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Help wanted: Spellcaster Tactics (my players -- out!)
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 2673714" data-attributes="member: 5868"><p>Since I don't have an Int of 23, I'm looking to the collective wisdom of EN World to help develop tactics for a soon-to-be party nemesis, a high level necromancer. What general tactics, and what round-by-round tactics in combat might you suggest?</p><p></p><p>Knowing that the wizard will know his enemy, the party consists of (all level 13-14):</p><p></p><p>halfling ranger/rogue (dragonslayer) known for two-weapon fighting</p><p>gnome sorcerer, with signature enchantment & electrical spells</p><p>half-elf druid, bear wildshaper</p><p>human cleric (Morninglord of Lathander) -- fire spells and lots of undead turning</p><p>halfling bard/arcane archer</p><p>dwarf ranger/rogue</p><p>human fighter/rogue (with shock battleaxe)</p><p>dwarf fighter/monk/Justicar</p><p></p><p>The necromancer himself (stats/spells can be tweaked as required):</p><p></p><p>Male Dwarf Nec16: HD 16d4+32(Wizard) ; hp 71; Init +7; Spd 20; AC 20(Flatfooted:17, Touch:18); Atk +8/3 base melee, +11/6 base ranged; +9/4 (1d6+1, +1 Quarterstaff); SQ: Darkvision (Ex), Dwarven traits (Ex); RF: Stonecunning, +2 Fort save against poison, +2 Ref save against spells, +1 attack bonus against orcs & goblinoids, +4 dodge bonus against giants; AL NE; SV Fort +7, Ref +10, Will +11; STR 10, DEX 16, CON 15, INT 23, WIS 12, CHA 6.</p><p></p><p>Skills: Alchemy +23, Appraise +8, Concentration +21, Craft (Blacksmithing) +6, Craft (Metalworking) +6, Craft (Stonecarving) +8, Craft (Stonemasonry) +6, Craft (Weaponsmithing) +6, Knowledge (Arcana) +25, Knowledge (War) +25, Profession (Miner) +3, Scry +7, Spellcraft +25. </p><p></p><p>Feats: Brew Potion, Combat Casting, Craft Wondrous Item, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll , Toughness.</p><p></p><p>Spells Known (Wiz 4/6/6/5/5/5/4/3/2): 0 -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1st -- Animate Rope, Burning Hands, Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Feather Fall, Hold Portal, Mage Armor, Magic Missile, Summon Monster I; 2nd -- Cat's Grace, Flaming Sphere, Ghoul Touch, Spectral Hand; 3rd -- Fireball, Fly, Haste, Vampiric Touch; 4th -- Contagion, Enervation, Fear, Polymorph Self, Stoneskin; 5th -- Animate Dead, Magic Jar, Mordenkainen's Faithful Hound, Teleport, Wall of Force; 6th -- Circle of Death, Globe of Invulnerability, Legend Lore; 7th -- Control Undead, Finger of Death, Forcecage, Limited Wish; 8th -- Clone, Horrid Wilting, Incendiary Cloud, Prismatic Wall.</p><p></p><p>Spells Prepared (Wiz 4/6/6/5/5/5/4/3/2): 0 - Dancing Lights, Daze, Detect Magic, Disrupt Undead (s), Light; 1st - Burning Hands, Cause Fear (s), Charm Person, Feather Fall, Mage Armor, Magic Missile, Summon Monster I; 2nd - Cat's Grace, Cause Fear, Disrupt Undead, Flaming Sphere x2, Ghoul Touch (s), Ghoul Touch; 3rd - Fireball x2, Fly, Haste, Vampiric Touch (s), Vampiric Touch; 4th - Contagion (s), Enervation x2, Fear, Polymorph Self, Stoneskin; 5th - Animate Dead (s), Animate Dead, Magic Jar, Mordenkainen's Faithful Hound, Teleport, Wall of Force; 6th -- Circle of Death (s), Circle of Death, Globe of Invulnerability, Legend Lore; 7th - Finger of Death (s), Finger of Death, Forcecage, Limited Wish; 8th - Horrid Wilting (s), Horrid Wilting, Prismatic Wall.</p><p></p><p>Possessions: </p><p>Weapons: +1 Quarterstaff.