Anti Caster Melee tactics

Most casters of decent level can make the defensive casting check without a problem. So simply threatening them isn't enough, you have to put them in a situation where he can't cast. For humanoid casters grappling is clearly your best choice, IF you can afford to tie up the fighter and put him at the penalties that go along with grappling (there are many and some can be significant).

blargney the second said:
Thicket of Blades (any movement at all in your threatened area provokes an AoO. Devoted Spirit stance from Bo9S.) plus Evasive Reflexes (when someone provokes an AoO, you can instead immediately make a 5' step. Feat from Bo9S.) plus readied actions to whack 'em when they cast a spell. (especially lovely with standard action strikes that deal bonus damage)

equals spellcaster in a world of hurt. (priceless)
-blarg

I'm not sure this works. If the caster 5' out of the threatened area he's not "moving within the threatened area", unless the text specifies otherwise.
 

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Rackhir said:
I'm not sure this works. If the caster 5' out of the threatened area he's not "moving within the threatened area", unless the text specifies otherwise.
It does. Leaving any square you threaten provokes the AoO, including tumbling and 5' steps.
 


Grapple the caster. As soon as the PC's close enough, move up and initiate a grapple. Drop a weapon if necessary, and grapple the mage so you can beat them up with spiked gauntlets, armor spikes, a short sword, or whatever.

The mage isn't likely to have any chance of resisting a grapple, their BAB and Strength will be inferior. Sure, they just might have Dimension Door and the means to cast it while grappled, but a grappled spellcaster is incapable of using most spells, and even if they do Dimension Door away, that means they're not casting something more useful on their turn. If they've got Freedom of Movement, well, that's when you rely on your own spellcasting allies to Dispel it.

Any warrior-type ought to be wearing a spiked gauntlet or carrying a light melee weapon on their person, unless their armor already has spikes. Never go without a grappling-useable weapon. Never know when you'll have to cut your way out of a monster's stomach, or fight your way out of a giant's grip, or pummel some fool of a mage by getting all up in his face.
 

If you're not into grappling: Enlarge for reach or the abovementioned polearm plus unarmed strike or spiked gauntlet combo. Or flank him with a buddy.

Usually the easiest way though: Just kill him very very fast. IMX the wizards are usually dead in one or two rounds if a hostile fighter gets that close.
 

One little bit to add to the grapple choice - grapple and pin. If you pin someone, you have the option to prevent him from speaking. Which means even the guy with Dimension Door isn't leaving, unless he specifically has a silent version prepped. And if he has a magic item which lets him escape (Cape of the Mountebank, for example), he can't use it since he can't say the command word.
 



Fifth Element said:
Partial charges were dropped from RAW from 3.0 -> 3.5, IIRC.
Depends IMHO.

I do allow if for exactly this useage.

Very literal reading will not allow to ready "partial charges", but what used to be a partial charge is still in the rules "if you don't have a full round action available"... Thus zombies can ready charges with single movement but characters can't by the abovementioned literal reading.

One problem though: You can't charge at someone who's only 10 ft away. I'll think about allowing a 5ft step with a readied attack then.
 

Lord Zardoz said:
What can a melee fighter do to prevent a spell caster from always stepping back and casting?
"You can take a 5-foot step as part of your readied action, but only if you don’t otherwise move any distance during the round."
 

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