How to stop blasphemy?

Patlin said:
On the Balor's home plane, then? The normal humans are subject to banishment as well, in that case.

On any plane. Astral devas are not native to the Material Plane. So unless they encounter the balor on a good-aligned plane... Also, the ECL 20 deva comes up rather short in the save department.
 

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Iku Rex said:
Also, alter self won't let you remove your ears in 3.5. You'd have to find a new form without hearing.

You mean like a human with no ears? There are, after all, humans with missing or damaged ears. However, as pointed out, the effect is sonic, and it does not matter if you can hear it. Silence works because it stops the sound waves, or whatever it is that silence does.
 

One of the more interesting ways an evil overlord could render his forces immune to Holy Words and the like is to deafen them... physically and permenantly. :]

Imagine a troupe of demons standing with blood slowly oozing out of their ears, being commanded by telepathic impulses? It's an evocative image that not only shows a dephs of depravity of a BBEG, but also has the advantage of being Dispel proof.
 

Solarious said:
Imagine a troupe of demons standing with blood slowly oozing out of their ears, being commanded by telepathic impulses? It's an evocative image that not only shows a dephs of depravity of a BBEG, but also has the advantage of being Dispel proof.
Unfortunately for your creative impulse, being deaf does not make one immune to sonic attacks.

Nice thought, though.
 



pawsplay said:
On any plane. Astral devas are not native to the Material Plane. So unless they encounter the balor on a good-aligned plane... Also, the ECL 20 deva comes up rather short in the save department.

You missed the bolding in his quote. The banishment effect only takes place if the caster is on his own home plane.

If a human travels to the Ethereal Plane, meets a Deva, and casts Blasphemy, the Deva will not be banished; the caster is not on his own home plane.

If the Deva meets the human on the Material Plane, however, he is subject to the banishment; the caster is on his own home plane.

-Hyp.
 

pawsplay said:
They only have a +33 Concentration. The DC you are looking for is in the neighborhood of 38 (10 + damage dealt), which means there is a 20% chance of the balor failing each time.

A +1 composite longbow (Str +4) with the holy property, using cold iron bane evil outsider arrows, enhanced with a 20th level greater magic weapon to be +5 does an average of 1d6 + 2d6 + 2d6 +11 = 28.5.

Actually, the DC would be a bit higher than that even. There's an asterisk next to the damaged while casting a spell entry in the Concentration table. That indicates that you add the level of the spell to the DC as well. So the typical DC is actually 45 (10+28 dmg+7 spell). Even with +33, the balor needs a 12 to succeed on that roll--more if the character disrupting the ability has greater weapon specialization or favored enemy bonuses.
 

Elder-Basilisk said:
Actually, the DC would be a bit higher than that even. There's an asterisk next to the damaged while casting a spell entry in the Concentration table. That indicates that you add the level of the spell to the DC as well. So the typical DC is actually 45 (10+28 dmg+7 spell). Even with +33, the balor needs a 12 to succeed on that roll--more if the character disrupting the ability has greater weapon specialization or favored enemy bonuses.

Good catch!
 

Silence is good, but he has Greater Dispel Magic at will, and that spell-like ability will work just fine in a Silence spell.

A wizard or sorcerer could ready an action to hit him with an Orb spell. That should cause enough damage to disrupt almost anything. A wizard could ready an action to cast Empower Spell + Orb of Cold; (15d6) x 1.5. That should put enough of a hurt on Mr. Balor to disrupt any of those spell-like abilities, even on a Concentration roll of 20+33. Hopefully, your wizard will have enough Spellcraft to know not to waste his readied action on the balor's Quickened telekinesis.

Contingency + Greater Invis on your wizard first so the balor is denied his dex bonus to his touch AC and the rest is like shooting fish in a barrel. The rest of your party just stays in motion so the balor doesn't get a full attack on anybody and you should win with no trouble.

Watch out for the range, though. If the balor has enough room to fly out of range, your readied Orb spell does no good.
 

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