Caster-Martial Disparity Battleground - No Crying.


Pathfinder First Edition General Discussion

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The Exchange

Andy Ferguson wrote:
You apply heighten spell to bring it up two levels, to 6th. It takes up a 6th level slot, it's was heightened 2 spell levels, increasing it's effective spell level to 3rd( for saving throw DCs and ability to penetrate a lesser globe of invulnerability).

I understand your interpretation. I don't see it in the RAW.

Normal: A sorceror casting charm perons in a 6th level slot the DC is 11 + Adj + ...

The spell is essentially unusuable, due to the low dc.

Heighten spell: The effective level is 6th level. The dc is 16 + adj.
"the spell is as difficult to prepare and cast as a spell of its effective level" (6th).

Heightening allows the spell to be adjusted upward in difficulty to the spell slot used.

RAW doesn't saw the effective level is the spell level minus metamagic effects. Your interpration would be easy enough to codify. IE

Effective Level: Spell slot - MetaMagic modifiers

What RAW says is:

Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Heighten However, even if you are correct - the DC with magical lineage is 29.

G'day!

The Exchange

Lab_Rat wrote:


Wait a minute...your a summoner. You actually think your weak DC spells will effect a barbarian. As for your walls and tentacles.....Spell Sunder. You can not wall in the barbarian. He can freaking sunder a prismatic wall/sphere spell and not even break a sweat.

Once per rage, he may. And I have more scrolls than you have rages....


cp wrote:
Andy Ferguson wrote:
You apply heighten spell to bring it up two levels, to 6th. It takes up a 6th level slot, it's was heightened 2 spell levels, increasing it's effective spell level to 3rd( for saving throw DCs and ability to penetrate a lesser globe of invulnerability).

I understand your interpretation. I don't see it in the RAW.

Normal: A sorceror casting charm perons in a 6th level slot the DC is 11 + Adj + ...

The spell is essentially unusuable, due to the low dc.

Heighten spell: The effective level is 6th level. The dc is 16 + adj.
"the spell is as difficult to prepare and cast as a spell of its effective level" (6th).

Heightening allows the spell to be adjusted upward in difficulty to the spell slot used.

RAW doesn't saw the effective level is the spell level minus metamagic effects. Your interpration would be easy enough to codify. IE

Effective Level: Spell slot - MetaMagic modifiers

What RAW says is:

Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Heighten However, even if you are correct - the DC with magical lineage is 29.

G'day!

As a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.

Heightening spell is an exception in that spells modified by it and only by it are changed. Other metamagic feats added on to it do not affect what heighten spell does.


I think I understand what he is saying about Heighten. I'll try and put it into my own words.

Burning Hands + Heighten = 2nd level spell. DC is that of a 2nd level spell.
Lv2 Burning hands + Still Spell = 3rd level spell. Dc is that of a 3rd level spell.

I don't think that is how it works though. You made Burning Hands a 2nd level spell, and then added another metamagic to make it take up a 3rd level slot.

A spell slot and a spell's lv/dc are not one and the same.


cp wrote:
Andy Ferguson wrote:
You apply heighten spell to bring it up two levels, to 6th. It takes up a 6th level slot, it's was heightened 2 spell levels, increasing it's effective spell level to 3rd( for saving throw DCs and ability to penetrate a lesser globe of invulnerability).

I understand your interpretation. I don't see it in the RAW.

Normal: A sorceror casting charm perons in a 6th level slot the DC is 11 + Adj + ...

The spell is essentially unusuable, due to the low dc.

Heighten spell: The effective level is 6th level. The dc is 16 + adj.
"the spell is as difficult to prepare and cast as a spell of its effective level" (6th).

Heightening allows the spell to be adjusted upward in difficulty to the spell slot used.

RAW doesn't saw the effective level is the spell level minus metamagic effects. Your interpration would be easy enough to codify. IE

Effective Level: Spell slot - MetaMagic modifiers

What RAW says is:

Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Heighten However, even if you are correct - the DC with magical lineage is 29.

G'day!

If the spell is as difficult to cast as a 6th level spell after heighten, than any additional metamagic would be as difficult to add as it would be on a 6th level spell. Either you can metamagic it and heighten the rest of the way, or just heighten to 6th. Your logic only makes sense if you squint really hard at a crb that's been thrown underwater.


cp wrote:
Lab_Rat wrote:


Wait a minute...your a summoner. You actually think your weak DC spells will effect a barbarian. As for your walls and tentacles.....Spell Sunder. You can not wall in the barbarian. He can freaking sunder a prismatic wall/sphere spell and not even break a sweat.
Once per rage, he may. And I have more scrolls than you have rages....

