| Post/Author/DateTime | Post |
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| P___N05-13-04, 08:41 AM | Ok, need some help here. In our group we have a Gnome Illusionist, hes LVL 7 after the most recent Raise Dead. Which sort of highlights the problem - He dies or gets knocked unconcious in almost every combat, Unless he rolls well for his initiative. If he dies again, his level will be too far behind the rest of the party for him to have any chance of surviving. The rest of the party are around 9th level and have around 60-90 HP each, so if there is any area affect spells, he's generally toast. He has around 38 HP Total after gaining an amulet of +2 Con. Before getting this item he had two kinds of combat, ones where he got out unscathed and ones where he nearly died. His AC Is around 16 since we got him a ring of Mage Armour. So anyway, our group is generally broke and have no spare cash at all (Its costing us 5k a time to raise this guy) and I wondered at suggestions that will make him last out the first round of combat more often. * NOTE: If he gets to act, he usually survives. He will go back up to Level 8 soonish I think so if anyone has any kind of Class suggestions, they may help too. Thanks Phil |
| TheRedRobedWizard05-13-04, 08:53 AM | 3 Rules of Wizardy Combat: 1) Stay out of Melee. 2) Stay out of Melee. 3) Charm/Dominate the bad guys into fighting for you. -TRRW |
| ShadowRanger05-13-04, 08:54 AM | how is he dieing? are monsters targeting him, or is he rushing forward? |
| P___N05-13-04, 08:57 AM | the times he has died are usually based on getting caught in an area affect spell - ie Fireball. However, being the small wizardy looking guy at the back most non-melee enemies target him by default. Ive suggested he use Change self to look less wizadrdly, but was looking for more suggestions too. |
| ShadowRanger05-13-04, 09:03 AM | boost his AC, ring of mage armor is +4, size is +1, no dex?, get him a ROP and amulet of nat armor as well, also have him use shield. a +1 ring and amulet with mage armor, shield and size would give him an AC of 21, dex would add to that. Or use his illusions (mirror image should be a gimmie), make sure he uses invisibilty/greater invis, have your cleric use shield other. The problem is not so much him, as much as it is him becoming the main target of most foes. As a d4 hit die he can't take that sort of abuse for long. Try getting your melee guys in with their non-melee guys to slow them down and make sure he finds cover (there is another +4 or more to AC) have him throw up an illusion to provide cover |
| P___N05-13-04, 09:13 AM | Thanks, thats how it works out when he rolls initiative and gets to act - round 1 is usually Mirror Image. He has Ring oF wizardry (so cant use ROP) and Ring of Mage Armour and size bonus. We also have no money to buy him natural armour stuff. Just to fill out our party is Level 7 1/2 Orc Barbarian (also dies but thats another thread) Level 8 Human BBN/Rogue (BBN1/ROG7 nearly 9th) Level 9 Cleric Level 9 Monk. So we dont have anyone spare to guard the wizard. |
| ShadowRanger05-13-04, 09:22 AM | I was suggesting one or more of your melee guys go ahead and try to get to their ranged attackers... figure out ways to bump his AC up that is going to increase his survival greatly. Main problem is enemies are gunning for the wizard, and unless he can avoid them than he is toast, have someone pick up leadership and have the cohort protect him would be my best guess. |
| Elrana05-13-04, 09:32 AM | Why is he not casting shield immediately? Another +4 to AC, Cat's grace (seeing as it looks like a low dex) means another +2 and as he is level 7 greater invis so he doesn't get attacked anyway, or blur, displacement, mirror image, fly is also good (flying spellcasters are quite wrong!), reduce person will make him a harder target (another +2 dex and +1 AC) and so on etc.? Alternatively instead of raising AC/miss chance go with protection from arrows, stoneskin is well worth the cost at that level, bear's endurance, false life, lesser globe of invulnerability, resistance, the options are pretty limitless in all fairness. (If he combines both alternatives he won't have any spells left to hit the enemy with but he'll be a stupidly difficult target to get through to! :D) I hope that helps. :) |
| Naeron05-13-04, 12:56 PM | Well, as he is now Level 7 he will get more XP from each combat so should catch up (if you are playing 3.5). As you are cash poor I would make the following suggestions. 1) Buy him a good leather outfit, a cloak and a shortsword and get him out of those robes. He will then look more like a thief and you have a legitimate argument about him being targetted with area of effect spells all the time. 2) Disguise Self as a Gnome Ranger/Rogue/Monk would be good, use this and the one above together. 3) Resist Energy or Protection from Energy would be good spells if you have some forewarning (lasts an hour and 10 minutes). 4) False Life (1d10+7 temporary HP for 7 hours) is a must. Longer term tell him to take Craft Wondrous Item and get him to either make himself an invisibility item (it will cost him 10,000gp) that should stop most of the kills before he acts or upgrade the amulet of health to +4 (will cost him 8000gp) for an extra 1HP/level. |
| Salla05-13-04, 02:59 PM | Perhaps Wizard needs food, badly. More seriously ... AC boosts may be helpful, but if he's mostly dying to area effect spells, he might want to think about Counterspelling. |
