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Author Topic: D&D: The mercenaries - Game Concluding  (Read 129018 times)

Heron TSG

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Re: D&D: The Mercenaries - Sessions Friday nights
« Reply #720 on: October 30, 2010, 06:05:11 pm »

Hrm... I must find something that is its exact opposite so that I can counterspell like craaAAAaaAzy.
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Reese

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Re: D&D: The Mercenaries - Sessions Friday nights
« Reply #721 on: October 30, 2010, 06:48:01 pm »

Hrm... I must find something that is its exact opposite so that I can counterspell like craaAAAaaAzy.

Dispel Magic, it can be used as a counterspell for everything. :D

Quote from: d20 SRD
Counterspell

When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.
http://www.d20srd.org/srd/spells/dispelMagic.htm
http://www.d20srd.org/srd/spells/dispelMagicGreater.htm

OK, so you have to make a dispel check 1d20+caster level, max +10 against DC 11+caster level of spell to be countered, and granted this spell will have a caster level of 15 when cast by lord house plant with 15 levels of wizard, meaning you're attempting 1d20+10 vs DC 26 unless you use greater dispel magic, which is only a 25% chance to success without feats and class abilities that boost dispel checks... but that is still better than nothing!

--edit--

Though I note that Lord houseplant's character sheet indicates he only memorized the spell once... and he does not know Mage's lubrication, which allows one to recall one spell of level 5 or lower that you have already cast in the last 24 hours.
« Last Edit: October 30, 2010, 06:52:51 pm by Reese »
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Lord Shonus

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Re: D&D: The Mercenaries - Sessions Friday nights
« Reply #722 on: October 30, 2010, 06:50:50 pm »

That's his leftover spells.
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Reese

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Re: D&D: The Mercenaries - Sessions Friday nights
« Reply #723 on: October 30, 2010, 06:53:44 pm »

Ah, fair enough, I guess that means he was all ready to finish off any survivors with one more casting of it if he'd stuck around.
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Heron TSG

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Re: D&D: The Mercenaries - Sessions Friday nights
« Reply #725 on: October 30, 2010, 09:57:37 pm »

That sounds like a spell that could be useful as long as none of us are in the area. More so than a fireball, even.
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RAM

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Re: D&D: The Mercenaries - Sessions Friday nights
« Reply #726 on: October 30, 2010, 11:26:36 pm »

It only works on people with no hit points. Monsters have hitpoints. Therefore it is useless...
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RAM

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Re: D&D: The Mercenaries - Sessions Friday nights
« Reply #728 on: October 31, 2010, 12:18:03 am »

Bebilith, CR10, 150 HP
Androsphinx, CR9 114HP
Tojanida, Elder, CR9 127HP
Couatl, CR10, 58HP, +10 will save
Delver, CR9, 145HP
Dragon, Red, Juvenile, CR10, 168HP
Zelekhut, CR9, 74HP, immune to death effects
Rakshasa, CR10, 52HP, +7 will save, 27SR

The CR 10ish monsters, which are what we would expect to encounter, sare generally highly resistant to that sort of spell. The only vulnerable critters I found in a random flick through the SRD were the Rakshasa, which are generally solitary, and have enough Spell Resistance that you are better off using acid arrows. And Couatl, which are intensely rare, solitary, good aligned, and seem to have sacrificed their hit points in order to be a mass generalist...
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Heron TSG

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Re: D&D: The Mercenaries - Sessions Friday nights
« Reply #730 on: October 31, 2010, 12:48:32 am »

You mean anything under 90 hp that fails a will save. I only failed it that first time because I forgot 10 points of my base will save, but I guess against really unlucky people you'll have some luck.
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Reese

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Re: D&D: The Mercenaries - Sessions Friday nights
« Reply #731 on: October 31, 2010, 01:07:36 am »

Don't forget the reason it was so effective against us was that the caster was level 15 in his class (and a higher CR than that- The template raises the CR by 2)

Quote
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

A pity the museum is probably considered a public place, or we wouldn't have had this problem in the first place.

also noting "damage reduction 10/silver and magic":
any magical weapons we had with a +1 or better should have been penetrating his DR and doing full damage. I am not completely clear on if a bow confers the magic property to the arrows fired, so I won't say anything about the arrow hits I got on Ficus, but I'm sure everyone else's weapons were +1 or better.
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Heron TSG

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Re: D&D: The Mercenaries - Sessions Friday nights
« Reply #732 on: October 31, 2010, 01:21:17 am »

if it's silver and magic, we'd have to have magical silver weapons.

Or did you mean silver or magic?
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Reese

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Re: D&D: The Mercenaries - Sessions Friday nights
« Reply #733 on: October 31, 2010, 01:32:52 am »

silver OR magic; the more things listed, the more things break the DR- that's why the magic spear block item in the treasure list is DR 10/slashing and bludgeoning

and a barbarian's DR 3/- can't be circumvented by any physical attacks.
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RAM

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Re: D&D: The Mercenaries - Sessions Friday nights
« Reply #734 on: October 31, 2010, 06:57:48 am »

It needs both silver and magic to bypass DR. A good example of the difference is in the demons section. The first entry, the relatively weak Babau, has DR10/cold iron or good. While the second entry, the powerful Balor, has DR15/cold iron and good. Vampires have DR10/silver and magic...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!
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