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Re: Tests and Trials OOC

Posted: Sun May 12, 2019 8:10 pm
by spiderwrangler
Kroshav has a pendant, but his shield also has The Fist on it, though he casts a lot fewer spells that need use of a holy symbol.

Re: Tests and Trials OOC

Posted: Wed May 15, 2019 3:38 am
by Dlover
Pfft, so it was suggested that I get Lurn Magic Initiate for Druid so he can pick up Shillelagh and have a 1d8+5 melee attack... But that's basically an entire feat for +2 melee damage, since the low level druid spell list is looking a lot like the cleric's.

Re: Tests and Trials OOC

Posted: Wed May 15, 2019 4:44 am
by spiderwrangler
Well besides the two extra damage it would also increase your chance to hit by two and become magical as well. Shillelegh is solid but with 17 strength you're not a slouch in that department anyway. Would probably be a stronger pick up if you were some scrawny weak cleric with only a plus one. As it is you could put your ASI into STR and Dex, increase your attack and damage by one and your AC by one. If you do go the magic initiate route the best pickups for the other two spells would probably be either entangle or faerie fire for your first level and for a grave cleric mold Earth is quite handy. In the last real life campaign I was part of we had double clerics and I was able to talk the dm into letting me swap out guidance for mold Earth since double guidance cheesiness is just dumb. Otherwise a ranged attack cantrip might be handy, since you're save only?

Re: Tests and Trials OOC

Posted: Wed May 15, 2019 5:46 am
by Dlover
You're right about the stats, honestly. I'd been thinking it was either that or putting two into CON to get that up to 20 alongside WIS. The dex wouldn't be half bad, though, since the armour I have right now still has room for the extra +1.

As for ranged attack cantrips... From Druid I guess it would be Poison Spray, Produce Flame, or Thorn Whip. Poison Spray has the best damage, but only 10' range and it's Poison damage, which I think has been said it's resisted by a lot? After that, Produce Flame is basically as good as Thorn Whip or better in every way... I suppose a 1d8 attack wouldn't be bad to have up the sleeve, but I could achieve that if I just used my crossbow... Admittedly, wouldn't have the big +5 to-hit from wisdom, but if I buff up dexterity I'd only be losing +3 and gaining +2 damage.
As for Mold Earth... I've heard it's a neat spell if you use it creatively (Thanks to Animated Spellbook), but can't actually find it in my phb. Like, it's not in the spell lists as far as I can tell.

Re: Tests and Trials OOC

Posted: Wed May 15, 2019 6:08 am
by spiderwrangler
If you didn't already have Light, I'd say Produce Flame for sure.

Mold Earth is from XGtE, I think.

Re: Tests and Trials OOC

Posted: Wed May 15, 2019 6:29 am
by Dlover
:o I forgot XGtE had spells in it. It's just been subclasses to me. XD Yes, ignore that Toll The Dead is from XGtE

Also, Magic Stone is hilarious. Just dinking people with pebbles for 1d6+5 damage. That's basically more dangerous than Lurn's mace (Same max damage, better minimum), and to top it off one cast gives three total attacks, which others can take.

Re: Tests and Trials OOC

Posted: Wed May 15, 2019 7:02 am
by spiderwrangler
Since that uses your modifiers, it'd make Jolly actually effective in combat... and as a BA cantrip, you still get an action and can cast a spell that uses a slot. You just need 3 followers who can all throw a pebble each turn... :lol:

Re: Tests and Trials OOC

Posted: Wed May 15, 2019 1:28 pm
by Rodgeir
Got to say that I am disappointed in the effectiveness of the fire skeletons. Fire is clearly not the way to go...next time something like acid would work out better...

I just looked at magic stone and that is a crazy cantrip for just a bonus action. The stones have better normal range than a javelin and a hand axe and can make a couple kids deadly effective.

Re: Tests and Trials OOC

Posted: Wed May 15, 2019 5:27 pm
by Dlover
Right? They're insanely effective.

Also, I realised something overnight... Mold Earth is actually so thematically accurate for a Grave Cleric. Just take a few turns of magic and boom, you've got a grave. XD
How many turns exactly depends on how well you want to make the grave. Typically for a full grave six feet down, and it'd have to be about six feet long to suitably fit most races, and then width would be, like... what, 1.5 feet? ... I feel like I'm doing something wrong, because my math is telling me that would take 54 cubic feet of soil, and that seems like a lot.

Anyway, maths aside, maybe I should take Magic Initiate just for the sake of having grave-making magic and magic pebbles to put on graves instead of boring old normal pebbles.

Re: Tests and Trials OOC

Posted: Wed May 15, 2019 6:05 pm
by spiderwrangler
I just had an idea for a group of druids who defend their grove by casting magic stone on pebbles and giving them to squirrels to throw at invaders instead of acorns...