| Michaelot05-13-04, 04:51 PM | I agree with what has been given and I will just add two more, the latter of the two the most powerful. Disclaimer: Bear in mind this first suggestion is not the ideal of the two but could be used until you reach a sufficient level to get the feat the second idea will need. 1st Option: Get a warhorse, 250 gp, and a military saddle, 20 gp (The saddle will keep you on your horse since it braces the rider and locks you into place, for the most part :D) To cast while on a horse really is not that hard. When the horse is not moving there is no check to be made you cast normally, but when the horse is moving it is a DC 10 + spell level. If your is running then it is a DC 15 + spell level or the spell will fail. DC 10 and 15 really are not bad if have high concentration ranks, which you should have. ;) This will keep you a moving, hard to reach target while still being lethal in using your spells. On a side note: Being on a horse will give you in most cases a +1 in attacking if you should have to get into melee. 2nd Option: Now this is what I am going to do when I play a wizard from now on....I can't believe I did not think of it earlier. :OMG! Here is what you can do...get ready to get some serious XP and the advantage on your enemies. It only takes 1 spell and requires that you take a feat if you do not already have it. On your next chance get Natural Spell as a feat. A little before battle or during cast Alter Self and since you are a gnome you are small enough to turn into an Eagle or Hawk. :turkey: :D Fly over your enemies, oh about 400 ft or so (for what ranged spell you would use) cast Fireball! From 400 ft you are pretty safe but they aren't :smirk: (I do not recommend doing this while your party is fighting for obvisous reasons ;) ) Another good spell would be Flaming Sphere. Can you imagine this huge ball of fire under control from a little hawk! Watching your soon to be barbeque victims get chased by a ball of fire, which as you direct it, it would move 30 ft and only cost you a move action. Now all of this would create some pure fun chaos and make you one bad wizard! :devil: Oh and when the battle is over and you haven't been touched, why not when you are still in your hawkish shape take a few bites of your special barbeque and then dismiss the spell just to play with any retreater's minds. Think of the possibilities! Your Barbarian or Monk hears hosts coming quickly off in the distance. :schemes: <salesman voice> You cast Alter Self and fly in that direction at 120 ft for your move action...now who would suspect a simple hawk? and the feat Natural Spell allows you to use what ever you need somactic components, ANY components even to turn you hawk screaming gibberish into verbal components to cast your spells. From here your parties signal is simple that even your half-orc barbarian could understand it: "Orc YOU See Fireball, Orc YOU know baddies over there!" Until your comrads can get there; you, yes you my friend can single handedly take on all of these baddies and there is nothing they really they can do about it, unless they get up 200+ ft in the air. I hope this helps! Man I want to be a Wizard/Socerer now. See Page 98 for Natural Spell Feat and 197 for Alter Self (in PHB) |
| Veton05-13-04, 05:03 PM | Originally posted by Michaelot 2nd Option: Now this is what I am going to do when I play a wizard from now on....I can't believe I did not think of it earlier. :OMG! Here is what you can do...get ready to get some serious XP and the advantage on your enemies. It only takes 1 spell and requires that you take a feat if you do not already have it. On your next chance get Natural Spell as a feat. A little before battle or during cast Alter Self and since you are a gnome you are small enough to turn into an Eagle or Hawk. :turkey: :D Fly over your enemies, oh about 400 ft or so (for what ranged spell you would use) cast Fireball! From 400 ft you are pretty safe but they aren't :smirk: (I do not recommend doing this while your party is fighting for obvisous reasons ;) ) Another good spell would be Flaming Sphere. Can you imagine this huge ball of fire under control from a little hawk! Watching your soon to be barbeque victims get chased by a ball of fire, which as you direct it, it would move 30 ft and only cost you a move action. Now all of this would create some pure fun chaos and make you one bad wizard! :devil: Oh and when the battle is over and you haven't been touched, why not when you are still in your hawkish shape take a few bites of your special barbeque and then dismiss the spell just to play with any retreater's minds. Think of the possibilities! Your Barbarian or Monk hears hosts coming quickly off in the distance. :schemes: <salesman voice> You cast Alter Self and fly in that direction at 120 ft for your move action...now who would suspect a simple hawk? and the feat Natural Spell allows you to use what ever you need somactic components, ANY components even to turn you hawk screaming gibberish into verbal components to cast your spells. From here your parties signal is simple that even your half-orc barbarian could understand it: "Orc YOU See Fireball, Orc YOU know baddies over there!" Until your comrads can get there; you, yes you my friend can single handedly take on all of these baddies and there is nothing they really they can do about it, unless they get up 200+ ft in the air. I hope this helps! Man I want to be a Wizard/Socerer now. See Page 98 for Natural Spell Feat and 197 for Alter Self (in PHB) This wouldn't work. You need to have Wildshape in order to take the feat, along with a Wisdom score of (I think) 13 or so. |
| Michaelot05-13-04, 07:06 PM | Oops sorry about that :embarrass but now I want to Play a Druid then so I can do this. |
| Genocide05-13-04, 08:41 PM | Wow thankz, I play a druid so i got a nice little tactic...:devil: My party members will be so unexpecting, and jealous that I could have thought of an Idea so great... But I will stil lgive you credit... Think Outside the Box! (thats what I do in school, and it does wonders!!!!, wit da ladies 2 :D) |
| Gandilas05-13-04, 09:13 PM | Hello. Just have him follow a bit behind the party, so he isn't in the AE radius your party seems to be hit with all the time. |
| Korhal IV05-13-04, 09:14 PM | Use Alter Self or Polymorph to gain a sturdier form, like a bear or dire boar. The Constitution bonus should beef up the HP. Alternately, just get Extend Spell and use it to get Greater Invisibility every day. Once the gnome acquires other safeguards (a cohort, or cloak of displacement, or somesuch), he can discard this precaution. |
| Gandilas05-14-04, 12:45 AM | Originally posted by Korhal IV Use Alter Self or Polymorph to gain a sturdier form, like a bear or dire boar. The Constitution bonus should beef up the HP. Alternately, just get Extend Spell and use it to get Greater Invisibility every day. Once the gnome acquires other safeguards (a cohort, or cloak of displacement, or somesuch), he can discard this precaution. Greater Invisibility has a very short duration, Extending it isn't going to help much at all. Polymorph doesn't appear to have a much longer duration either. To get an "all day" spell, the original spell usually has to have a duration of 1 hour per level. |
