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TheNerfGuy
2019-02-22, 09:31 AM
New guy here.

Lately, in a 3.5/Pathfinder group I've been part of, my DM has been siccing Mage Killers on the party. My party has four spellcasters (My generalist wizard, an illusionist, a druid, and a duskblade) and one BSF. Said DM knows the ins and outs of making characters, and I have identified several feats and abilities common in mage killers (Pursue, Mage Slayer, and some other feats/abilities that let them make AoOs even when I five-foot step or cast defensively; one even got an AoO off on the duskblade despite its own class features).
My wizard is a generalist, so I can't use any Abrupt Jaunt shenanigans (DM would probably ban it anyway since it's too good).

How can a Wizard deal with a mage killer?

*NOTE* Polymorph and its ilk are a last resort because I don't want to feel like I'm hijacking the druid's role of shape changing into melee monsters.

[ETA]
The spells and options suggested should follow how the character goes. There are also limits on what we can choose.
Teleport is banned for being too good; there is an in-universe explanation, and finding out how it works actually nets a prize.
Animated shields are banned for being too powerful.
To use a form, you'd have to have seen it or become familiar with it first. It's why our druid doesn't take the form of certain animals in the Monster Manual but is able to use a Smilodon's form (we encountered and slew one).
We do use a fair bit of material from Pathfinder thanks to its compatibility with 3.5. Stuff from there can be suggested aside from what's been confirmed.
Options are limited by the heavy roleplaying aspect of the campaign; min-maxing is a surefire way to fail in this one (my previous character can attest to that; he was useless in about 75% of the each game he was in).


My spellcasters of my party who would be menaced by mage killers goes like this:
My tiefling wizard is a mousy scholar who likes flashy spells and identifying items. He (tries to) follow Hieroneous, so he can't really use summoning spells to bring in demons or devils, and he isn't willing to create undead. Flashy spells do include Fireball, Glitterdust, rays of enfeeblement and clumsiness, enervation, and so he's got a lot of offense and debuff. His metamagic lineup is Empower, Split Ray, and Explosive spell. Craft Wonderous Item is part of his lineup. He has a familiar, a rabbit gained through roleplaying, but Improved Familiar would require a lot of roleplaying to take.
The gnome rogue/illusionist is the womanizer type. He has a silver tongue, and his player is the only one with any real competence in the group. He doesn't really use metamagic, but he does have some item creation feats. Aside from the two prohibited schools (which I think is Evocation and Divination), he has every spell of 4th level or lower from the PH1 in his spellbook; when he gets 5th level spells, he'll spend the gold and add all of those, too. Both my wizard and this guy know each other's spellbooks in-universe, so we can prepare from them as if they were our own. He follows Pelor, so undead and fiends are out of the question; he did summon Lantern Archons to help distract and take out a few Ghasts once.

The rest of the party who wouldn't be menaced by mage killers:
The elf druid doesn't have an animal companion anymore. It left because it ended up being neglected by said druid. We haven't had an opportunity to get him a new one, given the other events that have happened since then.
There is a fighter and a duskblade, but they're not hampered by mage killers.

Karl Aegis
2019-02-22, 09:41 AM
What is preventing you from walking away from them when they approach you?

TheNerfGuy
2019-02-22, 09:48 AM
What is preventing you from walking away from them when they approach you?

One of the feats I believe they have is Pursue from "Eberron Campaign Setting"; whenever I try to withdraw or five-foot step away, they are able to take a step of their own and keep me in their threat range. Walking away didn't help during any time I've dealt with enemy mage killers.

Eldariel
2019-02-22, 09:55 AM
Let's see now, what level are you? It really depends on what you've got available.

