AM BARBARIAN Build


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Evershifter wrote:

So, here's a thought I had about 300 posts back. Haven't had the chance to catch up on everything yet.

So, AM spots wizard and begins his charge from out of sight.
DIVINER's spider sense begins to tingle.
He's a 20th level wizard with crazy skill ranks in everything and divination spells to burn every day, so he is well aware of what AM is and is all about, may even know that today he is going to have to battle AM. This is more or less beside the point.
DIVINER looks around and sees no obvious threat in the open field he is floating over 10 - 20 ft above the ground, so he gets a good idea of what is about to happen. He readies to cast a spell when his target comes into view.
AM comes flying in at his 860 ft per round, Observed state ready to break a new record.
DIVINER makes eye contact with AM, and at about... oh, 100 feet away still he casts his readied Anti-Magic Field.

Now, the way I see this unfolding, and I could be wrong, haven't looked into it seriously yet, is first off, all magical effects out to 200 feet are suppressed including DIVINER's, so:
DIVINER falls to the ground out of the way of AM's charge.
BATTY BAT is no longer BATTY but rather a half-elf being propelled through the air at 860 ft per round with an AM on his back.
AM is having issues with the sudden lack of mount, aforementioned great speed, and no more legal target for his charge.
AM and BATTY ELF are on the ground, probably prone, 10-50 feet from DIVINER depending on the angle of AM's charge.

So, AM and BATTY ELF take massive falling damage for high-speed collision with the ground, DM might adjudicate extra damage for BATTY ELF for also being squished by AM.

This leaves us where? Initiative continues with DIVINER going next, since his readied action was triggered by AM's turn.

DIVINER dismisses Anti-Magic Field as standard action. Spells resume, BATTY ELF is now BATTY BAT again, though not currently acting as a mount (arguably: they are both prone, he was no longer a mount while briefly an elf, etc.). Since BATTY...

If the antimagic field came into play the second AM was visible, wouldn't the casty start falling prior to AM getting there? (iirc antimagic is a 10' radius around the caster)

If he does it within 10 ft of AM it might work, but then you run into the problem of 'lances have reach, and you no longer have any protection.'


Whoops... thought it said 10-ft PER LEVEL radius centered on you.

Okay, let me think about that and get back to you.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Evershifter wrote:

So, here's a thought I had about 300 posts back. Haven't had the chance to catch up on everything yet.

So, AM spots wizard and begins his charge from out of sight.
DIVINER's spider sense begins to tingle.
He's a 20th level wizard with crazy skill ranks in everything and divination spells to burn every day, so he is well aware of what AM is and is all about, may even know that today he is going to have to battle AM. This is more or less beside the point.
DIVINER looks around and sees no obvious threat in the open field he is floating over 10 - 20 ft above the ground, so he gets a good idea of what is about to happen. He readies to cast a spell when his target comes into view.
AM comes flying in at his 860 ft per round, Observed state ready to break a new record.
DIVINER makes eye contact with AM, and at about... oh, 100 feet away still he casts his readied Anti-Magic Field.

Now, the way I see this unfolding, and I could be wrong, haven't looked into it seriously yet, is first off, all magical effects out to 200 feet are suppressed including DIVINER's, so:
DIVINER falls to the ground out of the way of AM's charge.
BATTY BAT is no longer BATTY but rather a half-elf being propelled through the air at 860 ft per round with an AM on his back.
AM is having issues with the sudden lack of mount, aforementioned great speed, and no more legal target for his charge.
AM and BATTY ELF are on the ground, probably prone, 10-50 feet from DIVINER depending on the angle of AM's charge.

So, AM and BATTY ELF take massive falling damage for high-speed collision with the ground, DM might adjudicate extra damage for BATTY ELF for also being squished by AM.

This leaves us where? Initiative continues with DIVINER going next, since his readied action was triggered by AM's turn.

DIVINER dismisses Anti-Magic Field as standard action. Spells resume, BATTY ELF is now BATTY BAT again, though not currently acting as a mount (arguably: they are both prone, he was no longer a mount while briefly an elf, etc.). Since BATTY...

AMF is a 10' radius, not 10'/level radius. Just 10 feet. That means as soon as AM/BATTY enters the area and all of his stuff enters the area, he's also in range for his lance charge, since the PF-universe is broken up into discrete 5-foot chunks. At 10-feet away, he's outside AMF. At 5 feet away, he's now inside AMF but also can resolve his charge attack (since he has reach). It's ambiguous in RAW as to whether AM still gets his Spirited Charge.

