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[DnD 4e PbP] The Serpent Swallows its Tail (OOC)

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    MidrealmDMMidrealmDM Registered User regular
    edited August 2010
    Well Scored 10 out of possible 20 (average 13)

    Still, after last round, at least it is a hit.

    Edit - After all those misses; the Auto Hit version of magic missile is looking good.
    Hell, technically you could be flinging that version of the spell while blind and still hitting.

    MidrealmDM on
    Toman Cincer - Dark Pack Warlock
    HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
    AC 15 | Fort 13 | Ref 15 | Will 16
    Insight: 16 | Perception: 19
    Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
    Darkspiral Aura: 0
    Cursed: Drake, Boss
    Campaign Languages
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    SnowdownSnowdown Registered User regular
    edited August 2010
    Yep, -4 to hit is pretty nasty.

    However, the cloud is gone now. (let me make that clear in the thread)

    Also, the room was pretty restricted, but all ranged classes COULD have moved out of the cloud, and only been taking -2.

    Melee characters are pretty screwed by it.

    It's a fairly potent power.

    Now that you guys have faced a hexer, you'll likely kill him quick ;)

    Snowdown on
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    Crimson PhantomCrimson Phantom Registered User regular
    edited August 2010
    Yea, I know...that's why I didn't take it. The auto-hit version of MM takes out all the joy/fun/agony/enthusiasm out of the game. Because if I know I am gonna hit with a guaranteed 6 damage every single time, why bother risking anything else? Nah, I'll keep my roll to attack, it's more fun that way...less min/max more player fun.

    Crimson Phantom on
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    MidrealmDMMidrealmDM Registered User regular
    edited August 2010
    Yea, I know...that's why I didn't take it. The auto-hit version of MM takes out all the joy/fun/agony/enthusiasm out of the game. Because if I know I am gonna hit with a guaranteed 6 damage every single time, why bother risking anything else? Nah, I'll keep my roll to attack, it's more fun that way...less min/max more player fun.

    I weep for joy at your dedication

    If only my RL players were like you :cry:

    MidrealmDM on
    Toman Cincer - Dark Pack Warlock
    HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
    AC 15 | Fort 13 | Ref 15 | Will 16
    Insight: 16 | Perception: 19
    Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
    Darkspiral Aura: 0
    Cursed: Drake, Boss
    Campaign Languages
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    Crimson PhantomCrimson Phantom Registered User regular
    edited August 2010
    lol thank you. Plus the idea of an auto-hit is just too boring. It doesn't make sense that I can be prone, blinded, deafend, stunned, granting CA, holding my hand over my eyes, and shooting with my big toe at an enemy with total cover and concealment...and yet still...I will hit every time! Bah!! All mechanical no fun!

    Crimson Phantom on
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    WoogityWoogity Registered User regular
    edited August 2010
    hehe i agree reaping strike is the same i hate getting corralled into using the same attack over and over again because its an auto. tho right now a hit would be pretty nice haha

    Woogity on
    Rad Anvilspit hp 23/29 surge value 7 surges 1/10 17:ac 16:fort 12: ref 13: will

    Henry Teach, human cutthroat

    the game assassino_O
  • Options
    MidrealmDMMidrealmDM Registered User regular
    edited August 2010
    Woogity wrote: »
    hehe i agree reaping strike is the same i hate getting corralled into using the same attack over and over again because its an auto. tho right now a hit would be pretty nice haha

    I chose for my at-wills: one melee, one high damage (ranged), and one high accuracy (ranged)

    Personally I don't mind the auto hits, particularly if they are encounter or daily.
    You often give up alot of damage or other features for the ability to always inflict damage.
    However, when your target is a minion, there is no reason to NOT use them (reaping strike
    can't auto kill a minion, because miss results never hurt minions)

    But the new magic missile is an at-will, so I agree it is somewhat broken for several reasons...
    Magic missile deals 6 points per round
    Cloud of daggers is also an at will that would deal 1d6+ Int modifer and additional damage on the following round equal to Wis modifier (auto hit on addition daamge).
    Assuming an Int of +4 and Wis of +2 and assuming you miss every other round with it, you would deal an average of 11.5 over two rounds (hit for 7.5, +2 the next round, miss for 0, plus 2 the next round)
    So it works out about the same damage wise (initially).