Um...thats once per round at lvl 17 or greater (maybe even as early as lvl 9 if you grab a lvl of oracle). Barbarians become immune to fatigue and so they rage cycle, thus refreshing there 1/rage powers each round. So nope.


cp wrote:
Andy Ferguson wrote:
You apply heighten spell to bring it up two levels, to 6th. It takes up a 6th level slot, it's was heightened 2 spell levels, increasing it's effective spell level to 3rd( for saving throw DCs and ability to penetrate a lesser globe of invulnerability).

I understand your interpretation. I don't see it in the RAW.

Normal: A sorceror casting charm perons in a 6th level slot the DC is 11 + Adj + ...

The spell is essentially unusuable, due to the low dc.

Heighten spell: The effective level is 6th level. The dc is 16 + adj.
"the spell is as difficult to prepare and cast as a spell of its effective level" (6th).

Heightening allows the spell to be adjusted upward in difficulty to the spell slot used.

RAW doesn't saw the effective level is the spell level minus metamagic effects. Your interpration would be easy enough to codify. IE

Effective Level: Spell slot - MetaMagic modifiers

What RAW says is:

Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Heighten However, even if you are correct - the DC with magical lineage is 29.

G'day!

So are you saying a dazing charm person spell that was then heightened to lvl 9 would have the same save DC as a charm person spell (that isn't dazing) that was heightened to level 9? Really? So not even someone explaining it to you, or logic, can help you?

And Magical Lineage and heighten cancel each other out. So you still don't have a save dc of 29. I'm pretty sure wizards are a bit too complicated.

cp wrote:
Once per rage, he may. And I have more scrolls than you have rages....

Do a search for rage cycling.


CASTY MAY HAVE SEVENTY SCROLLS FOR 9TH LEVEL SPELLS.

...AM LOT OF PAPER. TOO HEAVY FOR CASTY.

NEVERMIND. BARBARIAN OBJECTION AM WITHDRAWN.


STR Ranger wrote:

@Lab_rat

Can you show me your save breakdown, please. I'd like to steal some boosts for my Invulnerable Rager.

Nothing too crazy. The biggest bump is from the human superstition bonus. You get an additional +1 superstition bonus each 3 lvls which will give you an additional +6 at lvl 20.

Fort:
Base - 12
Starting Stat - 3
Lvl Bumps - 2
Belt - 3
Rage - 5 (mighty rage + raging vitality = +10 Con bump)
Cloak - 5
Superstition - 13
Total = +43

Reflex:
Base - 6
Starting Stat - 2
Belt - 3
Cloak - 5
Superstition - 13
Total = +29

Will:
Base - 6
Starting Stat - 0 (Yes I have a +31 with a starting wisdom of 10)
Book - 2
Headband - 3
Iron Will - 2
Cloak - 5
Superstition - 13
Total = +31 (reroll from clear mind or improved iron will. Or both if you are paranoid)


AM BARBARIAN wrote:

CASTY MAY HAVE SEVENTY SCROLLS FOR 9TH LEVEL SPELLS.

...AM LOT OF PAPER. TOO HEAVY FOR CASTY.

NEVERMIND. BARBARIAN OBJECTION AM WITHDRAWN.

He still has to spend move actions to draw those from his magic backpack. So he won't be running away from you.


Quote:
Show a pet that can outdamage a barbarian and isn't made of tissue paper? I'm eagerly awaiting the errors.

I don't know if it quite out damages the barbarian, but it was fun to come up with.

