BlueEyes
2012-05-20, 11:42 PM
You see. I'm playing a solo game. Together with the DM we made a strong character for me. He's mundane, but fairly decent. Until now I was mostly fighting other mundanes, monsters and low-op half-casters or gishes. The only fullcaster I fought was a Sorcerer, but he was a part of a group of enemies and he was only buffing, so that barely counts.
I want to start taking on enemies that are true spellcasters. I don't mean specializing at killing casters, though. It's just that the DM is waiting on my "Okay" that will allow him making optimized fullcaster opponents with decent combat tactics. I'm sure it will be much more fun to occasionally fight Wizards and Clerics and stuff or have them as part of other encounters.
I think that my offense is strong enough, but I read that a caster can screw a mundane in so many ways that it's not even funny. That's why I come to you for a lesson on what should I do to heighten my chances in resisting a casters "offense".
I'm 20th level, so my caster opponents would most probably be in the 17-24 CR range (with "CR appropriate and below" encounters most of the time). Epic Spellcasting is just too ridiculous, so we agreed that he won't use it.
I have a chance to change my build slightly before the next adventure, so suggestions on feats and gear are of course welcome (but I'm not changing anything else), but I'm more after general stuff I'll have to watch out for, for later occasions. I'm just not experienced with casters and spells, so I don't exactly know what I can expect.
Houserules that are definitely important here:
1. All spells other than cantrips have a minimum casting time of 1 round, unless they previously required a swift/immediate action. Classes which get only up to 6th level spells (bard, duskblade) use the original casting times, while classes with spell lists up to 4th level (paladin, ranger) can Quicken their spells for free.
2. Damage caps do not exist, and HD caps increase to your caster level if higher than the original. If a spell had multiple HD caps, the highest one is equal to your caster level and other caps remain the same distance from it. (eg. if a spell had caps of 5HD, 6HD and 8HD then casting it at CL20 would result in caps of 17HD, 18HD and 20HD).
3. If you take damage while casting a spell you lose the spell automatically, unless that damage is backlash from the spell itself (but look point 4).
4. When casting a 0th-level spell you may choose to cast defensively. For every 3 points of BAB this benefit applies to spells of one level higher.
5. Some spells are changed or removed:
- Planar Binding, Lesser does not exist;
- Planar Binding, Greater does not exist;
- Planar Ally, Lesser does not exist;
- Planar Ally, Greater does not exist;
- Detect Magic is a 1st level spell;
6. All spells with "Personal" range are now "One creature touched".
I want to start taking on enemies that are true spellcasters. I don't mean specializing at killing casters, though. It's just that the DM is waiting on my "Okay" that will allow him making optimized fullcaster opponents with decent combat tactics. I'm sure it will be much more fun to occasionally fight Wizards and Clerics and stuff or have them as part of other encounters.
I think that my offense is strong enough, but I read that a caster can screw a mundane in so many ways that it's not even funny. That's why I come to you for a lesson on what should I do to heighten my chances in resisting a casters "offense".
I'm 20th level, so my caster opponents would most probably be in the 17-24 CR range (with "CR appropriate and below" encounters most of the time). Epic Spellcasting is just too ridiculous, so we agreed that he won't use it.
I have a chance to change my build slightly before the next adventure, so suggestions on feats and gear are of course welcome (but I'm not changing anything else), but I'm more after general stuff I'll have to watch out for, for later occasions. I'm just not experienced with casters and spells, so I don't exactly know what I can expect.
Houserules that are definitely important here:
1. All spells other than cantrips have a minimum casting time of 1 round, unless they previously required a swift/immediate action. Classes which get only up to 6th level spells (bard, duskblade) use the original casting times, while classes with spell lists up to 4th level (paladin, ranger) can Quicken their spells for free.
2. Damage caps do not exist, and HD caps increase to your caster level if higher than the original. If a spell had multiple HD caps, the highest one is equal to your caster level and other caps remain the same distance from it. (eg. if a spell had caps of 5HD, 6HD and 8HD then casting it at CL20 would result in caps of 17HD, 18HD and 20HD).
3. If you take damage while casting a spell you lose the spell automatically, unless that damage is backlash from the spell itself (but look point 4).
4. When casting a 0th-level spell you may choose to cast defensively. For every 3 points of BAB this benefit applies to spells of one level higher.
5. Some spells are changed or removed:
- Planar Binding, Lesser does not exist;
- Planar Binding, Greater does not exist;
- Planar Ally, Lesser does not exist;
- Planar Ally, Greater does not exist;
- Detect Magic is a 1st level spell;
6. All spells with "Personal" range are now "One creature touched".