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You shall fall before me!

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Lulz

Post some fun turns.
ZaxaresThacoBellgorgonzolaJuliusBorisovlolien

Comments

  • masteralephmasteraleph Member Posts: 270
    Curious what Sevitras is? I love Turn Undead and really want to play someone with a good turn undead, but also can't bring myself to play a pure-class cleric.
  • gorgonzolagorgonzola Member Posts: 3,864
    edited April 2020
    Curious what Sevitras is? I love Turn Undead and really want to play someone with a good turn undead, but also can't bring myself to play a pure-class cleric.

    then try fighter7->cleric or use anomen, aerie being multi is not a good undead turner in a large party, while she can do it in a small one.

    having a cleric some fights become quite trivial, you can make all but the boss explode in both the raids in bodhi's lair and in the unseeing eye quest and windspear hills one you have some areas filled with undeads, send a cleric invisible and turning and enjoy the fireworks...

    by the way the pure class cleric, better if priest of lathander, does not lack of power if you know how to use him. the boons can stack giving you plenty of apr and when properly buffed a cleric has the thac0 of a fighter of his level, 25 str without items (that other party members can use or can ber used to assemble the crom hammer to have 2 mlee fighters with 25 str at the same time), gains many hp and some ac and rolls every hit automatically for maxed damage.
    until debuffed a PoL can potentially be more effective then the best fighter for at least a battle/day and is also powerful when he is not spending the boons, even if then his apr in lower then the fighter one, but enough for most of the battles needed to reach that final boss of the quest.
    The dual can have GM and specialization, so is only half apr behind a fighter, has not the boon and the spike of power that stacking it allows, but does not really need it as his apr is good and even if dualed at 7 when buffed has a very high damage and good thac0, his only problem is that there are not speed weapons a cleric is allowed to use, but the 25 str he can get easily is enough to offset this problem.

    EDIT: clerics, being single class, dual or multi, should be buffed in the proper way, if you hate to buff and the little micro management that is needed to buff a cleric for combat, 3 spells cast in a precise order are needed, at higher level 2 can be enough to reach 25 str and go to fight, avoid it.
    the not buffed cleric, being dual or single class, is completely under used, is not a strong caster as a mage, has not the anti mage potential of a druid and is not enough capable of dealing meaningful damage both ranged and mlee.
    JuliusBorisovAewyrvenlolien
  • sarevok57sarevok57 Member Posts: 5,975
    i got way laid by this in a recent BG1 run;
    yuc6l3rv8rd1.jpg

    and this was the outcome;
    txt3fq989214.jpg

    thank the BG gods i had a wand of paralyzation or else that could have been a very bad outcome haha

    JuliusBorisovgorgonzolalolien
  • DanacmDanacm Member Posts: 950
    You can use paladain to turn, but max turn level is only 32 for them.
    Btw there is a turn table in there:https://pihwiki.bgforge.net/Baldur's_Gate:_Progression_Charts
    gorgonzolaThacoBelllolien
  • AewyrvenAewyrven Member Posts: 228
    edited April 2020
    Sevitras is a level 25 shadowdancer dual classed to a level 28 cleric chaotic good.

    Thief skills:
    Open lock 100
    Find trap 100
    Hide and move 140
    Detect illusion 100
    Thief HLA: use any item, shadow twin

    All cleric HLAs acquired.

    Familliar through scroll via UAI.

    Weapons: Angruvadal +5/Staff of Magi
    Backup weapon: Tuigan bow for pesky ranged things she cant reach, quiver plenty +2 80 arrow of biting and piercing.

    Shield: darksteel (primary) baldurs (2ndary)

    Rings: gaxx and lvl 25 granted lathander due to cleric levels.

    Helmet: helm balduran (has Vhailor if she needs the Simal tho it's rare with her loadout)

    Cloak: whispers of silence (non detect/primary), mirroring for backup heavy magic can see through the whispers cloak.

    Belt: internal barrier

    Boots: cheetah

    Neck: amulet of master harper

    Gloves: gauntlets of extraordinary spec

    Armor: Aslyferund chain.

    Quicks: 25 stack potion ofc, rod of rez for if shes grouped thiugh she does keep a res spell loaded, book of infinite spells set to true seeing (tho again she keeps true seeing loaded as a castable spell as well).

    Normal running buffs: remove fear, prot evil 10 foot, death ward, chaotic commands. They last forever due to her cleric level and with Angrus inate 22 str and lvl drain immune on top of asyls immunity to normal and your hell boost shes immune to +1 and lower hits, you dont need to seriously buff for trash.