The obvious solution is to keep your distance but that depends on the location of the fight. Phantom Steed is an excellent option to that end (just cast backup Overland Flight to ensure it dying is no problem). Far as combat strategy, casting AOE disabling spells (Black Tentacles, Solid Fog, Stinking Cloud, Web, Glitterdust, Pyrotechnics, etc.) is a good way to keep them off your back and Summoning allows even more indirect action (Summon Monster III can summon Dretches that act as meatwalls and can cast Stinking Cloud, also a 3rd level spell, for example). On higher levels, obviously Celerity [PHBII] allows immediate action to GTFO or nail them with a disabling spell, and e.g. Benign Transposition [SC] can be Quickened easily enough making it uninterruptable and allowing you to switch places with a beatstick (e.g. the Druid who can eat their face). Contingency keyed to Dimension Door/Teleport and a free action (e.g. mouthing a word you wouldn't otherwise say) is a good last resort. If you can become invisible, ethereal, or act through Project Image, Astral Projection or whatever, that removes the problem entirely. Overall, in overland movement, Teleport, flight, etc. should lose most non-casters on your trail so operate with Teleport/Plane Shift paradigm and Scry/Commune/Contact Other Plane your target before attacking to ensure your offensive strategy works. Take the initiative, in short.

Also, Animate Dead, Simulacrum, Planar Binding and company can provide you with very capable frontliners able to negate/block/fight the would-be Mage Slayers off with ease.

denthor
2019-02-22, 09:59 AM
NerfGuy welcome to the boards

If your 3rd level simple invisibility, or mirror image extends your escape.

If you 1st level silent image create an illusion of yourself. You then have a 50% your opponent choosing the wrong opponent or since the 1st level spell is only something you have seen make an orge any barbarian worth his salt will attack the orge to prove they are worthy.

TheNerfGuy
2019-02-22, 10:25 AM
@Eldariel:
I am currently level 11. The druid is also level 11, the other mage is a level 1 rogue/level 9 illusionist, the duskblade is level 8, and the BSF is level 5.

Several of those spells aren't available to me right yet; my two highest level spells are Analyze Dweomer and Howling Chain.
Every time when the mage killers were sicced on the party, the setting was pretty cramped. Maintaining distance just wasn't enough of an option, and there's no real way for me to tell if an enemy is a mage killer until it gets too close for comfort.
I don't have Quicken Spell (yet), but I can get it next level. That is assuming my DM doesn't track down an ability that lets the enemy Mage Killers get AoOs even against quickened spells.

I do have Glitterdust, but I didn't have it prepared for one of the battles because I don't know what to expect (it might have something that makes it immune to blindness or something); my DM is very unpredictable when making encounters.
I also have Silent Image, but my DM tends to have us roll Bluff checks when using those kinds of spells, or their risk of failing skyrockets; my own bluff check sucks, so I can't rely on them.

I'll give some context:

Battle 1: I was level 8 or 9. Area had inclines that helped limit movement. We encountered what were essentially 6 badgerfolk (who had burrow speed and spell resistance). I ended up in melee range since I couldn't tell where they were at until they popped out right in front of me. Five-foot stepping simply triggered a feat or ability that let them get an AoO anyway and move five feet after me.

Battle 2: I was level 11. Illithid, its mind slave, and an Udoroot. Area was inside a tower. The mind slave was the mage killer, and it had an ability that let it gain strength whenever it was struck; accordingly, you'd only need to roll a not 1 to hit (9 AC, but lots of HP). There was a gap in place that it took advantage of, two of our guys who were striking it in melee were stunned from the illithid's Mind Blast, and the one AoO it took from the druid didn't kill it off. I took 58 damage from it, and I couldn't get out of its range since it could move after my five-foot step. Couldn't cast defensively, either, since it had Mage Slayer.

BowStreetRunner
2019-02-22, 10:26 AM
One important consideration is to use the protection granted by the rest of the party. Like a game of chess, where the pawns and pieces guard the king, you want to position the fighter, duskblade, and wild-shaped druid between the wizard and illusionist and your enemies as much as possible. If you need some 'pawns' to help guard you then use summoning spells and get those out early in the encounter before you find yourself in melee range. Then keep the melee PCs and summoned creatures around the wizard and illusionist as a buffer.

