Fighter Vs. Spellcaster


Pathfinder First Edition General Discussion

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andreww wrote:
I would suggest rather than PbP, which can take ages, to do it in real time on a roll20 table. Its free and they are easy to set up.

There is a way to post the match(s) on the these boards I assume?


It has begun!


I have submitted a martial as well. For when ever!


Combat has begun, our warrior has moved adjacent and turned incorporeal but shenanigans are afoot. What will happen next?


andreww wrote:
Combat has begun, our warrior has moved adjacent and turned incorporeal but shenanigans are afoot. What will happen next?

Well, since the warrior was even permitted to have a turn his chances of survival have risen greatly I would say.


BigDTBone wrote:
andreww wrote:
Combat has begun, our warrior has moved adjacent and turned incorporeal but shenanigans are afoot. What will happen next?
Well, since the warrior was even permitted to have a turn his chances of survival have risen greatly I would say.

I might agree if he had actually attacked in round 1 but he hasn't. This leaves things open for me to nova.

Personally I was expecting some sort of full ranged attack with a brilliant energy bow or similar.

We shall have to wait and see what happens.

Grand Lodge

Sorry for the poor update speed.


Balancer wrote:
Sorry for the poor update speed.

Its a complicated fight and we are all in different time zones, you can expect things to be a bit slow. We arent in any hurry.

I will look at putting together a roll20 table to help us show positions tonight which might make things a little easier.


andreww wrote:
BigDTBone wrote:
andreww wrote:
Combat has begun, our warrior has moved adjacent and turned incorporeal but shenanigans are afoot. What will happen next?
Well, since the warrior was even permitted to have a turn his chances of survival have risen greatly I would say.

I might agree if he had actually attacked in round 1 but he hasn't. This leaves things open for me to nova.

Personally I was expecting some sort of full ranged attack with a brilliant energy bow or similar.

We shall have to wait and see what happens.

At that level, I was expecting the fight to resolve with the first initiative.

If using a bow, I would have thought seeker/phase locking/cyclonic with a mixture of searing and sizzling arrows.


Snowlilly wrote:
If using a bow, I would have thought seeker/phase locking/cyclonic with a mixture of searing and sizzling arrows.

Cyclonic is not legal for this contest as it isn't part of the PRD.


andreww wrote:
Snowlilly wrote:
If using a bow, I would have thought seeker/phase locking/cyclonic with a mixture of searing and sizzling arrows.
Cyclonic is not legal for this contest as it isn't part of the PRD.

PRD Only is not a listed rule.

Ranged Tactics Toolbox has been out for almost 10 months now. People should be familiar with it.


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Snowlilly wrote:
Ranged Tactics Toolbox has been out for almost 10 months now. People should be familiar with it.

It is in the Original Post for this thread which kicked everything off.


Dwarf Fighter:

Dain Stonebrow
20th Level Fighter (Unbreakable)
Lawful Neutral Medium Dwarf Humanoid (Dwarf)

Senses: Darkvision 120ft; Blindsense 60ft; Can see four times as well as a human in dim light and twice as well in normal light.

Initiative: +14 [+4 Improved Initiative, +4 Dueling, +5 DEX, +1 Luck]
[Combat Trick: Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled.]

AC: 41 [+4 Deflection, +2 Natural, +1 Insight, +6 Shield, +13 Armor, +5 DEX]
Touch: 20; Flat-footed: 36
+5 bonus to Touch AC against Rays

HP: 255

Damage Reduction: 5/-

Fortitude [+12 Base, +4 Resistance, +1 Luck, +6 CON] = +23
Reflex [+6 Base, +4 Resistance, +1 Luck, +5 DEX] = +16
Will [+6 Base, +4 Resistance, +1 Luck, +2 Misc, +5 WIS] = +18
+4 racial bonus against spells and spell-like abilities; +2 racial bonus against poison

Stalwart (Ex)
[When an unbreakable succeeds on a Fortitude or Will save against a spell or spell-like ability that has a partial effect even on a successful save, he is completely unaffected by it.]

Heroic Recovery (4/Day)
[Standard Action: You may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save that is affecting you. If this save against the affliction fails, there is no additional effect, but a successful save counts toward curing an affliction such as poison or disease. You cannot use this feat to recover from instantaneous effects, effects that do not allow a saving throw, or effects that do not require a Fortitude save.]

