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<blockquote data-quote="darthkilmor" data-source="post: 3954180" data-attributes="member: 23365"><p>Well the 3.5 update booklet for FF says his DR should be 15/magic, which I don't totally buy since he's supposed to be covered in adamantine feathers(i would say DR 15/magic and adamantine, but thats going to make him a little harder). Anyway.</p><p></p><p>Maybe get rid of his 5th and 6th level spells. With the dual actions and time stop, dropping 6 cloudkills could be pretty deadly very quick. Get rid of temporal stasis(save or no more fight is just not much fun).</p><p>He's got a bunch of metamagic feats, inc. quicken spell-like ability(but doesnt say what spell, feeblemind would be a good one). If you want to be a rbdm-type he could barrage them with 4 feebleminds(DC 23) in the first round.(and move! twice!) Then their saves go to pot and he can hold monster or something.</p><p></p><p>Maybe drop his resistances from 20 to 10.</p><p></p><p>This guy is just, oie, toughie, but not alot of HP. if they got the drop on him he could possibly drop in the first round.</p><p></p><p>Edit: If the only spells he has are damage-dealing then he gets more reasonable. things like feeblemind, temporal statis, could be fight-enders. take those away, and possibly lower his resistances and SR and he gets more reasonable.</p><p></p><p>Also since he's got this dual nature thing going on, give him two separate initiative rolls.</p></blockquote><p></p>
[QUOTE="darthkilmor, post: 3954180, member: 23365"] Well the 3.5 update booklet for FF says his DR should be 15/magic, which I don't totally buy since he's supposed to be covered in adamantine feathers(i would say DR 15/magic and adamantine, but thats going to make him a little harder). Anyway. Maybe get rid of his 5th and 6th level spells. With the dual actions and time stop, dropping 6 cloudkills could be pretty deadly very quick. Get rid of temporal stasis(save or no more fight is just not much fun). He's got a bunch of metamagic feats, inc. quicken spell-like ability(but doesnt say what spell, feeblemind would be a good one). If you want to be a rbdm-type he could barrage them with 4 feebleminds(DC 23) in the first round.(and move! twice!) Then their saves go to pot and he can hold monster or something. Maybe drop his resistances from 20 to 10. This guy is just, oie, toughie, but not alot of HP. if they got the drop on him he could possibly drop in the first round. Edit: If the only spells he has are damage-dealing then he gets more reasonable. things like feeblemind, temporal statis, could be fight-enders. take those away, and possibly lower his resistances and SR and he gets more reasonable. Also since he's got this dual nature thing going on, give him two separate initiative rolls. [/QUOTE]
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