Another consideration is that swift action spells (ones that naturally use a swift action or ones that are quickened by metamagic) and immediate action spells do not provoke attacks of opportunity. This means you don't need to cast defensively, and Mage Slayer then is irrelevant. Here are some good options to keep in mind.

Halt (PHII) can prevent an enemy with Pursue from following you as you take that 5 ft step.
Hesitate (PHII) can prevent an enemy from attacking for one or more rounds.
Instant Diversion (RotD) can create a bunch of illusory doubles while you walk away.
Greater Mirror Image (PHII) can also create a bunch of illusory doubles that last a bit longer.
Permeable Form (LoM) can make you incorporeal for a round.
Stay the Hand (PHII) works a little bit like a short-term charm person to keep someone from attacking you for a round.
Wings of Cover (RotD) grant cover against a single attack.

Eldariel
2019-02-22, 11:11 AM
@Eldariel:
I am currently level 11. The druid is also level 11, the other mage is a level 1 rogue/level 9 illusionist, the duskblade is level 8, and the BSF is level 5.

Several of those spells aren't available to me right yet; my two highest level spells are Analyze Dweomer and Howling Chain.
Every time when the mage killers were sicced on the party, the setting was pretty cramped. Maintaining distance just wasn't enough of an option, and there's no real way for me to tell if an enemy is a mage killer until it gets too close for comfort.
I don't have Quicken Spell (yet), but I can get it next level. That is assuming my DM doesn't track down an ability that lets the enemy Mage Killers get AoOs even against quickened spells.

I do have Glitterdust, but I didn't have it prepared for one of the battles because I don't know what to expect (it might have something that makes it immune to blindness or something); my DM is very unpredictable when making encounters.
I also have Silent Image, but my DM tends to have us roll Bluff checks when using those kinds of spells, or their risk of failing skyrockets; my own bluff check sucks, so I can't rely on them.

The BSF being level 5 of course hurts too, he's pretty much useless on these levels. Druid animal companion should offer some help though? Aaanyways, Animate Dead or Animate Dread Warrior something for personal melee protection. That really helps in close quarters. If you've ever killed a Dragon, Dragon Zombies fly, have breath weapon, and are overall awesome (rules in Draconomicon). Hydras also get full attack so they are the other awesome Zombie fodder.


1I'll give some context:

Battle 1: I was level 8 or 9. Area had inclines that helped limit movement. We encountered what were essentially 6 badgerfolk (who had burrow speed and spell resistance). I ended up in melee range since I couldn't tell where they were at until they popped out right in front of me. Five-foot stepping simply triggered a feat or ability that let them get an AoO anyway and move five feet after me.

Let's see now, one of the questions is why you're in any given position. What's your end goal? Are you trying to retrieve an item? Escort or protect someone? Attack someone? Find something? In any of those, spells allow you to take the initiative and thus you can avoid unfavourable positions with a fair amount of leeway. Pick your battles and enemies. That said, Glitterdust is always a good spell to have. Very few enemies are immune to blinding, it's not mind-affecting, and it has the anti-invisibility function to boot.

There's no ability in 3.X that enables Mage Slayers to get an attack against quickened spells. There are also items, such as Circlet of Rapid Casting [Magic Item Compendium], that allow quickening lower level spells for a really low price. So there's another tool to have. Anyways, all the spells I listed should be stuff you prepare commonly and any of them will make the life of any would-be Mage Slayers hard. Polymorph and Alter Self can also be used defensively just to boost your AC and there's always Mirror Image too (though beware, both have direct counters in the Mage Slayer feat chain).


