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General Tabletop Discussion
*Pathfinder & Starfinder
"Cloron shattersoul" and how to get rid of him?
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<blockquote data-quote="Pielorinho" data-source="post: 1444637" data-attributes="member: 259"><p>Okay, just looked up "remove fear," and if you get a chance to prep any spells, this one is a must. Advantages of it:</p><p>-Castable at close range</p><p>-Affects up to three targets (since you're tenth level);</p><p>-Gives a +4 bonus vs. fear saves (not a big deal for y'all, probably); and the biggie</p><p>-<strong>if a target is already affected by a fear effect, that effect is suppressed for ten minutes</strong>.</p><p> </p><p>Here's what I would do:</p><p>-Have the wizard summon the air elemental.</p><p>-Have the cleric delay until he's going right after the rest of the party.</p><p>-Have all the melee folks and the elemental charge Mr. Shattersoul.</p><p>-Have the cleric cast remove fear on anyone affected by the fear, plus anyone likely to end up in melee range of Mr S.</p><p> </p><p>You want to cast <em>remove fear</em> AFTER they've had a chance to be affected by it. Sure, that gives them a greater chance of being affected by the fear at all; on the other hand, if they are affected by it, you'll definitely be able to suppress it, whereas if you cast RF first, it might fail.</p><p> </p><p>Morrus might be a picklehead about movement, be aware: if the elemental only has to move 30' to approach Mr. S., he could theoretically rule that the elemental freaks out immediately and uses the remaining 70' of his movement to run away. THAT WOULD BE BAD. In order to avoid that, ideally have the elemental use most of its first round of movement sweeping up Mr. S's flunkies from across the battlefield, ending up next to Mr. S when he's only got 10' or so of movement left. Otherwise, you could ask Morrus if the elemental can approach cautiously, so that it'll end his turn next to Mr. S whether or not he's afraid (i.e., it moves slower than normal). Failing that, just to show him that two can play at being persnickety, you can have it twiddle back and forth fourteen times in front of you between two squares, using up 70' of movement, before covering the last 30' of ground to Mr. S. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>Does that make sense?</p><p> </p><p>Meanwhile, make sure the wizard and cleric review their spell list for conjuration magics, ones that will overcome the SR. Strangely, cure spells, while conjurations, are subject to SR--who knew? But a trio of empowered acid arrows might not go awry, assuming this thing isn't immune to acid; if you can be doing an average of 22 points of damage to it per round, that might be kinda fun and worthwhile. (If you have extend spell, of course, you could just plug away round after round with an extended acid arrow -- those things can really start to pile up, and by the third round, they'll be forcing difficult concentration checks).</p><p> </p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1444637, member: 259"] Okay, just looked up "remove fear," and if you get a chance to prep any spells, this one is a must. Advantages of it: -Castable at close range -Affects up to three targets (since you're tenth level); -Gives a +4 bonus vs. fear saves (not a big deal for y'all, probably); and the biggie -[b]if a target is already affected by a fear effect, that effect is suppressed for ten minutes[/b]. Here's what I would do: -Have the wizard summon the air elemental. -Have the cleric delay until he's going right after the rest of the party. -Have all the melee folks and the elemental charge Mr. Shattersoul. -Have the cleric cast remove fear on anyone affected by the fear, plus anyone likely to end up in melee range of Mr S. You want to cast [i]remove fear[/i] AFTER they've had a chance to be affected by it. Sure, that gives them a greater chance of being affected by the fear at all; on the other hand, if they are affected by it, you'll definitely be able to suppress it, whereas if you cast RF first, it might fail. Morrus might be a picklehead about movement, be aware: if the elemental only has to move 30' to approach Mr. S., he could theoretically rule that the elemental freaks out immediately and uses the remaining 70' of his movement to run away. THAT WOULD BE BAD. In order to avoid that, ideally have the elemental use most of its first round of movement sweeping up Mr. S's flunkies from across the battlefield, ending up next to Mr. S when he's only got 10' or so of movement left. Otherwise, you could ask Morrus if the elemental can approach cautiously, so that it'll end his turn next to Mr. S whether or not he's afraid (i.e., it moves slower than normal). Failing that, just to show him that two can play at being persnickety, you can have it twiddle back and forth fourteen times in front of you between two squares, using up 70' of movement, before covering the last 30' of ground to Mr. S. :) Does that make sense? Meanwhile, make sure the wizard and cleric review their spell list for conjuration magics, ones that will overcome the SR. Strangely, cure spells, while conjurations, are subject to SR--who knew? But a trio of empowered acid arrows might not go awry, assuming this thing isn't immune to acid; if you can be doing an average of 22 points of damage to it per round, that might be kinda fun and worthwhile. (If you have extend spell, of course, you could just plug away round after round with an extended acid arrow -- those things can really start to pile up, and by the third round, they'll be forcing difficult concentration checks). Daniel [/QUOTE]
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"Cloron shattersoul" and how to get rid of him?
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