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  #941  
Old September 21st, 2005, 01:39 AM
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Default Re: OT: Narf has gone looney and wants to GM.

sounds more fun to wait and find out later... half the pleasure is in the anticipation.
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  #942  
Old September 21st, 2005, 01:49 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Bah, I somehow mixed up which number was the weight and which was the quantity, and calculated that any more than 10 would exceed the weight limit.

This reminds me of the time back in 3.0 when I wanted to do the same thing, except with ordinary size crossbow bolts. 3.0 Telekinesis had no limit on the number of objects, only on the weight. I had fun imagining casting GMW on something like 200 crossbow bolts (4 castings), dumping them all out of a bag at some point, and hurling all 200 of them at one target with a single spell . Since 3.0 had no special provision for tossing ammunition with TK and it was not using the bolts as melee weapons, I was figuring a theoretical maximum of 200d8+600 damage if all of them hit. If even half of them hit, that would be 750 damage on average. In the worst case scenario of requiring a natural 20 to hit, it would still be 75 average damage with no save and no SR. Too bad my conscience got in the way and decided that was a tad too munchkinly .
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  #943  
Old September 21st, 2005, 02:04 AM
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Default Re: OT: Narf has gone looney and wants to GM.

How many prep rounds were you assuming there? GMW lasts a while, so that can be done long pre-combat.... dumping out a sack that size would take at least a full-round action... I'm guessing you were going for some form of Bag of Holding? Most of those burst if punctured, and bolts are sharp.

Were I the DM in such a case, and I wasn't inclined to house rule such things, I would have actually made you roll all those attack rolls.... how long until someone at the table decides you are never doing that again when you make 200 of them?
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  #944  
Old September 21st, 2005, 02:10 AM
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Default Re: OT: Narf has gone looney and wants to GM.

...
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  #945  
Old September 21st, 2005, 02:59 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Quote:
narf poit chez BOOM said:
...
The current version of Telekenisis isn't near so devastating as it sounds - Consider Kaylin - caster level 13 (13 daggers), +6/+1 BAB, Int 24. The attack roll for each weapon is Casting Stat + BAB - so Kaylin would be rolling at +13. If she GMW'd the crossbow bolts, she gets +3 Colossal Crossbow Bolts (3d6+3 damage each, rolling at a net +16 to attack). Consider a CR 13 monster - a Glazebrou, say, out of the box; AC 27, 174 hp, DR 10/Good. When you suck the attack bonus out of the AC, she needs to roll an 11-20 to hit - exactly 50% chance of a strike on any given attack. Due to the DR, she won't be able to damage it, even when she hits, on many of the bolts (3d6+3 breaches the critter's DR by at least one point a little over half the time - need to roll an 8 or higher) and she would average only in the neighborhood of 25 damage from the pair of spells (Telekenisis + GMW) that requires a big setup to pull off (need to be dragging them with - and at 10-ft long, 16 lbs each, you pretty much need to bring your wagon with you - which requires you be outside, mostly).

Compare this to an Empowered Cone of Cold (granted, she doesn't have Empower at the moment - she might buy a Rod, you never know), 1.5*13d6, which will usually get through the Glazebrou's not-so grand reflex save (DC 22, critter's roll of 14 succeeds - 65% chance of full damage) and commonly through it's SR (SR 21, caster level check of 8 or better damages it - 65% chance damage); so the average roll is 68.25 cold damage, which has two 65% checks to pass for full damage and a 65% and 35% for half damage, for an average damage of 43.2534375 - the critter's energy resistance will knock that down by 10, so it averages 33.2534375 points of damage to a Glazebrou for a single action, a single spell, and no need to lug lots of stuff around, and the added benifit that more than one opponent can be caught in it.

Sorry, I number crunch sometimes. The setup sounds much more munhkiny than it is - it's mostly a way for Jason to deal damage to something that he doesn't have much of a chance to grapple.

It's also situational - Cone of Cold permits SR; the telekenisis trick doesn't, so that CR 13 Iron Golem can be hit with the TK trick (for almost no damage AC 30, DR 15/Adamantine abosrbs most 3d6+3 rolls) while the Cone of Cold would not affect it at all (immune to almost anything that allows SR)
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  #946  
Old September 21st, 2005, 08:21 AM
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Default Re: OT: Narf has gone looney and wants to GM.

You know, a simple casting of Align Weapon on Derrel's weapon, would probally make those demons a whole lot easier to kill.
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  #947  
Old September 21st, 2005, 09:47 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Making it Holy (cost = +2 bonus) would work a lot better for that.
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  #948  
Old September 21st, 2005, 10:09 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Especially with nobody having Align Weapon on their list....
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  #949  
Old September 21st, 2005, 11:41 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Doesn't douglas have the ability to cast cleric spells?
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  #950  
Old September 21st, 2005, 11:58 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Sword?
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