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ciretose wrote:Let's be honest, he's been claiming a lot of things for his fighter without showing a full build as well.Never get into a discussion of character power unless you are dealing with people who will post builds.
Very fair point. And props to WPharolin for posting a build first. I remember that thread...oh CoDzilla.
I think looking briefly at WPharolin's build (at work) that while it looks generally good it depends on winning initiative since with a 21 AC full BaB classes (and most any decent 3/4 bab classes) hit on anything but a 1, since they would also be 20th level. And with only 227 hit points and saves under 20, that could be problematic.
But with a +12 initiative, he will generally win initiative, which is why it is a good build.
A less good build, but reflective of power of a fighter at the same level is the 20th level weapon master dwarf in the Rival's Guide. I say less good since it is short 721,000K gold vs a PC and it doesn't seem to be build to do much until it can close and get a full round attack.
But it does crit on 15-20 for 1d10 +21 damage (before power attack) with a 34 fort save to avoid being stunned or staggered.
That could be a good rebuilding set up to use for comparison, making it a better build by swapping feats and spending that 721,000.
We may actually have a decent discussion at that point.

Ion Raven |

Either way, I still don't see how an archer's ability to shoot a wizard dead proves Kais86's inane argument that "the fighter can mimic any other class". There's just too much theory being thrown around and not enough actual experience.
From actual experience, it sucks to play as the fighter who has no real skills out of combat and is of little use during combat because the encounter is over before you can reach the enemy. All this talk about the party resting because the wizard is out of spells is silly because the same resources used to get the fighter gear is also used to get the wizard wands, rings, and minions.
In fact the only time where I've seen the fighter as the superior class was in game where there were no spontaneous casters and spells were rare and could not be learned upon leveling up.

BigNorseWolf |

wraithstrike wrote:I will stop now until this guy comes up with something that does not depend on "mother may I". :)Both sides of this pointless argument are guilty of that.
Not at all. I haven't seen anything from the wizards side that hasn't been a magic item out of the book. I think almost all of it has even been core.
Actually, I could just come in, beat him on initiative, and smear him all over the landscape anyway. No silly magic item creation, just shoot him, a lot, in a very short period of time. Takes a full-round action, but it won't matter.
The wizards contingency to teleport him to the temple of healing when he hits half or fewer hit points kicks in.
Also, +4 over the wizards initiative modifier isn't exactly instawin on initiative.
You're basically killing the wizard with you as the DM, rather than you playing the fighter. You've shown no superior tactics, nor demonstrated that the solution to a high level fighter is just to play smarter.

Jeranimus Rex |

Too many DMs have spoiled wizard players by not putting deadlines and timers, having a 15 minute combat day, being to predictable with enemies who don't adapt strategies or set traps and ambushes which don't allow casters prep time, not checking to see what the nerfs are in the spells, etc...
Oh God this.
Golems are probably one of the best examples of this. Either the Wizard can trivialize the encounter and make it a lot easier for the Fighters to mop up, or the caster is useless after they buff the party w/ Haste, and then they just kinda hang out.

BigNorseWolf |

ciretose wrote:Too many DMs have spoiled wizard players by not putting deadlines and timers, having a 15 minute combat day, being to predictable with enemies who don't adapt strategies or set traps and ambushes which don't allow casters prep time, not checking to see what the nerfs are in the spells, etc...
Oh God this.
Golems are probably one of the best examples of this. Either the Wizard can trivialize the encounter and make it a lot easier for the Fighters to mop up, or the caster is useless after they buff the party w/ Haste, and then they just kinda hang out.
Grease
Lantern arcon clowncar.

BigNorseWolf |

BigNorseWolf wrote:Huh? Elaborate, I'm a little confused.
Lantern arcon clowncar.
\
Iron golems have unbeatable spell resistance: that means they are immune to spells that can be resisted. If a spell isn't directly magic, but instead summons something in, the iron golem is not immune. Grease has no spell resistance: once the grease is there it is physically there and the golem can trip on it.
Another way around the immunity is summoned monsters. The humble lantern archon is great for this because
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
So you summon in a swarm of these things, and let them laser the golem to death.

