Two handed weapons only need two hands to attack - you can (as long as you are not a small race) hold the weapon in one hand if you need to do something with the other one (like cast a spell if eldritch knight, or catch an arrow if using those gloves)
And another brain fart - the Rogue cannot just "vanish before our eyes" - you cannot hide/stealth in plain sight - you need some sort of cover to attempt that. So pick the battleground - somewhere open with nowhere for the Rogue to hide.
To screw with the wizard - find an anti-magic area or a friendly caster who can cast the spell antimagic field if you have any alliances with high level casters.
Two handed weapons only need two hands to attack - you can (as long as you are not a small race) hold the weapon in one hand if you need to do something with the other one (like cast a spell if eldritch knight, or catch an arrow if using those gloves)
What does being a small race have to do with it? They just have disadvantage when attacking with heavy weapons; being small doesn't impact their ability to hold things.
It's honestly difficult to give suggestions when your DM is the ultimate authority on what you can do and what you can get.
Funny because our DM is actually pretty open to suggestions. However, we all did get some pretty off the charts items super early into the game. For instance, my character currently has the capacity to kill any of the players with one action if I hit for both of my attacks because of a bastard sword that does an average of 36 in one turn so long as both attacks hit.
And another brain fart - the Rogue cannot just "vanish before our eyes" - you cannot hide/stealth in plain sight - you need some sort of cover to attempt that. So pick the battleground - somewhere open with nowhere for the Rogue to hide.
To screw with the wizard - find an anti-magic area or a friendly caster who can cast the spell antimagic field if you have any alliances with high level casters.
True, I most likely will be controlling where the fighting occurs so long as no more surprises hit me. Did I forget to mention the wizard has a pegasus? Yeah, he has a flying horse that he got from a cloud giant. Oh, and, on that topic, he did trade that cloud giant an antimagic orb thingy that the DM had in a pehonix nest for that pegasus. Given how the giant was about the trade, it’s just a toy to him and he might not even care if we trade for it or, just take it from em.
Additionally, my main focus is just to be well-protected for this fight because it’s evident that so long as I’m not killed within the first two rounds, I will come out the victor.
I will need means to combat the pegasus though, I’m not sure how strong it is but, if the wizard flies around on that, I’ll need means to take it down.
Swap to a 1 hander and take shield master might help if you think approaching the wiz would be hard(save for half means save for no damage and lightning bolt is save for half), mage killer feat would help if you can get close. Alert feat would probably cripple the rogues damage(no advantage for unseen attackers, and the wiz probably won't be in Mele to trigger sneak attack)
Swap to a 1 hander and take shield master might help if you think approaching the wiz would be hard(save for half means save for no damage and lightning bolt is save for half), mage killer feat would help if you can get close. Alert feat would probably cripple the rogues damage(no advantage for unseen attackers, and the wiz probably won't be in Mele to trigger sneak attack)
That’s really useful info. I was teally struggling with what to do with the distances and all that. Might get the Alert feat. Additionally i can teleport (with a cap I got) so, could I possibly use that to land upon the wiz and his pegasus? Bonus damage possibly from that or being able to take it down?? Rolls might be needed. It’s up to my DM but, asking so i know it doesn’t sound reasonable.
From a mechanical standpoint, your class determines what you can do and can't. the wizard for exemple.. has the biggest problem of all. you say he can insta kill you, but i doubt that. depending on your class and gears, the wizard will have a single chance, afterward you might insta kill it unless he ramped up his constitution. the rogue is stupid if he stays in long range. that means he has no sneak attacks on you and thus you will get hit by maximum 1d8+5 everyturns they dont have multiattack either. honestly Rogue/wizard is a very very bad combo in PVP. unless the rogue has the sneak attack when nobody is near the opponent skill from the archetype i dont remember.
on the other hand of the spectrum, your combo is a better value... a fighter backed up by the druid can go a long distance. if that druid is circle of the moon, he is night impossible to kill with that wand of lightning, and thus he should be going forward and take the brunt of him. if he does he'll revert to his original form, only to wild shape again next round and literally heal that much HP. the fighter that you are, if you are dexterity fighter, you have an even easier time dealing that with that lightning. meaning that most of the time you would be taking only half and if you even have a resistance armor, you'd be getting 1/4th the damage which is next to nothing. and that wizard will have to rely on his Crowd Control spells to win the encounter.
