The_Universe
First Post
This doesn't really take into account the potential strengths and resistances of the varying draconids, as well as the potential that you could be confronted by an unliving force, early on. If they're fire resistant, fireball won't work, and if it's undead, you'll want to maximize Justice's ability to turn. If you are, you may want to change the order of certain things, or use alternative resources.Xath said:Here's my interpretation of the overall battle plan. (for what Xath is doing)
---------Laurel-----Xath--------
Justice-Kaereth-----Arfin-Archon
We start out in this formation allowing the two Ranged attackers a clear line of sight. Xath can start making attacks once they are 800 feet away. (the elves, naturally would be closer, as she would be attacking behind them) If the creatures are moving at 60 feet a round, Xath can let off approximately 16-17 fireballs (with the rod of quickening) before they get within melee range)
At best with each fireball, she can knock off 60 attackers.
Once the attackers get within melee range, L'Aurel and Xath fall back to behind Kaereth and Arfin respectively.
Justice-Kaereth-----Arfin-Archon
---------Laurel-----Xath--------
Once the group is surrounded, we take upon the circle formation to prevent against being flanked. At this time, the group is Hasted.
--------Kaereth-----Arfin-------
--Justice----------------Archon
---------Laurel-----Xath--------
And here, Xath can do 1 of several things.
1) She continues using the wand of Fireball for up to another 30 rounds, stopping to heal as necessary. Using all 47 charges of the fireball wand gives us a chance of knocking out 2820 bad guys, although there's a good chance the concentration checks won't last that long.
2) She sings a song of Inspire Courage which gives a +2 to damage, and uses melee weapons to attack. Stopping to heal someone stops the song, although it's effects would last 5 rounds after the fact.
Probably, it will end up being a combination of the two. Singing, stopping to heal someone, then wailing 4 fireballs before continuing.
You'll more than likely see all sorts of opponents, but don't lock in too hard. To a degree, once you decided where to engage the enemy, and the general formation, you can play the rest of this part by ear.
What you now need to decide is what you're going to do AFTER you jam out of the circle, and how you hope to do so.