Old Lace

Spoiler:
Old lace CR 9
Female Velociraptor 9hd
N Medium Animal (Dinosaur)
Init +4; Senses Perception +7, Low-Light vision, Scent
--------------------
DEFENSE
-------------------- 0
AC 26, touch 14, flat-footed 22 (+4 armor, +4 Dex, +8 Natural)
hp 94 (9d8+45+9(toughness) )
Fort +13, Ref +12, Will +9 (+4 vs enchantment)
--------------------
OFFENSE
--------------------
Spd 60 ft. (usually 70 from Longstrider)
Melee (with magic fang) bite/talon/talon/claw/claw +12/+13/+13/+13/+13 (1d8+6+1d6 cold +1d6 electric)/ (2d6+6+1d6 cold +1d6 electric) X2/ (1d4+5 +1d6 cold +1d6 electric)
Pounce
Ranged

Str 18/20, Dex 18, Con 20, Int 3/5, Wis 12, Cha 14

Amulet of mighty fists +2 (shocking, frost) 20,000
Cloak of resistance +2 4,000
Wand of CLW 750
Belt of strength +2 2,000
Headband of intellect +2 (stealth) 2,000
Mithril Shirt for old lace 2,200
Base Atk +6; CMB +11; CMD 25
Feats weapon focus talons, toughness, iron will, Improved natural attack (talons), weapon focus(claws)
Traits
Skills Acrobatics +12, Climb +5, Perception +7, Stealth +19, Swim +5 (there is a “missing” skill point because the stealth in the headband overrides the rank he took in it)

Languages Common
Combat Gear Mithril Chain shirt (no ACP, so no proficiency required) Other Gear Cloak of Resistance, +2, Thieves' tools, masterwork, saddlebags, 2 mistletoe sprigs,


Azten wrote:

I think I understand what he is saying about Heighten. I'll try and put it into my own words.

Burning Hands + Heighten = 2nd level spell. DC is that of a 2nd level spell.
Lv2 Burning hands + Still Spell = 3rd level spell. Dc is that of a 3rd level spell.

I don't think that is how it works though. You made Burning Hands a 2nd level spell, and then added another metamagic to make it take up a 3rd level slot.

A spell slot and a spell's lv/dc are not one and the same.

Exactly. Unfortunately I think he is the type of person that must be hit over the head with the exact rules befor he will change his mind so here comes the big book of rules.

metamagic feat section wrote:

Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description.

The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can't use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell don't eliminate the attack of opportunity provoked by casting a spell while threatened. Casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

My bold. Note that it says that a metamagic does NOT increase the spell DC unless the metamagic specifically says it does (heighten spell).


Lab_Rat wrote:
STR Ranger wrote:

@Lab_rat

Can you show me your save breakdown, please. I'd like to steal some boosts for my Invulnerable Rager.

Nothing too crazy. The biggest bump is from the human superstition bonus. You get an additional +1 superstition bonus each 3 lvls which will give you an additional +6 at lvl 20.

Fort:
Base - 12
Starting Stat - 3
Lvl Bumps - 2
Belt - 3
Rage - 5 (mighty rage + raging vitality = +10 Con bump)
Cloak - 5
Superstition - 13
Total = +43

Reflex:
Base - 6
Starting Stat - 2
Belt - 3
Cloak - 5
Superstition - 13
Total = +29

Will:
Base - 6
Starting Stat - 0 (Yes I have a +31 with a starting wisdom of 10)
Book - 2
Headband - 3
Iron Will - 2
Cloak - 5
Superstition - 13
Total = +31 (reroll from clear mind or improved iron will. Or both if you are paranoid)

That's right. +6 at level 18 for superstition.

So why do your breakdowns give it a value of 13?

Shadow Lodge

BigNorseWolf wrote:

Old Lace

** spoiler omitted **

Does she have a metal nose ring? If so I get this reference. +1


STR Ranger wrote:


That's right. +6 at level 18 for superstition.

So why do your breakdowns give it a value of 13?

Superstition by itself gives you a +2 at the start and then another +1/4 lvls. So at lvl 20 you have a +7. Being a human with the superstition bonus gives you a +1/3 lvl bump on that. So at lvl 18 you have an additional +6. So 7 (superstition alone) + 6 (human superstition class trait) = +13.


*FACEPALM*

I completely forgot the original value of superstition, when I board posted my Invulnerable Rager for Trinam's guide!

Cheers.

@Trinam,
mate if that build ends up in the Guide's Invulnerable Rager section you need to increase the saves by +7 (since I stupidly only added the human racial bonus.


STR Ranger wrote:

*FACEPALM*

I completely forgot the original value of superstition, when I board posted my Invulnerable Rager for Trinam's guide!

Cheers.

@Trinam,
mate if that build ends up in the Guide's Invulnerable Rager section you need to increase the saves by +7 (since I stupidly only added the human racial bonus.

I'll fix it when it gets put in there.

And for reference, what level animal companion is that raptor?


