Cainus wrote:
martryn wrote:
Can't attack of opp something with total concealment. Blind sense with something with invisibility still gives them total concealment, they just know what square you're in. Longtooth knew Cerrik was there, but couldn't hit on his concealment rolls.
I didn't do True Strike right off the bat for a reason. The dragon gets hit from behind and it doesn't feel good, so he charges the impudent fool. He misses. Gets hit again, knows he's up against a spell caster, and knows that if he can grapple the spell caster is dead, so he moves to try the grapple. Misses. Breath weapon recharges (finally) and Longtooth knows he can't miss with that, and thinks it'd be an easy kill (Longtooth doesn't realize he's up against a fire based sorcerer). By this time the rest of the party catch up, and the Inquisitor starts peppering the dragon with arrows. Time for an escape, things aren't going his way. Suffocation.
Longtooth is a young, arrogant dragon. He's got an Int of 14, not 22. I was trying to play him as such. Now that he's been humiliated, if Matt sticks around, the next encounter with Longtooth is going to go much, much differently.
So really, the sorcerer got lucky against Longtooth, because if Longtooth made one of those miss chance rolls it could have been very bad for him. Because a vital striking, power attacking 4d6+21 is going to really hurt a sorcerer. And the grapple would have ended him.
Good tactics, bad luck.
Grappling a sorcerer isn't always the end-all-be-all, especially if the character has the Still Spell feat he can apply on the fly (like while grappled) to dimdoor or teleport out of the grapple.
In the past I've played a fire sorcerer that had the Still Spell and Silent Spell feats, and once you hit midlevels there isn't too much that you can't adapt to. Though the one tactic that totally floored be was getting taken underwater. One quick way to deal with a fire sorcerer since none of his best spells work under water.
For Longtooth's rematch, a potion of See Invisibility and some fire protection would go a long way.
For other opponents, it's already been said that slinging a fireball gives away your position. If not pin pointed, at least the direction. A good perception (listen) check and a readied action by a mage could throw up a wall of force fairly near the sorcerer as he chucks that fireball. If you read the fireball spell description the "bead" explodes when it hits the hard surface. If that puts the sorcerer within the effect of his own fireball, he gets burned. (not just him, his stuff too, like wands, scrolls, etc.)
Also, your PC sorcerer isn't the only one to think up the flying invisible guy tactic. So use it against him and see how he deals with it. That's what balances the game... what's good for the PCs is good for the NPCs too!