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TOPIC: now for something different

now for something different 4 years 1 month ago #61

lazlo_hollyfeld1985 wrote:

Harlax wrote:

lazlo_hollyfeld1985 wrote:

jpotter wrote:

Harlax wrote: And, in Team Synergy runs, our goal is to keep him from dying in the first place.

Except when Fiddy holds his hand onto a damage producing object...


While I love being a part of team synergy runs, even on team synergy runs I am decidedly in team "let Dave die and shove mystic mushrooms down his throat"

I believe our record is 4 deaths in a single room :-)

If this run happens at Gen con. Let me know. I would
Love to follow and
Just watch


Oh, we could definitely make that happen. I just have to stop my son from healing him

These are the runs that should have someone in TD video. Then put up
After the modules are done. Along with a normal group too. Just to show some variation


Really appreciate all the great fun had last year. Things did get kind of silly at times, but it was all good. Yeah, 4 times in 1 room was the record set at GHC. I believe the highest total in a run was 7 times. For the year I died 39 times, although 4 or 5 of those times were due to monster or puzzle damage and not the result of Mad Evoker's charm. We did figure out by year end how to avoid all the random healing and that was to enter the dungeon with less than 10hp. That way even fully healed my death is difficult to prevent. However, a couple of times my own wizard mazed me to prevent me from dying. And then there's those pesky paladins that used sacrifice to keep my death total down. I do have to admit it was a bit nerve-wracking to go on a Nightmare run with only 3 hp.

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now for something different 4 years 1 month ago #62

Dave wrote:
Really appreciate all the great fun had last year. Things did get kind of silly at times, but it was all good. Yeah, 4 times in 1 room was the record set at GHC. I believe the highest total in a run was 7 times. For the year I died 39 times, although 4 or 5 of those times were due to monster or puzzle damage and not the result of Mad Evoker's charm. We did figure out by year end how to avoid all the random healing and that was to enter the dungeon with less than 10hp. That way even fully healed my death is difficult to prevent. However, a couple of times my own wizard mazed me to prevent me from dying. And then there's those pesky paladins that used sacrifice to keep my death total down. I do have to admit it was a bit nerve-wracking to go on a Nightmare run with only 3 hp.


Do you have the build online for us to check out? Sounds amazing.
"IMHO we like to solve problems here on the forums that are only perceived problems due to a myopic view." -Bob C

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now for something different 4 years 1 month ago #63

Arnold wrote:

Dave wrote: I do have to admit it was a bit nerve-wracking to go on a Nightmare run with only 3 hp.


Do you have the build online for us to check out? Sounds amazing.


I've been told I'm not allowd to share the build itself with Dave, but maybe I can get away with just this screenshot...

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now for something different 4 years 1 month ago #64

I assume this means you have to play a level 4 character.

I guess I'm mostly interested in how much spell damage Dave is still able to stack while sacrificing as much HP as possible.
"IMHO we like to solve problems here on the forums that are only perceived problems due to a myopic view." -Bob C

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now for something different 4 years 1 month ago #65

I hope he uses Charm of the faithful so everyone gains 3hp every time he dies...

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now for something different 4 years 1 month ago #66

Arnold wrote: I assume this means you have to play a level 4 character.

I guess I'm mostly interested in how much spell damage Dave is still able to stack while sacrificing as much HP as possible.

I believe it can hit +26 spell damage, not counting earcuff of inspiration damage, since it’s variable.

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now for something different 4 years 1 month ago #67

Andrew Knoll wrote:

Arnold wrote:

Dave wrote: I do have to admit it was a bit nerve-wracking to go on a Nightmare run with only 3 hp.


Do you have the build online for us to check out? Sounds amazing.


I've been told I'm not allowd to share the build itself with Dave, but maybe I can get away with just this screenshot...

While it has no effect, you can make that Con 4 with the correct additional token.

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now for something different 4 years 1 month ago #68

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Endgame wrote: I hope he uses Charm of the faithful so everyone gains 3hp every time he dies...

