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File 134614420827.png - (116.65KB , 242x345 , kraken2.png )
10105 No. 10105 edit
Last thread~

This thread will be for OOC Chatter and Discussion.

Character Sheets:
George (Myn Nthelsyr) http://www.myth-weavers.com/sheetview.php?sheetid=215664
Hideiling (Folka Shiningarm) http://www.myth-weavers.com/sheetview.php?sheetid=336437
Astaroth (Torinn Tormine) http://www.myth-weavers.com/sheetview.php?sheetid=217138
Liliane (Sariel) https://docs.google.com/open?id=0B0Pf2xAWVLoAMkJsdEZUTjRUS3V6WEZNVmF6SFphUQ
anon-kun (Sureiya) http://www.myth-weavers.com/sheetview.php?sheetid=224099

The Books: http://www.mediafire.com/?7g2v42d2xdy7f

Everything has been put together here and organized for maximum ease of use:


Step 0: Download the above, unrar it.
Step 1: Run the program in the Step 1 folder, this will download the character builder.
Step 2: Run the program in the Step 2 folder, this will update your Cbuilder. Make sure to specify the directory to which you installed the program in Step 1. Be absolutely sure of this, because it may try to install in a different directory (Program Files as opposed to Program Files x86 or vice versa), which will not work.
Step 3: Move the files in the Step 3 folder into the CBuilder directory.
Step 4: Run the "CharacterBuilderLoader.exe" file. It will take some time to download all the custom content the first (and perhaps second) time you load it.
Step 5: That should be it. Remember, always open it using the CharacterBuilderLoader.exe and not the default Cbuilder file.
Expand all images
>> No. 10108 edit
sunrod pls
>> No. 10109 edit
File 129556016030.jpg - (149.45KB , 520x650 , 2c56fd365d68cde9c3aca3613201a588.jpg )
You know, I think they actually made an item that's like a mining helmet, you can wear it on your head and attach a light source to it. Since it's not magic it doesn't take up the head slot item either. Maybe one of you guys should get one~
>> No. 10110 edit
File 131343467962.jpg - (180.82KB , 489x485 , kinzotarou.jpg )
That's not Ultros. I am super disappoint.
>> No. 10112 edit
If I remember correctly Reiyasu had one.
>> No. 10115 edit
torinn, use tape to stick a sunrod in your mount ok
>> No. 10116 edit
screw the rules, sureiya has free actions
>> No. 10119 edit
ok im not getting near until we get an arcana check
>> No. 10120 edit
Tape doesn't exist here.
>> No. 10122 edit
Don't I hold a shield? Lool
>> No. 10123 edit
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Light shield is like a buckler. You can do still do pretty much anything with a light shield strapped to your hand except make attacks~
>> No. 10125 edit
>attack it for surprise round
>more than 14 squares distance such that no one can actually attack it from where they are
>> No. 10126 edit
errybody on the tiger
>> No. 10127 edit
If anyone else wanna grab a sunrod as well then go ahead, I'm dropping the one I have unless my damage with a sunrod is equal or higher to my blade
>> No. 10128 edit
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Well, the surprise round hasn't actually begun yet, so... you should be able to do it, provided you're all quick about it.
>> No. 10129 edit
So does that mean we can double move and still attack? I don't think we can reach in one round without expending an AP and having Sariel expend Reorient. So some clarity on our options would be nice!
>> No. 10130 edit
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You can do what you want, within reason, and any hostile action will begin the surprise round. I'm not tracking movement in terms of what you can do in a turn yet, but something like placing Warlock's Curse or setting up Quarry will start the surprise round, and whoever takes the action will have considered to have already acted during the surprise round~ With that said, if everyone walks up to him and starts surrounding him it might begin prematurely~
>> No. 10132 edit
Ok even if the surprise round sounds good getting on the same area is a bad idea. My suggestion is: Folka/Torinn get near, myn gets in range for an attack. Folka/Torinn attack the speaker and start the opportunity round. Sureiya charges in his turn, myn shoots magic in his turn and the rest can either defend or prepare themselves.
>> No. 10133 edit
File 129642654978.jpg - (131.12KB , 516x727 , Tune the Rainbow.jpg )
By the way, the speaker still has only the same powers as before and hasn't really had a chance to recharge its powers~
>> No. 10134 edit
Is it still bloodied then?
>> No. 10135 edit
File 129645226449.jpg - (122.14KB , 493x813 , Healthy Girl.jpg )
Yes, it is still bloodied.
>> No. 10136 edit
Would the summon completion be no/free action?
>> No. 10137 edit
File 130722624959.jpg - (1.49MB , 1084x1029 , Holding Hands.jpg )
It's not an action at all. So no action, I guess.
>> No. 10138 edit
Darn. I guess we can't kill/stun it into botching the summons.
>> No. 10141 edit
File 130294168698.gif - (188.48KB , 539x765 , 1223507178004.gif )
If you'd gotten there earlier, it might have been possible to do something like that~ Anyways, you guys work out how you're gonna set this up, please~
>> No. 10143 edit
Grasping at threads here, but would a successful arcana check somehow weaken/harm whatever's being summoned?
>> No. 10144 edit
File 129570266441.jpg - (151.59KB , 450x707 , 1223507316381.jpg )
It's possible, but the speaker would become immediately aware of someone trying to mess with the spell. You're not sure what effect it would have on the summoning, precisely.
>> No. 10145 edit
Sureiya move to L-4 and prepare to charge
Myn move to M-3 and prepare to shoot magicks
Sariel and Torinn stay somewhere in the middle of H and K -3
Folka move and attack when everyone's ready.
>> No. 10146 edit
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I have tentatively moved you all into positions, but Sureiya still has the sunrod last I checked. I'd like a post from everyone to confirm their positions before we begin.
>> No. 10148 edit
For Myn, I strongly suggest using Your Glorious Sacrifice, since controllers have low fort and ongoing damage should kill him very quickly.
>> No. 10149 edit
Also, siphon the damage from Rutger since damage reduction means he won't get hurt.
>> No. 10154 edit
btw my charge ends at E-4
>> No. 10156 edit
sorry, I didn't notice anon was going to E-4, just move me whereever else is best or w/e
>> No. 10158 edit
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>DnD Next is designed to try and speed up encounters from the 4E standard
>The PA/PvP live show is entirely a single encounter that runs for almost two hours
>Monsters pose no threat whatsoever, I don't think they ever land a hit on the PCs and the vast majority die in 1 hit
>Never once use the advantage/disadvantage mechanics, Jim wastes his turn and a daily spell slot casting a completely useless spell
>Only threat at all is from traps and their own messing around

So, what's the good thing about this new system again~?
>> No. 10164 edit
File 129988119241.png - (3.96KB , 175x169 , sakutarou_hehg.png )
>Elixir of Water Breathing x3
>Elixir of Water Walking x3
>Horse's Breath x1
>Eternal Chalk x1
>Chime of Opening x1
You're welcome~
>> No. 10165 edit
I'll wait for knowledge checks etc
>> No. 10167 edit
>Sureiya attempt to remember all the times he played with evil Krakens in caves during his childhood.
>Nat 20: For a total of 30.
>> No. 10169 edit
You could also delay until Sariel uses the power that allows for rolling twice, then hit it with a stun.
>> No. 10170 edit
How are we hitting it, though?
>> No. 10171 edit
I think the melee characters prolly should use them. They last until the end of the encounter.
>> No. 10172 edit
That's a close burst 2. Won't be using that.
>> No. 10173 edit
This is assuming it can make an OA against anything that moves closer to him as well. I can do it by teleporting but if it grabs me I am defenceless, so I want to keep that in reserve.
>> No. 10174 edit
If you're dead set on it, though, you still need to hit to get the roll twice effect. Here's what I'd propose in that case:

Sariel teleports two squares to the right, onto difficult terrain. Then uses Fettering Glare to knock Kraken prone.

Folka drinks Potion as Minor Action, rushes the Kraken as Move Action (ideally shifts this distance), then PAUNCHES it with any attack. On hit, spend AP, Stun it.

Torinn drinks Potion, closes distance, Dazes if it isn't Stunned.

Kraken does things.

However, if knowledge check reveals stuff we ought to change we ought to change this gameplan. Or if you guys have gameplans ofc.

Otherwise I'm going to let Myn smack it. iirc Gloves of Admixture can always change element without expending pts for it so try various elements to see if we can hit a weakness.
>> No. 10175 edit
If kraken has any weakness I am probably getting it with my crit.
>> No. 10176 edit
>you know too much about krakens
>you go mad from the revelation
>> No. 10179 edit
Don't be surprised if Sureiya is suddenly listed under the enemies section.
>> No. 10180 edit
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So, who picked up the potions anyways? I'm definitely not going to say you've already distributed them because none of you ever even mentioned picking them up. The most likely scenario is that Torinn or someone put them all in their bag and you'll need to retrieve them~
>> No. 10181 edit
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Oh. Right.
>> No. 10182 edit
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>can still take extra minor action when it's dazed
>free minor action forever when bloodied
>can save ends blind, knock stuff prone, or drown them as a minor action
Why are the grab attack and the screw you whirlpool attack the only standard action this creature needs to take?
>> No. 10184 edit
That's what annoys me with some of this monster design sometimes too..

You can still make challenging bosses or monsters without all these extra effects or free attacks/actions
>> No. 10185 edit
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You have a 5 v 1 action economy advantage over a solo.

If it doesn't have a way to make up for that, it's not going to be a challenge. Sometimes it's not a challenge even if it's designed with ways to make up for it (ie the hydra).

Also, as I said, I designed this around existing monsters. Mostly the sea kraken from the MM3 and the purple worm from the MV.
>> No. 10186 edit
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I need to find a new schtick.
>> No. 10187 edit
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I am a little unsure of what do you consider a "challenge" sometimes. I think the Hydra was challenging enough, we barely managed to kill it before it destroyed Sureiya and Torinn with 7 attacks in a turn.
This one looks a little strong considering we may need a whole turn to get ready.
>> No. 10188 edit
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You know, I'd still consider dazing it to be pretty important, considering you are essentially denying it 2 minor action attacks by doing so when bloodied. That's the key, I think, to make sure that the effects are still relevant.

Also, I'm willing to say you can pull a potion out of Torinn's pack if you're next to him and he's willing, as a minor action as per normal.
>> No. 10189 edit
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Wait, doesn't everybody have their hands full now?
>> No. 10190 edit
Sureiya doesn't has both weapon equipped. I am probably doing something like this.

Drop sunrod.
Take a potion from Torinn (free action because I'm awesome)
Drink potion
Charge evil kraken.
>> No. 10191 edit
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I don't think the hydra ever bloodied more than one of you at a time, and it did not seem that you were in much danger during the fight. It did miss a lot, but that's one of the things about a solo that gets marked/debuffed a lot. I definitely did not feel that you guys were in any danger of losing the fight at any point.

Sankis is what I consider a success, well, the solo Sankis fight anyways. Elite Sankis was too hardcore imo, only thing I'd change (for solo Sankis) would be to remove the resist damage from him and maybe give him specifically resist damage against opportunity attacks to better reflect his berserker nature~
>> No. 10192 edit
But I loved that encounter because I contributed so much damage with righteous radiance. It's pretty much the only time that power is better than divine challenge. Situational, yet gloriously effective in those situations.

Basically I like it when what I do has a noticeable impact on the fight. Making something that can take ectra actions already take somewhat fewer actions is harder to gauge compared to a monster killing itself slowly via mark punishment.
>> No. 10193 edit
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The kraken does make off-turn attacks via its whirlpool. Of course, it may be harder to keep it in your aura due to the nature of its powers~

But it was obvious to me that a creature with so many minor action attacks was too vulnerable to daze. As a solo, it can't afford to lose too many actions to a single condition.
>> No. 10194 edit
I agree, it did not. But that's because we got kinda lucky. If I remember correctly I barely killed it in my turn, but if I were not it would have 7 attacks against us.
Also, I think saying an encounter wasn't challenging because the party managed to win without any casuality (and maybe playing smart) it's kinda extreme.

In any case, this one doesn't seem that bad, but I might not be the best to say, considering Sureiya just do damage.
>> No. 10195 edit
A stun save ends with a few penalties would be great against it.
>> No. 10196 edit
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For the record, I've heard you say something like this before, but what I'd like to know is how I'm supposed to equalize the action difference~? Do you have any suggestions as to how a solo is supposed to be made? I mean, just saying "there's another way" but not saying what that other way is isn't very helpful feedback~ You need to look at it this way--for every move+minor+standard the solo gets, you guys get five of each... and yeah it has 2 action points, but you guys have more than that~!
>> No. 10197 edit
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We haven't run into traps or hazards very often, so those are still an option...

