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<blockquote data-quote="Pyske" data-source="post: 361036" data-attributes="member: 3567"><p>Make use of the dragon's range and mobility. Don't forget that the flying maneuverability class does not affect the jump skill, and reds get a bunch of free ranks in Jump.</p><p></p><p>Negate the PCs mutliple attacks and reduce the value of haste spells by using the "pop up, blast, drop prone as free action" trick.</p><p></p><p>Divide and conquer. Consider combining wall spells with means of preventing their circumvention (i.e. antimagic field, curtain of dispelling). Note that instant walls cannot be dispelled!</p><p></p><p>Teleport and flight barriers: Invisibility on a few objects (stalactites & stalagmites) + Permanency. An invisible wall of iron or two can soak up some spells by making careless PCs think they have line of effect when they don't.</p><p></p><p>Antimagic field + sunder. That +5 sword has the resistance of a normal weapon? Ouch. Flyby attack and targeting ranged weapons makes this even nastier.</p><p></p><p>Stoneskin gives +5 DR. It won't stack, but the overlap is likely to be useful.</p><p></p><p>Even the odds: use allies who can immobilize or occupy opponents. Minions with Improved Grab are valuable.</p><p></p><p>Take advantage of sensory differences. If you want to use fire, use the smoke, too. Concealment is deadly against a dragon someone who has the ability to detect you anyway.</p><p></p><p>If you plan to rely on buffs, counterspell their targeted dispel. Ring of counterspelling is especially helpful for this.</p><p></p><p>Target the healer first, and for massive damage. Alternately, divine and target their means of escape.</p><p></p><p>Flee for ~20 rounds before facing the party, but return to the lair after that. Try to waste their short duration buffs. Hold off on your own short duration buffs until just before the actual confrontation.</p><p></p><p>Full attack is incredibly powerful, but only worth it if there is little chance of all opponents being able to attack you afterward (i.e. grappled, held, physically separated by walls).</p><p></p><p> . . . . . . . -- Eric</p><p></p><p>PS -- I may add more ideas to the end of this post, so you might want to glance over it again later.</p></blockquote><p></p>
[QUOTE="Pyske, post: 361036, member: 3567"] Make use of the dragon's range and mobility. Don't forget that the flying maneuverability class does not affect the jump skill, and reds get a bunch of free ranks in Jump. Negate the PCs mutliple attacks and reduce the value of haste spells by using the "pop up, blast, drop prone as free action" trick. Divide and conquer. Consider combining wall spells with means of preventing their circumvention (i.e. antimagic field, curtain of dispelling). Note that instant walls cannot be dispelled! Teleport and flight barriers: Invisibility on a few objects (stalactites & stalagmites) + Permanency. An invisible wall of iron or two can soak up some spells by making careless PCs think they have line of effect when they don't. Antimagic field + sunder. That +5 sword has the resistance of a normal weapon? Ouch. Flyby attack and targeting ranged weapons makes this even nastier. Stoneskin gives +5 DR. It won't stack, but the overlap is likely to be useful. Even the odds: use allies who can immobilize or occupy opponents. Minions with Improved Grab are valuable. Take advantage of sensory differences. If you want to use fire, use the smoke, too. Concealment is deadly against a dragon someone who has the ability to detect you anyway. If you plan to rely on buffs, counterspell their targeted dispel. Ring of counterspelling is especially helpful for this. Target the healer first, and for massive damage. Alternately, divine and target their means of escape. Flee for ~20 rounds before facing the party, but return to the lair after that. Try to waste their short duration buffs. Hold off on your own short duration buffs until just before the actual confrontation. Full attack is incredibly powerful, but only worth it if there is little chance of all opponents being able to attack you afterward (i.e. grappled, held, physically separated by walls). . . . . . . . -- Eric PS -- I may add more ideas to the end of this post, so you might want to glance over it again later. [/QUOTE]
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