Solution

Perhaps AM should take the Lunge feat. That way he could use it when charging to make sure he is not stymied by AMF, since his reach would be 15'. He's outside the AMF but can target the caster. Any magical effects on the lance itself would not apply, but everything on AM or BATTY would still apply.

Of course, after the lance attack resolves and AM/BATTY fly into the area of the AMF, all hell breaks loose with people turning back into people, etc., but by that time the wizard is probably dead (since the majority of damage is due to exceptional abilities and/or effects on the barbarian who is still outside the AMF). Contingencies obviously would not apply for the wizard within the AMF.


I like this idea, and looking at his feat selection there is I've thing in it which is wholly vestigial to the build (and honestly is kind of moot, as if AM is below 100 hp he's screwed up somewhere.)

In my notebook, Raging Vitality hath now been crossed out and lunge is hastily scrawled in its place.

Liberty's Edge

A better approach would be a maximized disintegrate at BATTY, unless the caster gets a cohort, in which case the caster's (currently invisible) cohort readies an action of 'move between AM and my buddy the caster as soon as I see him start his charge.' Since you can't charge through a creature, and AM can't see the cohort when he starts his charge...I think he just double moves? Anyway, he's not charging, and the caster gets to throw a couple more spells around. Like, say, a pair of WoE, one of which would need to be quickened, obviously.


DeathSpot wrote:
Aelryinth wrote:
Maddigan wrote:
Stuff

Your argument boils down to 'whoever goes first wins'.

The part about AM is that he can lose initiative and still kill a caster reliably, and there's next to nothing they can do about it.
===Aelryinth

I'll disagree with your statements. All of the cool abilities (and yeah, they ARE cool) AM uses to kill the caster are rage powers. If the caster wins initiative, AM isn't going to be raging.

The point of this thread, is (or was, or was meant to be) a bit of fun with what seems to be a very broken character using RAW only, and to post your ideas of how you would defeat AM along with some mechanics.

How would you stop AM raging? What are the DC for the saves etc?


I don't think that attacking AM will yield any significant benefit until you can take away his movement. BATTY must die in such a way that you still have the ability to remove yourself from AM's immediate attackable area.

Maximized Anything That Allows A Save vs BATTY wont work because of his crazy save bonuses from being AM's also raging mount.

The Anti-Magic Field idea was cool because it had the effect of neutralizing the mount IN ADDITION TO getting DIVINER out of the way of the charge with a single action. Maze on BATTY during the charge would be cool, but then you'd just have a flying AM coming straight at you, so really, your situation hasn't really improved much. :)

Liberty's Edge

OberonViking wrote:
How would you stop AM raging? What are the DC for the saves etc?

Waves of Exhaustion is a close-range, area-effect spell that doesn't allow a save. Two of them (one quickened via a greater rod) will overcome AM's Heart of the Fields and prevent him from sundering more than, at most, one of my spells. Yes, this depends on the caster getting the jump on AM. But that's true of AM as well.

Basically, this entire thread boils down to "Yay, let's play rocket tag!"

EDIT: With reach spell, I can bump the waves of exhaustion to medium range. That's 300 feet for me.


Let's see if this works

The Build

Dusty
Elf Diviner 20°

Dusty is travelling in the plain with a greater metamagic rod of quickened spell in his hand when AM barbarian spot him.

Dusty has forewarned and he wins initiative but he doesn't see anyone even with his high spot modifier "wow, that must be a powerful enemy, he thinks" so he casts quickned iron body, then he uses his gloves of storing to draw his tube of dust of sneezing and choking [http://paizo.com/pathfinderRPG/prd/magicItems/specificCursedItems.html] and he ready an action "when someone comes within 20 feet from me, i launch the dust"

Am barbarian then charges and just before he can hit the poor Dusty he becames affected by the dust and he and his mount are unable to act for 5d4 round and Dusty has now all the time he needs to kill am barbarian.


heh big post I only have 3 things to say.

would AM have a problem with a paranoid caster who surrounds himself with meat shields that would block the charge ?

would AM have a problem if paranoid caster has a permanent fly speed and is always 30+ft off the ground

would AM have a problem with paranoid caster who has contingency spell on designed to thwart an attack he is unaware of until the very last moment.
e.g.
trigger being charged, immediate dimension door either well behind the charging foe since it can't do a 180 and get to you before you turn
or DDoor Vertical 400+ft into the air (assuming you've got a fly speed of some sort)

side note
heh I just thought of what a world of pain AM would be in if a Witch landed a retribution curse on him XD


Reach spell only works on spells with a range of touch, short, or medium. WoE has a different range.


Liss wrote:

Let's see if this works

The Build

Dusty
Elf Diviner 20°

Dusty is travelling in the plain with a greater metamagic rod of quickened spell in his hand when AM barbarian spot him.

