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General Tabletop Discussion
*Pathfinder & Starfinder
Level 8 party defeats 30 level 6 fighters?
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<blockquote data-quote="roguerouge" data-source="post: 4814246" data-attributes="member: 13855"><p>First, change your morale. Remember, you're the PCs! You're not trapped with them. They're trapped with you.</p><p></p><p>Second, time is not against you. Make sure you have create food and water memorized. Now you can withstand any siege. </p><p></p><p>Third, your DM has kindly given you a choke point: the Tomb. If they've got an insignificant force bottling you up in the tomb, take them out and go guerrilla. (Heck, you can just cast Stone Shape and escape that way.) If they've got the 25 dudes camped out at the entrance, even better.</p><p></p><p>Do your summoning, but don't waste them as decoys or suicide attackers. (Planar allies won't do that anyway.) Wait a day. Start your battle with your summoning 1d3 fire elementals from SMIV in their midst. Your sorcerer casts fireball with impunity and, if she wants, uses them as a source of fire for pyrotechnics. Knight and fighter stand in the entrance, and hold that spot. Planar allies are support. (If hound archons, they spam the aid spell on the two fighters, darting behind them from cover.) From cover, the ranger picks off the wounded with his bow. You keep summoning disposable allies that don't interfere with your artillery. Since it's important you don't get bullrushed, you might consider a beefy monster in front of the two fighters, like celestial lions or bears.</p><p></p><p>Fifth, if you want to fight nasty and have the time, you can do some serious damage with your stealth capabilities and the contagion spell. Blinding sickness looks like a nice pick. Stone shape to get out, disguise, and a pat on the back as you replace some dude at guard duty...</p></blockquote><p></p>
[QUOTE="roguerouge, post: 4814246, member: 13855"] First, change your morale. Remember, you're the PCs! You're not trapped with them. They're trapped with you. Second, time is not against you. Make sure you have create food and water memorized. Now you can withstand any siege. Third, your DM has kindly given you a choke point: the Tomb. If they've got an insignificant force bottling you up in the tomb, take them out and go guerrilla. (Heck, you can just cast Stone Shape and escape that way.) If they've got the 25 dudes camped out at the entrance, even better. Do your summoning, but don't waste them as decoys or suicide attackers. (Planar allies won't do that anyway.) Wait a day. Start your battle with your summoning 1d3 fire elementals from SMIV in their midst. Your sorcerer casts fireball with impunity and, if she wants, uses them as a source of fire for pyrotechnics. Knight and fighter stand in the entrance, and hold that spot. Planar allies are support. (If hound archons, they spam the aid spell on the two fighters, darting behind them from cover.) From cover, the ranger picks off the wounded with his bow. You keep summoning disposable allies that don't interfere with your artillery. Since it's important you don't get bullrushed, you might consider a beefy monster in front of the two fighters, like celestial lions or bears. Fifth, if you want to fight nasty and have the time, you can do some serious damage with your stealth capabilities and the contagion spell. Blinding sickness looks like a nice pick. Stone shape to get out, disguise, and a pat on the back as you replace some dude at guard duty... [/QUOTE]
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Level 8 party defeats 30 level 6 fighters?
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