I understand what you're getting at, but we're scared of monsters that shrug off our best stuff. Maybe it's us who are at fault here, but do you understand why we're freaking out?
>> No. 10198 edit
File 129695777988.png - (188.93KB , 490x595 , d06fd2617db931ccb8f10784a6a37b1b.png )
FYI I considered the leyline in the Sankis encounter a hazard more or less, since it was basically a separate creature that you couldn't attack or debuff. Though the encounter right before Sankis also had those pillars which were more or less hazards/traps. You are correct though, I could stand for a few more hazards and traps in encounters, it's just difficult to work them into a solo encounter's EXP budget.

Look, solos need a way to preserve their actions. Since they already get so few actions compared to PCs, if you can easily take those away, then it's not a threat. It becomes a mop up, "lower its HP while it's stunned" encounter. I have tried to make sure that a monster is never "immune" to a particular condition or effect, it just has a diminished impact on a solo.

I would think dazing would still be valuable here for several reasons, not the least of which is the fact that it has THREATENING REACH 3, will be surrounded by a field of difficult terrain that constantly slides you around (and therefore forces you to re-approach the monster), and thus denying it those opportunity actions may be pretty darned important...~

Just be glad I didn't have its basic attack be the grab attack like the kraken I based the design off of~
>> No. 10199 edit
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Fair enough.
>> No. 10200 edit
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Also, even if I could CDG a solo, I don't think I'd do enough damage to kill it in a single hit most likely. And, hm, okay, if Hide is delaying, then it's Sariel's turn~
>> No. 10202 edit
I'll take my turn tomorrow need time to think about an action plan. Approaching this monster means we're subjecting ourselves to its whirlpool, so I'm trying to think of how we can avoid that first and foremost. I kind of want to have surges remaining after this.
>> No. 10203 edit
Against a big monster, the most realiable way would be to flank him in all positions, attempting to disperse as much as possible.
The first problem would be to approach him, a daze as soon as possible would be the best.
>> No. 10204 edit
Oh, and of course, to take the potions from Torinn. I think Folka really should take his and go and try to daze it or something. I will try the same but I'm the last in the init.
>> No. 10205 edit
File 129556592946.jpg - (110.03KB , 493x763 , c469167aae057087d29ad20d8b79e64a_.jpg )
I'm going to reiterate this here: if you have a problem with my monster design, I'd like to hear some alternative suggestions, because I can back my design decisions up with theory and the reasoning for why I do them, but I am willing to shift philosophies if I believe there are viable alternatives~

I just don't want to hear "well this is bad" but then not hear any suggestions for how to make it better~
>> No. 10206 edit
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>> No. 10207 edit
Can Folka please take his turn? We need him and Torinn to drink one of the potions.
>> No. 10208 edit
And Folka would probably feel more enticed to do it if Torinn tells it to him.
>> No. 10213 edit
>Society of Sensation theme
>Each time you use an Encounter or Daily Attack Power, gain temporary Hit Points equal to half your level

That's just silly stupid.
>> No. 10214 edit
Half your level? It's not that much ... but it looks rather exploitable ...
>> No. 10216 edit
File 134692307521.png - (444.65KB , 434x756 , shmiontarot_2.png )
Battlerage vigor fighters have been doing something similar for a while, though being a theme that anyone can take is certainly something. I don't wanna say it's overpowered or anything, I mean, battleragers still get more THP most of the time if they select all Invigorating powers, though having that kind of thing available to everyone makes battleragers feel less special.
>> No. 10217 edit
File 134693658535.png - (217.12KB , 360x454 , A Star Is Born.png )
I request that Folka go before me, take the potions, then use Flurry of Blows to slide the thing close enough that I can hit it without needing to use a potion of waterwalking. If I have to use one, that'd mean dropping my sword which means no dazing or daily power.

On my turn, I'll daze it and use my sword's daily power to weaken it. Next turn I smite again, then action point to break out Chilling Smite for a -5 to damage rolls on its part hit or miss (targeting fortitude on a controller is likely to hit, though, especially with a weapon attack). After that I can discard my sword and waterwalk all I want, leaving Rutger to make the attacks.
>> No. 10218 edit
I mean it's stupid because anyone taking that theme is rewarded for doing nothing special. At least Invigourating powers mean you have to select specific powers or work specific feats and all, this is just "pick a theme, ???, presto!"

Xaositects have an amazing level 10 utility (everyone in burst 20 rerolls initiative!), but I think I like Transcendent Order most of the new themes.

Bonus to initiative, free action to move if you aren't first in initiative, and a level 6 utility stance for +1 Speed, a level 10 Utility stance for Saving Throws at the start of turn AND end of turn.

Well, I'm sticking with Templar tho
>> No. 10219 edit
Sounds like a solid plan, if you daze it I can move without an annoying OA on my face.
>> No. 10220 edit
File 130294168698.gif - (188.48KB , 539x765 , 1223507178004.gif )
No, I agree that it's kind of a silly benefit to get "for free." Though at least there are enough powerful themes nowadays that taking that option does lock you out of some other fairly potent ones.
>> No. 10221 edit
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I have to get some rest, but if anyone sees Hide on Steam or IM or whatever, try to let him know about the plan so you can start.
>> No. 10222 edit
Sorry, I thought some others like Astaroth would have taken their turn before mine. Am I allowed to drink both potions with 1 hand if I have that hand free? If not it seems like I would have to waste some turns drinking the waterwalk+waterbreathing pots
>> No. 10223 edit
Well you could just drink the waterwalk potion and hope for the best.
>> No. 10224 edit
I wasn't even thinking in drinking the water breathing potion, I don't think we have enough time.
>> No. 10225 edit
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If you wanted to drink both that would take a while. As the other said, just taking water walking and drinking would probably be the best.
>> No. 10226 edit
Can you still be dragged underwater with the waterwalking potion?
>> No. 10227 edit
File 129737251878.png - (28.12KB , 151x214 , (Jeopardy Theme).png )
Yes. If it was that easy to avoid being dragged underwater, she probably would have mentioned it.
>> No. 10228 edit
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The best way to avoid being dragged underwater would be to stay out of melee 1 range~ It COULD do that, but it has to grab you first and then hit you with another attack, so the process of getting sent underwater actually isn't that easy for it.
>> No. 10229 edit
Kinda hard being a meele character. Nonetheless, Sureiya isn't scared of a little Kraken.
>> No. 10230 edit
File 129867998293.jpg - (44.06KB , 549x548 , Hey There How Are You Doing.jpg )
I suppose I cursed myself for saying that last combat was going at such a good pace with about 1 round per day~
>> No. 10231 edit
File 129988235697.png - (7.03KB , 93x103 , sakutaro_derp.png )
Or people are just afraid because omg it'll hurt us
>> No. 10232 edit
File 12949882016.jpg - (15.04KB , 404x363 , Shion Huh.jpg )
Please try to take your turns as quickly as possible. Strategizing is okay, but it's getting a little excessive in time consumed.
>> No. 10233 edit
File 129625045160.png - (26.45KB , 147x185 , diplomaticimmunity.png )
Take Potion
Drink Potion
Charge to F-6
Torinn can cover you if you get hit
If miss, AP to Open the Gates of Battle
Slide Kraken one square to the left

Zap the thing with lightning breath
Charge straight ahead and daze the thing
Use item daily power to weaken (save ends)

Kraken: w/e you're probably not going anywhere

Myn:Move down a couple squares for shadow walk
Curse the kraken
Darkworm Feast

Sureiya: Shift back 1 square
Place hunter's quarry
Marauder's Rush

Sariel: Shift back 1 square
Adaptive Strategem on Sureiya
Destructive Surprise on Sureiya
>> No. 10234 edit
sry, I have work and school now so not as much time
>> No. 10237 edit
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Just a handy reminder, everyone has action points since this is the 3rd encounter~
>> No. 10238 edit
I know. I updated my AC as well to reflect that.
>> No. 10240 edit
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I got all the bad rolls out of the system I think. Or maybe this time I'm the designated "miss for the rest of the battle" scapegoat.

Either way let's just get on with things, yes?
>> No. 10241 edit
I already rolled a 1, so.
>> No. 10242 edit
Oh darn, I really needed that Kraken being dazed.
>> No. 10243 edit
Badge of the Berserker = no OAs on charges, remember?
>> No. 10244 edit
Yes, but I really wanted to take a water walking potion.
>> No. 10248 edit
Well, besides from Myn dying, stuff doesn't look that bad.
>> No. 10250 edit
>loses a healing surge
>> No. 10252 edit
File 12983496168.png - (12.93KB , 700x700 , kan_majimea4.png )
... Actually I forgot adding the extra damage from riri's feats (And from lashing leaves ...) So I guess it's 41 and 32 damage from Jaws?
>> No. 10253 edit
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>101 damage on a single turn
>> No. 10254 edit
Should've told me you were doing this so I could've added on some damage with Adaptive Strat.
>> No. 10255 edit
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I didn't plan to do a nova this turn ...
>> No. 10258 edit
It's fine, ne. This should get you the roll twice benefit for extra accuracy with whatever. 'o'
>> No. 10259 edit
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It feels awful to miss with a +18 bonus to attack, but even then 18 damage is not bad for a miss.
>> No. 10262 edit
DestruSurprise is an awful Daily, srs.
>> No. 10263 edit
Folka: Move to G-10
Use Open the Gate of Battle
Slide the Kraken 1 square north so it can't keep hold of Myn

Torinn: Move up after it slides
Use Valiant Strike w/ Holy Smite and try to keep the thing dazed
Use item daily power to weaken Kraken (save ends)

Kraken: Use immediate interrupts to neuter its effectiveness

Myn: Swim to dry land out of the whirlpool
Cast Darkwork Feast since more accurate

Sureiya: Move up after it slides you
Twin Strike
Off Hand Strike

Sariel: Direct the Strike on Sureiya
Heal whoever needs it
>> No. 10264 edit
It's not awful, it could have done 36 damage. And miss damage is always good.

