Author Topic: Nearing the End Battle. Need Help Picking Spells  (Read 4612 times)

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Alastar

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Re: Nearing the End Battle. Need Help Picking Spells
« Reply #20 on: February 02, 2010, 11:25:48 PM »
Area: 40 ft./level radius cylinder 40 ft. high
Duration: 10 min./level
Saving Throw: Fortitude negates
Spell Resistance: No


Control wind's stats makes it that you simply have to wait until they are at 400 feet from you, then cast it, then start shooting, you should cast freedom of movement and any other spell as soon as you hear them.

kevin_video

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Re: Nearing the End Battle. Need Help Picking Spells
« Reply #21 on: February 02, 2010, 11:28:23 PM »
I don't

Buff with freedom of movement, THEN CAST CONTROL WIND!

Seriously, it's not really hard to get, what don't you get?
The part of WHEN I cast the Control Wind spell. Do I wait until the enemies are within 80 feet? Later, earlier?
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veekie

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Re: Nearing the End Battle. Need Help Picking Spells
« Reply #22 on: February 03, 2010, 01:43:21 PM »
Given that they're outsiders who teleport, I'm pretty sure getting the bulk of them within range should be fast enough if you don't let on to your tactics.
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PhaedrusXY

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Re: Nearing the End Battle. Need Help Picking Spells
« Reply #23 on: February 03, 2010, 04:04:56 PM »
I don't

Buff with freedom of movement, THEN CAST CONTROL WIND!

Seriously, it's not really hard to get, what don't you get?
The part of WHEN I cast the Control Wind spell. Do I wait until the enemies are within 80 feet? Later, earlier?
Cast it if you can get the glabrezu and nabassu within the area at the same time. It doesn't really matter what you do before or after much, although I'd probably have Freedom of Movement up and running beforehand, if you know the fight is coming, just in case you have to cast it right on top of yourself. Hell, I'd go ahead and just buff with everything if you know the fight is coming. If they dispel it, that just gives you a round to catch them in a freakin' tornado, and then pincushion them! :lmao
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kevin_video

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Re: Nearing the End Battle. Need Help Picking Spells
« Reply #24 on: February 05, 2010, 10:01:14 PM »
Off to go try my luck tonight. Somehow I'm thinking that with my luck, he's going to make all of their Fort saves.
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kevin_video

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Re: Nearing the End Battle. Need Help Picking Spells
« Reply #25 on: February 06, 2010, 04:13:14 AM »
We're still fighting, and two players couldn't make it today so we had two NPCs join us (unless the magma drake is supposed to team up with us then that's just story then). But I adapted a few spells, and I gotta say that this is turning out to be one heck of a fight. Everyone's very much still alive too. Well, one guy's down to 1 HP, but he's immortal and a Blade of Ragnarok epic destiny character so even if he dies he'll just vanish and pop up in a mountain somewhere.

Gotta thank you guys for the suggestion of control winds though. They didn't see it coming, and even though they get back 5 hp a round, it still gave them a beating. Of course they kept making their saves so it only did so much, but it still kept them at bay for couple of rounds. Especially that one who rolled a 1 on their save.
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Alastar

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Re: Nearing the End Battle. Need Help Picking Spells
« Reply #26 on: February 08, 2010, 11:04:41 PM »
There's no save on tornadoes, but heck :P

kevin_video

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Re: Nearing the End Battle. Need Help Picking Spells
« Reply #27 on: February 08, 2010, 11:06:15 PM »
There's no save on tornadoes, but heck :P
It was read as "Fort negates". So we agreed that the Fort save would still make him take damage, but he wouldn't travel with the tornado when it moved the 40 feet. Thankfully one failed.
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kevin_video

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Re: Nearing the End Battle. Need Help Picking Spells
« Reply #28 on: February 13, 2010, 03:15:22 AM »
Still very much alive (only taken 1 CON damage so far making it 15 HP lost), and everyone's still very much alive. I'm almost wondering if the DM's pulling punches, but then again we did revise the instant death attacks to do the 20d6 and 40d6 equivalents that Pathfinder uses. That could have a lot to do with it, but that's really only for the NPCs since none of us have had to worry about it. That, and I'm immune to gaze attacks and the mass of multiple images being cast thanks to my blindfold giving blind sight 30 ft.

As faulty as our characters may seem, I'd say that we're doing extremely well. Mostly because we're not human. I haven't even had to use any of my pearls of power, or the rest of my spells yet. Granted all the NPCs have teleported away and are currently fast healing so that they'll be ready to pound on us during round 2, but we're okay with that.

And we're even down three PCs so we're doing that much better again. What's funny is I totally forgot about one particular player, and his character, because he was only able to join us for the first few sessions before he got transferred. He's a human rogue. He was the only human in the entire party to begin with. However, I'm sure if he was still around his bloodline traits would have kicked in by this point.

I will say this though. I've come to learn first hand why it's absolutely crucial for a main spell caster to stay as one, and not vary too much. Even with Practiced Spellcaster, the kobold is still only 11th level for all spells that aren't force. That's ridiculous. At least he's got SR though.
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GawainBS

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Re: Nearing the End Battle. Need Help Picking Spells
« Reply #29 on: February 13, 2010, 09:50:19 AM »
I will say this though. I've come to learn first hand why it's absolutely crucial for a main spell caster to stay as one, and not vary too much. Even with Practiced Spellcaster, the kobold is still only 11th level for all spells that aren't force. That's ridiculous. At least he's got SR though.

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kevin_video

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Re: Nearing the End Battle. Need Help Picking Spells
« Reply #30 on: February 13, 2010, 10:08:29 AM »
Yaj, my thousand of pages of e-mails have not been in vain! :clap
lol Well when they're swift actions that imbue the weapon itself or don't need to get past SR it doesn't really matter, or if you're just a half caster level character, but when you're a sorcerer it's incredibly important. Being CL 11 just doesn't cut it when you're in an EL 20 fight and their average SR is 25. At no point should your dispel magic need a roll of 15 or higher.
I reject your reality, and substitute my own.

When God gives you lemons... it's time to find a new God.

Like D&D Freakouts? Check out this 4th Ed one.