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Jeranimus Rex wrote:BigNorseWolf wrote:Huh? Elaborate, I'm a little confused.
Lantern arcon clowncar.
\
Iron golems have unbeatable spell resistance: that means they are immune to spells that can be resisted. If a spell isn't directly magic, but instead summons something in, the iron golem is not immune. Grease has no spell resistance: once the grease is there it is physically there and the golem can trip on it.
Another way around the immunity is summoned monsters. The humble lantern archon is great for this because
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
So you summon in a swarm of these things, and let them laser the golem to death.
Except...
Grease was heavily nerfed in pathfinder.
"one object or 10-ft. square"
"Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check."
Iron Golem
N Large construct
So one step and he's out. Summon is a full round action so even if he falls you are still in close range (grease is a close range spell)
So have fun dancing around at close range casting full round action spells with a creature that has a breath weapon using a spell that has an area equal to the size of what you are casting it on.
If it makes the save on grease, you are meat.
A single lantern archon is a third level summon monster spell. It has 13 hit points and has to be within 30 feet to use it the light ray.

Jeranimus Rex |

poking holes.
Party pooper :-p
Yeah, it's probably not the best idea to grease an Iron Golem, and summoning enough Lantern Archons to do the job is probably not efficient.
Regardless, only a small subset of spells affect golems. Some with devastating affect. (Like Stone to Mud on a Stone Golemn) But other than that a caster is SoL, unless they happen to have no-save spells.

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ciretose wrote:poking holes.
Party pooper :-p
Yeah, it's probably not the best idea to grease an Iron Golem, and summoning enough Lantern Archons to do the job is probably not efficient.
Regardless, only a small subset of spells affect golems. Some with devastating affect. (Like Stone to Mud on a Stone Golemn) But other than that a caster is SoL, unless they happen to have no-save spells.
And so you have to have them memorized, which means those slots have to have the spells you need as many times as you need them.

Andy Ferguson |

Jeranimus Rex wrote:ciretose wrote:Too many DMs have spoiled wizard players by not putting deadlines and timers, having a 15 minute combat day, being to predictable with enemies who don't adapt strategies or set traps and ambushes which don't allow casters prep time, not checking to see what the nerfs are in the spells, etc...
Oh God this.
Golems are probably one of the best examples of this. Either the Wizard can trivialize the encounter and make it a lot easier for the Fighters to mop up, or the caster is useless after they buff the party w/ Haste, and then they just kinda hang out.
Grease
Lantern arcon clowncar.
You're kind of proving the point.
Lantern Archon's can do 2d6 damage before getting turned into a pink mist. If you summon a 'swarm' (1d4+1 with a 6th level spell) you'll end up with 3ish Archron's that are going to each last a round, doing a grand total of 12D6ish damage, so you really would be better hasting the fighter. And that assumes that the golem doesn't murder you while you are casting a full round spell.

A Man In Black RPG Superstar 2010 Top 32 |
Are we back to assuming that golems are a combat challenge instead of a puzzle? They can't see invisible things, they can't attack foes they can't see, and they have no problem-solving ability. Invisibility Sphere, Obscuring Mist, and Silent Image still beat every golem unless you absolutely have to destroy it for some reason.

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A theoretical Wizard has all spells at all times, memorized as many times as they need it that day.
You forgot that the theoretical wizard didn't have to go through 20 levels of actual gameplay, which is the biggest cheat of them all. The spell list of a wizard grown organically and one built at high level will always be extremely different.
I strongly suspect that the people who think wizards are the best class ever haven't actually farmed a lot of wizards, more likely they're starting out at high levels. Because that will give you a very different impression of wizards than watching them spend level after level of being hilariously useless and made of glass.

