
Trinam |

Trinam wrote:If you ready the gate as soon as he closes in and he charges you your action gets resolved before his is finished. So the Barbarian WILL go into the gate because he can't react to something that has been readied on him.master arminas wrote:StuffThe bigger problem is that you put the gate 1 inch in front of you and AM starts his attack iteration from 10-15 ft away depending on if Lunge is involved or not.
Well, no. Here's how it would work.
You sense A THING about to attack you. You ready an action to summon the gate '1 inch in front of yourself.' (A presumptuous action to ready, but ok why not)
BARBARIAN charges. You see him. The gate is called 1 inch in front of you.
AM stops 15 feet in front of you (well before 1 inch) to spell sunder the gate in your square and deliver 4 more attacks to your face before completing the rest of his ride-by attack charge.
Your problem there was more 'wording' than 'theory.'

AM BARBARIAN |
2 people marked this as a favorite. |

Jason Nelson wrote:GeneticDrift wrote:A readied action to cast a reached (meta) euphoric tranquility does not allow a save. Then talk with the barb to get his name, make friends...Later cast trap the soul on a properly prepared gem, give as gift later. Lvl 8 spell cast at lvl9. Trap the soul is lvl8.
Don't forget command words take a standard action.
Forget damage and go for no save just die spells.
As previously noted when this tactic was suggested, spell turning reflects the spell back onto you, affecting you with no save.
Which is irrelevant to the thread's question of how you plan to inflict mega-damage to a target, but w/e.
Please read everything involved before posting, to fact check.
Command words and rage don't mix. It is a standard action to use. It only lasts for a short time so it can't be up with out activation. Spell turning does not stop touch spells.This well known barbarian character is not subtle, so it's not like his presence is not well known, there is no surprise at seeing him. Maybe some fear due to the many powerful mages who have died to him, but they were red shirts anyway. The wizard is not evil and helps everyone in need, so he has gained a reputation and attracted a large number of followers. AM would never try to hurt this saint. AM is probably visiting him to ask for help traveling to hell to remove all the loot and loose women, and some devil/demon slaying.
AM is ridiculous because he is "unkillable" not because of his damage.
ONE TIME BARBARIAN WANTED GIVE CASTY WHO AM MAKING BARBARIAN SHINY NEW NECKLACE OF AIR AND ALSO SCARAB PROTECTION THINGY INVITATION TO SWANKY UPSCALE BIRTHDAY PARTY.
MAN, THAT AM NOT PRETTY. GUY AM ALL LIKE 'OH CRAP BARBARIAN' AND CASTING SPELLS AND CONTINGENCY AND ALL THAT STUFF AND TELEPORTING AND DIMENSION DOOR... IT TOOK LIKE SOLID WEEK. AM FINALLY CORNERING GUY AFTER ALL THAT, AND HANDING OVER INVITATION.
HAD GOOD LAUGH AFTER.

AM BARBARIAN |

Seems that finally we will have a fix for pounce. So no more ridicolous full attack with lance at the end of a charge (try to figure it... lol).
It should work on attacks from multiple weapons / natural weapons.
Now I expect the fix for mind blank / invisibility combo.
ERRATA TO BESTIARY HAPPEN 1 MONTH AFTER TALKY-DINO-MAN STATEMENT. AM STILL NOT UNDOING POUNCE. BARBARIAN AM NOT SURE THIS AM GOING TO BE ERRATA ANYTIME IN NEAR FUTURE.

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Halfling (assuming 20 point buy)
22 Dex (14 + 2 Halfling +6 Dex Belt)
Sorcerer (Crossblooded - Water Primal Elemental and White Draconic)Pale Green Ioun Stone (+1 competence)
Greater Rod of Maximize Spell
Greater Rod of Quicken Spell
luck blades with zero wishesTraits (possibly gained from Additional Traits) - gifted adept (+1 CL on polar ray) and magical lineage (treat polar ray's actual level as 1 lower for determining the spell's final adjusted level)
Empower Spell
Spell Perfection (polar ray)
Weapon Focus (ray) (added +2 because of Spell Perfection)
Spell Specialization (polar ray, +4 CL from Spell Perfection)
Point Blank Shot (+2 hit/damage with Polar Ray)(Craft Rod ideal, but not necessary)
*insert random metamagic feat here*
*insert random metamagic feat here*Spells precast
- moment of prescience
- contingency - set to cast true strike on yourself after you successfully cast polar rayStart of combat, cast polar ray applying Empower Spell (using the magical lineage ability) and use greater rod of Maximize Spell. Also use full moment of prescience bonus on attack roll (+20).
Attack +42 touch (10 BAB + 2 WF/SP + 2 PBS + 1 Comp + 1 Small + 6 Dex + 20 insight)
Damage: 150 (25d6 maximized) + 50 (crossblooded sorcerer) + 25d6 / 2 (43.75 avg) + 2 PBS -- average damage: 245.75
Also, target takes 4 + 1d4/2 Dexterity drain (5.25 on average)
After spell is cast, true strike is automatically cast by the contingency spell.
Using the greater rod of Quicken Spell, cast another polar ray applying Empower Spell (using the magical lineage ability).
Attack still +42 touch (target's Dex will be drained as well, so target's touch AC goes down)
Damage: 25d6 (87.5 avg) + 50 (crossblooded sorcerer) + 25d6 / 2 (43.75 avg) + 2 PBS -- average damage: 183.25Also takes 1d4 + 1d4 / 2 Dex drain (for a total average of 9)
Total damage 429. . . with no saving throw made. . . with a reroll for a possible natural 1. . .
barbarian am dead
THIS!!! Finally, someone on the thread gave a real build that really addresses the question! I'm very impressed, and if I ever get to do a Lv 20 duel, I'm gonna use this one.

