The Beginning of the End: A Pawn's Dilemma (Inactive)

Game Master caster4life

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Correct it is not a spell.


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

A wind spirit to help deal with the flying demons or another force spirit for the lovely AOE damage?


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Flyers suck.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Inclined towards that wind spirit tbh. Those flyers do indeed suck.


For all my games: My PhD dissertation is due June 30th so I'm working on that a lot. I will try to keep all of my PBP games moving forward but I will undoubtedly be slower than normal.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

How big is a quasit? I'm wondering if Liv would be able to move close enough to touch Tinuk. If she can, then Horat might want to grab Uki and move further away before Liv acts.

I also would have thought being 25ft up in the air would have ignored cover from Horat since she fired before moving (and getting lower), but it's find either way.


Quasits are tiny.

The altitude tracker said you were 5 ft off the ground so I went with that.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Ok, so I can probably move through them. Though it doesn't matter if Horat moves I suppose.

Liv was 5ft off the ground at the end of her turn. At the beginning of her turn she was 25ft off the ground. Movement can be hard to keep track of in pbp, especially since in 5e you can move, attack, and then move some more. If you have suggestions about a better way for me to track that, I'd be happy to hear them.


Two size categories different so yes you can move through them as difficult terrain.

Regarding altitude, hmm maybe just mention in ooc in your post your altitude that you fire at if it's different than the one you end up at. I think that'd suffice.


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

Another Force spirit? Perhaps near Tinuk?


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

That's a good notion.


Hmmm... I suppose we just won't roll for injuries when KOed this battle and we'll start implementing the exhaustion ruling next battle. Not in the middle of a confrontation.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Apologies for the confusion, somehow I completely missed the need for a reflex save last round.


No problem. I know it's hard to tell in text or not if I'm frustrated or something but I wasn't. Simply reminding you.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

I know, I've run enough games to know it happens. Still, it's frustrating to GM, though, so a quick 'sorry' seemed apt.


Thanks! :)


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Not a problem, and yes, there should be one more horrible winged beastie.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Though you shot at a quasit, right? If so, it might have been destroyed by my thunder blast anyway.


Female Spirit Bard 5/Monk 5

I vote for a force spirit! The auto-hit is just so nice.

Edit: I just saw that a healing spirit got summoned. Are you up for changing that/are we even able to change that, GM? 6 pts. a round is not going to keep us up. We need more damage.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

It's more to get Olivia up tbh while benefiting Enziver. She's outside of the existing healing spirits' range.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

We can use Inspiration to alter it later (or is that just move it?) but right now, yeah, the death is a problem.


Inspiration picks a spirit up as an action, I believe I said earlier. You then have a spirit you can choose/place like normal.


Female Spirit Bard 5/Monk 5

The issue is that we're being damaged so much that getting one of us up just increases the risk of actually dying. Please let's summon a force spirit next. S.A.M. had said a force spirit, so that's what I thought we were going with as well, or I would have joined in on that.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)
Uki. wrote:
S.A.M. had said a force spirit, so that's what I thought we were going with as well, or I would have joined in on that.

I don't know where you saw that; SAM was unconscious for his first post that round and then just attacked with a pact weapon for his healed action. Either way, Horat posted before both of those posts. Early poster gets the spirit, I guess? :-P

I will also point out that more characters being conscious means more actions to spend damaging things. And we're better at damaging these creatures (typically) than the spirits. *shrug*


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

I made a call as both Enziver and Olivia were down, and healing would likely be unavailable at all for Olivia.


Female Spirit Bard 5/Monk 5

@Olivia

SAM's suggestion wasn't in the game play thread, it was his last post in this discussion. ^^ But I didn't look at the time-stamp, and thought it was more recent than it was, so that's on me. :/

What I'm trying to say is that, given the way this cave is set up it's running like a tower defense game, and more force spirits with their auto hitting happening at the beginning would soften the bad guys up. They're better than us at one thing which is consistently hitting. (Also, I'm out of area of effect stuff. :P)

Also, having the healing spirits do their thing right after the heroes turn means that if you go down at the end of your turn, they heal you up just a few points, and then the baddies are incentivized to whack you again which puts you at a very high risk when you're knocked unconscious again, and then still lose your turn on top of it all.

Example: Enziver has lost his turn this way several times--been healed back up, and then knocked back down by the lightning.

All this to say, I'm not accusing anybody, but I strongly advocate for a force spirit next.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Uki, that is a very clear explanation of your thinking. I appreciate it.

For what it's worth, I also think a force spirit is the way to go for the next time.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Lol, yeah, that comment was 3 rounds ago and then a force spirit was summoned.

I mean, that alternative to Enizver being healed and then knocked out by another lightning bolt is that he doesn't get healed and he still gets hit by a lightning bolt. Either way, he doesn't take an action a in one case he gets an extra failed death save. The solution to this is that someone else pulls him out of a straight line with SAM so he can't get hit with the lightning bolt. So yes, I would say more healing for a single person isn't that useful with the amount of damage we're taking. But healing to get someone up again when they wouldn't have otherwise gotten any is useful.


Some of you may know how I like to handle level up during the middle of an adventuring day. Essentially, you get the new things immediately but spent resources aren't recharged until you get your rest. Examples

If you get new spell slots, those are there and available. Spell slots already spent today are still gone.

If you get a new feat, you have it right now.

If you can prepare another spell per day, you can add the spell prepared right now.

Your maximum and current hp increase by roundup(average(hit die))+con but missing hp is still missing. (Not an issue here due to healing spirits).

You gain new uses of an ability, you have them now but spent uses are still spent.

Make sense?


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Cheers, Caster. :)

I'll level up tomorrow.