    Typical engage, hips - backstab - staff - switch sword when hips off cd then hips backstab. Unbuffed for major battle shes hitting around 70 to 90 damage with the x4 backstab minus the fire bonus. If it's a mage thwack it with the staff to remove its stone skin then hips backstab and chunk the mage.

    Since she runs whispers true seeing cant penetrate it. Demon knights and kuo toast can see her.

    Battle buff shes stacks holy power - righteous magic - duhm which sets her to 25 25 21 str dex con with max damage every hit pushing her 85 to 95 off the backstab non crit. -13 thaco and ac. 3/2 apr self buffed so she can go nearly 4 apr 1 handed although the apr doesnt matter greatly since shes a backstabber so its cooldown waiting not swing waiting.

    She can further add in bless and chant and if she really wants to go crazy and push the thaco and ac lower. In addition shes setup to tri dish blade barrier globe of blades and aura of flaming death so she literally just saunters through a crowd and cuts them to death while stealthed. And yes she has the deva as a friend as well as heal rez and some other buffs.

    The lich turn was hilarious and earlier today she actually turned chunked the... elemental? Lich in bridge district that guards kangaxx stuff. I have also had her chunk the vamp in twisted rune and fear the lich leader there off her turn.

    It's fun and I know shes way op for soa but hey why not have some fun.

    Edit Note: she is legit made, no shadowkeeper or eekeeper. Shes actually short 1 int right now since I havent ripped her up to lum the mad and is missing the hell trial boosts si ce she was part of a group i made with another char as the charname.
    gorgonzolaJuliusBorisovlolien
  • AewyrvenAewyrven Member Posts: 228
    edited April 2020
    Side note to the above:

    While her gear is yeah endgame, the playstyle doesnt overly alter through SoA. You wont unlock most of your cleric HLA until well into ToB but you should if you completionist in a small group regain her shadowdancer levels before irenicus.

    While waiting for it you can reset your spell loadout to buff a major tank/group and bring to bear 5 ariel servants/skeletons while chucking around some hurt from the back lines with a sling (your str buffs apply to its dmg grab everard from cc) or dual purpose as a tank in full plate and shield and your uai boost to disappear with the staff while as a cleric if things get hairy.
    Alternatively rip around with foa and even reflection shield (to make u immune to missiles) and you become a great frontline tank. You can use imp haste scrolls to push 3 to 4 apr and lay on a beating while waiting for your dancer levels to unlock again.

    It's a swiss army kinda char and UAI stays in place even if you dont have your dancer levels unlocked but you gain prof pips in cleric as you level so you can rip with the foa fully frontline buffed using arcane scrolls. It's a really fun and nasty setup if you put the time in.
    gorgonzola
  • AewyrvenAewyrven Member Posts: 228
    edited April 2020
    gorgonzola wrote: »
    Curious what Sevitras is? I love Turn Undead and really want to play someone with a good turn undead, but also can't bring myself to play a pure-class cleric.

    then try fighter7->cleric or use anomen, aerie being multi is not a good undead turner in a large party, while she can do it in a small one.

    having a cleric some fights become quite trivial, you can make all but the boss explode in both the raids in bodhi's lair and in the unseeing eye quest and windspear hills one you have some areas filled with undeads, send a cleric invisible and turning and enjoy the fireworks...

    by the way the pure class cleric, better if priest of lathander, does not lack of power if you know how to use him. the boons can stack giving you plenty of apr and when properly buffed a cleric has the thac0 of a fighter of his level, 25 str without items (that other party members can use or can ber used to assemble the crom hammer to have 2 mlee fighters with 25 str at the same time), gains many hp and some ac and rolls every hit automatically for maxed damage.
    until debuffed a PoL can potentially be more effective then the best fighter for at least a battle/day and is also powerful when he is not spending the boons, even if then his apr in lower then the fighter one, but enough for most of the battles needed to reach that final boss of the quest.
    The dual can have GM and specialization, so is only half apr behind a fighter, has not the boon and the spike of power that stacking it allows, but does not really need it as his apr is good and even if dualed at 7 when buffed has a very high damage and good thac0, his only problem is that there are not speed weapons a cleric is allowed to use, but the 25 str he can get easily is enough to offset this problem.