But yeah, having something in-between you, hitting them first and hard, keeping your distance and sending disposable mooks in to draw out the enemy are the first layer of defense/offense. Of course, before you go in you should definitely study the location from afar with magic and just teleport to the most favourable position to perform your given task. This also highlights your lack of detection modes. Giving your familiar Mindsight (via. Psychic Reformation) if you happen to have Pseudodragon is a good option to get a 60' radar. You could also take a level of Mindbender [Complete Arcane] to get it yourself. Permanency on Arcane Sight is also a great option; it penetrates some amount of terrain and detects most enemies as anything of note tends to need magic items. Also, summon stuff with Tremorsense and such for extra vision modes as needed.


Battle 2: I was level 11. Illithid, its mind slave, and an Udoroot. Area was inside a tower. The mind slave was the mage killer, and it had an ability that let it gain strength whenever it was struck; accordingly, you'd only need to roll a not 1 to hit (9 AC, but lots of HP). There was a gap in place that it took advantage of, two of our guys who were striking it in melee were stunned from the illithid's Mind Blast, and the one AoO it took from the druid didn't kill it off. I took 58 damage from it, and I couldn't get out of its range since it could move after my five-foot step. Couldn't cast defensively, either, since it had Mage Slayer.

A swift action mobility spell would've saved you here. Or an item such as Anklets of Translocation [Magic Item Compendium]. But if you could disable it before it got to you, all the better. Or put some barrier between you and it; spells such as Wall of Force, Wall of Stone, Wall of Ice and company or any summons are all capable of doing that. See Summoner's Desk Reference (http://www.giantitp.com/forums/showthread.php?255219-The-Summoner-s-Desk-Reference-D-amp-D-3-5) for your Summon options. They're good even without Augment Summoning, even as just bodyblocks, SLA bots, Aid Anotherers or some such.

A personal bodyguard such as a Zombie Hydra or Dragon or whatever would've also helped here. Just keep 'em near your person and let them keep stuff off you. Again, also, do scribe Contingency ASAP and get it ready and tie it to some word you don't normally speak (Elvish or Draconic word for "the swamp monster party" in aorist, for example); thus you can trigger the Contingent Spell as a free action out of your turn order (PHB is explicit that you can turn out of turn order and as a free action and one word should definitely not be "too long"). On level 12, it can be Dimension Door, which is a pretty universal solution but even before then, Slide [Spell Compendium] or such would work.

Darth Ultron
2019-02-22, 11:36 AM
Ok, so close quarters mage killers.

1.Movement-You should avoid walking around like a mundane. Get a spell, ability, feat or magic item that allows for some other type of movement.

2.Items-Mostly magic items, but don't over look mundane items too. A lot of ''mage killing'' stuff only effect spell casting. So you can use items just fine. Wands are the perfect choice right here.

3.Melee Combat-put all that 'blasty' magic in your pocket and go for more of a melee combat focused character. Have a magic weapon or two, enhance your character with spells and magic items, and fight.

4.Armor Up-make your AC as high as possible, and don't just stop at AC, but go for other protections too.

5.Backlash-Make your character dangerious to touch. There are a couple ways to do this, but one of the best is the spell Fire Aura.

So special shout out to Polymorph: You must use this spell. You might have noticed, a Lot of things on this list can be done with polymorph.

Consider:Troglodyte, you can get with just Alter Self: Natural Armor +6 and multi attack claw, bite. Add on say Bulls Strength, Enlarge or such....and melee attack. Even ''just" doing it for the +6 AC is good. Though the Crucian (turtle folk) get +8.

Also, think of going for Trent: Natural Armor +13, and Str 29

Eldariel
2019-02-22, 11:41 AM
Polymorph as a mobility spell is probably interesting too. Burrow-speed or Earth Glide would have helped a lot in the first circumstance.

TheNerfGuy
2019-02-22, 12:06 PM
The problem with polymorph is that I don't gain the extraordinary special qualities of the new form. My DM would've ruled that I would be blind if I burrowed.
I can use Alter Self to turn into a Xorn (tiefling wizard), so I might have gained it, but I didn't have the spell prepared.

