He is blind, How to make him deaf [Archive] - Wizards Community

Post/Author/DateTimePost
MoltenDm

12-20-07, 04:17 AM
Hi playing against a giant blind troll that has scent and problably a pretty nice listen check.
Cant melee against this guy unless he is powerless.
So how to do it, He has a min of +7 on Will saves (Thought it'd be fun to curse him for that 50% and then had to roll the 50% for blindness who knew he'd be wise)
And i dont have to say how much on Fort.
Ok with the remove scent from Spellcompendium thats taken care of..Now the listen check

Any Suggestions?
Fatalis_902

12-20-07, 06:45 AM
Boots of Elvenkind? Just have the rogue sneak up to him, using his move silently check taht is presumably the best in the group. Then, he waits a round, and starts sneak attacking. After the third attack, he moves five feet to the left or right. The troll will not even know what square the rogue's in anymore, since listen doesn't let you pinpoint a creature's location without a feat. Even then, he still has to attack the right square, and then roll his 50% miss chance. He is always flatfooted against you, so the rogue will always get sneak attack, and he should be easy enough to pick off. If you don't wanna get close, have the rogue start shooting him from within 30'. He still get sneak attack, and the troll now has to find the right square out of more than a dozen.
kuonji

12-20-07, 07:18 AM
The silence spell.

You don't have to cast the spell on the troll, just cast it on something (like a coin or the fighters sword) and carry it with you.
Cifer

12-20-07, 09:27 AM
You don't have to cast the spell on the troll, just cast it on something (like a coin or the fighters sword) and carry it with you.
QFT. He's got essentially no defense against that.
BilopTheFleshwarper

12-20-07, 12:41 PM
the defense to the silence spell is to leave the area...
Sinfire Titan

12-20-07, 02:05 PM
Stay ranged, and use Thunderstone Arrows in the first round. Make sure everyone does, so he has next to no chance of saving against all of them. Then turn him into a pincushion.
Krusk

12-20-07, 02:09 PM
the defense to the silence spell is to leave the area...

thats why you carry the silent coin in your pocket. Now the area follows him around, as you do.
MoltenDm

12-20-07, 03:56 PM
Nice I thought about Silence but i thought you had a save against not been able to hear but thats if its cast on you duh.
Thanks guys and we dont have a rogue btw
Fatalis_902

12-20-07, 06:09 PM
Nice I thought about Silence but i thought you had a save against not been able to hear but thats if its cast on you duh.
Thanks guys and we dont have a rogue btw

How the heck do you not have a rogue? That's a mistake. A cleric can be absent, as long as you have people who can heal. The rogue should never be absent.
Sinfire Titan

12-20-07, 11:55 PM
How the heck do you not have a rogue? That's a mistake. A cleric can be absent, as long as you have people who can heal. The rogue should never be absent.

The exception is when the have either a Binder or an Incarnate. In which case, they are slightly better off than the party without the Rogue.
metalmayhem80110

12-21-07, 12:55 AM
Rogues arn't critical. You find a trap. The fighter activates it, gets hit, the cleric than heals him. Then you move on.

That is what we use our wand of CLW for.
Voran

12-21-07, 02:39 AM
Celine Dion.


Or alternately the new Britney album.
Sinfire Titan

12-21-07, 04:22 AM
Rogues arn't critical. You find a trap. The fighter activates it, gets hit, the cleric than heals him. Then you move on.

That is what we use our wand of CLW for.

But boy, does it suck when you get hit with a touch-triggered Reality Maelstrom! That being said, a well-organized group can indeed function without a Rogue. Hell, most groups I've run did quite well without a Tank and a Rogue! They were just very effective at what they did, and could figure out a way out of anything.

Edit: Now that I think about it, all but two groups I've run were pure arcane casters/psions. They had no direct healer almost 90% of the time, and just used AoE spells, Battlefield control, and a good Init to stop anything that tried to ambush them.