Dusty has forewarned and he wins initiative but he doesn't see anyone even with his high spot modifier "wow, that must be a powerful enemy, he thinks" so he casts quickned iron body, then he uses his gloves of storing to draw his tube of dust of sneezing and choking [http://paizo.com/pathfinderRPG/prd/magicItems/specificCursedItems.html] and he ready an action "when someone comes within 20 feet from me, i launch the dust"

Am barbarian then charges and just before he can hit the poor Dusty he becames affected by the dust and he and his mount are unable to act for 5d4 round and Dusty has now all the time he needs to kill am barbarian.

Interesting. How are you taking 3 actions on a surprise round?


Phasics wrote:

heh big post I only have 3 things to say.

would AM have a problem with a paranoid caster who surrounds himself with meat shields that would block the charge ?

would AM have a problem if paranoid caster has a permanent fly speed and is always 30+ft off the ground

would AM have a problem with paranoid caster who has contingency spell on designed to thwart an attack he is unaware of until the very last moment.
e.g.
trigger being charged, immediate dimension door either well behind the charging foe since it can't do a 180 and get to you before you turn
or DDoor Vertical 400+ft into the air (assuming you've got a fly speed of some sort)

side note
heh I just thought of what a world of pain AM would be in if a Witch landed a retribution curse on him XD

1. Not so much, since he's surrounded on all sides, thus kind of making him unable to do anything. If he's not surrounded from above, then vertical charges are a definite option.

2. Definitely not. AM generally stays 100+ up himself.

3. Maybe, but bear in mind you need a solid surface to teleport onto.

Side note, yeah. That might suck.


trinam wrote:
Interesting. How are you taking 3 actions on a surprise round?
prd wrote:
Restricted Activity: In some situations, you may be unable to take a full round's worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free and swift actions as normal). You can't take a full-round action (though you can start or complete a full-round action by using a standard action; see below).


After reading the dust of choking etc, I'm not sure it can be used as a thrown weapon, and if it can, you'd have trouble hitting am with it and not catching yourself in the area.

Yep on re-reading it defiantly seems that it's meant to only work if cast about yourself exactly as if you used dust of appearance. There's a reason it's a CURSED item and not just a magic item.


nevernever wrote:

After reading the dust of choking etc, I'm not sure it can be used as a thrown weapon, and if it can, you'd have trouble hitting am with it and not catching yourself in the area.

Yep on re-reading it defiantly seems that it's meant to only work if cast about yourself exactly as if you used dust of appearance. There's a reason it's a CURSED item and not just a magic item.

that is the reason i cast iron body on myself, it makes me immune to attacks and spells that affect my physiology or respiration


That is a really interesting idea, but it would be subject to the whims of the gm. On the one hand, the dust would definitely work should AM get within the range, and it would buy a couple rounds. On the other, reading an action generally is considered to take place prior to the action that triggered it. This one would happen right in the middle of the charge, but you're still there, and the charge wasn't actually interrupted. Either he would instantly stop and be stunned for a couple rounds, or the charge (full round action that must finish resolving prior to the effect taking hold) murders the casty and THEN he chokes.

My personal ruling would be that the action in progress would finish and then the choking starts, but it would vary by GM.


Liss wrote:
nevernever wrote:

After reading the dust of choking etc, I'm not sure it can be used as a thrown weapon, and if it can, you'd have trouble hitting am with it and not catching yourself in the area.

Yep on re-reading it defiantly seems that it's meant to only work if cast about yourself exactly as if you used dust of appearance. There's a reason it's a CURSED item and not just a magic item.

that is the reason i cast iron body on myself, it makes me immune to attacks and spells that affect my physiology or respiration

So a new addition to AMs tactics then, he always holds his breath just before charging. (there is rules for how long you can hold your breath in the core).

I could be a a b$@~* and argue that nothing in the item states that it works via breathing but that might be taking RAW to a extreme beyond what is acceptable even for this thread.


NeverNever wrote:
Liss wrote:
nevernever wrote:

After reading the dust of choking etc, I'm not sure it can be used as a thrown weapon, and if it can, you'd have trouble hitting am with it and not catching yourself in the area.

Yep on re-reading it defiantly seems that it's meant to only work if cast about yourself exactly as if you used dust of appearance. There's a reason it's a CURSED item and not just a magic item.

that is the reason i cast iron body on myself, it makes me immune to attacks and spells that affect my physiology or respiration

So a new addition to AMs tactics then, he always holds his breath just before charging. (there is rules for how long you can hold your breath in the core).

I could be a a b~&~# and argue that nothing in the item states that it works via breathing but that might be taking RAW to a extreme beyond what is acceptable even for this thread.

