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Post by Game Master on Aug 12, 2007 1:06:28 GMT -5
EXCELLENT. Muahahahahaaa! *cough* sorry.
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Post by sfliegel on Aug 12, 2007 7:42:22 GMT -5
should be fun to stretch me ethereal legs
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Post by sfliegel on Aug 13, 2007 9:50:31 GMT -5
hey did I see Gaul?
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Post by Game Master on Aug 13, 2007 12:56:18 GMT -5
Oops, Sorry. I meant to make sure I mentioned that. No Gaul is not here.
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Post by Game Master on Aug 13, 2007 13:12:44 GMT -5
ok, Siff has a small arsenal of Prayers, blessings and miracles that she can attempt. I'd like you to decide what would be best to try.
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Post by sfliegel on Aug 13, 2007 20:38:05 GMT -5
Prayer of Strength 20% (one person or group) Prayer of Intervention 21%/9%/21% (what does this do?) Miracle of Luck 16% Costs 40 ppe (she has no where nearly this much PPE) Miracle of Strength 16% costs 60 ppe (she has no where nearly this much PPE) Great Miracle of Increased power 16% (what is this and is it individual or group affect?)
so the things with just % means she can do these whenever and it's up to her God?
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Post by Game Master on Aug 14, 2007 2:02:47 GMT -5
The % are the success ratio. Basicly the chance that the Lord of Light will actually answer her prayers or allow her to perform a miricle. Obviously as she gains in levels her strength in her faith grows as well and increases her chances of being heard by her God. Prayer of Stength affects Siff only but IF successful is quite a nice little boon. She will recieve ALL the following +6 save vs. Horror +1 save on ALL others +10% turn dead +20% exorcism +1 spell strength (she has none yet) +1 parry and dodge Lasts 2 minutes per level of xp. Prayer of Intervention gives Siff one (her choice, chosen by %) of the following: #1: May cast ANY one wizard or elemental spell with the power strength of a spell caster 5 levels higher then her current level. #2: Create a magical scroll. Not available till level 6 #3: Super Healing: Healing touch now heals 2d4x10 hit points instead of just 2d4. She can perform this twice. Miracles. These are a bit tricky. First off while they do cost PPE, whatever the Priestess can not give herself is automaticly given by her God, so if she only has 12 PPE but needs 40 her God will make up the difference. She must however lose all available PPE up to the amount needed. % or no it is up to me the GM to decide if the Gods follower truely deserves a miracle at the time asked. I am to ask myself certain questions. #1 is it a selfless need? #2 Would the need be unocomplishable with out the miracle. #3 Is the Priestess on a holy quest/mission? #4 Has she been given a Miracle within 2d6 years? Get the idea?
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Post by Game Master on Aug 14, 2007 2:07:42 GMT -5
Looking back over Siff it looks as though I never increased her skills and ability % for level 2. Most of the prayers you mentioned are around 7% higher to to try, miracles are all 2% higher.
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Post by sfliegel on Aug 14, 2007 9:03:28 GMT -5
well from what I can see, only her miracles seem to be able to help us. But are any of these things group affect or only work on her or one person?
Prayer of Intervention sounds promising if she can cast a spell as if a 7th level wizard.
Does she just have a simple bless spell that will give everyone a little extra protection? Protection from evil, something like that? I see some good stuff but nothing that will really benefit the group, other then her becoming a little more powerful. Which that would be nice since she could really stand a better chance of holding her own.
Could she do prayer of strength and Prayer of Intervention? Could she then cast at 8th level?
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Post by Game Master on Aug 14, 2007 13:05:11 GMT -5
yes she would but what are the odds of success for both. Not good. Oh and while she can cast a spell at 7th or even 8th level she can cast ANY spell of any level upto 15th level. The miricle of luck is the most powerful 'Group' miracle affecting 1 person for every level of xp. However she will need to convince her God that defeating this smuggling ring is a good reason to work a miracle. And if she DOES convince her God (by rolling %) she will not be able to work another miracle for 2d6 years unless she is on a holy quest. Understand I'm not forcing you to use her gifts I just want you to know her abilities so you can use them if you choose.
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Post by sfliegel on Aug 14, 2007 14:47:55 GMT -5
It's cool, I understand. I'm thinking of using prayer of strength so she will be able to be move involved in this fight. I'm also concocting (sp?) a little trap/distraction to split them up and make the numbers a little more fair.
Is there rope or netting or both that we can use? I'm going all scooby doo here.
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Post by Game Master on Aug 16, 2007 2:13:23 GMT -5
Plenty of rope. No netting.
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Post by sfliegel on Aug 17, 2007 14:21:05 GMT -5
ok here is what I am thinking. we stack up some of the crates to give the dwarven archers some cover at the end of one of the tunnels. In the doorway of the tunnel they are outside of push some of the other crates inside that tunnel so as to go wall to wall. Outside of the other tunnel the rest of the folks will be on either side of the tunnel entrance with a length of rope run across as a trip cord held by folks on either side.
Once everyone is in place we will use some of Siff's newly aquired lamp lighting oil and set the boxes in the one tunnel on fire. When folks arrive to investigate then archers pick them off. When they use the other tunnel to avoid the fire and archers, we trip the first few and picj them off as they lay helpless on the ground.
That's my thought, is there any objection from the rest of the group? From you?
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Post by sfliegel on Aug 17, 2007 17:36:15 GMT -5
do all these guys have crossbows or just Silvermail? Guess I should have asked that first.
Are there crossbows and bolts in this is room?
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Post by Game Master on Aug 20, 2007 3:13:30 GMT -5
Two dwarfs plus Silvermail have crossbows. They ALL have throwing axes. There are no more in this room. The only 'missile' weapons to be found are spears.
No one has any objections.
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