one strategy you could use once the druid or fighter absorbed the lightning strike, is to use faery fire on them both. this will force the wizard into either counterspealling the spell, or dispel magic it. Fun fact if he does, the druid can just do it again because it is a level 1 spell. while the dispel magic or counter spell is level 3. thus the wizard is still losing that battle. once faery fire has been casted sucessfully, that rogue cannot hide anymore, making him even less of a threat. against the rogue itself... readying an action is the only way to go. you ready your action for when he appears because of an attack or casting a spell depending on his archetype. as soon as he reappear, you will shoot first. with chance hell lose concentration and lose his spell before it fires off.
remember, both your opponents are ranged combattants that do not want you to come near them. while this combo seems great... they have no way of healing except potions. the rogue cannot sneak attack unless he has some kind of advantage, because the wizard will never be up close an personnal. without the sneak attack damage, that rogue is greatly diminished as a threat. there are tons of weaknesses in their choice of combo. tell your druid friend to capitalise on those weaknessses by taking spells who stops them from doing those. if your friend is circle of the land, depending on which archetype he chose. he could also give you haste, or you could buy boots of speed, which would give you speed enough to get to that sneaky rogue in one go. remember, the rogue cannot attack, run and hide at the same time. all he can do is 1 attack, 1 movement and then bonus action hide. which gives him very very little place to hide in the current moment. thats another weakness... if the rogue wants to get lose of your speed up fighter, he will need to use all of his actions to lose you and at that point he cant attack anymore, win for you as the wizard is left alone without a comprade to back him. and that wizard will lose against that druid of yours.
so heres pros and cons of both your teams with just classes in mind... Druid/fighter Pros... - Both have healing capabilities that helps themselves go back up if taking damages. - druid has high wisdom saves to stop crowd controls. - fighters has tons of hit points - Druid if circle of the moon, has 3 complete health bars. - fighter has extra attack and hits hard with great sword and great weapon master. - druid has a ton of support spells that adds up to make that fighter able to wreck a team all by himself. - druid can wild shape into something with speed and make the distance into the wizard and or rogue.
Druid/Fighter Cons... - Lack of big damaging spells, the druid dont have nukes at that level. - lack of ranged weapons. both druid and fighter do not have much arsenal in for distance fights.
Wizard/Rogue Pros... - Wizard has tons of ways to control the field. - Wizard has tons of spell slots. - Wizard can fly off the distance and just be out of range at all time. - Rogue is sneaky (always hidding) - Rogue has uncanny dodge once per turn, thus hard to kill. - Rogue has evasion (7th level) and thus saves against many magics. - Rogue has a lot of speed to hit and run.
Wizard/Rogue Cons... - Rogue cannot sneak attack unless he hides first. - Rogue and wizard are both ranged fighters. - rogue and Wizard do not have healing powers. - Rogue cannot hide, attack and move in the same turn without leaving himself open for a pursuing enemy. - Wizard cannot stop all spells from the druid without losing his attack power. - Rogue and Wizard have a combined health pool much lower then the combined health pool of the fighter / druid.
those are just fromt he top of my head... my recommendation, wait and see... druid in front wild shaped into something with high hit points. stay in the open, fighter hide near by, but not in a line. dont want to give that wizard a chance of hitting you both with htat lightning rod. use the ready action a lot. with chance your attack will cancel out the rogue or the wizard if he cast. then make that distance with your turn and once you get to them, you force them into defensive positions. rinse and repeat the next turn until the wizard has run out of spell slots. once he is out of spell slots, the fight becomes one sided in your favor. he still has his cantrips but they become a hit or miss which is much better for you then soaking damage.
remember though, reguardless of which strategy you will think about... no strategy survives the first encounter. so be adaptive and adapts to the opponents positions and tactics. be ready to attack many of their weaknesses, not just one.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
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From a mechanical standpoint, your class determines what you can do and can't. the wizard for exemple.. has the biggest problem of all. you say he can insta kill you, but i doubt that. depending on your class and gears, the wizard will have a single chance, afterward you might insta kill it unless he ramped up his constitution. the rogue is stupid if he stays in long range. that means he has no sneak attacks on you and thus you will get hit by maximum 1d8+5 everyturns they dont have multiattack either. honestly Rogue/wizard is a very very bad combo in PVP. unless the rogue has the sneak attack when nobody is near the opponent skill from the archetype i dont remember.
