
Fallen_Mage |

This may be a little Metagamey, but basically this stems from a thought I had when I read the final BBEG in the Kingmaker AP. It consists of the Contingency and Fireball.
Think about it.
A Fighter runs up and cleaves the evil Wizard's skull in two, then BOOM, Maximized Fireball at point blank. Ouch.
Anyway just wondering if anyone else had any thoughts of how to make players a little leary about the old run up a hit him hard tactic.

BigCrunch |
This may be a little Metagamey, but basically this stems from a thought I had when I read the final BBEG in the Kingmaker AP. It consists of the Contingency and Fireball.
Think about it.
A Fighter runs up and cleaves the evil Wizard's skull in two, then BOOM, Maximized Fireball at point blank. Ouch.
Anyway just wondering if anyone else had any thoughts of how to make players a little leary about the old run up a hit him hard tactic.
there are any number of spells that as a player i would use to prevent such a tactic. Entangle the area around you, stone spikes, etc. That gives a large area and will do alot of damage to them by the time they get to you. Not to mention it works as difficult terrain thereby slowing them down to half speed

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there are any number of spells that as a player i would use to prevent such a tactic. Entangle the area around you, stone spikes, etc. That gives a large area and will do alot of damage to them by the time they get to you. Not to mention it works as difficult terrain thereby slowing them down to half speed
Agreed.
Battlefield control/alteration spells can wreak havoc both on the melee characters's abilities and they morale - I've seen quite often that even a minor malus can deter some players.
Necromancer |

Making it obvious that the caster has a penchant for metamagic touch attacks has always worked for me.
EnemyCaster - Begins casting
MeleePCTank - moves as close to caster as possible, but ducks behind pillar to block line-of-sight.
OtherPCs - follow suit, while staying behind MeleePCTank
EnemyCaster - moves next to MeleePCTank and touches; maxed chill touch hits
MeleePCTank - fails save and flees, panicked
OtherPCs - use full move action to move away and revise strategy
EnemyCaster - follows OtherPCs
Throw in slow and mass hold person for greater effect.

bittergeek |

While you're doing that, don't forget the wind wall to keep those pesky missile fighters from sitting back and filling you with arrows. And cast dominate person on the first lucky contestant to get close to you and send him back to play with his former spellcaster buddy, the one with a poor AC and low hit points.

Fallen_Mage |

While you're doing that, don't forget the wind wall to keep those pesky missile fighters from sitting back and filling you with arrows. And cast dominate person on the first lucky contestant to get close to you and send him back to play with his former spellcaster buddy, the one with a poor AC and low hit points.
You see? This is why I made this thread. I would have completely forgot about dominate person.

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I like Reverse Gravity. Especially in high-celinged rooms for extra falling damage.
It's also fun to allow the party's spellcaster to detect the spell being in effect: This allows the caster's extensive knowledge to save the party, by warning the brutal barbarian-type that he's about to have a major headache.
After one Reverse Gravity encounter, they'll learn to stand back and think for a bit whenever they see dust gently floating upwards, and that's all you want.

Fallen_Mage |

Fallen_Mage wrote:You see? This is why I made this thread. I would have completely forgot about dominate person.How could anyone forget about that spell?
Unless... you've been dominated.
I usually prefer to crush, blast, and all around obliterate my enemies. Just my style, not much for manipulation. Which is funny cause Emporer Palpatine is one of my personal favorite villains of all time.

Sylvanite |

Spellcasters should absolutely crush unprepared parties if played intelligently, to be honest. Sure, there is an answer to any individual spell (potion of protection from evil will keep dominate from working...if the spellcaster is evil, and freedom of movement will negate "win the fight"), but honestly, the odds of PCs having all of their ducks in a row is fairly limited.
Also, as I mentioned earlier, Wall of Force can be a devastating tactic when placed correctly....getting the fighter one on one while you're flying and invisible and he is cut off from the rest of his team = dead fighter.

