View Single Post

Thread: Testing Tiamat

  1. - Top - End - #5
    Colossus in the Playground
    Join Date
    Dec 2007
    Location
    Finland
    Gender
    Male

    Default Re: Testing Tiamat

    Few more: Planar Binding is kosher? I'm limiting myself to one "strong" (not counting familiars and such) permanent minion per character anyways [so Simulacrum or bound creature] so as to avoid the "I have an army"-syndrome that can be endemic in high level play, but both my Druid and my Cleric would be interested in Planar Binding, as discussed in the original thread.

    - How would you rule Elemental Weapon, Magic Weapon and Holy Weapon WRT Timmy's Magic Immunity? It seems consistent to me that as magic weapons deal full damage and these just target the weapon making it a magic weapon, they should work regardless of slot.

    - How would you rule Mordenkainen's Faithful Hound? Does it do magical or nonmagical damage? Is it a spell-based attack for the purposes of Magic Immunity?

    - How would you rule Defender of Faith? Spell for the purposes of Magic Immunity? Or summoned creature dealing damage?

    - Can I assume that my characters know they will be fighting a high powered enemy on this day? That of course affects the buffs they will use (e.g. my Simulacrums will only use spells if they know enemies are of significant danger).

    Anyways, I'll start editing my characters into this post:
    Spoiler: Andrea Andersson - Human Diviner 14
    Show
    Race: Variant Human
    Class: Wizard
    Subclass: Diviner
    Background: Sage

    HP: 6 + 13*4 + 3*14 = 100

    Feats/ASIs:
    Bonus. Alert
    4. Lucky
    8. Resilient: Constitution
    12. +2 Intelligence

    Stats:
    8 Str
    16 Dex
    16 Con
    18 Int
    8 Wis
    8 Cha

    Skills:
    Stealth
    Arcana
    Investigation
    History
    Nature

    Tools:

    Languages:
    Common
    Elven
    Draconic
    Primordial

    Equipment:
    Quarterstaff
    Traveler's Clothes
    Spellbook
    Scholar's Pack
    Ball Bearings
    Oil
    Longbow
    Light Crossbow
    Wand
    Dagger
    Rope
    Backpack
    10xRatios
    Spell component pouch
    Expensive spell components
    200 arrows
    200 bolts


    Spells known:
    C: Minor Illusion, Prestidigitation, Mage Hand, Firebolt, Chill Touch
    1. Mage Armor, Shield, Fog Cloud, Sleep, Feather Fall, Comprehend Languages, Grease, Find Familiar, Detect Magic, Unseen Servant, Identify
    2. Web, Misty Step, Invisibility, Magic Mouth, Blindness/Deafness, Darkness, See Invisibility, Darkvision, Cloud of Daggers, Gentle Repose
    3. Hypnotic Pattern, Haste, Fly, Counterspell, Dispel Magic, Phantom Steed, Tiny Hut, Water Breathing, Magic Circle, Glyph of Warding, Animate Dead
    4. Polymorph, Banishment, Dimension Door, Greater Invisibility, Fire Shield, Resilient Sphere, Arcane Eye, Stone Shape, Mordenkainen's Faithful Hound
    5. Wall of Force, Animate Objects, Wall of Stone, Conjure Elemental, Contact Other Plane, Planar Binding, Bigby's Hand, Scrying, Passwall, Rary's Telepathic Bond
    6. Contingency, Programmed Illusion, Disintegrate, Create Homunculus
    7. Simulacrum, Teleport, Forcecage, Mordenkainen's Magnificent Mansion

    Spells prepared (18):
    1. Mage Armor, Shield
    2. Misty Step, Darkvision, Cloud of Daggers
    3. Hypnotic Pattern, Haste, Fly, Counterspell, Major Image
    4. Dimension Door, Fire Shield
    5. Wall of Force, Wall of Stone, Passwall
    6. Disintegrate
    7. Teleport, Forcecage
    Spoiler: Status
    Show
    AC: 16
    HP: 100 + 20 Aid + 7 Heroes' Feast - 6 Homunculus = 121 HP
    Temporary HP: 16

    Speed: 40' (Mount 100')
    Immune to poison, fear & disease.
    Roll Wisdom saves at advantage.
    Resistance to Fire.
    See Invisible up to 10'
    Spoiler: Effects active:
    Show
    Inspiring Leader
    Third Eye: See invisibility

    Mage Armor
    Longstrider
    Darkvision
    Aid (level 5)
    Phantom Steed
    Freedom of Movement
    Fire Shield
    Rary's Telepathic Bond
    Heroes' Feast