| SmallPumpkinMan05-14-04, 12:49 AM | Use Alter/Change Self to turn yourself into something bigger looking and, if I remember correctly, Alter can also give you some Natural Armor in 3.5. Also, why can't the cleric gaurd him? at least for the first couple of rounds. Take energy resists/protection from for area affects, Flame shield helps for this to, and stops stuff from wanting to melee/graple him, fly + protection from arrows stops people from smacking him and means he's out of the way. Improved Initiative is quite a nice Mage feat because as you say, acting first IS important to them. Also, although I don't like to do this myself, (it doesn't exactly evoke the picture of a powerfull wizard) if you're dungeon crawling, or fortress crawling or whatever, have him cast spider climb and invisibility at the start of the crawl, it kind of stops people from intentionally targetting you. |
| pres_man05-14-04, 02:29 AM | Tell your DM that it is pretty lame that almost everybody you fight either fireballs the party or goes after the spellcaster right off. Most creatures/NPC's are going to attack what they view as the most dangerous right off. If they are always going after the small weak gnome then your DM is metagaming too much and needs to stop. Instead the more strong and heavily armored opponents usually should be attacked first. As soon as the caster does something to harm someone, then they should expect to be attacked. I'm not saying that it never makes sense for the spellcaster to be attack during the first round, or for a fireball to hit the party right away, but if this is happening frequently then its time to sit the DM down and make it clear that it is not a him vs. you game. |
| Naeron05-14-04, 05:57 AM | Originally posted by pres_man Tell your DM that it is pretty lame that almost everybody you fight either fireballs the party or goes after the spellcaster right off. Most creatures/NPC's are going to attack what they view as the most dangerous right off. If they are always going after the small weak gnome then your DM is metagaming too much and needs to stop. Instead the more strong and heavily armored opponents usually should be attacked first. As soon as the caster does something to harm someone, then they should expect to be attacked. I'm not saying that it never makes sense for the spellcaster to be attack during the first round, or for a fireball to hit the party right away, but if this is happening frequently then its time to sit the DM down and make it clear that it is not a him vs. you game. Well if the Gnome dresses up in robes, a pointy hat and carries a staff then yes including him in AOE attacks seems a good ideas as he's almost certainly a caster of some sort. I do say "including" as that seems to be what's happening. That is why I suggested fitting the gnome out in a DEX based combatants costume so that they look like a Rogue/Ranger/Finesse Fighter and boosting this with alter self. Targets in leather with finesseable/ranged weapons would be low priority for AOE damage spells as they are expected to be the ones who dodge a lot (have high reflex saves). It is not metagaming to make combat decisions based on a PCs appearance. Someones clothing often does illustrate their fighting mode. In the main Medium and Heavy Armour points to low dex, high Fort, low REF (WILL could be high or low as Clerics and Paladins wear armour). Light armour generally points you toward high dex, good REF, low WILL (Fort may be high or low), no armour at all generally indicates an arcane caster so High Will, low Fort, low Ref (unless you are facing a monk). And to back up what is worn you have the weapons used which also guide you towards "class". Someone in a breastplate with a spiked chain is almost certainly not an arcane caster or one of those pains who manages to completely avoid fireball damage (rogue with evasion). |
| Asta Kask05-14-04, 06:29 AM | Isn't there a ring of evasion? Would help very much with the fireballs. |
| P___N05-14-04, 06:47 AM | I already looked into the ring of Evasion. It costs 25k to buy and we arent high enough/rich enough to make one of those. DM reckons its too powerful an item for us to "Find" on an enemy too. I disagree but im not DM. Also as an update, this wizard, having dropped to 7th level has around 29 Hps. Im going to pass on these suggestions, see where it goes. I will post an update if any of the techniques work. Thanks everyone. |
| krichaiushii05-14-04, 08:00 PM | Non-wizardly feat selection might be required to keep him alive. Improved Initiative is quite recommended, as arguably are the save boosters - Lightning Reflexes and Great Fortitude. Depending on how you've houseruled Toughness, it might be worthy of consideration, too. One of the familiars grants a +2 to Constitution. The toad, IIRC. As a 7th level illusionist, he has 4th level spell access. As I don't know which schools are forbidden - if any - I am only listing Illusions from the 3.5 SRD. 1: Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. Disguise Self: Changes your appearance. Magic Aura: Alters object’s magic aura. Silent Image: Creates minor illusion of your design. Ventriloquism: Throws voice for 1 min./level. Disguise Self - Change your image to that of a hulking medium size creature. In armor. Silent Image - If combat is suspected, back into an alcove or against a wall and cast this spell, forming a wall (that matches those around you) so that no one realizes you are there. Ventriloquism can be used to draw suspected ambushers into the open. 2: Blur: Attacks miss subject 20% of the time. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Invisibility: Subject is invisible for 1 min./level or until it attacks. Magic Mouth M: Speaks once when triggered. Minor Image: As silent image, plus some sound. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). Misdirection: Misleads divinations for one creature or object. Phantom Trap M: Makes item seem trapped. Mirror Image and Invisibility were discussed in other posts. Blur has nice potential. 3: Displacement: Attacks miss subject 50%. Illusory Script M: Only intended reader can decipher. Invisibility Sphere: Makes everyone within 10 ft. invisible. Major Image: As silent image, plus sound, smell and thermal effects. Displacement is a better Blur. Invisibilitiy Sphere is fun for all. Major Image could be used to send an illusory double into a room where an ambush is expected - just to draw fire. 4: Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through. Invisibility, Greater: As invisibility, but subject can attack and stay invisible. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. Rainbow Pattern: Lights fascinate 24 HD of creatures. Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real. Greater Invisibility has already been discussed in earlier posts. The rest of the illusions are either offensive, or allow for a solid disbelieve check if cast at the start of combat. What other details can you give us on this wizard? Stats, feats, skills, spells known, and items available can help us better focus on using what he has to the best advantage. |