on the other hand of the spectrum, your combo is a better value... a fighter backed up by the druid can go a long distance. if that druid is circle of the moon, he is night impossible to kill with that wand of lightning, and thus he should be going forward and take the brunt of him. if he does he'll revert to his original form, only to wild shape again next round and literally heal that much HP. the fighter that you are, if you are dexterity fighter, you have an even easier time dealing that with that lightning. meaning that most of the time you would be taking only half and if you even have a resistance armor, you'd be getting 1/4th the damage which is next to nothing. and that wizard will have to rely on his Crowd Control spells to win the encounter.
one strategy you could use once the druid or fighter absorbed the lightning strike, is to use faery fire on them both. this will force the wizard into either counterspealling the spell, or dispel magic it. Fun fact if he does, the druid can just do it again because it is a level 1 spell. while the dispel magic or counter spell is level 3. thus the wizard is still losing that battle. once faery fire has been casted sucessfully, that rogue cannot hide anymore, making him even less of a threat. against the rogue itself... readying an action is the only way to go. you ready your action for when he appears because of an attack or casting a spell depending on his archetype. as soon as he reappear, you will shoot first. with chance hell lose concentration and lose his spell before it fires off.
remember, both your opponents are ranged combattants that do not want you to come near them. while this combo seems great... they have no way of healing except potions. the rogue cannot sneak attack unless he has some kind of advantage, because the wizard will never be up close an personnal. without the sneak attack damage, that rogue is greatly diminished as a threat. there are tons of weaknesses in their choice of combo. tell your druid friend to capitalise on those weaknessses by taking spells who stops them from doing those. if your friend is circle of the land, depending on which archetype he chose. he could also give you haste, or you could buy boots of speed, which would give you speed enough to get to that sneaky rogue in one go. remember, the rogue cannot attack, run and hide at the same time. all he can do is 1 attack, 1 movement and then bonus action hide. which gives him very very little place to hide in the current moment. thats another weakness... if the rogue wants to get lose of your speed up fighter, he will need to use all of his actions to lose you and at that point he cant attack anymore, win for you as the wizard is left alone without a comprade to back him. and that wizard will lose against that druid of yours.
so heres pros and cons of both your teams with just classes in mind... Druid/fighter Pros... - Both have healing capabilities that helps themselves go back up if taking damages. - druid has high wisdom saves to stop crowd controls. - fighters has tons of hit points - Druid if circle of the moon, has 3 complete health bars. - fighter has extra attack and hits hard with great sword and great weapon master. - druid has a ton of support spells that adds up to make that fighter able to wreck a team all by himself. - druid can wild shape into something with speed and make the distance into the wizard and or rogue.
Druid/Fighter Cons... - Lack of big damaging spells, the druid dont have nukes at that level. - lack of ranged weapons. both druid and fighter do not have much arsenal in for distance fights.
Wizard/Rogue Pros... - Wizard has tons of ways to control the field. - Wizard has tons of spell slots. - Wizard can fly off the distance and just be out of range at all time. - Rogue is sneaky (always hidding) - Rogue has uncanny dodge once per turn, thus hard to kill. - Rogue has evasion (7th level) and thus saves against many magics. - Rogue has a lot of speed to hit and run.
Wizard/Rogue Cons... - Rogue cannot sneak attack unless he hides first. - Rogue and wizard are both ranged fighters. - rogue and Wizard do not have healing powers. - Rogue cannot hide, attack and move in the same turn without leaving himself open for a pursuing enemy. - Wizard cannot stop all spells from the druid without losing his attack power. - Rogue and Wizard have a combined health pool much lower then the combined health pool of the fighter / druid.
those are just fromt he top of my head... my recommendation, wait and see... druid in front wild shaped into something with high hit points. stay in the open, fighter hide near by, but not in a line. dont want to give that wizard a chance of hitting you both with htat lightning rod. use the ready action a lot. with chance your attack will cancel out the rogue or the wizard if he cast. then make that distance with your turn and once you get to them, you force them into defensive positions. rinse and repeat the next turn until the wizard has run out of spell slots. once he is out of spell slots, the fight becomes one sided in your favor. he still has his cantrips but they become a hit or miss which is much better for you then soaking damage.
remember though, reguardless of which strategy you will think about... no strategy survives the first encounter. so be adaptive and adapts to the opponents positions and tactics. be ready to attack many of their weaknesses, not just one.
