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Ok Brass tacks against Mages having played on both sides of the fence since TSR owned D&D, and through all the iterations to date.

Your best bets are fighters or fighter/Rogue Multiclass in Pathfinder, Or of course a Rogue. I will neglect gear at this point because that is swingy based on your game, but some stuff remains the same universally.

Feats: Iron will you want this at first level if human, and not an Elf, other wise soon after. Failing will saves is the worst case scenario because not only does it take you out of the fight, it could turn you against your party which is capital B BAD.

Charm/Dominate is the worst thing that can happen to you, it will turn you on your allies, and that can change the entire fight, so Wisdom and Iron will will be your go to feats, along with Improved Iron will later on.

Great Fortitude. I taught a friends group a painful lesson in Con back in 3.0 Swords and sorcery with a Guest Necromancer. I took the typical SoD build, added ability damage from The spells there (Which are grossly OP) and the pain began. Fort saves are usually against debuffs or kills, so great fort and a con score are high on your list as well. I would go Improved if you are solid fighter just for that reroll on a failed save. The lesson here is not stopping the mage it is surviving him.

Reflex saves tend to be direct damage so Lightning reflexes is more optional, Still don't dump dex because that is touch AC and you will need that against certain spells.

Improved Initiave. Casters take this at level one You need it too because it is the only way you are gonna beat them in initiave. If you do lose then ready for the next round and be ready to deal with what ever he cast

Remember your tools, Lassos, Tangle foot bags, thunderstones, even nets can slow a caster down just enough to keep him controlled.

Vital strike, This can be used with a move and it results in a good solid hit.

Fleet Move is key

Take perception, Invisibility can be spotted, and this skill is probably the only one worth skill focus, taking cosmopolitan for, and even greater focusing. Also blind fight, and it's subsequent feats Especially if you are ranged and will be dealing with invisible flying casters.

Remember Sunder. Break the staff, the wand, cut off a mage's extra source of spells.

Throw anything. Dust! Paint! Pitch, Ale, invisible is not intangible, Mix this with dirty fighting for more fun but it can screw with some one who is invisible rather easily. Also things like thrown table cloths might mess with his line of sight.

Line of sight, effect, etc. Pretty much mages need to see you to hit you. Learn stealth and use it. Throw smoke bombs, or put a bag over his head if you are close. I had one person with the catch off guard feat stuff an enemy caster in his bag of holding. He kept him in there until the rest of the encounter was down then let him out to the entire party fully healed and ready for a beat down.

Wind wall is a good archer deterrant, but remember you can move around it, and should not just be standing still shooting. It takes one arrow to disrupt a caster so if your enemy is using walls make use of your move to get shots that hit.

Use lighter armor. In the later game heavy armor is really not the best against an enemy caster, it restricts your mobility Unless you are a fighter with Armor training then wear the heaviest armor you can get and tank away.

Remember it is a RPG and use your skills. You can really mess with a caster if you have bluff, disguise, and or stealth. Fake being charmed and deliberately miss party members, or play dead after making the save of course. then when the Mage shifts his attention let him have it full force. Remember you can elect to miss an attack roll or fail a check, and getting creative can definitely throw a controller type a massive curve.

Speaking of Charm, thunderstones again, If a member of the party gets charmed toss a thunderstone at them, his new buddy won't be able to give him orders.

That's just for starters.


Design Wise this Could and Should Be handled with an archetype for the Oracle and Cleric Classes, The trade off Is a simple One, Lose Armor Proficiency and Shield Proficiency, To gain the Divine reach Ability built in to the class, Starting at 15 Feet, 30 at 5th and 60 at 10th or something of the like.

The reasoning behind this alteration is that the Character is no longer required to go into combat Thus should not need any Armor, As mobility becomes a higher priority, Having to maintain line of sight with their target. Effectively turning the Character into a healing Arcane caster.

