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I like to couple that with Extended Buffs myth feat on my buffing character (gives you 10 mins worth of that buff) and you get a pretty diverse and reliable spell ward for your party.
If you need even more there's also Protection from Evil / Good / Law / Chaos.
The spells also come in Communal variants which buff the whole party at once so you don't have to waste too many casts / day for it.
Spells don't attack AC (some do Touch AC which is normally lower) but your Saving Throws.
Also those new armor perks that last 1hr/level that add a flat +1-5 resist for either armor or spells
1. Defense
2. Offense
For 1., things like obtaining energy resistances if you know what energy type you'll be fighting. Or improving your saves or obtaining SR (Spell resistance), etc.
For 2., fk the enemy casters up. Trip them, cast feeblemind so they can't do anything, etc. etc.
Also for ranged units get distracting shots comes in handy as well when they're trying to cast
Crowd Control is more than just Will saves, fyi though for NPCs it's the most common CC attack by them
Protection Form Evil, gives +2 saves vs any form of attack form an evil critter
So, the Communal Prot Evil/Law/Chaos spell is a superb group saver or single target version for a tank
Protection form Spells is a high lvl arcane buff
Spell Resistance is a Divine Caster buff that make a character have spell resistance...but that will then also possibly block further heals, buffs etc on that character as it's resistance to ALL spells!
and doesn't work on special magical abilities only spells or Spell-like effects
Witches and Oracles get some single target Wards etc that are big boosts iirc
Paladins with their "Divine Grace" ability can get huge boosts to all saves form their Charisma
they have a lvl 2 spell that will give an ally the same bonus to all saves for 1 minute a level, iirc
My fave cleric is one of Erastil, at lvl 8 if they take Community domain, they get the GUARDED HEARTH power
1/ day, lasts 8 hours on affected area 30' radius, bonus saves/attack equal to cleric's Wisdom bonus and stacks with most things iirc
that is ENORMOUS! as typically you get +3 to +5 bonus
toss it down on camp site when got for a rest in wilds, protects you iff attacked,
rest replenishes the ability ;)
In Kingmaker, I'd put it near an area in a dungeon where I could pull lots of enemies to it over a while, hehe
Thank you, extremely helpful, gonna save it in a txt file for when the game is playable again, hehe.
Spells usually target your Touch AC so even if your tank has an AC of 25, the Touch AC is likely around 15 so it is easier to do damage/de-buff.
Combat Manoeuvres (feat - makes it easier to run past enemy squares)) + Charge (action) . Always target the spellcasters and healers first.
Protection vs Evil (mass) is handy too.
A good ranger with a longbow should have the range to hit them.
I got 4 casters, 2 crossbow, 2 bows. They can destroy most casters in one round or less.
Once you start getting fireball and other nukes, you can open with those.
If you get a really hard fight where you can't nuke down the casters, use buffs that protect you from spells.
My pleasure! :)
by the way "Spell resistance" be it a creature's natural ability, or from a buff spell
does not affect "abilities", only spells or some "Spell like abilities"
ie, it will not affect Paladin's Lay on hands, Smite Evil, a bard's song, the many touch abilities different cleric Domains can give
etc