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<blockquote data-quote="Zaruthustran" data-source="post: 1425266" data-attributes="member: 1457"><p>Inflict Wounds, Mass (from the Miniatures Handbook) seems like your best bet. Or you could make up a non-official spell. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I strongly suggest a druid. Evil druids are scary. </p><p></p><p>Sleet Storm is a nice opener. It blocks all vision and halts movement. Characters can move at half speed with a DC 10 balance check, but if the check fails by 5 or more the creature falls and goes prone.</p><p></p><p>Or open with an Extended Ice Storm from 760 feet away (long range even for the deadly archer). That'll do 10d6 damage (6d6 bludgeon, 4d6 cold) over two rounds, letting you cast another spell (like sleet storm) during round two. Ice Storm simply halves all ground movement (no save) so it, coupled with Sleet Storm in round 2, may reduce movement to 1/4--keeping them bunched up for your next tricks.</p><p></p><p>Once they're slowed down ring them with a Wall of Fire (20' radius), heat facing inward. This will encourage the characters to huddle in the tiny safe zone in the middle. You and your buddies can hit that safe zone with Flame Strike and other blast spells. </p><p></p><p>All that fire will cause the copse to catch flame, even after the sleet storm. So, make the burning vegetation reach out and touch someone--everyone.</p><p></p><p>Entangle, a simple 1st level spell, can be deadly against high-level characters. Entangled creatures move at half speed, take penalties to attack rolls, take a -4 penalty to Dex (-2 Reflex save, -2 to ranged attacks, -2 AC, etc), and has to make a concentration check (DC 15+ spell level) before casting any spell. Nasty! Even a successful save means that creatures move at half speed. Pump up the DC with Spell Focus: Transmutation and Heighten Spell. Or use the nastier version (brambles) from Master of the Wild.</p><p></p><p>Warp Wood is another handy Druid spell. A Heightened Warp Wood will really ruin the archer's day. A fun trick would be to have the Druid approach stealthily, shapechanged into a bird or mouse. Use Natural Spell to cast Warp Wood from cover, then Summon a number of decoy animals and then scurry away while the party reacts with Buffs and other spells. Go back and slay once those spell durations end. </p><p></p><p>And, don't forget the animal companion. A 9th level druid can have a giant crocodile companion with +2 HD, +2 AC, +1 Str, and Evasion. The archer (or wizard) will have no hope of winning a grapple against such a beast.</p><p></p><p></p><p></p><p>As stated above, Warp Wood is good vs. archers. Your Druid should have Spell Focus: Transmutation and Heighten Spell so that the Warp Wood will succeed. It's a Will save so chances are the Archer will be out of luck.</p><p></p><p>And, yeah, skeletons are nice vs. archers. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Heightened Entangle will be worrisome for a wizard, as will a Giant Crocodile. Or a polar bear whose first Bite attack is dripping Poison (as the spell, via shapechanged druid). If you follow the Druid attack recipe above that boom wizard will be blinded, on his back, suffering from 10d6 damage before round 3 begins--not counting the actions of the other riders or their wyverns. ><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 1425266, member: 1457"] Inflict Wounds, Mass (from the Miniatures Handbook) seems like your best bet. Or you could make up a non-official spell. :) I strongly suggest a druid. Evil druids are scary. Sleet Storm is a nice opener. It blocks all vision and halts movement. Characters can move at half speed with a DC 10 balance check, but if the check fails by 5 or more the creature falls and goes prone. Or open with an Extended Ice Storm from 760 feet away (long range even for the deadly archer). That'll do 10d6 damage (6d6 bludgeon, 4d6 cold) over two rounds, letting you cast another spell (like sleet storm) during round two. Ice Storm simply halves all ground movement (no save) so it, coupled with Sleet Storm in round 2, may reduce movement to 1/4--keeping them bunched up for your next tricks. Once they're slowed down ring them with a Wall of Fire (20' radius), heat facing inward. This will encourage the characters to huddle in the tiny safe zone in the middle. You and your buddies can hit that safe zone with Flame Strike and other blast spells. All that fire will cause the copse to catch flame, even after the sleet storm. So, make the burning vegetation reach out and touch someone--everyone. Entangle, a simple 1st level spell, can be deadly against high-level characters. Entangled creatures move at half speed, take penalties to attack rolls, take a -4 penalty to Dex (-2 Reflex save, -2 to ranged attacks, -2 AC, etc), and has to make a concentration check (DC 15+ spell level) before casting any spell. Nasty! Even a successful save means that creatures move at half speed. Pump up the DC with Spell Focus: Transmutation and Heighten Spell. Or use the nastier version (brambles) from Master of the Wild. Warp Wood is another handy Druid spell. A Heightened Warp Wood will really ruin the archer's day. A fun trick would be to have the Druid approach stealthily, shapechanged into a bird or mouse. Use Natural Spell to cast Warp Wood from cover, then Summon a number of decoy animals and then scurry away while the party reacts with Buffs and other spells. Go back and slay once those spell durations end. And, don't forget the animal companion. A 9th level druid can have a giant crocodile companion with +2 HD, +2 AC, +1 Str, and Evasion. The archer (or wizard) will have no hope of winning a grapple against such a beast. As stated above, Warp Wood is good vs. archers. Your Druid should have Spell Focus: Transmutation and Heighten Spell so that the Warp Wood will succeed. It's a Will save so chances are the Archer will be out of luck. And, yeah, skeletons are nice vs. archers. :) Heightened Entangle will be worrisome for a wizard, as will a Giant Crocodile. Or a polar bear whose first Bite attack is dripping Poison (as the spell, via shapechanged druid). If you follow the Druid attack recipe above that boom wizard will be blinded, on his back, suffering from 10d6 damage before round 3 begins--not counting the actions of the other riders or their wyverns. >:) -z [/QUOTE]
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