle would have an ogre or worg (and thus rider) running away for 4 rounds (possibly drawing AoO's), and it would take them 4 rounds to get back. By that time, the fight is usually over anyway (won or lost). I'd call that useful indeed.

  30. - Top - End - #480
    Dwarf in the Playground
     
    Kobold

    Join Date
    Aug 2006

    Default Re: Into the Breach: OOC

    Shep's best spell is still entangle vs. hobbos. He can take out the two catapults with warp wood.

    It says this: Warped ranged weapons are useless and a large object counts as four small objects.

    So, my question is are these large or bigger? If they are bigger, Shep can only take out one.

    Also, would this count as an attack? Meaning - if Shep were invisible and then cast warp wood, would he turn visible? Shep would have to be close to cast it - getting there will be tough but doable. Maybe that alter self potion and the invisibility potion would help?

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