Andy Ferguson |

Are we back to assuming that golems are a combat challenge instead of a puzzle? They can't see invisible things, they can't attack foes they can't see, and they have no problem-solving ability. Invisibility Sphere, Obscuring Mist, and Silent Image still beat every golem unless you absolutely have to destroy it for some reason.
I don't see anything in the Golem description to say that the can't problem solve or attack invisible things.
Being mindless, golems do nothing without orders from their creators. They follow instructions explicitly and are incapable of complex strategy or tactics. A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his absence, or can order the golem to obey the commands of another, but the golem's creator can always resume control by commanding the golem to obey him alone.
The bolded part seems to indicate that they will react to a fog filling the room, if instructed, or a moving bush that you created with Silent Image. Invisibility is a good tactic, but they have a perception score, even though it's a zero, so there is always a chance they hear you while invisible. But really, invisibility solves a lot of problems.

Andy Ferguson |

That sounds like introducing complex tactics, which the same bolded section says they are incapable of following.
Find the source of anything that enters this room and break it into little pieces.
That has to be the basis for any golem's commands, otherwise you stand outside the room and hit it with rocks till it crumbles. Angry children would be the bane of golem's, tormenting them across the land.

Golden-Esque |

Fighters were better in PF than a barbarian till the APG was released. And they may still be better than the monk, but the new stuff in UC may have changed that. Paladin and rangers have their moments, but in general they are specialized in a specific set of enemies. I haven't seen the cavalier and other combat classes so I couldn't tell you. However no fighter can copy a caster class's role.
Cavalier's damage level is about the same as a Paladin, except while they cannot match the Paladin versus a smite-able target, they can use Challenge against anyone, which can lead to the cavalier surpassing the Paladin on fights that don't involve Evil enemies.
The Inquisitor has a nifty trick in that they can use the Bane property against anyone, but they don't have a gimmick or the necessary number of feats that allows them to reach truly high damage output; they're like the Bard, except they specialize in debuffing rather than buffing, with a little more emphasis on combat.
Magus is nasty, gaining additional attacks with spells. It ends up being similar to a rogue in damage, except they can "sneak attack" anything. Good Magi are built around the fact that their spells can critically hit based on their weapon's range, and they can quickly deal massive damage.
Gunslingers, believe it or not, are extremely powerful, and against high-armored targets, they'll outshine everyone else. This is because the Gunslinger always shoots against Touch AC, whereas an archer's iterative attacks will probably miss, a Gunslinger's almost never do.

mdt |

Gailbraithe wrote:
That sounds like introducing complex tactics, which the same bolded section says they are incapable of following.
Find the source of anything that enters this room and break it into little pieces.
That has to be the basis for any golem's commands, otherwise you stand outside the room and hit it with rocks till it crumbles. Angry children would be the bane of golem's, tormenting them across the land.
IF that's the order, then they're a piece of cake to take down.
Wiz : Ok, you have expeditious retreat on. Lure it out of here.
Rogue : Got it, you guys hide.
Wiz, Fighter, Cleric : We hide.
Rogue : Hey! Rock for Brains! Throws a rock at the golem from outside the room
Golem : GRRRRRRRR Follows instructions and tries to catch Rogue, who threw rock into room
Party : Watches golem boom past as Rogue continues throwing rocks to lure it away Cool, now, let's get ready to go when the rogue finishes luring it past that pit. Booming sound of Golem falling into previously located pit trap
Rogue : Racing into room, still under expeditious retreat Worked like a charm guys.

