| Post/Author/DateTime | Post |
|---|---|
| Jimfer09-17-06, 02:37 PM | Big problem for my group. We are fighting a Death Giant, It is within our means except the two times we have come to grips it uses it's "Frightful Keening" ability to basicly have the party take off in panic or be shaken and slaughtered. We are an above average group around 8 players LVL 11-13. 4 fighter types a rouge shape shifter a cleric and sorcerer or Wizard (Depends who shows). While the Magic does affect the giant and it's minions. The giant keens with a DC 30(fort save) save or panic and flee. Well the magic types take off and the fighters who have silence on them wade in and the giant cast dipell magic they panic or are shaken and it has kicked our butt twice. We are spending all our cash on true resurrections. The Paladin stands alone and the Giant with his +27 attack bonus just wades in and kills us. Any suggestions? :eek: Tired of running like a scared rabbit,,,,Jimfer |
| konad09-17-06, 03:06 PM | cast silence on yourself and recast it if he dispels (cant dispel and use his ability in the same round im guessing) to avoid the fear effect, the spell does not prevent a person from talking, it stops all noise in an area the size of a fireball. keep putting it up until the monster runs out of dispel's, shouldnt take more then a few rounds. during this time hes getting raped by the fighters so hell probably stop and start fighting them, then use spells w/out a verbal component or ones that are memorized with silent spell feat. |
| PhaedrusXY09-17-06, 03:19 PM | Heroes’ Feast Conjuration (Creation) Level: Brd 6, Clr 6 Components: V, S, DF Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: Feast for one creature/level Duration: 1 hour plus 12 hours; see text Saving Throw: None Spell Resistance: No You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours. If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated. |
| Jimfer09-17-06, 04:14 PM | I didn't mention the Hero feast because the GM always seems to surprize us with this monster and it's group and we never have the time to cast it. We have a round or 2 tops. Jimfer |
| SokenzanMarauder09-17-06, 05:40 PM | I didn't mention the Hero feast because the GM always seems to surprize us with this monster and it's group and we never have the time to cast it. We have a round or 2 tops. Jimfer Have it for breakfast. It lasts 12 hours. -Gene |
| Callista09-17-06, 06:07 PM | If you can do so, cast Heroes Feast every day. It's useful for all its other effects in addition to the fear negation. If you can't... Well, you're already doing one thing right: You have a Pally in the party giving you boosts to your fear saves; and he's guaranteeing you one level-headed party member when everyone else is running. Give said Paladin some potions of Remove Fear. (This is a cleric spell so he can't cast it himself; but if your cleric can brew the potions, so much the better--you don't need access to a town that way.) The spell suppresses any fear effects for its duration; so you should no longer be disabled and will be able to take down the monster. You could give each character a potion as well as providing the paladin with them; if they make their saves or run out of range of sight they'll be able to use them. |
| Nizkateth09-17-06, 06:42 PM | Become undead. That'll show it! :D |
| DarkNick09-17-06, 09:00 PM | Have your cleric cast remove fear as soon as the combat begins. It lasts for 10 minutes, and can affect more than one person depending on the clerics level - gives you a +4 bonus to save against fear. Also if the fightful keening is equivalent to 'cause fear' then remove fear should counteract this completely. |
| Bulletproof_Condom09-18-06, 01:53 AM | Have someone dip into paladin and have everyone stand next to him. |
| ShadowDragon868509-18-06, 08:20 AM | I would also point out that if this Fear effect is an Enchantment (Charm) effect or an Enchantment (Compulsion) effect, then Protection from Evil/Magic Circle of same will be effective, too. But really... A DC 30 Fortitude save? I dunno, but that sounds kind of fishy - Fear effects are usually a Willpower save. As in, "every other instance I've heard of." Other than that, there's one last option. Have the Cleric or Wizard cast Deafness on everyone before you engage the giant. Your spellcasters will be in trouble, granted, but if you have the Wizard use Telepathic Bond on everyone, and especially get it made Permenant, you won't have to worry about being unable to communicate, either. |
| LCD2YOU09-20-06, 12:01 PM | The best way to deal with the effects of fear is Dependstm. For a good clean feeling afterwards and to prevent chaffing and armor rash, many parents like myself used moist towletts after wiping away the big stuff first. |
