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Running a dragon vs a high level party
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4825627" data-attributes="member: 35909"><p>Scintillating Scales, level 2 SpC spell, to add its natural armor to touch AC (makes it a deflection bonus, iirc).</p><p></p><p>It may have a nasty full attack, but I'd save that for defensive use if the party fighter approaches it first or something. Otherwise, try to keep it flying and out of reach for as long as possible, bombarding the party wil breath weapon and spells until it's run out of higher level slots or the party has engaged it up close. Definitely consider buff spells to extend it's combat lifetime, like blur/blink/displacement. An extended Dispel Magic (or even better, Arcane Turmoil from C.Mage, which is a level lower) targeted on the weapons of those who aren't casters means those fighters either need to switch to their cruddy back-up weapons or suck down the dragon's DR/Magic for 2d4 rounds.</p><p></p><p>EDIT: And if you use Spell Compendium and the party has Mass Energy Resist, STRONGLY consider the breath weapon transmutation spells in there. Re-shaping or using it as a swft action is nice, but more thna anything...if it's a blue dragon and they put up mass lightning res, it's imperitive to be able to be able to say, "actually, he's using acid breath this round." Assuming you rule that re-casting a different resistance type over-rides the first type (spell overlap), they then can't just negate his breath weapon with a single action. The mage could still ready to cast the appropriate type as it breathes, I guess...but man is that a waste, especially since they don't know when the breath will recharge.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4825627, member: 35909"] Scintillating Scales, level 2 SpC spell, to add its natural armor to touch AC (makes it a deflection bonus, iirc). It may have a nasty full attack, but I'd save that for defensive use if the party fighter approaches it first or something. Otherwise, try to keep it flying and out of reach for as long as possible, bombarding the party wil breath weapon and spells until it's run out of higher level slots or the party has engaged it up close. Definitely consider buff spells to extend it's combat lifetime, like blur/blink/displacement. An extended Dispel Magic (or even better, Arcane Turmoil from C.Mage, which is a level lower) targeted on the weapons of those who aren't casters means those fighters either need to switch to their cruddy back-up weapons or suck down the dragon's DR/Magic for 2d4 rounds. EDIT: And if you use Spell Compendium and the party has Mass Energy Resist, STRONGLY consider the breath weapon transmutation spells in there. Re-shaping or using it as a swft action is nice, but more thna anything...if it's a blue dragon and they put up mass lightning res, it's imperitive to be able to be able to say, "actually, he's using acid breath this round." Assuming you rule that re-casting a different resistance type over-rides the first type (spell overlap), they then can't just negate his breath weapon with a single action. The mage could still ready to cast the appropriate type as it breathes, I guess...but man is that a waste, especially since they don't know when the breath will recharge. [/QUOTE]
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