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Oversight & Refinement Monk


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#1
Gate70

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Ahl has been rolled up for ToB Oversight & ToB Refinements (only the monk HLA's installed for the latter). Plan is to run him in parallel so a comparison of HLA's can be made before a more intensively modded run is tried.

No BG1 tomes, no SOA Hell Trials. 2.5m xp. Baldurs Gate Trilogy (BGT). SCS and Ascension not used this time.
SK'd some items I'd have taken for a monk;
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Screenshots will be Oversight on the Left and Refinements on the Right, or if duplicate portraits again the left/right will apply.

Illasera
In the standard game she is a mage and susceptible to a monk hiding behind a convenient pillar. The strategy here is to buff (hide in shadows) then hit her with a Quivering Palm. Screenshot below shows this worked both times.
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Pocket Plane Challenge 1 : Gavid & Retribution
A steady stream of enemies are portalled in, starting with kobolds, doppelgangers, an ogre mage, gnoll captains and finally drow. The strategy here is to kill casters, ranged, melee in that order. A stunning blow is used towards the end to see if the icons are different between the mods.

Refinements has changed the sequence slightly. A second ogre mage, a sahuagin, a couple more drow warriors instead of a drow priestess,
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No HLA's yet.

#2
Gate70

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Oversight Shadowless Kick
Throws the target back.
Knocks the target unconscious.
Deals 4d8 points of damage.

No mention whether this is subject to a hit roll or how long the target is unconscious for (I lost track of time as the throwback was delayed and the vampire travelled through a wall and closed door). Fighting vampires with an unprotected monk wasn't really a good place to experiment and I had to visit a temple afterwards.
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Refinements Shadowless Kick
Guaranteed hit, 5d8 crushing damage.
Unconscious for 1 round.
Thrown back if save vs breath at -4 fails.

As per screenshot, this works even if PfMW is active - subsequent hits had "My weapon has no effect" voicing. I can see this counts as a guaranteed hit but no idea if this is meant to include ineffective weapons.
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More evidence required for both of these (the read-me's don't cover the questions raised above).

#3
Alesia_BH

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Just wanted to let you know I'll be following your Monks Gate.

Have fun!

#4
Gate70

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Oversight Tiger Strike
Critical hits for 1 round.
Knockback and stun for 2 rounds.

Shadowless Kick against the battle mage showed the stun lasted about 6 seconds.
Tiger Strike stunned and knocked back both of Gromnir's mages (screenshot shows the blue one killed so his gear dropped while his body flew across the room), and knocked Gromnir back but didn't stun him. Likewise, Shadowless Kick didn't stun him.
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Refinements Dragon Fist
Remove Specific Protection (whatever this is), save vs spell at -2.
Remove one Magical Protection up to 8th level, no save.
Lose all Physical Protections, save vs breath.
Magic Resistance lowered by 19% for 6 rounds, save vs death at -4. Cumulative.

While this looks like a mage killer the screenshot below indicates otherwise. I think I'd prefer GWW against stoneskin or patience against shorter buffs. A bit more use will firm my opinion one way or the other and maybe the mage was just lucky to save vs breath all three times with 17, 12 and 19.
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Refinements Tiger Strike
Knockback, not large creatures.
Stunned for 1 round, not large creatures.
All attacks for 1 round are maximum damage.
2 round duration.

Haven't tried this yet, sounds subtly different to the Oversight one.

Note: More XP in Refinements as I managed to kill the castle dungeon welcoming party and skipped them with Oversight. 3 reloads in Oversight (dungeon backstabs, Gromnir hemmed in, powerword stun, 1 in Refinements (powerword stun). Mainly because my last run was at higher XP with Tomes/Hell Trials and the new HLA's require a different approach to the standard game and I'm a slow learner!

Modifié par Gate70, 24 septembre 2012 - 06:49 .


#5
Gate70

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Oversight Solar Stance
Reduces saving throws of enemies within area (60') by 4.
Foils invisibility in area via glitter.
All enemies in area blinded for 4 rounds (-4 to THACO, saves, AC), save vs spell.
30' fireball with throwback.
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Wow - was able to run to one side and hide in shadows before any of those enemies could move or attack but in hindsight could just have laid into them with stunning blows or quivering palm while they were defenceless and taken advantage of the debilitating effects to layer in more monk ability attacks.

