Death-Lok's Age of Worms Campaign (Inactive)

Game Master Death-Lok


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Female
ATK:
Ranged +11, Melee +13
Half Elf Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

Kay cannot take part in the conversation as she is stone... again...regardless it was fun. even if fate was against us.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Unless i missed somthing a 26 would save with a 26 int.. 10+6+2+8 = 26, Sig and Kay made 26 on a none heightend version.. Sry if i came off as a critic, its just this place is hard enough without a custom tailored enemy is all.. I apologize..


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Kaydanna it looks like we're paused waiting for you to choose an action this round for your summoned Azata

@@Elise spell perfection doubles bonuses like Spell Focus, Greater Spell Focus etc. If the Wizard has both that would be +4 to the DC.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Ah yea, forgot about that.. Bummer..


Female
ATK:
Ranged +11, Melee +13
Half Elf Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

Apologies- I am in the office and will leave within the hour and will post when I get the chance.


Also waiting for Oreana's Maze roll this round, unless she wants to roll a whole bunch to see when she gets out.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Of course he would go improved invis in the 1 round left before i come out of the maze.. Man this guy has the exact spell he needs eveytime it seems..

Now to run or die with the rest.. I suppose there is a small chance if the die rolls fall in my favor. Im guessing they wont though with mister need double high 20 fort saves every round..


Lol...I knew you would think that. No, he just went invisible, it has a longer duration. He will appear if you make saves.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

He is a nasty bugger for sure.. Im not sure if I coulda have played my mage better and I've battled from 1st to 19 2/3rds in pfs with her..

Hopefully Oreana can still handle him if I go down.. Id hate to have to build another character..


Female NG elf evoker 7 | HP: 44/44| AC: 16 (14 Tch, 13 Fl) | CMB: +6, CMD: 15 | F: +4, R: +6, W: +6 | Init: +3 | Perc: +9, SM +2 | Speed 30ft | [spoiler=Spells]4th 3/3; 3rd 4/4; 2nd 6/6; 1st 7/7| Active conditions: None.

The thing is that Oreana would probably be able to kill him after 2-4 attacks but the sheer amount of spells that he could cast to delay her is absurd... for an example, just another mirror image could delay her 2-3 rounds and she will eventually fail one saving throw.

LOL if he dispels her flying spell he could stay out of her reach for good and her ranged attacks are easily avoidable by many spells...


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

By my count he's used 4 6th level spells now, at least 2 7th and an 8th. Not sure what other buff he might have up either.. Mind Blank for example.. He can't keep stone to fleshing forever and you have the buffs to survive most evocation spells for a while.. Might not be as bad as you think. Also you have a bow with smite evil.. That right there could be it if I fail to kill him..

I've had good success with the readied action spell duels before.. Perhaps it is still winable.. Trying to stay optimistic at least..


Actually, for the first 8 rounds of combat, it's been 2 6th, 2 7th, 2 8th, one 3rd level spell, one 2nd level spell, so he's got plenty of petrification left for you! :)


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

I was just going off what u said in an earlier post.. You were at 2 then and u cast grater dispel on the azata and another 6th on me.. That makes 4 used.. With a 28 int u have 5 at 15th, thats not to say u dont have 7th and 8th left..


He cast dispel magic on the azata. So he's up to 4 6th level spells after this round and of course, he can use higher level slots too, as you stated.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

You rolled +15 on the dispel check, only greater goes higher than +10.. Is why i said that..


That was 3.5. In PF only difference between greater and normal now, is number of effects dispelled and greater has area dispel.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Well f&*@ a duck so it is.. Ive been rolling +10 on normal forever.. Hey how about you be a little less min max there bro.. Diviner Xmuter specialist really.. You really were trying to tpk us..


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Gotta confess that a Foresight Diviner must be the toughest Boss Wizard to go up against. They are VERY resilient.


Not a transmuter, just diviner. It made sense with the whole Prophet of the Age of Worms vibe I was going for.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

I understand hes a diviner.. What i meant was that is a diviner focused on transmutation.. A foresight one at that, so either by luck or design your fluff fit right into the strongest mix of wizard abilities available..

One could argue conjuration(teleportation) is better, but only as a group mage imo.. Foresight is by far the the best defensive build..


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Playing Devils advocate.... He is going up against 5 somewhat optimized characters.... I admit that I used every trick I could think of to maximize Rav. . Although I did miss one a race trait adding +2 to Init instead of perception.

Your Radiant Servant is no slouch either. . It's just unfortunate that the tiefling is not undead so that more of your abilities could come into play.

