D&D Wargaming: Evil OOC

It may be that he had used (or decided to hold in reserve) a few points to stabilize dying creatures.

Also keep in mind that they don't necessarily know exactly how many HP he had in either form and just blasted with pretty much however much power was available in hopes that it'd get him.

Anyhow, once you get Tonguez back in the game we'll see about moving my army somewhere useful and planning that raid. :cool:
 
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hi folks.

I'm trying to come up with some new anti teleporting uberwizard strategies. If you have any please post, I think I'm a bit out of my depth.

So far I've come up with this:

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Strike people inside homes. They can't teleport to you if they don't know where you are.

Strike from underground. My bite has a 10' reach. I could stay 5' underground and strike above me using my bite then use my 5' step to return underground on the same turn. Not to useful against a readied attack but good against a readied teleport.

Stay away from the wizards. I don't have much choice about this right now. I'm obviously severely outmatched both power and experience wise against these guys. I doubt they have protections on all those outlyign villages though.

Move with another army. If I stick with Pyrex's forces or someone elses they will have more to worry about than just me. The trouble is I move a lot faster than these forces and I can't fit through a mirror.

Strike while they are distracted. If they are off fighting against some other opponent they might not notice if I attack their city.

Stay subtle. Strike at night while they are asleep. Use my less obvious attacks. Strike targets while they are alone so they can't raise an alarm. You could wipe out most of a city if you used this tactic properly.

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So. Comments, suggestions, reasons these won't work and are going to get me killed? Come on people I need help.
 

Drakknyte32 said:
Strike people inside homes. They can't teleport to you if they don't know where you are.

Also works just fine if you hit smaller towns/villages. One stretch of field looks like pretty much any other.

Strike from underground. My bite has a 10' reach. I could stay 5' underground and strike above me using my bite then use my 5' step to return underground on the same turn. Not to useful against a readied attack but good against a readied teleport.

If you strike from underground using your reach your targets have full concealment. (and it's hard to find targets)

You can't 5' step back underground if you've already moved up so you can see them.

What you need is the Spring Attack feat.
 

I can still hear my targets underground (+22 listen). If a 50% miss chance is what I need to pay to remain safe I will gladly pay it. This will only be used when I know, or at least suspect, that powerful characters are nearby. Although right now I figure I'll just run if anyone strong actually shows up.

Spring attack or flyby attack would be useful but it's a bit late now. If I could remake my dragon a little I would probably change several things. Especially lowering his age catagory by one and adding a few levels of monk. Live and learn I guess.

So you can't use both move and 5' step. Pity. that makes things more difficult. I'll come up with something to overcome this.
 

Would I be at too much of a disadvantage if I took a level 18 Monk as my leader? Is a big spellcaster pretty much required in a game like this?

I was thinking that if our armies ever do battle in the field he would be able to run around ignoreing the little guys and go straight for the generals. (kinda like in Dynasty Warriors)
 

Hmm, monk should work pretty well.

The only problem is that in 3.5 Freedom of Movement pretty much completely negates your ability to grapple.
 

Pyrex said:
Hmm, monk should work pretty well.

The only problem is that in 3.5 Freedom of Movement pretty much completely negates your ability to grapple.

Monk's generally are a caster's worst nightmare, they have the touch AC, mobility, and saves to go toe to toe with casters.

You may want to include some kind of See Invisible Item, Good seems to be using it pretty extensively.

You might want to have a teleport item, Good doesn't seem to like to travel alone, and as Drakk has learned, lingering=death.

You might want a silence item, sneaking up on wizard and placing him in a zone of silence improves your chances of survivablity, and decreases his chances of casting teleport, natch, he will probably have a contingency in place though.

Personally, I would pick a Rogue/Assassin over Monk, with ALOT of cash, as you are going to need some very good stealth gear to get the drop on Good, and once you do, you aren't going to have alot rounds to take advantage of your attack, once Good zero's in on you, it seems they only need a round to put you to dirt.

I would make a Goblin Sniper, Rogue 5/Assassin10, with such items as Lens of True Seeing, Thieves Armor (+ to Hide and + to Sneak), a Ring of Mind Shield/Amulet of NonDetection, and a Helm of Teleportation. I would take all archery feats (Specifically, PB Shot, Far Shot, Precise Shot, Improved Precise Shot, and Improved Critical), and Buy the best poison you can afford, something nasty like Wyvren Poison or, if you can get your hands on it, Collossal Scorpion Venom (Possibly take one into your army and milk it for poison, Collosal are CR17's, so couldn't be taken, but Gargantuan Monstrous Scorpions are CR10, and would provide you with a source of DC23 1d10Con/1d10Con Poison).

Then just sit back with a +1 Keen Heavy Crossbow, and some Adamantine Bolts, Hiding and Greater Invis'd at a comfortable range of 240', and hit them with a Poison'd Bolt and TP out to safety. No, you aren't taking advantage of the assassin's death attack, or even your sneak attack, I suppose you could do it at 30', but it becomes alot more dangerous, the 240' attack can be done over and over again.

Some thoughts,

C. Rowe
 

Looking for some advice on spy insertion

Hey guys.

I have 4 Doppelgangers and a Rakshasha at my disposal for infiltration. I have found three branching roads, presumably leading to 3 cities, Mercitia, Lake Feather, and New Shore.

I would like to insert 3 Doppelgangers into enemy territory, one on each of these branches of the road, and have some on the ground intel as to who/what these lead to. Unfortunately, alot of problems arise since some of the things I was hoping to bring into my army didn't happen, and I completely misunderstood how Telepathic Bond is made permanent.

So what I am asking, is if anyone has any good ideas on inserting, communicating, and extracting said spies.

My plan for the moment, is to disguise them as Southern Merchants, drop them on an out of the way spot on the road, next to some geographic landmark, and turn them loose for a day or two to see what they can dig up, then have them return to the same spot, and extract/debrief them. This should work, but it is less than satisfying, I would prefer to leave them in for quite some time, and let them ingrain themselves, but I need the real time info. Unfortunately, I don't think it is worth 7,500 xp to permanently Telepathically bond all three of them.

Ideas? Suggestions?

Thanks,

C. Rowe
 

Drakknyte32 said:
hi folks.

Move with another army. If I stick with Pyrex's forces or someone elses they will have more to worry about than just me. The trouble is I move a lot faster than these forces and I can't fit through a mirror.

My character can greater Teleport at will, he should be able to take you pretty much anywhere. You would make an excellent complement to my Shadows, and they would be able to defend and support you.
My main strategy will be to raid the enemy home-land, small towns and villages, with the intent to start a plague of Shadows in their lands. If my initial attacks suceed I'm soon going to have thousands of Shadows spreading like wildfire and killing everything in their path. Wether or not our enemies manage to find a cure I will have wounded them beyond their ability to recuperate. Our victory will be almost inevitable. Join with me and our chances will improve.
 

OldCrowe said:
Ideas? Suggestions?

Dominate Person establishes a telepathic connection between the caster and the castee, a practical means of communication. If you can't cast the spell I will gladly do it for you, if Dopplers qualify as "persons".
 

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