Refinements Tiger Strike
I don't fancy slayering my way into the sewers so need to find a willing volunteer to be stunned in the middle of the room and be thrown to the far wall. Give him a round of applause please.
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Returned to clear the Oversight dungeon party to bring the game XP back to similar levels. Both those HLA's look like new toys that will take some serious abuse!

Modifié par Gate70, 24 septembre 2012 - 09:01 .


#6
Gate70

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Plenty of rests below as the point of this is to maximise the HLA's.

Oversight
Solar Stance and Tiger Strike make the rescue of Karthis al-Hezzar much easier than expected as many enemies are quickly wounded and their defences against physical and stunning attacks have been savaged. Solar Stance drops one fire giant for 6 seconds, Tiger Strike keeps a second pinned down until dead and Shadowless Kick does the same for the one delayed by the stance. Solar Stance reveals a stoneskinned mage; the fireball kills him as a bonus.

Refinements
Tiger Strike helps with the rescue of Karthis al-Hezzar (but noticably slower than Oversight as the combat is one at a time and I am quickly on to Stunning Blow with normal saving throws). Tiger Strike is enough to deal with two fire giants. A mage silences me - none of my abilities can be used. I fight on and as soon as I can talk I use Dragon Fist - again it is not the instant mage-killer.
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A stunning fist hits through his stoneskins and I switch to an officer so I can Quivering Palm the mage. He saves each time so I drop him with a melee hit. Tiger Strike is proving effective at stunning fire giants and throwing melee enemies away from me - handy to clear an area but a pain when a flurry of blows is required and throwback isn't desired. Dragon Fist (oops) is a bad choice for a fire giant but Shadowless Kick floors him so I can finish the job in safety.

Modifié par Gate70, 24 septembre 2012 - 09:01 .


#7
Gate70

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Oversight at the Swamp
Solar Stance, Tiger Fist and Shadowless Kick drop the Master Wraith three times (2 reloads due to the next set of skeletons), and clearing a few wraiths gets the level and Lunar Stance (after a restoration from level 7 by Sister Garlena).

Oversight Lunar Stance
+5 to death saving throw.
+2 to luck.
Immune to Slay, Imprisonment, Level Drain, Disintigrate and Time Stop.
Duration 4 rounds.

Lunar Stance is used against the group of skeletons (no icon, no effects) and seems to help but the lack of visual alert (e.g. Negative Plane Protection, Luck) is less than ideal. As other abilities add icons I don't see why this one has been omitted.

Refinements at the Swamp
The horde of mists can't be kept away even with Tiger Fist so I use Shadowless Kick then Dragon Fist and melee to kill the Master Wraith. After taking a few more hits I retreat from the mists and wraiths to Sister Garlena. On my return I use Shadowless Kick then Tiger Fist to keep a pair of Devil Shades away then finish them with Stunning Blow (drained to level 21 though).

Shadowless Kick deals with a skeleton assassin, Tiger Fist throws back two skeleton warriors and stuns an Earth Elemental before I melee a skeleton mislead and mage to the floor. The two skeleton warriors have returned and I have to cat and mouse them from the shadows (game crashes, re-do the skeleton group then return to Sister Garlena for a restoration and level).

Refinements Diamond Soul (not used yet)
Immune to effects such as Disintigrate, Petrify or Polymorph (definitive list would be nice).
Permanent effect.

Both the above struggled here, but I also had to be cautious with my higher level monk in the previous run - it's not a nice encounter without level drain immunity. Refinements again benefitted from me having a few earlier runs with Oversight.

Modifié par Gate70, 25 septembre 2012 - 06:32 .


#8
Gate70

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Oversight Feet of the Wind
Greatly & permanently increases the monks movement rate.

After killing two fire giants inside the Yaga Shura lair my running speed notches up considerably. My third visit sees Shadowless Kick, Solar Stance and Quivering Palm defeat two elite fire giants in one go then I use my speed and the shadows to kill one fire giant and the same plus a stunning blow to kill the final one. A group of fire trolls are hard work but the Blackblood club allows me to kill all four - required a lay on hands and an extra healing potion.

Oversight Flip Resistances
Magic Resistance converts to Physical Resistance.
Immune to Backstab.
Duration - twice the rounds of the monks level.
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I Flip Resistances twice to deal with the final areas of the outer lair.

Oversight Second Wind
Able to instantly heal once per day.