    EDIT: clerics, being single class, dual or multi, should be buffed in the proper way, if you hate to buff and the little micro management that is needed to buff a cleric for combat, 3 spells cast in a precise order are needed, at higher level 2 can be enough to reach 25 str and go to fight, avoid it.
    the not buffed cleric, being dual or single class, is completely under used, is not a strong caster as a mage, has not the anti mage potential of a druid and is not enough capable of dealing meaningful damage both ranged and mlee.

    Indeed, for most things you only really need to use protection from evil 10 foot and remove fear. This covers the bulk of your party buffs. On your cleric they should death ward themselves when they get it and death ward CHARNAME as well as chaotic commands. The reasons:

    Remove fear is pretty self explanatory.
    Protection from evil 10 foot is a party buff, if effectivly gives you 2 more ac vs anything evil attacking your group and if somehow you or an enemy summons a demon, it cant see you.

    The ac boost alone is worth it, and undead are evil, demons and most dragons as well. So instead of having say a normal ac of -10 you have effectivly an ac of -12 and cannot be seen by demons so you can beat them to a pulp while they scratch their heads wondering why someone is thonking them on the head with pointy objects.

    Death ward protects you as the cleric (the guy if you have just you and CHARNAME still alive after a crazy fight, thus the ressurector) from instant kill spells.

    Ie: cloudkill, power word kill, finger of death, death spell, wail of the banshee ect. So obviously you cast this on CHARNAME since if they die you have to reload. You cast it on the cleric si ce if they die you have to go find a temple or burn charges on ur rod of res if u have one.

    Chaotic commands is again cast on your cleric (because when they are buffed they can do some serious hurt to your own group) and CHARNAME. This protects the recipient against charm domination confusion and psionic blast from mind players. Basically, you only lose control of your cleric and CHARNAME if they get full blown hit with a stun (which u can counter with a free action spell). Its like having the shield of harmony or lilarcor equipped on whatever char u cast it on.

    Using just these 4 spells, you remove a TON of headache and they last a long long time.

    Remove fear: 1 hour
    Prot from evil 15 feet: 1 turn/level. A turn is 1 minute real time. So a level 28 cleric like sevitras is 28 minutes long spell.
    Death ward: 1 turn/level see above.
    Chaotic commands: 1 turn/level see above.

    Basically those 4 spells last roughly a half hour playtime before they expire. Pretty sure you're going to rest more than once every half hour, so they last damn near forever.

    At that point you use battle spells. Things that last per round (a round is 6 seconds). You dont normally waste them o trash mobs. (Buncha half orc archers or mutated gibberlings) you use them come a boss fight. These depending on your cleric levels will last upwards of 1 to 2 minutes.

    You need to cast these in specific orders however not just because of how the buffs stack but because of their length. You dont want to finish your buff chain just to have buffs start expiring before you even fight

    A good example: true sight lasts 4 rounds, aka 6x4 24 seconds, yet say free action, lasts 1 turn + 1 round per level. So it lasts for 60 seconds + 6 seconds per Cleric level you have.

    You would cast free action THEN true sight, to maximize how long true sight lasts, if you do it the other way around, your true sight is ticking down while ur stuck casting free action, wasting its duration. Less time in battle true sights up.

    You can then do what's called buff stacking.

    The 4 major buffs for a melee based cleric are:

    holy power, righteous magic, draw upon holy might, true seeing.

    You do them in that order.

    Duhm lasts 60 seconds.
    Hp and rm last 1 round/level (6 secs per level)
    True sight lasts 4 rounds (24 seconds)

    This maximizes the amount of time they are up. If you cast true sight first, by the time you got the other 3 up, your true sight would fall off before you even got into battle.

    once you reach above level 10, hp and rm will last longer than duhm that's why it is third in the cast line.

    A cleric has many many many other buffs they can use but ya gotta balance it for what ur doing. Even a pure cleric can go serious power if they want rather than a sling rezzer twiddling its thumbs.

    Dont forget you can also summon undead and ariel servants and a deva later on.

    If you go heavy melee you can go holy power + harm and literally reduce a guy to 1 hp in seconds since you're going to connect with all that fighter thaco and 2 shot even super uber foes with a fricking sling shot from the back row from Edwin after doing that....
    gorgonzolalolien
  • jmerryjmerry Member Posts: 3,822
    A correction: the "1 hour" time listed for Remove Fear is one in-game hour, or six turns. You'll need several castings of it for each one of the turn/level buffs at high levels, or you can save it for when it's relevant. The only parties that can really afford to have it up full-time are those with a Cavalier, or with multiple clerics.

