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Hunting down a Rog/Clr(travel) (New:We got 'im!)
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<blockquote data-quote="silentspace" data-source="post: 1453380" data-attributes="member: 14316"><p>Don't blame it on the low-Spot rogue! You'd be in a tight situation even if he had a high Spot. </p><p></p><p>Since you don't have access to Teleport and Scry, that changes everything...</p><p></p><p>But anyway, I think your foe's biggest strength is not his scrying (3rd-5th level spell), or his teleporting (5th level spell), but his invisibility (2nd level spell)! That's OK though, since the See Invisibility goggles sounds like a very powerful item.</p><p></p><p>Against an opponent like this, it becomes a strategy game of spells vs counterspells. You'll have to play a defensive game.</p><p></p><p>Here are some general ideas...</p><p></p><p>- If your Wiz 9 has Detect Scrying, he should have it active at all times! </p><p>- If your Sor 7/Cle 1 is a "blaster", see if you can get him to lend his See Invisibility goggles to the Clr 9. </p><p>- I would give the Cle 9 the See Invisibility goggles. He should activate his goggles as soon as the Wiz 9 detects a scry attempt. Since the goggles will let the Cle 9 see your opponent, he can use a targeted Dispel Magic or two, until he's visible and on the ground. Have Invisibility Purge (no save) ready too, in case you have the opportunity to use it. Getting him visible is the highest priority.</p><p></p><p>The rest of the party should concentrate on supporting the Cle 9 until he's able to do his job. That means being ready to buff, heal, Remove Blindness, Gust of Wind, etc.</p><p></p><p>Once the Cle 9 gets him visible (and hopefully grounded with no spells), then the rest of the party can lay down the smack. Dimensional Anchor would be nice, but with a big party like yours, you might not need it. Just have one or two folks stand by with readied attacks for when he tries to cast.</p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="silentspace, post: 1453380, member: 14316"] Don't blame it on the low-Spot rogue! You'd be in a tight situation even if he had a high Spot. Since you don't have access to Teleport and Scry, that changes everything... But anyway, I think your foe's biggest strength is not his scrying (3rd-5th level spell), or his teleporting (5th level spell), but his invisibility (2nd level spell)! That's OK though, since the See Invisibility goggles sounds like a very powerful item. Against an opponent like this, it becomes a strategy game of spells vs counterspells. You'll have to play a defensive game. Here are some general ideas... - If your Wiz 9 has Detect Scrying, he should have it active at all times! - If your Sor 7/Cle 1 is a "blaster", see if you can get him to lend his See Invisibility goggles to the Clr 9. - I would give the Cle 9 the See Invisibility goggles. He should activate his goggles as soon as the Wiz 9 detects a scry attempt. Since the goggles will let the Cle 9 see your opponent, he can use a targeted Dispel Magic or two, until he's visible and on the ground. Have Invisibility Purge (no save) ready too, in case you have the opportunity to use it. Getting him visible is the highest priority. The rest of the party should concentrate on supporting the Cle 9 until he's able to do his job. That means being ready to buff, heal, Remove Blindness, Gust of Wind, etc. Once the Cle 9 gets him visible (and hopefully grounded with no spells), then the rest of the party can lay down the smack. Dimensional Anchor would be nice, but with a big party like yours, you might not need it. Just have one or two folks stand by with readied attacks for when he tries to cast. Hope this helps. [/QUOTE]
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