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| ShadowDragon868508-13-05, 12:05 AM | Okay, here's the deal. I'm playing a level anthro fox (+2 DEX, +2 INT, +2 Listen, Low Light Vision, you can opt to take Scent in place of a general feat, LA +0) 7 Wizard in a sologame. The problem is I keep getting my rear handed to me, and it usually falls on the shoulders of the shapeshifting rogue to save the day, by slipping under doors in gaseous form to disarm traps, or stuff my -8 self into a BoH, hit me with CMinorW, and get me to a Cleric. The DM let me take max HP on all levels, and gave me a 45 PB. My stats are, all said, STR 11 DEX 16 CON 14 INT 21 WIS 12 CHA 16 My skills (and their total mods) are: Appraise 4 (9) Concentration 10 (13) Craft (Tailor) 8 (13) Craft (Jeweler) 9 (14) Knowledge (Arcane) 10 (15) Knowledge (Ancient Netheril) 8 (13) Listen 4 (7) Spellcraft 10 (17) My feats are: Craft Wand Craft Wondrous Item Craft Magical Arms & Armor Universalist* * Universalist is a feat I was allowed to take from roleplaying occuances. It lets me pick spells from any spell list at +1 to their level. I've got every 0th level spell (including two I made on my own,) 1st level - Animate Rope, Charm Person, Detect Undead, Mage Armor, Magic Missile, Mount, Shocking Grasp, True Strike, Unseen Servant, Alarm, Hold Portal, Protection from Alignment, Shield, Grease, Obscuring Mist, Comprehend Languages, Detect Secret Doors, Sleep, Burning Hands, Floating Disk, Disguise Self, Nystul's Magic Aura, Silent Image, Ventriloquism, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Magic Weapon, Reduce Person. Usually I just prepare 6 Magic Missiles. 2nd level- Alter Self, Invisibility, Knock, Melf's Acid Arrow, Fog Cloudd, Web, Detect Thoughts, Locate Object, See Invisibility, Continual Flame, Darkness, Flaming Sphere, Gust of Wind, Scorching Ray, Shatter, Blur, Magic Mouth, Minor Image, Misdirection, Blindness/Deafness, Command Undead, Scare, Spectral Hand Darkvision, Levitate, Rope Trick, Spider Climb, Whispering Wind, Bull's Strength, Cat's Grace, Bear's Endurance, Fox's Cunning, Owl's Wisdom, Eagle's Splendor Usually I prepare two or three Invisibilties, maybe a Knock, or mayb some other spel I anticipate needing. 3rd level- Explosive Runs, Fireball, Illusory Script, Lightning Bolt Dispel Magic, Magic Circle Against Alignment, Nondetection, Protection from Energy, Phantom Steed, Sepia Snake Sigil, Arcane Sight, Clairaudience/Clairvoyance, Tongues, Deep Slumber, Heroism, Hold Person, Suggestion, Daylight, Leomund's Tiny Hut, Displacement, Illusory Script, Major Image, GEntle Repose, Halt Undead, Ray of Exhaustion, Blink, Fly, Gaseous Form, Haste, Keen Edge, Greater Magic Weapon, Secret Page, Cure Moderate Wounds, Summon Nature's Ally II, Rary's Telepathic Bond, Lesser, Undeath to Death, Lesser* *as Undeath to Death, one target only. Usually I prepare 2 Fireballs and a CMW. Or 1 Fireball, 1 Summon Nature's Ally (croc, doncha know,) and 1x CMW. 4th level- Phantasmal Killer, Cure Serious Wounds. Usually I prepare 1 each, or a CSW and a Fireball in the higher slot. I have a Pearl of Power, 3rd, a Wand of Hold Portal with 50 charges, and a Mythallar.* Of sorts. *Mythallar - I call it jokingly the Mythallarble. It's a Mythallar the size of a marble, very low-powered compared to it's big cousins. I'm pretty sure the eyes created out of the Weave that gave it to me were Mystra herself. I think it was a consolation prize for when she confiscated the real Mythallar I found, and was trying to use to save an island from invasion. I over-worked it to get out of that mess, and then to get out of Thay with an emergency teleport, and it got two big cracks, and it's power output has dimished. I'm currently launching a grand, hopefully Epic quest, to find a way to 'grow' it back to the marble size, then hopefully to full Mythallar status, using ancient Netheril ruins. But, as I said, I keep getting my butt handed to me. I need help optimizing the character, and I need help with my battle tactics. Don't even bother mentioning a PrC. If my character winds up with a PrC, it will be due to RP reasons, not a 'build.' And that's why I didn't take this to the Character Optimization boards. I don't need some broken level-dippy twinky character. D&D is not a tactical wargame. If we wanted that, we'd play Minis. So, what can I do? Is there something inherantly wrong with my tactics? Something I forgot to take? the Mythallar I have puts out 500 XP worth of 'free' crafting XP per day, so I can get in free crafting without paying XP costs. I have 31,475 GP to work with. |
