WarDragon wrote:I'm disappointed in all of this, and hope that I have not given my game the impression that such things are doomed to failure. I like creative.
Creative isn't the same as foolish. I'd be disappointed if you let something like that succeed, when the target's stats shouldn't allow for it.
Succeed? Or help? I don't like any one-shot solutions, a cannon isn't going to kill the beast in a single blow. I don't even particularly think it feasible that you get one into the area, since you utterly lack them. But if you did have them and a way to get them into a position for an ambush, I'd certainly like to see you try. Nothing foolish about using a bigger gun.
What else, pit falls, trips, Cerataka poison? None of these are one shots. All of them are feasible (the last one considerably less so) means to utilize the environment to give yourself the advantage. Not a quick victory. An advantage.
An empowered scorching ray deals 6d6 damage. The ape took 67. A critical hit is within range of that damage. Not a bad guess. Not telling you if it is right or not.
6d6 per ray. I was assuming three rays (since that's how many you get if your CL gives you 4th level spells), and slightly above average damage rolls.
You saw two bolts. One hit the monk. One hit the ape.
Yes. He suggested more people too.
He also thought we'd be fighting it on the ground, with conventional hunting methods. Kat suggested something that, by the information we had at the time, would make them unnecessary, and kill it with no risk.
No risk. No challenge. Not likely for an encounter around or above your party level. Ever. Reduced risk from good tactics. Never eliminated.
You don't know its AC. Or "they're" attack bonuses, since you haven't ever named people to go with. At all. This isn't even metagaming, this is making things up.
Farshore Militia, Olman hunters/warriors... 1st level Warriors, either way. There's the Jade Ravens, but they're not expendable, and at least one, maybe more of them are not available. I suppose there could be Olman elites, but then we'd be throwing away the best of our new allies.
You have NO way of knowing what Olman hunter/warrior stats are. You do know they are better than your militia members. Did I ever even provide stats for the Farshore militia? Which I did mention cannot currently abandon Farshore due to the proximity of troglodyte attacks on the islet of Tremute and other internal concerns like a mysterious thief raiding the warehouses.
And let's just assume a 1st level human warrior. 13 through 8 base ability score spread. 15 attack score. +1 BaB. +1 weapon focus. That's a +4 attack, +1 more if you provide a masterwork weapon or magic weapon, +1 more if you provide a bless spell, +2 more if you have one aid another. +8 off hand, for the lowest possible warrior. Ranged attacks might have +1 point blank shot. If Olman hunters are actually 1st level rangers with animal favored enemy, that's +2 more. If they are barbarians with Brutal Throw, that's also +2 more. If they are 3rd level instead of 1st, that's +2 more. (Hey, if they were 3rd level barb/rangers, you might get both of those previous +2 bonuses too!) If they were elite array instead of 13-8, that's +1 more.
And again, you don't know what the AC is. With that bottom number of +8, you have an average chance of hitting AC 18, and no real chance of hitting AC 28 or better. If you got awesomely lucky and could apply all of those bonuses, +16. Average chance with AC 26 and no real chance of hitting 36 or better. Worst case scenario, they stop firing at the T-Rex and keep the scavengers off your backs.
Dip arrows in pitch and light them for bonus fire damage. Cover them in poison and hope for a low Fort roll. Use greater magic weapon on them. You don't want to think outside the box, there is plenty within the box to try.
As for keeping them out of reach/dying in one hit, some things are worth dying for and this is war. You aren't conscripting these folks, last I checked. You've been fairly forthcoming (as have the NPCs) about the likelihood of death. Those who go to fight, know they may never return. Hopefully, that includes you guys too.
If I were convinced that anyone we bring could have any impact on the outcome of the fight, live or die, I might feel differently. But I know that with just the PCs, we have an escape method with a good shot of getting all of us out alive if things start to go badly (teleport).[/quote]
Unless your escape method gets eaten or killed in one hit, as you've pointed out is a possibility.
But ultimately, you guys get to decide what to do. In character, two experienced hunters have said stay away, but if you fight, go in force. Judging from OOC, there wasn't even a real consensus between you and Roon, and Ginsu was even farther out of line with the plans. Coriat has yet to weigh in on the fight, but I can only assume that he'll follow the same pattern and not agree with any of you.


