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View Full Version : Pathfinder What Spells to Use to Counter Bad Dice?



Lord Lemming
2018-10-29, 05:26 PM
In the most recent Pathfinder game I've gotten into, we're a level 1 party, and I'm playing a somewhat cowardly wizard. The dice have decided that they need to justify his cowardice by making him incapable of actually doing anything. I have a feeling that if this trend continues, my luck with the dice (at least in regards to this character) will soon be the stuff of legend. So far in the campaign:

I have cast eight spells (not including prestidigitation, which has only been used to clear graffiti). Only one of them worked, and that was a feather fall used to save a drunkard who was trying to clear graffiti from halfway up a sixty-foot wall.

I have failed all my skill checks, including a DC 0 climb check used to get to where the drunkard fell from in order to clear the graffiti he was working on. Since I'd already USED my feather fall on the drunkard, I had to resort to the old 'cleric's feather fall' instead. Good thing I have 15 CON, toughness, AND put my favored class bonus into health, or else I'd have been in the negatives... and with the way the dice have been going, I'd probably have bled to death before the cleric made it back to me.

Each member of the party has been repeatedly wounded in combat with enemies who apply disease/poison. My wizard was wounded once, and he was the only one to suffer debilitating effects.

I have combat casting, and failed my concentration check to cast a 1st level spell defensively.

There were probably other things, but I can't recall them at the moment.

I'm not particularly upset with the way the dice have been going. I find it hilarious more than anything else, and am playing up my wizard's despair at being unable to accomplish anything. But still, I picked wizard because I like to be able to DO stuff, successfully. With the way things roll, I don't think I'll be able to rely on any spells I can take that provide a possibility of failure. With that in mind, what 1st and 2nd level spells would the Playground suggest I use for maximum effectiveness on the assumption that:

a) Any roll I make is 90% likely to fail.

b) Any roll the ENEMY makes against me or my spells is 90% likely to succeed.

I am currently a level 1 human wizard, conjuration specialist with necromancy and enchantment as my opposition schools. He was built entirely from the core rulebook, and the DM has OK-ed anything from the core rulebook and advanced player's guide, though stuff outside those sources is probably OK.

TL;DR. My wizard's dice rolls are epically bad. What low-level spells can I take to aid the party that are effective, and provide no/minimal possibility of failure?

Palanan
2018-10-29, 05:43 PM
Buy new dice?

:smalltongue:

DeTess
2018-10-29, 05:47 PM
https://www.youtube.com/watch?v=_b47zsPzTLI

That might work for you :P

Psyren
2018-10-29, 05:52 PM
Check a Wizard handbook (there is a link to several in my sig) and look for spells with no saving throw or a partial effect on a save. You can also avoid spells with attack rolls.

Summons are a good example - there's no save or attack, and even if they are incapable of hitting the foe, they can still be used to gum up the battlefield. Allies can move through them but enemies can't, and everytime an enemy hits one instead of a party member, you basically win.

Besides, your cursed dice might not affect something that isn't technically your own character or an enemy :smalltongue:

Lord Lemming
2018-10-29, 05:59 PM
Check a Wizard handbook (there is a link to several in my sig) and look for spells with no saving throw or a partial effect on a save. You can also avoid spells with attack rolls.

Summons are a good example - there's no save or attack, and even if they are incapable of hitting the foe, they can still be used to gum up the battlefield. Allies can move through them but enemies can't, and everytime an enemy hits one instead of a party member, you basically win.

Besides, your cursed dice might not affect something that isn't technically your own character or an enemy :smalltongue:

I'm already doing that. :smalltongue: My summons thus far have failed to hit anything, so they seem to share in my luck. Also, since they fail to hit anything, enemies are starting to ignore them.

Psyren
2018-10-30, 12:49 AM
Sorry, I just noticed you're a level 1 party. Summoning is generally a bad idea that early on.

What you want are battlefield control spells with no save, or an effect on a successful save that still helps you. Again, handbooks are key here.

Mordaedil
2018-10-30, 02:31 AM
Level 1 cowardice is best supplemented by buffing the heck out of your AC. Get mage armor and shield and cast mage armor when you feel danger is close (ie you are close to a dungeon or dangerous area) and cast shield at the beginning of the battle. It'll last you 10 rounds of combat.

If you are beset by a large group of monsters, cast sleep and run away.

carrdrivesyou
2018-10-30, 07:29 AM
LOL this is perfect for your scenario:

https://youtu.be/_b47zsPzTLI

DeTess
2018-10-30, 07:58 AM
LOL this is perfect for your scenario:

https://youtu.be/_b47zsPzTLI

You already got ninja'd by me a couple of days back :P

Good to see I'm not the only door-monster fan though.

carrdrivesyou
2018-10-30, 08:21 AM
You already got ninja'd by me a couple of days back :P

Good to see I'm not the only door-monster fan though.

Lol you had me looking. Thanks for the channel!

satamfan
2018-11-01, 03:09 PM
Not sure what your campaign setting is, but if you can't help but suck, use your spells to helps the party. Stay in the back away from attacks and buff allies with lvl spells like protection from evil and shield. Be useful by preparing Identify in town and use it to figure out what magic items do if you find any, which you'll know if they are by preparing detect magic. Use magic missile, you may roll minimum damage, but its force and it will hit. Use magic weapon to buff the fighter's sword. Use grease on an enemy and make them struggle to hold onto their weapon and to balance which eats up their movement. Enlarge person, make the barbarian bigger to smash more. Listen to Psyren, there are many spells that don't require rolls and can either improve your teammates or annoy your enemies.
Hope this helps, now go cast magic and leave the dice on the table or in a fire.

noob
2018-11-01, 05:42 PM
And if your allies are using dice based classes such as fighter or monk then you can use Alter Fortune to reduce sightly their unluck and suggest them to take a dip into cleric(with the pride domain and the luck domain) since a dip in cleric is almost always good provided you are not already a caster and that you would not suffer from multiclass penalty.
Oh sorry that was 3.5 content.
I am going to research ways to re-roll in pathfinder.
Ok so there is Lucky Number but you need to cast it until you get 1 and then you can adventure for the day and be protected from the first natural 1.
At higher level you can get Bit of Luck which can turn fumbles in success if you would succeed on a 2 which is the normal situation if you did optimize your rolls.
If you can do cross class spell access you could pick up Beacon of Luck.

TheFamilarRaven
2018-11-01, 05:50 PM
Switch to buffing the party rather than disabling the enemy. Spells like Enlarge Person are super useful on the party beatstick and have no chance of failure. Gravity Boy is also nifty if there is an archer in the party. And you summons might not be able to hit anything but they can still flank so that's something. Silent Image is also a fantastic spell and is only limited by your imagination. And opponents only get a save if they interact with it.

If you have to deal damage, well there's always Magic Missile, and with your luck it seems like 2 damage is better than no damage.