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(OPTIMIZATION) THE NAMELESS KING ! THE WIZARD's NIGHTMARE! LAST BOSS
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<blockquote data-quote="paulclarksaintjohn" data-source="post: 7301501" data-attributes="member: 6872087"><p>Hadn't thought about the movement. The character is at 18th level. I could pick up 2 levels of monk to get 10 extra feet of movement. </p><p></p><p>The basic tactic is to use Teleport to get above the target and use your wings to stay airborne while you cast anitmagic field. If the target sees you, then he gets one round of attack which is bad. It is easy enough for the rest of the party to arrange a distraction. People generally do not look up and spells like See invisibility do not improve your vision area, just what you can see. The 26+ passive perception is used to locate the character whether he is hidden or invisibile. You do not need to know the exact location of the character, just know where the character is within 10 feet since the antimagic shell reaches 10 feet. </p><p></p><p>If the target is flying, you grapple the character and fall with him. If he is more than 500 feet in the air, roughly, then the fall will kill both characters. If you are part of a party, then your party members get you resurrected. If the target is less than 500 feet up, you both crash into the ground. If you do not loose concentration, then you attempt to grapple and follow the tactics in the next paragraph. If you loose concentration, then if you have initiative, then you cast antimagic spell again. If the nameless king has initiative, you will have to undergo one level of attack. Whether you keep fighting depends on the results of the attack.</p><p></p><p>If the character is on the ground, you drop down on him, and grapple him. If the grapple is successful, you knock him prone the next turn and start attacking him with your short sword. The target is prone so he/she attacks at disadvantage and you attack with advantage. The rules for standing up require movement but if you are grappled, your movement is 0 so the target can't standup. At this point it is just a long drawn out melee. If you cast antimagic field withy extend spell, then you will get 16 or so rounds to attack averaging 11 damage per attack (3.5 average weapon damage + 4 strength bonus + 3.5 sneak attack since you have advantage) when you hit. A quick end to the combat can occur if you drop the antimagic field and cast a big damage spell like Meteor Swarm on the location. A second option is to use your wish spell to cast antimagic field a second time and keep hacking away.</p><p></p><p>For the simulacrum, the rest of the party deals with him. I have no idea how a antimagic field interacts with something like Oath bow. I would argue that it just acts like a regular bow since its magic cannot reach inside the antimagic field.</p></blockquote><p></p>
[QUOTE="paulclarksaintjohn, post: 7301501, member: 6872087"] Hadn't thought about the movement. The character is at 18th level. I could pick up 2 levels of monk to get 10 extra feet of movement. The basic tactic is to use Teleport to get above the target and use your wings to stay airborne while you cast anitmagic field. If the target sees you, then he gets one round of attack which is bad. It is easy enough for the rest of the party to arrange a distraction. People generally do not look up and spells like See invisibility do not improve your vision area, just what you can see. The 26+ passive perception is used to locate the character whether he is hidden or invisibile. You do not need to know the exact location of the character, just know where the character is within 10 feet since the antimagic shell reaches 10 feet. If the target is flying, you grapple the character and fall with him. If he is more than 500 feet in the air, roughly, then the fall will kill both characters. If you are part of a party, then your party members get you resurrected. If the target is less than 500 feet up, you both crash into the ground. If you do not loose concentration, then you attempt to grapple and follow the tactics in the next paragraph. If you loose concentration, then if you have initiative, then you cast antimagic spell again. If the nameless king has initiative, you will have to undergo one level of attack. Whether you keep fighting depends on the results of the attack. If the character is on the ground, you drop down on him, and grapple him. If the grapple is successful, you knock him prone the next turn and start attacking him with your short sword. The target is prone so he/she attacks at disadvantage and you attack with advantage. The rules for standing up require movement but if you are grappled, your movement is 0 so the target can't standup. At this point it is just a long drawn out melee. If you cast antimagic field withy extend spell, then you will get 16 or so rounds to attack averaging 11 damage per attack (3.5 average weapon damage + 4 strength bonus + 3.5 sneak attack since you have advantage) when you hit. A quick end to the combat can occur if you drop the antimagic field and cast a big damage spell like Meteor Swarm on the location. A second option is to use your wish spell to cast antimagic field a second time and keep hacking away. For the simulacrum, the rest of the party deals with him. I have no idea how a antimagic field interacts with something like Oath bow. I would argue that it just acts like a regular bow since its magic cannot reach inside the antimagic field. [/QUOTE]
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