Alienfreak |

Alienfreak wrote:Trinam wrote:If you ready the gate as soon as he closes in and he charges you your action gets resolved before his is finished. So the Barbarian WILL go into the gate because he can't react to something that has been readied on him.master arminas wrote:StuffThe bigger problem is that you put the gate 1 inch in front of you and AM starts his attack iteration from 10-15 ft away depending on if Lunge is involved or not.Well, no. Here's how it would work.
You sense A THING about to attack you. You ready an action to summon the gate '1 inch in front of yourself.' (A presumptuous action to ready, but ok why not)
BARBARIAN charges. You see him. The gate is called 1 inch in front of you.
AM stops 15 feet in front of you (well before 1 inch) to spell sunder the gate in your square and deliver 4 more attacks to your face before completing the rest of his ride-by attack charge.
Your problem there was more 'wording' than 'theory.'
Why would you ready to make it 1 inch in front of YOU and not making the Barbarian charge right through it? That makes no sense at all...

Alienfreak |

Seems that finally we will have a fix for pounce. So no more ridicolous full attack with lance at the end of a charge (try to figure it... lol).
It should work on attacks from multiple weapons / natural weapons.
Now I expect the fix for mind blank / invisibility combo.
... we do ???

Thomas Long 175 |
gnome 20 cross blooded sorcerer. draconic and fey.
str 8
dex 10
con 18
int 10
wis 10
cha 23
magical lineage scorching ray
maximize charisma
4 sorcerer
6 rogue
10 arcane trickster
equipment
Headband of mental Superiority +6
empower spell
maximize spell
spell perfection (scorching ray)
spell perfection (hold person
spell focus enchantment
greater spell focus enchantment
heighten spell
persistent spell
rogue talent: powerful sneak
Weapon training (ranged touch attack)
round 1: hold person (persistent + spell perfection (heighten 4)
spell focus goes to +4
fey blood line +2
dc 10+7+4+2+9=32 (he must repeat the next round if he does save)
round 2: scorching ray
he is denied his dex bonus (because he is immobilized) so you get sneak attack on each one. spell perfection and magical lineage means that empowered maximized scorching ray is a level 4 spell. you get sneak attack on each ray so:
each ray is 6d6=36 +6=42*3 =126
you get sneak attack on each so (8d6* average (11/3))*3=88 damage
so your 4th level spell deals 214 damage. You can do this repetitively for 14 rounds. go to town bud.
this build also lets you abuse this 4th level spell against everyone else with a simple improved invisibility.
EDIT: btw if you want a high sample barbarian will save
level 20
6(Base)+4(Rage)+3(Wisdom)+ 7 (Superstition) = 20
So 40% succeed the first time. 40% of the 40% succeed the second time.
.4*.4=.16=16% chance of success.

Amuny |
not bad
very interesting build. I'd also suggest to kick off Fey and take elemental primal or orc. +2 saves or +12damages per spells, hop.
But damages are wrong;
FAQ
How does the Surprise Spells class feature of the Arcane Trickster prestige class work with spells like magic missile and fireball?
The Surprise Spells class feature allows the Arcane Trickster to add his sneak attack dice to spells that deal damage that target flat-footed foes. This damage is only applied once per spell. In the case of fireball this means it affects all targets in the area, with each getting a save to halve the damage (including the sneak attack damage). In the case of magic missile, the extra damage is only added once to one missile, chosen by the caster when the spell is cast.
Therefore you don't do 88damages with your sneak but 28.
And your maximized+empower maths are wrong. Maximize doesn't max the empowered. It doesn't do 126 but 114.
Meaning you are not dealing average of 214, but average of 142.
But I must clap the effort about the arcane trickster, there's might have something interesting to dig around that.
And one other bonus: Spell Perfection and Magical Lineage on a Empowered Maximized Scorching ray... can make it a 3rd level spell.
Edit: and one last thing, about the saves maths: +6 headband of charisma; +3 to DC. +5 cloak of resist; +5 saves. Again, there's a loss here and he have slightly better chance to save. And don't even mind if he have ring of free action which make it dangerous to rely on a hold. Imp Invisiblity seems a better way to deal it.