Heroic Defiance (3/Day)
[Immediate Action: You can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on), including permanent and instantaneous conditions. Activating this feat delays the onset of the condition until the end of your next turn, after which time the condition takes its normal effect. This feat has no effect on hit point damage or ability damage.]

Immune: Mind-affecting effects

Speed: 30ft

Attack(s):

*+5 Heartseeker Defiant Impervious Adamantine Dwarven Waraxe +38/+32/+27/+22/+17 melee (1d10+27/20x3)

*Includes Haste, Power Attack

Special Attack(s)
Combat Stamina (26 points)
[You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.]

Dazing Assault
[You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.]
[Combat Trick: After hitting an opponent with a melee attack, you can spend 5 stamina points to attempt to daze that opponent as if using this feat.]

Combat Reflexes
[You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.]
[Combat Trick: When you miss with an attack of opportunity, you can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a –5 penalty on the attack roll and costs one of your attacks of opportunity for the round.]

Stand Still
[When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.]
[Combat Trick: When you succeed at a combat maneuver check to stop a creature’s movement with this feat, you can spend 5 stamina points. If you do, on that creature’s next turn, its movement speed is halved and it can’t take a 5-foot step.]

Disruptive
[The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.]
[Combat Trick: When you use your last attack of opportunity available to you in a round, you can spend 2 stamina points to extend the duration of this feat’s increase to DCs for enemies casting defensively within your threatened area until the start of your next turn]

Spellbreaker
[Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.]
[Combat Trick: When you hit a caster with an attack of opportunity it provoked by failing to cast defensively, you can spend 5 stamina points to daze the caster until the end of its next turn. If the caster succeeds at Fortitude save with a DC equal to 10 + your base attack bonus, it is staggered instead.]

Shatterspell (3/Day)
[As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power.]
[Combat Trick: When you have depleted all uses of this feat for a day, you can spend 5 stamina points to use this feat one additional time that day.]

Teleport Tactician
[Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural ability.]
[Combat Trick: When you hit a target with an attack of opportunity granted by this feat, you can spend 2 stamina points to daze the target for 1 round. The target can attempt a Fortitude save with a DC equal to 10 + your base attack bonus to negate this effect.]

STR 15, DEX 13, CON 14, INT 10, WIS 12, CHA 08 (Starting Abilities)
STR 30, DEX 20, CON 22, INT 16, WIS 20, CHA 06
BAB: +20
CMB: +30 [+20 BAB, +10 STR]
CMD: 50 [+20 BAB, +4 Deflection, +1 Insight, +10 STR, +5 DEX]
While standing on the ground gain a +4 bonus against Bull Rush/Trip; +10 CMD against Disarm; +2 CMB Sunder

Skills
Craft (Clothing) +29, Craft (Weapon) +13, Craft (Armor) +13, Climb +14, Swim +14, Survival +15, Perception +36, Stealth +30, Fly +30

+2 on all Craft/Profession checks involving Metal or Stone
Languages: Common, Dwarf

Feats
Steel Soul, Endurance, Diehard, Heroic Recovery, Heroic Defiance, Iron Will, Improved Iron Will, Improved Sunder, Master Craftsman (Clothing), Craft Wondrous Item, Disruptive, Spellbreaker, Shatterspell, Combat Reflexes, Teleport Tactician, Combat Stamina, Power Attack, Stand Still, Weapon Focus (Dwarven Waraxe), Greater Weapon Focus (Dwarven Waraxe), Dazing Assault, Furious Focus, Improved Initiative, Skill Focus (Perception)

Special Qualities
Slow and Steady, Craftsman, Stability, Weapon Familiarity, Favored Class Bonus (+20 HP), Unflinching, Unbreakable Mind, Armor Training II (Reduce ACP by 2 and increase Max DEX by 2), Armor Mastery

Sky Sentinel
[Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures.]

Quick Recovery (Ex)
[An unbreakable needs only 15 minutes of rest or to be subject to a healing spell or effect to recover from the fatigued condition.]

Unlimited Endurance (Ex)
[When an unbreakable is exhausted, he only suffers the effects of the fatigued condition instead, but does require 1 hour of rest to reduce this condition to the actual fatigued condition.]

Miraculous Recovery (Ex)
[When an unbreakable makes a saving throw to recover from an ongoing effect, he may roll twice and choose the better roll.]

