| Post/Author/DateTime | Post |
|---|---|
| Rerednaw04-29-07, 05:16 PM | Party of 6. 5 can fly, one cannot. The party member in question is large (centaur). Apparently we have a large expanse of rugged/hostile terrain to cross. (Up to a week's worth, I'm guessing). Any advice? We have a 6th level cleric and a 7th level wizard in the party but I couldn't find a spell that works that lasts long enough. So far I've been toying with the idea of buying a net. The collective cargo capacity is just about enough to carry him. We've also thought about sticking him in a bag of holding and then stopping for air...but he's too dang big. As far as a magical item solution, not sure about available budget. Any suggestions welcome. |
| Lupo04-29-07, 06:48 PM | Party of 6. 5 can fly, one cannot. The party member in question is large (centaur). Apparently we have a large expanse of rugged/hostile terrain to cross. (Up to a week's worth, I'm guessing). Any advice? We have a 6th level cleric and a 7th level wizard in the party but I couldn't find a spell that works that lasts long enough. So far I've been toying with the idea of buying a net. The collective cargo capacity is just about enough to carry him. We've also thought about sticking him in a bag of holding and then stopping for air...but he's too dang big. As far as a magical item solution, not sure about available budget. Any suggestions welcome. just walk, any module - even at APL 8 (and beyond) - should not assume that every party can fly ;) "horseshoes of the zephyr" would work, but one has to find and pay them first :rolleyes: ciao martin m. |
| Sieylianna04-29-07, 07:09 PM | So how are the five flying? Maybe you can give the item/spell from one of them to the centaur and let him carry the lightest party member. There is also the possibility of missing encounters by flying. That would hurt your loot value and may also cost you XP. Ed |
| Gallaway04-29-07, 07:41 PM | what does tensors do when the caster is flying ? |
| UMiskatonic04-29-07, 10:16 PM | Tell the centaur to spend 750 gp on a potion of fly. |
| UMiskatonic04-29-07, 10:17 PM | That's good advice generally. As for the large, rugged expanse, you can teleport, plane shift, or wind walk across. Summoning a djinn is another way around, they have some *sweet* spell-like abilities. |
| copper_wyrmling04-30-07, 12:43 AM | That's good advice generally. As for the large, rugged expanse, you can teleport, plane shift, or wind walk across. Summoning a djinn is another way around, they have some *sweet* spell-like abilities. That would be great if they had a few more levels, but they only have third-level cleric spells and fourth-level wizard spells to play with. If the cleric had an extra level then Lesser Planar Ally might be an option (depending on cleric alignment), but not at L6. Mind you, my only suggestion other than a net so far (in a PM) involved scrolls of baleful polymorph, so I really shouldn't be disparaging others' ideas ;) |
| UMiskatonic04-30-07, 12:56 AM | It shouldn't matter, as long as they are in a big enough city to have high-level spellcasters available. Getting a 9th level wizard to cast teleport should cost 450 gold, if I remember correctly. |
| JJeff04-30-07, 01:02 AM | what does tensors do when the caster is flying ? Spell Description says that if the Tensor's Disk "... winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it." |
| Rerednaw04-30-07, 10:29 AM | Spell Description says that if the Tensor's Disk "... winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it." There's the Greater version of the spell. It has perfect maneuverability, doesn'thave to stay on the ground and has a speed of 20. I think it is 5th level and the fly speed is just too slow. Sorry I cannot give details, it is a current mod. I liked the baleful poly idea though...I do not know if teleport or the like is available, we were under the impression they were not. I'll have to check with the DM. |
| Nerax04-30-07, 10:33 AM | Party of 6. 5 can fly, one cannot. The party member in question is large (centaur). Apparently we have a large expanse of rugged/hostile terrain to cross. (Up to a week's worth, I'm guessing). So far I've been toying with the idea of buying a net. The collective cargo capacity is just about enough to carry him. Any suggestions welcome. Without trying to give anything away does this have to do with the ability to fly Giant winged creatures? I would suggest trying to create a harnes (craft leatherworking) similar to the net idea so that he could atleast shoot a bow if he had to. I would also consider a ring of feather fall for the just in case it had to drop him. |
