Spell Caster Imbalance


Pathfinder First Edition General Discussion

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Flying Mounts tend to be easy targets and not especially reliable. Boots of Flying are of very limited duration and the caster can simply wait you out. I am talking about casters as a whole which would exclude Alchemists, Magi, summoners and inquisitors from being a solution. Invisibility is extremely difficult to solve with a bag of flour when the caster who is invisible is say... flying. Blind-fight is not really a good solution to invisible opponents either because of its limited range (melee only) and significant miss chance.

Also my games have been running just fine without Fighters, Rogues, or Cavaliers, since no one has played any of those classes in quite some time. (Because there are better options for them to use.)

Edit @ lastblacknight: He has I linked it in this very thread.


I did a while ago:

http://paizo.com/threads/rzs2q8f3?Standard-Level-20-Wizard

Here is the part where I face my wizard against a fighter:

Poor Franky


Pathfinder Adventure, Starfinder Adventure Path Subscriber

The issue is less about casters and more about the influence of magic in your world. Simply p play a low-magic campaign. I don't understand why in ' your' world wizards can cast spells but' fighters' are unwilling to wear magic armour.

perhaps plan some games in the mana wastes..

If you'd like to put up your god wizard build I am sure people will come up with creative ways to kill it


lastblacknight wrote:
CWheezy wrote:
I am waiting for him to post a fighter that can defeat a wizard
Why not post up your wizard stats and challenge people to kill it?

because if he posts that wizard first, there will be a chain of fighters built specifically for the circumstance of slaying "That Wizard." not even practical adventuring fighters, just fighters designed to slay a highly specific wizard.

it wouldn't even be a fighter that can defeat all wizards in general, just a fighter that can defeat a highly specific wizard or highly specific playstyle of wizard by means of preparation and highly specific gear that basically amounts to metagaming.

and i'm not the best person to ask about builds

another flaw with builds, is builds don't reveal the merits of the class, only how good the player is at milking bonuses by crunching numbers.


He did and while I'm quite certain another caster could kill it, anything without access to 9th level spells is going to get wrecked.

Edit: I don't actually think you can build a Fighter to defeat Cwheezy's build, take a look and give it a try. If you can manage it I'd be extremely impressed.


lastblacknight wrote:

The issue is less about casters and more about the influence of magic in your world. Simply p play a low-magic campaign. I don't understand why in ' your' world wizards can cast spells but' fighters' are unwilling to wear magic armour.

perhaps plan some games in the mana wastes..

If you'd like to put up your god wizard build I am sure people will come up with creative ways to kill it

fighters can wear magic armor, but that is not a feature of the fighter, as much as it is a feature of the armor itself.


lastblacknight wrote:

The issue is less about casters and more about the influence of magic in your world. Simply p play a low-magic campaign. I don't understand why in ' your' world wizards can cast spells but' fighters' are unwilling to wear magic armour.

perhaps plan some games in the mana wastes..

If you'd like to put up your god wizard build I am sure people will come up with creative ways to kill it

Also the god wizard is already up in the very post above yours. Good luck (your going to need it and 9th level casting).


Anzyr wrote:


Edit: I don't actually think you can build a Fighter to defeat Cwheezy's build, take a look and give it a try. If you can manage it I'd be extremely impressed.

I would actually be happier if he could do that than if he couldn't


CWheezy wrote:
Anzyr wrote:


Edit: I don't actually think you can build a Fighter to defeat Cwheezy's build, take a look and give it a try. If you can manage it I'd be extremely impressed.
I would actually be happier if he could do that than if he couldn't

Same, though I'm just counting the minutes until he declares that the casters using its abilities is unfair... in 3... 2... 1...


Anzyr wrote:
CWheezy wrote:
Anzyr wrote:


Edit: I don't actually think you can build a Fighter to defeat Cwheezy's build, take a look and give it a try. If you can manage it I'd be extremely impressed.
I would actually be happier if he could do that than if he couldn't
Same, though I'm just counting the minutes until he declares that the casters using its abilities is unfair... in 3... 2... 1...

i'd be happy if he found a way that involved nowhere near the preparation the wizard went through. but the wizard has lots of minions.

so to sound like i am at least trying to even things out

we will give the fighter access to his choice of 5 12th level iconics to accompany him.


You can ignore the minions as well, they are mostly lawn ornaments.

