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Tougher Monsters - dealing with SR and Good saves
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<blockquote data-quote="humble minion" data-source="post: 3483078" data-attributes="member: 5948"><p>Probably the most efficient way of doing it is to buff your melee fighters, sure. But there's a few alternatives.</p><p></p><p>First thing is to always target the weak saves based on the creature type you're dealing with. But you probably already know that, and it doesn't help much against dragons or outsiders, who have three good saves and SR.</p><p></p><p>Enervation is a nice trick. Sure it allows SR, but if it gets through it reduces all of the targets saves by 1d4 (among other goodies, like attack roll penalties and loss of their highest prepared spell slots) - and multiple castings stack. Touch of Idiocy is another reduces Wis by 1d6 if I remember correctly, which also helps reduce Will saves. Neither of these spells allow saving throws, and both can be metamagicked - enhanced or maximised versions are nice.</p><p></p><p>Assay Resistance, from the Spell Compendium if I remember right, is an absolute necessity for dealing with monsters with SR.</p><p></p><p>Strength is a deceptively good ability score to target, and you can do it without allowing your opponent a save most of the time. The Fell Weaken metamagic feat from Libris Mortis can be plunked on top of a magic missile spell, resulting in a spell that never misses and causes 1d4+1 points of damage and 4 points of strength damage to as many targets as you can produce missiles. Then put a Ray of Enfeeblement (preferably enhanced or even quickened) on top of that, and the improved level 2 version of Ray of Enfeeblement from Complete Mage on top of that, and you're starting to look at 20+ points of strength damage (or penalties) within 2 rounds, even on average rolls. If you can drain all your target's strength, he's helpless, and even if you can't, not many critters can take that sort of handicap and still go toe-to-toe with a melee fighter (or be able to escape an Evards Black Tentacles spell, for that matter...)</p></blockquote><p></p>
[QUOTE="humble minion, post: 3483078, member: 5948"] Probably the most efficient way of doing it is to buff your melee fighters, sure. But there's a few alternatives. First thing is to always target the weak saves based on the creature type you're dealing with. But you probably already know that, and it doesn't help much against dragons or outsiders, who have three good saves and SR. Enervation is a nice trick. Sure it allows SR, but if it gets through it reduces all of the targets saves by 1d4 (among other goodies, like attack roll penalties and loss of their highest prepared spell slots) - and multiple castings stack. Touch of Idiocy is another reduces Wis by 1d6 if I remember correctly, which also helps reduce Will saves. Neither of these spells allow saving throws, and both can be metamagicked - enhanced or maximised versions are nice. Assay Resistance, from the Spell Compendium if I remember right, is an absolute necessity for dealing with monsters with SR. Strength is a deceptively good ability score to target, and you can do it without allowing your opponent a save most of the time. The Fell Weaken metamagic feat from Libris Mortis can be plunked on top of a magic missile spell, resulting in a spell that never misses and causes 1d4+1 points of damage and 4 points of strength damage to as many targets as you can produce missiles. Then put a Ray of Enfeeblement (preferably enhanced or even quickened) on top of that, and the improved level 2 version of Ray of Enfeeblement from Complete Mage on top of that, and you're starting to look at 20+ points of strength damage (or penalties) within 2 rounds, even on average rolls. If you can drain all your target's strength, he's helpless, and even if you can't, not many critters can take that sort of handicap and still go toe-to-toe with a melee fighter (or be able to escape an Evards Black Tentacles spell, for that matter...) [/QUOTE]
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