WPharolin |

Very fair point. And props to WPharolin for posting a build first. I remember that thread...oh CoDzilla.
I think looking briefly at WPharolin's build (at work) that while it looks generally good it depends on winning initiative since with a 21 AC full BaB classes (and most any decent 3/4 bab classes) hit on anything but a 1, since they would also be 20th level. And with only 227 hit points and saves under 20, that could be problematic.
But with a +12 initiative, he will generally win initiative, which is why it is a good build.
Hey, If I'm being called out right? I've got money in mouth and it's delicious :)
Anyway, I thought I'd point out that while initiative is always important that isn't exactly something I rely on. At least not entirely. I also rely on high perception, divinations, and creatures with blindsense, blindsight, true seeing, and the like. But if I'm playing this guy under a DM who allows 3.x material I would also have take my pick of a few of the following: Belt of Battle, Bracers of Blinding Strike, Sandals of the Vagabond, a Dragonfly Amulet, A spiked buckler with the Alarm and Eager properties, and the Nerveskitter spell. Ya know, just in case.
The tarrasque simulacrum was actually a joke so you can scrap that. I'd more likely have a Jabberwock for its Burble and Whiffling abilities. Tarrasques are pathetic anyway.
My first priority while playing this mage would be to seek out monsters to dominate (actually I probably already did that at level 17 but whatever). Luckily I have incredibly huge knowledge scores so I know about most monsters and where they can be found. My dominated minions would all have a low enough will save to remain confident in their continued obedience. Also, with a 20 day duration and a greater rod of extend you can easily juggle 10 or more dominates at a time. Be careful about give orders that go against their nature to more than 3 at a time. You don't want to risk giving all of them a saving throw at once.
The following would be my targets. Note that if I were playing a nice guy I wouldn't dominate a nice creature, but incase I'm being a meanie, I left nice creatures on the list.
A Neothelid: For its Blind-sight, trace teleport, 3/day quickened suggestion, and detect thoughts.
A pheonix: For its quickened wall of fire, detect spells always active, greater restoration, mass cure critical wounds, and heal spell
An Umbral Dragon: To ride on mostly. Because its cool. But also for the Ghost Bane and Shadow Breath.
A Vrolikai: While a pit fiend or a balor might seem a better choice, those creatures have aura's that are a no-go. The Vrolikai has at will enervation, quickened enervation, awesome perceptive abilities, okay DR, SR, Mass Hold Monster, Madness (which does something good whether the target makes their save or not), and Death Stealing Gaze which can create Ju-ju zombies under its control (and thus under yours).
A Kraken: Mostly for sea campaigns, otherwise only used to attack ships or scout for you.
Protean, Keketar: This monsters is actually risky because of its higher will save and powerful aura that works against you. However, in return you gain access to at will major creation (!!) and 3/day polymorph any object. Oddly the aura is stronger when creatures actually make their saving throw. This monster is amazingly powerful and is probably undervalued. I would bump up its CR to 19. (Seriously? At will major creation??? Holy crap! I know most players don't actually realize just how powerful this spell is but HOLY CRAP!)
A handful of Wendigos: These aren't amazing but they can only make the save DC for dominate if they roll a natural 20. Also they make great targets for the Firebrand spell and haste.

BigNorseWolf |

So one step and he's out.
-Nope. Takes the golem MORE movement to completely clear the grease than a medium creature.
Summon is a full round action so even if he falls you are still in close range (grease is a close range spell)
1) you do hide behind the fighter for that.
2) Nice thing about summons is they can go around corners: you summon something at the end of the hall, and it takes a left to kill the bad guy.
Lantern Archon's can do 2d6 damage before getting turned into a pink mist. If you summon a 'swarm' (1d4+1 with a 6th level spell) you'll end up with 3ish Archron's that are going to each last a round
They can last quite a bit longer. You can tell them to hit, move, and spread out. If the golum is running around playing whackamole, those are rounds that he's not pounding on your fighter. The point isn't to solo the golem the point is to contribute significantly to the fight.
doing a grand total of 12D6ish damage, so you really would be better hasting the fighter.
Its not as though you can't do both. A fight with one of those things is probably going to take a while, so round 1 haste round 2 archons round 3 grease.
And that assumes that the golem doesn't murder you while you are casting a full round spell.
I get by with a little help from my friends...