| primemover00305-14-04, 09:34 PM | Originally posted by P___N Just to fill out our party is Level 7 1/2 Orc Barbarian (also dies but thats another thread) Level 8 Human BBN/Rogue (BBN1/ROG7 nearly 9th) Level 9 Cleric Level 9 Monk. So we dont have anyone spare to guard the wizard. How is the Cleric not the perfect partner for the Illusionist??? You've got one heavy combat type, fast but heavy. You've got 2 skirmishers that can stick and move... the Cleric is probably the slowest PC next to the gnome. So why isn't he doing what clerics do best... Protecting him! Heavy armor + buff spells= bodyguard/artillery combo Sanctuary or Shield Other... especially if he is SO vulnerable. 2nd annoying tidbit in my mind... gnome, illusionist, size small... how the heck is he even visible in the first place?!?! At the levels your at I'd have my invisibility spell ready online, if not Blur/Mirror Image combo! With as fast as your combatants are the illusionist should be able to play all kinds of havoc with enemies trying to figure which fast moving foe is real!!! |
| Remnant05-14-04, 10:13 PM | Part of the problem is probably that he is not getting the chance to get his spells working, especially in the event of sudden combats. To remedy this, look for ways to improve his initiative rolls- dex boosting items would be great for this, as they will also boost AC. Once he is acting before most foes, he will have time to cast "invisibility", or "protect my balls" or whatever else. Also, if you have access to the Book of Exalted Deeds, look into spells like "blood of the martyr". Anything to spread out the damage to those who can take it. I recently had a "Defender of Sealtiel" That was able to keep a low hp character alive rather well. As was stated above, your DM may be over doing it here. Not all enemies are intelligent enough to target a mage, and of those that are, not all of them are going to recognize the mage right off the bat, and of those, not all of them are going to evaluate him as the greatest threat- especially with a pair of half-crazed barbarians running around. If it is fireballs that are the problem, try and up his fire resistance- a 100 hp barbarian might not appreciate resist fire 5 too much, but your 38 hp mage will survive off of it. |
| Kaminton05-18-04, 06:48 AM | Originally posted by P___N Thanks, thats how it works out when he rolls initiative and gets to act - round 1 is usually Mirror Image. He has Ring oF wizardry (so cant use ROP) and Ring of Mage Armour and size bonus. We also have no money to buy him natural armour stuff. Just to fill out our party is Level 7 1/2 Orc Barbarian (also dies but thats another thread) Level 8 Human BBN/Rogue (BBN1/ROG7 nearly 9th) Level 9 Cleric Level 9 Monk. So we dont have anyone spare to guard the wizard. I disagree with that last statement. I present to you... shield other. It's a level 2 cleric spell (by the way, what are his domains?) that lasts for 1 hour/level - so cast it before you enter the dungeon, or before you start adventuring for the day, or whatever. You just have to stay within 45 feet of the cleric. The focus is a ring, but it's not magical so it shouldn't interfere with your existing rings. You get +1 deflection bonus to AC and +1 to saves, so the cleric shouldn't be too unhappy whenever he soaks up half of your damage... after all, it's only once, for the first round. This effectively doubles your hp to something closer to what everyone else has - and once you survive that first attack (and the cleric should survive it too, with plenty to spare), then you can actually contribute in combat. Also, consider the improved toughness feat at level 9. It gives 1 hp per level (and continues to give you hp as you gain levels). Only requirement is +2 base fort save, which you already have. I believe it's from Complete Warrior. As a side note, this may be a good spell to cast on the barbarian(s). The cleric basically spends every turn healing himself (effectively serving as a hp battery). |
| Jimmy_Groove05-18-04, 06:57 AM | Just have him use an Invisibility spell anytime you go into a troublesome area. He's an illusionist, so he can spare it, and that's easier than him getting into trouble. He can still provide a lot of support without making attacks. Most illusions don't count as attacks, and he can buff party members or summon monsters all day long. Failing that, boots of levitation are a rather cheap magic item. Simply have the gnome float above the party, being dragged along by a rope, much like a balloon. If a monster grabs the rope, he can just let go. Once again, most of his illusions will work fine from up there. |
| Telperion05-18-04, 07:32 AM | Question: How come you are being threatened by Fireball spells in the first place? That would be a minimum of a 5th level caster. Probably at least 6th. Your party level is around 8 at the moment, so putting two 6th level NPC's against your party is enough to generate a challenging encounter. Of course I don't know the details, but personally I would hold off the higher level spellcasters for later and not create this kind of problems for those with d4 HD at this part of the campaign / adventure. In any event this is something of a DM issue, but my opinion is that the world isn't heavily populated by high-level spell casters. So, where do all these guys with the 3rd level (or higher) spells come from? Also, has your party ever been beaten by a bunch of low level NPC's that simply had a few nifty ideas and a valid strategy/tactics? If you ever happen to ask one of my players there is a fair chance they will turn scarlet red when faced with some of those memories :D. It's not the firepower that makes the enemies. Its the brains behind a group of orcs that make them a dangerous opponent. |