Equipment (*Items made with Master Craftsman)

+5 Heartseeker Defiant Impervious Adamantine Dwarven Waraxe with Locked Gauntlet
[It stays in its wielder's hand even if she is panicked, stunned, or unconscious. She adds the weapon's enhancement bonus as a bonus on checks to stabilize when dying and on saving throws to end ongoing conditions such as disease, poison, and hold person. If the wielder possesses Heroic Defiance, Heroic Recovery, Improved Great Fortitude, Improved Iron Will, or Improved Lightning Reflexes, she gains a number of additional daily uses equal to the weapon's enhancement bonus that can be used on any of these feats.]
[A heartseeker weapon is drawn unerringly toward beating hearts. 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.]

+1 Spiked Gauntlet of Dueling

+4 Shadow Mithral Full Plate

+5 Mirrored Mithral Buckler

Belt of Physical Perfection (+6 STR/DEX/CON)*

Otherworldly Kimono*

Eyes of the Dragon

Boots of Speed

Ring of Protection (+4)

Ring of Delayed Doom (9 stones)

Glove of Storing*
-Rod of Shadows

Iron Circlet of Guarded Souls*

Headband of Mental Prowess (+6 WIS/INT)*
[Perception, Fly, Stealth]

Amulet of Natural Armor (+2)

Wings of Flying*

Vambraces of the Genie (Shaitan)

Stone of Good Luck (Luckstone)

Dusty Rose Prism Ioun Stone

Dark Blue Rhomboid Ioun Stone

Tome of Gainful Exercise (+5) (Used)

2,000 Gold

What do you think of this Fighter. It's not for the arena just something i was playing around with.


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Hopefully said fighter has invisibility purge as finding an invisible mindblank caster flying around an arena just won't happen otherwise.


why was "spellcaster is not allowed to summon or call" added. That precludes two whole spellschools arguably main abilities for no reason. I understood why I couldnt have them presummoned/called, but limiting from doing it in the fight is just dumb. Might as well say the fighter isnt allowed to fly, because reasons.

Silver Crusade

Action economy disparity, I imagine. Because just gating in balors would make it too easy.


Isn't it very DM player interaction to bargain with a Balor? I thought it gate worked quite a bit different from summon monster. I could see that being an issue.


Pathfinder Lost Omens Subscriber
Vidmaster7 wrote:
Isn't it very DM player interaction to bargain with a Balor? I thought it gate worked quite a bit different from summon monster. I could see that being an issue.

not when you magic jar the Balor.


Bandw2 wrote:
Vidmaster7 wrote:
Isn't it very DM player interaction to bargain with a Balor? I thought it gate worked quite a bit different from summon monster. I could see that being an issue.
not when you magic jar the Balor.

Wouldn't that still imply at some point you and the DM need some interaction when you solo and capture a Balor?

Silver Crusade

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Vidmaster7 wrote:
Bandw2 wrote:
Vidmaster7 wrote:
Isn't it very DM player interaction to bargain with a Balor? I thought it gate worked quite a bit different from summon monster. I could see that being an issue.
not when you magic jar the Balor.
Wouldn't that still imply at some point you and the DM need some interaction when you solo and capture a Balor?

Also with gate you don't have to bargain so long as your CL is high enough

Gate wrote:
In the case of a single creature, you can control it if its HD does not exceed your caster level.


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We have an Update!


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And in the blink of an eye our first contest is over.


Some rules weren't followed correctly when I checked out that thread.

I would call for a redo.


Yeah, I don't think the walls of fire can actually intersect the target from Time Stop. So you get much less damage (2d4 base) which decent fire resistance shuts down so no dazing.


Plausible Pseudonym wrote:
Yeah, I don't think the walls of fire can actually intersect the target from Time Stop. So you get much less damage (2d4 base) which decent fire resistance shuts down so no dazing.

I am not sure why you would think that.

Time Stop says:

Quote:
A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends

Wall of fire is a spell which affects an area. It says:

Quote:
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.


The Wall of Fire was legal, I just don't understand why the fighter wasted the turn he was given.

Granted, while most of the Paizo published methods for a fighter dealing with this situation are being banned (most Paizo resources are not published on the PRD), there were available options.


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Snowlilly wrote:

The Wall of Fire was legal, I just don't understand why the fighter wasted the turn he was given.

Granted, while most of the Paizo published methods for a fighter dealing with this situation are being banned (most Paizo resources are not published on the PRD), there were available options.

Then make a fighter and give it a shot! I completely forgot about mind blank, so I was hoping to catch the caster provoking, knowing I was unlikely to 1-round them.


Snowlilly wrote:

The Wall of Fire was legal, I just don't understand why the fighter wasted the turn he was given.