That explains a lot. From what I know, he hasn’t put much into it. Might have a +2 at best. The rogue is used by a guy who only uses a bow, not sure of subclass but my druid friend is intelligent and probably recalls what they were exactly.
either way, thank you immensely for all this information, it all really helps as, compared to everyone else, i’m still a bit of a novice.
druid is of the spores and I’m not sure of her wildshape capabilities but, she has the Staff of Woodland Beings with slight modifications.
Anyway, I think we have them beat, given what you’ve told me and the artifact I possess (makes me deal an average of 20+ with each hit), as well as my druid friends staff which will allow him to turn them into rabbits in a single turn with pixies or whatever, we got this for sure unless they have something up their sleeve.
Although this is meta... the wizard is a princess and basically will have two-ish kingdoms at her disposal depending on their alignments and wether or not the DM is gonna allow two people to be targeted by armies. That’s kind of fine given we might have an army of creatures, undead, and allies, all theoretical though.
Dunno, but I think if we can get to them before any of that is possible, especially if we turn the rogue or at least capture him, we should be able to do it.
i do have various plans for in-combat, readying an action for after they’re turned to rabbits. Or if the wizard has her pegasus then, I can teleport above them. How do you think that would work? I’m a half-orc, the wizard is a half-elf, and the pegasus could probably carry us but, I mean, the force of an entire half-orc with armor and three greatswords landing atop them would probably do something. Gravity still exists afterall.
seems to me, you have it all figured out. remember the DM might have a say on many things. i also doubt that two people on a pegasus will work. if i was that DM that pegasus wouldn't be able to fly up. it would just glide down.
aside from that, without further knowledge of anything, i would need more info to say more. if i had... Race --> Class --> Archetype --> Levels --> combat arena description --> gear info... i could go into very detailed strats they could use or you could use. but in reality all of that is pretty useless. once combat starts shenannigans are gonna happens.
but i think you're in the right place with what you are doing. but i will say this, the druid has a lot of spells that can shut down the wizard. that might also be a good thing to know. Silence is one of them, stops all magic with verbal components. if you can tie up the wizard, its done for. antilife shell might also save both of you in a pinch.
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
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What level are we talking about>?
How much in-game time do you have before the showdown?
Is this PvP?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Surprisingly enough 5 right now, and more than likely we’ll be 6-8 before the showdown because the DM is amping up the level ups. It is PvP.
Two handed weapons only need two hands to attack - you can (as long as you are not a small race) hold the weapon in one hand if you need to do something with the other one (like cast a spell if eldritch knight, or catch an arrow if using those gloves)
To bump up your AC - I would suggest ring of protection, cloak of protection or possibly Stone of Good Luck (Luckstone) - whilst the last one does not boost AC it helps with saves.
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And another brain fart - the Rogue cannot just "vanish before our eyes" - you cannot hide/stealth in plain sight - you need some sort of cover to attempt that. So pick the battleground - somewhere open with nowhere for the Rogue to hide.
To screw with the wizard - find an anti-magic area or a friendly caster who can cast the spell antimagic field if you have any alliances with high level casters.
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Nah, just tell the DM you want to run Tomb of Horrors. Done deal, everybody dies.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
What does being a small race have to do with it? They just have disadvantage when attacking with heavy weapons; being small doesn't impact their ability to hold things.
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It's honestly difficult to give suggestions when your DM is the ultimate authority on what you can do and what you can get.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Alright, I’ll take note of it all. Thank you.
Funny because our DM is actually pretty open to suggestions. However, we all did get some pretty off the charts items super early into the game. For instance, my character currently has the capacity to kill any of the players with one action if I hit for both of my attacks because of a bastard sword that does an average of 36 in one turn so long as both attacks hit.