I mean, did you read the claw guys? Touch of idiocy is no save, they just instant gank someone to 1 int whenever I feel like it from any plane. I just like their floating hands around my castle


CWheezy wrote:

You can ignore the minions as well, they are mostly lawn ornaments.

I mean, did you read the claw guys? Touch of idiocy is no save, they just instant gank someone to 1 int whenever I feel like it from any plane. I just like their floating hands around my castle

even better than my suggestion

but most of them are still legitimate threats to the fighter. like the hundred handed titan, the succubi, the nymph and the planetar.


Anzyr wrote:
I am talking about casters as a whole which would exclude Alchemists, Magi, summoners and inquisitors from being a solution.

So, you're saying that removing two-thirds of the classes will change the game more than removing 10% of the classes. Oh boy, do I agree with that spectacularly bright observation!

Who would have thought? This must clearly prove something. Don't know what yet, but something at least.

And of course, just removing the PC's ability to use spells, not the enemies - they get to keep it all.

This is indeed a very good observation. How did you come up with that? It's brilliant!


The point's being missed a bit here.

Removing casters impacts the game more than removing martial classes. Not because of the number of classes being removed, but the way the game world shifts because of it.

Remove martial classes: There are no supreme warriors on the planet. Expected DPR drops by a bit.

Remove casters: No magic items. No quick ways of travel. Due to the lack of magic items, a lot of enemies become more difficult, even nigh impossible to beat (enemies with high DR/Magic, enemies with Regeneration, incorporeal foes, etc.), and a few other things that may or may not be significant.

If you remove martial classes, the game world is largely unchanged. It's a high magic world still, and there are a number of classes with acceptable or even quite good combat ability left. If you remove casters, the entire world of Golarion would need to be re-written to account for that.


Rynjin wrote:
Removing casters impacts the game more than removing martial classes. Not because of the number of classes being removed, but the way the game world shifts because of it.

But this is of course influenced by the vast majority of powerful figures in the world - assuming a somewhat even distribution of classes - are spellcasters.

Quote:


Remove casters: No magic items.

So now we're going even further than removing spellcasters, now we are removing all magic items too?

Quote:


If you remove martial classes, the game world is largely unchanged.

Yes, but it's a very weird comparision. Of course the game changes less if you remove a handful of specific classes than if you remove _all spells and magic items_.

That says nothing about anything really. If we remove all non-magical people and creatures Golarion would have to be rewritten too.


Removing magical items is a logical extension of removing casters.

I suppose they wouldn't be COMPLETELY gone, but even weak ones would be excruciatingly rare since you'd need to be at least 7th level to start crafting ONE type of magic item, and characters above 5th are not the normal populace.

Ilja wrote:

Yes, but it's a very weird comparision. Of course the game changes less if you remove a handful of specific classes than if you remove _all spells and magic items_.

That says nothing about anything really.

It really does. The fact that the existence of casters is so integral to the proper functioning of the setting says a lot.

Again, it's not about the number of classes removed.

If Wizard were the only caster class the game world would still be largely unchanged if you removed the other 95% of classes.

The number of classes is irrelevant, the impact is not.


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Rynjin wrote:

Removing magical items is a logical extension of removing casters.

I suppose they wouldn't be COMPLETELY gone, but even weak ones would be excruciatingly rare since you'd need to be at least 7th level to start crafting ONE type of magic item, and characters above 5th are not the normal populace.

Ilja wrote:

Yes, but it's a very weird comparision. Of course the game changes less if you remove a handful of specific classes than if you remove _all spells and magic items_.

That says nothing about anything really.

It really does. The fact that the existence of casters is so integral to the proper functioning of the setting says a lot.

Again, it's not about the number of classes removed.

If Wizard were the only caster class the game world would still be largely unchanged if you removed the other 95% of classes.

The number of classes is irrelevant, the impact is not.

Wow-- so you are telling me that if you removed all magic from a fantasy game it would be different? I never would have thought that could be. . .

Does this mean that if we removed all technology from science fiction it would be different as well?

What if we took a romance novel and took out all the romance?

Perhaps we could take a non-fiction book and remove all the facts?

That argument is weak because its meaningless-- telling me that stripping away the integral elements of the genre by removing all magic from the game would change it doesn't prove that the player character spell caster is super broken and shouldn't be allowed, it just changes a fantasy game to something else.

