Earth2Carnifex
Adventurer
You keep saying that and yet here we are, I mean seriously, Binky is like a 20 minute side trip from your 6 month long path of destruction to find Alfred. He will be waiting on his front steps for you.Binky is too scary...![]()
You keep saying that and yet here we are, I mean seriously, Binky is like a 20 minute side trip from your 6 month long path of destruction to find Alfred. He will be waiting on his front steps for you.Binky is too scary...![]()
Guidance is 1 action. Search is also an action, if you want a roll. Otherwise, it's passive perception for you, and Guidance doesn't help there."You can't cast guidance and search on the same turn."
Guidance and Search actions are free, It doesn't care.
That's okay, it's the rules. Disagree all you want."You can't ready actions outside of initiative."
I strongly disagree
So... you aren't casting spells subtly all the time? Need verification on this, because it opens a whole new realm of vectors -- "send an illusion, get nuked, ID sorcerer," kind of thing. Neat!"Two turn prep or you're burning spell points to quicken. And, if you quicken, it's not subtle, or distant. In fact, it can't be both subtle and distant. Empower is the only thing on your "normal" list that works with others."
Instakill the enemy at 660ft is what we need.
You can't, your only trick is the Retriever, which is actually arduous and time consuming (months, likely) with lots of slow travel destroying everything in your path and earning lots and lots of enemies. It's not actually useful. Plus, when the retriever falls 600+ ft after being summoned (you have to stay high because of Rangers!), it'll start off badly banged up."Okay -- guys, the sorcerer is always hovering at over 600ft high. Do with this as you will, but he's never lower. However, this is a great relief to many people, as he's only got the one big attack a day that can reach that far. Pulls a lot of teeth, really. This is all good news."
We can find you easily.
we are much more likely to find you than you cause a threat.
Well, you can't Inspire Leadership from 600 feet up, so maybe the Ranger attacks during your daily, timed routine of speechifying? I mean, speeching for 10 minutes per 6 zombies is quite some time, yeah? As I said above, the zombies, even with doubled hp from temp, aren't really a threat at all. Plus, you've used your 7th level slot on a daily basis, so how are you getting the two Finger of Death zombies a day, again?An army of zombies are on the ground with Inspire Leadership, destroying everything along the way, where are you going to hide?
Oh, wait, Scry how? It's not on your spell list, so you've cheated again. Teleport is also not on your spell list, so you've cheated once more. Please stop cheating.The Demigod uses Scrying against the Wizard's simulacrum.
Teleport them. Surprise burst.
Win.
Oh, wait, Scry how? It's not on your spell list, so you've cheated again. Teleport is also not on your spell list, so you've cheated once more. Please stop cheating.
Guidance is 1 action. Search is also an action, if you want a roll. Otherwise, it's passive perception for you, and Guidance doesn't help there.
That's okay, it's the rules. Disagree all you want.
So... you aren't casting spells subtly all the time? Need verification on this, because it opens a whole new realm of vectors -- "send an illusion, get nuked, ID sorcerer," kind of thing. Neat!
You can't, your only trick is the Retriever, which is actually arduous and time consuming (months, likely) with lots of slow travel destroying everything in your path and earning lots and lots of enemies. It's not actually useful. Plus, when the retriever falls 600+ ft after being summoned (you have to stay high because of Rangers!), it'll start off badly banged up.
And, again, the DMM is not "personally acquainted" with the targets you're trying to Retrieve.
Well, you can't Inspire Leadership from 600 feet up, so maybe the Ranger attacks during your daily, timed routine of speechifying? I mean, speeching for 10 minutes per 6 zombies is quite some time, yeah? As I said above, the zombies, even with doubled hp from temp, aren't really a threat at all. Plus, you've used your 7th level slot on a daily basis, so how are you getting the two Finger of Death zombies a day, again?
You didn't have it in your OP build -- you've cheated it in later. This is tacit admission that your Demigod was killed, and you've subbed in another. Same with teleport.Scry is a Cleric Spell.
Okay, guys, round... 9? The Sorcerer is dead, long live the Sorcerer?
Not that worried about Scrying -- we wizards can easily live comfortably in our homes, warded as they are, or afford to cast Mind Blank when out an about, without any loss of offensive power. So, add those two things -- a small bit of prep on the homestead and a little precaution since the Sorcerer is a bit crazier, now, and it's a thing.
Actually, one day the Sorcerer does scry my wizard at home! Oh, no, my wards! You teleport in, with... who? Doesn't matter. When you arrive, the glyphs go off, and you die. My wizard clucks sadly and sets about dismissing the illusions and cleaning up the area where he laid the trap.
10 INT for the loss, amiright?
So, then, not every round? You're tasking your simulacrums pretty strongly -- if this is the standing order, we don't even have to worry about the DMM in the opening of the fight -- they're still searching until you update the direction set. Thanks for the removal of a foe. And also the ID that the DMM isn't the boss -- elsewise why are they on permanent guard duty? So, not the first target."Guidance is 1 action. Search is also an action, if you want a roll. Otherwise, it's passive perception for you, and Guidance doesn't help there."
Cast guidance, It 1 minute duration, after it Search Action.
And the MDD isn't you, because permanent guard duty. What's your Sim doing, again?"So... you aren't casting spells subtly all the time? Need verification on this, because it opens a whole new realm of vectors -- "send an illusion, get nuked, ID sorcerer," kind of thing. Neat!"
It's 3 clear spellcaster, MMD, simulacrum and the Sorcerer. Nothing new.
Ah, so your max speed is "Zombie." That'll put a damper on things!"Well, you can't Inspire Leadership from 600 feet up, so maybe the Ranger attacks during your daily, timed routine of speechifying? I mean, speeching for 10 minutes per 6 zombies is quite some time, yeah? As I said above, the zombies, even with doubled hp from temp, aren't really a threat at all. Plus, you've used your 7th level slot on a daily basis, so how are you getting the two Finger of Death zombies a day, again?"
Use inspire leadership on his home. It lasts until they long rest, but they don't need long rest. It lasts until they die.
Talking about you using scrying on the Wizard(s) -- the Wizard uses Mind Blank."Not that worried about Scrying -- we wizards can easily live comfortably in our homes, warded as they are, or afford to cast Mind Blank when out an about, without any loss of offensive power. So, add those two things -- a small bit of prep on the homestead and a little precaution since the Sorcerer is a bit crazier, now, and it's a thing."
The Simulacrum isn't with Mind Blank. The Scrying affects the Simulacrum.