Aelryinth RPG Superstar 2012 Top 16 |

I believe AB has a Reflex save in the +30 range? He'll fail a 32 DC on a 1.
Remember also that any amount of elemental immunity applies per spell, so if you have 5 spells, that's -150 damage from max, and he has evasion, so any save is 0 dmg.
Rime spell to stop the charge might work.
It's a good thing this isn't 3.5 with those Druidic rituals that make you a creature of Fire and Ice, and thus immune to both elements, eh?
Stacking Wizard archetype with stacking TWO sorceror bloodlines? That actually works? Um, wow.
I have to ask just how much it's gonna cost for you to get off all those 9th level spells. A greater Quicken Rod is what, 120k all by itself? And each level 9 Pearl of Power is 81k. Costs start adding up quick.
==Aelryinth

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Jason Nelson wrote:GeneticDrift wrote:A readied action to cast a reached (meta) euphoric tranquility does not allow a save. Then talk with the barb to get his name, make friends...Later cast trap the soul on a properly prepared gem, give as gift later. Lvl 8 spell cast at lvl9. Trap the soul is lvl8.
Don't forget command words take a standard action.
Forget damage and go for no save just die spells.
As previously noted when this tactic was suggested, spell turning reflects the spell back onto you, affecting you with no save.
Which is irrelevant to the thread's question of how you plan to inflict mega-damage to a target, but w/e.
Please read everything involved before posting, to fact check.
Command words and rage don't mix. It is a standard action to use. It only lasts for a short time so it can't be up with out activation. Spell turning does not stop touch spells.
Of course it doesn't. But when you apply the Reach spell feat, it's not a touch spell any more. Read the feat. By using it, you have changed its range to "close" or "medium" or "long," so spell turning DOES work.

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Trinam wrote:Why would you ready to make it 1 inch in front of YOU and not making the Barbarian charge right through it? That makes no sense at all...Alienfreak wrote:Trinam wrote:If you ready the gate as soon as he closes in and he charges you your action gets resolved before his is finished. So the Barbarian WILL go into the gate because he can't react to something that has been readied on him.master arminas wrote:StuffThe bigger problem is that you put the gate 1 inch in front of you and AM starts his attack iteration from 10-15 ft away depending on if Lunge is involved or not.Well, no. Here's how it would work.
You sense A THING about to attack you. You ready an action to summon the gate '1 inch in front of yourself.' (A presumptuous action to ready, but ok why not)
BARBARIAN charges. You see him. The gate is called 1 inch in front of you.
AM stops 15 feet in front of you (well before 1 inch) to spell sunder the gate in your square and deliver 4 more attacks to your face before completing the rest of his ride-by attack charge.
Your problem there was more 'wording' than 'theory.'
The point that you are missing is that you cannot *MAKE* the barbarian charge right through it (barring dominate/telekinesis/bull rush/etc.).
You cannot cast the gate in a space occupied by another creature, so you cannot create it where AM is. You can cast it right in front of him, which in GAME TERMS means in an adjacent 5-foot square/cube (or line/plane of them), or along a border between squares.
Your (correct in the real world) logic tells you that, traveling at 87 mph (or whatever the final speed was), there is no physical possibility that AM can turn without going through the gate.
Movement in the game world, however, is predicated on 5-foot squares/cubes, and by the Fly rules a creature is perfectly capable of executing straight right-angle turns and dead stops in flight that would be impossible in the real world.
Sequence of actions:
1. You ready action to cast Gate upon AM's charge when he gets to such-and-such range.
2. AM charges.
3. AM reaches such-and-such range.
4. You cast gate on a location right in front of AM.
All peachy so far. The problem is in #5, when AM's turn resumes. You are asserting that he is obligated to continue traveling forward into the gate that just opened up. That's not the case. He actually has several options.
5a. Stop, do nothing, end charge.
5b. Turn, keep flying, end charge.
5c. Make his charge attack (assuming he's moved 10 feet or more) against the gate with Spell Sunder; if the gate is sundered, keep moving in a straight line; if not sundered, stop or turn as 5a or 5b.
As to the question someone raised about "but HOW can a barbarian sunder a gate, there's nothing there?!" It's a spell effect. He can target a spell effect even if it has no physical substance.

Atarlost |
Wasn't this originally about how casters could do damage that would make AM feel small in the pants?
I think it's time to trot out the city killers.
Step 1. find a really big city on a river not too far from the mountains. Due to my lack of off the cuff knowledge of Golarion we'll go for Rome. Peak pre-industrial population was around a million IIRC.
Step 2. dam the Tiber or whatever river the city is on with many castings of Wall of Stone.
Step 3. Put lots of water behind the dam with many castings of Control Weather.
Step 4. Take out the dam. Transmute Rock to Mud is probably a good way to undermine the dam. You probably want to be hovering above the dam for this, either with Overland Flight as a wizard or sorceror or wildshaped into an air elemental as a druid. Or Air Walk as a cleric, but I'm not sure how they'd take out the dam.
Most of the sample NPCs from the GMG have at least two hit dice and low double digit hitpoints. Killing 1% of Rome's million inhabitants represents over 10000 HP of damage. Some of the deaths may be to drowning, which may not count since it's not HP damage, but with that much water suddenly rushing downriver carrying the fragments of a collapsed dam an awful lot will be to crushing or falling. Sure it's not single target damage, but it's still a lot of damage.
For purely killing people Contagion is better, but for dealing damage I doubt there's anything that beats magically induced flash flooding against a large city.
We now return to our regularly scheduled Caster-Martial silliness.

