The Familiar needs to be able to hold the wand. It's up to DP whether Pepper can do that sufficiently to use the wand. IIRC, he can use any spell trigger items so long as the spell is on the Witch spell list.
I hope we can get some sort of leather harness that a wand can slot into (along Pepper's back), and hope that the wand - back contact will count as 'holding'
I hope we can get some sort of leather harness that a wand can slot into (along Pepper's back), and hope that the wand - back contact will count as 'holding'
In order to use a wand you have to move it though a specific series of gestures that takes a few seconds (in a strictly mechanical sense a standard action).
I hope we can get some sort of leather harness that a wand can slot into (along Pepper's back), and hope that the wand - back contact will count as 'holding'
Now convincing Pepper that he needs to temporarily become a monkey, trash panda, or some other animal with a reasonable approximation of opposable thumbs, that's the real trick... 😾
Improved Familiars often do have hands to cast with.
A Silvanshee wouldn't, but look at the Faery Dragon.
That one has Sorcerer-Casting which allows for a lot of work with Scrolls and Wands, and it is usually accepted that dragon-claws can work like hands for the purpose of most magic items. It's the only familiar with true Casting of their own, I think.
Mina is within one step of Chaotic Good, so she qualifies.
Mephits can also be improved Familiars, and have hands.
On another note, Pseudosphinxes are also pretty cool familiars, with an immensely useful ability.
Racial ability +8 to any skill. Though I dunno if that counts as trained.
Maybe we can do Sage Familiar to give him ranks in it when Mina levels up? So he has at least one rank and thus is trained.
More is probably better. Maybe we can respec his skills to focus on UMD when he pokevolves into a Silvanshee?
Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master's class level
At 3rd level, a figment is shaped by its master's dreams. Each time the master awakens from a full night's rest, he can apply to the figment 1 evolution point's worth of eidolon evolutions that don't have a base form requirement. At 7th level, he can apply 2 points' worth of eidolon evolutions; at 13th level, he can apply 3 points' worth of eidolon evolutions.
Can Pepper take:
Skilled [Racial +8 to UMD] and Tentacle, and use the tentacle to hold a wand? [I was looking for hands but didn't see one]
Tentacle (Ex)
An eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once.
Nah, the masks were more for comfort than anything else. The lowest Constitution among the attacking party is Mina, at 16 (Pisca, too, if he's borrowing that pirate amulet we voted to lend him earlier).
A person can hold their breath for 2 rounds per point of Constitution before they need to start making ability checks. With 16 CON as our benchmark, that's 32 rounds, or over 3 minutes. The group shouldn't need to be under water for more than a couple minutes, at most.
I will need to change the Metamagic Rod Kori uses right before the assault begins, though, since he won't be able to speak underwater without the mask.
Improved Familiars often do have hands to cast with.
A Silvanshee wouldn't, but look at the Faery Dragon.
That one has Sorcerer-Casting which allows for a lot of work with Scrolls and Wands, and it is usually accepted that dragon-claws can work like hands for the purpose of most magic items. It's the only familiar with true Casting of their own, I think.
Mina is within one step of Chaotic Good, so she qualifies.
Mephits can also be improved Familiars, and have hands.
On another note, Pseudosphinxes are also pretty cool familiars, with an immensely useful ability.
Faerie Dragons are a great option, and even a cat would probably accept that becoming a Dragon is at least a lateral change rather than a downgrade. Pseudosphinxes are really good, too, but they have monkey heads and that just doesn't seem like something a cat would be willing to tolerate.
Silvanshee still seems like the best option as an upgrade for Pepper, though. Keeps the cat chassis and adds a bunch of really useful abilities. Pepper gets to stay Pepper.
I know you like Silvanshee, and it is a really great form.
But (unless DP allows for a tentacle to grasp and wield a wand), it can't use wands. And being able to use wands is a really stronk ability.
(I don't understand the Beast Form spell.
If Mina were to use Polymorph Familiar so that Pepper can wield wands (monkey shape?), can he still use his various Silvanshee abilities in monkey form? Can he still fly like a cat flies?
[And as I posed some time ago, if Sirim didn't choose to try and become a vampire for the time being, I'd argue harder for the cool psycopoomp familiar form, as by my understanding they can use wands. Also; Soulsight is pretty darn stronk in its niche.