But wow Foresight has incredible save buffing abilities. . If I didn't need the Admixture ability as a blaster Ravarels school definitely would have been Foresight


I wanted him to be a diviner because of the fluff but of course then had to give him offensive abilities and I looked around for different builds. I saw a nice disintegrate one, again with Spell Perfection, but it did not fit his passive personality to disintegrate his foes in combat. So built it around Flesh to Stone. And the Bouncing metamagic just fit nicely as did Heighten to up the save DC. I did not think I would run out of the spell though. Very nice tactic with the readied action.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

With him winning initiative and Im not sure what we coulda done different.. I buffed all i could have.. She was prepared for the undead spellslinger thing not ubber mage so..


I rolled really well too, as you pointed out. Mass Suffocation is 9th level spell; too high for him. :)


Female NG elf evoker 7 | HP: 44/44| AC: 16 (14 Tch, 13 Fl) | CMB: +6, CMD: 15 | F: +4, R: +6, W: +6 | Init: +3 | Perc: +9, SM +2 | Speed 30ft | [spoiler=Spells]4th 3/3; 3rd 4/4; 2nd 6/6; 1st 7/7| Active conditions: None.

Lol it looks it is Oreana's time to act... I'll try to finish him!


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Sooooo.... We fast forward to Oreana escaping from the Maze?


Sorry for delay, will post tonight.


Female NG elf evoker 7 | HP: 44/44| AC: 16 (14 Tch, 13 Fl) | CMB: +6, CMD: 15 | F: +4, R: +6, W: +6 | Init: +3 | Perc: +9, SM +2 | Speed 30ft | [spoiler=Spells]4th 3/3; 3rd 4/4; 2nd 6/6; 1st 7/7| Active conditions: None.

Hum... is everything ok? Just poking around...


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

It seems this might have died..


Doesn't look good.... Too bad. I was enjoying playing a higher level character for a change.

-Posted with Wayfinder


Female NG elf evoker 7 | HP: 44/44| AC: 16 (14 Tch, 13 Fl) | CMB: +6, CMD: 15 | F: +4, R: +6, W: +6 | Init: +3 | Perc: +9, SM +2 | Speed 30ft | [spoiler=Spells]4th 3/3; 3rd 4/4; 2nd 6/6; 1st 7/7| Active conditions: None.

Perhaps... this is actually the most dangerous thing about a TPK... many times it also kills the game! Will give a couple more days before officially bowing out.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

I can wait. Not like it costs any to leave the game on the list.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Yea I was more or less trying to bait a GM response.. And its not a tpk yet! He's outa Flesh to Stones so you may take him yet Oreana!


On vacation til Sunday. I will have net access but posting rate will be reduced. Please bot me if necessary.

not that this notice appears relevant to this campaign sigh

-Posted with Wayfinder


Female
ATK:
Ranged +11, Melee +13
Half Elf Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

been 2.5 weeks. he may show back up. I will give it a month before i consider it dead.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Way I see it, it doesn't really cost me to leave it in my list in case they come back. It was a promising game.


Sorry for absence (work + summer + holidays). Hope Oreana is still around.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.
Kaydanna Krysstalla wrote:
If all of us are stone and it would take some time to unstone us, wouldn't that also give her time to recover his used spells if it is more than a day?

Kay it looks like it's just Oreana and Rav in Magepoint now looking to do a real quick shopping trip before coming back to rescue the rest of the team.

I'm open to suggestions but I really think the best tactic for this rescue mission is to come back immediately after stocking up on Stone Salve and a couple of scrolls so that that Damn Wizard can't regain any of his spells.

If he regains all his spells Oreana and I would not stand a chance. But now that he's down to spells 5th lvl or lower we stand a chance ...I think. I hope.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

sadly irrelevant for this game but posting anyway

I am about to board my flight. I will be on vacation until next sunday. I will have internet access but my ability to post will be significantly reduced. I will try to keep up. But please bot me if necessary


Sorry all that I disappeared. Basically, I could not figure out a reason why the wizard would not fling the statues of the petrified party members down the shaft with his ring of telekinesis (or getting rid of you some other way) thereby killing 3 of the 5 party members and I had already killed 2 party members, so it was going to kill any momentum the game had, as only one original team member was going to remain. Then he would have hidden until he recovered his most powerful spells the next day and fought you again. I just felt I had to confess that. I hope you are all enjoying your current games.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

So you've just killed the game?

Well as a piece of advice, if you want long running campaigns, don't design encounters as party wipes with minimal chance of survival for the PCs. Giving them at least a 50% chance of winning is generally a good idea. We didn't even come close to that. Heck, I doubt we had 25%.