Caliburn101 |

If AM BARBARIAN was running around a campaign world in which I played a Wizard who wanted to kill him I would expect the worst and have the following contingency setup;
1. Contingency - Teleport straight upwards max range of best long range spells. Trigger - When AM BABARIAN attacks me....
2. Be wearing a Ring of Feather Falling (at the very least....)
3. Fast cast a Maze Spell on him (no save)
4. Park my Sphere of Annihilation on the spot he dissapeared
5. Laugh maniacally when he reappears IN the same spot as the Sphere
Seriously, when playing a caster, or when dealing with a specific threat, there is always a way round it - no point restricting yourself to one method.
How about 1-2 above and then Waves of Exhaustion - no scary raging monster anymore and you can blast away to your hearts content.

Alienfreak |

The point that you are missing is that you cannot *MAKE* the barbarian charge right through it (barring dominate/telekinesis/bull rush/etc.).
You cannot cast the gate in a space occupied by another creature, so you cannot create it where AM is. You can cast it right in front of him, which in GAME TERMS means in an adjacent 5-foot square/cube (or line/plane of them), or along a border between squares.
Your (correct in the real world) logic tells you that, traveling at 87 mph (or whatever the final speed was), there is no physical possibility that AM can turn without going through the gate.
Movement in the game world, however, is predicated on 5-foot squares/cubes, and by the Fly rules a creature is perfectly capable of executing straight right-angle turns and dead stops in flight that would be impossible in the...
Do you have a RAW on that? Once I say I run to point X I can stop at point Y?
Running is not taking normal movement.

Trikk |
The point that you are missing is that you cannot *MAKE* the barbarian charge right through it (barring dominate/telekinesis/bull rush/etc.).
You cannot cast the gate in a space occupied by another creature, so you cannot create it where AM is. You can cast it right in front of him, which in GAME TERMS means in an adjacent 5-foot square/cube (or line/plane of them), or along a border between squares.
Your (correct in the real world) logic tells you that, traveling at 87 mph (or whatever the final speed was), there is no physical possibility that AM can turn without going through the gate.
Movement in the game world, however, is predicated on 5-foot squares/cubes, and by the Fly rules a creature is perfectly capable of executing straight right-angle turns and dead stops in flight that would be impossible in the real world.
Sequence of actions:
1. You ready action to cast Gate upon AM's charge when he gets to such-and-such range.
2. AM charges.
3. AM reaches such-and-such range.
4. You cast gate on a location right in front of AM.All peachy so far. The problem is in #5, when AM's turn resumes. You are asserting that he is obligated to continue traveling forward into the gate that just opened up. That's not the case. He actually has several options.
5a. Stop, do nothing, end charge.
5b. Turn, keep flying, end charge.
5c. Make his charge attack (assuming he's moved 10 feet or more) against the gate with Spell Sunder; if the gate is sundered, keep moving in a straight line; if not sundered, stop or turn as 5a or 5b.As to the question someone raised about "but HOW can a barbarian sunder a gate, there's nothing there?!" It's a spell effect. He can target a spell effect even if it has no physical substance.
You cannot stop your action just because someone readied an action. That's not legal by any stretch of the imagination.
You cannot turn around something in the middle of a charge without some kind of feat that allows you to make turns in a charge.
You cannot switch targets in the middle of a charge, at least I cannot find any support for that. If that was the case, the ready actions would be a complete joke since you could just switch whenever someone readies a defensive action.

JMD031 |

The entire argument about whether or not you have to keep moving in the same straight line while charging if someone interrupts your move is based on absurdities on both sides.
1. You mean to tell me that if you put any intervening thing in front of AM BARBARIAN that he would all of the sudden just stop in front of it and wait until someone blasts him?
2. AM is going 88+ miles per hour, at least. I'm to believe he or BATTY BAT can turn on a dime or stop dead in their tracks AND still do something different than originally intended?
3. ETC.
So, all of this seems like it would come down to fiat/common sense. If it was me, I would rule it like instant cards in M:TG. Player A, casts X card. Player B casts Y instant card that prevents X from happening. Player A's card fizzles for whatever reason but it's still his turn so he can do something else if he has the resources to do so. In this case, AM does not have to go through the gate because he would still have an attack action. "HOW DOES HE HAVE AN ATTACK ACTION?" you might ask. Well, it's simple really, from my standpoint Charge is a full round action combining both your move and standard actions. If Casty prevents AM from completing his move action, then it stands to reason that he would still have a standard action left. Because of this, AM can then use his standard action in any way he chooses including to continue moving in a different direction. I would do this for any caster as well if they were counterspelled, or hit for damage in an attempt to interrupt their spell casting. It makes no sense in any way what so ever that your one readied action stops AM BARBARIAN cold and leaves him open for your counter attack.

Trikk |
The entire argument about whether or not you have to keep moving in the same straight line while charging if someone interrupts your move is based on absurdities on both sides.
1. You mean to tell me that if you put any intervening thing in front of AM BARBARIAN that he would all of the sudden just stop in front of it and wait until someone blasts him?
2. AM is going 88+ miles per hour, at least. I'm to believe he or BATTY BAT can turn on a dime or stop dead in their tracks AND still do something different than originally intended?
3. ETC.
So, all of this seems like it would come down to fiat/common sense. If it was me, I would rule it like instant cards in M:TG. Player A, casts X card. Player B casts Y instant card that prevents X from happening. Player A's card fizzles for whatever reason but it's still his turn so he can do something else if he has the resources to do so. In this case, AM does not have to go through the gate because he would still have an attack action. "HOW DOES HE HAVE AN ATTACK ACTION?" you might ask. Well, it's simple really, from my standpoint Charge is a full round action combining both your move and standard actions. If Casty prevents AM from completing his move action, then it stands to reason that he would still have a standard action left. Because of this, AM can then use his standard action in any way he chooses including to continue moving in a different direction. I would do this for any caster as well if they were counterspelled, or hit for damage in an attempt to interrupt their spell casting. It makes no sense in any way what so ever that your one readied action stops AM BARBARIAN cold and leaves him open for your counter attack.
Charge is a full round action. You seem to be talking mostly about house ruling and not about the actual, official rules though so I guess there's no need to comment. Carry on.