    Also, True Seeing lasts ten rounds (one turn), just like mage True Sight. It's also something you could easily get from another character in a party, since so many classes have access to it and you only need one instance to help everybody.

    As for how often to rest - I typically run until the party starts to get exhausted. One casting of a turn/level buff such as PfE 10' isn't going to cover the whole "day", unless there's travel involved.
    Grond0gorgonzolalolien
  • Grond0Grond0 Member Posts: 7,305
    It's probably obvious to most readers, but I'll also note that the conversions to real time assume playing at 30 fps.
    gorgonzolalolien
  • gorgonzolagorgonzola Member Posts: 3,864
    the duration is very relevant for the order the spells are cast.
    but is not the only factor, for a cleric HP and RM has the same level dependent duration, but you have to cast before HP, if you cast first RM you rise your STR to set it a round after to a lower value with HP, in the right order you set it and then you rise that set value, that at high levels is enough to give you 25 str, earlier gives you a str that can become 25 after DUHM is also cast.
    about DUHM it has a so short casting time that is perfectly possible to go in battle a round earlier and cast it right at the beginning of the 2nd battle round, and you have anyway to cast it again if the battle is long enough, but for a battle that you think will last a little more then 10 rounds probably to cast it once, at the beginning of the 2nd round is enough, and you don't loose some of those precious 60 seconds approaching the enemy, you use all them while in combat.

    remove fear is not needed in many battles, but when is needed its duration does not matter at all, unless you pre buff before the enemy see you, is the first spell that has to become active as a toon running in fear can not buff further, can not fight and if is hasted is also very difficult to hit with an other remove fear.
  • AewyrvenAewyrven Member Posts: 228
    edited April 2020
    An hour buff like remove fear will translate to that.

    A round or turn buff however will not. (Prot evil death ward chao command ect)

    Remove fear will last for appx 6 minutes but with a turn being a minute, go cast death ward at lvl 28, it lasts well beyond 6 minutes. It will last 60 secs a turn or 60 secs x level.

    You run around pre buffed with rev fear prot evil 10 foot death ward and chao command. The fear might fall off but its minor vs trash.

    If you're staring at a dragon or a shade lord or lavok or torgal or anything, no metagame required, you're going to buff up.

    You go hp rm duhm. You can interchange them to a degree so long as hp is always first. If you cast hp as 2nd or third you LOWER your str back to 18/00 which wastes the full damage buff off rm. you hit at 18/00 rather than 25. (A further bonus to thaco and damage from the str boost)

    And why not pre load it rather than casting it in round 2... u can use that for any number of other spells in your arsenal.

    Using sevitras I'd backstab, staff magi, thonk, hips backstab if it's a mage, to kill its stone skin and chunk it. A reg enemy I'd backstab staff move off back to sword, harm, hit hips hit. Your thaco is through the roof you literally need a crit miss to not take it to 1 hp and dont even need the hips backstab (and I've done it) and that's if it survives the initial backstab.

    The char is so stupidly versatile it's not even funny. In a 1v1 itll wreck before nearly anything else. It's only flaw is it cant really aoe, it's a boss killer, not a trash mob killer.

    Edit: and if u wanna deal with trash load up the deva, blade barrier globe of blades aura death and a combo of animate dead + ariel servants and let them deal with trash.

    Dbl edit: use ur turn on the undead since shes chao good and chunk em.or if you go evil use heal rather than harm to put em at 1hp on the undead.
    gorgonzola
  • gorgonzolagorgonzola Member Posts: 3,864
    Aewyrven wrote: »

    If you're staring at a dragon or a shade lord or lavok or torgal or anything, no metagame required, you're going to buff up.
    you (charname, not the player that has already played the game before and is using meta game knowledge) know that firkraag or the shadow dragon are there and so if you decide to fight them, as you can also decide to don't do it, have all the reasons to pre buff.
    but if you have not a thief that is able to spot them you don't know that you will face lavok, tor gal and many other enemies, some of them are even impossible to spot without being spotted as you find them right when you enter an area and there is no chance for your thief, protected against true sight with the cloak, to go and spot them and report it to charname so the party can buff and be ready.

    i personally in those instances don't pre buff, there is no reason why charname should do it right in those moments and not every time he opens a closed door or go into a new area. i can do it when i give to kangaxx the parts of his body, as is very possible that something dangerous can happen, as well in the last level of WK when i know that i have to face some trials entering some areas, but other way i avoid to do it, even if as player don't only know what i will face but possibly even the order the creature will use his spells and so on, as is 20 years that i am playing the game.