By the way, don't daze it yet. Once the daze ends (next Myn turn) Torinn or Folka can try dazing it again.
>> No. 10265 edit
If Torinn dazes it it is instead dazed until end of Torinn's next turn. Why let it be undazed during your and my turn?
>> No. 10266 edit
Well, the CA is good, but I don't want it to stay undazed before it dies. 3 minors is scary.
>> No. 10267 edit
We can probably punch out another 200 damage in those two rounds we have, right?
>> No. 10268 edit
Not sure, we already used APs, dailies and Sureiya is probably getting raped next turn.
>> No. 10269 edit
On a second though, yes, please try to daze it astaroth.
>> No. 10271 edit
File 129920450253.jpg - (45.55KB , 400x679 , d3c92fe8a84804741c0d307e2563eb8f.jpg )
Actually, its Will isn't especially high, though it's not quite as low as most creatures'~ Unfortunately, even with all those buffs, a natural 3 just barely misses it.
>> No. 10272 edit
Oh, Hidei is right about damage. Lashing Leaves or something? That means Fettering Glare should do +2 more damage. lol oops
>> No. 10274 edit
File 129831202212.jpg - (152.56KB , 430x671 , 3808403889f313d1246e9b82820c6f69.jpg )
All right, the extra 2 damage is added. Also added an extra 8 to Hide's Open the Gate since it was an AP attack.
>> No. 10286 edit
Riri, can you use Reorient the axis? I would rather Sureiya to stay away from the Kraken so he can hopefully use two attacks against it the next turn.
>> No. 10287 edit
File 134731789674.jpg - (43.14KB , 312x400 , Odd Angle.jpg )
Megas tired tonight, so I dunno if I'll manage a second update. We'll see~ If not definitely expect one early tomorrow. Or you can go ahead and post actions
>> No. 10288 edit
It's riris turn now. Also, please halp me riri
>> No. 10289 edit
File 130124002683.jpg - (400.70KB , 1024x768 , 61ef74aff78071794f6198d7cea5a9fe.jpg )
You can't shift when swimming~
>> No. 10290 edit
Uh I guess I'll just say now that the next time the Kraken attacks I'm using Powerful Warning if applicable.
>> No. 10291 edit
Looks like I best attack myself instead of grant someone an attack huh.
>> No. 10293 edit
>lots of panic about Kraken
>it's almost dead and hasn't even broken us into surge necessity
>> No. 10294 edit
File 130068659647.jpg - (115.09KB , 234x411 , A Tiny Tiny Clever Raion.jpg )
If Folka can daze it with his theme power and slide it somewhere adjacent to Torinn, Rutger can use its Raking Claw power to pile on some more damage as an immediate reaction.
>> No. 10295 edit
File 129695777988.png - (188.93KB , 490x595 , d06fd2617db931ccb8f10784a6a37b1b.png )
I've said this several times to different people, so just lemme say this clearly here: Folka used his theme power on the speaker during the surprise round, he can't use it again this encounter. You may need to include this fact into your strategy~
>> No. 10296 edit
File 129661381061.png - (100.28KB , 319x318 , doh.png )
Oh, right. I think we're out of dazes.
>> No. 10298 edit
File 131121352740.png - (157.96KB , 400x300 , Not Amused.png )
So it'll at least bloody us, huh.
>> No. 10299 edit
It barely has done us any damage thanks to Torinn powers. And his radiance is doing about 35 damage per round.
>> No. 10300 edit
File 130078126871.jpg - (77.54KB , 600x481 , dc5ad316fc4bc6e811280cb1c9902ad4.jpg )
Not quite that much, it tends to move Torinn out of range if it can so the radiance won't punish it as much. And not everyone is starting their turn in the whirlpool anyways.
>> No. 10301 edit
This fight might be my new favorite, usurping that of the hydra simply because of the huge effect my powers had on the fight.
>> No. 10302 edit
File 129875666734.png - (15.61KB , 217x157 , kanonheh_ib4f.png )
Well this fight also hold my record for damage in a single turn. Funnily enough, I did zero damage in the next one.
>> No. 10303 edit
btw hide, you get a free reroll thanks to riris attack
>> No. 10307 edit
File 129645156878.jpg - (45.15KB , 360x514 , 29f9aadd32f899c2fe25c19fb39fed12.jpg )
Rotho, if you want, you could elect not to use the boots to reduce the slide distance, break free, and then charge. I assumed you'd reduce the distance but I'm not making you~
>> No. 10310 edit
halp me please?
>> No. 10311 edit
Folka is actually out of range.
>> No. 10314 edit
If I'm still in range I should be able to use Battle Awareness feat power to attack again as soon it attempts to attack someone else.
>> No. 10315 edit
File 130294168698.gif - (188.48KB , 539x765 , 1223507178004.gif )
Oh right how silly of me, Folka's way out of range. I derped, update when I get home!
>> No. 10321 edit
Ok that was awesome.
>> No. 10322 edit
I still have my surgeless-heal-for-my-surge-value-plus-saving-throw-granted power available. Does Sariel need it?
>> No. 10323 edit
if she fails her own save sounds like a good idea
>> No. 10328 edit
So, according to the last thread, and considering the only surges used so far are 2 from Torinn and one from Myn, this is how our situation looks so far.

Sureiya - 5
Torinn - 4
Folka - 5
Myn - 3
Sariel - 4
And our actual hps are:

Myn Nthelsyr (George): 33/55 HP
Folka Shiningarm (Hideiling): 15/53 HP
Torinn Tormine (Astaroth): 32/64
Rutger (Astaroth): 14/32 HP
Sureiya (Anonkun): 27/60 HP
Sariel (Liliane): 30/53 HP

So, considering our situation so far, we should use riri's heal for Folka and Myn, who are in the worse hp/surge situation. The question is, should we take more than one short rest?
>> No. 10329 edit

You might as well use the heal on Folka and Sureiya. Even if I spend a surge now I'll still have enough to last two more encounters, as long as you meatshields do your job properly.
>> No. 10333 edit
Ok I was kinda drunk. Could you guys help me decide if we spend more than one short rest?
>> No. 10334 edit
I read it anyway.
>> No. 10336 edit
It can't be helped.
>> No. 10340 edit
anchan did you forget to update myn's hp
>> No. 10341 edit
She didn't spend any healing surge. Anyway there are 2 positive votes to spend more than one short rest, so Myn hp can also go full.
>> No. 10342 edit
Taking other two short rests (15 mins total) allow us to use healing word for Myn, Torinn and Sariel. With that everyone but Torinn and Folka should be almost at max health, and our total surges would be.
Sureiya - 4
Torinn - 3
Folka - 4
Myn - 2
Sariel - 3
>> No. 10343 edit
File 129617863455.jpg - (157.58KB , 420x709 , 3309dc50354a5c06c74fb6b4e717730a.jpg )
For the record, this is what is proposed:

Inspiring Word used on: Torinn, Sureiya, Sariel. Results:

Myn Nthelsyr (George): (K-2) 55/55 HP, darkspiral aura 3, shadow walk
Book Imp (Myn): (In Myn's Space) Passive Mode
Folka Shiningarm (Hideiling): (J-4) 46/53 HP
Torinn Tormine (Astaroth): (I-2) 64/64 HP
Rutger (Astaroth): (H/I-4/5) 19/32 HP
Sureiya (Anonkun): (G-4) 60/60 HP
Sariel (Liliane): (G-2) 53/53 HP

If there are no strong objections today I'll go with that. There are a couple of story and campaign-related things I want to accomplish in the archives so I'm eager to get to it (fairly unrelated to encounters, I want to scale it back a bit since you guys are obviously not coping well with the number of encounters I want to throw at you)~
>> No. 10344 edit
To be fair, we don't seem to cope well with anything.
>> No. 10345 edit
File 129556592946.jpg - (110.03KB , 493x763 , c469167aae057087d29ad20d8b79e64a_.jpg )
I don't think that's particularly fair. If we go by the standard recommended value of, say, 8-10 encounters per level, and running 2-3 adventures per level, it seems to me that most adventuring parties are supposed to last about 4 encounters before they take an extended rest. Now, I tend to only throw level+2 or higher encounters at you, which is definitely different than the recommended assortment. So, naturally, if I ask for you guys to go 5-7 encounters without an extended rest, then it's quite natural that you start to run dry on surges around encounter #4 (which is where you are at right now).

So, I don't think you guys are under-performing or anything. I just need to keep in mind that some adjustments may need to be made if I want to run ~6 encounters without an extended rest.
>> No. 10346 edit
9 encounters per level? That's too long.
>> No. 10347 edit
File 134802186162.png - (294.70KB , 600x600 , Well I Think So.png )
Keep in mind that most campaigns don't run 1 adventure per level. I do that because things run slow in the play-by-post format, and I want a reasonable level-up pace. So if you say ran 2 adventures at about 4-5 encounters each and give quest exp, you could probably level from that. You'd get an extended rest in between~
>> No. 10349 edit
Skill challenges and puzzles are also considered "encounters". We have fairly few non-combat stuff that gives experience, we mostly just beat things up.

The manual and pre-made adventures also give experience for negotiating in a skill challenge and stuff.
>> No. 10351 edit
Ha ha, I'm awesome~
>> No. 10352 edit
File 130282522465.jpg - (85.82KB , 480x640 , 3b291c1120483ff5c6fd0729021a7d36.jpg )
I have tried to include at least one skill challenge (plus one puzzle) per adventure so far, at least after the initial few. Granted, none of them have been negotiations, but I've been trying to use that stuff too!
>> No. 10361 edit
Alright, this predicting ability sounds like bs from the clues we are given.
This guy predicted the whole place would get underwater, and when the whole place is safe, and near to the leyline he betrays them and the "overlords" come.
So he either become corrupted from his interaction with the leyline/Illithids or he was causing the catastrophes he was predicting.
>> No. 10363 edit
File 129570266441.jpg - (151.59KB , 450x707 , 1223507316381.jpg )
By the way, even if I haven't made a map, you guys can feel free to do stuff in the meantime. I didn't mean to imply that you had to wait for me. Right now, there's just a door there, and I figure you'll want to search it or something since you've done that with every other door so I was giving you the opportunity.
>> No. 10383 edit
File 130294168698.gif - (188.48KB , 539x765 , 1223507178004.gif )
Sorry 'bout the delay, look for a more extensive update this afternoon-ish or early evening hopefully~ Definitely sometime "today."
>> No. 10390 edit
Please roll Insight on the Ghost if you can. I want to make sure he's trustworthy and not acting with the illithid's interests at heart.
>> No. 10391 edit
Rolled a 16, my passive is higher so I guess it doesn't work.
>> No. 10402 edit
File 134878315516.png - (41.70KB , 291x235 , kaderp.png )
>sureiya don't see it because I rolled
>> No. 10403 edit
Should we assume Folka mentions the evil, suspicious, pear-shaped trap?
>> No. 10404 edit
Feel free, I'm going to make a post to that effect when I get back, but you can go ahead for now
>> No. 10409 edit
Huh, that pear is pretty amazing. Is it houseruled item?
>> No. 10422 edit
File 129982935023.jpg - (407.60KB , 1063x1497 , 4260906ff6b086e991501edb701c69ce.jpg )
So, this is what I've been working on lately. The "expertise dice" mechanic for fighters has been a popular addition to DnD Next, so I thought I'd try my hand at adapting it to the 4E ruleset.

My current concern is that it may do a little too much damage, but I'm open to critique~
>> No. 10424 edit
File 134923288562.jpg - (380.33KB , 800x585 , hansel and gretel.jpg )
This is what essentials should have looked like.
>> No. 10425 edit
It looks fun to play but, I think the values of the expertise dice should be changed, because ...
>level 19 fighter
>can attempt to push up to 10 squares without an extra roll on a hit as a free action 3 times per encounter
I know the 1d10 can be pretty random, but there should be a better way to handle it
>> No. 10426 edit
File 130161923579.jpg - (206.94KB , 550x660 , 265a17aa2bd6a6d42f7f2f1968cc01a3.jpg )
Mmm, I can just remove the level 16 version of Rush. By the way, expertise dice come back at the start of every turn, and its possible to get up to 5~
>> No. 10427 edit
File 134924350294.png - (44.08KB , 800x465 , lol slayer.png )
>> No. 10428 edit
File 130078126871.jpg - (77.54KB , 600x481 , dc5ad316fc4bc6e811280cb1c9902ad4.jpg )
Eh, easily fixed. Already done.
>> No. 10429 edit
What the ... each turn!? Then cover is way too much ... and weapon break as an at-will looks a bit too strong.
Glancing glow looks to good, where Jab and Riposte looks inferior.

Warrior's Resilience with two expertice dices could be very much an instant save, as the average of 1d20+ 2d10 is about 21
Guardian's charge is cool, but at-will again? And a 2d8~3d12 penalty to an attack roll?
I think most of the powers could work if you somehow balance the amount and size of the expertice dice, and you make the "only extra damage" powers more damaging to compensate the smaller dice
>> No. 10430 edit
File 130613479024.jpg - (46.00KB , 153x122 , b4.jpg )
You're probably right about too much damage. With Heroic Slayer + upgrades and Deadly Strike, I think this slayer has the most damaging striker feature in the game. Deadly Strike also gives a defender a striker mechanic.

Add charge package for DPR king.
>> No. 10431 edit
File 129831202212.jpg - (152.56KB , 430x671 , 3808403889f313d1246e9b82820c6f69.jpg )
I'm not as worried about what can happen at epic tier, because PCs are already ludicrously powerful by that level anyways. I put hard caps on the amount of expertise dice you can spend on certain powers like Glancing Blow and Parry to try and keep them reigned on, many you can only spend 1-2 dice on.

That's what I figured. My plan was to limit the Slayer Dex mod to damage feature to 1/round to try and reign it in.
>> No. 10432 edit
File 131415489278.jpg - (34.10KB , 140x140 , mb11.jpg )
Considering that a sizable portion of the damage comes from directly adding expertise dice to damage, idk if that'll help very much. Besides, people generally charge only once per round anyway.

There's still the issue of a defender with a striker mechanic and possibly a lot more to address.
>> No. 10433 edit
Parry would still offer a once per turn an average extra defense of about 3.5, 7 and 9 at heroic (a bit more if used to defend someone else) to an attack, which would arguably give a great change to block one attack per round.

I don't like too much the "ludicrously powerful" PCs argument at epic level, because then you are almost saying that whatever you allow them to do would be fine.
>> No. 10434 edit
File 129464370846.png - (78.78KB , 224x401 , BUP_0414.png )
I'm not seeing a big issue there. If you blow all your expertise dice on a Deadly Strike, then you can't use any of the defender-ish abilities, or any of the multi-attack powers. Not to mention that Deadly Strike is basically limited to 1/round. It would be generally accepted that an extra attack is usually better than +3d12 damage for a striker at epic tier, right?

I mean, we all know that Hunter's Quarry isn't what made the ranger a potent striker. Warlock's Curse on its own doesn't make the Warlock into a striker either, unless it's significantly boosted with feats.

