Here's a quick spell loadout for Breath Taker, @DragonParadox. I'm assuming he channels Positive Energy for Cure spells rather than Negative Energy for Inflict spells, otherwise he'll need some Cure spells added to the loadout.

Spells Prepared (CL12):
Level 0 (6/day): Detect Poison, Detect Magic, Light, Mending, Message, Read Magic
Level 1 (4+2+D/day): Barbed Chains(reskinned as kelp strands), Bless, Marid's Mastery, Moment of Greatness, Shield of Faith, Sign, Cause Fear(D)
Level 2 (4+2+D/day): Boneshaker x2, Close Wounds, Defending Bone, Ironskin, Sound Burst, Hideous Laughter(D)
Level 3 (3+1+D/day): Dispel Magic, Invoke the Cerulean Sign, Shivering Touch, Sky Swim, Confusion(D)
Level 4 (2+1+D/day): Assay Spell Resistance, Blessing of Fervor, Sound Lance, Death Ward(D)
Level 5 (1+1+D/day): Mass Contagion, Slay Living(D)
 
Thank god the Turtle is too large to be affected by Sky Swim.
Only one mobile warrior for the Team.
Be glad I put Blessing of Fervor in there as a 4th level spell instead of Freedom of Movement. ;)

EDIT: BTW, in case anyone is wondering, Breath Taker uses Mass Contagion because it targets Fortitude, a weak area for Mind Flayers, and allows him to inflict ability damage of his choice to multiple targets across decent range. It can also be used to inflict permanent Blindness on targets 75% of the time. It's nasty, but appropriate considering his enemies and his god, I think.
 
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You know, a Dragon Turtle would be a good addition to the Yi-Ti expedition fleet, if it feels like going on a long journey.
 
Fingers crossed that we can recruit the Nereid. Coupled with her friend the Dragon Turtle, they are very nasty business.
We could build a custom howdah for the Dragon Turtle and place six or eight Launchers on swivel mounts for Triton gunners to use. Some of our Alchemical munitions might work very well under water, but just firing regular light ballista bolts would be a nice bit of ranged punch.
 
We could build a custom howdah for the Dragon Turtle and place six or eight Launchers on swivel mounts for Triton gunners to use. Some of our Alchemical munitions might work very well under water, but just firing regular light ballista bolts would be a nice bit of ranged punch.
For underwater combat, wouldn't the launcher's need a freedom of movement effect bestowed onto the ammunition?
 
We could build a custom howdah for the Dragon Turtle and place six or eight Launchers on swivel mounts for Triton gunners to use. Some of our Alchemical munitions might work very well under water, but just firing regular light ballista bolts would be a nice bit of ranged punch.
Include a throne for the Nereid and I'm game. No reason not to have the whole shebang buffed by her singing.
 
For underwater combat, wouldn't the launcher's need a freedom of movement effect bestowed onto the ammunition?
It shouldn't. Harpoons and spearguns work underwater without magic, and the Launch Item spell doesn't take into account things like ballistics or gravity, so the projectiles should travel through water just as well as air. They're both fluid mediums, technically.
 
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