I can assure you he would after the first time it happened, but since it's not in previously established tactics (because I didn't think of it, seriously that is clever shenanigans) I can't claim it this time. This ain't a make it up as you go argument.

Not for me, anyways. I'm learning. :D


Trinam wrote:
NeverNever wrote:
Liss wrote:
nevernever wrote:

After reading the dust of choking etc, I'm not sure it can be used as a thrown weapon, and if it can, you'd have trouble hitting am with it and not catching yourself in the area.

Yep on re-reading it defiantly seems that it's meant to only work if cast about yourself exactly as if you used dust of appearance. There's a reason it's a CURSED item and not just a magic item.

that is the reason i cast iron body on myself, it makes me immune to attacks and spells that affect my physiology or respiration

So a new addition to AMs tactics then, he always holds his breath just before charging. (there is rules for how long you can hold your breath in the core).

I could be a a b~&~# and argue that nothing in the item states that it works via breathing but that might be taking RAW to a extreme beyond what is acceptable even for this thread.

I can assure you he would after the first time it happened, but since it's not in previously established tactics (because I didn't think of it, seriously that is clever shenanigans) I can't claim it this time. This ain't a make it up as you go argument.

Not for me, anyways. I'm learning. :D

The question then is how this effects the charge? While i'd love to agree with you and say that the charge would go through, from the raw it's been clarified that readied actions are meant to be able to interrupt, so assuming a average of 12 rounds stunned is there any chance AM would survive?


trinam wrote:

That is a really interesting idea, but it would be subject to the whims of the gm. On the one hand, the dust would definitely work should AM get within the range, and it would buy a couple rounds. On the other, reading an action generally is considered to take place prior to the action that triggered it. This one would happen right in the middle of the charge, but you're still there, and the charge wasn't actually interrupted. Either he would instantly stop and be stunned for a couple rounds, or the charge (full round action that must finish resolving prior to the effect taking hold) murders the casty and THEN he chokes.

My personal ruling would be that the action in progress would finish and then the choking starts, but it would vary by GM.

in that case, i could just add a contingency "when i say balooba then dimension door on me" to escape the slaughter(speaking is a free action that can be performed even while is not your turn)to run away from am barbarian

by the way, that dust is really broken :P

nevernever wrote:

So a new addition to AMs tactics then, he always holds his breath just before charging. (there is rules for how long you can hold your breath in the core).

I could be a a b!**% and argue that nothing in the item states that it works via breathing but that might be taking RAW to a extreme beyond what is acceptable even for this thread.

exactly, there is nothing saying that holding your breath will save you from the dust, so RAW it won't work and even RAI i have my doubts, holding your breath doesn't save you from stinking cloud for example


Hah think I've got it

again paranoid caster, druid,wildshaper earth form

travels with the group via earthglide staying just a few cm below the surface of the ground, waits until the group is attacked to pop out and cast.

not as strong as an arcane caster to be sure but a full caster none the less with enough nastiness in the bag to drop AM given the chance.


I think that it's fair to say that both iron body and holding your breath is a fair counter, however liss you may have been the first generally agreed solution to AM unless some-one else comes up with something we've missed. So 12 rounds, baring in mind save or die spells most likely wont work, what do you do?


Liss wrote:
trinam wrote:

That is a really interesting idea, but it would be subject to the whims of the gm. On the one hand, the dust would definitely work should AM get within the range, and it would buy a couple rounds. On the other, reading an action generally is considered to take place prior to the action that triggered it. This one would happen right in the middle of the charge, but you're still there, and the charge wasn't actually interrupted. Either he would instantly stop and be stunned for a couple rounds, or the charge (full round action that must finish resolving prior to the effect taking hold) murders the casty and THEN he chokes.

My personal ruling would be that the action in progress would finish and then the choking starts, but it would vary by GM.

in that case, i could just add a contingency "when i say balooba then dimension door on me" to escape the slaughter(speaking is a free action that can be performed even while is not your turn)to run away from am barbarian

by the way, that dust is really broken :P

nevernever wrote:

So a new addition to AMs tactics then, he always holds his breath just before charging. (there is rules for how long you can hold your breath in the core).

I could be a a b!**% and argue that nothing in the item states that it works via breathing but that might be taking RAW to a extreme beyond what is acceptable even for this thread.

exactly, there is nothing saying that holding your breath will save you from the dust, so RAW it won't work and even RAI i have my doubts, holding your breath doesn't save you from stinking cloud for example

also, why am barbarian should hold his breath

I tip my hat to your cleverness, good sir. It again borderlines on silly (and requires a contingency some may call unwieldy), but name one thing in here that doesn't.