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Jason Nelson wrote:You cannot stop your action just because someone readied an action. That's not legal by any stretch of the imagination.The point that you are missing is that you cannot *MAKE* the barbarian charge right through it (barring dominate/telekinesis/bull rush/etc.).
You cannot cast the gate in a space occupied by another creature, so you cannot create it where AM is. You can cast it right in front of him, which in GAME TERMS means in an adjacent 5-foot square/cube (or line/plane of them), or along a border between squares.
Your (correct in the real world) logic tells you that, traveling at 87 mph (or whatever the final speed was), there is no physical possibility that AM can turn without going through the gate.
Movement in the game world, however, is predicated on 5-foot squares/cubes, and by the Fly rules a creature is perfectly capable of executing straight right-angle turns and dead stops in flight that would be impossible in the real world.
Sequence of actions:
1. You ready action to cast Gate upon AM's charge when he gets to such-and-such range.
2. AM charges.
3. AM reaches such-and-such range.
4. You cast gate on a location right in front of AM.All peachy so far. The problem is in #5, when AM's turn resumes. You are asserting that he is obligated to continue traveling forward into the gate that just opened up. That's not the case. He actually has several options.
5a. Stop, do nothing, end charge.
5b. Turn, keep flying, end charge.
5c. Make his charge attack (assuming he's moved 10 feet or more) against the gate with Spell Sunder; if the gate is sundered, keep moving in a straight line; if not sundered, stop or turn as 5a or 5b.As to the question someone raised about "but HOW can a barbarian sunder a gate, there's nothing there?!" It's a spell effect. He can target a spell effect even if it has no physical substance.
You're not stopping your action BECAUSE someone readied an action. Read my example again.
Player A readies.
Player B acts.
Player B's action triggers the readied action. THE READIED ACTION HAPPENS.
Player A resumes his actions after your readied action is resolved.
Your readied action isn't altered in any way. AFTER you have done your readied action, the other person may continue their actions, which may include completing their previously declared action, stopping and doing nothing, or possibly doing something else with the remainder of their turn *IF* they have any legal action options available to them.
You cannot turn around something in the middle of a charge without some kind of feat that allows you to make turns in a charge.
Of course. That's why action 5b in my example is described as "Turn, keep flying, end charge." Once you turn, it's not a charge any more.
You cannot switch targets in the middle of a charge, at least I cannot find any support for that.
Read the charge rules. When you charge, you have to select a target toward which to charge, and you have to move toward that target in a straight line, etc. etc. for at least 10 feet. You attack after your movement (setting aside feats like Spring Attack or Ride-by Attack that let you move-attack-move).
But when it comes to actually making an attack as part of a charge, it is only required that you move at least 10 feet. Once you have done that, you are charging. Any movement must be toward your designated target. Attacks are not so restricted.
If that was the case, the ready actions would be a complete joke since you could just switch whenever someone readies a defensive action.
No, you couldn't and they wouldn't be, because:
1. You have no way of knowing when an opponent has used the ready action, unless the GM tells you so; and,2. Once a readied action is triggered by your action, THE READIED ACTION IS RESOLVED. After that, it goes back to your turn.

KrispyXIV |

1. You have no way of knowing when an opponent has used the ready action, unless the GM tells you so;...
No more than you have any way to knowing they've made an attack, or taken any other action.
Now, what they've readied for and the action they're going to take? That may remain a mystery, but everyone should be aware a character is readied for something.

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4 people marked this as FAQ candidate. |