Not sure why the Development team Has not put something like this together, I am waiting for an Ultimate book though focused on the cleric Druid and Oracle to come out, that Actually gives us something more than additional Domains and Mysteries. Really Compared to Most of the other classes the Healers feel like they have gotten the short end of the stick up to this point


Talek & Luna wrote:

Fighters are the new hand to hand combat gods. My friend is playing a two-weapon fighter in our current campaign. He has 4 attacks per round that do 1D0+18 per attack! (This fighure is derived from a 22 Str, +2 spec, +2 blade, double slice feat, fighter weapon talent, power attack bonus of +6 dmg and a feat from Complete Adventurer where he can use a bastard sword in each hand!)

This he gets 4 attacks that do from 19 - 28 points of damage. He is a true killing machine and the only class I could see keeping up with him would be a paladin smiting an evil foe such as a dragon, undead or evil outsider. The barbarian and ranger seem feeble compared to the fighter in every way possible.

Yes The CHaracter Was Built as a Human Lawn Mower. He Is stated With the Following Capabilities At 10th level

Str 22
Dex 20 (Gloves of Dex +2)
Con 17

HP 139

Feats: Two Weapon fighting, Exotic Weapon Proficiency (Bastard Sword) Oversized 2 Weapon fighting (CAV or CWA One of the Two) Double Slice, 2 Weapon Defense, Weapon focus Bastard Sword, Weapon Specialization Bastard Sword, 2 Weapon Defense, Improved 2 Weapon Fighting, Greater Weapon Focus, Greater 2 Weapon Defense, Power Attack, Dodge)

Attack bonous = 10 (Level) + 6 (Str)+2 (Focus, +2 (Group) +2 Magical Blade -2 2 weapon Penalty =+20/+15 -3 Power attack = +17/+12

Damage =1d10 Base + 6 Strength +2 Group, +2 Specialization, +2 Magic, +6 Power Attack =1d10+18 x 4 Attacks Around FOr a potential 4d10+72 damage Total Per round.

AC = 10 +6 Elven CHain, +5 Dex, +2 2 weapon Defense =23

Strength = 18 Base +2 Human Bonus, +1 4th level, +1 8th Level =22/+6

FOught two Huge Fire elementals alone Virtually, Cleric Backing me up with healing and an occasional swing, Though spent most 0of the battle at 30-40 HP.


Personally In WHat I see the Summoner's Role Being, I think The Armor and Weapons Should Be just done away with, As It strikes me as Completely ridiculous to be carrying around a set of Extra Armor for Your Elidolon and Weapons, Seriously, This is A summoned creature, Not a mount or a Companion, Or even A Henchmen. SO I think this should be addressed in the Elidolons' Evolutions alone. Like wise I find being only able to Alter the Elidolon at Level up Limits it Severly, I went to Path finder to avoid the Videogame feel of 4E and THe thought of not being able to Alter something I spend A minute summoning Is a little Odd, I can't Obviously COmbat summon an Elidolon, So Battle field Upgrades are not an Issue, But Plot and Role play based ones, EG a tiny Elidolon who flies to open a draw bridge, Then Later in the Keep A big oxy biped to Break down the Guard house door, Then A Quadroped to make your Get away seems Rather reasonable. Could we up the CHanges to Per Summoning? None of the stat alterations are beyond WHat a conjerer with a few Buffing spells could do any way there.

Like wise I would like there to be that strategic element, Other wise the strategy for the Elidolon would be make the biggest combat monster you can to trounce people and Show up the martial classes and Pray to god it doesn't get killed.

Also as noted I would like to see there be SOme personal investment on the Elidolon, Since from the write up I infer it to be bound to the summoner's soul, If not an Incarnation of some part there of. Perhaps 2 Damage a Hit dice FOrt for half or something to make it feel more like this thing Is a part of the Caster.

The Monster Summonings TO bve honest, I see two ways, If they are not allowed to pull multiple creatures as THey would with the Actualspell then Minutes would be fine, E.G. Must be one monster, Level just makes the list bigger. If not, Nerfing it as is suggested Needs to come with some benefit, Perhaps Each has 2 Extra HP/HD or something Nominal But enough to make it feel like you are getting something for losing almost every offensive spell in the Game Excluding Summonings.