    but charname does know, if he can not find out in some way in the game, what he will face and in which moment and point of the dungeon, so he never pre buffs using a knowledge that i, but not him, have.

    to each one his style, this is mine, i don't have any problem in using some exploits, but pre buffing because of meta knowledge for me is just wrong.
    others would never use the exploits that i like so much, but pre buff, and is as good as my choice, only a different style...

    lolienJuliusBorisov
  • jmerryjmerry Member Posts: 3,822
    Firkraag and Thaxll'ssyllia start out passive (assuming you brought the wardstone), and don't become hostile until you pick a fight. You're absolutely meant to have a chance to buff up before taking on the SoA dragons, no meta-knowledge required.

    Other bosses may be telegraphed by the level design - for example, when facing TorGal, Nalia could tell you you're entering the old family shrine, and that it's an obvious place for the leader of the invaders to set up.
  • gorgonzolagorgonzola Member Posts: 3,864
    but actually nalia does not tell it, sure you can pretend, using you meta knowledge, that she does it, and rp it has sense, but when you play for the first time the game you don't know which monsters you will find in that room and you don't even know that is the last room of the dungeon.
    the same when you meet tolgerias in the planar sphere, you have no clue that also he entered it after you opened and before it begun its planar trip, you can spot him, but if you don't it is an ambush from him and so should be fought.
    as my playing time is not infinite i actually don't explore every area and dungeon with my invisible thief, while he also detects traps all the time, even if really living in that fictional world and really risking my life i would have my party thief doing so. as i know where the enemies are and the traps as well i use that knowledge to avoid to loose time detecting traps that don't exist in the game or explore hidden places that are empty, but i don't use that knowledge to skip traps if i can not detect them in game and to buff for a certain kind of enemy if i can not spot him not spotted.
    i, player, know where that beholder, dragon, mage or whatever is, but if my party has not the potential of being also aware about it and the time to buff i avoid to pre buff. and as playing tactics mod a lot of enemies see trough invisibility so there are a lot of situations where i can not pre buff if not using metaknowedge, my playing is forced to become more tactical, challenging and fun.
    my mages have to spend their sequencers also to be ready to buff the party very fast when needed, i must always have some summon ready as meat shield to gain the time to prepare for the battle, i can not depend on very long buffing procedures that need many rounds (and it is one of the reasons why aerie is one of my preferred cleric, is the only one that using sequencers and contingency can buff herself really fast and be combat ready in no time) and so on.
    i surely buff for firkraag and the shadow dragon, as well as for kangaxx and before the last battle with irenicus, as are situations when i trigger the hostility of the dragons or cause potentially very dangerous situations intentionally and in a controlled way.
    but for everything that in a first not spoiled run would have been an ambush, a surprise or any way not expected i don't buff.

    and as i told it is just my style, does not have to be the one of everybody, i told about it here only because i believe that there can be reasons to not pre buff that are as good as the ones to do it, to pre buff always is not granted for everybody.
  • iosfrustrationiosfrustration Member Posts: 153
    Oooh a vividly remember the first time I ventured into the ilithid lair in the underdark. Of course I didn’t know that it was one of the nastiest death-traps in the game, It was just a map edge with a little wheel, like I was going to take a stroll in the government district and enjoy the fountains.
    IIRC it was also the first time I’d seen an ilithid in the game.
    I think this is the reason I’m looking forward to BG3 so much, that joy of discovery, followed by the crashing despair of having my brains sucked out 376 times in a row, then finally the triumph of revelation as I unlock the mystery and solve the puzzle
    gorgonzolaJuliusBorisov
  • AewyrvenAewyrven Member Posts: 228
    edited April 2020
    During umar hills you are explicitly warned by the child of anumator (spelling?) There is a shadow dragon and thus given the shadow wardstone. Why would you not use this to your advantage? (Metagame here).

    Firkragg reveals himself to you, if you decide to engage, you would be wise to prepare before the battle.

    Tor'gal, you are warned by Nalia the keep is overrun by trolls, further banter gives you information about yaun'ti, and umberhulks by Captain Arat.


    The first yaunti you truely encounter is a mage. You are also forewarned by Daleson about burrowing creatures that are incredibly strong.

    Nalia also comments about lack of warriors on L2 of the keep. They would not abandon unless compelled to, leading to you doing a dispel magic or a dominate on the captain of the guard who is out of his mind glaucus.

