12-14-2018, 05:00 AM | #1 |
Join Date: Aug 2004
Location: Pacheco, California
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Summon armor peircing snake
Goblin
ST 6, DX 9, IQ 17, MA 10, Mana 0 Staff(1/1d+2), Brand(1d-2) Staff I-V, Staff to Snake, Literacy, 7-hex fire, 7-Hex Illusion and 8 other spells Cast Staff to Snake and then dodge or defend (with the the magic torch) for the next minute as the snake kills a lot of armored knights. Rest up for 15 minutes then take on the next group. If needed create Illusion duplicates of the snake to take on larger groups. Note that the snake is likely to strike before the victim. 83.79% hit x 67% of doing five or more hits (armor doesn't count) gives a 55% chance that the victim is at an additional -2 DX for injury reaction on top of -3 to hit the snake. Do I have a second for "Holy Moses, this is a great spell!"
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-HJC Last edited by hcobb; 12-14-2018 at 05:12 AM. |
12-14-2018, 08:28 AM | #2 |
Join Date: Dec 2017
Location: behind you
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Re: Summon armor peircing snake
Where does this "magic torch" come from? I have an idea but no idea what you're thinking.
I'd love to play this out. I bet your goblin dies in less than 3 turns against mundane foes. Is Staff-to-Snake useful? Certainly!
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12-14-2018, 08:32 AM | #3 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Summon armor peircing snake
Quote:
Note that the Goblin's buddy is the Light Crossbow sniper who fires a 2d+3 flaming quarrel every turn at adjDX 14 or higher. (The Goblin enchants three of these a day when not adventuring.)
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-HJC Last edited by hcobb; 12-14-2018 at 08:50 AM. |
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12-14-2018, 09:55 AM | #4 | ||
Join Date: Dec 2017
Location: behind you
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Re: Summon armor peircing snake
Quote:
Quote:
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12-14-2018, 01:29 PM | #6 |
Join Date: Dec 2017
Location: behind you
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Re: Summon armor peircing snake
Gimme two good Orcs.
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Miranda Warning: Anything you say can and will be used against you in a forum of rules-lawyers. |
12-14-2018, 09:44 PM | #7 |
Join Date: Aug 2005
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Re: Summon armor peircing snake
1 Wizard, Min IQ=9, 1 Fighter, Min ST=13, with Pole weapons and Halberd
Turn 1 Wizard casts Turn missiles on Fighter, Fighter dodges. Turn 2 fighter runs full MA, Wizard dodges, renews Turn missiles Turn 3 Fighter Charges Crossbowman, Wizard renews Turn Missiles, dodges Probably Fighter kills crossbowman (3d Dmg) Turn 4 fighter charges Wizard, end of Wizard? With ST=10, the Wizard can cast turn missiles on self and not bother dodging. total cost 7 ST
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Helborn |
12-15-2018, 10:21 AM | #9 |
Join Date: Apr 2018
Location: Idaho Falls
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Re: Summon armor peircing snake
"Brilliant strategy and poor die rolls will never overcome poor strategy and good die rolls" - Major General Alphonse DeKinickie
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