Caster-Martial Disparity Battleground - No Crying.


Pathfinder First Edition General Discussion

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Should the barbarian get his capstone power at lvl 9? Probably not. That was bad planning by the writers.
Should you punish barbarians and remove their capstone at lvl 17? NO

Compare capstone powers:

Fighters - confirm all criticals (Awesome) and their damage goes up one multiplier (Also Awesome). Boat loads of damage potential.

Barbarians - If you remove the tireless rage what do they get? a +2 str/con bonus. WTH? That's it?

RPG Superstar 2012 Top 16

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Divergent wrote:
Aelryinth wrote:

Orange gives one to caster level, not spell DC's.

The quick Will save DC above was in error.

It's +13 JUST from superstition.
Then +2 Iron Will, +5 Resist, +4 Wis, +6 levels, for +30 Will Save, and Improved for a re-roll.

I'd personally like to know what wording in a Contingency spell allows it to know 'when combat begins.' I think it will trigger when you get 'attacked' by a mosquito.

Mages abusing Contingency is another hallmark of bad wizard arguments.

I will note that the barb build isn't mature until level 17, because before then it only gets off 1 spell sunder in combat. That's nice, but the ability to chain get rid of everything the mage does with spell sunders really is the power of the class.

And why is everyone assuming summoning beasts would save them? The barb doesn't have to fight the summoned creatures. He has to kill the wizard.

===Aelryinth

All you have to do is word the contingency something like, 'when something with the potential to seriously harm or kill me attacks me.' There, problem solved.

Excuse me, WHERE in the COntingency spell does it have the potential to judge what 'might' be able to seriously hurt you? Is there a Detect CR built in? How does it differentiate from a massively overbuilt CR 20 Stone Golem you are flying above but that can't reach you, and it casts a DC 15 SLOW on you, and the tarrasque, which also can't reach you while flying, but can also seriously put a whammy on you? How about an Arrowhawk, that can 'seriously hurt you' if it crits wiht its ranged lightning attack, but is otherwise inconsequential?

A contingency can only react to something that actually happens to you. It CANNOT ANTICIPATE.

And you are making it anticipate. Seriously, if the fighter takes a swing at you as a lark, and stops his sword an inch in front of your face, your Contingency now has to make an intelligent value judgement in MID STROKE. Where exactly does it get the combat experience and intelligence to do this?

Read the spell. It reacts to something that happens to you, AFTER IT HAPPENS. Not before. And it can't be vague, it must be very specific and concrete, or it's going to react at all the wrong moments.

"REact when I am struck for more then ten hit points of damage," is valid. "React when I am struck" means a bottlefly and rain sets it off.

Eesh. It's a spell, not a freaking intelligent magic item.

==Aelryinth.


Woot! We past the 1000 post line.

I think we have beat the barbarian drums enough. Anyone have an alternative melee class they think can stand against a caster?

I am think the next best thing, strategy wise, is stealth. Any Ninja or Rogue build we could try?


Lab_Rat wrote:

I am think the next best thing, strategy wise, is stealth. Any Ninja or Rogue build we could try?

Aww, but are we using the new stealth rules or not? Access to see invisibility is going to be a problem for anyone sneaky in the former case.


I was tossing around idea's for a halfing archer ranger. There are pretty much impossible to find. Hide in plain sight and Camouflage mean that in there favored terrains the can snipe all day, endlessly.

Stealth Skill 23 ranks + 7 (24 dex) + 8 size (need to get tiny, but that's not hard) +2 favored terrain is 40. Halflings can chose to trade up so that sniping only gives a -10 to the skill, throw on some magic items and they can pretty much take 1 and still beat most perception checks.

Throw on the ability to cast non-detection and freedom of movement, and give themselves a +30 to perception and I think ranger is the stealth killer.


Spenser Lee wrote:
Lab_Rat wrote:

I am think the next best thing, strategy wise, is stealth. Any Ninja or Rogue build we could try?

Aww, but are we using the new stealth rules or not? Access to see invisibility is going to be a problem for anyone sneaky in the former case.

Lets avoid the new stealth rules for now. There are good tidbits in it and bad (the whole stealth = invisibility).


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Mr. Fishy's rogue steals all the ink in the land...scribe now you rat bastard.


Mr.Fishy wrote:
Mr. Fishy's rogue steals all the ink in the land...scribe now you rat bastard.

...so what are you going to do with it?


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Sell it to the barbarian.


Mr.Fishy wrote:
Sell it to the barbarian.

But what is he going to do with it? Corner the printing market?


Sorry guys,

those who think you can voluntarily fail the first save for eater of magic, you cant.

Superstition says you MUST make all saves to resist and cannot willingly accept a spell...

