How to Shut Down Spellcasters


Advice

301 to 350 of 362 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

To tug this towards shutting down other spell casters that are not casting Limited Wish into Geas, another option that is a bit harder to implement is option paralysis. Give them too much going on to think about, too many variables to calculate easily and keep an eye on the clock. Don't give players half a hour to dig through their sheet, count squares and otherwise dither about until they find just the right thing to do.

Sometimes these mistakes make great adventuring stories as well.


TarkXT wrote:
because a a "patch" is just not feasible in a print game.

havent they printed six editions of the core rulebook


Still, would a spellcaster hurt by continuous damage need a concentration check in order to cast a quickened spell?

Besides Lingering Pain, what other things count as inflicting continuous damage?


2 people marked this as a favorite.
Kaouse wrote:

Still, would a spellcaster hurt by continuous damage need a concentration check in order to cast a quickened spell?

Besides Lingering Pain, what other things count as inflicting continuous damage?

There's no rule that says you don't need to make Concentration checks for Quickened spells. The rule is that they don't provoke AoOs, so you can normally skate by without the Defensive check. If they have to make a concentration check for any other reason, it still applies.

Grand Lodge

1 person marked this as a favorite.
kestral287 wrote:
Anzyr wrote:

"Is 'Obey me for X days' a single command?"

If you could say Yes or No to the above question and why you think that way, it would help me to understand your argument better. I'll answer it first.

I think once you answer that we can have a more productive discussion as I'm still not sure what exactly you are arguing.

I'll probably regret this, but hey. Boredom.

"Obey me" is a single command that compels multiple services. Fortunately, the spell calls out both requirements, with "a magical command" and "some service" both being singular.

And no, that is not "how the English language works", given that I've broken out the dictionary three times in this thread to disagree with you.

You really need to climb off the "100% RAW" high horse, because it's not helping your case.

Actually, in the PF book Liar's Blade...

Book Stuff!:

Zaqen is under a geas to completely follow Obed's every order. She makes it clear that she literally can not defy him, and the geas apparently has no "end date."

So while I wouldn't take Pathfinder Tales at 100% face value for rules interpretation, there's definitely an instance of an official Paizo product with a character using a geas that is essentially "follow my orders." Perhaps even so far as "obey my orders to both the spirit and the letter." That said...

Going back to the interpretation thing, everyone is free to interpret the rules as they wish, but there is really only one definition that would be Rules as Intended. I think that rather than picking apart the English language to decide how the spell works, it would be easier to simply look at similar spells, and look at the intent behind geas/quest.

It's essentially a more powerful version of dominate monster in just about every way: no saving throw, infinite duration, no Sense Motive to determine the spell is in place, difficult to break free, etc. It has really only one limitation. Casting time.

This is the main reason why I wouldn't allow the limited wish into geas to work at my table. It really piddles with game balance if used in certain situations. Anything that can bypass so many foes in such an absurd way would be too silly to allow under most circumstances. I would need to have a lot of confidence in the players that they were doing it for the sake of a game that is more fun for everyone at the table, GM included.


CWheezy wrote:
TarkXT wrote:
because a a "patch" is just not feasible in a print game.
havent they printed six editions of the core rulebook

Not to mention errata and FAQs.


kestral287 wrote:
Anzyr wrote:

"Is 'Obey me for X days' a single command?"

If you could say Yes or No to the above question and why you think that way, it would help me to understand your argument better. I'll answer it first.

I think once you answer that we can have a more productive discussion as I'm still not sure what exactly you are arguing.

I'll probably regret this, but hey. Boredom.

"Obey me" is a single command that compels multiple services. Fortunately, the spell calls out both requirements, with "a magical command" and "some service" both being singular.

And no, that is not "how the English language works", given that I've broken out the dictionary three times in this thread to disagree with you.

You really need to climb off the "100% RAW" high horse, because it's not helping your case.

It is a single magic command that leads to a single service. The single service is that the target obey. Please cite a dictionary that contradicts this, as I'd be very curious to see it.

I'm sorry but "Obey me for X days." is a completely valid RAW command that needs no interpretation. I literally cannot comprehend your argument that "obey me" compels multiple services. It does not. It compels one service, namely that the target obey the caster. And I am more then willing to admit I am wrong if you can demonstrate an interpretation otherwise. Obviously, saying "Obey Me" somehow is multiple services rather then one (that the target obey) will not suffice, unless you can demonstrate that such an interpretation is grammatically correct.


