Mythic Fighter vs Wizard!


Pathfinder First Edition General Discussion

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No I have to touch the ground. Which I can do.


Seannoss wrote:

Wow... do not pay attention to what other people type? Anything that provides unbeatable SR or immunity to 3rd lvl spells will get past explosive runes. Which was stated as your actual first actions.

And a wall is your defense? Lol. Hardness 40 and 200 hp. Lets go find someone from the mythic threads that can beat that down with a fraction of an attack. They should be on you while you're cackling, in the AMF.

And yet another spell from an unusual, not used book. Maybe wizards aren't all that powerful.

I'm not in the AMF? The Fighter is? And without magic items/spells/SU abilities. 40 Hardness and 440 HP is a rough haul in those conditions. I would not use Explosive Runes if gated in, as I require a minion with a readied action to detonate them.

Liberty's Edge

The sword isn't suppressed by the magnificent enclosure (it's an artifact, too powerful for the spell to affect), and technically you're right - it will probably take a full attack. I don't think you really appreciate the amount of damage mythic melee types can do. With mythic power attack and the foe-biter legendary ability, the average damage on a single swing of the sword is well over 100, and the fighter can attack six times in a round without any magic whatsoever. 10d6 acid is laughable to someone with 450 hit points; he'll barely notice.


Pathfinder Adventure Path Subscriber

Destroyer... 3rd level champion ability... ignore hardness from objects, it specifically includes wall of force.

I suspect you don't know mythic rules. There is even a supernatural way to fly as you mentioned earlier, but it is tier 6.


Seannoss wrote:

Destroyer... 3rd level champion ability... ignore hardness from objects, it specifically includes wall of force.

I suspect you don't know mythic rules. There is even a supernatural way to fly as you mentioned earlier, but it is tier 6.

I do not use Mythic rules and am unfamiliar with them and thus had not considered that the sword would be an artifact. Regardless, the Wizard would survive this encounter, the Fighter would be out a gate scroll (reducing their WBL), the Wizard would have all their spells back in a half a day (thanks to the fast time plane) and then would return (without being gated) and drops Explosive Rune stacks with a small army of Simulacrums so that there are multiple readied actions. With a Disjunction before detonation, to ensure no spell immunity.


I'm not going to read the morass this thread has become so I'll just answer the original question. Wizard, wizard, fighter, assuming mythic 10. I might calculate for lower mythic rank but there's no real point.

A wizard will always have more options than a fighter and can only be fully killed with another spellcaster (or someone who imitates one). Assuming equal level characters the wizard will always be the better spellcaster. The first victory against a spellcaster that doesn't cause a fate worse than death causes them to respawn at their clone/return to their astrally projecting body. Now they know someone is trying to kill them and can slowly prepare how best to defeat them. Maybe the supervillain route with summoned/conjured monsters. Unless something in mythic I don't know of gives at-will discern location that bypasses mind blank and at-will plane shift, a wizard on their demiplane is safe.

That's at level 20. At level 16 it's all identical except that the wizard casts all their 9th level spells from scrolls instead. At level 12 the fighter can have a legendary item doing their spellcasting better than the wizard so I'll give them the benefit of the doubt. Also Divine Source can be used to give them some domains for more 9th level casting.

If you insist on going through with this farce I recommending finding a way to get resist 20 all or immunity to daze (dazing magic missile/ball lightning/flaming sphere/geyser), unstoppable helps but would burn through power too fast (especially on the low level/multi-turn spells). Immunity to mind-affecting is needed for both Geas and the Power Word line. Neither have attack rolls or saves. Something to prevent being buried alive in mud that's turned to something harder (break DC of 3 feet of stone is 50, presumably other substances like iron are harder). Please don't try to argue you're swinging your sword in that situation. And if we have a mythic fighter does this mean we can assume mythic monsters? Because if so then the fighter gets to try to solo whatever the biggest thing the wizard can summon in addition to the wizard themselves.


