Being Eaten!!!! H E L P !!! [Archive] - Wizards Community

Post/Author/DateTimePost
JoJo monkey

05-21-07, 03:01 AM
Ok, we have a 8th level wizard(spells already selected :( ) and an 8th level cleric. We are gonna be going up against a very large and hungry T-rex. What spells can we cast on the front line fighters to help insure them of not being swallowed by the beast!?:eek:

Dont just leave...please help!:eek: :D
Perseus_Stoned

05-21-07, 03:04 AM
http://www.d20srd.org/srd/spells/enlargePerson.htm

Alternatively just give them acid resistance, let them get swallowed, and kill it bad.
JoJo monkey

05-21-07, 03:11 AM
Oops......the wizards spells are already set...it needs to be a cleric spell that saves the day!!!!!
Phalo

05-21-07, 03:37 AM
you could always throw a couple glass bottles of lamp oil on the t rex Summon monster IV but do the III one with fire elementals ya get 1d3 have them swarm TREX up around head and into nostrils/eyes (hopefully blind / outright kill from scorched lungs
JoJo monkey

05-21-07, 03:43 AM
you could always throw a couple glass bottles of lamp oil on the t rex Summon monster IV but do the III one with fire elementals ya get 1d3 have them swarm TREX up around head and into nostrils/eyes (hopefully blind / outright kill from scorched lungs

wha???
Invidious113

05-21-07, 04:07 AM
freedom of movement is CLR4. Cant be grappled= can't be swallowed.
Thiez

05-21-07, 04:10 AM
Indeed, my IQ dropped 5 points just reading that.

You got an 8th level cleric says you?

Prepare Freedom of Movement. Can't get eaten that way. Or use Air Walk to avoid the dino completely (assuming you have enough spells for the whole party :)).

Prayer will give your team +1 attack and the dino -1 attack, no saves involved. Bless is another +1.

Try using that Summon Monster IV and hope for those 3 Celestial Bisons. If only for that +2 flanking bonus. Greater Magic Weapon, Shield of Faith, Bull's Strength. You can't go wrong! :D
Yusari

05-21-07, 06:15 AM
It would be easier to provide a spellcasting plan if we knew what spells the wizard had prepared.
Mysticaloctopus

05-21-07, 11:19 AM
It would be easier to provide a spellcasting plan if we knew what spells the wizard had prepared.

Indeed. What kind of wizard do we have here? Is he an abjuration-toting buff battery? An evoker/conjurer based around doing damage? Even if you can't remember the exact spells, what kind of thing does your party wizard do? Once you know that you can better prepare your own spells to enhance whatever the wizard can do or cover and glaring weaknesses he has. If the wizard can fire off plenty of damage, you need to protect him while he does so. Air Walk time. Is he going to be able to place a few buffs? Then you can focus more on some damage-dealing spells, prepare a few Inflict Wounds, get Freedom of Movement on yourself to avoid that horrible Swallow Whole and then touch, touch, touch! Perhaps a Divine Power - Attack Bonus temporarily becomes as per a Fighter your level, +6 Str and gain 8hp for 8 rounds at level 8.

T-Rex Stats:

Size/Type: Huge Animal
Hit Dice: 18d8+99 (180 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (-2 size, +1 Dex, +5 natural), touch 9, flat-footed 13
Base Attack/Grapple: +13/+30
Attack: Bite +20 melee (3d6+13)
Full Attack: Bite +20 melee (3d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +12, Will +8
Abilities: Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide -2, Listen +14, Spot +14
Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
Environment: Warm plains
Organization: Solitary or pair
Challenge Rating: 8


We can see that it's got poor Will saves, a terrible AC, more HP than anyone in your party,a high BAB and reach. This means that ranged attacks are your best chance here. It's Reflex of 12 means it's a gamble making Area attacks on it. Going toe-to-toe will hurt a lot, but you are a cleric. Do this as a last resort only.

Let's look at all your 4th level spells (not counting Domain spells, it'd be good to know your domains so we know what other abilities you have)