I do have Bestow Curse and a familiar, so I could share spells and have him deliver the touch. And I can use Draconic Polymorph to get two melee monsters for the price of one.

The Anklets of Translocation is something I'm now greatly considering. I can actually build that item.

Zaq
2019-02-22, 12:13 PM
If you can't get away, remember that if you survive the hit, you still get a Concentration check to keep the spell.

Yes, taking a full hit from a reasonably optimized melee dude hurts. It often hurts quite a lot. Don't do it if you don't have to do it. But if you've got your Concentration mod high enough, you might get off the spell anyway.

Don't call this a primary strategy, but don't necessarily give up just because you can't get away.

Eldariel
2019-02-22, 02:09 PM
The problem with polymorph is that I don't gain the extraordinary special qualities of the new form. My DM would've ruled that I would be blind if I burrowed.
I can use Alter Self to turn into a Xorn (tiefling wizard), so I might have gained it, but I didn't have the spell prepared.

I do have Bestow Curse and a familiar, so I could share spells and have him deliver the touch. And I can use Draconic Polymorph to get two melee monsters for the price of one.

The Anklets of Translocation is something I'm now greatly considering. I can actually build that item.

Well, Alter Self on Outsider can also turn you into Dwarf Ancestor [MM4] with 20 Natural Armor and Large size making you nigh' untouchable to most things around your general ECL. Your Familiar of course gets Magical Beast forms instead, with a fairly solid list (http://minmaxforum.com/index.php?topic=2811) too. So yeah, just pumping your defenses works if need be; note that Alter Self is 10 min/level so you can precast it for most encounters and there's little reason not to walk around with at least 1 hour/level and 10 min/level buffs on. Greater Mage Armor [Spell Compendium] for +6 AC or Greater Luminous Armor for +8 AC all day, Extended Alter Self for +20 Natural Armor (and -1 Size), and Magic Circle against Evil for +2 Deflection; with 3 spell slots (2-3 3rd level and 0-1 4th level) you have ~4 hours of AC 40 with 10 Dex.

You should have enough slots left for e.g. Greater Mirror Image [PHBII] (an absolute beast of a spell vs. mundanes without True Seeing-or-Pierce Magical Concealment - and an immediate action to boot so it has nigh' zero opportunity cost).


In short:
1. Figure out your spell loadout so that you have a good number of the offensive generalist spells ([B]Level 1: Grease, Wall of Smoke [Spell Compendium], Ray of Enfeeblement; Level 2: Glitterdust, Pyrotechnics, Web; Level 3: Stinking Cloud, Slow, Ray of Exhaustion, Summon Monster III; Level 4: Black Tentacles, Solid Fog, Resilient Sphere, Summon Monster IV; Level 5: Wall of Stone, Wall of Force, Telekinesis, Magic Jar, Summon Monster V; Level 6: Acid Fog, Greater Dispel Magic, Disintegrate, Summon Monster VI) available as well as the long duration defensive effects.

2. Take your time with effects such as Scrying, Contact Other Plane, Commune & co. before moving onto an objective to scout. Also shore up your short duration detection powers; Summon Monster handles most types, but Permanencied Arcane Sight is definitely worth it as well, and you might want to also consider See Invisibility; Mindsight [Lords of Madness] on your familiar would be nice if you can get a Pseudodragon (it's on the Improved Familiar (http://www.d20srd.org/srd/feats.htm#improvedFamiliar)-list). Customise your spell list as needed/desired based on the information you acquire.

3. When expecting trouble (and why not when not, as well), move swiftly and use your powers; Teleport makes other modes of movement obsolete and you can fly all day (your Phantom Steed can't quite fly yet but you have Overland Flight and the mentioned Zombie Taxi options - Command Undead allows maintaining multiple undead), which makes you able to bypass most enemies and enter the target area precisely.


