she's not all that much of a fighter, because she's set on keeping her party members alive.. Not sure what I can bring to the table as an idea to get into the flying Castle though.. If i think of anything I'll bring it to the table
This Cleric is armed to the teeth, strong as a bull(17 Strength)and agile as a ballet dancer (17 Dex).
Talk about "Float like a butterfly and sting like a T Rex."
She can deal some real damage. Don't be to worried about getting into the fight, Amara appears to be a Battle Cleric.
Her armor is HIGHLY protective(-4)and her weapons are deadly. She can really take a beating too with 70 hit points and Con 17, it will take a lot to hurt her or keep her down.
That +3 Mace alone will be a great advantage. You get +3 to your roll to hit your foe. It does up to 10 points of damage per hit and every three rounds you get an extra attack.
That Hammer is a real doozy too. Up to 8 point damage whacking and 10 if thrown.
The Crossbow and bolts for range fighting is better than most of our range weapons. You get 2 added to your roll to hit for the bow and two more for the +2 bolts, that is VERY likely to hit your target. You do up to 7 points damage with each bolt.
The +3 dragger for close in fighting are almost sure to hit and do up to 7 points damage and you get two attack per round, so if both on the same target that's up to 14 points damage.
She also gets another +1 added to her ability to hit as a racial bonus for being Elven. So what ever she attacks it is most likely she'll hit it.
She is force before, during and after any combat with her spells, weapons and healing. She can care best for the group by using all those areas with vigor.
She walking death to evil and life to good!
So sicum girl!!!
+3 Mace of Disruption SM/Med:1d6+4 / LG:1d6+4 #ATKS:3/2 (All evil creatures take 5d4 +4 points of damage when hit. Any undead or evil creature from lower planes %chance may utterly destroy them.)
+2 Heavy Crossbow
Quiver 40 +2 Bolts SM/Med:1d4+3 / LG:1d4+3 #ATKS: 1
Quiver (1) 40 +1 Bolts SM/Med:1d4+3 / LG:1d6+3 #ATKS: 1 (Quiver also contains a magical Bolt of Refilling. Like the arrow any bolts placed in the quiver will never run out)
A little back posting between Rayne and Amara could have Rayne sharing her prayer book and adding to the number of spells Amara has available. Just like Ulthok gave the Haila's spell book to Aliya to copy. That would give more choices.
Silent is a walking Death Dealer/Good Guy Healer :)
First: Inviso 10’Radius will not help as only a few of you could stay together close enough to gain its effects. Any maneuvering to avoid anything and people will get seen. Touching will not help as its a radius spell.
Second: Improved Inviso is much the same as norm Inviso just you get too attack. Again touching in a link won't do as you hope.
Third: Mass Inviso could be the way to go but oops no one is high enough to know it or cast it.
As for potions of Inviso nope not enough time to gather the number needed. It’s basically like the battle of Britain here come the German bombers, immediately launch fighters. Or in this case here’s the gem now go destroy that castle you’ll have fighter cover in 15 minutes.
This is my version of fantasy air combat. Go get’em pilots.......
Posted on 2013-06-27 at 19:38:11.
Edited on 2013-06-27 at 19:38:30 by TannTalas
I've been DMing in RL during my absence. I forgot how terrifying it was to be a player and not in charge. XD
Hmmmmmm, maybe we don't need everybody invisible? How about a harrier team and a strike team? Seems a bit iffy but someone plays rodeo clown long enough for a smaller team to go in and do the real work?
Also: Hi everybody, nice to meet the newcomers! Hope we don't die horribly together!
Posted on 2013-06-28 at 07:20:52.
Edited on 2013-06-28 at 07:21:27 by Kriea
Now would be a good time for Cor to relate his vision to the party. Then we all can look for the Queen if we believe him.
If Cor's vision has more details about the castle that too would be good to know. We need a rally point at the castle and some idea what we are trying to locate.
I've always felt that splitting the party is not a good idea, it reduces our strength and puts to groups out of communication so they don't know if the other is being successful. When Sirene went lone wolf at the dome it was a real risk, the party got stalled and she could of had much worse issues.
Being aggressors and defenders might be better. Those with thief skills and detection skill concentrate on looking for the source while the guards protect their backs.
To me it seems like there are six objectives.
1. Get into the castle as safely as possible.
2. Locate the Queen (After Cor tells us about her)
3. Free the Queen
4. Find the flying magic source
5. Destroy the flying magic source.
6. Escape alive with the Queen.
Firstly welcome (or welcome back!) to any new players I missed saying welcome to! And sorry for the long silence. Although no one did bother to talk to Sirene you know ...
In terms of what to do, I hate to point out the obvious but I am anyway. Just because we cannot teleport [b]into[/b] the fortress, it does not mean we cannot teleport into a space [b]near[/b] the fortress. That will reduce the dangerous flying time substantially.
Secondly, we don't have enought fly spells to cover everyone. From what I can see only Weaver and Sirene have the spell available to them (Weaver has 1 spell memorized, Sirene can fly at will courtesy of her new ring).
That being said, I do have a crazy plan (that just might work):
Sirene lends her ring to 1 PC. Weaver casts his spell and whatever other spells he wants. Sirene shifts into a giant eagle and carries as many party members as she can in her new talons and upon her back. Weaver and Ulthok then teleport us into mid-air near the castle (this bit depends on the weight issue). We all then make a break into the fortress.