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Everyone wondered WTF when Palador ChibiDragon wrote:
I might be wrong on this, but I don't think Drow can see through magical darkness. You would be as blind as anyone else untill you drop it.
Right. Magical Darkness doesn't allow any kind of vision except maybe True Seeing to see through it. Drow only are marginally better at dealing with it since they are trained to make the best use of their innate powers (using hearing and smell within it, etc.)
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Palador ChibiDragon had this to say about Captain Planet:
I might be wrong on this, but I don't think Drow can see through magical darkness. You would be as blind as anyone else untill you drop it.
You are correct, sir. Darkvision doesn't punch through magical darkness. Covered in the hand books somewhere, and even in the Forgotten Realms novels! And remember, Your caster level with your Drow spells is pretty shitty.
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Redmage Darkrayver enlisted the help of an infinite number of monkeys to write:
The Campaign starts at level 4. I eventually want to get in on another group and start from scratch.
Oh, starting at level 4 I have no problem with. Hell, I generally start my PCs off at level 2 simply because level 1s die too easily. I also like giving them the 900 starting gold instead of the random crap gold or starting packages (have you seen what a Monk's starting gold is at level 1?).
I don't have my Monster Manual handy, but I think Drow have a level adjustment of +7. That's what I was calling shenanigans on. Heh.
quote:Level adjustment on the Drow is only +2. You can look it up here when books are not readily available.
Ninety-nine bottles of Densetsu on the wall, ninety-nine bottles of Densetsu...
I don't have my Monster Manual handy, but I think Drow have a level adjustment of +7. That's what I was calling shenanigans on. Heh.
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Nobody really understood why `Doc wrote:
Level adjustment on the Drow is only +2.
Is it really? I was thinking at least +4, but I was pretty sure it was +7.
Oh well! That's what I get for being too lazy to go out to my car!
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So quoth Palador ChibiDragon:
I might be wrong on this, but I don't think Drow can see through magical darkness. You would be as blind as anyone else untill you drop it.
Under standard rules, nope. It's a magical darkness, which Darkvision is helpless against. While it does make good sense, it has been house-ruled out in my DM's current game.
i'll run it by my DM tonight on our mini campaign
Drow darkness cannot be seen through, this is stated a hundred different times(literally, this isnt an expression) that they cant see through it.
They use it for games, for duels, for blocking off sections of cities during raids, for everything.
You cant see through it.
A house rule of "drow can see through a drows own orb of darkness" would go against every rule ever made for dark elves.
Take aim with a bow, put the darkness on the arrow, then fire. (Yah, that's not exactly easy to do in combat, but it's easy to manage out of combat.) A good archer will be able to drop the darkness in the middle of a group of adventurers. Other drow then open up and hit the area with a hail of arrows, fireballs, ect. The people in the darkness won't be able to see what's coming, denying them AC bonus from DEX, and making it harder to get out of the area.
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Palador ChibiDragon had this to say about the Spice Girls:
However, if they can put the darkness on an object, then it does have extra uses.Take aim with a bow, put the darkness on the arrow, then fire. (Yah, that's not exactly easy to do in combat, but it's easy to manage out of combat.) A good archer will be able to drop the darkness in the middle of a group of adventurers. Other drow then open up and hit the area with a hail of arrows, fireballs, ect. The people in the darkness won't be able to see what's coming, denying them AC bonus from DEX, and making it harder to get out of the area.
That is officially awesomesauce.
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Phantom X wrote, obviously thinking too hard:
gr8
ARGHGHRGAHAGHGHRGHGAghaghagharghgrhgrargh...
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Phantom X had this to say about (_|_):
Any tactics on how to deal with extremly powerful, high level Wizard PCs that know too much about spell feats, and spell combos?
There's gotta be some way you can at least reduce their spellcasting power. Some kind of crazy antimagic field (although I believe Antimagic Field just diapels items and buffs, instead of actually preventing the casting of magic... Can anyone clarify?), or reduce their INT to single digits, or hell, even take out some of their protective gear and buffs, and a wizard becomes very easy pickings.