Pathfinder Adventure Path Subscriber

I wouldn't gate someone anywhere. That was someone else. If I could do that, I'd just use the limited wish/geas trick and as you mentioned the fight would be over.

I would go for a surprise attack and try my best to get 6-8 variety of attacks off before the wizard acted, more than likely without any of his defenses. With that mansion spell you found it could be even easier. fighters can cast that too.

Besides I think that wizard died in his bubble was popped in less than a round.


Anzyr wrote:
No I have to touch the ground. Which I can do.

You still can't cast a spell you have spellbane up for.

Also, you can't metamagik MME using the staff. Because casting MME requires you to have one hand full (with a nail) and you cant hold the staff in the other hand and still have one hand free to cast.

Also also, you are still casting a spell that I am in the area of during your time stop which you cant do.


Pathfinder Adventure Path Subscriber

Bob... its not all that hard to get what you specified, be a guardian. Which could be useful for the saving throw bonus. Resist 20 all... easy, base ability. 3rd tier feat still makes you immune to all compulsions... which power words are. And there's a tier 6 ability to make you immune to daze for free. Not that spending an extra mythic point a round is what I'd call draining resources.


Seannoss wrote:
Bob... its not all that hard to get what you specified, be a guardian. Which could be useful for the saving throw bonus. Resist 20 all... easy, base ability. 3rd tier feat still makes you immune to all compulsions... which power words are. And there's a tier 6 ability to make you immune to daze for free. Not that spending an extra mythic point a round is what I'd call draining resources.

Correction: all non-mythic compulsions. That's how all those universal abilities work. Immune to <insert status effect(s) here> would be just a bit too much.

@Anzyr: I'm not saying you're wrong about all this mind you (it's hard enough showing you're wrong on rules related things) but why not just SHOW us one of your sample level 20 wizard builds? What could it hurt?


Anzyr wrote:
Seannoss wrote:

Destroyer... 3rd level champion ability... ignore hardness from objects, it specifically includes wall of force.

I suspect you don't know mythic rules. There is even a supernatural way to fly as you mentioned earlier, but it is tier 6.

I do not use Mythic rules and am unfamiliar with them and thus had not considered that the sword would be an artifact. Regardless, the Wizard would survive this encounter, the Fighter would be out a gate scroll (reducing their WBL), the Wizard would have all their spells back in a half a day (thanks to the fast time plane) and then would return (without being gated) and drops Explosive Rune stacks with a small army of Simulacrums so that there are multiple readied actions. With a Disjunction before detonation, to ensure no spell immunity.

You have to be within 75 ft for the disjunction. You do the disjunction and spend your move action to remove the explosive runes from your bag. Where did the simulacrums come from? How did you get them here? Did you send them in advance of you? (I ready an action to attack a wizard casting withing 75 ft of me) or did you call them in after (using your standard action) and I shoot you to death on my turn?


Anzyr wrote:
Marroar Gellantara wrote:
Anzyr wrote:
Marroar Gellantara wrote:
I don't need to win initiative. There is nothing the caster can do that matters.
Other then keep defeating you until they can get their hands on an artifact, I guess not.

You haven't shown how the wizards can even harm my fighter, much less kill him.

Even your explosive runes trick is full of holes.

People have been trying to find a hole in my Explosive Runes stacks for a long time. Maybe today will be the day. What holes?

1. You have to get it within 10ft of me and my +38 perception check

2. You have to somehow put multiple on one object, even one per page in a book is too finite for my reflex save + evasion

3. You need greater dispel to trigger multiple and there is no RAW way to voluntarily not roll the dispel check.

4. Any minions you send to trigger need greater dispel and beat my fighter in initiative


N. Jolly wrote:
Kthulhu wrote:
N. Jolly wrote:
People are fighting super hard for the Fighter to have build dependent features to take on a wizard that can literally change their build by the day, as well as can stockpile resources for days/weeks/years.
The problem is that the people fighting super hard to say the wizurd ALWAYS wins don't change their build by the day, they change their build from moment to moment. And that build that they change includes things like stats, feats, active contingencies, etc. IE, stuff that they DON'T actually get to change.

