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Merged: Against all odds [Darmanicus] & Adv. Party Needs Killing (Inconsequential-AL)
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<blockquote data-quote="Pielorinho" data-source="post: 1417246" data-attributes="member: 259"><p>Wall of Force would be tremendous fun <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />. Just run the tactic by the DM first, as it's not really covered in the rules what would happen; my suggestion would be to treat it like falling damage and would immediately change the wyvern's flight direction to straight down, requiring rapid maneuvering to avoid crashing to the earth.</p><p> </p><p>Solid fog, OTOH, would be most useful for dividing and conquering the enemy, if you can get it. Cast it to catch half or so of the wyverns, and deal with the other half quickly.</p><p> </p><p>Remember that you can use plane shift offensively: if you succeed on a touch attack and the target fails a will save, they go to whatever plane you want. I'm not sure, but I betcha those wyverns have crappy will saves <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />. Still, that's a risky proposition: if they make their save, you've cast a useless fifth-level spell. It's basically save-or-die material.</p><p> </p><p>And <em>telekinesis </em>is a fantastic idea: assuming a 22 int (cast <em>fox's cunning </em>before the battle), you're looking at 11 rounds of bull-rushing anyone within 840 feet with a +17 on your opposed check. If there are any spellcasters, ready an action to cast it on the spellcasters. (you may want to make sure that your DM won't be superpicky and consider a lost readied action in this cast to end the spell). Otherwise, pick off the weakest ones.</p><p> </p><p>Another idea for unseating the riders: have the wizard use her sixth-level slot to summon a large air elemental, if possible. It can transform into a whirlwind for four rounds, and use those four rounds to move 200' (a double-move) back and forth across the wyverns. The wyverns themselves will be unaffected, but each time the whirlwind reenters a space containing a rider, the rider will need to make a reflex save DC 16 to avoid being picked up. Pick up riders, move over the PCs' heads, and drop them down to where the PCs can finish them off. Check this tactic out with the DM first, too.</p><p> </p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1417246, member: 259"] Wall of Force would be tremendous fun :D. Just run the tactic by the DM first, as it's not really covered in the rules what would happen; my suggestion would be to treat it like falling damage and would immediately change the wyvern's flight direction to straight down, requiring rapid maneuvering to avoid crashing to the earth. Solid fog, OTOH, would be most useful for dividing and conquering the enemy, if you can get it. Cast it to catch half or so of the wyverns, and deal with the other half quickly. Remember that you can use plane shift offensively: if you succeed on a touch attack and the target fails a will save, they go to whatever plane you want. I'm not sure, but I betcha those wyverns have crappy will saves :). Still, that's a risky proposition: if they make their save, you've cast a useless fifth-level spell. It's basically save-or-die material. And [i]telekinesis [/i]is a fantastic idea: assuming a 22 int (cast [i]fox's cunning [/i]before the battle), you're looking at 11 rounds of bull-rushing anyone within 840 feet with a +17 on your opposed check. If there are any spellcasters, ready an action to cast it on the spellcasters. (you may want to make sure that your DM won't be superpicky and consider a lost readied action in this cast to end the spell). Otherwise, pick off the weakest ones. Another idea for unseating the riders: have the wizard use her sixth-level slot to summon a large air elemental, if possible. It can transform into a whirlwind for four rounds, and use those four rounds to move 200' (a double-move) back and forth across the wyverns. The wyverns themselves will be unaffected, but each time the whirlwind reenters a space containing a rider, the rider will need to make a reflex save DC 16 to avoid being picked up. Pick up riders, move over the PCs' heads, and drop them down to where the PCs can finish them off. Check this tactic out with the DM first, too. Daniel [/QUOTE]
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Merged: Against all odds [Darmanicus] & Adv. Party Needs Killing (Inconsequential-AL)
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