STR Ranger wrote:

*FACEPALM*

I completely forgot the original value of superstition, when I board posted my Invulnerable Rager for Trinam's guide!

Cheers.

@Trinam,
mate if that build ends up in the Guide's Invulnerable Rager section you need to increase the saves by +7 (since I stupidly only added the human racial bonus.

Just remember to ignore the rage bonus to will save when using superstition. Otherwise Mike Schneider will get mad at you.


Trinam wrote:
STR Ranger wrote:

*FACEPALM*

I completely forgot the original value of superstition, when I board posted my Invulnerable Rager for Trinam's guide!

Cheers.

@Trinam,
mate if that build ends up in the Guide's Invulnerable Rager section you need to increase the saves by +7 (since I stupidly only added the human racial bonus.

I'll fix it when it gets put in there.

And for reference, what level animal companion is that raptor?

It has 9 HD so either lvl 10 or 11. It may survive the first round against a lvl 11 barbarian (If I missed on the last attack). Just for reference on damage (Pounce - 1d12+2d6+26 per attack, 3 attacks, rhino hide armor, +2 furious greataxe, +4 Str belt, powerattack)

The Exchange

People let wizards be broken, so they are. They have to many rules and spell interactions to track. They also get away with too much due to poorly understood settings, they are not anonymous and what they do is being followed in a high magic setting. In a low magic setting they will be misunderstood, feared, and desired depending on how they act.

Spell casting in cities is likely a crime. Npcs understand magic and have high saves. Magic items are not sold and should be hoarded in any setting. Displaying who you are is dangerous without a powerful group behind you.

People assume it's braveheart with super magic which is wrong.

In any case pvp is not the issue, how a group meets it's challenges is. Wizards can do everything with time and enough lvls with no role playing. A fighter would need an army to fight a dragon...or caster support. Adventuring rides the backs of casters, unfortunately, it's what makes dnd. It's fine to use the wizard tool, but everyone should have an important part to play. The adventure should be based in role playing and involve all characters. If the party is not needed any more you should start a new game.


Lab_Rat wrote:
STR Ranger wrote:

@Lab_rat

Can you show me your save breakdown, please. I'd like to steal some boosts for my Invulnerable Rager.

Nothing too crazy. The biggest bump is from the human superstition bonus. You get an additional +1 superstition bonus each 3 lvls which will give you an additional +6 at lvl 20.

Fort:
Base - 12
Starting Stat - 3
Lvl Bumps - 2
Belt - 3
Rage - 5 (mighty rage + raging vitality = +10 Con bump)
Cloak - 5
Superstition - 13
Total = +43

Reflex:
Base - 6
Starting Stat - 2
Belt - 3
Cloak - 5
Superstition - 13
Total = +29

Will:
Base - 6
Starting Stat - 0 (Yes I have a +31 with a starting wisdom of 10)
Book - 2
Headband - 3
Iron Will - 2
Cloak - 5
Superstition - 13
Total = +31 (reroll from clear mind or improved iron will. Or both if you are paranoid)

I think you shouldnt waste that much money on book(tome+4 is 110.000gp).And dont even use feat or two for iron will and greater iron will.As caster with +13 int modfier will have around 33-34 DC for high lvl spells.And i think it would be fail for him to use it against that high saves.So i think 31 is just overkill,and maybe waste of money and feats.If you are paranoid thou,you can isntead of book go for ring of spell turning that will protect you from 27 levels of spells per day if you accidentally fail save.It cost 100.000gp.One of my favourite items.Ray shield+reflecting shield+ring of spell turning+lavender and green ioun stone+24ish saves makes even fighter almost immune to spells.


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GeneticDrift wrote:

People let wizards be broken, so they are. They have to many rules and spell interactions to track. They also get away with too much due to poorly understood settings, they are not anonymous and what they do is being followed in a high magic setting. In a low magic setting they will be misunderstood, feared, and desired depending on how they act.

Spell casting in cities is likely a crime. Npcs understand magic and have high saves. Magic items are not sold and should be hoarded in any setting. Displaying who you are is dangerous without a powerful group behind you.

People assume it's braveheart with super magic which is wrong.

In any case pvp is not the issue, how a group meets it's challenges is. Wizards can do everything with time and enough lvls with no role playing. A fighter would need an army to fight a dragon...or caster support. Adventuring rides the backs of casters, unfortunately, it's what makes dnd. It's fine to use the wizard tool, but everyone should have an important part to play. The adventure should be based in role playing and involve all characters. If the party is not needed any more you should start a new game.

