How to fight a wiz


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Re: Re

Celtavian said:
It sounds to me like you are being a little soft on the group. Hedrack should have killed this wizard unless they are preparing extremely well.


I'm going to concur with this assesment. If it is anything like the original no wizard should be able to blow through the adventure. My only thing is while I have no problem killing players, I let the dice fall as i roll them. I don't think it's wise to jump from a push-over adventure to bang your dead, ha-ha. Slowly build up the challege so people can deal with it. Your goal shouldn't be to kill wizard X, but to provide a challenging enough advenure that everyone has fun.

I'd start with the beefing of defenses, I liked the spell immnity and mass resist elements idea for a start. Move up to some hidden attackers with readied attacks to disrupt spell casting. Step it up to assassination attempts etc.
 

oops - i misspoke

sorry i meant to say that the group has just breached the OUTER FANE, not the inner fane like i mentioned.
The encounter with Hedrack will happen tonight - probably.
And yes it should be a good battle - especially with Hedrack's Blasphemy spell - very nasty.

THanks
 


Gaiden said:
10.) Summon Swarm cast by a Druid. Druid readies action to cast Summon Swarm on wizard when wizard begins casting. Wizard begins casting, druid summons swarm, wizards spell fails. Wizard then moves to get out of swarm. Next round, Druid moves swarm as MEA and then readies action to move swarm again, when wizard moves out of swarm to cast. Rinse and repeat. If the druid gets hasted while doing this he can move, attack, or cast other spells, while doing this.

You can't Ready and action to cast Summon Swarm. It's a full round casting time.
 

What's the problem here?

By 11th level, a wizard could make a headband of Intellect +6 (for 18k gp and 1440 xp) -- less with "magical artisan" feat, so he's not at all out of line for an 11th level character. (When I play a wizard, I save my coppers until I can make this item, and end up with it fairly early -- like 8 or 9...) A human that started with an 18 Intelligence and pumped intelligence at levels 4 and 8 could make this headband, and have saving throw DCs 1 better than the pimped out Sun elf, before spell focuses. I don't see the problem.

Wizards, especially invokers, are very good at crowd control -- that's their job. He burned 2 feats to do it! He should be good at it!!! The peons get dropped by the fireballs while the heavy fighters go in to kill the BBEG. That's the way it works. Lord help you if he choose Enchantment instead!

So, what's with the other folks in the party? He's made his guy pretty effective, why haven't they? Is it ability score differences? Then even it out... (We use a system where the score modifiers (at level 1) add up to +11 or +7 (depending on the flavor of the game), with half of the scores odd, so everyone starts on an even keel.) Are you throwing hordes of crowds at them? Then throw in a BBEG or two. Split the crowds into groups of 2 or 3, and have them come from all points of the compass, so very few can be hit by a single fireball.

What I'm really saying is that this guy might seem more effective than the other because:

1. Luck of die rolls in PC creation; (than even it out)
2. He's constantly in situations that maximize his skills (use other situations), or;
3. He's a better player than the others (get them in gear!).

Of course, a 6 strength is crippling -- he NEEDS a Heward's Handy Haversack just to carry his spellbooks.

OfficeRonin
 

2 words.

Poison arrows.

look at the Monster manual and Dmg for specific poisons. There is more than enough there to get the mage really working for his fortitude saves.

if you have BoVD, there are some very nice poisons and diseases there.
 

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