Jason Nelson wrote:The point that you are missing is that you cannot *MAKE* the barbarian charge right through it (barring dominate/telekinesis/bull rush/etc.).
You cannot cast the gate in a space occupied by another creature, so you cannot create it where AM is. You can cast it right in front of him, which in GAME TERMS means in an adjacent 5-foot square/cube (or line/plane of them), or along a border between squares.
Your (correct in the real world) logic tells you that, traveling at 87 mph (or whatever the final speed was), there is no physical possibility that AM can turn without going through the gate.
Movement in the game world, however, is predicated on 5-foot squares/cubes, and by the Fly rules a creature is perfectly capable of executing straight right-angle turns and dead stops in flight that would be impossible in the...
Do you have a RAW on that? Once I say I run to point X I can stop at point Y?
Running is not taking normal movement.
Of course it's not, but you can always stop an action without completing it.
Here's an example of a full-round action: the full attack action.
1. Player meets Bad Guy. They are alone but the initiative theme music tells them that it's combat time. Player goes first (as far as he knows; Bad Guy doesn't do anything obvious to suggest he's gone first).
2. Player is a 16th level martial with 4 iterative attacks. He makes a 5-foot step and begins a full-round action, full attacking with his sword.
3. Suddenly, Bad Guy attacks before Player's attack is resolved, hitting for big damage. Rat bastard must have had a readied action.
4. Player makes his first attack and hits. At this point, by rule, he's only made an attack action. He's already taken a 5-foot step so he can't move, but he could take a different move action if he likes. If he takes a second attack, though, he's now committed to the full-round action called "full attack action."
5. Player makes his second attack... WAIT, Bad Guy jumps in and attacks him first AGAIN, hitting him for big damage again! WTF?
6. Player rolls his second attack and misses this time.
Player still has 2 iterative attacks left, but his Knowledge (metagaming) skill check suggests to him that Bad Guy is a barbarian with Come and Get Me (if you prefer, swap out a mage with fire shield or a druid with thorn body, or attacking a weapon-damaging monster like a remorhaz or babau, or any other damaging defensive effect you like). It seems like rolling those last two iterative attacks (at weak attack bonuses) is a losing proposition for Player. He'd kind of like to just quit while he's behind.
By the rule being proposed by the "Indivisible Full-Round Actions" folks, however, Player MUST complete his full-round action and take his last two attacks. He has only two available targets, himself and Bad Guy. No matter how dangerous or impractical continuing the action is, their/your contention is that he must continue the action to completion once begun.
If he acts, his actions provoke any applicable responses, absolutely. If Player attacks, he gets pre-empted by the defensive action, that defensive action happens, and then it goes back to player's turn.
Example 2:
Unbeknowst to Player, Bad Guy has some allies. Bad Wizard begins casting Jelerak's interdimensional reverberating delayed blast chain acid ball swarm... of doom, a spell with a 1-round casting time. Bad Ranger takes his turn and drops Player with a couple of lucky crits. Combat over.
By the rule being proposed by the "Indivisible Full-Round Actions" folks, however, Bad Wizard MUST complete his spell. It's entirely irrelevant to the combat (but will likely result in environmental devastation and toxic waste cleanup problems for generations), but the spell must be cast because the action has been declared.
Example 3:
Bad Guy, filled with rage at Bad Ranger's kill-stealing, uses the run action to go beat the ever-loving snot out of his teammate. He's running in a straight line towards Bad Ranger, including running across the bridge over Endless Drop Canyon. Except the bridge has been destroyed by Bad Ranger's giant beaver animal companion. Oops. Oh well, gotta keep running!
By the rule being proposed by the "Indivisible Full-Round Actions" folks, however, Bad Guy MUST complete his run action. It involves him intentionally running off of a cliff into an endless drop, but the straight-line run must be completed because a full-round action has been declared.
These examples are, of course, partially tongue in cheek, but also are intended to demonstrate the inherent silliness in the notion that an action cannot be abandoned.
Now, to be quite clear, YOU CANNOT ABANDON AN ACTION IN ORDER TO PREVENT TRIGGERING A READIED ACTION (or an AoO or other negative-for-you outcome). Once the readied action/AoO/etc. is triggered, IT HAPPENS.
Abandoning your action can happen only when it gets back to YOUR turn. When those actions are happening, it's temporarily your opponent's "interrupturn" (just made that one up - it's a perfectly cromulent word!) in the middle of your turn. You go, they interrupt, then it's back to you. You can complete your action or not as you like.
If the interrupting action happens TO you, or WITHIN your space, then you're hit by it, period, subject to whatever saves, etc. are allowed (like the Reflex save vs. a pit trap or fireball).
If the interrupting action happens NEAR you (as in the gate example, but it could just as easily be a wall of fire), when it reverts to your turn after the interrupt, you haven't actually impacted it yet. They only affect you when you enter the area, and you haven't entered the area yet. You can continue your movement and accept the consequences of that action, or you can stop your movement and accept the consequences of THAT action (including not going where you wanted to go). It's still your action, not your opponent's.
If you want to make sure to affect your target with an action, target them with an action. If you choose not to actually target them, or if you try to use something that CAN'T target them and hope they just fall into it, you are leaving the ball in their court as to what they will do. You have surrendered the action initiative to your opponent and no longer have control over the situation.
TL;DR - Your readied action dictates what YOU do: "I cast gate at this location."
Your readied action cannot dictate what YOUR OPPONENT does: "I cast gate at this location and he flies into it."
P.S. Since there is some confusion on this point, perhaps we should FAQ the essential question:
Once you have declared an action, including full-round actions like charge or run, can you later stop that action before completing it? (Note: This does not imply stopping to prevent attacks of opportunity or readied actions--those still are triggered as normal--but about whether you can stop an action AFTER they have occurred.