People change their fighter builds in the same way, and as has been stated, a lot of these wizard builds have stated a lot of the same spells, it's not a huge 'change' aside from contingencies. We're playing Schrodinger's fighter vs. Schrodinger's wizard, and the wizard has FAR more possibilities.

Most people here are stating things the fighter can do to stop the wizard's tricks, it's rarely "This is how my fighter wins!" It's just "But I don't lose because of X". When the conversation is about how many different ways one party has to defeat the other, with the other party scrambling to find ways to defend itself, it seems pretty obvious who has the advantage here.

The thing is if the fighter survives the first spell then he wins, because he turns the wizard into red mist in one attack. We don't need to say how the fighter wins he all ways wins in the same way.


generally, for a martial build to defeat a spellcaster, they need a lot of help from a spellcaster. even AM BARBARIAN had a lot of help from BATTY BAT that would make AM BARBARIAN seem a lot like a sidekick

there was no way AM BARBARIAN could get a competitive flying mount or his mountain of magical loot without recruiting a minmaxed half elf synthesist cohort that literally took the form of a giant bat and was a drastically better dire bat than a real dire bat. but then, BATTY BAT probably crafted every permanent magic item AM BARBARIAN has and called them "Relics of the Ancestors" or some stuff like that.

it was because he had a caster's help, that AM BARBARIAN was able to kill other high level casters, and because he deliberately ambushed casters on the open plains while they were sitting down and having lunch. because he always waited till the caster sat down to eat their sandwich before he slew them with his charge lane of a nautical mile. he would then eat the likely unfinished remains of the sandwich with a smile on his face.


fictionfan wrote:
The thing is if the fighter survives the first spell then he wins, because he turns the wizard into red mist in one attack. We don't need to say how the fighter wins he all ways wins in the same way.

We've never even got to the part where I fly-charge (140ft) melee range and use martial flexibility to grab greater blind-fight, pin down, and teleport tactician. All that (and their prereqs) plus the mythic ability Cage the Enemy (or I could just use stand-still against wizard CMD).

EDIT: This is exactly what I would do everytime the wizard failed close-range spell tactic.

No mythic vital strike on this build, because it was built for a foe that could not be two-shoted.

Grand Lodge

Auren "Rin" Cloudstrider wrote:

generally, for a martial build to defeat a spellcaster, they need a lot of help from a spellcaster. even AM BARBARIAN had a lot of help from BATTY BAT that would make AM BARBARIAN seem a lot like a sidekick

.

It works both ways, a spellcaster facing a level equivlant threat, or one a couple above generally relies on his martial buddies to keep him alive while he does his stuff.

Liberty's Edge

Auren "Rin" Cloudstrider wrote:
generally, for a martial build to defeat a spellcaster, they need a lot of help from a spellcaster

"Generally" is not a word with any relevance where mythic is concerned.


LazarX wrote:
Auren "Rin" Cloudstrider wrote:

generally, for a martial build to defeat a spellcaster, they need a lot of help from a spellcaster. even AM BARBARIAN had a lot of help from BATTY BAT that would make AM BARBARIAN seem a lot like a sidekick

.

It works both ways, a spellcaster facing a level equivlant threat, or one a couple above generally relies on his martial buddies to keep him alive while he does his stuff.

most full arcane spellcasters can typically planar bind their own pocket tank. i'm not good at picking out pocket tanks, but i heard a planar bound exiled planetar with a single level of cleric is a fairly solid choice due to being a tank that can fly, cast spells and dish out sizeable damage with enough preparation


Shisumo wrote:
Auren "Rin" Cloudstrider wrote:
generally, for a martial build to defeat a spellcaster, they need a lot of help from a spellcaster
"Generally" is not a word with any relevance where mythic is concerned.