I use RoAC II, Ilbratha Mirror and Flip Resistances for the inner part of Yaga Shura's lair. Berenn, two fire giants, an elite fire giant and two fell cats are too much even as I switch cloaks to foil a FoD. I have to run when they interrupt a Solar Stance I'd intended to create some space. I use Second Wind, kill the cats and sneak back. My three summons plus Tiger Fist, two healing potions and Shadowless Kick are enough to kill Berenn.
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I kill an arial servant before running to hide and lay on hands. Quivering Palm drops an Elite Fire Giant leaving me with two Fire Giants and an Elite. I find time to level up.
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Oversight Faster than the Eye
I keep this in reserve, dropping the remaining Elite and Fire Giant from the shadows. No real benefit as I can outpace anything here (might be good against Balthazar and Abazigal).

The Oversight HLA's enabled a sustained melee (Flip Resistance, Solar Stance, Shadowless Kick then Stunning Palms).  Once I have the last HLA (Shadow Stance) I can think about which to select more of. Having a HLA disrupted is a bit of a pain, particularly for Solar Stance; it works best when the monk is surrounded.

Refinements Ethereal
Invisible for 5 rounds, partially invisible after attacking.
4 point bonus to AC.
Immune to weapons below +4 enchantment (not sure how many rounds this part lasts).

Refinements Evasion
+4 to AC, +2 to saving throws.  Duration 3 rounds. Added to enable Greater Evasion.

Both Ethereal and Evasion help staying power, I noticed fights against Fire Giants and Fire Trolls were more of a slug-fest. Dragon Fist lowered the magic resistance of an Adamantite Golem by 38% (2 hits), Shadowless Kick drifted it backwards slowly, Quivering Palm was ineffective but Tiger Fist stunned it so I didn't get the chance to test Stunning Blow.

Refinements Greater Evasion
+4 to AC, +3 to saving throws.
Movement rate increased by 2.
Always escapes breath spells and spell like abilities. Duration 3 rounds.

Dragon Fist is used against Flaming Skulls. Berenn has cast Iron Skins so I try Dragon Fist on him (no idea if they dispel) and then Tiger Fist.
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Refinements Faster than the Eye
Able to run a limited distance without being stopped or hurt by anyone (again might gap me from Balthazar and Abazigal). I don't use this up to Imix as I've no need of it. The reason for choosing it is to enable Inner Time.

Refinements Inner Time
8 APR.
+4 to THACO, AC.
Attack and Casting Speeds reduced by 2.
Can catch missiles and throw them back to the attacker with the same move.
Protected from backstabs.
Duration 3 rounds, then unable to use another ability for 2 rounds.
(also looks to increase movement speed & increase non-fist weapons from 1APR to 2APR. Not used in anger yet).

Refinements HLA's felt trickier to use against the Elite Fire Giants than either GWW or Oversight HLA's - but there are a few more left to select. Inner Time looks to be a strong HLA as is Tiger Fist, however each are one a day selections while other HLA's can be selected more than once.

Two or three reloads for each of the above; Maximising HLA's against Elite Fire Giants isn't a good idea - hit and run works best. Also got mazed looting a container in the Oversight run...

#9
Grond0

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Gate70 wrote...
Also got mazed looting a container in the Oversight run...

What on earth were you thinking of!Image IPB

#10
Alesia_BH

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Grond0 wrote...

Gate70 wrote...
Also got mazed looting a container in the Oversight run...

What on earth were you thinking of!Image IPB



Probably "Hmmm. I wonder what's in this box..."

Modifié par Alesia_BH, 28 septembre 2012 - 07:10 .


#11
Gate70

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Grond0, just because I got mazed doesn't mean you had to...

The Tankard Tree bartender buys two sets of identified junk while rarer items are deposited in our pocket planes before leaving Saradush for good. Cespenar forges matching Bags of Plenty, one an Oversight and the other a Refinement.

Oversight
RoAC II and Ilbratha Mirror plus Solar Stance, Shadowless Kick and melee is too much for Nyalee. I Flip Resistances and switch to the Blackblood club to melee a pair of shambling mounds but I am hitting for 3 damage one per round and as my buffs run down I am starting to take damage. I kill a mummy to escape and level up before departing.

Oversight Shadow Stance
Instantly become invisible as per Improved Invisibility.
Immune to divination spells such as True Sight.
Lasts for 23 rounds.