Grey Lensman |
I've almost never seen a golem alone in a room. Normally it is 2 stone golems in a hall full of stone statues. Good luck guessing which ones are golems (especially if previous rooms have also had stone statues that don't leap up and attack people) before they smash something.
The times I have seen a lone (and obvious) golem in a room it has been a chokepoint that the party has to pass through in order to get at some big storyline villain.

BigNorseWolf |

I've almost never seen a golem alone in a room. Normally it is 2 stone golems in a hall full of stone statues. Good luck guessing which ones are golems (especially if previous rooms have also had stone statues that don't leap up and attack people) before they smash something.
The times I have seen a lone (and obvious) golem in a room it has been a chokepoint that the party has to pass through in order to get at some big storyline villain.
These days you simply cast detect magic every minute or so. Its gotten to the point that i just consider it an extra sense for party members.

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Its is not up to the company to fix all the problems, it is not up to them to make it is to perfect. The companies job is to try and provide us with the MOST FUN product they can. Its not likke Paizo is a billion dollar trans national fortune 500 company.
Most, i assume, are gamers like us.
Now the problem of power creeping comes from the "roll" playing communtiy, the game breakers, the tools who RUIN the game for everyone.
A while back i played Warhammer roleplay (long since bastardized, exploited, driven into the ground, and bruning out the last of its die hard fans by jerking us around once more.)
Having to go up against a greater deamon was insane, suicide, but it happened.
So here is the rule exploit.
it got X attacs ( i think 8 or 10, in that game that was beyond brutal.).
You get 1 attack and a five foot move, or something like that. or full attack and no move.
So it moved up swung once. the fighter swung, and backed up. thus nerfing the greater deamon.
So as a player, a role player, knowing my character was doomed, but that i loved the story more then the technical rules, i said fine i will stand and fight.
The idea should be come to the table, play and oops this is not a good combination, i should not do it.
Its like playing a game with cheat codes. You can never say you fairly beat the game, it is never as much fun, and then i just say what the hell is the point? Some responsability has to be on our shoulders, we cannot always be passing the buck to others.

Jeranimus Rex |

Its like playing a game with cheat codes. You can never say you fairly beat the game, it is never as much fun, and then i just say what the hell is the point? Some responsability has to be on our shoulders, we cannot always be passing the buck to others.
Oh man, but did I love me some big head mode. After a while there's not a moment in 007 where it wasn't on.

Starbuck_II |

,
Gunslingers, believe it or not, are extremely powerful, and against high-armored targets, they'll outshine everyone else. This is because the Gunslinger always shoots against Touch AC, whereas an archer's iterative attacks will probably miss, a Gunslinger's almost never do.
No, advanced firearm gunslingers are powerful.
Normal Gunslingers are kind of weak (reload issue alone).
A Man In Black RPG Superstar 2010 Top 32 |
I don't see anything in the Golem description to say that the can't problem solve or attack invisible things.
SRD quote omitted
The bolded part seems to indicate that they will react to a fog filling the room, if instructed, or a moving bush that you created with Silent Image. Invisibility is a good tactic, but they have a perception score, even though it's a zero, so there is always a chance they hear you while invisible. But really, invisibility solves a lot of problems.
They can't puzzle anything out, and can only be given very simple orders. Golems are robots with a very small instruction set. A Silent Image of their typical surroundings is enough to foil most of them, unless their instructions include banging on or probing their surroundings constantly (or even any time they change).
Now the problem of power creeping comes from the "roll" playing communtiy, the game breakers, the tools who RUIN the game for everyone.
It's only one community, dude, and power creep is about bad rule book writing. If the old feat gave you +1 and the new feat gives you +2, that's power creep, and no amount of whining about "roll" players changes that.

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mm. I actually have to agree with you A MIB. Really actually the way you put it really explains things well.
In the case of the +1 vs +2 you are dead on. My comment, rant, was more worded towards the tools that take this and that from four differnt books combine it and break the game in two.
The way you mention creeping, probably the right way, i agree 100% thats just lazy editing.