Also, while we have really established how Barbs kick a$$. Vs casters, I'm not sure any other melee class is on the Barbs level. Maybe Pally or Ranger.


Pally's are great, the issue is going to be, either a caster can be evil, and get owned, or not be evil and the pally loses a lot of power. I'm monkeying around the with a stealth killer ranger idea.


Andy Ferguson wrote:
Pally's are great, the issue is going to be, either a caster can be evil, and get owned, or not be evil and the pally loses a lot of power. I'm monkeying around the with a stealth killer ranger idea.

That's a grey area. If your ranger would benefit from longstrider or feather step or chameleon stride or aspect of the stag or any of the other helpful ranger spells he's not a non-caster anymore. Or if he is a non-casting ranger would probably be better off being a casting capable archetype.


I can honestly say I have read this entire thread. It is surprisingly worth it, even.

I am a fan of AM_BARBARIAN.

I also enjoy how no posted caster has managed to actually do much to AM on the first posting.

As his one true weak spot has been found, what are additional ways to help out the bat?

As to posting on topic. . .

Casters have more options, certainly, but only much more narrative power when they are allowed to do so. Part of it comes from not having a world that is used to high magic, as opposed to sticking high level casters in an equivalent medieval period. Lead lined buildings. Changeable inner structures (can't teleport to a room that no longer exists). Nobles with non-detection to go with their anti-poison.

And C-M D argument is not magic>no magic, which people switch it to whenever a character that is not the M uses items seem to say. Magic should be > non-magic. Just as in a high tech game technology > no technology.

And, as a DM, master craftsmen is an amazing feat. Not everything has to be the most optimal choice for a player, some things that are actually useful for consistent world building are nice occasionally.


Paladins can heal themself as a swift action, at level 20 they heal 60 hp/ round and remove a lot of conditions. I think is the more powerful martial class.

Now, no one mentioned that with some money (and the exemple i read are full of gear and money) even a warrior can be invisible with mind blank.


Godwyn wrote:

I can honestly say I have read this entire thread. It is surprisingly worth it, even.

I am a fan of AM_BARBARIAN.

I also enjoy how no posted caster has managed to actually do much to AM on the first posting.

As his one true weak spot has been found, what are additional ways to help out the bat?

As to posting on topic. . .

Casters have more options, certainly, but only much more narrative power when they are allowed to do so. Part of it comes from not having a world that is used to high magic, as opposed to sticking high level casters in an equivalent medieval period. Lead lined buildings. Changeable inner structures (can't teleport to a room that no longer exists). Nobles with non-detection to go with their anti-poison.

And C-M D argument is not magic>no magic, which people switch it to whenever a character that is not the M uses items seem to say. Magic should be > non-magic. Just as in a high tech game technology > no technology.

And, as a DM, master craftsmen is an amazing feat. Not everything has to be the most optimal choice for a player, some things that are actually useful for consistent world building are nice occasionally.

Onestly, AM never told how to see a wizard with invisibility + mind blank (no, the wizard is not so stupid to go in blindsense range).

Maybe the wizard can do few damage a round with summon or similar, but is enough if you can't see him.


Atarlost wrote:


That's a grey area. If your ranger would benefit from longstrider or feather step or chameleon stride or aspect of the stag or any of the other helpful ranger spells he's not a non-caster anymore. Or if he is a non-casting ranger would probably be better off being a casting capable archetype.

He's got full martial proficiency, which he will use to solve problems. If a cleric uses a greatsword do they stop being a caster?


Godwyn wrote:

I can honestly say I have read this entire thread. It is surprisingly worth it, even.

I am a fan of AM_BARBARIAN.

I also enjoy how no posted caster has managed to actually do much to AM on the first posting.

As his one true weak spot has been found, what are additional ways to help out the bat?

If you go mounted fury instead of invulnerable rager, you get a pretty tough horse, you give up 5 DR and 6 resist fire though. At some point in the horses life, it gets polymorph any object'ed into a dire bat, which is permanent. You grab greater ferocious mount, so your mount benefits from all you permanent rage powers, like supersition, allowing it to make a save once and a while. It can also rage, gaining +8 to con, helping it's hit points. Boon companion will make it an animal companion at your level. Mounted skirmisher allows you to pounce when you do a mounted charge, which would allow you to grab a different totem (he was built around a mounted charge already).


Andy Ferguson wrote:
Godwyn wrote:

I can honestly say I have read this entire thread. It is surprisingly worth it, even.

I am a fan of AM_BARBARIAN.

I also enjoy how no posted caster has managed to actually do much to AM on the first posting.

As his one true weak spot has been found, what are additional ways to help out the bat?