Just take a level, at any given level, I think Deadly Strike isn't enough to boost a Protector to the DPR of a focused, optimized striker.
>> No. 10435 edit
I think the issue is the extra damage plus all the already existing charging shenanigans.
>> No. 10436 edit
File 129757993589.png - (76.58KB , 224x401 , BUP_0423.png )
I understand your concern, but at epic for example, I don't think being able to end an effect nearly-guaranteed at the cost of some of the dice is a big deal. Muls can do the same thing per encounter starting at level 1, they don't even have to roll for it, they just end the effect. Then you have Wardens who save against one effect at the start of their turn every single turn...

Guardian's charge also appears good I know, but it's just one attack per turn you may be able to negate, and it requires you to save your expertise dice and not use them on other things, and also eats up your immediate interrupt so you can't parry or retaliation.
>> No. 10437 edit
File 129464961298.png - (77.98KB , 224x401 , BUP_0415.png )
Well that's an issue with charge shenanigans, not deadly strike~ A fighter who focuses on charging can already approach the DPR of a striker. This adds around ~7 damage on one attack at level 5, assuming you don't spend the dice on other things, which is good but not spectacular.
>> No. 10438 edit
Well, I'm just saying it because as this guy relies on MBAs making it a charger sound like a solid option if you want some damage.
>> No. 10439 edit
File 130908460460.jpg - (45.27KB , 155x304 , k20a.jpg )
The protector has Defender Aura and Retaliation, which don't require any expertise dice and allows for an easy comparison with the knight fighter. The knight pretty much uses Defend the Line all the time, which the protector can emulate through Tendon Slice at the cost of one expertise die. After that, all additional expertise dice can be considered extra damage (or something even worse as the specific situation dictates).

>(but you can use two or more different maneuvers for the same trigger, if you have the actions).

This seems to be important. In strictly damage-only terms, the protector does (X-1)dY more damage than the knight, assuming that they want to slow a target every round; the rest of the dice would go to Deadly Strike. Of course it's more limited if you want to slow more targets on your out-of-turn attacks, but I don't think this will come up enough to account for the advantages that a protector has over the knight. As long as you have more expertise dice than the number of targets you want to slow, the protector is superior.

I'd say that about two targets would be the usual number you can keep adjacent as a defender, so if you have three or more expertise dice, you're better off.

The protector even has a way to prone at-will with Knock Down, and that can be optimized in its own way.
>> No. 10440 edit
File 12949882016.jpg - (15.04KB , 404x363 , Shion Huh.jpg )
A knight could power strike 3x per encounter starting around mid-level, and power strike is usually just as good or better than deadly strike (it definitely starts out better and ends better). That means that deadly strike only starts to get better after around the 4th round of combat, which is fine with me~
>> No. 10441 edit
File 130124002683.jpg - (400.70KB , 1024x768 , 61ef74aff78071794f6198d7cea5a9fe.jpg )
I won't try to claim the knight is better than the protector, but you seem to be leaving power strike out of the equation (and later, weapon specialization)~
>> No. 10442 edit
File 131363047554.png - (37.96KB , 153x260 , confuzzled_.png )
Well I totally forgot about power strike. Then protector is fine.

Anyway, I used Deadly Strike as an example because it's the baseline damage benefit you'd get out of expertise dice. I think the slayer still does too much damage, even with power strike considered.
>> No. 10443 edit
File 129695777988.png - (188.93KB , 490x595 , d06fd2617db931ccb8f10784a6a37b1b.png )
I tend to agree, and I'll be thinking of ways to address that. The simplest solution is to limit the slayer damage bonus to 1/round, but I'm not sure if it's the most elegant one.
>> No. 10445 edit
File 129645733032.jpg - (162.59KB , 1200x1600 , ummm.jpg )
I always thought the simplest solution was to make the stand-and-bang approach more competitive.
>> No. 10446 edit
File 131035638745.jpg - (112.34KB , 597x895 , e56673ec00b157f8f78871645385dd23.jpg )
I don't care about fixing chargecheese, that's outside my hands~ The point is that the slayer build for the Warrior gets too many boosts to damage, probably. Deadly Strike on top of the slayer damage bonus is just too much.
>> No. 10447 edit

The most elegant solution is to program the slayer in Lisp.
>> No. 10448 edit
File 129610615227.jpg - (16.74KB , 91x74 , nyoro~n.jpg )
>> No. 10449 edit
>not assembly
>> No. 10450 edit
File 129527222995.jpg - (53.37KB , 412x500 , grab0050.jpg )
Um, not a lot of activity here lately... should I just push on or what?
>> No. 10451 edit

>not the messiest and worst kind of hell


Hey I posted that's like a 100% increase in postings.
>> No. 10452 edit
Not a whole lot for me to do.
>> No. 10453 edit
>not coding object files from the scratch
>> No. 10454 edit

>not directly manipulating the electrical binary hardware representation with your biribiri static shocks
>> No. 10456 edit
>Not acquiring a complete understanding about the humanity and the universe through intense staring on your monitor.
>> No. 10457 edit
File 129723418350.jpg - (85.92KB , 449x700 , excited.jpg )
Did D&D Next bring back the Crusader's Delayed Damage Pool?
>> No. 10458 edit
File 134932014857.png - (1.63MB , 1920x1080 , shiondungeon.png )
No, they've only even done the fighter, rogue, cleric, and wizard classes.
>> No. 10459 edit
Oh, right. The iconic classes.
>> No. 10461 edit
I dunno, the dual-wield character as been always iconic to me, even if it's not for d&d.
>> No. 10462 edit
No, I mean the archetypes themselves are iconic.
>> No. 10463 edit
Yeah, yeah, I know. I was just saying that to me it is an iconic archetype. When I started d&d the first thing I did was to search for the class with the dual wield ability.
>> No. 10465 edit
File 12977633883.png - (76.56KB , 224x401 , BUP_0427.png )
They have a dual wield "specialty" that any class can take, but it's kind subpar right now as it stands. It's basically "you can attack twice, but each attack deals half damage." Which is usually bad due to rounding and such, and just doesn't add enough of a benefit to really justify taking.
>> No. 10466 edit
File 130896125850.png - (59.57KB , 330x444 , kan_majimea4.png )
Huh, that sounds pretty bad.
>> No. 10467 edit
>have to hit twice to do less damage than a normal attack
They forgot to tack on the extra numbers that would make it not terrible. Or maybe more damage if both attacks connect.
>> No. 10470 edit
File 130294168698.gif - (188.48KB , 539x765 , 1223507178004.gif )
Various changes made to the expertise fighter~
>> No. 10478 edit
File 13091654769.png - (10.83KB , 200x200 , 154845675121.png )
>Sureiya also realizes that the plants here have been picked over and abused
Ok, that somehow made me laugh.
Anyway, is the orb preventing the lunatics from killing each other? Also, what about the strange-looking crystal orb in the water?
>> No. 10479 edit
I think it's preventing them from killing the mind flayer.
>> No. 10480 edit
File 129831202212.jpg - (152.56KB , 430x671 , 3808403889f313d1246e9b82820c6f69.jpg )
The strange-looking crystal ball in the water is the compelling orb.
>> No. 10481 edit
Is it equippable?
>> No. 10482 edit
File 129695777988.png - (188.93KB , 490x595 , d06fd2617db931ccb8f10784a6a37b1b.png )
It's way too big to be equippable.
>> No. 10483 edit
File 134964696994.jpg - (142.46KB , 600x500 , disguise.jpg )
What if we got a chunk of it? Or shrank it down?
>> No. 10484 edit
File 129645156878.jpg - (45.15KB , 360x514 , 29f9aadd32f899c2fe25c19fb39fed12.jpg )
It's designed for use as a ritual focus, not an implement. I gave the data on what it was used for in the check~
>> No. 10485 edit
File 130166938268.png - (94.06KB , 505x394 , sakutarou_ohyou.png )
So how much is its resale value?
>> No. 10486 edit
File 12949882016.jpg - (15.04KB , 404x363 , Shion Huh.jpg )
-2 cp
>> No. 10489 edit
File 129572942251.jpg - (133.46KB , 675x900 , 4a4ecc0970ecf22e941f5b3af864878c86168780.jpg )
Do you guys now have a plan of action now that you've been given basically the entire combat area and the details~?
>> No. 10490 edit
Does anyone has a power to make a person unable to talk?

If Myn break the orb the lunatics should start killing themselves, besides from that, the biggest threat will be the idols and this mutant eladrin. I can't think in any way to control the idols, so maybe making the lunatics attack the Illiths would be a better idea ...
>> No. 10491 edit
File 129674887945.jpg - (278.84KB , 600x799 , armslooklikedanglinglegs.jpg )
Is there an open doorway to the area?
>> No. 10492 edit
File 131035638745.jpg - (112.34KB , 597x895 , e56673ec00b157f8f78871645385dd23.jpg )
The doorway isn't open. It looks like the door to the security room--kinda ramshackle and thrown in there, not like the properly functioning gates you found before. It opens inwards.
>> No. 10494 edit
File 129489116910.png - (15.91KB , 179x153 , It\'s Been A Hard Day\'s Night.png )
So no crawl-on-ceiling-stealth antics possible.
>> No. 10495 edit
File 130294168698.gif - (188.48KB , 539x765 , 1223507178004.gif )
There are, however, two zealots standing in front of the door. If you broke it down it might crush them or something.
>> No. 10499 edit
File 129721864872.jpg - (168.37KB , 880x880 , do want.jpg )
>break down the door
>break down the door
>break down
>the door
>kill zealots with broken door
Oh hell yes.
>> No. 10504 edit
File 129617863455.jpg - (157.58KB , 420x709 , 3309dc50354a5c06c74fb6b4e717730a.jpg )
It'll be summoned literally in the golden runed ring on the ground near you. It won't take a long time to summon but it'd be too far away to summon it in battle.
>> No. 10509 edit
File 134992179087.png - (56.00KB , 320x567 , guardian idol.png )
For reference. Notes:

1) It has no healing surges.
2) It will use self-destruct when it is bloodied if it is able to do so. You can attempt to force it to shut it down with a hard DC arcana check on top of the minor action command, which would be the only way to override the command. It would then be rendered inoperative unless you had a way to repair it.
>> No. 10511 edit
why are its defenses so low
>> No. 10512 edit
Are its defenses low for a soldier? It has twin strike, I like it.
>> No. 10514 edit
Sorry, haven't really checked over the threads yet, but have been busy with school+work lately, and the breaks I usually do get are devoted to either homework, sleep, or games.
>> No. 10515 edit
No encounter yet, but we managed to summon one of these explosive golems.
>> No. 10516 edit
File 129746370768.png - (98.42KB , 272x401 , BUP_0445.png )
If there are no further posts or anything else you want to do in the security station I'll have the ghost lead you to the garden area tonight then, after I get a short rest.
>> No. 10517 edit
Not on my part, but we still need a plan in character.
>> No. 10523 edit
File 129730843691.png - (78.52KB , 224x401 , BUP_0417.png )
If you want Sureiya to aid another on the Strength check he should ride Rutger as well~
>> No. 10526 edit
I think everybody else ought to get into position and get ready to rush in after we knock the door down.
>> No. 10533 edit
hide go save us
>> No. 10534 edit
File 129527222995.jpg - (53.37KB , 412x500 , grab0050.jpg )
>Flurry of Blows is a "melee" power, and an "attack" power
>Claw gloves add 1d10 damage to melee attacks while in beast form
>Werethemes at level 10 allow you to use all powers normally while in hybrid form, which is still beast form