Archangel62 |

It's only one community, dude, and power creep is about bad rule book writing. If the old feat gave you +1 and the new feat gives you +2, that's power creep, and no amount of whining about "roll" players changes that.
In fairness I would argue that some of it may well just be that the old feat was underperforming or not good enough, etc. One thing about power creep is that it can mean just about anything.
New options can be argued to be power creep if they let a person focus on something more effectively or let an archetype suck less. To some people anything will be considered power creep if it goes above their view of what the limit should be.
I like most of the stuff in UC for example, though the variant rules could have used some work, called shots were mildly interesting but the others pretty much had me groaning. The gunslinger was interesting, even kind of fun looking, plenty of the archetypes are at least somewhat fun. The Ninja was actually pretty meh for me but I like that they have the options there.

A Man In Black RPG Superstar 2010 Top 32 |
In fairness I would argue that some of it may well just be that the old feat was underperforming or not good enough, etc. One thing about power creep is that it can mean just about anything.
New options can be argued to be power creep if they let a person focus on something more effectively or let an archetype suck less. To some people anything will be considered power creep if it goes above their view of what the limit should be.
There's no argument that this is power creep, or at least an increased power level. It's not always a bad thing.

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Are you guys done patting yourselves on the back? I just figured I'd ask, seeing as how I have some semblance of a life, which kept me from posting until now. You want the build? Fine.
Str 20(5 points.+6 belt of physical might +6 str/dex)
Dex 36(17 points +6”” 5 points level 4/8/12/16/20, +5 Manual of Quickness of action)
Con 16(0 points+6””)
Int 16(0 points +6Headband of Mental Prowess Int/Wis)
Wis 20(5 points +6””)
Cha 8 (-2 points)
hp 260 (20d10 +60, average 170)
AC 40/44vs ranged attacks (armor 9, dex 8, ring 5, neck 5, 1 Ioun Stone, 1 dodge, 1haste)
CMB- 33 (agile maneuvers)CMD-54(13 dex, 20 BaB, 5 Ring, 5 Str, 1 dodge, 10 base)
Fort-22 (12 base 3ability 6 magic 1ioun stone)
Ref-27 (6 base 13 ability 6 magic 1 ioun stone 1 haste)
Will-19(6base 5 ability 6 magic 1 Indomitable Faith 1 ioun stone)
Initiative 24(13 stat 4improved initiative 4cestus of dueling 2reactionary 1haste) Full of the go-first.
Favored Class
1-20 extra skill point Craft (clothes)
Traits
Reactionary +2 initiative
Indomitable Faith +1 will saves
Skills
28Craft (clothes)
28Survival
25 Perception
31 Stealth
26* Knowledge(Dungeoneering)
26 Climb
22 *Intimidate
26 *Swim
*= skills from Headband of Mental Prowess
Feats- not in any particular order.
1Point-blank shot
2Rapid Shot
3Manyshot
4precise shot
5Improved Precise shot
6Clustered shots
7Weapon Focus
8Weapon Spec
9Greater Weapon Spec
10Combat Reflexes
11Dodge
12Mobility
13Combat Patrol
14Deadly Aim
15Snap Shot
16Improved Snap Shot
17Disrupting Shot (which I had not mentioned until now, simply to give them a chance of actually casting the spell.)
18Agile Maneuvers
19 Master Craftsman(clothes)
20 Craft Wondrous items
21Improved initiative
22Improved Critical(longbows)
+5 flaming/frost/shock/corrosive/huntsman Large Composite Longbow (+5str)
Base hit +51 (20BaB, 13 dex, 2weapon focus+greater, 7weapon training, 5 weapon, 1 haste, 2bracers of archery greater, 1ioun stone)
Deadly aim:-6hit +12 damage
Rapid shot:-2
Point blank shot +1hit/damage within 30ft, not included.
+1 dueling Cestus -2
End result:+41(manyshot)/+41(haste)/+41(rapidshot)/+36/31/26
2d6+34(5str, 7weapon training, 1 bracers of archery, 4 weapon focus/greater, 5 weapon, 12 deadly aim) +4d6 19-20X4
Equipment
Cloak of Resistance +5 25,000 gp
Belt of Physical Perfection +6 144,000 gp
Ring of Protection +5 50,000 gp
Efficient Quiver 1,800 gp
Handy Haversack 2,000 gp
+5 flaming/frost/shock/corrosive/huntsman Large Composite Longbow (+5str) 163,000gp
Wayfinder 500gp
Ioun stone(Lavender and green Ellipsoid) 40,000 gp
Ioun stone (Pale Green) 30,000 gp
Ioun stone (Dusty Rose) 5,000 gp
Ring of X-Ray vision 25,000 gp
Celestial Armor 22,400 gp
+1 dueling Cestus 16,305 gp
Headband of Mental +6 90,000
Dueling Gloves 15,000 gp
Manual of Quickness in action+5 137,500 gp
776,505gp thus far 103,495gp left over for other things, like a backup bow, potions, mundane items, whatnot.
I still haven't decided on what to do with the remaining money, so keep that in mind. We roll initiative, I probably go first, since you have to beat my roll by 13, I shoot you with a full round action, not rolling I do (280) more than enough to kill you outright, and I'm pretty much guaranteed to hit. Even if you beat me on initiative, unless it's a 9th level spell, it's absorbed by my Ioun Stone which is hidden in the wayfinder, and I still pass your best 9th level spell, against my worst save, on a 12 so I'll take my chances.

