| Post/Author/DateTime | Post |
|---|---|
| FrostHammer10-23-07, 10:06 PM | Face it. A wizard's BAB sucks, and he's notlikely to pump a stat that deals with attack rolls. Even with Ranged Touch attacks, there is still a decent chance of missing. Now, what are some ways to increase that attack bonus (even if only for a limited amount of times per day) so you're sure to hit a target? Preferably, as a swift action or else True Strike will just be better. |
| jaelis10-23-07, 10:43 PM | PHB II has the sure strike spell. Heroics can be use to give yourself various attack-boosting feats. (If you're after ranged attacks, point blank shot and precise shot are nice.) Dex boosters work for ranged attacks, and Str for melee. Also, reduce person gives a +2 on ranged attacks (or melee attacks if you have weapon finesse) and a +2 to AC as well. Making yourself invisible gives a bonus on attacks and denies your target his Dex bonus to AC. |
| BugHunter10-23-07, 10:54 PM | In the Complete Arcane on page 72 & 73 shows what feats can be used with weapon like spells. Besides them the other way is to get stat boasting items. |
| Greco10-23-07, 11:07 PM | Point Blankshot Weapon Focus( ray spells) Dex 16 halfling +3 , +1 size +6 to hit for a level one wizard. Area spells are devistating with a +4 because it is a 5 AC to hit a unoccupied square with a mass damage spells, so change your tactics. |
| jaelis10-23-07, 11:09 PM | Area spells are devistating with a +4 because it is a 5 AC to hit a unoccupied square with a mass damage spells, so change your tactics. Which area spells require an attack roll? |
| Greco10-23-07, 11:40 PM | Which area spells require an attack roll? Sorry posted a house rule by mistake. It matters to area location and to where the spell lands in my DMs case. Even still though the wizard does more damage to multiple targets, so who cares if he sucks on BAB. and half of the ranged touch or touch spells are devistating, so why should he have good BAB ? Touch of idiocy, ray of enfeeblment, ray of exhaust, and then converting touch spells to ranged spells. |
| FrostHammer10-23-07, 11:56 PM | Sure Strike isn't bad...but it's a level 2 spell slot. Why would I want to waste that for a +2 bonus when I can just prepare another Ray of Stupidity (which is what I;m using as my main offense)? I guess there's something to be said for if you absolutely MUST HAVE +2 in a round, it's useful, but... |
| Fireclave10-24-07, 12:19 AM | You could try polymorphing yourself into something really small. If I remember correctly, shimmerlings are fine sized, so that's a +8 bonus to your attack rolls. The heroism spell lasts a pretty long time. There's also the Rod of True Striking in the DMG2, which grants a +10 bonus to your next attack 3/day. I think it only takes a move action to activate, but I'm not sure. |
| FrostHammer10-24-07, 01:59 AM | Eh, it's a standard action to activate, and it affects everyone adjacent to the wielde,r not the wielder herself. Good try though. |
| Fireclave10-24-07, 02:37 AM | Perhaps your familiar can ready an action to activate it for you then. |
| Pindar10-24-07, 04:15 AM | Instead of raising your to hit what about lowering their AC. Wraithstrike is a swift action 2nd level spell which turns your mellee attack into a touch attack. I just gave it to a Rogue/Sorceror to make his sneak attacks more effective. |
| RobbyPants10-24-07, 08:54 AM | Face it. A wizard's BAB sucks, and he's notlikely to pump a stat that deals with attack rolls. Even with Ranged Touch attacks, there is still a decent chance of missing. Now, what are some ways to increase that attack bonus (even if only for a limited amount of times per day) so you're sure to hit a target? Preferably, as a swift action or else True Strike will just be better. Play an Abjurant Champion PrC from Complete Mage. While it's primarily designed as a gish PrC, the prereqs don't prevent a straight wizard from entering. If you play as an elf (to get proficiency with a single martial weapon), you don't even have to waste a feat to meet one of the prereqs. You'll still need Combat Casting (not optimal, but not terrible). The only other thing you'll have to wait for is BAB +5, which means you're 10th level. Still, you need to spend next to nothing to get into the PrC (other than wait), and in compensation, you get full casting, full BAB, d10 hit dice, and a slew of other abilities to boost your abjurations. If you're willing to wait, it doesn't get much cheaper than that ;) |
| FrostHammer10-24-07, 10:35 AM | I don't mind waiting, but I'm also looking for cheap options *now*, since the campaign starts at level 6, and might not even get to level 10. Wraithstrike is a good option, but all the attacks I want are already touch attacks. I'm not confident enough to hit with touch attacks. |