    Magic Mouth earpieces (everybody: 30' radar for all creature types)
    Contingency (on self and on Simulacrum: Dimension Door 200' on blinking eyes alternatingly 3 times)
    Spoiler: Spell slots
    Show
    Slots used:
    1. xxxx [Mage Armor on self, Simulacrum, Bard, Bard simulacrum]
    2. xxx [Darkvision x3]
    3. x [Mage Armor on Druid]
    4. x [Fire Shield]
    5.
    6.
    7.
    Spoiler: Owl familiar status
    Show
    AC: 11
    HP: 1 + 12 Heroes' Feast = 13 HP

    Speed: 60'
    Immune to poison, fear & disease.
    Roll Wisdom saves at advantage.
    Spoiler: Effects active:
    Show
    Rary's Telepathic Bond
    Heroes' Feast

    Magic Mouth earpieces (everybody: 30' radar for all creature types)
    Spoiler: Homunculus status
    Show

    AC: 13
    HP: 5 + 7 Heroes' Feast = 12 HP

    Speed: 40' Fly
    Immune to poison, fear & disease.
    Roll Wisdom saves at advantage.
    Spoiler: Effects active:
    Show
    Rary's Telepathic Bond
    Heroes' Feast

    Magic Mouth earpieces (everybody: 30' radar for all creature types)

    Spoiler: Simulacrum status
    Show
    AC: 16
    HP: 50 + 20 Aid + 18 Heroes' Feast = 88 HP
    Temporary HP: 16

    Speed: 40' (Mount 100')
    Immune to poison, fear & disease.
    Roll Wisdom saves at advantage.
    Resistance to Cold.
    See Ethereal up to 60'

    Spoiler: Effects active:
    Show
    Inspiring Leader

    Mage Armor
    Longstrider
    Darkvision
    Aid (level 5)
    Phantom Steed
    Death Ward
    Freedom of Movement
    Fire Shield
    Rary's Telepathic Bond
    Heroes' Feast

    Magic Mouth earpieces (everybody: 30' radar for all creature types)
    Contingency (on self and on Simulacrum: Dimension Door 200' on blinking eyes alternatingly 3 times)
    Spoiler: Spell slots
    Show
    Slots used:
    1.
    2.
    3.
    4. xx [Fire Shield: Cold & Dimension Door for Contingency]
    5.
    6. x [Contingency cast earlier, slot not recovered]
    7.
    Spoiler: Simulacrum's Bat familiar status
    Show

    AC: 12
    HP: 1 + 6 Heroes' Feast = 7 HP

    Speed: 30'
    Immune to poison, fear & disease.
    Roll Wisdom saves at advantage.
    Spoiler: Effects active:
    Show
    Rary's Telepathic Bond
    Heroes' Feast

    Magic Mouth earpieces (everybody: 30' radar for all creature types)

    Spoiler: Artemis Aversano - Human Archer 14
    Show
    Race: Variant Human
    Class: Bard
    Subclass: College of Valor
    Background: Spy

    HP: 8 + 13*5 + 3*14 = 115

    Feats/ASIs:
    Bonus. Lucky
    4. Sharpshooter
    8. Resilient: Constitution
    12. +2 Dexterity

    Stats:
    8 Str
    18 Dex
    16 Con
    8 Int
    8 Wis
    16 Cha

    Skills:
    Stealth (Expertise)
    Acrobatics
    Perception (Expertise)
    Persuasion (Expertise)
    Deception (Expertise)
    Intimidation

    Languages:
    Common
    Dwarven

    Tools:
    Flute
    Viol
    Lyre
    Thieves' Tools
    Dragonchess Set

    Equipment:
    Flute
    Viol
    Lyre
    Thieves' Tools
    Dragonchess Set
    Studded Leather Armor
    Longbow
    Heavy Crossbow
    Rapier
    Dagger
    Wooden Shield
    Crowbar
    Common Clothes
    Traveler's Clothes
    Belt Pouch
    Diplomat's Pack
    Spell Component Pouch
    Expensive Spell Components
    400 arrows
    200 bolts


    Spells:
    Cantrips: Minor Illusion, Vicious Mockery, Mage Hand, Mending
    1. Healing Word, Command, Feather Fall
    2. Enhance Ability
    3. Plant Growth, Major Image, Dispel Magic, Counterspell [Magical Secrets], Elemental Weapon [Magical Secrets]
    4. Dimension Door, Freedom of Movement, Polymorph
    5. Greater Restoration, Mass Cure Wounds, Raise Dead
    6. Contingency [Magical Secrets], True Seeing
    7. Simulacrum [Magical Secrets], Teleport
    Spoiler: Status
    Show
    AC: 17
    HP: 115 + 20 Aid + 8 Heroes' Feast = 143 HP
    Temporary HP: 16

    Speed: 40' (Mount 100')
    Immune to poison, fear & disease.
    Roll Wisdom saves at advantage.
    Spoiler: Effects active:
    Show
    Inspiring Leader