So the monk would get to add claw gloves damage not only to all of his melee attacks, but also to flurry of blows... I think that means the monk finally has the perfect theme choice.
>> No. 10535 edit
File 131567665349.png - (22.52KB , 215x208 , energizerzabesuto.png )
And ranger. And barbarian. And rogue. And cavalier. And blackguard.
>> No. 10536 edit
Of course, claw gloves by RAW still requires you to make an attack with a damage roll if I'm not mistaken.
>> No. 10537 edit
File 129464961298.png - (77.98KB , 224x401 , BUP_0415.png )
Well yeah, but I mainly mention the monk because it adds to flurry of blows, so they get to apply it twice per round by default~ And flurry of blows is auto-hit! And I'm not sure, but I hope it doesn't go as far as to turn flurry of blows into a "damage roll"...
>> No. 10538 edit
File 129645156878.jpg - (45.15KB , 360x514 , 29f9aadd32f899c2fe25c19fb39fed12.jpg )
Claw gloves doesn't say anything about a damage roll. It says "your melee attacks deal 1d10 extra damage to that enemy."
>> No. 10539 edit
File 133003150417.png - (174.14KB , 503x399 , incredibly tall.png )
Ah, I see. Then I guess it does work that way.
>> No. 10540 edit
File 131025978269.png - (6.03KB , 35x45 , cut.png )
In particular, the Cavalier's Righteous Radiance is a Paladin Attack. (I once made a ranger|cavalier hybrid werewolf to use this.) On the other hand, the monk's Flurry of Blows power is a Feature rather than an Attack, which makes whether Claw Gloves applies or not very questionable.
>> No. 10545 edit
What happened to the orb thingie in the water?
>> No. 10546 edit
File 129788586513.png - (78.26KB , 208x401 , BUP_0456.png )
It's still there? The map hasn't changed, aside from me removing the little information tokens which were just placed to give you sight into the room.
>> No. 10570 edit
File 135063570222.jpg - (117.14KB , 698x382 , henry.jpg )
I imagined Sariel talking like Henry the cat, specifically muttering this sentence.
>> No. 10574 edit
Ugh, terrible init rolls.
>> No. 10576 edit
File 129570266441.jpg - (151.59KB , 450x707 , 1223507316381.jpg )
Your rolls really weren't so bad, the monsters just rolled really well for Initiative.
>> No. 10577 edit
Don't worry, it's not your fault. But we kinda needed Sariel and the Golem to move before the enemies.
>> No. 10579 edit
I always have shit initiative. 8)
>> No. 10582 edit
not sure, but your bonus is kinda low ne
>> No. 10585 edit
File 130163327316.jpg - (51.66KB , 395x550 , 44cc8475339c6f810d0c74ea6b05e6b1.jpg )
Update's gonna have to wait until tomorrow, very sorry for the delays. My state of mind is quite "tired" and I need to take some monster turns, and I want to make sure to type up adequate flavor text.
>> No. 10586 edit
rest a bit ok
>> No. 10588 edit
File 130161923579.jpg - (206.94KB , 550x660 , 265a17aa2bd6a6d42f7f2f1968cc01a3.jpg )
All right, there. I hope you all realize I've added some things to this encounter to try and make it feel a little different~
>> No. 10589 edit
This feels already fun by having the two of us mouting Rutger. I wonder what will happen when the orb breaks, though.
>> No. 10593 edit
iuno wat do lol
>> No. 10594 edit
Commander's strike and fey step?
>> No. 10595 edit
File 130593838077.jpg - (175.49KB , 354x250 , great conqueror.jpg )
Beguiling Strands that big hunk of rock into the water.
>> No. 10596 edit
Then I guess you could command the doll to block it off and move closer to Sureiya and Torinn.
>> No. 10598 edit
Wait, Comm Strike would've let Folka Daze him with his theme power. ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
>> No. 10599 edit
File 130078126871.jpg - (77.54KB , 600x481 , dc5ad316fc4bc6e811280cb1c9902ad4.jpg )
You do have CA for flanking so that hits. You have the golem's defenses since I gave you a stat block, the two enemy golems are the same as yours~
>> No. 10600 edit
OK, the push is assuming top-left is in U22. (or else closest to that as I can get)
>> No. 10607 edit
Ugh, I didn't want to mess with the cultist, I kinda wanted him to die by himself. Anyway, Sureiya is returning to help them, the Idols are strong.
>> No. 10614 edit
File 129831202212.jpg - (152.56KB , 430x671 , 3808403889f313d1246e9b82820c6f69.jpg )
Mind flayer rolled pathetically. I just barely hit Rutger and Sureiya, and rolled two 1s for damage.
>> No. 10615 edit
Where's my steadfast amulet ;_;
>> No. 10619 edit

Inspiring Word roll forgot whoops.

Also if I miss I want to use my Action Point.
>> No. 10620 edit
Does anyone has an action point left? I know I don't.
>> No. 10622 edit
>fight in docks
>fight before meeting ghoast
>two fights = +1 Action Point
>Lol I have no action points
>> No. 10623 edit
>fight in docks
>fight before meeting ghoast
>two fights = +1 Action Point
>Lol I have no action points
>> No. 10624 edit
Three fights in all actually. Docks, inside the walls, and kraken.
>> No. 10625 edit
Yeah, and I have used both of them already.
>> No. 10627 edit
omfg D:
>> No. 10629 edit
ongoing damage might kill the cultist, but saverous is gonna kill you lol
>> No. 10633 edit
File 129556016030.jpg - (149.45KB , 520x650 , 2c56fd365d68cde9c3aca3613201a588.jpg )
Oh, forgot to mention that idol 1 is bloodied. That'll be in the next update.
>> No. 10634 edit
We should try to murder the idol 1 before it has a chance to explode on us. Myn, please focus attacks on it? '3'
>> No. 10635 edit
How big is the radious of the explosion? I mean, can we even kill it before it gets a turn?
>> No. 10636 edit
40 hp left, Myn Sariel and Sureiya get a turn before it ... hmm I think it's worth the gamble.
>> No. 10637 edit
File 130151002729.jpg - (123.91KB , 305x457 , 4e45f76a56ff62865276fa6d8a0eab41.jpg )
The radius is 3, but it actually takes 2 turns to explode~
>> No. 10638 edit
File 12983496168.png - (12.93KB , 700x700 , kan_majimea4.png )
Two turns? So it needs to start its turn bloodied to start the self destruct? It's easier that way then. The pull attack is kinda dangerous, though.

Also, just in case the cultist try to attack me again, I got a +2 to all defenses against his attacks thanks to harmony.
>> No. 10641 edit
that 1d8 should be 1d6 so subtract 2 from damage ok
>> No. 10646 edit
Idea: Move northward, let the guardian idols explode on the experiments.

Either that or engage lunatics with burst 2 slow, hitting the enemy idol as well, and destroying it before it has a chance to asplode while continuing to lay down the hate on the experiments.
>> No. 10648 edit
I like the first one better. We should probably focus on fixing Savenoul. Have you made an arcana check on how to undo that club's curse stuff yet?
>> No. 10649 edit
I already decided to go with the first. Once that enemy golem does its pull thing, I'll use reorient the axis on my turn to yank my golem out of danger and watch the lunatics asplode, unless they somehow kill the idol. Hopefully not, 3d12 damage would be kinda awesome on them.
>> No. 10651 edit
>the warlock successfully misses the lunatic with a beam of eldritch energy.
>> No. 10661 edit
Aren't experiments slowed for starting turns in the golem's aura?
>> No. 10664 edit
File 129570266441.jpg - (151.59KB , 450x707 , 1223507316381.jpg )
They are, but the effect wears off at the end of their turns so it doesn't matter much. They haven't been moving anyways.
>> No. 10666 edit
Astaroth-kun multiclass warlock and take the starfire womb feat okay.
>> No. 10668 edit
I was thinking bard or warlord, actually. Since history training.
>> No. 10669 edit
Also, it might just be my opinion saying this, but I believe the strongest combination is a bravura warlord with a tactical warlord; one grants an extra MBA on an action point, the other makes sure you actually hit with it.
>> No. 10672 edit
If Folka joins the others in attacking Savenoul, I think Idol-tan, George and I can handle the Experiments without losing surges, unless they have ranged attacks.

Idea is to use Idol as a roadblock while George and I wail away with ranged and AoE.
>> No. 10678 edit
Counsellor: We have terrible rolls between the two of us.
meushijyo: the good rolls for this dungeon have been used up already
meushijyo: we should leave immediately
Counsellor: OK
>> No. 10681 edit
Did you even read the MC feats.
>> No. 10682 edit
Wasn't talking about the MC feats.
>> No. 10683 edit
Then you need to be more clear, since you were talking about multiclassing just in the previous post, which you even quoted. Anyway, Tactical Presence shouldn't affect the extra MBA.
>> No. 10684 edit
File 129602081666.jpg - (98.07KB , 277x500 , 9a611a1cd2d8bd9f7aa08908dbb67fd2.jpg )
Well technically he didn't actually say warlord MC feats there, but yeah. The MC feats Bravura Leader/Tactical Leader aren't nearly as powerful as the real deal.
>> No. 10685 edit
Tactical and Resourceful, then.
>> No. 10686 edit
Bravura Leader and Resourceful Leader should be taken together imo. They do stack.
>> No. 10688 edit
>mfw our idol still has 90 hp
oh boy
>> No. 10690 edit
File 13091654769.png - (10.83KB , 200x200 , 154845675121.png )
Just noticed it, my harmony blade hit during twin strike and farbond hit during off-hand strike, which means Saverous gets a -2 to attacks against me. That penalty together with my Predator's hide defense bonus and Torinn's mark virtually buffs my AC to 27, which is pretty damn good. That push attack looks like it hits Fortitude, which is not that bad at virtually 24.
>> No. 10692 edit
Idol-kun being resilient means Myn and Sariel alone can handle the entire experiments business easily. Shame we'll have to say farewell to Idol-kun at some point. ;_;
>> No. 10697 edit
Can Warning make the attack on the idol miss?
>> No. 10702 edit
File 129645226449.jpg - (122.14KB , 493x813 , Healthy Girl.jpg )
It rolled pretty high on the d20, so no unfortunately.
>> No. 10704 edit
OK, keeping it in reserve then.
>> No. 10714 edit
>george rolling a 1 again
Luckily he has the Fettering Glare effect and can reroll it once lool
>> No. 10716 edit
File 130124002683.jpg - (400.70KB , 1024x768 , 61ef74aff78071794f6198d7cea5a9fe.jpg )
Sorry, I'll have to stop updating there for tonight, another big round for me and my head kinda hurts at this point~ I think we got a lot of progress over the weekend, though, and I'll have another update for you guys tomorrow evening/afternoon.
>> No. 10718 edit
File 129731137941.png - (30.48KB , 200x200 , shakan_happy1.png )
It was a good weekend, take a good rest.
>> No. 10725 edit
Is stopping the self-destruct a Standard action??
>> No. 10726 edit
no golem-kun, don't dieee!
>> No. 10730 edit
File 130078126871.jpg - (77.54KB , 600x481 , dc5ad316fc4bc6e811280cb1c9902ad4.jpg )
You can attempt an arcana check to stop the self-destruct as a free action. Though you only get one chance, and it deactivates the golem.
>> No. 10732 edit
Meaning I can do it out of turn, too?
>> No. 10740 edit
If everything's right that ends the encounter, using considerably few resources. We gone done well, fellas.
>> No. 10744 edit
>Everyone and their mother crits Sureiya
Suddenly Tattoo of Vengeance looks very good. Long Battle Tattoo isn't bad either, for that last encounter against a boss I can get a +5/+4 or so damage bonus.
>> No. 10745 edit
How 'bout the one that lets you make an MBA when you get bloodied?
>> No. 10747 edit
Backslash tattoo s good, but it's more expensive and the attack itself is a immediate reaction, if you used one when you get bloodied you miss your only chance to use it
>> No. 10749 edit
Guys, just so you know, I may have a possible hard disk failure on my PC. Now, this isn't exactly disastrous, but most of the campaign-related stuff was on there. All that really means is there will likely be no more maps for the current section and I might not post much for a day or two while I get things sorted out (lots of my files were on my external which seems fine, but unfortunately not the campaign stuff, it was getting very close to being full). And I'll probably try to stall further combat until I have everything set up again, maybe a week or so. Anyways, sorry about that, dunno where the failure came from!
>> No. 10750 edit
If it's not totally inoperable, try using Recova or whatever they called it from Piriform.
>> No. 10751 edit
The main problem is that it won't boot Windows or properly complete any of the Startup Repair/Restore methods. So I don't think something like that is an option. I may try to save the hard disk and move it to another PC (if I get a new one).
>> No. 10752 edit
I think that would be the best idea, get another PC and use a data recovery program. Even if you format the hd, you can still recover your data.

Also, though you might not like someone to see your data, but if you don't have time to deal with this you can probably send your pc with a decent technician and he should be able to recover it easily.
>> No. 10753 edit
Trying to back it up myself first, I think I have a startup utility that is doing it now, the PC has two hard disks so hopefully I can get the important stuff on the backup.
>> No. 10757 edit
You can disenchant the club and it will halt any progress of the curse, but that means Saverous won't be able to help you for the rest of the dungeon.

