Thebazilly

joined 1 year ago
[–] [email protected] 7 points 10 months ago* (last edited 10 months ago)

There are maybe one or two quests that are actually urgently time sensitive. Don't be afraid to rest, the game will warn you if you're going to mess up a quest before it happens. Resting is also how you get a lot of important camp scenes with the companions.

Also, short rests will never mess up a quest. Do one after nearly every fight.

[–] [email protected] 5 points 10 months ago

I need to swap Gale out on my evil run but I just can't give up that sweet, sweet fireball.

[–] [email protected] 1 points 10 months ago

755 hours in Total War: Warhammer 2.

[–] [email protected] 4 points 10 months ago

I will miss this spell being more OP than it had any right to be.

[–] [email protected] 24 points 10 months ago (2 children)

I just want to be friends with all the companions but every single one of them keeps expecting me to kiss them. ):

[–] [email protected] 63 points 10 months ago (9 children)

"Watch the Irishman Suffer" is practically it's own genre of Star Trek episode. Chief O'Brien needs a break, he's just a regular dude who has witnessed his own death too many times.

[–] [email protected] 33 points 10 months ago (6 children)

Hello from Spokane, where we were literally off the chart yesterday! (AQI of 511 out of 500!) I went outside for five minutes to water the garden and my eyes were stinging and teary for a while afterwards.

But nobody gives a shit unless it's the east coast, because this has happened nearly every year for the past 5 years. At least I can see the sky today.

[–] [email protected] 4 points 10 months ago (1 children)

Act 2 has some awesome chances to bypass boss fights entirely... if you can pass multiple conversation checks in a row. My rogue almost won the bar conversation, but when you need to succeed 6 times in a row, luck is just not on your side.

[–] [email protected] 1 points 10 months ago (1 children)

I've savescummed a couple checks... like the point where you meet Lae'zel. If you're a Paladin, you get a special Deception check to make the tieflings leave. Except, if you fail this check, there's no option to rescue Lae'zel without killing the tieflings, which causes you to break your oath.

[–] [email protected] 3 points 10 months ago

Yoko Shimomura is my favorite Square Enix composer, hands down.

[–] [email protected] 3 points 10 months ago

Yeah, there are important plot reasons that the tadpoles in this game don't function quite how the lore implies they should.

[–] [email protected] 3 points 10 months ago (1 children)

While I was playing Act 2 I kept having to take breaks every hour or so because the crippling decision paralysis was making me too stressed to continue.

 

This spider got into my house this morning and I had to put it back out before the cat got it. It's about a half inch long and very fuzzy and cute.

 

I decided to make this creature after spending an hour pulling bindweed out of my backyard. Inspired by invasive and/or aggressive vining plants such as poison ivy, kudzu, and bindweed!


Though called a hydra due to its tendency to regenerate from very little plant material and many nodding flower heads, the twining hydra is not related to hydras in the least. Twining hydras are thought to arise from the chaotic energy of the First World, though some theorize that they are a biological deterrent created by a gnomish druid to drive intruders away from sacred groves. Either way, the capacity of the creatures for destruction is unparalleled and their persistence overly robust. Attempts to remove the creatures result in severe allergic reactions from the caustic sap, and attempts to hide are typically foiled by the plant simply tearing down entire walls. Even so, the sap is a useful reagent in alchemical poisons and decoctions when handled carefully, so adventurers may seek out one of these invasive creatures rather than simply defending against its encroachment on farmland or civilization.

Twining Hydra Creature 9

N Huge Plant

Perception +18, lifesense (precise) 30ft (no vision)

Skills Athletics +20 (can't jump or swim), Stealth +18

Str +6 Dex +5 Con +4 Int -5** Wis** +3 Cha -2

AC 27 all-around vision; Fort +21, Ref +18, Will +13

HP 160 regeneration 35 (deactivated by acid or negative, or see Sunlight Dependence below); Immunities visual; Resistances piercing 10, bludgeoning 10; Weaknesses fire 10

Attack of Opportunity

Phototropic ⟳ (primal, healing) Trigger The Twining Hydra is affected by or in the area of a spell with the Light trait; Effect The Twining Hydra Steps towards the light source and regains 40 HP

Speed 20 feet, climb 15 feet

Melee ◆ vine +19[+14/+9] (reach 10ft), Damage 2d8+11 bludgeoning plus Grab

Constrict ◆ 2d8+9 bludgeoning, DC 25

Sap Spray ◆◆ The twining hydra snaps one of its own vines to spray caustic milky sap in a 30-foot cone. Creatures in the area must succeed at a DC 25 Reflex save or be exposed to Irritating Sap.

Irritating Sap (contact poison) Similar to poison ivy, the twining hydra produces an allergic reaction, causing blistering, itching, and pain in affected areas that becomes more severe with repeated exposure. Unlike other afflictions, Irritating Sap can only progress to a stage equal to the number of times a creature has been exposed to it (so if a creature has been exposed two times, it can only progress between Stages 0-2). Saving Throw DC 25 Fortitude; Maximum Duration 3 days; Stage 1 4d6 poison damage and enfeebled 1 (1 day); Stage 2 6d6 poison damage and enfeebled 1 (1 day); Stage 3 8d6 poison damage, enfeebled 1 and drained 1 (1 day); Stage 4 death

Aerial Roots A Twining Hydra ignores the first 5 points of Hardness when damaging an object or structure (including shields and animated objects).

Sunlight Dependence A Twining Hydra does not need to eat, although it does require sunlight to live. Depriving a Twining Hydra of all light for 1 week deactivates its regeneration.

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