Also, Magic items ARE a feature of martial classes. Wealth by level. . . that's another reason these arguments are ridiculous-- the wizard gets all his class abilities, plus all his magic items, but then you say magic items have to come from a wizard so fighter can't use any.

I'm not going to comment on a wizard build that show only Divinations memorized and has a theoretical simulacrum slave that hands them "every spell from 6 down". That's certainly not RAI even if it is RAW, and the abuse of that spell I'm certain has been tackled elsewhere.


Crazy builds really aren't required to show the power of the caster over the martial type.

Even at low to mid-level Fly + Imp Invis + SoL spells can wreck the day of a martial character.

Yes it's a limited duration combo due to the low duration of Imp Invis but it's incredibly powerful and there really isn't a lot of hard counters that the Fighter has to deal with it.

I mean assuming that the Fighter is going to struggle to actually sneak up on a decent Wizard in his Full Plate I think it's safe to assume the first round of any encounter is going to be at range and like others have shown it's really really important for casters to have high init.

So even assuming no pre-buffs the caster can typically choose the following scenarios- fighter appears to be a ranged combatant - invis or imp. invis to make me basically immune to being a pin cushion then summon (even low level summons tend to be good at harrasing archers. If fighter is a melee or charger type then flight to get above the charge line of the fighter and then imp. invis to deal with the possibility that he'll draw a bow.

Both of these tactics fighters are going to struggle with even with bags of flour and missile like attacks at a square.

Even lower level spells like levitation and spider climb can really impact the fighter's ability to counter the wizard in anything other than a tight corridor (where the ability to elude the fighter is limited).

I'm not saying that the fighter is useless by any means it's just that his limited ability to change the shape of the battlefield is an issue as well as his pretty much complete ineptness at non-combat activity.


MrSin wrote:
Diego Rossi wrote:
vuron wrote:

Keep in mind that a lot of games are basically built around high stakes games of rocket tag. This was especially prevalent in high end 3.5 games. PF toned down some of the rocket tag aspects of the game but they are still there.

And the source of this information is? You have a survey that prove your affirmation?
The game tends to devolve into rocket tag. TV Tropes has a quick article on it. Its not just a playstyle, its just the way it tends to work for dnd.

I have played D&D for some forty years now. Nothing but one ultra high powered epic game ever devolved into rocket tag.

It is just a play style.

RPG Superstar 2012 Top 16

Nathanael Love wrote:


Wow-- so you are telling me that if you removed all magic from a fantasy game it would be different? I never would have thought that could be. . .

Does this mean that if we removed all technology from science fiction it would be different as well?

What if we took a romance novel and took out all the romance?

Perhaps we could take a non-fiction book and remove all the facts?

That argument is weak because its meaningless-- telling me that stripping away the integral elements of the genre by removing all magic from the game would change it doesn't prove that the player character spell caster is super broken and shouldn't be allowed, it just changes a fantasy game to something else.

Also, Magic items ARE a feature of martial classes. Wealth by level. . . that's another reason these arguments are ridiculous-- the wizard gets all his class abilities, plus all his magic items, but then you say magic items have to come from a wizard so fighter can't use any.

I'm not going to comment on a wizard build that show only Divinations memorized and has a theoretical simulacrum slave that...

Your points above are both hitting the mark and veering wide.

People are saying that wizards and clerics and full casters have no effect on the world. We are then removing them and all they can do from the world, and yes, that includes lots of easy magic items. The only magic items that exist are made by Magical Artisans, and so restricted to Wondrous ITems and armor/weapons. No scrolls, potions, wands, rings, or staves.

BING, the world is no longer high fantasy. It's low fantasy on the PC side, high fantasy on the monster side. It has COMPLETELY CHANGED.

If we remove the two non-magic classes (replace with warrior and expert, if you like), NOTHING CHANGES. It's still a high magic campaign. Ignoring the other big 3 martial classes, your alchemists, magus, druids, fighting bards and clerics can all fill the martial role perfectly.

heck, a well kitted out warrior can do it to an extent. So can a buffed animal companion, or summoned creatures.

That's the difference between the narrative power of casters vs martials. Casters define the setting. Martials just live in it.

