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Odyson PUN-dit Karma: 158/25 6327 Posts
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Weapon Plus Spell??
If Tohmas switches to his quarter staff to beat down the close skeletons how do this plus work? What attribute points is it talking about?
Trying to figure which attack would be most helpful to the group, arrows or quarter staff. The plus to damage could come in hand if we seem to be overwhelmed.
1-Level Atari Granted Spell Weapon Plus is The spell puts a +1 on a weapon or shield for every attribute point the caster wants to place on the object. When the caster wants their attribute points back, the spell expires and the object loses its magical pluses. Only one caster can place a plus on an item.
Posted on 2013-06-17 at 20:31:07.
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Jozan1 RDI Fixture +1 Karma: 67/14 1556 Posts
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tell you right now ody, the quarterstaff will be much better, as the skeletons will take full damage from it.
Posted on 2013-06-17 at 20:41:05.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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What Jozan Said
Hey Ody
Quarterstaff will do Full Damage as Blunt Weapon; whereas, the Arrows do half damage!
Damage is dealt by the dice roll for the QS and then Strength Bonus is added to the Damage!
Posted on 2013-06-17 at 22:14:32.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Sent Map to Archangel
Hey Gang
Skeleton Pirates Map has been sent to Archangel, so when he posts it in the QnA you need to remember 2 things:
1. Every Character is on piles of rubble, there are No Corridors, No Streets etc
2. Aside from the crude hyroglyphs, I was tired and did not realize that I failed to make the Map wide enough to allow for 2 spaces between Crow/Amur and the Skeleton Pirates marching from the West direction!
So, for all intents and purposes, the Skeleton Pirates got the Initiative for Turn 1 Round 1 and now it is the Player Characters turn to attack, so you need to mow them down as best as you can!
Melee Weapons are the Wise Choice Here!
Posted on 2013-06-17 at 22:24:51.
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Archangel Resident Karma: 17/2 213 Posts
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Map
Posted on 2013-06-17 at 22:29:32.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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As You Can See
This is a Crude Map, but it lets you know what you are up against now!
It is the PC Seekers turn to move and attack, before I roll Initiative again for each round, so what I am looking for in the QnA is what your character will be doing, where attacking, who to buddy up with for some added protection etc.
For this particular Combat, I will go ahead and roll up all the action and have the outcome all settled in the next UpDate!
Posted on 2013-06-17 at 23:33:04.
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Kamina Resident Karma: 18/0 415 Posts
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Actions
I'm assuming Willem is still sticking with Vincent, but Vincent is charging the skeleton right in front of him. Going to hack down anything that gets within reach and try and make an opening in the East Flank.
Posted on 2013-06-17 at 23:39:09.
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Jozan1 RDI Fixture +1 Karma: 67/14 1556 Posts
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..
I think, with the revalation of us getting more attacks based on dexterity, that Vincent and Willem can handle the east by themselves, while the rest fight the south.
Posted on 2013-06-18 at 00:49:47.
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Ziklag Resident Karma: 7/0 224 Posts
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ohh! it looks bad for the visting team...
I agree with Jozan, the fighters can handle what they have our biggest threat is from the south and west. Are the blocks 10 ft in size?
Posted on 2013-06-18 at 01:17:49.
Edited on 2013-06-18 at 01:20:58 by Ziklag
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Odyson PUN-dit Karma: 158/25 6327 Posts
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But What About The Plus Damage?
I was wanting to know how the Plus to weapon spell wotked. I felt it was a way to make the Quarter Staff even better by adding to the full damage and them +.
Wow, I really thought the skeletons were more to the south of Crow, not all along the west flank. If I'd seen that he probably would not have left Crow.
Ok, just saw Jozan1 Q&A that the two of them can take on the 5 on the east. Tohmas will turn back to help Crow. Tohmas can put an arrow in the northeast skeletons while he moves and then switch to his quarterstaff with casting 2 attribute points on it to make it a +2 weapon. He'll help with 1-5 nortwest skeletons.
(I rewrote this after reading Jozan1's Q&A.)
Posted on 2013-06-18 at 01:18:28.
Edited on 2013-06-18 at 01:32:02 by Odyson
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Ziklag Resident Karma: 7/0 224 Posts
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...
The problem is the speed of the pirates. They seem to move fast for stick figures. lol But you might be right we as a group should help Crow clean up any loose ends then hope that we are done in time to turn on the southern flank.
Posted on 2013-06-18 at 01:24:04.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Skeletons Move
30 feet per round, just like Humans and Elfs and Half Elfs!
Squares are 5 feet each, but I made a mistake on the west side and did not leave 2 squares between them!
Posted on 2013-06-18 at 06:44:49.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Ody
You get to choose what Attribute Points you are losing to add to that Weapon (like 2 from Intelligence or 3 from Wisdom or 4 from Charisma or whatever combination!)
Still Not Settled on the Dexterity thing!
My Friend says 4 Swings Tops!
I will get some Sleep and think on it some more!
Posted on 2013-06-18 at 06:51:07.
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Archangel Resident Karma: 17/2 213 Posts
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Movement clarification request
You mention that the skeleton's speed is 30 feet per round just as the party members. Now this I assume is over unobstructed terrain? Since there is rubble everyone, no roads or paths, etc., wouldn’t their speed be slowed down considerably or face falling and causing damage to themselves?
Posted on 2013-06-18 at 11:33:55.
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Ziklag Resident Karma: 7/0 224 Posts
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OK
If we move at 6 squares and they do to they will be on us in in one turn from the south and west. Now is time for a quick heart felt prayer to whatever gods we worship and hope they are merciful. Smash thru the east and regroup circle up and then take on all comers.
Posted on 2013-06-18 at 12:31:40.
Edited on 2013-06-18 at 13:11:22 by Ziklag
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