| RobbyPants10-24-07, 11:40 AM | I don't mind waiting, but I'm also looking for cheap options *now*, since the campaign starts at level 6, and might not even get to level 10. Appreciated. I only suggested it because it was the only thing I could think of that someone hadn't already suggested ;) Wraithstrike is a good option, but all the attacks I want are already touch attacks. I'm not confident enough to hit with touch attacks. What exactly are you fighting that you can't hit a touch attack with a decent Dex? Obviously foes with a high Dex or a very small size could be a problem, but so many staple monsters get a large portion of their AC from natural bonuses. At 6th level, I would think that most monsters will have a touch AC of 15 or lower (and 15 is on the high end). I figure with Weapon Focus (Ray), a BAB of +3, and a 16 Dex, you will have +7 to hit. That's not too bad. |
| Orenmir10-24-07, 12:27 PM | Now, what are some ways to increase that attack bonus (even if only for a limited amount of times per day) so you're sure to hit a target? Grab some True Strike Gauntlets. +20 to attack, 3/day for 5,000 gp (I think -- my numbers might be off; don't have MIC in front of me). |
| Roburius10-24-07, 12:30 PM | I'll chime in with others that Reduce Person is a very handy 1st-level spell. Not only does it give you a +2 to hit (1 from dex, 1 from size) it gives you a +2 to AC as well (same as above). Also, if your main attacks are rays, I can't recommend Precise Shot highly enough. That -4 for firing into melee is a killer. If your DM allows Team Benefits, you can even reduce the cover bonus your target gets from your allies (at no cost to you). |
| Tony Vargas10-24-07, 06:25 PM | Now, what are some ways to increase that attack bonus so you're sure to hit a target? True Strike is a good option if you want to be certain of hitting. If you want to hit better, in general, you can, indeed, up your DEX a bit. Choosing a decent DEX doesn't just make you more accurate with rays, it boost your AC and REF saves, as well, giving you both offense and defensive benifits. You can further boost your DEX with Cat's Grace and even a little with Reduce Person. You can also just start as a small character (+1 size bonus to hit). PBS & Precise Shot are a must for anyone making a lot of ranged attacks, and you can even take Weapon Focus with rays, if you like. There's also tactical movement to consider. In 3.5, cover determination seems to err on the side of granting cover, so getting a clear shot can be a challenge. Unusual forms of movement - like flight - can position you to avoid cover. Getting friends to help by disengaging from a target at the end of thier turns can save you that Precise Shot feat - a readied action will often work, as well, allowing you to zap a target when it disengages from your allies. If you can place yourself in an unseen position (via magic, hiding, or concealment) you get another +2 and deprive your target of DEX bonus (one of the few things that adds to touch AC). Rolling that together, a 6th level Halfling Wizard (second-highest score DEX 14 +2racial) with WF, PBS & Precise Shot, flying invisbly 30' over an enemy engaged in melee with his friends after pre-casting Cat's Grace & Reduce Person would have a total AB of 15 = 3 (BAB) + 1 PBS + 1 WF + 2 (size) + 6 (DEX) +2 (invisible) - 0 (no cover) - 0 (firing into melee w/Precise Shot) vs his targets touch AC w/o DEX bonus - which prettymuch consists of his Defelction bonus. Yeah, that's 4 spells, but three of them could be in relatively affordable wands (and he could have Craft Wands as his 5th level bonus feat), and three of them have a long enough durration to pre-cast. You can't often Pre-cast True Strike, but it's a virtually gauranteed hit. It's a decent idea to prep a True Strike for each top-level ray spell you prep, just to make sure you don't waste it. A Wand of True Strike also serves admirably for such a purpose. |
| FrostHammer10-25-07, 12:28 AM | And a wand of True Strike is like...750 gold. Not bad...thanks! |
| MnemonicSV10-25-07, 03:57 AM | If your Wizard makes use of melee touch attack spells, then the Reckless Offence feat (XPH) may come in handy. +2 to attack roll, but -4 to AC until your next turn. Remember, the -4 AC penalty kicks in during the touch attack, but AFTER the spell is cast, meaning the AOO for casting won't yet benefit from the AC penalty. |
