
Sparel Radtymah |

Breeching a door, not breaking it down. There's a difference.
Breaking = ...well, breaking.
Breeching = breaking + doing bad things to the people on the other side. Tactically.
I'm not really a senior, just seem to be having moments lately. I'm 31.

Akor Scourgebane |

I fail to see how our strategy would change. There's not much that can hit Darnak, so we still can just throw him at a door and "breech" it.
Its gotta be an old person thing to complicate things so much, a few of my bosses at work are pushin 70ish and they do this s*it all the time....

Javell DeLeon |

I fail to see how our strategy would change. There's not much that can hit Darnak, so we still can just throw him at a door and "breech" it.
LOL! Oh wait... Hey, now, wait a doggone minute!!! You can't just throw... um... well... yeah I guess that would work. Crud. :)

Akor Scourgebane |

Akor Scourgebane wrote:I fail to see how our strategy would change. There's not much that can hit Darnak, so we still can just throw him at a door and "breech" it.LOL! Oh wait... Hey, now, wait a doggone minute!!! You can't just throw... um... well... yeah I guess that would work. Crud. :)
No, no Darnak, you're absolutely right. I can not, in fact, just throw you. I only have a Str of 12.
Sparel however should be able to toss you around telekinetically with zero effort.

Sparel Radtymah |

Javell DeLeon wrote:Akor Scourgebane wrote:I fail to see how our strategy would change. There's not much that can hit Darnak, so we still can just throw him at a door and "breech" it.LOL! Oh wait... Hey, now, wait a doggone minute!!! You can't just throw... um... well... yeah I guess that would work. Crud. :)No, no Darnak, you're absolutely right. I can not, in fact, just throw you. I only have a Str of 12.
Sparel however should be able to toss you around telekinetically with zero effort.
He probably has SR and/or a good save.

Thaddicus Marcaldor |

So, are there any other strategies we do? I kinda set one up with a set up of two lines, with Darnak and Malak in the front and Sparel in the back flanked by the archers. It would be for a forward facing enemy. We could set up a different formation for underground or above enemies, being surrounded, tunnel order, and such.

Sparel Radtymah |

So, are there any other strategies we do? I kinda set one up with a set up of two lines, with Darnak and Malak in the front and Sparel in the back flanked by the archers. It would be for a forward facing enemy. We could set up a different formation for underground or above enemies, being surrounded, tunnel order, and such.
I'll leave the specifics to you all. So long as you meat bags are between me and the enemy I'll be happy. ;-)

Malak Jaedoom |

That sounds like a good standard formation Thaddicus. Malak will always work to get the other side of the enemy to flank with Darnak as well. That Outflank feat is too good to not put to use as much as possible.
I dont know how many plans we can make though since Im sure GM_Arbiter will surprise us with varying situtaions. Perhaps having contingencies is in order? Especially for things like if we get seperated and our telepathic link is broken. A great tool but relying too heavily could be a detriment. Ideas?

Javell DeLeon |

Pshhh,
That's why u wait till he's sitting down on a chair or the like, and lift both him and chair and toss both at a door....
Lol! Clever. Quite clever. You could just wait until he's sleeping in the chair and then cast it on the chair. He'll be none the wiser. MWAHAHAHAHA... wait a minute, what?

Javell DeLeon |

That sounds like a good standard formation Thaddicus. Malak will always work to get the other side of the enemy to flank with Darnak as well. That Outflank feat is too good to not put to use as much as possible.
I agree with this completely. That feat rocks.

Sparel Radtymah |

My best ideas to start looking:
Depending on if it's a location or object
Legend Lore
School: divination
Level: bard 4, sorcerer/wizard 6, witch 6, inquisitor 6
Casting Time: see text
Components: V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each)
Range: personal
Targets: you
Duration: see text
Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4 x 10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).
During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are "legendary," as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.
Vision
School: divination
Level: sorcerer/wizard 7, witch 7
Casting Time: 1 standard action
Components: V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each)
Range: personal
Targets: you
Duration: see text
This spell functions like legend lore, except that it works more quickly and produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 + 1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague. After this spell is complete, you are fatigued.
Discern Location
School: divination
Level: cleric 8, sorcerer/wizard 8, summoner 6, witch 8
Casting Time: 10 minutes
Components: V, S, DF
Range: unlimited
Targets: one creature or object
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.
To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.
Find the Path
School: divination
Level: bard 6, cleric 6, druid 6, witch 6, inquisitor 6
Casting Time: 3 rounds
Components: V, S, F (a set of divination counters)
Range: personal or touch
Targets: you or creature touched
Duration: 10 min./level
Saving Throw: none or Will negates (harmless)
Spell Resistance: no or yes (harmless)
The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon. The locale can be outdoors or underground, as long as it is prominent. For example, a hunter's cabin is not prominent enough, but a logging camp is. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as the subject at the time of casting. The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense what cavern corridor to take when a choice presents itself. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round, specifying the destination as "outside the maze." This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians) who might take action to oppose the caster as he follows the path revealed by this spell.
Sparel will explain all this in detail. Thoughts?

Javell DeLeon |

I gave it a shot. It appears I was just way wrong. :(
Yeah, this is a pretty cool game. This high level adventure stuff is pretty fascinating. And he's a real solid DM. It stinks to lose both at once. If either/or at least stunk, I wouldn't think much of it. But that's just not the case.