True, I most likely will be controlling where the fighting occurs so long as no more surprises hit me. Did I forget to mention the wizard has a pegasus? Yeah, he has a flying horse that he got from a cloud giant. Oh, and, on that topic, he did trade that cloud giant an antimagic orb thingy that the DM had in a pehonix nest for that pegasus. Given how the giant was about the trade, it’s just a toy to him and he might not even care if we trade for it or, just take it from em.
Additionally, my main focus is just to be well-protected for this fight because it’s evident that so long as I’m not killed within the first two rounds, I will come out the victor.
I will need means to combat the pegasus though, I’m not sure how strong it is but, if the wizard flies around on that, I’ll need means to take it down.
Swap to a 1 hander and take shield master might help if you think approaching the wiz would be hard(save for half means save for no damage and lightning bolt is save for half), mage killer feat would help if you can get close. Alert feat would probably cripple the rogues damage(no advantage for unseen attackers, and the wiz probably won't be in Mele to trigger sneak attack)
That’s really useful info. I was teally struggling with what to do with the distances and all that. Might get the Alert feat. Additionally i can teleport (with a cap I got) so, could I possibly use that to land upon the wiz and his pegasus? Bonus damage possibly from that or being able to take it down?? Rolls might be needed. It’s up to my DM but, asking so i know it doesn’t sound reasonable.
Updated threadddddd
How should i go about tracking/finding them?
From a mechanical standpoint, your class determines what you can do and can't. the wizard for exemple.. has the biggest problem of all. you say he can insta kill you, but i doubt that. depending on your class and gears, the wizard will have a single chance, afterward you might insta kill it unless he ramped up his constitution. the rogue is stupid if he stays in long range. that means he has no sneak attacks on you and thus you will get hit by maximum 1d8+5 everyturns they dont have multiattack either. honestly Rogue/wizard is a very very bad combo in PVP. unless the rogue has the sneak attack when nobody is near the opponent skill from the archetype i dont remember.
on the other hand of the spectrum, your combo is a better value... a fighter backed up by the druid can go a long distance. if that druid is circle of the moon, he is night impossible to kill with that wand of lightning, and thus he should be going forward and take the brunt of him. if he does he'll revert to his original form, only to wild shape again next round and literally heal that much HP. the fighter that you are, if you are dexterity fighter, you have an even easier time dealing that with that lightning. meaning that most of the time you would be taking only half and if you even have a resistance armor, you'd be getting 1/4th the damage which is next to nothing. and that wizard will have to rely on his Crowd Control spells to win the encounter.
one strategy you could use once the druid or fighter absorbed the lightning strike, is to use faery fire on them both. this will force the wizard into either counterspealling the spell, or dispel magic it. Fun fact if he does, the druid can just do it again because it is a level 1 spell. while the dispel magic or counter spell is level 3. thus the wizard is still losing that battle. once faery fire has been casted sucessfully, that rogue cannot hide anymore, making him even less of a threat. against the rogue itself... readying an action is the only way to go. you ready your action for when he appears because of an attack or casting a spell depending on his archetype. as soon as he reappear, you will shoot first. with chance hell lose concentration and lose his spell before it fires off.
remember, both your opponents are ranged combattants that do not want you to come near them. while this combo seems great... they have no way of healing except potions. the rogue cannot sneak attack unless he has some kind of advantage, because the wizard will never be up close an personnal. without the sneak attack damage, that rogue is greatly diminished as a threat. there are tons of weaknesses in their choice of combo. tell your druid friend to capitalise on those weaknessses by taking spells who stops them from doing those. if your friend is circle of the land, depending on which archetype he chose. he could also give you haste, or you could buy boots of speed, which would give you speed enough to get to that sneaky rogue in one go. remember, the rogue cannot attack, run and hide at the same time. all he can do is 1 attack, 1 movement and then bonus action hide. which gives him very very little place to hide in the current moment. thats another weakness... if the rogue wants to get lose of your speed up fighter, he will need to use all of his actions to lose you and at that point he cant attack anymore, win for you as the wizard is left alone without a comprade to back him. and that wizard will lose against that druid of yours.
so heres pros and cons of both your teams with just classes in mind...
Druid/fighter Pros...
- Both have healing capabilities that helps themselves go back up if taking damages.
- druid has high wisdom saves to stop crowd controls.
- fighters has tons of hit points
- Druid if circle of the moon, has 3 complete health bars.
- fighter has extra attack and hits hard with great sword and great weapon master.
