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<blockquote data-quote="incognito" data-source="post: 505779" data-attributes="member: 7008"><p><strong>tactics</strong></p><p></p><p>Ok,</p><p></p><p>the whole idea here is that the lead wizard is responsible for getting his team in, taking down as many party meembers as possible, then getting the heck out.</p><p></p><p>Note that all the PCs have only hour/level spells active before they teleport in. these spells all last at least 8 hours, so you can have there be three teams, or just use 3 carbon copies of this team to cover all 24 hours.</p><p></p><p>After detecting the scrier (depending on how your capaign rules detect scry, some of the powers on the armbad may not be needed). I like to have the wizard take 2 rounds before teleporting to the scriers location.</p><p></p><p>> I assume his standard action is taken up keeping the scry contact active. so he has two partial actions (from haste)</p><p></p><p>>>Important NOTE: unless the opponents of the away team have uncanny dodge, or are fighting in melee with the blindfight feat, they wil <u>LOSE</u> dex and dodge bonuses to AC - and <em>Haste</em> is a dodge Bonus!!! </p><p></p><p>The wizard casts: mass haste, improved invisibility - if more time is to be had for some reason, she will cast Rary's telepathic bond.</p><p></p><p>One he get there his job is to take out the mage. True seeing or See invisibility will determine if the person caught scrying has the shield spell up. They are getting the maximized magic missiles, and quickened magic missiles, if not. If they do, then it's the wand of flame arrow, (ranged touch ignores cover bonuses like shield)</p><p></p><p>the wizard only want to be in combat for 3 rounds. Teleporting out - using Rary's Telepathic bond to help the other NPCs locate her location on the 4th rounds.</p><p></p><p>NEXT the Fighter Rouge:</p><p></p><p>Befre the teleport this NPC uses his use magic device skill to activate the scrolls on improved invisibility. He needs a very small number to succed. I did the math out once for contact - it made my finger's hurt. Suffuce to say there is only a 2.5% change of the scroll not working with either the initial use magic device check, or a subsequent caster level check.</p><p></p><p>All the fighter Rogue wants to do is drill arrows into a wizard type. Being improved invisible with electricity and sneak attack damage, this NPC should be good for 3 hits in the first rounds alone! (+18/+18, and +20)</p><p></p><p>That's 3d6+27, and 9d6 sneak attack damage. Enough to ruin ANY wizards day. The Rouge will position himself ALWAYS within 30' of his target, so he can get the point plank shot and sneak attack off.</p><p></p><p>After 2 rounds he begins to make his way back to where the wizard 'ought' to be. With any luck, no one will have laid a finger on him.</p><p></p><p></p><p>NEXT the Psychic warrior.</p><p></p><p>Before the teleport this guy activates a displacement power stone, and drink an invisibility potion.</p><p></p><p>This guy is horror show. His first move is to use his expanion power on himself, giving him +4 to hit for all his attacks, +4 to damage for his on hand claw, and +2 to damage for his off hand claw and bite. I see him as a rouge killer. He will take quite a bit of damage as Subdual damage with Biofeedback, then with his claws of the vampire, heal the subdual back at 2:1 conversion. At some ppint he may activate the intertial barrier, but I doubt it will be needed.</p><p></p><p>With 4 attacks some are bound to land. especialy if he attacks while invisible</p><p></p><p></p><p>Finally the Gnome: </p><p></p><p>Notice the gnome has cast <em>shield other</em> twice: this allows him to take damage for the Wizard, and the Halfling if the party should have see invisibility or true seeing up. </p><p></p><p>The Gnome's job is to soak damage and to take out the enemy cleric. He has many ranks in Know (religion) to try and Identify any divine Enemy. </p><p></p><p>To soak damge he has the endure elements cast on him 5 times (on for each element). He also will cast healing spells on himself as needed, usually using his Hasted partial action to do this.</p><p></p><p>To take out the enemy cleric he has 2 <strong>beads of force!!!</strong></p><p>so ok, 10d6 will not kill a high level cleric, but he will hopefull fail the DC 16 rflex save one of the two times, and be trapped in a foce bubble. Not many cleric can T-port or D-Door. As an alternate strategy, the cleric can cast a Spell Focus: Transmutation enhanced BESTOW CURSE (and choose to remove 6 points of WISDOM), that is likely to remove at least some of an enemy clerics spell casting abilites, and reduces the DCs of enemcy spells by 3, and lowers the will save by 3!</p><p></p><p>I would say that this party, efficiently run with average rolls can trash 2-3 party members in three rounds with NO suprise round.</p><p></p><p></p><p>*******apologies in advance for the inevitable typos!</p></blockquote><p></p>