    Mage Armor
    Longstrider
    Darkvision
    Aid (level 5)
    Phantom Steed
    Death Ward
    Freedom of Movement
    Rary's Telepathic Bond
    Heroes' Feast

    Magic Mouth earpieces (everybody: 30' radar for all creature types)
    Contingency (on self and on Simulacrum: Dimension Door 200' on blinking eyes alternatingly 3 times)
    Elemental Weapon VII
    Spoiler: Spell slots
    Show
    Slots used:
    1.
    2.
    3.
    4. x [Freedom of Movement]
    5.
    6.
    7. x [Elemental Weapon VII]
    Spoiler: Simulacrum status
    Show
    AC: 18
    HP: 57 + 20 Aid + 11 Heroes' Feast = 89 HP
    Temporary HP: 16

    Speed: 40' (Mount 100')
    Immune to poison, fear & disease.
    Roll Wisdom saves at advantage.
    Resistance to all damage [half damage dealt to Cleric]
    +1 to saving throws
    Spoiler: Effects active:
    Show
    Inspiring Leader

    Mage Armor
    Longstrider
    Darkvision
    Aid (level 5)
    Phantom Steed
    Death Ward
    Freedom of Movement
    Rary's Telepathic Bond
    Heroes' Feast
    Warding Bond

    Magic Mouth earpieces (everybody: 30' radar for all creature types)
    Contingency (on self and on Simulacrum: Dimension Door 200' on blinking eyes alternatingly 3 times)
    Spoiler: Spell slots
    Show
    Slots used:
    1.
    2.
    3.
    4. x [Dimension Door for Contingency]
    5.
    6. x [Contingency cast earlier, slot not recovered]
    7.

    Spoiler: Alissa Alarthal - Human Healer 14
    Show
    Race: Variant Human
    Class: Cleric
    Subclass: Life Domain
    Background: Acolyte

    HP: 8 + 13*5 + 3*14 = 115

    Feats/ASIs:
    Bonus. War Caster
    4. Resilient: Constitution
    8. +2 Wisdom
    12. +2 Wisdom

    Stats:
    8 Str
    14 Dex
    16 Con
    10 Int
    20 Wis
    10 Cha

    Skills:
    Stealth
    Insight
    Perception
    Religion
    Medicine

    Tools:

    Languages:
    Common
    Celestial
    Infernal
    Abyssal

    Equipment:
    Half-Plate
    Wooden Shield
    Holy Symbol
    Prayer Beads
    Vestments
    Common Clothes
    Belt Pouch
    Backpack
    Mace
    Light Crossbow
    Bolts
    Priest's Pack
    Expensive spell components
    200 bolts

    Spells (19):
    Cantrips. Guidance, Thaumaturgy, Sacred Flame, Light, Resistance, Mending
    1. Healing Word, Sanctuary, Inflict Wounds, Bless [Domain], Cure Wounds [Domain]
    2. Silence, Aid, Warding Bond, Lesser Restoration [Domain], Spiritual Weapon [Domain]
    3. Spirit Guardians, Dispel Magic, Mass Healing Word, Meld Into Stone, Beacon of Hope [Domain], Revivify [Domain]
    4. Stone Shape, Death Ward [Domain], Guardian of Faith [Domain]
    5. Commune, Mass Cure Wounds [Domain], Raise Dead [Domain]
    6. Heroes' Feast, Heal, Word of Recall
    7. Plane Shift, Conjure Celestial, Etherealness
    Spoiler: Status
    Show
    AC: 19
    HP: 115 + 20 Aid + 15 Heroes' Feast = 150 HP
    Temporary HP: 16

    Speed: 30' (Mount 100')
    Immune to poison, fear & disease.
    Roll Wisdom saves at advantage.
    Spoiler: Effects active:
    Show
    Inspiring Leader

    Darkvision
    Aid (level 5)
    Phantom Steed
    Freedom of Movement
    Rary's Telepathic Bond
    Heroes' Feast

    Magic Mouth earpieces (everybody: 30' radar for all creature types)
    Spoiler: Spell slots
    Show
    Slots used:
    1.
    2. x
    3.
    4. xxx [Death Ward x3 (Wizard Simulacrum, Bard, Bard Simulacrum)]
    5. xx [Aid x2] (all 6)
    6. x [Heroes' Feast] (everyone participated)
    7.
    Spoiler: Couatl status
    Show
    AC: 19
    HP: 97 + 9 Heroes' Feast = 106 HP

    Speed: 100' Fly
    Immune to poison, fear & disease.
    Immune to psychic & mundane weapon attacks.
    Resistance to Radiant:
    Roll Wisdom saves at advantage.
    Spoiler: Effects active:
    Show
    Heroes' Feast
    Longstrider

    Magic Mouth earpieces (everybody: 30' radar for all creature types)

