| Thalas Lebarath |
Any suggestions for alterations to my prepared spells for the upcoming day/encounter?
Currently Prepared:
2 (3/day) D-Spiritual Weapons, Bull's Strength, Bull's Strength, Summon Monster II
1 (4/day) D-Magic Weapon, Bless, Protection From Evil, Protection From Evil, Protection From Evil
0 (at will) Create Water, Detect Magic, Guidance, Light
| Wilaml Fmelvam |
I don't see any issues with that at all, bull strengths are excellent spells, pro evil another good one. Good booster spells are always a plus. If only Clerics had battlefield control spells. =/
| Eirel Tatenaias |
My own spells aren't the best, although that happens I guess when you multi task. I think my general role in any combat is most likely going to end up being to try and use the sneak attack as much as possible, hence a stupidly high acrobatics score. Wil, Azlain, I need you to lock down as many people as you can so that I can shiv them. :D
| Seltyn Sevenleaf |
I had a different idea for Eirel. Not as glamorous, but...
We approach just after sunset, putting our lowlight vision to work. Eirel, up in the crowsnest with his awesome perception, can convey to us who's on deck, what to expect, etc. He'll (hopefully) be hasted, able to shoot 2 arrows a round at whatever needs shootin', and also able to climb down quickly to heal any injured, fight any creatures that board our ship, or put out fires with Create Water.
Suny and I can illuminate their ship with Dancing Lights (an awesome and underutilized cantrip- free action to move it while doing something else), giving our archers an advantage at 100'+ distance, if we like. We can turn them off, if that works better for the boarding party.
We've got scrolls of jump, bull's strength, and such to burn while we're prepping. It will take 3 rounds minimum to invisible-ize 5 people. Shoot arrows until you're buffed and invisible, then our 4 boarders leap onto their ship as the rest of us toss grappling lines.
Fighters with Invisibility, Jump and Haste up should be able to leap past the mooks and get to the bosses fairly easily. We gotta shut down the spellcasters, and disable or depopulate their catapult.
They won't hesitate to burn our ship, if they can, but we can't burn theirs. We should assume there are innocents aboard, and rescuing them from a raging conflagration is more time pressure than we need.
We'll also need people to row the liberated slaves back to land, or crew 2 ships back to Elfhome. Seltyn suspects that the smoking ship may have some evil, life-draining mode of propulsion. If that's so, we sink it, and offer safe haven or a trip back to land for whoever's not evil.
This is fun. Put your ideas on the table! To quote Jayne: "I'm smellin' a lotta 'if' comin' off this plan."
Timing our buffs (and a little luck) will be crucial. I'll give 2 rounds to the haste scroll, in case we get a repeat of our last attempt to use one. I don't need to see you to haste you.
| Thalas Lebarath |
Paladin's can't help in flanking an enemy as it's dishonorable =/
Paladin handbook fail lol
No one is stopping you from giving someone else (such as your 3/4 BAB Cleric!) a flanking bonus, even if you think it's dishonorable to take advantage of it for yourself. ;)
| Thalas Lebarath |
Timing our buffs (and a little luck) will be crucial. I'll give 2 rounds to the haste scroll, in case we get a repeat of our last attempt to use one. I don't need to see you to...
With the exception of Summon Monster II, that's precisely why I chose to prepare minutes-per-level-duration spells.
| Seltyn Sevenleaf |
If Wil won't be with us, that changes things. I'll instead cast Blur on Eirel. That gives him 4 min. of concealment, and he can snipe from our deck.
I'd like him on our ship, so he can cast 8 gal./round fire suppression, if we need it. If we get the upper hand, he can go on the enemy ship and help with the slaughter there.
Corerue
|
Okay revision... My presence will be reduced significantly for now. My wife is pregnant and very emotional, for those who have had kids we know how hormones can swing~ Know what I mean. I will be around just not posting as often. I've removed myself from games that are of less priority or dead...
| Thalas Lebarath |
It's funny you mention the reason you can't post as much, since I'm writing this while my 14-month-old son is crawling all over me trying to play with the laptop. Similarly, it's good to know you've prioritized your games so that you can still participate in this one! ;)
(If you think she's emotional now, wait til about 4-6 weeks after the baby is born, it's a whole 'nother level of "emotional"....)