----
Entirely unrelated: I want us to commission/buy an item of at-will Mage Hand that can be used by Shadows. Massive bonus points if it can be carried by Shadow-Kori (as in, is also (selectivity) incorporeal and it can be taken by Shadow-Kori to anywhere he can go himself), but I will gracelessly settle for a minimum of "Shadow-Kori can't move the item, but can activate it at-will"
The use-case I have in mind is to be able to move books and turn their pages while using Shadow Projection. Any other... shenanigans is ancillary.
Shadow Projection (Su): You infuse your life force and psyche into your shadow, causing it to separate from your body and act as an independent creature. This ability functions as shadow projection except as follows. Your shadow has the outsider type and the phantom subtype instead of the undead type. As a result, this ability does not have the evil descriptor and your shadow cannot be turned or affected as undead (though it can be affected as an outsider). You can use this ability for a number of hours per day equal to half your oracle level. These hours don't need to be consecutive, but they must be spent in 1-hour increments. Your shadow's hit points are not replenished between uses, although your shadow can be healed in the same manner as any other outsider. When this ability isn't in use, any healing done to you also heals your shadow for an equal amount. You must be at least 7th level to choose this revelation.
I know you like Silvanshee, and it is a really great form.
But (unless DP allows for a tentacle to grasp and wield a wand), it can't use wands. And being able to use wands is a really stronk ability.
(I don't understand the Beast Form spell.
If Mina were to use Polymorph Familiar so that Pepper can wield wands (monkey shape?), can he still use his various Silvanshee abilities in monkey form? Can he still fly like a cat flies?)
[And I repeat, if Sirim didn't choose to try and become a vampire for the time being, I'd argue harder for the psycopoomp familiar form, as by my understanding they can use wands. Also; Soulsight is pretty darn stronk in its niche.
I don't see why the tentacle wouldn't be able to grasp and use a wand. There is also the option of getting Pepper an item that lets him cast the Mage Hand cantrip in order to wield a wand.
The Polymorph Familiar spell specifies that the transformed Familiar keeps all of its special abilities. Silvanshees fly using a supernatural ability rather than wings, so he would still be able to fly no matter what form he was in.
Also, Silvanshee can use Commune 1/Week. I'm sure DP will put some serious limitations on it, but that's a very helpful ability, even if it ends up neutered.
Can't hurt to try, but I doubt we'll have much luck with that. The Alchemist's tools, notes, and supplies, on the other hand, are fair game. We've got plenty of storage space in our bags and Cob could make use of a lot of that stuff. Who knows, he might be able to recreate the slime airlock on his own.
It's a minor thing, but if Lenotas' weapon (spear) can be used with scabbard of keen edges, can you switch the buff from Pisca to him?
Also, do you think it might it worthwhile to add in something to the effect of "part of the intent of Sirim's intimidate action is to communicate/hint to any possible anti-drow spies that if they surrender, they will be able to be extracted by their handlers/be released by us as soon as we confirm they're spies"?
Also, do you think it might it worthwhile to add in something to the effect of "part of the intent of Sirim's intimidate action is to communicate/hint to any possible anti-drow spies that if they surrender, they will be able to be extracted by their handlers/be released by us as soon as we confirm they're spies"?
I do not understand this motivation. Any anti-drow spies would have to be elves or house Basri agents. They do not want to be caught in public investigating the drow, and there is nothing more public than an official arrest.
Imagine this is Scorpio's resurrected gang. Will they be released by us, or the governor? Or the elf who entered the city for the first time and broke who knows how many laws out of desperation to keep a secret. I think he'd rather stab himself than get caught.
Much like the drow themselves they will not seriously entertain surrender.
Adhoc vote count started by DragonParadox on Nov 19, 2024 at 4:07 AM, finished with 51 posts and 5 votes.