| UMiskatonic04-30-07, 02:11 PM | Alternately, you could just tell the centaur to stay home. Five people is a viable table, and you can probably find one more in your area. If the centaur player has another character, that could work. This is going to sound mean, but those people who decided to play centaurs should realize that they won't be able to do everything that they might want. Centaurs will have difficulty riding horses, climbing ropes, being dragged out of combat by allies, squeezing through 5ft hallways, or generally fitting in with humanoid creatures. That wasn't ever a secret, and I don't think it's fair for those centaur players to complain "Hey, I'm getting shafted here". |
| Puggle Halfwine04-30-07, 07:56 PM | ... those people who decided to play centaurs should realize that they won't be able to do everything that they might want. Centaurs will have difficulty riding horses... I completely disagree. How else would centaurs reproduce? "Hey baby, I've got maxed ranks in Ride skill... love those hooves... wanna be in my party?" |
| copper_wyrmling04-30-07, 08:42 PM | Alternately, you could just tell the centaur to stay home. Five people is a viable table, and you can probably find one more in your area. If the centaur player has another character, that could work. This is going to sound mean, but those people who decided to play centaurs should realize that they won't be able to do everything that they might want. Centaurs will have difficulty riding horses, climbing ropes, being dragged out of combat by allies, squeezing through 5ft hallways, or generally fitting in with humanoid creatures. That wasn't ever a secret, and I don't think it's fair for those centaur players to complain "Hey, I'm getting shafted here". In general, no, but it depends on the situation. If a major plot arc / series had been completely centaur-friendly and players had strongly been encouraged to play the same PC throughout, and then the last mod was completely unplayable by centaurs, I wouldn't blame centaur players for being upset. I know which scenario the OP is talking about, and that's pretty much the situation here - the person playing the centaur will have good reason to want to play it with that PC (and ideally with the same group). |
| Potato Weasel05-01-07, 09:12 AM | Its already been stated but a net is a viable idea, as theres a cargo net in races of the wild that allows flying creatures to carry loads. I recently played through this, and we had a centaur character as well, we ended up stringing a net between two of the erm, flying modes of transport, and just carried him like that. Of course, he had a ring of featherfall and so wasnt fussed if he fell to what would otherwise have been his pulpy, horse meaty doom. |
| AOSOL05-01-07, 11:44 AM | Tell that half pony to buy some horse shoes of the Zephyr if you have access to them. You'll never have to worry about swamps, boats, or lava(:P). His movement should increase greatly. He should also have plenty of consumables on him do to the fact he has a mocho strength. If he don't comply threaten to make glue out of him.:evillaugh |
| kenobi6505-01-07, 12:27 PM | Tell the centaur to spend 750 gp on a potion of fly. I don't think that'll help much. Recall that the OP said: Apparently we have a large expanse of rugged/hostile terrain to cross. (Up to a week's worth, I'm guessing). A potion of fly lasts 5 minutes. (That said, I'm not sure how the rest of the party, at that level, is getting long-lasting flight, either...) |
| UMiskatonic05-01-07, 01:55 PM | I don't think that'll help much. You're right, it won't help much in this particular case. I sent that message before I was completely done reading the post, my bad. That said, I -do- think that the centaur should have a potion of fly, as should eveyone else over 5th level. I'm familiar with the mod in question. My -BEST- suggestion is to memorize/buy a scroll of sending, then cut some hair off one of the humanoids in the party. After the horrible expanse of whatever is crossed, (without the centaur), have the humanoids activate the scroll. "Hey, we're at grid coordinates A56 J83, 'port on in." Then, the centaur can pay for a scry spell (willing target, has body part), followed by a teleport spell into the party's location (location viewed remotely). It's not ideal, but it does work, and is within the budget of the OP. |