EDIT: And of course, there's nothing wrong with having a Greater Magic Weapon'd Greatsword in your backpocket for when you feel like turning into a Cave Troll [MM3] or War Troll [MM2] or whatever (Greater Magic Weapon'd arrows are nice for Telekinesis too). Giant type (http://www.d20srd.org/srd/typesSubtypes.htm#giantType) comes with Martial Weapon Proficiencies, after all. Though turning into a Hydra or such and fighting with natural attacks is also fine. It's fine not to step on your Druid's toes, but Druid's hours/level animal shapes with animal buffs is fundamentally different from min/level fight-lasting backup fighter mode. More info on Polymorph options here (http://minmaxforum.com/index.php?topic=519.0).

TheNerfGuy
2019-02-22, 11:17 PM
Several of these options can't really be used, unfortunately; my DM bans some of them for being too powerful (such as Teleport) and others are limited by the Roleplaying aspect (what is [insert character here]'s shtick?).

Naturally, this limits my options.

Hackulator
2019-02-22, 11:22 PM
Why do you have a 6 level disparity in your party?

Telok
2019-02-23, 12:00 AM
Short term, non-spell, AC boosts.

You're having difficulty with melee attacks vs. AC. The mage slayer bit is just a minor add-on.

See about picking up a +1 darkwood buckler with +1 shield spikes of defense. Try to get Combat Expertise. Pre-cast Levitate and Mirror Image or something else that's lower level, at least 10 minutes/level, and offers a defense/vertical movement combo. Make sure a caster level boosted Greater Magic Weapon is on the spikes.

When someone gets up in your face just take a swing at them. Fighting on the defensive, combat expertise at 5, non-proficent, means you trade the +2 ac from the shield for an attack at -11 that adds GMW+7 to your ac. Then move. Eat the AoO and move vertically. Almost no melee beatstick will be prepped for flight.

Alternately, if you can get your defenses up enough, don't try to cast and just dodge-tank. If you keep the mage killer off your allies they can cast all they want.

For real hilarity see if you can mind control the mage killer.

Eldariel
2019-02-23, 08:25 AM
Several of these options can't really be used, unfortunately; my DM bans some of them for being too powerful (such as Teleport) and others are limited by the Roleplaying aspect (what is [insert character here]'s shtick?).

Naturally, this limits my options.

Well, Teleport variants such as Shadow Walk (http://www.d20srd.org/srd/spells/shadowWalk.htm) work almost as well. Also, Outsider pets from e.g. Create Lantern Archon have Greater Teleport at will; just put your party in a Portable Hole and have it teleport you around.

But yeah, your limitations would need to be known to know your options. In short, there are ways but it depends a lot. Can you post your spells known and how you acquire new spells? Preferably complete with feats.

TheNerfGuy
2019-02-23, 10:02 AM
Why do you have a 6 level disparity in your party?

In this group, new players have to start at Level 1; if you were to join the group, you'd have to roll up the character as level 1, regardless of the other PCs' levels. And if your current character dies and you opt not to bring them back to life, you have to roll up your new character at level 1, too. It's just the way my DM has it set up.


Well, Teleport variants such as Shadow Walk work almost as well. Also, Outsider pets from e.g. Create Lantern Archon have Greater Teleport at will; just put your party in a Portable Hole and have it teleport you around.

But yeah, your limitations would need to be known to know your options. In short, there are ways but it depends a lot.

I guess I should've made that clear from the start. Again, new guy, so I'm still learning.

Should I update the first post with how this campaign works, and how the characters are supposed to work?

