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True Strike as a Swift Action
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<blockquote data-quote="Zimbel" data-source="post: 2647129" data-attributes="member: 29912"><p>Yep; I tried the worst example I could come up with in core <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=":-)" /> Note that this is the damage from the LV 1 spell; the base attack should be doing at least 50+ by itself.</p><p></p><p>However, i'ts 1 attack every time the PC is willing to spend a standard action for this effect (if they're willing to shell out a standard action and a charge off of a cheap wand/every other round - at this level, you could actually go Fighter 20 and just put a lot into UMD/Cha - <s>or you could just buy a lot of potions</s>).</p><p></p><p>I've run high-level adventures in 3.0; here are the defenses I can come up with:</p><p>1) Stay out of range. Difficult in 3.5, where you can't just be hasted and Dimension Door/ Teleport every round. Flying will do, if the player with the mount has no way to make it fly (unlikely at LV 20).</p><p>2) Displacement (assuming that the PC can't counter with Blindsight or True Seeing). Quite possible at LV 20.</p><p>3) Ethereal (assuming not a ghost-touch weapon).</p><p>4) High AC. Possible, but rare - the higher the AC, the lower the other defenses need to be to keep the same CR. At high levels, if a front-liner's primary attack misses (other than a nat 1), that likely means that they're fighting something well above their CR.</p><p>5) High HP. This is the most likely one. Of course, that dosen't mean it won't do 100+ points of damage, but at least the creature will survive that attack.</p><p>6) Leave after the casting of True Strike. Or just get out of range for 1 round.</p><p>7) DR. The problem is that in 3.5, this isn't all that high (heck, in 3.0, it isn't that high around CR 20). Sure, it negates some damage, but the vast majority will get through. For that matter, some damage from the base attack should get through. And, of course, the weapon may defeat the DR.</p><p></p><p>I agree with you that it's less of a problem than 3.0's Harm or Time Stop. I do think that it's significantly stronger than any other core LV 1 spell at high levels.</p><p></p><p>Edit: due to Hypersmurf's correction.</p></blockquote><p></p>
[QUOTE="Zimbel, post: 2647129, member: 29912"] Yep; I tried the worst example I could come up with in core :-) Note that this is the damage from the LV 1 spell; the base attack should be doing at least 50+ by itself. However, i'ts 1 attack every time the PC is willing to spend a standard action for this effect (if they're willing to shell out a standard action and a charge off of a cheap wand/every other round - at this level, you could actually go Fighter 20 and just put a lot into UMD/Cha - [S]or you could just buy a lot of potions[/S]). I've run high-level adventures in 3.0; here are the defenses I can come up with: 1) Stay out of range. Difficult in 3.5, where you can't just be hasted and Dimension Door/ Teleport every round. Flying will do, if the player with the mount has no way to make it fly (unlikely at LV 20). 2) Displacement (assuming that the PC can't counter with Blindsight or True Seeing). Quite possible at LV 20. 3) Ethereal (assuming not a ghost-touch weapon). 4) High AC. Possible, but rare - the higher the AC, the lower the other defenses need to be to keep the same CR. At high levels, if a front-liner's primary attack misses (other than a nat 1), that likely means that they're fighting something well above their CR. 5) High HP. This is the most likely one. Of course, that dosen't mean it won't do 100+ points of damage, but at least the creature will survive that attack. 6) Leave after the casting of True Strike. Or just get out of range for 1 round. 7) DR. The problem is that in 3.5, this isn't all that high (heck, in 3.0, it isn't that high around CR 20). Sure, it negates some damage, but the vast majority will get through. For that matter, some damage from the base attack should get through. And, of course, the weapon may defeat the DR. I agree with you that it's less of a problem than 3.0's Harm or Time Stop. I do think that it's significantly stronger than any other core LV 1 spell at high levels. Edit: due to Hypersmurf's correction. [/QUOTE]
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True Strike as a Swift Action
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