Author Topic: How to shove it to beatsticks - A caster resource for not getting hit  (Read 35396 times)

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Tshern

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Let's assume your character, Raymond the Wizard, is standing in the middle of a raging battle and sees a Barbarian whose size thwarts even that of small giants and he's wielding a huge axe covered in blood of his fallen victims. Soon Barbarian gets to act and he charges you drooling and yelling incomprehensible threats. What does your character do? Exactly, laugh at Barbarian's pitiful attemps of exploiting your precious d4s. But how to achieve such results?

Without further ado, welcome to the handbook of not getting hit. There are a few ways of avoiding losing hitpoints: high armor class, miss chance, battlefield control and simply eradicating the opposition before they get to act. This thread concentrates mainly on the two first issues, though I'll try to include some combos that utilize battlefield control  and supernaturally fast killing as well.

Needless to say, this is a community project and I appreaciate any help. You've got a spell that increases AC? Post it here and I'll add it in. Know a killer combo? Same thing, more ways of embarrasing pitiful noncaster the better. I haven't went through many books yet, but I'll post this thread anyway to get the show on the road.

Index

-Armor class:
   -Armor bonus
   -Shield bonus
   -Natural armor
   -Dexterity
   -Deflection bonus
   -Miscellaneous
   -Change your form

-Miss chance

-Miscellaneous
-Aid another
-Immediate action lifesavers
-Saved by the bell; abusing what you've got

-Combos
« Last Edit: May 23, 2008, 12:38:59 PM by Tshern »

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Tshern

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Armor class

Armor class (hereafter referred as AC) is the simplest and most common way of not getting hit. Apart from not playing D&D, it is also the most cost-efficient way of doing that as there are dozens of possibilities to acquire AC and getting cast amounts of it tends to be easier than trying to get your attack bonus to match optimized AC.

Some spells have been neglected on purpose. For example, I am aware that Greater Visage of the Deity gives you +1 to your natural armor, but it hardly is the main effect of the spell and no-one actually uses it to increase his AC. You know what I mean, right?

There are four different AC scores, normal, touch, incorporeal touch and flat-footed. You want to have high scores in all of them, since you never know when someone's using Wraithstrike and might actually hit you. Foresight takes away the chance of being flat-footed, so if you can have that on most of the time, just make sure your touch AC skyrockets with stuff like Scintillating scales. It might also be worthwhile not to depend on any single spell or source of AC.

Armor bonus:

Player's Handbook:
-Mage armor, +4 bonus, 1h/CL, Wiz/Sorc 1, Force 1, Spell 1
-Magic Vestment, +1/4 Cls (max +5), 1h/lvl, Cleric 3, Strength 3, War 3. Has to be applied to an existing item.

Spell Compendium:
-Greater Mage armor, +6 bonus, 1h/CL, Wiz/Sorc 3

Book of Exalted Deeds:
-Luminous armor, +5 bonus (-4 to enemy attacks), 1h/CL, Sanctified 2
-Greater luminous armor, +8 bonus (-4 to enemy attacks), 1h/CL, Sanctified 4

Sandstorm:
-Ironhorn extract, 25gp, +1 bonus for one week

Dungeon Master's Guide:
-Monk's belt, 13k, wisdom modifier +1 to AC while unarmored. Too awesome not to be mentioned, by far my favourite AC trick with Druids and Clerics, who max wisdom like no-one's business and sometimes even higher than that.

Shield bonus:

Player's Handbook:
-Shield, +4 bonus, 1min/CL, Wiz/Sorc 1
-Magic Vestment, +1/4 Cls (max +5), 1h/CL, Cleric 3, Strength 3, War 3. Has to be applied to an existing item.

-Mithril buckler, +1 bonus. No arcane spell failure, 1015gp.

Dungeon Master's Guide II/Player's Handbook:
-Feycrafted darkwood buckler, +1. No arcane spell failure or armor check penalty, 715gp.


