Re: General Discussion
To be fair I DID activate the robe but then...
Armando busted out the Create Water spells.
Jarre remembered about Combat Patrol and we realised that he could win a battle of attrition with his ridiculous HP total, especially with Theron standing right within Channel Energy range.
We realised that we had two Enlarge Person spells in the party which meant Giant Theron and Giant Jarre.
Cid and I were mobile enough to get the bats into a "Flanking Chain" of sorts with Lili, Vince and Giant Jarre all getting a flanking bonus against something.
Not the way that Yyg intended us to win the fight but we still won. And we won without using a single Offensive Spell, which is something Yyg seemed to be grumpy about when we kept using Mezlo as a glorified BLM, and the rest to clean up the stuff that survived the Fireballs. So if anything we proved that we can win a fight without relying on the Arcane Spellcasters Blasting rather then using spells that benefit other party members.
But seriously Mezlo, buy some regular bolts next time we can, you having only elemental bolts made things complicated. Also it would be hilarious to see Heroism put on a Giant Jarre some time.
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Re: General Discussion
It was meant to be a stalemate. You can't hurt them and due to your fire negation cloak... They can't hurt you. Ultimately I wanted the party to figure out that YOU SHOULD BE TANKING.
That didn't happen... And they just let you sit on the back line.
The mobs were dealing between 1d6+2 and 1d8+2 damage. Your cloak negates 10 from each hit.
The encounter was meant to empower you into a battle role you normally wouldn't take... the tank.
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Re: General Discussion
We did managed to create a Flanking Chain at one point which was hilarious. Two Rogues and a giant Fighter getting flanking bonuses...It was beautiful...
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LOL at Yyg! He created that scenario strictly to fuck with me... Glad i missed it! LOL!!!
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The group filled me in on what I missed. Before going into the foundry I suggested we have another mock fight in the training grounds since it'd been over a month since I last played. We challenged a minotaur to a fight, but as soon as its turn came up the ground underneath it erupted and two fire bats, a hell hound, and a fire elemental came out of the rift. Me and Jarre were enlarged, the group had a hard time using your character, and I remembered I have Create Water halfway through the fight.Originally posted by MezloSOOO.... what did i miss? Cid? detailed notes?
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I.e. next time you buy spells choose something other than fire including bolts so you don't heal the enemies your attack!
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You missed all of the fire.
ALL OF IT!
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SOOO.... what did i miss? Cid? detailed notes?
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10pm tonight then ok, will top up on caffine ready lol
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Were on for tomorrow. 5:00pm est
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And by tomorrow I mean today...
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I do have another concept too: a Barbarian who after maybe one too many blows to the head or drinking contests with strange robed men, is now under the impression that he is somehow, despite all appearances to the contrary and the accurate impressions of everyone he meets, a wizard.
So he will do various things where he thinks he's casting a spell but is really doing something else.
So the below are the ideas for "Spells" so far:
Knock = Bashes down a door
Mage Armour - Simply put son his armour
Disintegrate = bashes things until they're reduced to dust
Fireball = Pulls out a torch and throws it at someone
Teleport Object= Throws an item
Reduce Person = Messy
Enlarge Person = Very Messy
Stoneskin = Barbarian DR
Protection from Arrows = Pretends that arrows don't hurt
Locate Item = Arbitrarily picks a direction, if it's wrong then the item must have been moved
Silent Image = Crudely draws a crayon cardboard cutout.
Summon Monster I = Picks up one of the creatures attacking him and throws it at another.
Charm Person = Flexes oily barbarian muscles
Create Food = Kill some poor, nearby critter.
Create Water = Insert Bear Grylls joke here
Sleep = Bludgeon something into unconsciousness
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What Firewind is describing is basically Gravedust from Guilded Age. Doesn't raise the dead, but communicates with them all the time to help the living, put the dead at peace, or do detective work.Originally posted by cidbahamutIsn't the act of raising the dead chaotic by its very nature? There's a natural order that's being subverted when you bring something back to life.
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Re: General Discussion
ftfyOriginally posted by Firewind View PostSo I like to mess around with making characters so I'll have something to play when my character gets killed by the EAW, and I ended up with on concept I would find fun: a Lawful Good Necromancer.
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Actually most of the Necromancy spells in Pathfinder are neutral and in things like 4th and 5th Edition alignment is purely a Roleplay thing that is up to the DM as to if they want something tied to it.
It's also more about Debuffing too, Necromancy has some very nasty debuffs not tied to an alignment. It's only the spells that actually create undead that are tagged "Evil"
Plus for pathfinder: Magic - Pathfinder_OGC
"Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school."
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Isn't the act of raising the dead chaotic by its very nature? There's a natural order that's being subverted when you bring something back to life.
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