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File 132304080316.png - (538.17KB , 693x476 , TPK.png )
6976 No. 6976 edit
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
Bernkastel ("Bernkastel") http://www.myth-weavers.com/sheetview.php?sheetid=336978
Astaroth (Torinn Tormine) http://www.myth-weavers.com/sheetview.php?sheetid=217138
Liliane (Sariel) https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0Pf2xAWVLoANDI4ODM1NGMtNmQyNC00MTg0LWE0YWYtN2U0M2U5NzI3OWQ1&hl=en_GB&pli=1
anon-kun (Sureiya) http://www.myth-weavers.com/sheetview.php?sheetid=224099

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

Re: CHARACTER BUILDER (VERY useful!)
Everything has been put together here and organized for maximum ease of use:

http://www.mediafire.com/?44xdbd8bl89dbkg

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. 6988 edit
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6988
first
>> No. 6989 edit
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6989
Second.
>> No. 6994 edit
>>6989
purdy image
>> No. 6995 edit
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6995
i kno rite
>> No. 6996 edit
Also, I don't really get the comic in the thread.
>> No. 6998 edit
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6998
>>6996
It's not meant to be anything in particular, except referencing the phrases "TPK," and "rocks fall, everyone dies." Those are semi-memes in traditional gaming.
>> No. 7001 edit
>>6998
Well, I know those things, but in terms of the comic itself, it makes no sense. Why is the fat hamster attire wearing person holding the book (which I assume is the irc chat or whatever is used)? Why is he deciding that rocks fall? He most certainly is not the DM I think. That's why I said I don't get it
>> No. 7002 edit
>>7001
>"What are you doing with the mountain?"
>"Total party kill."
>"Rocks fall and everyone dies."

He destroyed the mountain and everyone's dying in the ensuing chaos.
>> No. 7003 edit
>>7002
There's still the how, the why, etc
>> No. 7004 edit
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7004
At this point it is important for me to have everyone saying their movements. Something will happen soon (not necessarily an encounter, so precise positioning is not as important).
>> No. 7005 edit
Come on people! Do stuff!
>> No. 7006 edit
>>7003
>How?
Magic.

>Why?
Because else the other side was gonna kill the hamster guy.

>Etc
Etcetera.
>> No. 7010 edit
inb4 there's traps that shoot from the walls you are climbing on
>> No. 7021 edit
k Astaroth go stop gate, Voyee and Mehico can do panel, Hidei and George let's play card games
>> No. 7025 edit
Alright, thievery check time. I got the tools that's +2. Who can make some aid another to help my roll?
>> No. 7026 edit
>>7025
You're the only one trained in thievery.
>> No. 7029 edit
In an anime I watched, there was a situation in which the protagonist was trapped in a locked room. The solution was to stick a shape-shifting sword between the door and its frame and have it transform into a mace.
>> No. 7030 edit
>>7026
Aid another sucess with a 10, also bern have speak with spirits, right?
>> No. 7031 edit
>>7029
>inb4 sariel magic weapon break
>> No. 7032 edit
>>7030
Folka then, I suppose.
>> No. 7033 edit
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7033
You can also aid another here using Dungeoneering, I'll allow that. There's no need for anyone to sit around doing nothing if you don't want to, you have a reasonable chance of success even without training on aid another.
>> No. 7034 edit
>>7033
Well, most people doesn't seem like rolling if they don't get high bonuses. Anyways, the risk is worth it.
>> No. 7035 edit
sorry i forgot as i sleeping i aid another tomorrow k
>> No. 7036 edit
>>7031
There's that and it takes an hour to repair with the Swordmage feature. It's probably only a +2 situational bonus to a Str check anyway.
>> No. 7046 edit
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7046
Waiting to see if the whatsits attack or not. Hope they ran back somewhere. I want to put my encounter bypass through extreme intimidation to use.
>> No. 7047 edit
>>7046
ur ded
>> No. 7057 edit
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7057
Well, if you wanna set up readied actions, try to do it before tomorrow. Wanna keep things moving.
>> No. 7059 edit
I won't be posting much on seacats outside of here and til the end of parlor lately, maybe even streamchat. Anyway, i was just going to open the door anyway instead of being super cautious once most of the party seems prepared.
>> No. 7061 edit
>Sureiya is not using Headman's Chop
Wait a second, where is my party with a lot of prone at will attacks?
>> No. 7063 edit
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7063
The one without a readied action is on door duty.
>> No. 7064 edit
>>7063
So, myn
>> No. 7065 edit
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7065
>>7064
Torinn or Folka; idc what Myn does.
>> No. 7070 edit
>>7068
Is it ok if I mention it before facing potential danger.
>> No. 7072 edit
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7072
>>7070
Depends. "Potential danger" is a pretty broad category.
>> No. 7075 edit
Our tank should probably take point, idk.
>> No. 7078 edit
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7078
Bern has the light source, so to see more, she needs to move forward.
>> No. 7084 edit
inb4 hydra
>> No. 7085 edit
Crazy idea : somebody with good perception get on the tiger with Torinn and Rutger walks along wall over the water pool. Make perception check without fear of ambush. It's even immune to tremorsense since it's not on the same axis.
>> No. 7086 edit
>>7085
what if they are ranged hydras or something? Anyways I already failed my perception check, to be able to do another the "circumstances" would need to check. Maybe ligtening that specific area?
>> No. 7087 edit
File 13237963328.png - (4.97KB , 145x145 , bern113.png )
7087
>>7085
>climb walls
That's certainly not going to be me.