    But it can be used as a basic attack, has better range, and at higher levels does more damage on average.

    If they reduced the damage by 2 points across the board, then I would be inclined to think it was more balanced, but still not as fun.

    There are alot of other ways I can think of to fix it - make it like reaping strike, deals 1d6 + Int mod on a hit or Dex mod on a miss (min 1). Anyway - I digress...

    P.S. Being a barbarian...
    Woogity wrote: »
    9 vs Ac Miss!
    You're doing it wrong :lol:

    MidrealmDM on
    Toman Cincer - Dark Pack Warlock
    HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
    AC 15 | Fort 13 | Ref 15 | Will 16
    Insight: 16 | Perception: 19
    Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
    Darkspiral Aura: 0
    Cursed: Drake, Boss
    Campaign Languages
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    SnowdownSnowdown Registered User regular
    edited August 2010
    Dying, and stabilization.

    So, what does everyone think of this? I'm not sure this works quite right.

    According to the rules, when you become unconscious, you make death saving throws, if you fail 3, you die.
    Also, you can continue to take damage if you reach negative numbers = to your bloodied value, you die also.

    Any healing you get sets you to 0 hp, then the healing is applied from there.

    However, with the heal skill, you can
    DC10: allow the character to use second wind.
    DC15: stabilize the character.

    So, it's EASIER to let the character use second wind (providing they still have it), setting them to 0 hps, then gaining their second wind value on top of it. than it is to stop their bleeding, but not give them any healing at all?

    Does that make sense? Doesn't to me.

    Snowdown on
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    SquintsSquints Registered User regular
    edited August 2010
    Well, I think it is assumed that a character that let themselves down to 0 probably used their SW already. If not, than it is a little bonus to them for waiting to use it? I dunno.

    Squints on
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    MidrealmDMMidrealmDM Registered User regular
    edited August 2010
    Snowdown wrote: »
    Dying, and stabilization.

    So, what does everyone think of this? I'm not sure this works quite right.

    So, it's EASIER to let the character use second wind (providing they still have it), setting them to 0 hps, then gaining their second wind value on top of it. than it is to stop their bleeding, but not give them any healing at all?

    Does that make sense? Doesn't to me.
    Squints wrote: »
    Well, I think it is assumed that a character that let themselves down to 0 probably used their SW already. If not, than it is a little bonus to them for waiting to use it? I dunno.
    I would say 'safety net' more than bonus, but yes I agree.

    One could argue, that the DC 15 keeps Zan from dying, and then the 10 brings him back to consciousness. So once the person is no longer in threat of iminent death, then you can rouse them from unconsciousness easier. (plus the person giving first aid is less stressed and feels less rushed, knowing that their patient isn't about to die).

    Or you could argue that the DC 10 check allows the target to spend a healing surge as a free action, and being unconscious prevents you from taking any actions, so he can't do it. (but according to the RAW it says "without the character having to spend an action")

    I'm inclined to the former, if Zan hasn't spent his second wind yet, then a DC 10 check can bring him around.

    If he has, then we have to wait until he heals or wakes up naturally. (I am also of the mind that time spent unconscious from almost dying does not count as a rest either)

    I have more of a problem with the DC being a static number, I think it should scale based on the target's level ... a higher level character took more damage to be knocked out, so should be harder to stabilize (Like 15 + half target's level) - then again I think that about all static DC numbers, otherwise at some point it becomes virtually impossible to fail.

