Best ways to avoid Improved Trip and Stunning Attack?

stevelabny

Explorer
I'm looking for the best/cheapest ways for a character to not fall victim to either a trip attack or stunning attack and ray of enfeeblement

What I figure so far is that a that any form of levitate will be relatively cheap and avoid trip attacks, taking a -1 to -5 to hit. Is there a better way?

I dont see a cheap way to bounce a spell (ray of enfeeblement) back at the caster, is there a way to protect someone from a SPECIFIC spell?

And how do you make yourself immune to stunning attacks? Surely there's a way? Besides just raising your Fort save as much as possible.
 

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Moved to Rules.

stevelabny said:
I dont see a cheap way to bounce a spell (ray of enfeeblement) back at the caster, is there a way to protect someone from a SPECIFIC spell?

There's a ring of spell immunity, isn't there?
 

Against trip attacks, be a dwarf (also helps against stunning attacks cause of Con bonus), if that's out, try to see if you can get something that gives the dwarven "Stability" bonus (get someone to make you boots of stability).

Get a high touch AC (deflection, dexterity, dodge, insight, luck bonuses to AC) so they can't hit with those trips and have a harder time with those stunning attacks.

There's a magical weapon ability that grants you immunity against a specific spell (think it's out of magic of faerun or the faerun setting book), although I'd probably choose a more dangerous spell than ray of enfeeblement for this one.

Get an item that generates a globe of invulnerability, lesser at will, a shield that did this would be a mighty fine item, it'd stop level 1-3 spells (you think it'd stop level 0 spells to now wouldn't you ;)). Ray of what? ;)

BTW, is this for a mage? trip and stunning attack are a real bummer for most mages.
 
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gah, i got moved. i figured it wasnt really a rules-question, more of a strategy question. guess not. oopsy.

ok, i KNEW spell immunity existed, i just couldnt remember what it was called or where it was. (and I play in a homebrew world without clerics, so now that I'm DMing a regular game...my cleric-fu is weak)

More specific. (spoilers for Speaker of Dreams)

I've completely re-worked Speaker in Dreams to take out the
Mind Flayer
that one of the PCs knew was the big bad and replace him with an NPC bard. The bard is 10th level and his barbarian cohort is 9th level.
They are way over-equipped for their level because the bard has basically set himself up as the baron's puppetmaster, also controlling the local gangs, sorceror cabal and evil cleric church. So there is a lot of magic items at his disposal. (But much of it is non-combat or won't be of particular use to the party and therefore not going to be unbalancing to the continued game)

I'm figuring by the time the PCs get to the last fight, they will be level 8 (one level higher than the adventure should leave them off). The party consists of a barbarian, a ftr/rog (strictly damage dealing), a cleric of kord (mostly just played as a healer / utility spell-caster) and a monk with one level of sorceror that has quickly learned to when to exploit Trip and Stun and his Ray of Enfeeblement.

the bard, being their occasional ally and otherwise spying on them knows every trick the party has and what their strengths and weaknesses are. The party KNOWS there is a bad guy who is spying on them and knows about them and are taking NO precautions at all, so I dont feel the least bit bad about neutralizing as much of their stuff as I can. And especially not the "cheap" Trip and potentially upsetting Stunning Fist on the big bad.

So I'm looking at potions of levitate over items of levitate or fly, because I don't think I'm ready for 3D combat by the PCs yet. Plus, I've let the PCs get LOTS of potions with relative ease in town, so levitating bad guys won't be considered too cheap.

I want to give the barbarian a limited use(s) item of Spell Immunity thats geared specifically to Ray of Enfeeblement. I don't really mind if one of the fighters in the party winds up with it.

For stunning fist, someone pointed me to the spell Kiss of the Vampire from Magic of Faerun which among other things makes you undead and thus immune to stunning attacks. The problem is, its a fifth level spell which makes it a little more powerful/ expensive than I was hoping.

Does this help you guys help me more?
 

For the trip see Guide arms and equipment a wondrous item boots very cheap what do the wearer inmune to trip, rush...
for ray enfeeb spell inmunity, ring of spell inmunity
for stunning take a template what do inmune to crit and stun or upgrade your fortitude saves
If you are wizard take the Elemental savant prestige class of tome and blood is very good
 

Yeah, steadfast boots from Arms and Equipment Guide make you impossible to trip or bullrush, and also make you always count as "set against a charge" if you're wielding a medium or bigger weapon.

They're not very expensive either - my fighter layered them over his boots of prancing and dancing :)
 

I'd get some Displacement stuff and Mirror Image. Both together leaves a very slim chance to get tripped or hit with the stunning fist.
 

Nah, this is very definitely a rules question the way you've approached it, and Rules-based threads often get neglected in General Discussion. Sorry for any surprise.
 

If I remember correctly doesn't Fortified armor give a % chance to not be affected by criticals, sneak attacks, & stuns?
 
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