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<blockquote data-quote="Vahktang" data-source="post: 1260986" data-attributes="member: 15259"><p>Had a thought:</p><p></p><p>If there's a dragon cult and the dragon knows about the prophecy (so the cult does too,) and since the cult knows about the weapons:</p><p></p><p>Big fighters with big weapons and sunder!</p><p></p><p>Want to take a weapon away _and_ have an adventure?</p><p>Pop one of these bad boys in.</p><p>Large weapon (two handed, half again Strength bonus), high strength, power attack (max bonus into damage), Sunder, should get a nice chance to do some damage. Do weapon specialization and weapon focus if high enough level.</p><p>Maybe some tumble to get them in close, and maybe a buddy rogue to backstab while they are sundering.</p><p></p><p>If this one gets defeated, good for the party, more xp's, next Sunderer's a little tougher (increase level, maybe Strength, etc)</p><p>If the Sunderer suceeds, our heroes have to find someone to reforge/repair these great artifacts.</p><p>It also will make the party rather more cautious knowing that the bad guys are after the weapons and don't care about living themselves, or the party that much.</p><p>And it makes the weapons more important, too.</p><p>But what about the fact that the Sunderer has to have a magic weapon of equal enhancement to break a magic weapon and you don't want the party having them?</p><p>Magic Weapon, Greater, is a 3rd level Wizard/Sorcerer spell and is therefore apt </p><p>for a potion. And you can make a potion of higher level. So, our villain has a potion (oil, made by a high level Wizard/Sorcerer [cult leader?]) that she applies right before combat, and, along with a nice number of minions, goes to town and does well (or badly).</p><p>When our heroes check for magic, they find a master work greatsword (greataxe, etc) that has a magic oil on it that will fade in a few hours.</p><p>And since this would probably be a suicide mission, no great cash, or other magics.</p><p>And don't forget the nearby cleric to do Shield of Faith right before battle, as well as Bull's Strength, Endurance, etc. Maybe increase one boosty spell per encounter: first one has bull's strength & shield of faith, next one has bull's strength & shield of faith & Endurance, next one has bull's strength & shield of faith & Endurance & prayer, etc, etc.</p><p></p><p>And, finally (I promise) some higer level encounters:</p><p>Sunderer comes in, and her partner is an invisible cleric (potion or trickery domain) with Shield Other on. Just stays there and heals herself and the sunderer if she can.</p><p>Sunderer with Stone skin.</p><p>Fighting party in bad environment with appropriate safeguard: in wall of fire with resist fire, in cloud kill with delay poison, etc.</p><p></p><p>Have fun with it.</p><p></p><p></p><p></p><p>More later,</p><p></p><p>Vahktang</p></blockquote><p></p>
[QUOTE="Vahktang, post: 1260986, member: 15259"] Had a thought: If there's a dragon cult and the dragon knows about the prophecy (so the cult does too,) and since the cult knows about the weapons: Big fighters with big weapons and sunder! Want to take a weapon away _and_ have an adventure? Pop one of these bad boys in. Large weapon (two handed, half again Strength bonus), high strength, power attack (max bonus into damage), Sunder, should get a nice chance to do some damage. Do weapon specialization and weapon focus if high enough level. Maybe some tumble to get them in close, and maybe a buddy rogue to backstab while they are sundering. If this one gets defeated, good for the party, more xp's, next Sunderer's a little tougher (increase level, maybe Strength, etc) If the Sunderer suceeds, our heroes have to find someone to reforge/repair these great artifacts. It also will make the party rather more cautious knowing that the bad guys are after the weapons and don't care about living themselves, or the party that much. And it makes the weapons more important, too. But what about the fact that the Sunderer has to have a magic weapon of equal enhancement to break a magic weapon and you don't want the party having them? Magic Weapon, Greater, is a 3rd level Wizard/Sorcerer spell and is therefore apt for a potion. And you can make a potion of higher level. So, our villain has a potion (oil, made by a high level Wizard/Sorcerer [cult leader?]) that she applies right before combat, and, along with a nice number of minions, goes to town and does well (or badly). When our heroes check for magic, they find a master work greatsword (greataxe, etc) that has a magic oil on it that will fade in a few hours. And since this would probably be a suicide mission, no great cash, or other magics. And don't forget the nearby cleric to do Shield of Faith right before battle, as well as Bull's Strength, Endurance, etc. Maybe increase one boosty spell per encounter: first one has bull's strength & shield of faith, next one has bull's strength & shield of faith & Endurance, next one has bull's strength & shield of faith & Endurance & prayer, etc, etc. And, finally (I promise) some higer level encounters: Sunderer comes in, and her partner is an invisible cleric (potion or trickery domain) with Shield Other on. Just stays there and heals herself and the sunderer if she can. Sunderer with Stone skin. Fighting party in bad environment with appropriate safeguard: in wall of fire with resist fire, in cloud kill with delay poison, etc. Have fun with it. More later, Vahktang [/QUOTE]
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