Granted, while most of the Paizo published methods for a fighter dealing with this situation are being banned (most Paizo resources are not published on the PRD), there were available options.

The problem is time.

It takes several hours more time than I have to put together a decent build, and all the builds I do have available at work use significant resources not on the PRD, or are otherwise banned by the contest's rules.


Wait, has anybody suggested a Half-Elf Barbarian 1 yet?


Isonaroc wrote:
Action economy disparity, I imagine. Because just gating in balors would make it too easy.

Thats true, but if you say "caster cant do X because he would win too easily" isnt the match already decided?

Plus i cant make decent undead for my necromancer if i cant planar bomb some corpses beforehand, and i really dont want to just hire 160 hirelings and murder them and give them all bows, that would be boring AND ruin action economy (not to mention questionable rules. Does reanimating count as summoning or calling?)


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Pathfinder Adventure Path Subscriber

Wait a minute...how come the Wizard 20 didn't pickup the Leadership feat and bring in his Wiz 17 cohort? :)


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Rerednaw wrote:
Wait a minute...how come the Wizard 20 didn't pickup the Leadership feat and bring in his Wiz 17 cohort? :)

Because of the rule "Can't bring any friends."


Baval wrote:
Isonaroc wrote:
Action economy disparity, I imagine. Because just gating in balors would make it too easy.

Thats true, but if you say "caster cant do X because he would win too easily" isnt the match already decided?

Plus i cant make decent undead for my necromancer if i cant planar bomb some corpses beforehand, and i really dont want to just hire 160 hirelings and murder them and give them all bows, that would be boring AND ruin action economy (not to mention questionable rules. Does reanimating count as summoning or calling?)

A martial is also fully capable of calling in help. So that's a wash anyway.


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Pathfinder Adventure Path Subscriber
Milo v3 wrote:
Rerednaw wrote:
Wait a minute...how come the Wizard 20 didn't pickup the Leadership feat and bring in his Wiz 17 cohort? :)
Because of the rule "Can't bring any friends."

Ah I read the first post as the ground rules...missed the changing goal posts...well that really sucks for the fighter if he cannot bring in his mage pet either.


Rerednaw wrote:
Milo v3 wrote:
Rerednaw wrote:
Wait a minute...how come the Wizard 20 didn't pickup the Leadership feat and bring in his Wiz 17 cohort? :)
Because of the rule "Can't bring any friends."
Ah I read the first post as the ground rules...missed the changing goal posts...well that really sucks for the fighter if he cannot bring in his mage pet either.

How does using Leadership prove anything for either side??

It literally doesn't accomplish anything but prove that Leadership is highly abusive.


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Brain in a Jar wrote:
Baval wrote:
Isonaroc wrote:
Action economy disparity, I imagine. Because just gating in balors would make it too easy.

Thats true, but if you say "caster cant do X because he would win too easily" isnt the match already decided?

Plus i cant make decent undead for my necromancer if i cant planar bomb some corpses beforehand, and i really dont want to just hire 160 hirelings and murder them and give them all bows, that would be boring AND ruin action economy (not to mention questionable rules. Does reanimating count as summoning or calling?)

A martial is also fully capable of calling in help. So that's a wash anyway.

Not quite, the original rules said we had to enter the arena alone, except allies from class features. That means that the only option the martial has for bringing in allies is magic items, and with no scaling caster level and no access to things like planar bombing without paying exorbitant fees to have a caster do it for him, the fighter will be far behind a Conjuration or Necromancy specialist.

The fighter is also probably much better served trying to fight than trying to get a Wand of Animate Dead to work too, whereas the Necromancer is not.

If you mean my comment about the hirelings, I don't mean actually bringing in the hirelings (which would be against the original rules) but bringing in their corpses and then reanimating them (which is not)


Baval wrote:
Brain in a Jar wrote:
Baval wrote:
Isonaroc wrote:
Action economy disparity, I imagine. Because just gating in balors would make it too easy.

Thats true, but if you say "caster cant do X because he would win too easily" isnt the match already decided?

Plus i cant make decent undead for my necromancer if i cant planar bomb some corpses beforehand, and i really dont want to just hire 160 hirelings and murder them and give them all bows, that would be boring AND ruin action economy (not to mention questionable rules. Does reanimating count as summoning or calling?)

A martial is also fully capable of calling in help. So that's a wash anyway.