Female
ATK:
Ranged +11, Melee +13
Half Elf Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

Good luck on the boards folks. Please make this inactive for Kaydanna.


Siggut Frost wrote:

So you've just killed the game?

Well as a piece of advice, if you want long running campaigns, don't design encounters as party wipes with minimal chance of survival for the PCs. Giving them at least a 50% chance of winning is generally a good idea. We didn't even come close to that. Heck, I doubt we had 25%.

Yeah, thanks. I was so focused on battling the dazing balls of lightning, I made a specialist wizard and even though his CR was 1 above the party, Spell Perfection at 15th level is a game-changer. My apologies, I enjoyed the group.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

You could always have us make new characters. I'd be game to give it a new shot. High level games are rather rare.


I think we should make it a 3.5 rules game then or limit the PF rule books allowed. If not, we're going to run into the same balance issues. I also don't know if the rest of the group would be game to continue. Thoughts?

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

I'd prefer PF simply because I hate building characters outside of Hero Lab anymore. Not exactly sure how one might limit PF in a way you have in mind, but then I'm not sure what you have in mind.


I would like to continue as well... High level games are rare. I have not been able to find another since our hiatus. I think we had a better than 25%chance against the wizard... We were given fate rerolls to boost our chances, we just had some poor luck with our save rolls.. And maybe our tactics could have been a little better.

I would prefer keeping it Pathfinder... Haven't played 3.5 in a very long time.

I feel like the balance issues you are concerned with are just Ravarel and Dazing. I can't think of anything else you might be concerned with in this group.

I have a proposed nerf to Dazing Metamagic :
Every size category above medium receives a cumulative +2 bonus to its save. And an affected creature gets a save every round after the first to act normally for that round with a cumulative +2 bonus for every round of duration after the first. If the Dazing damage is of a continuous nature (Ball Lightning for example) the affected creature does not recieve the +2 bonus but may still make a save each round to act normally.

I think this is a good fix to your balance concerns... Thoughts?

-Posted with Wayfinder


Good point about the Herolab, Siggut. I was referring to how broken mages are at 15th level with Spell Perfection, as I just illustrated with the TPK. With all the metamagic feats (Dazing, Persistent, Bouncing, etc.) available, it's hard for the other classes to keep up. Imagine if I brought out the wizard with minions! And in the AoW AP, at high levels all the bad guys have sorcerer or wizard levels. Since it is a 3.5 module, the designers just added a bunch of caster levels to bump the creatures' CR to match the party.

Wabbit, I think the best resolution for the Dazing Spell is that it simply functions as the Daze spell, with regards to whom it affects and who is immune. I know that would mean undead are immune and this is an undead trying to bring about the end of the world campaign but there are plenty of parts of this AP with non-undead, such as evil outsiders, dragons, giants, humanoids, etc. Your Dazing spell would be very effective; you just can't be a one trick pony and need to have other spells for when the undead show up. What do you think?

I would like to continue the game as well. Just wanted to hear your thoughts. Leave as is and just modify Dazing Spell? Allow Wabbit to remod his character in the face of these changes? I don't know. Just asking for opinions.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

I don't think it to be an unreasonable interpretation that undead are immune to daze as is. The fact that it doesn't happen to be on of the named mental conditions that undead are generally immune to has always felt like a loophole to me more than something reasonable. I wouldn't allow it to work on undead in my campaigns. They are supposed to be immune to most mind affecting stuff, and daze simply is mind affecting.


I have no problem with making Dazing mind affecting with the result that undead are immune.

At high levels huge and colossal enemies have poor reflex saves... I have no desire to trivialize an encounter with a great wyrm who has a reflex of +13 but a will of +23.

Original Dazing metamagic feat :
You can daze creatures with the power of your spells.

Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell.

Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spell’s actual level.

Spells that do not inflict damage do not benefit from this feat.

My proposed nerfed Dazing metamagic :
You can daze creatures with the power of your spells.

Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell.

Dazing is a mind affecting effect. And therefore creatures like undead are immune.

once a creature has been affected by Dazing every round after the first it can make a Will save to act normally for that round. If the creature is subject to continous damage (Ball Lightning for example) it receives a -2 penalty to its Will save to act normally for the round

the logic behind these changes is that high level enemies tend to have reflex as their poor save particularly huge and colossal enemies. Giving enemies a chance to resist the Daze round by round after the initial round with their stronger save (Will) weakens the power of Dazing metamagic significantly. I think this is a fair nerf that allows me to continue using Daze without overpowering encounters

Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spell’s actual level.

Spells that do not inflict damage do not benefit from this feat.

I'm interested in continuing with Ravarel as is with the nerfed Daze feat.

-Posted with Wayfinder

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