Oversight Yaga Shura
Bigmouth is so busy threatening me that it takes two heavy hits before he realises he is wounded. Crybaby runs away and almost immediately returns. I move away, RoAC II and Ilbratha mirror before returning to deliver a Solar Stance.
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I de-mislead the lt-mage and chunk the lt-cleric before the mage casts Timestop - pity I didn't think of Lunar Stance. Nothing really happens in the Timestop but as I try to grab the loot from the cleric I have to fumble around something - a lt-thief maybe. The lt-fighter is next, surviving both a Quivering Palm and Stunning Blow to succumb to melee instead. I lead Yaga Shura away then return to the lt-mage, to find I cannot target her with Shadowless Kick (treated as a spell rather than an attack) so thump her until the lt-thief attacks and Yaga Shura returns. I run and hide, lay on hands and return. One more hit kills lt-mage and lt-thief misses. I use a Stunning Blow ability but this gives lt-thief time to glug a potion. We trade a frontstab (sigh) with a stunning blow, meaning I win.

Yaga Shura has no lt's now so I switch cloaks, Shadow Stance and Flip Resistances. I have a few wounds but he is uninjured so I start with a Shadowless Kick and by the time he stands up again he is injured. Tiger Strike next and for a moment I think someone has called unfair play.
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Oversight Pocket Plane Challenge 2 : Not another Ahl
RoAC II, Ilbratha Mirror, Flip Resistances, Lunar Stance. Solar Stance throws Ahl, Semaj and Tamoko away then Tiger Strike is used to stun Ahl. Semaj casts Timestop and Lunar Stance has already expired - luckily Semaj is in a far corner of the arena but that doesn't stop him healing and Tensering to attack in what remains of his time. My Shadowless Kick is interrupted so I hit Ahl three more times to kill him and level up.

Oversight Dragon Fist
With a blow, the monk strips away the magical protections of the target.
(long list of spells affected, and mention that e.g. liches and rakshasa unaffected)
I thought I'd selected this earlier, but it appears not.

Tamoko is hitting me so I Quivering Palm her then chunk Angelo after landing a Stunning Blow. I try to Dragon Fist Semaj but he is wise to that (is targeted like a spell, and results in Can not target spells on invisible or sanctuaried creatures). His Improved Invisibility may have foiled that approach but instead I switch to melee and drop his images then his stoneskins. He saves my Stunning Blow but not my melee. As soon as he is dead I start to take massive damage, then realise I am standing on lava (14/133hp at the end).

Oversight was fun there, although the Dragon Fist and Shadowless Kick spell targeting means they are no good against suitably protected targets without an item that will remove invisibility. I believe I have selected each HLA once now so will be able to pick & choose which to repeat.

Refinements
RoAC II and Ilbratha Mirror plus Shadowless Kick and Inner Time is too much for Nyalee. The Inner Time icon is replaced by a fatigued item as I Blackblood club a shambling mound but I have to run as the two mounds are too much (again).

Refinements Yaga Shura
He is wounded immediately and retreats as I run into the shadows. As he returns I treat his lt-mage to a Shadowless Kick and thump her once while she is down. Lt-cleric is an easy mark, punched to the ground and lt-thief is easily stunned but lt-fighter and Yaga Shura discourage me. I run to lay on hands and return in a circle of shadows to finish lt-thief with two hits from a Stunning Blow. Lt-fighter was close enough to hit me again and I have to retreat. He saves against two hits from another Stunning Blow so I retreat and cast Greater Evasion. Four hits with saved Stunning Blows have finished him so just Yaga Shura left.

Ilbratha Mirror, Evasion and Inner Time seem like a good start...and a good end.
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Refinements Displacement
+2 to AC.
Immunity to less than +3 weapons.
Activated when Hit Points drop below 20% and effective for 5 rounds.

Refinements Pocket Plane Challenge 2 : Not another Ahl
RoAC II, Ilbratha Mirror, Greater Evasion. As Ahl attacks I cast Inner Time and strike him first then add more before he can respond. He manages a WW attack before I kill him, then I switch to Tamoko. She falls, and Angelo is badly wounded as my Inner Time expires so I run around glugging potions. A Shadowless Kick has Angelo on the floor and three punches make sure he is chunked before recovering. Semaj takes a Dragon Fist (Unlike Oversight this is a melee ability similar to Stunning Blow and Quivering Palm) and sees some of his buffs removed. I switch to Tiger Strike - a mistake as I have to chase him around the chamber. He survives a Quivering Palm and a Stunning Blow but not the accompanying thumps. I start to write in my journal and realise I am standing on lava (worse this time as I've switched screens - need to pay attention) and my Displacement kicks in as I step onto solid ground (32/133hp, a good test anyway).

