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![]() Sir George spurs Helios, and takes off until he is high above the field. He will fly a maximum of 90 feet, in the approximate direction of what Gideon engaged, until he can see at least three Dragons. Here is a Perception check, if it is relevant: 1d20 + 3 ⇒ (8) + 3 = 11 I would like to see potential targets before deciding on my action. ![]()
![]() Elric the Wanderer wrote: Prayer is a burst, it effects all creatures within 40ft of the caster at the time of casting. After that those effected can go as far from the caster as they want and still benefit from the spell. If that's the case, then we may want Peter to cast Prayer again when he gets within range of the dragons, so they suffer the penalty. Stegosaurus is your goal? I don't have any particular suggestions, but I was going to ask what you were going to turn into. That will have an enormous impact on your combat stats. A flying Stegosaurus is awesome. I see on your buff list you have Mage Armor and Endure Elements up. Where did you get them? Druids are supposed to be any Neutral, so it looks like you might have to be Neutral Good and take a -1 to an ability score. ![]()
![]() Alright. Note to self: Stay within forty feet of Peter, to gain the benefit of Prayer. Definitely stay within 180 feet of Peter, to retain the effects of Life Link. Sir George idly wonders about the 3D specifications of the arena. For a mounted charger, it could be very easy for me to leave that radius. Will I be the only one meleeing the things? Ah, the Druid. Time to take a look at him. ![]()
![]() As many higher-level Dispels as we can get will be a good thing. It occurs to me that it won't be as good for the Oracle/Paladin, since he will probably have a lower caster level. Unless he took something to buff his caster level, I suppose. Certainly, though, any full-level casters we have are well off to prepare Dispel Magic if you're not doing anything else with those third-level slots. I have heard we will be facing strange dragons. The town talks of the "Spell Scale", the "Drunken Hydra", and the "Pyre Claw". Has anyone heard of these creatures? ![]()
![]() Prayer comes to mind. +1 Luck bonus for allies in 40 feet, -1 penalty for all foes in that radius, no save. It might have you running to keep up with the fight, but it's a very strong spell. Magic Vestment is a good spell. I would only get +1 AC, but every bit helps, and maybe somebody could use it better. Dispel Magic should be quite useful. ![]()
![]() Okay. I think Sir George is ready for combat. If anybody can think of an especially good potion or Paladin Scroll to use during the buffing rounds, let me know. Likewise if you are casting any other party-wide buff. NPC d'Eben wrote: Um... should I switch Kaze to Chaotic Good for this fight? I'm not sure our good Sir George would put up with being teamed with him as he currently exists... (Chaotic Evil) Oh, Kaze. Don't worry, Sir George puts you second to any evil dragons on the field. He'll take care of them first, then he'll come back to trample you into the dirt and share the victory with any remaining good dragons. You have to have priorities. Isn't there going to be another Paladin in the party? *Innocent Look.* I think any Paladin would Detect Evil on a character that looks like yours as a reflex... do you happen to have access to Undetectable Alignment or a really good Bluff score? :) Seriously, it's only as big a deal as people want to make it. I can see George being pushed into doing this by a superior, and deciding to work with Kaze for the good of the games, seeking Atonement later. As long as he doesn't go and summon undead to the battlefield or anything like that, there's no reason we can't work together for a short time. ![]()
![]() For Sir George's part, his plan is pretty much charge a lot and hope his targets are evil. Not a lot of tactical options. Though I do have a few spells I can muster, probably mostly of the personal buff variety, though if anybody sees an appropriate party buff that I should take, let me know. As far as Frightful Presence goes, sticking within ten feet of me should give you a good bonus on your save. That is probably up to the vagaries of initiative, but I'd be happy to hold my action if it gives you a better number. (Or if it gives me a better shot at a charge.) If anybody has any advice for me, I'd be happy to hear it. I'll commence hardcore build analysis and cooperation tonight, now that we know everybody involved. Since we do have a Good Hope on our team, I can dispense with that potion, so I have a consumable slot available. Perhaps a Paladin scroll...? If any such thing fits. ![]()
![]() That seems legit. It's a magical effect on you, not a tangible piece of armor. I don't see anything in the wild shape ability that says you can't have an armor bonus to your AC. It's just not easily come by, is all. Will we be allowed to purchase things after our teams are decided (if we have teams)? For example, Kaze has with him a scroll of Good Hope. I bought a potion of Good Hope, but that's not needed if he casts his scroll. Can I buy something else after I end up on Kaze's team, or should I just buy something else now and hope to end up on Kaze's team? ![]()
![]() Otm-Shank wrote:
In addition to these very good questions, I have some to put forward. Are gladiators allowed to start with any companions, or do we have to summon them? Will we be allowed to strategize and plan buffs before going in, or will you just throw us in the arena together? Either way's cool, I'd just like to know. |