Trying To Not Get Stabbed


Advice


I was hoping people with a wider knowledge of the game than I might be able to help me with this. I'm looking for more spells that do things like Mirror Image and Displacement. Basically I'm looking for more ways to not get stabbed that don't have to do with AC. I've found Mirror of Guarding Reflections as well. Anything from 3e, 3.5e, or Pathfinder would work.


What class?


You could be ethereal. Spells can do that.

One trick is Halfling Invulnerable Rager Barbarians for ultimate DR.

You could be a Prankster (Bard) Gnome and switch out their knife with a banana.

Some spell can lock weapons in sheathes.

Straight up disarm them with greater disarm.


Nohwear wrote:
What class?

He is a tiefling Wizard Necromancer


Emergency force sphere from the Cheliax Empire of Devils sourcebook. Immediate action cast to summon a wall of force bubble around you. 4th level spell.

Otherwise, mirror image and displacement will keep you alive for the most part. Windy escape can help at low levels as it gives DR 10/magic. Basic flight and positioning can go a long way towards keeping you un stabbeded.

Shame you're a wizard, as wings of cover from the 3.5 sourcebook Legacy of Dragons or whatever does similar to EFS for sorcerers. Clever contingencies can get you a long way, if you take craft contingent spell you can even get more than one! I recall a buddy of mine doing some convoluted stuff with plane shift and astral projection at super high level.


just go to a site that lists spells, type in the search "miss chance" and then select filter "spells". They should all pop up.

You can do similar searches for other spells.

Obscuring mist cuts most low to mid level LoS targeting.
Mage Armor, Shield, Protection from Evil, Vanish, Illusion of Calm, Invis, Mirror Image, Blink, Blur, Ablative Barrier, Tiny Hut, Rope Trick, etc, and Emergency Force Sphere, are all standards in this line...


Ring of Invisibility will give you unlimited invisibility, so you're invisible until you break it, then on your next turn, go invisible again.

I liked picking up elemental body, turn into an earth elemental and burrow/earth glide into the ground or walls, then cast from there.

Tactics, of course. If they can't get to you stabbing becomes very difficult. As a necromancer you have beatsticks and speedbumps so that should be fine. If leadership were an option, pick up a synth summoner and use him as your personal bodyguard.

Keep some short-range teleportations on hand, if the enemy ever broke my frontliners, as a teleportation specialist, I could just bloop to the other side of the map and be clear of danger, then just use long-range blasts or summons to put out damage.

Battlefield control also helps, I liked to use Tiny Hut, that way enemies were less likely to attack the bubble than they were the monk or fighter, and it gave our ranged characters some cover. And of course walls and pits help keep charge lanes obstructed, and make it difficult to get to you.


Flying often helps; there are many ways.

Spell storing armor loaded with a spell like frigid touch can interrupt a full attack, or load it with vampiric touch to mitigate an attack. Frightful aspect can among other things interrupt a full attack too.

Summons can get in the way of an attacker. Other battlefield control can stop you being charged and sometimes stop the enemy getting to you at all. Wind wall stops archers in many situations.

There are spells which reduce the damage you take, like the classic stoneskin or Paizo's own windy escape. Or those which give you temporary hit points like false life.

Too many debuff spells to name reduce the damage the enemies put out. Of course, just plain killing the enemy works too.


Chrion wrote:
Nohwear wrote:
What class?
He is a tiefling Wizard Necromancer

False Life/Greater kinda sorta does this. It's not attacking your REAL HP anyway. Stack with Stoneskin for best results.

The simplest is pumping AC. If they have to roll high to hit, then deal with a 20-50% miss chance, then roll a d7 to see if they actually hit the real guy if they manage to get through those first two, AND THEN hope the attack that got through doesn't just get absorbed by your DR/Adamantine and/or temp HP you're pretty well protected.

Couple that with standard Wizard strats of "Fly up above the poor melee plebs" and defenses like Fickle Winds and if you get hurt, it's because you f!%@ed up HARDCORE somewhere.

Don't forget to buff your saves and throw on stuff like Spell Immunity/Greater/Spellbane for likely threats that can bypass your wall of defense.

Of course, that's a lot of spell slots with intensely diminishing returns. A simple combo of Overland Flight, False Life/Greater, and Mirror Image is plenty enough defense for the average fight, or even boss fight.


You could also look into Stunning Barrier (1st level spell). Its stabbing-prevention effect actually requires that you do get stabbed, oddly enough, but then if the enemy fail a Will save they're stunned for a round. Greater Stunning Barrier does the same thing, but to more creatures.


Wow these are some great ideas. I really appreciate all the advice. I know AC is probably the easiest way but as a wizard it makes things harder to do that cause of the spell fail chance etc. I know you can get natural armor, dodge, and deflection bonuses and those will bring up AC. Are there other ways to boost AC? Other than Mage Armor of course.


MageHunter wrote:

You could be ethereal. Spells can do that.

One trick is Halfling Invulnerable Rager Barbarians for ultimate DR.

You could be a Prankster (Bard) Gnome and switch out their knife with a banana.

Some spell can lock weapons in sheathes.

Straight up disarm them with greater disarm.

why halfling?


Some creative ways to boost your AC aside from amulets and rings are the aforementioned stunning barrier spell for a deflection bonus/stab-prevention combo, casting reduce person on yourself for a +1 size bonus to AC and attack rolls, or dipping into archivist bard to perform yourself an insight bonus on AC and attack rolls.


Lobolusk wrote:
MageHunter wrote:

You could be ethereal. Spells can do that.

One trick is Halfling Invulnerable Rager Barbarians for ultimate DR.

You could be a Prankster (Bard) Gnome and switch out their knife with a banana.

Some spell can lock weapons in sheathes.

Straight up disarm them with greater disarm.

why halfling?

The feat Stalwart and Improved Stalwart can convert dodge bonuses to DR. The Halfling Racial Feat Cautious Fighter boosts the dodge bonus from fighting defensively or total defense.

Add the feat bolstering resilience for ultimate ultimate DR.


As a DM I can verify that the Stunning Barrier spells are pretty effective sometimes. I'd guess that they'd be even better combined with debuffs to make the enemies more likely to fail the saving throws.

At least in the games I play in, the biggest threat is what happens in combat before you get a turn though. When you're flat footed and don't have any Mirror Images it can be easy to absorb a lot of damage before you get to act, especially if there's a surprise round (and DMs love surprise rounds)

Diviners can always act in the surprise round, which is a big deal. Since you're a Nercomancer I'm not sure if there's a way for you to pick up that ability short of something like multiclassing into a Sohei Monk or taking the Lookout feat with another PC. Anything which improves your initiative is good though. Carrying a weapon with the Dueling property would be worthwhile (spiked gauntlet doesn't get in the way and can be used to cut yourself out if you get swallowed whole)

Somebody already mentioned the Ring of Invisibility, and it could be a good option for reducing how often you're targeted when combat begins. Transition into Greater Invisibility on your first turn and many foes won't be able to find you at all.


Any spell with a duration of 10 minutes or above is generally going to be good for the duration of a dungeon, particularly if you "sweep and clear" (don't loot until everything is dead).

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