Wasn't that what the Greater Invisibility dust the rogue used caused? It defeated See Invisibility? Or did I misunderstand again?Goatkiller666 wrote:I much more like the idea of an opposed action with invisibility. With D&D, invisibility beats normal vision. See Invis beats invisibility. Period. There isn't a "No really, I'm Invisible" spell or whatever.
Darkwood--OOC commentary/discussion
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- Kalindriel Ec'urb
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See Invisible should have still been able to penetrate it, although I'm not sure who besides the dragon might have been able to do so. It's advantage is that it acts like Greater Invisibility in that it did not drop after an attack. As a rogue, it was guaranteeing sneak attacks, preventing attacks of opportunity, and of course granting all the other bonuses of invisibility.
I was thinking (kind of hoping, really) I would never have a use for the Dust of Appearance. It's one of those "if you need it, you're in trouble" items. I'm really glad Anna was able to turn him into paste right after I used it.
I was thinking (kind of hoping, really) I would never have a use for the Dust of Appearance. It's one of those "if you need it, you're in trouble" items. I'm really glad Anna was able to turn him into paste right after I used it.
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That makes things difficult, since healers tend to be low HP characters and tend to stay out of melee, whereas your dire flail is a melee weapon...Annalysei wrote:Also, you guys are seriously going to have to tell me where you want me. You point, and I'll go smash things. Laurel was trying to (which I appreciate bunches and bunches) but since I'm out of decent potions I've got to go where the healers go.
If it was me, I would double check with the GM regarding that potion. Laurel said she cast CLW on whomever needed it, but Spirit Stalker then cast Mass CMW and Bless. GM has told me I still have all of Laurel's CLW's left, since he had higher initiative than Laurel and overrode her action. He also had higher initiative than Annalysei. Since she benefited from the Mass CMW and the Bless cast by Spirit Stalker, I bet Anna never drank her potion and will find it hidden away within her armor somewhere.
...of course, this is from a fellow n00b. But based on Laurel's experience, such results would not surprise me.

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I've found the best approach is to just run over to whatever bad guy looks biggest, and beat on it until it beats you down. And then threaten to apply guilt trips OOC to the players of any healers who don't save your ass.Annalysei wrote:Also, you guys are seriously going to have to tell me where you want me. You point, and I'll go smash things.
You should have enough HP to survive a round or two before you get killed. The healers can catch up in that time. (Though... Sigrid's pulling some kind of combat mage action now, and it's prolly gonna get us all smashed flat.)
But seriously, geek the mage first. (Or in this case, the cleric.) They die faster, and if you don't geek them first, they keep the melee types around longer. A lone front giant fighter is tough but not that tough. Add some healing and other party-buff spells from a cleric, and he gets really nasty. Kill the cleric first, and the fighter ALSO gets weaker. Then we can all gang up on the fighter and finish him off while the most injured of us step away / get healed.
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If you only move in a round, not running, then you do not incur attacks of opportunity for disengaging. With just normal speed, that's up to 60' to reach a healer by dropping out of combat for a round.
Since healers can touch you from an adjacent hex, it also makes it difficult for many monsters to attack them without risking attacks of opportunities themselves.
Conversely, if your healers are close, then you can rescue them more easily if something decides they would make a tasty snack. Being 10-15' can be a tactically safer place than 60' at times, and a devious DM will exploit that.
In different news, this comic brought a tear to my eye. <sniffle>
Since healers can touch you from an adjacent hex, it also makes it difficult for many monsters to attack them without risking attacks of opportunities themselves.
Conversely, if your healers are close, then you can rescue them more easily if something decides they would make a tasty snack. Being 10-15' can be a tactically safer place than 60' at times, and a devious DM will exploit that.
In different news, this comic brought a tear to my eye. <sniffle>
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I actually moved over to the other guy based on our DMs suggestion. And he IS devious because I asked him about the damn potion. Which is why Anna was bitching to the invisible man in the sky. *stomps away muttering*
Oh, and I have been trying to maul the magic casters first because that's always been solid advice.
Oh, and I have been trying to maul the magic casters first because that's always been solid advice.
huh?The DM wrote:Laurel heals Led! (9 points)
That's with the Healing Hymn buff?
My caster level is now 6, right? So with the buff CLW would be cast at 1d8+5+8? How did I roll a 9, if the caster level (maximum of 5) and my perform ranks equal 13? And then add in the roll?
Inspire Courage lingered for a second round because Laurel is still singing Healing Hymn, even though I didn't specify that as I wrote out my actions. Did I screw up by leaving that out?
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Damned Battletech players.Kalindriel Ec'urb wrote:Sorry, square. I'm used to maps that use hexes instead of squares.
Also, 31hp is super-shiny for me. That's almost TWO direct hits (without criticals) I could take before dying. And even with two hits, I'd only be mostly dead. Which is slightly alive.
Well...Goatkiller666 wrote:I much more like the idea of an opposed action with invisibility. With D&D, invisibility beats normal vision. See Invis beats invisibility. Period. There isn't a "No really, I'm Invisible" spell or whatever.
Greater Invisibility does not beat see invisibility. However...
Superior Invisibility does. It also renders you immune to detection by scent, sound, true seeing, blindsight, fairy fire, or any other method of dection except touch. The problem is that it's a ninth level spell.
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