| Will Brandiman05-18-04, 07:35 AM | Firstly, if the group keeps getting nailed with area effect spells, SPREAD OUT MORE! :rolleyes: Secondly, the gnome is an illusionist so why is he not using his illusions to help protect himself? The illusion school is one the best defensive schools and he should be using mirror image, displacement, blur, invisibility etc. Thirdly, if the party seems to be getting surprised all the time, why isn't anyone scouting ahead? Has the gnome got a familiar? By 7th level the familiar can speak to his master so why not send the familiar out ahead to scout. You can use a spell/scroll/wand of invisibility to ensure that it's not seen. Then it can return and tell the gnome what lies ahead. The party will be better prepared for the encounter and the gnome is less likely to end up a smouldering heap on the floor. |
| P___N05-18-04, 08:35 AM | Thanks guys. There have been some good suggestions here. Some we have considered ourselves. Some of these would not have been as big a deal in 3.0 as durations of spells meant the wizard could be protected for longer periods. Here's some of the info that has been asked for Gnome Illusionist (Necromancy, Conjuration opposed) Stats Str:10, Dex:18, Con:13, Int:17 Wis:16, CHA:14 so not too shabby there. HP: 29... AC:20 (I thought that was lower) Feats: Iron Will, Spell Focus and Greater Spell Focus:Illusion. Items: Amulet of Health +2, Gloves of Dex + 2, Ring of Wizardry I, Ring of Mage Armour and some weird item we found that gives him a bonus to his stabilisation rolls. The ideas that most people have suggested are used by the wizard, he usually gets mirror image or invisibility active once he acts, depending on enemy. As I said orginaly, his main problem is getting caught flat footed. We discussed it last night and I think his next feat is going to be Improved Initiative. I asked the Cleric's player about Shield Other, but she wasnt keen on her Cleric getting 1.5 damage on area affect spells. We have only run into enemy wizards twice and this character has died both times. The latest was a bit of an ambush (well a lot of an ambush) and the first had the enemy wizard significantly ready for us. Again, thanks for all the suggestions Phil |
| Telperion05-18-04, 09:40 AM | Globe of Invulnerability, Lesser is a good option as well. Since you have access to 4th level spells I would suggest starting with Illusions and Abjurations that keep you alive. Even though Globe of Invulnerability, Lesser and Invisibility, Greater are both 1/round per' level spells they do offer a great deal in exchange. Contingency would be great, but you'll have to wait for another four levels before you can cast it. Hope you make it :). Other than these magical things I would also suggest putting some ranks into Listen and Spot skills. You know: those mundane means that everyone else who isn't a full caster uses to notice trouble before they are hit. You get a nice amount of skillpoints every level up, so put some of them to good use. You also have a very good Wisdom modifier and if you take the Alertness feat you are all set :) . |
| Will Brandiman05-18-04, 09:54 AM | Originally posted by P___N As I said orginaly, his main problem is getting caught flat footed. We discussed it last night and I think his next feat is going to be Improved Initiative. He's got 18 Dex already. Is there something strange about your opponents that they always get superb initiative rolls? |
| Nom05-18-04, 09:56 AM | If evocations are your bane, there is another (rather wacky) option: two levels of Monk. +3 to all saving throws, 2d8 HD, add Wis to AC, Evasion, some useful skill points, and a bunch of miscellaneous combat enhancements you hope never to have to use (although Deflect Arrows could come in handy). For any caster seeing more combat than they'd really like, a couple of monk levels can be a lifesaver. As an alternative, buy a customised scroll of contingency: Trigger: "an elemental attack spell of level 3 or greater is cast that I will be in the area of effect of". Action: "dimension door to the last spot I stood or walked upon that is outside the area of effect". And hope you make that Spellcraft check. :) |
| Kaminton05-18-04, 08:50 PM | Originally posted by P___N Thanks guys. There have been some good suggestions here. Some we have considered ourselves. Some of these would not have been as big a deal in 3.0 as durations of spells meant the wizard could be protected for longer periods. Here's some of the info that has been asked for Gnome Illusionist (Necromancy, Conjuration opposed) Stats Str:10, Dex:18, Con:13, Int:17 Wis:16, CHA:14 so not too shabby there. HP: 29... AC:20 (I thought that was lower) Feats: Iron Will, Spell Focus and Greater Spell Focus:Illusion. Items: Amulet of Health +2, Gloves of Dex + 2, Ring of Wizardry I, Ring of Mage Armour and some weird item we found that gives him a bonus to his stabilisation rolls. The ideas that most people have suggested are used by the wizard, he usually gets mirror image or invisibility active once he acts, depending on enemy. As I said orginaly, his main problem is getting caught flat footed. We discussed it last night and I think his next feat is going to be Improved Initiative. I asked the Cleric's player about Shield Other, but she wasnt keen on her Cleric getting 1.5 damage on area affect spells. We have only run into enemy wizards twice and this character has died both times. The latest was a bit of an ambush (well a lot of an ambush) and the first had the enemy wizard significantly ready for us. Again, thanks for all the suggestions Phil Questions: 1. Your wisdom is pretty high, and you're a wizard (which has strong will saves). Why did you get Iron Will? Are you aiming for a prestige class? 2. You are a gnome (+2 con) and have an amulet of health +2, but your constitution is only 13. Did you dump a 9 into constitution? 3. Tell the cleric that you only need that shield other for the surprise round! In exchange for taking 1.5x damage from an AOE spell for one round, you get one additional combatant. Also, if you get an odd number of damage, it's rounded down... 4. Try picking up a cloak of resistance (relatively cheap, 1000/4000/9000 for +1/+2/+3) 5. Do you have a familiar? The toad now gives +3 hp instead of +2 constitution, but it might come in handy (just keep it in your backpack). Also, one of the others gives a bonus to reflex saves... consider one. Just keep it safe so you don't lose more xp, but the familiar comes with evasion (and eventually improved evasion). Other comments: 1. Two levels of monk is a big sacrifice for a primary spellcaster. 2. Consider a level of fighter to pick up that next feat sooner (improved initiative, or improved toughness). I know it's a big sacrifice, but it sounds like you're never going to get to level 9, if the cleric doesn't cooperate :P 3. I'm not sure how useful improved initiative will be for you, since it is of limited value in an ambush - it might prevent a second attack on you, but it won't help during the surprise round if you're caught unawares. |