If you go mounted fury instead of invulnerable rager, you get a pretty tough horse, you give up 5 DR and 6 resist fire though. At some point in the horses life, it gets polymorph any object'ed into a dire bat, which is permanent. You grab greater ferocious mount, so your mount benefits from all you permanent rage powers, like supersition, allowing it to make a save once and a while. It can also rage, gaining +8 to con, helping it's hit points. Boon companion will make it an animal companion at your level. Mounted skirmisher allows you to pounce when you do a mounted charge, which would allow you to grab a different totem (he was built around a mounted charge already).

Boon companion gives you + 3 level, so your mount became barbarian level -1 as druid level.

But, this is a 3,5 feats. If we use 3,5 feats wizard cant a lot of more interesting feats. Maybe split ray, exausting you or your mount in one round. But it seems that this wizard just need to make you run until you have no more rounds of rage, and you have to use them also for your mount.


Boon companion is +4, and is from Seeker of Secrets, which looks like it's allowed in PFS play.


Andy Ferguson wrote:
Godwyn wrote:

I can honestly say I have read this entire thread. It is surprisingly worth it, even.

I am a fan of AM_BARBARIAN.

I also enjoy how no posted caster has managed to actually do much to AM on the first posting.

As his one true weak spot has been found, what are additional ways to help out the bat?

If you go mounted fury instead of invulnerable rager, you get a pretty tough horse, you give up 5 DR and 6 resist fire though. At some point in the horses life, it gets polymorph any object'ed into a dire bat, which is permanent. You grab greater ferocious mount, so your mount benefits from all you permanent rage powers, like supersition, allowing it to make a save once and a while. It can also rage, gaining +8 to con, helping it's hit points. Boon companion will make it an animal companion at your level. Mounted skirmisher allows you to pounce when you do a mounted charge, which would allow you to grab a different totem (he was built around a mounted charge already).

It seems to me a mounted fury build is always going to be feat starved, but this feat might be worth a look if you go that way:

Indomitable Mount (Combat, Local)

Your skill at riding helps your mount avoid attacks.

Prerequisites: Mounted Combat, Handle Animal 5 ranks, Ride 5 ranks, Lastwall affinity.

Benefit: Once per round when your mount must make a saving throw, you can make a Ride check as an immediate action. Your mount makes its save if your Ride check result is greater than the DC of the opponent’s attack.

I could have sworn there was a regional trait or feat that let you make a second ride check per round to negate an attack on your mount, but I can't find it in the d20pfsrd.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
LilithsThrall wrote:

I'd like to throw out an option for consideration. I'm going to use a Sorcerer (because I like Sorcerers better than Wizards).

Round 1) Barbarian is on his batty bat. Sorcerer casts Control Winds from scroll using UMD.. Batty Bat is in Tornado force winds and falls from the sky

Round 2) Barbarian lands and has to close the distance to my Sorcerer. Keep in mind that a tornado is still blowing. Sorcerer casts invisibility.

Round 3) Barbarian might be in combat range. He's taking perception penalties from tornado. Sorcerer casts waves of exhaustion

Round 4) Sorcerer casts major image of himself to give Barbarian something to burn his rage on.

Then a little while later, Barbarian #2 comes on after the Sorcerer. He's a little smarter than Barbarian #1 because he bought a ring of Invisibility. Having sent Barbarian #1 ahead of him, he's readied an action with his mighty enchanted composite long bow and shoots said sorcerer while he's trying to get the spell off. Barbarian's #1 and 2, both close in and it gets ugly really fast.


Ah, I found it.

Trick Riding (Combat)

You are not only skilled at controlling a horse in combat; you can make it look like art.

Prerequisites: Ride 9 ranks, Mounted Combat.

Benefit: While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. You do not take a –5 penalty for riding a mount bareback. You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once.

Feats are really tight for any flavor of barbarian though. If for some reason you were making a mounted fighter as opposed to a cavalier or something this would definitely be a good one to take.

Hmmm just noticed the "light or no armor" thing.

Maybe no one would ever take this one. Maybe a mounted mage or something. Might be cool if you tool about on a phantom steed.

Otherwise there aren't too many builds that will take it. Sohei maybe?


Andy Ferguson wrote:
Boon companion is +4, and is from Seeker of Secrets, which looks like it's allowed in PFS play.

Interesting, i will search, but this don't change nothing. The barbarian still can't even find the wizard.

It seems that this barbarian have a little too much feats and rage powers, or is only a sensation? :)
And remember, bat has not true vision from the stone, and illusions can fool it, since illusions can be also uditive and tactile.
This look as a waste of round of rage.


The range of Summon monster is 75 ft, the range of cat's grace is touch, the range of haste is 30 ft, the range of blindsense is 40ft. Every round the barbarian is doing ride by attack, so his charge goes past whomever his target is. He just needs to find you once. Like maybe the round you cast cat's grace, or maybe the round you cast haste. But probably he simply listens for you casting spells, in a strong voice, invisibility and mind blank don't help against that.


