Fighter vs Spellcaster Grudge match (Inactive)

Game Master Balancer

This is the arena for the thread, Fighter vs Spellcaster


101 to 143 of 143 << first < prev | 1 | 2 | 3 | next > last >>

In the conditions for this contest? (PRD material only)


Well my other suggestion would be the swordsman blindfold, and an intelligent item with senses that way it can tell you the square and you then have blindsight there.


I like the idea behind intelligent items, but the longest distance you can sense is 120'. It certainly still would not have helped Theo vs Wiz Bang, as WB was about 140 feet away.


hmmm but you could move forward as both combatants know the beginning rules. That would put you in range of senses.


I was thinking about that. I think it would make a lot more sense for the arena to be larger, and there to be some randomness to the starting positions of the characters. That way its not just, "I know he is 195' that way".


I would have no issue with that although I think it is unlikely to make much difference.


Quote:
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

Shouldn't there be a random for distance too?

Bit confused how this happened, but that's fine. I'm sure I'll die and find out soon enough.


The distance is fixed at 100', the only random bit is direction. I have suggested it should always still be inside the arena. I believe it would be knowledge arcana to work out rather than spellcraft.

Did we ever get any resolution on the issue of how wall of suppression works?


Quote:
random open space on a suitable surface within 100 feet of the intended location.

Not exactly 100 feet, but 100 feet or less. I would suggest a d20 roll, and the number is how many squares away in that direction. Either way, it doesn't really matter.


I don't think so. Play it how you think it should work, probably won't matter anyway.

Grand Lodge

I'm playing it as a fixed 100ft


Male Human Expert 1 Warrior 1

The issue with an item granting blindsight is that Mind Blank "The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect evil, locate creature, scry, and see invisible)."
Based on the example spells, even things that augment senses (see invisible) seem to be covered.

A quick search of Archives of Nethys yields a couple of items that grant blindsense that don't rely on divination magic.

Murktouch cloak

Fleshcrafted Antennae

Fungal Eye Graft


Male Human Brain 13th Wizard
Balancer wrote:
I'm playing it as a fixed 100ft

Then no offense meant but your playing it wrong.

"shunted to a random open space on a suitable surface within 100 feet of the intended location."

It clearly says a random open space within 100ft.

It is most certainly not a fixed 100ft no matter how you read it.

The intent (in my reading) is to shunt the person to an available legal space.

Grand Lodge

I'm reading it as a safe space within (to a max) of 100ft, it means less hassle on my end to have it be a fixed distance. Would it be fairer for me to roll the distance?


I am happy with a rolled distance, 1d20x5' seems sensible given with live in a world of 5' squares...:)


I'm a little confused on positioning and such. Can we use a grid system for squares? 200x200' is 40x40 5' squares. Presumably one of us started in (1,20) and the other in (40,20).

If Jadis was in (1,20) and I shifted to (2,20) and that was occupied, then I was shifted to the SW diagonally 2 squares. That puts me at (4,18). I know the rhino is in (1,20) and (2,20) but is it in (1,19) and (2,19) or (1,21) and (2,21)?

Lastly, which space is the familiar in? My guess is the space Jadis originally appeared to start in (1,20).

Here is a link to google doc spreadsheet I'm using to keep track of position for this.

M is for Marv, R for the Rhino (I just picked a side) and o for the owl familiar. Let me know if this works for positioning.


I would like to challenge Jadis next, what are you using to create builds if you don't mind me asking?


I've been using hero lab.


If I created an excel character could I send it to the dm?


I think that as long as there is a clear stat block showing your workings you can use whatever you want. Here is an example herolab output for reference:

Unnamed Hero
Male half-elf oracle (enlightened philosopher) 20 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
LN Medium humanoid (elf, human)

Init +17; Senses all-around vision, darkvision 120 ft., low-light vision, scent, tremorsense 30 ft.; Perception +41 (+44 on checks that do not rely on hearing)

--------------------
Defense
--------------------
AC 46, touch 27, flat-footed 46 (+8 armor, +5 deflection, +11 Dex, +1 insight, +5 natural, +6 shield)
hp 226 (20d8+123)
Fort +19, Ref +16, Will +23; +2 vs. enchantments
Defensive Abilities fortification 75%; Immune sleep

--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dueling adamantine spiked gauntlet +16/+11/+6 (1d4)

Oracle Spell-Like Abilities (CL 20th; concentration +31)
. . 11/day—undo artifice