| Captain Casualty05-19-04, 10:21 AM | Hi I am also a character in this group and would like to point out some things that P__N has not mentioned (by the way the barbarian that keeps dying is mine, hence the logon name) The party as a whole actually usually works quite well. There are two real problems though. Firstly there have been a number of posts about the cleric not helping. It would be fair to point out that the cleric is a first time player and although she is improving spent an awful long time just doing what she was told. Secondly the GM has an almost phobic reaction to illusions. Whilst things have improved it is worth noting that from levels 1-5 a total of 3 castings of illusion spells worked. (pointing this out is what caused an improvement) The DM is very good, but sometimes needs a lot of convincing that some tactics will work. These postings are very good and very helpful! Thanks folks. |
| Telperion05-20-04, 10:30 AM | Originally posted by Captain Casualty Hi The party as a whole actually usually works quite well. There are two real problems though. Firstly there have been a number of posts about the cleric not helping. It would be fair to point out that the cleric is a first time player and although she is improving spent an awful long time just doing what she was told. Secondly the GM has an almost phobic reaction to illusions. Whilst things have improved it is worth noting that from levels 1-5 a total of 3 castings of illusion spells worked. (pointing this out is what caused an improvement) The DM is very good, but sometimes needs a lot of convincing that some tactics will work. These postings are very good and very helpful! Thanks folks. Okay, so basically everything is fine, except two characters keep dying frequently? Strange to hear that a DM isn't accepting party tactics as far as fighting goes. Well, what are you offering him? A bit of info would go a long way in creating responces to this problem. Illusions are fairly tricky to handle. There's that disbelief thingy that makes just about every illusion spell that you cast unstable at best. Personally I allow fairly much leeway as long as the illusion is believable. |
| Findail05-26-04, 11:41 AM | Here's some of the info that has been asked for Gnome Illusionist (Necromancy, Conjuration opposed) ...Ah. Hence the Ring of Mage Armor, I was wondering why you needed that. But a Ring of Fire Resistance, or some other sort of fire protection, would probably be a better investment. You shouldn't really be getting into melee often enough to justify an AC-boosting item. Against those who want to shoot you, Protection from Arrows would be great if you get a chance to cast it (this would be good on an item), or Stoneskin. A Hat of Disguise is a way of using the Disguise Self trick without the duration problem. As has already been mentioned, your stats are... odd. Even if they don't include item or racial modifiers, you should have put more on Con (unless the system of character generation that you use didn't allow it?) If you're Lawful (unlikely), then one level of Monk might be worth considering. Otherwise, have you tried aiming for Arcane Trickster? It's probably in-character, and you'll pick up Evasion as a Rogue while qualifying for it. |
| Tyron05-26-04, 11:59 AM | Design your wizard with defence in mind. Have him get feats as Improved counterspelling and reactive counterspelling. Put contingency spells on yourself, let stealthy characters scout ahead to avoid suprise. Furthermore always try to open combat with safety first principle in mind. Prepare your spell with defence and survivabilty in mind: what to do if I am grappled, what if someone silences me, how am I gonne flee etc, how am I going to sleep save. Every other spell is secondary to that. If you do this your character has a higher chance of survival and will make it to higher levels and really kick ass. Tyron |
| enderfan405-26-04, 09:13 PM | Just an idea but something that you could try would be fly+lesser globe of invulnerability, you could fly out of melee range and you would be immune to all lvl 3 and lower spells, meaning dispel magic and fireball wouldnt work on you, and you should probably cast dispel magic also, and if the dm can still kill you then...i think the dm would be cheating or it would be an encouter you shouldnt be fighting anyways |
| Serene Selene05-26-04, 11:24 PM | Constitution should likely be your second best ability, followed by Dexterity as a 3rd. In some cases, it would even be best to have Constitution higher than your Intelligence as a Wizard. That seems crazy, but look at it this way. Example, you rolled a 16 and an 18 (the rest are 14 and below). I would probably place the 18 under constitution, and the sixteen in intelligence. Spell wise, there's little difference between a 16 and an 18 in the domain of bonus spells, and only +1 DC, which can be fixed by Spell focus in your favored school. On the other hand, with 18 constitution, you have a whopping 8 hit points at 1st level, as a wizard! If you're a dwarf or gnome, that equals 9 hit points (20 constitution), and +5 fortitude save. That way you can spend your cash and ability boosts on Intelligence. So long as you spend 4 of your 5 ability boosts in Int, you will always be able to cast the highest level spells possible. |
| CJ172005-27-04, 03:44 AM | I think you identified the problem as his init order. That sounds like low dex. He should try and up his dex every chance -- it will also improve his AC -- and take Improved Init feat (+4 bonus). Think of other things that will improve init -- high spot and listen ranks perhaps? Cat's Grace... |
