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(OOC) Rise of the Dracolich (Full)
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<blockquote data-quote="Ancalagon" data-source="post: 7480681" data-attributes="member: 23"><p>Since this is a game with reasonably powerful PCs and some of them new, are there "tricks/combos" that people have that work best if other PCs know about them in advance?</p><p></p><p>I have a few that are very good if done right. This is something that Kalorn would discuss with the other PCs, but I don't think it makes for riveting IC material, so briefly:</p><p></p><p>Hypnotic pattern is a great 3rd level spell, but it's not quite as I first though. The foes hypnotized aren't "vulnerable" (ie not like sleep) so the best thing to do is leave them alone - that way they keep loosing their action, and the party can deal with the rest of the foes in the meantime.</p><p></p><p>Silent image *could* work great as cover depending on GM ruling. An illusion that is detected can be seen through. So if I, after warning Alhana in advance about this tactic, if Kalorn creates a fake wall with an illusion, Alhana could shoot through it to hit enemies while remaining unseen... but the enemies will soon realize that the wall is fake due to arrows going through it. If on the other hand Kalorn created the illusion of a cloud of smoke... </p><p></p><p>Lastly, Thunder step is a *great* way to leave a fight momentarily - you (and an ally you grab) teleport up to 90 feet, leaving behind a 3d10 dmg explosion. However it won't work so great if an ally is hit by said thunderous explosion! So we'll have to coordinate to do it just right. (If Kalorn says someone should withdraw...)</p><p></p><p>Of and if Kalorn Suggests that a Foe should go have a bath, don't attack the foe as it leaves <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> </p><p></p><p>Does anyone else have special tricks that work better with the rest of the party being involved/aware? </p><p></p><p></p><p></p><p>Mord's kinda broke though <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></blockquote><p></p>
[QUOTE="Ancalagon, post: 7480681, member: 23"] Since this is a game with reasonably powerful PCs and some of them new, are there "tricks/combos" that people have that work best if other PCs know about them in advance? I have a few that are very good if done right. This is something that Kalorn would discuss with the other PCs, but I don't think it makes for riveting IC material, so briefly: Hypnotic pattern is a great 3rd level spell, but it's not quite as I first though. The foes hypnotized aren't "vulnerable" (ie not like sleep) so the best thing to do is leave them alone - that way they keep loosing their action, and the party can deal with the rest of the foes in the meantime. Silent image *could* work great as cover depending on GM ruling. An illusion that is detected can be seen through. So if I, after warning Alhana in advance about this tactic, if Kalorn creates a fake wall with an illusion, Alhana could shoot through it to hit enemies while remaining unseen... but the enemies will soon realize that the wall is fake due to arrows going through it. If on the other hand Kalorn created the illusion of a cloud of smoke... Lastly, Thunder step is a *great* way to leave a fight momentarily - you (and an ally you grab) teleport up to 90 feet, leaving behind a 3d10 dmg explosion. However it won't work so great if an ally is hit by said thunderous explosion! So we'll have to coordinate to do it just right. (If Kalorn says someone should withdraw...) Of and if Kalorn Suggests that a Foe should go have a bath, don't attack the foe as it leaves :P Does anyone else have special tricks that work better with the rest of the party being involved/aware? Mord's kinda broke though :) [/QUOTE]
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