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Need help with buffs for teleport blitz
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<blockquote data-quote="The Amazing Dingo" data-source="post: 1818349" data-attributes="member: 23353"><p>If this is going to be nothing more then a hit and run with emphasis on the running part (so only spending the surprise round and perhaps the first round in combat), then you want emphasis on the running part. </p><p></p><p>The PC's rounds are going to be spent during the surprise just getting beat on and then, since they think the attackers will likely stay to try to kill them, trying to heal themselves and buffing to prepare for the long haul. At least that will be the spellcasters. It'll take the melee combatants a round to get into position or wait to get buffed. The ranged attackers might have a solid round of attacks, but that will likely be about it.</p><p></p><p>To that extant, you want to make sure that but round 2, you can get away. <em>Freedom of Movement</em> will be key, along with spells like <em>Mind Blank</em> if possible. Then just keeping the attackers out of sight is great too, hence up your <em>Invisibility</em> spells, as has been mentioned. <em>Fly</em> is also great for mobility and keeping out of range of attacks (especially when stacked with an <em>Invisibility</em>). You want to make sure you can get away come round two and leave whatever problem you are gating in there for the heroes. Chances are that your NPCs will be able to survive at least one round, especially when buffed with a lot of the other spells mentioned, so they might stay until round three. However, if they just want to leave, they will make sure that they can get away.</p><p></p><p>Another option might be to Gate the creature in before teleporting and then Teleport the creature there with them (or by itself if using a <em>Circle of Teleportation</em>. That will free up one surprise attack for the mage or allow the baddies to leave that much quicker if they just want to leave the beast (which is nice if you take time to further buff the creature before teleporting).</p><p></p><p>If they just want to hit fast and run while leaving their surprise along, I'd focus on attacks to make them immune to mind-effects and <em>Dimensional Anchor</em>. </p><p></p><p>Of course, all this depends on what the characters attacks and general preferences in tactics. Nobody employing Scry-Buff-Teleport will not Scry their target before hand or try to otherwise gather info (perhaps <em>Commune</em>, Gather Information checks in the proper places where the PCs have fought, or Summoning old extraplanar enemies and extracting info about the PCs methods of battle) to know their targets' strengths/weaknesses. In this form of combat, the preparation is key. <em>Spell Immunity</em> and Resistance spells can easily change the flow of combat. You just have to know what to prepare against.</p><p></p><p>Something else to consider for the post-attack scenario are spells to prevent Divination. The PCs will start looking for who attacked them and the ability to hide from them will be key because those PCs will keep looking for them after a while too if they know what is good for them (they don't want the group to do the same again, so best to get them back first).</p><p></p><p>Good luck with it.</p><p></p><p>Edit: Let those NPC spellcaster prep scrolls or buy scrolls/potions to give them even more options for that day and more spells to cast. The more buffs, the merrier.</p></blockquote><p></p>
[QUOTE="The Amazing Dingo, post: 1818349, member: 23353"] If this is going to be nothing more then a hit and run with emphasis on the running part (so only spending the surprise round and perhaps the first round in combat), then you want emphasis on the running part. The PC's rounds are going to be spent during the surprise just getting beat on and then, since they think the attackers will likely stay to try to kill them, trying to heal themselves and buffing to prepare for the long haul. At least that will be the spellcasters. It'll take the melee combatants a round to get into position or wait to get buffed. The ranged attackers might have a solid round of attacks, but that will likely be about it. To that extant, you want to make sure that but round 2, you can get away. [i]Freedom of Movement[/i] will be key, along with spells like [i]Mind Blank[/i] if possible. Then just keeping the attackers out of sight is great too, hence up your [i]Invisibility[/i] spells, as has been mentioned. [i]Fly[/i] is also great for mobility and keeping out of range of attacks (especially when stacked with an [i]Invisibility[/i]). You want to make sure you can get away come round two and leave whatever problem you are gating in there for the heroes. Chances are that your NPCs will be able to survive at least one round, especially when buffed with a lot of the other spells mentioned, so they might stay until round three. However, if they just want to leave, they will make sure that they can get away. Another option might be to Gate the creature in before teleporting and then Teleport the creature there with them (or by itself if using a [i]Circle of Teleportation[/i]. That will free up one surprise attack for the mage or allow the baddies to leave that much quicker if they just want to leave the beast (which is nice if you take time to further buff the creature before teleporting). If they just want to hit fast and run while leaving their surprise along, I'd focus on attacks to make them immune to mind-effects and [i]Dimensional Anchor[/i]. Of course, all this depends on what the characters attacks and general preferences in tactics. Nobody employing Scry-Buff-Teleport will not Scry their target before hand or try to otherwise gather info (perhaps [i]Commune[/i], Gather Information checks in the proper places where the PCs have fought, or Summoning old extraplanar enemies and extracting info about the PCs methods of battle) to know their targets' strengths/weaknesses. In this form of combat, the preparation is key. [i]Spell Immunity[/i] and Resistance spells can easily change the flow of combat. You just have to know what to prepare against. Something else to consider for the post-attack scenario are spells to prevent Divination. The PCs will start looking for who attacked them and the ability to hide from them will be key because those PCs will keep looking for them after a while too if they know what is good for them (they don't want the group to do the same again, so best to get them back first). Good luck with it. Edit: Let those NPC spellcaster prep scrolls or buy scrolls/potions to give them even more options for that day and more spells to cast. The more buffs, the merrier. [/QUOTE]
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