[QUOTE="incognito, post: 505779, member: 7008"] [b]tactics[/b] Ok, the whole idea here is that the lead wizard is responsible for getting his team in, taking down as many party meembers as possible, then getting the heck out. Note that all the PCs have only hour/level spells active before they teleport in. these spells all last at least 8 hours, so you can have there be three teams, or just use 3 carbon copies of this team to cover all 24 hours. After detecting the scrier (depending on how your capaign rules detect scry, some of the powers on the armbad may not be needed). I like to have the wizard take 2 rounds before teleporting to the scriers location. > I assume his standard action is taken up keeping the scry contact active. so he has two partial actions (from haste) >>Important NOTE: unless the opponents of the away team have uncanny dodge, or are fighting in melee with the blindfight feat, they wil [u]LOSE[/u] dex and dodge bonuses to AC - and [i]Haste[/i] is a dodge Bonus!!! The wizard casts: mass haste, improved invisibility - if more time is to be had for some reason, she will cast Rary's telepathic bond. One he get there his job is to take out the mage. True seeing or See invisibility will determine if the person caught scrying has the shield spell up. They are getting the maximized magic missiles, and quickened magic missiles, if not. If they do, then it's the wand of flame arrow, (ranged touch ignores cover bonuses like shield) the wizard only want to be in combat for 3 rounds. Teleporting out - using Rary's Telepathic bond to help the other NPCs locate her location on the 4th rounds. NEXT the Fighter Rouge: Befre the teleport this NPC uses his use magic device skill to activate the scrolls on improved invisibility. He needs a very small number to succed. I did the math out once for contact - it made my finger's hurt. Suffuce to say there is only a 2.5% change of the scroll not working with either the initial use magic device check, or a subsequent caster level check. All the fighter Rogue wants to do is drill arrows into a wizard type. Being improved invisible with electricity and sneak attack damage, this NPC should be good for 3 hits in the first rounds alone! (+18/+18, and +20) That's 3d6+27, and 9d6 sneak attack damage. Enough to ruin ANY wizards day. The Rouge will position himself ALWAYS within 30' of his target, so he can get the point plank shot and sneak attack off. After 2 rounds he begins to make his way back to where the wizard 'ought' to be. With any luck, no one will have laid a finger on him. NEXT the Psychic warrior. Before the teleport this guy activates a displacement power stone, and drink an invisibility potion. This guy is horror show. His first move is to use his expanion power on himself, giving him +4 to hit for all his attacks, +4 to damage for his on hand claw, and +2 to damage for his off hand claw and bite. I see him as a rouge killer. He will take quite a bit of damage as Subdual damage with Biofeedback, then with his claws of the vampire, heal the subdual back at 2:1 conversion. At some ppint he may activate the intertial barrier, but I doubt it will be needed. With 4 attacks some are bound to land. especialy if he attacks while invisible Finally the Gnome: Notice the gnome has cast [i]shield other[/i] twice: this allows him to take damage for the Wizard, and the Halfling if the party should have see invisibility or true seeing up. The Gnome's job is to soak damage and to take out the enemy cleric. He has many ranks in Know (religion) to try and Identify any divine Enemy. To soak damge he has the endure elements cast on him 5 times (on for each element). He also will cast healing spells on himself as needed, usually using his Hasted partial action to do this. To take out the enemy cleric he has 2 [b]beads of force!!![/b] so ok, 10d6 will not kill a high level cleric, but he will hopefull fail the DC 16 rflex save one of the two times, and be trapped in a foce bubble. Not many cleric can T-port or D-Door. As an alternate strategy, the cleric can cast a Spell Focus: Transmutation enhanced BESTOW CURSE (and choose to remove 6 points of WISDOM), that is likely to remove at least some of an enemy clerics spell casting abilites, and reduces the DCs of enemcy spells by 3, and lowers the will save by 3! I would say that this party, efficiently run with average rolls can trash 2-3 party members in three rounds with NO suprise round. *******apologies in advance for the inevitable typos! [/QUOTE]
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