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Organized Play Member. 18 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




In my gaming experience, I often ponder on ways to boost a wizard's spell DC to effectively control enemies without them easily succeeding on their saving throws. While reading the Player's Core, I noticed that the fear spell seemed to reduce the chances of enemies successfully saving against it. Are there any other features that can help weaken enemy saves or increase my spell success rate?


Recently, my friends and I played a new adventure called "March of the Dead." As the GM, I gave the players two level 8 magical items and two level 5 magical items, and even then, the damage caused by the players was barely enough to defeat the enemies. Moreover, many of the feats chosen by my players were simply unable to be utilized in combat. The battles often consisted of the players moving and attacking, followed by the monsters' turn where the players would be left near death. The cleric would then spend their actions to heal the players. If it weren't for the wand I provided for the wizard player, they would have been unable to deal even one-seventh of the monster's hit points in damage within a single round.


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I'm just curious that since the release of CRB, negative views on wizard have appeared in everyone's eyes almost a few times a month. How do the designers at Paizo view the shortcomings of this profession? In what areas will players' experience be improved in the future


if I play a level 16 wizard in nigt of the gray death,I ready an action to cast Power Word Stun when boss's turn,in CRB p622" Other conditions simply say you can’t act. When you can’t act, you’re unable to take any actions at all. " "You can’t act while stunned."
so,the boss can't take any action until boss next turn?if I do like this every turn,the boss will die and can't take any actions?