Mythic martials also need a spellcasters help. because they also depend on a lot of magic items, and master craftsman has issues with providing the utility magic items the martial character needs to take the caster down. barely working for maybe a portion of the big 6.


2 people marked this as a favorite.
Seannoss wrote:
And Anzyr... thanks for all this (seriously!) I do not play high levels much and after this discussion have zero interest in it ever. And if I run something at higher levels, this will give me a list of things to ban/nerf.

This right here is one of the only reasons I ever bother to engage Anzyr on these boards. Not for him, but for those out there who are buying into his product. He portrays one very specific possibility for high level play, Seannoss, and dismisses all other possibilities as 'not the rules'. His specific possibility is not fun for everyone, but it is presented as just 'the way things are'.

You don't need a giant nerf bat to have fun with high level games. Just like you don't need a houserule to determine that a given question is 'hard' despite it normally falling under 'easy' sans mitigating circumstances. There are plenty of other ways to use the rules. Hopefully you don't let Anzyr drive you away from something that has been rewarding and fun for thousands of quieter, less obstinate players across the world.


Initiative wrote:

At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects. Characters act in order, counting down from the highest result to the lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).

If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll to determine which one of them goes before the other.

Initiative is a Dexterity check. Not an opposed Dexterity check. Therefore Moment of Prescience does not apply to Initiative.

Evasion and Pursuit wrote:
...When the speeds of the two concerned characters are equal, there's a simple way to resolve a chase: If one creature is pursuing another, both are moving at the same speed, and the chase continues for at least a few rounds, have them make opposed Dexterity checks to see who is the faster over those rounds. If the creature being chased wins, it escapes. If the pursuer wins, it catches the fleeing creature....

Chase resolving between two characters is an example of an opposed Dexterity check. Therefore Moment of Prescience applies to Chases.

The two examples above are listed to highlight the differences between rules that use ability checks and rules that use opposed ability checks.


voideternal wrote:
Initiative is a Dexterity check. Not an opposed Dexterity check. Therefore Moment of Prescience does not apply to Initiative.

...huh. Okay, that's technically correct, I guess. God, how did I never spot that specific wording after looking at the spell that many times?


The thing is that I think Anzyr is probably right, but I'm not going to let him/her just say it's possible without demonstrating it. And I'm not going to let her/him demonstrate it with rule breaks. I want to see it happen within the rules.

Also his scenario has used up several 8th and 9th level spells and 8 charges on his cheater staff, I think we are getting perilously close to needing a stat block with spells picked for the day because this is a wizard and not a sorcerer after all.


As someone said up thread:

If Anzyr's Spellbane suppresses Mage's Magnificent Enclosure then Anzyr can't cast that spell, because it would count as casting said spell while in an anti-magic field.

[edit]
Aside from that it is questionable what would happen if he cast MME during Time Stop. TS states you can't enter the area of an antimagic field, MME is a touch spell that generates(among other things) an antimagic field out to a 10ft radius.

Going full rules lawyer:
Time Stop doesn't say you can't be in the area of an antimagic field, that is assumed because TS can't be cast within one. It only says you can't move into an area with antimagic. Thus the wizard would trap himself inside the antimagic field with the fighter.

Time Stop:
"You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop."

Mage's Magnificent Enclosure:
"Within the area of the spell, effects are suppressed and creatures are affected as by antimagic field."


2 people marked this as a favorite.
Bacon666 wrote:
Depends on starting position. Starting unbuffed right next to eachother best initiative roll wins...

*ahem*

Sir Integra Hellsing: Just shut up! Where the hell is Alucard Wizard?

Anderson Fighter: Oh, him? I killed him!

Sir Integra Hellsing: Killed him?

Anderson Fighter: Cut off his bloody head!

Sir Integra Hellsing: Oh! Well, that’s step one… what about two through ten?