Thus we have a score of AM: a whole lot to castys: 1.5, and an update to noted tactics to avoid dust.

(Don't ask who rez'd him, there's an armor casty upthread with a fund for it.)


Okay, how about this:

By methods already mentioned, DIVINER knows that AM will attempt to split the atoms inside DIVINER's head today.
DIVINER prepares appropriately and heads into the large field for the showdown and waits for his spider sense (Forewarned as well as Foresight). at a height of many feet.

<tingles> Surprise round has begun.
DIVINER looks around and sees no opponent. DIVINER begins to sweat as a free action. He also readies Maze.
The sky splits as AM comes rushing from the clouds. AM and BATTY are fully committed to their charge attack, about to make DIVINER not so much dead, more-so just not alive anymore.
At a range of 30 feet, DIVINER's contingency spell activates and Teleports DIVINER 20 feet behind AM and BATTY.
Immediately after the Teleportation, BATTY is the target of Maze. BATTY is gone for the time being.
PHYSICS looks about nervously, wondering if it can be sundered by AM, but decides that it really must do its part and continues to carry AM at 860 feet per round along his previous course. This could be anywhere from towards the ground to at a dramatically high angle, but nevertheless, he is not sticking around in the immediate vicinity.

This places AM on the ground (prone), inflicts some damage (minor), and separates AM and BATTY.

Depending on how long BATTY will be gone, DIVINER may summon a few monsters at the location of the Maze spell to deal with BATTY when he returns. A few high level summons should be able to deal with a 12-15th level, non-combat optimized Synthesist in a single round before he can move back to AM for remounting.

This leaves DIVINER flying high out of AM's reach, able to rain spells upon him or possibly have a nice chat about how they can work better together.

Alternatively, DIVINER makes sure that after AM is ejected from BATTY, AM will come to a stop far enough away from DIVINER that he cannot understand the taunting shout of AM's Antagonizing because his Perception is low enough that he cannot understand AM over the ambient sounds (wind, echoing thunderclap from Observed state, etc.)

Alrighty, where did I screw up?


Phasics wrote:

Hah think I've got it

again paranoid caster, druid,wildshaper earth form

travels with the group via earthglide staying just a few cm below the surface of the ground, waits until the group is attacked to pop out and cast.

not as strong as an arcane caster to be sure but a full caster none the less with enough nastiness in the bag to drop AM given the chance.

If AM charges, the druid probably wouldn't get a chance to attack. He'd be 15 ft above the casty with a full attack due to lunge, and then he's suddenly 400ft in the other direction.


I'm interested in how the first un-deniable victor against AM decides too spend his 12 rounds. Don't get me wrong, i'm not doubting that he can take him out in that time, but I can't deny a certain morbid curiosity.


Liss wrote:
trinam wrote:
Interesting. How are you taking 3 actions on a surprise round?
prd wrote:
Restricted Activity: In some situations, you may be unable to take a full round's worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free and swift actions as normal). You can't take a full-round action (though you can start or complete a full-round action by using a standard action; see below).

Nope, doesn't work. Surprise rounds explicitly limit you to exactly one standard or move action plus free actions. Swift actions are not allowed.

PRD wrote:
The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.

You can cast one and only one spell during a surprise round.

Liberty's Edge

Trinam wrote:

1. Reach spell only works on spells with a range of touch, short, or medium. WoE has a different range.

3. Maybe, but bear in mind you need a solid surface to teleport onto.

Side note, yeah. That might suck.

1. Huh. Yeah, you're right. Okay, I'll just let you get tantalizingly close before I wear you out. Or, y'know, cast both of them in the surprise round, before you get to do anything.

2. There is no #2.

3. You sure about that? I've looked, and there's no such requirement in the spell description. Must be a 3.5 mental holdover.


Evershifter wrote:

Okay, how about this:

By methods already mentioned, DIVINER knows that AM will attempt to split the atoms inside DIVINER's head today.
DIVINER prepares appropriately and heads into the large field for the showdown and waits for his spider sense (Forewarned as well as Foresight). at a height of many feet.

<tingles> Surprise round has begun.
DIVINER looks around and sees no opponent. DIVINER begins to sweat as a free action. He also readies Maze.
The sky splits as AM comes rushing from the clouds. AM and BATTY are fully committed to their charge attack, about to make DIVINER not so much dead, more-so just not alive anymore.
At a range of 30 feet, DIVINER's contingency spell activates and Teleports DIVINER 20 feet behind AM and BATTY.
Immediately after the Teleportation, BATTY is the target of Maze. BATTY is gone for the time being.
PHYSICS looks about nervously, wondering if it can be sundered by AM, but decides that it really must do its part and continues to carry AM at 860 feet per round along his previous course. This could be anywhere from towards the ground to at a dramatically high angle, but nevertheless, he is not sticking around in the immediate vicinity.

This places AM on the ground (prone), inflicts some damage (minor), and separates AM and BATTY.

Depending on how long BATTY will be gone, DIVINER may summon a few monsters at the location of the Maze spell to deal with BATTY when he returns. A few high level summons should be able to deal with a 12-15th level, non-combat optimized Synthesist in a single round before he can move back to AM for remounting.

This leaves DIVINER flying high out of AM's reach, able to rain spells upon him or possibly have a nice chat about how they can work better together.

Alternatively, DIVINER makes sure that after AM is ejected from BATTY, AM will come to a stop far enough away from DIVINER that he cannot understand the taunting shout of AM's Antagonizing because his Perception is low enough that he cannot understand AM over the ambient sounds...

Ring of Spell Turning on the mount. Plus side, at least you wouldn't get RAGELANCEPOUNCE'D that turn.


The rules on contingency are iffy, while you can certainly have it go off while speaking I believe it's been argued that should follow the rules of a command word, just like a magic weapon, since that's exactly the same thing. Even if we still allow the free action speaking, while you can do it when it's not your turn I'm defiantly not certain on using it to interrupt, else you'd have people arguing you could "warn" people about traps or the like.

I think it's been agreed that contingency is MEANT to require something to actually happen to you before it goes off, so "when I take damage" would be fine, but you'd be skewered by that point anyway.


Alright, this is Thaddius at First level. Want to be sure I have all the basics of his stat block done right before I level him to 20.


DeathSpot wrote:
Trinam wrote:

1. Reach spell only works on spells with a range of touch, short, or medium. WoE has a different range.

3. Maybe, but bear in mind you need a solid surface to teleport onto.

Side note, yeah. That might suck.

1. Huh. Yeah, you're right. Okay, I'll just let you get tantalizingly close before I wear you out. Or, y'know, cast both of them in the surprise round, before you get to do anything.

2. There is no #2.

3. You sure about that? I've looked, and there's no such requirement in the spell description. Must be a 3.5 mental holdover.

1. In the surprise round that either happens while AM is ~400 ft away, or when you somehow teleport within 60 feet of him... And I'm still not sure how what with him being in midair and moving fast.

2. 2 is for pansies.

3. It's under the general conjuration teleportation rules in the magic chapter. (Tell you what, I've learned more about castys making AM than I ever knew about barbarians.)


Trinam wrote:
Phasics wrote:

Hah think I've got it

again paranoid caster, druid,wildshaper earth form

travels with the group via earthglide staying just a few cm below the surface of the ground, waits until the group is attacked to pop out and cast.

not as strong as an arcane caster to be sure but a full caster none the less with enough nastiness in the bag to drop AM given the chance.

If AM charges, the druid probably wouldn't get a chance to attack. He'd be 15 ft above the casty with a full attack due to lunge, and then he's suddenly 400ft in the other direction.

True but at that point the Druid knows what just happened as does whoever is left in the group and can prepare a suitable counter or turtle defense ;)

AM whole bag is the OTK on the caster, say he got the other caster in the group the druid has more than enough spells to reincarnate whoever AM just obliterated and still have actions left to setup defensive spells or charge roadblocks

I'd venture the druid could keep the group alive just reincarnating/restoring whoever AM chopped that round long enough for the group as a whole to bring him down or to GTFO.

Of course the perfect counter against AM ?

never step outside :P only ever teleport between indoor areas and he can never charge you , PARANOID MUCH ? HELLS YES !

Log cabin > AM :P


trinam wrote:

I tip my hat to your cleverness, good sir. It again borderlines on silly (and requires a contingency some may call unwieldy), but name one thing in here that doesn't.

Thus we have a score of AM: a whole lot to castys: 1.5, and an update to noted tactics to avoid dust.

(Don't ask who rez'd him, there's an armor casty upthread with a fund for it.)

thank you, on a side note i *know* i should have cast trap the soul :P

fozbek wrote:
Nope, doesn't work. Surprise rounds explicitly limit you to exactly one standard or move action plus free actions. Swift actions are not allowed.

nope, "surprise round" is a "situation you are unable to take a normal round" (and the only situation i think) also, i can just have my cohort diviner use the dust for me and cast iron body as a standard action

nevernever wrote:
I'm interested in how the first un-deniable victor against AM decides too spend his 12 rounds. Don't get me wrong, i'm not doubting that he can take him out in that time, but I can't deny a certain morbid curiosity.

well, i will probably summon a couple of creatures and haste them, and if am barbarian is not dead after round 7-8 i'll make one of my summon use the dust again, but i don't think that would be necessary


OH GOD.