PLEASE NOTE ABOVE POST AM ONLY TRUE TO NOT BARBARIANS. BARBARIANS AM SMASH ALL ALWAYS.

AM MORE EVIDENCE OF BARBARIAN NOT-BARBARIAN DESTRUCITY.


BigNorseWolf wrote:
Quote:
Show a pet that can outdamage a barbarian and isn't made of tissue paper? I'm eagerly awaiting the errors.

I don't know if it quite out damages the barbarian, but it was fun to come up with.

Old Lace

The dinosaur is so the coolest of the pets. It doesn't outdamage lab rats barb, and has about half of a level 10 characters wealth by level, but it's makes me wanna play a druid.

The Exchange

That's true AM Barbarian. Smashing things is not a crime, the law cannot restrict your might. Or tax your WBL.


2 people marked this as a favorite.

BARBARIAN REMEMBER ONE TIME BARBARIAN AM PLACED IN JAIL BY GM FIAT. BARBARIAN AM NAKED, AM UNARMED EXCEPT FOR NATURAL +5 GREATCLUB. NOT FOR SMASHING.

ANYWAYS, BARBARIAN AM IN CELL IN MAGIC MASTERWORK MANACLES. ONCE BARBARIAN FINISH SAY THAT TEN TIMES FAST, AM GET ANGRY. AM STRENGTH SURGING MANACLES, WHICH AM BREAK.

THEM AM USE SMASHER TO BITE THROUGH ADAMANTINE BARS. BARBARIAN AM ESCAPE, AND FIND PANTS.

GOOD TIMES.


Lab_Rat wrote:

You apparently joined this battle late.

Nope...not a +40 will save. My level 20 barbarian has a +43 Fort a +29 reflex and a +31 will save with a reroll. Barbarians are no slouches on the saves.

Wait a minute...your a summoner. You actually think your weak DC spells will effect a barbarian. As for your walls and tentacles.....Spell Sunder. You can not wall in the barbarian. He can freaking sunder a prismatic wall/sphere spell and not even break a sweat.

I'm loving the melee-love here, but can someone post a 20th level Barbarian so I can see how you amped him up?


3 people marked this as a favorite.

BARBARIAN AM POST BUILD AFTER CASTYS AM POSTING THEIR BEAT EVERYTHING ALWAYS BUILD.

BARBARIAN BEEN WAITING YEARS FOR THAT ONE.


To be more specific, AM BARBARIAN is in a odd state of flux, as I'm still figuring out a couple of extraneous powers and feats.

What I know he has: power attack, improved sunder, mounted combat, raging vitality, ride by attack, spirited charge.

As rage powers, we have the following: strength surge, superstition, witch hunter, spell sunder, smasher, eater of magic, and the three beast totem powers.

The rest I am not decided on. We know he is a human invulnerable rager with heart of the fields, focusing his profession bonus on profession engineer in case he needs to collapse a cavern by punching it.

He rides an awakened dire bat, and uses a lance.

The thing is, the rest is just gravy. This is all he needs as a base.


My apologies for double posting, but this is also important. The FIGHTYS that AM BARBARIAN refers to, hereafter referred to as AM FIGHTER, are even more theoretical. All I know about them is that they are Archer 13/ Invulnerable Rager Urban Barbarian 6(yes, they can stack)/ Oracle 1 (fatigue immunity and save rerolls at a +4 1/day).

They can spell sunder using their bow. If a composite longbow with distance, they can do so from 2500 feet away. At a +20 if they have a round to prepare.


Trinam wrote:


They can spell sunder using their bow. If a composite longbow with distance, they can do so from 2500 feet away. At a +20 if they have a round to prepare.

I love that huge, inconceivably, incorrect range. Yes they can shoot an arrow that far. The question is...can they see something that far away?

Lets give our character the benefit of the doubt and say he has perception as a class skill, put a rank into it each lvl, and we will even give him a +5 wisdom bonus (a stretch for a dumb melee type). So he has a perception of +29. He then rolls his d20 and gets a 20. That's a perception of 49. Well perception to see a visible creature is 0 +1/10ft. So our archer can shoot an arrow 2500 ft but can only see a creature hes shooting at if its 490 feet or closer. This is why huge ranges on weapons fail.

