Proper Tactics for a Solar vs. a Good Aligned Party

Aluvial

Explorer
I have a situation where a generally good aligned epic PC party (8 of them, levels 21 and 22) is facing off against 2 Solars in a very tight area.

The PC's have Death Ward up, so the slaying arrows won't have much effect (unless they can be dispelled). So I'm relying on the angels' weapons and spells.

This fight *could* be avoided, but the party is essentially trying to get past the very thing the two Solars are guarding and I don't see the angels negotiating and I don't see the party giving up...

I'm concerned about running this encounter properly, can anyone give me some advice?

Thanks in advance,

Aluvial
 

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I would play the solars out for blood. They'll fight the party to their full effectiveness. The big change will be that, when the party goes unconscious, the solars will try to stabilize them and dump them someplace safe but distinctly far, far away from them.
 

Kamikaze Midget said:
I would play the solars out for blood. They'll fight the party to their full effectiveness. The big change will be that, when the party goes unconscious, the solars will try to stabilize them and dump them someplace safe but distinctly far, far away from them.
Do you think that they would switch to non-lethal damage towards the end of the fight to prevent killing anyone?

Aluvial
 

Definitely. And they would probably repeatedly ask for surrender, saying "We mean you no harm" and such. They should fight all out until the PCs are weak, and then subdue them, and, as Kamikaze noted, leave them somewhere FAR, FAR away. They are, after all, the epitome of "good"! You could also have some serious consequences for fighting solars. Perhaps one of the divine classes is severely punished by his/her diety. It could lead into a whole series of sub-adventures to repent for killing, or even just attacking, the angels.
 

They are guardians? Switch out one of thier feats for Quicken spell like ability greater dispel magic if they have a high enough. Nail the target before raining down the slaying arrows.

Have them prep more Harms.

Empowered destructions pack a punch. {After greater dispel]

Magic Mestments on thier robes are a must.

Break out every cheesy splatbook spell you can.
 

frankthedm said:
They are guardians? Switch out one of thier feats for Quicken spell like ability greater dispel magic if they have a high enough. Nail the target before raining down the slaying arrows.

Have them prep more Harms.

Empowered destructions pack a punch. {After greater dispel]

Magic Mestments on thier robes are a must.

Break out every cheesy splatbook spell you can.

Ooooooh...harsh. I like it! :]
 

Aluvial said:
I'm concerned about running this encounter properly, can anyone give me some advice?

1) Solars are exceptionally powerful beings, answering directly only to the gods. They are the top of the celestial food chain and they know it. These are not beings that negotiate, cajole, or compromise. They do as they're told, and they expect others to do as they instruct. They are a living embodiment of divine authority.

2) These particular Solars are guardians, but they're still good. Give the party one, and only one, warning to turn back. If they persist, do not hold back anything. While one is issuing the warning, the other should be already prepping to do something in case they do not listen.


Following Frank's advice on swapping out some feats, I'm thinking Track is the first to go. Quicken Spell Like Ability (Greater Dispel Magic) sounds like a very good start.

Divide and conquer. Waves of Exhaustion as an opener hurts melee -hard- and keeps anyone from moving quickly. Use Blade Barriers to break up the battlefield. Can also be pretty mean in combination with Wall of Greater Dispel Magic.

If things are going bad, do not be afraid to drop a Wish or Miracle to try to reset the battle, or undo a crucial action. You have a duty, don't wince from it. If you look like you're going to lose - cast Gate and call in another Solar.

Assume both Solars have Death Pact (SC, p.60) active on them.
 

Are you going to go with the straight +5 dancing greatswords, or might you try something different?

I was thinking one with a +3 shocking burst ghost touch alchemically silvered greatsword of speed and a +5 defending keen cold iron greatsword of wounding. Both come out to +9 total bonuses, and each would be particularly effective against one of their perennial foes, balors or pit fiends.
 

You could deck them out in all SORTS of divine regalia. I'm thinking some more than weapons: rings, amulets, scrolls of IMMENSE power (even epic-level spells, for example). If you're REALLY evil (and I've done this...against a party of lvl 40s, though!) you could give them wands of miracle (but with "only" ~5-10 charges each) :]
 

What jumps out at me from the Solar's entry is: 3/day: resurrection, 1/day: wish.

These guys consider slay living to be "subdual" damage. They can hit hard and fast and still leave the party alive at the end of it.

Cheers, -- N
 

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