So this Cleric is beating on my party.......

I don't think that enervation will work. It will probably get absorbed by the Rod. If 3.5 Evard's Black Tentacles works like 3.0 Evard's did, then the cleric is almost sure to be grappled and taking a reasonable amount of damage per round. Plus, your DM might forget about the grappling limit and let 10 tentacles grapple him at once :)

Just make sure that you don't catch the fighters in the area of effect, since the tentacles will attack anyone...
 

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welby said:
this cleric just keeps healing himself so much. Very hard to kill.

This is a very good start to killing him.

Every round that he's healing himself is a round that he's not doing something bad to you. You like these rounds. You get to try to kill him, and he isn't trying to kill you. It's a win-win situation!

Keep him wasting his resources -- think of his spells as bonus HP, you just need to do more than that to kill him.

As suggested above, buff-the-tank spells are good: Keen Edge on 50 arrows (25 for each of them), Flaming Arrow on those same arrows, Greater Magic Weapon on those arrows, too! (Hmm, a pattern emerges: Nifft likes ranged combat!)

Also as suggested above, get the rod away from him. Have a Tank or a Summon go grapple him -- cast Enlarge Person & Bull's Strength on your Fighter, and he'll have the Cleric grounded in no time.

-- N
 

True Strike and disarm the rod (preferably with a reach weapon so you don't draw an AoO--even if you're not proficient, you still stand a good chance of success). Have the fighter draw the AoO so you'll survive. Or just have the fighter disarm the rod.

If you cast Unseen Servant first, you can have the servant grab the rod and carry it to you. Or you can grab it yourself if you still have an MeA left.

The rod appears to be your problem. So eliminate it. After that, you can dispel his buffs and your attack spells don't power his heals.
 

Well there is only so much the cleric can do before he himself runs out of resources. Just stick it out, get rid of the rod somehow and have the two fighter types beat him to a pulp. There isn't much someone can do when they take a bunch of damage and need to make a concentration check. A 12th level fighter should be able to hit the cleric fairly well and not have that much of a problem.

Cast spells that immobilze him like everyone else stated. Spells like hold person/monster/etc. and all that other good stuff.

In fact maybe you DM wants you guys to make a deal with this cleric and just doesn't want you guys to kill the cleric (so he makes him damn near invincible). Offer a trade for the items, ressurect the rogue/assassin, have the rogue turn around and steal back your original item (and maybe the rod :D ).

And if all else fails, have the players find a way to make the DM "helpless" and coup de grace him as a full round action. Or throw dice, or something along thoughs lines.
 

Can't you use some of those absorption items to power spell casting? If so that may very well explain the "font of unending healing". It also explains why your DM thinks you need some time to figure out how to beat him.

It sounds like your DM is a reasonable chap who wants you to suceed.... Is there anything else he might have mentioned about this cleric, or the rod? Something about the rod being powered by something else, or maybe a way that it interacts with something you have?

Generally I think you've received a -lot- of good advice. Until you tell us what spells you have prepared it's hard to give you concrete suggestions. "I can cast any low level spell" isn't going to do much against an enemy that eats magic. You might get lucky with a grease spell or something else that targets his bad save but otherwise it's of limited utility.

Disarm
This is the best move by far if you can do it. It's just an attack by the fighter, if he succeeds there are lots of things you can do to make sure the rod gets away from the cleric. Heck the fighter could make a normal attack, disarm, and then take the AoO to use a move action to pick up the rod. Even if the cleric somehow gets the rod back you can hammer him with spells while it's out of his hands. Fate spin up something nasty as soon as he drops the rod and plug him. Heck you could probably get away with a Hold Person spell. One failed saving throw and the fighter just coupe de graces him.

Area of effect spells
Have the fighter attack the cleric and then take a five foot step toward the closest wall. If he's in the middle of a 30 space the fighter should now be 5 squares from one of the side walls. Drop a fireball centered on the far corner (4 square area from selected crosspoint) and fry him. The fighter steps back next round to attack (or ideally the cleric moves to him and you just keep fbing him every round). If the fighter has a reach weapon now would be a good time to use it.

Anti-Healing
Have the archer ready an arrow to shoot when he casts healing spells. He's probably got a good concentration check but a lot of damage is going to make anybody fail the check.
*Don't cast a dispel on him, but ready a counterspell to use dispel magic to counter his healing. You can't do this a lot but if he looks hurt already you -might- be able to interfere with him long enough to let the rest of the team finish him.
*Flaming sphere, melfs acid (touch attack) etc. is a good idea. If the sphere stops on someone when it hits so it forces the cleric to move or else he has to make conctration checks for continuous damage. If he's moving you should be able to stear him somewhere to let you start fireballing him. Heck do both...
Summon a monster at flank, order it to attack when the cleric casts a spell.
Any one of these ideas isn't going to shut him down, but you could easily set it up so he has to make four concentration checks (OK really 3 checks and one dispel check but anyway) to cast a spell
1. Fighter is (I assume) in close combat, has to make a concentration check or suffer an AoO
2. Check against the continous damage from a flaming sphere (or acid arrow, or whatever). It's a low roll but he probably has to roll.
3. The archer gets a shot, if he hits that's another Concentration check. Ditto any summoned creature.
4. Your dispel check if you've prepared a dispel magic. I don't even think you need to make a spell craft check in this case. You've only got a 7/20 chance of stopping him but it adds up.

Your group gets three actions a round, he gets 1. You should be able to take him down.
 



Geez...

Grapple the guy (you get one grapple attempt per attack), then pin him.
With 6 attacks between ranger and fighter (12th level), melee touch difficulty should not pose a problem for you.

Once you pin him, tie him up and start tickling him.

Regards,
Ruemere
 


Teamwork. Have one of the melee types sunder the rod, then rip him apart. Yes it's destroying your loot but figure he's used a lot of charges anyway ;)
 

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