Thanks

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For the Teleporters in the party, you want to go the extra mile and use:
SRD said:
Dimensional Shackles: These shackles have golden runes traced across their cold iron surface. Any creature bound within them is affected as if a dimensional anchor spell were cast upon her (no save). They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.

Moderate abjuration; CL 11th; Craft Wondrous Item, dimensional anchor; Price 28,000 gp;Weight 5 lb.
 

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You mentioned that the Avoral Guardinal can cast magic missile at will. If he does this a lot you might want to look at the "Spellblade" enchant from Magic of Faerun. When enchanted you pick a non area effect spell (magic missle). Your sword abosrbs all of the spell with no dmg dealt, on your next turn you can release the spell at a new target or simple let the spell fade away.
 


Actually you can... IF they trust you.
Otherwise it's impossible.
Like they said before, let them buff you up, let them waste the powerful spells and attacks, try to use as little as you can and try to keep track of how badly damaged they are, so you go to the easier kill the faster as possible.

If they don't trust you, you're doomed, there's no chance it could happen.
 

Matafuego said:
Actually you can... IF they trust you.
Otherwise it's impossible.
Like they said before, let them buff you up, let them waste the powerful spells and attacks, try to use as little as you can and try to keep track of how badly damaged they are, so you go to the easier kill the faster as possible.

If they don't trust you, you're doomed, there's no chance it could happen.
Even if this works... and I can't see how if could, with intelligent people playing the Druid and the Shadow Wizard... who have grown their respective characters through +/-16 levels, and know exactly what they are capable of... What's to stop the Cleric from ruining all the Ex-Paladin's plans the next day, once he's found out what happens... certainly not the Ex-Paladin's abilities?

Mike
 

Well many things..
Assuming the Cleric isn't there when this happens.
The Cleric doesn't know what happened, at all, plus he will take the place of the Necromancer, so he can asume the Necromancer killed them all...
Commune had to be very good worded for it to work, and since he already enjoyed the protection of one god against divinations maybe this protection could extend itself for a while?

Besides, if they trust him, even if they'd been playing their characters for years, it doesn't matter how well they know their characters, they shouldn't be prepared to an attack of that sort by any chance.
But if they are suspicious, impossible...
 


quaidbrown said:
I think I can get the dwarf to drink a potion after the fight. He's an alcoholic, so I'll just pull out my victory cask and pour him some Bestow Curse potion or something. What would be the best potion to take care of him? Potion of Hold Person?
How do you ever expect a 16th level Dwarf Druid to fail against a potion of hold person?
 

>I dont have my books with me but if you have fiendish companion then Coupe De grace them one at a time and have the fiend walk in and out of camp to make it look like they are constantly killing a party member each night. Dont do it on your gaurd though, so be subtle, and make sure do lots of damage, so they should be looking at a Dc 40-50.

Sorry for any typos in advance

---Rusty
 

You are going to have to know exactly what each of those character can do... and have a foolproof plan to counter each tactic... and somehow enough actions every round to take on all 3 at once. It doesn't sound like you know the other character better then the players do... YMMV.

Assuming you immobilize the Dwarf Druid... what is to stop him from mentally commanding his animal companion to then attack you in the same round? Seeing the Dwarf out of it and his animal attacking you, will certainly alert the other 2 that something is wrong... YMMV.

The "Shadow Mage" is a very powerful unknown in this equation... there are lots of "shadow" PrCs out there, with abilities that only take one action to get them away from danger. Not to mention contingency...

Seriously... does any of the other party members have a half decent Sense Motive skill? My spidey sense is tingling.... automatically!

Mike
 

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