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<blockquote data-quote="UltimaGabe" data-source="post: 1592970" data-attributes="member: 16019"><p>I'm not quite sure if it's what you're looking for (in fact, I'm sure it's not), but I'm gonna tell you about one of the recent adventures my character was in. (He's a Cleric, but a variant Cleric that gains one arcane spell every level instead of domain spells.) Anyway, we were in an adventure from an old Dungeon Magazine (it had something to do with all of these half-machine monsters in this volcano or something). One of the bad guys was this big Salamander guy, and he put up a good fight when we first encountered him. But when he decided to try and flee, he first set up a little distraction- by summoning a Huge Fire Elemental to hold us off. Having recently acquired a new level of spells, I decided to try out a spell I had never tried before:</p><p></p><p>Once my turn came around, I whipped my Waterskin out of my Heward's Handy Haversack (free action). I poured some of it out into my hand (move-equivalent action) and shouted to my Sorcerer friend "Freeze this!" (free action). I then held my standard action (to cast Banishment) until my friend's turn went.</p><p></p><p>My friend's turn came not a moment too soon, and he cast Ray of Frost at the water in my hand. Once I was holding the water, I immediately cast Banishment on the elemental. As I was holding the ice (something that a Fire Elemental almost definitely wouldn't like) I gained a +2 to the save DC of the Banishment spell (as the spell description). The Fire Elemental was no more.</p><p></p><p>Later on in the same adventure, we met up with that Salamander guy. The DM had described him as seeming incredibly strong- so I had hatched a plan in the meantime. Once my turn came around, I went ahead (we were using the 3e haste, by the way):</p><p></p><p>I first activated my Boots of Speed (free action). Then, as I assumed the Salamander to be pretty strong, I cast Ray of Enfeeblement on it (one of the spells granted by my class, standard action). Using my free Partial from the Boots of Speed, I whipped out a set of Iron Bands of Bilarro we had gotten in a previous adventure, and tossed them at the now-enfeebled Salamander (partial action). The enemy was thus stuck bound unless he could make a DC 30 Strength check, which I knew to be impossible after my Ray of Enfeelblement. It turned out the Ray of Enfeeblement wasn't necessary, as his Strength wouldn't have been high enough to break the bands to begin with, but I didn't know that. It was a pretty good combo either way.</p></blockquote><p></p>
[QUOTE="UltimaGabe, post: 1592970, member: 16019"] I'm not quite sure if it's what you're looking for (in fact, I'm sure it's not), but I'm gonna tell you about one of the recent adventures my character was in. (He's a Cleric, but a variant Cleric that gains one arcane spell every level instead of domain spells.) Anyway, we were in an adventure from an old Dungeon Magazine (it had something to do with all of these half-machine monsters in this volcano or something). One of the bad guys was this big Salamander guy, and he put up a good fight when we first encountered him. But when he decided to try and flee, he first set up a little distraction- by summoning a Huge Fire Elemental to hold us off. Having recently acquired a new level of spells, I decided to try out a spell I had never tried before: Once my turn came around, I whipped my Waterskin out of my Heward's Handy Haversack (free action). I poured some of it out into my hand (move-equivalent action) and shouted to my Sorcerer friend "Freeze this!" (free action). I then held my standard action (to cast Banishment) until my friend's turn went. My friend's turn came not a moment too soon, and he cast Ray of Frost at the water in my hand. Once I was holding the water, I immediately cast Banishment on the elemental. As I was holding the ice (something that a Fire Elemental almost definitely wouldn't like) I gained a +2 to the save DC of the Banishment spell (as the spell description). The Fire Elemental was no more. Later on in the same adventure, we met up with that Salamander guy. The DM had described him as seeming incredibly strong- so I had hatched a plan in the meantime. Once my turn came around, I went ahead (we were using the 3e haste, by the way): I first activated my Boots of Speed (free action). Then, as I assumed the Salamander to be pretty strong, I cast Ray of Enfeeblement on it (one of the spells granted by my class, standard action). Using my free Partial from the Boots of Speed, I whipped out a set of Iron Bands of Bilarro we had gotten in a previous adventure, and tossed them at the now-enfeebled Salamander (partial action). The enemy was thus stuck bound unless he could make a DC 30 Strength check, which I knew to be impossible after my Ray of Enfeelblement. It turned out the Ray of Enfeeblement wasn't necessary, as his Strength wouldn't have been high enough to break the bands to begin with, but I didn't know that. It was a pretty good combo either way. [/QUOTE]
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