Tougher Monsters ~ overcoming SR & Good Saves

Basicly, it comes down to this:

"Don't bother with blasting spells at higher levels, or spells that allow a save. It's just not worth it."

Instead, focus on battlefield control spells, buffing spells, and de-buffing spells.
 

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Nail said:
Instead, focus on battlefield control spells, buffing spells, and de-buffing spells.
A 1-in-4 chance of instantly ending the fight with a spell, or even a 1-in-6 chance can be good enough to make "save-or-lose" spells worthwhile, but I generally agree that damaging spells aren't the way to go, except for Disintegrate. The high-risk spells are particularly good in a larger party where a) others can step up if your spell fails and b) fights take a long time already and you'd like to speed things up. Summonings slow down the game in my experience, as do buffing spells (polymorph) and some battlefield control spells; keeping track of hp for each section of a Wall of Stone takes more time than rolling a single save vs. Baleful Polymorph.
 

Nail said:
Basicly, it comes down to this:
"Don't bother with blasting spells at higher levels, or spells that allow a save. It's just not worth it."
Instead, focus on battlefield control spells, buffing spells, and de-buffing spells.
Well, if you do go with spells that allow a save, make sure they are area spells. If you cast glitterdust or slow on a group of foes, chances are very high that someone is going to fail the save.

For example, in our home campaign, my 10th level Sorcerer managed to acquire a +6 cloak of charisma to get CHA to 24 (16 base + 2 stat bumps + 6 enhancement bonus). That's a DC 19 save for glitterdust, and DC 20 for slow. With the +12 Will saves on the barbed devils mentioned earlier, that's a 30% to 35% chance of failing the save per creature affected. You get three or more in the radius and you should be able to stick a crippling effect on at least one opponent. Best of all, glitterdust doesn't allow SR, and it only costs you a 2nd level spell slot.

That said, I still use single-target "save-or-disable" spells. It's a lot of fun to target enemy fighters or clerics with resilient sphere, especially with GSF: Evocation to raise the Reflex save to 23. If the bad guy fails, he's out of play for the entire fight.
 

Brother MacLaren said:
...keeping track of hp for each section of a Wall of Stone takes more time than rolling a single save vs. Baleful Polymorph.
Good point.

It's too bad good tactics can make for slower combats.
 

When dealing with devils... prot from evil and magic circle against evil are sort of... um ... important. Wall of force stops nearly anything.

If you have a tank and/or a "flank tank" - Summon Monster V in appropriate square.

Evards Black Tentacles would be useable here as well.

For Extreme Emergencies - Polymorph Self (couple with Tenser's Transformation at later levels);

Also, you DID have enough sense to have a means of magical flight at hand? Being 20 feet off the ground goes a LONG way to stopping most size large powerful melee types.
 

I have Spontaneous Summoner Feat. What would you recommend as a 5th level Summon?

1 Large Earth Elemental (AC18, 68hp, 2 slams +12[28d+7], DR 5/-)
or
1d3 Giant Crocodiles (AC16, 59hp, bite +11[2d8+12], Reach)
or
1d4+1 Dire Wolves (AC14, 44hp, bite +11[1d8+10], Trip [+11])

With the DR that the Devils have, I think the Dire Wolves are a little out of their depth
 

tricky_bob said:
1 Large Earth Elemental (AC18, 68hp, 2 slams +12[28d+7], DR 5/-)

That's the ticket. In addition to the good hit points and DR 5/-, don't forget Elemental Traits -- immunity to critical hits, disease & poison, stunning, etc.

Summon Nature's Ally spells give you early access to elementals, so abuse it! :)

Cheers, -- N
 

Nifft said:
That's the ticket. In addition to the good hit points and DR 5/-, don't forget Elemental Traits -- immunity to critical hits, disease & poison, stunning, etc.

Summon Nature's Ally spells give you early access to elementals, so abuse it! :)

Cheers, -- N


Yeah.
Although 1d3 Giant Crocs look nice too! I forgot to mention +21 Grapple gives them an even money shot against both the Barbed and Bone Devils (give or take 5%)
 

tricky_bob said:
Yeah.
Although 1d3 Giant Crocs look nice too! I forgot to mention +21 Grapple gives them an even money shot against both the Barbed and Bone Devils (give or take 5%)

Yeah, but they are animals, and so won't attack unnatural creatures unless you spend your action pushing them with handle Animal.

That's half the reason the elementals are on the list - so you can deal with undead and outsiders.
 

Caliban said:
Yeah, but they are animals, and so won't attack unnatural creatures unless you spend your action pushing them with handle Animal.

That's half the reason the elementals are on the list - so you can deal with undead and outsiders.

Where did this rule come from?

DS
 

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