Hey Triniam, would you count a synthesist as a caster for this? I'm tempted to make a 20 synthesist with a 18 barbarian cohort riding him. I bet that could f+#@ some s@&@ up.

EDIT:-NAIRABRAB MA


Liss wrote:
nope, "surprise round" is a "situation you are unable to take a normal round" (and the only situation i think)

Not remotely close to the only such situation, and the surprise round rules are more specific and thus overwrite the general rules. Other situations where you do not have a full set of actions: if you're staggered you only get a standard or move, if you're nauseated you only get a move, if you're a zombie you only get a standard or move. I'm sure there are others; those are just the ones that instantly sprang to mind.


Phasics wrote:

Of course the perfect counter against AM ?

never step outside :P only ever teleport between indoor areas and he can never charge you , PARANOID MUCH ? HELLS YES !

Log cabin > AM :P

If he wants you dead, he can still kill you despite this.

Staying indoors vs an engineer with more damage potential than god is ill advised. He knows exactly how to hit that house.


Fozbek wrote:
Liss wrote:
nope, "surprise round" is a "situation you are unable to take a normal round" (and the only situation i think)
Not remotely close to the only such situation, and the surprise round rules are more specific and thus overwrite the general rules. Other situations where you do not have a full set of actions: if you're staggered you only get a standard or move, if you're nauseated you only get a move, if you're a zombie you only get a standard or move. I'm sure there are others; those are just the ones that instantly sprang to mind.

A necklace of adaption will allow the caster to toss the dust of chocking up without needing the quickened iron body, so what actions you can take in a surprise round doesn't matter.

I would also point out that a level one divination wizard could pull off the same tactics, simply because dust of chocking isn't meant to be used as an attack

Liberty's Edge

Trinam wrote:
DeathSpot wrote:
Trinam wrote:

1. Reach spell only works on spells with a range of touch, short, or medium. WoE has a different range.

3. Maybe, but bear in mind you need a solid surface to teleport onto.

Side note, yeah. That might suck.

1. Huh. Yeah, you're right. Okay, I'll just let you get tantalizingly close before I wear you out. Or, y'know, cast both of them in the surprise round, before you get to do anything.

2. There is no #2.

3. You sure about that? I've looked, and there's no such requirement in the spell description. Must be a 3.5 mental holdover.

1. In the surprise round that either happens while AM is ~400 ft away, or when you somehow teleport within 60 feet of him... And I'm still not sure how what with him being in midair and moving fast.

2. 2 is for pansies.

3. It's under the general conjuration teleportation rules in the magic chapter. (Tell you what, I've learned more about castys making AM than I ever knew about barbarians.)

I've looked there, and while yes, you could rule that way, I'd be inclined to let a flying character teleport to somewhere off the ground. It doesn't say if YOU teleport, you must land on a surface. The relevant section says "A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it."

And I'm going to cast all sorts of spells, from legend lore to discern location to wish, if that's what it takes to get the jump on AM. He's all sorts of dangerous.

On another note, it does appear that I'd only be casting one WoE on the surprise round; so the second would have to wait until the first round of combat. And I'm pretty sure I'd go first.


prd wrote:
A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.

problem solved


NeverNever wrote:

OH GOD.

Hey Triniam, would you count a synthesist as a caster for this? I'm tempted to make a 20 synthesist with a 18 barbarian cohort riding him. I bet that could f~+# some s$%+ up.

EDIT:-NAIRABRAB MA

You'd be missing some vital buffs, but it could work.

Though I'd like to point out this would be a synthesist using leadership to pretend to be a martial.

And thus we have come full circle.


Trinam:
Trinam wrote:
Evershifter wrote:

Okay, how about this:

By methods already mentioned, DIVINER knows that AM will attempt to split the atoms inside DIVINER's head today.
DIVINER prepares appropriately and heads into the large field for the showdown and waits for his spider sense (Forewarned as well as Foresight). at a height of many feet.

<tingles> Surprise round has begun.
DIVINER looks around and sees no opponent. DIVINER begins to sweat as a free action. He also readies Maze.
The sky splits as AM comes rushing from the clouds. AM and BATTY are fully committed to their charge attack, about to make DIVINER not so much dead, more-so just not alive anymore.
At a range of 30 feet, DIVINER's contingency spell activates and Teleports DIVINER 20 feet behind AM and BATTY.
Immediately after the Teleportation, BATTY is the target of Maze. BATTY is gone for the time being.
PHYSICS looks about nervously, wondering if it can be sundered by AM, but decides that it really must do its part and continues to carry AM at 860 feet per round along his previous course. This could be anywhere from towards the ground to at a dramatically high angle, but nevertheless, he is not sticking around in the immediate vicinity.