Natural armor:

Player's Handbook:
-Barkskin, +2 bonus and +1 per 3 Cls (max +5 at level 12), 10min/CL, Drd 2, Rgr 2, Plant 2
-Righteous might, +2 bonus, 1rnd/CL, Cleric 5, Strength 5
-Various polymorph-based spells are dealt with in Change your form-section.

Spell Compendium:
-Spider skin, +1 enhancement (+1 every for every two CLs after six, max +5), 10min/CL, Drd 3, Sorc/Wizard 3
-Dragonskin, +1 enhancement/ 2 CLs (max+5), 10min/CL, Sorc/Wiz 3. Also gives energy resistance.
-Bite of the X, a variable amount of enhancement, 1rnd/CL, Druid x, Sorc/Wiz x. A buttload of other benefits as well.

Dexterity:

Player's Handbook:
-Cat's grace, +4 enhancement bonus, 1min/CL, Drd 2, Rgr 2, Brd 2, Wiz/Sorc 2, Celerity 2, Halfling 2,
-Various polymorph-based spells are dealt with in Change your form-section.

Spell Compendium:
-Divine agility, +10 enhancement bonus, 1rnd/CL, Cleric 5

Deflection bonus:

Player's Handbook:
-Shield of Faith, +2 bonus (+1 per 6 Cls, max +5 at level 18), 1min/CL, Clr 1

Sandstorm:
-Halo of Sand, +1 bonus (+1/3 CLs, max +4), 10min/level, Drd 2, Rgr 2

Spell Compendium:
-Scintillating scales, changes natural armor to deflection bonus, 10min/CL, Wiz/Sorc 2
-Armor of Darkness, +4 bonus (+1/3 CLs above 7, max +8), 10min/CL, Darkness 4

-Miscellaneous:

Player's Handbook:
-Foresight, +2 insight bonus, 10min/CL, Drd 9, Wiz/Sorc 9, Time 8. Also makes you immune to surprise, so no more being flat-footed when combat starts.
-Haste, +1 dodge bonus, 1rnd/CL, Brd 3, Sorc/Wiz 3, Celerity 4. +1 bonus to reflex saves, increases speed and gives an additional attack each round.

Player's Handbook II:
-Visions of the future, +2 dodge, 1h/lvl, Clr 8. Can be discharged for 1/2 CL bonus until your next turn, also gives +2 sacred to saves.

Book of Exalted Deeds:
-Exalted rainment, +1 sacred bonus per 5 CLs, 1min/CL, Sanctified 6. Also gives DR, SR and reduces ability damage.

Complete Champion:
-Interfaith blessing, +1 unnamed for worshippers of Ehlonna, Obad-Hai or nature, +2 for those of Fharlaghn, Moradin and Pelor, 1min/CL, Drd 2, Clr 2. 20' radius.

Spell Compendium:
-Shield of Warding, +1 sacred bonus per 5 Cls, 1min/CL, Clr 3, Pal 2
-Holy Star, +6 circumstance, 3 rounds, Cleric 7
-Silver beard, +2 sacred, 1min/CL, Pal 1
-Sacred haven, +2 sacred, 1min/CL, Pal 4. 30' radius, targets retain dexterity bonus to AC even while flat-footed.
-Divine protection, +1 morale, 1min/CL, Clr 2, Pal 2. 20' radius and also gives +1 morale bonus to saving throws.
-Recitation, +2 luck (+3 if allies worship same deity), 1rnd/lvl, Clr 4, Purification 3. 60' radius.

Dungeon Master's Guide:
-Greater magic weapon+Defending weapon, maximum +4 at level 20. Stacks with everything else.

-Change your form

Player's Handbook:
-Alter self. There is an entire thread dedicated to finding good ways of using it. Troglodyte is quite popular a form and for outsiders, Dwarven Ancertor is damn near perfect. Here is a link to the Alter self-thread.
-Polymorph. Not so surprisingly, Polymorph and it's bigger brothers have a similar thread. Linky.

Thanks for PhaedrusXY and MegaPlex for their Alter self and Polymorph threads, respectively. Those should give good insight to help beginners and even the most experienced players in picking the best forms.

