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Messages - Reese

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196
DF Dwarf Mode Discussion / Re: Magma Machine Cannons: Are they feasible?
« on: January 11, 2011, 06:30:26 pm »
is it feasible? technically... maybe

Depends on how feasible several hundreds or thousands of units of power worth of pumps is to you...
Spoiler (click to show/hide)
That's the best I can come up with... if you open all flood gates at the same time, both cannon should shoot the same time,same distance, and the pattern is repeatable as long as you have space behind your entrance

197
Roll To Dodge / Re: Roll to die round 2
« on: January 11, 2011, 01:21:15 pm »
>go to kitchen
>search for keys or cat

198
Forum Games and Roleplaying / Re: D&D: The Mercenaries - Not on Hiatus
« on: January 08, 2011, 06:09:26 pm »
I'll consider those.

The advantage of the spells I am using now (Flame arrow, and then Greater Magic Weapon and Keen Edge once I have them scribed) is that they have a duration of 10 minutes per level or better, so I can cast them well in advance of combat.

My next feat will likely be Practiced Caster(Wizard), since MotUH does not improve my caster level for any spell except Telekinesis. (Practiced caster boosts your caster level in a single class by 4 up to a maximum of your HD total caster level.)
Spoiler (click to show/hide)
On the other hand, that will also boost my caster level for Telekinesis up to 15 when I reach level 12, if the specific bonus to the one spell from my PrC stacks with the general bonus from Practiced Caster... I would read it as so, but I am biased in that.

199
Forum Games and Roleplaying / Re: D&D: The Mercenaries - Not on Hiatus
« on: January 08, 2011, 03:20:48 pm »
Or, so far as it goes, the only thing stopping me from using the weapons of our enemies as ammunition is their will saves to not have their weapons wrenched from their hands. (so they are disarmed AND their weapons are now half way across the battle field and embedded in their allies.)

What I want to do it have as many scythes as my level to throw; if every one hits it does twice my level d4 daamge and the crits are x4 and, at max of 15 at caster level 15, it's almost assured to have one crit dealing 36d4 damage to a single target if all rolls succeed.  Of course, with a strength of 7, it will be completely impossible for me to carry more than one scythe on my person without encumbering myself because my light load is 23 pounds, and six scythes would bring me to my max carry including my clothes and handy haversack.

Add to that, I can't deal with a group of enemies effectively, so using it like that is pretty situational; against four or more enemies the simple fireball spell(empowered, or delayed blast to get past the 10d damage cap) easily deals more total damage than I can with +1 bolts with all three elemental damage bonuses on them. (assuming my miss chance with TK thrust attack rolls is roughly equivalent to the damage reduction from a mix of failed and succeeded reflex saves- hard targets like that level 20 wizard that couldn't be hit with a total roll of 32 reduce the damage to a fraction)

200
Forum Games and Roleplaying / Re: D&D: The Mercenaries - Not on Hiatus
« on: January 08, 2011, 02:14:32 pm »
Technically speaking, I should be spending a move action to draw ammunition to throw with Telekinesis; and I've only used that function twice: once at the flying constructs where there was nowhere to move, and once at that level 20 wizard, and I don't recall whether I moved on that round or not.  In any case, I meant for it to play as through Derrek draws a handful of bolts and sends them flying from his hand.

I had been under the assumption that drawing ammunition was a free action, period, but a quick re-read of that rule says it's a free action only when it's for use with a ranged weapon "such as arrows, bolts, sling bullets, or shuriken" so... could go either way?

201
Forum Games and Roleplaying / Re: D&D: The Mercenaries - Not on Hiatus
« on: January 08, 2011, 04:32:29 am »
Unfortunately, Keen Edge and Greater Magic Weapon are two of the scrolls I have yet to scribe in my spellbook.

But I can pack two of each once I have.  Right now I have 2x dispel magic, arcane sight, and haste ready to go. in 3rd level slots along with two castings of Flame Arrow.

Yet another thing I am unsure of: whether or not Telekinetic thrust takes advantage of weapon enhancement bonuses.

202
Forum Games and Roleplaying / Re: D&D: The Mercenaries - Not on Hiatus
« on: January 08, 2011, 03:47:12 am »
So far as income goes, it's pretty uneven; I am still using what I started with (level 10 stuff) and I don't even have enough money to buy more crossbow bolts to sling using Telekinesis, let alone finish scribing the scrolls I started with.

I suppose I should ask for some extra funds in character.

(and, you know, if the funds are there to buy enchanted flaming, frost, or shock bolts, that would be pretty awesome from the perspective of my potential single target DPR. Just throw all three on a stack of bolts; they're only single use with 50 shots for the cost of a +4 weapon, that's, like, 4 full salvos using Telekinesis :P It costs 32,000GP to fire Sasha for 30 seconds! for the record, that would be 1d4+1d6+1d6+1d6 times 11 shots)

203
Forum Games and Roleplaying / Re: D&D: The Mercenaries - Not on Hiatus
« on: January 07, 2011, 03:15:06 pm »
That sounds about right.

204
Forum Games and Roleplaying / Re: D&D: The Mercenaries - Not on Hiatus
« on: January 06, 2011, 10:50:01 pm »
What one summon spell is that? I think I missed something there.

Also, what was the standard journal XP?

205
DF Dwarf Mode Discussion / Re: A Better Magma Pump Stack
« on: January 06, 2011, 04:39:55 am »
Magma is chunky right? So once you pull it up a level it shouldn't flow away unless it gets pressurized.

nope, magma will spread out just like water if there's an empty tile for it to spread in to.

also, not sure about your diagrams there, a pump is 1x2 tiles, not 1x1

206
Roll To Dodge / Re: Roll to die round 2
« on: January 06, 2011, 04:22:29 am »
>ask about pets or housemates

207
Roll To Dodge / Re: Roll to die round 2
« on: January 05, 2011, 03:24:39 am »
>ask if there is anywhere I should start looking besides the obvious coat pockets in the closet.

208
Forum Games and Roleplaying / Re: D&D: The Mercenaries - Not on Hiatus
« on: January 05, 2011, 02:32:46 am »
Mirror Image could also do to be better worded, as the intent is for the images to stay with the caster and provide immediate decoys against enemy attacks.

particularly this bit: "These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you."

209
Roll To Dodge / Re: Roll to die round 2
« on: January 05, 2011, 02:13:25 am »
>Say "Thank you"
>Ask if she has any idea why I would be sent here

210
Forum Games and Roleplaying / Re: D&D: The Mercenaries - Not on Hiatus
« on: January 04, 2011, 02:43:42 pm »
I remember reading or hearing something about the magical bond that makes a familiar breaking when the master dies- not sure if the familiar would revert to a regular animal when that happens, though.

Interesting, the d20srd site says that the master gains the familiar benefits if the familiar is within one mile of its master, I always thought the familiar had to be close by the master.  Nothing I could see about what happens if the master dies, though.

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