What would it look like in terms of actions for Cob to throw a dagger at the sorcerer?Cob is already on the enemy's ship, so he could still do it.
Though that would leave him open to one-eye stabbing back after that, followed by the rest of the less-relevant crew.
Cob probably has to choose between securing the kill or getting himself to safety. He's not exactly a tank and if a whole crew of low-end Warriors, Fighters, Experts, Rogues and whatever goes for him, he's as good as dead.
So probably just one attack, then use his move action to get out of there?
I really would prefer to build a new one.She was crafted as a river vessel, which is very different from an ocean going ship. I don't know if we could reshape her for ocean travel or if it would be easier to build a new one.
Even if she's stuck as a river ship, that doesn't mean we need to get rid of her yet. We still need to return to Almas, after all, and a lot of that trip could be via river.
I doubt we're going to spend enough time at sea to make it worth trying to keep her and hire a crew long term. If we do sell her, however, we might be able to get reduced shipping rates if we need to travel in the future.
If she can be reshaped, that would probably make it a lot easier to help transport Gorok's tribe to Andoran.
- Mythic Hexes (Su): When you use a Hex that requires a saving throw against a non-Mythic target, that target is automatically affected for 1 round (which doesn't count toward the Hex's duration) and can't attempt a saving throw to resist the Hex. On your turn the next round, the creature attempts its saving throw as normal.
Finally, @DragonParadox who all do we know looks like they would be immune to Mina's 30ft range slumber hex? Is the captain half-elf looking?
I was considering the range of her spell vs the range of her Hex. It's only a 10 foot difference at her current level, but that's more than enough to cause issues if she has to move to be in range of someone to use her Hex on.Finally, @DragonParadox who all do we know looks like they would be immune to Mina's 30ft range slumber hex? Is the captain half-elf looking?
The reason I bring this up, @Goldfish, is that I think that if the first two targets for her scream are already dealt with, then one round irrestible sleep (possibly longer) on the third target might be better than scream?
He already has Evasion actually. I would just prefer to get his Reflex save a bit higher before we start using those tactics. His Reflex bonus with Haste in effect is +13, which is pretty good but not quite high enough to risk Fireballing him, IMO. If Mina had time to cast Mythic Heroism on him before the fight started to push that up to +17, it would be a different story.Only a matter of time until Cob finally gets Evasion and we don't have to worry about silly things, like not hitting him with fireballs or lightning anymore.
It's not so much range that is an issue, but the people around her. She's got meat shields between her and Cob. He would have to get close enough for Surprise Strike and find an open avenue of attack, while ignoring the captain who is basically standing right beside him and is presumably a threat on his own. With that in mind, it just doesn't make sense for him to go after her.I'm worried the sorceress will somehow survive Sirim's lightning bolt.
Does Cob go before her?
If the Sorceress and Captain within 30ft of each other, then if she survives Sirim's attack, can Cob throw one of his other daggers at her with Surprise Strike or would he need to spend actions getting/readying one?
@Goldfish I think that ensuring that the Sorceress is dead is more valuable than extra hurt on the Captain.
If range and action economy allow for it, what do you think adding a conditional prioritising of Cob's surprise strike on the Sorceress if she's alive after Sirim's attempt at lightning?
[X] Goldfish
Any guesses to what race she is? I read "eyes aflame", see her summoning a Salamander, and can't help thinking there is some affinity with fire there.I chose Lightning Bolt instead of if Fireball, because she is much less likely to be warded against Electricity than she is Fire.
Good point. I didn't consider that there'd probably be a meat shield blocking the line-of-effect of a dagger throw that Cob might make from his position near the captain.It's not so much range that is an issue, but the people around her. She's got meat shields between her and Cob. He would have to get close enough for Surprise Strike and find an open avenue of attack
It could also be a fire-related Sorcerer Bloodline (there are several) or a sign of a warding spell. Or just a striking appearance. There are so many races resistant to fire that it's not worth trying to list all of them.Any guesses to what race she is? I read "eyes aflame", see her summoning a Salamander, and can't help thinking there is some affinity with fire there.