Random AC bonuses for casters:
Complete Champion:
-Law devotion, 3-7 sacred/profane for a turn attempt.

Quote from: Sunic_Flames
+5 Lucky* Parrying Spellstrike Warning Shuriken. It only gives +1 insight to AC, but it is cheaper than an Ioun Stone by a margin of 993.4 GP. And, lots of other benefits. Like +5 insight to init, +5 unnamed all saves, +1 insight to saves (total +6)... The Lucky can be replaced with another +1 property if you aren't a ray wizard. General purpose item that still helps. Catch is you have to hold it. If this is a problem because both hands are needed elsewhere, Spare Hand works but removes the cost efficient for pure AC factor.
« Last Edit: May 23, 2008, 12:48:49 PM by Tshern »

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Tshern

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Miss chance

Every time Bob the Underpowered Fighter manages to roll a natural 20 you are getting hit regardless of your AC. However, if you don't want to bother your healing kit, just lower that 5% chance to even more abysmally small numbers. Suddenly Bob can't believe his eyes, there are five Wizards in front of him! Now the guy swinging a sword seems even less dangerous than he used to. Remember, Mirror image stacks with spells that give miss chance! True seeing can get around most of these tricks, but how many Fighters actually have True seeing active? If you're scared, just hit him with a Greater Dispel Magic first and watch him cry while you are finishing your cup of popcorn.


Player's Handbook:
-Darkness, 20% concealment for everyone within the radius, 10min/CL, Clr 2, Bard 2, Wiz/Sorc 2
-Blur, 20% concealment, 1min/CL, Bard 2, Wiz/Sorc 2
-Mirror image, 1d4 images (+1/3 CLs, maximum 8 ), 1min/CL, Brd 2, Wiz/Sorc 2
-Invisiblity, you cannot be seen at all, 1min/CL, Brd 2, Wiz/Sorc 2, Trickey 2
-Displacement, 50% miss chance, 1rnd/CL, Brd 3, Wiz/Sorc 3
-Blink, 50% miss chance, 1rnd/CL, Brd 3, Wiz/Sorc 3
-Greater invisibility, cannot be seen, but you can attack, 1rnd/CL, Brd 4, Wiz/Sorc 4

Player's Handbook II:
-Greater Mirror Image, like Mirror image, but immediate action casting time, Bard 4, Sorc/Wiz 4

Spell Compendium:
-Greater Blink, like Blink, but you can control your blinking, Bard 5, Wiz/Sorc 5, Celerity 8
-Superior invisibility, a bit powerful than Greater invisibility, 1min/CL, Wiz/Sorc 8
-Shadow phase, 50% miss chance (20% for magical attacks), 1rnd/CL, Assassin 4, Sorc/Wiz 3

Miscellaneous

This section includes aid another, contingencies, using surroundings and stuff like that. Buffing well is always not enough and playing smart can save you many times. Needless to say, making the most of your environment and options is the key to survival in D&D, so using these tricks can turn out to be invaluable.

Aid another:
-Operation Nanotechnology by LordofProcrastination et al. Quite possibly the best-known abuse of aid another theoretical optimization forum has provided us with. You can really get the message, mess not with casters. However, there are several ways of getting stackable aid another bonus:
-Buying small animals or hiring servants. Cheap stuff.
-Using an animal companion or familiar.
-Summons. Call faithful servants grants you 1d4 helpers who are sticking with you for a year and most summoning spells can be used to conjure 1d4 or 1d3 monsters at a time.
-Leadership.

