Question to GMs: Have you really ever had an issue with the so called "GOD" wizard?


Pathfinder First Edition General Discussion

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Yes, powerful tactics can be copied... what's your point? That the only thing that can fight Casters is other Casters? Cause I've been making that point all along. I really fail to see what point your making here as it seems completely meaningless to the discussion of whether or not Wizard can overshadow the rest of the party.

And this is not rules abuse. This is what the rules allow. I'm not twisting them or trying to bend them in shape way or form. This is the kind of power a Wizard can wield. As I stated on the first page, for a number of reasons; System Mastery, Gentleman's Agreement, Level of Game, Houserules, and Fun this level power is something that will not be seen.

(Also, all CR appropriate monsters are completely doomed.)


Artanthos wrote:
So DM Fiat. Rules are being ignored. The DC for the stated level of aversion is 25 + the character CHA. Even if the NPC has a 20 CHA, I still only need to roll a 4+

No, rules being exactly followed. To quote the CRB: "Some requests automatically fail if the request goes against the creature's values or its nature, subject to GM discretion."

The judgement call described is exactly the sort of judgement call that the rules specifically say the DM ought to be making, because (unlike magic) a sufficiently high Diplomacy score is not supposed to be able to replicate Dominate Monster. At all.

It's not "ignoring" the rules to say that it shouldn't work like that. It's ignoring the rules to say it should.

And yes, the GM can always foil any plan the PCs make. That was never in any question. The point remains that for the situations described, to foil the fighter the GM simply needs to do things like... well... following the rules for the skill in question. To foil the wizard, he needs to do things like giving out eighth level spell slots to krakens.


Artanthos wrote:
Very well. Let us play DM Fiat (all encounters tailored to block specific methods)

i'm not playing DM fiat. I'm telling you about how the real encounters were in the real publishrd APs

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gustavo iglesias wrote:


Swimming is the easy part. Finding a creature that doesn't want to be found, in the vastness of the sea, is the hard part.
Mind Blank: even a wish will reveal nothing. Your wizard's spells will not help.

except the jkraken doesn't have mind blank. You need to Fiat that, while swimming to find it in tge sea isn't trivualuzing it by default. No need of fiat.being able to swim allow you to do the quest, not trivialuze it.

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You are strong enough to carry the party? How much strength is that? And at what level? Because the druid's dinosaur is quite heavy...

I linked the character, complete with encumbrance info (you have yet to link your wizard). I have a heavy encumrance of 1600 lbs.

at 20. This specific feat was done at 12, and your char has fly 9 by level 15

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Won't work. Only 2 people knows that in the AP, the real father and a devil.
Remember that Mind Blank? Your wizard gains no information.

except this guy wasn't able to mind blank. You need to fiat it.

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You'll need a raise dead, but whatever. This is the answer I was expecting. So the solution is trying to copy a spellcaster.

Yes, the answer is using available game mechanics to their full effectiveness (and I could acquire and use a raise dead scroll). So, whatever.

but it doesn't show any balance between casters and martials. Just shiw a way ttifake being caster, becouse somevstuff can only be done though casting

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It's an army of bugbears, giants, ogres and trolls. 20.000 of them.

Try to beat that with a single wizard of any level with me as the GM. You will loose without a DM fiat (or plot device).

As stated. GM competence is one of the variables.

admitely there was a lot plot device there (a 300-like cliff and the bugbear horde leader being part of tge plot). But in any case, extensive use of undead dragons,bloody gisnt skeletons, planar bindings, simulacrum, reverse gravity and other stuff was a credible way to do it

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Because he is fanatically opposed to. It's the equivalent to go to the Pope, and tell him to give the keys of the city to the antichrist. +26 in diplomacy won't cut it.
So DM Fiat. Rules are being ignored. The DC for the stated level of aversion is 25 + the character CHA. Even if the NPC has a 20 CHA, I still only need to roll a 4+

In tge rules section of diplomacy says "Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion." This isn't DM fiat. It's common sense. You can't make a high cardenal of iomedae accept an asmodean paladin as regent with a DC 30 diplomacy check.

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DM Fiat: Mind Blank and a Protection spell of the appropriate flavor. Your not going to influence him with magic.

they didnt. They plannar binded a trpet archon and forced it to tell him to vote yes as a matter of faith (then killed the archon)

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Fine. How?

Read the linked character sheet.

Fly 9 at 15 and poor maneuvering

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Again, the way to do it, is being an spellcaster, or faking being one
You mean by using resources available to any...

I mean faking being a caster. Yes,a commoner can do exactly the same things than a wizard with UMD and scrolls. It doesn't make them beung on par


To be fair, a Commoner doesn't usually have the dosh to buy scrolls and wands.

Liberty's Edge

Anzyr wrote:


Chessmaster Hex N Human Wizard (Conjurer 9)
HD 9d6 + 27 (Con) + 9 (Favored Class)
AC: 20 = 10 + 2 Dex + 4 Armor + 4 shield

BAB: 4
Fort:8 (+2 Con, +3 Res)
Ref:8 (+2 Dex, +3 Res)
Will:7 (-2 Wis + 3 Res)

Let us go to the bestiary guidelines for 9th level.

He has 70 hit points, 9th level expectations are 115, average damage from a high attack is 40, low attack 30, so two attacks is...70.

And that is against an AC 23...which the wizard doesn't have even if we assume an attack happens during the 9 hours he has mage armor up (you only memorized it once...)

Average good save is 12, bad save 8...so you have three bad saves.

This god wizard is like most god wizards I have seen. All win or all fail build that can be awesome unless the bad guys target him...


ciretose wrote:
This god wizard is like most god wizards I have seen. All win or all fail build that can be awesome unless the bad guys target him...

No comment on the sorcerer I posted yesterday then?

Liberty's Edge

andreww wrote:
ciretose wrote:
This god wizard is like most god wizards I have seen. All win or all fail build that can be awesome unless the bad guys target him...
No comment on the sorcerer I posted yesterday then?

I like him. He seems very well built. Good job.

Are you saying that is a God Sorcerer? That I would disagree with.


ciretose wrote:
andreww wrote:
ciretose wrote:
This god wizard is like most god wizards I have seen. All win or all fail build that can be awesome unless the bad guys target him...
No comment on the sorcerer I posted yesterday then?

I like him. He seems very well built. Good job.

Are you saying that is a God Sorcerer? That I would disagree with.

I am saying it is a character that can handle pretty much any encounter she is likely to come across and probably plenty well above her CR. She can't do everything at once but with a little preparation there's almost nothing she cannot achieve.

If I switched out a feat for Racial Heritage (Half Elf) and a level 3 spell for Paragon Surge there would literally be no situation which she could not be prepared for with a single level 7 spell slot and a swift action.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Icyshadow wrote:
Zardnaar wrote:
I saw it in 3.0, 3.5 the Cleric/Druid were worse and in PF we rarely hit the higher levels anyway as the game tends to fall apart around level 10 or so.
I'd just like to know how many consider that a good thing, and how many consider that a bad thing.

I've GM'ed now five campaigns to completion, i.e. three to level 20, two to the end of the AP ( level 16 and 17, respectively ). I'd like to disagree that things "fall apart". There's a very noticeable shift in power dynamics, however, which happens around level 9-12 and even AP's deal pretty badly with that. It's up to the individual GM to react appropiately to how his players are handling their enhanced power potential.

Scarab Sages

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claymade wrote:
Artanthos wrote:
So DM Fiat. Rules are being ignored. The DC for the stated level of aversion is 25 + the character CHA. Even if the NPC has a 20 CHA, I still only need to roll a 4+

No, rules being exactly followed. To quote the CRB: "Some requests automatically fail if the request goes against the creature's values or its nature, subject to GM discretion."

The judgement call described is exactly the sort of judgement call that the rules specifically say the DM ought to be making, because (unlike magic) a sufficiently high Diplomacy score is not supposed to be able to replicate Dominate Monster. At all.

It's not "ignoring" the rules to say that it shouldn't work like that. It's ignoring the rules to say it should.

And yes, the GM can always foil any plan the PCs make. That was never in any question. The point remains that for the situations described, to foil the fighter the GM simply needs to do things like... well... following the rules for the skill in question. To foil the wizard, he needs to do things like giving out eighth level spell slots to krakens.

DM fiat is setting party objectives that have only a singular means of resolution. The DM saying, sorry only magic can solve this problem. I don't care if your character has heavily invested in the appropriate skills, knows all the right questions, and is willing to roleplay the encounter, I'm not even going to allow you to roll.

This is a problem of DM competence. It is not a question of wizards being overpowered.

The counter example is DM Fiat stating, "I'm sorry, all opponents are immune to magic." In such a world, the wizard would be the weakest member of the party, frequently being useless.

I've seen both extremes in games I've played. Neither is very fun for the players who are being told their characters are useless. Neither example has anything to do with how well designed a particular class happens to be.

Liberty's Edge

andreww wrote:


If I switched out a feat for Racial Heritage (Half Elf) and a level 3 spell for Paragon Surge there would literally be no situation which she could not be prepared for with a single level 7 spell slot and a swift action.

Then do that and post it.

What I see is a powerful character. Which is what I would expect from a 20th level character.

I also see a character that can just as easily lose at rocket tag as win at rocket tag.

My experience with sorcerers is different than my experience with Wizards, as they don't generally have the 15 minute workday issue. Neither is better, but I've found Sorcerers to be less likely be completely hosed than Wizards if they guessed wrong on a given encounter.

And unlike the glass cannon wizard posted earlier, you actually have invested in defense, as much as you are able.

So I give you credit (assuming it audits clean, which I will sit down and do later) and I agree you've posted a good build.

But I don't think it is a God.


ciretose wrote:

So I give you credit (assuming it audits clean, which I will sit down and do later) and I agree you've posted a good build.

But I don't think it is a God.

Ok, the Paragon Surge version. Feel free to identify an appropriate CR encounter and why it might have issues with it.

Paragon Sorcerer:
Jadis the White Witch
Female Human Sorcerer 20
LN Medium Humanoid (human)
Init +13; Senses darkvision 60 ft.; Perception +32

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Defense
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AC 39, touch 20, flat-footed 34 (+8 armor, +6 shield, +5 Dex, +5 natural, +5 deflection)
hp 242 (20d6+160)
Fort +19, Ref +16, Will +20
Defensive Abilities fortification 75%
Permanent Spells: See Invisibility, Darkvision, Tongues, Arcane Sight

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Offense
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Speed 30 ft, Fly 40 ft

Sorcerer Spells Known (CL 20):

9 (7/day) Wish, Prismatic Sphere (DC 31), Dominate Monster (DC 31), Time Stop
8 (8/day) Shadow Evocation, Greater (DC 30), Moment of Prescience, Maze, Mind Blank, Discern Location, Polymorph Any Object (DC 34), Power Word Stun, Summon Monster VIII
7 (8/day) Scrying, Greater (DC 29), Teleport, Greater, Shadow Conjuration, Greater (DC 29), Spell Turning, Plane Shift (DC 29), Limited Wish
6 (8/day) True Seeing, Repulsion (DC 28), Chain Lightning (DC 30), Flesh to Stone (DC 34), Disintegrate (DC 32), Dispel Magic, Greater, Suggestion, Mass (DC 28)
5 (8/day) Overland Flight, Baleful Polymorph (DC 31), Dominate Person (DC 27), Teleport, Wall of Force, Telekinesis, Fickle Winds
4 (9/day) Invisibility, Greater, Dragon's Breath (DC 28), Dimensional Anchor, Dimension Door, Confusion (DC 26), Emergency Force Sphere, Enervation, Ball Lightning (DC 28)
3 (9/day) Paragon Surge, Magic Circle against Evil, Clairaudience/Clairvoyance, Dispel Magic, Haste, Fireball (DC 27), Slow (DC 29)
2 (9/day) Blindness/Deafness (DC24), Resist Energy, False Life, Mirror Image, Command Undead (DC 24), Invisibility, See Invisibility, Alter Self
1 (9/day) Liberating Command, Shield, Magic Missile, Identify, Disguise Self, Infernal Healing, Air Bubble, Snowball
0 (at will) Arcane Mark, Disrupt Undead, Message, Light, Mage Hand, Open/Close (DC 26), Detect Magic, Mending, Prestidigitation (DC 22)

--------------------
Statistics
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Str 7, Dex 20, Con 26, Int 18, Wis 16, Cha 34
Base Atk +10; CMB +11; CMD 31

Feats: Dazing Spell, Eschew Materials, Racial Heritage (Half Elf), Greater Spell Focus (Evocation), Greater Spell Focus (Transmutation), Heighten Spell, Improved Initiative, Persistent Spell, Piercing Spell, Quicken Spell, Reach Spell, Silent Spell, Spell Focus (Evocation), Spell Focus (Transmutation), Spell Perfection (Flesh to Stone)

Traits: Magical Lineage (Flesh to Stone), World Traveler (Diplomacy)

Skills: Bluff +35, Diplomacy +36, Fly +15, Knowledge (arcana) +27, Knowledge (planes) +27, Perception +32, Sense Motive +25, Spellcraft +22, Use Magic Device +16

Languages Common, Draconic, Osiriani, Ancient, Thassilonian, Varisian

Special Qualities: arcane apotheosis, arcane bonds (arcane familiar, scorpion, greensting), bloodlines (arcane), deliver touch spells through familiar, empathic link with familiar, metamagic adept (at will), scry on familiar (1/day), share spells with familiar, speak with animals, speak with familiar

Equipment: Rod of absorption (50 spell levels), +5 Fortification (heavy) Mithral Buckler, Amulet of natural armor +5, Belt of physical might (Dex and Con) +6, Bracers of armor +8, Cloak of resistance +5, Eyes of the eagle, Handy haversack (1 @ 19 lbs), Headband of mental superiority +6, Manual of bodily health +5, Ring of freedom of movement, Ring of protection +5, Tome of leadership and influence +5

Liberty's Edge

It isn't a matter of setting up encounters to counter or not counter for me. That is Scrodinger's encounter, which is just as unfair to you in the opposite direction.

Looking at your build and comparing it to bestiary expectations, you are way under on Hit Points, ahead by 3 on AC, the saves against your spells are way over expectations, but your saves are only about average for your level.

High attack damage is 120, low is 90, so you can likely survive a non-crit attack, and you took fortification to mitigate that as much as possible...

I think it is a good build. Much better than the glass cannon built earlier and more flexible than most I've seen posted. If I had a high level party, I would love to have your character join it.

I would also love to have the fighter posted earlier join it.

The glass cannon wizard...well I guess he can join for the few encounters he survives, but I don't know if it would be worth the diamond investment long term...


ciretose wrote:

Looking at your build and comparing it to bestiary expectations, you are way under on Hit Points, ahead by 3 on AC, the saves against your spells are way over expectations, but your saves are only about average for your level.

High attack damage is 120, low is 90, so you can likely survive a non-crit attack, and you took fortification to mitigate that as much as possible...

I am not sure comparing to the monster char is really a great comparison, especially give PC classes will vary very considerably.

On damaging attacks Emergency Force Sphere negates them pretty effectively. If you are targeted hit the Sphere and next turn Teleport away to your preferred combat range. At level 20 it has 400hp and 30 hardness so most creatures aren't going to get through it in a turn.

Single target take down spells will be negated by the Rod which is a bit of a necessity especially given as you note the only average saves. The real vulnerability is to Supernatural attacks which will not be negated by the Rod.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
gustavo iglesias wrote:
Of course there is a middle ground. That's where magus, inquisitors, bards, rangers and paladins live.

Only if you subscribe to the notion that a class's viability is set by its rules, rather than by the situation it's in.

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What you have said is "casters are not much more powerful than noncasters, if the GM puposelly attack the caster's drawbacks while making adventures built to let rogues and fighters shine and don't attack their drawbacks". This is akin to those "aquaman isn't really less powerful superhero than superman, if your DM make every adventure to be about saving whales".

Sure, your wheelchaired char can win a medal too if the DM pits a Special Olympics contest for him. It doesn't make him less handicaped, though.

What you're saying here is "GM's should never design or tweak encounters to take into account the abilities of the PCs, even when it makes sense for the characters in the game world to have done so."

Personally, I call that a poor job on the part of the GM. If he can't tell the difference between handicapping someone and making a game about overcoming challenges actually challenging, then he may need to rethink some of his basic assumptions about the game.

Anzyr wrote:

Alzrius if you can't get to 51 STR so you can cast Wishes for free with Blood Money, I have to question your level of system mastery, because its really quite simple. (In fairness I only recently discovered a wonderful new item to help out). So let me very quick prove you wrong.

9 Base STR
+10 Form of the Dragon 3
+10 Blood Rage
+2 Succubus Boon (Ideally off a Simulacrum, but a quick summon works to).
+6 Enhancement (Belt of Physical Perfection, make it yourself on the cheap.)
+8 Inherent - Blood Reservoir of Physical Prowess is a +8 Inherent option for 2k Price on the cheap.)
+6 Ring of Inner Fortitude (effectively) =
51 or 25,000 worth of material components and 1 STR left (cause it would suck to fall to 0 while casting).

This also lacks consistency with your previous post, which was analyzing a 9th-level spellcaster...who can now, all of a sudden, use 8th-level spells and has spent his 46,000 gp in wealth on 212,000 gp worth of gear (oh right, he made it for only 106,000 gp "on the cheap").

anzyr wrote:
This is admittedly my level 20 list for Blood money. (Now with Blood Reservoir of Physical Prowess, which is huge savings.) For level 9 - 9 Base + 10 Blood Rage + 8 Inherent + 4 from Bull's Strength get us to 31 and only costs you 2,000 gold. (1,000 if you took Craft Wondrous... you should have).

And here you're admitting that your previous listing was pretty much useless for this discussion anyway.

Likewise, no you don't get all of those spells for free, because you literally killed yourself trying to cheat the system.

You're taking 25 points of damage from using blood rage, 4 points of Con damage (essentially 18 points of damage) from using the blood reservoir of physical perfection, and 1d6+29 points of damage for using blood money (since we were still talking about the 15,000 gp cost for animate objects).

That's a total of (on average) 75 points of damage. The average wizard at level 9 will only have 34 hit points (base 6 for level one, plus average hit points for levels two through eight).

Even adding in favored class bonuses and some Con bonuses (which are unlikely, since you've dropped your Con so low already), you're still not going to be able to take that much damage without going below 0, and quite likely going below your negative Con threshold.

It's actually quite amusing, as this is a perfect metaphor for these theorycraft builds: ultimate power on paper that would pretty well destroy them in actual game-play.

anzyr wrote:
So now that I've established how easy that is to do, let me correct you on how Blood Money works you only take 1d6 damage regardless of how much STR damage you take. So yes, yes I do get all those free spells.

I'll admit I erred there, but it still doesn't make your character any less dead.

anzyr wrote:
Now Let me correct your mistakes on the other points.

No, no, let me correct yours.

anzyr wrote:
Explosive Runes: I am not banking on my party member being immune (in fact my strategy requires that your party member not be able to safely read the runes), I'm banking him being able to make Perception Check to read the runes at further than 10 ft. from the Skeleton.

The spell description says you need to be right next to them to read them. If you want to go for a literal reading of the rules, you need to do so everywhere they apply.

anzyr wrote:

Animate Dead - First of all... I'm not reanimating the same corpse (otherwise Bloody be less valuable). However, when your Animate Dead, Lesser Skeleton detonates... well I imagine it will make some nice new corpses!

Next as you successfully note, casting an evil spell causing an alignment change is not in the rules. Also, why would turning from neutral to Evil make my character an NPC, please cite a page for this as I am unfamiliar with that rule.

You can't get it to detonate, as mentioned above. Your bombs are duds.

As for turning evil from using evil spells, I'll quote ravingdork here:

ravingdork wrote:
Game developers have clarified that it most definitely will change your alignment, given enough castings.

And if you're unfamiliar with why that'd make your character an NPC, go re-read page 166, where it explicitly says that you need the GM's permission to play an evil character.

anzyr wrote:
Shrink Item - If it wasn't obvious, you can have more than 1 wall... and I strongly recommend against dropping your symbol wall.

Leaving aside the fact that you did recommend dropping it previously, you can't afford more than one, since your blood money trick didn't work, and you're spending it all on permanent spells.

anzyr wrote:
Symbols of Pain/Slowing - You realize... you can... and this might come as a shock.... make more then 1 symbol. Have fun with making all the checks!

If that's the trick you're relying on, you're going to be disappointed because *gasp* multiple effects of the same type don't stack! (Slow even calls this out explicitly.)

So in other words, your plan is foiled when enemies know enough to have a delay pain and haste (used after the symbol of slowing affects them) ready, you haven't really come up with some sort of game-breaker combo.

anzyr wrote:
Symbol of Healing - See above.

Not so much, since they're all going to take effect simultaneously by your logic, which means that they'll be wasted for out-of-combat healing.

anzyr wrote:
Animate Objects - I specifically noted you need 1 more CL for this. I also noted how easy it was to get that Caster Level. Do I need to list some options for you? The simplest method is to craft yourself an Orange Ioun Stone for a mere 15k. A wand of Death Knell made by an Anti-Paladin is only 750 gp. If your wealth averse, there a few traits that grant this benefit, such as gifted adept. Furthermore, there is the drug Mumia.

All presuming that you can afford these things (doubtful, see above) or find them, which is presumptuous since there are no rules about the availability of specific items.

anzyr wrote:
Basically all your post did is demonstrate that you have never considered how powerful all this is.

Actually, all your post did is demonstrate that you've never considered the side effects or limitations of these combos, how easy they are to overcome, or that you're presuming that any specific item can be easily acquired.

This is why no one can get Schrodinger's Wizard out of its box.

Rynjin wrote:
So basically the same argument I've seen elsewhere, casters aren't overpowered if your GM nerfs them.

Ah yes, the mantra of the entitled player, "if you're not giving me access to absolutely everything that's ever been written for the game, you're nerfing me, and it's unfair."

There's no rule that says that any particular spell will be available, you know.

Rynjin wrote:

Two spells every level is not particularly limiting when you realize there are quite a few versatile spells you can pick up and rock a whole game with if you need to.

As well, he still has the OPTION to get other spells, and for fairly cheap too.

For the first point, I disagree, as I mentioned before. For the second point, see above.

Rynjin wrote:

Who said anything about pages?

Corpses count as objects last I checked. Send in the Bloody Skeleton suicide squad.

That doesn't really change anything.

Rynjin wrote:

You do realize enemies can read too?

And unless they close or avert their eyes they can't really avoid looking at them.

Seems like a win-win to me. X*6d6 damage or total concealment for your whole party.

I'll mention again that the spell text says that "close enough to read" means being "next to the runes" by the spell description, right? Don't blame the GM if the spell implies that the runes are in 1-point font!

Rynjin wrote:
Which is more non-rules supported Fiat, and has no value here. There is no rule that says "Only NPCs can be Evil".

Go re-read page 166 in the Core Rulebook. You need the GM's permission to play an evil character.

Rynjin wrote:
He didn't say it did. I'm guessing you're unaware what Bloody Skeletons are.

Ah, and who knew that when talking about using the existing rules you could just invoke third-party supplements whenever you wanted.


Actually, the Bloody Skeleton is from the Bestiary, not a third party book.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Icyshadow wrote:
Actually, the Bloody Skeleton is from the Bestiary, not a third party book.

Ah, my mistake there. That's what I get for putting too much faith in the d20PFSRD. :-p

That said, that's still not useful for more than saving the 25 gp per Hit Die of the skeleton created (which doesn't matter if you're loading it with explosive runes), and them coming back after an hour is useless for a single combat.

Liberty's Edge

andreww wrote:

On damaging attacks Emergency Force Sphere negates them pretty effectively. If you are targeted hit the Sphere and next turn Teleport away to your preferred combat range. At level 20 it has 400hp and 30 hardness so most creatures aren't going to get through it in a turn.

Which is an advantage a sorcerer has, as unless the wizard wants to memorize it lots of time, that spell is a one encounter only move.

Like I said, without doing a full audit I like your build.


ciretose wrote:
andreww wrote:

On damaging attacks Emergency Force Sphere negates them pretty effectively. If you are targeted hit the Sphere and next turn Teleport away to your preferred combat range. At level 20 it has 400hp and 30 hardness so most creatures aren't going to get through it in a turn.

Which is an advantage a sorcerer has, as unless the wizard wants to memorize it lots of time, that spell is a one encounter only move.

Like I said, without doing a full audit I like your build.

As a Wizard I would be looking to take Preferred Spell at least two or three times. One for my Spell Perfection spell, one for Emergency Force Sphere and one for some added utility if I could afford it. EFS is simply that strong.


Artanthos wrote:
claymade wrote:
Artanthos wrote:
So DM Fiat. Rules are being ignored. The DC for the stated level of aversion is 25 + the character CHA. Even if the NPC has a 20 CHA, I still only need to roll a 4+

No, rules being exactly followed. To quote the CRB: "Some requests automatically fail if the request goes against the creature's values or its nature, subject to GM discretion."

The judgement call described is exactly the sort of judgement call that the rules specifically say the DM ought to be making, because (unlike magic) a sufficiently high Diplomacy score is not supposed to be able to replicate Dominate Monster. At all.

It's not "ignoring" the rules to say that it shouldn't work like that. It's ignoring the rules to say it should.

And yes, the GM can always foil any plan the PCs make. That was never in any question. The point remains that for the situations described, to foil the fighter the GM simply needs to do things like... well... following the rules for the skill in question. To foil the wizard, he needs to do things like giving out eighth level spell slots to krakens

DM fiat is setting party objectives that have only a singular means of resolution. The DM saying, sorry only magic can solve this problem. I don't care if your character has heavily invested in the appropriate skills, knows all the right questions, and is willing to roleplay the encounter, I'm not even going to allow you to roll.

This is a problem of DM competence. It is not a question of wizards being overpowered.

But that's not what happened. You can find the kraken with your swimming ioun stone. It's a long quest, probably a couple undersea encounters, etc. It can be done without magic. Magic just trivialize it .

Same goes with the zealot LG member of the council. You could solve it with skills (kill him and disguise as him,outspoke him in a diplomacy contest in the vote to convince the rest of the council, or just blackmail and secure enough votes so his own vote can't matter. Those are balid ways. Magic just trivialized it.

Same goes with knowing which one was tge father of the archenemy. The players could figure it by their own, through hints in the adventure. They could finally learn about it later in the game, asking the devil in question that made the bargain. It's just that Vision allowed them to know it sooner (they were already suspicious about it, that's why they casted the spell), and gain certain advantage about it.

Mundanes can sokve most of those. Magic trivialize it. It's just like teavelling to give a message to a distant kingdom. A 9th level fighter can do it. But if Miguel Strogoff were a wizard, his novel would be two pages long, because of teleport

Liberty's Edge

andreww wrote:
ciretose wrote:
andreww wrote:

On damaging attacks Emergency Force Sphere negates them pretty effectively. If you are targeted hit the Sphere and next turn Teleport away to your preferred combat range. At level 20 it has 400hp and 30 hardness so most creatures aren't going to get through it in a turn.

Which is an advantage a sorcerer has, as unless the wizard wants to memorize it lots of time, that spell is a one encounter only move.

Like I said, without doing a full audit I like your build.

As a Wizard I would be looking to take Preferred Spell at least two or three times. One for my Spell Perfection spell, one for Emergency Force Sphere and one for some added utility if I could afford it. EFS is simply that strong.

Not making excuses, but I wonder if it was one of those spells not fully vetted by the Dev team, considering it was in a paperback rather than a hardcover.

That Cheliax book has had a couple of odd things come out of it.


Alzrius wrote:
Icyshadow wrote:
Actually, the Bloody Skeleton is from the Bestiary, not a third party book.

Ah, my mistake there. That's what I get for putting too much faith in the d20PFSRD. :-p

That said, that's still not useful for more than saving the 25 gp per Hit Die of the skeleton created (which doesn't matter if you're loading it with explosive runes), and them coming back after an hour is useless for a single combat.

after you start killing old dragons, bloody skeleton becomes much more fun :)


ciretose wrote:
Anzyr wrote:


Chessmaster Hex N Human Wizard (Conjurer 9)
HD 9d6 + 27 (Con) + 9 (Favored Class)
AC: 20 = 10 + 2 Dex + 4 Armor + 4 shield

BAB: 4
Fort:8 (+2 Con, +3 Res)
Ref:8 (+2 Dex, +3 Res)
Will:7 (-2 Wis + 3 Res)

Let us go to the bestiary guidelines for 9th level.

He has 70 hit points, 9th level expectations are 115, average damage from a high attack is 40, low attack 30, so two attacks is...70.

And that is against an AC 23...which the wizard doesn't have even if we assume an attack happens during the 9 hours he has mage armor up (you only memorized it once...)

Average good save is 12, bad save 8...so you have three bad saves.

This god wizard is like most god wizards I have seen. All win or all fail build that can be awesome unless the bad guys target him...

First of all... those are his spells known... not prepped. Also I see you haven't read his gear section. His Mage Armor lasts 20 (28 if he actually is concerned enough full buff) hours (how can people miss this seriously?) He usually casts it the day before so if he's adventuring it doesn't eat a slot unless he feels he'll need it the next day. His first level slot the day after is usually going to Shield. On top of that he casts Fly and Invisibility before actually getting near a dangerous situation. (Extended via Rod, he has the books to extend Summon Monster) Dropping the wall and triggering X Save or Sucks (Where X is however many you have made to this point.) Of course he's not just relying on his AC, you need to factor in Blur and Mirror Image. These are better defenses then AC the higher level you go. Also, he has the Tinfoil Hat trick running thanks to Permanency and Shrink Item which allows him to segregate himself completely from a fight. (And then Teleport away if things go south.)

As to his damage... his damage is closer to 66d6 and even this approximate. If the situation calls for it this can be virtually as high as needed. A single week of Explosive Rune prep gives Hex 77 Explosive Runes for a total of 462d6 damage (and if he doesn't use all of that, which is unlikely it carries over further adding to his total) Which does not cost him a spell slot thanks to Explosive Runes and 66d6 is only 1 day offs worth which seems a more reasonable assessment of his base damage.

Also your neglecting to count in his Bloody Skeletons (the Level 20 version has 4 Bloody Skeleton Pit Fiends). Hex has a control pool of 28 HD, which gives us 14 HD worth of Bloody Skeletons, which probably means he has two 14 HD Bloody Skeletons. (Please note Command Undead.)

Next are his summons, all of which can be extended and benefit from his being a Conjurer for another 4 rounds of duration. Casting Summons doesn't break invisibility, which combines well with the fact that enemies are almost guaranteed to be both Slowed and at -4 on attack rolls and saves from the Symbols. Keep in mind, Hex can Haste 10 creatures at once (enough to get his 2 skeletons, 1d3+(1) monsters off the IV list from Summon Monster V and his party members (including himself).

Finally on the matter of HP and Saves, I'll be blunt this is a pared down version of a Level 20 character and his gear choices reflect that. If I were to toy around with the Wealth at this level (I could save 14,250k by buying a Wand of Death Knell instead of an Ioun stone and my Blessed Book doesn't actually pay for itself at this point) with 19k (38k worth of Wondrous Items) I'm pretty sure I can come up with fixes for both those.

I must say I am terribly disappointed with your editing, you missed a number of his abilities and factored in virtually nothing. If you ignore all of Hex's Permanent Spells/His Skeletons/His Summons then its no wonder you can't see what all the hubbub is about.


ciretose wrote:

Not making excuses, but I wonder if it was one of those spells not fully vetted by the Dev team, considering it was in a paperback rather than a hardcover.

That Cheliax book has had a couple of odd things come out of it.

Frankly I think it's a terrible spell for the game. Not quite as bad as Paragon Surge but it makes casters virtually unkillable and can waste an enemies entire turn if played right.

Also to add to the Wizard version I give you this blaster admixture Wizard abusing Chain Lightning to make entire encounters worth of enemies stand their doing nothing or to slaughter them with AOE damage.

Blaster Wizard:
Talos
Male Human (Keleshite) Sorcerer (Crossblooded) 1 Wizard 15
LN Medium Humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +27
Aura elemental manipulation (15 rounds/day)

--------------------
Defense
--------------------

AC 34, touch 18, flat-footed 30 (+6 armor, +6 shield, +4 Dex, +4 natural, +4 deflection)
hp 130 (16d6+64)
Fort +14, Ref +14, Will +17
Weakness light sensitivity
Permanent Spells: Tongues, See Invisibility, Arcane Sight, Darkvision

--------------------
Offense
--------------------

Speed 30 ft.
Melee Light Shield Bash +1/-4 (1d3-2/x2)
Special Attacks claws (4 rounds/day)

Sorcerer (Crossblooded) Spells Known (CL 1):
1 (4/day) Obscuring Mist
0 (at will) Light, Mage Hand, Open/Close (DC 11)

Wizard Spells Prepared (CL 15):
8 (2/day) Moment of Prescience, Mind Blank, Sunburst (DC 28)
7 (3/day) Spell Turning, Ball Lightning, Dazing (x2) (DC 24), Fire Shield, Dazing
6 (4/day) Contingency, True Seeing, Dispel Magic, Greater, Mirror Image, Quick (x2)
5 (5/day) Elemental Body II, Overland Flight, Overland Flight, Contact Other Plane, Wall of Force, Fickle Winds
4 (6/day) Black Tentacles, Invisibility, Greater (x2), Invisibility, Greater, Scrying (DC 22), Wall of Fire, Wall of Fire
3 (6/day) Aqueous Orb (DC 21), Phantom Steed, Tongues, Stinking Cloud (x2) (DC 21), Clairaudience/Clairvoyance, Daylight
2 (6/day) Resist Energy, Mirror Image, Mirror Image, Mirror Image, Invisibility, Gust of Wind (DC 22), Levitate
1 (6/day) Liberating Command (x2), Detect Secret Doors, Grease (DC 19), Grease (DC 19), Feather Fall (DC 19), Ear-Piercing Scream (DC 21)
0 (at will) Arcane Mark, Message, Detect Magic, Prestidigitation (DC 18)

--------------------
Statistics
--------------------
Str 7, Dex 18, Con 18, Int 26, Wis 16, Cha 12
Base Atk +7; CMB +5; CMD 23

Feats Dazing Spell, Empower Spell, Eschew Materials, Greater Spell Focus (Evocation), Heighten Spell, Persistent Spell, Preferred Spell (Chain Lightning), Preferred Spell (Resilient Sphere), Preferred Spell (Teleport), Quicken Spell, Spell Focus (Evocation), Spell Penetration, Spell Perfection (Chain Lightning), Spell Specialization (Chain Lightning)

Traits Magical Lineage (Chain Lightning), Reactionary

Skills Diplomacy +17, Fly +17, Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +27, Knowledge (local) +12, Knowledge (nature) +27, Knowledge (nobility) +27, Knowledge (planes) +27, Knowledge (religion) +27, Linguistics +12, Perception +27, Sense Motive +19, Spellcraft +32, Survival +3 (+5 to avoid becoming lost), Use Magic Device +5

Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Kelish, Sahaugin, Shadowtongue, Terran, Varisian

SQ +4 bonus on initiative checks, arcane bonds (arcane familiar, scorpion, greensting), bloodlines (draconic [blue dragon [electricity]], orc), deliver touch spells through familiar, empathic link with familiar, intense spells +7, opposition schools (enchantment, necromancy), scry on familiar (1/day), share spells with familiar, speak with animals, speak with familiar, specialized schools (admixture), versatile evocation (11/day)

Gear +5 Mithral Haramaki, +5 Mithral Light steel quickdraw shield, Amulet of natural armor +4, Belt of physical might (Dex & Con +4), Cloak of resistance +5, Eyes of the eagle, Feather step slippers, Gloves of elvenkind, Handy haversack (empty), Headband of mental prowess (Int & Wis +4) (Diploma, Ioun stone (clear spindle), Magician's hat (3/day), Ring of freedom of movement, Ring of protection +4, Wayfinder (1 @ 0 lbs)


Anzyr wrote:
On top of that he casts Fly and Invisibility before actually getting near a dangerous situation. (Extended via Rod, he has the books to extend Summon Monster)

They are only going to last 18 minutes extended from the rod. That's a fairly short adventuring day.


20 minutes (Seriously, read the sheet! You guys are making me want to swap out Orange Ioun Stone for Wand of Death Knell so I have tons and tons of wealth to patch his saves/hp and then you all would have an excuse to miss the +1 Caster Level), 28 if he's concerned enough to full buff. To be blunt, yes 20 minutes (200 rounds) should be plenty of time. Prior to entering the dungeon (dungeon here means "where the adventure is located", even it that is the Wharfs) cast these spells, and start counting rounds. If you manage to go through 200 before needing to head to another location I would be very very surprised. Keep in mind Hex can be very spell slot independent when it comes to offense so if he really really felt the need, he could prep mostly defensive spells and summons and rely on his Explosive Runes/Skeletons/Permanent Symbols.


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18 or 20 minutes, you are still talking a very short time and by level 9 you will certainly start facing things which ignore the fact that you are invisible.

I am also not seeing what exactly is reading your explosive runes give you have to be next to them to activate them. You are trying to turn a spell designed to create a trap as some sort of unavoidable auto win offensive action, are you really surprised that you are getting push back from people.


My reading? My reading is exactly what the spell says. The fact that I put them on my skeletons and send them into melee where my enemies can trigger them (and thus get no save), or on the back of the skeletons so one of my party members can read it from more then 10 ft away (arguably the opponent gets a save here). If I really really want to drop the hammer on something I get a high hp summon to walk to the enemy and read them directly in their face (I'd say the opponent is close enough to read what with it being literally up in front of them and thus get no save). Keep in mind that all creatures in 10 ft. Radius need to make a DC 23 (Effectively 27 thanks to Permanent Symbol of Pain) or their also going to down for the count.

Any pushback on this account is quite frankly extremely silly. I'm using the rules, not twisting them.

Liberty's Edge

andreww wrote:
Anzyr wrote:
On top of that he casts Fly and Invisibility before actually getting near a dangerous situation. (Extended via Rod, he has the books to extend Summon Monster)
They are only going to last 18 minutes extended from the rod. That's a fairly short adventuring day.

It is ok, he also knows exactly when the dangerous situation is going to occur...not to mention all the time in the world to prep everything perfectly each and every time. Does your GM also let you change your spell selection mid battle?

Anzyr has done more to help the anti-god side of the argument that I ever could, so I hope he continues to post more about his wizard.


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Anzyr wrote:
Symbol of Pain/Symbol of Slowing (Only if you can add them to your spellbook otherwise skip.) Start accumulating these early and put them on your Shrunken Wall from above. Debuffing spell slot free! (Read up on extending casting time to attune creatures.)

Symbol of Pain costs 1000g to create and 12500g to make permanent. Symbol of Slowing costs 1000g to make and 10000g to make permanent.

This isn't something you are doing remotely at level 9 with your 46k WBL.


ciretose wrote:
Anzyr has done more to help the anti-god side of the argument that I ever could, so I hope he continues to post more about his wizard.

Not really although he is certainly using some of the more extreme stuff wizards can do in order to make his point when he really doesn't need to.

I am firmly in the camp that casters outstrip pure martial characters from early on, around level 7 or so when level 4 spells start showing up. half casters really start to fall behind at level 11 when 6th level spells are available. Everyone falls behind at level 15 when spell perfection and level 8 spells are capable of rendering whole encounters irrelevant.

Personally I would take a party composed of nothing but full casters over one with any fighters, rogues or monks any day of the week. A group consisting of a battlefield control wizard or sorcerer, melee/summoning druid, battle oracle and casting cleric will perform far better than anything with a fighter or rogue in it assuming an equal level of player skill simply due to the increased number of options.


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Anzyr wrote:
My reading? My reading is exactly what the spell says. The fact that I put them on my skeletons and send them into melee where my enemies can trigger them (and thus get no save), or on the back of the skeletons so one of my party members can read it from more then 10 ft away

Why would your enemy be spending their time reading strange books plastered to a bloody skeleton when said skeleton is trying to tear off their head?

Also why would your allies go in to read them when they have to be in the blast radius to do so, are your allies normally suicidal? The spell specifies, or at the very least very strongly suggests, that close enough to read them means adjacent.

Seriously Wizards and more than strong enough to not need people trying to pull crap like this to autowin. Its no more relevant to real games than unlimited simulacrum man.


ciretose wrote:
andreww wrote:
Anzyr wrote:
On top of that he casts Fly and Invisibility before actually getting near a dangerous situation. (Extended via Rod, he has the books to extend Summon Monster)
They are only going to last 18 minutes extended from the rod. That's a fairly short adventuring day.

It is ok, he also knows exactly when the dangerous situation is going to occur...not to mention all the time in the world to prep everything perfectly each and every time. Does your GM also let you change your spell selection mid battle?

Anzyr has done more to help the anti-god side of the argument that I ever could, so I hope he continues to post more about his wizard.

Hardly, you've demonstrating nothing but complete ignorance of what is actually written on my sheet and disregarded the content of my posts. He cast fly and invisibility before heading to a dungeon or when he expects trouble. If he's going to deal with those Giants at the Borderland Keep, he's not going to cast Fly and Invisibily until... and this might just be me, the keep is vision. If you can't clear such a structure in 200 rounds, you must be taking 20 on a lot of search checks (do that later!)

Like I said to Andreww (who also evidently has not read my posts and keeps showing how much he hasn't read), Hex is remarkably spell slot independent. If needed he could prepare nothing but defense spells and summons. You seem to be failing to grasp the idea that a prepared caster can... well prepare. I'm not going to prep 3-4 snowballs in the Artic North, I'm not going to prep Black Tentacles if I'm going to the Keep on the Borderlands to investigate giants.

All your doing Ciretose is making your position look bad when you haven't properly read the sheet and ignore the spell slot interdependency of Hex.

Anyway Andreww, on your next set of mistaken assumptions. My allies can presumably make the perception check to read writing from outside of the 10ft. radius around my skeleton (how bad is your eyesight?). You also didn't address my Suicide Bomber Summon Monster tactic so I'll assume you have (wisely) accepted that as valid.

Also, I don't think you've read the thread, because I very clearly know how to make Blood Money work for me. That being said I must issue a correction to my sheet. Blood Rage should be included amongst Hex's first level spells at the cost of 5 gp (leaving him with 10). It got left out when I was paring him down and calculating prices for his additional spells. Since you evidently didn't read last page, I'll recopy how to get 31 (enough to do 15,000gp)

For level 9 - 9 Base + 10 Blood Rage + 8 Inherent + 4 from Bull's Strength get us to 31 and only costs you 2,000 gold. (1,000 if you took Craft Wondrous... you should have).

Ya... that 1k gp cost.... its killing my 9th level WBL.

Please though Ciretose and Andreww continue posting the casting side of the argument thanks you.

Liberty's Edge

andreww wrote:
ciretose wrote:
Anzyr has done more to help the anti-god side of the argument that I ever could, so I hope he continues to post more about his wizard.

Not really although he is certainly using some of the more extreme stuff wizards can do in order to make his point when he really doesn't need to.

I am firmly in the camp that casters outstrip pure martial characters from early on, around level 7 or so when level 4 spells start showing up. half casters really start to fall behind at level 11 when 6th level spells are available. Everyone falls behind at level 15 when spell perfection and level 8 spells are capable of rendering whole encounters irrelevant.

Personally I would take a party composed of nothing but full casters over one with any fighters, rogues or monks any day of the week. A group consisting of a battlefield control wizard or sorcerer, melee/summoning druid, battle oracle and casting cleric will perform far better than anything with a fighter or rogue in it assuming an equal level of player skill simply due to the increased number of options.

I don't particularly disagree with most of this from an offensive perspective, as they are by nature much more flexible than other classes. But they also have issues with fragility, which is why it is a team game.

What I do disagree with is the myth of the uber invincable caster (although the emergency force spell does seem somewhat broken, thanks for pointing that out...) and what I find is that table variance is exposed when builds appear.

Maybe great theorycrafters I think are people who can't find actual games...


andreww wrote:
Anzyr wrote:
My reading? My reading is exactly what the spell says. The fact that I put them on my skeletons and send them into melee where my enemies can trigger them (and thus get no save), or on the back of the skeletons so one of my party members can read it from more then 10 ft away

Why would your enemy be spending their time reading strange books plastered to a bloody skeleton when said skeleton is trying to tear off their head?

Also why would your allies go in to read them when they have to be in the blast radius to do so, are your allies normally suicidal? The spell specifies, or at the very least very strongly suggests, that close enough to read them means adjacent.

Seriously Wizards and more than strong enough to not need people trying to pull crap like this to autowin. Its no more relevant to real games than unlimited simulacrum man.

the explosive rune can be a big capital A. it's hard not to read that. And yes, this is the kind of spells that should be adressed, just like simulacrum and many others


gustavo iglesias wrote:
the explosive rune can be a big capital A. it's hard not to read that. And yes, this is the kind of spells that should be adressed, just like simulacrum and many others

The spell specifies you have to be next to them to read them.


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ciretose wrote:
andreww wrote:
ciretose wrote:
Anzyr has done more to help the anti-god side of the argument that I ever could, so I hope he continues to post more about his wizard.

Not really although he is certainly using some of the more extreme stuff wizards can do in order to make his point when he really doesn't need to.

I am firmly in the camp that casters outstrip pure martial characters from early on, around level 7 or so when level 4 spells start showing up. half casters really start to fall behind at level 11 when 6th level spells are available. Everyone falls behind at level 15 when spell perfection and level 8 spells are capable of rendering whole encounters irrelevant.

Personally I would take a party composed of nothing but full casters over one with any fighters, rogues or monks any day of the week. A group consisting of a battlefield control wizard or sorcerer, melee/summoning druid, battle oracle and casting cleric will perform far better than anything with a fighter or rogue in it assuming an equal level of player skill simply due to the increased number of options.

I don't particularly disagree with most of this from an offensive perspective, as they are by nature much more flexible than other classes. But they also have issues with fragility, which is why it is a team game.

What I do disagree with is the myth of the uber invincable caster (although the emergency force spell does seem somewhat broken, thanks for pointing that out...) and what I find is that table variance is exposed when builds appear.

Maybe great theorycrafters I think are people who can't find actual games...

I've DMed several 1-20 3.5 campaigns as well as a 3.5 E6 campaign that went to somewhere around 20 bonus feats from Level 1 and culminated in fight with an Advanced Nightwalker. I've DMed a few PF one-shots, played several low level PF campaigns (Vivisectionist Alchemist modeled after Izaya Orihara...) though I admit I am presently a player in a HERO 5E campaign with my group (Think Fantasy Kenshin). You seem to believe that because I realize how strong casters are, can provide examples of how strong they are, I am somehow compelled to play on in every game I am in. In that case, I redirect you to my original post (seriously please read these they are kind of important) which I'll copy here (for like the third time).

The only reason people don't see how truly overpowered the Wizard can be is due to a number of reasons that I'll list in order of likeliness that you haven't seen a Wizard that tells the universe to go play in the corner while the grown-ups are talking.

1. System Mastery - Most people don't have the system mastery to play an all powerful wizard. I mean ya its cool to have infinite Simulacrums without impacting your wealth by level, but be honest how many people that play do you think know how to do that?

2. Gentleman's Agreement - Once we realize how limited the number of players with the system mastery to play an all power wizard is, we have to take into account Gentleman's Agreements. Sure I could sit down at my friends game and play a Wizard that obviates everything he prepared, but you know what'd that make me? A jerk. Most players who have the requisite system mastery realize this and thus opt not to show up to a game with a character who can say "A God am I" and be completely correct.

3. Level of Game - Let me preface this by being perfectly clear about something... low level wizards are still very strong. But most players do not play games at the highest of levels where the Wizard reaches the zenith of his arbitrary power. If Wizards at the tables you play are only making it to 12th level or so... your missing 8 levels of quadratic power.

4. Houserules - When people talk about the all powerful Wizard, their talking about the kind of Wizard that you can play with the rules that are in the books. That being said, please note that just because a GM can say "Sorry Anzyr, even though the rules let you make infinite Simulacrums of yourself, in my game you can't." does not make Wizard any weaker. The very fact that you need to houserule that (or preferably get a Gentlemen's Agreement) indicates that the class is so strong that you need to change the rules to accommodate it.

5. Fun - I had originally intended to place this higher on the list, but its subjective so I ended up throwing it here. The last reason you don't see all-powerful wizards is because quite frankly its not much fun to play one. Half the fun of the game is knowing that the outcome of a fight depends on the falling of a few dice and well... all powerful wizards don't play dice. Playing the game with the certainty that you will always win gets pretty boring as anyone who has played a game on "god mode" can tell you.

See that list? The reasons in 3.5 and PF campaigns I play in don't run into all-powerful caster issues are due mostly to numbers 2 and 5. The fact that I can do all those tricks and don't though, doesn't change how strong Casters are.

Liberty's Edge

Oh Anzyr...

Let's see...I've already pointed out how fragile your character is, let's move on to the audit.

I wasn't aware that 18+2+2+2 was 26. Where I come from it's 24...

You didn't pay for any of your spells other than those listed, so we can assume those are all the spells you know. Your Symbols of pain are 1000gp each...didn't see those listed...and your GM is pretty lazy to let people not look at them until you want them to...how do they know where not to look, exactly?

Your skeletons cost GP each, which isn't much except when you add the 1000gp symbol to them...that will get expensive...

Should I keep going?


ciretose wrote:
Should I keep going?

I am quite certain that he will simply reply that everything will be done via blood money, which is pretty much on the same level of abuse as infinite simulacrum man.

Of course he doesn't really account for the time he spends recovering from that damage or finding a cleric to keep hitting him with Restoration.


Quote:
I don't particularly disagree with most of this from an offensive perspective, as they are by nature much more flexible than other classes. But they also have issues with fragility, which is why it is a team game.

I don't think a group of 4 clerics is fragile. And a group of battle oracle, druid, ckeric and wizard is damn tough.

We are planning to play rise of runelirds with a party of only wizards. I'm not sure if it's doable, but I'm sure I wouldn't even try with full fighters or full rogues

Liberty's Edge

Well he does have a 9 strength...

Like I said, he is doing more to help my side of the argument than I ever could.

Now to the reasonable person on that side of the argument...

@Andreww - I think some mistakes have been made with regards to spells like the one you listed and things like persistent spells. But I think overall the formula is full casters have great power with great vulnerability, which as far as I have seen remains true, even well built and at high levels.

Liberty's Edge

gustavo iglesias wrote:
Quote:
I don't particularly disagree with most of this from an offensive perspective, as they are by nature much more flexible than other classes. But they also have issues with fragility, which is why it is a team game.

I don't think a group of 4 clerics is fragile. And a group of battle oracle, druid, ckeric and wizard is damn tough.

We are planning to play rise of runelirds with a party of only wizards. I'm not sure if it's doable, but I'm sure I wouldn't even try with full fighters or full rogues

If you build a party for synergy, you can do it with pretty much any class. People get caught up in doing the same thing, when ideally the party should have variance.

I kind of want to set up a thread where people make four of the same class as a party to see what we can come up with.

I think you can do it with anything but maybe cavaliers :)


ciretose wrote:
Well he does have a 9 strength...

He does but what he is doing is cheesing up his strength score with morale, enhancement and inherent bonuses. The Bulls Strength spell adds 4, the Blood Reservoir of Physical prowess adds 8 if you do yourself 4 constitution damage and Blood Rage is a level 3 spell that will add another 10 if you let someone punch you in the face a bit.

31 strength lets you deal 30 strength damage to yourself to produce around 15000gp worth of components. It's cheesy as hell and blatantly abusive and unintended but it is actually legal. I doubt it would fly at most tables mostly down to the whole gentle mans agreement issue.

Quote:

@Andreww - I think some mistakes have been made with regards to spells like the one you listed and things like persistent spells.

I am not entirely sure what you mean here about persistent spells. Assuming you mean the runes/symbols thing he can afford to make them and to make them permanent. I don't believe runes will trigger without someone next to them reading them.

Symbols are similarly tricky as the wording of the spell provides that they only activate when someone "looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune". Reading the rune is further defined as " any attempt to study it, identify it, or fathom its meaning". Personally I don't think simply uncovering a rune painted on something your undead pet is carrying is guaranteed to activate it.

It certainly doesn't seem that they were ever intended to be weaponised in this way, mainly being designed as a form of trap for the unwary.


ciretose wrote:
If you build a party for synergy, you can do it with pretty much any class. People get caught up in doing the same thing, when ideally the party should have variance.

Not without an awful lot of difficulty which only increases as levels increase.

A party of Monk, Fighter, Rogue, Barbarian will have a lot more difficulty achieving their goals than Oracle, Cleric, Druid, Wizard.

And this is really where the problem arises. When you can replace the pure martial class with one which brings more options to the table and can do their main job as well as they can then your game system is out of whack.


Pathfinder Adventure Path Subscriber

Regarding the OT (not OP since that seems to have poofed).

Never had an issue with a God Wizard. Including basic and 1st edition.


Post a build, they say.

Here is my build: Commoner 20, with 20 ranks of UMD. There: just as powerful as any spellcaster, which is why everyone is lining up to play commoners ftw.

Digital Products Assistant

Removed a couple posts. Leave personal insults out of the conversation.

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