| Malefeasance Efescent |
Yes, and with corollary of, if the Paladins don't buy it, bum rush target then leave with body.
Thirded. Once the target is dead I can have one of the imps teleport away with the body if needed.
| Malefeasance Efescent |
Can Imps teleport with that much weight?
Overall I really like this plan. I guess we'll hold "flood the place with undead" as a backup. :)
It's just a body, though I'll have to double check the weight limit. Of course if they have to cut him in half so be it.
| Anaxian |
False Life: 1d10 + 7 ⇒ (6) + 7 = 13 +14 from Eagle's Splendor is 27 temp HP
Ok, Anaxian's stat line has been updated to reflect the spells he has active when he fight starts. He'll also be in Cat mode pretending to be Inraset's familiar (I most likely won't be casting any spells that obviously originate from me)
Other than the active effects, Anaxian's important remaining spell list is-
True Strike x2
Glitter Dust x2
Stone Call
Create Soul Gem
Dispel Magic x2
Enervate x2
Anaxian also has a few other non-combat spells and a bunch of scrolls and wands, but that's the important stuff from his current list.
I skipped Haste because TSG has it as a 2nd level spell, so I figured I'd use my third level slots for something else.
| Illia- |
Haste would be appreciated, I'm certain, on Illia. I believe Drisquar has a speedy scimitar and doesn't need it desperately.
If you have spare 2nd Levels to throw around, Eagle's Splendor/Bull's strength in that order of preference would be appreciated on Illia.
| Drisquar |
I have a basic +1 scimitar as my back up to Shim. Bit of a better bow though.
| Iranaset Maior |
Also TSG, I'd argue that Iranaset would probably do better with the haste from a DPR standpoint. I built her as a crit fisher and an extra attack means more chances to crit. Also, unless I read the ability wrong, I have 6 more uses of Rimed frostbite to spellstrike with before I've used up that spell completely.
| Iranaset Maior |
Sounds about right, but remember that on a surprise round you can only move, single attack, cast a spell, or charge.
Your rule is final, but I do want to point this out for your consideration.
If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.
A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.
Emphasis mine. I believe the rules intersect in such a way as to allow a swift action during the surprise round.
Also yeah, have Iranaset be 5' over at the beginning of combat (can't look at the map right now, so you're allowed to move her).
| Iranaset Maior |
Also, answering your question in game TSG, I was pretty sure the plan called for Iranaset to attack the bone devil. So that's what she's doing. But its entangled and fatigued right now, so maybe she can go in with you against the priest in round 2. I'll make a decision after the results for this round are made.
And add +1 attack rolls. Thanks Illia ;).
| Illia- |
Also +1 damage, which equates to 2 more damage for your crit I believe.
Yeah, I'm pretty sure Illia can tank this dude with no more help from this point. Nice debuffs, Iranaset.
She just needs to keep taunting it. Next round will be fun.
| The Summoner's Ghost |
Haste wrote:I guess you can call me Iranaset Maior, esq. today...
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Congratulations, counsellor?
| Illia- |
Mmm.. I hope super special awesome paladin has a speed boost. I'd love for him to get a first round smite evil charge off on Osy, rendering super damaged before his first action.
Of course, considering the GM didn't bother to mark who goes first/last among the NPCs, I'm betting somehow Osy and the Paladins are same team. :P
Kidding.
Anyway, not that it matters this time, but in the future, Illia grants a +2 Initiative boost to all friendlies within 70 ft.
| The Dapper GM |
That's a good way to do it. I should do that as well in my GM posts. We've got enough party members with telepathy that you should assume you can communicate telepathically with the entire party (but sending messages to individual characters only might be a bit more difficult).
| Drisquar |
::This is what I use for telepathy, and I know TCG is familiar with this as well from past games he and I were in together::
| Illia- |
Delyliath, isn't summoning a full round action? What's your action for the surprise round? Also, I was really hoping you'd be the face and convince the paladins to be on our team.
Also, unless you have some sort of way to disguise your summoning, your actions are turning the paladins against us if any of them have a halfway decent spellcraft check.
| Delyliath |
Delyliath, isn't summoning a full round action? What's your action for the surprise round? Also, I was really hoping you'd be the face and convince the paladins to be on our team.
Also, unless you have some sort of way to disguise your summoning, your actions are turning the paladins against us if any of them have a halfway decent spellcraft check.
You are right, it's a full round action (I don't know why I was assuming it was a standard action ... my bad) but on disguising it. It's a spell like ability, as such it has no verbal, somatic or other visible components. And the summon appears out of sight of everyone (inside the room) so I don't think there is any way to suspect Delyliath is summoning something.
As for bringing the paladins to our side. I could do that but to be honest the action is extremely confusing right now.
Looks like there are people who is overtly playing the "celestial descending on the citadel for no apparent reason" and for all the bluff Delyliath can have I feel the party has kinda thrown subtlety out of the window.
What can a lowly priest do to reinforce the lead of two celestial beings?
| Illia- |
Proclaim "Lo! The messengers of Serenae lead us! Let's go!" and then we get to use your bluff check of the gods?
I would have preferred something that made them believe we were the good guys, but that was fine.
Scarletrose
|
Proclaim "Lo! The messengers of Serenae lead us! Let's go!" and then we get to use your bluff check of the gods?
I would have preferred something that made them believe we were the good guys, but that was fine.
well.. Delyliath is also the one who said that trying to pass for Sarenites or celestials magically appearing to do good was stupid and risky since before we left the darklands.
| Anaxian |
Spell like abilities are always standard actions unless otherwise noted, including summons.
That's one of the reasons the Summoner's Summon Monster ability is so awesome.
Here's a short thread on the subject. There are others if you care to dig.
| The Dapper GM |
Oh, also: I dunno; I recently discovered a much bigger reason why the summoner's summon ability is awesome.
DM: You see a suspicious looking snowman, with a sign saying "DO NOT ENTER"
Thunderbeard: I summon a celestial dog, and instruct it to dig up the snowman.
DM [rolls]: The dog triggers a trap, 14 points of sonic damage and disappears.
Huntmaster Cavalier: You monster!
Thunderbeard: What? It's not a real dog, it'll be fine.
DM: You hear something rustling in the trees.
Thunderbeard: I summon a celestial owl into the trees.
DM: The owl is shot by an arrow and disappears.
[party avoids said trees]
DM: You see a funny-looking patch of ground at the bottom of the hill.
Thunderbeard: I summon a fiendish porpoise. Barbarian, make a strength check to help me roll it down the hill.
DM: The porpoise triggers an alarm spell, elementals emerge from the ground and attack it.
Ranger: You monster!
Thunderbeard: What? We've already established that summoned animals don't die. Maybe they can't even feel pain (bluff check 23).
Ranger: Oh, good enough.
[party gets the jump on elementals]
DM: You notice a thin wire stretched across the clearing.
Ranger: Everybody back up! Thunderbeard, summon another owl to trigger this thing.
DM: HOW MANY OF THOSE DO YOU HAVE LEFT?
Thunderbeard: Seven per day, so... four?