* Air Walk: This could be a lifesaver. Having yourself, an archer or the wizard above the beastie to deal damage (and possibly sneak attack damage), gain flanking bonuses and avoid damage all at once... I'd prepare this unless you know it'll be in an enclosed space
* Control Water: Could be useful, but only if you know there's water in the terrain
* Cure Critical Wounds: You've got automatic access to this, and will probably need it a lot. Be prepared to drop spells for spontaneous CCW.
* Death Ward: The T-Rex is not known for its spell-like abilities, levels in caster classes or similar. No use here.
* Dimensional Anchor: As with Death Ward, I've never seen a dinosaur go ethereal. Not going to need this.
* Discern Lies: You know exactly what the T-Rex wants: Din-Dins. Not going to need this one either.
* Dismissal: If the T-Rex is an extraplanar summoning, this will end the encounter. Remember ending an encounter = winning = delicious XP. One hitch is that the will save DC is spell save minus creature's HD plus your CL, meaning the DC is quite low. The T-Rex may get lucky and make the save, even with its meagre Will +6. If you know this spell will affect the T-Rex, prepare it twice, even three times, and let them fly as soon as you meet it.
* Divination: As long as you have incense and some appropriate offering, you can try Divination "What unseen methods of defeating the great beast would aid us". Try the Roleplaying angle. Ask your God for help, and he may reveal something like "Big boulder on top of hill, rolly rolly smash hehehehehe!". It just might work, some DMs love this kind of thing.
* Divine Power: If you have to go toe-to-toe with it yourself, have this ready. It's pretty good at turning a cleric into a fighter for 8 rounds.
* Freedom of Movement: Also known as Protection from Being Swallowed. Will be useful if you choose the Divine Power + buffs + up close fighting route
* Giant Vermin: Turning insects into an army is useful, but their main flair is their venom. Our T-Rex can make these saves with his hands tied (not that his hands are much use), so go for 3 medium-size centipedes as bait and nothing more. This won't help you much at all.
* Imbue with Spell Ability: Allow an ally to cast a spell. This with Divine Power could turn a Rogue into a veritable killing machine.
* Inflict Critical Wounds: These will hurt it a lot. Its touch AC of 9 is pathetic, so as long as you're willing to get hurt casting them, you've got 24 average damage per touch. He'll feel that for sure. Good if you're going down the charge in screaming and hope for the best tactic.
* Magic Weapon, Greater: +2 weapon? Zing! This will be a useful spell for you. Perhaps that rogue you're casting Divine Power on would like it.
* Neutralize Poison: Not much use, T-Rex breath smells bad, but isn't poisonous
* Planar Ally, Lesser: If you're willing to pay the XP cost, and the gold cost (remember T-Rex has not treasure normally), you can call in a powerful ally.
* Poison: T-Rex has high Fort save. No use wasting a slot on this.
* Repel Vermin: It's not vermin, so this is useless.
* Restoration: No ability drains or negative levels to be seen, so no use.
* Sending: If you have allies nearby, call them with this.
* Spell Immunity: Yet again, the T-Rex is a big fat tank of meat, sans spellpower. No use getting this one.
* Summon Monster IV: This could prove useful for bait / distractions.
* Tongues: T-Rex doesn't speak any language. No use bargaining.



So there you have it - no 4th level spells that'll be of great use to a cleric except for making you and allies buffed up a bit. You could try the following to gain the upper hand:

Deeper Darkness, used to confuse the stupid brute. Perhaps lead it off a cliff with this and an Air Walk?
Stone Shape to create a weak cliff, then do as above.
Animate Dead on the corpse... Nice!
Bull's Strength series, more buffs.
Calm Emotions, you may be able to calm it and flee / surprise attack
Shield Other, you're the cleric so you can afford to take half the fighter's damage then heal yourself.
Aid, the T-Rex may cause Fear by being big (I've seen this houseruled before)

Sad to say that it really does hinge on what your wizard prepared. If he's got plenty of nice attack spells, air walk him and watch the fireworks, otherwise it'll be a tough fight, up close with the T-Rex. He's a CR 8 creature, so a decent challenge that you can survive with careful work. Keep the buffs flowing, keep health up in case it gets a good hit in and just work it till he dies. Then animate the corpse as a skeleton and ride it around!
User5127

05-21-07, 11:35 AM
enlarge person wouldn't help if the fighter is medium size. the T-Rex is huge. so a large fight just makes for a bigger snack.

besides that all the rest of the advise is pretty sound.
Thiez

05-21-07, 12:02 PM
Enlarge Person gives +4 on grapple.
JoJo monkey

05-21-07, 12:07 PM
Great...GREAT HELP you guys! Mysticaloctopus, you are THE MAN! THANKS A TON!:D
Ieniemienie

05-21-07, 02:38 PM
the wizard in my party uses a spell which is called something like the 'curse of the putritusk'. don't know the exact name, but it does 1d4+1 intelligence damage (will save negates) darn effective to beasts :)
User5127

05-21-07, 03:19 PM
while that is true, I would still prefer freedom of movement any day to being enlarged.

what I meant to say was being enlarged by the spell doesn't garantee you aren't going to get swallowed, which is what the OP was looking for..


now an interesting use of the spell would be the secondary effect of enlarge person. If the caster readies the spell to be cast the moment the fighter is in the jaws of the beast he could (in theory) be allowed to make a strength check to break free of his confined space.

