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<blockquote data-quote="Raven Crowking" data-source="post: 4046343" data-attributes="member: 18280"><p>No, I would not. Or at least, not on that basis. </p><p></p><p></p><p></p><p>Obviously something capable of dealing more than 15 points of damage, such as a Fiendish Giant Crocodile. Or something whose melee capability doesn't rely on directly dealing damage. Fiendish Dire Wolves, for example, have a Trip attack that could be of use in such a fight. Even creatures that have no hope of doing damage can Aid Another, help to flank, and absorb attacks that would otherwise be directed at party members.</p><p></p><p>Hopefully, as I said earlier, you've done some work to determine what spells might be useful before entering the dungeon. I, for one, would imagine undead, constructs, and possibly some form of vermin or ooze in a tomb that's been "sealed" for centuries (vermin or ooze because they might get in through the cracks). It would, presumably, be possible to seal an Outsider in the tomb as well. If I were to encounter anything else, it would make be believe that there was probably another (and open) entrance/exit elsewhere.</p><p></p><p>I realize that divination spells were nerfed in 3e, but Gather Information or Knowledge (History) might be of some use. The existance of a tomb implies that someone built that tomb at some point, and there might well be something known about the place, or about similar locations.</p><p></p><p>We know that the golems were guardians, which makes them unlikely to leave their posts. So, it is presumably true that the players knew both the opponent and the conditions when battle was joined. If the golem doesn't leave its post, the party can retreat and prepare whatever spells it needs. If the golem does leave its post, faster party members could lead it just about anywhere and then return, bypassing the guardian at the guard post.</p><p></p><p>If it comes to a battle, <em>black tentacles</em> isn't a terrible choice, because the golem isn't immune to it. Remember, the golem is only immune to spells that allow a save and/or allow spell resistance, and are not damage-causing electricity-based spells (which do not harm the golem, but do <em>slow</em> it). </p><p></p><p>Generally speaking, in a fight with an iron golem, the wizard's role is one of battlefield control. Anything he can do to eliminate damage against his party is a good thing. <em>Spectral hand</em> combined with <em>shocking grasp</em> is useful, automatically <em>slowing</em> the golem with a successful touch attack for three rounds without a save. </p><p></p><p>Of course, if the group was well aware of what it was going to face, or had the leisure to scout and then make plans, having a rust monster on tap would be ideal.</p><p></p><p>In any event, are you actually trying to claim that the wizard <em>was or should have been</em> unable to do anything when fighting an iron golem?</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4046343, member: 18280"] No, I would not. Or at least, not on that basis. Obviously something capable of dealing more than 15 points of damage, such as a Fiendish Giant Crocodile. Or something whose melee capability doesn't rely on directly dealing damage. Fiendish Dire Wolves, for example, have a Trip attack that could be of use in such a fight. Even creatures that have no hope of doing damage can Aid Another, help to flank, and absorb attacks that would otherwise be directed at party members. Hopefully, as I said earlier, you've done some work to determine what spells might be useful before entering the dungeon. I, for one, would imagine undead, constructs, and possibly some form of vermin or ooze in a tomb that's been "sealed" for centuries (vermin or ooze because they might get in through the cracks). It would, presumably, be possible to seal an Outsider in the tomb as well. If I were to encounter anything else, it would make be believe that there was probably another (and open) entrance/exit elsewhere. I realize that divination spells were nerfed in 3e, but Gather Information or Knowledge (History) might be of some use. The existance of a tomb implies that someone built that tomb at some point, and there might well be something known about the place, or about similar locations. We know that the golems were guardians, which makes them unlikely to leave their posts. So, it is presumably true that the players knew both the opponent and the conditions when battle was joined. If the golem doesn't leave its post, the party can retreat and prepare whatever spells it needs. If the golem does leave its post, faster party members could lead it just about anywhere and then return, bypassing the guardian at the guard post. If it comes to a battle, [i]black tentacles[/i] isn't a terrible choice, because the golem isn't immune to it. Remember, the golem is only immune to spells that allow a save and/or allow spell resistance, and are not damage-causing electricity-based spells (which do not harm the golem, but do [i]slow[/i] it). Generally speaking, in a fight with an iron golem, the wizard's role is one of battlefield control. Anything he can do to eliminate damage against his party is a good thing. [i]Spectral hand[/i] combined with [i]shocking grasp[/i] is useful, automatically [i]slowing[/i] the golem with a successful touch attack for three rounds without a save. Of course, if the group was well aware of what it was going to face, or had the leisure to scout and then make plans, having a rust monster on tap would be ideal. In any event, are you actually trying to claim that the wizard [i]was or should have been[/i] unable to do anything when fighting an iron golem? RC [/QUOTE]
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