Not quite, the original rules said we had to enter the arena alone, except allies from class features. That means that the only option the martial has for bringing in allies is magic items, and with no scaling caster level and no access to things like planar bombing without paying exorbitant fees to have a caster do it for him, the fighter will be far behind a Conjuration or Necromancy specialist.

The fighter is also probably much better served trying to fight than trying to get a Wand of Animate Dead to work too, whereas the Necromancer is not.

If you mean my comment about the hirelings, I don't mean actually bringing in the hirelings (which would be against the original rules) but bringing in their corpses and then reanimating them (which is not)

All i said is that a martial is fully capable of bringing in help through usage of certain magic items...which are neither expensive or difficult to use. They can also do it themselves.


Brain in a Jar wrote:
Baval wrote:
Brain in a Jar wrote:
Baval wrote:
Isonaroc wrote:
Action economy disparity, I imagine. Because just gating in balors would make it too easy.

Thats true, but if you say "caster cant do X because he would win too easily" isnt the match already decided?

Plus i cant make decent undead for my necromancer if i cant planar bomb some corpses beforehand, and i really dont want to just hire 160 hirelings and murder them and give them all bows, that would be boring AND ruin action economy (not to mention questionable rules. Does reanimating count as summoning or calling?)

A martial is also fully capable of calling in help. So that's a wash anyway.

Not quite, the original rules said we had to enter the arena alone, except allies from class features. That means that the only option the martial has for bringing in allies is magic items, and with no scaling caster level and no access to things like planar bombing without paying exorbitant fees to have a caster do it for him, the fighter will be far behind a Conjuration or Necromancy specialist.

The fighter is also probably much better served trying to fight than trying to get a Wand of Animate Dead to work too, whereas the Necromancer is not.

If you mean my comment about the hirelings, I don't mean actually bringing in the hirelings (which would be against the original rules) but bringing in their corpses and then reanimating them (which is not)

All i said is that a martial is fully capable of bringing in help through usage of certain magic items...which are neither expensive or difficult to use. They can also do it themselves.

The ones which are not expensive or difficult to use are also not effective.

The ones which are effective are expensive and/or difficult to use.

The caster does not suffer from this problem, as his spells scale with him.


Baval wrote:

The ones which are not expensive or difficult to use are also not effective.

The ones which are effective are expensive and/or difficult to use.

The caster does not suffer from this problem, as his spells scale with him.

Wrong.

8,400 Gold or half that if created isn't expensive or difficult for calling in outsiders....

Everyone is capable of bringing in crazy outsiders its not really special.


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For example, a 20th level Necromancers animate dead can raise up to 80HD worth of undead in a single casting. Thats 4 balors or 80 humans, both of which have tactical uses. The fighters Wand of Animate dead on the other hand costs him 3*5*750= 11250 gold base, plus 12500 gold for the black onyx costs (has to pay for the max possible rez, which is 10HD) and can summon only 10 HD worth of creatures per casting, 20 total. If hes willing to also buy an item to let him desecrate, he still cant raise 20HD undead because that much onyx wasnt paid for, else it WAS paid for as the max possible, which means the wand costs twice as much for the material components. So we have 23,750 gold or 36,250 gold for just the wand alone, not counting the desecrate or paying for the binding to summon whatever hes trying to reanimate and the traps to pre kill it on arrival, or the spells to make the bodies easily transportable, all of which the caster can do for free, and he ends up with at best a quarter of the power.


Brain in a Jar wrote:
Baval wrote:

The ones which are not expensive or difficult to use are also not effective.

The ones which are effective are expensive and/or difficult to use.

The caster does not suffer from this problem, as his spells scale with him.

Wrong.

8,400 Gold or half that if created isn't expensive or difficult for calling in outsiders....

Everyone is capable of bringing in crazy outsiders its not really special.

How is he calling in these outsiders so cheaply?

How is he doing it in the middle of the battle? (remember, any allies he brings have to be summoned during the fight)

How strong are these outsiders hes calling? Anyone can summon a Dretch, the wizard is bringing Balors. Potentially colossal Balors with non standard equipment.

How is he getting these outsiders to obey him?


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Make good points NERF SPEALL CASTERS!


Baval wrote:
How is he calling in these outsiders so cheaply?

It's cheap because of Master Craftsman.

Baval wrote:
How is he doing it in the middle of the battle? (remember, any allies he brings have to be summoned during the fight)

A Standard Action.

Perhaps in a Time Stop if feeling spunky.

Baval wrote:
How strong are these outsiders hes calling? Anyone can summon a Dretch, the wizard is bringing Balors.

