| Expletive |
For this scenario, let's say you're a wizard capable of casting 9th level spells, but only barely, so any spell that allows a save is likely to do nothing, so you're focused on making yourself and your allies stronger instead of your enemies weaker. You have a metamagic rod of quicken in your handy haversack, and so can quicken 3 spells of 6th level or lower. For some unfathomable reason, escape isn't an option. Because you're still a smart wizard, you also have a contingent spell set to trigger upon speaking a specific word or phrase, and so can be used as a free action.
So it's time for combat. You win initiative and you're acting first in the round. You spend a move action to pull out your rod of quicken, a swift action to cast a quickened spell, and then a standard action to cast time stop. You roll 1d4+1 and get a 2, so you have two swift actions, and two standard actions, and two move actions. Including the quickened spell you cast in the first round, that's five spells affecting you or your party plus the free action contingent spell and any weird ones I don't know about might that only take a move action to cast.
What should you cast to best enhance to general combat effectiveness of you and your party? For the purpose of this exercise I'll allow any non-wizard spell of 5th level or lower, under the excuse that it can be limited wished for.
As food for thought, which additional buffs, if any, would you prepare if you had more than 2 rounds of time stop, up to the maximum of 5?
| Kayerloth |
Hmmm -
Well first I mentally go over which of my long term buffs have gone missing (for the same reason I can't escape perhaps :D)
See Invisibility, Dark Vision, Arcane Sight, Telepathic Bond (all via Permanency), Nondetection, Detect Scrying, Prying Eyes, Overland Flight, Mind Blank, Moment of Prescience. All there? If no consider if need replacing, if yes proceed.
Round 1 - Quickened Haste, Time Stop
Round 2 - Quickened Greater Heroism, Displacement
Round 3 - Ride the Lightning (swift CT), True Seeing
Options after this depend (increasingly) on what is going on, how the encounter is set up and what abilities my companions and allies have. Do I (or a specific ally) need Elemental Protections, Planar Protections or other specific protections (Death Ward or Freedom of Movement as examples).
| Remy Balster |
Both grant a concealment miss chance and concealment conditions don't stack.
Still, Displacement and Mirror Image is a pretty solid defense plan :)
Couldn't you toss in Blink to that mix, since that spell's miss chance isn’t totally based off concealment, but also based on the fact you are ethereal too?
Fomsie
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Fomsie wrote:Couldn't you toss in Blink to that mix, since that spell's miss chance isn’t totally based off concealment, but also based on the fact you are ethereal too?Both grant a concealment miss chance and concealment conditions don't stack.
Still, Displacement and Mirror Image is a pretty solid defense plan :)
I would not even want to try to deal with that combo at a table... what numbers would you actually use?
Normal blink miss chance is 50%
However,
If you can see Invisible, it goes to 20% for ethereal.
or,
If you can hit ethereal, it goes to 20% for Concealment.
Now clearly the concealment chance would not stack per the rules, but would the Ethereal quality apply? If it did then how?
I don't think the system intends for multiple, layered miss chances, and 50% from invisible seems like the highest percentage applied... since you have to roll to hit and then still have a 50-50 miss chance.
Personally I think that the benefits of blink would overlap with displacement or invisibility or any similar effect, granting the highest bonus but not exceeding 50%.
The reason I believe that Mirror Image would work is the different nature of the spell and it's diminishing factor as it is stripped away. Of course Mirror image would no longer work if the character is primarily invisible as a defense, so blink just makes the cut, barely, if you assume the mirror doubles mimic your status.