    Spoiler: Aislinn Aileanach - Human Grasskeeper 14
    Show
    Race: Variant Human
    Class: Druid
    Subclass: Circle of the Land: Grasslands
    Background: Folk Hero

    HP: 8 + 13*5 + 3*14 = 115

    Feats/ASIs:
    Bonus. Inspiring Leader
    4. Resilient: Constitution
    8. +2 Wisdom
    12. +2 Wisdom

    Stats:
    8 Str
    12 Dex
    16 Con
    8 Int
    20 Wis
    14 Cha

    Languages:
    Common
    Sylvan
    Druidic

    Tools:
    Herbalism Kit
    Wagon
    Tinker's Tools

    Skills:
    Stealth
    Nature
    Perception
    Animal Handling
    Survival

    Equipment:
    Tinker's Tools
    Shovel
    Iron Pot
    Common Clothes
    Belt Pouch
    Wooden Shield
    Hide Armor
    Explorer's Pack
    Druidic Focus
    Quarterstaff
    Light Crossbow
    Bolts
    Expensive spell components
    200 bolts


    Spells (19):
    Cantrips. Shillelagh, Guidance, Thorn Whip, Frostbite, Druidcraft
    1. Goodberry, Entangle, Healing Word, Longstrider, Fog Cloud
    2. Enhance Ability, Moonbeam, Darkvision, Invisibility [Grasslands], Pass without Trace [Grasslands]
    3. Conjure Animals, Sleet Storm, Daylight [Grasslands], Haste [Grasslands]
    4. Conjure Woodland Beings, Polymorph, Divination [Grasslands], Freedom of Movement [Grasslands]
    5. Wall of Stone, Antilife Shell, Mass Cure Wounds, Greater Restoration, Dream [Grasslands], Insect Plague [Grasslands]
    6. Heal
    7. Whirlwind, Plane Shift
    Spoiler: Status
    Show
    AC: 15
    HP: 115 + 20 Aid + 17 Heroes' Feast = 152 HP
    Temporary HP: 16

    Speed: 30' (Mount 100')
    Immune to poison, fear & disease.
    Roll Wisdom saves at advantage.
    Spoiler: Effects active:
    Show
    Inspiring Leader

    Darkvision
    Aid (level 5)
    Phantom Steed
    Freedom of Movement
    Rary's Telepathic Bond
    Heroes' Feast

    Magic Mouth earpieces (everybody: 30' radar for all creature types)
    Spoiler: Spell slots
    Show
    Slots used:
    1. xxxx (Longstrider x4)
    2. xxx (Darkvision x3)
    3. xxx (Goodberry x2, everyone has two, Longstrider x1)
    4. x (Freedom of Movement on Bard Simulacrum)
    5.
    6.
    7.
    Spoiler: Giant Ape status
    Show
    AC: 12
    HP: 157 + 16 Heroes' Feast = 173 HP

    Speed: 40', 40' climb
    Immune to poison, fear & disease.
    Spoiler: Effects active:
    Show
    Heroes' Feast

    Magic Mouth earpieces (everybody: 30' radar for all creature types)



    Obviously the biggest job is gonna be the spell lists. Magic Jar ban frees me up to pick Contingency or Find Greater Steed (probably just the latter) on my Bard though so that makes life a bit easier. I'll go with the no-magic-items run since with this party, it was never really a relevant consideration in the first place.

    EDIT: It occurs to me that I could pretty easily make it a PHB only party. The only big losses are on the Cleric front: missing out on Summon Celestial and some of the better domains would be a significant handicap (though e.g. Life Domain Cleric would be fine but they would lack a long range option in case Tiamat chooses to kite). Valor Bard is worse than Swords but not by that much and Moon is probably worth less than Shepherd but again, not by that much. Fighting Initiate is meh whatever level (I could dip for it if I really cared but I don't like multiclassing). Bard would miss out on Find Greater Steed and Wizard would miss out on Tenser's, Summon Undead and Summon Greater Demon (all basically to the same ends) though those aren't really integral to anything.


    You know, I'm intrigued enough by whether this works that I'll test it out first. I'll make a PHB only no magic items party. I'm not as certain of victory as with the party I laid out earlier (I haven't run the numbers) but I think there's a reasonable shot still. I'll think through the Land Druid options but I'm probably going Moon in this case though I don't see either Moon or Valor benefitting the team overtly much. I also need to pick another source of Temporary HP.

    EDIT#2: Okay, there's a very preliminary draft of the spell lists. I'll read through them a few more times. They're made pretty quickly so they're far from refined but there's at least something in there.

    EDIT#3: Okay, preliminary equipment draft done too.

    EDIT#4: Buffs, temporary HP effects, etc. done
    Last edited by Eldariel; 2021-05-05 at 09:38 PM.
    Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
    Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
    SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.