That doesn't work due to two Windwalls in the way.Thus she raises her hands to hurl down more ruin on the Dancing Slurk when the actual slurk hops forward and squirts from one of his many pustules his ever-prevalent slime catching her wholly off guard. It's not enough to slow the deluge of deadly syllables that forms into a sickly yellow fog, a poison that that flows around the pirates beside her and does not touch them.
Warty Attack vs Mage Touch AC 20: 21 (Success)
Mage Concentration (DC 20): 32 (Success)
What do you do?
[] Use the Wand of Dispel Magic on the Cloudkill spell pouring in from the pirate ship onto the dancing Slurk
[] Use Akorian's last Mythic Surge to cast dispel magic
That doesn't work due to two Windwalls in the way.
Either she casts it on the Slurk, or it's useless.
The range would be enough for the latter, not sure about the mist and line of sight allowing it.
Well damn, with that nat one it wouldn't have made a difference if she used the regular parry or the Maneuver for it.In the sky higher than the top of either ship's mast a wisp of shadow flew, like a black banner not pinned to earth and from it flies a lightning bolt blue-green with the weight not of shadow but of tormented reality as it strikes the mage diving for the cover of her fellows an instant too late she collapses. A moment later a cry goes out from the ranks of the pirates. The elf had turned to spar with Gorok, light probing jabs that almost seemed to taunt the Iruxi with the nearness of the still wounded Mina, until she tries to parry a sword that isn't there. He had swung high when she had expected him to go low, faerie silver pierces her neck, cutting off her windpipe mid-word. Whatever she had meant to say now gurgling in a River far from Taldor's shores.
I thought our Windwall was at the prow of the ship, to protect our whole crew from hostile ranged attacks and/or mists.Her windwall is down. You could of course withdraw behind yours, but it would give the pirates enough time to escape.
I thought our Windwall was at the prow of the ship, to protect our whole crew from hostile ranged attacks and/or mists.
That's 40 damage, so down to 45 HP.
Also since you can read the -5 in the damage rolls, she isn't prepared for Lightning in any specific way, like Energy Resistance, but she is a subtype of Aasimar and so has some inherent resistance that saved her ass here.And she made her Reflex save against two different Lightning Bolt spells.
At least it would kill a good portion of the crew, depending on saves.I take it cloudkill would kill our crew if it touched them, but is not immediately deadly to us? Is the sorceress under the same 'delay poison' as the rest of them? Can we attempt to dispel it together with the Cloudkill? Or is it either/or?
It would kill Warty, too, if he's exposed to it. He only has 3 HD.I take it cloudkill would kill our crew if it touched them, but is not immediately deadly to us? Is the sorceress under the same 'delay poison' as the rest of them? Can we attempt to dispel it together with the Cloudkill? Or is it either/or?
Hmm, okay, if we were going to attempt to Dispel, it would definitely be using Inspired Spell for the +2 caster level bonus. Even then, Kori's caster level on the Dispel check would only be 8, while the sorceress is at least 9th level. It's possible he could succeed on a good roll, but I don't want to chance it.
Instead, I think Kori should use Inspired Spell to cast Stone Shape, just like when he was assembling the Dancing Slurk. He can use it to open up a small portion of her deck directly in the path of the Cloudkill to allow the heavier than air cloud to just flow down into the empty space where it can't hurt anyone. The material he reshapes can be used to create a very short wall on our side of the opening to make sure none of the clouds drifts over while it's drifting down.
Here's what I've got so far. I'll update the rest for everyone in the following round shortly.
@DragonParadox, I'm assuming this is Kori acting last in the round and everyone else has already taken their actions?
[X] Kori uses Inspired Spell to cast Stone Shape, creating a long but narrow opening in the Dancing Slurk's deck directly in the spell's path, allowing the poisonous cloud to flow down into some of her hollow inner spaces. He is careful not to compromise her structural integrity, and uses the reshaped material to create a short lip on his side of the opening to encourage the cloud to flow downward instead of of drifting over.