Fighter Vs. Spellcaster


Pathfinder First Edition General Discussion

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The Exchange

Gulthor wrote:
andreww wrote:
BigDTBone wrote:

Traits magical lineage, reactionary

Check the contest rules, no traits.
Check the feat: Additional Traits

Trumped by the rule "No Traits"

Therefore wasting a feat. " Look I spent some of my valuable resources to obtain more of nothing!"


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PossibleCabbage wrote:
I would be interested to see the level 20 fighter against the level 20 druid optimized for wildshape combat (this is obviously not what druids are good at.) I imagine that the fighter could lose at their own game there.

Actually druids can be amazing at melee combat.

I would be more interested to see if a druid, or really any full progression AC class, could be put up against the fighter and win with its master acting only as support/buffing.

I am currently looking at a nature oracle and wondering if his pet talking horse can beat the fighter...:)


andreww wrote:
BigDTBone wrote:

Traits magical lineage, reactionary

Check the contest rules, no traits.

Check my feats


Wrath wrote:
Gulthor wrote:
andreww wrote:
BigDTBone wrote:

Traits magical lineage, reactionary

Check the contest rules, no traits.
Check the feat: Additional Traits

Trumped by the rule "No Traits"

Therefore wasting a feat. " Look I spent some of my valuable resources to obtain more of nothing!"

Hmm, questionable given the reasoning behind the rule. I'll let the OP make that call and adjust as needed. Extend spell is a nice middle finger, but not critical. Neither is the +2 initiative.


andreww wrote:
PossibleCabbage wrote:
I would be interested to see the level 20 fighter against the level 20 druid optimized for wildshape combat (this is obviously not what druids are good at.) I imagine that the fighter could lose at their own game there.

Actually druids can be amazing at melee combat.

I would be more interested to see if a druid, or really any full progression AC class, could be put up against the fighter and win with its master acting only as support/buffing.

I am currently looking at a nature oracle and wondering if his pet talking horse can beat the fighter...:)

It may be interesting to limit the spellcaster to just two spells known. (No cheating and using catch-all like wish, or the illusory evocation spells, or even summon monster.

I'd go with magic jar and ddoor. Take over their body, take off all their gear, then just ddoor straight up, take falling damage, repeat steps 3-4 as needed.


BigDTBone wrote:
andreww wrote:
PossibleCabbage wrote:
I would be interested to see the level 20 fighter against the level 20 druid optimized for wildshape combat (this is obviously not what druids are good at.) I imagine that the fighter could lose at their own game there.

Actually druids can be amazing at melee combat.

I would be more interested to see if a druid, or really any full progression AC class, could be put up against the fighter and win with its master acting only as support/buffing.

I am currently looking at a nature oracle and wondering if his pet talking horse can beat the fighter...:)

It may be interesting to limit the spellcaster to just two spells known. (No cheating and using catch-all like wish, or the illusory evocation spells, or even summon monster.

I'd go with magic jar and ddoor. Take over their body, take off all their gear, then just ddoor straight up, take falling damage, repeat steps 3-4 as needed.

After the magic jar, he could remove the fighter's gear, buff himself, and then beat the fighter in melee combat.

If it is an archer, take his gear, start flying around and shooting him with his own bow until he dies.


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I would like to say, it is not "fair" that the wizard isn't at least allowed to start with buffs that hour per level.

If we really are talking about an arena match in which two opponents know they're about to fight, there is no reason a wizard would have certain buffs running. Hell, buffs that last 10 minutes per level are also probably running. It would be fair to say buffs that measured in rounds per level aren't active.

But if you restrict the wizard to not being able to use magic before the fight it will really only make it more humiliating when the wizard still beats you.

The truth is a 20th level wizard wouldn't be in the arena. He would be astrally projecting. He would bring bound allies (probably a couple planetars since those can be had without having to build especially for them), some simulacrums of himself, maybe a simulcrum of the Tarrasque.

But you're constraints do give the fighter a chance of living a bit longer then he otherwise would. The moment you had to set restrictions like "not underground" and "no active buffs" you admitted that the fighter lost the battle to the wizard, and no has to have extra rules to have a chance.


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Vidmaster7 wrote:
Can i just grab a ring of 3 wishes and wish the wizard dead the times but for it not to trigger until the round starts. sooo I wish that this wizard dies in 5 minutes and repeat.

I think that would fall under the "no one use items". Yes you get 3 wishes, but you get them once and then the ring is no longer magical.


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Claxon wrote:

I would like to say, it is not "fair" that the wizard isn't at least allowed to start with buffs that hour per level.

? OP says those are allowed.


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Summon the Kobald Cleaver!!!!

Who was the Warner sister again?


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Wrath wrote:

Can you have custom items? Fighter will need them in an arena match.

Is there a chance for skill use? I mean PvP the right build could just outright talk an opponent into giving up with an opposed roll. Magic gear prevents mind control magic, but diplomacy, bluff and intimidate are not magic. What if I build my fighter to dump stat everything but will and charisma then just talk the wizard to death?

These are such wearisome threads. Yet strangely enticing....

Quote:
Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.

It also takes 1 minute of interaction. No go in combat.

You can use bluff to feint, or intimidate to demoralize in combat as normal. If you think that will help, go for it.


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Would a Lavender and Green Ellipsoid ioun stone (absorbs 50 spell levels 8th and lower) be considered a one-shot item?

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

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Claxon wrote:
The moment you had to set restrictions like "not underground" and "no active buffs" you admitted that the fighter lost the battle to the wizard

This.


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_Ozy_ wrote:
Would a Lavender and Green Ellipsoid ioun stone (absorbs 50 spell levels 8th and lower) be considered a one-shot item?

Its not magical after absorbing the levels, so I'd say its a one-shot.


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Would building a Psychic with the intention of having the entire fight take place in a series of mindscapes and psychic duels go against the spirit of the "you can't go underground" rule?


Jiggy wrote:
Claxon wrote:
The moment you had to set restrictions like "not underground" and "no active buffs" you admitted that the fighter lost the battle to the wizard
This.

Half the weakness is a wizard is when combat comes and you aren't buffed up. Half the strength of the fighter is not needing buffs.

How does underground change your wizard strategy?

How does the arena start? Is it open? Is there a giant curtain dividing the halves? Lets say the participants are led out to their starting space, then the curtain is parted and that is initiative roll, no surprise round.

I think 10min/level buffs should be allowed, as those would be 2 hours for a level 20 wizard. 1min/level buffs should probably be allowed too. Rounds/level I wouldn't allow for pre-buffing.


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Tarantula wrote:
_Ozy_ wrote:
Would a Lavender and Green Ellipsoid ioun stone (absorbs 50 spell levels 8th and lower) be considered a one-shot item?
Its not magical after absorbing the levels, so I'd say its a one-shot.

Pretty sure the OP just meant potions and scrolls. Consumables like wands seem to be allowed, which would suggest the ioun stone as well.


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Be a fighter 20, bring a wizard 17 cohort?


Tarantula wrote:
Jiggy wrote:
Claxon wrote:
The moment you had to set restrictions like "not underground" and "no active buffs" you admitted that the fighter lost the battle to the wizard
This.

Half the weakness is a wizard is when combat comes and you aren't buffed up. Half the strength of the fighter is not needing buffs.

How does underground change your wizard strategy?

How does the arena start? Is it open? Is there a giant curtain dividing the halves? Lets say the participants are led out to their starting space, then the curtain is parted and that is initiative roll, no surprise round.

I think 10min/level buffs should be allowed, as those would be 2 hours for a level 20 wizard. 1min/level buffs should probably be allowed too. Rounds/level I wouldn't allow for pre-buffing.

Yes, but wizards have tricks to make their buffs last for the whole adventuring day a lot of times.

And it's not the underground was a specific strategy, but more an example of making restrictions to increase the likelihood that the fighter could win.

It's also things like not allowing planar binding, simularcums, astral projection or other things that are basically automatic win buttons.

Why does the wizard even bother to fight? Time Stop, summon something nasty and teleport away. Avoiding the fight and living is as much a win for the wizard as killing the fighter because the wizard can always come back with friends to finish the job.


Are durations greater than 1hr/lv allowed?

Sovereign Court

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Tarantula wrote:
Wrath wrote:

Can you have custom items? Fighter will need them in an arena match.

Is there a chance for skill use? I mean PvP the right build could just outright talk an opponent into giving up with an opposed roll. Magic gear prevents mind control magic, but diplomacy, bluff and intimidate are not magic. What if I build my fighter to dump stat everything but will and charisma then just talk the wizard to death?

These are such wearisome threads. Yet strangely enticing....

Quote:
Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.

It also takes 1 minute of interaction. No go in combat.

You can use bluff to feint, or intimidate to demoralize in combat as normal. If you think that will help, go for it.

Actually - with Skill Unlock, you can get Diplomacy checks down to 1 round.

SRD Diplomacy Skill Unlocks wrote:

With sufficient ranks in Diplomacy, you earn the following.

5 Ranks: The time required to influence a creature's attitude or gather information is halved.

10 Ranks: You can attempt to adjust a creature's attitude in 1 round by taking a –10 penalty. If you take 1 minute to adjust a creature's attitude, add your Charisma bonus to the number of hours that attitude change persists.

15 Ranks: You can attempt to adjust a creature's attitude in 1 round with no penalty. If you take 1 minute to adjust a creature's attitude, the duration of the resulting change is measured in days, not hours. You can gather information in 10 minutes by taking a –5 penalty.

20 Ranks: You can attempt to adjust a creature's attitude in 1 round with no penalty. If you take 1 minute to adjust a creature's attitude, the duration of the resulting change is measured in weeks, not hours. You can gather information in 1d4 minutes with no penalty.

So - a charisma martial can't win a fight with the wizard, but if they win initiative they will be able to convince the wizard to be friends. (Add a bluff check and they might be able to coup de grace them later. :P)


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Charon's Little Helper wrote:
Actually - with Skill Unlock, you can get Diplomacy checks down to 1 round.

Sure, but that doesn't get round the fact that diplomacy is ineffective against those who mean you imminent harm or that it only works on NPC's:

Quote:
Check: You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature's starting attitude toward you, adjusted by its Charisma modifier.


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Two problems with that:

Quote:

Influence Attitude

You can change the initial attitudes of nonplayer characters with a successful check.

and

Quote:
Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.

Drat, 20s ninjad!

Sovereign Court

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andreww wrote:
Charon's Little Helper wrote:
Actually - with Skill Unlock, you can get Diplomacy checks down to 1 round.

Sure, but that doesn't get round the fact that diplomacy is ineffective against those who mean you imminent harm or that it only works on NPC's:

Quote:
Check: You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature's starting attitude toward you, adjusted by its Charisma modifier.

True - but I was just thinking about fighting a wizard with a martial in general. I guess that since my table always disallows PvP, I didn't think about it.


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Charon's Little Helper wrote:
So - a charisma martial can't win a fight with the wizard, but if they win initiative they will be able to convince the wizard...

Last I checked the wizards were at 47/48 for initiative. Hows the fighter looking?

Sovereign Court

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Tarantula wrote:
Charon's Little Helper wrote:
So - a charisma martial can't win a fight with the wizard, but if they win initiative they will be able to convince the wizard...
Last I checked the wizards were at 47/48 for initiative. Hows the fighter looking?

Oh - a fighter couldn't beat it - hence my mention of martials in general.


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Tarantula wrote:
Charon's Little Helper wrote:
So - a charisma martial can't win a fight with the wizard, but if they win initiative they will be able to convince the wizard...
Last I checked the wizards were at 47/48 for initiative. Hows the fighter looking?

You can beat that with a Slayer and Variant multi-class

Vanguard Slayer, Variant Multiclass wizard (Divination).

+10 Vangaurd thingy

+10 divination thingy

+20 dice roll

+4 Familiar

+4 Dexterity (Seems reasonable)

+4 Improved Initiative

+2 trait

+2 that elf thing

= 56

So you might be able to 1 round the wizard if you have a longbow or something? Presuming no contingent fickle winds. Although MOMENT OF PRESCIENCE sorta is an auto win for the wizard if he really want's to win iniatavite


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I don't believe initiative is an opposed ability check so Moment of Prescience wouldn't work on it.


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andreww wrote:
I don't believe initiative is an opposed ability check so Moment of Prescience wouldn't work on it.

It is most defiantly an ability check. Weather or not it counts as opposed is another matter. Though I cannot find a definition for opposed ability check.

Combat wrote:
At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check.


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I don't think being a variant multi-class wizard counts as being a martial anymore.


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I was assuming the 47/48 was before the roll.


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Its not opposed.


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Tarantula wrote:
I don't think being a variant multi-class wizard counts as being a martial anymore.

I'm not taking sides, i'm just saying you can do it.

Although VMC Wizard gives exactly 1 spell (a cantrip at will, analogous to a rogue talent) and gives 0 spell-casting outside of that so personally i'd call it fair game.


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_Ozy_ wrote:
I was assuming the 47/48 was before the roll.

There was no roll, they are also divination wizards and get to treat the die as a 20 for initiative. You're not a martial anymore, so now you just set a new bar for martials to beat.


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_Ozy_ wrote:
I was assuming the 47/48 was before the roll.

He's a Diviner 20 in the initiative posed as such he does not roll and just takes 20. Which i assume is factored into that number


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Ah, got it.


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Tarantula wrote:
_Ozy_ wrote:
I was assuming the 47/48 was before the roll.
There was no roll, they are also divination wizards and get to treat the die as a 20 for initiative. You're not a martial anymore, so now you just set a new bar for martials to beat.

How does that variant multiclass make the Slayer not a marital? They still lack any semblance of spell-casting. Seems like an arbitrary distinction.


Firewarrior44 wrote:
Tarantula wrote:
_Ozy_ wrote:
I was assuming the 47/48 was before the roll.
There was no roll, they are also divination wizards and get to treat the die as a 20 for initiative. You're not a martial anymore, so now you just set a new bar for martials to beat.
How does that variant multiclass make the Slayer not a marital? They still lack any semblance of spell-casting. Seems like an arbitrary distinction.

Do they have class that grants spells per day? Then they aren't a martial character anymore. Not arbitrary at all.

If you took 3 levels of paladin, I'd still say you're not a "martial". Even though those levels didn't grant you spells yet, you could still use wands without a UMD check.


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Tarantula wrote:
Firewarrior44 wrote:
Tarantula wrote:
_Ozy_ wrote:
I was assuming the 47/48 was before the roll.
There was no roll, they are also divination wizards and get to treat the die as a 20 for initiative. You're not a martial anymore, so now you just set a new bar for martials to beat.
How does that variant multiclass make the Slayer not a marital? They still lack any semblance of spell-casting. Seems like an arbitrary distinction.

Do they have class that grants spells per day? Then they aren't a martial character anymore. Not arbitrary at all.

If you took 3 levels of paladin, I'd still say you're not a "martial". Even though those levels didn't grant you spells yet, you could still use wands without a UMD check.

Right, but as far as i'm aware Variant multi-class wizard doesn't grant spell casting outside of a lone Spell like ability. So you're still a martial.

If VMC Wizard gave a spells per day/known table progression then that'd be a different story


IF VMC lets you stay a martial, then divination wizard isn't an automatic win initiative anymore, could get interesting. Lets say it doesn't for now.


Really the terms "Martial" and "Caster" should be a defined terms in this contest so competitors know what restrictions they are under.


I would say if you cant get a significant number of spells youre still a martial. A paladin 3 definitely still is, id argue even a pally 4 still is, and a variant multiclass wizard that gets only a single spell like ability definitely is.

If you cant get through even a single encounter relying solely on your spellcasting, youre not a caster (unless youre a dedicated diviner or buffer et al of course)


VMC divination wizard does NOT get you the take 20 initiative ability, FYI. You do get the level based boost.


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Ah yes, steal the wizards abilities to prove the fighter is better than the wizard. Classic maneuver.


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Plausible Pseudonym wrote:
VMC divination wizard does NOT get you the take 20 initiative ability, FYI. You do get the level based boost.

Those are part of the same ability

Forewarned(Su) wrote:
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Why would you not get both?

Also to clarify i'm not taking sides. I'm just showing that you can beat a Diviner's initiative check in a way that the Diviner cannot replicate (without resorting to additional spells).


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Doesn't this rule out the auto-20 for a VMC divination wizard?

Quote:
School Power: At 7th level, he gains the 1st-level powers of his chosen school. If any of those powers grant an extra effect at 20th level, the character does not gain that extra effect.


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Human Ken:

Human Sorcerer
20th Sorcerer (Wildblooded)
Chaotic Neutral Medium Humanoid (Human)

Senses: Darkvision (60ft)

Initiative: +17 [+7 DEX, +4 Improved Initiative, +4 Dueling, +1 Luck, +1 Competence]; Moment of Prescience (+21 Initiative) = +38

Speed: 30ft

HP: 192 [73+80 CON+20 Toughness+19 FCB]; False Life (15 Temp HP)

AC: 42 [+6 Shield, +6 Armor, +5 Deflection, +1 Luck, +5 Natural, +1 Dodge, +7 DEX, +1 Insight]
Touch: 26; Flat-footed: 34

Resistance: Fire 20

DR 10/Cold Iron

Immune: Poison

Fortitude +16 [+6 Base, +4 CON, +4 Resistance, +1 Competence, +1 Luck]
Reflex +19 [+6 Base, +7 DEX, +4 Resistance, +1 Competence, +1 Luck]
Will +29 [+12 Base, +11 CHA, +4 Resistance, +1 Competence, +1 Luck]
+4 against Fear
Evasion

Attack(s):

+4 Courageous Dueling Spiked Gauntlet +18/+13 melee (1d4+7/20x2)

Ranged Touch Spell +18 ranged touch

Sorcerer Spells (CL 21th)
+2 DC for Enchantment; +2 DC to Compulsion
+8 bonus to overcome Spell Resistance

Concentration +40 [+21 Caster Level, +11 CHA, +2 Tunic, +4 Combat Casting, +2 Bracers]

(DC 21) 0 (Cantrips) - Detect Magic, Read Magic, Light, Ghost Sound, Arcane Mark, Mage Hand, Spark, Haunted Fey Aspect, Acid Splash

(Used 2)(DC 22) 1 (9/Day) - Entangle, Charm Person, Lock Gaze, Mage Armor, True Strike, Comprehend Languages

(Used 2)(DC 23) 2 (9/Day) - Hideous Laughter, Darkvision, Mirror Image, See Invisibility, False Life, Unnatural Lust

(DC 24) 3 (9/Day) - Deep Slumber, Tongues, Suggestion, Hold Person, Arcane Sight

(DC 25) 4 (8/Day) - Poison, Charm Monster, Terrible Remorse, Greater Invisibility, Dimension Door

(DC 26) 5 (8/Day) - Tree Stride, Dominate Person, Permanency, Fickle Winds, Animal Growth

(DC 27) 6 (8/Day) - Mislead, True Seeing, Greater Dispel Magic, Transformation

(DC 28) 7 (8/Day) - Phase Door, Limited Wish, Power Word Blind, Spell Turning

(Used 4)(DC 29) 8 (7/Day) - Irresistible Dance, Maze, Mindblank, Moment of Prescience, Power Word Stun

(DC 30) 9 (7/Day) - Shapechange, Dominate Monster, Time Stop, Gate

Permanency Spells (Constant) (Caster Level 21st)
-Arcane Sight
-Comprehend Languages
-Darkvision
-Read Magic
-See Invisibility
-Tongues

Spells Active
False Life, Mage Armor, Moment of Prescience, Mindblank

Spell-Like Abilities (CL 20th)
1/Day – Shadow Walk

STR 16, DEX 24, CON 19, INT 16, WIS 18, CHA 33
BAB: +10
CMB: +13 [+10 BAB, +3 STR]
CMD: 43 [+20 BAB, +3 STR, +7 DEX, +5 Deflection, +1 Dodge, +1 Luck, +1 Insight]

Skills: Acrobatics +29, Handle Animal +33, Fly +21, Knowledge (Arcana) +9, Knowledge (Nature) +9, Perception +31, Spellcraft +29, and Use Magic Device +24, Bluff +34

Feats: Eschew Materials, Improved Initiative, Dodge, Quicken Spell, Combat Casting, Craft Wondrous Item, Craft Magic Arms & Armor, Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Spell Penetration, Boon Companion, Toughness, Defensive Combat Training, Steadfast Personality, Greater Spell Penetration

Special Qualities
Favored Class Bonus [+19 HP; 1 Spell (Power Word Stun)]
Bloodline (Sylvan)
Bloodline Arcana (Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.)

Animal Companion (Ex): You gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st).

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Wings (Su): At 15th level, you can grow insect like wings from your back and become one size category smaller (as if you had used reduce person), gaining a fly speed of 60 feet with average maneuverability. You can maintain this form for 1 minute per level. This duration does not need to be consecutive, but it must be used in 1-minute increments.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.

Equipment

Leather Bandolier
-Potion of Bull’s Strength (x3; used for Transformation spell)
-Diamond (x6) (Each worth 1,500 gold used for Limited Wish spell)

Masterwork Backpack
-20,000 Gold worth of Incense/Offerings
-Bag of Holding Type II
-Instant Fortress

+4 Courageous Dueling Spiked Gauntlet
[+4 Initiative; The wielder gains a morale bonus on saving throws against fear equal to the weapon's enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (+2)]

+5 Mithral Buckler of Determination and Fortification (Heavy)
[Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell; When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. (75%)]

+5 Haramaki of Improved Energy Resistance (Fire)

Ring of Protection (+5) (Ring 1)
Ring of Evasion (Ring 2)

Belt of Physical Perfection (+6 DEX, +6 CON, +6 STR) (Belt)

Otherworldly Kimono (Body)
[Embroidered images of cherry blossoms and cranes in flight adorn this blue silk kimono. The wearer can move and reposition these images on the kimono at will. The kimono grants its wearer a +4 resistance bonus on all saving throws and a +4 bonus on all caster level checks.
Once per day, the wearer can capture a single creature within 60 feet within the kimono (no save), shunting the victim into an extradimensional space similar to that created by a maze spell. Inside this otherworldly prison, the maze appears as an endless cherry orchard filled with "walls" of windblown cherry blossoms and cranes flying overhead. Each round on its turn, the victim inside the kimono may attempt a DC 20 Intelligence check to escape the kimono as a full-round action. If the victim doesn't escape, it is released after 10 minutes, returning to where it had been before the kimono drew it in. If this location is occupied by another creature or a solid object, the subject appears in the nearest open space.
Whenever a creature is drawn inside the kimono, the victim's image temporarily manifests as another embroidered design among the kimono's other images. While a victim is trapped inside, the kimono's bonuses on saving throws and caster level checks are increased by 2 (to +6). The kimono's increased bonuses return to normal when the victim is freed or released.]

Eyes of the Eagle (Eyes)

Gloves of Arrow Snaring (Hands)
[Twice per day, the wearer can act as if he had the Snatch Arrows feat, even if he does not meet the prerequisites for the feat. Both gloves must be worn for the magic to be effective, and at least one hand must be free to take advantage of the magic.]

Jingasa of the Fortunate Soldier (Head)
[Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally.]

Headband of Mental Prowess (+6 CHA, +6 INT) (Headband)
[Skills: Handle Animal, Acrobatics, Perception]

Amulet of Natural Armor (+5) (Neck)

Tunic of Careful Casting (Chest)

Spellguard Bracers (Wrist)
[Three times per day, the wearer can choose to roll a concentration check to cast defensively twice and take the better result.]

Stone of Good Luck (Luckstone)

Tome of Leadership and Influence (+5) (Used)
Manual of Gainful Exercise (+2) (Used)
Manual of Quickness of Action (+4) (Used)

Ioun Stones
-Dusty Rose Prism
-Iridescent Spindle
[Sustains creature without air]
-Orange Prism
[+1 caster level]
-Pale Green Prism
[+1 competence bonus on attack, saves, skill checks, and ability checks]
-Clear Spindle
[Sustains creature without food or water]

2,000 Gold

Ron the Roc:

Animal Companion (Roc)
Large Neutral Animal

Senses: Low-Light Vision

Initiative: +11 [+4 Improved Initiative, +7 DEX]; Moment of Prescience (+21 Initiative) = +32

Speed: 20ft; Fly 80ft (Average)

HP: 136 [72+48 CON+16 Toughness]; False Life (15 Temp HP)

AC: 39 [+23 Natural, -1 Size, +1 Dodge, +6 Armor]

Resistance: Fire 10

Fortitude +13 [+10 Base, +3 CON]
Reflex +17 [+10 Base, +7 DEX]
Will +6 [+5 Base, +1 WIS]
+4 Will against Enchantment
Improved Evasion

Attack(s):

2 Talons +24 melee (1d6+12 plus Grab/20x2)

Bite +23 melee (1d8+12/20x2)

STR 26, DEX 24, CON 16, INT 2, WIS 13, CHA 11
BAB: +12
CMB: +21 [+12 BAB, +1 Size, +8 STR]
CMD: 39 [+12 BAB, +1 Size, +1 Dodge, +8 STR, +7 DEX]

Tricks Known: Attack (x2), Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek, Stay, Track, Work

Skills: Fly +8, Perception +10, Stealth +0, Survival +4

Feats: Multiattack, Improved Initiative, Dodge, Toughness, Weapon Focus (Talon), Combat Reflexes, Improved Natural Armor (x3)

Special Qualities: Link, Share Spells, Improved Evasion, Devotion

Equipment
+5 Large Haramaki Barding of Fortification (Moderate) and Energy Resistance(Fire)
[When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. (50%)]

Amulet of Mighty Fists (+4 Heartseeker)
[A heartseeker weapon ignores the miss chance for concealment against most living targets, though the attack must still target the proper square. This special ability does not apply against aberrations, oozes, plants, outsiders with the elemental subtype, or any creature specifically noted to lack a heart.]

Spell Active
False Life, Mage Armor, Moment of Prescience, Mindblank

With Animal Growth and Transformation
STR 38, DEX 22, CON 24

+64 HP
AC: 43
Fortitude: +22
Reflex: +16
CMB: +32
CMD: 50

Attack(s):

2 Talons +33 melee (1d8+18 plus Grab/20x2)

Bite +32 melee (2d6+18/20x2)

As per the arena size its a 200ft radius area. So I'm 390ft away and Ron is beside me.

1st Round-Ken
Swift: Cast a Quickened Fickle Winds on Ken and Ron.
Free Action: Direct Ron to move in front of him.
Move Action: Retrieve Offerings/Incense(for Gate)
Standard Action: Cast Time Stop (lets assume minimum 2 rounds)

1st Time Stop Round
Standard Action: Cast Gate to call a Balor (60ft away from Fighter) to attack Fighter.
Move Action: Retrieve Offerings/Incense(for Gate)

2nd Time Stop Round
Swift Action: Cast a Quickened Greater Invisibility on Self.
Standard Action: Cast Gate to call a Balor(60ft away from Fighter) to attack Fighter.

1st Round-Ron
Move Action: Move in front of Ken but stay adjacent.

2nd Round-Ken
Swift Action: Cast a Quickened Greater Invisibility on Ron.
Standard Action: Activate Fey Wings ability.

2nd Round-Ron
Nothing

3rd Round-Ken
Swift Action: Cast Quickened Animal Growth on Ron.
Standard Action: Cast Transformation on Ron.

4th Round-Ken
Standard Action: Cast Dimension Door on himself and Ron to be 120ft above Fighter.

Then watch the Fighter battle the two Balor's until they or the Fighter are Dead.

Eventually using Power Word Blind to disable the Fighter and Power Word Stun.

If the Fighter survives have Ron charge into Fighter and attempt to Grapple. While Ken moves into range and uses Terrible Remorse, and other Enchantments to disable/humiliate Fighter (Unnatural Lust on a Roc!)

Edit: Fixed the Sorcerer to be a Human and not a Kitsune.


yeah, Ozy quoted the part.

Sovereign Court

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_Ozy_ wrote:

Doesn't this rule out the auto-20 for a VMC divination wizard?

Quote:
School Power: At 7th level, he gains the 1st-level powers of his chosen school. If any of those powers grant an extra effect at 20th level, the character does not gain that extra effect.

In that case Firewarrior44's build should just be changed from Slayer to Sohei Monk since they also get an auto-20 initiative at level 20.

SRD Devoted Guardian (Ex) wrote:

At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei’s initiative roll is automatically a natural 20.

This ability replaces Stunning Fist.

Frankly - a Dex Sohei doesn't even need the VMC.

+12 from Dex

+4 Improved Initiative

+2 trait

+4 Half-Elf alternate racial

+10 Sohei ability

roll of 20

Total of 52 - ezpz


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Why do you have the Courageous in your +4 Courageous Dueling Spiked Gauntlet? Are you really that worried about getting feared?

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