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Gaming W/Jemal: Legends (3.5e d&D) *Recruitment Closed*
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<blockquote data-quote="Jemal" data-source="post: 4824282" data-attributes="member: 9026"><p>You can't activate your bloodline while it's allready active. You're allready transformed, you can't transform further(Not yet anyways). The multiple transformations are for when you turn back to normal (most likely Due to end of combat) and then transform again later.</p><p></p><p>Otherwise it would make you nearly indestructible. Every 200 HP would instead convert into 1 con burn... with your con, that would give you the ability to take over 6000 damage in a single day (Granted it would take you weeks to recover, but that wouldn't be a bad price to pay for being nigh-immune to damage).</p><p></p><p>The reason you're taking so much damage is b/c of the AC penalty. Having some DR and a lot of HP is an OK defense, but if your AC's so low that your opponent pretty much can't miss anyways, it's not going to be enough. Especially when your opponent is the descendant of the bloodline of War; has been noted by the DM to be an overpowered twink character designed to take on an entire party; and whom is essentially fighting you one on one. (Sorry Roronoa, I know you're attacking him too, but when your attack rolls are hitting NEGATIVE AC's, that doesn't make you much of a threat beyond the buff you've allready provided).</p><p>If you want to survive/win, I have four possible suggestions.</p><p>A: Use the "Kill him before he kills me" tactic - all out attack and hope he drops.</p><p>B: "Exit stage left" as you put it - Retreat so he can't full round you again.</p><p>C: Don't give him the gigantic opening of "MY AC is lower than your attack bonus". Your party outnumbers his, the longer he takes to down one of his foes the better off you guys are.</p><p>D: Hope Chevik's mass heal targets you.</p><p>OR, E: some Combination of the above.</p><p></p><p>Of course since the entire party goes between him and you, there's a lot that could happen by the time its your turn again - hell, the combat might even be over before you get another turn. (Then again, it might not..)</p><p></p><p></p><p>As far as the nastiness of the two Rays of the Viper - Trust me when I say it was the lesser of two evils. (His other option was a pair of force orbs: 20d6 damage no SR vs 19 HP. I think that would've nulled a bit more <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>And yes, the way the ray works is you take the penalty on your first round after he casts the spell, and then each round after that you make a save to act normally(For one round)</p></blockquote><p></p>
[QUOTE="Jemal, post: 4824282, member: 9026"] You can't activate your bloodline while it's allready active. You're allready transformed, you can't transform further(Not yet anyways). The multiple transformations are for when you turn back to normal (most likely Due to end of combat) and then transform again later. Otherwise it would make you nearly indestructible. Every 200 HP would instead convert into 1 con burn... with your con, that would give you the ability to take over 6000 damage in a single day (Granted it would take you weeks to recover, but that wouldn't be a bad price to pay for being nigh-immune to damage). The reason you're taking so much damage is b/c of the AC penalty. Having some DR and a lot of HP is an OK defense, but if your AC's so low that your opponent pretty much can't miss anyways, it's not going to be enough. Especially when your opponent is the descendant of the bloodline of War; has been noted by the DM to be an overpowered twink character designed to take on an entire party; and whom is essentially fighting you one on one. (Sorry Roronoa, I know you're attacking him too, but when your attack rolls are hitting NEGATIVE AC's, that doesn't make you much of a threat beyond the buff you've allready provided). If you want to survive/win, I have four possible suggestions. A: Use the "Kill him before he kills me" tactic - all out attack and hope he drops. B: "Exit stage left" as you put it - Retreat so he can't full round you again. C: Don't give him the gigantic opening of "MY AC is lower than your attack bonus". Your party outnumbers his, the longer he takes to down one of his foes the better off you guys are. D: Hope Chevik's mass heal targets you. OR, E: some Combination of the above. Of course since the entire party goes between him and you, there's a lot that could happen by the time its your turn again - hell, the combat might even be over before you get another turn. (Then again, it might not..) As far as the nastiness of the two Rays of the Viper - Trust me when I say it was the lesser of two evils. (His other option was a pair of force orbs: 20d6 damage no SR vs 19 HP. I think that would've nulled a bit more ;) ) And yes, the way the ray works is you take the penalty on your first round after he casts the spell, and then each round after that you make a save to act normally(For one round) [/QUOTE]
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