![]() ![]() Variant: Have Barbarian and Paladin storm in 1 round before archer and bard (I like this one) to turn the antimagic cone away from the blessed, hasted, stealthy archer. b) barbarian flying to grapple the beholder to allow for sneak attacks and continuous wailing. This is to facilitate that either: a) archer and pala getting bless and hunter's mark. I'm thinking of having the Barb and Pala throw grappling hooks into big ugly and pull him down, so we can see eye-to-eye.Īs we get into the lair, we split in two: Pala+Archer go left, Barb+Bard go right. It's rather dumb and gives us little except the luck of the die. We all stick close to Paladin and hope to bring down the beholder, while the bardic inspirations from the bard help us hit it. Wood-elf coats javelins and arrows in poison. The hunter has used Primal Awareness to deduce that there is an aberration nearby (so unfortunately we are not dealing with a Death Tyrant instead of a Beholder). Second option is to take over the senses of the Mastiff and sniff out how far away the scent that is not undead is. Best option would be convincing a local snake/other animal to give us intel (after having his Cha buffed to 19). We plan on having the Barbarian use his rituals to sense how far away the beholder is (so it doesn't surprise us as we enter the temple it is having its undead minions buil in its honour). On the bright side, his speciality is planning hunts and ambushes (so I play him as higher than 13 int in that regard with a corresponding weakness regarding mathematics and the like). My character is the wood-elf and hence the only character who isn't average dumb. Considering: pass without trace or spike growth. Ranger: 1st level: Absorb elements, goodberry, hunter's mark. 4th level: considering: dimension door, fire wall or confusion (also considering dispel magic instead of web). Sorcerer: 1st level: Shield, sleep, burning hands, comprehend languages, faerie fire, healing word. Paladin: UsuallyBless, Shield of Faith, Find Steed (which is probably value, since the steed just died and having an extra body might be worth it). 5 healing potions, 1 protection from evil, 2 antidotes pr. Noticeable other items: 2 doses of wyvern poison (7d10, dc 13), 8 doses of Scorpion poison (4d10, poisoned condition, dc 14). Noticeable magic items include +1 Glaive +1d4 psychic damage and a +1 longbow +1d4 radiant. This mostly affects the ranger who has yet to choose a 2nd level spell We have just dinged, so the 3 casters can choose new spells. Wood-elf level 3 Assassin / level 5 Hunter (Str 9, Dex 18, Con 12, Wis 14, Int 13, Cha 8 Sharpshooter) Variant Human level 8 Barbarian (Str 18, Dex 14, Con 14, Wis 12, Int 8, Cha 8 Sentinel, Polearm Master) Half-elf level 1 Bard / Copper Dragon Sorc 7 (Str ?, Dex 14, Con 14, Wis 10, Int 12, Cha 18 Inspired Leader) Variant human level 8 paladin (Str 18, Dex 10, Con 14, Wis 10, Int 8, Cha 16 (19 with a consumable we've 70 charges of) Shield Master, Resilience: Con) We are in Calimshan and have had all available information on beholders at our disposal (according to DM, we'd know pretty much exactly everything they say in the Monster's Manual due to the huge amount of information gathered about beholders in our region). What effect would it have besides allowing the archer to sneak attack the beholder? Forcing it down 20 ft/round? Sentinel and beholders: will the sentinel (movement speed drops to 0) make the beholder drop in your opinion?ģ. shoot back with cantrips and magic weapons)ġ.2 If we split up the beholder (given enough space) can only keep one part of the group from using magicġ.3 The antimagic field does not affect the beholder itself (important for debuffs).ġ.4 If our sorcerer casts Faerie Fire on the beholder and is later caught in the antimagic cone, does the Faerie Fire cease to work? (this is especially important for sneak attacks)Ģ. Would you rule it could more or less dispel whatever we do (turning your eye seems rather easy).ġ.1 I imagine it close the eye when shooting at players inside the area, hence enabling us to ready actions for this particular circumstance (i.e. In the MM it says that the beholder can retarget the field in the beginning of each turn (and that the other rays are cancelled by the field). How would you rule the antimagic cone from the middle-eye of the beholder? It's a pretty damn powerful ability that really kills off a lot of our options. if we face it in its lair) that might be hard, so I'm asking you guys for ideas. With the beholder being above Deadly as an encounter (esp. That being said, we'd all rather not die. ![]() The only character (our hunter/assassin) with the good sense to say: "ehh. It's the holy quest of our party leader (a very persuasive, but quite dumb, Paladin) to kill said Beholder. I think my party is about to face a beholder, maybe in its lair.
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