As for technology...the difference is technology is available to everyone and not exclusive to a class. Tech is gear. Everyone gets gear. Magic is more akin to the Force...not everyone gets to be a Force User. The difference is that in SF the tech is usually powerful enough to offset The Force to some extent (especially when you start talking starships and WOMD). In PF, that is not the case.

==Aelryinth


Exactly.

But he knows that, or at least I hope he does. He's just trying a little too hard to miss the point.

RPG Superstar 2012 Top 16

Hey Diego,

Have you ever tried making a fighter without combat feats? You can pick all the general feats you like, of course, and he still gets his class benefits. He just loses his fighter bonus feats.

I'm wracking my brains for any game changer feats, and I can't think of any except Power Attack and its clones, since the damage boost is so extreme.

I can GUARANTEE YOU that this fighter will be a magical artisan x2, and have both wondrous items and arms and armor so he can craft at half price. Doubling his WBL in gear will probably make up for anything he loses in combat feats.

==Aelryinth

Scarab Sages

Rynjin wrote:
On scrying and teleporting, that's definitely a houserule by JJ. Not a bad one, but I don't like to bring in houserules when discussing the power of a spell itself.
Peter Stewart wrote:

Well, yes and no. His argument was effectively that the viewed once aspect of scrying only comes up if you learn the location – e.g. the people you scry talk about where they are. That isn’t strictly spelled out within the rules either way, so ultimately it’s a GM call. I don’t run it as such, but I’m reluctant to describe something that is a judgment call as a house rule.

That said, again, I don’t think it is a needed position.

It is not even remotely a 'judgment call'.

It's a flat-out change of the rules.
It's a good change, which removes some of the unutterable silliness of having people hurling themselves into places they've never been, but it is a change. Saying it 'isn’t strictly spelled out within the rules either way' is utterly false.
The Teleport text reads, '“Viewed once” is a place that you have seen once, possibly using magic such as scrying.' .
Using houseruled versions of the rules, to argue that your group doesn't have any problems, therefore the actual rules (which you aren't even using) must be fine, and therefore don't require the very changes your group is using, is an utterly illogical stance.
"The rules work fine, whenever I change them or ignore them, therefore they don't need to be changed."
o_O?

Rynjin wrote:
Note when I say Scrying, I use that as a catchall for long distance viewing Divinations. It's the most iconic, and generally are referred to in fiction either as divinations, or "scrying magics".
Peter Stewart wrote:
Right, so what divination spell lets you look in on a far off place you’ve never seen before?

Ummm...Scrying?


*yawn*

Martials are soooo underpowered since all they can do is obscene amounts of damage, right? Want to talk about archers? Or power attacking crit builds?

I have seen more Pathfinder archers annihilate bosses than casters.


Man I love Wind Wall.

Hm? Why'd I mention that?

No reason.


Bave wrote:

*yawn*

Martials are soooo underpowered since all they can do is obscene amounts of damage, right? Want to talk about archers? Or power attacking crit builds?

I have seen more Pathfinder archers annihilate bosses than casters.

Man only martial can deal damage, casters surely can't blast for massive amount of damage to multiple people and definitely not twice in a turn. I mean there's no way there would be a way to cast two spells in one turn and still move or items and feats that let you get metamagic for free...


All a fighter need to kill a wizard is maxed out stealth.
They rely so much on their spells, buffs and See invisible and the like that you can defeat them most easily only using mundane options like sneaking near em and hitting them really hard. A net or a good grapple check is also your friend, but try to sunder his spell components first. Take Step up as a feat and watch him squirm.


Anzyr wrote:

Man only martial can deal damage, casters surely can't blast for massive amount of damage to multiple people and definitely not twice in a turn. I mean there's no way there would be a way to cast two spells in one turn and still move or items and feats that let you get metamagic for free...

Heh. When was the last time a "blaster caster" was a real threat in a game? How many things have energy resistances on top of crazy saves and spell resistances? Nevermind silly volume of hitpoints.

Take a level 15 encounter. Against a CR17 dragon. Who is going to do more in that battle? The wizard or the Ranger or Paladin archer? That dragon will be lucky to live two rounds of archery barrages.


Also, you should really compare a world without casters AND magic items with a world without full bab classes AND no armor/weapons.

It´s only fair this way...

I assure you, a world without weapons and armor would be a different world, indeed!


