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Great white wyrm - DEAD
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<blockquote data-quote="wolff96" data-source="post: 592605" data-attributes="member: 342"><p>Okay, here are some suggestions based on the possibility of Shade's player coming back as a Druid.</p><p></p><p>6th level spells:</p><p></p><p>A) Use Spellstaff a day or two ahead of time to get a freebie spell on the day of the fight.</p><p></p><p>B) Greater Dispelling is a no-brainer.</p><p></p><p>C) Fire Seeds: No Save if he is the target, SR applies. 20d8 from a Touch Attack spell with no save is worth the attempt. Suggest both Spell Penetration and Greater Spell Penetration.</p><p></p><p>D) Summon Nature's Ally VI. (I'll explain later.)</p><p></p><p>5th Level Spells:</p><p></p><p>A) Control Winds -- No Save, No SR, and at 14th level the druid's Hurricane force winds will keep the dragon's butt planted firmly on the ground. Downside: pretty much negates ranged attacks. I would recommend the "calm eye with outward downdraft" configuration. If the druid moves within 40' of the dragon, you can then make ranged attacks.</p><p></p><p>B) Animal Growth -- Add this to the Druid's animal companion (preferably a Dire Bear) and the Dire Bear summoned with Summon Nature's Ally VI. A couple of extra Dire Bears (probably from scrolls) would be handy as well. At 14th level, it will affect up to 7.</p><p></p><p>------------------------</p><p></p><p>Miscellaneous Spells:</p><p></p><p>If you use Control Winds to keep the dragon's butt on the ground, then Spike Stones and Spike Growth are both No Save, No SR spells that will lower his movement. It's not a lot of damage, but it adds up as the dragon moves around.</p><p></p><p>If you're outside, Call Lightning is a good spell despite the long reload time.</p><p></p><p>Greater Magic Fang for the druid's pet and any summoned monsters will help hit the big dragon. And allow them to pass through it's DR.</p><p></p><p>And of course, the lowly Flame Blade and Produce Flame are both 2nd level touch attack spell. They do have to check SR, though.</p><p></p><p>-------------------------</p><p></p><p>The Dire Bear Swarm:</p><p></p><p>If you take the time to prepare a bunch of Summon spells and get them off just before or right at the start of combat, an animal-growthed Dire Bear is actually a good match in melee for a Great White Wyrm.</p><p></p><p>Assuming you dispel some or all of it's protections, the DB will hit on an 11 or better... and that's assuming you didn't get the Greater Magic Fang in place.</p><p></p><p>Plus, as ridiculous as it sounds, an Animal Growthed Dire Bear actually has a pretty good chance of GRAPPLING the dragon. The Dire Bear (even with it's upgraded HP) won't survive the grapple for long, but that's more time for your group to try and get the upper hand.</p></blockquote><p></p>
[QUOTE="wolff96, post: 592605, member: 342"] Okay, here are some suggestions based on the possibility of Shade's player coming back as a Druid. 6th level spells: A) Use Spellstaff a day or two ahead of time to get a freebie spell on the day of the fight. B) Greater Dispelling is a no-brainer. C) Fire Seeds: No Save if he is the target, SR applies. 20d8 from a Touch Attack spell with no save is worth the attempt. Suggest both Spell Penetration and Greater Spell Penetration. D) Summon Nature's Ally VI. (I'll explain later.) 5th Level Spells: A) Control Winds -- No Save, No SR, and at 14th level the druid's Hurricane force winds will keep the dragon's butt planted firmly on the ground. Downside: pretty much negates ranged attacks. I would recommend the "calm eye with outward downdraft" configuration. If the druid moves within 40' of the dragon, you can then make ranged attacks. B) Animal Growth -- Add this to the Druid's animal companion (preferably a Dire Bear) and the Dire Bear summoned with Summon Nature's Ally VI. A couple of extra Dire Bears (probably from scrolls) would be handy as well. At 14th level, it will affect up to 7. ------------------------ Miscellaneous Spells: If you use Control Winds to keep the dragon's butt on the ground, then Spike Stones and Spike Growth are both No Save, No SR spells that will lower his movement. It's not a lot of damage, but it adds up as the dragon moves around. If you're outside, Call Lightning is a good spell despite the long reload time. Greater Magic Fang for the druid's pet and any summoned monsters will help hit the big dragon. And allow them to pass through it's DR. And of course, the lowly Flame Blade and Produce Flame are both 2nd level touch attack spell. They do have to check SR, though. ------------------------- The Dire Bear Swarm: If you take the time to prepare a bunch of Summon spells and get them off just before or right at the start of combat, an animal-growthed Dire Bear is actually a good match in melee for a Great White Wyrm. Assuming you dispel some or all of it's protections, the DB will hit on an 11 or better... and that's assuming you didn't get the Greater Magic Fang in place. Plus, as ridiculous as it sounds, an Animal Growthed Dire Bear actually has a pretty good chance of GRAPPLING the dragon. The Dire Bear (even with it's upgraded HP) won't survive the grapple for long, but that's more time for your group to try and get the upper hand. [/QUOTE]
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