Perish Song wrote:
kestral287 wrote:
Anzyr wrote:

"Is 'Obey me for X days' a single command?"

If you could say Yes or No to the above question and why you think that way, it would help me to understand your argument better. I'll answer it first.

I think once you answer that we can have a more productive discussion as I'm still not sure what exactly you are arguing.

I'll probably regret this, but hey. Boredom.

"Obey me" is a single command that compels multiple services. Fortunately, the spell calls out both requirements, with "a magical command" and "some service" both being singular.

And no, that is not "how the English language works", given that I've broken out the dictionary three times in this thread to disagree with you.

You really need to climb off the "100% RAW" high horse, because it's not helping your case.

Rather than picking apart the English language to decide how the spell works, it would be easier to simply look at similar spells, and look at the intent behind geas/quest.

It's essentially a more powerful version of dominate monster in just about every way: no saving throw, infinite duration, no Sense Motive to determine the spell is in place, difficult to break free, etc. It has really only one limitation. Casting time.

This is the main reason why I wouldn't allow the limited wish into geas to work at my table. It really piddles with game balance if used in certain situations. Anything that can bypass so many foes in such an absurd way would be too silly to allow under most circumstances. I would need to have a lot of confidence in the players that they were doing it for the sake of a game that is more fun for everyone at the table, GM included.

Thank you. This is a perfect example of how to disagree with RAW.


3 people marked this as a favorite.

You're not trying to have a discussion, Anzyr. Which is why I knew I would regret typing that-- and you weren't fast enough to hit me in the boredom phase when I would have walked into it anyway.

When you actually want to have a meaningful, engaging discussion, feel free to let me know by taking the time to read the posts I've written and actually responding to them instead of saying "I don't understand" over and over again. See... when I answered your question that you specifically posited so you could understand the counterargument, and your response is "I don't understand?"

That's not a meaningful discussion. You either literally cannot process the notion that people might disagree with you, you're being willfully ignorant and hoping that if you shout loud enough everyone will stop talking, or you simply can't be arsed to try to understand by reading the thread, where I've already done the thing you asked.

I don't know which it is, but I'm frankly beyond caring. So:

I disagree with you.

I disagree with you based on words that you yourself wrote and supported by the Merriam-Webster dictionary.

I am highly unlikely to agree with you, especially given that you're not even attempting to engage in meaningful dialogue.

I am far from alone in this opinion, as this thread should amply demonstrate. This is a divided question and is divided based on the literal words written on the page.

Given that it's divided based on the words on the page, you do not have a RAW stance. You have what you believe to be the RAI stance.

Unless you can convince Mark and his team to issue an FAQ on exactly how Geas works and what its limits are, that is the best you will have. And that's fine. This game runs on RAI. But when you masquerade around with your interpretation as the One True RAW that we must all follow, you turn yourself from a respected member into a joke and a laughingstock-- that is literally what you have done, in my eyes, over the last three days.


So let's get back to shutting down spell casters. My memory fails me, but isn't there some sort of poison or gas that lowers/damages Intelligence or Wisdom or Charisma (depending on whom you face)? I know that sort of thing has existed in other games (used to great effect in Shadowrun, for example) but I don't recall offhand the names of something quick and potent for Pathfinder.


1 person marked this as a favorite.

Word games. Flag it and move on instead of continuing to feed him.


knightnday wrote:
So let's get back to shutting down spell casters. My memory fails me, but isn't there some sort of poison or gas that lowers/damages Intelligence or Wisdom or Charisma (depending on whom you face)? I know that sort of thing has existed in other games (used to great effect in Shadowrun, for example) but I don't recall offhand the names of something quick and potent for Pathfinder.

Couple poisons do it, but poisons... are still kind of terrible. Unchained's poisons and diseases are better, and the appropriate one (an Int poison for Wizards, Wis for Clerics, etc., or any Mental Disease) locks out the highest level of casting and knocks two points off the DC as their starter effect. The problem is the saves, which are still low. The highest DC poison in Unchained that targets a mental stat is 18, highest Disease is 16.

Feeblemind is the supercounter if you can drive the Will save home. 5th level spell and Arcane casters eat a -4 to their save, but that's still not necessarily easy. 'Course, if you can land it they move from "one of the most dangerous people on the planet" to "prey animal".


Chengar Qordath wrote:
CWheezy wrote:
TarkXT wrote:
because a a "patch" is just not feasible in a print game.
havent they printed six editions of the core rulebook
Not to mention errata and FAQs.

It's also, arguably, an overhaul of a previous overhaul (3.5) of a system (3e).

It's almost as if there are some baseline assumptions and ground-floor mechanics that are going to need to be adjusted.


kestral287 wrote:

You're not trying to have a discussion, Anzyr. Which is why I knew I would regret typing that-- and you weren't fast enough to hit me in the boredom phase when I would have walked into it anyway.

When you actually want to have a meaningful, engaging discussion, feel free to let me know by taking the time to read the posts I've written and actually responding to them instead of saying "I don't understand" over and over again. See... when I answered your question that you specifically posited so you could understand the counterargument, and your response is "I don't understand?"

That's not a meaningful discussion. You either literally cannot process the notion that people might disagree with you, you're being willfully ignorant and hoping that if you shout loud enough everyone will stop talking, or you simply can't be arsed to try to understand by reading the thread, where I've already done the thing you asked.

I don't know which it is, but I'm frankly beyond caring. So:

I disagree with you.

I disagree with you based on words that you yourself wrote and supported by the Merriam-Webster dictionary.

I am highly unlikely to agree with you, especially given that you're not even attempting to engage in meaningful dialogue.

I am far from alone in this opinion, as this thread should amply demonstrate. This is a divided question and is divided based on the literal words written on the page.

Given that it's divided based on the words on the page, you do not have a RAW stance. You have what you believe to be the RAI stance.

Unless you can convince Mark and his team to issue an FAQ on exactly how Geas works and what its limits are, that is the best you will have. And that's fine. This game runs on RAI. But when you masquerade around with your interpretation as the One True RAW that we must all follow, you turn yourself from a respected member into a joke and a laughingstock-- that is literally what you have done, in my eyes, over the last three days.

I'd like to move this to PMs and have sent one in that regard, so let's drop the issue for this thread and return to original topic.


kestral287 wrote:
knightnday wrote:
So let's get back to shutting down spell casters. My memory fails me, but isn't there some sort of poison or gas that lowers/damages Intelligence or Wisdom or Charisma (depending on whom you face)? I know that sort of thing has existed in other games (used to great effect in Shadowrun, for example) but I don't recall offhand the names of something quick and potent for Pathfinder.

Couple poisons do it, but poisons... are still kind of terrible. Unchained's poisons and diseases are better, and the appropriate one (an Int poison for Wizards, Wis for Clerics, etc., or any Mental Disease) locks out the highest level of casting and knocks two points off the DC as their starter effect. The problem is the saves, which are still low. The highest DC poison in Unchained that targets a mental stat is 18, highest Disease is 16.

Feeblemind is the supercounter if you can drive the Will save home. 5th level spell and Arcane casters eat a -4 to their save, but that's still not necessarily easy. 'Course, if you can land it they move from "one of the most dangerous people on the planet" to "prey animal".

Of course, if you are landing Feeblemind you probably could have landed suffocate instead. Will at a -4 penalty would be roughly equal to Fort for a non-wis based caster. Plus suffoctate works on anything that breathes, and has an effect on a successful save.


Kaouse wrote:


Besides Lingering Pain, what other things count as inflicting continuous damage?

Bleed damage, being on fire, acid arrow, standing in a duration damaging spell like frost fall just to name a few.


knightnday wrote:
So let's get back to shutting down spell casters. My memory fails me, but isn't there some sort of poison or gas that lowers/damages Intelligence or Wisdom or Charisma (depending on whom you face)? I know that sort of thing has existed in other games (used to great effect in Shadowrun, for example) but I don't recall offhand the names of something quick and potent for Pathfinder.

Poison DC's tend to be low and fairly easily resisted even by classes with poor fortitude saves. Arcane casters have an incentive to boost their fort save so I wouldn't expect them to have much of a weakness there. Even if you do land it the damage tends to be fairly small and take quite a long time to do anything while also offering extra saves to get rid of it.

Against divine casters Clerics and Druids are both rocking good fortitude saves with reasons to invest in con. Oracles have divine protection and all three can cast delay poison which lasts an hour per level.

Poison is just not a very effective option.


andreww wrote:
knightnday wrote:
So let's get back to shutting down spell casters. My memory fails me, but isn't there some sort of poison or gas that lowers/damages Intelligence or Wisdom or Charisma (depending on whom you face)? I know that sort of thing has existed in other games (used to great effect in Shadowrun, for example) but I don't recall offhand the names of something quick and potent for Pathfinder.

Poison DC's tend to be low and fairly easily resisted even by classes with poor fortitude saves. Arcane casters have an incentive to boost their fort save so I wouldn't expect them to have much of a weakness there. Even if you do land it the damage tends to be fairly small and take quite a long time to do anything while also offering extra saves to get rid of it.

Against divine casters Clerics and Druids are both rocking good fortitude saves with reasons to invest in charisma Oracles have divine protection and all three can cast delay poison which lasts an hour per level.

Poison is just not a very effective option.

And Absorb Toxicity is a 5th level Wizard spell with a decent (10min/lv) duration that makes the caster immune to all diseases and poisons. Witches and Druids get it a full level before Wizards and Alchemists get it as a 3rd level extract.


Anzyr wrote:
andreww wrote:
knightnday wrote:
So let's get back to shutting down spell casters. My memory fails me, but isn't there some sort of poison or gas that lowers/damages Intelligence or Wisdom or Charisma (depending on whom you face)? I know that sort of thing has existed in other games (used to great effect in Shadowrun, for example) but I don't recall offhand the names of something quick and potent for Pathfinder.

Poison DC's tend to be low and fairly easily resisted even by classes with poor fortitude saves. Arcane casters have an incentive to boost their fort save so I wouldn't expect them to have much of a weakness there. Even if you do land it the damage tends to be fairly small and take quite a long time to do anything while also offering extra saves to get rid of it.

Against divine casters Clerics and Druids are both rocking good fortitude saves with reasons to invest in charisma Oracles have divine protection and all three can cast delay poison which lasts an hour per level.

Poison is just not a very effective option.

And Absorb Toxicity is a 5th level Wizard spell with a decent (10min/lv) duration that makes the caster immune to all diseases and poisons. Witches and Druids get it a full level before Wizards and Alchemists get it as a 3rd level extract.

There is no reason to expect enemy spellcasters to have every single buff Spell with 10/min pr level duration up( unless he is Holding his cat familiar in a box). But i agree that poison is not amazing.


Ultimately, the problem I find with universal solutions for dealing with casters is that casters are extremely varied, even within their specific types of caster (i.e. arcane or divine). An arcane caster can be/have all of the following:

High AC
Good Saves
Physical Combat Oriented
Grapple oriented
Headbutt his enemies (if you think I'm kidding combine magus plus the dwarven boulder helmet)

Basically, there are things that will work well against some casters, but very poorly against others. Seeing as you can't control what the caster is/does, I would recommend looking at options that remove you as a target (since you really can't control your allies, either). Readying an action to move out of sight when the caster begins to cast can remove you from their target list (which can be really effective if everyone in your group readies the same action; this is also a highly effective way to deal with charge based characters, btw).

Finding ways to make yourself better are a good idea as well: carrying items that move status conditions (potions of lesser restoration remove blindness/deafness are a fantastic investment at the middle game and higher, for example), trying to insure that your saves are good, especially your Fort and Will saves (since for a large part, the Ref save failures mostly just inflict higher amounts of damage). Have good touch armor class (Dexterity can help here, but there are other ways to do it as well). Having a high enough UMD can turn anyone into a pseudo-caster, too (wands are only dc 20, after all).

Everyone should carry a ranged weapon of some kind (even if they're suboptimal with it). Unlike a potion of fly, arrows shot from a bow can't be dispelled.


Okay, can I get feedback on this idea of a Mage Killer?

Gigogorlf the Spellkiller:

a Half Elf Kensai with Dwarven Racial Heritage

VMC Wizard (Void school)

Arcana (6 - 1 = 5)

Disruptive
Spellbreaker
Lingering Pain
Bane Blade
Reflection

Bonus FCB Arcana (3)

Flamboyant Arcana
Arcane Deed: Precise Strike
Arcane Deed: Evasive

Feats (5 + 2 = 7)

EWP: Whip (Kensai)
Weapon Focus: Whip (Kensai)
Racial Heritage: Dwarf
Whip Mastery
Improved Whip Mastery
Weapon Finesse
Slashing Grace: Whip

Bonus Magus Feats (3)

Shatter Spell
Quicken Spell
Extra Arcana: Spell Blending: Planar Binding

His weapon will be a +1 Phase Locking Distracting Whip. According to JJ, the Monowhip should work with all whip related feats, so if possible I'll upgrade to it. Worst comes to worst I get rid of Distracting for Agile. With Arcane Pool, he can add +4 Keen and Bane, making it a +10 weapon.

I contemplated making him STR based to save on feats, but then he couldn't be assured to win Initiative, so I decided against it.

The Void school should give him a bonus to his saves against spells and his familiar will be a Greensting Scorpion to help further boost his initiative. The Arcane Discovery I chose for him will be "Knowledge is Power" to help boost his CMB and CMD to competitive levels.

Planar Binding is just to get access to Wish from an Efretti.

His attack plan is to beat their initiative and then Dimension Door next to them and Full Attack. If he doesn't kill them, he leaves them with a difficult to make Concentration check. If they still win Initiative and turtle up with say, Prismatic Sphere, then he counters with Shatter Spell. If they Time Stop and buff up their combat capability, then he'll attempt to strip them of key spells with Greater Dispel Magic, or Arcane Spell Thief.

What's his weakness?


What is he getting from the dwarf blood?


Shatter Spell.


Kaouse wrote:
Shatter Spell.

ok thanks for answering.


Initiative would be the glaring weakness. He'll beat most Wizards hands-down, but "most" isn't good enough. For a Kensai to beat a Diviner, he needs an Int mod of +11, all else equal*. But then you have to figure on Improved Initiative being an option you can't match, along with the Elf Fleet-Footed ability-- and Reactionary, if you can't fit trait room in for that.

You can get Reactionary easily enough, I'd hope, but you need to get a handle on the rest. To me, that means Improved Initiative is a must. I would shuffle things to get it over Evasive. Then you need an Int mod of +13 to beat out the Elf and Diviner alike, which is tough but doable.

*I'm ignoring Dex here, because a Wizard can pump Dex just as easily as a Kensai if he cares to. If you can reliably force your Dex over his somehow, just knock the relevant number off his Int mod.


It's possible to get a +13 INT mod with access to Wish, though extra finagling required to abuse Planar Bound Efreeti.

18 (Point buy) + 2 (Race) + 5 (levels) + 5 (Wish) + 6 (Enhancement) = 36 = +13

Hemorrhages Point buy though. Ah, Improved Initiative. That one is going to be annoying to fit in, but I suppose I can take your advice. If I go with Agile instead of Distracting, I can save on Slashing Grace and go for Swashbuckler's Initiative too, I guess. Then I'd only need a 16 in INT for Point Buy, which is much more manageable.

Probably shouldn't forget to add the "Dueling" weapon Property, either. Fairly certain whips count on that front.


How would he fair against a Teleportation School Wizard specializing in summons and saveless control spells?

*Edit*
Also, unless you put a couple of the Dimension Savant feats into the build, how do you deal with Dimension Doors disorienting effect?


devlear wrote:
How would he fair against a Teleportation School Wizard specializing in summons and saveless control spells?

He gets the drop on the Wizard easily, as against a non-Diviner he'll auto-win Initiative (Kensai gets Int-to-initiative, always acts in the surprise round, and gets an automatic natural 20 on initiative rolls).

From there he teleports in and delivers his attack sequence (Sandals of Quick Reaction allow for a full round action, meaning Spell Combat, in the surprise round). A single hit activates the Phase Locking property of his weapon, so the victim can't teleport for one round-- the Wizard isn't going anywhere. It also activates the Distracting ability, upping the DC of any of the Wizard's concentration checks by 5 for one minute.

First main round comes up, the Kensai takes another full attack sequence alongside his spell of choice-- Frigid Touch would be an effective way to keep the damage up and the lockdown in play. He uses Lingering Pain on one of these attacks, forcing the caster to make a huge concentration check to cast anything-- we're talking something in the area of 5D6+50 to hit (+20 Precise Strike, +13 Int due to the Wizard still being flat-footed, +5 weapon, +12 from other sources like the actual attack stat should be reachable), which forces a concentration check of ~45 to cast a cantrip, plus another 5 from Distracting. Assuming Frigid Touch, the target is also Staggered.

The Wizard can't teleport with Phase Locking in play, can't summon due to Staggered, and if he retreats the Kensai pulls an AoO (the Wizard's not going to have the Acrobatics to beat the Kensai's CMB, not with Knowledge Is Power) and then chases the Wizard down anyway. His only options are those "saveless control spells"... and the Kensai is already 5' away from him. Good luck with that wall, and good luck with that DC 55 concentration check. And that's before the casting defensively check, which is at 24+2*spell level (it's unlikely to actually matter, because of that massive continuous-damage check, but it's there)

The short version: it'll slaughter a non-Diviner.

devlear wrote:
Also, unless you put a couple of the Dimension Savant feats into the build, how do you deal with Dimension Doors disorienting effect?

The latter is based on Spell Combat's deliciously cheesy interaction with Dimension Door: you can declare Spell Combat, teleport via Dimension Door, and then still get off your attack sequence, since you are not taking "any other actions". Thus are the joys of Spell Combat being a single action that does a lot of stuff.

That said, Kaouse, the build does have a significant problem: you can't use Lingering Pain after D-Door, since that is another action. You're gonna need Dimensional Agility anyway to fight Diviners.

Silver Crusade Contributor

The Sandals of Quick Reaction allow "a move action and a standard action". They're quite specific. ^_^


kestral287 wrote:

...

The latter is based on Spell Combat's deliciously cheesy interaction with Dimension Door: you can declare Spell Combat, teleport via Dimension Door, and then still get off your attack sequence, since you are not taking "any other actions". Thus are the joys of Spell Combat being a single action that does a lot of stuff....

I think this one is debatable. Some would say that the turn is over after the teleport even if it stops mid action.


I can use Dimensional Agility instead of Swashbuckler's Initiative and just take the tanked stats, I suppose.

Don't really need the Sandals though, since Kensai are never surprised, and act perfectly fine in the surprise round.


Kaouse wrote:

I can use Dimensional Agility instead of Swashbuckler's Initiative and just take the tanked stats, I suppose.

Don't really need the Sandals though, since Kensai are never surprised, and act perfectly fine in the surprise round.

there are two feats in not taking the spellsunder 2/Day but it is a very good trick.


It's pretty much necessary, IMO. Prismatic Spheres and other caster defenses are all but impossible to get through without some version of Spell Sunder, and Shatterspell is the only way for the Magus to get it.

I am considering the possibility of VMC Barbarian, but it seems like Rage is somewhat of a waste if I'm DEX based instead of STR based, which I have to be if I want to be competitive with Initiative. And I'll still need Agile Maneuvers instead of Knowledge Is Power, so it's not like I'll be saving that much.

I wonder if I can take Unchained Barbarian's Rage, but keep the regular Barbarian's rage powers with the VMC? That way, I can be Dex based, gain the benefit of raging, and still have access to Spell Sunder.


If you take Spell Combat's feat description that literally then you cannot cast dimensional door because it has a casting time of 1 swift action and the feat specifically states it must have a casting time of 1 standard action.

We are assuming the Kensai catches Wizards when they have their pants down? No prep spells or other defenses that wizards would have in place at all times, like Contingency?

Grand Lodge

devlear wrote:

If you take Spell Combat's feat description that literally then you cannot cast dimensional door because it has a casting time of 1 swift action and the feat specifically states it must have a casting time of 1 standard action.

We are assuming the Kensai catches Wizards when they have their pants down? No prep spells or other defenses that wizards would have in place at all times, like Contingency?

You could use the Dimensional Dervish feat to teleport in, make a full attack, and pop out again, but it's more limited, and requires three feats.

Contingency is hard to account for, since it's so flexible. That said, one of the more common contingencies is to teleport away to safety, so that the wizard can cast some prep spells before re-entering combat. The Phase Locking weapon would prevent that, at least to some degree (I suppose one could dispel the lock with a quickened dispel and then pop out, but that could be tricky depending on circumstances).


devlear wrote:

If you take Spell Combat's feat description that literally then you cannot cast dimensional door because it has a casting time of 1 swift action and the feat specifically states it must have a casting time of 1 standard action.

We are assuming the Kensai catches Wizards when they have their pants down? No prep spells or other defenses that wizards would have in place at all times, like Contingency?

DD dosent have a swift action as casting time.


Dimension Door is a Standard Action, and thus useable with Spell Combat.


Kaouse wrote:
Dimension Door is a Standard Action, and thus useable with Spell Combat.

You are right. I was thinking a different ability that has a swift action as the casting time.

What does the "as though affected" text mean in Phase Locking? Do Phase Locking weapons still force caster level checks to beat spell resistance?


Kaouse wrote:

It's pretty much necessary, IMO. Prismatic Spheres and other caster defenses are all but impossible to get through without some version of Spell Sunder, and Shatterspell is the only way for the Magus to get it.

I am considering the possibility of VMC Barbarian, but it seems like Rage is somewhat of a waste if I'm DEX based instead of STR based, which I have to be if I want to be competitive with Initiative. And I'll still need Agile Maneuvers instead of Knowledge Is Power, so it's not like I'll be saving that much.

I wonder if I can take Unchained Barbarian's Rage, but keep the regular Barbarian's rage powers with the VMC? That way, I can be Dex based, gain the benefit of raging, and still have access to Spell Sunder.

I'm honestly not sure it is necessary. Lingering Pain should stop Prismatic Spheres just fine. Figure you hit your +13 Int stat, at least a +8 Dex, +20 Precise Strike, +1 weapon if you can't afford to spend a swift action, plus the base damage of the whip... that's hitting for an average of 45.5 in the surprise round and it's a lowball estimate. Add in Distracting and see of you can get in Dimensional Agility to open up Lingering Pain, we're looking at that swing forcing a DC37+spell level check. A 20th-level Wizard with an Orange Prism who popped a karma bead right before the fight has CL25, which means he can cast a 7th level spell only on a natural 20. He's not getting a Prismatic Sphere off.

So yeah, I'd drop Racial Heritage for Dimensional Agility and... something. You've got a few options to toy with.

devlear wrote:
We are assuming the Kensai catches Wizards when they have their pants down? No prep spells or other defenses that wizards would have in place at all times, like Contingency?

The most common Contingency I see is a "Teleport me away when I'm about to die". Phase Locking solves that. If there's a more generic Contingency that we should be considering, we can talk, but I'm honestly not sure there are all that many Contingencies that matter.

Generic stuff like Overland Flight, Mind Black, False Life isn't going to extend his life any. Aroden's Spellbane isn't doing anything with its typical picks. Mirror Images+Blur might save him-- it's got semi-decent odds of stopping a Kensai from sweeping against a Diviner, but it's unlikely to save anyone else (if we're giving the Wizard buffs, the Kensai will be hasted, which means he swings four times on his first turn and five on his second; odds of dodging all of that with Mirror Images+Blur are negligible). We can assume Mage Armor just fine, Resist Energy, all of that... but what difference does it make?

Really. If there's a buff that's actually a commonality for a Wizard that shuts down Phase Locked or lets them avoid concentration checks for continuous damage, I'm all ears.

Cap. Darling wrote:
kestral287 wrote:

...

The latter is based on Spell Combat's deliciously cheesy interaction with Dimension Door: you can declare Spell Combat, teleport via Dimension Door, and then still get off your attack sequence, since you are not taking "any other actions". Thus are the joys of Spell Combat being a single action that does a lot of stuff....
I think this one is debatable. Some would say that the turn is over after the teleport even if it stops mid action.

*Shrug* Action is a defined game term with specific meaning. I'll freely admit that the combination is cheesy, but there is no "other action" being used beyond the one to cast Dimension Door.

That said, there are a lot of ways to sidestep the whole thing. A Magus could just use Teleport. Or, in this case, we want Dimension Agility anyway to hit Diviners with Lingering Pain.


I assume the Whip is treated as Adamantine to bypass stoneskin effects and that you have True Sight active to nullify Illusions?

Also a Concentration check of 55 is not difficult to make. Maybe there is a way you can increase that even more? Unless the 55DC was lowballing the estimate

This character wrecks most spell caster types. I still think there is the two 18HD summons and the familiar to deal with if you can't take out the wizard on turn one.

Am I missing something with the Surprise round attacks? Are we assuming you are hunting them down and they will never perceive you because you are good enough at stealth?


Whip can be Adamantine for a swift action easily enough. Alternately Greater Magic Weapon.

There aren't any realistic constant-up Illusions beyond Mirror Images and Blur/Displacement, which I went over, but yes, it's fair to assume True Seeing. Later today I can run the numbers there.

I would love to see how you consistently make a concentration check of 55-- or 59, if you want to summon big guns; 55 was assuming a Wall.

Summons aren't happening due to Staggered, unless you can pull off multiple massive Concentration checks for damage taken as the Kensai merrily throws a half-dozen attacks at you as you try to cast.

The Kensai always acts in surprise rounds. Period. It doesn't matter if he's detected-- it doesn't even matter if he's ambushed. He takes the surprise round. If the two detect each other at equal range and are immediately aware of each other? The Kensai gets a surprise round.

The Wizard would get to act in the surprise round only if he managed to ambush the Kensai, but the Kensai always acts in it. And even if the Wizard ambushed the Kensai-- barring a Diviner, the Kensai will win initiative in the surprise round and get the first swing anyway.


kestral287 wrote:

...

... If the two detect each other at equal range and are immediately aware of each other? The Kensai gets a surprise round.
...

Why is that?


kestral287 wrote:


I would love to see how you consistently make a concentration check of 55-- or 59, if you want to summon big guns; 55 was assuming a Wall.

25 (Caster Level) + 13 (Int, it can get higher than that) + 4 Trait + 6 Feats + 7 Items = +55 Concentration plus I can take 10s. There are more that I didn't add in, those are just the basics.

kestral287 wrote:


Summons aren't happening due to Staggered, unless you can pull off multiple massive Concentration checks for damage taken as the Kensai merrily throws a half-dozen attacks at you as you try to cast.

Summons have already happened. With spells and abilities wizards should ALWAYS have at least 1, probably more like 5 summoned creatures at Permanent duration depending on their build.


devlear wrote:
kestral287 wrote:


I would love to see how you consistently make a concentration check of 55-- or 59, if you want to summon big guns; 55 was assuming a Wall.

25 (Caster Level) + 13 (Int, it can get higher than that) + 4 Trait + 6 Feats + 7 Items = +55 Concentration plus I can take 10s. There are more that I didn't add in, those are just the basics.

...

i think you May have to break that number up even further, for dimwits like me. And i dont think you can take 10, with out a special power that let you, since it is a stressfull situation.

Edit: how do you get 5 permanent summoned creatures?


devlear wrote:
kestral287 wrote:


I would love to see how you consistently make a concentration check of 55-- or 59, if you want to summon big guns; 55 was assuming a Wall.
25 (Caster Level) + 13 (Int, it can get higher than that) + 4 Trait + 6 Feats + 7 Items = +55 Concentration plus I can take 10s. There are more that I didn't add in, those are just the basics.

Rattle off the traits/feats/items please?

And 25 caster level-- are you assuming that the Wizard is popping a karma bead prior to the fight?

Cap. Darling wrote:
kestral287 wrote:

...

... If the two detect each other at equal range and are immediately aware of each other? The Kensai gets a surprise round.
...
Why is that?

The Kensai's level 13 ability includes always acting during the surprise round.


kestral287 wrote:

Cap. Darling wrote:
kestral287 wrote:

...

... If the two detect each other at equal range and are immediately aware of each other? The Kensai gets a surprise round.
...
Why is that?
The Kensai's level 13 ability includes always acting during the surprise round.

But if no one is suprised there is no suprise round.


kestral287 wrote:
The Kensai's level 13 ability includes always acting during the surprise round.

There has to be a surprise round for you to be able to act in one. Two combatants who come upon each other and who are both aware of each other at the same time would not provoke a surprise round.


devlear wrote:

25 (Caster Level) + 13 (Int, it can get higher than that) + 4 Trait + 6 Feats + 7 Items = +55 Concentration plus I can take 10s. There are more that I didn't add in, those are just the basics.

On traits there are better ones for mages to be taking than concentration boosters, magical lineage, initiative boosts etc. Likewise Combat Casting is a fairly awful feat and wont help with lingering pain as it only affects defensive casting and casting while grappled. The Spellguard Bracers and Gloves of Elvenking also don't work on this although the Tunic of Careful Casting would.


andreww wrote:
devlear wrote:

25 (Caster Level) + 13 (Int, it can get higher than that) + 4 Trait + 6 Feats + 7 Items = +55 Concentration plus I can take 10s. There are more that I didn't add in, those are just the basics.

On traits there are better ones for mages to be taking than concentration boosters, magical lineage, initiative boosts etc. Likewise Combat Casting is a fairly awful feat and wont help with lingering pain as it only affects defensive casting and casting while grappled. The Spellguard Bracers and Gloves of Elvenking also don't work on this although the Tunic of Careful Casting would.

Yeah, that's why I asked for the full list of what he was using. Landing a DC55 casting defensively check would be easy, and is part of the reason why I'm scanning the Magus' arcana options for something better than Disruptive/Spellbreaker. But a DC55 concentration check for continuous damage is a huge pain.

andreww wrote:
kestral287 wrote:
The Kensai's level 13 ability includes always acting during the surprise round.
There has to be a surprise round for you to be able to act in one. Two combatants who come upon each other and who are both aware of each other at the same time would not provoke a surprise round.

Eh. Personally I can see it both ways-- but I see people discussing the other interpretation, where Diviner/Kensai auto-acts, much more often. So that's the one I default to.

*Shrug* That said, here the difference is negligible. The target Wizard isn't staggered and his Lingering Pain check is slightly lower (on average 7 points). That's about it.

301 to 350 of 362 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / How to Shut Down Spellcasters All Messageboards

Want to post a reply? Sign in.