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Bob Bob Bob wrote:
Zironic wrote:


Can't the martial fly around with his equalizer shield on a flying mount?
Sure, but making a mount survivable and continuously usable (i.e. not Mazed) is a bit of a challenge (and one you'd need to address). Especially with the restrictions on what's allowed. A mounted build would also be a much different build than what they were originally discussing, I think.

Shouldn't the anti-magic field itself prevent the mount from being targeted directly by any spell including maze?

The entire concept of lvl 20 duels seem kind of dumb to me however, due to the sheer amount of effects which are practically uncounterable when used as written and by the time you've ruled out all the craziest effects(Such as mind blank, magic jar, time stop, metamagic rods etc) you're practically playing an entirely different game. I'd be more interested to see some duels in the lvl 5-12 range.


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Bob Bob Bob wrote:
Tarantula wrote:

You can have 2 shields right? 2 bucklers of reflecting might be a good idea too. Still falls to the wall of suppression.

So what with the equalizer? There are ways to find the wizard, such as moving within the distance of the anti-magic field. Since it moves with the shield. Whats the wizard going to do? Wait it out?

Did the wizard take stealth as a skill? High perception checks could still find them while invisible, especially if they're trying to cast/buff. Just make the perception check, move near them, and then what do they do?

...be flying high enough that you can't reach them with the AMF? I didn't think flight was banned and AMF is only 10 feet. The martial could throw the shield at them maybe, but how's that work? How's the timing work on that? Like a brownout? Rolling blackout? The Wizard wobbles into view then right back out?

Can't the martial fly around with his equalizer shield on a flying mount?


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If the Barbarian switches the Elven Immunities for Dreamer he'd gain an additional +2 on the save against illusions, changing the odds to
31.41% chance of Arcanist victory in round 1.

Ofcourse the Arcanist could also switch Greater Spell Focus for Improved Initiative giving him 66% chance of winning initiative for a total of 43% chance of winning round 1. (Barbarian drops to 31.85%)

If the Barbarian gives up on initiative entirely and replaces improved initiative with Iron Will (Giving the Arcanist initiative 80% of the time) he stands a 32% chance of victory in the first round while the Arcanist has 39.5%. Round 2 will go to the Arcanist 35% of the time, Barbarian 32% of the time.

Worth keeping in mind is that instead of trying to stab the Arcanist with his greatsword, the Barbarian could opt to grapple or trip. While raging he would hit on a 7+ (70%) and the Arcanist has 10% chance to escape the grapple, 30% chance to succeed on cast defensively and 70% chance to get hit by the attack of opportunity if trying to cast while prone, this could be improved even further by moving 1 point of strength to dexterity. Assuming the original builds, this would give the Arcanist a 39% chance of winning round 1 and the Barbarian 49% chance of having grappled the Arcanist.


Assuming you put some reasonable limitations on the power, such as the inability to perform offensive actions. Wouldn't it be functionally equivalent to timestop?


I've been sketching on an investigator myself that's quite similar to what Angel Hunter D is going for.

Investigator(Empiricist)
Half-Elf - Ancestral Arms: Meteor Hammer
Traits: Bruising Intellect, Elven Reflexes, Armor Expert, Meticulous
Str 14+2, Dex 12, Con 12, Int 16, Wis 10, Cha 7 (15 points)
1: Combat Reflexes
3: Phalanx Formation, Mutagen
4: Str+1
5: Combat Expertise(Or Power attack), Quick Study
7: Improved Trip(Or extra talent: Infusion), Sickening Offensive
8: Str +1
9: Greater Trip(Or extra talent: Combine Extract), Combat Inspiration

I'm currently debating how worthwhile it is to go with trip since those are three feats that could be spent on very impactful things like Power Attack, Combine Extracts or Infusion and you don't actually need the trip feats to trip.