"If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it"

I wonder if his DM would allow the use of a spell in that manner. Give the fighter HUGE buffs to strength and ready enlarge person. then he makes a strength check to burts free and take out rexies mouth? or at least damage it... hmmm

EDIT: final note: at the very least the act of burting free would imply that you are free. meaning you are no longer in the beasts jaws and thus in no danger of being swallowed for the time being. hmm. maybe I overlooked the use of the spell.
MarkB

05-21-07, 03:37 PM
Ok, we have a 8th level wizard(spells already selected :( ) and an 8th level cleric. We are gonna be going up against a very large and hungry T-rex. What spells can we cast on the front line fighters to help insure them of not being swallowed by the beast!?:eek:

Dont just leave...please help!:eek: :D
There is actually a spell with this specific purpose in the Spell Compendium, on page 116. It's a 1st level Druid / Ranger/ Sorcerer / Wizard spell called Horrible Taste, which you cast on an ally and which will then cause any creature attempting to bite or swallow that character to become nauseated on a failed save.
Kamin_Majere

05-21-07, 06:09 PM
the spells curse and shivering touch should pretty much wipe the poor T-rex out by pretty easily dropping its dex to zero of lower. (but thats if the wizard actually has those spells)

With it just being a big hungry monster like animal you should be able to kill it in a round or two with just damage spells and the fighter types pounding on it

It only has 180 Hp and an ac that a first level party can beat up on prety easily so getting the damage through should be pretty easy. Just cast freedom of movement on the guy that stands in front and will take the charge. When the T-rex fails to swallow him then everyone else move in to position and pound the living crap out of it
Xan_Kriegor

05-21-07, 11:00 PM
the wizard in my party uses a spell which is called something like the 'curse of the putritusk'. don't know the exact name, but it does 1d4+1 intelligence damage (will save negates) darn effective to beasts :)

Ummm.... if a spellcaster has this spell, no more T-Rex. 'Cuz, he probably won't make the save, and since it only has 2 intelligence, the least the spell can do is knock him down to 0 int, which I read somewhere meaning it falls comatose and then you all coupe-de-gras the crud out of it...
Terraneaux

05-21-07, 11:19 PM
Check "Ray of Stupidity" in the Spell Compendium.
Ogre4Hire

05-21-07, 11:29 PM
T-Rexs have a huge built-in limiter: they can only make one attack/round. Try burning some lower level spell slots on summonings to provide distractions while you pummel it from a safe distance.
Yokomohoyo

05-22-07, 07:01 AM
8th level Wizard? MMM cast Fly on the party and blast away wile your archers do the same.
groveborn

05-22-07, 07:09 AM
I assume you have Prestidigitation? Make a tree smell nummy, or your fighter smell like putrid orc. Perhaps you can give ol' Trex a bad taste?

If you have it, grease the bastard

Catch bunnies, lots of bunnies. Release bunnies.

use a rope for a trip wire.

Caltrops.

Flasks of Acid and Alchemists Fire

Throw a wasps nest at it...ouch.

Shape stone the ground or something into a pit. Or dig a pit.

Bring poisonous mushrooms and keep them on the party in case of accidental swallowing. At least that way the damned beast will go out with a smile.

Smoke Sticks. Lets see that Trex find you when it can't see or smell you.

Blind it. If it can't see you, it can't find you.

Get a decanture of endless water, they hate those. At least I would if someone kept the water in my face. And if someone happens to get swallowed, turn it on, leave it in.

Get an immoveable rod, and get swallowed. Activate said rod, and cut your way out.

Have grease?

Set the area on fire.

get a black board, and long fingernails...nah.
Sephiroth Do'Urden

05-22-07, 08:27 PM
Ok, we have a 8th level wizard(spells already selected :( ) and an 8th level cleric. We are gonna be going up against a very large and hungry T-rex. What spells can we cast on the front line fighters to help insure them of not being swallowed by the beast!?:eek:

Dont just leave...please help!:eek: :D

Mmmm, DnD vore...

Anyhow, I would like to know what other characters you have in your party as well.
Cariyaga

05-22-07, 09:41 PM
Oops......the wizards spells are already set...it needs to be a cleric spell that saves the day!!!!!


*clears throat*
pmurray@bigpond.com

05-22-07, 09:54 PM
Blind it. If it can't see you, it can't find you.
Sweep the knee!
TheGreenGriffon

05-22-07, 10:33 PM
Hmm I have considered this query and have a few suggestions on how to avoid the T-rex trying to swallow you:

1. Greater Invisibility on your lead fighter. It improves his chances of not being attacked and if so that it will miss and it will not dispel when he attacks.