    You and your group then steel themselves against trolls fire and acid, yaunti magic, your mind, and massive strength number hulks as you descend to the lower depths where lord de Arnie was last seen.

    Even though your group is expecting trolls and magic users playing with their minds and brute force numbers, Nalia snaps in a tit for tat vs torgal. No metagame required.

    You are in charge of reclaim g the keep, you in charge should see this.

    The sphere you have the cowled wizards asking a favor. The same people who took imoen and the man who imprisoned you.

    Further dialogue with Valygar should only raise your hackles more for a betrayal, they are after all holding your enemy and best friend since bg1 hostage, you should expect betrayal at every turn and indeed me moving as if to counter any wizard step, which again is no metagame in the tolgaris fight.

    There really isnt any major fight in soa you cannot metagame due to the clues leaked thus allowing it as a "be on your guard against X"


    Regardless of what is said above, I would now ask everyone turn to the true post portion.

    What's some hilarious weirdass shit you've done or had happen to you in your adventures?

    JuliusBorisovgorgonzola
  • gorgonzolagorgonzola Member Posts: 3,864
    sure, you also know that there are hulks somewhere, you even get the suggestion about the dog stew, but you don't know that the hulks are right behind that particular door, as you don't know that the next one will be the last one of the dungeon, the one where you will finally meet the boss.
    unless you have some one able to spot it feels wrong for me to protect the party with chaotic commands right before opening the hulk's door if you don't do it before opening every door of that level and also right before entering the level.
    the same is true for the planar sphere, you know that you are going to face lavok, a powerful mage, but you don't have any clue that tolgerias and his helper managed to sneak into the sphere before it begins its planar trip, as after it is impossible, they have a very short time window to do it from the moment you open it to the one when it leaves the material plane. also there, as for the hulks and tor gal, it is possible to spot, but if you don't you should not buff for a fight against 2 mages instead of an intense mlee fight, as most of the enemies that you find in the sphere use physical attacks.
    surely we have some clues that we are going to face certain enemies, in the d'arinse keep yun ti and trolls are expected, in the unseeing eye quest you know that you will face beholders, but to buff in a perfect way for a certain battle if you don't know from the game what you will fight, like in the case of the 2 chap 2 dragons or kangaxx, that has a big chance to be a powerful undead, you don't use generic in game clues, you use the knowledge of previous runs.
    again nothing wrong in doing it, but i prefer to avoid it, as it makes my game more challenging and let me better role play the powergame side of the game, as i rp charname as if he completely ignores what is behind every door that is going to open. ie if i decide to don't have a thief or cleric to detect the traps i walk into them, even if as player i perfectly know that are there, so with my solo mages i use a lot of mirror images spells only to tank the traps i can not detect, and this affects my gameplay as i have to use so the spell slots instead of using them for other spells. it is the price i have to pay not having a thief in the party or running a solo with a class that can not detect traps.

    the most hilarious things that happened to me was probably when with my solo sorcerers once my PI was stunned and as with tactics mod a lot of enemies see trough the invisibility the sorcerer was killed by minor undeads that completely ignored the clone focusing on the frozen original and when i cleared whole areas with the multiple ADHWs from spamming wishes.
    it was also very funny when i had for the first time a high level cleric and both the times i went to the bodhi's lair everything exploded so fast and when with a high level viconia i turned the lich in the final tactics soa battle, to have a lich at my side casting spells at the shattered one and his helpers instead of fighting him was a really satisfying change.
    i sometimes have also fun with the staff that can once each day (or at will if your mage knows how to use the wish spell properly) cast a no save domination on almost every enemy, i think that only very few are immune, to have a boss fight against his helpers, defeat them and then walk right next to the traps i have set for him to die as soon as he becomes hostile again is an unusual and fun way to fight the battles...
  • AewyrvenAewyrven Member Posts: 228
    Exploring anything you're gong to be careful as an adventurer if you have more int than minsc ;)

    Lich turns are almost as fun as lich explodes. I had another hilarious one tonight but my game crashed right as it went and I was unable to screen cap it.

    Was on a wild mage and caught a surge, roll x4, pretty lights, oops is that a gate, oops is that a gate, cow!. Game then hung and shot itself, wondering if the cow would hit the fiends, probably not since they have to spawn in. Ah well.
    gorgonzola
  • gorgonzolagorgonzola Member Posts: 3,864
    i suppose that in a situation like that the demons should fight each other because both want to eat the cow, they are very selfish guys... ;)
    but no, as usual they want to eat the delicious charname :D
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