    MidrealmDM on
    Toman Cincer - Dark Pack Warlock
    HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
    AC 15 | Fort 13 | Ref 15 | Will 16
    Insight: 16 | Perception: 19
    Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
    Darkspiral Aura: 0
    Cursed: Drake, Boss
    Campaign Languages
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    MidrealmDMMidrealmDM Registered User regular
    edited August 2010
    Assuming you are allowing the DC 15 to stabalize and the DC 10 to allow a surge,
    We could ret-con the story so that Rolan and Amos (working together) stabilized Zan
    and brought him back to consciousness.

    Edit: They got the required two numbers, just in the wrong order.

    MidrealmDM on
    Toman Cincer - Dark Pack Warlock
    HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
    AC 15 | Fort 13 | Ref 15 | Will 16
    Insight: 16 | Perception: 19
    Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
    Darkspiral Aura: 0
    Cursed: Drake, Boss
    Campaign Languages
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    SnowdownSnowdown Registered User regular
    edited August 2010
    Wow, the genasi getting ALL the love from the group.

    This is the second bigot we've had in the party ;)

    Snowdown on
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    Crimson PhantomCrimson Phantom Registered User regular
    edited August 2010
    Yay for bigotry! Provided it's not pointed at the elf

    Crimson Phantom on
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    KorsahnKorsahn Registered User regular
    edited August 2010
    Well, mine was simply suspicion! My character grew up fighting off elemental and shadow creatures!

    Also, CP, you're really helping dispel the Elven camp stereotype ;)

    Korsahn on
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    Crimson PhantomCrimson Phantom Registered User regular
    edited August 2010
    lol sssssh, let's just focus on the weird colored freak and accept the elf. :D

    Crimson Phantom on
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    MidrealmDMMidrealmDM Registered User regular
    edited August 2010
    Lol... I had to keep editing my posts because by the time I got them up someone else had already posted something...
    Korsahn wrote: »
    Well, mine was simply suspicion! My character grew up fighting off elemental and shadow creatures!

    fear the shadows!

    MidrealmDM on
    Toman Cincer - Dark Pack Warlock
    HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
    AC 15 | Fort 13 | Ref 15 | Will 16
    Insight: 16 | Perception: 19
    Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
    Darkspiral Aura: 0
    Cursed: Drake, Boss
    Campaign Languages
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    WoogityWoogity Registered User regular
    edited August 2010
    hehe srry dude

    Woogity on
    Rad Anvilspit hp 23/29 surge value 7 surges 1/10 17:ac 16:fort 12: ref 13: will

    Henry Teach, human cutthroat

    the game assassino_O
  • Options
    MidrealmDMMidrealmDM Registered User regular
    edited August 2010
    Gonna be off line for a few hours :(

    Hope you guys don't advance the story to far without me

    MidrealmDM on
    Toman Cincer - Dark Pack Warlock
    HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
    AC 15 | Fort 13 | Ref 15 | Will 16
    Insight: 16 | Perception: 19
    Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
    Darkspiral Aura: 0
    Cursed: Drake, Boss
    Campaign Languages
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    MidrealmDMMidrealmDM Registered User regular
    edited August 2010
    In case you missed the link in the IC storyline -

    BTW: For those who eventually ask of Toman's past it is posted here

    MidrealmDM on
    Toman Cincer - Dark Pack Warlock
    HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
    AC 15 | Fort 13 | Ref 15 | Will 16
    Insight: 16 | Perception: 19
    Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
    Darkspiral Aura: 0
    Cursed: Drake, Boss
    Campaign Languages
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    Smoove OperatorSmoove Operator Registered User regular
    edited August 2010
    Is anyone else getting the mental picture of 5 monkeys standing around an obelisk trying to make this disk or door work?

    Smoove Operator on
    Honesty, Integrity, Handshakefulness
    _____________________________________________

    HoTS: Schmutz#1686
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    SnowdownSnowdown Registered User regular
    edited August 2010
    Just an aside.

    Nobody's done anything except LOOK at the door.

    Snowdown on
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    Crimson PhantomCrimson Phantom Registered User regular
    edited August 2010
    It's ok Rolan is about to stand on the disc if nothing happens soon

    Crimson Phantom on
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    Smoove OperatorSmoove Operator Registered User regular
    edited August 2010
    Inspiration to actually push on the door may strike Amos soon. Everybody !ready before we actually do anything to progress the game?