I didn't come by mold earth legitimately as far as the rules are concerned, but my grave cleric dwarf has really low strength so he carries a shovel (using quarterstaff stats) as his weapon and it is also the form of his spiritual weapon. He just loosens the dirt with the shovel, then moves it out of the hole, bodies go in, move the dirt back.

Re: Tests and Trials OOC

Posted: Wed May 15, 2019 8:06 pm
by Dlover
Mold Earth can loosen the dirt too, y'know. XD Still, it's a neat bit of flavour to have.

Re: Tests and Trials OOC

Posted: Wed May 15, 2019 8:39 pm
by spiderwrangler
Don't think it loosens the dirt without a generous reading of the last ability though.

Re: Tests and Trials OOC

Posted: Wed May 15, 2019 8:50 pm
by Dlover
Ooohkay for some reason I'd inserted "Loosen dirt" into the first part. Shovel is very much necessary.

Re: Tests and Trials OOC

Posted: Fri May 17, 2019 9:11 am
by NotStickFigures
We might have a moment to catch our breath and do some quick healing while the big bad lets us make a choice before fighting, which will be a good thing. Burns; I have some really ancient, maybe tainted, healing potions which Joe could use. I think Jaq will be taking that gamble.

Re: Tests and Trials OOC

Posted: Fri May 17, 2019 12:36 pm
by spiderwrangler
I'm out of spells, possibly having 'wasted' my two divine smites on the fire skellies, but I've got a full tank of Hands.

Re: Tests and Trials OOC

Posted: Fri May 17, 2019 12:42 pm
by thinkslogically
I have two luck points and no Ki left, but I can heal 3hp if needed and still fly/do the death from above thing.

Question: is there a ceiling in this place? And if so, how high is it?

Re: Tests and Trials OOC

Posted: Fri May 17, 2019 1:51 pm
by Rodgeir
No ceiling, sky is the limit! Actually limit is more like 600 ft and then you fall but think of the view!

Re: Tests and Trials OOC

Posted: Fri May 17, 2019 2:17 pm
by thinkslogically
Cool :) I suspect fall damage is only going to work well for a couple of levels (if that) before every bad guy gets too big / can fly so might well give it a try if the opportunity arises. What could possibly go wrong :lol:

Re: Tests and Trials OOC

Posted: Fri May 17, 2019 2:33 pm
by Rodgeir
I foresee no issues. None at all.

Tried to find a link to the scene in Dogma where Matt Damon is dropping people but came up with nothing. :(

Re: Tests and Trials OOC

Posted: Fri May 17, 2019 6:34 pm
by spiderwrangler
Well, 600 ft would max out at 20d6 fall damage to Ves as she plummets back down, which would average 70 damage. Starting at 4th level, she'll have Slow Fall, and be able to reduce damage by 5 * monk level, so 20 to start. That drops the 70 damage down to 50, which is would be survivable, as long as Lurn or Kroshav are standing by. By level 14, she'll be able to drop at terminal velocity and negate that 70 damage...

Re: Tests and Trials OOC

Posted: Fri May 17, 2019 8:43 pm
by thinkslogically
:lol: welp, I think successfully flying even 300 feet up will be a miracle regardless, given that it'll require a successful grapple for like 5 rounds while getting murdered by touch spells. I doubt Ves's 30hp will last too long and she's not quite that reckless...

Re: Tests and Trials OOC

Posted: Fri May 17, 2019 10:02 pm
by Dlover
Lurn still has an absolutely massive amount of healing available. Four level 1 slots, one level 2 slot. If we don't want to re-up Spiritual Weapon then that's four shots of 1d4+5 or 1d8+5 and one of 2d4+5 or 2d8+5, no 2d if I recast Spiritual Weapon when it runs out.

Basically get close to Lurn and he can fix you up, don't get close and he can put a bandaid on. (If you're really badly hurt it'll help if you get really close and then just pass out, though, so I can give a guaranteed 13 hp).

Also, does using my bonus action to control the Spiritual Weapon count as just an action, or as a spell? Impacts whether I can heal myself right now or just try to blast another skeleton. (Well, I'll just be making rolls for both cases, so if it does count as a spell the Toll The Dead will be ready)

Re: Tests and Trials OOC

Posted: Sat May 18, 2019 12:36 am
by Rodgeir
I believe it just uses your bonus action so you have your standard action left, correct me if I am wrong Spider/Thinks. You can't trade your standard for another bonus action.

Re: Tests and Trials OOC

Posted: Sat May 18, 2019 1:28 am
by Dlover
So I can take a standard action for a spell that isn't a cantrip?

Re: Tests and Trials OOC

Posted: Sat May 18, 2019 3:23 am
by Rodgeir
Controlling the spiritual weapon is a bonus action and not a spell so you can cast a standard action spell, cantrip or otherwise.