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How to fight a wiz
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<blockquote data-quote="daemonslye" data-source="post: 460841" data-attributes="member: 6309"><p>Yeah - That wizard is tough, but there is nothing you can</p><p>do vs good prep. I don't know who this Hedrack guy is, but</p><p>if he is a high level cleric, he can probably do well given a</p><p>use of the ol' spell resistance.</p><p></p><p>The problem as I see it, is that you don't want to construct</p><p>encounters specifically for the wizard. That is unfair to the </p><p>rest of the group.</p><p></p><p>I think the problem lies in the ability to teleport to town</p><p>at whim, no "out-of-dungeon" encounters (assassins), </p><p>and easy access to purchased magic. It becomes </p><p>somewhat of a video game.</p><p></p><p>Even with teleport taken away, high level parties generally</p><p>have ways to rest (rope trick) that can keep them protected</p><p>but this evens out as they will actually use up their items,</p><p>healing, spells, etc. without re-stocking. The trick will be</p><p>keeping the party alive to make the game fun - at that point</p><p>the few super fireballs (or other high damage spells with</p><p>high mortality) become precious.</p><p></p><p>If you are stuck in an evil place, how many times will you</p><p>want to rest? Rope tricks can be found (with detect magic)</p><p>and dispelled. This happens a few times and the party will</p><p>get very conservative.</p><p></p><p>Apart from that strategy, a few good tactics can make any</p><p>spellcaster have a bad day:</p><p></p><p>Ready Actions - If used properly, a spell caster will have a</p><p>hard time getting off his spells - Make sure you ready area</p><p>effects tho (shield + 20dex + mage armor = high AC vs even </p><p>touch attacks). Also, take a look at the rules for mind affecting</p><p>spells vs. concentration (the DC of the spell + you spell level so</p><p>for a high level cleric (24Wis) with spell focus = DC19+2 (say</p><p>a hold) + 5 (his cone of cold) = DC26. His max'ed concentration</p><p>is 14 + 2CON = 16; Still a 50% of a ruined spell. And that is</p><p>if he makes his will save (DC21) vs the hold.</p><p></p><p>I assume the wizard is flying around - a targeted greater </p><p>dispel works wonders (tho he will still float nicely to the floor).</p><p></p><p>If you really want to be mean, I agree with the others,</p><p>have a nasty flying elemental (with a high BAB) grapple </p><p>him when he moves away from the party. It could probably </p><p>pin him without a problem and drag him off someplace </p><p>unhappy. I doubt he is carrying a weapon to threaten </p><p>anyone with an AOO.</p><p></p><p>I wouldn't stress about this too much; Things tend to</p><p>even out in the long run.</p><p></p><p>~D</p></blockquote><p></p>
[QUOTE="daemonslye, post: 460841, member: 6309"] Yeah - That wizard is tough, but there is nothing you can do vs good prep. I don't know who this Hedrack guy is, but if he is a high level cleric, he can probably do well given a use of the ol' spell resistance. The problem as I see it, is that you don't want to construct encounters specifically for the wizard. That is unfair to the rest of the group. I think the problem lies in the ability to teleport to town at whim, no "out-of-dungeon" encounters (assassins), and easy access to purchased magic. It becomes somewhat of a video game. Even with teleport taken away, high level parties generally have ways to rest (rope trick) that can keep them protected but this evens out as they will actually use up their items, healing, spells, etc. without re-stocking. The trick will be keeping the party alive to make the game fun - at that point the few super fireballs (or other high damage spells with high mortality) become precious. If you are stuck in an evil place, how many times will you want to rest? Rope tricks can be found (with detect magic) and dispelled. This happens a few times and the party will get very conservative. Apart from that strategy, a few good tactics can make any spellcaster have a bad day: Ready Actions - If used properly, a spell caster will have a hard time getting off his spells - Make sure you ready area effects tho (shield + 20dex + mage armor = high AC vs even touch attacks). Also, take a look at the rules for mind affecting spells vs. concentration (the DC of the spell + you spell level so for a high level cleric (24Wis) with spell focus = DC19+2 (say a hold) + 5 (his cone of cold) = DC26. His max'ed concentration is 14 + 2CON = 16; Still a 50% of a ruined spell. And that is if he makes his will save (DC21) vs the hold. I assume the wizard is flying around - a targeted greater dispel works wonders (tho he will still float nicely to the floor). If you really want to be mean, I agree with the others, have a nasty flying elemental (with a high BAB) grapple him when he moves away from the party. It could probably pin him without a problem and drag him off someplace unhappy. I doubt he is carrying a weapon to threaten anyone with an AOO. I wouldn't stress about this too much; Things tend to even out in the long run. ~D [/QUOTE]
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