| Pyritefoolsgold08-13-05, 03:04 AM | I think we need to know more about what you are currently doing, and what is going wrong, before we can tell you what to do. But two things to consider: Do you have the right spells prepared each day? Also, you may need to find someone to cover your back. Mages were not meant to take on the unending hordes, as they get flanked, and then they're history. Also, it's possible that your DM is just giving you encounters that are far too challenging for a single person. A party is more than the sum of it's parts, and the inverse of this affects you. Fighting a monster at your CR is an even match, and you should have a 50% chance of dying if the monster is played right. As a wizard, you have a lot of vulnerabilities, mostly in that if your enemies ever close to melee, you are toast. A final note: How in the hell did you get all those spells? Seriously, your biggest problem must be trying to choose from that what to prepare each day. |
| Flushmaster08-13-05, 04:01 AM | There are two things that make any focused spellcaster effective. The first is to counter your major weakness. Physically, you are a weakling, at least compared to any non-spellcaster that you'll come up against in a game. You do not want to be in any position where you can get hit at all. That's pretty much impossible, so you want to maximize your chances of survival. The easiest way to do this is to find a big, tough fighter type ally and position yourself so that anything dangerous is on the other side of him/her from you. This does wonders. Your AC is likely to be low but you shouldn't be buying any magical weapons (by the time you can afford magical weapons you probably don't really need them because you have decent spells by then) so you should be scarfing up rings of protection, amulets of natural armor, cloaks of resistance, bracers of armor, and gloves of dexterity (in that order). The cloak is noted because your fort and ref saves aren't likely to be good and you chould know that the easiest way to deal with a group of enemies (like, say, you and your party) is an area effect spell (which any smart spellcasting enemy will often use) and most of them require fortitude or reflex saves; rogues have evasion, most other classes have more hit points, and you have neither. Don't forget the life saving potential of some spells, and not just the common invisibility, teleport, and similar spell; expeditious retreat, fly, feather fall, hold portal, various illusions can do wonders for getting out of a nasty situation. This brings us to the second way to be an effective spellcaster. Effectively cast spells. Seriously, that's what you do. Have a variety of spells prepared for whatever situation you're going to be in. You probably don't need hold portal in a huge untamed wilderness, feather fall on the astral plane, or magic missile at a royal ball (well maybe one or two, but no more; this is why the enchantment school exists ;)). In a dungeon and expecting a lot of combat? Go with 60% combat spells(don't forget buffs for allies and enchantments for enemies in here), 20% "save my ass" spells, and 20% utilitarian spells (like knock, for instance). Cast the most appropriate spell for the most appropriate situation. Really. Stay alive and cast spells. Just don't screw either up and you'll do fine. |
| Twisted Puppy08-13-05, 08:37 AM | To me, one error you seem to be making is not taking advantage of the flexibility a wizard has over a sorceror. 1st level spells: cut down on the magic missiles. If you keep getting your head handed to you, perhaps an expeditious retreat? I'd recommend at least one defensive spell, Shield or Mage Armor. If you can, Ray of Enfeeblement would be a nice addition to your spell list. Reduce person is handy if you take : 2nd level spells: Spectral Hand. With maxed HP, you can really take advantage of this. Lets you use touch spells up to fourth level without getting up close and personal. To me, invisibility is vastly overrated. It limits you in a lot of ways. One should be enough. Web is IMO about the most useful 2nd level spell, since it lets you create an instant terrain feature. Fox's Cunning is handy, as it improves the save DC of your spells. Scorching Ray has a nice little punch. A spell to consider adding to this list would be Touch of Idiocy 3rd level spells: See if you can get hold of a Vampiric Touch scroll. Added to the Spectral Hand, this is nasty. For now, the Fox's Cunning will improve the DC of your fireballs, and you might want to consider Displacement as a daily spell. That 50% miss chance is handy. Good luck :) |