Refinements has suddenly come alive. Inner Time is brutal and a 2 round loss of abilities isn't much of an issue for a monk who can run and hide (or just keep running). This 2 round gap can also be used to glug healing potions so no downside if carefully managed. I have 4 HLA's left to select as Refinements seems to have a larger number to choose from.

Both mods suffered against Shambling Mounds, in vanilla I could have equipped Blackblood, Daystar or similar and used GWW for 10APR instead of 1APR (or 2APR with Inner Time). I'm not sure where else this might present an issue - is anything else is immune to blunt weapons.

#12
Alesia_BH

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Is the Scarlet Ninja-To available in your install?

#13
Grond0

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Gate70 wrote...
Grond0, just because I got mazed doesn't mean you had to...

I have to follow you everywhere senseiImage IPB.

#14
Gate70

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I'm imagining all those solo mazees locked in eternity looking at each other now.

Scarlet Ninja-to is in my build butI would have to console it in as I started in the pocket plane. I did SK a few items in to start with (first screenshot shows what I had so um Blackblood, gauntlets, ioun stone, sling, amulet, girdle, cloaks, RoAC, genie and iron horn instead of silver horn.

#15
Gate70

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Oversight at The Oasis
Jamis Tombelthen takes a Solar Stance. A Shadowless Kick and Tiger Strike finish him off but I am badly wounded so use Shadow Stance, Lay on Hands and Flip Resistances.
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Flip Resistances completely neutralises this area, it was just a case of selecting targets and beating them to a pulp.

Refinements at The Oasis
Jamis Tombelthen gets a close-up of Inner Time but I have to cast Lay on Hands and glug a healing potion as I move around the area. A few more enemies are killed then I level up. With my physical resistances boosted I can clear the area and Dragon Fist then helps deal with a BattleMage.

Refinements Chant
Slashing, Piercing, Crushing and Missile damage set to 75%.
Fire, Cold and Lightning resistance set to 25%.
Loss of monk magic resistance.
Duration 3 rounds.
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Flip Resistances and Chant go way beyond Hardiness and the loss of magical resistance isn't an issue if well equipped. Could be interesting against the ToB big hitters although Chant duration of 3 rounds is quite short.

#16
Gate70

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Oversight at Amkethran
Two mercenaries earn me another level. All HLA's except Second Wind are available, I select Feet of the Wind (2) and use it to intercept a monk then help a priest of Waukeen. There is a slight issue when Carras attacks me and refuses to speak (blue icon), but hiding in the shadows then talking to him works. I purchase Glasses of Identification (finally), a gem bag, a potion of absorbtion and Gargoyle Boots. Vongoethe won't be making any more bargains and Marlowe lives to see his daughter restored. The four table tops are turned and I level up. Solar Strike (2). I require two of these to defeat three fission slimes and summon the genie to flamestrike the fourth. Mazed once by Vongoethe...

Refinements at Amkethran
As above but using Inner Time then Greater Evasion and Dragon Fist to foil Vongoethe. He takes longer to kill so I require 3 attempts - mazed twice. Then it is on to the table exercises, although I decide not to summon the fission slimes as it will be very difficult to kill them.

Refinements Monk Regeneration
Regenerate 2hp/round (can be taken up to 5 times).

#17
Gate70

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Draconis. My earlier monk run indicated invisible stalkers & human Draconis couldn't harm a monk so I enter each battle unbuffed so the dragon form can get the full effect.

Oversight Draconis
An efreeti fireshield has injured me so I wait for regeneration as Draconis empties his spellbook. He stops casting after a while so once I am fully healed I punch and kick him some more, moving away each time. As he transforms into a dragon I chuckle and think about what to do (open the Ovesight readme - can't remember which HLA does what!)

