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Certain Justice - Megaoverpowered?
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<blockquote data-quote="keterys" data-source="post: 4912461" data-attributes="member: 43019"><p>Without Feat:</p><p>A lot of it depends on the rest of the party... for example, a fighter ally might ensure a lock with combat superiority... add on knockdown assault and it's just grim.</p><p></p><p> Squamous Spitter – Burrow gives it an extremely good chance to escape mark.</p><p> Thief of Life – mostly screwed, slight chance that Flight to Life will help.</p><p> Sharn Phaseblade – Double turns and phase distortion means it can ‘run’ 20 per turn, so it should be able to easily escape.</p><p> Vile Host – eh, not much. Devastating Slam might give it an opportunity to escape, if the paladin is only speed 5 (and doesn’t have an item or feat to help with charging or moving) and isn’t willing to just make a ranged attack. Okay, nevermind, it's got nothing.</p><p> Abyssal Spitter – not really bothered too much by daze, being a hydra-like thing. If it’s in water it might just be able to escape. If not, its damage is reduced to 3/8 by the weaken and daze effectively… its chance to hit the paladin is also pretty awful.</p><p> Animated Carriage – speed 12 with a trample that knocks prone, should be able to escape</p><p> Foul Gibberer – nothing</p><p> Wellspring Horror – nothing</p><p> Malachi’s Butcher – nothing</p><p> Sarshan – Shadow Attack should give it a decent chance to escape</p><p> Treasure Golem – Weight of Greed gives it a decent chance to escape</p><p> Chillreaver – Flight, fearful presence, immobilize and daze attacks – should have no problems escaping</p><p> Icetouched Behir – nothing</p><p> Banelar Naga – at-will stun and unsconsciousness… should be no problem.</p><p></p><p> Dragons (in general) - 1/enc Fearful Presence might do it (pretty good chance). Flight _might_ do it, especially if the dragon is willing to just leave entirely for several rounds, though that's counterable.</p><p> Gray - Breath pushes and immobilizes. On a failed save by the paladin, the dragon might have a chance over multiple turns to disengage.</p><p> Mirage - Bite _might_ eventually make the paladin unconscious and let it break mark, though it's not very viable (high likelyhood of miss, requires failed save, can use outside means to get bonus saves, are still likely left adjacent to dragon at first, etc). At-will teleport gives it a decent chance of escape.</p><p> Purple - Breath weapon dazes and on a failed save slides the target. Decent chance of escape.</p><p> Tiamat – Tail dominate 1/enc might help. Teleport 3 at-will might too.</p><p> Brown – Burrow might easily trump the mark.</p><p> Gray – Breath weapon immobilizes, and stone’s embrace can petrify immobilized with aftereffect immobilized, so reasonable chance it can escape over multiple rounds.</p><p> Tempest Dragon – Crazy dazing and easy sliding, it’s likely all set. Depends on how easily the paladin can make ranged attacks.</p><p> Dracolich – Breath weapon lets it escape mark.</p><p></p><p>With the Persistent Feat:</p><p></p><p> Fearful Presence mostly doesn’t work, so dragons are in a lot tougher situation. Unless it can just fly away, Tiamat and Gray are probably not happening. Things relying on disabling or escaping for a single round (Thief of Life, Treasure Golem) mostly just won’t succeed.</p><p></p><p>Replying to a couple of the ones you looked at, just for clarity:</p><p>Black Dragon being in its cloud of darkness doesn’t help. Line of sight doesn’t matter. Ditto Shadow Dragon.</p><p>Blue Dragon’s push and prone likely doesn’t matter.</p></blockquote><p></p>
[QUOTE="keterys, post: 4912461, member: 43019"] Without Feat: A lot of it depends on the rest of the party... for example, a fighter ally might ensure a lock with combat superiority... add on knockdown assault and it's just grim. Squamous Spitter – Burrow gives it an extremely good chance to escape mark. Thief of Life – mostly screwed, slight chance that Flight to Life will help. Sharn Phaseblade – Double turns and phase distortion means it can ‘run’ 20 per turn, so it should be able to easily escape. Vile Host – eh, not much. Devastating Slam might give it an opportunity to escape, if the paladin is only speed 5 (and doesn’t have an item or feat to help with charging or moving) and isn’t willing to just make a ranged attack. Okay, nevermind, it's got nothing. Abyssal Spitter – not really bothered too much by daze, being a hydra-like thing. If it’s in water it might just be able to escape. If not, its damage is reduced to 3/8 by the weaken and daze effectively… its chance to hit the paladin is also pretty awful. Animated Carriage – speed 12 with a trample that knocks prone, should be able to escape Foul Gibberer – nothing Wellspring Horror – nothing Malachi’s Butcher – nothing Sarshan – Shadow Attack should give it a decent chance to escape Treasure Golem – Weight of Greed gives it a decent chance to escape Chillreaver – Flight, fearful presence, immobilize and daze attacks – should have no problems escaping Icetouched Behir – nothing Banelar Naga – at-will stun and unsconsciousness… should be no problem. Dragons (in general) - 1/enc Fearful Presence might do it (pretty good chance). Flight _might_ do it, especially if the dragon is willing to just leave entirely for several rounds, though that's counterable. Gray - Breath pushes and immobilizes. On a failed save by the paladin, the dragon might have a chance over multiple turns to disengage. Mirage - Bite _might_ eventually make the paladin unconscious and let it break mark, though it's not very viable (high likelyhood of miss, requires failed save, can use outside means to get bonus saves, are still likely left adjacent to dragon at first, etc). At-will teleport gives it a decent chance of escape. Purple - Breath weapon dazes and on a failed save slides the target. Decent chance of escape. Tiamat – Tail dominate 1/enc might help. Teleport 3 at-will might too. Brown – Burrow might easily trump the mark. Gray – Breath weapon immobilizes, and stone’s embrace can petrify immobilized with aftereffect immobilized, so reasonable chance it can escape over multiple rounds. Tempest Dragon – Crazy dazing and easy sliding, it’s likely all set. Depends on how easily the paladin can make ranged attacks. Dracolich – Breath weapon lets it escape mark. With the Persistent Feat: Fearful Presence mostly doesn’t work, so dragons are in a lot tougher situation. Unless it can just fly away, Tiamat and Gray are probably not happening. Things relying on disabling or escaping for a single round (Thief of Life, Treasure Golem) mostly just won’t succeed. Replying to a couple of the ones you looked at, just for clarity: Black Dragon being in its cloud of darkness doesn’t help. Line of sight doesn’t matter. Ditto Shadow Dragon. Blue Dragon’s push and prone likely doesn’t matter. [/QUOTE]
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