1 person marked this as a favorite.
F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Level up summary:
Level 6
HP: 5 + 3 Con

Sorcerer:
+1 Sorcery Point
+1 Spell Known (Spirtual Weapon)
Shield of Faith => Revivify
+1 3rd level spell slot
Empowered Healing: Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Warlock
+1 Spell Known (Dispel Magic)
Comprehend Languages => Tongues
Accursed Specter: Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Are we also taking a short rest before the next wave? I'm assuming from the HP comment that we have at least enough time to heal up fully via the spirits before the next wave.

Also a reminder for SAM and Horat that you both have Aid on you, so when we heal up, you HP max is 5 higher than normal.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Level 6 Fighter (Battlemaster)//Wizard (War Wizard)

Proficiency Bonus: +3

HD: 6 / 1d10+2

HP: +8 -> 52 (57 with aid)

Power Surge
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

Spell Slots:
1st: 4
2nd: 3
3rd: 3

Cantrip Learned: None

Spells Learned:
Fly
Sleet Storm

Ability Score Improvement: +2 Strength -> 20 (Fighter)


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Hmmm...the biggest thing for Enizver would be a Mechanical Servant. Any suggestions for it? It needs to be a Beast of CR2 or lower. I'm thinking Giant Vulture, because Aerial Doom seems like a really, really good thing right now.

Of course, I assume I won't be getting it before the next encounter.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

I like the sound of Aerial Doom and I have never seen a vulture companion of any sort. So that gets my thumbs up!


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

It depends what you want to do with it. I wonder if you had a mechanical Pegasus if you could ride it and snipe from up high.


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

Or a White Dragon Wyrmling!


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Sadly, I don't believe either would count - it needs to be a Large Beast no more than CR2. Here is a list of beasts I'm rummaging through.


Female Spirit Bard 5/Monk 5

Do any of you have access to any illusion spells? I have minor illusion, but it only covers a five foot cube...

Would love to cast Tiny Hut and surround it by convincing looking ice wall....


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

The closest to illusions that Horat has access to is fog cloud.


Female Spirit Bard 5/Monk 5

Fog cloud might be helpful though. If we all pile into the tiny hut, and it's the exact same color as the walls of ice, and it's obscured by fog, and maybe a couple minor illusions, then it's possible we could get both demons and devils to fight each other and/or stall enough time to get teleportation?


Female Spirit Bard 5/Monk 5

Ok, fog cloud could still be pretty helpful. We could obscure the whole back room with it, make the walls to the tiny hut exactly the same color as the surrounding ice, throw in a minor illusion or two around it, and perhaps stall to get demons AND devils fighting each other and then maybe we have enough time to get the helm of teleportation to work?


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

Silencer Automaton Mark 3.0 Combat Upgrades Level 5>6
Format: OLD>NEW

Base HP: 44+6+2=52
Warlock and Paladin Levels (5>6)

Paladin class features:
Aura of Protection: This is awesome.

Aura of Protection:
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.

Lay on Hands +5 HP (25>30)
+1 Paladin Spell Prepared (6>7): Cure Wounds

Warlock class features:
Otherworldly Patron Feature: Hexblade: Accursed Specter

Accursed Specter:
Accursed Specter
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.


+1 Warlock Spell Known: Hunger of Hadar
Hunger of Hadar:
Hunger Of Hadar
3rd-level conjuration

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a pickled octopus tentacle)
Duration: Concentration, up to 1 minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Level Up

HP: +6

Expertise: Double Proficiency to Arcana and Perception.

Mechanical Servant: Clank, a Giant Vulture Construct.

Not the most exciting level up for Enizver...


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

I do not have any illusion magic, no. Also, I feel I should point out that not everything is blocked by Leomund's Tiny Hut. As a different 5e character of mine learned the hard way, dragons' breath weapons, for example, can pass through. It does also require an open area, so even if it's the same color as the surroundings, it's still a perfect hemisphere next to the wall. Though on the bright side, everybody except the person who cast the spell can step in and outside of it at will. We would just need to be careful that hanging out there wouldn't mean we're just getting surrounded by more and more devils/demons as they get a chance to build up.


I think your GM was mistaken in letting a breath weapon pass through the wall of tiny hut: "Spells and other magical effects can't extend through the dome or be cast through it." Magical effects is a pretty broad umbrella that seems it would include a dragon's breath weapon. I don't see documentation in the spell that would indicate a breath weapon can pass through the wall.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

I'm hesitant to correct you since it's in our favor, but...Jeremy Crawford says otherwise.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Huh. That was not a flaw I knew about, either.


1 person marked this as a favorite.

Huh. That's such a weird interpretation that doesn't really make sense with the rest of the spell. For example, the temperature inside the hut stays nice regardless of the environment outside. So heat doesn't pass through the wall. But a red dragon's fiery breath weapon would?

Thanks for pointing that out! Always interesting to learn. But I'll stick with my (houseruled) interpretation for now. It just seems a lot more self-consistent to me.


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

Should we then hide in the hut and hope that in time, the helm of teleportation can help us escape? I doubt we could convince Tinuk to join us without assuring him his village is safe, but it's worth a shot. I do actually have darkness available to me, which could further obscure our location, at least from demons.

If we continue to fight, we will lose and Tinuk will be taken.

If we make a run for it, we may be able to get enough distance between us and the devils and demons to hide out and teleport after a long rest.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Enizver's plan is to make both sides realize this won't be easy, and force them to negotiate. He's willing to give them what they want, for now, but not who. The first one to fix the problem gets the prize, is his offer. It'll be less risky than continuously fighting, after all - they can't be sure who get past us.

Of course, that only works if it is possible, but...

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