Why I should summon a monster at this range? Monsters can move... And I can cast then move, maybe using blink. And you'r using the bat blindsense? It is not so smart, is is not quite intelligent to discover a wizard invisible with mind blank and maybe with illusions.
No way, if a wizard don't want, you will not find him. The wizard you're describing is an idiot. By the way, in my example I buffed a monster from planar ally, not summon monster. Even if he kill the wizard, he can clone himself. Wizards can make an illusion producing sounds that cover the sound of his voice during casting (you can SEE through illusions, not hear)

The funny thing is that all this stuff can be made even by a warrior, he just need money..

Now it's enough for me, this tread WAS funny. I will tell you what i do as a GM.
Once a rage powers become once an encounter, so rage cycling is not useful (is such a stupid thig for a RPG, this is not a videogame).
Mind blank don't stop see invisibility and similar spells.
And everytime I see a rules that overpower a character I will erase o modify.
But more important, I will not give too much gold or magic items to players. Luckily, since I played for 20 years at rpg this are not problem for my party. None of my players try to use rules to do powerplay, and they want to enjoy and not playing Diablo at table, doing gear, and gear, and gear. And if someone pretends to have his character doing all things, well, there's always a good side in this situation.
He don't play with us :)


AlecStorm wrote:

Why I should summon a monster at this range? Monsters can move... And I can cast then move, maybe using blink. And you'r using the bat blindsense? It is not so smart, is is not quite intelligent to discover a wizard invisible with mind blank and maybe with illusions.

No way, if a wizard don't want, you will not find him. The wizard you're describing is an idiot. By the way, in my example I buffed a monster from planar ally, not summon monster. Even if he kill the wizard, he can clone himself. Wizards can make an illusion producing sounds that cover the sound of his voice during casting (you can SEE through illusions, not hear)

Andy Ferguson wrote:
It's just becoming formulaic, someone says a wizard does something, someone else points out that doesn't work, then the wizard introduces something new.

You can't cast summon monster then move, it's a full round action. The bat is awakened. You haven't said up to this point that you are casting illusions.


Andy Ferguson wrote:
Godwyn wrote:

I can honestly say I have read this entire thread. It is surprisingly worth it, even.

I am a fan of AM_BARBARIAN.

I also enjoy how no posted caster has managed to actually do much to AM on the first posting.

As his one true weak spot has been found, what are additional ways to help out the bat?

If you go mounted fury instead of invulnerable rager, you get a pretty tough horse, you give up 5 DR and 6 resist fire though. At some point in the horses life, it gets polymorph any object'ed into a dire bat, which is permanent. You grab greater ferocious mount, so your mount benefits from all you permanent rage powers, like supersition, allowing it to make a save once and a while. It can also rage, gaining +8 to con, helping it's hit points. Boon companion will make it an animal companion at your level. Mounted skirmisher allows you to pounce when you do a mounted charge, which would allow you to grab a different totem (he was built around a mounted charge already).

Mounted skirmisher actually gives you possibility to pounce when your mount move his speed or less.So you cant charge+pounce,as charge is double speed.And beast totem grants pounce while you charge,not mount.

But still i think mounted skirmisher is awesome for that build,as very most of fights will be in move range of mount.Though its problem it cost another 2 feats...and barbarian isnt great feat wise.

And btw was wandering,where from i can get dire bat for mount?Searched everything and couldnt find it.


I can blink every round, even if I summon. I will summon monster at their run range from you, so if you move in my range you have to run and cannot attack, so then I can move.
You can't have an awakened animal companion. So... this end the discussion about the intelligence of the bat.
I can cast illusion when I want. Mainly, before I begin to attack. This is the advantage of stealth. There's also the programmed image, that I can cast before the encounter (the description don't tell i need to choose the area of effect during cast).
The important fact is that you can't see me until I choose to reveal myself, so I have many rounds as I want (remember programmed image to deceive sounds). Maybe you should spend less gold in weapon and buy a ring of invisibility and a "once a day item of mind blank".
Surrender, general rules need a fix for high level. This is true for some spells (because each is a rule by itself), for some barbarian powers, and so on.

Ok, now I'll stop. There's nothing more interesting in this tread. I just repeat what i wrote in the last post. This is not the way RPG are meant to be played, also is evident that not all rules are clear (like the use of awakening).


LazarX wrote:
LilithsThrall wrote:

I'd like to throw out an option for consideration. I'm going to use a Sorcerer (because I like Sorcerers better than Wizards).

