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[5e] What are some good melee self-defense options for a mage?

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nerankori

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« on: <02-11-18/2020:02> »
I notice that most of the melee weapons I know of calculate damage based on strength,and I don't think I'll have enough skill points to put into exotic proficiency for a monowhip,in addition to all the stuff I innately need like spellcasting/conjuring.

My intent with this hypothetical character is to play a sneaky and possibly stabby type,with some gymnastics and sneaking on top of the magic skills,maybe some escape artist.

I'm not averse to using guns on this character,but I figure that need will be picked by someone else,and I need to specialise my limited skill points. Stunbolt/manabolt will probably be my main ranged attacks,and most of my other spells will be illusion/manipulation based to help stealth.

I'm going to be probably playing a vulpine shifter and putting some points in agility,so any weapon attack rolls I make will be decent at least.

With that in mind,what weapon/weapon skill should I invest in to have a means of taking out someone once I sneak up on them? Or to defend myself against assailants in an open fight?

Beta

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« Reply #1 on: <02-11-18/2150:40> »
Shock gloves?   Ote that they only need to touch, as I understand it, so easier to hit.  And you should be able to wear them while casting.  And I think you can use unarmed combat with magic fingers, which once in a long while could be interesting.

Stainless Steel Devil Rat

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« Reply #2 on: <02-11-18/2157:30> »
Touch spells are going to be more effective for a spellcaster than any melee weapon is likely to be.
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.

ShadowcatX

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« Reply #3 on: <02-11-18/2205:21> »
Shock weapons are your best bet, though a monowhip will cost exactly as many points as any other weapon.

legionof1

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« Reply #4 on: <02-11-18/2237:46> »
As a shifter unarmed combat applies in both forms, so shock gloves or the version installed in armor ?shock frills?(If your GM allows you armor that adapts to the shift), would get the most mileage.

Marcus

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« Reply #5 on: <02-13-18/1001:29> »
Shock-Staff, Good Damage, Good Reach, don't need str and won't take mage's arm off.
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ZeldaBravo

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« Reply #6 on: <02-16-18/0358:01> »
Another option is Levitate the hell out of melee range.  ;D
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Csjarrat

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« Reply #7 on: <02-18-18/1246:51> »
If you're going shifter, its all about unarmed. Shock gloves are good for stunning folk, you could even get them as a weapon focus if you end up with spare cash
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Mittensworth

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« Reply #8 on: <02-21-18/0220:22> »
Another option is Levitate the hell out of melee range.  ;D

Levitate myself or him?

Marcus

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« Reply #9 on: <02-21-18/1449:22> »
Levitate myself or him?
Levitate is self only, and the reason you don't generally do that, is unless you happen to invisibility or the all concealing shadows to hide in, as your now a floating target for everyone with guns.
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Sphinx

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« Reply #10 on: <02-22-18/1757:25> »
Levitate is self only, and the reason you don't generally do that, is unless you happen to invisibility or the all concealing shadows to hide in, as your now a floating target for everyone with guns.

Levitate is not self only; the spell description (SR5, p.293) specifically includes levitating an object, an unwilling being, or an object held by a living being, in addition to levitating yourself.

ZeldaBravo

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« Reply #11 on: <02-25-18/1304:34> »
Levitate myself or him?
Levitate is self only, and the reason you don't generally do that, is unless you happen to invisibility or the all concealing shadows to hide in, as your now a floating target for everyone with guns.

I'm yet to encounter a Magician with the audacity to ignore an Improved Invisibility spell. It's just too good.
Anyway, we were talking about melee self-defense, and being unreachable is a great way to defend yourself.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Mittensworth

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« Reply #12 on: <02-27-18/0102:28> »
The Elemental Aura spell would provide a disincentive to attack the mage in melee.  Its somewhat high drain, but can be cast at lower force with reagents to increase the limit.

Rosa

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« Reply #13 on: <02-27-18/1058:11> »
And not only does Elemental Aura improve your defense in an offensive way but it also enhances your own attacks. Combat Sense is also pretty good for the extra defense dice, all in all I'd say that those two spells are essential to a melee minded mage.