same_difference (
same_difference) wrote2004-09-28 11:38 pm
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D&D related...
For
drabbit's attention especially:
Augment summoning is a nice feat, especially combined with my very nice GM stateing that celestial creatures are intelligent enough that I can choose to make them rage.
So my celestial badgers, thank to myself leveling up (to level 3) and aquiring said feat, will appear and then do a full attack of:
2x claws +8 doing d2+3, and bite +3 doing d3+3.
They'll stay arounds for two rounds, meaning they get to attack twice. So 24 - 32 points of damage, if they don't miss.
Not bad for a level 1 spell, which I can cast 5 times a day.
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Augment summoning is a nice feat, especially combined with my very nice GM stateing that celestial creatures are intelligent enough that I can choose to make them rage.
So my celestial badgers, thank to myself leveling up (to level 3) and aquiring said feat, will appear and then do a full attack of:
2x claws +8 doing d2+3, and bite +3 doing d3+3.
They'll stay arounds for two rounds, meaning they get to attack twice. So 24 - 32 points of damage, if they don't miss.
Not bad for a level 1 spell, which I can cast 5 times a day.
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I also realise I should only have been taking -2 for my two weapon fighting, not -4, doh! ...still I'd have missed anyway! ...if only I had a masterwork shortsword :>)
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The bigger problem for me now is that they stay around two rounds which means I have to cope with my battle area having multiplying temporary beasties...
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