Round 1) Barbarian is on his batty bat. Sorcerer casts Control Winds from scroll using UMD.. Batty Bat is in Tornado force winds and falls from the sky

Round 2) Barbarian lands and has to close the distance to my Sorcerer. Keep in mind that a tornado is still blowing. Sorcerer casts invisibility.

Round 3) Barbarian might be in combat range. He's taking perception penalties from tornado. Sorcerer casts waves of exhaustion

Round 4) Sorcerer casts major image of himself to give Barbarian something to burn his rage on.

Then a little while later, Barbarian #2 comes on after the Sorcerer. He's a little smarter than Barbarian #1 because he bought a ring of Invisibility. Having sent Barbarian #1 ahead of him, he's readied an action with his mighty enchanted composite long bow and shoots said sorcerer while he's trying to get the spell off. Barbarian's #1 and 2, both close in and it gets ugly really fast.

Do you really want to get into a contest as to which character has more and more powerful backup (cohort, simulacrum, followers, etc.)?

Yeah, I didn't think you did.


Ashiel wrote:

So basically the magical creatures from Norse Mythology. They are shown to be magical creatures specifically because they can forge weapons such as the mjolnir, and not the hands of normal mortals. No one in norse mythology uses the kind of magic described in D&D, because D&D is a mish-mash of different fantasy stories and mythologies. You are taking these traditions out of context and acting as though the same principles would apply with you mix these traditions in with other traditions.

Wikipedia, Citations from Dictionary of Northern Mythology wrote:
While Eitri used magic in a forge that was extremely hot, Brokkr worked the bellows so that the fire would not cool down nor get too hot for the magic.
There are also dwarfs in Norse Mythology said to hold up the sky. There should probably be a feat for that. :P

Bruenor Battlehammer made Aegis-Fang, plus a magic mace (+1 or +2, I think) for Regis. I'm pretty sure he's in the D&D game.

RPG Superstar 2012 Top 16

And Drizzt's +4 Elven Chain.

==+Aelryinth


Always found that he made the armor amusing, cause he's a dwarf


Ronin Samurai with:
-adamantine lance lance
-mounted combat, ride-by combat, spirited charge
-Power attack
strength 22
I don't feel like statting out all the feats and all the utilitarian magical items, but with that right there, at level 20, you're gonna do something like 315 damage minimum on your first hit, since Ronin can treat one of their D20 rolls as a natural twenty, once a day. All ya gotta do is confirm your crit, then BLAM, (1d8+20+15+9)*7. Obviously it's a skeleton build, but that's the root of it, and it's pretty vicious.

Now, don't get me wrong, I love me my barbarian and Wizard, but I'm quite tickled by the Samurai, which surprised me, because I wasn't going to purchase UC because of it. There're some spellcasters that can stand up to that sort of fight, I'm not gonna try to argue that, but that's putting most characters and a hefty chunk of beasties in the ground.

Liberty's Edge

Andy Ferguson wrote:
Some of that is we're just tossing idea's around, some of that is wizard are supposed to be supremely intelligent but as players we are only of regular intelligence, but a lot of it is wizards are not as effective when held to the rules and action economy.

Wizards are not as effective when the scenario is heavily stacked against them. This scenario is definitely stacked against the wizard in several ways:

1) Barbarian gets ally. Barbarian is designed to overcome many of the wizard's strengths. Said ally is specifically designed to overcome many of the wizard's strengths. Wizard is alone.

2) The barbarian is allowed to start with buffs that have a duration measured in rounds / level. The bat is allowed to have buffs that have duration measured in 10 min / level. The wizard is restricted to hour / level buffs.

3) The barbarian automatically sees the wizard and is within range to kill the caster in 1 turn.

4) People are introducing house rules against the wizard. (Ie. you can't take out a component as part of the casting of the spell, custom magic items for the barbarian, good beings stand around and allow murder.) I wish there was an unbiased judge we could rely on for this but oh well.

For the wizard to win, 1 of the first 2 advantages must be neutralized and the fourth ignored. The easiest is probably killing the bat. Area of effect damage is probably the best, unless one has a way of ensuring a touch attack can hit. Once it is dead the wizard can use any number of tactics (you can't find me, or you can't reach me) to get the barbarian.

To negate the second advantage is a bit more difficult. It can only be done with a no saving throw exhaustion effect, and it is difficult (though not impossible) to do so with a ray due to the barbarian's high touch AC. Furthermore it must be done twice, since heart of the fields will be used the first time and must be an instantaneous effect due to the barbarian's ability to spell sunder ongoing spell effects. This means waves of exhaustion, unfortunately, that only has a range of 60 feet and is 7th level.

Surviving being within 60', able to cast, but not able to be charged, requires some doing. Force cage on self, surrounded by a wall of stone (or whatever) would probably be the easiest method.


