Malachei, I ask partially to know whether I should chalk up the spell slot as used. I'd indicated that Mead would cast Hesitate on the drow on her action. Did the spell go off and was successfully saved against. Or did that get lost in the shuffle. If the latter, no need to ret-con a lovely post - I may just carry that action forward to this round. But if she saved against the hesitate, it may change my choices.
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Despair favours the status quo. It is a luxury we cannot afford. ~ Andrew Nikiforuk
... well, if the dragon is going to be a major problem (if that's what you mean) and you originally had though that we'd end up fighting all of them together including the dragon, then... o.O
I've been wondering about something for a while, actually, but I just now thought to ask: how do you think a Truenamer's abilities should interact with the Words of Creation feat from the Book of Exalted Deeds? It wouldn't be appropriate for this game (unless you really like me ) because it's pure homebrew, but the concept fits with Truenaming almost eerily well.
I've been wondering about something for a while, actually, but I just now thought to ask: how do you think a Truenamer's abilities should interact with the Words of Creation feat from the Book of Exalted Deeds? It wouldn't be appropriate for this game (unless you really like me ) because it's pure homebrew, but the concept fits with Truenaming almost eerily well.
Oh, sorry about the shorthand. I meant that the Words of Creation feat doubles the bonus provided by the Bard's Inspire Courage ability. With all the boosts and modifiers available, and Dragonfire Inspiration, this can add up to a silly-powerful bonus for only 3d4 nonlethal damage.
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Last edited by RaggedAngel : 04-14-2012 at 06:31 PM.
Well, doubling bardic IC is a strong effect, but then, this use causes 1d4 nonlethal per rank of perform needed. Truenamer Words of Creation only cause 1d4 per level of utterance, plus they provide a sacred bonus.
Well, well. I haven't posted for lack of ideas of what to do. But as things are as they are, I guess Makul won't be doing much. Moving over to the other tower and getting on top of it would probably take three rounds for him (fatigued) so that seems like a silly thing to try.
I really like the Fiendlord, I'd really like to play one.
Sorry to tie up the OOC with rolls, but it's a jump roll so it kinda changes what I can do with my turn. So far it involves a 5 step to F-17
Jump: (1d20+15)[33]
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The Human Spirit also by KP. The Raynnverse lives!
Vagrant and Seal by Smuchmuch
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Sentient #6 Avatar by kpenguin. Clearly the best picture of a M&M character named after a Nevermore song there has ever been.
The Human Spirit also by KP. The Raynnverse lives!
Vagrant and Seal by Smuchmuch
Vagrant by Darth Raynn
Sentient #6 Avatar by kpenguin. Clearly the best picture of a M&M character named after a Nevermore song there has ever been.
... know what? I got everything wrong. I thought the drow had vanished to the tower down below, south side of the bridge. I don't know why I mixed that up.
(edit: just a - hopefully small - thing: I believe you cannot do a 5' step and move again on your turn, ie charge; so you'll just have to jump further, which should just work out with that jump check! )