As a side note: Can you get their perception up to the 250 required to use their full range?


Lab_Rat wrote:
Trinam wrote:


They can spell sunder using their bow. If a composite longbow with distance, they can do so from 2500 feet away. At a +20 if they have a round to prepare.

I love that huge, inconceivably, incorrect range. Yes they can shoot an arrow that far. The question is...can they see something that far away?

Lets give our character the benefit of the doubt and say he has perception as a class skill, put a rank into it each lvl, and we will even give him a +5 wisdom bonus (a stretch for a dumb melee type). So he has a perception of +29. He then rolls his d20 and gets a 20. That's a perception of 49. Well perception to see a visible creature is 0 +1/10ft. So our archer can shoot an arrow 2500 ft but can only see a creature hes shooting at if its 490 feet or closer. This is why huge ranges on weapons fail.

As a side note: Can you get their perception up to the 250 required to use their full range?

CRYSTAL BALL. ARTILLERY DROP THEREAFTER. REMEMBER BARBARIAN AM ENGINEER. ALSO AM PRETTY SURE THEY AM NEGATING FIRST 100 FEET WITH CLASS ABILITY.


Using that logic, a 1st level commoner has a 30% chance to not be able to see someone 100ft away, and is unable to see someone the length of a football field.


Andy Ferguson wrote:
Using that logic, a 1st level commoner has a 30% chance to not be able to see someone 100ft away, and is unable to see someone the length of a football field.

Ohh its not logic its the RULES.

Would be nice to see different ranged perception modifiers for different senses though.


Andy Ferguson wrote:
Using that logic, a 1st level commoner has a 30% chance to not be able to see someone 100ft away, and is unable to see someone the length of a football field.

And how many other instances can you think of were the rules don't follow logic? According to the rules, everything is dark outside of your max perception score times 10.

And yes..there are no long bomb touchdown passes in Pathfinder.


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AND YET, CRYSTAL BALL SNIPE AM OK. ONLY NEED TARGET IN RANGE AND TO KNOW WHERE TARGET AM.

RULES NOT MENTION NEEDING TO SEE IN BETWEEN WHERE SHOT AM TARGETED.

BARBARIAN AM REDEFINING SCRY AND DIE. AM SO PROUD.


AM BARBARIAN wrote:

AND YET, CRYSTAL BALL SNIPE AM OK. ONLY NEED TARGET IN RANGE AND TO KNOW WHERE TARGET AM.

RULES NOT MENTION NEEDING TO SEE IN BETWEEN WHERE SHOT AM TARGETED.

BARBARIAN AM REDEFINING SCRY AND DIE. AM SO PROUD.

That's a good thing too. For all those little fighter types in the castle towers armed with bows to actually make use of a 300 killing field around the castle.


AM BARBARIAN wrote:

AND YET, CRYSTAL BALL SNIPE AM OK. ONLY NEED TARGET IN RANGE AND TO KNOW WHERE TARGET AM.

RULES NOT MENTION NEEDING TO SEE IN BETWEEN WHERE SHOT AM TARGETED.

BARBARIAN AM REDEFINING SCRY AND DIE. AM SO PROUD.

Am I going to give you the 1 hour needed to cast scrying through a crystal ball? Nope! Also the will save is only a DC16 to negate. So not very useful.


Lab_Rat wrote:
AM BARBARIAN wrote:

AND YET, CRYSTAL BALL SNIPE AM OK. ONLY NEED TARGET IN RANGE AND TO KNOW WHERE TARGET AM.

RULES NOT MENTION NEEDING TO SEE IN BETWEEN WHERE SHOT AM TARGETED.

BARBARIAN AM REDEFINING SCRY AND DIE. AM SO PROUD.

Am I going to give you the 1 hour needed to cast scrying through a crystal ball? Nope! Also the will save is only a DC16 to negate. So not very useful.

CLEARLY, SOLUTION AM TO CAST ON AM BARBARIAN. AM OPT TO LET THROUGH BEFORE RAGE.

ONCE BARBARIAN AM CLOSE TO MELEE, CASTY AM IN VIEW. LET FLY DOGS OF WAR. MAY BE BETTER WAY TOO, BUT BARBARIAN NOT HAVE TIME TO READ YET. READING TAKES WHILE FOR BARBARIAN.