Lathiira |

1) If your melee guy wants to run up to the spellcaster, let him. Then unload at point-blank range with the nastiest spells you've got. Make sure you can handle a hit or two, but then retaliate. Hit him with fun things like harm (Will save) followed by a quickened spell to put him down (inflict wounds, searing light, whatever). The details will vary based on the spellcaster.
2) Invisible allies never hurt. Run up to the druid, get eaten by his invisible companion.
3) Illusions. Either have an illusory opponent, or cover a nasty melee critter with an illusion. Can be hysterical when applied to something that is a melee brute, or even just plain scary like a marilith.
Fighters will soon learn not to run up to spellcasters willy-nilly if they keep having their body parts blasted off, hacked off, or their life-force sucked out. Mind you, they might want to get up there to knock the caster out of the fight, but if the caster is going to insist on being in reach of the melee guy, the caster has to be ready to lay the smack down on the unedumacated bumpkin who dares to wave a pointy piece of metal at him.

John Kretzer |

This may be a little Metagamey, but basically this stems from a thought I had when I read the final BBEG in the Kingmaker AP. It consists of the Contingency and Fireball.
Think about it.
A Fighter runs up and cleaves the evil Wizard's skull in two, then BOOM, Maximized Fireball at point blank. Ouch.
Anyway just wondering if anyone else had any thoughts of how to make players a little leary about the old run up a hit him hard tactic.
Fire Shield(or similiar spells) is meant to do that...mixed with a stoneskin to limit the danage being done to the caster makes a good detertent.
Also summon monsters to keep the melee guys of the caster is a good stagety.
I don't know the Kingmaker AP...and going to pley though it...so I don't know what exactly is the type BBEG it is(and don't want to know) so the above tactic might not work in the above fight.

cranewings |
One time I put a fireball sorcerer at the top of a wet flight of marble stairs, and forced reflex saving throws every time they got hit to keep from taking damage for falling down marble stairs, which is worse than just falling. Not to mention, there was a pool at the bottom that falling in meant losing a round or two.
If a wizard has the high ground and a protective spell or two, you can basically do whatever you want. I recommend laughing maniacally.

wraithstrike |

This may be a little Metagamey, but basically this stems from a thought I had when I read the final BBEG in the Kingmaker AP. It consists of the Contingency and Fireball.
Think about it.
A Fighter runs up and cleaves the evil Wizard's skull in two, then BOOM, Maximized Fireball at point blank. Ouch.
Anyway just wondering if anyone else had any thoughts of how to make players a little leary about the old run up a hit him hard tactic.
Most fighters can take the HP damage, and contingency spell are restricted. You can't use it with a fireball.
PS:Why are you trying to make the fighter types afraid?
brassbaboon |

PC wizards rarely adventure on their own. There is no reason to expect to run into an NPC wizard without a supporting cast to protect him/her. The best way to deal with casters as NPCs is to treat them as having brains and resources so that when the PC barbarian attempts to charge the wizard, he finds the wizard's tank blocking his path.
A few ranged minions won't hurt either.
The chance that a group of adventurers will sneak unobserved into a decently competent wizard's sanctum sanctorum and attack him alone is, or should be, virtually nil.

cranewings |
PC wizards rarely adventure on their own. There is no reason to expect to run into an NPC wizard without a supporting cast to protect him/her. The best way to deal with casters as NPCs is to treat them as having brains and resources so that when the PC barbarian attempts to charge the wizard, he finds the wizard's tank blocking his path.
A few ranged minions won't hurt either.
The chance that a group of adventurers will sneak unobserved into a decently competent wizard's sanctum sanctorum and attack him alone is, or should be, virtually nil.
Unfortunately, blocking someone's path is impossible according to raw because all movement is turn based.

Pendagast |

In our gaming groups, full casters tend to get targeted, on both sides.
With the capacity to affect multiple targets at range, they are the biggest threat on the battlefield.
Although they are not exactly easy to pick out right away.
One nice suprise for the party fighter who's only tactic is to rush the spellcaster is, make the spell caster a Magus.
Give him a glammered chain shirt, make him a few levels higher than you would the straight up caster, give him a specialized one handed magic weapon that while sheathed looks like a dagger, but when drawn becomes a longsword (the 1st ed 'longtooth' weapon comes to mind, i n similar fashion)
Have him start the battle acting like a "normal wizard" staying at range, maybe casting spells with the aid of his staff or wand, and in all ways appear wizard, like.
When the fighter rushes up on him, he has to deal with a magus, who draws his longsword that looked like a dagger and dual wields a staff and sword on him with spellstrike, pool strike, hasted assault and all manner of nasty touch attacks that hit the fighter who thought he'd be protected by his AC.
It should be a 'blast' of an encounter that drops the fighter and has the rest of the party trying to help him and recover him form the feet of the mighty magus.
Have the magus retreat, and make good his escape, after laying the party low with the surprise.
should be good food for thought.

erik542 |

brassbaboon wrote:Unfortunately, blocking someone's path is impossible according to raw because all movement is turn based.PC wizards rarely adventure on their own. There is no reason to expect to run into an NPC wizard without a supporting cast to protect him/her. The best way to deal with casters as NPCs is to treat them as having brains and resources so that when the PC barbarian attempts to charge the wizard, he finds the wizard's tank blocking his path.
A few ranged minions won't hurt either.
The chance that a group of adventurers will sneak unobserved into a decently competent wizard's sanctum sanctorum and attack him alone is, or should be, virtually nil.
Whip + combat reflexes + stand still = 15 ft radius in which things may not move.

cranewings |
cranewings wrote:Whip + combat reflexes + stand still = 15 ft radius in which things may not move.brassbaboon wrote:Unfortunately, blocking someone's path is impossible according to raw because all movement is turn based.PC wizards rarely adventure on their own. There is no reason to expect to run into an NPC wizard without a supporting cast to protect him/her. The best way to deal with casters as NPCs is to treat them as having brains and resources so that when the PC barbarian attempts to charge the wizard, he finds the wizard's tank blocking his path.
A few ranged minions won't hurt either.
The chance that a group of adventurers will sneak unobserved into a decently competent wizard's sanctum sanctorum and attack him alone is, or should be, virtually nil.
I like Long Spear, Combat Reflexes, Lunge, Combat Patrol, and Stand Still personally - make it look like Dynasty Warriors. I don't know if Lunge stacks that way or not in Pathfinder, but I allow it.
Stand Still got nerfed. It only works on adjacent enemies, so your threat range doesn't matter. Most people allow it, but it is against the rules.

John Kretzer |

brassbaboon wrote:Unfortunately, blocking someone's path is impossible according to raw because all movement is turn based.PC wizards rarely adventure on their own. There is no reason to expect to run into an NPC wizard without a supporting cast to protect him/her. The best way to deal with casters as NPCs is to treat them as having brains and resources so that when the PC barbarian attempts to charge the wizard, he finds the wizard's tank blocking his path.
A few ranged minions won't hurt either.
The chance that a group of adventurers will sneak unobserved into a decently competent wizard's sanctum sanctorum and attack him alone is, or should be, virtually nil.
Not true given terrain....number of minions...and placement. Heck summon spells are perfect for it.

Nigrescence |
Everyone in their right mind fears spellcasters. That fear is articulated by the general rule to kill/neutralize them asap.
Some might say that having the enemy be a spellcaster is reason enough for them to fear the enemy. Even more so because the enemy won't have to always worry quite so much about resource preservation (while PC spellcasters usually do have to worry about resource depletion).
A judicious use of a few spells can make just one spellcaster enemy within another group very fearsome indeed. If you're worried about the players killing the spellslinger too quickly, give them some defenses (and there are at least a few really annoying ones out there) aside from the other enemies in the encounter.
Start them off invisible. Summon something right behind a player after they've gone off to attack a bad guy (and possibly mix it up by giving them another "summon" that's just an illusion - now you've wasted one of their rounds AND extended the life of your real summon). Right away, you have flanking AND a new opponent, and they have to be afraid of an invisible spellcaster somewhere. Make the spellcaster use Mirror Image and maybe a Displacement, so the PCs wonder where that next spell or two went that was supposed to be coming (and give the spellcaster the Silent Metamagic for the Mirror Image and Summon). Lay down an area effect if you want to be nasty (but don't necessarily be too nasty right away). Now the spellcaster is visible... all six of him.
Proceed as normal. It's not hard to make an enemy spellcaster be daunting. Especially divine casters like a Cleric. They can be a tank and a channeling machine to keep the other enemies up and ripe for assaulting your PCs. Your PCs might also think the Cleric is a Fighter, which is a trap in itself. Bestow Curse them for their insolence.
You can be even nastier if the only enemy in an encounter is a spellcaster. When one enemy is giving your party a workout (because you're being especially nasty to make up for the lack of other enemies), it's less of a challenge to make them fear it.
For extra points, make the spellcaster try to escape, possibly to return at a later point recovered and with vengeance in mind. Now your PCs are paranoid and angry at that enemy.

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Your spellcaster's biggest threat fom melee fighters is the dreaded Charge action - they move up and hit you in one go, and you're instantly on the defensive as you try to take 5ft steps backwards to avoid threatening AoO with your casting...
... Luckily, it's easy to prevent. Just being on a higher elevation does the trick - and if you can force them to climb to get to you then it's 'ducks in a barrel' time for you. If you can't start on a higher elevation, then difficult terrain is your next best option, which prevents charging. There are plenty of spells out there to help with that, but the second level Stone Call is an absolute beauty - just check out the radius of effect on that puppy (plus a little damage, just to rub their noses in it)!
As far as Adventure Paths are concerned, they usually list the longer-term spells NPC casters will have cast before a battle, and have some advice on what tactics they'll tend to use in the fight too. You'll want to adapt these tactics to your group, of course, to make it an interesting fight, but it's always a good place to start. Also, most NPCs are encounted in areas they're familiar with, and the PCs aren't - so feel free to assume the NPC can make the best use of the terrain... especially their starting position when the PCs encounter them.

E I |
cranewings wrote:Whip + combat reflexes + stand still = 15 ft radius in which things may not move.brassbaboon wrote:Unfortunately, blocking someone's path is impossible according to raw because all movement is turn based.PC wizards rarely adventure on their own. There is no reason to expect to run into an NPC wizard without a supporting cast to protect him/her. The best way to deal with casters as NPCs is to treat them as having brains and resources so that when the PC barbarian attempts to charge the wizard, he finds the wizard's tank blocking his path.
A few ranged minions won't hurt either.
The chance that a group of adventurers will sneak unobserved into a decently competent wizard's sanctum sanctorum and attack him alone is, or should be, virtually nil.
Also, a whip does not threaten, and therefore cannot be used to take an AoO with.

FireberdGNOME |

Even my ten-year-old knows, "Casters Die First!" She's a born fighter, I tell ya! :D
The best thing a caster can do early on is some conuter-mobility, from Solid Fog to Tentacles to...
After that (having bought time!) go after weak links-Fighter Will, Rogue Fort, etc. Allies always help-Summons or Dominate
Often the caster is best off going for the (dreaded) Save or Suck attacks. If given a good clean (everyone in the AoE) a blast of owwie may work, too.
The trick is to 1) seperate the PCs into 'bite size chunks', 2) destroy, or control the elements that get to you, 3) wipe up the remainder.
Scrolls can be real helpful.
Enjoy ;)
GNOME

BigNorseWolf |

Fear or no fear, its the only viable tactic against a caster if you're melee oriented. The fighter should not have to fear close range. the wizard SHOULD have to fear the hulking fighter with the big two handed sword getting in his face: thats why they made concentration checks an actual check rather than a formality.
Fighters ALREADY fear spellcasters. thats why they're trying to kill them so quickly.

