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What kinds of: - defenses - defensive spells - magic items - or harsh return offenses Would YOU suggest when the PCs come in guns ablazing. As a DM I am NOT as good at figuring out spell or defense combos and returns. So I'm looking for suggestions. But I'd be open to looking at other Wizards of the Coast3. I would also like multiple different "styles" of ideas, so that I could apply them to various different personalities of NPC enemies at different times.
I appreciate your help and suggestions. Victim Registered User Validated User. Disintegrate is a ranged tough attack with a Fort save that only deals damage either way. Use tough enemies. You can use Blackguard to boost saves.
Similarly, multiclassing in general can strongly reinforce saves. A fighter has a good fortitude save. Concealment and similar effects are a cost effective to give RTAs a decent chance to miss. Mirror Image, Blur, and Displacement or items thereof can do the job if PCs don't use True Seeing which doesn't last long and costs money. The fact that your talking about Disintegrate and Firestorm instead of stuff like Force Cage should already be a point in your favor. Victim said:.
Old Geezer Active member Banned. What do I send against 3 17th level magic users? When all else fails, cheat.
Well, it would be cheating if you were not the DM. If the monsters fail saves too often, bump their save bonus with special abilities. If your PCs have no trouble hitting a touch AC, give the monsters a touch defense boosting ability.
Your job is to challenge the PCs with fights that they should win, but with a significant amount of bad luck or a reasonable amount of bad planning WILL lose. If the things you pull off the shelf are not working for you, modify them to make it work. If you want to stay in the mainstream a bit more, try throwing some anti-magic monsters at them like beholders, etc Validated User.
Can Ethereal creatures be disintegrated? Christopher V. Brady New member Banned. PaladinCA said:. Ace New member Banned. Old Geezer said:. Exploderwizard New member Banned. A few things: Disintigrate works great, sometimes too great. Magical treasure carried by thier foes will get blown up real good. A few not-so-special treasure finds because they blew all the good shit the hell up might make them think twice.
Perhaps some of thier foes might be needed later and turning everyone to dust might suck once in a while. Can the PC's always just convieniently rest when thier big guns are empty?
Opponents can disintigrate right back at them sometimes. Wizards don't have the best fort saves on the block Exploderwizard said:. You must log in or register to reply here. Jessica Wardman, longtime forum member Snoopy, passed away last week. She's been a valued part of the RPGnet community since , and will be dearly missed. Top Bottom.
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Register Help. Stay Logged On. Page 1 of 5 1 2 3 4 5 Last Jump to page: Results 1 to 30 of Thread Tools Show Printable Version. Last edited by Realms of Chaos; at PM. I'm try not to be too vain but this was too perfect not to sig. Originally Posted by Primal Fury.
[D&D3.5] When PC's answer to everything is Disintegrate? What do you do?
Does anyone know where I can find the rules for creating swarms? I know the Monstrous Manual describes the swarm subtype well enough, but it lacks information on how to create them such as turning a lone rate into a swarm of rats. AFAIK, there are no rules for making a swarm. I believe that you should sit down with the base monster, look it over, decide on the CR you want the swarm to have and then use that CR as a design guideline for creating the swarm, comparing its abilities to other swarms. I can see any monster becoming a relatively ugly swarm depending on the desired CR. As an example, I could create an "ant" swarm, which sounds fairly benign. This ant swarm would have the same stats as a spider swarm, possibly using a different poison.
Okay, I've been flipping through some of my books and trying to optimize a spell list for a good-aligned necromancer. I want the character's spells to focus on things that prevent enemies from functioning at peak efficiency. Fear spells to keep them scattered, curses to weaken their defenses, paralyzing spells to permit coup de graces, and level draining spells to soften them up for the rest of the party. Obviously, being good-aligned, I do not want any of these spells to have the 'Evil' descriptor. I've been trying to find 3 'must-have' spells for each spell level and I'm running into a few gaps. Here's what I've got:. Help me fill in the blanks!