2. Fire shield. No DM can tell me that any beast would try to swallow something thats on fire. Any hits taken will deal fire damage, more then likely the big dino isn't going to be trying to eat someone who is gonna cause some major heart burn.

3. Bestow Curse on the T-Rex. Wont stop your guys from being swallowed but it will give it a -4 to all grapple checks and attacks period.

4. Charm Monster. If you cant avoid being swallowed and the spells aren't there you could always befriend the beast then ditch it later.

5. Polymorph. An obvious choice. Make the beast something else that cant swallow then kill it. Warning that T-Rex's most likely have good fortitude saves but with Bestow curse mentioned above you could get that save down a bit.

6. Displacement. Attacks miss subject 50% of the time. Nuff said!

7. Blink. If swallowed theres a good chance the victim will blink out of the beasts stomach soon enough.

8. Enlarge Person. Mentioned above but a good tactic since it can only swallow medium creatures or smaller.

Hope these help.
Lafarallin

05-22-07, 10:37 PM
Um.....haven't any of you watched Jurasic Park? If you stand still, and turn off all your lights, it can't see you! Sheesh! ;)
ArcTan

05-23-07, 03:11 AM
you could always throw a couple glass bottles of lamp oil on the t rex Summon monster IV but do the III one with fire elementals ya get 1d3 have them swarm TREX up around head and into nostrils/eyes (hopefully blind / outright kill from scorched lungs

You're one of those people who doesn't actually play D&D with rules, aren't you?
TheGreenGriffon

05-23-07, 03:26 AM
You're one of those people who doesn't actually play D&D with rules, aren't you?

Thats exactly what I was thinking. lol. fire elementals don't cause blindness
Ieniemienie

05-23-07, 03:30 AM
Ummm.... if a spellcaster has this spell, no more T-Rex. 'Cuz, he probably won't make the save, and since it only has 2 intelligence, the least the spell can do is knock him down to 0 int, which I read somewhere meaning it falls comatose and then you all coupe-de-gras the crud out of it...
Oh, I was mistaken, Curse of the Putrid Husk is in the Book of Vile Darkness and the "illusion forces the subject to believe his flesh is rotting and falling
off his body, and that his internal organs are spilling out."
resulting in dazed for 1 round and falling unconscious for 1d10 minutes, during which he cannot be roused normally.

i guess the int damage is a different spell
Sephiroth Do'Urden

05-23-07, 07:25 AM
In times like these you need a Warlock. The Warlock could easially soar out of the T-rexs reach an lay it low with a few Eldritch Blasts...
Ecalsneerg

05-23-07, 07:31 AM
Maybe if you cast "Reduce Person" on a fighter*, let them get swallowed, and then dismiss the spell while he's in the beastie's throat? He might explode out of his neck :P


*: by Fighter, I mean any melee character
Sephiroth Do'Urden

05-23-07, 07:44 AM
This must be the most random thread in 2007 thus far.
Thiez

05-23-07, 08:02 AM
It appears to attract idiots^H^H^H^H^H^Hpeople with a liberal interpretation of the rules. :P
Darius2301

05-23-07, 03:09 PM
Well since a T-Rex has an INT of 2, personally I would just hit it with a Ray of Stupidity. ;)
ArcTan

05-23-07, 03:33 PM
Maybe if you cast "Reduce Person" on a fighter*, let them get swallowed, and then dismiss the spell while he's in the beastie's throat? He might explode out of his neck :P


*: by Fighter, I mean any melee character

The Fighter has to make a Str check to rip open the space he's expanding through, and it only works if he's strong enough to have ripped the space open on his own anyway.
garou85

05-23-07, 08:09 PM
dang, somewhere there is a lvl3 Cleric spell that makes a target taste awful... can't find it though :P I did find a lvl3 Cleric spell that lets you spew out a 15ft line of nausiating gas. so if you get eaten just throw up I guess;)
Bacdednosm

05-24-07, 08:02 PM
groveborn lol, throw a wasps nest at it... Thats so good its going in my sig
Gadren

05-25-07, 01:24 AM
oooh oooh! I've got it.

Step 1: Steal underwear.
Step 2:
Step 3: Defeat T-Rex!
ArcTan

05-25-07, 04:52 AM
That plan has a crucial weakness. T-Rexes don't wear underwear.
Empirate

05-25-07, 05:55 AM
He wasn't talking about the TRex's underwear, can't you tell??! That would totally defeat the genius of the plan anyway!!!


:twitch: