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Wish states that it can duplicate any wizard/sorcerer spell of 8th level or lower also his base class already has binding on it's spell list so it would still be considered an eighth level spell if he couldn't cast binding then it would be treated as a 7th level spell on his spell list.


redliska wrote:
Wish states that it can duplicate any wizard/sorcerer spell of 8th level or lower also his base class already has binding on it's spell list so it would still be considered an eighth level spell if he couldn't cast binding then it would be treated as a 7th level spell on his spell list.

Except for the fact we just established it as a sixth level spell on his list -- which means its a sixth level sorcerer/wizard spell and can be duplicated as such. And you are incorrect on the second part too:

Quote:
Duplicate any non-sorcerer/wizard spell of 6th level or lower, even if it belongs to one of your opposition schools.

So it doesn't automatically jump to 7th level for wish.

It never tells us that we must use one specific level or another or that we can't use a lower level version of the same spell if we have it at two spell levels.


The spell binding is either a 6th or 8th level spell if you feel the level difference means it is a spell not normally on the wizard/sorcerer list then add it to his list the pathfinder savant's class ability makes you treat it as one level higher.

As you pointed out "if his base class could not normally cast that spell, it is treated as 1 level higher."

So if you can specify your wish to produce the weaker binding spell now on your wizard/pathfinder savants spell list you can treat it as a 7th level spell.

You can also just have used wish to cast a 7th level or lower spell not on your spell list.

As to the meta magic bit unless you use heighten meta magic only makes you use a higher level slot it doesn't increase the spells effective level so you could add on the meta magic for free if the DM let's you but that is stepping outside of the list of effects explicitly stated in the spells description.


How about you two make another thread?

Lantern Lodge

pathfinder savant cheese to make an 8th level binding spell take a 6th level slot isn't as bad as you think. you still need to make an opposed charisma check, and most 18ish hit die outsiders have a much higher charisma than you. and binding at a lower level is much riskier. threatening that outsider will not allow you to bypass that check. the truename discovery doesn't work that way either. roll too low on the charisma check, and the outsider, whom is controlled by the DM, can rip you apart.

but i would still be more accepting of said wizard/pathfinder savant taking heal off the adept list (a 5th level spell) and turning it into a 6th level spell.


Solas the spell itself is called binding and traps an individual in some manner.


licidy seems to have found the best way to accomplish AM's defeat anyway. If AM doesn't get to go before the majority of simulacra they will trap him in the gem by removing spell turning and assisting the primary caster. Even assuming binding is referring to character level and not caster level for the assistants (witch would be silly) he can still get double AM's hit dice and have enough extras around to teleport the group (1 simulacrum for self and 3 willing medium creatures) and remove the spell turning.

Oh well back to rocket tag.

Lantern Lodge

sorry if i got the wrong spell, i must have been thinking of planar binding.

from what i read of binding. it seems like a way to stat out mechanics for the standard plot occurence where the former heroes of old seal the villain for 1,000 years. in other words, "plot magic" that didn't need to be statted in the first place. i could understand this being used for "cutscenes" and the like, but it's highly impractical for combat.

do you really need rules for a spell that makes brooms sweep on thier own?

do you really need rules for entertaining people with card tricks?

if you said no to either of these, then you agree that you don't need a special spell intended to represent what should be "NPC Cutscene power". this spell should just be a non-mechanically described ability utilized by the "seven sages" or whatever you have.

just like how leadership shouldn't be a feat, you should actually have to roleplay developing connections to get your cohort and followers. pay bards to write and publicly recite poems about your glory for a bit, post the bulletins at any taverns you can, and maybe host auditions. if your "cohort" is a sibling, spouse, or childhood friend justified in your backstory, they shouldn't require a feat for you to have them accompany you.


redliska wrote:

licidy seems to have found the best way to accomplish AM's defeat anyway. If AM doesn't get to go before the majority of simulacra they will trap him in the gem by removing spell turning and assisting the primary caster. Even assuming binding is referring to character level and not caster level for the assistants (witch would be silly) he can still get double AM's hit dice and have enough extras around to teleport the group (1 simulacrum for self and 3 willing medium creatures) and remove the spell turning.

Oh well back to rocket tag.

I will quite agree. This is the best plan I've seen, and one of only a few that wasn't basically a statement of 'I survive by doing X and then I win... somehow.'

It does require a preconceived knowledge of AM BARBARIAN'S existence, as well as a willingness to ready a bunch of very specific actions against a creature you cannot yet see. (It'd be funny if you ended up spending all that effort binding a dimensional stalker or some kind of large cat that jumped out of the bushes.)

It also requires a 25,000 gp diamond for the wish spell, an additional 10,000 gp in gems for the Binding + The cost of whatever gem, jar or similar object you bring (Including the object, it's just over 10,000 gp to cast the spell meaning it has to be covered), 5000 gp in rubies per simulacrum (30,000 for the minimum six, but you wanted at least 7 which is 35,000)... projected costs are somewhere around 70,000 gp for the setup plus whatever jar you used. Probably 1 copper piece because who cares, making it 70,000.01 gp.

It is also predicated on the theory that you aren't able to move while you're trapped inside the gem as a tiny person, because if you can he spell sunders and there went like what, 35,000 gp?

You may want to use the Metamorphosis binding instead and try putting him in a jar. It's also permanent, and will actually keep him from using any abilities.

This does run the problem of 'what if the mount just opens the jar' but that's its own kettle of fish.


Trinam wrote:
It also requires a 25,000 gp diamond for the wish spell, an additional 10,000 gp in gems for the Binding

Nope the 10,000 gets covered by the wish spell.


Abraham spalding wrote:
Trinam wrote:
It also requires a 25,000 gp diamond for the wish spell, an additional 10,000 gp in gems for the Binding
Nope the 10,000 gets covered by the wish spell.

Normally, you would be right. However, the specific binding he has chosen has an additional material component of 'The thing you're cramming AM into.'

That component has a cost, even if it's as small as 1 cp, and THAT pushes it over the 10,000 gp limit for what wish will cover. The spell is all-or-nothing, either it covers the entire cost or none of it.

Also, you probably need to account for the action you're taking to ready all that stuff. I'm pretty sure 20 opals, a diamond, and another gem are considered 'complex material components.'

RPG Superstar 2012 Top 16

He'd need at least two simulacarums casting Teleport to move them into position. ANd you're trying to move them into position for a target moving at 400'/round. You'd need Teleport w/o Error to do this right, x2 to grab everyone, and you'd need to locate AB.

I don't think the caster level bonus for Spec Spell is going to apply to this Aid Another effect. Pretty sure it's looking at CL, not CL for spell sacrificed (since you aren't casting the spell, per se).

Note the sims and the caster go on different initiatives. He'd have to delay for them.

What's the save DC of the binding?

Eight identical wizards all start casting, see what AB does.

Where are the Rules for this aiding spellcasting? I don't see it.

==Aelryinth


Binding spell

Each helper gives him a bonus to caster level equal to 1/3 their caster level. For level 10 Sims that's a +3 each and he can only have 6 such helpers. Which means we have a +18 to caster level -- add in the orange prism and we are up to a +19, and then the feats add onto the total caster level (of which we only need 1 and it doesn't even have to be spell perfected -- though it still can be). Add in two for the teleports and 1 for the bouncing buffs and we have a total of 10 people which 1 Sim can handle.

AM doesn't get to do anything since it was readied actions based on his charging the bouncing buffs (though again how he manages to always have spell turning up is a mystery I would like explained) and there is no save throw because again his HD is less than 1/2 of the caster level of the Binding spell.

It doesn't say you need 20 opals, it says you needs opals of total value equal to 10,000gp and a container, personally I would go for a no cost container, but assuming that for someone people require the container to have value then here is what I propose.

Get the 10,000gp worth of opals, one diamond worth 25,000gp and lets go with a sapphire. Get a string, make a necklace. Nothing states the gems have to be separate (or can't simply be a single gem) so we'll put the diamond and opals all on the same string.

Now the material components are not so 'complex'. AM goes into the sapphire which stays on the string cause it's pretty that way.


Trinam wrote:


I will quite agree. This is the best plan I've seen, and one of only a few that wasn't basically a statement of 'I survive by doing X and then I win... somehow.'

It does require a preconceived knowledge of AM BARBARIAN'S existence, as well as a willingness to ready a bunch of very specific actions against a creature you cannot yet see. (It'd be funny if you ended up spending all that effort binding a dimensional stalker or some kind of large cat that jumped out of the bushes.)