ShadowcatX wrote:

Wizards are not as effective when the scenario is heavily stacked against them. This scenario is definitely stacked against the wizard in several ways:

1) Barbarian gets ally. Barbarian is designed to overcome many of the wizard's strengths. Said ally is specifically designed to overcome many of the wizard's strengths. Wizard is alone.

2) The barbarian is allowed to start with buffs that have a duration measured in rounds / level. The bat is allowed to have buffs that have duration measured in 10 min / level. The wizard is restricted to hour / level buffs.

3) The barbarian automatically sees the wizard and is within range to kill the caster in 1 turn.

4) People are introducing house rules against the wizard. (Ie. you can't take out a component as part of the casting of the spell, custom magic items for the barbarian, good beings stand around and allow murder.) I wish there was an unbiased judge we could rely on for this but oh well.

For the wizard to win, 1 of the first 2 advantages must be neutralized and the fourth ignored. The easiest is probably killing the bat. Area of effect damage is probably the best, unless one has a way of ensuring a touch attack can hit. Once it is dead the wizard can use any number of tactics (you can't find me, or you can't reach me) to get the barbarian.

To negate the second advantage is a bit more difficult. It can only be done with a no saving throw exhaustion effect, and it is difficult (though not impossible) to do so with a ray due to the barbarian's high touch AC. Furthermore it must be done twice, since heart of the fields will be used the first time and must be an instantaneous effect due to the barbarian's ability to spell sunder ongoing spell effects. This means...

1. The spellcaster is allowed an ally. Of course, there's a difference between a 9HD bat and something ludicrous like 2 20CR dragons. The Barbarian has reasonable access to a trained bat (he trained it himself using Handle Animal). The spellcaster needs a reasonable way to get an ally. My sorcerer could have had such an ally, but I chose not to give it to him as he didn't need it to win the contest.

2. I don't know what all abilities the Barbarian has active, but I believe that they all can be raised in one round of time.

3. Not a big problem, I think. My sorcerer was able to drop the bat before it got close enough to be a problem.

4. The rule is that complex components can't be taken out as part of the casting of the spell. This isn't a house rule, its RAW. The custom item was suggested and then withdrawn from the Barbarian (the Barbarian doesn't have it) almost immediately after it was suggested.

As for how to beat the Barbarian, what you describe is what my Sorcerer did. He took out the Bat using Control Winds off a scroll, flew above the Barbarian to a point of safety, and waited til the Barbarian dropped out of rage (no longer than about 35 rounds).


LilithsThrall wrote:
The Barbarian has reasonable access to a trained bat (he trained it himself using Handle Animal). The spellcaster needs a reasonable way to get an ally.

Ah, but you don't have a reasonable way to get an ally. A canine or equine or simian or other intelligent social animal can be trainable. There is nobody in the real world training bats. Why must we assume dire bats can be trained without supernatural methods any more than actual bats can be? There is no reason a GM should allow a dire bat to be trained.

Frankly Spell Sunder shouldn't enter into the discussion. It's as broken as antagonize. It's almost as broken as antagonize was when there was a typo in the DC.

Dispel magic compares 1d20+caster level to 11+caster level. Spell sunder compares 1d20+BAB=level+strength+improved/greater sunder to 15+caster level. Strength is +2 just for being a raging barbarian and a +3 base strength mod is on the low side for a starting barbarian. That already puts it 1 ahead of dispel magic without sunder boosting feats or strength boosters or level up stat boosts or starting with an 18 or 20 strength. Casters aren't adding up to +4 from feats and their prime stat that they have a class ability to boost even higher into their dispel checks, why is it okay for barbarians to do so?


ah crap, this thread got more posts than my Monk thread (i think)

EDIT: nope, nvm ^_^


Atarlost wrote:
LilithsThrall wrote:
The Barbarian has reasonable access to a trained bat (he trained it himself using Handle Animal). The spellcaster needs a reasonable way to get an ally.

Ah, but you don't have a reasonable way to get an ally. A canine or equine or simian or other intelligent social animal can be trainable. There is nobody in the real world training bats. Why must we assume dire bats can be trained without supernatural methods any more than actual bats can be? There is no reason a GM should allow a dire bat to be trained.

Frankly Spell Sunder shouldn't enter into the discussion. It's as broken as antagonize. It's almost as broken as antagonize was when there was a typo in the DC.

Dispel magic compares 1d20+caster level to 11+caster level. Spell sunder compares 1d20+BAB=level+strength+improved/greater sunder to 15+caster level. Strength is +2 just for being a raging barbarian and a +3 base strength mod is on the low side for a starting barbarian. That already puts it 1 ahead of dispel magic without sunder boosting feats or strength boosters or level up stat boosts or starting with an 18 or 20 strength. Casters aren't adding up to +4 from feats and their prime stat that they have a class ability to boost even higher into their dispel checks, why is it okay for barbarians to do so?