    Smoove Operator on
    Honesty, Integrity, Handshakefulness
    _____________________________________________

    HoTS: Schmutz#1686
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    Crimson PhantomCrimson Phantom Registered User regular
    edited August 2010
    Hell, I've been ready.

    Crimson Phantom on
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    WoogityWoogity Registered User regular
    edited August 2010
    P.S. Being a barbarian...
    Woogity wrote: »
    9 vs Ac Miss!
    You're doing it wrong :lol:[/QUOTE]

    hehe i got critted! that's my excuse! also my high dmg attack is also my high to hit attack atm :/ i am actually considering taking power attack at next lvl, before i get jumped its to go with howling strike which already has a +6 to dmg, and a +1 to attack ( being a charge) so cumulatively with power attack it would be +9 dmg for a -1 instead of -2 to attack...thoughts?

    Woogity on
    Rad Anvilspit hp 23/29 surge value 7 surges 1/10 17:ac 16:fort 12: ref 13: will

    Henry Teach, human cutthroat

    the game assassino_O
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    MidrealmDMMidrealmDM Registered User regular
    edited August 2010
    Woogity wrote: »
    i am actually considering taking power attack at next lvl, before i get jumped its to go with howling strike which already has a +6 to dmg, and a +1 to attack ( being a charge) so cumulatively with power attack it would be +9 dmg for a -1 instead of -2 to attack...thoughts?

    Depends on if you want to go for high damage or high accuracy.

    Barbarians often rely on charging, so you might also consider powers that prevent or reduce attacks of opportunity.

    MidrealmDM on
    Toman Cincer - Dark Pack Warlock
    HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
    AC 15 | Fort 13 | Ref 15 | Will 16
    Insight: 16 | Perception: 19
    Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
    Darkspiral Aura: 0
    Cursed: Drake, Boss
    Campaign Languages
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    SnowdownSnowdown Registered User regular
    edited August 2010
    MidrealmDM wrote: »
    Woogity wrote: »
    i am actually considering taking power attack at next lvl, before i get jumped its to go with howling strike which already has a +6 to dmg, and a +1 to attack ( being a charge) so cumulatively with power attack it would be +9 dmg for a -1 instead of -2 to attack...thoughts?

    Depends on if you want to go for high damage or high accuracy.

    Barbarians often rely on charging, so you might also consider powers that prevent or reduce attacks of opportunity.

    Or just save up 520 gold, and buy a badge of the berserker

    Snowdown on
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    WoogityWoogity Registered User regular
    edited August 2010
    I have thought that through as well, i want to try and get a badge of the berzerker eventually, so ill avoid drawing OAs if i can until my little dream comes true, he is fine in melee, but i dont want to take 1 or two feats that are then moot if i can get that item at some point. i was also considering fast runner for the +2 to speed on a charge bonus since i can only move 5. but i think with so many controllers, it might be nice to have a little more explosive dmg, esp with me being the only other mixed striker... tho Zan's melee output has been pretty impressive, esp for a swordmage.

    Woogity on
    Rad Anvilspit hp 23/29 surge value 7 surges 1/10 17:ac 16:fort 12: ref 13: will

    Henry Teach, human cutthroat

    the game assassino_O
  • Options
    SnowdownSnowdown Registered User regular
    edited August 2010
    Charging is only a standard action.

    So you have the option to move 1-5, then charge 5 in a straight line

    However, with a badge of a berserker, the initial 1-5 move would be subject to OAs, the 5 part of the charge is "part of a charge attack"

    fast runner would make it 1-5, then 7 straight as part of a charge.

    Snowdown on
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    WoogityWoogity Registered User regular
    edited August 2010
    Snowdown wrote: »
    Charging is only a standard action.