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Jason Nelson wrote:1. You have no way of knowing when an opponent has used the ready action, unless the GM tells you so;...No more than you have any way to knowing they've made an attack, or taken any other action.
Not so. Making an attack is a perceptible action (see the Perception rules), unless you have an ability (like the assassin class ability) that says otherwise. So is spellcasting. So is movement. Readying? Not so much.
Maybe this would be a good house-rule application for the Sense Motive skill - figuring out when a creature has readied an action, and maybe using the 'hunch' part of the skill to figure out what the ready trigger might be. It's a thought.
Now, what they've readied for and the action they're going to take? That may remain a mystery, but everyone should be aware a character is readied for something.
How so? Guy stands there with his sword out. Looks like he's ready for a fight.
Is he readied? Is he flat-footed? Is he just really bored? Did he just activate some class ability with no obvious spellcasting or visible manifestation? Who knows?

dragonfire8974 |
What's wrong with spell perfection disintegrate?
considering this is a strictly damage thread
magical lineage, spell perfection disintegrate
max intensified disintegrate which would be 300dmg, rod of quicken
max intensified disintegrate with rod of empower 300 dmg +25d6 = 87 dmg
totaling 687dmg. only minimal boosting available oafter that

KrispyXIV |

How so? Guy stands there with his sword out. Looks like he's ready for a fight.
Is he readied? Is he flat-footed? Is he just really bored? Did he just activate some class ability with no obvious spellcasting or visible manifestation? Who knows?
So what you're saying is that you're ok with being able to tell someone has used a Spell Like Ability (which by definition has no Somatic or Verbal Components, and therefore requires no more than mental action, which by all rights should be imperceptible, but is not), but taking a Ready action (which involves spending your action preparing to do a specific thing, and involves pointedly waiting where your turn came and went) is effectively undetectable?
All actions should be detectable unless some action is taken to make them not so. I dont see how Readied actions are differenciated from any other action on this front; they are the same as any other action.

meabolex |

Considering a casty can cast a rod-Quickened power word kill to instantly kill someone with no saving throw at 100 hp, the goal should be able to do approximately 290 damage with one spell. A Maximized Intensified disintegrate at CL 25 does 300 damage, so that's the right damage. If you do moment of prescience, you're most likely going to hit. Now the problem becomes reducing the saving throw. I guess if the DC can be optimized to a point that AM cannot stop it, then it would work. But disintegrate is a 6th level spell, so it's already -3 off a 9th level spell. What's AM's fortitude save anyway (and I assume he has a reroll)?

Nicos |
Considering a casty can cast a rod-Quickened power word kill to instantly kill someone with no saving throw at 100 hp, the goal should be able to do approximately 290 damage with one spell. A Maximized Intensified disintegrate at CL 25 does 300 damage, so that's the right damage. If you do moment of prescience, you're most likely going to hit. Now the problem becomes reducing the saving throw. I guess if the DC can be optimized to a point that AM cannot stop it, then it would work. But disintegrate is a 6th level spell, so it's already -3 off a 9th level spell. What's AM's fortitude save anyway (and I assume he has a reroll)?
at least 28 whitout raging

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A lot of really good points
One possible solution to this is to give the charging character a reflex save - with perhaps some penalty for the speed he's moving (yes, this is a GM call kind of thing, but that's what GMs are for) - to avoid the gate that's appeared right where he's going. The analogy here is, of course, the pit trap that a character triggers during a charge. No, it's not exact, as the trigger for the pit is entering the square the trap is in, and the gate is in the next square...but it's a similar situation. Also, remember that the kind of turn necessary to avoid the gate may require a fly skill check.
EDIT: I'd give about a -1 to the reflex save for every 20 feet of movement before the gate, unless it was AM BARBARIAN, in which case I'd give a -5 for each 5 feet he'd moved, just to have a chance of him failing.

Trinam |

He already gets a reroll to anything due to Eater of Magic (So natural 1'ing and then saving is his best possible outcome).
His Fort save while raging is patently absurd. Around a +42? Only a +37 if you're targeting an urban barbarian, and thus no Raging Vitality.
Either way it's basically +absurd (Seriously, Barbarian Humans with a +5 cloak get a +30 right off the bat.)

Nicos |
Jason Nelson wrote:A lot of really good pointsOne possible solution to this is to give the charging character a reflex save - with perhaps some penalty for the speed he's moving (yes, this is a GM call kind of thing, but that's what GMs are for) - to avoid the gate that's appeared right where he's going. The analogy here is, of course, the pit trap that a character triggers during a charge. No, it's not exact, as the trigger for the pit is entering the square the trap is in, and the gate is in the next square...but it's a similar situation. Also, remember that the kind of turn necessary to avoid the gate may require a fly skill check.
I agree with the ref save.
If you enter the gate you have no savin trow, and spell resistance do nothing, but that is after you enter.
Tiny Coffee Golem |

Plan A:
Planeshift --> Specially prepared demiplane ( I highly recommend the Static magic trait so that any spell you cast has a permanent duration until you leave)
Take all the time in the world to prepare (Might I suggest an army of Summoned Balors all disguised as you interspersed with several Simulacra of you to lob spells around)
Send AMBARBARIAN a one time use item that will bring him (and only him) there. Either trick him into using it or hope he's dumb/desperate enough. Failing that use Greater Planar binding on something nasty to trick/force AMBARBARIAN to come to your plane, Perhaps threatening family members failing anything else. I suspect a single wish would also accomplish this goal.
Stand in the back of your army/watch from afar just in case AMBARBARIAN managers to murder your entire army. In the latter case Hide somewhere on the plane (perhaps flying, invisible, and surrounded by a few force cages) and try to survive for 6 hours in order to cast Create Greater Demiplane again to that no one except you can plane shift into/out of the demiplane. You can also make it so the entire plane fills with water, there is no naturally occurring food, and change the time of the plane so it moves at double normal time. Plane shift away. Wait about 60 years.
Profit
Plan B: (Possibly because plan A failed)
Interplanetary teleport.

