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(04-06-2017, 05:38 PM)Lugar Wrote: [ -> ]I think we all have pretty defined rolls but maybe we can "organize" like Toot suggested earlier.  SG is our obvious front line tank/destroyer and we should keep him alive and well buffed.  Torin is our main healer followed by Toot and Portho.  Am I right in saying that Merri and Shanna are our battlefield controllers and blasters?  I know Torin, Toot, and Shanna are summoners. We should never be outnumbered :Smile I see Lugar as the main scout (also trapsmith and backstabber), but really anyone can do that, even Merri's air elemental can scout (can an air elemental travel under water?). Where does Portho want to be in a fight? He is the Jack-of-all-trades!  What do we have to counter FEAR? Inspire Courage, wisdom buffs, protection from evil, other cleric spells, can anyone summon a paladin?

Torin roles in prio:
  1. Keeps SG alive (Shield Other), cos he is our main melee character
  2. Healer
  3. Tank  [ AC : 40/43 = 26 base + 3 SoF(deflection) + 6 Alter Self(NA) + 0/3 Barkskin from Toot (+NA stack with AS ) + 5 Combat Exp. (Dodge) ]
  4. Summoner
  5. Arcane item user
Torin Spells and Wands VS. Fear:
- (Wand of) Bless
- Resurgence
- Prayer
- (Spell Immunity)
- Wand of Guidance
- Wand of Resistance
- Wand of PfE
- Wand of Remove Fear
(04-06-2017, 04:59 PM)Lugar Wrote: [ -> ]Toot vs Myshnue, rumble in the jungle.  It's like a reverse Godzilla vs Mothra, instead of giant monsters crumbling buildings it's little bugs breaking dried leaves and small sticks.

From Toot's and Myshnue's perspective it would be a real rumble in the jungle.  But to everyone else, it's >> This <<
Hm. No ill effect on a failed save but falling prone on a successful one. Interesting. I think I, as a target, would intentionally fail my save.
A possible alternative would be to modify NPC attitude. Failed save means mod down, successful means mod up.
(04-06-2017, 05:38 PM)Lugar Wrote: [ -> ]"Hey Toot, you mentioned getting organized and Portho mentioned a silencing spell.  Well it seems we have time to start preparing ourselves... Merri, Shanna, the counsel mentioned something about spells being affected by the, the, this place.  Have you tried casting a spell here yet?"

Lugar would be very appreciative of a sculpt sound spell so that his movements remain silent.  Any other enchantments would be welcome too.

[OoC, I think we all have pretty defined rolls but maybe we can "organize" like Toot suggested earlier.  SG is our obvious front line tank/destroyer and we should keep him alive and well buffed.  Torin is our main healer followed by Toot and Portho.  Am I right in saying that Merri and Shanna are our battlefield controllers and blasters?  I know Torin, Toot, and Shanna are summoners. We should never be outnumbered :Smile I see Lugar as the main scout (also trapsmith and backstabber), but really anyone can do that, even Merri's air elemental can scout (can an air elemental travel under water?). Where does Portho want to be in a fight? He is the Jack-of-all-trades!  What do we have to counter FEAR? Inspire Courage, wisdom buffs, protection from evil, other cleric spells, can anyone summon a paladin?]

Portho is pretty much a Jack of all trades

he can deal damage in melee thanks to teh Sword of Light, bolstered by a haste spell and mirrior images he could be quite the foe. Light Buffing with bard song. Party face with high diplomacy. Minor healing via wand. Pr from evil and remove fear wands to help protect the party on this quest.

Overall his areas where he lacks ability are ranged combat and area effect magic. H e is meant to be a jack of all trades, filling in where needed. i created him this way on purpose when teh original game was still on Plothiik, with a fully 'sraffed' party roster.
(04-08-2017, 07:07 PM)Lugar Wrote: [ -> ]"Hah! What do you know of our women's beards, little elf? I'd have discipline too if my shaft was as big as a bugs!"  Lugar retorts.  Torin might not be a duergar but he was at least a deep dwarf, which garnered some respect, and he wasn't going to let anyone not a dwarf insult their women. [OoC: picture a beard on a woman's... you get the idea! Tongue ]

- Do you know why the dwarf women have beard?
- ???
- Cos you could grab it ... Big Grin Tongue
Something popped into my mind. You walked all across through an area of antimagic and it was fairly easy to describe what happened. Giant lost his extra strength; magic light did not work; Lugar and Toot lost their disguise; and other trivial stuff like that.
What about transformations? Alter Self and Wild Shape, in particular? I get that by the rule these spells/supernatural effects are suppressed. So, effectively, a wild shaped druid returns to original form instantly as part of moving into the area? And leaving the area it returns instantly to the animal form? Like, "free action as part of movement"? Cool... I wonder if this could be exploited but honestly I find this an intriguing challenge and I don't think I'd rule against it.
Interesting thought. I think the Druid would remain in whatever form it is in, rather than revert back to its natural form. What would happen to magic armor that resizes? Would it magically change its shape and size to its original construction or stay as is when the wearer entered? There must be some zone around the anti-magic field causing all these magical changes and then the action is apart of the movement through that zone, no matter how thin.
(04-10-2017, 09:34 PM)Lugar Wrote: [ -> ]Interesting thought. I think the Druid would remain in whatever form it is in, rather than revert back to its natural form. What would happen to magic armor that resizes? Would it magically change its shape and size to its original construction or stay as is when the wearer entered? There must be some zone around the anti-magic field causing all these magical changes and then the action is apart of the movement through that zone, no matter how thin.

I think because Wildshape is a supernatural ability it would be suppressed and he would turn back to normal.  If antimagic shell couldn't then what could?  But as far as magic items resizing themselves, I think there should be a house rule to say that either, a) They copy whatever size of person who's wearing them when they turn to normal, or b) Automatically loosen themselves to fall safely to the ground.  Otherwise it would be a fairly cheap way for the DM to ruin a bunch of magic items and possibly kill some PC's.  Lets say the party is facing a Huge sized creature wearing a Monk's Belt.  Then the player casts Antimagic shell.  The huge creature would either be crushed by the shrinking belt or would destroy the Monk's belt when his waste snapped it.  Unfortunately this is more likely to happen to the players than a monster.  It wouldn't be a big deal to Toot as most items would just get bigger unless he had the item especially sized for him.
Oh those resizing trinkets. I don't think they have an "original" size. It's magic when they resize but it's not magic thát they are that size in that moment. But it's like saying that transformation is instantaneous and the effect is no longer magical and this may be an interesting argument to some other spells/effects...
I was reading up on wild empathy when I stumbled upon something that might have came in handy when Toot was dealing with the Specter.

Unnatural Aura (Su) Wrote:Animals do not willingly approach the creature unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check.

Format: unnatural aura (30 ft.); Location: Aura.

This is for Pathfinder but I think it makes sense.  This DC is for anyone who has Handle Animal or Wild Empathy but if that seems too powerful, limiting it to just Animal Companions would be possible too.   It was pretty crappy that Boo, who's not just an animal but a loyal companion, became completely useless in that encounter with the Specter.  Sad