Immediate action lifesavers:
-Conjuration specialist alternative classfeature from PHB II allows you to utilize Abrupt jaunt to teleport 10ft as an immediate action times per day equal to your intelligence modifier. You lose your familiar though.
-Wings of cover. This Sorcerer only spell from Races of the Dragon gives you total cover against one attack, spell or power. Immediate action to use naturally.
-Permeable form is a third level Wiz/Sorc spell from Lords of Madness. 50% miss chance again magical weapons, spells, SLAs and so forth. Definitely worth checking, though it lasts only a round.
-Celerity-series. Overpowered? Oh yes and with Favor of the Martyr, overwhelmingly so. Whenever you are attacked or you just don't like waiting and giving spotlight to other players, just use Celerity and kill everyone. Celerity+Time stop+Wall of Force+Dimensional lock+Rod Maximized Maw of Chaos for the win. Suck on that silly Samurais and level adjusted Ogre Mages.
-Brief figment is another specialist Wizard alternative classfeature originating from PHB II. It has the same rules as Abrupt jaunt, but the effect is different, this one creates a mirror image of you until the beginning of next round.

-Armband of elusive action. Once a day, you can use an immediate action to avoid an attack of opportunity you would normally cause. Walk away, cast a spell, do anything. Magic Item Compendium provides you with this goodie for only 800gp, the only downside is that it takes the same slot as Bracers of Armor. Well, you can always cast Greater mage armor OR buy a dozen of of slotless armbands...

Saved by the bell; abusing what you've got:
Quote from: PhaedrusXY
Take Use Magic Device ranks, and give your familiar a wand of Dimension Door (or one of the Transposition spells). Have it ready actions every round to whisk you both away to safety if you are about to get hurt somehow. You may need to turn it into something with hands and a voice first (via Alter Self), depending on your familiar and DM.
Quote from: PhaedrusXY
A variation (or addition) to this is to get your familiar the Mounted Combat feat somehow (retraining, Psychic Reformation, magic item, etc), and take ranks in Ride. Then let it use you as a "mount", and negate one attack against you every round with a Ride check.
This trick can be carried out by using Abyssal retraining. If you use that combo, cover your head, DMs usually keep a bunch of sharp weapons handy.

-Contingencies can save your hide as well. Wizard's and Clerics with Time domain can get it as a sixth level spell, which has no XP cost, only a focus. Stupendously good. The only real problem is that you can only have one contingency up at any given moment. What's that? Oh yeah, there's a feat Craft Contigency Spell in Complete Arcane. Let's you craft contingencies and the limit of these lifesavers is substantially more lenient; one contingency per HD allowed. All of a sudden, the sword of the charger turns into dust when your contingency goes off and a Disintegrate hits it. Too bad.

Various spells that suit this category:
-Blacklight, an emanation of impenetrable darkness, 1rnd/CL, Wiz/Sorc 3, Darkness 3, Spell Compendium
« Last Edit: March 09, 2011, 10:43:10 PM by Tshern »

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Tshern

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Ditto. Your posting rights start here.

Comments, ideas, additions? Why does my formatting suck? What to do about it? Why are my toes itching?
« Last Edit: May 23, 2008, 12:51:19 PM by Tshern »

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the_taken

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Ditto. Your posting rights start here.

Comments, ideas, additions? Why does my formatting suck? What to do about it? Why are my toes itching?

Mirror Image, Blink, Black Tentacles, Cloud Kill, Wall of Ice and Charm Person for all your anti-fighter needs.

1: Casting defensive buffs on the wizard is a much less effective use of resources than using debuffs or attack spells on your enemies, or even buffing your allies. If you put a brute in a Force Cage, he can't beat on you, and your AC doesn't matter. If your fighter has Bull's Strength on, he can kill an enemy in 4 rounds instead of 5, which is mathematically identical to being immune to 20% of the enemy's offensive out put.

2: Mirror Image and Blink together provide a ridiculous amount of defence. Take your AC subtract, their attack bonus plus 20, then multiply it by 5. This is the % chance that they can hit you. It's probably around 75%. Now divide it by the number of images you have, then divide that by 2.

Tshern

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Mirror image and Blink are both there as are their big brothers. The others you said, while they are definitely good at stopping enemies, are not exactly what I am looking for. What this thread lists are things you can cast on yourself to make sure no-one pokes you with a stick.