Regardless, congratulations!
| Azlain |
Hi folks, I'm back. :)
The wings are purely cosmetic, at least for now. Maybe later a Ring Of Featherfall or something can be 'fluffed' into the wings gaining functionality.
Also, Azlain just became rather devout.
| Seltyn Sevenleaf |
Does anyone remember what Suny encountered swimming around their boat? Or her capture?
We'd be sitting ducks. Hit 'em at sea, or go home with our new boat.
Let's at least have favorable light. You might want to revisit what lowlight vision can and can't do. A pair of dinghies at midnight is no advantage at all. How high can you jump? What's your swim bonus? Mine sucks.
A fast ship at twilight vs. a ship towing another ship is an advantage. Rowing in on itty bitty little boats while they watch is suicide.
Hard, fast, some invisible, all on one ship. Boarders must get around the mooks and full attack witches, ASAP. The 6 of us left on our boat must fight the mooks to the end, and endure whatever spells they get off. Windfavor will be invisible, and hopefully, alive when it's over.
I'll take 50/50. 99/1 is just wrong.
To quote GWB: "We will close with and engage the enemy at a time and place of our choosing." He's a very rich man, today. Sun Tzu said similar things...
| Azlain |
The issue, for me, is a little metagame-y. I have yet to see any fight in this game where the situation was even remotely in our favor. I'm not sure we could prepare enough, under any circumstances, to get an ambush to go right. That's just the flavor of game this is.
The real problem is boarding. If we can get a foggy night we might be able to come up on the ship they are towing unseen, sneak aboard, and then shimmy across the tow line invisible.
| Suny |
Um...'Aye'?
Though Sunny is in a position to sneak over first by swimming and climbing up on the 'off' side of the attack....
...Assuming there isn't a Hag floating about under the boat, like last time. (>_>)
| Eirel Tatenaias |
It is true that sometimes the situation is a little against us. However, that shouldn't be a reason to stop trying. Prep work is needed is all, and we need to play more intelligently that perhaps the current set of gamers used to. We need to play like they used to in 2nd Ed, (according to my little brother who recently started playing the edition, it can be a bit of a kill fest.)
On saying that though, I will tentatively say yes. Worst comes to worst I might be able to get us some animal backup for stuff like flanking and battle control to be useful, not to mention I have access to entangle.
| Seltyn Sevenleaf |
The issue, for me, is a little metagame-y. I have yet to see any fight in this game where the situation was even remotely in our favor. I'm not sure we could prepare enough, under any circumstances, to get an ambush to go right. That's just the flavor of game this is.
Since we're the ones who always get ambushed, I'd like to try to turn that around just once. We don't really have to fight them at all. We can take the boat home and call it a win.
The real problem is boarding. If we can get a foggy night we might be able to come up on the ship they are towing unseen, sneak aboard, and then shimmy across the tow line invisible.
If we end up in melee with something before we reach their boats, or fail some saves vs. the sea hag, it'll be over before we get there. I'm trying to avoid a TPK.
Our plan relies on getting a ton of spells cast at just the right time, and getting our fighters on their boat, finding the witches and killing them before they can cast a lot of spells.
We've got a fast, maneuverable deepwater boat, and a vision advantage if we time it right. Paddling up to them in Dinghies right now negates any chance of surprise. Too slow, too vulnerable, too much approach time.
If I were the witches, I'd have that hag in the water, ready to warn us if anyone approaches. She's way faster than a dinghy. Then, I'd just sit back, light up their ship, and start casting and missile fire. That would mess up the elves' plans before they got close.
| Seltyn Sevenleaf |
On saying that though, I will tentatively say yes. Worst comes to worst I might be able to get us some animal backup for stuff like flanking and battle control to be useful, not to mention I have access to entangle.
Animals can mess up some actions. Entangle only works where there are plants.
I'd have Create Water and Stabilize prepped, and prep CLW for my 1sts. Spontaneously summon some animals when we're close enough (35'). We don't want to start any fires.
They, however, would be happy to burn our ship. We can't give them time for that.
| Wilaml Fmelvam |
I asked this and no one really said anything.
Invisibility works on objects, boats are an object or do they not count as such? If they are light enough we can make them invisible. I am in agreement that we could just go home and call this a win, BUT aren't the witches heading in the direction of Elfhome?