Battle vs. Frenzied Berserker

Crothian said:
Do the PCs use good tactics? And what do they have prepared and on scrolls and wands and things?

As a 7th level Druid, I'd definitely want to have gotten my hands on a scroll or two of Wall of Thorns!

-Hyp.
 

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I doubt the entire party will be wiped out, as it is a large party (unless they are caught napping). A couple will probably die though.

What are the FB's AC/hit points? Probably not good enough to last too long in a stand up fight. HP 100-120 and an AC probably in the low teens when frenzied I'd guess

Hope the PC fighter and barbarian have power attack.

EDIT: Forgot about deathless frenzy, running/shooting preferably while mounted untill berserker's frenzy runs out probably the best tactic. If PCs scattered in opposite directions while some are getting chased the others can open fire.
 
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Hypersmurf said:
Entangle isn't as handy as one might hope - with a Str of 30, he can make the DC20 Str check by taking 10. 40 foot radius will only slow him up by two rounds...

But two wizards and a cleric should have a variety of Will-Save-or-Goodnight spells between them...

-Hyp.

Yeah, plant growth is the real winner. Medium creature's speed reduced to 5, with no save and no recourse via strength checks or whatever, over an gigantic area of terrain, with open spots left for your friends.

As a standard action.
 

Aust Diamondew said:
What are the FB's AC/hit points? Probably not good enough to last too long in a stand up fight.

With Deathless Frenzy, hit points (and AC) are essentially irrelevant... what matters is the duration of the Frenzy.

-Hyp.
 



Shivering Touch spell. 3rd level. Necromancy touch spell (Frostburn). 3d6 Dexterity damage for 1 round/level. No save. No lower limit. Thus, you can effectively paralyze the FB with one casting & a lucky roll or nigh dead-sure with two castings.

Normally, if there are two wizards in a party, you'll cast this in combination with Spectral Hand, get in your touch attacks - bang, the encounter is over before it even started.

That's the easiest way.

Others might include your Druid sneaking up on the FB in Wild Shape (wooded terrain?) and cast something nasty at the FB - she willl fly in a frenzy, never knowing that the squirrel up in the tree she can't even see hit her with some nasty Flamestrike.

Once the frenzy is over, the invisible members of the party close in and kill her off.
Since the druid-squirrel will remain at the site while she plays out her frenzy with trees and bushes, this is no new encounter and she can't frenzy again once the party comes in and kills her off.

Multiple Grease spells might be nice as well, since she can't use Balance checks while in frenzy, and she'll have to pass a save every time she swings once her axe is greased up as well.

There are many more options of course.

FBs are ridiculously easy targets for a party with multiple primary spellcasters & warriors.

They are only dangerous when met totally unprepared.
 

Hypersmurf said:
Sweet :D

"Go out to that forest, and kill me the druid and his friends."
"... are you sure about this plan?"

-Hyp.

And of course, the druid himself is completely unimpaired thanks to woodland stride (arguably*). It really is a pretty amazing spell considering it is only level 3!

* My feeling is that because plant growth is an instantaneous duration, the clause about magically manipulated plants is inapplicable. I can definitely see ruling the other way, however.
 
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Hypersmurf said:
Entangle isn't as handy as one might hope - with a Str of 30, he can make the DC20 Str check by taking 10.

-Hyp.

Whoa, you can Take 10 on ability checks? I had no idea. In fact, I thought you explicitly couldn't... Perhaps this is 3.0 I am thinking? This even came up in our last session and I told the DM they couldn't Take 10 on ability checks. I feel sheepish :uhoh:

Guess I learned something new, heh...
 

The lack of items such as scrolls is my fault. The game has been very fast-paced with little down time. Battles have been intense and usually versus foes with little or no magic items.

To explain what I have said above about equipment, so as not to contradict myself: the items they have are deity granted. Everyone got armor/weapon/misc. item. As well as a few abilitiies.

Crothian: Normal tactics are decent, involving the fighter and barbarian engaging in melee. The cleric does sometimes as well. The rogue usually moves into position for SA. Druid usually summons. The wizards vary quite a bit on tactics.

Most items they have, and spells, are damage dealing.

Wizardess:
Zero-level Wizard spells: 4 per day
Detect Magic
Resistance
*Ray of Frost*
Detect Poison
Daze
Flare
*Light*
Dancing Lights
Ghost Sound
Disrupt Undead
*Mage Hand*
Mending
Open/Close
Arcane Mark
Detect Magic
*Prestidigitation*
Read Magic

First-level Wizard spells: 4 (3+2) per day
Feather Fall
Mage Armor
Magic Missile
Magic Missile
Protection from Evil

Second-level Wizard spells: 4 (4+1) per day 5
*Cat's Grace*
*Mirror Image*
*Scorching ray*
*Spider Climb*
*Protection From Arrows*


Third-level Wizard spells: 3 (3+1) per day 4
*Haste*
*Lightning Bolt*
*Wind Wall*
*Fireball*

Fourth-level Wizard Spells: 1 (1+1) per day 2
*Leomund's Secure Shelter*
*Phantasmal Killer*

Staff:
Resist Energy
Gust of Wind
Melf's Acid Arrow
Fireball
Sleet Storm
Stoneskin
Stone Shape


Wizard:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Arcane Mark
Dancing Lights
Daze
Detect Magic*
Detect Poison
Disrupt Undead
Flare
Ghost sound
Light*
Mage Hand
Mending
Open/Close*
Prestidigitation
Ray of Frost
Read Magic*
Resistance*

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Charm Person*
Mage Armour
Magic Missile
Shield*
Sleep
Colour Spray*
Burning Hands**
Hold Portal
Identify

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Horn of Belshan*
Claws of Darkness
Darkbolt**
Spectral Hand*

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 3¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Vampiric Touch***
Displacement*

Staff:
Bestow Wound
Darkbolt
Shriveling
Hell's Power
Flesh Ripper
Gutwrench


I'll have to double-check what the druid has...
 

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