Dretch...haha. More like Marilith, Lilitu, etc.

Baval wrote:
How is he getting these outsiders to obey him?

The same as a caster does. Of course.


Brain in a Jar wrote:
Baval wrote:
How is he calling in these outsiders so cheaply?

It's cheap because of Master Craftsman.

Baval wrote:
How is he doing it in the middle of the battle? (remember, any allies he brings have to be summoned during the fight)

A Standard Action.

Perhaps in a Time Stop if feeling spunky.

Baval wrote:
How strong are these outsiders hes calling? Anyone can summon a Dretch, the wizard is bringing Balors.

Dretch...haha. More like Marilith, Lilitu, etc.

Baval wrote:
How is he getting these outsiders to obey him?
The same as a caster does. Of course.

A lot of implications here, no actual details.

Did you know the wizard can get a "kill all martials within 1000 feet" ability for 75 gold? Cause he can. Im not telling you how though, but he can.

Lay out some details, or youre talking out your ass.


Note also that half your answers are not true.

You cant say its cheap because of master craftsman, becasuse A) that doesnt let him craft wands or staves, and B) you said "8400 or half if he crafts it" meaning 8400 is the base price

How is the Fighter casting time stop? You cant make a wand of it, and he cant craft staves, and afaik there is no magic item that does it.

Hes summoning a Marilith? How? 16 HD means Greater Planar binding or Gate, neither of which can be made into wands and both of which require you to bargain with the demon, which leads me to the next two:

A standard action to summon maybe, but then you need to get it to obey you. The Caster just kills it with magical traps he set up in advance and reanimates them, its very easy to do, but the Martial needs to pay to have those cast. Plus buy the aforementioned wand of animate dead. And then he can at most command one of said demons, while the wizard has 4.

So if hes not buying the wand of animate dead how is he commanding the demon? He needs time to bargain with it, and then needs to make a Charisma check. Are you telling me he buffed charisma?


I was just answering your questions. (Correctly and truthfully I'll add.)

Also i know your lying about that mysterious 75 Gold item since i have search function fu. :)

I'm a Brain in a Jar...i don't have an ass.

It's a magic item....that costs 8,400 Gold....and it's used for calling outsiders....such a spooky mystery.


Brain in a Jar wrote:

I was just answering your questions. (Correctly and truthfully I'll add.)

Also i know your lying about that mysterious 75 Gold item since i have search function fu. :)

I'm a Brain in a Jar...i don't have an ass.

It's a magic item....that costs 8,400 Gold....and it's used for calling outsiders....such a spooky mystery.

i was giving you the benefit of the doubt, but now I see youre seriously talking about a candle of invocations.

Ok, so you pull out the candle (move), light it (standard) and then it lets you cast gate (standard)

ok so you have to wait till next turn to cast the gate. So the wizard uses mage hand to snuff it out.

So you relight it.

And the wizard snuffs it.

etc. etc.


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Cheapest way for a wizard (or fighter with wizard VMC) is to call in outsiders would probably the truename arcane discovery, takes only a single action to do, doesn't use up a spell slot (though it's not like you don't have hundreds at high level), they have to do what you say regardless of their own personalities/alignment, and no gp expenditure is needed.


Baval wrote:
Note also that half your answers are not true.

That is slander good sir. I told no lies.

Baval wrote:
You cant say its cheap because of master craftsman, becasuse A) that doesnt let him craft wands or staves, and B) you said "8400 or half if he crafts it" meaning 8400 is the base price

I never said it was a wand or staff.

Baval wrote:
How is the Fighter casting time stop? You cant make a wand of it, and he cant craft staves, and afaik there is no magic item that does it.

I know for a fact that a magic item would let my martial use Time Stop.

Baval wrote:
Hes summoning a Marilith? How? 16 HD means Greater Planar binding or Gate, neither of which can be made into wands and both of which require you to bargain with the demon, which leads me to the next two:

What's with you and Wands....i never mentioned a wand that's silly.

Baval wrote:

A standard action to summon maybe, but then you need to get it to obey you. The Caster just kills it with magical traps he set up in advance and reanimates them, its very easy to do, but the Martial needs to pay to have those cast. Plus buy the aforementioned wand of animate dead.

So if hes not buying the wand of animate dead how is he commanding the demon? He needs time to bargain with it, and then needs to make a Charisma check. Are you telling me he buffed charisma?

You really don't know how gate works???

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