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About time. ;)
Minor nitpick, I count one too many skills. 2 class, 1 human, 1 favored, 3 item, 7 total, and you have 8 listed. What did I miss?
Ooh... I have more skill points than I thought.
If I wear the headband for more than 24 hours the bonus becomes permanent, which retroactively also gives me skill points, while the item itself also gives me 3 skills. Silly me. I guess I'll max out Diplomacy and Profession (Bounty Hunter).

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That's not how headbands work in Pathfinder.
The headband of vast intelligence grants you an Intelligence bonus. We wanted it to also grant skill points, since that's what increased intelligence scores do...So the solution was to "hard code" the skill ranks into each item. That way, when you find an INT boosting head band, you not only know what the skill ranks it grants are, but when you take it off and put it back on or pass it around to your friends, it stays the same...
You certainly don't get the bonus ranks hard coded into the item AND another batch of skill ranks to spend as you wish.
EDIT: I'm not sure if excluding bonus languages from the things the headband grants was an oversight or intentional. I think it might have been intentional, but I'm not sure.

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That's not how headbands work in Pathfinder.
The headband gives me kills equal to it's bonus/2 (so +6/2=3 my level skill) in addition to 6 permanent points to my intelligence, which also gives me 3 skill points/level. If you disagree, fine, I'll drop climbing, it's not like I need it anyway.

wraithstrike |

1. You said fighters don't need magical gear. I am assuming you are retracting that point
2. deleted point two in order to avoid sticking my foot in my mouth. :)
3. Nobody in the history of the internet has ever won this theoretical battle with a fighter coming out on top.
4. A lot of us play much different than your group which is why we had all the detailed plans where your GM is more relaxed it seems. The custom magic items are an example of that. That is not a bad thing, but what it means is that your groups play style is not a factor, only what the rules give you without assuming you have to ask for it are automatic.
5. I was just messing with you for the most part, but the fighter really has no chance here if the wizard is played by an average or better player.
6. I am assuming you are trying to prove that if the fighter is somehow the last party member alive, and he is going up against a wizard of equal level he has a chance.
The point of making a build is because when these discussions take place online people seem to always magically have the correct feat/spell/etc. By making them post a build they can't just pull stuff out of their arse.
I would have taken Moment of Prescience to make sure I won initiative as the wizard, but WP did not. I don't think it will matter though. I am assuming the wizard uses the time stop and gate combo, then decides to sit back and watch the show.