| ShadowDragon868508-13-05, 01:09 PM | Well, so far... I'm afraid of Touch-ranged spells, or Ranged-Touch ranged spells, because I'm afraid of losing a spell thanks to a failed attack roll. I mean, I'm a Wizard. My BAB is suck. Pyritefoolsgold, you're right. My biggest problem is trying to decide what to prepare each day. I have tons of spells, but because the 'party' lacks beef in any form, I have to be the primary damage dealer. That's why I prepare so many nova spells. I usually prepare two invisibilities - one for me, one for the rogue. I prepare three so we can invisibility in undetected, go nova with the Fireballs, and make me invisible again, while the Rogue flies me out, having assumed the form of a griffin or something. The DM lets you copy arcane spells from wizarding sources for 50 GP * spell level. That's how I have so many spells, I about damn near broke the bank buying all those spells. |
| Kes Alanadel08-13-05, 02:08 PM | You may want to invest in a ring of protection and/or bracers of armor to help your AC, or you could forgo one of your magic missles for a mage armor. At your current level, it would give you a +4 to your AC for 7 hours. You could also create a wand of mage armor at your caster level, then you can buff yourself and other party members as well. |
| Laranis Callirr08-13-05, 03:05 PM | Make scrolls, and lots of them. You can improve your touch attacks this way: make a scroll of Bull's Strength or Cat's Grace, and cast it on you when necessary. That way, you don't have to use any spell slots preparing them. Also, try combining spells: one of my players love to cast Solid Fog on a target, then Fireball the hell out of him with scrolls. Another option is to take the Leadership find, and get an NPC to aid you, besides the rogue. |
| Capt. Pixel08-13-05, 04:44 PM | Well, so far... I'm afraid of Touch-ranged spells, or Ranged-Touch ranged spells, because I'm afraid of losing a spell thanks to a failed attack roll. I mean, I'm a Wizard. My BAB is suck. .... Remember that a creature's Touch AC is quite often considerably lower than their standing AC. It may be easier for you (with a BAB of +4) to hit the creature's Touch AC than for the party fighter (BAB 8+ ??) to hit the creature's regular AC. I know this was certainly true for my party's fights against dragons (very high natural armor bonuses). The fighters could barely hit, but the Cleric (using Searing Light) would hit almost every time. Your low BAB may 'suck', but then so does the monster's Touch AC. ;) |
| King_Bulba08-13-05, 05:20 PM | A dragon has SR too, sounds like your DM was forgetting about SR if the cleric was getting spells though all the time. |
| Encard08-13-05, 06:13 PM | You realize that you can both go for a specific character build and RP at the same time, right? RPing is playing the role of your character, it has nothing to do with how powerful (or not) your character is. Also, though D&D may not be a wargame, it is by nature of the combat and magic system very tactical - if you're not considering tactics, that's the core of your problem. Anyway... Craft Magic Arms and Armor is useless to your character; it can be useful if you need to make that stuff for party members, but you're unlikely to ever need it yourself. Craft Staff is far superior to Craft Wand; you can't get it until later, but it's better in just about every way. Ideally, right now your feat selection should probably be a bit different, even given the free craft XP you're getting - some metamagic or general survivability feats could be rather more helpful. I don't know whether your DM would let you change that or not, though. Hmm... You may want to consider trying to get your DM to let you craft the Wondrous Item equivalent of some of the lesser metamagic rods - those can be quite handy. Otherwise, an amulet of health, headband of intellect, cloak of resistance, and various other handy-dandy items are never bad to have. A question: what sorts of things do you normally fight, and in what sorts of situations? That could affect advice a fair bit. |
| Branto08-13-05, 06:42 PM | Errr.. I have only a bit of good advice for you: there are very few bad spells, and the best way to be a good spellcaster is to figgure out creative ways to use what you've got. My main character, for example, will have 7 levels of sorceror (and 13 of barbarian) but doesn't even KNOW magic missile, heh. (my level one spells are Shocking Grasp, Enlarge Person, Chill Touch, Obscuring Mist, and Expiditious Retreat) Also, you CAN take weapon focus: rays if you use many spells of that type and think that extra +1 to attack would help :P I feel the need to make some side comments before I finish my post.. first off, hurray for anthro foxies? :D My character is a werepuma, himself. However, your racial stats are flawed in that they need some flaws.. like a -2 to something (I might suggest constitution, since foxes are such slender little things) or umm.. something else.. Foxes are nocturnal, right? I assume that's why you gave him low-light vision (considerring canines have horrible vision.. they can't even see color.) So maybe you could give some penalties applied while in bright light, like a -1 to attack rolls or a penalty to spot checks. Anyways, if you need some help finding uses for some of those spells you've taken (or the ones you didn't take because you thought they wouldn't help) feel free to send me a PM ;) |