Anderson Fighter: Ah, Christ!

[Alucard Wizard regenerates in a shot of splendor and magnificence. (read: Awesomeness)]

Alucard Wizard: You done goofed.

Silver Crusade

BigDTBone wrote:

The thing is that I think Anzyr is probably right, but I'm not going to let him/her just say it's possible without demonstrating it. And I'm not going to let her/him demonstrate it with rule breaks. I want to see it happen within the rules.

Also his scenario has used up several 8th and 9th level spells and 8 charges on his cheater staff, I think we are getting perilously close to needing a stat block with spells picked for the day because this is a wizard and not a sorcerer after all.

This is basically how I feel, although it's mostly because wizards have a massively larger amount of different resources to pick from. Wizards are outside my wheelhouse, I like to stick to the T4-T2 range at max, so the true powerhouses of the game aren't something I'm too versed on.


Marroar Gellantara wrote:
Anzyr wrote:
Marroar Gellantara wrote:
Anzyr wrote:
Marroar Gellantara wrote:
I don't need to win initiative. There is nothing the caster can do that matters.
Other then keep defeating you until they can get their hands on an artifact, I guess not.

You haven't shown how the wizards can even harm my fighter, much less kill him.

Even your explosive runes trick is full of holes.

People have been trying to find a hole in my Explosive Runes stacks for a long time. Maybe today will be the day. What holes?

1. You have to get it within 10ft of me and my +38 perception check

2. You have to somehow put multiple on one object, even one per page in a book is too finite for my reflex save + evasion

3. You need greater dispel to trigger multiple and there is no RAW way to voluntarily not roll the dispel check.

4. Any minions you send to trigger need greater dispel and beat my fighter in initiative

1. Time is Stopped. Why do I need to beat your Perception.

2. Each is a seperate object. They just happen to be in a stack. Hence why I keep saying Explosive Rune Stacks. Thing the IN Box from hell.

3. I already covered that my minion (usually a Nalfeshnee Demon Simulacrum) has Greater Dispel and *cannot* succeed the Dispel Check.

4. No they don't. They have have to be continuously readying an action before the fight even starts.

Today was not that day.


Shadowkire wrote:

As someone said up thread:

If Anzyr's Spellbane suppresses Mage's Magnificent Enclosure then Anzyr can't cast that spell, because it would count as casting said spell while in an anti-magic field.

[edit]
Aside from that it is questionable what would happen if he cast MME during Time Stop. TS states you can't enter the area of an antimagic field, MME is a touch spell that generates(among other things) an antimagic field out to a 10ft radius.

Going full rules lawyer:
Time Stop doesn't say you can't be in the area of an antimagic field, that is assumed because TS can't be cast within one. It only says you can't move into an area with antimagic. Thus the wizard would trap himself inside the antimagic field with the fighter.

Time Stop:
"You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop."

Mage's Magnificent Enclosure:
"Within the area of the spell, effects are suppressed and creatures are affected as by antimagic field."

I used a Reach MMME. Then moved into the area suppressing it. This is why the order I do things in matters.


BigDTBone wrote:
Anzyr wrote:
Marroar Gellantara wrote:
Anzyr wrote:
Marroar Gellantara wrote:
I don't need to win initiative. There is nothing the caster can do that matters.
Other then keep defeating you until they can get their hands on an artifact, I guess not.

You haven't shown how the wizards can even harm my fighter, much less kill him.

Even your explosive runes trick is full of holes.

People have been trying to find a hole in my Explosive Runes stacks for a long time. Maybe today will be the day. What holes?
Dude, already in the thread. Contingency to activate lesser globe of invulnerability.

Dude. Disjunction before you start. Also I'd very much like to know how a Fighter is getting a Contingency. What with it being a Personal Spell. I can actually think of a few methods, but they are all going to eat a tthe Fighters WBL, making it impractical to challenge a Wizard (because again, you aren't going to win a war of attrition).