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Nothing else jumped out at me, and I'll leave the dissection to others more qualified. I'm interested to see what is made of it.
Meat and standard equipment. Come to think of it, I didn't even use master craftsman/craft wondrous item when I did the math on his items. Eh, he'd have about 125k more money to play with.
...Still banging on about that old point? Look I said they don't need it, as a general statement, and I've already stated that in something like this I'm not going to cripple myself by going out there without magical items. That's just stupid, especially when the "Least gear dependent class in the game" has spent more money on gear, spells, etc. than I have, by a lot, some 150,000.
Things change.
There are 0 custom items here. Your foot is still in your mouth. Okay, the bow is custom, but it's custom in the same way all +1 flaming weapons are custom, so I'm pretty sure that doesn't count.
Hardly, I need a full-round action to kill him outright, I almost kill him on a single critical, 1 19 or 20, and he's smeared all over the place.
The theory here is that the fighter isn't nearly as powerless against a wizard as you guys are convinced he is.

F. Castor |

Linked for your enjoyment and perusal. :-)
As far as skills and ranks are concerned, from what I can tell anyway, a +6 such item or similar one (Intelligence-granting headband of mental prowess, headband of mental superiority) basically grants 3 skills, as well as a number of ranks to each of them equal to the character's HD, i.e. maximum ranks for his level at any given time.

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Linked for your enjoyment and perusal. :-)
As far as skills and ranks are concerned, from what I can tell anyway, a +6 such item or similar one (Intelligence-granting [i]headband of mental prowess, headband of mental superiority) basically grants 3 skills, as well as a number of ranks to each of them equal to the character's HD, i.e. maximum ranks for his level at any given time.
Just to clarify, no ambiguity, none of that stuff. Yes or no?

F. Castor |

Oh, sorry about that. I tried to convey that the +6 item is associated with 3 skills (as in Climb, Diplomacy and Knowledge (Planes), for example) and that it then -after worn for more than 24 hours, anyway- grants a number of skill ranks, or points if you will, equal to the wearer's total HD to each of those skills. These ranks granted by the item do not stack with ranks the wearer may already possess in the associated skills. At least that is how I understand it.
In my defense, I was talking on the phone while typing, so I was not exactly all there. :-)

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Oh, sorry about that. I tried to convey that the +6 item is associated with 3 skills (as in Climb, Diplomacy and Knowledge (Planes), for example) and that it then -after worn for more than 24 hours, anyway- grants a number of skill ranks, or points if you will, equal to the wearer's total HD to each of those skills. At least that is how I understand it.
In my defense, I was talking on the phone while typing, so I was not exactly all there. :-)
That's the way I understood it as well.

wraithstrike |

Are you guys done patting yourselves on the back? I just figured I'd ask, seeing as how I have some semblance of a life, which kept me from posting until now. You want the build? Fine.
** spoiler omitted **...
You still have yet to bypass mirror image, and you keep assuming you get a clear shot. This won't be some arena battle where contestants line up 60 feet apart and a judge say "go". Unless that wizard had a lobotomy you won't have a straight(no cover/concealment) shot. Any caster played like that dies quickly.
Example: My players tried to get through a door. They knew a caster was behind the door.
1. There was an alarm spell so the caster was buffing before they even got to the door.
2. He threw up wall of force, and kept buffing/summoning. Forcewall is invisible so your fighter dude walks in, wins initiatve, and waste his full first action on the wall, assuming I was the GM anyway. This was around level 9 to 11 I think, but even the level 20 fighter won't know that wall is there.
Crafting items does not allow you to bypass WBL which is one reason many people don't care for them. Even so mastercraftsman only works on certain types of magic items. ---->Just pointing it out before someone else does.
PS:How are you using a large longbow?