[X] Operation Salty Barnacle -[X] After regrouping to share what Cob and Gorok learned, they decide to: --[X] Gorok's Ghosts plus Sir Pisca, minus Sirim who cannot travel underwater and is needed topside, will infiltrate the Floating Bloat using the hidden entrance Cob discovered. ---[X] They'll use the Abductor Beast to quickly reach the hidden entrance while holding their breath and to provide a stable platform to enter the barge. Cob will use his Ring of Spell Storing to cast Invisibility on the Abductor, then Sirim will use Wild Arcana to cast a Knock spell into the ring. Cob will use the Knock spell to force open the hidden entrance when the time is right. ---[X] On the surface, Sirim will wait for the others to get into position, then use Wild Arcana to cast a Pyrotechnics (smoke version) spell on any open flame in the tavern area, even a candle or lantern will work. A few seconds after his spell has a chance to rile up the guests and hidden Drow, the Ghosts will make entry through the hidden entrance. -[X] Preparing for the attack: --[X] Gorok will cast Lead Blades on his sword immediately before going into the water. He, Cob, and Sir Pisca will each use his Scabbard of Keen Edges to buff their weapons. He will cast Divine Favor and Mirror Image from his Ring of Spell Storing just before they assault the barge. He will activate his Boots of Speed as a Free Action immediately upon making entry to the barge. --[X] Mina will cast Invisibility on herself and use Gorok's Pearl of Power to regain her Hermean Potential spell so she can cast it on Sirim. --[X] Kori will cast Invisibility on himself and Cob, Shadow Enchantment: Bestow Insight (Intimidate) on Sirim, and Extended Bless on everyone, Leontas' men included. He'll cast Silent Divine Favor and Silent Channel Vigor (Torso option) spells on himself using the Metamagic Rod of Silent Spells just before they assault the barge. --[X] Cob will cast Divine Favor from his Ring of Spell Storing just before they assault the barge. He will activate his Boots of Speed as a Free Action immediately upon making entry to the barge. --[X] Sir Pisca will cast Defensive Shock and Mirror Image on himself. Upon making entry to the barge, he will activate his Bloodrage as. Free Action, gaining the effects of the Blur and Haste spells. --[X] Everyone, including Sir Pisca who will be lent Sirim's for this mission (along with his Ring of PfE), will activate their Unfettered Shirts before assaulting the barge to gain a Freedom of Movement spell effect for 10 minutes. --[X] Pepper will hide himself out of sight on the shore near where the barge is moored. If necessary, he will use the Gem of Foe's Pyre to target an enemy with the Large Fire Elemental. --[X] Sirim will cast Magic Circle Against Evil, Shield, Lesser Angelic Aspect, Invisibility and Mirror Image. Once the assault begins, he will cast Haste on Leontas and five of his men. --[X] Leontas and his men will all be arrayed to keep the barge from being unmoored and to subdue Drow who attempt to flee or attack them, as well as civilians. They will attempt to subdue rather than kill anyone who flies the barge. ---[X] To further aid them in this, we will give them 3 vials of Liquid Ice, 2 Tanglefoot Bags, and a Fungal Stun Vial to use against the Drow, if necessary. Cob will also lend Leontas his Launcher to help deliver the Fungal Stun Vial. We'll also give Leontas' 4 Potions of Cure Light Wounds for emergency use if his men are injured and need them before we can provide healing. ---[X] If there is someone among Leontas' men capable of activating them, we will also lend him our Wand of Dispel Magic and the Wand of CLW we captured from the pirates. -[X] Assaulting the Barge: --[X] Cob will enter first, Shadow Teleporting as a Move Action if he spots the Alchemist, in order to appear behind him and make a Sneak Attack while still Invisible in order to inflict the Disoriented condition on him. He makes another attack thanks to being Hasted, and if the Alchemist is still conscious, expends another Mythic power to use Surprise Strike to make another Sneak Attack against him. Cob tries to subdue the Alchemist rather than kill him, disarming him (literally), if necessary. --[X] Sir Pisca will follow Cob, moving to engage the nearest threat, if there is one present. Gorok follows him, but stays by the entrance to provide cover for Kori and Mina. --[X] Immediately upon entry, unless the situation dictates otherwise (such as spotting an open flame nearby), Mina will cast a Web spell to fill as much of the space in the hold as possible while also blocking easy use of the exit for those who do not benefit from Freedom of Movement or similar effects. If she can still cast the spell to block off the entrance without igniting it, assuming an open flame is far enough away that the Web can be positioned so as to not touch it, she will do so. --[X] Kori responds as the situation dictates, depending on the number of enemies and their proximity to allies. --[X] Once the fight begins in the hold, Sirim telepathically communicates with everyone within range, attempting to Intimidate them into inaction. "By the authority of the Governor of Cassomir, you are under arrest for suspicion of smuggling, tax evasion, and forgery. Surrender peacefully and you will not be harmed!". He uses a reroll from Hermean Potential to achieve the best possible result.
I do not understand this motivation. Any anti-drow spies would have to be elves or house Basri agents. They do not want to be caught in public investigating the drow, and there is nothing more public than an official arrest.
Imagine this is Scorpio's resurrected gang. Will they be released by us, or the governor? Or the elf who entered the city for the first time and broke who knows how many laws out of desperation to keep a secret. I think he'd rather stab himself than get caught.
Much like the drow themselves they will not seriously entertain surrender.