| Bob Loblaw10-25-07, 10:49 AM | Use your familiar (or familiars if you take the Extra Familiar feat from Dragon #280) to Aid Another. With the familiar(s) you can use a variety of spells to boost your own attack bonus and theirs at the same time. If you also have Enspell Familiar (Dragon 280), your familiar is considered to be in contact with you for the purpose of sharing spells so long as it is within 1 mile of you. This can give you an almost guaranteed +4 or more to hit. If you use True Strike, that would be a +24 to hit. Summon creatures to also Aid Another. They only need to hit AC 10 to give you a +2 bonus each. If you summon just two creatures and place them in a flanking position, they should have little problem getting that AC 10 to give you +4 more to hit. These summoned monsters can also be used to boost your AC. If you don't need them for either cause, they can at least be fighting for you. Consider also that you can reduce the enemy's AC. Lowering the enemy's Dexterity score by 2 points is equivalent to gaining a +1 bonus to hit. Also consider flying and invisibility. Flying can give you a +1 to hit since you are higher than your opponent. Invisibility grants you a +2 bonus to hit while also allowing you to ignore your opponent's Dexterity bonuses. Against some creatures, that can be a significant bonus to hit. Blinding your opponent will give him a -2 penalty to his AC and gives you many of the same benefits of being invisible. Find a way to cause your opponent to be cowered to give a -2 AC and remove Dexterity bonuses. Entangled creatures have a -4 penalty to Dexterity. Attack when your opponent is flat-footed by going first, attacking while they are climbing or balancing. Attack while your opponent is prone as he now has a -4 penalty to AC (this is only true when in melee, with ranged it makes things harder for you). Find a way to get your opponent to squeeze through a tight space for a -4 penalty to AC. A stunned character has a -2 penalty to AC and loses Dexterity bonuses as well. |
| Dog_O_War10-25-07, 11:51 AM | Stilts to get that 'higher ground' bonus, maybe? Maybe a hold person spell first to lower the targets' AC? Pay some NPC to aid another on you all the time? (think gun spotter) |
| 1 ton ghost10-25-07, 01:37 PM | -restrict target's mobility so that finding cover isn't an option; tanglefoot bags, forcing him into difficult terrain typically by melee brawlers, etc. -delay until melee combatants engage then 5ft. back from enemy so as to avoid "friends in melee" -4 penalty, though Precise Shot is a good feat. -didn't think you could stack True Strike w/ another spell. thought it negates. a "held" spell would be overriden and True Strike must be cast immediately. related: does True Strike work w/ siege weaponry? archer volley? consider a wand thereof and a trebuchet. money shot... -use Hide/MoveSilent frequently to deny enemy Dex, it's free, why not. -assists from anyone available -attack when they are prone; Ftr will typically Trip them for you then step out -always attack when they're Climbing, Balancing, anything the deprives Dex |
| Bob Loblaw10-25-07, 02:19 PM | -restrict target's mobility so that finding cover isn't an option; tanglefoot bags, forcing him into difficult terrain typically by melee brawlers, etc. Good, cheap ways to entangle an opponent especially at low levels. -delay until melee combatants engage then 5ft. back from enemy so as to avoid "friends in melee" -4 penalty, though Precise Shot is a good feat. If there is an ally in melee, you suffer the penalties unless you have Precise Shot. It doesn't matter if you back up or not. -didn't think you could stack True Strike w/ another spell. thought it negates. a "held" spell would be overriden and True Strike must be cast immediately. related: does True Strike work w/ siege weaponry? archer volley? consider a wand thereof and a trebuchet. money shot... True Strike grants an insight bonus on your next attack roll. It stacks with all other bonuses that are not also insight bonuses. It would work with siege weapons but not with a volley (the way I understand volley is more than a single arrow launched into the air). I'm not touching the last part, but it usually isn't an attack. -attack when they are prone; Ftr will typically Trip them for you then step out With ranged attacks, the target gets a +4 bonus to his AC rather than a -4 penalty. I like the idea of using mundane items and fellow party members to help grant bonuses. The best part is that these should stack most of the time. |
| 1 ton ghost10-25-07, 02:47 PM | If there is an ally in melee, you suffer the penalties unless you have Precise Shot. It doesn't matter if you back up or not. right, that's why they leave the threatened square so they are no longer in melee and you forgoe the ranged penalty. True Strike grants an insight bonus on your next attack roll. It stacks with all other bonuses that are not also insight bonuses. It would work with siege weapons but not with a volley (the way I understand volley is more than a single arrow launched into the air). I'm not touching the last part, but it usually isn't an attack. i know how it works in terms of what bonus it provides, i just didn't think you could prep it then cast Scorching Ray or Shocking Grasp for example(s)... With ranged attacks, the target gets a +4 bonus to his AC rather than a -4 penalty. yeah, i thought that was kinda' implied, this isn't wholly for ranged touch, btw (see above) |