| Leewei09-20-06, 08:38 PM | Heroes' feast is a great spell once you have access to it. Until then, you need to enhance party saves and attempt to neutralize the fear effect. Here are some ideas: 1) If the fear is a sound-based ability (as it seems it is by the name of the effect), a bard can countersong the effect. A level 8 bard with full ranks in Perform (sing), Skill focus (Perform - Sing), and a Charisma of 20 (not unreasonable with a +2 from either level or item, or both with a starting charisma of 16) would have a +19 skill bonus to Perform. Add in a masterwork instrument and non-Singing skill instead and you get +21. Eagle's splendor or a spell that increases a skill (such as lesser heroism) will improve even further. 2) Stack up your bonuses: -Hug the paladin for +4 Morale bonus. -Magic Circle against Evil on said paladin for a +2 Resistance bonus. -Bear's endurance provides a +2 bonus via the character's Con bonus. -Prayer provides a +1 Luck bonus. 3) Immobilize the giant with effects such as entangle and kill it from long range, away from its fear effect. A druid using entangle and summon swarm (spiders) would cheese past the encounter nicely. I mention spiders since they're vermin and are therefore immune to mind-affecting effects. Toss in an obscuring mist so the dying bastage can't chuck rocks at you. |
| StevenO09-20-06, 11:12 PM | I believe the Dragonslayer PrC (Draconomicon) makes a character fearless. It even offers several other goodies at first level including a spellcaster level increase. It may be complete metagaming but is one way to overcome fear. Play halflings. Don't they get an additional bonus vs. fear? |
| Salla09-21-06, 03:38 AM | But really... A DC 30 Fortitude save? I dunno, but that sounds kind of fishy - Fear effects are usually a Willpower save. As in, "every other instance I've heard of." I completely overlooked that ... that IS messed up, isn't it? |
| ShadowDragon868509-21-06, 09:15 AM | I completely overlooked that ... that IS messed up, isn't it? Messed up to the point that I'm wondering if a: The OP was incorrect b: The DM is grossly incompetant c: The DM is being a dickweed. |
| Callista09-22-06, 08:37 AM | Don't call names right away, ShadowDragon... If it's a homebrew monster, the DM can give it a Fort save versus fear if he likes. That's not the way it usually is; but there can be exceptions. The fact that it's such a high DC may mean that the fear effect is the monster's main weapon, and that the strategy in defeating it mostly has to do with overcoming that effect. I don't think that having a monster be very, very good at something is such a bad thing, just so long as there are ways around it; there are quite a lot of monsters (octopus and the like) with Grapple so high that only your raging, STR 20 barbarian has a chance at breaking its grip, so why should a DC 30 will save be any different? If you're fighting a beastie with tentacles, you stay out of its reach. If you're fighting something frightening, you protect against fear. If a monster's ability isn't something that kills you right away--a death effect or some very high-damage attack--then having it be near-unavoidable isn't necessarily a bad thing. There are ways around Fear; just a bit of strategy (see the above posts) should have your party killing the thing in no time. |
| Salla09-22-06, 09:14 PM | Don't call names right away, ShadowDragon... If it's a homebrew monster, the DM can give it a Fort save versus fear if he likes. That's not the way it usually is; but there can be exceptions. Maybe, but I cannot, in any way, imagine a reason as to how a Fortitude save can apply against a Fear effect, which by definition is MIND-Affecting. Maybe to see if you need to change your +1 Boxers afterwards, but ... |
| kelvinaw27309-23-06, 07:57 AM | Maybe, but I cannot, in any way, imagine a reason as to how a Fortitude save can apply against a Fear effect, which by definition is MIND-Affecting. Maybe to see if you need to change your +1 Boxers afterwards, but ... A lot of modern research into infra-sound has indicated that it can have an effect on the human nervous system. If the source of the fear effect is physiological rather than mental or magical (which is the case with most fear effects) then I can understand why a Fortitude save is required rather than a Will save. It also explains why your main tactic is failing as the Silence on the fighters is covering the most resistant group rather than the least. What you really want to do is cast Silence on a monk or other fast character and get in close with the giant as fast as possible. Silence the source and the rest is easy! If he is silenced, the giant cannot cast Dispel Magic easily, even if he does, the cleric can keep recasting if he isn't being effected by the keening wail. Now, plenty of potions and scrolls of Remove Fear, Bless and Bear's Endurance will bolster your saves against this nasty effect if the Silence fails. Stay spread out so the nasty giant cannot get you all with his Dispel Magic which he will use to de-buff you. |