Solar Stance seems like a good start (damage, blindness, reduces saving throws and AC) but Draconis saves against most effects.
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Another Solar Stance then.
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Maybe a Dragon Fist.
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I'm too close and take 51 acid damage. Shadowless Kick next, though I take acid damage and a wing buffet.
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I use Second Wind and start to remove the Invisible Stalkers, moving on whenever Draconis arrives. My increased monk speed must be really frustrating for him - just as his stoneskins and invisibility are for me. I try a series of hit and run attacks, with both of us killing stalkers wherever possible. I lay on hands after a few hits then try to attack him. His repeated stoneskins lasted the duration (the game crashed at this point).


Refinements Draconis
Draconis is easily defeated in his human form. A Dragon Fist removes his initial dragon form protections, so he sequences some more in time for my next hit to remove them too. He's hasted (and keeping up unlike with Oversight), adding another Stoneskin as he hits with an acidic buffet. I add mirror images just as another acid breath lands, avoiding the effects. I run a bit further then cast Inner Time and turn around to see what can be done. My tactic is working but he's not stupid and turns invisible, my many hits have bounced off stoneskins and what I have left will soon expire.
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He re-appears and I manage a hit, only for him to buffet me away and apply a stoneskin. I'm back quickly and add four more hits before Inner Time expires, so retreat again. I try a Chant but am buffeted away and on my return take massive acid damage so run to lay on hands. A Shadowless Kick sends him invisible so I run again and return with Greater Evasion. I know an acid breath and wing buffet will follow but want to try the evasion out - 49 and 19 damage even though the effects are saved. I'm almost dead so time to run and glug. He survives a Quivering Palm (no save so immune or in hindsight foiled by stoneskin) and turns invisible to avoid a follow-up.

I'm out of potions (had plenty in Oversight but only 3 extra & 5 superior here) so have to bide my time and move around the 12 or so stalkers. I tempt Draconis from time to time and grin as two's and three's of his stalkers perish from his acid attacks. Eventually I wear his stoneskin down and get him injured, only for another stoneskin to be activated, followed by a heal.
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I can wait - probably. I hit from time to time, often taking a wing buffet in return so my attacks are sporadic as I can't afford to get too injured. Sure enough, one acid breath hits for 43 + 47 and I have to have a long run while regenerating. I'm a bit careless and get another 44/save and down to 46/138hp again. I try and time this better - attack after acid breath if HP > 100 and retreat whether I hit or miss; the trick being to cajole an acid breath from a safe distance. Eventually a hit lands and his stoneskins are gone again. Or are they?
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He's killed more stalkers than me, but I get a level from my share. Two HLA's are left, Finger of Destruction or Second Wind, and selecting one appears to disable the other.

Refinements Finger of Destruction
Touch attack.
5 points of Constitution and 2 point penalty to saves vs. death for 5 turns (no save).
Creatures below 10 Hit Dice die immediately.
Creatures above this level suffer 10 points of magical damage.
An additional 1 point penalty to Constituiton and saves vs. death every second round for 1 turn.
The victim is entitled to a saving throw vs. death every time to avoid further negative effects.

As soon as the next acid breath is avoided I FoD Draconis. No saves mentioned but he takes 10 damage (barely injured), so I guess he is immune to the main effects.
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Never mind, I will continue to hit and run. My next hit is strange though, making him glow.
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Another hit, and he is immune. Cue swearing - I've switched to Blackblood by mistake - hindsight, no the FoD spell has defaulted to right-most weapon.
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My next hit is still immune and he sequences stoneskin/haste/remove magic followed by greater malison. I opt to wait his haste out as he's chewing my heels again. Once the haste expires I have an army of Invisible Stalkers to avoid (this is some of the ones that have turned visible). It's important not to let them hem me in too.
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I coax Draconis to clear some stalkers with two or three lots of acid breath. After five or so hits I'm too close and get 42+56 damage (8/140hp). A few more hits and he stoneskins again. A while later he adds a stoneskin/haste/remove sequencer. As before, the haste catches me out and I take 48+56 damage. I manage two more circuits before I run into a hidden stalker and he covers me in acid. I'm almost dead from the hit and fail the save for a second hit. Dead.

OK, neither of those were nice, Oversight took about 40 minutes and Refinements lasted JUST OVER 2 HOURS and had him barely injured after the heal. It looks like Draconis can cast stoneskin every few turns so I need to increase my attack frequency - will either return after Sendai or retire Ahl now all the HLA's have been used.

Modifié par Gate70, 30 septembre 2012 - 04:54 .