Torpin
2019-02-23, 10:39 AM
In this group, new players have to start at Level 1; if you were to join the group, you'd have to roll up the character as level 1, regardless of the other PCs' levels. And if your current character dies and you opt not to bring them back to life, you have to roll up your new character at level 1, too. It's just the way my DM has it set up.

those are terrible rules. just terrible, there is no reason a group of high level adventurers would accept someone that low, it impedes them, tell your dm to stop it. thats really dumb.


but to the main point. take hostages

Awakeninfinity
2019-02-23, 10:51 AM
In this group, new players have to start at Level 1; if you were to join the group, you'd have to roll up the character as level 1, regardless of the other PCs' levels. And if your current character dies and you opt not to bring them back to life, you have to roll up your new character at level 1, too. It's just the way my DM has it set up.


He should tell people not to join his game at this point (there is no way to keep up if he's optimizing NPCs to fight the party)

That's my thoughts on this; anyway

Eldariel
2019-02-23, 11:28 AM
I guess I should've made that clear from the start. Again, new guy, so I'm still learning.

Should I update the first post with how this campaign works, and how the characters are supposed to work?

Yeah, any significant houserules, your character build, your spells known and spells you could easily access are definitely crucial for figuring this out in your particular case.

TheNerfGuy
2019-02-23, 12:24 PM
I've updated the first post with these details.

Darth Ultron
2019-02-23, 01:25 PM
Well, I'd guess we need to know what exactly you want here.

You want conformation your in a bad game, with bad house rules and a bad, jerk DM? I will make it Official: You are.

If your in a game where the DM has 'mage killers' everywhere....and you are forbidden from taking any actions what so ever, in the game or outside of the game....and if everything is ''too good" and the DM will just be like ''sorry, everything you ever say the answer is NO...oh, by the way my mage killer npc killed your character again...teehehehe". Then really, your Lost.

You might as well just leave the game.

Maybe you can make a point by tossing your character on the next mage killer and going out in style.

Elkad
2019-02-23, 01:43 PM
those are terrible rules. just terrible, there is no reason a group of high level adventurers would accept someone that low, it impedes them, tell your dm to stop it. thats really dumb.

I played that way for more than 20 years. It's not the standard, but it works fine.

Mehangel
2019-02-23, 02:00 PM
Well, I'd guess we need to know what exactly you want here.

You want conformation your in a bad game, with bad house rules and a bad, jerk DM? I will make it Official: You are.

If your in a game where the DM has 'mage killers' everywhere....and you are forbidden from taking any actions what so ever, in the game or outside of the game....and if everything is ''too good" and the DM will just be like ''sorry, everything you ever say the answer is NO...oh, by the way my mage killer npc killed your character again...teehehehe". Then really, your Lost.

You might as well just leave the game.

Maybe you can make a point by tossing your character on the next mage killer and going out in style.

Honestly, the only house rule I really have an issue with is that new players and characters must start at level 1. I however had played in games where it was houseruled that new characters started 2 levels lower than the APL (which while harsh isnt impossible to deal with).

As for the house rules regarding teleportation, summoning, polymorphing, stepping on X character's shtick, etc. I have no problem with these rules at all. Of course, I use Spheres of Power (instead of vancian spellcasting), so magical effects such as long range teleportation is usually locked as advanced talents. Also due to the nature of SoP, "stepping on another player's shtick" is almost a non-issue as nobody can "do-it-all", so investing in spheres or talents another player already has usually doesn't increase party power.

Eldariel
2019-02-23, 03:18 PM
Well, there are other good Summons than Dretch (the thread I linked has reasonable assessments) and you can always use Lesser Planar Binding as a form of a Planar Ally to ask for help from some good-aligned Outsider (Archons make quite a bit of sense with Heironeous). But yeah, those limitations don't sound too bad.

Far as Polymorph goes, you can always Scry or study creatures that would interest you or "any creature of power" with your Knowledge-skills and spells to get more forms if desired. Say, you'd want to expand your warrior form set, you use Knowledges to figure out strong bipeds (probably Knowledge: Nature most saliently) and arrive at some Trolls and then use Scrying and Contact Other Plane and company to find/study them.