AM BARBARIAN wrote:
Lab_Rat wrote:
AM BARBARIAN wrote:

AND YET, CRYSTAL BALL SNIPE AM OK. ONLY NEED TARGET IN RANGE AND TO KNOW WHERE TARGET AM.

RULES NOT MENTION NEEDING TO SEE IN BETWEEN WHERE SHOT AM TARGETED.

BARBARIAN AM REDEFINING SCRY AND DIE. AM SO PROUD.

Am I going to give you the 1 hour needed to cast scrying through a crystal ball? Nope! Also the will save is only a DC16 to negate. So not very useful.

CLEARLY, SOLUTION AM TO CAST ON AM BARBARIAN. AM OPT TO LET THROUGH BEFORE RAGE.

ONCE BARBARIAN AM CLOSE TO MELEE, CASTY AM IN VIEW. LET FLY DOGS OF WAR. MAY BE BETTER WAY TOO, BUT BARBARIAN NOT HAVE TIME TO READ YET. READING TAKES WHILE FOR BARBARIAN.

Not a bad plan. Just keep the casty within 10 ft of you.

As a side note: This does show you how brokenly difficult the perception DC's are.


LilithsThrall wrote:
Lab_Rat wrote:

You apparently joined this battle late.

Nope...not a +40 will save. My level 20 barbarian has a +43 Fort a +29 reflex and a +31 will save with a reroll. Barbarians are no slouches on the saves.

Wait a minute...your a summoner. You actually think your weak DC spells will effect a barbarian. As for your walls and tentacles.....Spell Sunder. You can not wall in the barbarian. He can freaking sunder a prismatic wall/sphere spell and not even break a sweat.

I'm loving the melee-love here, but can someone post a 20th level Barbarian so I can see how you amped him up?

Scroll several posts up and you will see how he got those saves.And about whole build,not sure about that one:)


I have no place being here. However,

Shouldn't the magic-users be more powerful than the guys swinging swords around? I mean one guy can summon other worldly beings, shoot fireballs, summon storms and generally warp reality. Wouldn't he be pretty powerful?

Why should that get in the way though. In everything I play I prefer to be something fighteresque. The wizard can have all the glory, who cares, I play the guy who just has some gear, his talent and a good BAB.

It adds variety to playstyle and complexity to have such varied classes. Making everything even would just be like having every class be bland grey porridge (4E).

Let the wizards have their fun. They always look really doofy anyway.


Trinam wrote:

To be more specific, AM BARBARIAN is in a odd state of flux, as I'm still figuring out a couple of extraneous powers and feats.

What I know he has: power attack, improved sunder, mounted combat, raging vitality, ride by attack, spirited charge.

As rage powers, we have the following: strength surge, superstition, witch hunter, spell sunder, smasher, eater of magic, and the three beast totem powers.

The rest I am not decided on. We know he is a human invulnerable rager with heart of the fields, focusing his profession bonus on profession engineer in case he needs to collapse a cavern by punching it.

He rides an awakened dire bat, and uses a lance.

The thing is, the rest is just gravy. This is all he needs as a base.

Toughness,Weapon focus?You can use trick riding+mounted skirmisher(thats pounce while mounted,as you cant actually use pounce while mounted as your mount is charging,not you.This feat gives you pounce,not with charge,but still can do nice job.You dont need straight line as you need for charge.)

And for rage powers:clear mind,moment of clarity,reckless abandon,unexpected strike(very good for guys using reach weapons),animal fury(not bad in combo with beast totems),come and get me(thou not that good for guys using reach weapon).

Just some toughts thou:)

Cheers!


sorry, but all these innovations seem quite suspicious from a barbarian with only 7 intellegence. it seems that the barbarian may not be a barbarian after all. i think he is clearly a wizard using alter self. and that dire bat is clearly an enlarged familiar.

true barbarians would never read, would never think with that level of intellegence, *coughs up blood*. this disguised wizard would dare mock a high end noble education such as mine. i Say OFF WITH HIS HEAD! *coughs up more blood*

please excuse me while i use a cantrip to get the blood off my dress. i spent many thousands of platinum pieces on it. *the sickly little 'doll girl'casts predeistigitation on herself as she readjusts her dress and her twintails*

Liberty's Edge

To beat spell sunder, could a wizard cast wall of force from a scroll to set the caster level low (or a wand) and thus (virtually) force the barbarian to roll 10 or more above it and thus "dispel" it rather than a regular sundering? Wall of force being immune to dispel magic and I don't see any other definition for dispel.

