Crowd Control?

GakToid

Explorer
After a brutal TPK in CotSQ all six players are creating new characters. One of the major problems we had during the TPK was the inability to control the flow of combat. Liberal use of wall of fire provided some protection, but was not enough.

So, I'm considering making a character that specializes in controlling the flow of combat. Forcing the bad guys to go where we want them to, stopping them from attacking, stuff like that. (Almost like the enchanter class from Everquest.)

Two questions: What classes (prestige or other)? What spells?

We play in FR, so feel free to use that material in addition to the usual WotC stuff (Complete, etc).

-Gak Toid
 

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Sorceror or wizard.

Spells:

1. Grease
2. Fog Cloud
3. Sleet Storm
4. Solid Fog, Otiluke's Resilient Sphere, Wall of Ice, Wall of Fire
5. Wall of Force, Wall of Stone, Cloudkill
6. Acid Fog

All of the Bigby's Hand spells.

GakToid said:
After a brutal TPK in CotSQ all six players are creating new characters. One of the major problems we had during the TPK was the inability to control the flow of combat. Liberal use of wall of fire provided some protection, but was not enough.

So, I'm considering making a character that specializes in controlling the flow of combat. Forcing the bad guys to go where we want them to, stopping them from attacking, stuff like that. (Almost like the enchanter class from Everquest.)

Two questions: What classes (prestige or other)? What spells?

We play in FR, so feel free to use that material in addition to the usual WotC stuff (Complete, etc).

-Gak Toid
 

I second Elder-Basilisk's suggestion of a conjurer-type wizard or sorceror. One big advantage with that type of magic is that it is unaffected by SR. You could also go for a few enachantment or necomantic (fear-inducing) spells to try to mentally control or drive away opponents.
 

Elder-Basilisk said:
Sorceror or wizard.

Spells:

1. Grease
2. Fog Cloud
3. Sleet Storm
4. Solid Fog, Otiluke's Resilient Sphere, Wall of Ice, Wall of Fire
5. Wall of Force, Wall of Stone, Cloudkill
6. Acid Fog

All of the Bigby's Hand spells.

Don't forget:
1.
2.
3. Stinking Cloud
4. Black Tentacles
 

IDHTBWM, but IIRC the moon spells in the PGtF are great. one of them is effectively a one-way wall of force. You can toss spells through it, but they can't get to you. It means being a cleric with the initiate of Selune feat, but clerics are pretty buff anyway. You won't have wall of force, but when you only need it for a short while, a multiple layered wall of stone does close to the same trick.
 

Don´t forget Summon Monster, and bring some of those giant web spinning spiders. Also look at fear and mind affecting spells, the effect is more or less the same.
 

Play a Druid. they are the best summoners, they have entangle, convert rock to mud (and similar terrain-altering spells)....lots of cool stuff.

The best though is Control Winds. Tornados are very scary, and if you make sure the whole party has access to freedom of movement (not impossible at this level), you can blow away smaller creatures and check giant ones, but you'll be able to move through it.
 

I know that there are a few spells in the Miniatures Handbook that are good for this kind of thing (one that grounds fliers, a couple that cause people to switch places via teleportation, etc.).

-B-
 

Thanks for the ideas.

A few follow up questions.
* Are there any prestige classes that would help?
* What feats would be most useful?
* Given a spell list focused on the examples above, would a sorcerer or wizard be more useful?

-Gak Toid
 

web also springs to mind. Flaming sphere can block a narrow corridor. Also, it might have changed in 3.5 but ice storm used to last one round.

One of the best tactic you can use is a "divide and conquer" stragety. If you can separate a group of foe in half, with one half facing the entire party, even if the barier only last a few rounds it will give you a huge advantage.

Ancalagon
 

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