Outlast Save Wizard

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Zoraida

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Aug 5, 2024, 11:56:57 AM8/5/24
to tilentioti
Ipicked the cleric, and i need help to make the character. It's only purpose is this duel. I always played low level characters like up to 10th-11th level. So all the options at 20th are a bit overwhelming for me. I've never been really good at making min/maxed characters so i actually need help on everything.... Equipment to get, stats, domains, spells, and i could use some kind of general idea on what to do when the fight starts.

I know this is alot to ask but i would REALLY love to pwn my friend at this, he's been playing for longer than me and he kind of acts all and mighty in our games which is a bit annoying.

Well, first we need either the point buy amount or the stats you rolled to help us. AUC.register('auc_MessageboardPostRowDisplay'); AjaxBusy.register('masked', 'busy', 'auc_MessageboardPostRowDisplay', null, null) Eriyoth Jun 15, 2011, 03:57 pm Sorry Sorry totally forgot about point buy, Its 25


You're fighting an uphill battle. If your foe is smart he's a divination specialist with a bonus to initiative through the roof. I'll give the basis of how I'd do it, though honestly I'd be on the wizard side given any choice. (Note: I'm assuming you're just doing this to trade spells back and forth.)


This is all assuming they're going the stereotypical mage route. An interesting option for them would be going gish, throwing up anti-magic field and simply beating you in a melee fight but that's not very wizardly.


UMD some Contingency scrolls and set up something to deny him his massive initiative advantage if he does go diviner. UMD'ing a scroll of Wish might be fun, too. Just because you're a cleric doesn't mean you can only use cleric spells ;)


I don't mind going gish, anything is fair even the cheapest of tricks, i'm just worried about reaching him b4 something happens. I dont know what the arena's gonna be yet. Might be 4 miles big or the size of a 30 foot room.


You can beat him in melee combat, and if that is what you want to do, its a fair shot. However, his first move will probably be "Timestop. Gate." You have very little hope of fighting whatever he gates in. (Hint: Banishment and maybe holy / unholy word will be very important to you.)


find out what alignment your friend favors, as a cleric, many good spells are alighnment dependent. Might consider going summoner route to make use of the cleric buffing ability. Also: Forbiddance, it seems good, have a look.


I think the duel will all come down to who wins initiative. If your friend is such a munchkin he will be a divination wizard. If you win initiative cast miracle, if he wins he casts wish. That is it the end of the duel.


In this case he will go divination wizard, win his Ini roll, cast time stop and then has his prep time to set you up with prismatic sphere, 1-2 x gate and, icing on the cake, wishing you a -10 to your con score for 1 Minute. This is followed up during the next round by personal buffs if you survive against the two gated Demons (or Angels if you are evil) inside your prismatic sphere.


I know this is alot to ask but i would REALLY love to pwn my friend at this, he's been playing for longer than me and he kind of acts all and mighty in our games which is a bit annoying.

I would go with the Protection and Luck (Fate Domain) for Tugging Strands or maybe Magic for Mage's Disjunction. Make a few Mage's Disjunction scrolls as they're pretty cheap and they auto remove all buffs no matter level. You also save money on a resistance item and he can't take your resistance bonus to saves away with a Mage's Disjunction. The main thing you need to to do is survive round 1. If you do that, you're golden. You have better spells for getting yourself back in action. It's too bad you can't use Thanatopic Spell, that would nearly guarantee you a win.


You have a major advantage in that Miracle costs no expensive material component, so you won't have to use money to buy expensive material components. Don't bother wasting time buying tomes to build up your wisdom, the Wizard starts with 6 less on his fortitude saves. You can screw him easy.


Now keep a Prismatic Sphere scroll just in case you need time to remove negative levels. Though I think a Miracle spell should be able to allow you to remove all negative levels with a standard action. Depends on your GM though.


The key is that when you do finally get to hit the wizard. You use a Mage's Disjunction to make sure his buff's are clean. Then you use your Greater Quicken Metamic Rod and smash him with an Energy Drain. They key is to keep hammering his caster level. Then when you put up a Spell Resistance, it will make his spells fairly useless.


5. Remember to memorize a few Quickened Dispel Magic spells. You want to use these to strip off certain spells he is using defensive while you set up attacks. Though if you make enough Mage's Disjuctions and with judicious use of your Greater Quicken Metamagic Rod, you might be able to end the fight quickly.


6. Also, you can cast Mind Blank with your protection domain and then use Miracle to cast Greater Invisibility if you really need to turn invisible say if he is attempting to stay out of range of your Invisibility Purge. Not sure how your DM runs, but if Mind Blank prevents True Seeing from seeing the wizard if he is invisible, you may need to use the same tactics.


If your allowed oracle time is how you kill wizards.

1. They get time stop as a spell. See above as to what to do. Divine casters have energy drain as well.

2. They are rolling 3 dice for init. keaping the best one.


yeah, at lvl 20, a wizard ends up with an initative result of 30+dex mod+misc without rolling. So I think winning initiative is out of the question. You might want to focus on surviving the first round instead.


But there is a bright side. The wizard is hardly a winner if he goes the time stop route because this just turns the battle into a stalemate. See once he completes his time stop, you get to start your turn and do exactly the same thing.


If your cleric has the trickery domain, then on your turn you cast time stop and basically do everything he did. Then the battle recommences with both of you being mind blanked/ invisible/ flying with a bunch of called/ summoned creatures at your command.


Now if he tries to take you out in 1 turn, then he will instead do a quickened enervation + a save or die. So then your other contingency should be an item of spell turning so that he eats his own enervation.


Really, PvP isn't the best way to determine whether wizards or clerics are better. So many factors. For example, a cleric is almost definitely better for soloing, but a wizard is practically necessary in the average party, whereas clerics are a nice luxury, with UMD wands of cure being the go to for healing.


These classes have tons of resources at high levels, and very few at low ones. Their effectiveness isn't about brute force, it's about careful management over the course of each day. A fighter v. fighter for a one encounter bout makes sense. But not v. rogue, barbarian, or anything like that (rogue relies on special situations for damage, bbn relies on novaing rage/having time to recover from fatigue after)


This goes one of two ways. Either it's one or two spells and a Save or Lose, or it's a supernova. The second one is worse, because even though the classes have nova potential, it's almost always a bad idea.


Btw. Too bad there's no prestige classing. A lore master would be great for a div. specced wizard, and holy vindicator is really damn good for "Antimagic field -> Beat the crap out of insolent wizard"


Now if he tries to take you out in 1 turn, then he will instead do a quickened enervation + a save or die. So then your other contingency should be an item of spell turning so that he eats his own enervation. Spell turning doesn't work against enervation because it is ranged touch attack, but he could have a contingency with spell immunity for enervation up. But since there is no prep, might not be able to have such spells up.So best to get lucky on your saves. Wizard going to die quick if he isn't invis by the time you get to attack. You may have trouble making a save. But if you're having trouble, the wizard is most likely dead.


That's just it, if he's building the wizard to fight a cleric, he knows spell immunity, antimagic field, and death ward can go up and foil him. Which is why he'll have maybe 2 disjunctions memorized. Or just scrolls.

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