| ShadowDragon868508-13-05, 06:56 PM | I can think of a creative use for damn-near every spell in the game. I've had two situations during the game wherein I said, quote, "I wish I prepared Hold Portal this morning." Which is why I forked out the 375 or so for the Wand of Hold Portal, heh. And as for "what kinds of enemies do I usually face", the problem is that I don't typically know beforehand. This last incident that gave me a real problem was an ambush in the mage-school's headmaster's office by three rogues, levels 6, 6, and 7, wearing Invisibility, using Spider Climb to stick to the walls, and carrying 2d6 pistols. (Don't ask. Long story.) I tried to use Phantasmal Killer on one, he made the fort save, then two of them opened fire on me - two shots each, one of them got a crit, all of them are packing magic weapons, net result me at -8. (50 damage.) DM went semiballistic on me, when I told him it wasen't fun. Said I shoulden't be playing a Wizard, that given my wizard with different spells he would've totally pwned those guys, and that I should have used Stoneskin or another defensive spell. It dosen't help that my AC is 13. :( |
| Laranis Callirr08-13-05, 07:01 PM | I think the problem is with your DM. If I have understood correctly, you're soloing and have a shapeshifting rogue to help you. The encounter you described, as well as what your DM said to you leads me to believe that he is somewhat bent on killing you. |
| ShadowDragon868508-13-05, 07:08 PM | The item creation rules could stand to be a bit better explained. Exactly how many XP does a magic item cost, again? It's probably some half-arsed mathmatical formula based off the price, which as we all know is stupid, but... I figure if I'm going to survive, I'm going to need to start being good at not dieing. So here are the items I'm thinking about. Bracers of Armor +3 Ring of Protection +3 Amulet of Natural Armor +3 Cloak of Resistance +3 A magic item which does Stoneskin 5/day, no space limitation. (Need to get Stoneskin while I'm at it...) A magic item which does Blur and Displacement 5/day. (Or possibly two seperate items.) |
| DM-Vigilance08-13-05, 07:16 PM | Your most commonly used spells, particularly attack spells, would be best stored in a wand. The rare, oddball spells that can save your life in rare situations, those should be stored in scrolls. That leaves the utility spells, and spells that are too high-level to be affordably made into scrolls and wands for your spells per day. A wizard or sorcerer doesn't always need to go the item creation route, but after a certain point, a wizard without wands or scrolls is like a fighter without armor or weapons. If you took the feats, you should try to make the most of them. I suggest wand of magic missiles at CL 7, a wand of dispel magic, and scrolls for spells such as mount in your case. |
| ShadowDragon868508-13-05, 07:25 PM | The problem with wand-spells is that I'll outstrip my wands too quickly. We tend to level up with great speed. So I'm hesitant to start making wands of anything until I can make the wands at the highest CL it's worth it to cast them at - like 10 for Fireballs and Magic Missiles. Also, another problem with wands is that they don't use my caster level or INT mod to determine their DC. Throwing around DC 13 fireballs isen't impressive, especially when your enemies have Evasion. A wand of Dispel Magic would be handy for Counterspelling, though. All I need to do is make a Spellcraft check, and I auto dispel. |