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AfterCrescent

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It's not the most effective thing, Tshern, but Sanctuary is useful at low levels to keep you from getting poked.
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Tshern

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It's not the most effective thing, Tshern, but Sanctuary is useful at low levels to keep you from getting poked.
Nice catch, I'll add that when I am not changing my clothes and getting prepared to a BBQ party.

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special mention for the save or suck spell list, from that other place..

http://forums.gleemax.com/showthread.php?t=932183

there are several low level time stop equivilents, sleep/grease/scare/hold X/...
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These are all quite nice, and very strong in certain circumstances ...:
Wings of Cover
Permiable Form
Ethearelness, Swift
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Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.

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the_taken

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Tshern

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These are all quite nice, and very strong in certain circumstances ...:
Wings of Cover
Permiable Form
Ethearelness, Swift
I'll add Etherealness, swift. The others ones are already listed under Immediate action life savers.

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Sunic_Flames

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Armband of elusive action. Once a day, you can use an immediate action to avoid an attack of opportunity you would normally cause. Walk away, cast a spell, do anything. Magic Item Compendium provides you with this goodie for only 800gp, the only downside is that it takes the same slot as Bracers of Armor. Well, you can always cast Greater mage armor OR buy a dozen of of slotless armbands...

This does not stop you. That common bonuses section of the MIC? It includes + armor class on arm slot items. Armband of elusive action with AC +8 = 64,800 gp, same as Bracers of armor +8 and the armbands separately.
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Tshern

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Nice catch. I personally prefer using Greater mage armor, but that's just me.

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Caelic

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Re: How to shove it to beatsticks - A caster resource for not getting hit
« Reply #14 on: July 04, 2008, 01:33:49 PM »
Repelling Shield (CM 115) definitely deserves a mention.  It gives you a shield bonus, which is good; it pushes the enemy five feet away, preventing him from finishing his full attack if he lacks reach, which is better.

Tshern

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Re: How to shove it to beatsticks - A caster resource for not getting hit
« Reply #15 on: July 09, 2008, 10:23:22 AM »
Sorry for missing this suggestion, I'll add that tomorrow when I get to my books.

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Re: How to shove it to beatsticks - A caster resource for not getting hit
« Reply #16 on: July 09, 2008, 05:25:59 PM »
It looks like you missed the Amulet of Natural Armor from the DMG under the Natural Armor section.

Still, I'm glad you ported this over here.  :clap
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Takanaki

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Re: How to shove it to beatsticks - A caster resource for not getting hit
« Reply #17 on: February 08, 2009, 06:30:37 PM »
Why isn't Starmantle from Exalted Deeds on here? It's a winner.

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Re: How to shove it to beatsticks - A caster resource for not getting hit
« Reply #18 on: February 08, 2009, 08:10:36 PM »
Anyone remember that trick someone posted using a Bogun with three feats for +7 AC?

EDIT: found it.

3 feats:  Combat Expertise, Allied Defense and Constant Guardian.  I'm going to give him a reach weapon and even though he'll be taking -7 to hit each round, he'll be granting me +7 AC every round. 

Constant Guardian is from Drow of the Underdark and grants a +2 Dodge bonus.  Combat Expertise of course is from PHB and is a dodge bonus, and Allied Defense is from the Shining South, and says that it grants the same type of bonus as Combat Expertise.

Dodge bonuses stack, so you're golden.
« Last Edit: February 08, 2009, 08:15:19 PM by Operation Shoestring »

PhaedrusXY

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Re: How to shove it to beatsticks - A caster resource for not getting hit
« Reply #19 on: February 09, 2009, 12:16:01 AM »
Immunity to flat-footed (Legacy item cunning ability, etc) + some cheap immediate action magic item or spell + Contingency = Contingency I can trigger whenever I want, even if I'm flat-footed.

The cantrip No Light + Ring of Darkhidden = Greater Invisibility vs. anyone who doesn't have both Darkvision and See Invisible active. This is incredibly cheap (2000 gp ring + 0 level spell).




BTW, I plan to use both these in your campaign, Tshern. :D
« Last Edit: February 10, 2009, 03:58:30 PM by PhaedrusXY »
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

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...thanks
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