Speaking of, AM needs antagonize to!

Seriously though. In what way shape or form is training a dire bat ludicrous? More or less so than training a hippogriff or pegasus or griffon? All with set values by RAW.

Spell Sunder is sexy.


NO IT'S NOT. BARBARIANS CAN'T HAVE NICE THINGS!!

(sarcasm)

Dark Archive

Whoa. What just happened here? This place is not a place of honor. After a battle like this, there are no victors.

However, in my mind the debate comes down to three factors and one principle:

"Thus if I determine the enemy's disposition of force while I have no perceptible form, I can concentrate my forces while the enemy is fragmented. Victory goes to the formless."

Factor 1: Initiative. Move first, move decisively, you prevail. Deny the enemy a chance at action.

Factor 2: After initiative, the most crucial capacity in these matchups will always be maneuver. Retain the ability to disengage decisively and any round that is not fatal is a round you may recover from.

Factor 3: Denial. After initiative and maneuver, the ability to resist assault is next in importance. Save-or-sucks end fights, as do 50+ hp hits.

Without digging too far, I am afraid that although I prefer fighting-types, in general the casters have greater ability over the levels to dominate Factors 1 and 2. The only hope of fighting-types over time, when pitted directly against casters is more complete dominance of Factor 3 and high enough damage to totally screw the other guy.


Godwyn wrote:
Speaking of, AM needs antagonize to!

CLEARLY, BARBARIAN AM DOING THAT ALL THREAD LONG. AM GET MANY CASTYS IN MELEE RANGE.

BARBARIAN AM MAYBE HAVING SPLATTER OF TROLL BLOOD? AM NOT SURE, BARBARIAN MOTHER AM NOT TELLING HIM ABOUT PREVIOUS INCARNATIONS OF BARBARIAN.


AM BARBARIAN wrote:
Godwyn wrote:
Speaking of, AM needs antagonize to!

CLEARLY, BARBARIAN AM DOING THAT ALL THREAD LONG. AM GET MANY CASTYS IN MELEE RANGE.

BARBARIAN AM MAYBE HAVING SPLATTER OF TROLL BLOOD? AM NOT SURE, BARBARIAN MOTHER AM NOT TELLING HIM ABOUT PREVIOUS INCARNATIONS OF BARBARIAN.

Planar Binding would work even as RAW. The UM has the "truename" arcane discovery. That allows you to summon an 18hd outsider and not pay them anything since you know their truename. No expensive component necessary. A 20th level Wizard could have 6 truenames.

Timestop. Summon 6 planetars using truename. Dimension Door, the Wizard could have the prettiest angel summon up a beer and sandwich. She would be rubbing the Wizard's back while the barbarian flounders.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
LilithsThrall wrote:
LazarX wrote:
LilithsThrall wrote:

I'd like to throw out an option for consideration. I'm going to use a Sorcerer (because I like Sorcerers better than Wizards).

Round 1) Barbarian is on his batty bat. Sorcerer casts Control Winds from scroll using UMD.. Batty Bat is in Tornado force winds and falls from the sky

Round 2) Barbarian lands and has to close the distance to my Sorcerer. Keep in mind that a tornado is still blowing. Sorcerer casts invisibility.

Round 3) Barbarian might be in combat range. He's taking perception penalties from tornado. Sorcerer casts waves of exhaustion

Round 4) Sorcerer casts major image of himself to give Barbarian something to burn his rage on.

Then a little while later, Barbarian #2 comes on after the Sorcerer. He's a little smarter than Barbarian #1 because he bought a ring of Invisibility. Having sent Barbarian #1 ahead of him, he's readied an action with his mighty enchanted composite long bow and shoots said sorcerer while he's trying to get the spell off. Barbarian's #1 and 2, both close in and it gets ugly really fast.

Do you really want to get into a contest as to which character has more and more powerful backup (cohort, simulacrum, followers, etc.)?

Yeah, I didn't think you did.

That's not the point... the point is when doing these one on one comparisons which the game isn't about... one can always rig the fight to make it come out the way you want it to.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Atarlost wrote:


Frankly Spell Sunder shouldn't enter into the discussion. It's as broken as antagonize. It's almost as broken as antagonize was when there was a typo in the DC.

Sure deny one of the few opportunties to level the playing field between a caster and a martial.


ShadowcatX wrote:


Wizards are not as effective when the scenario is heavily stacked against them. This scenario is definitely stacked against the wizard in several ways:

1) Barbarian gets ally. Barbarian is designed to overcome many of the wizard's strengths. Said ally is specifically designed to overcome many of the wizard's strengths. Wizard is alone.