| MSW08-13-05, 07:39 PM | Shift your thinking/strategy from you being the damage delivery guy to being the buff/tatical strike guy. For your minions/party members: 1st Enlarge Person 1min/level 2nd Bull’s Strength 1min/level 3rd Haste 1rnd/level +2 STR size bonus stacks with +4 STR Enhancement bonus Enlarge gives your buddies natural 10 foot reach (AoOs) Haste makes them able to move faster (+30 feet) and for full round attack actions get an extra attack at full BaB. Do the math on what extra damage your party can deal out with these buffs and compare it to say, Fireball. Your party members usually come out on top, especially if your targets make their reflex save. For yourself: 2nd Invisibility 3rd Fly or Gaseous Form Basically, buff the party, and let them soften up the enemy. Then when you are safe, you can target your attacks on strategic foes. Also, you can cast Summon Monster spells all day while invisible & flying/levitating without becoming visable. Depending on the encounter and the tactical position of the bad guys in relation to yourself, you might be able to just cast Invisibility, move and start summoning monsters to keep the bad guys busy. |
| azurewraith008-13-05, 07:39 PM | The problem with wand-spells is that I'll outstrip my wands too quickly. We tend to level up with great speed. So I'm hesitant to start making wands of anything until I can make the wands at the highest CL it's worth it to cast them at - like 10 for Fireballs and Magic Missiles. Also, another problem with wands is that they don't use my caster level or INT mod to determine their DC. Throwing around DC 13 fireballs isen't impressive, especially when your enemies have Evasion. A wand of Dispel Magic would be handy for Counterspelling, though. All I need to do is make a Spellcraft check, and I auto dispel. I remember, playing a low-powered game, a wand of magic missle was one of the best things I ever managed to craft. I could blast away at the small encounters and take other things down. But another problem seems to be the DM loading on challenges that seem to be better suited for a more power-gamer or munchkin-ey type. three rogues with 2d6 anged weapons, spider climb, and invisiblity? That kind of hits are going to easily take down a wizard. I'd recommend using your own degree of stealth, as well as foiling their own magic if you can. Of course, that can be hard though. Just, if you prepare your spells, and you're going to be infiltrating somewhere, it's good to have spells that let you CONTROL the battle. Don't let the DM control it ;) Fight on your own grounds. Don't let the enemies ambush you and have power over the environment and situation, assess that power yourself, it's basic tactics. Even if you don't wanna be a powergamer, which I understand, there are still tactics in encounters. It's fantasy based, there's gonna be both roleplaying and battle like that. I admire your choice to stick to things just via roleplay possiblities and stuff, but remember that you need the tactical prowess to survive. Or a DM that doesn't give you somewhat bad odds compared to your style of play. DMing is about making sure that your players have fun, as well as having fun yourself. Not about solely indulging yourself. But, don't wanna turn this thread off-track with a comment like that ^^ You tried talking to your DM, I just hope the advice in this thread sets things right so you can enjoy yourself. |
| Dalar Ragnos08-13-05, 09:23 PM | One problem is that wizards/sorcs aren't exactly optimal for solo adventures... having meatshields (warrior-types) and a buffer/healer (bard or cleric) is a huge help. For a solo adventure, bards are surprisingly good (due to how well-rounded they are). Not to mention the fact that as a bard, you can do well just wandering from town to town, engaging in political intrigue and wooing the female nobility. In fact, that's the specialty of the solo bard. :cool: If you still insist on playing a solo wizard, though... going invisible and summoning monsters is always a good route, and buffing yourself up with spells/items would be a great help as well. If you still want to nuke, consider using wall spells to control the battlefield and turn things in your favor. Wall of Fire and Wall of Ice are both 4th-level spells, so you should shoot for one of the two whenever you get the chance. I recommend Wall of Fire, so that you can still Fireball to your hearts content without risking damage to your barrier. When you're high enough level, consider getting a few spells permanencied on yourself (permanent resistance, see invisibility, and darkvision come in quite handy). |
| Capt. Pixel08-14-05, 12:56 PM | A dragon has SR too, sounds like your DM was forgetting about SR if the cleric was getting spells though all the time. Between the Feats Spell Penetration, Improved Spell Penetration and a lovely little 4th level Cleric Spell called Lower Spell Resistance (by 15 in that Cleric's case), I don't believe I was forgetting tooterribly much, thank you. :P |