Pendagast |

In a recent session:
We were fighting one of scaly kinds finest, a wizard with some monkey mooks in Serpents Skull.
We knew snake-face was special, because he wasn't a monkey.
Combat begins and the cavalier (mounted) charges his way in.
His charge didnt get him far enough and snake-faces mooks mob him.
There is some pit or something, and due to the mob of mooks, I the ever valiant magus, take a running leap to clear the pit and make a B-Line for snake-face. amusing because we all assumed I would just plummet into the pit, but I did in fact make it.
Upon landing, mook-body guard (one step of from mook) gets in my face (very unpolite) and just happens to be a four armed gorilla who drums on my head like a samsonite suitcase.
The inquisitor misses snake face with her xbow, the witch missed with her bow and the dwarf, well you know dwarves, they get there when they get there.
More monkey mooks storm the rear echelon PCs, the cavalier is swarmed. snake-fast casts hold person one me and it works. 4-arm monkey drills me like an oil Derek. Snake-face manages a lightning-bolt that , get this, manages to hit the entire party, while frying only one monkey.
The cav and the rest of the party nail monkeys, I bleed.
4-arms moves over to play with the cav.
Monkeys flail their arms and do their thing.
snake face decides lightening bolt works so well....
Cav goes down.
Remaining monkeys work their way toward the rest of the party.
Dwarf is busy getting wrapped up by a constrictor snake.
Witch moves toward cav to heal him (pretty daring) and sends familiar far enough to heal me. (best use of deliver touch spell I've ever seen)
I get up and 4 arms isnt between me and snake face, do snakes eyes bulge?
Rear echelon party not doing well on remnant of monkey mooks, things look dire.
I don't reach snake-face as he spider climbs up a wall.
arg!!
Snake face didnt seem bothered by my burning hands much.
The battle runs on for another 4 turns until I get dropped again, with the wizard wall crawling and our big damage folks unable to hit him.
The witch'es familiar makes another round trip healing visit and Im up to 1 hp lobbing arrows at him on the wall from my back side (and manage to do the most damage) the cavalier went down again, but finally took 4 arms with him. The rest of the party is almost done competely themselves and it looks like snake-face is going to wipe us out, until:
The witch gets a crit with her ray and magic crit card said snake face gets stuck in "arcane goo" so he can't move or act. The inquisitors action was a wand of web on top of that. So in this case, Spells and spell casters nailed and brought to an end,the nasty wizard that almost tpkd us.
Spider climb worked pretty nasty to keep the wizard alive til the very end.

Steelfiredragon |
Thought of this while giving myself a headache after I left the thread...
you couold always make a enemy spellcaster with multiple personalities and each of them a different spellcaster complete with different spellbooks.....
.... now I'm going off to not try and think of anything else as I hate taking painkillers

HalfOrcHeavyMetal |

Some "I'll deal with you later" spells I've found/used for Spellcasting Enemies.
Maze
Hands of Force (any)
Wall spells (any, but particularly evil wizard once used a Rod of Quicken to slap a Wall of Iron around a Wall of Fire and made an instant hot-box to trap the Paladin and Rogue inside while his Skeleton Minions tied up the Cleric and Sorcerer for a round or three.)
Pit Spells (Any, and seriously, where the hell have these been all my life?)
Summon Monster spells (Any, even if the monsters are just kibble, they will tie up the mooks for a round or two, and can provide you with soft cover in a pinch)
Illusion Spells (ALL. Seriously. Most cretins have terrible will saves, and even if the more mentally agile can figure it out, you get a free round to say "Okay, you're the main target, have a Save or Die spell!")
Will add more later, cats are practicing cannibalism again.