</p><p>Magic: Amulet of natural armor (+2); Ring: Protection +2; Gloves of Dexterity (+2); Bracers of armor (+3); Pearl of power (3rd); Scroll: Wail of the Banshee (17); Wand: Enervation (7) (Charges: 10); Potion: Cure Serious Wounds (5); Wondrous: Headband of intellect (+4); Wand: Stoneskin (8) (Charges: 8)</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 2673714, member: 5868"] Since I don't have an Int of 23, I'm looking to the collective wisdom of EN World to help develop tactics for a soon-to-be party nemesis, a high level necromancer. What general tactics, and what round-by-round tactics in combat might you suggest? Knowing that the wizard will know his enemy, the party consists of (all level 13-14): halfling ranger/rogue (dragonslayer) known for two-weapon fighting gnome sorcerer, with signature enchantment & electrical spells half-elf druid, bear wildshaper human cleric (Morninglord of Lathander) -- fire spells and lots of undead turning halfling bard/arcane archer dwarf ranger/rogue human fighter/rogue (with shock battleaxe) dwarf fighter/monk/Justicar The necromancer himself (stats/spells can be tweaked as required): Male Dwarf Nec16: HD 16d4+32(Wizard) ; hp 71; Init +7; Spd 20; AC 20(Flatfooted:17, Touch:18); Atk +8/3 base melee, +11/6 base ranged; +9/4 (1d6+1, +1 Quarterstaff); SQ: Darkvision (Ex), Dwarven traits (Ex); RF: Stonecunning, +2 Fort save against poison, +2 Ref save against spells, +1 attack bonus against orcs & goblinoids, +4 dodge bonus against giants; AL NE; SV Fort +7, Ref +10, Will +11; STR 10, DEX 16, CON 15, INT 23, WIS 12, CHA 6. Skills: Alchemy +23, Appraise +8, Concentration +21, Craft (Blacksmithing) +6, Craft (Metalworking) +6, Craft (Stonecarving) +8, Craft (Stonemasonry) +6, Craft (Weaponsmithing) +6, Knowledge (Arcana) +25, Knowledge (War) +25, Profession (Miner) +3, Scry +7, Spellcraft +25. Feats: Brew Potion, Combat Casting, Craft Wondrous Item, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll , Toughness. Spells Known (Wiz 4/6/6/5/5/5/4/3/2): 0 -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1st -- Animate Rope, Burning Hands, Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Feather Fall, Hold Portal, Mage Armor, Magic Missile, Summon Monster I; 2nd -- Cat's Grace, Flaming Sphere, Ghoul Touch, Spectral Hand; 3rd -- Fireball, Fly, Haste, Vampiric Touch; 4th -- Contagion, Enervation, Fear, Polymorph Self, Stoneskin; 5th -- Animate Dead, Magic Jar, Mordenkainen's Faithful Hound, Teleport, Wall of Force; 6th -- Circle of Death, Globe of Invulnerability, Legend Lore; 7th -- Control Undead, Finger of Death, Forcecage, Limited Wish; 8th -- Clone, Horrid Wilting, Incendiary Cloud, Prismatic Wall. Spells Prepared (Wiz 4/6/6/5/5/5/4/3/2): 0 - Dancing Lights, Daze, Detect Magic, Disrupt Undead (s), Light; 1st - Burning Hands, Cause Fear (s), Charm Person, Feather Fall, Mage Armor, Magic Missile, Summon Monster I; 2nd - Cat's Grace, Cause Fear, Disrupt Undead, Flaming Sphere x2, Ghoul Touch (s), Ghoul Touch; 3rd - Fireball x2, Fly, Haste, Vampiric Touch (s), Vampiric Touch; 4th - Contagion (s), Enervation x2, Fear, Polymorph Self, Stoneskin; 5th - Animate Dead (s), Animate Dead, Magic Jar, Mordenkainen's Faithful Hound, Teleport, Wall of Force; 6th -- Circle of Death (s), Circle of Death, Globe of Invulnerability, Legend Lore; 7th - Finger of Death (s), Finger of Death, Forcecage, Limited Wish; 8th - Horrid Wilting (s), Horrid Wilting, Prismatic Wall. Possessions: Weapons: +1 Quarterstaff. Magic: Amulet of natural armor (+2); Ring: Protection +2; Gloves of Dexterity (+2); Bracers of armor (+3); Pearl of power (3rd); Scroll: Wail of the Banshee (17); Wand: Enervation (7) (Charges: 10); Potion: Cure Serious Wounds (5); Wondrous: Headband of intellect (+4); Wand: Stoneskin (8) (Charges: 8) [/QUOTE]
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