| Ringmereth05-29-04, 01:29 PM | Improved initiative is a good all around feat. Whenever I'm generating a character or NPC who has an extra feat somewhere, I usually give them Imp. Init. Initiative only matters the first and second rounds, usually, but it sounds like this wizard is getting killed pretty fast. Dexterity is a good all-around stat, too. Boost initiative, AC, Reflex saves, and ranged touch attacks. Slightly better than Con, in my book, but whatever. Once you get the money, boost his dex a little. Besides improving the character, ask your DM to stop targeting the wizard so much. Sure, it makes sense, particularly if you're fighting other regular, intellegent races, but it's generally not nice. Most combatants would rather take out melee people than wizards until high levels, and by then, the wizard can take care of himself. |
| P___N06-01-04, 04:16 AM | Well we finally got some money and upped his constitution a bit more, so hes got some more hit points. The player has decided to get Improved Initiative at Level 9 (Assuming he gets there) And last night he survived AN attack from a bullette. So we are feeling a little better about his survival. He also has access to Fly spell since we took the spellbooks from the wizard that killed him last time out. So all in all, looking better, thanks for the advice and watch this space. |
| baerdith06-14-04, 09:15 PM | Originally posted by P___N the times he has died are usually based on getting caught in an area affect spell - ie Fireball. However, being the small wizardy looking guy at the back most non-melee enemies target him by default. Ive suggested he use Change self to look less wizadrdly, but was looking for more suggestions too. I would say change the +2 Con Amulet into something like a cloak, make the Ring of Mage armor into an amulet, and get two rings of greater (or major, hell even a minor would help him out) energy resistence. one for Fire and one for cold or electricity (whatever seems to be coming the parties way.) Oops, you're poor, can't do that. Try Stoneskin + Protection from Energy (Fire) the Stone Skin should help survive electrical attacks and the PfE will stop 12 points from a fire attack with the stoneskin blocking 70 points. If he gets attacked again, however, he is screwed:( |
| Edward06-15-04, 01:34 AM | Mirror image or greater invisibility will work better than an AC boost. But you say you have his tactics when he gets to act down pat. False life was a good suggestion. 1-2 castings will take care of the adventuring day. Ring of mage armour is not an item you can normally get +4 AC always available is 16000. if this is how it was priced (and it should be) sell it and use the proceeds from another adventure to by the ring of evasion. Then cast mage armour. However if your ref save is bad it won’t help. 1000gp for a cloak of resistance +1 would be very worth wile (possibly worth selling an inappropriately priced 2000gp ring of mage armour for). A stronger one would be better than the ring of evasion (and cheaper) if you ant passing the saves. You could probably afford a cloak +3 if the ring was priced correctly and you have a small amount of spare cash or a consummate negotiator. If there still is one an all day energy resistance spell would help if you can predict the energy type of the aria effect spell. As fireball is the best for taking down parties that is probably the best choice. If there is one the cleric probably has it ion his list I wouldn’t use shield other if the normal fireball the party is being used. Both the cleric and the wiz have bad ref saves and one and a half times damage will be a severe strain on the cleric. Possibly taking him down. Edward |
| BlackFiend06-15-04, 09:50 AM | I bet dollars for donuts that your DM is a bit of a wargamer of some type. He's playing the bad guys well and tactically, its hard to beat a DM who puts his game face on tactically. Improve your tactics: 1. Appear strong where weak, weak where strong. Many people say have the Mage hang back and lob spells all over the place. Personally, go the other way around on occassion. Get the Wizard up in the second ranks immediately. As the melee breaks out and everyone is closing ranks for the fight, the mage should also move in and, using a longspear, do some hacking and such, or use the AID OTHER action to boost ACs or give attack bonuses. Why do I say this...because tactically, everyone looks to take out the ones holding back! So don't hold back...let the wizard change his wardrobe a bit, look more merc and wafe in a bit. With tough combatants all over the place, the Wizard will show to be least palatible because you have so many tougher melee fighters to address. Area effect spells will be of nigh use because the enemy will not want to damage his own troops. Once the wizard is within ranks (not within AoO locations of course), let loose tactical spells to reduce the peon troops. The fighters should dig in, yes, for the spell casters and archers. Teh wizard should be causing them will saves and ref saves among the lower end enemy combatants. Use this tactic intelligently and sparingly. The objective is to get so close in that causes enemy spell casters a moment to think if its worth AoE spells. Also, the wizard extends AID other actions using the reach weapon. Mirror image is a must, imo. You are unhindered.Getting a pair of boots of Freedom of Movement is also great. Can't be grappled! Be aggressive and take the fight to the enemy. He can't fear taking damage. Thats probably the number one goal for him. Not to shrink back when its time to push the initiative. Every time he dies, he is sacrificing himself for the team in this way...keepin the heat off of the fighters so they can clean house. 2. "Now they will learn why the fear the night..." Concealment is your friend. yes, it can hamper and blind you and friends, but it does wonders for a spell caster. A well placed fog cloud allows the wizard to sneak pass melee combatants and take the fight to the wizards. Force their hand with his superior dex by staying mobile. A darkness spell blocking line of sight is excellent. A windwall could arguably be used to counter a fireball, forcing an early detonation since its meeting a barrier it cannot pass. When possible...even have him drop prone and cast spells. Why? By reducing his profile he's given himself a +4 AC against ranged attacks (including ranged touch attacks!) AND he can still cast his spells with impunity. The concept in this case is to force denials on your opponent casters at every turn by hampering there abilities, vision, senses, line of sight, etc. Hamper, hamper, hamper. Again, this sacrifice play saves the party overall. 