Make Whole on what, specifically?
>> No. 10758 edit
Make Whole the stuff he broke. The equipment etc. Make Whole lets me repair stuff for their cost.
>> No. 10759 edit
>pick between an ally who slowly dies of a curse or saving an innocent eladrin
This is a really tough decision.
>> No. 10760 edit
You could, yes, though most of what Saverous broke was what appears to be tools used for torture and physical experimentation, and big glass containers containing liquids that you don't recognize (you could restore the containers but the liquid wouldn't come back). Also that big cauldron full of something that looked like blood. If you want to repair the super-evil experimentation equipment though and the glass vials that were holding liquids of almost certain unsavory origin though I won't stop you.

I merely present an alternate option. It'd still be possible to reverse the effects of the curse later even if the curse advances, since it won't kill him right away. There is a risk that he could be wounded or killed in combat, of course. It would certainly be easier to heal him in stage 2 than stage 4, but I don't think it's quite a shoe-in option. Still, it's your/the party's call.
>> No. 10761 edit
>> No. 10762 edit
No question at all. Aren't you lawful good?
>> No. 10763 edit
I believe she was being sarcastic.
>> No. 10764 edit
Sariel is True Neutral you know.
>> No. 10767 edit
New themes look decent. There's one that lets you grab stuff!
>> No. 10771 edit
File 135199466440.jpg - (47.60KB , 405x600 , Delicious Cake You Must Eat.jpg )
Is there, like, anything else you guys want to say to Savenoul? He's rather freaked out, that much you can all tell.
>> No. 10789 edit
File 129527222995.jpg - (53.37KB , 412x500 , grab0050.jpg )
The more of DnD Next I see, the more I just think it's not really what I want in a role-playing game. Definitely intending to stick to 4th edition unless there are drastic changes.

Feels way too much like the older editions I wanted to get away from.
>> No. 10790 edit
File 129652691796.jpg - (79.78KB , 640x480 , kanongununu.jpg )
I wonder if that thing you are having can be even called a D&D game. The only thing I see is something like: lul guise roll a few times and u already wons
>> No. 10792 edit
File 129920716263.png - (21.13KB , 200x200 , Harry Potter studying for his OWLs.png )
Here's what I liked about 3.5E:
-The classes from Book of Nine Swords, especially the crusader. If that was in 4E I'd be all over that.
-The prestige classes and feats for pretty much any class combination under the sun. You wanted a fightzard who cast magic using strength instead of intelligence, there was probably some support for it in a splatbook somewhere.
-Some of the spells that didn't make it into 4E were pretty badass. Psionics had a spell specifically designed to make a creature kill itself, which dominate spells specifically could not do. Or implement a second personality in your head that hated you. But my favorite is Swamp Lung. A save-ends drowning spell would wreck encounters in 4E.

Everything else sucked.
>> No. 10793 edit
File 129988635251.jpg - (164.91KB , 750x1000 , Going Gray.jpg )
Most of the maneuvers associated with the Crusader, and indeed the Tome of Nine Swords in general, obviously inspired the martial and physical classes in 4th edition. Though they didn't do the delayed damage pool thing specifically. There are even some direct references, I'm sure you've seen warlord and fighter powers with names like "White Raven X."

They're actually gradually shifting that way in Next right now with the maneuvers/expertise dice system for fighters (and now rogues), but combat still feels very watered-down.
>> No. 10794 edit
File 135219941266.jpg - (53.50KB , 600x450 , 151651211541.jpg )
>6 trained skills
>Still kinda want another one at level 10
Well, if someone else trains heal I can replace it with Endurance and pick that OP endurance daily power~
>> No. 10799 edit
Savenoul did reply, btw, I just split it into two posts for some reason.
>> No. 10802 edit
File 130294168698.gif - (188.48KB , 539x765 , 1223507178004.gif )
The scrolls Sureiya discovered seem to be created for use with the scrying pools located here. You could take them with you, but without a proper focus (a similar pool) you wouldn't be able to use them. There are also some scrolls used for sending messages to various parts of the city, you don't think you could use them for sending messages elsewhere.
>> No. 10803 edit
About the scrolls that need the scrying pool. Is any of them useful/not evil?
>> No. 10806 edit
File 129570266441.jpg - (151.59KB , 450x707 , 1223507316381.jpg )
They allow you to observe various areas around the city, or what used to be the city. You're unsure as to how useful that would be.
>> No. 10815 edit
File 129831202212.jpg - (152.56KB , 430x671 , 3808403889f313d1246e9b82820c6f69.jpg )
Okay, now that my computer troubles are sorted out, I can say that Sariel found lots and lots of arcane reagents in the laboratory--2,000 gp in arcane reagents. Many of the rituals in the ritual book are ruined by water damage, but she can, with an extended rest, copy the following rituals to her own book: speak with dead, sending, find the path, glyph of warding, raise dead, and remove affliction.
>> No. 10817 edit
File 132243747184.png - (153.21KB , 1000x1000 , 2011112307.png )
So, are we locking ourselves in the Illith paradise & Ultros?
>> No. 10818 edit
File 129988635251.jpg - (164.91KB , 750x1000 , Going Gray.jpg )
So what are you guys doing? Sealing off the other tower or not~?
>> No. 10819 edit
lemme post l8r 2day doing shit
>> No. 10821 edit
I'm a little lost. What advantage would runes that seal off unknown areas offer us other that wouldn't also impede us?
>> No. 10822 edit
File 129464370846.png - (78.78KB , 224x401 , BUP_0414.png )
You have no idea what sealing off the other areas would do, unless you know something I don't.
>> No. 10823 edit
File 129674887945.jpg - (278.84KB , 600x799 , armslooklikedanglinglegs.jpg )
So... Why would we seal them off again?
>> No. 10824 edit
>unless you know something I don't.
Suddenly activating all the runes sound like a fun idea.
>> No. 10825 edit
File 130062898119.jpg - (293.02KB , 600x792 , 1277366308548.jpg )
I don't know. It just seemed awkward to me to have the one rune sitting there~
>> No. 10826 edit
File 129695777988.png - (188.93KB , 490x595 , d06fd2617db931ccb8f10784a6a37b1b.png )
No roll required, your earlier check was enough to tell you how to activate them. Since it was a natural 20 and all.
>> No. 10827 edit
But can I reverse the process?
>> No. 10828 edit
File 129527222995.jpg - (53.37KB , 412x500 , grab0050.jpg )
You mean "unseal" them? Not with these runes, no. The guard captain didn't mention anything about the process to unseal the towers, and as far as you can tell, you're quite certain that it can't be done from here.
>> No. 10829 edit
File 129911206091.jpg - (77.69KB , 242x365 , drapey.jpg )
So let me get this straight. You created a way to seal off the area with the survivors, then added more seals because it would look odd otherwise?
>> No. 10830 edit
File 129645156878.jpg - (45.15KB , 360x514 , 29f9aadd32f899c2fe25c19fb39fed12.jpg )
Keep in mind, as the captain said back then, that wasn't its original intended use. The original intent of the seal was to seal off the valuables in the vaults (where the captain and the refugees are holed up) so that thieves couldn't break in~ It makes sense there would be other areas of the city that they may wish to seal off for other reasons. It's not like this was all designed especially for you guys, at least not as far as the fantasy world is concerned~
>> No. 10838 edit
File 129746433739.png - (99.26KB , 272x401 , BUP_0444.png )
You guys really need to make up your minds as to whether or not you're going to seal off the tower, you've been sitting on your hands for way too long.
>> No. 10841 edit
File 129570266441.jpg - (151.59KB , 450x707 , 1223507316381.jpg )
I'm not trying to be unreasonable here, it's just the encounter ended more than two weeks ago.
>> No. 10842 edit
File 129674887945.jpg - (278.84KB , 600x799 , armslooklikedanglinglegs.jpg )
I already gave my input.
>> No. 10843 edit
File 130294168698.gif - (188.48KB , 539x765 , 1223507178004.gif )
I'm more referring to Sariel's comment in her IC post. If you guys have a problem with what I'm doing, please tell me it directly. I am quite open to direct feedback on how I approach DMing, though I seem to get very little.
>> No. 10846 edit
File 130151002729.jpg - (123.91KB , 305x457 , 4e45f76a56ff62865276fa6d8a0eab41.jpg )
Aaanyways, sorry I rushed you there. I'll, um, try better to let you guys go at your own pace in the future.

For what to do next, I need a consensus.
>> No. 10847 edit
That was more that I didn't have justification for asking opinions and then disregarding the dissenting opinion.
>> No. 10861 edit
Sorry again for not really keeping track or posting much lately, I'll try to get caught up and stuff when I can and get up to speed!
>> No. 10862 edit
File 130151002729.jpg - (123.91KB , 305x457 , 4e45f76a56ff62865276fa6d8a0eab41.jpg )
I promise we're almost done with doors~
>> No. 10863 edit
Next time, the part of the door will be played by a hungry gazebo.
>> No. 10864 edit
File 130124002683.jpg - (400.70KB , 1024x768 , 61ef74aff78071794f6198d7cea5a9fe.jpg )
You fool, everything angers the gazebo.
>> No. 10889 edit
File 129556016030.jpg - (149.45KB , 520x650 , 2c56fd365d68cde9c3aca3613201a588.jpg )
I'm kinda holding off because I'd like to know what you guys are doing while Torinn is wandering around the other side of the map.
>> No. 10898 edit
>> No. 10899 edit
File 12994619979.jpg - (38.89KB , 308x166 , ldb.jpg )
>at-will save ends dazing at level 1
Nobody has at-will dazing at level 1.
>> No. 10901 edit
What? That's retarded. Is the summoner so weak it need such a strong handicap?
>> No. 10902 edit
It has a save ends stun encounter power at level 3.
>> No. 10903 edit
brb rolling summoner
>> No. 10910 edit
File 129602081666.jpg - (98.07KB , 277x500 , 9a611a1cd2d8bd9f7aa08908dbb67fd2.jpg )
Do you guys want to go inside or not? So far I've heard one person against and one person for. I'll give you time to debate it this time instead of rushing you onwards, though it'd help if there was actually some debate~
>> No. 10911 edit
File 129875666734.png - (15.61KB , 217x157 , kanonheh_ib4f.png )
Of course we wanna go inside, the question is if we will go peacefully or not. So guys, what do you think?
>> No. 10912 edit
Peacefully for now.
>> No. 10931 edit
File 135461612145.jpg - (102.99KB , 600x650 , 1340642575295.jpg )
>conjuring tropical storms to unleash on the Sword Coast and Moonshae Isles would be impossible
It begins.
>> No. 10932 edit
Requesting a breakdown in communication. Sariel hasn't any good options available to her right now (maybe Glare of Oppression to give someone early regenerate 3 until end of encounter) but RPwise clearly she'd be the best to lash out right now~
>> No. 10933 edit
Lash out verbally first. Sureiya too.
>> No. 10934 edit
Go ahead then, the only thing that stops him from attacking now is well, delay.
>> No. 10935 edit
File 129556016030.jpg - (149.45KB , 520x650 , 2c56fd365d68cde9c3aca3613201a588.jpg )
No one's done it it, but knowledge check for the stygians is dungeoneering. Knowledge check to maybe guess at Hemah's powers is Arcana. Separate Arcana check for the leyline's powers (this time I am considering it a level 9 hazard in the EXP budget).
>> No. 10936 edit
File 135472122333.png - (18.86KB , 200x200 , blank look.png )
Waiting on you guys.
>> No. 10937 edit
Waiting for your explanation of your plan.
>> No. 10938 edit
File 129788612424.png - (38.88KB , 208x207 , bobblehead.png )
Plan is to get the guy out of the room willingly so we can do the ritual in peace without having to deal with the leyline being leyline-y. Or to exit the room and deal with his guards without retribution from the leyline. He's not yet hostile, so if nothing else the latter is sure to work if we can't convince him to do the former.
>> No. 10939 edit
File 130124002683.jpg - (400.70KB , 1024x768 , 61ef74aff78071794f6198d7cea5a9fe.jpg )
He's already refused to leave the room once. What makes you think you can convince him? He'll just ask YOU to leave instead~
>> No. 10940 edit
File 129661381061.png - (100.28KB , 319x318 , doh.png )
Chinese Fire Drill?
>> No. 10942 edit
>> No. 10944 edit
File 134470059482.jpg - (118.81KB , 640x480 , 05efcb7ec6176b754cd9287ab09329d6.jpg )
If you guys are all mad at him you should totally attack him or something~
>> No. 10945 edit
File 129464570122.jpg - (7.67KB , 181x161 , huh__.jpg )
Still waiting for angry outburst.
>> No. 10953 edit
File 131065602879.jpg - (84.80KB , 432x600 , Flower Field.jpg )
Did you guys ever work out the details of a short rest after the last encounter? I can't find anything of the sort. These were the final stats after last encounter:

Myn Nthelsyr (George): 36/55 HP, darkspiral aura 4
Book Imp (Myn): (In Myn's Space) Passive Mode
Folka Shiningarm (Hideiling): 45/53 HP
Torinn Tormine (Astaroth): 46/64 HP
Rutger (Astaroth): 32/32 HP
Sureiya (Anonkun): 60/60 HP
Sariel (Liliane): 30/53 HP

And here are surge totals:

Sureiya - 5
Torinn - 6
Folka - 5
Myn - 4
Sariel - 4

I'm going to post the battle update tomorrow so try to have it worked out by then~
>> No. 10954 edit
File 135502766924.jpg - (279.27KB , 1065x1287 , Sweet Harmony.jpg )
Oh, and Lili? The Sariel sheet can't be viewed by me, I kinda need to see your sheet~
>> No. 10955 edit
Myn, Torinn and Sariel each spend a surge? '3'
>> No. 10956 edit
Sounds about right.
>> No. 10960 edit
File 13164543299.jpg - (78.11KB , 580x450 , 30cfbc1ed69494600e966e06946b5eb9.jpg )
I'll assume that's what happens then~
>> No. 10965 edit
Can I Warning Torinn to save him from the last attack?
>> No. 10966 edit
File 129570266441.jpg - (151.59KB , 450x707 , 1223507316381.jpg )
Sorry, the roll is just barely too high for that.
>> No. 10967 edit
You're remembering to add in my defensive bonuses from my armor for reaching two milestones, right?
>> No. 10968 edit
File 135525071132.png - (118.21KB , 550x379 , 1288804458895.png )
Did we reach a second milestone already?
>> No. 10969 edit
Every 2 encounters you reach a milestone.
>> No. 10971 edit
>roll 20
>roll 1
Well, I got both ends covered. Go get 'em Torinn. '3'
>> No. 10973 edit
Nailed it~
>> No. 10982 edit
File 130151002729.jpg - (123.91KB , 305x457 , 4e45f76a56ff62865276fa6d8a0eab41.jpg )
I assumed you marked it on your sheet, since you have been up to this point~
>> No. 10985 edit
Well, it's not an static bonus so he can't simply add +2.
>> No. 10986 edit
File 129602081666.jpg - (98.07KB , 277x500 , 9a611a1cd2d8bd9f7aa08908dbb67fd2.jpg )
I'm aware, but he's been continuously updating his sheet with it as a temporary bonus.
>> No. 10987 edit
>Hemah already bloodied
Welp, better prepare for his second form.
>> No. 10988 edit
More like Hemah riding Ultros
>> No. 10989 edit
btw what do

I wonder if I should heal Torinn, he has regen 3 and we might need the heals. OTOH if Hemah is this fragile we probably get a short rest before second encounter and Torinn'll lose his regen 3.

IMO we shouldn't blow all our dailies here just yet.


Minor: Inspiring Word Torinn?
Move: Away from the water.
Standard: Grant Torinn an attack? Or should I use one of my Templar skills?
>> No. 10990 edit
How about this.
Heal Torinn, Teleport near Sureiya and grant him an attack. If I hit the guard I get regen 3, otherwise we miss our chance.
>> No. 10991 edit
I don't think I need healing too badly. If you have a better use for a minor action, go with that.
>> No. 10992 edit
Only one person could get Regen 3.

Insp Word is my only minor.
>> No. 10993 edit
If we had a healer you could use Sora instead, Sureiya could easily use headman's chop with Sora in the party, but I think Rin don't want the original characters to leave.
>> No. 10994 edit
Well, then just cause some pain to Hemah. Damaging him yourself or granting someone an attack, either is good.
>> No. 10995 edit
Daibujou I just need levels for Sariel to begin shining.
>> No. 11000 edit
I don't think it's the character fault, but the roles she has been forced to play. In any case, she has been doing a great job so far, this has beeen our better dungeon resources-wise.
>> No. 11001 edit
I mean Sariel is awesome and as I get more levels she becomes more awesome.
>> No. 11004 edit
I wonder what's the different with the improved teleport Rin mentioned in the check
>> No. 11006 edit
Hemah's in C-3. Calling it.

Also you can teleport when restrained, right?
>> No. 11007 edit
Yeah, teleport works while restrained.
>> No. 11008 edit
File 13091654769.png - (10.83KB , 200x200 , 154845675121.png )
I want to spend my powers, but the situation just don't really help me to.
>> No. 11011 edit
File 135585043914.jpg - (245.04KB , 470x683 , 76b56f8274acf929511d4685d395900a579b3110.jpg )
Sorry about the slow-posting over the weekend, guys~ Very hectic and very harsh on my sleep schedule~ I'll hope to get back on track for now, though expect another lull over the holidays~
>> No. 11013 edit
Minor: Insight
Move: Telolport
Standard: ????

If I tel to D12 I can Fettering Glare to knock everything around me prone/kill it, but if Hemah isn't among those two I run the risk of wasting my secondary effect, since the tentacle could die to my attack.

wat do??
>> No. 11014 edit
I say it's worth risking.
>> No. 11018 edit
Derp, Sariel should fey step to M13. As the flavour text says she reappears next to Myn. My bad.
>> No. 11020 edit
File 129602081666.jpg - (98.07KB , 277x500 , 9a611a1cd2d8bd9f7aa08908dbb67fd2.jpg )
I'll move her there next update.
>> No. 11026 edit
If Folka could shift to the left somehow, I could recover some of his health/block some of his damage with my interrupt next time.
>> No. 11027 edit
File 130113528699.jpg - (289.97KB , 1200x1697 , Angel Mort.jpg )
Brain not work good now, update tomorrow, sorry!
>> No. 11028 edit
we r used to rin's busy fridays
get some rest ok
>> No. 11030 edit
>not listing new whirlpool
Anyway I have shit odds of escaping, should I delay until Folka stands, then grant him an attack and THEN try to escape??
>> No. 11031 edit
Sounds good, but makes me think we need some slide support.
>> No. 11032 edit
Restrained ignores forced movement.

That said, forced movement is the strongest according to charop. Too bad we'll never have it.
>> No. 11033 edit

>> No. 11035 edit
Well it's not possible in this case, but the idea is to slide the restrainer, not the restrained.
>> No. 11036 edit
There's the problem. We don't play according to CharOps here.
>> No. 11037 edit
File 129998614222.jpg - (14.21KB , 120x175 , slightlydownraion.jpg )
>3 strikers
>dark pact warlock in low-minion campaign
Ya think?
>> No. 11038 edit
>bitter because people won't play what you want them to
>> No. 11039 edit
CharOP? What are you guys talking about
>> No. 11040 edit
File 130062898119.jpg - (293.02KB , 600x792 , 1277366308548.jpg )
If you delay, the "end your turn in the whirlpool" effect will trigger, and you'll lose your whole turn. Are you sure you still want to delay?

The rules are this way so that you can't delay to put off harmful effects in order, for example, to give an ally a chance to save you by manipulating the combat system in a gamey manner.
>> No. 11041 edit
I don't plan to.

I guess I'm toast. Halp what do
>> No. 11042 edit
Some real synergy would be good, though.

Grant an attack and make an escape attempt.
>> No. 11043 edit
Couldn't you actually delay to avoid dying because of ongoing damage?
>> No. 11045 edit
Maybe taking a charger package could make me a better defender. Huge damage works for fighters and straladins.
>> No. 11047 edit
File 129617863455.jpg - (157.58KB , 420x709 , 3309dc50354a5c06c74fb6b4e717730a.jpg )
Sorry for the abrupt update, but I'll be gone for a few days now~ Be back around Wednesday!
>> No. 11048 edit
File 130282522465.jpg - (85.82KB , 480x640 , 3b291c1120483ff5c6fd0729021a7d36.jpg )
You can't because ongoing damage happens as soon as your turn begins, even if you delay.
>> No. 11049 edit
Is that so? I think we actually did that to allow Folka survive in the fight against Sankis. Well, it doesn't matter anymore~
>> No. 11052 edit
File 13566498104.jpg - (203.54KB , 649x841 , Curry and Sweets.jpg )
All right all right, awesome~ I'm back! And my time spent away has not been idle as far as DnD games, I'm bursting with ideas~ Got a setting for the next adventure that I'm very excited about running, and a set of hooks for some character-driven interaction between the two adventures~ Looking forward to it all, so good luck on the current battle, guys~
>> No. 11055 edit
torinn pls kill hemah
>> No. 11058 edit
I think there's a mistake in Hemah's hp. According to the posts he should be at -131.
>> No. 11060 edit
>Heal Myn
>Second Wind
>What do??
>> No. 11061 edit
File 129988119241.png - (3.96KB , 175x169 , sakutarou_hehg.png )
>> No. 11062 edit
>Heal Self
>Grant Sureiya an attack
>> No. 11063 edit
I could delay until after Myn, then when Myn stands grant him an attack and hopefully, combined with his own attack, this can drop Hemah so we don't have to deal with fugging water until second encounter??
>> No. 11064 edit
Haha no, Hemah's barely half-dead.
>> No. 11065 edit
You can grant me an attack too, I didn't use my hunter's quarry this round.
>> No. 11068 edit
pls huntar quarry
>> No. 11069 edit
Added it to the damage, 19 is decent.
>> No. 11070 edit
He hasn't used an action point yet this battle so he should have one right??? Not sure if it's a good idea to blow our APs here since there's no doubt a second encounter but my healing is gone and the damage output here is severe. If we hold back too much we won't HAVE a second round because we're all dead.
>> No. 11071 edit
>Dwarven Hunter
>Refluff Crossbow to Rifle
>> No. 11072 edit
Used it already, it was a terrible turn.
>> No. 11073 edit
File 130161923579.jpg - (206.94KB , 550x660 , 265a17aa2bd6a6d42f7f2f1968cc01a3.jpg )
Don't forget you guys have three of the silver tear fruits, that can be eaten as a minor action for surge value + 2d6~
>> No. 11074 edit
If Myn has it maybe Sariel should heal herself then? Would it be allowed to change that? '3'
>> No. 11076 edit
File 13161225945.jpg - (33.86KB , 400x400 , 905328364c910341f5111ed0abd3b10f.jpg )
Whoops, I already updated! Well, I can still change it if you like~
>> No. 11082 edit
nop it's fine myn doesn't eat his fruit
>> No. 11084 edit
>Hemah keeps singing and doing nothing else
Yup second encounter probably 90% sure we'll get it because none of us have dropped over deading yet.
>> No. 11090 edit
I think he needs it, Myn got no more healing surges.
Alright, strategy time:
Once the Banner is up, Folka and Sureiya should spend two healing surges. Sariel should spend another one and eat Torinn's fruit, and Myn should simply eat his fruit.
As for the powers to recover, I'm getting Lashing Leaves for my encounter power, Battle Awareness as my utility power (asked to Rin) and Furious Assault as my class power. Besides that I still got Sohei Flair, Invigorating Stride and my daily power, Jaws of the Wolf.

What do you think guys?
>> No. 11091 edit
>Jaws of the Wolf
No, you used that against the kraken. And you already burned Two-Wolf Pounce, too. I think only Folka and Myn have any daily attack powers left.