Sureiya, go for it.

>>7086
It spits acid, ne. As for circumstance, your new viewing angle should qualify.
>> No. 7089 edit
forgot to put in spoilers, but i'm taking point like 2-3 squares behind torinn i guess
>> No. 7091 edit
So there really is something in the water. How can we get the jump on it?
>> No. 7092 edit
Mage Hand the Sunrod to the water, everyone prepare actions to go after Sariel Winged Hordes his junk, charge and stuff? We probably don't want to be in the water much but we need someone in there so I can waste my Vortex on it.
>> No. 7093 edit
>>7092
Does anybody other than me have any lightning attacks?
>> No. 7094 edit
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7094
>>7092
The main problem I see is that mage hand is limited to ranged 5, and a conjuration must stay within its range of you.
>> No. 7095 edit
k, have the tiger approach the water solo
>> No. 7099 edit
sorry guys, internet died because rain
>> No. 7110 edit
Anon and Bern should roll Nature to check what the Hydra's information yields us.
>> No. 7112 edit
Guess I might as well roll nature for hydra. Also, Rin, i mentioned about being 2-3 squares behind torinn wherever he goes lately, so can the map be updated for that, or did I have to make some specific sort of post thing (been busy)
>> No. 7115 edit
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7115
>>7112
It wasn't that, it's just that you were going to follow Torinn, but the hydra moved as soon as Torinn finished his move so you didn't have time to follow. On the bright side you do have the first round in initiative so it should work out okay.
>> No. 7116 edit
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7116
>>7115
Actually, I changed my mind. I'll move you up near Torinn.
>> No. 7117 edit
>>7115
Ah, I thought I would have just been sort of semi following behind him up until the point where we're in combat now (or at least a couple squares more behind). Just thought I'd ask (partially because even with a movement technique, I'm too far away to attack it.)
>> No. 7119 edit
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7119
>>7117
I'll count your movement as a readied action so it works out.
>> No. 7120 edit
So, for future reference, when using my crane's wings move technique, total squares moved is my check result divided by 5 (rounded down)? So if I roll 15 (1+14), i'd move 3 squares, etc? I'll wait to see if bern/anon roll some sort of nature check (with an idea of powers) before officially starting my turn.
>> No. 7121 edit
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7121
>>7120
Almost, you divide the result by 5 and then add 1 square to find your end space.
>> No. 7123 edit
I still don't decide if I will execute my readied action, apparently the hydra has threatening reach.
>> No. 7124 edit
>>7123
Well, I guess I should be glad I waited then.
>> No. 7126 edit
>>7123
Also, if you did, my Open the Gate of Battle attack loses 2d10 damage I think. Anyway, once one of the party members relates the info to us about the Hydra, here's my possible plan for my turn. Move just outside of the threatening reach of the hydra, minor action item power (encounter) to shift 2 squares (and gain +1 ac and reflexes until end of next turn), then use Open the Gate of Battle (and hopefully hit.) Another final option would be Blurred STrike Ki focus' daily item power as well to gain +2 to all defenses til end of next turn but that seems kinda redundant.
>> No. 7127 edit
>>7126
typo, meant 1d10
>> No. 7130 edit
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7130
Hydra super powerful, the most simple plan to deal with hydra-kun it's probably weak + daze and spam attacks until it dies, since we dont have fire/acid attacks.
>> No. 7131 edit
File 129737251878.png - (28.12KB , 151x214 , (Jeopardy Theme).png )
7131
Since it's a multi-attacker, I believe reducing its damage will significantly weaken its ability to threaten us. Thus, I'm strongly considering spending my item daily power and my daily power to weaken it and tack on a -5 to attack rolls for good measure, making it significantly less scary for a round. Seizing an early advantage will probably turn the tide of the fight in our favor.

I've seen what damage resistance does to someone that relies on making several attacks per turn or per round, and it's not pretty.

What say you guys?
>> No. 7132 edit
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7132
>>7131
Small mistake, it can regrow as many heads as it's missing on its turn.
>> No. 7133 edit
>>7131
-5 to attack will only matter on the first hit of the heads, they remove those effect on the next one.
>> No. 7134 edit
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7134
>>7133
Astaroth is actually saying it wrong, the -5 is to damage on Chilling Smite.
>> No. 7135 edit
>>7131
>>7133
but yes, weaknening looks like a very good idea
>>7132
Wait what, then what it's the acid/fire damage for?
>> No. 7136 edit
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7136
>>7135
I meant under the circumstances Astaroth was describing. Acid/fire does stop the regeneration, but destroying 2 heads in one round will just cause it to grow 4 new heads on its turn.
>> No. 7137 edit
So do the hydra's attack AC mainly? Also, how does my turn plan look that i posted a moment ago
>> No. 7138 edit
>>7137
As a brute, it probably does. But the "reflexible" spit probably doesn't.
>> No. 7139 edit
>>7131
DR is a good idea, but those effects would probably be much more useful when the hydra can make more attacks at once. Personally, I think we should use limited resources during its more dangerous phase, so that it both ends as quickly as possible and becomes a lot less scary. Maybe when it's bloodied?

