| KJL |
| 1 person marked this as a favorite. |
Otherwise, ranged weapons from long range with use of cover, good separation between people, and disappearing up alleys, through houses, dropping things from roofs, and remembering that part of the plan is to spend every other round moving while your fellows cover you (and that movement can be AWAY). Having someone hiding to hit him over the head from behind as he goes past chasing you while you run away (ready an action).
Or invite him for a drink and make it a Micky Finn.
| Kobold Catgirl |
| 3 people marked this as a favorite. |
Tanglefoot bags, bleed attacks, storms of arrows to handle mirror image, and poisons that sap mental ability scores (wizards are markedly bad at handling poisons). Spread out and make use of cover to avoid getting things like cloudkill dropped on you. Potions of protection from evil/chaos might be helpful.
Investing in a few scrolls of feeblemind (about 1 grand each) would definitely be worth it. It's basically save-or-die for casters, and arcane casters take a -4 penalty on their saves to-boot. Not sure how that applies to summoners—does Feeblemind do anything against spell-likes?
Druids are really the main threat beyond that, since they have tons of area-effecting spells, the ability to call in lots of help, and probably very strong melee capability. With that, the best bet may just be to keep shooting and never let them get a charge in.
EDIT: Long ago, knowing that they were no match for a troublemaking mage, the guards trained hives of stirges for this very purpose. Stirges en masse are pretty good at handling a sorcerer, druid or wizard, as long as they can get close before the fireball hits. Clerics have freedom of movement, so them less so. Release the magebane stirges and point them to their target!
| I, GROGNARD |
| Kobold Catgirl |
| 2 people marked this as a favorite. |
Private: "SIR! There is a rogue spellcaster wreaking havoc! Whatever shall we do?"
Captain: "HA! What's he gonna do? Try to flank one of us?"
Private: "Sir, he's targeting the widows' orphanage—"
Captain: "No, wait, I got it. He can't fight us, but he's gonna roleplay at us by his superior methods."
Private: "Sir, casualties are listed in the—"
Sergeant: "HEY! Don't be reckless, sir. He could be a real threat."
Captain: "Really?"
Sergeant: "Yeah.
"...maybe he'll use Diplomacy to MAKE FRIENDS WITH SOMEONE LESS S%&$TY AT EVERYTHING"
Both laugh like mad as the private slinks away in shame.
Set
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| 2 people marked this as a favorite. |
In addition to tanglefoot bags and thunderstones, and sources of bleed damage (such as bleed arrows) or other continuing damage (such as alchemist's fire, or fireworks that can set someone on fire), there are a few exotic weapons with potential to mess up a spellcaster's day by entangling them, such as lassos (DC 10 + spell level to cast a spell), nets (DC 15 + spell level to cast a spell) and snag nets (DC 17 + spell level to cast a spell), as well as weapons that grapple (such as crank crossbows or grappling hooks).
The net and snag net benefit from also functioning as a ranged touch attack, so even a non-proficient user with a -4 to hit might not be *terrible* at using one.
The net is also pretty handy for slowing down an armored (non spellcasting) troublemaker, or just a very drunk berserker that nobody wants to get near...