A proper caster will casually end that fight in a single round (there are several ways a CR 17 caster could do so), unless the Dragon is a better prepared caster. A Fighter against a Dragon using its spells and natural flight properly? Mostly an annoyance.

Stealth is also not an especially good solution, the Wizard is fully capable of summoning beings that can locate you with their senses and then simply nuking said area.


Rynjin wrote:
Removing magical items is a logical extension of removing casters.

Oh, so you're also removing all creatures that have SLA's?

So now we're down to comparing:

Removing two specific classes

vs

- Removing two-thirds of the classes (and heck, rogue has to go too)
- Removing all magic items
- Removing about half of the playable races and half of the bestiary

What more would you like to add to make this an even more meaningful comparision?


A CR 17 Caster should be able to overcome to a 29 SR on a 1 with a caster level of 22 both Spell Penetration feats and an Otherworldly Kimono. An Explosive Rune suicide bomber, or package detonation will instantly kill the dragon with no save (seriously... gods do not play dice), unless it has a contingency prepared for that. Alternatively, the caster could simply use Blood Money to cast Limited Wish duplicating Geass/Quest and be able to no save order the dragon the around (this will end badly for the dragon). Those are just the easiest methods, there are many many more.

(The caster is also more survivable in this situation due to layered buffs)

Also your archer best hope the dragon doesn't just cast say Wind Wall or Fickle Winds making all of your archery investments useless.


Snorter wrote:
Rynjin wrote:
On scrying and teleporting, that's definitely a houserule by JJ. Not a bad one, but I don't like to bring in houserules when discussing the power of a spell itself.
Peter Stewart wrote:

Well, yes and no. His argument was effectively that the viewed once aspect of scrying only comes up if you learn the location – e.g. the people you scry talk about where they are. That isn’t strictly spelled out within the rules either way, so ultimately it’s a GM call. I don’t run it as such, but I’m reluctant to describe something that is a judgment call as a house rule.

That said, again, I don’t think it is a needed position.

It is not even remotely a 'judgment call'.

It's a flat-out change of the rules.
It's a good change, which removes some of the unutterable silliness of having people hurling themselves into places they've never been, but it is a change. Saying it 'isn’t strictly spelled out within the rules either way' is utterly false.
The Teleport text reads, '“Viewed once” is a place that you have seen once, possibly using magic such as scrying.' .
Using houseruled versions of the rules, to argue that your group doesn't have any problems, therefore the actual rules (which you aren't even using) must be fine, and therefore don't require the very changes your group is using, is an utterly illogical stance.
"The rules work fine, whenever I change them or ignore them, therefore they don't need to be changed."
o_O?

Rynjin wrote:
Note when I say Scrying, I use that as a catchall for long distance viewing Divinations. It's the most iconic, and generally are referred to in fiction either as divinations, or "scrying magics".
Peter Stewart wrote:
Right, so what divination spell lets you look in on a far off place you’ve never seen before?
Ummm...Scrying?

Note that the spell doesn’t say you can always use Scrying as “viewed once” it sez :”possibly using magic such as scrying”. So, even JJ sez it’s possible to use Scrying for TPort, just not routinely, thus the common tactic of “scry & fry” “doesn’t work”.

There’s a ambiguity there. In PF, generally RAI trumps RAW, esp if there’s an ambiguity. Altho true, JJ is not “the rules guy” he *IS* the RAI guy.

It’s not a houserule, it’s a RAI “rule”. Now sure, you’re not wrong if you interpret “possibly using magic such as scrying” as “Anytime you scry you can T-port”, but since the creative Director has given us his thoughts on RAI here, it’s best not to assume comparative power based upon a dodgy tactic.

Not to mention, there are a bunch of ways to prevent ‘scry & fry”, and IF that tactic is common and valid any decent BBEG should take those preventions. Mind you, if that tactic rarely works, you’d expect to rarely see those protections…and indeed, in most Ap’s you rarely do. So the AP were written with the idea that “scry & fry” is not a common tactic that can be relied upon.

So you can have it one way or the other;
either “scry & fry” is a common reliable tactic- in which case BBEG take precautions, thus it rarely works.

OR
“scry & fry” rarely works, in which case precautions are rarely used, in which case it rarely works.

Thus, in either case, the tactic doesn't work very often.


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I posted a wizard, kill him with your fighter.

Pick the battlefield, pick where you start.

