Author Topic: That Damned Shivering Touch  (Read 12460 times)

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Sinfire Titan

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Re: That Damned Shivering Touch
« Reply #20 on: March 03, 2011, 02:33:57 PM »
solid fog has no SR either... why not use both.

Because Grease is 1st level?


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RobbyPants

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Re: That Damned Shivering Touch
« Reply #21 on: March 04, 2011, 09:42:22 AM »
Why waste Solid Fog when Grease does the job just fine (and with no SR)?
Grease isn't as certain.  If this thing has a Dex of 6, it still makes the Balance check 45% of the time.  On a good roll, it could still get out in one round.
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SneeR

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Re: That Damned Shivering Touch
« Reply #22 on: March 04, 2011, 02:36:41 PM »
Does Grease affect a creature if not all of the creature's squares are affected by the spell?
By this I mean only 2x2 squares of Mr. MegaZord's 4x4; does he still trip up?
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I don't know if the designers meant you to take Skill Focus for every feat.
Sounds a little OP.

The monk is clearly the best class, no need to optimize here. What you are doing is overkill.

It's like people who have no idea what a turn signal is. They ruin it for everyone else.
When another driver brandishes a holy symbol and begins glowing with divine light, seek cover or get spattered with zombie brains. I do not see what is so complicated about this.
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altpersona

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Re: That Damned Shivering Touch
« Reply #23 on: March 04, 2011, 02:59:14 PM »
darkness [marble]

small bells

move silent / silence

archery


cast your darkness on that pebble over there, toss it at the boss.

move silent or otherwise stop making noise.

toss small bells periodically to he other side of the boss.

distance your self from the boss, continue to toss small bells. ghost sound ventriloquism probably works better but thats another casting (range limits).

blast away, quietly

i forgot, unseen servant to move the darkness with the boss for you.

alternatively, cast darkness on a raw egg and peg the boss with it. ymmv.
« Last Edit: March 04, 2011, 03:06:11 PM by altpersona »
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altpersona

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Re: That Damned Shivering Touch
« Reply #24 on: March 04, 2011, 03:04:52 PM »
also, depending on its will save, sanctuary can be a bitch.

if only one target is presenting its self, and is subject to sanctuary, the other unpresented target can attack freely. once the creature has used its attacks.
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Tenebrus

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Re: That Damned Shivering Touch
« Reply #25 on: March 09, 2011, 01:11:31 AM »
Sorry, this thing is CR 10?  Really?  An off-the-shelf stone golem is CR 11, and it doesn't have 80 feet of reach.

SneeR

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Re: That Damned Shivering Touch
« Reply #26 on: March 09, 2011, 01:34:04 AM »
Sorry, this thing is CR 10?  Really?  An off-the-shelf stone golem is CR 11, and it doesn't have 80 feet of reach.

Is that so unbelievable?

A Stone Golem gets many things this thing doesn't, starting with full attacks, two actions per turn, and freaking slow every two rounds. I want that golem and my construct here to be comparable in resource drain: HP, spells, items, and the like. You should know that being a straight-up bruiser, no matter how mighty, won't get you too far.

Besides... 80 ft speed, not reach.
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SneeR
[spoiler]
I don't know if the designers meant you to take Skill Focus for every feat.
Sounds a little OP.

The monk is clearly the best class, no need to optimize here. What you are doing is overkill.

It's like people who have no idea what a turn signal is. They ruin it for everyone else.
When another driver brandishes a holy symbol and begins glowing with divine light, seek cover or get spattered with zombie brains. I do not see what is so complicated about this.
[/spoiler]

Agita

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Re: That Damned Shivering Touch
« Reply #27 on: March 09, 2011, 01:11:14 PM »
There's also the fact that golems in general are over-CRed due to Magic Immunity really being anything but.
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Sunic_Flames

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Re: That Damned Shivering Touch
« Reply #28 on: March 09, 2011, 02:17:24 PM »
There's also the fact that golems in general are over-CRed due to Magic Immunity really being anything but.

And constructs having terrible saves, presumably for the same reason. Even though not all constructs even have that ability...
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Tenebrus

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Re: That Damned Shivering Touch
« Reply #29 on: March 10, 2011, 10:31:58 PM »
Sorry, this thing is CR 10?  Really?  An off-the-shelf stone golem is CR 11, and it doesn't have 80 feet of reach.

Is that so unbelievable?

A Stone Golem gets many things this thing doesn't, starting with full attacks, two actions per turn, and freaking slow every two rounds. I want that golem and my construct here to be comparable in resource drain: HP, spells, items, and the like. You should know that being a straight-up bruiser, no matter how mighty, won't get you too far.

Besides... 80 ft speed, not reach.

My bad! :blush

McPoyo

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Re: That Damned Shivering Touch
« Reply #30 on: March 14, 2011, 03:43:54 PM »
Anything that modifies the terrain, as well. Transmuting the ground below it into mud or slipsand, then turning it back to stone more or less "defeats" it, since it can't do anything, and in the case of a ground->sand->glass, even if it can make the dc 12+1/inch str break DC, it takes damage each time it does, so...
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Cal349

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Re: That Damned Shivering Touch
« Reply #31 on: March 16, 2011, 05:32:49 PM »
And even if constructs weren't immune to ability damage, the Magic Immunity ability makes it immune to that specific spell.

This is why I love throwing constructs at my players occasionally, just to keep them on their game. Some of them rely on magic far too much.  :D

Tenebrus

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Re: That Damned Shivering Touch
« Reply #32 on: March 29, 2011, 03:12:02 PM »
There's also the fact that golems in general are over-CRed due to Magic Immunity really being anything but.

Not my experience.  I advanced some web golems to 17HD and they seemed every bit up to their CR or more.  Of course, CR is really subjective.