| cycloptic_squirrel05-01-07, 05:50 PM | How far away is the cleric from seven? Lesser Planar Ally or Air Walk might do the trick. Other than that, all I have is ridiculous solutions (but they amuse me :rolleyes: ): 1) If you can get Greater Floating Disk, it'd be slow, but it'd work. It's fourth level and lasts hours/level. 2) Just off the centaur, cast shrink item 3) Cloak of the Bat. 4) Beg a teleport. 5) Go with the net. 6) Get a really big hang glider that you fliers can pull. I'm talking gargantuan here. 7) Find a cockatrice and a scroll of break enchantment. Use shrink item on the statue. Either that or cut it up and use make whole later. 8) Grab a scroll of regeneration and then proceed to chop off everything that the centaur doesn't need to live. (What do you mean you failed the caster level check!?!) 9) Get a rod of wonder and have him just play until he's 1/12 his height. He'll probably be blue too. 10) Party travels ahead, leaving centaur at very distinctive landmark with a bag of holding and potion of gaseous form. Say the centaur knows to be at said place for an hour at noon every day. When the party arrives, summon one lantern archon and have him teleport and warn the guy to be ready in five minutes. Five minutes later, party summons another lantern archon, who pops next to the centaur, who drinks the potion, squeezes into the bag of holding, archon touches it and teleports back. I seem to recall a rule about summoned creatures not being able to teleport (probably for abuses like this), but I couldn't find it. |
| bitznarf05-01-07, 06:05 PM | I seem to recall a rule about summoned creatures not being able to teleport (probably for abuses like this), but I couldn't find it. IIRC it has something to do with Conjuration(Summoning) vs. Conjuration(Calling) but I could be way off. I haven't really looked at it at all. |
| Timlagor05-02-07, 07:46 AM | NB: Rod of wonder says nothing about the other 2 dimensions or weight :D |
| Southernskies05-02-07, 08:10 AM | Then, the centaur can pay for a scry spell (willing target, has body part), followed by a teleport spell into the party's location (location viewed remotely). It's not ideal, but it does work, and is within the budget of the OP. Unfortunately this won't work, as you can't get those spells cast by NPCs without a cert (LGCS pg16). |
| cycloptic_squirrel05-02-07, 08:47 AM | NB: Rod of wonder says nothing about the other 2 dimensions or weight :D That is one heavy pancake! |
| Shieldhart9105-03-07, 04:18 PM | The net sounds like your best idea, here. It'll suck, but really- it's your only option here. That or just walk the terrain...rugged doesn't necessarily mean un-walkable, unless I missed something. |
| Rerednaw05-03-07, 05:30 PM | Guys thanks all for the advice. We went with the net idea. The player also bought horseshoes of speed to keep up with the party. I pointed out that +30 movement when your movement is halved/quartered for rugged terrain is not optimal compared to horseshoes of the zephyr but oh well. Still we managed. The DM was kind enough not to ambush us in flight, which I fully expected. Of course we almost TPK'd at the front door, but that's another story...that will have to wait when this mod retires. :) |
| Timlagor05-03-07, 07:15 PM | Horseshoes of speed *drools* (though Zephyr would be pretty nice too) |
| Rerednaw05-04-07, 09:44 AM | Horseshoes of speed *drools* (though Zephyr would be pretty nice too) Heh I only wish there were 'Boots of the Zephyr' being able to walk on any surface and not worry about springing most floor trigger mechanical traps, or caltrops, or grease...6k is a bargain. |
| Timlagor05-12-07, 11:22 PM | Turns out Horseshoes of Speed are their own item and not like Boots of Speed at all :( |
| Jay_Ibero_91105-13-07, 09:28 PM | Its already been stated but a net is a viable idea, as theres a cargo net in races of the wild that allows flying creatures to carry loads. I recently played through this, and we had a centaur character as well, we ended up stringing a net between two of the erm, flying modes of transport, and just carried him like that. Of course, he had a ring of featherfall and so wasnt fussed if he fell to what would otherwise have been his pulpy, horse meaty doom. Funny thing is, a ring of featherfall does nothing for a large sized centaur. The ring is caster level 1, so it isn't powerful enough to accomodate more than a medium creature... |