Dreaming Warforged |
I would like to create a series of threads where players and DMs can exchange ideas on certain difficulties that arise when certain spells, abilities and powers become available to PCs and monsters.
What to do if he/she/it is flying?
Please make sure that you specify if your suggestion or solution comes from:
- the beta;
- the 3.5;
- a splat book (and which);
- a house rule;
- a fuzzy interpretation.
Your suggestion or solution can be to even the odds, neutralize or even reverse that spell/ability/power. Feel free to be creative. Feel free to tell inspiring anecdotes.
I wish these threads to be useful for players who meet those chalenges and DM who try to entertain players who have access to these.
Wilhem |
Beta:
step 1. buy a 10-foot pole
step 2. position it under the flying creature
step 3. dispel magic
If the creature has wings, I would summon my own flying creatures if I can. Failing that, I would ready actions as it swoops in.
Another method is to limit the geography. Try going to a room with low ceilings or jump on top of furnitures to close the distance.
In Second Darkness, I had a player who climbed the walls, then jumped and grappled onto a Darkland Sentinel that is attached to the ceiling (sorta like flying). He then spent the next 4 turns dangling on the ceiling with it, trying to punch the thing to death.
And don't forget, role playing. One of my characters once taunted a flying skull down then smashed it to bits.
Abraham spalding |
Abraham spalding wrote:3.5/Pathfinder: TangleFoot bag.My thoughts as well. Web spell maybe too?
The big problem with the web spell is the need for anchor points otherwise the spell fails...
Probably a good idea to introduce a new spell (maybe a level higher) that's just a plain "net" spell without need for anchor points.
hogarth |
Lilith wrote:The big problem with the web spell is the need for anchor points otherwise the spell fails...Abraham spalding wrote:3.5/Pathfinder: TangleFoot bag.My thoughts as well. Web spell maybe too?
Indoors, that's not usually a problem (floor & ceiling are usually less than 40' apart). But it can be a problem if you're outdoors.
Kaisoku |
The "Throwing" and "Distance" weapon enhancements can turn your favorite weapon into a useful ranged weapon for just this kind of occasion.
..
For the flipside, if you are wanting to use your Fly ability to the maximum:
- Try and control the battlefield so that you can end movement out of your enemy's reach.
- Have a reach weapon yourself! If you have greater reach and can move on the Z-axis, you can effectively attack them with melee without them being able to touch you.
- Be invisible and have unbelievable AC! HA! Seriously though.. being invisible and only attacking while swooping down at ground level will confuse your enemies and make them throw their flour bags and whatnot at all the wrong places.
DM_Blake |
Good ranged weapons. Fireball has a nice long range too.
Unfortunately, arrows shoot much farter down than they do up, so some flying foes can make long-range attacks from high enough to be safe from ground fire, although rules for firing up vs. firing down are not anywhere in the RAW that I know of.
But if your DM likes to interject that kind of reality, keep a handy levitate spell ready.
Crimson Night |
Lilith wrote:
Abraham spalding wrote:
3.5/Pathfinder: TangleFoot bag.My thoughts as well. Web spell maybe too?
The big problem with the web spell is the need for anchor points otherwise the spell fails...
Probably a good idea to introduce a new spell (maybe a level higher) that's just a plain "net" spell without need for anchor points.
how about a plain, crustacean encrusted, seaside smelling net? prepared action for when they come in range...
..and if they won't come in range there are about 100 ways to gain complete cover from their attacks, such as a tower shield or a wall or something of the like. make them come to the salty net of doom!