Good day, I have a question that for the life of me I can't answer. Imagine a 10th level druid wild shaping into a Arsinoitherium (Rhino with two horns).
This druid has Improved Overrun and Greater Overrun
The Arsinoblabla has Trample. Trample rules say this:
Important is the bit that says the overrun roll is negated. But how then would enemies be tripped and provoke AOO's from the Overrun feat chain? Or does the Overrun feat chain not work with Trample, even though Trample uses the Overrun rules?
I managed to get a sky temple inside a cloud (perpetual fog). Unfortunately I can't take humanoid servants, and my minions need to be alignment fitting (so nothing evil, really). So I ended up with some decent beefy critters, got the early warning covered and got some intelligent minions that won't just bash their heads against the hunters until they keel over. So I think I'm good. Thanks all! :D
That's not how Spellbane interacts with Antimagic field, Randomroll. :) New developments; 1: I can pick 90 HD worth of monsters to protect my lair (although it has to be cleared with the DM first, so no tarrasque I think). 2: I know there's at least 2 Zen archers among the opposition that will try to hunt me. Any tips on how to counter those?
There are actually a few silver dragons in the game (and a few other metallic dragons) so cooperation is far from impossible, although since all are great wyrms there's probably a lot of ego involved. Already considered Leadership, checking with the DM to see if he's ok with it. Really loving the widened Antimagic field idea. It hurts the dragon hunters more then it hurts you I think, since dragons aren't gear dependant.
Eltacolibre wrote: Probably easiest way would be to make it a trap but you could just cast it when you know that they are coming. Cast the spell alarm at the entrance of your dungeon, so you get a mental alert that they crossed inside. Prepare the antimagic field. after all antimagic field last 10 min/cl which means 190 min at cl 19. ... but it's centered on myself.
haruhiko88 wrote: Oh yeah, sorry bout that. My group has a house rule that antimagic field extends 10 ft from the caster, a lot of groups have similar rules as well so ask your gm. If not you can have the widen spell metamagic feat for a 20ft radius to make it 10ft from you. You said 30hd, great wyrm silver dragons only have 29hd, do you get 1 level of a class because that brings in a whole bag of fun or just an additional hit die? Hmmm, it would definately make it worth it. It would mean my damage resistance works and in a Magicless melee I'll kick the behind of anything getting close, I would think. randomroll wrote:
Precious. :) Eltacolibre wrote:
Why shapechange exactly? All the others I agree with except greater teleport. Normal Teleport would suffice I think, and with quicken spell a great escape trick.
Eltacolibre wrote:
Oh I'll get money in time, and there is no party, just me solo.
So, I've gotten in a wonky game where some of us play Great Wyrm dragons (30HD), and other players play dragon hunters (lvl 15-20). I've elected to be one of the dragons, and selected silver as my species. Now, since I am an average player where it comes to Pathfinder, and because I expect the hunters to be cheesed out, I'd love some advice on how to survive encounters with these hunters once they inevitably find my lair. For purposes of 'balance' (hahah, how precious), I start without money (my hoard just got stolen). Other then that, we're free game. I need some build advice (feats, spells) and some information on what to expect of these cheesed out dragon hunters and some tactics on how to counter them. I was hoping you lovely folk here could help me with that. Oh, and no 3.5. It's banned. Pure pathfinder. |