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For the druid, you need a special treat... a potion of bestow curse. However, you'll tell him it's a potion of death ward in the heat of battle. He drinks it, automatically failing his save, and his saving throws will crater, and nothing will seem wrong at first. At the moment of victory, slap him with a poison spell. It should take about five seconds for you to take the druid after that, if he falls for it.

Now you're in hot water. First of all, you need a two-handed adamantine reach weapon, which you will use to sunder the guardinal's spiked chain. Then you attack him with either your greatsword or a +1 unholy bow treated with +5 GMW, using +1 bane vs. good outsider cold iron arrows. Then you use your cape of the mountebank to escape. Then you put on your OTHER cape of the mountebank and your ring of invisibility and jump the shadow mage, grapping him and using your your +1 ghost touch bane vs. humans spiked gauntlet and smacking the daylights out of him.

It might work.
 

Well, I'm assuming the players are mature enough to understand and not take the ganking of their characters persoinally. If they aren't I sueggest letting the blackguard take dive - its not worth the player vs player grief. Assuming that they can handle the situation...

Take a long hard look at the cursed items in the DMG. "Finding" some of these items and handing them out to the other players might be entertaining. "Look at all the cool stuff the necromancer had! This would be perfect for your character."

You might look at an intelligent (and evil) magic item which has a strong ego and would be the kind of item one of the other players would want. It could potentially give you an extra ally fighting the other players.

I've mentioned the necklace of fireballs in other posts. This item, potentially could fry the rest of the party if used properly. Buy 3-4 of them, leave them in a pile near the other players, and hit them with a fire spell. If one goes up, they pretty much all will, forcing a lot of saves against a lot of damage. Less than 10k apiece and they can make a pretty big blast when detonated all at once.
 

quaidbrown said:
They found me out once, but I was being mind controlled by an evil sword... a prismatic sphere resulted in the loss of all of my gear, but the DM says that I can spend all the money that a level 17 character would have (340k gold, I think) on any items I want.

I want to regear him to defeat the party.

First, a note on strategy. It is absolutely vital that you split the party up. If you fight them all together, you're doomed. I would tenatively suggest that if possible you get the group to split up before assualting the necromancer, then kill the one you're with before proceeding on with the fight. (Tell them the necromancer's servants came after you.)

I know that means less allies to take out the necromancer with, but you have to look to your endgame.

Second, you should make sure that your companions spend as many resources as possible during the final fight and you as few as possible. I would suggest you propose a strategy that involves you facing off with the necromancer and fighting defensively and taking the hits while the others use their most powerful spells on his. Definitely try to convince them to buff you with all the best Stoneskins and Flight spells and such. Nothing will be sweeter than the irony of killing them with their own magic. (And get them to tell you all the spells they've prepared that day, so you can track what you're up against.)

After the fight, pause only long enough to heal yourself up with a wand of cure light wounds or some potions, then attack.

A simple Protection from Good spell will keep the Druid's summons away from you, as the Protection spells automatically ward off all summoned creatures. I suggest getting a potion rather than casting it yourself, as otherwise one of the others might ID your spellcasting with spellcraft and get wise. The druid or mage may try to dispel it (try to make sure they've used up their dispels during the necro fight) so be sure to have a back-up potion. It will also stop the wizard from Dominating you, so two for one!

The Shadow Mage will likely be screwed up good by a daylight spell. Looking into getting an item that can cast one. A Gem of Brightness might help. A Helm of Brilliance would be perfect, for 125gp. It adds a free flaming enhancment to your weapon and you could easily get lucky and take them out with the Prismatic Spray.

Blindness is the bane of spellcasters. Find an effect that can blind the wizard and you can take him out of play.

The most limited resources here is actions per round. Get some items that will give you allies to fight with. Elemental gems aren't too expensive. Buy some of those. Make sure at least on is Air so it can chase the Avoral around. Figurines of wonderous power are also good.

Get an enchanted lance. That way when you charge using Smite Good, you can double the damage from the Smite.

A scarab of protection will serve you well in the Necromancer fight. No good trying to kill your companions if you've been level-drained!
 


First off, as mentioned previously, it is imperative to consider the ramifications of personally, as a apparent party member, killing off their characters. The GM doing it is one thing, but they might get a little irked at you doing it. We don't know them, so we'll leave this to your machinations on how to act and if you should do it.

Secondly, some of the ideas here presume they will stay in their current location after your initial attack. Were I betrayed by a party member, I'd either find them quickly, or get the hell out of dodge with our possibly dead members and have them rezzed so that we can come back for your butt. Also, once safe from your plot, they'd more than likes scry for you and/ or Commune to find out what you were doing there. They will use Divinations of some type to find your butt either way. Hell, even if they don't leave, I would not be surprised if your facing a few more enemies than when you left. Planar something or even Gating in something might not be out of their realm to do. They are 17th level correct?

Lastly, I'd be surprised if the Mage doesn't have a Contingency spell in use by now. I'm not sure what, if any, school he might not have access to though.
 

Is there some reason you have to kill the party openly? You could try a Silence item (even a potion), followed by coup de graces whilst they sleep.

Dust of Sneezing and Choking is nice, if you have a way to protect yourself. Try a Necklace of Adaptation.
 



quaidbrown said:
.... This will give them a chance to defend themselves, and give me points for roleplaying the typical villain with subconcious desire to be defeated ("Why is he gloating? Why doesn't he just kill everybody NOW?"). ....

Definately Iron Bands of Villaro (aka Iron Bands of Binding), then.

When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile until the command word is spoken to bring the bands into spherical form again. The creature can break (and ruin) the bands with a DC 30 Strength check or escape them with a DC 30 Escape Artist check. Iron bands of binding are usable once per day.

It would be best to have three of them with as much dexterity improvement as you can afford, and take out your "friends" independently, out of sight of each other. Ideally catch them flat-footed. After you catch them all, string them up somewhere so you can gloat properly and set them up for a slow death while you go off to conquer the world.

DC 30 may not be enough to hold them, though, and they may not hold the shadow mage at all (shadow step, or teleport, or something).
 

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