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Monks and Mage-Killing
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<blockquote data-quote="two" data-source="post: 1560329" data-attributes="member: 9002"><p><strong>This is the damming part</strong></p><p></p><p>PAX writes:</p><p></p><p>"The Exodus is a 25th level arena. And the standard is, both sides get 2 rounds to prepare - and ONLY two rounds. Spells with a duration measured in units smaller than 1 day cannot be precast, except by the Persistent Spell metamagic, wether they originate from the character or from an item."</p><p></p><p>So the wizard going into the battle will easily have a contingency (it lasts much longer than a day), one of which (as I stated previously) could well be "teleport me to the other side of the arena up in the air somewhere when somebody gets within 40' of me".</p><p></p><p>Onr of the 2 buffs is shapechange (into something nasty which can fly, whatever). Second buff -- pick something. </p><p></p><p>That's it. Game over. If the monk approaches with intent to grapple, the teleport goes off, the monk can't close and attack that round, and the wizard gets one round (at least) in which to cast. DONE. Over.</p><p></p><p>This works unless the arena is, say, incredibly small in diameter, and the monk can fly, change direction 180' during a charge, etc. etc. etc. (insert silly stuff here). But at that point, you might as well just stuff them into a cardboard box and throw cherry pies at them.</p></blockquote><p></p>
[QUOTE="two, post: 1560329, member: 9002"] [b]This is the damming part[/b] PAX writes: "The Exodus is a 25th level arena. And the standard is, both sides get 2 rounds to prepare - and ONLY two rounds. Spells with a duration measured in units smaller than 1 day cannot be precast, except by the Persistent Spell metamagic, wether they originate from the character or from an item." So the wizard going into the battle will easily have a contingency (it lasts much longer than a day), one of which (as I stated previously) could well be "teleport me to the other side of the arena up in the air somewhere when somebody gets within 40' of me". Onr of the 2 buffs is shapechange (into something nasty which can fly, whatever). Second buff -- pick something. That's it. Game over. If the monk approaches with intent to grapple, the teleport goes off, the monk can't close and attack that round, and the wizard gets one round (at least) in which to cast. DONE. Over. This works unless the arena is, say, incredibly small in diameter, and the monk can fly, change direction 180' during a charge, etc. etc. etc. (insert silly stuff here). But at that point, you might as well just stuff them into a cardboard box and throw cherry pies at them. [/QUOTE]
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