Also, I think weaken and -5 penalty should be done on separate rounds. Using both at once seems like overkill, and it just makes the round after they wear off much harder to heal through, since it'll save its action point for then.

I'm planning to use up either Lamb to the Slaughter or Vengeful Elementals here; it's probably Lamb to the Slaughter, unless it misses.
>> No. 7140 edit
>>7139
Wouldn't Lamb to the Slaughter just cause us to provoke a few attacks from it though?

Also, unless there's any objections, i'll start typing up my turn and whatnot
>> No. 7141 edit
>>7140
Right, daze, no OAs etc.
>> No. 7142 edit
>>7139
What do you think about starting my turn using full damage? Or should I wait until it becomes bloodied?
>> No. 7146 edit
Jeez, even hit me with 26 ac/23 reflex huh, oh well, it's not that bad I guess. still a lot of damage though.
>> No. 7147 edit
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7147
This is the one thing Righteous Radiance can do that Divine Challenge can't (besides controlling mobility and being on at all times) : punish every out of turn attack made by the same enemy. The bane of solos everywhere.
>> No. 7148 edit
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7148
>>7146
It rolled very high on its second attack. A 17 on the d20 I believe.
>> No. 7150 edit
>>7147
I wonder if it can help me survive this round!
>> No. 7151 edit
>>7150
Well that's what leaders are for.
>> No. 7152 edit
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7152
>>7151
Also, I would like to request that the Elemental Spirit be brought around to protect Sureiya since he's the most fragile target.
>> No. 7153 edit
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7153
>>7152
>manly ranger half orc using two giant blades has less AC than a gay warlock and the shaman who read her way into warlord.
>> No. 7155 edit
>already at -84 HP
Alpha strike good.
>> No. 7156 edit
>>7155
Not bad at all for 2 turns and no dailies used!
>> No. 7157 edit
But that beast still dealt 43 hit points of damage against me, and he failed twice!
>> No. 7158 edit
>>7157
Which is why damage reduction is a big big deal.
>> No. 7159 edit
Remember that your tiger can attack things that move next to it.
>> No. 7160 edit
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7160
>>7159
This turn he used his immediate action on shield of devotion instead. While it's a good power, he does have some competition for his immediate actions.
>> No. 7161 edit
I thought its spit gave ongoing poison damage.
>> No. 7162 edit
>>7131
Didn't Sureiya's info block say that the penalties only count for the first attack it makes, and then the other heads don't get the penalties?


Also this might be interesting: my level 5 daily does 2d10 + 6 fire damage. It's against Fort, though, but if I can land a hit that means I halt the regeneration somewhat.
>> No. 7163 edit
>>7162
>daily with fire damage
That's a godsend considering the actual situation, but I have no idea if the fire damage permanently deny a summon of a head or it's only for a round.
>> No. 7164 edit
>>7163
I think just one head for just one round for ever 12 fire damage. It does halve damage on a miss so we should be able to do 12 fire damage with some luck, but I think it's better to just bumrush it hard when we can; either that, or lose a lotta surges.
>> No. 7165 edit
>>7164
Well, it should have at least around 350hp, so I plan to burn daily, sohei flair and furious attack when we decide to nova finish it.
>> No. 7166 edit
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7166
>>7161
The bite normally does not inflict ongoing poison damage, however it does when using hydra fury.
>> No. 7171 edit
k swordmage shielding fire now or not
>> No. 7172 edit
>>7171
Good question.

On the one hand, damage reduction and fire damage would probably be very helpful here.

On the other hand, it can only trigger once per round, while Righteous Radiance happens every single turn.

wat do
>> No. 7173 edit
Well I am glad to see you actually weighing your options and not having a slam-dunk strategy here, even if the solo doesn't prove to be a life-or-death struggle.
>> No. 7174 edit
>>7171
If it only stop the regeneration for a turn we could use it already.
>>7173
Isn't the problem that we overthink most of the time? Anyways I just noticed bern didn't heal me lol.
>> No. 7175 edit
>>7174
She thought you'd live.
>> No. 7176 edit
>>7175
live how much time? I mean I lost about 40 hp in a round and I'm poisoned lol
>> No. 7177 edit
One thing I didn't mention in the knowledge check I probably should have:
The hydra's individual attack go up in damage potential as its number of heads decreases. With only 3 heads, hydra fury adds +5 damage to attack. With only 2 heads, hydra fury instead adds +2 attack and +10 damage to each attack. With only 1 head, the hydra gets the above bonus and can attack up to three creatures within range with the attack.
>> No. 7178 edit
no feedback means i mayk executive decision
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