any tactics for a definsive wizard?

Moff_Tarkin

First Post
I’m playing a wizard (8th level). The world is very deadly so I want to be as defensive as possible. I’m playing an abjurer that memorizes mostly defensive spells like mage armor and protection from arrows. There is actually very little room left for attack spells.

Anyway my question is this. Anyone know any great defensive tactics for keeping a wizard alive, I don’t have any problems with fully protecting myself while leaving my team members defenseless. I made a vow that I would not die in this game, that I would survive no matter the cost. So far, I am one of the few players that doesn’t have a death on his record.
 

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okay, so some of these are really really obvious ... just making a quick list off the top of my head here....

1) Avoidance: Run and hide/stand against the wall whenever possible

2) Stay near the rear-center of any marching order; back and front get a lot of unexpected smacking... though, center gets nasty on the area effect spells.. but your saves are no doubt better than your ac.

3) Expertise feat

4) "Convince" someone to constantly "Aid Another" to give you a +2 to AC

5) Take advantage of obscurment, fog, solid objects, etc. that will grant you concealment and/or cover

6) Total Defense action

7) Fight Defensively as a Standard Action

8) Fight Defensively as a Full-Round action

9) Move out of the center of combat - Withdrawl action, Expiditious retreat spell, plain old moving, etc.

10) (the obvious one based on your intro) Spells, abjurations... walls, resilient spheres, shield, mage armor

11) If you have a quarterstaff (or couple of daggers) as your primary weapon (and meet the requirements as well as have the feats to spare) consider the Two-weapon defense feat (+1 shield bonus to AC when wielding two-weapons / doube-weapon) and Complete Warrior has an Imrpoved version of that for an even slightly higher shield bonus.

12) Dodge feat

13) Never open yourself up for an attack of opportunity (no matter how safe you think you are. This includes always casting on the defensive even if you are in your home, surrounded by 100 body guards.

14) If you depend on your Dex for your AC, avoid being flat-footed

15) Find, Make, or Steal Magic items to boost your AC.

16) Push an "ally" into the dragon's way to give yourself time to escape.

17) Never let your familiar leave your backpack carrier ... 'cause it can get killed and the effect could kill you.

18) "Convience" everyone else to kill all the bad guys quickly... even so far as making sure you go into a room last or after it's been "cleared" :)
 
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19) Get a scroll with "clone" on it :)

20) Do lots of favors for the local church that is powerful enough to raise/resurect you
 

I use a lot of these tactics already.

All my first level spells are used on endure elements so i have constant 5 points of resistance to all elemental damage types.

mage armor is on 24 hours a day

every nite i sleep for 8 hours in my rope trick

also, last week we came upon a dracolisk lair. Me and the other wizard refused to go in, I would rather give up the xp and not go up against somthing that is save or die, well this was stoning but thats the point. The point is that you at least always fail on a 1. So any creature that has "save or die" has at least a 5% chance to kill me (much higher since im low level.) and im an unlucky pesimest that always assumes he will fail every roll of the dice or draw of the card. So when we approch a "save or die" type creature, i fly 180 feet per round (90 fly and i double move) in the opposite direction. Our dead party members always get resurected but death brings that nasty xp penalty and thats the worst thing you can get hit with.
 
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Why would you adventure at all if you are afraid to risk something? What i suggest is, try to aid your party members, rather then yourself, try to keep your ass out of the heat, and watch it from a distance. If there are nasty creatures, try to be invisible as soon as possible, to take cover.
But most important... The longer your party members are alive, the longer you will survive.

And if you really don't want to die? Stop adventuring!
 

I know I seem to go a little too far when it comes to my personal saftey but me and an old gaming freind of mine always said, "the name of the game is protect your Quarterback, me" Maybe its because him and me were big on playing wizards, but we belived the main job off all the other classes (fighters, clerics, ect.) was to make sure the wizard was safe. We are the frailest and can dish out the most pain so we are the prime target for anything and everything.

Not only that but all my wizard are usually arrogant, as a wizard should be, and I see myself as the king on a chessboard. Also, my wizards usually have some animosity toword sorcerers, but im getting off the point.
 
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If you're using Tome and Blood, pick up Persistent Spell (or Extend Spell, then Persistent Spell). The ability to cast what are normally short-term buffs as long-term buffs is worth the +4 levels. Persistent Shield, even with the new version, is probably worth a 5th level slot.

The spell you should be aching for is Wall of Force. The other Wall spells are good, but this is the king. The only problem is that you can't do much whilst under its effect. One quite good routine is Wall of Force, then buff yourself and dismiss the WoF. Your short-term buffs should hopefully be able to carry the combat. Against opponents with no buffing abilities, it is possible to create a big Wall of Force around everyone (9' radius should be big enough), buff the party and beat the bad guys.
 

I've heard this said: "Sometimes the best defense, is a good offense"

All of the suggestions above are VERY good. However, sometimes having the offensive firepower to end *some* encounters on your first turn is a good thing. To me, especially with your 5% worry-ings, AC-boosting spells and all your abjurations seem like they are only "delaying the inevitable", as eventually some enemy will roll a 20 and get through your defense, or have a special quality allowing them to avoid your protections, etc.

You are an adventurer. If the wizard in my party turned and shot away everytime we faced something tough, he/she wouldnt be the wizard in my party for very long. Retire to a wizard's school, if you must. But dont think in terms of XP penalties.. as apparently the rest of your party has taken some due to your character's cowardice, so you wont fall behind.

Have some fun, let loose a fireball or seven, and see if that doesn't change things for both your char *and* your party. If you dont want to die, park your character on the nearest barstool and drink, but if you are going adventuring, be prepared to help the party, and be prepared to take a "death penalty" once and awhile. If I was your cleric though, and you did happen to succumb to an enemy, I would think twice before casting so much as a cure minor wounds on you, much less raising/ress'ing you.

Just my 2cp.
 
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Is this a character concept...or a player concept?

Character = cool...playing a safety minded wizard can be fun

Player = blah...IMO no fun..
 

My party member have gotten on to me for combat cowardness put i always counter them with.

"whose tiny hut is it we sleep in every night?"

"who cast reduce on the stoned party members so we coulde carry them back?"

"who makes the rope tricks so we can all have 8 hours of saftey"

"who IDs all the magical items?"

"and who's going to be our major from of transportation when he gets teleport next level."

See, I may be a little cowardly but i contribute much to the party. Think of me more as a utility tool than a combat person. Im like a highly prized magical item or familiar.
 
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