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[FR][Pbp][OOC] Against the Storm OOC Discussion
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<blockquote data-quote="dead_radish" data-source="post: 496584" data-attributes="member: 5560"><p>Nope. Can't post in either of my PbP games. It's annoying as hell.</p><p></p><p>Re: Boots of S&S. I can drop those, and replace them with necklace of prayer beads. And yes, they are just that nasty, but only in very specific circumstances - they require a divine spell be cast to activate, iirc, and then are time limited each day. They are excellent for buffers, mediocre for attack casters, I'd say. Since Elone is a buffer, I've been kicking myself for not having them.</p><p></p><p>As for the Duelist - I agreed with reaper until I read your argument. It is true that both Elone and Ubaar are fairly uber-fighter characters. I dunno if I would have made a pumped duelist from hell to balance it, but yeah, probably in context with us, it's about on par.</p><p></p><p>I coulda twinked one out without it (my RL character is actually a light armor/light weapon fighter), but this duelist puts him about on our level. </p><p></p><p>And for the Spells: Belsameth's Blessing is apparently an evil spell, so that's out.</p><p></p><p>Divine Rainment is basically Sanctuary at a higher level. Here's the stats:</p><p></p><p>Abjuration</p><p>Clr 3, Missionary 3, Protection 3. </p><p>Component V,S, DF</p><p>Casting Time: 1 Action</p><p>Range: Touch</p><p>Target: Self, or one creature of the same religion of the caster</p><p>Duration: 2 rounds/Lvl</p><p>Saving Throw: Will negates</p><p>SR: No</p><p></p><p>Summary: As Sanctuary, but not broken if you attack. Creatures must make a will save to make attacks (melee, ranged, or targeted spells, but not area spells). If they fail, they lose that action and can't attack the caster that turn. If they succeed, they are immune to the spell. Creatures can save each round against it.</p><p></p><p>Vangal's Wounding:</p><p>Transmutation</p><p>Clr 3</p><p>Components: V,S,M</p><p>Casting Time: 1 Action</p><p>Range: Medium (100 ft + 10 ft/lvl)</p><p>Target: One injured, living creature</p><p>Duration: 1 rd/lvl</p><p>Saving Throw: Fort. Half</p><p>SR: Yes</p><p></p><p>Vangal's Wounding causes wounds to bleed profusely, doing 1d6 damage per round, to a max of 10 rounds. Victims are allowed one fort save at the onset. Success means they take half damage each round. The spell works only on people that have sustained damage, and have not been fully healed.</p><p>Material Components: Iron Fillings.</p></blockquote><p></p>
[QUOTE="dead_radish, post: 496584, member: 5560"] Nope. Can't post in either of my PbP games. It's annoying as hell. Re: Boots of S&S. I can drop those, and replace them with necklace of prayer beads. And yes, they are just that nasty, but only in very specific circumstances - they require a divine spell be cast to activate, iirc, and then are time limited each day. They are excellent for buffers, mediocre for attack casters, I'd say. Since Elone is a buffer, I've been kicking myself for not having them. As for the Duelist - I agreed with reaper until I read your argument. It is true that both Elone and Ubaar are fairly uber-fighter characters. I dunno if I would have made a pumped duelist from hell to balance it, but yeah, probably in context with us, it's about on par. I coulda twinked one out without it (my RL character is actually a light armor/light weapon fighter), but this duelist puts him about on our level. And for the Spells: Belsameth's Blessing is apparently an evil spell, so that's out. Divine Rainment is basically Sanctuary at a higher level. Here's the stats: Abjuration Clr 3, Missionary 3, Protection 3. Component V,S, DF Casting Time: 1 Action Range: Touch Target: Self, or one creature of the same religion of the caster Duration: 2 rounds/Lvl Saving Throw: Will negates SR: No Summary: As Sanctuary, but not broken if you attack. Creatures must make a will save to make attacks (melee, ranged, or targeted spells, but not area spells). If they fail, they lose that action and can't attack the caster that turn. If they succeed, they are immune to the spell. Creatures can save each round against it. Vangal's Wounding: Transmutation Clr 3 Components: V,S,M Casting Time: 1 Action Range: Medium (100 ft + 10 ft/lvl) Target: One injured, living creature Duration: 1 rd/lvl Saving Throw: Fort. Half SR: Yes Vangal's Wounding causes wounds to bleed profusely, doing 1d6 damage per round, to a max of 10 rounds. Victims are allowed one fort save at the onset. Success means they take half damage each round. The spell works only on people that have sustained damage, and have not been fully healed. Material Components: Iron Fillings. [/QUOTE]
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