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 Post subject: Greater Incorporality
PostPosted: Thu Oct 06, 2016 7:59 pm 
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Greater Incorp *really sux* for balance.

Gladius of Light = Utterly useless spell.

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 Post subject: Re: Greater Incorporality
PostPosted: Fri Oct 07, 2016 10:48 am 

Joined: Thu Nov 07, 2013 9:37 pm
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Location: Michigan
Southernskies wrote:
Greater Incorp *really sux* for balance.

Gladius of Light = Utterly useless spell.


What is this? Is this a 5e comment or an ARG? Is there a reason for this or some analysis? I don't even know where the spell Greater Incorp comes from, and in the ARG the Gladius of light is a very useful spell, especially at lower tiers.

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 Post subject: Re: Greater Incorporality
PostPosted: Fri Oct 07, 2016 11:24 am 
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Location: Southwestern Ohio
I believe Greater Incorporeality is a Monstrous Trait not a spell. I'm at work and don't have access to my books but that's what it sounds like to me. It's possible the Gladius of Light may not work on it, but I would suspect something with more power might. Something that higher tier players would have access to. Something with GI is not what I would expect to face at lower levels unless there is an option to run away. TPKs are not a good way to keep players interested in your game. :)

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Haakon val'Ishi, Beltinian Exorcist 2.7 [Divine]
Ursula val'Holryn, Grand Master of the Tralian Hammer 2.2 [Martial]
Arun of Tultipet, Holy Champion of Neroth 1.10 [Expert]
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 Post subject: Re: Greater Incorporality
PostPosted: Fri Oct 07, 2016 9:07 pm 
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HP2-04

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LA:5E; Magdelene of Ostermann, Dark-kin Courtesan Rog3(Bard)/HC2 (future twilight warrior)
LRC:OP; Seraphina "Flowerchild" Amakiir, Skill Hero


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 Post subject: Re: Greater Incorporality
PostPosted: Fri Oct 07, 2016 10:43 pm 
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Location: Central Alberta
1) It is HP5 "Vexing Priests" as I recall.

2) Sometimes there are threats a T1 spell can't deal with effectively. There are horrors on Arcanis which can make even T2 or T3 Heroes quiver in their stylish armour. :P

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 Post subject: Re: Greater Incorporality
PostPosted: Sat Oct 08, 2016 6:51 am 
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Is that what we are talking about? I think Vexing Priests is one of the best hard points in the Coming of the Destroyer Arc. The assassins are clearly something special. And the module gives you an item with which to neutralize the assassin's "greater incorporeality" ... If that's what the power is called (and what we are talking about).

Tukufu has a spell rune with GoL. Have only used it twice, but was glad to have it both times. This wasn't one of the two times. It's heavily situational. OTOH potentially works great on infernals and undead. No shortage of either kind of critters in the campaign.

I agree in principle that I don't want to see lots of incorporeal creatures that are immune to GoL. Still really liked this mod.

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 Post subject: Re: Greater Incorporality
PostPosted: Sat Oct 08, 2016 7:34 am 
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Your groups must have been higher average level. Ours ran from 1.7-2.2

Our parties 'best' attack bonus was +9 and 'best' defence was 24.

I only manage 4 full hits the whole combat (at +8); and one of those was +5 with a spell.

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LA:5E; Magdelene of Ostermann, Dark-kin Courtesan Rog3(Bard)/HC2 (future twilight warrior)
LRC:OP; Seraphina "Flowerchild" Amakiir, Skill Hero


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 Post subject: Re: Greater Incorporality
PostPosted: Sat Oct 08, 2016 9:06 am 
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As I recall when we played it there was not a Tier 2 Hero at our table and we pulled it off. I'd go into details but don't want to post spoilers. Let's just say clever tactics and teamwork were necessary.

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Haakon val'Ishi, Beltinian Exorcist 2.7 [Divine]
Ursula val'Holryn, Grand Master of the Tralian Hammer 2.2 [Martial]
Arun of Tultipet, Holy Champion of Neroth 1.10 [Expert]
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