Now, you just need something to deal with the fighters. Throw a few rust monsters in there for kicks, if it would make sense. If the fighters engage the rust monsters, their shit will get fucked up hardcore. (Sorry, had to use that phrase.) A fighter with no equipment isn't a fighter at all.
I'm unsure about how you'd deal with the rogues, but maybe throwing some melee monsters at 'em would work. Prevent the rogue from sneak-attacking.
You'll need a combination of anti-magic and rust monsters to take out the cleric, but once you have those, they go down almost as easily as a wizard.
There ya go. Instant party-wipe, and if not, at least it makes for an absolutely hellish encounter.
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Phantom X had this to say about Pirotess:
Any tactics on how to deal with extremly powerful, high level Wizard PCs that know too much about spell feats, and spell combos?
Deprive them of the required 8 hours of sleep for several days, and you can start running them out of spells.
If it's a Wizard, they have a spellbook. And what happens when a Wizard loses his/her spellbook? I'm sure that, if they are a powerful Wizard, they have an impressive spellbook by now. A valuable spellbook, that someone might be willing to pay thives to obtain for them. Or, if it's a rival mage, to burn it.
Counterspells. Look up the rules, and the feats that can boost a NPC's ability to use them. Send a thief to catch a thief, send a mage to catch a mage.
Bad guys catch him and know he's a mage? Have them break his fingers. A knife to the throat of a familiar is a good way to catch the mage.
Rabid rust monsters. Not that it's something special to take out a powerful mage, I just like them. Nothing makes a party run away like rabid rust monsters.
Wild and dead magic zones, if the game world has them.
Opponents with spell resistance and immunities. They're out there.
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Check out the big brain on Phantom X!
Any tactics on how to deal with extremly powerful, high level Wizard PCs that know too much about spell feats, and spell combos?
Flurries of magic arrows. Even +1 arrows. +1 Arrows and monks are not a wizard's friend.
Arrows, because EVERY SINGLE ONE that connects forces them to make a concentration check. Plus it wears down some defensive spells, etc. And just about everyone can use a bow. +1 arrows get around the "Protection from Normal Missiles" spell (but don't tell Jan; she never quite picked up on that spell). Even spells that return one arrow to sender can only do it so many times a round, so if it's hit with five or six arrows...
Monks are also good because they can flurry attacks, and if it hits, the damage increases the difficulty of a concentration check. At level 20, a Monk rolls d20's plus whatever other damage, and they can flurry. Likewise, they get skills that let them evade ray/blast spells, etc.
sigpic courtesy of This Guy, original modified by me
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Phantom X had this to say about Duck Tales:
Any tactics on how to deal with extremly powerful, high level Wizard PCs that know too much about spell feats, and spell combos?
Sounds to me like you're just 'out to get' your PCs.
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Densetsu thought this was the Ricky Martin Fan Club Forum and wrote:
Sounds to me like you're just 'out to get' your PCs.
Eh, moreso than in 2e, things are more balanced. Yes a monk that gets in close can cause wizards a problem. But they DO have to get in close.
Plus all the evasion in the world won't save your ass when that disintegrate or PW:Kill spell hits.
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Just an hour ago some monsters from monster manual 2 got to use implosion at a CR 9 :-/
A level 17 wizard is a beast to stop.
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Elvish Crack Piper had this to say about Punky Brewster:
High end magic is a little hard to balance properly.Just an hour ago some monsters from monster manual 2 got to use implosion at a CR 9 :-/
A level 17 wizard is a beast to stop.
Only if you let them have it their way. Wizards CAN be forced to operate in situations they don't like. You just have to be clever.
sigpic courtesy of This Guy, original modified by me
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Palador ChibiDragon had this to say about Jimmy Carter:
I might be wrong on this, but I don't think Drow can see through magical darkness. You would be as blind as anyone else untill you drop it.
Quite, but if you snag blind fight your good.
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Phantom X had this to say about (_|_):
Thanks for the suggestions guys, ha ha, I had touched on most of those things, just never really focused on any of them. And yes, yes I am "out to get" my PCs. But they like it that way.