- druid has a ton of support spells that adds up to make that fighter able to wreck a team all by himself.
- druid can wild shape into something with speed and make the distance into the wizard and or rogue.
Druid/Fighter Cons...
- Lack of big damaging spells, the druid dont have nukes at that level.
- lack of ranged weapons. both druid and fighter do not have much arsenal in for distance fights.
Wizard/Rogue Pros...
- Wizard has tons of ways to control the field.
- Wizard has tons of spell slots.
- Wizard can fly off the distance and just be out of range at all time.
- Rogue is sneaky (always hidding)
- Rogue has uncanny dodge once per turn, thus hard to kill.
- Rogue has evasion (7th level) and thus saves against many magics.
- Rogue has a lot of speed to hit and run.
Wizard/Rogue Cons...
- Rogue cannot sneak attack unless he hides first.
- Rogue and wizard are both ranged fighters.
- rogue and Wizard do not have healing powers.
- Rogue cannot hide, attack and move in the same turn without leaving himself open for a pursuing enemy.
- Wizard cannot stop all spells from the druid without losing his attack power.
- Rogue and Wizard have a combined health pool much lower then the combined health pool of the fighter / druid.
those are just fromt he top of my head...
my recommendation, wait and see...
druid in front wild shaped into something with high hit points. stay in the open, fighter hide near by, but not in a line. dont want to give that wizard a chance of hitting you both with htat lightning rod. use the ready action a lot. with chance your attack will cancel out the rogue or the wizard if he cast. then make that distance with your turn and once you get to them, you force them into defensive positions. rinse and repeat the next turn until the wizard has run out of spell slots. once he is out of spell slots, the fight becomes one sided in your favor. he still has his cantrips but they become a hit or miss which is much better for you then soaking damage.
remember though, reguardless of which strategy you will think about... no strategy survives the first encounter.
so be adaptive and adapts to the opponents positions and tactics. be ready to attack many of their weaknesses, not just one.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
That explains a lot. From what I know, he hasn’t put much into it. Might have a +2 at best. The rogue is used by a guy who only uses a bow, not sure of subclass but my druid friend is intelligent and probably recalls what they were exactly.
either way, thank you immensely for all this information, it all really helps as, compared to everyone else, i’m still a bit of a novice.
druid is of the spores and I’m not sure of her wildshape capabilities but, she has the Staff of Woodland Beings with slight modifications.
Anyway, I think we have them beat, given what you’ve told me and the artifact I possess (makes me deal an average of 20+ with each hit), as well as my druid friends staff which will allow him to turn them into rabbits in a single turn with pixies or whatever, we got this for sure unless they have something up their sleeve.
Although this is meta... the wizard is a princess and basically will have two-ish kingdoms at her disposal depending on their alignments and wether or not the DM is gonna allow two people to be targeted by armies. That’s kind of fine given we might have an army of creatures, undead, and allies, all theoretical though.
Dunno, but I think if we can get to them before any of that is possible, especially if we turn the rogue or at least capture him, we should be able to do it.
i do have various plans for in-combat, readying an action for after they’re turned to rabbits. Or if the wizard has her pegasus then, I can teleport above them. How do you think that would work? I’m a half-orc, the wizard is a half-elf, and the pegasus could probably carry us but, I mean, the force of an entire half-orc with armor and three greatswords landing atop them would probably do something. Gravity still exists afterall.
seems to me, you have it all figured out. remember the DM might have a say on many things. i also doubt that two people on a pegasus will work. if i was that DM that pegasus wouldn't be able to fly up. it would just glide down.
aside from that, without further knowledge of anything, i would need more info to say more.
if i had...
Race --> Class --> Archetype --> Levels --> combat arena description --> gear info...
i could go into very detailed strats they could use or you could use. but in reality all of that is pretty useless. once combat starts shenannigans are gonna happens.
but i think you're in the right place with what you are doing.
but i will say this, the druid has a lot of spells that can shut down the wizard. that might also be a good thing to know. Silence is one of them, stops all magic with verbal components. if you can tie up the wizard, its done for. antilife shell might also save both of you in a pinch.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Rod of Absorption
Cloak of Displacement
Ring of Resistance
and
Some jars of swarm of rot grubs to throw on them.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Thanks!