I think you mean a different token.
tokendb.com/token/charm-of-the-faithful/
You either discover a star or you don't. You arrogant punk.

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now for something different 4 years 1 month ago #69

I don't have it online to share, but I do have a build in my iPad that shows -1 hp. Of course then I would be dead in the coaching room after I equp myself and unable to die on the adventure. That build is Level 4 and does 23 pts of spell damage. However, if I take that same build and add another eldritch item I go to Level 5 and have 2 hp. My spell damage bonus goes to 24 (without the earcuff of inspiration bonus). I might be able to tweak it a bit more, but it serves it's purpose.

Some key tokens you need to achieve this are
Kilt of Barrelbane
Fiendish Charm
Artificer's Gloves

Other than that you have to stay away from any token that increases constitution or hit points. So your entire group does lose 1 hp because you can't use the Charm of Awakened Synergy. It calls for a few sacrifices, but generally not a whole lot. You absolutely will need Figurine: Cricket so if you take push damage at the end of a room you don't die (at least once), because there's no coming back if you go to the next room without being resurrected.

Saving throws are still pretty good
Fortitude - 15
Reflex - 26
Will - 21

Also, you'll have to get your psychic ability through something like Amethyst Ovoid. If you use the semi-lich skull you get hp. Still, it's a very playable build that truly lives on the edge of death.

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Last edit: by Dave.

now for something different 4 years 1 month ago #70

jedibcg wrote:

Endgame wrote: I hope he uses Charm of the faithful so everyone gains 3hp every time he dies...

I think you mean a different token.
tokendb.com/token/charm-of-the-faithful/

I swear I typed Charm of lamentation...

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now for something different 4 years 1 month ago #71

Endgame wrote:

jedibcg wrote:

Endgame wrote: I hope he uses Charm of the faithful so everyone gains 3hp every time he dies...

I think you mean a different token.
tokendb.com/token/charm-of-the-faithful/

I swear I typed Charm of lamentation...


Yeah, but the only problem with Charm of Lamentation is "cannot be raised". So you really only get to die once.

Now, Charm of the Faithful could be fun if you equp a build with -1 hp in the coaching room. You start off dead. Then comes another player with Charm of the Faithful and transfers 3 hp to you before the adventure and suddenly you're alive.

A couple other comments about going into a run with less than 10 hp. Not advisable unless you know the answers to all the puzzles. You can die many times in a puzzle room just attempting to find a solution. At least in combat you get saving throws or can be guarded by a paladin until you're ready to cut yourself. Also, this is not something I'm likely to do as often in the future. I just happened to have a large cache of mystic mushrooms, potions of death's door and potion revival root. You can easily add $40+ to the cost of each run in which you try to do this. Rather than sell, I just burned through about half of my cache. It was worth the fun at the time.

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now for something different 4 years 1 month ago #72

Dave wrote:

Endgame wrote:

jedibcg wrote:

Endgame wrote: I hope he uses Charm of the faithful so everyone gains 3hp every time he dies...

I think you mean a different token.
tokendb.com/token/charm-of-the-faithful/

I swear I typed Charm of lamentation...


Yeah, but the only problem with Charm of Lamentation is "cannot be raised". So you really only get to die once.

Now, Charm of the Faithful could be fun if you equp a build with -1 hp in the coaching room. You start off dead. Then comes another player with Charm of the Faithful and transfers 3 hp to you before the adventure and suddenly you're alive.

A couple other comments about going into a run with less than 10 hp. Not advisable unless you know the answers to all the puzzles. You can die many times in a puzzle room just attempting to find a solution. At least in combat you get saving throws or can be guarded by a paladin until you're ready to cut yourself. Also, this is not something I'm likely to do as often in the future. I just happened to have a large cache of mystic mushrooms, potions of death's door and potion revival root. You can easily add $40+ to the cost of each run in which you try to do this. Rather than sell, I just burned through about half of my cache. It was worth the fun at the time.

i would loved to have seen the coaches face when they figured out you were at negative 1 HP. How did they try to tell you?

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