I was thinking in terms of modern spy-games and diplomacy between states, in that any spies caught would have the people they work for (who are monitoring the situation) quickly pull some quiet strings.
And that any Basri/elf spies would expect their handlers to have people (Basri in both cases) in place to get them out of legal trouble before they can be interrogated.
It's not to get them to admit to us that they are spies, but to communicate to them that there's a path out other than death if they are loosing this fight: They can be captured by "the police", keep their heads down and an influential Basri will very very quickly be alerted and swoop in to save them in a few hours, if not sooner.
Like, if there's any spies in the boat then it's also under observation from afar. If so, our attack will be noticed when it begins and anyone who has spies on the boat will be woken and told shit is going down.
"Good Luck," Captain Leontas whispers fiercely, hefting his borrowed launcher as he heads towards the pier along with his company, an unseen Sirim floating overhead. The soldiers had cheered at the alchemical bounty you shared with them to add to their new enchanted weapons and arms, but it's a grim sort of cheer of those who know they are heading into peril.
For his part, Sir Pisca had thought to go with them until you mentioned the other pincer of the attack would be heading right for the alchemist, the foremost architect of Cassomir's ills. A choice which he may have come to regret a few minutes later. "What is that thing?" The knight leans back at the alien visage of the abductor, gelatinous eyes pooping above the waterline for a better look at its burdens for the night.
"We don't exactly know," Mina admits even as one of Cob's new rings flashes, the captured magic veiling the creature out of sight before the movement of the water. "Got it from some fish-people."
"You people are mad," he shakes his head in mock bewilderment, though the there's light enough from moon and stars for even Mina and Gorok to see the flash of his accompanying smile. A whisper on the wind calls up a trio of illusory doubles that that feign holding a breath along with him.
As the waters close in above you wonder if he's right. All the advice you'd ever gotten on fighting drown can be summarized as 'don't' and 'run'. At least you won't have to wait long for the answer.
"Open!" you command in the tongue of the High Realm and the door splinters open, hinges bending backwards in an instant, flying clean off.
In an instant Cob is gone, and the next thing you hear is a scream half-pained and half-surprised from over-top as you climb up, followed by your friend shouting back: "'E's got eyes in the back of his head! Watch 'im!"
Then just as the shouts of confusion and anger ring out through the hull, and just as Gorok and an enraged Sir Pisca are climbing up through the film of green, the drow does the very last thing one might expect him to do. In accented but understandable Taldan, he shouts to the knight: "I surrender!"
Rage burns like the midday sun in Sir Pisca Fahlspar's eyes: "Die filth!" Doesn't sound like he's for accepting surrenders.
What do you do?
[] If he's willing to surrender you're willing to accept it
-[] Write in plan
[] You're in position to kill him, so kill him before the others stationed in the hold show up
[] Write in
OOC: I know this is really short, but I can't not have a vote here given what happened.
Also, do you think it might it worthwhile to add in something to the effect of "part of the intent of Sirim's intimidate action is to communicate/hint to any possible anti-drow spies that if they surrender, they will be able to be extracted by their handlers/be released by us as soon as we confirm they're spies"?
I'm not sure how he would go about conveying that intention? Telepathy is straight forward communication, not an exchange of ideas or images.
If anything, I expect the Drow to be somewhat confused by his statement, this likely being something of an out-of-context problem for them given the massive cultural differences between their city-states and Cassomir.
The locals will probably attempt to surrender, especially if they're slumming nobles or just random folks with poor choice in watering hole, but some actual criminals may fight when they otherwise would have chosen to flee. The Drow would never believe offers that captured criminals would be unharmed if they surrender, they would be enslaved at best, but they might believe they aren't the actual targets of the raid, so that could buy us a round or two of confusion on their parts.
Not really sure, though, since a lot of it depends on their familiarity with surface cultures. I'll be happy if we don't end up hurting any particularly important noble scion whose daddy doesn't know they're out mingling among the commoners.
It's not like he can see the topside. In fact *rolls sense motive* it almost looks like he was expecting something like this... or at least like Pisca, he did not offer to surrender to Cob.
He could of course also be lying for advantage because he saw you have an ally in rage with you, every action you take to restrain him is one you are not taking against him.
For him to have 20 Temp HP, I'm guessing he used a 4th level Greater False Life infusion, and it would require him to be at least 10th level to max it out like that. The eyes are probably from the Countless Eyes infusion. Both of those are long duration effects, so I can see a 10th level Alchemist regularly using both of them each day, since they would last 10 hours.
