3.5 training question

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So, I'm working out a training exercise for wizards, and I was thinking of having cut-outs of monsters pop up and you have to blast them, like with real-life police training. 

Now, I want to give them all DR 10/magic, so you have to use magic to even dent them. I want to give each type an energy weakness, which would mean they'd have to have immunities (or high resistances) to other types of energy.

I want to go for accurate representation; ie: giving the mage a proper idea of what to use against which monster. In other words, the same resistances and weaknesses as the monster actually has.

And I can't think of any representative monsters except trolls (weak against fire and acid). So I'll be searching the monster manual like mad. But if anyone can offer suggestions, that would make my job easier.  
DR deals with physical attacks only, except in rare instances (like Crystal Shards being affected by DR/slashing).  As for the strengths/weaknesses... there's a crapton.  Celestials, devils, demons, dragons, vampires, shades, shadows.  There are probably 15 or 20 distinct creature types that fit that category in the core MM alone.
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I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
Tempest_Stormwind on Character Optimization
So when do you think Bachmann will be saying she met a mother the previous night that had a son who got a blood transfusion using a gay guy's blood, and now the son is retardedly gay?
When she meets CJ's mom?
Resident Pithed-Off Dragon Poon Slayer of the House of Trolls
So, I'm working out a training exercise for wizards, and I was thinking of having cut-outs of monsters pop up and you have to blast them, like with real-life police training. 

Now, I want to give them all DR 10/magic, so you have to use magic to even dent them. I want to give each type an energy weakness, which would mean they'd have to have immunities (or high resistances) to other types of energy.

I want to go for accurate representation; ie: giving the mage a proper idea of what to use against which monster. In other words, the same resistances and weaknesses as the monster actually has.

And I can't think of any representative monsters except trolls (weak against fire and acid). So I'll be searching the monster manual like mad. But if anyone can offer suggestions, that would make my job easier.  

Fiendish creatures have no immunity to sonic attacks in 3rd/3.5 edition (except possibly having some SR.) Will o' wisp are vulnerable to magic missles. Dragons are vulnerable to really big weapons with lots of magic pluses being used by high-level warrior-types, but not to spells.
Thanks.

Specifically, it's just the energy I'm interested in: the dummy targets are enchanted with DR 10.  
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