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General Tabletop Discussion
*Pathfinder & Starfinder
any tactics for a definsive wizard?
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<blockquote data-quote="Rashak Mani" data-source="post: 1319282" data-attributes="member: 642"><p>The major threats to Wizards/Sorcerors are:</p><p></p><p> Grappling Foes, Energy Attacks (eg Fireball), Save or Die saves and multi attack and/or high damage monsters. </p><p></p><p> Since you might be caught by surprise... those persistent spells are a good way to keep a good AC even before casting short term defensive spells. Shield and Mage armor = AC. Get a Good Cloak/Vest of Resistance too.</p><p></p><p> Ghost Form (T&B) = Against Grappling, Combat and Energy Attacks. Basically 50% chance getting away always. If you do get grappled try to escape.. and you get another 50% die roll. You can duck into walls too or half way only for +4 cover bonus. </p><p></p><p> Energy Buffer (T&B) = Against Energy attacks. 5th lvl spell that last 24hrs until activated by any energy attack. Protects against Lvl x d6 damage for 1 round. Great for those surprise Fireball attacks. Can't recommen this enough.</p><p></p><p> Mirror Image = Against Combat and Grappling. Great 2nd lvl spell. Basically if you have 4 images... its 80% chance of being missed ! Careful with blindsighted foes though.</p><p></p><p> Invisibility = Save or Die effects... stay invisible as much as possible when wandering around. This makes targeted spells impossible. So no Disintegrate or Phantasmal Killer. (3.5 short now...good for 3.0 still)</p><p></p><p> Dimensional Door or Teleport = Good vs Grappling. Only verbal component. Good to get away from nasty grapples.</p><p></p><p> StoneSkin Spell = Against Combat and Grappling. Reduces damage taken considerably. Costly, but lasts a good time. Might prevent poisoning too if no damage gets through.</p><p></p><p> Bracers of Friends - Magic Item. I can't recommend this item enough. Basically give it to the party Cleric and he can teleport to his side any party member. Should the mage be grappled or bleeding out of reach... the Cleric can save him or any other party member. This is a must have Magic Item !!</p><p></p><p> Other basic precautions help. Remember to carry anti toxin, some healing potions and remember to prep spells just before entering combat. Also don't stay to far from other party members in case something does go wrong.</p></blockquote><p></p>
[QUOTE="Rashak Mani, post: 1319282, member: 642"] The major threats to Wizards/Sorcerors are: Grappling Foes, Energy Attacks (eg Fireball), Save or Die saves and multi attack and/or high damage monsters. Since you might be caught by surprise... those persistent spells are a good way to keep a good AC even before casting short term defensive spells. Shield and Mage armor = AC. Get a Good Cloak/Vest of Resistance too. Ghost Form (T&B) = Against Grappling, Combat and Energy Attacks. Basically 50% chance getting away always. If you do get grappled try to escape.. and you get another 50% die roll. You can duck into walls too or half way only for +4 cover bonus. Energy Buffer (T&B) = Against Energy attacks. 5th lvl spell that last 24hrs until activated by any energy attack. Protects against Lvl x d6 damage for 1 round. Great for those surprise Fireball attacks. Can't recommen this enough. Mirror Image = Against Combat and Grappling. Great 2nd lvl spell. Basically if you have 4 images... its 80% chance of being missed ! Careful with blindsighted foes though. Invisibility = Save or Die effects... stay invisible as much as possible when wandering around. This makes targeted spells impossible. So no Disintegrate or Phantasmal Killer. (3.5 short now...good for 3.0 still) Dimensional Door or Teleport = Good vs Grappling. Only verbal component. Good to get away from nasty grapples. StoneSkin Spell = Against Combat and Grappling. Reduces damage taken considerably. Costly, but lasts a good time. Might prevent poisoning too if no damage gets through. Bracers of Friends - Magic Item. I can't recommend this item enough. Basically give it to the party Cleric and he can teleport to his side any party member. Should the mage be grappled or bleeding out of reach... the Cleric can save him or any other party member. This is a must have Magic Item !! Other basic precautions help. Remember to carry anti toxin, some healing potions and remember to prep spells just before entering combat. Also don't stay to far from other party members in case something does go wrong. [/QUOTE]
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