Cast from a scroll, wall of force is only going to be DC 34 to dispel after all. . . The barbarian should hit that in its sleep. Of course, it could just use its last melee strike on it, but that's going to take a full round action.

Edit: And where is the Barbarian getting an awakened dire bat from?


Umbriere Lunas wrote:


true barbarians would never read

Hey! Hey! We worked long and hard on those concessions during the reality/rules transition to Pathfinder. Our new contract clearly states that we can now read but still withhold the right to butcher pronouns, misplace articles, refer to selfs in the third person, and talk in all capitals.


ShadowcatX wrote:

To beat spell sunder, could a wizard cast wall of force from a scroll to set the caster level low (or a wand) and thus (virtually) force the barbarian to roll 10 or more above it and thus "dispel" it rather than a regular sundering? Wall of force being immune to dispel magic and I don't see any other definition for dispel.

Cast from a scroll, wall of force is only going to be DC 34 to dispel after all. . . The barbarian should hit that in its sleep. Of course, it could just use its last melee strike on it, but that's going to take a full round action.

Edit: And where is the Barbarian getting an awakened dire bat from?

Its an interesting question. Dispel is obviously a mechanic within the game but there is no definition for it. Dispel magic is just a spell that applies the dispel.

My understanding of spell sunder is that it can dispel any spell. My reasoning for this is that all of the other dispel abilities reference dispel magic for how they function (look at dispel evil or the magus's dispelling strike). Spell sunder does not reference dispel magic for mechanics. It also does not even work like dispel magic as it can suppress a spell if the sunder check wasn't high enough (something that is not covered in the rules at all). It would be weird if the wall of force could not be dispelled by spell sunder but could be suppressed by a lower sunder check. It just says the spell is dispelled. As such I take it as it's word but who knows what the intent was.

Quote:
Edit: And where is the Barbarian getting an awakened dire bat from?

You cut to the end of our thread and expect to learn it's secrets...I don't think so.

Pst...he had a druid cast it for him.


Lab_Rat wrote:
Umbriere Lunas wrote:


true barbarians would never read
Hey! Hey! We worked long and hard on those concessions during the reality/rules transition to Pathfinder. Our new contract clearly states that we can now read but still withhold the right to butcher pronouns, misplace articles, refer to selfs in the third person, and talk in all capitals.

what do they write with? Cave Drawings? we all know that true barbarians beleive that if you write thier name in a book, that you stole thier soul. *proceeds to write 'AM BARBARIAN' and 'BATTY BAT' in a blank book with her amazing calligraphy skill* sorry AM BARBARIAN, but your soul is mine. and your first task is to serve me a pot of Tea and a plate of Pizza.


Umbriere Lunas wrote:
Lab_Rat wrote:
Umbriere Lunas wrote:


true barbarians would never read
Hey! Hey! We worked long and hard on those concessions during the reality/rules transition to Pathfinder. Our new contract clearly states that we can now read but still withhold the right to butcher pronouns, misplace articles, refer to selfs in the third person, and talk in all capitals.
what do they write with? Cave Drawings? we all know that true barbarians beleive that if you write thier name in a book, that you stole thier soul. *proceeds to write 'AM BARBARIAN' and 'BATTY BAT' in a blank book with her amazing calligraphy skill* sorry AM BARBARIAN, but your soul is mine. and your first task is to serve me a pot of Tea and a plate of Pizza.

My question is what culture are you pulling your stereotypes from and how hard do you want the history book hurled at you?


TarkXT wrote:
Umbriere Lunas wrote:
Lab_Rat wrote:
Umbriere Lunas wrote:


true barbarians would never read
Hey! Hey! We worked long and hard on those concessions during the reality/rules transition to Pathfinder. Our new contract clearly states that we can now read but still withhold the right to butcher pronouns, misplace articles, refer to selfs in the third person, and talk in all capitals.
what do they write with? Cave Drawings? we all know that true barbarians beleive that if you write thier name in a book, that you stole thier soul. *proceeds to write 'AM BARBARIAN' and 'BATTY BAT' in a blank book with her amazing calligraphy skill* sorry AM BARBARIAN, but your soul is mine. and your first task is to serve me a pot of Tea and a plate of Pizza.
My question is what culture are you pulling your stereotypes from and how hard do you want the history book hurled at you?

i don't really know. i just assumed it was a common steriotype.

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