I’m currently playing a lvl 4 winged tiefling artillerist in a salt marsh campaign. We are currently on our ship locked in a 3 way battle with another ship with 3 cannons and being attacked by catapults from the island we are battling in front of. My party is 2 Barbarians, a shadow monk/fighter, grave cleric and storm cleric. Our ship is on fire, and I’m the only range character.
I’m trying to think of a creative way to use my artillerist abilities to save my party, so they don’t all die.
The island is just out of my range to return fire, and the other ship is 40 ft away.
The only thing I’ve come up with so fire is to fly to the enemy ship and drop my flamethrower cannon and try to burn them. Or have my party jump into the ocean and swim for the island while, I leave my force cannon behind firing as a distraction.
Hmm. Well assuming your allowed to crowdsource ideas.
best I can say is "ready action" Catapult spell for your flame turret. Then have the strongest/dexiest throwing person throw it as far as they c an towards the enemy ships, then launch it the rest of the way with catapult. 90 +60 is a fairly far distance, I can't imagine they're that much further. Alternatively you could also attempt to angle the catapult spell portion upwards to gain an arcing distance. basically trying to land it on the enemy ship, so it can set flames and cause a distraction. Though its close enough that presumably you could just catapult it (at the mast perhaps so it won't fly past it and hey maybe it'll damage the mast. though just as much risk of turret breaking). Then use bonus action to have it scramble up the mast 15 feet, then flamer the entire deck and set it ablaze. PREFERABLY mostly aimed towards the area with the cannons.. cause blackpowder goes boom boom easily. Or if t he cannons are in port holes and not on deck. you could try aiming it through there. Techincally the spell should have perfect aim in so far as direction goes, and youre plenty close. If your turret is in Tiny not Small, it would fit inside the area just fine. (I dont mean into the canon).
Turret sets things aflame automatically. "The fire ignites any flammable objects in the area that aren’t being worn or carried." that should make a big boom boom and possibly a chain boom boom that'll take care of the enemy boat, or at least cause them issues. Ideally one of your teammates has ~something~ for your on fire boat. Otherwis i gu ess best ya'll can do is book it and see what happens on land? if you an fly, presumably you might be able to take one of them with you? could attack the shore that way. Or fly down and (assuming your turret died in the previous situation of explosions) remake you turret and set the catapults ablaze. They ought to be wood. (Assuming you have the spell slot to make one more)
but ultimately I think you should focus on the ship, and the others focus on putting the fire out, or getting a rowbow and going, or leaping into the water (and ideally not drowning due to armour)
I’m currently playing a lvl 4 winged tiefling artillerist in a salt marsh campaign. We are currently on our ship locked in a 3 way battle with another ship with 3 cannons and being attacked by catapults from the island we are battling in front of. My party is 2 Barbarians, a shadow monk/fighter, grave cleric and storm cleric. Our ship is on fire, and I’m the only range character.
I’m trying to think of a creative way to use my artillerist abilities to save my party, so they don’t all die.
The island is just out of my range to return fire, and the other ship is 40 ft away.
The only thing I’ve come up with so fire is to fly to the enemy ship and drop my flamethrower cannon and try to burn them. Or have my party jump into the ocean and swim for the island while, I leave my force cannon behind firing as a distraction.
Any thoughts or ideas?
1st thought: both barbarians should buy Javelins.
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Hello,
I’m currently playing a lvl 4 winged tiefling artillerist in a salt marsh campaign. We are currently on our ship locked in a 3 way battle with another ship with 3 cannons and being attacked by catapults from the island we are battling in front of. My party is 2 Barbarians, a shadow monk/fighter, grave cleric and storm cleric. Our ship is on fire, and I’m the only range character.
I’m trying to think of a creative way to use my artillerist abilities to save my party, so they don’t all die.
The island is just out of my range to return fire, and the other ship is 40 ft away.
The only thing I’ve come up with so fire is to fly to the enemy ship and drop my flamethrower cannon and try to burn them. Or have my party jump into the ocean and swim for the island while, I leave my force cannon behind firing as a distraction.
Any thoughts or ideas?
Hmm. Well assuming your allowed to crowdsource ideas.
best I can say is "ready action" Catapult spell for your flame turret. Then have the strongest/dexiest throwing person throw it as far as they c an towards the enemy ships, then launch it the rest of the way with catapult.
90 +60 is a fairly far distance, I can't imagine they're that much further. Alternatively you could also attempt to angle the catapult spell portion upwards to gain an arcing distance.
basically trying to land it on the enemy ship, so it can set flames and cause a distraction.
Though its close enough that presumably you could just catapult it (at the mast perhaps so it won't fly past it and hey maybe it'll damage the mast. though just as much risk of turret breaking). Then use bonus action to have it scramble up the mast 15 feet, then flamer the entire deck and set it ablaze. PREFERABLY mostly aimed towards the area with the cannons.. cause blackpowder goes boom boom easily. Or if t he cannons are in port holes and not on deck. you could try aiming it through there. Techincally the spell should have perfect aim in so far as direction goes, and youre plenty close. If your turret is in Tiny not Small, it would fit inside the area just fine. (I dont mean into the canon).
Turret sets things aflame automatically. "The fire ignites any flammable objects in the area that aren’t being worn or carried."
that should make a big boom boom and possibly a chain boom boom that'll take care of the enemy boat, or at least cause them issues. Ideally one of your teammates has ~something~ for your on fire boat. Otherwis i gu ess best ya'll can do is book it and see what happens on land?
if you an fly, presumably you might be able to take one of them with you? could attack the shore that way. Or fly down and (assuming your turret died in the previous situation of explosions) remake you turret and set the catapults ablaze. They ought to be wood. (Assuming you have the spell slot to make one more)
but ultimately I think you should focus on the ship, and the others focus on putting the fire out, or getting a rowbow and going, or leaping into the water (and ideally not drowning due to armour)
A bit late but for posterity,
fly your flamer over to the other ship, send it scurrying into the magazine.
1st thought: both barbarians should buy Javelins.
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