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How to challenge a high powered group?
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<blockquote data-quote="kigmatzomat" data-source="post: 2188630" data-attributes="member: 9254"><p>Heh. Best "single" opponent to deal with this group: a summoner. This can either be a pure caster or it can be one of the more powerful outsiders that have spellcasting powers as well. </p><p></p><p>Summon a couple of huge air elementals; high movement rate, good stats, fairly durable. Send the elementals in en-masse and have each one grab a PC with flyby attack and take off in a different direction, that should end up with the PCs being several hundred feet apart and possibly out of sight depending on terrain. </p><p></p><p>Each of the elementals goes to a designated location where two or three moderately tough summoned creatures are waiting. (An 18th level summoner should have enough duration to pull this off though the first summons may only be around for 5-6 rounds once the fight starts) If each of those characters is facing a huge air and a couple of 10-12HD outsiders they will be in serious trouble, especially if those outsiders are instructed to use their Dispel Magic spell(-like) abilities to counter anything the casters try. </p><p></p><p>Once the first one's loose and they start teaming up they will quickly mop up their opponents *BUT* they will have no freaking clue what just transpired. If the summoner has a minion like an Improved Familiar that can use magic items (quasit, mephit, etc), the stealthed familiar can send a threat every few hours at the party to keep them from resting while the summoner gets back to full strength. </p><p></p><p></p><p>Other options are:</p><p>Golems. Those things are highly resilient to magic and a moderately common construct due to the books of golem construction. </p><p></p><p>Evil Monks. Good SR & Saves, great against casters thanks to stun & grappling. </p><p></p><p>Creatures with poison, preferrably a ranged attack. Those characters are going to have crappy Fort saves.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 2188630, member: 9254"] Heh. Best "single" opponent to deal with this group: a summoner. This can either be a pure caster or it can be one of the more powerful outsiders that have spellcasting powers as well. Summon a couple of huge air elementals; high movement rate, good stats, fairly durable. Send the elementals in en-masse and have each one grab a PC with flyby attack and take off in a different direction, that should end up with the PCs being several hundred feet apart and possibly out of sight depending on terrain. Each of the elementals goes to a designated location where two or three moderately tough summoned creatures are waiting. (An 18th level summoner should have enough duration to pull this off though the first summons may only be around for 5-6 rounds once the fight starts) If each of those characters is facing a huge air and a couple of 10-12HD outsiders they will be in serious trouble, especially if those outsiders are instructed to use their Dispel Magic spell(-like) abilities to counter anything the casters try. Once the first one's loose and they start teaming up they will quickly mop up their opponents *BUT* they will have no freaking clue what just transpired. If the summoner has a minion like an Improved Familiar that can use magic items (quasit, mephit, etc), the stealthed familiar can send a threat every few hours at the party to keep them from resting while the summoner gets back to full strength. Other options are: Golems. Those things are highly resilient to magic and a moderately common construct due to the books of golem construction. Evil Monks. Good SR & Saves, great against casters thanks to stun & grappling. Creatures with poison, preferrably a ranged attack. Those characters are going to have crappy Fort saves. [/QUOTE]
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