Kain Darkwind wrote:
Seannoss wrote:
And Anzyr... thanks for all this (seriously!) I do not play high levels much and after this discussion have zero interest in it ever. And if I run something at higher levels, this will give me a list of things to ban/nerf.

This right here is one of the only reasons I ever bother to engage Anzyr on these boards. Not for him, but for those out there who are buying into his product. He portrays one very specific possibility for high level play, Seannoss, and dismisses all other possibilities as 'not the rules'. His specific possibility is not fun for everyone, but it is presented as just 'the way things are'.

You don't need a giant nerf bat to have fun with high level games. Just like you don't need a houserule to determine that a given question is 'hard' despite it normally falling under 'easy' sans mitigating circumstances. There are plenty of other ways to use the rules. Hopefully you don't let Anzyr drive you away from something that has been rewarding and fun for thousands of quieter, less obstinate players across the world.

We're trying to compare a Fighter with Mythic Ranks to a Wizard without one. Why would you compare the Wizard at less then full potential? Maybe I should ask people to not present any useful abilities for the Fighter, based not on any rules but my own subjective opinion of what is "too good". See why this doesn't make sense? So yes, what I am presenting it absolutely the "way things are" at high levels of optimization. Make no mistake there is undoubtedly many higher levels of optimization above my tactics. I like to think of them the introduction course truthfully.


Anzyr wrote:
Shadowkire wrote:

As someone said up thread:

If Anzyr's Spellbane suppresses Mage's Magnificent Enclosure then Anzyr can't cast that spell, because it would count as casting said spell while in an anti-magic field.

[edit]
Aside from that it is questionable what would happen if he cast MME during Time Stop. TS states you can't enter the area of an antimagic field, MME is a touch spell that generates(among other things) an antimagic field out to a 10ft radius.

Going full rules lawyer:
Time Stop doesn't say you can't be in the area of an antimagic field, that is assumed because TS can't be cast within one. It only says you can't move into an area with antimagic. Thus the wizard would trap himself inside the antimagic field with the fighter.

Time Stop:
"You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop."

Mage's Magnificent Enclosure:
"Within the area of the spell, effects are suppressed and creatures are affected as by antimagic field."

I used a Reach MMME. Then moved into the area suppressing it. This is why the order I do things in matters.

I thought meta magic rods required a person to hold them, how are you holding a glass orb, a rod, and piecing the glass orb with a nail?


Kain Darkwind wrote:
Seannoss wrote:
And Anzyr... thanks for all this (seriously!) I do not play high levels much and after this discussion have zero interest in it ever. And if I run something at higher levels, this will give me a list of things to ban/nerf.

This right here is one of the only reasons I ever bother to engage Anzyr on these boards. Not for him, but for those out there who are buying into his product. He portrays one very specific possibility for high level play, Seannoss, and dismisses all other possibilities as 'not the rules'. His specific possibility is not fun for everyone, but it is presented as just 'the way things are'.

You don't need a giant nerf bat to have fun with high level games. Just like you don't need a houserule to determine that a given question is 'hard' despite it normally falling under 'easy' sans mitigating circumstances. There are plenty of other ways to use the rules. Hopefully you don't let Anzyr drive you away from something that has been rewarding and fun for thousands of quieter, less obstinate players across the world.

Whenever you start frothing-at-the-mouth rants about how another poster is evil incarnate and must be opposed for the good all Pathfinder, it's a sign that you need to step away from the keyboard and calm down for a while.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The one who wins initiative wins the fight. It's as easy as that.


magnuskn wrote:
The one who wins initiative wins the fight. It's as easy as that.

Not if the fighter does something that the wizard is prepared for ("I walk up to him and hit him!" "I have a contingency to teleport me just out of his reach!")

Nor if a poorly prepared wizard does something that doesn't work. ("I dominate him!" "I'm immune to all mind-affecting magic!")


How is this even a point to debate? We all know Pathfinder is the Caster Edition among D&D games.