3. Go beyond 2D by taking high advantage of terain and space...even go 4th Dimensional! Yes 4D! Here is the concept: Take advantage of spells like Spider Climb or levitate. Tactically, DMs get stuck thinking and looking 2D. Explore those alternate methods of movement. High cathedral ceilings? He needs to be using it to his fullest advantage. As for the 4th dimension...time. The best defense against AoE spells is not to be there when it happens. By juicing an invisibility spell and staying behind the party a bit (but not too much) he can take advantage of this...maybe even thwart the plans of the enemy. I call it pulling rear guard. When the DM starts the initiative AFTER a well timed fireball...this is his chance to be of incredible help. Even if he hangs back while invisible and does some dispel magics on the enemy...the value is great. An eventual pair of Elven Cloak & Boots is of value of course, but not critical. |
| Scion of Coldshard06-15-04, 12:54 PM | Ring of Wizardy 1?? If you are able to trade it for its value somehow do it! For the same cost (20k) you could get the following: 6 pearls of power 1 (6k, and grants you double the bonus spells you get from the ring) Cloak of resistance +4 (16k) The +4 bonus to your saves should allow you to pass those reflex saves much easier, along with other saves as well. The 6 pearls of power will greatly enhance your spellcasting, much more than the ring ever could. Plus, if the cleric needs an extra 1st level spell here and there you two can share! It is perfect! ;) Also, definately try to cast alter self into a lizardfolk, or something similar. It lasts for 70 minutes (mayhaps you could get a rod of extend or something to double this) and grants some nice bonuses. If you can do those things I think you would feel much better. Oh, and get the toad from 3.0 (not the stupid one from 3.5.. the toad is worthless for pretty much everything, that is 'why' it got such a nice boost before ;/ gah.. nerfing things that shouldnt be nerfed), and possibly pick up improved toughness. At that point you will be sitting at quite a few more hp. Not too shabby. |
| Sparks The untouchable06-15-04, 01:43 PM | Everyone else has made good suggestions, so here are my ideas that weren't already said... Spells: Shield, Haste. (Shield and Haste stack, at least in 3.0.) Protection from Elements [fire]. Cat's Grace is vital and has so many applications for a wizard, I personally would be shocked if any wizard character in my group didn't have it prepared each day. Fireball is also useful, prepared as a counterspell. It does damage in its own right too. If possible, carry a couple potions of Cure Crit, a Ring of Force Shield (8500 gp in the DMG), a Ring of Spell Turning (150,000gp, probably out of reach but some day...) In fact, if you can't cast most of the excellent defensive spells others have mentioned (Blink, Improved Invisibility, etc.) consider trying to get them as rings or other items that allow you to use spells from prohibited schools. Other useful items: Gloves of Dexterity, Bracers of Armor, Headband of Intelligence (more spells per day equals better wizard), and a Cloak of Etherealness or Cloak of Resistance. Boots of Speed if you don't have Haste or need the spell slot. Also, I would recommend that instead of Improved Initiative you take Extended Spell at 9th level. Other favoured feats for our wizards include Spellcasting Prodigy from the 3.0 FRCS, and Greater Spellcasting Prodigy along with Greater Improved Initiative. Also we tend to take Persistant Spell ASAP. I'm assuming the Iron Will is because you want to go into the Incantatrix PrC? |
| JoshRodriguez06-16-04, 11:05 AM | Have you guys thought of using the monk as bait? It's a really simple idea that we used a lot when dealing with a very tactically-minded DM. Do the monk up in a big, flamboyant wizard's hat and put him in some very obvious wizard's robes. Give him a quarterstaff. The idea is that he absolutely screams "Yes I am a wizard." Have him hang back away from the party and take a full defense action. His (hopefully) high init modifier means he will be ready to evade spells, deflect arrows, and generally keep himself relatively safe for a round or two before wading into combat with his staff or fists or what have you. The wizard should be a tunic and trousers done up to look like armor. A fake spear or sword and shield should be strapped to him somwhere to complete the illusion. Have him hang back well away from the monk. His turn will come towards the end of the round after most of the enemies have (hopefully) directed their attacks against the well-prepared monk. That should give him the chance to shoot off a fireball or cast invisibility on himself or whatever else he needs. The enemy will probably catch on after a round or two, but, hopefully, that's all you need. Our monk really enjoyed the look on his opponent's faces when busted out the kung-fu on guys that rushed him to hamper his "spell casting." |
| Lawnor06-16-04, 12:14 PM | If all goes wrong (again) try reincarnate instead of ressurection or raise dead. It only costs 1000gp, leaving you with more money to buy good items for the mage. My gnomish mage just got reincarnated as a dwarf. He essentially gained 2 strenght points by dying. And a beard. Can't forget the beard. Listening to the arguments above I think he'll start carrying a big axe and wear a chain shirt (home made from the finest lambs wool, painted grey. Do they have silver paint in the realms?). Can anyone think how to fake a suite of plate mail, without gaining spell failiure chances? |
| Scion of Coldshard06-16-04, 12:22 PM | various illusions will do the trick, or even prestidigitation for an hour at a time. oh! and with your wisdom the way it is a monks belt (3.5) would be helpful as well.. an extra 4 point of AC! Alter self to something useful, hat of disguise to looking like something tankish/monkish, monks belt and the other items I suggested earlier to be able to have the highest AC and saves in the party ;) |