    So you have the option to move 1-5, then charge 5 in a straight line

    However, with a badge of a berserker, the initial 1-5 move would be subject to OAs, the 5 part of the charge is "part of a charge attack"

    fast runner would make it 1-5, then 7 straight as part of a charge.


    yup thats why im thinking power now speed later, if i can buy a badge at some point, then ill worry about speed, till then its just more chances to draw an oa, or get myself in way over my head haha.

    Woogity on
    Rad Anvilspit hp 23/29 surge value 7 surges 1/10 17:ac 16:fort 12: ref 13: will

    Henry Teach, human cutthroat

    the game assassino_O
  • Options
    MidrealmDMMidrealmDM Registered User regular
    edited August 2010
    Woogity wrote: »
    I dont want to take 1 or two feats that are then moot if i can get that item at some point.

    You can always use the retrain option to get rid of the feat when you get the item.
    Woogity wrote: »
    it might be nice to have a little more explosive dmg, esp with me being the only other mixed striker... tho Zan's melee output has been pretty impressive, esp for a swordmage.

    *Ahem* Warlock = Striker

    MidrealmDM on
    Toman Cincer - Dark Pack Warlock
    HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
    AC 15 | Fort 13 | Ref 15 | Will 16
    Insight: 16 | Perception: 19
    Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
    Darkspiral Aura: 0
    Cursed: Drake, Boss
    Campaign Languages
  • Options
    WoogityWoogity Registered User regular
    edited August 2010
    MidrealmDM wrote: »
    only other mixed strikerr


    hehe i didnt forget you, i know Zan is a defender XD

    Woogity on
    Rad Anvilspit hp 23/29 surge value 7 surges 1/10 17:ac 16:fort 12: ref 13: will

    Henry Teach, human cutthroat

    the game assassino_O
  • Options
    Smoove OperatorSmoove Operator Registered User regular
    edited August 2010
    Amos hands out damage like its goin' outta style, yo!

    Smoove Operator on
    Honesty, Integrity, Handshakefulness
    _____________________________________________

    HoTS: Schmutz#1686
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    MidrealmDMMidrealmDM Registered User regular
    edited August 2010
    Woogity wrote: »
    MidrealmDM wrote: »
    only other mixed strikerr

    hehe i didnt forget you, i know Zan is a defender XD

    Yeah - he did some massive damage last battle - but it was with a daily I believe.
    Still, a defenders ability to deal damage against a marked target if it attacks someone
    else can bring most defenders up into the striker level for overall damage per round.

    MidrealmDM on
    Toman Cincer - Dark Pack Warlock
    HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
    AC 15 | Fort 13 | Ref 15 | Will 16
    Insight: 16 | Perception: 19
    Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
    Darkspiral Aura: 0
    Cursed: Drake, Boss
    Campaign Languages
  • Options
    SnowdownSnowdown Registered User regular
    edited August 2010
    Since it's 3:30pm, I'm going to give everyone the rest of the afternoon/evening to post where they'd like to be standing while Toman goes down the hallway, or even to say they don't want to let him go alone.

    I'm going to be looking at more houses this evening and it might end up being a late night, but I'll get something up sometime tonight.

    Snowdown on
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    MidrealmDMMidrealmDM Registered User regular
    edited August 2010
    If I cast something that exists in a certain space (like flaming sphere or shock pillar...what happens)?

    Conjurations that occupy a space typically have to be placed into an unoccupied square, but are not subject to terrain or enviornment. This means you can summon them into mid air, underwater, etc. and they have normal effect,

