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[3.5/3.0] Collaborative Effort: Collection of Round-by-Round Monster Tactics
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<blockquote data-quote="Joshua Randall" data-source="post: 1027501" data-attributes="member: 7737"><p><strong>Ogre Mage</strong></p><p></p><p>From the 3.5 SRD:</p><p></p><p>=====</p><p><strong>Combat</strong></p><p>Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously</p><p>superior forces, they prefer to retreat using <em>gaseous</em> form rather than fight a losing battle.</p><p></p><p><strong>Spell-Like Abilities:</strong> At will—<em>darkness</em>, <em>invisibility</em>; 1/day— <em>charm person</em> (DC 14), <em>cone of cold</em> (DC 18), <em>gaseous form</em>, <em>polymorph</em>, <em>sleep</em> (DC 14). Caster level 9th. The save DCs are Charisma-based.</p><p><strong>Flight (Su):</strong> An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed</p><p>and has perfect maneuverability.</p><p><strong>Regeneration (Ex):</strong> Fire and acid deal normal damage to an ogre mage.</p><p>=====</p><p></p><p>Note: figuring out what the Ogre Mage could change into with <em>polymorph</em> would require an entire post of its own, so these tactics do not use that spell-like ability.</p><p></p><p><strong>Ogre Mage - Tactics Round by Round</strong></p><p></p><p><em>Prior to combat:</em> Target any obvious fighter-type with <em>charm person</em> and ask him to persuade his friends to seek adventure elsewhere. </p><p></p><p><em>Round 1:</em> Begin flying as a free action. Become <em>invisible</em> as a standard action. Fly 40 ft. into the air. </p><p></p><p><em>Round 2:</em> Cast <em>sleep</em>, centering the effect to catch as many opponents as possible.</p><p></p><p><em>Round 3:</em> Target spellcasters or fighters (but not rogues or monks) with <em>cone of cold</em>.</p><p></p><p><em>Rounds 4+:</em> If any opponents remain and seem weak, charge (flying) and chop them up with greatsword. Otherwise, if remaining opponents appear strong(*), become <em>invisble</em> or <em>gaseous</em> and flee at top speed.</p><p></p><p>(*) Anybody left standing after both <em>sleep</em> and <em>cone of cold</em> could be considered strong from the ogre mage's point of view.</p><p></p><p>Edit: the ogre mage should make better use of <em>invisibility</em> and <em>darkness</em>, but I couldn't think of anything brilliant.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 1027501, member: 7737"] [b]Ogre Mage[/b] From the 3.5 SRD: ===== [b]Combat[/b] Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using [i]gaseous[/i] form rather than fight a losing battle. [b]Spell-Like Abilities:[/b] At will—[i]darkness[/i], [i]invisibility[/i]; 1/day— [i]charm person[/i] (DC 14), [i]cone of cold[/i] (DC 18), [i]gaseous form[/i], [i]polymorph[/i], [i]sleep[/i] (DC 14). Caster level 9th. The save DCs are Charisma-based. [b]Flight (Su):[/b] An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability. [b]Regeneration (Ex):[/b] Fire and acid deal normal damage to an ogre mage. ===== Note: figuring out what the Ogre Mage could change into with [i]polymorph[/i] would require an entire post of its own, so these tactics do not use that spell-like ability. [b]Ogre Mage - Tactics Round by Round[/b] [i]Prior to combat:[/i] Target any obvious fighter-type with [i]charm person[/i] and ask him to persuade his friends to seek adventure elsewhere. [i]Round 1:[/i] Begin flying as a free action. Become [i]invisible[/i] as a standard action. Fly 40 ft. into the air. [i]Round 2:[/i] Cast [i]sleep[/i], centering the effect to catch as many opponents as possible. [i]Round 3:[/i] Target spellcasters or fighters (but not rogues or monks) with [i]cone of cold[/i]. [i]Rounds 4+:[/i] If any opponents remain and seem weak, charge (flying) and chop them up with greatsword. Otherwise, if remaining opponents appear strong(*), become [i]invisble[/i] or [i]gaseous[/i] and flee at top speed. (*) Anybody left standing after both [i]sleep[/i] and [i]cone of cold[/i] could be considered strong from the ogre mage's point of view. Edit: the ogre mage should make better use of [i]invisibility[/i] and [i]darkness[/i], but I couldn't think of anything brilliant. [/QUOTE]
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