Anyhoo, I didn't use Shield of Devotion this encounter, so I'll recharge my Righteous Shield, Holy Smite, and Virtue.
>> No. 11092 edit
What the heck, I was sure that was on the past adventure. Anyway this is the actual surge count:
Surges Remaining
Sureiya: 4
Torinn: 1
Folka: 4
Myn: 0
Sariel: 3
>> No. 11093 edit
File 13570028178.png - (89.69KB , 858x852 , 678307113a79456c737cec39b0034b7c.png )
I think you guys gave Sureiya lots because he had been taking a massive beating in previous encounters, so it was natural to assume that he would continue to do~
>> No. 11094 edit
Well he's our best source of damage so it makes sense to not want him to go down.
>> No. 11095 edit
Our surge split wasn't bad, but this encounter drained too many surges from Myn and Torinn
>> No. 11097 edit
File 129982935023.jpg - (407.60KB , 1063x1497 , 4260906ff6b086e991501edb701c69ce.jpg )
Sariel can recover an encounter attack power too.
>> No. 11098 edit

which one guys
>> No. 11099 edit
Powerful Warning probably would do the most good. Out of turn means more attacks made means more dpr and might make a hit miss.
>> No. 11101 edit
I don't think I used that one.
>> No. 11102 edit
Yeah you did.
>> No. 11103 edit
OK I guess I recover that one then.
>> No. 11109 edit
File 129602081666.jpg - (98.07KB , 277x500 , 9a611a1cd2d8bd9f7aa08908dbb67fd2.jpg )
I need positions from everyone. If Myn is eating the fruit I also need him to roll 2d6 for extra HP healed.
>> No. 11110 edit
Alright, considering Sureiya is still quite healthy, what if I move him into E-13 or D-13 so we can attempt to flank him from the start. Well yes, "flanking" it surely will be hard considering lol push everywhere, but eventually, I think.
>> No. 11111 edit
I already gave a position.
>> No. 11117 edit
File 129913266361.png - (540.43KB , 933x886 , sak_a12 laughing 3.png )
>final boss is ultros
I have no thumbs to thumbs up with, so here's a fist bump.
>> No. 11119 edit
I think that got canceled.
>> No. 11120 edit
Oh, the last part of my post got deleted apparently, I tried to say "Good get".
>> No. 11123 edit
File 130151321831.jpg - (53.71KB , 500x695 , af81fc3e4a01d0607a04dbe043857953.jpg )
I'm going to count you guys as having passed a new milestone now, I don't know if it's the right encounter count but that last encounter should be hard enough to count for it~

So you all get an action point~ Good luck~!
>> No. 11124 edit
I don't even know where to start with this thing. Is there even such a thing as a safe place to start/end your turn here? Auras and walls and bursts everywhere making it ridiculous to approach the main body until it's bloodied.

I guess I have another AC bonus now, for what it's worth.
>> No. 11125 edit
I'm more concerned with that powerful close blast 5. We need to deal with the tentacles first and try to scatter a bit to evade getting AoEd by it next turn. I suggest we should spend our resources to kill the brute tentacles as fast as possible so we can engage Ultros without that water barrier.
>> No. 11126 edit
Stunning the BBEG should be priority number one. After that, we can focus down its company.
>> No. 11127 edit
So basically it auto-hits for 5 damage every turn when bloodied and we need to attack its tentacles while it's not bloodied because otherwise lolsight.

Seems legit.
>> No. 11130 edit
Shift your speed or shift 1? Not clear on that.
>> No. 11132 edit
File 129570266441.jpg - (151.59KB , 450x707 , 1223507316381.jpg )
It's "shift to the nearest space not in the burst." No distance specified but it must be the nearest square.
>> No. 11134 edit
Forgot to mention it, please shift Sureiya to D-14.
>> No. 11146 edit
I'm a little confused. When is the abomination vulnerable?
>> No. 11148 edit
File 129602081666.jpg - (98.07KB , 277x500 , 9a611a1cd2d8bd9f7aa08908dbb67fd2.jpg )
A few things:
A) Normally it can only use water wall every other turn due to requiring a standard action to activate the water wave, but it can circumvent this using an action point (and of course it only has 2 action points).
B) It can't use the water wall at all when it becomes bloodied.
C) It's always "vulnerable" while the crusher tentacles are active because damage to the crusher tentacles transfers to the solo.
D) Finally, as a fail-safe, I examined the numbers to make sure the main body would always be bloodied after the point at which both tentacles were killed.
>> No. 11149 edit
File 130068659647.jpg - (115.09KB , 234x411 , A Tiny Tiny Clever Raion.jpg )
>D) Finally, as a fail-safe, I examined the numbers to make sure the main body would always be bloodied after the point at which both tentacles were killed.
George, consume the tentacle and abomination in your zone of darkness please.
>> No. 11150 edit
File 130151002729.jpg - (123.91KB , 305x457 , 4e45f76a56ff62865276fa6d8a0eab41.jpg )
Oh, and I had to move the nightmare from where I first put it because I forgot to follow the rule that the main body can't be within 2 squares of the crusher tentacles. This is actually a rule intended to help you guys so it can't protect its own tentacles with the water wall.
>> No. 11151 edit
I guess the tentacle can be the target instead, since it'd have to waste its turn to escape the zone.
>> No. 11152 edit
George please ignore the minions for now and bring pain to the tentacles as Astaroth suggested.
>> No. 11153 edit
Yah, if you want to kill minions you should have made a dedicated controller character. Or a sorcerer. Hell, even seekers got a good schtick going with their new support, and their RBAs have great control attached to them.

But I digress, as you haven't actually dedicated yourself to attacking the minions. Just kill the tentacles as swiftly as possible. Then the abomination can't water wall us and we can focus it dead.
>> No. 11158 edit
File 135792015666.png - (294.82KB , 462x715 , something in the eye.png )
Note to self : Give future monster encounters free action attacks that can be used regardless of whether the initial attack hits or misses and make them highly accurate.
>> No. 11160 edit
>Nightmare suffered 151 damage
>Total damage to tentacles: 168
Where'd 15 damage go?
>> No. 11161 edit
Also, I just realised, I used the following powers during the previous encounter:
Adaptive Stratagem
Glare of Oppression
Fey Step
Fearsome Command
Powerful Warning

That means I still have:

Reorient the Axis (lol)
Templar's Fist
Beguiling Strands
Fettering Glare

I was thinking of using beguiling since it can hit three targets (among which the minion!) and maybe reposition the nightmare so it doesn't have an easy time close blast 5'ing the lot of us. I don't suppose I can crush the eye tentacle by pushing the nightmare into it.
>> No. 11162 edit
I'm not sure about Ultros, but it seems the tentacles are immune to forced movement.
>> No. 11163 edit
Also, considering I managed to hit Ultros once for 19, it should be at -187 before Torinn's damage.
>> No. 11164 edit
Fux dat plan then. Can't see the nightmare or tentacle from my position due to godmode wall, so I'll just total defence.
>> No. 11165 edit
File 130294168698.gif - (188.48KB , 539x765 , 1223507178004.gif )
There's actually a little more damage missing and I'm adding it in the new update. Sorry, yes, should have mentioned the tentacles are immune to forced movement, but the nightmare itself is not.
>> No. 11167 edit
File 130113528699.jpg - (289.97KB , 1200x1697 , Angel Mort.jpg )
You need to consider context. That is literally everything the crusher tentacles can do. They are meant to serve as an extension of the nightmare itself rather than be actual independent monsters, that's why they even damage the main body when they take damage.
>> No. 11169 edit
I took my turn at
>> No. 11170 edit
>> No. 11171 edit
File 129868141662.jpg - (66.35KB , 504x913 , Angel Mort Pose.jpg )
Sorry about that, you must have posted when I was writing the update.

The next update will have to wait until later tonight/early tomorrow, as it'll be pretty extensive and I need to get going pretty soon.
>> No. 11172 edit
Sure, if you spent more than 13 minutes writing the post. '3'
>> No. 11173 edit
File 130698935011.jpg - (70.31KB , 577x600 , Embarrassed at the Angel Mort.jpg )
I probably did.
>> No. 11175 edit
The stygian guards had something like that too, though.
>> No. 11176 edit
Need to kill Nightmare asap or prepare to be dominated.
>> No. 11180 edit
Do I still have an action point??
>> No. 11181 edit
I don't think you have used one this encounter yet
>> No. 11182 edit
If I still have one I can move closer to Myn+Torinn, and if they at least both stand can use Reorient to get them out of the zone, leaving the two free to just attack or whatevs.

Then I can action point to damage the Nightmare and avoid lulz.

By the way, is his attack a Charm attack? I get to reroll a saving throw against that with my Myth Drannor bg
>> No. 11183 edit
Can you heal folka? He used his Stunning stance and he's barely alive.
>> No. 11184 edit
ofc I can, but I can also Reorient our Axis at the same time.
>> No. 11185 edit
oh, good.
>> No. 11186 edit
File 129831202212.jpg - (152.56KB , 430x671 , 3808403889f313d1246e9b82820c6f69.jpg )
It's not charm unfortunately. It's just psychic and gaze.
>> No. 11195 edit
>Myn bloodied
>Folka dying
>Torinn close to dying
>Sariel bloodied
>Sureiya bloodied
>One Inspiring Word left
OK, I'm probably using my second wind on my turn but who wants the Inspiring Word (and who has surges left?). If Folka is quitting anyway it might be expedient to just let him bite it, but I imagine that's not very party-like.

Still, we're getting dazed left and right and dominated if we aren't lucky so clever use of resources is probably a good idea etc.
>> No. 11196 edit
File 129602081666.jpg - (98.07KB , 277x500 , 9a611a1cd2d8bd9f7aa08908dbb67fd2.jpg )
It's very unlikely that the encounter will last long enough for Folka to bite it from either ongoing damage or death save failures, even if you don't heal him.
>> No. 11197 edit
So no healing Folka. All right then, who can use a heal then? '3'
>> No. 11200 edit
>saps life despite me saying no
No healing Myn either. Can I consider Myn an enemy for the rest of the encounter?
>> No. 11201 edit
File 130160276450.jpg - (33.77KB , 480x600 , 532f7d2c516c43766483fd16e0a61b7a.jpg )
That's your call.
>> No. 11205 edit
Sureiya isn't slowed... why didn't you charge to get out of the zone?
>> No. 11208 edit
File 129464570122.jpg - (7.67KB , 181x161 , huh__.jpg )
This guy has a surprising amount of HP for a lurker.
>> No. 11209 edit
File 129982935023.jpg - (407.60KB , 1063x1497 , 4260906ff6b086e991501edb701c69ce.jpg )
Solos don't adjust HP for role~
>> No. 11210 edit
File 129674887945.jpg - (278.84KB , 600x799 , armslooklikedanglinglegs.jpg )
Since when was that rule in place?
>> No. 11211 edit
If I were to charge Ultros I would have to end my movement at D-10 because of charging rules. That would mean I would have no line of sight against Ultros and I would get harmed with Hunger of Hadar at my turn and when Myn sustained it.
It should be about 410~
>> No. 11212 edit
Actually, from when it was bloodied, I'd estimate it to be anywhere from 387 to 435.
>> No. 11213 edit
File 129556016030.jpg - (149.45KB , 520x650 , 2c56fd365d68cde9c3aca3613201a588.jpg )
Always, I believe. It's in the Adventure Tools too.

Actually you could've charged to E-10.
>> No. 11214 edit
I guess it does. But even then, its HP amount puts its constitution score somewhere in the mid 20s to high 30s.
>> No. 11215 edit
Really? I'm retarded then.
>> No. 11216 edit
File 130151002729.jpg - (123.91KB , 305x457 , 4e45f76a56ff62865276fa6d8a0eab41.jpg )
It's level 9, dunno what level you're using to calculate, but I wouldn't describe its constitution as "in the stratosphere."
>> No. 11217 edit
Sariel can only grant an attack to allies and considers Myn an enemy.
>> No. 11218 edit
>level 9
how'd I miss that?
>> No. 11219 edit
File 13164543299.jpg - (78.11KB , 580x450 , 30cfbc1ed69494600e966e06946b5eb9.jpg )
The minion tentacles are level 7 though, and the crushers were level 8.
>> No. 11220 edit
A thought : Is there anything that gives bonuses against enemies that are higher level than you?
>> No. 11221 edit
So what I do.

I kinda want to move away to avoid Torinn charging me to death on his turn, but that'd take up my entire turn and I could only heal myself then.

If I only stand and grant Myn an attack I can still only heal myself due to healing surge availability, but it wouldn't drop the nightmare and we'd still be in trouble due to Torinn murder-charge.

I can stand and second wind + heal Myn I guess, if myn has surges left.

How many surges does everyone have?
>> No. 11222 edit
Torinn doesn't do anything until his turn. That's how domination works.
>> No. 11223 edit
Right, and even if the statblock doesn't show it, the nightmare is stunned. Can I crawl that far? Remaining prone means Torinn can murdercharge me on his turn tho.
>> No. 11224 edit
Also I know domination works that way, it's why I talked about Torinn murdercharging me on his turn, not on the nightmare's.
>> No. 11225 edit
It shouldn't live that long.
>> No. 11226 edit
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The nightmare is guaranteed to take 2d10+13 damage on its turn, so you don't actually have to do that much damage to kill it~
>> No. 11228 edit
+9 ongoing damage right
>> No. 11229 edit
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I was including that. 2d10+4 from the zone and 9 ongoing~
>> No. 11230 edit
OK well
Rettsu do this
I wanna see this encounter
>> No. 11232 edit
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Actually should be 2d10+5 so I'll add 1 more damage next update.
>> No. 11234 edit
N>Save granters
>> No. 11237 edit
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New thread~
>> No. 11541 edit
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I might need that book, I wanted to know if it is inside any of the rar files here.

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