I am seeing a lot of people say it is really easy to kill wizards with fighters, prove it

EDIT: I really enjoyed that DrDeth post above me saying that "Even though the rules specifically mention that you can do it, you can't actually do it because it is not intended for you to, because the rules specifically say you can do it"


Anzyr wrote:
An Explosive Rune suicide bomber,

We have told you over and over that tactic/spell doesn’t work like that. Now, maybe your DM lets you get away with it, but that has no bearing on PF balance issues. Altho it does explain why you think casters are overpowered.

Also Blood Money is not part of Core, and should be limited as per campaign. Assuming all spellcasters have it, and have maxed out str is another assumption that has no bearing on whether or not there is a general inbalance.


Scry and Fry would realistically work in the scenario presented. There are a number of ways to prevent a fixed location or select individuals to not be scryed on, there are no such methods to hide an army from being scryed on and any blank spots in the transmission are really just giving away key locations. As the rules are written any time you can scry you can teleport, admittedly there is a chance of failure with both these, but no so significant as to call it "unreliable".


DrDeth wrote:
Anzyr wrote:
An Explosive Rune suicide bomber,
We have told you over and over that tactic/spell doesn’t work like that. Now, maybe your DM lets you get away with it, but that has no bearing on PF balance issues. Altho it does explain why you think casters are overpowered.

You keep saying that, but both methods absolutely do. Your dislike of them is noted as is your lack of rules that support you.


CWheezy wrote:
EDIT: I really enjoyed that DrDeth post above me saying that "Even though the rules specifically mention that you can do it, you can't actually do it because it is not intended for you to, because the rules specifically say you can do it"

The rules say you can "possibly" do it. That's different than you can ALWAYS do it.


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No the rules specifically allow both tactics, I avoid making of use the tactics at are not RAW so the only circumstances where they would not work is if a GM houserules against it working a scenario that is irrelevant to this discussion regardless how likely a scenario that is or isn't.

Dark Archive

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Sure, generic "I can fight wizards really well; and incidentally non-wizards as well" Fighter/Monk that I've played in PFS. Level 10 (technically 9-2 now, but will be 10 next weekend). Has a 1-point add-in from faction change in PFS (Lantern Lodge), thus explaining his slightly-over-20 point buy

Tengu Lore Warden 5 / Qinong Manuever Master 5
S: 7
Int: 14
Wis: 16 (18)
Dex: 22 (26)
Con: 12
Chr: 7

Feats: Agile Manuevers, Weapon Finessee, Combat Expertise, Combat Reflexes, Improved/Greater Trip, Improved Grapple, Improved Dirty Trick, Two-weapon fighting (and Improved), Improved Blindfighting

Magic items of note:

Flying carpet (5x5)
Dueling Gloves
Agile Amulet of Mighty Fist
+2 Cloak of Resistance
Green ioun stone (+ 1 saves)
+1 Init Ioun stone
+4 Dex belt
+2 Wis Headband

Traits are +2 Init and Diplomacy-as-class-skill

5th level Qinong ability is barkskin.

How he beats mage types:

If they don't fly, trip them, try to grapple (usually works if they don't have FoM)
If they do fly,try to grapple. If that fails, blind them via dirty trick and beat the heck out of them (closing eyes if they are displaced or mirror imaged to use blind-fighting).
He has a solid init bonus... diviners can beat him out, but only barely.

Generally bats around +31 to his CMB to the manuever of his choice for the round, and if he gets a full attack no "standard" mage can survive (9 attacks with decent to hit, and each attack does +11 or +7 damage).

All saves are +13 I believe, with Reflex being in the +18 range.

And that's unbuffed and on his own, built to beat dragons and demons rather than "mere" human mages :).


How do you find them if they are invisible? How do you grapple them when they can dispel your carpet out from under you? How do you avoid no save spells?


Bave wrote:
A Very Old Red Dragon is going to be +20 to Fort/Will saves with an SR of 29. So, right off the top the Dragon has the ability to ignore 50% of your attacks (assuming you have a +4 penetration ability) at which point it then gets a save. The insta-gib spells are going to be almost all Fort/Will and a DC in the range of high 20's, at best, giving you another 30% success rate. Which means, sure you have a 15% chance to drop the dragon (in a perfect world, with a perfect build for that encounter).

