Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Anti-Illithid tactics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Norfleet" data-source="post: 929570" data-attributes="member: 11581"><p>Use Gaseous Form upon the fighter.</p><p></p><p>Haste for Fighter and Rogue.</p><p></p><p>Spell Immunity for the Fighter and Rogue would also make good picks. The wizard and cleric, with their superior will saves, are not really at risk here, but more never hurts.</p><p></p><p>Improved Invis for the Rogue and Wizard. This will probably tie up your L4 capability.</p><p>You didn't list this, but if available, you can deploy L2 standard Invis on your cleric and fighter as well.</p><p></p><p>Your group should now be undetected, assuming you have managed to cloak everyone with Imp. Invis/Invis/Gaseous.</p><p></p><p>The fighter should move to establish a vertical envelopment position over the target flayer. If the ceiling is sufficiently high, in excess of 50 feet or so, he should position himself at a high altitude. If the ceiling is not high, he should merely position himself such that he can land near a flayer.</p><p></p><p>That means it's surprise and terror time.</p><p></p><p>The Rogue should begin by launching 2x +3d6 sneak attacks at range. Firing a typical CSB, assuming no outstanding bonusses, it's not unreasonable to expect at least one hit, for an average of 14 damage.</p><p></p><p>I think the dismissal of a spell involves slightly more than a free action.</p><p></p><p>The wizard should now dismiss gaseous form. The fighter should be ready for this, and will plummet to the ground as gravity reasserts itself upon his now solid form. If going for a high-altitude assault, land on a flayer, inflicting large amounts of falling object damage. If going for a low-altitude assault, land and attack. Shouting "DEATH FROM ABOVE!" as a free action is optional for the fighter.</p><p></p><p>In the event of a successful high-altitude assault, both targets will probably prone as a result.</p><p></p><p>Regardless, the fighter should accept the penalty for being prone, if prone, and attack under haste at -4 against the probably also prone flayer, at +4, for no net bonus or penalty. If the aerial assault failed, the fighter will be at -4 net.</p><p></p><p>In the surprise round, the fighter will therefore be expected to attack 2 or 3 times: once as part of falling, once as a standard attack, once for haste. Falling for something like 5d6 damage has an expected yield of 17 points of damage. Two attacks, with at least one expected hit, by a typical greatsword wielding lug at +5strength is expected to inflict another 2d6+5, so we'll say an expected yield of 12.</p><p></p><p>The fighter should now use his free 5' step(roll?), if available, to disengage from the flayer and roll towards a new flayer, if one exists, or at least to get out of the way.</p><p></p><p>Cleric should charge invisibly, smashing into the target flayer, perhaps attacking at +4 for a prone victim. We expect a hit.</p><p></p><p>As an average case, against your typical 44hp flayer, we can expect to scratch one flayer. If that was the only flayer, you have now neutralized the flayer, and spared the lives of the poor, mind-controlled sods. Congratulations!</p><p></p><p>If not, round 1 opens with another sneak attack volley against a new flayer, a fighter performing either a step and full attack, or move/charge and attack, and the cleric should also do the same. Sleep is a helpful option for the wizard to consider if the thralls appear susceptible and the demise of all of the flayers doesn't seem sufficiently imminent. Crossbow sniping of a flayer that bucks the odds is another possibility.</p><p></p><p>Hopefully, you won't be running into too many of these things, and the cloaked blitz ought to allow you to take out as many flayers as possible. With the flayers down and out, the thralls should be liberated from their control, and therefore be considered overcome as a challenge. Free experience, and you didn't even have to kill anyone for it!</p><p></p><p>At this point, they should be suitably grateful to you and offer some kind of reward, or at least be useful as human shields later.</p><p></p><p>And remember: Surprise and terror!</p><p></p><p>Fireball and burning hands are options to consider after the battle if anyone is hungry and up for fried calamari.</p></blockquote><p></p>
[QUOTE="Norfleet, post: 929570, member: 11581"] Use Gaseous Form upon the fighter. Haste for Fighter and Rogue. Spell Immunity for the Fighter and Rogue would also make good picks. The wizard and cleric, with their superior will saves, are not really at risk here, but more never hurts. Improved Invis for the Rogue and Wizard. This will probably tie up your L4 capability. You didn't list this, but if available, you can deploy L2 standard Invis on your cleric and fighter as well. Your group should now be undetected, assuming you have managed to cloak everyone with Imp. Invis/Invis/Gaseous. The fighter should move to establish a vertical envelopment position over the target flayer. If the ceiling is sufficiently high, in excess of 50 feet or so, he should position himself at a high altitude. If the ceiling is not high, he should merely position himself such that he can land near a flayer. That means it's surprise and terror time. The Rogue should begin by launching 2x +3d6 sneak attacks at range. Firing a typical CSB, assuming no outstanding bonusses, it's not unreasonable to expect at least one hit, for an average of 14 damage. I think the dismissal of a spell involves slightly more than a free action. The wizard should now dismiss gaseous form. The fighter should be ready for this, and will plummet to the ground as gravity reasserts itself upon his now solid form. If going for a high-altitude assault, land on a flayer, inflicting large amounts of falling object damage. If going for a low-altitude assault, land and attack. Shouting "DEATH FROM ABOVE!" as a free action is optional for the fighter. In the event of a successful high-altitude assault, both targets will probably prone as a result. Regardless, the fighter should accept the penalty for being prone, if prone, and attack under haste at -4 against the probably also prone flayer, at +4, for no net bonus or penalty. If the aerial assault failed, the fighter will be at -4 net. In the surprise round, the fighter will therefore be expected to attack 2 or 3 times: once as part of falling, once as a standard attack, once for haste. Falling for something like 5d6 damage has an expected yield of 17 points of damage. Two attacks, with at least one expected hit, by a typical greatsword wielding lug at +5strength is expected to inflict another 2d6+5, so we'll say an expected yield of 12. The fighter should now use his free 5' step(roll?), if available, to disengage from the flayer and roll towards a new flayer, if one exists, or at least to get out of the way. Cleric should charge invisibly, smashing into the target flayer, perhaps attacking at +4 for a prone victim. We expect a hit. As an average case, against your typical 44hp flayer, we can expect to scratch one flayer. If that was the only flayer, you have now neutralized the flayer, and spared the lives of the poor, mind-controlled sods. Congratulations! If not, round 1 opens with another sneak attack volley against a new flayer, a fighter performing either a step and full attack, or move/charge and attack, and the cleric should also do the same. Sleep is a helpful option for the wizard to consider if the thralls appear susceptible and the demise of all of the flayers doesn't seem sufficiently imminent. Crossbow sniping of a flayer that bucks the odds is another possibility. Hopefully, you won't be running into too many of these things, and the cloaked blitz ought to allow you to take out as many flayers as possible. With the flayers down and out, the thralls should be liberated from their control, and therefore be considered overcome as a challenge. Free experience, and you didn't even have to kill anyone for it! At this point, they should be suitably grateful to you and offer some kind of reward, or at least be useful as human shields later. And remember: Surprise and terror! Fireball and burning hands are options to consider after the battle if anyone is hungry and up for fried calamari. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Anti-Illithid tactics
Top