Oracle (Enlightened Philosopher) Spells Known (CL 20th; concentration +31)
. . 9th (7/day)—astral projection, energy drain (DC 30), miracle, polar midnight[UM] (DC 30)
. . 8th (7/day)—mass cure critical wounds, divine vessel[APG], earthquake, fire storm (DC 31), frightful aspect[UC], moment of prescience, nine lives[ARG], greater spell immunity
. . 7th (8/day)—control weather, mass cure serious wounds, ethereal jaunt, holy word (DC 30), repulsion (DC 28), waves of ecstasy[UM] (DC 28)
. . 6th (8/day)—antilife shell, blade barrier (DC 29), mass cure moderate wounds, greater dispel magic, harm (DC 27), heal, wind walk
. . 5th (8/day)—commune, mass cure light wounds, major curse[UM] (DC 26), fickle winds[UM], flame strike (DC 30), life bubble[APG] (DC 26), plane shift (DC 26), true seeing, wall of stone
. . 4th (8/day)—air walk, blessing of fervor[APG] (DC 25), cure critical wounds, death ward, discern lies (DC 25), dismissal (DC 25), divine power, freedom of movement, ward of the season[ARG]
. . 3rd (9/day)—borrow fortune[APG], cure serious wounds, deeper darkness, invisibility purge, magic circle against evil, magic vestment, paragon surge[ARG], searing light, water walk, wrathful mantle[APG] (DC 26)
. . 2nd (9/day)—bear's endurance, bull's strength, cure moderate wounds, delay poison, grace[APG], owl's wisdom, pilfering hand[UC], remove paralysis, resist energy, silence (DC 23)
. . 1st (9/day)—ant haul[APG] (DC 22), charm animal (DC 22), comprehend languages, cure light wounds, divine favor, liberating command[UC], murderous command[UM] (DC 22), obscuring mist, remove fear, remove sickness[UM] (DC 22), sanctuary (DC 22), shield of faith
. . 0 (at will)—create water, detect magic, detect poison, guidance, mending, purify food and drink (DC 21), read magic, spark[APG] (DC 23), stabilize
. . Mystery Nature

--------------------
Statistics
--------------------
Str 8, Dex 16, Con 22, Int 24, Wis 18, Cha 32
Base Atk +15; CMB +15 (+17 disarm); CMD 41 (43 vs. disarm)

Feats Craft Wondrous Item, Dazing Spell[APG], Eldritch Heritage[UM], Greater Spell Focus (evocation), Improved Initiative, Improved Spell Sharing[ACG], Persistent Spell[APG], Quicken Spell, Silent Spell, Skill Focus (Knowledge [arcana]), Spell Focus (evocation), Spell Perfection (flame strike)[APG]

Skills Acrobatics +5, Appraise +9, Bluff +35 (+37 to Feint), Climb +1, Diplomacy +38, Disguise +35, Escape Artist +30, Fly +25, Handle Animal +16, Heal +10, Intimidate +15, Knowledge (arcana) +16, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +14, Perception +41 (+44 on checks that do not rely on hearing), Ride +19, Sense Motive +37, Spellcraft +36, Stealth +25, Survival +6, Swim +1, Use Magic Device +31; Racial Modifiers +2 Perception
Languages Abyssal, Aquan, Auran, Celestial, Common, Elven, Ignan, Infernal, Lip Reading, Terran, Thassilonian

SQ elf blood, oracle's curse (deaf), revelations (bonded mount, friend to the animals [30 ft.], mental acuity, natural divination, nature's whispers, undo artifice)

Combat Gear boots of teleportation, greater piercing metamagic rod[UE]; Other Gear +5 heavy fortification ghost touch impervious adamantine buckler, +1 dueling adamantine spiked gauntlet, dark blue rhomboid ioun stone, dusty rose prism ioun stone, orange prism ioun stone, pale green prism ioun stone, +8 bracers of armor, amulet of natural armor +5, bead of newt prevention[UE], belt of physical might +6 (Dex, Con), circlet of persuasion, cloak of resistance +5, gloves of elvenkind[ARG], handy haversack, headband of mental superiority +6, inquisitor's monocle[UE], manual of bodily health +2, page of spell knowledge (bull's strength)[UE], page of spell knowledge (commune)[UE], page of spell knowledge (comprehend languages)[UE], page of spell knowledge (deeper darkness)[UE], page of spell knowledge (liberating command)[UE], page of spell knowledge (remove fear)[UE], page of spell knowledge (searing light)[UE], ring of freedom of movement, ring of protection +5, robe of eyes, stone of good luck (luckstone), tome of leadership and influence +4, vest of escape, diamond dust (50000gp), spell component pouch (4), spell component pouch, wooden holy symbol of Gozreh, 2,140 gp


I'm asking because the sphere must be a sphere. If the Rhino is 10' across but only 5' tall, then there is space above the Rhino in the sphere for a medium sized creature.


