Re: Tactical Examples
(By the way, shouldn't an Assassin's spell list include True Strike? OK, maybe not at 1st-level, but it should be on their list, shouldn't it?)
How is this better than teleporting in?Attack ethereally.
Heck, why not send a large force against an individual champion?Depending on how many of the champions we can catch at one time, we either bring a fairly large force (say 50+) or, I would much prefer to take groups of 5 - 10 into attacks on individual champions (who are separated) with a simultaneous strike.
A level or two of Assassin wouldn't hurt either. I doubt any Champion of Vallorea is going to fail a DC-12 Fort Save against Death Attack though.For the rogues, take Shadowdancer to use Hide in Plain Sight ability, enhance this with items (cloak/boots) and spells (wieldskill) to get this bonus ridiculously high (hopefully out of range for all the champions except the rogues).
(By the way, shouldn't an Assassin's spell list include True Strike? OK, maybe not at 1st-level, but it should be on their list, shouldn't it?)
Is that the best use of their abilities (and their money)? Or should they be delivering multiple 10d6 Sneak Attacks?Rogues should also be prepared to use high-level magic items and spells off scrolls.
Ideally we'd hit the Fighters with attacks against something other than Hit Points -- Ability Drain, Energy Drain, etc. Against 200 Hit Points, even multiple 10d6 attacks aren't lethal.Also use spells and abilities like "brilliant energy" or "touch attacks" against the warriors.
If you ambush their Rogues, they're not necessarily invisible and hidden! A Rogue in the open dies.Against other rogues, hit 'em hard with no save and/or fort save spells. All it takes are one or two of these to connect and finish the job.
Very true. In fact, if surprise gives you one free round per assault, why ever stick around much past that?Critical to the success of this hit-and-run tactic, are contingency effects that get you THE HELL out of there the second things start to look bad.