Marroar Gellantara wrote:
LazarX wrote:
I have YET to see anyone use Spellblane, Blood Money, or Sacred Geometry at a PFS table, even those at 12th level.
Pretty sure that is because none of them are PFS legal.

Actually, Blood money and Spellbane are both PFS legal. (according to http://paizo.com/pathfinderSociety/about/additionalResources)

I have seen a lot of non-legal things in the fighter, but none in the wizard things.

Just starting :

1-Money : The fighter presented in the first page has over 2,5 times the wealth he should have (over 2,25 millions gp instead of 880 000 gp). That means that this fighter has at least 5 less in each abilities, possibly 11 less in mental ones (including 5 less skill points per level).

2-Knowledge : The fighter is supposed to know things about magic when she doesn't have anything to support that. She doesn't know about planes, magic, or anything else for that matters, except the common knowledge of those things. Actually be able to find the wizard or knowing who she is would be impossible for the fighter.

3-Armies : The wizard have access to the same kingdom rule (rules that actually needs a lot of money to be effective). And armies can't be accumulated that easily anyway. The fighter has a lvl 17 cohort thanks to Leadership. He doesn't have "great wyrms as minions", or anything of the sort. The wizard, on the other hand, has whole armies for free if she wants to (planar binding, Animate undead, simulacrum, dominate). I suppose it would be unnecessary to add that any armies the fighter could have, including her cohort, could be obliterated or controlled by the wizard if needs be.

A lvl 17 wizard cohort could help a fighter a lot, but then you're just comparing a lvl 17 wizard to a lvl 20 wizard in terms of spellcasting abilities.

Scarab Sages

Anzyr wrote:
Artanthos wrote:
Anzyr wrote:
I picked it as one of my spells during level up. It's really that simple. As per the rules, my research on my new spells per level happened off screen.
He also spent several hundred thousand of his unlimited WBL on strength enhancing items, so he could actually use it without killing himself.
No, no. I only use those to show it can be done (Though I do craft myself the belt of physical perfection regardless as well as get the +5 inherent bonus). Normally I use Marionette Possession/Magic Jar on a high STR target like any sensible person.

So you are assuming access to high power creatures outside the encounter?

Wonderful: with +30 Animal Handling I'll be sure to have a few friends trained. No cost pets that will happily eat your no cost simulacrums.

BigDTBone wrote:


Or magic jar'd a frost gaint...

Since we both have access to outside monsters and unlimited time to prepare, I'll be training Linnorms. Raising them from childhood.

Also: even storm giants lack the 45 points of strength required to cast permanency on a demi-plane.


Anzyr wrote:
Marroar Gellantara wrote:
Anzyr wrote:
Marroar Gellantara wrote:
Anzyr wrote:
Marroar Gellantara wrote:
I don't need to win initiative. There is nothing the caster can do that matters.
Other then keep defeating you until they can get their hands on an artifact, I guess not.

You haven't shown how the wizards can even harm my fighter, much less kill him.

Even your explosive runes trick is full of holes.

People have been trying to find a hole in my Explosive Runes stacks for a long time. Maybe today will be the day. What holes?

1. You have to get it within 10ft of me and my +38 perception check

2. You have to somehow put multiple on one object, even one per page in a book is too finite for my reflex save + evasion

3. You need greater dispel to trigger multiple and there is no RAW way to voluntarily not roll the dispel check.

4. Any minions you send to trigger need greater dispel and beat my fighter in initiative

1. Time is Stopped. Why do I need to beat your Perception.

2. Each is a seperate object. They just happen to be in a stack. Hence why I keep saying Explosive Rune Stacks. Thing the IN Box from hell.

3. I already covered that my minion (usually a Nalfeshnee Demon Simulacrum) has Greater Dispel and *cannot* succeed the Dispel Check.

4. No they don't. They have have to be continuously readying an action before the fight even starts.

Today was not that day.