| ShadowDragon868508-14-05, 05:29 PM | Laranis Callirr, I think you're right. I think my DM is trying to kill me, and hates me to boot. Okay, so here's the situation. I craft my Bracers of Armor, +3. They raise my AC to 16. It takes 9 days. One day after, my character's rogue partner (in the very intimate sense) is missing. she's been missing for 7 days. Hiring a Bard to cast Scry, we find out she's somewhere with a lot of blackness, laughing, and whispering. He ID's it as a warehouse. So naturally, I make a plan to free her. I contact the Cleric I worked with before on the undead rescue. He's going to be the distraction, at the door. I want him to start preaching about the foot of god. I'm waiting on top of the warehouse. Here is my spell load-out. Level 1 Magic Missile x2 Shield Tensor's Floating Disk Level 2 Invisibility x2 Web Shatter Level 3 Fireball Barkskin Shatter (prepared with higher level spell slot.) Level 4 Summon Nature's Ally III x2 My plan is that my Cleric will raise a distraction at the door, preaching about the Foot of God or whatever, and get the people inside all in front to start beating him. This is when he goes Summon Monster crazy, and starts a general melee. Then I Shatter my way through the boards and the glass if it's there, and use Summon Nature's Ally III to drop in a pair of Thoqqua (http://www.d20srd.org/srd/monsters/thoqqua.htm). My plan is that they will not only start things burning, but will catch the bad guys between the Cleric's summonses and mine. Then, in the confusion, I use Invisibility, and use my Floating Disk to descend into the (hopefully chaotic) warehouse, secure whatever jar they've used to contain my partner, and free her, and we escape. Here is what happens: I have precase my Barkskin, raising my AC to 19 for the next hour and ten minutes. The Cleric starts preaching. He is ignored. I drop a note telling him to get attention, however he has to. He starts banging on the metal door with his mace. A slit in the door opens, a posioned dart flies out, he fails his fort save. He lays there for three hours, while my Barkskin wears off. He wakes up. I drop him another note to start attacking with summoned monsters. He summons 1d3 (rolls a 1) Acid Beetles, which starts attacking the door with acid. Another dart. The Cleric is KO'd again. I wonder at the DM why he didn't stand out of the way, the DM says it didn't occur to him. With the acid beetle there, I figure their attention MAY be had. So I Shatter the wood. The DM tells me all I see is the edge of a Deeper Darkness field. I drop in my summoned monsters. I note to the DM that Darkness has nothing on Tremorsense. DM tells me I hear fighting for 12 seconds, then it dies. Nothing seems to have caught fire. I'm desperate to get them out of the building, so I can burn it down. My gaseous rogue would survive. So I drop in a Fireball, aiming for a wall, and use my Floating Disk to fly over to another building so as to not be on top of an inferno. The DM tells me some guy 'action-rolls' out of the warehouse's front door, and fires a heavy crossbow at me. This guy has a total attack mod with it of 6+3+2+2 = +13. My entire AC is 16. He rolls a 19. Rolls a 1 on his confirm. I take 5 damage (rolled 3, +2,) and the DM asks me for a fort save, which I inevitably fail miserable. He rolls a 6 and a 5 on 2d6, and I take 11 CON damage. What follows next is the transcription of the events, starting with him asking me for the fortitude throw. (1090) DM: [1d10+2] -> [3,2] = (5) Damage. And I'm going to have to ask for a fort save. (1089) Arin: Fort:: [1d20+2+2] -> [3,2,2] = (7) (1089) Arin: Oh, for the love of.. (1090) DM: [2d6] -> [6,5] = (11) Con damage (1089) Arin: (Name Censored), do you not think it unrealistic that EVERYONE has a poisoned crossbow?! (1090) DM: Uh....... (1089) Arin: 11 con damage? (1089) Arin: ..... (1089) Arin: Congratulations. TPK. (1090) DM: One guy. At the entrance to a mob headquarters. Who know that something was up...... (1090) DM: .......... (1090) DM: YOU HAVE LESS THEN 11 CON!? (1089) Arin: No, I have precisely 11 Con. (1090) DM: um (1090) DM: your charachter sheet says you have 14 (1090) DM: you have 11 STR (1089) Arin: Oh, my bad. (1089) Arin: In any event, don't you think that's a bit unrealistic? (1090) DM: no. (1090) DM: Given that he knew something was up. (1089) Arin: Criminals do NOT have access to 2d6 fort save poisons on an instant basis! (1090) DM: And there was fighting inside. (1090) DM: He has one bolt on hand for emergenies, mages, or monsters. (1090) DM: Summoned creatures appearing inside, clerics outside, etc. Qualifies. (1090) DM: so he loaded his one bolt. (1089) Arin: (Name Censored), what have we told you before about preparing challenges that the players can survive? (1090) DM: hey (1089) Arin: Especially when the secondary kicks in. (1090) DM: It has no secondary (1089) Arin: And you're telling me those Thoqqua didn't set ANYTHING on fire? (1090) DM: from the DMG. (1090) DM: No, I said it didn't like the building on fire. (1090) DM: light* (1089) Arin: ..... ** (1089) Arin sighs ** (1089) Arin: (Name Censored)... This is unreal. (1090) DM: no it's not. (1089) Arin: Yes, (Name Censored), it is. (1090) DM: The idea that a 7th level mage can launch a blitzkreig attack on the HQ of the local MAFIA and win is unreal. (1089) Arin: You still fail to grasp that gaming is about FUN, not about a 'challenge.' 