Not so much a pre conceived knowledge as the fact that the wizard was just walking around one day and suddenly he hears a scream of rage and is instantly liquified by RAGELANCEPOUNCE, at witch point he wakes up in his cloning tank and studies up on whatever obliterated him.


rat_ bastard wrote:
Trinam wrote:


I will quite agree. This is the best plan I've seen, and one of only a few that wasn't basically a statement of 'I survive by doing X and then I win... somehow.'

It does require a preconceived knowledge of AM BARBARIAN'S existence, as well as a willingness to ready a bunch of very specific actions against a creature you cannot yet see. (It'd be funny if you ended up spending all that effort binding a dimensional stalker or some kind of large cat that jumped out of the bushes.)

Not so much a pre conceived knowledge as the fact that the wizard was just walking around one day and suddenly he hears a scream of rage and is instantly liquified by RAGELANCEPOUNCE, at witch point he wakes up in his cloning tank and studies up on whatever obliterated him.

Actually, I have an interesting solution to that problem. Let's just say there are multiple reasons to carry a merciful lance, and infinite rage rounds are only part of them.


Trinam wrote:


Actually, I have an interesting solution to that problem. Let's just say there are multiple reasons to carry a merciful lance, and infinite rage rounds are only part of them.

If I recall, you still need a finisher on that tactic.


Brambleman wrote:
Trinam wrote:


Actually, I have an interesting solution to that problem. Let's just say there are multiple reasons to carry a merciful lance, and infinite rage rounds are only part of them.
If I recall, you still need a finisher on that tactic.

I do. I'm trying to come up with something more hilarious than a wand of enervation, but I'm yet to.

Boring and Practical might have to win here. :(


Brambleman wrote:
Trinam wrote:


Actually, I have an interesting solution to that problem. Let's just say there are multiple reasons to carry a merciful lance, and infinite rage rounds are only part of them.
If I recall, you still need a finisher on that tactic.

Can't AmBarb simply sunder the clone spell? It's clearly present on the recipents soul. And I'd like to point out again, that a lot of the issue with AmBarb is how loosely worded Spell Sunder is. I don't mind that Barbarian's are super aweseome, it's how it should be, but Spell Sunder is something that a player and there GM need to work out how it works out.


Trinam wrote:
rat_ bastard wrote:
Trinam wrote:


I will quite agree. This is the best plan I've seen, and one of only a few that wasn't basically a statement of 'I survive by doing X and then I win... somehow.'

It does require a preconceived knowledge of AM BARBARIAN'S existence, as well as a willingness to ready a bunch of very specific actions against a creature you cannot yet see. (It'd be funny if you ended up spending all that effort binding a dimensional stalker or some kind of large cat that jumped out of the bushes.)

Not so much a pre conceived knowledge as the fact that the wizard was just walking around one day and suddenly he hears a scream of rage and is instantly liquified by RAGELANCEPOUNCE, at witch point he wakes up in his cloning tank and studies up on whatever obliterated him.
Actually, I have an interesting solution to that problem. Let's just say there are multiple reasons to carry a merciful lance, and infinite rage rounds are only part of them.

The mental image of a Wizard sitting outside in a field, smoking a pipe and then suddenly PIFF! the wizard is a bloody streak and AM BARBARIAN tattoos another pointy cap to AM BATTY BAT's flank is so amusing I will cherish it until I witness something shiny that distracts me.


Andy Ferguson wrote:
Brambleman wrote:
Trinam wrote:


Actually, I have an interesting solution to that problem. Let's just say there are multiple reasons to carry a merciful lance, and infinite rage rounds are only part of them.
If I recall, you still need a finisher on that tactic.
Can't AmBarb simply sunder the clone spell? It's clearly present on the recipents soul. And I'd like to point out again, that a lot of the issue with AmBarb is how loosely worded Spell Sunder is. I don't mind that Barbarian's are super aweseome, it's how it should be, but Spell Sunder is something that a player and there GM need to work out how it works out.

I prefer the mental image of AM forcing a reaction that simultaneously follows the casty back through every clone he's ever made and causes them all to keel over dead as well.

Though, spell sunder wouldn't work, Clone has a duration of Instantaneous.

Liberty's Edge

One big problem that AM has with Spell Sunder is that he's got no means of determining which spell to sunder if there's more than one up on the wizard. Since he cannot use INT-based skills while he's raging, he's got no way to discern which spell is which. He can figure out which spells are most powerful, but beyond that he's got no way of determining whether he's sundering an invisibility or a haste or a measly little magic aura. This means that a viable strategy is waves of exhaustion a couple of times, then simply spam quickened true strike followed by ranged touch spells. AM isn't going to be able to hit the mage, so he's not going to be able to kill him.

Grand Lodge

Lotta talk while I slept ^_^ here's some more thoughts:

Binding at a lower level may be too much cheese for my taste. And in reality the tactic can be pulled off at a level lower than 20. You need access to Binding (lv 8), but a staff with Binding will reduce it to a standard action instead of resorting to wish.

The tactic does involve prior knowledge of AMBARB and his tactics, but hey, he's a Diviner/Oracle... I think combat intellegence is a given ^_~ Also, I stated that the character is hunting him down "to put an end to his mage-slaying"

I think a few Dominate Persons would be the best to bounce off of Spell Turning as I'd be dominating myself, and there's a slim chance of it actually getting through for a save and a nat 1 (though I doubt it). I always thought spell turning would let friendly spells through, so I'd want to make it a hostile spell at least for flavor's sake.

Metamorphosis is the best option as it removes some grey areas involving spell sunder. At the same time, Binding without an escape clause (which lowers the useless DC) is permanent till Disjunctioned or AMF'd; theres no clause about breaking the jar but if we want to split hairs, lets make it out of adamantium :-P

I will also agree that almost no one would actually build this character EXCEPT to take down AM BARBARIAN. The build isn't very throughough either, as I haven't laid out abilities or full loot purchasing... I just saw a counter tactic. I still believe Trinam's build here is AMAZING ^.^


DeathSpot wrote:

One big problem that AM has with Spell Sunder is that he's got no means of determining which spell to sunder if there's more than one up on the wizard. Since he cannot use INT-based skills while he's raging, he's got no way to discern which spell is which. He can figure out which spells are most powerful, but beyond that he's got no way of determining whether he's sundering an invisibility or a haste or a measly little magic aura. This means that a viable strategy is waves of exhaustion a couple of times, then simply spam quickened true strike followed by ranged touch spells. AM isn't going to be able to hit the mage, so he's not going to be able to kill him.

I'd like to point out that you just said 'He can't tell which buff is which if you stack buffs, so a viable strategy is to use two instantaneous spells then quickened buffs along with ranged spells that instantly burn the buffs.'

Both are technically true, but I can't see how they're related.

Liberty's Edge

Trinam wrote:
DeathSpot wrote:

One big problem that AM has with Spell Sunder is that he's got no means of determining which spell to sunder if there's more than one up on the wizard. Since he cannot use INT-based skills while he's raging, he's got no way to discern which spell is which. He can figure out which spells are most powerful, but beyond that he's got no way of determining whether he's sundering an invisibility or a haste or a measly little magic aura. This means that a viable strategy is waves of exhaustion a couple of times, then simply spam quickened true strike followed by ranged touch spells. AM isn't going to be able to hit the mage, so he's not going to be able to kill him.

I'd like to point out that you just said 'He can't tell which buff is which if you stack buffs, so a viable strategy is to use two instantaneous spells then quickened buffs along with ranged spells that instantly burn the buffs.'

Both are technically true, but I can't see how they're related.

Heh. No, not quite what I meant. Or, really, what I said. My presumption is that as a wizard, I'm going to have rather a lot of buffs up going into my inevitable minor incident with a speedbump named AM. He won't be able to tell one from another, except relative level of power. I realize you like to assume the wizard is standing in the field, no defenses at all, but that's simply not the case. Ever. Also, how will you spot me, again? Hide check of 85+, even if I am just standing in a field, remember?


I thought it was hide check of 85+ because you were standing in a field. ;D


Trinam wrote:


I do. I'm trying to come up with something more hilarious than a wand of enervation, but I'm yet to.

Boring and Practical might have to win here. :(

you do know that if you deal more than double HP in non-lethal damage, you kill a target. it is a change from 3.5


dragonfire8974 wrote:
Trinam wrote:


I do. I'm trying to come up with something more hilarious than a wand of enervation, but I'm yet to.

Boring and Practical might have to win here. :(

you do know that if you deal more than double HP in non-lethal damage, you kill a target. it is a change from 3.5

Oh.

Well.

I should... probably have him stop when the enemy falls limp on the ground.

Plus side: I KNOW HOW TO KILL THE TARRASQUE NOW.


Trinam wrote:
dragonfire8974 wrote:
Trinam wrote:


I do. I'm trying to come up with something more hilarious than a wand of enervation, but I'm yet to.

Boring and Practical might have to win here. :(

you do know that if you deal more than double HP in non-lethal damage, you kill a target. it is a change from 3.5

Oh.

Well.

I should... probably have him stop when the enemy falls limp on the ground.

Plus side: I KNOW HOW TO KILL THE TARRASQUE NOW.

Tarrasque is immune to non-lethal.


That doesn't make any sense, he has regeneration 40. Doesn't that mean all damage to Tarrasque is nonlethal?


Trinam wrote:
That doesn't make any sense, he has regeneration 40. Doesn't that mean all damage to Tarrasque is nonlethal?

No that's 3.5 regeneration pathfinder is all damage all the time, but you get better each round and don't die until the regeneration is turned off.


Abraham spalding wrote:
Trinam wrote:
That doesn't make any sense, he has regeneration 40. Doesn't that mean all damage to Tarrasque is nonlethal?
No that's 3.5 regeneration pathfinder is all damage all the time, but you get better each round and don't die until the regeneration is turned off.

...you win this round, Tarrasque.

This round.


Trinam wrote:
Abraham spalding wrote:
Trinam wrote:
That doesn't make any sense, he has regeneration 40. Doesn't that mean all damage to Tarrasque is nonlethal?
No that's 3.5 regeneration pathfinder is all damage all the time, but you get better each round and don't die until the regeneration is turned off.

...you win this round, Tarrasque.

This round.

Also Immune to:

ability damage, acid, bleed, disease, energy drain, fire, mind-affecting effects, paralysis, permanent wounds, petrification, poison, polymorph

So basically it reads like an end boss from final fantasy.

By the way -- your whole "non-lethal lance" idea?

Yeah hope the guy doesn't have any regeneration and diehard otherwise you'll never render him unconscious, especially if he finds a way to be immune to non-lethal damage.


Abraham spalding wrote:
Trinam wrote:
Abraham spalding wrote:
Trinam wrote:
That doesn't make any sense, he has regeneration 40. Doesn't that mean all damage to Tarrasque is nonlethal?
No that's 3.5 regeneration pathfinder is all damage all the time, but you get better each round and don't die until the regeneration is turned off.

...you win this round, Tarrasque.

This round.

Also Immune to:

ability damage, acid, bleed, disease, energy drain, fire, mind-affecting effects, paralysis, permanent wounds, petrification, poison, polymorph

So basically it reads like an end boss from final fantasy.

By the way -- your whole "non-lethal lance" idea?

Yeah hope the guy doesn't have any regeneration and diehard otherwise you'll never render him unconscious, especially if he finds a way to be immune to non-lethal damage.

You know you can always just turn off Merciful at will, right?

Also amusing: Diehard doesn't actually stop you from falling unconscious from nonlethal damage, only from falling unconscious from having your HP dropped below 0. Remember, nonlethal damage counts up and not down.


Trinam wrote:


You know you can always just turn off Merciful at will, right?

Also amusing: Diehard doesn't actually stop you from falling unconscious from nonlethal damage, only from falling unconscious from having your HP dropped below 0. Remember, nonlethal damage counts up and not down.

Yup I had almost forgot about it but you are right. Better hope there aren't any alchemist with mummification in your future, or any sorcerer's with immunity to non-lethal damage. Either of those with regeneration and diehard are going to be really hard to drop.


Well yeah, but this differs from normal how, exactly

Generally things with Nonlethal immunity, regeneration and diehard are a total pain in the butt regardless.


Trinam wrote:
Brambleman wrote:
Trinam wrote:


Actually, I have an interesting solution to that problem. Let's just say there are multiple reasons to carry a merciful lance, and infinite rage rounds are only part of them.
If I recall, you still need a finisher on that tactic.

I do. I'm trying to come up with something more hilarious than a wand of enervation, but I'm yet to.

Boring and Practical might have to win here. :(

How about an undead in a box?


Brambleman wrote:
Trinam wrote:
Brambleman wrote:
Trinam wrote:


Actually, I have an interesting solution to that problem. Let's just say there are multiple reasons to carry a merciful lance, and infinite rage rounds are only part of them.
If I recall, you still need a finisher on that tactic.

I do. I'm trying to come up with something more hilarious than a wand of enervation, but I'm yet to.

Boring and Practical might have to win here. :(

How about an undead in a box?

...An undead he keeps in a pit on the dead magic plane he apparently got while I wasn't looking last tuesday. He tosses the mages in there and they get level drained to death.

That's brilliant and hilarious.


Trinam wrote:
Brambleman wrote:
Trinam wrote:
Brambleman wrote:
Trinam wrote:


Actually, I have an interesting solution to that problem. Let's just say there are multiple reasons to carry a merciful lance, and infinite rage rounds are only part of them.
If I recall, you still need a finisher on that tactic.

I do. I'm trying to come up with something more hilarious than a wand of enervation, but I'm yet to.

Boring and Practical might have to win here. :(

How about an undead in a box?

...An undead he keeps in a pit on the dead magic plane he apparently got while I wasn't looking last tuesday. He tosses the mages in there and they get level drained to death.

That's brilliant and hilarious.

My apologies, thats undead in a box... TURNED UP TOO ELEVEN


Brambleman wrote:
Trinam wrote:
Brambleman wrote:
Trinam wrote:
Brambleman wrote:
Trinam wrote:


Actually, I have an interesting solution to that problem. Let's just say there are multiple reasons to carry a merciful lance, and infinite rage rounds are only part of them.
If I recall, you still need a finisher on that tactic.

I do. I'm trying to come up with something more hilarious than a wand of enervation, but I'm yet to.

Boring and Practical might have to win here. :(

How about an undead in a box?

...An undead he keeps in a pit on the dead magic plane he apparently got while I wasn't looking last tuesday. He tosses the mages in there and they get level drained to death.

That's brilliant and hilarious.

My apologies, of course it should be an undead in a box... TURNED UP TOO ELEVEN


AM should wear the box around his waist.

*cues music*
It's undead in a box....

...this is going to take this thread down a weird path again, isn't it?

Liberty's Edge

Trinam wrote:
I thought it was hide check of 85+ because you were standing in a field. ;D

Here's my actual breakdown:

20 ranks in Stealth (easy enough; I've got 200+ skill points to spend)
Skill focus, Stealth (+6, since I have more than 10 ranks)
a +20 item (it's only 40k; I can afford it)
Dex 16, and a belt of +6 = +6 to stealth
Conspiracy Hunter trait = +4 (+1 trait, +3 class skill bonus)
Invisible, +20
Not moving, +20
Take 20 on my hide check.
Mind Blank (doesn't help all that much on the stealth, but now your arcane sight and see invisibility and whatnot won't work)

That's a DC 116 perception check if you're standing right next to me (yes, I'm aware BATTY BAT has an easier time; his is only a DC 76 while next to me). If I use shapechange to make myself diminutive or even fine, the DC goes to 124 or 132. Yes, shapechange carries with it a minor penalty that I'd need to change back to a spellcasting form, but that's not really a problem.

Y'know, AM might not even EVER be able to find a high-level wizard (well, not until one wants to find him, anyway). He's probably convinced that he's already zorched them all, because he'll certainly never spot one.


DeathSpot wrote:


Y'know, AM might not even EVER be able to find a high-level wizard (well, not until one wants to find him, anyway). He's probably convinced that he's already zorched them all, because he'll certainly never spot one.

If the reason he can't find them is because they're spending their time invisible, cowering in place, never moving for fear of detection...

...thats HIS victory, you know.

Liberty's Edge

KrispyXIV wrote:
DeathSpot wrote:


Y'know, AM might not even EVER be able to find a high-level wizard (well, not until one wants to find him, anyway). He's probably convinced that he's already zorched them all, because he'll certainly never spot one.

If the reason he can't find them is because they're spending their time invisible, cowering in place, never moving for fear of detection...

...thats HIS victory, you know.

AM spends ALL OF HIS TIME running away at 181mph, and he calls that a victory?


DeathSpot wrote:
KrispyXIV wrote:
DeathSpot wrote:


Y'know, AM might not even EVER be able to find a high-level wizard (well, not until one wants to find him, anyway). He's probably convinced that he's already zorched them all, because he'll certainly never spot one.

If the reason he can't find them is because they're spending their time invisible, cowering in place, never moving for fear of detection...

...thats HIS victory, you know.

AM spends ALL OF HIS TIME running away at 181mph, and he calls that a victory?

Well he is constantly being attacked by Schrodinger's casty, so he really does not need to look for wizards.


DeathSpot wrote:
Trinam wrote:
I thought it was hide check of 85+ because you were standing in a field. ;D

Here's my actual breakdown:

20 ranks in Stealth (easy enough; I've got 200+ skill points to spend)
Skill focus, Stealth (+6, since I have more than 10 ranks)
a +20 item (it's only 40k; I can afford it)
Dex 16, and a belt of +6 = +6 to stealth
Conspiracy Hunter trait = +4 (+1 trait, +3 class skill bonus)
Invisible, +20
Not moving, +20
Take 20 on my hide check.
Mind Blank (doesn't help all that much on the stealth, but now your arcane sight and see invisibility and whatnot won't work)

That's a DC 116 perception check if you're standing right next to me (yes, I'm aware BATTY BAT has an easier time; his is only a DC 76 while next to me). If I use shapechange to make myself diminutive or even fine, the DC goes to 124 or 132. Yes, shapechange carries with it a minor penalty that I'd need to change back to a spellcasting form, but that's not really a problem.

Y'know, AM might not even EVER be able to find a high-level wizard (well, not until one wants to find him, anyway). He's probably convinced that he's already zorched them all, because he'll certainly never spot one.

So wait,you're telling me that every wizard is going to use 20 skill points, a feat, a trait, plus two (three with a ring of invisibility, which has to be reactivated every three minutes) magic items (one of which isn't even in a book)? Not to mention that apparently no wizard ever moves; and they can somehow take twenty on stealth checks, a thing that every rogue wishes they could do.

As for standing near him; BATTY has Blindsense and AM has Blindsight.

I'm not saying it's a bad tactic, but it does require a huge amount of preparation and the assumption that you got away from an initial encounter with AM with something other than a Clone.


DeathSpot wrote:

Take 20 on my hide check.

SRD wrote:
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding.

By using your plan to hide you ensure that he finds you.

Liberty's Edge

Deadbeat Doom wrote:

So wait,you're telling me that every wizard is going to use 20 skill points, a feat, a trait, plus two (three with a ring of invisibility, which has to be reactivated every three minutes) magic items (one of which isn't even in a book)? Not to mention that apparently no wizard ever moves; and they can somehow take twenty on stealth checks, a thing that every rogue wishes they could do.

As for standing near him; BATTY has Blindsense and AM has Blindsight.

I'm not saying it's a bad tactic, but it does require a huge amount of preparation and the assumption that you got away from an initial encounter with AM with something other than a Clone.

What initial encounter? AM will never even know I exist until I decide to obliterate him for killing other, lower-level casters. AM's assumptions and tactics are based on a wizard with absolutely no defenses up at all. He SHOULD be able to one-shot someone in those circumstances. But 20th-level wizards don't wander around with no defenses. Ever. So really, what we have is a nonsense argument. There's no realistic (yeah, yeah, within the game setting - let's don't get started on 'this isn't a realistic game') set of circumstances whereby AM would ever get to try his RAGELANCE(NOYOUCAN'TGETMORETHANONEITERATIVEATTACKWITHA)POUNCE.


+1 to You can't take 20 on stealth

RPG Superstar 2012 Top 16

Aye, and +20 Stealth item cancelled out by +20 Percept Item. Invis only good if ruled that Mind Blanks wards off detects, and useless if within blindsense/sight range. the +20 Not Move modifier only works if you're absolutely motionless, i.e. no spellcasting.

So, take 'at least' 60 off that check. And you haven't accomodated for the fact that most wizards are going to max out spellcraft and knowledge skills, and possibly a craft or Alchemy or something, so you don't have 200 skill points, you likely have 40 to spare if you've a 30 Int. And you need Max Percept to see AB at the same time he can see you.

===Aelryinth


Aelryinth wrote:
Aye, and +20 Stealth item cancelled out by +20 Percept Item. Invis only good if ruled that Mind Blanks wards off detects, and useless if within blindsense/sight range.

First off if Mind Blank doesn't do exactly what it says it does then this is over because the rules aren't being followed.

Secondly Blindsense is next to useless in this situation -- after all you got to be within 40 feet for it to even kick in and even then it doesn't get you past the 50% miss rate.

Finally as I pointed out much earlier in the thread and as people have constantly repeated AM is swooping in and attacking wizards without them being aware of him (which is a very huge assumption) all the time -- that's his whole tactic.

I find it funny now that the wizards are actually paying attention they can't find him when he's found them while mind blanked (among other things) this entire time.

Smells of GM Fiat to me.

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