    CONJURATION
    4E Player's Handbook 2
    A conjuration you create uses these rules, unless a power description says otherwise.
    ✦ Occupies No Squares: The conjuration occupies no squares.
    ✦ Unaffected by the Environment: Terrain and environmental phenomena have no effect on the conjuration. For example, a conjuration that is an icy hand functions in an inferno without penalty.
    The conjuration does not need to be supported by a solid surface, so it can float in the air.
    ✦ Your Defenses: Normally, a conjuration cannot be attacked or physically affected. If a conjuration can be attacked or physically affected, it uses your defenses.
    Unless an attack specifically targets conjurations, only the attack’s damage (not including ongoing damage) affects the conjuration.
    This means, even if it can be attacked, a conjuration normally can't be slowed, stunned, knocked prone, etc. by the attack
    ✦ Attacking with a Conjuration: If you can attack with a conjuration, you make the attack. You determine line of sight normally, but you determine line of effect from the conjuration.
    ✦ Movable Conjurations: If the power you use to create a conjuration allows you to move it, it’s a movable conjuration. At the end of your turn, the movable conjuration ends if you are not within range of at least 1 square it’s in (using the power’s range) or if you don’t have line of effect to at least 1 square it’s in.
    When you move a conjuration, you can’t move it through a solid obstacle.
    ✦ Death Ends: If you die, the conjuration ends immediately.

    If you attempt to place them in the same square as a creature it won't work. If you do attempt to do so, I suppose it is up to the DM to decide if the conjuration is placed in another square instead or if the power fails, and if it fails if the power is expended (although with at-wills it doesn't matter).

    Aside from that if you cast a spell that has is 'Ranged' or 'Area' while adjacent to an enemy you provoke an attack of opportunity... on the other hand if an adjacent enemy does the same - like most of the Hexer's powers other than its melee strike with the rod, you can make a attack of opportunity yourself, if you don't have a weapon at the ready it is an unarmed attack
    Which is basically a Strength attack vs AC that deals 1d4

    Effects that trigger off movement are generally not triggered by forced movement, so if you place Shock Pillar next to an enemy and then use push, pull, or slide to force it to move, they take no damage from the pillar.

    MidrealmDM on
    Toman Cincer - Dark Pack Warlock
    HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
    AC 15 | Fort 13 | Ref 15 | Will 16
    Insight: 16 | Perception: 19
    Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
    Darkspiral Aura: 0
    Cursed: Drake, Boss
    Campaign Languages
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    Crimson PhantomCrimson Phantom Registered User regular
    edited August 2010
    That's what I'm wondering, because I could do a flaming sphere behind the goblin, and could cast shock pillars all around him to do massive damage out of the gate. But it all depends on if I can do those spells or not

    Crimson Phantom on
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    MidrealmDMMidrealmDM Registered User regular
    edited August 2010
    That's what I'm wondering, because I could do a flaming sphere behind the goblin, and could cast shock pillars all around him to do massive damage out of the gate. But it all depends on if I can do those spells or not

    Well - you would provoke an attack of opportunity for each one you cast, since those are [Strike]Area and[/Strike] Both Ranged spells [Strike]respectively[/Strike]. (although a single enemy can only make one attack of opportunity against you during your turn - if you could somehow cast more than one of them during the same turn)

    If you have a spell with a 'close' range, like thunderwave or burning hands, it would be castable without provoking.

    Edit: looked up flaming sphere, it is ranged not area

    MidrealmDM on
    Toman Cincer - Dark Pack Warlock
    HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
    AC 15 | Fort 13 | Ref 15 | Will 16
    Insight: 16 | Perception: 19
    Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
    Darkspiral Aura: 0
    Cursed: Drake, Boss
    Campaign Languages
  • Options
    Crimson PhantomCrimson Phantom Registered User regular
    edited August 2010
    Nothing close, but thankfully I do still have an AP

    edit: and as soon as I cast flaming sphere it's pretty much over

    Crimson Phantom on
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    MidrealmDMMidrealmDM Registered User regular
    edited August 2010
    Nothing close, but thankfully I do still have an AP

    edit: and as soon as I cast flaming sphere it's pretty much over

    Shame to waste a daily, but with -4 to hit you'd be hard pressed to finish it off in melee.
    But you shouldn't need to use your AP.

    MidrealmDM on
    Toman Cincer - Dark Pack Warlock
    HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
    AC 15 | Fort 13 | Ref 15 | Will 16
    Insight: 16 | Perception: 19
    Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
    Darkspiral Aura: 0
    Cursed: Drake, Boss
    Campaign Languages
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