Pathfinder doesn't really deal with three dimensions very well. A rider occupies the same space as a mount for example.


andreww wrote:
Pathfinder doesn't really deal with three dimensions very well. A rider occupies the same space as a mount for example.

I'm aware, its still a 10' sphere minimum. So if Ronnie isn't 10' tall, then there is 5' in the top of the square to fit in.

Grand Lodge

That is correct. The minimum size of the sphere is 10ft radius, because the sphere is just large enough to hold the rhino there is a 5ft, in theory, gap to fit in.


Male Human Brain 13th Wizard

I've know I've asked before but...

How are you casting a single spell (Quickened Greater Invisibility) and having it effect more than one target?

It really doesn't seem legal in anyway that i can find.


I have a new guess, but its fine. Not worried about it since Balancer is good with it. I'm sure it will be revealed eventually.

Grand Lodge

Actually, Brain in a jar is right, Andreww could you pm me how you're affecting two creature's with a single target spell. If you've already told me chances are I've forgotten, sorry.


PM sent. I can think of two ways of doing what I am doing and others may well exist.


So, what happens?


I m waiting on the results of my first spell in time stop before deciding on the rest of my actions.

Grand Lodge

Sorry for the prolonged absence, was getting my internet provider changed and it took forever for them to connect us up.


Quote:
Nothing else is visible due to the impenetrable smoke.

What smoke?

Can you also use the coordinates on the map I made for the location of the large glowing multi-coloured dome and sphere of shimmering emerald light?


Ignore the reference to the smoke, I amended my choice of actions.

I shall mark them on the map.


Actually I don't seem to be able to edit the map. I have sent a request for edit access.


For speed, the multi coloured globe is centred at 10|10, it is a 10' radius hemisphere.

The glowing green sphere of light is at 20(across)|15(down). It is a 20' radius sphere with its centre 20' in the air.


Male Human Brain 13th Wizard

Based on how Wall of Fire functions:

Wall of Fire:
An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away. (Do not divide cold damage by 2, as normal for objects.)

Marv shouldn't have been dealt fire damage until passing through them in real time.

Since while Jadis was in a Time Stop Marv would have been invulnerable to her spells.


Time Stop says that spells which affect an area and which have a duration longer than the timestop have their normal effect when time resumes. When timestop ends it is still my turn, the walls deal damage to Marv as he is still standing inside them.


Male Human Brain 13th Wizard
andreww wrote:
Time Stop says that spells which affect an area and which have a duration longer than the timestop have their normal effect when time resumes. When timestop ends it is still my turn, the walls deal damage to Marv as he is still standing inside them.

Wall of Fire says: "If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall."

When you evoke the wall it's still in the time stop. Why wound't that make him invulnerable to the damage?

Edit: I'm not suggesting Marv takes nothing but i thought Marv would only take the "passing through" damage on his turn when/if he passes through the walls.


He takes damage when it is cast (nothing during timestop) but when time stop ends it is still my turn. Wall of Fire deals damage on the casters turn. Time stop says that area spells which are still in place when it ends do what they do. If you stay standing in a wall of fire you take the damage again.


I see it this way. He was immune during the time stop. If not, he would have taken:
Round 1: 2d4+20
2: (2d4+20)x2
3: (2d4+20)x3
4: (2d4+20)x4
5: (2d4+20)x5
6: (2d4+20)x6
Time stop over
7: (2d4+20)x6

Instead, he just takes 7, the round as the time stop ends.

I can see the interpretation that since the spell was cast while under time stop that Marv is invulnerable in regards to the clause of immediately taking damage as if passing through the wall. That would mean I take no damage until your turn in the round after time stop.

GM?


andreww wrote:
He takes damage when it is cast (nothing during timestop) but when time stop ends it is still my turn. Wall of Fire deals damage on the casters turn. Time stop says that area spells which are still in place when it ends do what they do. If you stay standing in a wall of fire you take the damage again.

If that's the case, then you only get the radiant heat damage, not the passing through damage.


Male Human Brain 13th Wizard

But Wall of Fire doesn't deal the "passing through damage" on your turn.

"An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round."

It's two separate sections in the spell.

"In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures."

A target only takes the "passing through it damage" when they pass through it. Not every caster turn.


I started a thread to get some insight on this. Waiting for a ruling before I take my action.

101 to 143 of 143 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Fighter vs Spellcaster Grudge match Discussion All Messageboards

Want to post a reply? Sign in.