| Bob Loblaw10-25-07, 03:33 PM | i know how it works in terms of what bonus it provides, i just didn't think you could prep it then cast Scorching Ray or Shocking Grasp for example(s)... You can, it just takes two rounds to cast both spells since they are both standard actions. Unless one of the spells is a swift action or triggered by a contingency of some sort. |
| FrostHammer10-25-07, 09:29 PM | I think the simplest thing for me to do is just to cast True Strike if the opponent isn't hindered by my party members. |
| tyrecian10-26-07, 12:30 AM | permanently there is a weapon enhancement in the Complete Arcane that allows for a Clerics BA when weilding it, i think it is "Skilled" not sure. |
| kjenks10-26-07, 06:33 PM | Guided Shot is a swift action spell from Spell Compendium that helps a lot with ranged touch attacks. Craft some Gloves of Dexterity or a deep red sphere Ioun Stone for extra dex. This also increases your Initiative modifier. Craft a pale green prism Ioun Stone for a bonus on attack rolls. This also increases your saving throws and skill checks. Greater Invisibility helps, too, giving you +2 on your attack roll and your opponent is denied his Dex bonus to his touch AC. G'Invis also prevents you from being targeted most of the time, so it's a terrific spell to cast in round 1. (Try this trick: Cast G'Invis, designating your familiar as the toucher. Your familiar holds the charge indefinitely. Your familiar hangs out in a Familiar Pocket spell until combat begins. In the first round, before you cast a spell, your familiar pops out of the Pocket and tags you with G'Invis, then you cast your spells as usual and command the familiar back into the Pocket. It's like Sudden Quicken for touch spells.) A Ring of Invis is nice, too, but the Invis wears off as soon as you make your first attack. So maybe your first attack should be Ray of Clumsiness. |
| BW022210-27-07, 12:22 PM | FrostHammer, Face it. A wizard's BAB sucks, and he's notlikely to pump a stat that deals with attack rolls. Even with Ranged Touch attacks, there is still a decent chance of missing. Now, what are some ways to increase that attack bonus (even if only for a limited amount of times per day) so you're sure to hit a target? Preferably, as a swift action or else True Strike will just be better. First, I don't know two many wizard builds which dump dexterity. Elven wizards would rarely do so (bow is a good backup weapon at low levels) and even human wizards reach for a crossbow or sling at low-levels. It is also just about the only AC you will have at low levels. Second, if you have a low dexterity (say a dwarven wizard or something) then don't select spells which require attack rolls. Go area spells, or auto-hit spells. At starting levels, if you aren't using spells, then find another use other than missile weapons -- say handing out potions, aiding another with a staff, etc. Third, there are lots of ways to increase your attack rolls using ranged touch spells. 1. Buff yourself - cat's grace, heroism, guidance, etc. 2. Bless, prayer, etc. from your cleric. 3. Offensive spells which cause folks to loose their dexterity bonus - sleep, color spray, grease, glitterdust, hold person, deep slumber, etc. 4. Try hiding. Use invisibility, potions of invisibility, or just hide. 5. Feats such as weapon focus (ray), point-blank shot, percise shot, etc. 6. Spells which reduce someone's dexterity bonus -- animate rope, web, ray of enfeeblement first, curse, slow, etc. 7. Items which reduce someone's dexterity bonus -- tangle foot bags, nets, traps, etc. 8. Make use of lighting conditions and/or spells such as darkvision. 9. Make opponents climb, run, charge, etc. 10. Make use of grappling -- say evards, summoned monsters, etc. Yes, you can hit your opponent, but evards won't care. 11. Pick targets intelligently. Aim at the big ogre and not the little halfling sneak attacking folks. 12. Don't aim at folks with cover. 13. Realize that at higher levels, you BAB does go up faster than most folks touch AC In the case of melee touch spells, many of the above apply -- plus you can also use tactics such as flanking, attacking prone folks, or have a super-buffed familiar deliver the spell. You also have the added plus, that even if you miss, you get other chances. Finally, accept that fact that part of the balance of these spells is that you may miss. Magic missile always hits and does damage, but it doesn't do much damage. Burning hands automatically hits, does good damage, but you get a saving throw. Ray of enfeeblement needs an attack roll, but there is no save and its effects are far worse than auto-hit/no-save spells. |
| Operation_Shoestring10-27-07, 05:56 PM | (Try this trick: Cast G'Invis, designating your familiar as the toucher. Your familiar holds the charge indefinitely. Your familiar hangs out in a Familiar Pocket spell until combat begins. In the first round, before you cast a spell, your familiar pops out of the Pocket and tags you with G'Invis, then you cast your spells as usual and command the familiar back into the Pocket. It's like Sudden Quicken for touch spells.) Wait does this actually work by RAW? |
