Wizard versus the Drow!!! (help)


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Blindsight from the MoF is one of the best ways to get by the magical darkness. As a PC going through CotSQ be prepared for anything. This adventure is a pure meat grinder.
 

Victim said:
It says that the tentacles attack on your turn. After you cast the spell, it can still be your turn. Hence they attack. It doesn't say they attack on your NEXT turn.

Mind you, I dont have the PH handy, but here is what the SRD says about the spell:

From the SRD
Each round that a tentacle is not already grappling someone or something, starting the round after it appears, it makes a grapple attack at a random creature or object within 10 feet of it. These attacks take place on the character's turn.

So, yes, it does say they attack on your NEXT turn. Which means the smart-ass drow (and, really, any other intelligent opponent) will simply step out of the area of the spell. I used to be in the "Evard's is rad!" boat, but after I read it carefully, it kinda sucks (except used as a way to block passage through an area - but Wall spells are still better for that).
 

Latency said:
Blindsight from the MoF is one of the best ways to get by the magical darkness. As a PC going through CotSQ be prepared for anything. This adventure is a pure meat grinder.

Yep. Blindsight will be running 24/7, as will Darkvision. Im thinking about giving it to the Fighter, too.

What I hope to do is rest two days rather than one when we are out of juice and use the extra time to multi-Extend all of my one hour per level spells so that they will last well into the next day so I dont have to burn slots on them. I realize I wont always be able to do this, but when I can I will.
 

andargor said:


You don't need to burn 2 slots for Transmute Rock to Mud and Transmute Mud to Rock. Just Dispel Magic instead to give them rock shoes.

Nice. Hadn't thought of that angle.


And remember that it only works on natural, unworked rock. Unless they haven't prepared the foundations under their buildings, it will not work.

Andargor

Good point. Forgot about that.
 

Cast Evards Tentacles into an area with Darkness. Noone will leave is usually who entered it at all. Have your polearm fighter with Blindfight or Blindsight buff inside.

Protection from Arrows is your best friend against poisoned arrows. Never leave the Rope Trick without one.

Rope Trick.

Summon Monster spells (monsters with blindfight are no brainers against drow).

Effective Int 30... Spellcasting prodigy, sun elf, twice raised and +6 item? Wow.
 

Evard's Black Tentacles and a Wall of Ice or Wall of Force seems like it'd be a pretty good tactic. After all, two high level spells is a lot but if those two spells end the encounter (and drow do tend to be low strength, low hit point, lousy grapplers), it's worth it and probably less than you'd spend otherwise if the encounter is at all difficult.
 

Nice idea, basilisk.

Would binding an osyluth per Lesser Planar Ally (HD requ?) be a cheaper possibility to cast icewalls?
 

Darklone said:
Rope Trick.

My DM is pretty hardcore and usually screws me on Rope Trick. He has the Drow (or whomever) track us as far as our tracks go and then Detect Magic until they find where our Rope Trick is. Then they dispel it, we fall 60' or so, and a big fight ensues.

Yah. It sucks. Isnt Rope Trick just supposed to work?


Effective Int 30... Spellcasting prodigy, sun elf, twice raised and +6 item? Wow.

You nailed it on the head. :)
 

Victim said:
Also, drow often seem to be spellcasters or rogueish types. Most of them won't have full base attack.

The module has lots of fighters...

My tips:
  • Use invisibility, but don't depend on it overly.
  • Be prepared against invisibility.
  • Especially for the first part, be prepared against undead!
    [/list=a]
 

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