It's a 6HD dire bat with no buffs. It has 36 HP, horrible saves, and no AC. WTH are you talking about. If you want a liability that lets you fly go ahead and grab handle animal and train one.

ShadowcatX wrote:
2) The barbarian is allowed to start with buffs that have a duration measured in rounds / level. The bat is allowed to have buffs that have duration measured in 10 min / level. The wizard is restricted to hour / level buffs.

Another WTH? He starts with no buffs. He can not cast magic! He gets rage...a mechanic of his class that is balanced. His bat has NO buffs, just magic items.

ShadowcatX wrote:
3) The barbarian automatically sees the wizard and is within range to kill the caster in 1 turn.

The barbarian and you probably see each other at the same time. Somewhere in the 300-400 ft distance. In fact he might see you first since perception is a class skill for him and not you. So don't complain. We could have given him a surprise round considering this.

He has a very large charge distance, yep. You just have to deal with that. We gave you initiative so stop complaining.

ShadowcatX wrote:

4) People are introducing house rules against the wizard. (Ie. you can't take out a component as part of the casting of the spell, custom magic items for the barbarian, good beings stand around and allow murder.) I wish there was an unbiased judge we could rely on for this but oh well.

Wow! Not a single house rule here. Rules specifically state that elaborate (10K worth of incense and gems) spell components can not be used as a free action when casting spells. The rule has been quoted to you. Pay attention and stop making stuff up.

No custom magic items. Just magic items that you can buy, AKA they are statted in the book. Name one that was custom.

These are NG planetars that do not know you. All they know is that some guy ripped them off their home plane and brought them here. They are now on the material plane in the flesh and can die permanently. You need to explain to them what you want and negotiate with them. Convince them that your a good guy and an crazy barbarian is trying to kill you. This will take time (1-3 rounds of time, maybe more considering that diplomacy takes ~1 min.) Would I allow them to work for free on this once you explained it to them, probably.

The problem is that you want to skip these steps and use gate as an oh no I'm gonna die spell. Gate has been thoroughly shown to not be a good opening move.
1)Can not be used with time stop because it effects other creatures.
2)Takes more than a standard action to cast because it has elaborate spell components. These components need to be drawn from your backpack (at minimum a move action) and set up (probably 1 rnd). Gate is a ritual spell like planar binding, not a summoning spell. It takes prep.
3)Requires negotiation, which takes time, if you summon more than your caster lvl in HD of creatures.

These are the classic mistakes that spell casters make. They read the key points at the top of the spell and skip the description. The description also contains rules that need to be adhered to.


trurl wrote:


Planar Binding would work even as RAW. The UM has the "truename" arcane discovery. That allows you to summon an 18hd outsider and not pay them anything since you know their truename. No expensive component necessary. A 20th level Wizard could have 6 truenames.

Timestop. Summon 6 planetars using truename. Dimension Door, the Wizard could have the prettiest angel summon up a beer and sandwich. She would be rubbing the Wizard's back while the barbarian flounders.

All your planar bindings do not work. We have explained this. TIME STOP prevents you from casting any spell which effects another creature. You are calling these creatures to you and thus effecting them. You can not use this with time stop.


LazarX wrote:
Atarlost wrote:


Frankly Spell Sunder shouldn't enter into the discussion. It's as broken as antagonize. It's almost as broken as antagonize was when there was a typo in the DC.

Sure deny one of the few opportunties to level the playing field between a caster and a martial.

Spell Sunder doesn't level the playing field at all. It just takes barbarians out of the martial category and puts them in a third "zomg broken" category. If you want to level the playing field you have to make it available to everyone. And not add a stat or allow it to benefit from sunder feats. Adding a stat to the checks when dispel magic doesn't is bad.


Lab_Rat wrote:
trurl wrote:


Planar Binding would work even as RAW. The UM has the "truename" arcane discovery. That allows you to summon an 18hd outsider and not pay them anything since you know their truename. No expensive component necessary. A 20th level Wizard could have 6 truenames.

Timestop. Summon 6 planetars using truename. Dimension Door, the Wizard could have the prettiest angel summon up a beer and sandwich. She would be rubbing the Wizard's back while the barbarian flounders.

All your planar bindings do not work. We have explained this. TIME STOP prevents you from casting any spell which effects another creature. You are calling these creatures to you and thus effecting them. You can not use this with time stop.

Good thing that failed on the first round. 2nd round of time stop. Leave an illusionary note:

Back in 1 hour. Wait here. --- Wizard

Next, teleport to my lair. After I summoned the prettiest angel, I would probably just drink beer and eat sandwiches.


LazarX wrote:
That's not the point... the point is when doing these one on one comparisons which the game isn't about... one can always rig the fight to make it come out the way you want it to.

Since none of us are taking this discussion seriously, what's the problem?

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