AM BARBARIAN |

Plan A:
Planeshift --> Specially prepared demiplane ( I highly recommend the Static magic trait so that any spell you cast has a permanent duration until you leave)Take all the time in the world to prepare (Might I suggest an army of Summoned Balors all disguised as you interspersed with several Simulacra of you to lob spells around)
Send AMBARBARIAN a one time use item that will bring him (and only him) there. Either trick him into using it or hope he's dumb/desperate enough. Failing that use Greater Planar binding on something nasty to trick/force AMBARBARIAN to come to your plane, Perhaps threatening family members failing anything else. I suspect a single wish would also accomplish this goal.
Stand in the back of your army/watch from afar just in case AMBARBARIAN managers to murder your entire army. In the latter case Hide somewhere on the plane (perhaps flying, invisible, and surrounded by a few force cages) and try to survive for 6 hours in order to cast Create Greater Demiplane again to that no one except you can plane shift into/out of the demiplane. You can also make it so the entire plane fills with water, there is no naturally occurring food, and change the time of the plane so it moves at double normal time. Plane shift away. Wait about 60 years.
Profit
Plan B: (Possibly because plan A failed)
Interplanetary teleport.
MAY WANT SKIP TO PLAN B. BARBARIAN AM OK WITH SPELL SUNDERING DEMIPLANE MADE BY CASTY.

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MAY WANT SKIP TO PLAN B. BARBARIAN AM OK WITH SPELL SUNDERING DEMIPLANE MADE BY CASTY.
So, AM is willing to travel to my personal demiplane? Foolish. He'd have been better to try to sunder it before he went...but wait; he can't:
The demiplane is another plane of existence, and therefore is outside the range of any spell or ability that cannot affect or reach other planes.
Since Spell Sunder doesn't say it affects other planes, AM can't sunder my demiplane from the outside. And my demiplane is a solid block of stone, with an AM-shaped cavity he juuust fits in. So he can't move. No actions = dead AM.
Yes, that's a fairly restrictive demiplane, but why else would I make a spare one?

Trinam |

Since Spell Sunder doesn't say it affects other planes, AM can't sunder my demiplane from the outside. And my demiplane is a solid block of stone, with an AM-shaped cavity he juuust fits in. So he can't move. No actions = dead AM.Yes, that's a fairly restrictive demiplane, but why else would I make a spare one?
That still wouldn't actually work because there are no rules for using a weapon in an enclosed space. Even if you are completely encased on all sides by material, you can attack.
EDIT: Though he would be considered squeezing.

dragonfire8974 |
DeathSpot wrote:
Since Spell Sunder doesn't say it affects other planes, AM can't sunder my demiplane from the outside. And my demiplane is a solid block of stone, with an AM-shaped cavity he juuust fits in. So he can't move. No actions = dead AM.Yes, that's a fairly restrictive demiplane, but why else would I make a spare one?
That still wouldn't actually work because there are no rules for using a weapon in an enclosed space. Even if you are completely encased on all sides by material, you can attack.
EDIT: Though he would be considered squeezing.
it could be considered the same as being swallowed

TarkXT |

Trinam wrote:it could be considered the same as being swallowedDeathSpot wrote:
Since Spell Sunder doesn't say it affects other planes, AM can't sunder my demiplane from the outside. And my demiplane is a solid block of stone, with an AM-shaped cavity he juuust fits in. So he can't move. No actions = dead AM.Yes, that's a fairly restrictive demiplane, but why else would I make a spare one?
That still wouldn't actually work because there are no rules for using a weapon in an enclosed space. Even if you are completely encased on all sides by material, you can attack.
EDIT: Though he would be considered squeezing.
Which you'll note can still allow him to rip and tear. With claws. That can rend stone.
Casty walks away from plane only to have AM BARBARIAN rip himself angrily from it some hours later.

Tiny Coffee Golem |

Granted getting him to the demiplane is the tricky part, but it can be done. You could even possibly even trick him into going willingly. Perhaps threatening family members, telling him it will send him to the land of blackjack and H**kers, or any number of other ways.
Also, I don't think you can sunder a plane, but just in case create the demiplane somewhere inhospitable like one of the layers of hell, or some remote corner of the deity of magic's plane. That way when he sunders the plane he'll still be screwed.

meabolex |

OK, so that means we have to get the DC up to 61.
Let's start with sorcerer:
18 base Cha + 6 from headband + 5 from levels + 5 from wishes = 34 Cha = +12 DC
You got Spell Perfection on the disintegrate, so that's 4 from Spell Focus/Greater Spell Focus.
Let's assume you have the arcane school. That gives you a bloodline arcana bonus (+1) and a spell school bonus (+2)
DC 35 = 10 base + 6 spell + 12 Int + 4 SP/(G)SF + 1 BA + 2 SS
So we have to increase the DC by 16 or lower AM's fortitude save by 16 without using a swift action or standard action. Is that possible?

KrispyXIV |

That way when he sunders the plane he'll still be screwed.
Still offtopic, but as a note, make sure you dont put him anywhere he can become the ruler of by defeating the current leader in single combat.
Because since he can kill almost anything in one round, you may soon have the unfunny situation of needing to deal with AM BARBARIAN, Lord of the Abyss.