AHHHHHHHHHHHH!!!
NEWBIE!
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How.... Redmage Darkrayver.... uughhhhhh:
ECP, Think Drizzt Do'Urden. Renegade Drow. I'm thinking I should make him Chaotic neutral...possibly female (for comedy factors later)...Must find a belt of sex change
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Dr. Gee wrote, obviously thinking too hard:
I love that comic so much.
oh and:
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Phantom X had this to say about pies:
Any tactics on how to deal with extremly powerful, high level Wizard PCs that know too much about spell feats, and spell combos?
Poison his food. Assassinate him while he is sleeping. Kidnap someone of his family. Bribe him. Pretend to be some harmless person (merchant for example) and surprise him when you get close. Find some of his enemies to help you. Simply look for a diplomatic solution (and possibly betray him later) Etc. etc. Tarquinn fucked around with this message on 01-21-2005 at 04:07 AM.
Or maybe a trio specialist mages for evocation, abjuration, and conjuration and go crazy with that as a "boss fight"
Counterspelling sounds good in theory, and it worked well in 2nd Ed because of certain spells, but it doesn't float as well in 3rd Ed, because most of the true counterspelling and/or dispelling is often a bit higher level, and takes a bit to get to.
Still though, our campaign runs a fairly evil group of characters, and one of the best fights our DM ever put together was a group of good aligned adventurers who hunted us down and engaged us.
Was a real tough fight, our blackguard (blackguard is highly modified into a standard class in our world, for an evil Paladin, basicly) versus their Paladin, etc.
But it was lots of fun
And it was tough down to the bitter end. I mean our Blackguard bleeding to death almost on top of the dead paladin, their barbarian went KO because he came out of rage and lost his con bonus (I think), all sorts of crazy stuff.
Their red-cloaked wizard got away, and my character still searches for her in every city we go to, because I'm going to find her and choke her to death. I made that elf ranger my slave though, that was pretty nice. Then she caught an arrow in her head a few months later in a big huge battle.
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This one time, at Lashanna camp:
I mean our Blackguard bleeding to death almost on top of the dead paladin,
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Then she caught an arrow in her head a few months later in a big huge battle.
sigpic courtesy of This Guy, original modified by me
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Ja'Deth Issar Ka'bael had this to say about Optimus Prime:
I kinda wish I could play in a game where I could be an evil bastard. Problem is that the one time I did that, the other players I was working with were like "Dude...there's evil, and there's sick fuck bastard evil...rein it in"
The coolest evil guy I've ever seen was one played by my roommate. He was a necromancer that made undead servents that he sold to rich people.
He did good work. He would kill them, then instantly preserve and prepare the body, then animate it.
He did his best work with children.
He didn't think of himself as evil. He was just taking the children that had no intention of being productive members of society, and making them useful.
He also made interactive plush toys by putting animated rabbit skeletons into plush bunnies. He gave those away as presents to the children of his clients and to orphans.
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Palador ChibiDragon had this to say about Duck Tales:
The coolest evil guy I've ever seen was one played by my roommate. He was a necromancer that made undead servents that he sold to rich people.He did good work. He would kill them, then instantly preserve and prepare the body, then animate it.
He did his best work with children.
He didn't think of himself as evil. He was just taking the children that had no intention of being productive members of society, and making them useful.
He also made interactive plush toys by putting animated rabbit skeletons into plush bunnies. He gave those away as presents to the children of his clients and to orphans.
Raise a bunch of dead kids as skeletons and Skulltrap their heads, audible glamor them. Someone comes in, they're programmed to "Attack people entering, hug them, open mouth". Opening their mouth would trigger the Skulltrap. The audible glamor would be a child's voice saying "save us! save us!" or "help!" or whatever. Five or six of them in one abandoned classroom, sitting at desks.
Even if the victim survived getting hit with five or six blasts of negative energy, the psychological effect is just loverly.
sigpic courtesy of This Guy, original modified by me
For one example, a slaver; for another, a 'Sin Eater' type evil cleric.