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Gaming W/Jemal: Legends (3.5e d&D) *Recruitment Closed*
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<blockquote data-quote="Myth and Legend" data-source="post: 4825212" data-attributes="member: 82679"><p>Jemal explicitly stated that we can act one after the other - read his post on the previous page, so in this turn i want to wait and see what happens with the charge attack. Also, regardless of weather or not we act simultaneously, a fresh assessment on how damaged each foe is is needed - Rho has a high DEX save and Improved Evasion, so it would be pointless to hope and affect him with things like Cone of Cold. SO, i need my info thank you very much <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>Blasting mage is all well and good but now that 3 of the NPCs are 50% or below in health, it's time to start taking them out with more concentrated spells and not giving them a buttload of saves.</p><p></p><p>On the dragon and Rho's AND the Feral's ability to fly - I won't be so lenient and not pack my Wingbind spell next time. (In this fight i didn't choose it because Rho had been revealed to already have wings by the time i was doing spells on my char, so i didn't want any sneaky advantages like that)</p><p></p><p>Then again, i am grateful for Jemal not targeting my mage (probably because he knows i'm fresh as a player). If i were the DM i'd run highly experienced NPCs to the best possible tactics available. In this case, not spreading damage between 6 PCs and definitely not attacking the high HP tanks when there is a 180HP mage there with virtually no AC, that is flinging Meteor Swarms and Admixtured Cones of Cold.</p><p><span style="color: Red"></span></p><p><span style="color: Red">edit:</span></p><p></p><p>DEAR GOD I'M SUCH AN IDIOT!!! I guess this is the bear's damn lucky DAY isn't it? Now not one but TWO epic fails happened to save it's furry butt for so long. I could have damn right removed it from play since round one! Lo and behold:</p><p></p><p>[sblock=RUBY RAY OF REVERSAL]Abjuration</p><p>Level: Sorcerer/wizard 6</p><p>Components: V, S, F</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: One natural or magical hazard; see text</p><p>Duration: Instantaneous</p><p><strong>Saving Throw: None</strong></p><p><strong>Spell Resistance: No</strong></p><p></p><p>Each version of this spell can target one of the hazards described below and “correct” it in the manner described. Unless specifically stated otherwise, this spell affects magical and mundane hazards of the indicated type equally. For example, a ruby ray of reversal can eliminate the webs of a monstrous spider or the effect of a web spell.</p><p></p><p>• Any trap targeted by the ray is sprung. This version of the spell can have adverse effects on creatures standing within a trap’s area. You must be aware of a trap to cast ruby ray of reversal on it. </p><p></p><p>• The spell unties knots and causes chains, manacles, and similar restraining devices to fall away. Entangle and similar magical effects are dispelled. Doors (or chests, drawers, cabinets, and so on) that are locked, barred, or under the effect of an arcane lock spell are opened. </p><p></p><p>• A 5-foot-diameter hole is created in a wall of force, forcecage, or similar spell or effect. This function of the spell does not destroy the targeted effect, but creatures trapped by it might be able to wriggle free. </p><p></p><p><span style="font-size: 15px"><span style="color: Red">• A creature that has been polymorphed, turned to stone, or otherwise transformed from its natural state is returned to its natural form. </span></span></p><p></p><p>• A magic jar spell is dispelled if a ruby ray of reversal targets the crystal holding the caster’s soul.</p><p></p><p>• Webs, slime, grease, and other substances that would hamper movement are destroyed in a 20-foot-radius spread. </p><p></p><p>Focus: A ruby worth at least 500 gp.[/sblock]</p><p></p><p>Well then... Aren't I a smart one. *sulks*</p></blockquote><p></p>
[QUOTE="Myth and Legend, post: 4825212, member: 82679"] Jemal explicitly stated that we can act one after the other - read his post on the previous page, so in this turn i want to wait and see what happens with the charge attack. Also, regardless of weather or not we act simultaneously, a fresh assessment on how damaged each foe is is needed - Rho has a high DEX save and Improved Evasion, so it would be pointless to hope and affect him with things like Cone of Cold. SO, i need my info thank you very much :) Blasting mage is all well and good but now that 3 of the NPCs are 50% or below in health, it's time to start taking them out with more concentrated spells and not giving them a buttload of saves. On the dragon and Rho's AND the Feral's ability to fly - I won't be so lenient and not pack my Wingbind spell next time. (In this fight i didn't choose it because Rho had been revealed to already have wings by the time i was doing spells on my char, so i didn't want any sneaky advantages like that) Then again, i am grateful for Jemal not targeting my mage (probably because he knows i'm fresh as a player). If i were the DM i'd run highly experienced NPCs to the best possible tactics available. In this case, not spreading damage between 6 PCs and definitely not attacking the high HP tanks when there is a 180HP mage there with virtually no AC, that is flinging Meteor Swarms and Admixtured Cones of Cold. [COLOR=Red] edit:[/COLOR] DEAR GOD I'M SUCH AN IDIOT!!! I guess this is the bear's damn lucky DAY isn't it? Now not one but TWO epic fails happened to save it's furry butt for so long. I could have damn right removed it from play since round one! Lo and behold: [sblock=RUBY RAY OF REVERSAL]Abjuration Level: Sorcerer/wizard 6 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One natural or magical hazard; see text Duration: Instantaneous [B]Saving Throw: None[/B] [B]Spell Resistance: No[/B] Each version of this spell can target one of the hazards described below and “correct” it in the manner described. Unless specifically stated otherwise, this spell affects magical and mundane hazards of the indicated type equally. For example, a ruby ray of reversal can eliminate the webs of a monstrous spider or the effect of a web spell. • Any trap targeted by the ray is sprung. This version of the spell can have adverse effects on creatures standing within a trap’s area. You must be aware of a trap to cast ruby ray of reversal on it. • The spell unties knots and causes chains, manacles, and similar restraining devices to fall away. Entangle and similar magical effects are dispelled. Doors (or chests, drawers, cabinets, and so on) that are locked, barred, or under the effect of an arcane lock spell are opened. • A 5-foot-diameter hole is created in a wall of force, forcecage, or similar spell or effect. This function of the spell does not destroy the targeted effect, but creatures trapped by it might be able to wriggle free. [SIZE=4][COLOR=Red]• A creature that has been polymorphed, turned to stone, or otherwise transformed from its natural state is returned to its natural form. [/COLOR][/SIZE] • A magic jar spell is dispelled if a ruby ray of reversal targets the crystal holding the caster’s soul. • Webs, slime, grease, and other substances that would hamper movement are destroyed in a 20-foot-radius spread. Focus: A ruby worth at least 500 gp.[/sblock] Well then... Aren't I a smart one. *sulks* [/QUOTE]
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