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Proper Tactics for a Solar vs. a Good Aligned Party
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<blockquote data-quote="Aluvial" data-source="post: 3333298" data-attributes="member: 6862"><p>Good advice from everyone, especially this post! </p><p></p><p> I determined that both of the Solar's were fully set with spells already cast knowing that the party was close by. This greatly enhanced both attacks, defenses against attacks, and AC. I changed up a slot or two and gave them Energy Immunity vs. Electric and Fire. </p><p></p><p>The battle comensed with the Angelic Warning (booming voice here). Then I used Blade Barriers in the first rounds to divide the group into two, essentially splitting the party and the battlefield. (I did this in the following round as well.) </p><p></p><p>Attacks that caused damage did not occur until the party atacked first. Then the Solars unleashed a numbing set of attacks on the group. Power Attack with a greatsword is something else. Dancing greatswords while the Angels unleased spell attacks against the group was better. </p><p></p><p>When appropriate I used Power Word Stun, and Power Word Blind on wounded fighters taking them effectively out of the battle. The cleric is now out of Heal, and they are fighting in a plane where healing only does half damage anyway...</p><p></p><p>So, 6 rounds in, two of three fighter types are down, one stunned, one blind. The third is wounded. The party cleric and druid are almost out of other "effective" spells, and the wizard is almost out of anything in the level 7 to 9 range. </p><p></p><p>So, I've resisted using death attacks as of yet believing the angels to have honor enough to defeat, not destroy the party. Regardless, the group is weakening both of the solars with combined attacks and I may turn to Power Word Kill to destroy a strong foe.</p><p></p><p>With both a Wish and a Miracle (each), I plan on reducing the damage of a round or two of attacks, and with the other, bringing back the other once he?/it? is killed. The group is looking beyond hope now, and that's how I like to leave a battle I'm in the middle of when I have to break for the session. They'll have a week of depresion thinking the end is near...</p><p></p><p>Next week they will likely revive a fighter (or two) and manage to destroy one... the fight will be close from there.</p><p></p><p>I will likely score a death or two here, and that's fine by me. This is the final adventure of this campaign and this is very close to the culminating set of encounters. I expect some of them to expire here. </p><p></p><p>Aluvial</p></blockquote><p></p>
[QUOTE="Aluvial, post: 3333298, member: 6862"] Good advice from everyone, especially this post! I determined that both of the Solar's were fully set with spells already cast knowing that the party was close by. This greatly enhanced both attacks, defenses against attacks, and AC. I changed up a slot or two and gave them Energy Immunity vs. Electric and Fire. The battle comensed with the Angelic Warning (booming voice here). Then I used Blade Barriers in the first rounds to divide the group into two, essentially splitting the party and the battlefield. (I did this in the following round as well.) Attacks that caused damage did not occur until the party atacked first. Then the Solars unleashed a numbing set of attacks on the group. Power Attack with a greatsword is something else. Dancing greatswords while the Angels unleased spell attacks against the group was better. When appropriate I used Power Word Stun, and Power Word Blind on wounded fighters taking them effectively out of the battle. The cleric is now out of Heal, and they are fighting in a plane where healing only does half damage anyway... So, 6 rounds in, two of three fighter types are down, one stunned, one blind. The third is wounded. The party cleric and druid are almost out of other "effective" spells, and the wizard is almost out of anything in the level 7 to 9 range. So, I've resisted using death attacks as of yet believing the angels to have honor enough to defeat, not destroy the party. Regardless, the group is weakening both of the solars with combined attacks and I may turn to Power Word Kill to destroy a strong foe. With both a Wish and a Miracle (each), I plan on reducing the damage of a round or two of attacks, and with the other, bringing back the other once he?/it? is killed. The group is looking beyond hope now, and that's how I like to leave a battle I'm in the middle of when I have to break for the session. They'll have a week of depresion thinking the end is near... Next week they will likely revive a fighter (or two) and manage to destroy one... the fight will be close from there. I will likely score a death or two here, and that's fine by me. This is the final adventure of this campaign and this is very close to the culminating set of encounters. I expect some of them to expire here. Aluvial [/QUOTE]
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