| BW022210-27-07, 06:41 PM | Operation_Shoestring Quote: Originally Posted by kjenks (Try this trick: Cast G'Invis, designating your familiar as the toucher. Your familiar holds the charge indefinitely. Your familiar hangs out in a Familiar Pocket spell until combat begins. In the first round, before you cast a spell, your familiar pops out of the Pocket and tags you with G'Invis, then you cast your spells as usual and command the familiar back into the Pocket. It's like Sudden Quicken for touch spells.) Wait does this actually work by RAW? Sure. Your familiar can deliver touch spells, the charge is held until the familiar touches something, and greater invisibility is a touch spell. Provided that the familiar does not need to touch something during the time she is holding the spell, works fine. You might get into some issues of whether a familiar can walk, eat, etc. without touching something, but it would certainly work as long as your familiar wasn't doing much during that time period. |
| kjenks10-28-07, 09:26 AM | A flying familiar helps here to avoid any issues with the familiar accidentally touching something and discharging the spell. Ravens are the best. Don't forget to have your familiar do this before you cast any spells or the bird's touch spell dissipates. SRD === Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. === |
| FarrenCronwing10-28-07, 10:20 AM | Just make True Strike a swift spell. +20 to hit on one attack, 1st level spell, lasts one round (Or until you attack). |
| BW022210-28-07, 11:15 AM | kjenks, A flying familiar helps here to avoid any issues with the familiar accidentally touching something and discharging the spell. Ravens are the best. Depends. Most flying familiars can not hover and don't have good manuverability (bat is the exception). Thus, it needs to land. You then have the debate of whether the hawk, owl, or raven deliver touch spells with their claw/talons and therefore discharge the spell when they contact the ground with their talons during landings. Even if it could deliver the spell with a wing or beak, it is difficult with most manuverablities to delivery the spell to master since it needs to move at least 20' or so per round and can only turn 90 degrees per round. Finally, a familiar out flying around is a tempting and easy target. Far safer to put it in your pouch where it doesn't need to fly around, attract attention, can always reach master, and can't easily be targetted. |
| kjenks10-28-07, 11:57 AM | And that's why I recommended the Familiar Pocket spell. |
| FrostWolf10-28-07, 01:28 PM | Bite of the were rat (Spell compendium) grants you +6 to dex, and weapon finess, among other things. |
| kjenks10-28-07, 01:53 PM | At level 6, you can use the familiar-holds-the-charge trick to cast Invis on yourself then cast Guided Shot (swift) and Targeting Ray. Even with your wimpy +3 BAB and a likely +1 on your ray attack from Dex, you get the benefits of invisibility on that Targeting Ray, so you're pretty likely to hit, even on a low d20 roll. You can also lower your target's AC. Phantasmal Assailants, Ray of Clumsiness and Bestow Curse can all drop your opponent's Dex bonus to AC. Slow and Mass Curse of Impending Blades also lower AC. |
| Dheran10-29-07, 12:21 PM | (Try this trick: Cast G'Invis, designating your familiar as the toucher. Your familiar holds the charge indefinitely. Your familiar hangs out in a Familiar Pocket spell until combat begins. In the first round, before you cast a spell, your familiar pops out of the Pocket and tags you with G'Invis, then you cast your spells as usual and command the familiar back into the Pocket. It's like Sudden Quicken for touch spells.) This doesn't work. The spell's duration is from the round you cast it. The fact that your familiar didn't touch any target doesn't keep the spell from expiring, as normal. |
| kjenks10-29-07, 01:10 PM | This doesn't work. The spell's duration is from the round you cast it. The fact that your familiar didn't touch any target doesn't keep the spell from expiring, as normal. Normally, when you cast a touch spell and touch your target in the same round, you'd be right. The rules say that the spell's duration starts when the spell is discharged. But in the case where you don't touch your target in the same round that you cast your spell, your assertion is incorrect. For instance, if you cast a touch spell with an instantaneous duration like Inflict Light Wounds, the duration doesn't start until you discharge the spell by touching an opponent. The rules say that you can swing and miss several times before you connect with a touch spell: SRD === Touch Spells and Holding the Charge: In most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round. If you cast another spell, the touch spell dissipates. === |