This places AM on the ground (prone), inflicts some damage (minor), and separates AM and BATTY.

Depending on how long BATTY will be gone, DIVINER may summon a few monsters at the location of the Maze spell to deal with BATTY when he returns. A few high level summons should be able to deal with a 12-15th level, non-combat optimized Synthesist in a single round before he can move back to AM for remounting.

This leaves DIVINER flying high out of AM's reach, able to rain spells upon him or possibly have a nice chat about how they can work better together.

Alternatively, DIVINER makes sure that after AM is ejected from BATTY, AM will come to a stop far enough away from DIVINER that he cannot understand the taunting shout of AM's Antagonizing because his Perception is low enough that he cannot understand AM over the ambient sounds...

Ring of Spell Turning on the mount. Plus side, at least you wouldn't get RAGELANCEPOUNCE'D that turn.

I believe that your mount is not entitled to a Ring of Spell Turning, based off the WBL guidelines. 100,000 gp item is more than the 25% that he would be allowed to purchase for himself. I don't believe that AM can gift such a Ring to him without opening up a whole WBL can of worms.

Alternatively, DIVINER also has Leadership, his cohort is DIVINEE, who readies a Scroll of Mage's Disjunction to go off on AM and BATTY moments before DIVINER's Contingent Teleport activates.

DIVINEE will be missed after being left on the ground with an angry AM, but what else is True Resurrection for anyway?


Hah of course

hows this for paranoid

Caster has a huge custom built Cage which sits on an extra large caravan when he's outside , the cage has multiple layers which would make trying to force a weapon through the gaps impossible but retain good visibility from the inside out.

The Cages outer edges are 20ft from the caster

I call it the MageMobile


Phasics wrote:

Hah of course

hows this for paranoid

Caster has a huge custom built Cage which sits on an extra large caravan when he's outside , the cage has multiple layers which would make trying to force a weapon through the gaps impossible but retain good visibility from the inside out.

The Cages outer edges are 20ft from the caster

I call it the MageMobile

Barbarian am have engineering degree. Cage am sundered at glance.


Talynonyx wrote:
Phasics wrote:

Hah of course

hows this for paranoid

Caster has a huge custom built Cage which sits on an extra large caravan when he's outside , the cage has multiple layers which would make trying to force a weapon through the gaps impossible but retain good visibility from the inside out.

The Cages outer edges are 20ft from the caster

I call it the MageMobile

Barbarian am have engineering degree. Cage am sundered at glance.

except you can't sunder cage and reach caster in the same round ;)


I can't believe this ever came up, but...

Air is not a surface. It's air. You breathe it. You generally don't breathe surfaces.

Also you're reading summon, not teleportation.

As for finding AM, any of those would work. The problem is that by the time you then fire up your teleport he's moved 400 feet from where he was when you cast it.


Coolies. How big is the cage for when it collapses on top of you?


AM CAVALIER wrote:
AM BARBARIAN wrote:
AM CAVALIER wrote:
AM BARBARIAN wrote:
ANYONE ELSE WANT PUT FEUD ON HOLD TO SMASH ELDRITCH ABOMINATION?
Am Cavalier would but class is subobtimal for dealing with Eldritch Abominations. :(

SMACK.

PULL SELF TOGETHER, MAN. AM NEVER HEAR OF ORDER OF DRAGON?

BARBARIAN CHARGE WHEN CAVALIER CHARGE. SMITE WHEN CAVALIER SMITE.

SEVEN BARBARIAN RAGELANCEPOUNCE ALONGSIDE DRAGON CAVALIER IN UNISON.

AN NO SUCH THING AS USELESS CLASS. IF NOT ABLE TO BELIEVE IN SELF, BELIEVE IN BARBARIAN AM BELIEVE IN YOU.

Apparantly CHALLANGELANCEPOUNCE can be useful. Not feeling so useless anymore...unless AM CAVALIER has to go into dungeon. Without the mount, class is weaker version of AM FIGHTER.

the DC of getting through a tight space is only 30. If your mount puts every skill rank into escape artist and get skill focus, we're looking at +22 on escape artist checks. Should be enough to take 10 to get your horse through a door. If your mount can't do this, get a new one. It's only 1 week of mourning


Evershifter wrote:
** spoiler omitted **...

By that logic I couldn't buy barding for my mount. As long as the gp total is the same overall, it doesn't much matter who wears what.

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