Grandmaster TOZ wrote:
Assuming no one has any more adjustments to be made, I will update again tonight. As I understand it, Rokgurn is following the trail and the party is following on the eagles?
That is the plan. :)
Grandmaster TOZ wrote:
Eagle Aerie has some nice utility as a cross between Summon Monster and Mount. As long as they don't attack, they last 1 hour/level. Once they attack, the remaining duration is rounds. I'm definitely taking notes for my own druids, even if they are not likely to see much more play.
I get this spell as a domain spell pickup. I would not routinely prepare it for another Druid character but if I can afford to keep a 6th level slot open then I could fill it during the day as needed. Generally if your character is spending hours travelling cross-country then a 15 minute break to save hours makes sense. Also if you cast this spell the day before with an extend rod you essentially have free party transport all of the next day. Now that is nice.
Indeed. That is why my Divine casters always have Death Ward prepared. I really do not like energy drain/death effects.
Still overall death by hit point loss is probably the most common way to die. BOL remains a solid spell or scroll.
Edit - @Kasimir - If you do not like the spell you do not have to prepare it. 90% of the time it is a spell that never gets used.
Well we have found a place so we are stopping for a fifteen minute breather before resuming. I would like to top-up as well. :)
Edit - It might be a sprint as soon as we find the Gnome. We need to be able to move at the speed of plot. ;)
Edit 2 - I would really suggest Breath of Life for the Cleric going forward. If it was on the Druid's list I would definitely take it.
An excellent job. It was fun and definitely not a cake walk with two animal companion fatalities and Robyyn hanging on to life by but a thread. I hope everyone had a good time.
@Orst - It was never going to be a TPK. I am sure that my character would have gladly chronicled your character's bravery and sacrifice in the latest society chapbook. ;)
The chronicle sheets look good. I am a bit curious to know how many actual story arcs there are in total?
Generally there is no need to raise an AC. In fact Lis would be better off migrating to a higher tier animal now that she is 7th level. Constrictor Snakes are fantastic at level 4-6 but as you level up their weak Armor Class becomes a problem.
Edit - Dolph. Yes one of my Druids had that boon as well on their constrictor snake. Still who wants to pay to raise an AC, especially when the animal really should be replaced anyways. Think of it as a glass half full situation.
Omrax the Bold wrote:
This character has vivid memories of being swallowed whole by a Remorhaz while in Dire Tiger form. From then on he tends to stick to casting spells if he can.
I am glad that you did not have to experience the digestive track of the T-Rex. :)
Dolph, Son of a Shepherd wrote:
I was trying to be amusing but obviously it was not taken that way.So apologies.
My character did not do anything wrong. Outsiders with a boatload of immunities, high DR and good saves are just difficult for suck and save wizards to deal with. Wizards have a finite number of spells that are for the most part selected ahead of time. The Dweomersink and deeper darkness just added to the difficulty. My character burned through seven pearls of power during this adventure as combats did drag on and on. It was tough and that was part of the fun.
@Kasimir - The point of that line is allow you a lightning bolt at the end of your casting without spending another standard action. It does prevent you from doubling up as the GM has noted. Strange wording for an unusual spell.
The thought has occurred to me that we can all start summoning our own dinosaurs and have a dinosaur battle royale. :)
Another random thought was the pairing of the pirates and dinosaurs in one adventure. They are separated here but pirates riding/paired up with dinosaurs would be really cool. I know that is nonsensical but thematically it could work well.
It would depend on the type of spell cast. If the spell is weapon-like (like snowball, produce flame or ray of X) then yes but for Firestorm or Lightning Storm then the answer is no.
Also Hunter Blessing is up for Animals only so only for the Dinos at this time.
The Call Lightning line is a 1 round cast so your character is still casting and the bolt will come immediately after you finish the spell right before your next turn.
@Grandmaster TOZ - I am wondering how Rurat is airwalking in these heavy winds without being pushed all over the place. I am thinking Plot armor but maybe I am wrong. ;)
@Grandmaster TOZ - Would it be possible for my hawk familiar to poke his head out of the cage to identify these creatures without being blown away by wind?
To the group - I was going to start off by casting Firestorm on the whole lot of them. Hide from Animals allows for a Will save to the dinosaurs and once anyone attacks an animal the spell goes down so it is less useful than I originally thought.
@Grandmaster TOZ - There are a ton of buffs up on everyone but of immediate interest everyone will get +2 sacred bonus on initiative due to Hunter's Blessing. I think that we are ready to get started with initiative tonight.
@Omrax - Your landspeed is increased by 20 feet due to Longstrider,Greater. This was cast before and is just a reminder.
I am really hoping not to have to kill any dinos with this character. He has still not gotten over the death of his pet Ankylosaurus at the hands of the evil rune lord. ;)
Celestial Auroch is not a bad choice considering the DR to overcome.
Your character will need to roll a Caster Level check to cast the scroll as you are not high enough level. It would be 1d20+4 vs DC of 6. A very easy check.
I say go for it.
I am glad I asked so I can leave my meta morph on the shelf.
My top two picks that I think that would fit well are two characters that I played long-term in a 5th edition Hero campaign so I would just need to convert the numbers over to M&M but the personalities, background and power sets are all worked out.
1) Fairy Tale - An immortal Fey Sorcerer. A Mystic who can shrink down and fly with her little fairy wings. Her power set is mostly transmutation, enchantment or illusion. She does not throw balls of energy or teleport great distances but she can get big, turn invisible, quickly grow grass to form a barrier or trick someone with an illusion. The feel of the character is completely good witch and soft but slightly alien in a good way. Think more tooth fairy and less fey elf.
2) Nimbus - A Speedster that supplements his abilities with technological inventions. Generally his inventions will vary from adventure to adventure depending on what he is working on at the time.
I am assuming that we can put up some buffs right before we arrive at the Ziggurat as we will have an eye in the sky so to speak.
I will include a list here.
1) Delay Poison, Communal - Omrax,Kasimir,Hamish,Seaward Gull, Yuri, Crazy (2 hours each), Whisper (1 hour). My character has poison immunity.
2)Life Bubble - Omrax,Kasimir,Hamish,Seaward Gull, Yuri, Crazy (4 hours each), Whisper (2 hour). My character has it running from last night.
3)Hide from Animals (Entire Party, including all minions) 2 hours 10 min.
4)Longstrider, Greater ===> Omrax (+20' move, +10' Fly) 13 hours.
5)Heightened Awareness (Self) 2 hours 10 min.
6)Resist Energy(Fire,30) 2 hours 10 min on self unless Kasimir puts up communal version.
7)Remove Sickness 2 hours 10 min on self. Spell recovered with pearl of power.
(Barkskin on self if required)
@Kasimir - Immediately before entering the Ziggurat would be a good time to put up the Communal Air Walk on the non-flyers.
It depends on how close we are to our destination after Travel via Plant. If it is still days away let me know and I can change the plan.
My character will not be slowed tracking or travelling through nature due to Deadeye Lore and I can summon Giant Eagles (4) to carry the non-flyers in the party the rest of the distance.
Will this work?
@Grandmaster TOZ - Travel via Plant (Walk the Lines) makes the most sense to get us close to the center of the island as it does not consume spell slots and is fast and accurate.
My character will be renewing his Barkskin (Extended) if we travel more than 4 hours during the day. I will be keeping adventuring time to a maximum of 8 hours/day to prevent exhaustion.