You need to update your save or lose effects and have a look at the feat Spell Perfection.

Its +12 Reflex means DC32 Dazing Ball Lightning will kill it on on its own and DC34 Chain Lightning will make it irrelevant. Both are trivially easy to achieve at that level.

Alternatively I would be happy to pit it's +20 Fort against 3 DC34 saves or be turned to stone every round.

Really casters dont need to use Anzyr's particular tricks to be vastly more capable of influencing events than martial characters.


Very true andreww if hey if you got it, flaunt it!

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Umbriere Moonwhisper wrote:
MrSin wrote:
Umbriere Moonwhisper wrote:
the only combat feats that i know of, that change the pace and/or outcome of combat in a similar way, are weapon finesse, deadly aim, power attack, piranha strike, and all the other power attack clones.
Hit stuff harder isn't exactly changing the battlefield though. Some feats apply debuffs, sometimes en masse, and others can change the way your character works, but rarely will you see one that affects the world around you or is gamechanging.

Hit Stuff Harder doesn't change the battlefield, but it does change the pace and thus potentially change the outcome. it's not 100% about controlling the battlefield. sometimes, somebody has to inflict the wounds that help eliminate the enemy from the fight. whom better than somebody with the ability to hit stuff really hard?

a statement on a martial character's value to an adventuring party

At Mepacon, I GMed a high level table of Elven Entanglement. average level of the table, 11th. The casters of that group would have been dead at the first encounter, if it wasn't for the heavy hitting melee. As it was he came pretty close to biting it, himself.

In addition Martials who lockdown or disrupt things can be very battlefield changing in thier own right. A readied shot at a spellcaster, can result in a concentration check with a DC of Impossible To Make.


Bave wrote:
We haven't even touched survivability.

Sure, lets touch survivability. Your fighter gets:

An average of 2 more HP per level
More feats to spend on defensive stuff at the expense of offence, which tend to have pretty minor benefits
Heavy armour

The caster gets:

Layered spell defences
A far better Will save
Layered spell defences
An easily equivalent AC, quite possibly much higher for certain Oracles, Clerics or buffing Arcane casters
Layered spell defences
Quite often much higher saves, see some Oracles, Clerics, Wis casters generally
Layered spell defences
Better initiative (hello Cosmognathus/Scorpion)
Layered spell defences

I am not quite seeing how your fighter ever actually finds a spellcaster who invests in Mind Blank and a Ring of Invisibility.


Anzyr wrote:
No the rules specifically allow both tactics, I avoid making of use the tactics at are not RAW so the only circumstances where they would not work is if a GM houserules against it working a scenario that is irrelevant to this discussion regardless how likely a scenario that is or isn't.

No, they don't.

As I said before:
I have made a poll and read many posts and it seems those screaming the loudest play a different style. The do rocket tag, which encounters lasting only 2 rounds or so, then heal with wands (if needed) with resting every two encounters or so. If you run hyper-optimized characters, with every magic item, high point buy, dumping like crazy, and every sourcebook VS standard vanilla AP encounters, yes, this is to be expected. If you allow spellcasters to Nova and rest, then yes, they will have a advantage even earlier.

I am not condemning this playstyle. But it's not what the Devs counted on when designing the Ap's. Most folks don't play like that, altho it is apparently moderately common. But you can't expect them to re-write the entire game to support a minority playstyle.


LazarX wrote:
At Mepacon, I GMed a high level table of Elven Entanglement. average level of the table, 11th. The casters of that group would have been dead at the first encounter, if it wasn't for the heavy hitting melee. As it was he came pretty close to biting it, himself.

If your casters are finding themselves stuck in such situations it suggest they are not very competent.


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I'd just like to link this too:
link

I don't know if everyone discussing here was around back when AM BARBARIAN had his glory days, but it's very worth to read.


DrDeth wrote:
If you allow spellcasters to Nova and rest, then yes, they will have a advantage even earlier.

At higher levels it is not a question of allowing such tactics but rather finding ways which dont end up looking completely contrived to prevent it.

Not every mission can be time sensitive, not every location has a continuing supply of reinforcements, not every opponent can be shielded from Divination or Enchantment spells.

Yes there will be times when retreating to rest is going to damage your chances of overall success but having that happen every time is pretty heavy handed GM'ing and strikes at my suspension of disbelief.

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