2d6 CON poisons in the hands of someone with a +13 to hit when my ENTIRE ARMOR CLASS is all of 16 is NOT FUN. (1090) DM: Shadow. (1090) DM: Do not ***** to me because there are 8 year olds with a better grasp of strategy then you. (1090) DM: This is a fair encounter for your ECL. (1089) Arin: What are you talking about?! (1089) Arin: This isen't a fair encounter for my ECL! (1090) DM: Right. (1089) Arin: A fair encounter is for a PARTY of FOUR. (1090) DM: Uh-huh. (1089) Arin: Where's my meat shield and my rogue? (1090) DM: I'm leaving, there's no point in talking to you when your like this. (1089) Arin: Oh yeah. The Rogue is trapped, and the Cleric is missing. (1090) DM: Because of your crappy strategy on that second point. (1089) Arin: I dropped in the magical equavilent of a couple of firebombs (1089) Arin: attacked from the roof, with a plan... (1090) DM: Yes, into a DD field. (1090) DM: So you have NO IDEA what's on the other side. (1089) Arin: Actually, read DD again. (1089) Arin: It's "as darkness" but with a longer duration and larger range. (1089) Arin: 20% miss chance. That's all. (1090) DM: Okay (1090) DM: Looking though that window you saw dark. (1090) DM: As in, DARK dark (1090) DM: Not dim. (1090) DM: Anyway, i'll be back on at around 10ish. (1089) Arin: .... (1089) Arin: This is unreal. (1089) Arin: What the hell are you thinking? (1090) DM: I've heard it before shadow (1089) Arin: You have Kalki captured by these guys... (1089) Arin: And you KNOW I'm going to try and rescue her. (1089) Arin: I did not go alone, in case you forgot. (1089) Arin: I brought the Cleric, and I made a plan. (1089) Arin: And you STILL put me up against **** that's way too much for me. (1089) Arin: You didn't tell me it was the *bleep*ing mafia. (1089) Arin: You gave me NO idea what was there (1089) Arin: You only told me that Kalki was there, and that means I have to save her. (1089) Arin: Come on. I had the tactics of a SWAT team! (1090) DM (exit): 17:07 I just think it was a completely unfair fight. It was one he put in front of - I mean, my character's partner in crime and love is apparently being held captive. I have no information on who it is, and I figure my chances of getting the Neverwinter authorities to help me are slim to none. So I recruit the only help I can, make a plan, and try to execute it. I think the guy at the door was way too much by himself - not everyone should have a magic weapon, and they definately shoulden't all be packing poisoned arrows. I don't know what to do. When the game works, it's great. Whenever we wind up in combat, he winds up putting something in front of me that I can't handle, and I get upset because I think it's far too unrealistic to expect me to handle it. He blows up at me for having no tactics. (Note: This time, I did. I was using freaking SWAT tactics, even.) |
| ShadowDragon868508-14-05, 11:40 PM | Well, here's how it proceeded. The DM said we'd forget the poison. That left me taking 5 damage. I went back, summoned the law. They wound up arresting me, after a search of the warehouse, and the smooth-talking warehouse manager's slick evasive speech fooled their candle of truth. I wind up in prison. I tell my lawyer to enter me a "mitigating circumstances" plea. We go to trial. My plea is summarily rejected. They tell me to enter either guilty or insanity. I make a speech, and the judge orders the balifs to do something to me. He really just said "Balifs!" and they started advancing on me. I'm in an Antimagic collar, but I have the trump card; the Mythallar. I use it, trying to throw them back. The Mythallar explodes, destroying my collar, and I have another vision where those lines made out of the Weave tell me that they knew I'd get in trouble with it, and that it wasen't out of my reach, just a little more secure. Long story short, I am now on the run from the law, trying to stop a mafia I have no hope of stopping because my DM apparently expects utterly freaking brilliant tactics from me, and thus keepings making bad guys that are at my level or higher. I have to