He did win initiative, so Karzoug was flatfooted.
After the maze was already cast, Karzoug couldn't have dispelled it because it wasn't "there".
Otherwise, my plan was to have Karzoug ready a dispel magic if he won initiative.
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Thanks for all the suggestions!
I have planned to let them level up before that final battle, so I decide to allow him to actually level up and gain the new spell slots (I wouldn't allow it with a wizard, but for a sorcerer it just made sense), and the sorcerer chose plane shift as a new spell.
I let him roll initiative, and he won initiative with 19 (the next to act would have been the dragon with 18). He then cast maze on himself, invisibility (he wasn't sure the next spell would work), and plane shift back to the material plane.
After my party finished off the Most High Ceoptra and her giants, they started investigating the golden sphere. One of the characters (Sorcerer lvl 16) climbed on the platform and then tried walking into air, fell on the globe, and apparently disintegrated, though, in reality, he entered the eye of avarice. Alone.
The rest of the party tried resurrecting him, using a "true resurrection" spell, and when that failed they tried a bunch of stuff until they managed to open a rift to the Eye of Avarice. In total, it took them around 15 minutes to get to the eye of avarice after the sorcerer arrived there.
I would like to give the player a chance to survive those 15 minutes. What would be Karzoug motivations not to kill him on sight?
In Darkness, SR is No, so it's hardly the same thing.
Silly me, Spell Resistance is a cleric spell...
Okay, thanks guys.
I think that plus casting time of 1 round solves this problem completely as long as the spellcaster can cast spell resistance.
Most of your points are good, Ckorik, but regarding the area spell - you could argue that silence is not an area spell, but a targeted spell. Though I guess I can rule that in this case SR still applies.
SR will not work according to RAW because the BBEG is not the subject, but that would make a good house rule.
Also, getting rid of the summoner will not work because he has an ability that allows the eidolon to remain 9 rounds after that. Of course, the BBEG would not know that...
The eidolon is not an unwilling target, and with his great mobility most spellcasters don't have a chance of staying away from him.

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A few days ago my players confronted Mokmurian. The summoner used a wand of silence on his eidolon and then sent his eidolon to attack Mokmurian, rendering him totally ineffective in the battle. Mokmurian did his best to avoid the silence, flew up and cast dispel magic, but then on the next turn they just cast silence again.
I didn't mind so much about the fight going in favor of the players so easily, as I believe that players should be awarded for good planning and thinking, even if what they are using is ridiculously overpowered. However, they are going to tackle Runeforge in a not very long time, and I'm afraid that most of the "boss" fights in there will be very boring and anti climatic, so I'm trying to look for solutions to this problem. I need a few of those, since I can't have all the wizards in there use the same solution. And anyway, the biggest problem is that they can cast Silence every round with 70% chance of success.
So, here's what I got:
1 - Azaven can use his contingency to guard him from magical silence. Of course, this works only once, so he'll have to be very careful about what he does once the silence is dispelled. He also has gaseous form which does not have verbal components and can allow him to escape.
2- For Ordikon I can immigrate a spell from 3.5ed called Vocalize, that allows a caster to cast without verbal components for 5 rounds.
3- Delvahine can use her superior mobility (Acrobatics +36, fly 50 ft.) to try and stay out of the silence radius.
4- Jordimandus - Maybe switch one of his feats with still spell?
5 - Highlady Athroxis - maybe have some variant forbiddance spell on area K6 that counters all magical silence?
What do you think? Any ideas would be most welcome.

Name of Pc: Vale
Class/Level: Ranger 10
Adventure: Fortress of the Stone Giants
Catalyst: Not flying high enough while shooting at 2 advanced stone giants.
The party was defending Sandpoint from the Stone Giants. Vale wanted to be near enough to a couple of stone giants so he would have good aim, but was too far away to both close-in AND fly high enough so the giants could not reach him. The giants charged at him, and he was dropped easily to the floor.
Name of PC: Amadis
Class/Level: Inquisitor 10
Adventure: Fortress of the Stone Giants (King of the Storval Stairs)
Catalyst: Trying to heal a party member's companion.
On their way to the Storval Plateau, the party met their old friend the druid Davor, who asked them to help defend the Storval Stairs until a Pathfinder Society caravan comes through. After cleaning the stairs from the hill giants and harpies that inhabited it, the party made camp at the bottom of the stairs. On the second night they were attacked by some hill giants and Lucrecia, riding a huge hill giant cleric. While the party were busy fighting the mooks, Lucrecia, well familiar with the party's strengths and weaknesses cast two dismissal spells on the summoner's eidolon, removing the party's meat shield and main damage perpetrator. Next, the hill giant cleric attacked Davor's tiger companion Ugly, and dropped him dying on the floor. Amadis ran to Ugly in order to revive him, but failed to assess the situation correctly and allowed the cleric to make multiple attacks against him, turning him into pulp. All the party could do was teleport away with his body in order to regroup.
I don't know if this was discussed, but it seems to me a swashbuckler should at least have the option of getting some feats that would improve his combat maneuvers like disarm etc.
however, since they are MAD, no way a swashbuckler would have Int 13, so they can't take Combat Expertise.
To any of you who used The Golemworks Incident Pathfinder society scenario in RotRL, how did you incorporate it into your campaign? What hook did you use?
We've been having a debate about the Claws evolution. I would appreciate anyone's help on the subject.
One of my players has a quadruped eidolon. He also has the Claws evolution on his front legs. Can he take the Claws evolution for his back legs as well?
Any divination spell that allows you to solve a mystery without actually solving it, e.g. True Seeing, Discern Location, Commune (I hate this one!)
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