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Tactics class. Begin now.
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<blockquote data-quote="Piratecat" data-source="post: 991474" data-attributes="member: 2"><p>Easy.</p><p></p><p>Predicate a 3rd lvl spell.. we'll call it <em>hammerblows</em>. It does 1d6 per lvl of subdual damage, fortitude save for half.</p><p></p><p>The bad guy's pet wixard (if the PCs are 8th, let's say he's 10th) makes three wands of this spell, heightened to 7th lvl instead of the normal 5th. He hands them to three 1st lvl wizard lackeys. He also hands them each a potion of <em>haste.</em></p><p></p><p>After studying the PCs actions for a few days in a town, they take positions on top of buildings on either side of a street, a half block down from where the PCs will be walking. If necessary, he uses a divination spell to find a good spot and time.</p><p></p><p>When the PCs appear, the bad guys duck back out of sight and drink their haste potions (or the wizard casts the spell.) Then, cued by a simple message spell, the bad guys let loose with their wands.</p><p></p><p>Surprise round: since everyone is hasted, the bad guys get 2 partial actions a piece. The apprentices use them to fire their wands, and the wizard uses them to cast 2 hammerblow spells. Total damage is 62d6 (7+7+7+7+7+7+10+10) subdual. Average subdual damage is 217 points, or 108 if all eight saving throws are made.</p><p></p><p>Round 1: the wizard flies down and collects all the bodies in a pile.</p><p></p><p>Round 2: the wizard teleports away with them, and the apprentices run to a pre-arranged meeting place.</p><p></p><p>Will that do? <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" /></p><p></p><p>Note that you could use <em>fireball</em> with the subdual substitution feat, but a reflex save + evasion makes it easy for the rogues to escape.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 991474, member: 2"] Easy. Predicate a 3rd lvl spell.. we'll call it [i]hammerblows[/i]. It does 1d6 per lvl of subdual damage, fortitude save for half. The bad guy's pet wixard (if the PCs are 8th, let's say he's 10th) makes three wands of this spell, heightened to 7th lvl instead of the normal 5th. He hands them to three 1st lvl wizard lackeys. He also hands them each a potion of [i]haste.[/i] After studying the PCs actions for a few days in a town, they take positions on top of buildings on either side of a street, a half block down from where the PCs will be walking. If necessary, he uses a divination spell to find a good spot and time. When the PCs appear, the bad guys duck back out of sight and drink their haste potions (or the wizard casts the spell.) Then, cued by a simple message spell, the bad guys let loose with their wands. Surprise round: since everyone is hasted, the bad guys get 2 partial actions a piece. The apprentices use them to fire their wands, and the wizard uses them to cast 2 hammerblow spells. Total damage is 62d6 (7+7+7+7+7+7+10+10) subdual. Average subdual damage is 217 points, or 108 if all eight saving throws are made. Round 1: the wizard flies down and collects all the bodies in a pile. Round 2: the wizard teleports away with them, and the apprentices run to a pre-arranged meeting place. Will that do? :D Note that you could use [i]fireball[/i] with the subdual substitution feat, but a reflex save + evasion makes it easy for the rogues to escape. [/QUOTE]
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