Him being 10th level would also explain the high base hit points, especially if he managed to drink a +CON Mutagen as soon as he realized something was wrong when the hatch burst open.
Basically, I don't trust a 10th level Drow alchemist not to be lying about surrendering. There are too many freaky things alchemists can do and we have no idea what sort of alchemist he is, what sort of magic items he has, etc.
He could of course also be lying for advantage because he saw you have an ally in rage with you, every action you take to restrain him is one you are not taking against him.
Would making a bluff or intimidate check to break through Pisca's rage to direct him to try and get the drow to 0 hp and then stop/go after new target take a full action from Kori?
What if we spoke really really fast?
[X] Plan no time!
-[X] That's way too easy. Drow are strong and they know it.
-[X] Kori uses Intimidate/Bluff to break through some of Pisca's rage, and test the drow's sincerity: Kori shouts at Pisca; "Trap! Unconscious!"
-----
[X] Plan Bluff
-[X] The main lie here is that Kori does not actually think that there is a trap set to go off if this person dies. The intention is to convince Pisca to just knock him out, and also to convince the drow to accept being knocked out/that it's the best that we can do for him
-[X] Kori moves slightly to grab the drow's attention a tiny bit and then looks with alarm to Pisca: Trying to convince the drow with our expression that we're alarmed/surprised about the bloodrage (truth: we expected it, "Rage" isn't meaningless fluff) and that we're invested in trying to keep Pisca from killing him
-[X] To Pisca [Bluff] "Him dying is a trap! If he's dead or able to act we're fucked. We have to knock him out!" (truth: we have no idea if this is a trap or not), but hopefully Pisca will be combat-aware enough despite his Rage that if he thinks this drow has a deadman's switch, he can be shifted from full murder-violence to 0hp-violence
Would making a bluff or intimidate check to break through Pisca's rage to direct him to try and get the drow to 0 hp and then stop/go after new target take a full action from Kori?
If this group of Drow has a 10th level alchemist with them, at least some of the others in their group are probably similarly leveled. We can't waste time trying to secure this dude. We would completely lose our momentum. The dude still has 54 HP, so even another Sneak Attack and Pisca's attack might not outright kill him, especially if his CON is currently as high as I suspect. If he is rendered unconscious, we can deal with him later, and if he dies, well, that's what Speak with Dead spells are for.
Pisca has the Disruptive feat and his Arcane Bloodline further enhances it. That's not normally a path I would choose for a melee character, but it has its place. It's already hard enough to cast a spell when you're being stabbed, but him adding a +6 DC increase to the Drow's Concentration checks to use extracts/infusions can only help us.
@DragonParadox, how large is the room we are in? Length, width, height? What can we see of other entrances? Are there other Drow present? Is there any open flame in sight?
[X] Operation Salty Barnacle, Stage Two
-[X] Cob expends one Mythic power to use Surprise Strike as a Swift Action to make another Sneak Attack against the alchemist. --[X] Sneak Attack: +21 vs Disoriented AC (-4 AC vs Cob's attacks) [+1 (Mythic) +1 (Haste) +5 (Morale)], 1d4+11+3d6 damage [17-20/x2]
-[X] Sir Pisca goes in for the kill, closing the distance to interfere with the alchemist's use of magic while Power Attacking. --[X] Power Attack: +19/+19/+11 vs Disoriented AC (-2 AC vs attacks) [+1 (Haste) +2 (Morale)], 2d6+9 damage [17-20/x2]
-[X] Kori casts a Barbed Chains spell targeting the alchemist, unless the Drow is already dead before he can act. If the Barbed Chains spell is unnecessary, he instead readies an action to cast a spell against the first Drow that attempts to enter the chamber, or through the doorway if the door is opened and he can see into the next room. --[X] Barbed Chains Spell: x2 chains; +15/+15 vs Disoriented AC (-2 AC vs attacks) [+6 (CHA) +2 (Morale) +3 (Luck)], 1d6+3 damage, plus each hit requires a DC 17 Will save to avoid being Shaken for 1d4 rounds.
-[X] Gorok moves to cover the doorway, not placing himself directly in front of it, but to the side so that he can attack anyone who bursts through without putting himself in the line of fire should someone blast it open from the other side.
-[X] Unless she is needed to deal with other Drow in the next few moments, Mina uses her Evil Eye Hex to reduce the alchemist's AC by -2. If the alchemist is already dealt with before she can act, she instead readies an action to cast a spell against the first Drow that attempts to enter the chamber, or through the doorway if the door is opened and he can see into the next room.