D&D Wargaming: Evil OOC

Let's see:
Feats for monsters: ALL characters/monsters gain 1 feat at 1st level/HD and 1 feat every three levels (3rd, 6th, etc), add all levels/monstrous HD together to determine amount of feats. So FireKing has 5 feats (if he gained two levels in any class, he would gain a new feat, in addition to possible bonus feats the class grants).
Sidenote: I haven't checked FireKing's skill points, but he should have (6+Int mod) x (HD+3) skill points, which comes as 112 skill points for the FireKing.
Shade abilities: Control Light Decrease lighting in area by 10%/level (so technically can have their abilities nonstop). Shadesight is darkvision, and (not sure on this one, I don't have the FRCS) the ability to see through even magical darkness. Shadow Image Mirror Image. Shadow Stride Dimension Door as a Move action, can act after moving (IIRC). Shadow Travel Plane Shift between Material and Shadow Plane once per day.
 
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Dalamar said:
Let's see:
Shade abilities: Control Light Decrease lighting in area by 10%/level (so technically can have their abilities nonstop). Shadesight is darkvision, and (not sure on this one, I don't have the FRCS) the ability to see through even magical darkness. Shadow Image Mirror Image. Shadow Stride Dimension Door as a Move action, can act after moving (IIRC). Shadow Travel Plane Shift between Material and Shadow Plane once per day.

Thanks a lot Dalamar, looks pretty nice.

Pyrex said:
Edit: If he created a Simulacrum at best it's caster level would be 9 (in 3.5 the simulacrum is half the level of the creature being duplicated)

But in 3,0 it can be multiply empowered into a higher level than the caster :uhoh: .
 

It had a variable level in 3.0? Empower only works on the variables of a spell, not statistical bonuses (otherwise people would've started empowering Greater Magic Weapons a long time ago).
 

In 3.0 the simulacrum had some-number-of-dice-percent of the XP of the duplicated creature. Empower a couple of times and hilarity ensues.
 

I'm going to be frank. I've been rolling the dice, and it ISN'T LOOKING PRETTY for you guys. As such, I want to make CERTAIN I'm being ABSOLUTELY FAIR, because this round could very easily see both your demise, AND the loss of your mirror. Right now, this moment. Now, if everything works out this way... the good players have been doing a good job. But I need to make certain that none of this is my fault, being a bad DM.

FireKing, your move this round is going to kill most of the lights, and most of your own mephits, at the same time.

Hunter, you will dispel the wall of force.

Thus, you have USED UP your moves.

The two Wizards have their Greater Invisibility dispelled, and are now visible (and in the hallway). This, however, will not stop them from casting Disintegrate on both Hunter and the FireKing. I rolled the dice, and they've gotten past your fort saves, you have 30d6 worth of damage heading your way.

After this, early next round, the surviving lights will attempt to teleport your mirror away. They will likely succeede.

What mitigating factors do you have? Give me an excuse to not have this be a rout.
 

Fer starters, dragons have Blindsense to 60' and so FK should have noticed the wizards even while they were still invisible.
 

This is what it looked like. Now, knowing that FireKing can see the leftmost Wizard, change of action please?
Code:
LOWER LEVEL                  150            225
                              *              *
 0        1         2         3         4    *
 123456789012345678901234567890123456789012
A..................WWWWWWWWWW..............
B.................WWWWWWWWWWWW.......####..
C.###FK##........##WWWWWWWWWWW#.....######.
D####FK/###.....#####WWWWWWWW###....#######
E##########.....#################...#######
F##########.....################.....#####.
G##H######@#.....##############.....######.
H.#######@###############################..
I.......@###############################...
J.........#*#######*.......###########.....

FK = FireKing (big guy, ain't ee)
H = Hunter
/ = Mirror of Mental Prowess
@ = Wall of Force
* = Wizard
 

DK, Tonguez, you have to assume the wizards are warded with the following spells:
Stoneskin, Freedom of Movement, Protection from Fire, Spell Resistance.

The Wall of Force blocks line of effect in both directions.

Suggestion:
DK, through he 'Bond, tell Tonguez that you see the wizard in the tunnel.

Tonguez, move to H2 and center an Earthquake at T18 or so to collapse the tunnel and bury the wizard(s).
 
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More bad news, villains. The Good Guys have just informed me that Wall of Force:

A) Cannot be dispelled with dispell, or even greater dispell.
B) Blocks Blindsense.
C) Blocks Earthquake.

It wouldn't block truesight... but what can you do?
 
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So, er, where exactly does Wall of Force say anything about blocking blindsense?

Edit: Nevermind. Tonguez can't place the center of the EQ where I was suggesting. However, depending on how the good guys defined the WoF he may be able to cheese them with Transmute Stone to Mud

Target the ceiling above G8 as the origin point and the effect extends (to 36x 10' cubes) out into the cavern above the WoF as follows. (The WoF is still there, you just cave the ceiling on both sides of it)

Code:
  0        1         2         3         4  
 123456789012345678901234567890123456789012
A..................WWWWWWWWWW..............
B.................WWWWWWWWWWWW.......####..
C.###FK##........##WWWWWWWWWWW#.....######.
D####FK/###.....#####WWWWWWWW###....#######
E##########.....#################...#######
F#######MMMMMMMMMMMMMMMMMMMMMMMM....#####.
G##H####MMMMMMMMMMMMMMMMMMMMMMMM....######.
H.######MMMMMMMMMMMMMMMMMMMMMMMM#########..
I.......MMMMMMMMMMMMMMMMMMMMMMMM####...
J.......MMMMMMMMMMMMMMMMMMMMMMMM######.....
K.......MMMMMMMMMMMMMMMMMMMMMMMM...........
 
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