try and rescue my rogue from the mafia, who want her debt, at an 80% interest, to a total of 10,800 GP, to get her back. That's about half of my total wealth, if not a bit over it. My home base, the mage academy, being within Neverwinter, is probably closed to me, or will be shortly after word of my destroying the courthouse gets 'round. I'm going to reclaim my things before they get there. So in short... I'm boned. I don't know what to do. My DM seems to think I should be happy with this turn of events. As he said, "Screw the law, get down to the warehouse and kick BUTT! You have a divine quest!" And I'm thinking that I don't have any ability to do so. He destroyed my only trump card. I'm boned. Why does he seem to think this is fun? It just gets deeper and deeper into the hole! Desperation is NOT FUN! |
| Citizen Fry08-17-05, 01:56 AM | This is about the point in time where you say, "No, really, I am not having fun. I've tried explaining why I'm not having fun, and nothing has changed. I play this game to have fun, and since I'm not having it, I am wasting my time. I'm going to go do something more entertaining, like watch Big Brother 6 or stab my eyes out with a spoon. I bid you good day, sir." |
| ShadowDragon868508-17-05, 02:06 AM | Yeah. It's easier talked about than done when you're talking about one of your friends, though. Update: What's happened is that I gathered a mob of about 20 Anarchists (Clerics) of Eris, and stormed the warehouse. The guy with the cloak proved to have an Irish Devil's own luck - I blew my Dispel Magic (targeted) check to bring his cloak down, then he succeeded three successive Deeper Slumber spells before finally somehow succumbing to my Scroll of Hold Monster. I burn his head out with a CDG via Scorching Ray, and now his Cloak of Resistance +4 and +2 Heavy Crossbow are mine. I come back to find my mob have restrained the warehouse owner. I relieved him of his Decanter of Endless Water, and accidently kill him when I only intended to break a few bones by letting his unconcious form proceed my party down the hidden trapdoor that the town guards were too bloody lazy or stupid to find, and he found the razor wire for us. The DM said he made a nice pile of cutlets at the bottom of the stairs. I used a crateful of metal objects to snap the wire, then we blitz'd. Traps and voice from nowhere forced us back up, where the mafia guild boss said he could either kill us all, or I could take my NPC and go. I agree, and he says "no doublecrosses", and I agree, knowing full well that I'm Chaotic good, and intend to betray him. Hey, he's a mafia don, and he's kidnapping people for gambling debts. However, when I get my Rogue back, she dosen't want me to kill him. It steams me, but I acquiesse, and then as a parting shot, remind the 20 CN Clerics of Eris that "as you said, you don't take orders from me." The chorous of "Inflict Wounds" and fortitude saving throws from the old man as we walked away was music to my ears... Well, eyes, but anyway, yeah. And so, that is where things stand. The DM is at debate camp for most of the week, incommunicado, and I'm trying to figure out where we can go to escape the law of Neverwinter. I'm thinking Waterdeep. |
| Twisted Puppy08-17-05, 08:59 AM | Well, so far... I'm afraid of Touch-ranged spells, or Ranged-Touch ranged spells, because I'm afraid of losing a spell thanks to a failed attack roll. I mean, I'm a Wizard. My BAB is suck. Don't forget (or let the DM forget) that if you miss on your touch attack (not ray) the spell is still there. You can try again next round. That is also one of the beauties of Spectral Hand, it uses your caster level as base. |
| Particle08-17-05, 12:08 PM | Id say get rid of the crafting feats if your GM allows, keeping only wondrous items. This are all you need, you can buy the rest. Think about taking some metamagic feats instead, or maybe improved initiative or the like. Then, visit the CO's board for advice on good spells. Most guys are reasonable there, if you say you dont want advice on PrCs, you ussually dont get any. But advice on spells is always handy. There are already some threads for that. Look up the library, in the Wizards handbook is some advice too. Then, buy yourself Followers/mercenaries/animals. Get some Handle animal ranks if possible, and train some dogs or the like for attacking. Use Summons more. As said, you dont need that many invisbilties if you just summon. Magic Missile sadly isnt that effective. Maybe try something like the unseen servant trick. Just give them some alchemical explosives and order them to go to the enemy and drop them. Could have worked in the warehouse too. |