A fighter's best friend? [Archive] - Wizards Community

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Psifon

01-03-04, 04:14 AM
Potions and Oils!

These are HIGHLY underrated items! They provide a great array of much needed buffs to a fighter that he can access without having to rely on his casters. Sure it is better to get a spell from your party casters, but they just aren't always going to carry what YOU might need in specific situations.

So this is a thread to explore and share about how a combat machine can make better use of this much ignored resource. Here are some of my favorites:



Defensive Buffs:

Shield spell - great for any build that doesn't use a shield, and they are dirt cheep. Great against incorporeal foes.

Mage armor - great against incorporeal foes. Good as a back up when you are in that undead dungeon.

Improved Mage armor - as above, but lasts only 1min/lvl. This gives you a fat +8 AC as a 10th level potion. Expensive though, so use only in emergencies.

Oil of magic vestment - not usually a great choice, but if you can't afford that armor enhancement because all your money went into your sword....

Barkskin - stacks with everything

Mirror Image - This is much better against a single big opponent, than lots of little ones, but not getting attacked is always a nice thing. And it lasts for minutes.

Blur - Self explanitory



Offensive Buffs:

True Strike - This synergizes extremely well with power attack

Oil of Greater Magic Weapon - This is usefull when you want to put your money into special abilities for your weapon. You can buff the basic enchantment with this oil, and have a net total bonus of +14!

Oil of Baneblade - this stuff is spendy (500 gp material component), but you can make any weapon a bane weapon for one combat. This is a nice buff for the specific foe. For instance if you know you are going up against undead, take oil of undead bane, vs dragons, take dragon bane, etc. You can't always afford the round to apply this, but when you can it is a sweet bonus.

Divine Favor - Why should the clerics have all the fun? If you are a two handed power attack fighter, you can change this into 3 points of damage per 3 caster levels at no loss to overall attack bonus.

Darkness - great for archers, you can enjoy concielment while the enemies outside the area are under normal lighting conditions.

Enlarge Person - Another dirt cheep potion that is really standard equipment for anyone but a stealth fighter. In exchange for 2 points of AC and 1 point of reflex save, you get reach, bigger damage dice on your weapon and +1 to damage. Quite a bargain.

Blink - Great for any build with rogue levels, this spell negates your opponent's dex bonus and gaining a +2 to attack rolls. Your enemies gain a 20% miss chance, but this is MUCH better than feighting in combat since it lets you sneak attack multiple times in a round.

Oil of Bless Weapon - Crit-Tastick!

Vampiric Touch - Great for unarmed specialists.

Heroism - self explanitory
Rage - self explanitory
Keen Edge - self explanitory
Haste - self explanitory


Miscilaneous:

Stat Buffs (Bull's Strength, fox's cunning etc.) these are usefull in virtually every build, the type of buff depends on what your primary shtick is.

Blindsight - the 3rd level Magic of Faerun version lasts 1 hour per level, and goes out to 30'. This gives you a counter to concealment and just rocks in general.

Dispel Magic - This is an emergency "get out of jail free" card, though not particularly usefull at higher levels.

Indifference - This often overlooked spell (from Tome and Blood) grants a +4 bonuse to most will saves in exchange for a -4 to charisma. This is HIGHLY usefull when going against spellcasters, since most combat specialists have will saves that suck. It also makes you IMMUNE to a cleric's hold person spell, and lasts for 1 hour per level.

See Invisibility - This is generally less usefull than blindsight for all but missile specialists.

Gaseous Form - This is your version of the teleport spell - Run AWAY!!! Helps you get out of confiement traps too.

Invisibility - Another escape spell. This is really too limited to waste on a single sneek attack in a day (usually). Also, if you are trying to sneek IN to a place, just have your lazy-a** wizard cast invisibility sphere instead.

Elemental Resistance/Protection - Really you should be getting these basic spells from your party caster, but if the skinflint won't cough one up...

Fly - Another standard equipment potion, until you can afford winged boots.

Expeditious Retreat & Jump - Better than boots of striding and springing! Cheep too!

Water Breathing - EVERY adventurer should ALWAYS carry one of these in case of emergency.


The thing to keep in mind with all of these is that they are not going to be your primary mode of adventuring. They are a bit costly. As a result, you want to have these AVAILABLE for when you need them. Don't walk around the dungeon with a potion of Bull's Strenght up, because you will run out of duration after your first or second fight. Save it untill you are at a major encounter. Obviously you have to use your judgement here.

Personally, I like to have an Improved Mage Armor and a Shield Potion in case of incorporeal foes, A blindsight in case of invisible foes, a gasious form, etc. The idea here is that WHEN i need them I HAVE THEM.

Then there are other potions I use more regularly, like Greater Magic Weapon (all my money has gone into sword bonuses that don't add a +1 to the weapon), and true strike. I LOVE true strike. For a mere 50 gp a pop, I gain my full BABx2 to one attack. Well worth the money for my build.

Then there are potions I wouldn't buy if I didn't need them, like Baneblade. This is just not worth keeping "just in case" (excpet for an undead bane, I just HATE undead). These I buy opportunisticly, assuming I have a good idea what I am up against.

Usually, I have a little change left over after enhancing my weapons and armor. With that, I buy potions. There are just so many contingencies you can prepare against with these things, and I am comming to realize that if I haven't used at least one per adventure, then I am not playing my character up to his fullest.

OK, enough of my words of wisdom. What are some good 3rd level and lower spells that we can all use to buff the party's combat machine?
Cloakable

01-03-04, 11:02 AM
I would take Righteous Might everyday over enlarge person.
According to my 3.0 Dungeon Masters Guide the price for a item that can cast a persistant Righteous Might when you say a command word is

Spellevel (5+ 4(persistant)) 9 * caster level 17 * 1800 = 275400gp

Either that or a item that gives you Righteous Might for 20 rounds
spellevel 5 * caster level 20 * 1800 = 180000 gp

I havent found any rules that says anything about Metamagic Feats in the calculation of spells in items.

The Righteous Might makes you large, you gain DR, you gain +4 Natural AC, you gain +8 size bonus to str and a +4 size bonus to con. Now that seams like a **** of a lot better deal than casting Enlarge person on your self?
Hmm do Enlarge Person and Righteous Might sizes stack?
Psifon

01-03-04, 12:01 PM
Well, OK, but untill you are 20th level and can afford such an item, what are you going to do?

BTW, you are correct that metamagic feats work the way you are calculating them. This is in the rules somewhere (though I forget where). I do know that the staff of power uses heightened fireballs and lightning bolts though.

And no the bonuses from the two spells don't stack, it specifically says so in the enlarge person spell.

This is a forum thread for discussion of potion and oil use by fighters, not a debate thread on which magic items are best.

give me some ideas of good potions to have around.