1. OK.

2. So you have to put the object in reading range. Because paper is still thick enough that the amout of runes is still too finite for me not to just evade and negate.

3. NO guarantee he has the spell if a snowcone, thus you should be binding one. He is not under the effect of time stop you are.

4. If your minion could see the book the fighter could see him and generally kills demons on sight.

Scarab Sages

Anzyr wrote:


1. Time is Stopped. Why do I need to beat your Perception.

2. Each is a seperate object. They just happen to be in a stack. Hence why I keep saying Explosive Rune Stacks. Thing the IN Box from hell.

3. I already covered that my minion (usually a Nalfeshnee Demon Simulacrum) has Greater Dispel and *cannot* succeed the Dispel Check.

4. No they don't. They have have to be continuously readying an action before the fight even starts.

Today was not that day.

1. How did you know when to stop time? You have to know I am within the area of effect before casting the spell will be effective.

3. A mythic fighter can kill both the wizard and the demon in the same round, with a single attack each, without rolling dice.

4. Readying an Action is a combat action. You cannot ready outside of combat.

Scarab Sages

Trogdar wrote:
Shadowkire wrote:

Oh I agree Trogdar, my mission in this thread is to show how silly most Caster vs. Anything threads get. Because the caster rarely gets stated and has metaknowledge vs a stated opponent.

The method by which I do this is to argue as if running a character with no defined stats, capable of anything and everything within the rules(i.e. a god).

To be fair, full casters are actually capable of accessing meta knowledge, which is one of the reasons they are so powerful.

Mythic Character have access to:

Flash of Omniscience (Ex) wrote:

Your ability to recall information is astounding. When you take 10 on any Intelligence-based skill check, add your tier to the result. As a free action, you can expend one use of mythic power to ask one question as if using divination. The base chance for a correct answer is 70% + your highest arcane caster level + your tier (maximum 100%). The answer doesn't come from a divine agent, but from your own native understanding; therefore, the answer is never cryptic. If you don't get a correct answer, it's like failing a Knowledge check, and you can't use this ability on this question again.

Given any class can obtain caster levels via traits, racial abilities or SLA's, any mythic character can eventually reach 100%


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A flawlessly played Wizard will win, because they have so many options available for rigging the situation in their favor. There's unlikely to be anything that a Fighter can do that there isn't some kind of Contingency or Wish that would have prevented it from happening.

A carelessly played Wizard will lose.

I don't see the need to say anything else on the subject.

Scarab Sages

Lemmy wrote:
Question... Could a 20th level Wizard cast Protection From Energy (fire), Plane Shift to the plane of fire, Gate an opponent in and then simply go away and let their target there to die?
Farwalker (Sp) wrote:

The boundaries of the Material Plane mean little to you. You can plane shift once per day, using double your tier as your caster level. You can take this ability twice. When you take it a second time, you can use this ability three times per day.

Scarab Sages

N. Jolly wrote:
People are fighting super hard for the Fighter to have build dependent features to take on a wizard that can literally change their build by the day, as well as can stockpile resources for days/weeks/years.
Ultimate Versatility (Ex) wrote:

Once per day, you can temporarily change one decision made for one of your class features. This change lasts for a number of minutes equal to your tier. During this time, you're treated as if you had always had the new class feature. For example, you could use this ability to change the decision made with the arcane bond class feature, causing your bonded item to disappear (along with all of its bonuses and restrictions) and a familiar to appear in its place. This doesn't affect any prepared spells or spells you have already cast. If the new ability is limited in its uses per day, you receive half the normal number of uses (minimum 1). When this ability ends, your previous choice returns with the same number of uses as before you used this ability. If you use this ability to change a class feature that grants access to spells (such as a bloodline, patron, domain, or school), you lose access to any spells from the old choice but don't gain the ability to cast new spells. When the effect ends, the previous spells return and can be cast again. You can use this ability to change a feat or skill if you receive it from a class feature, but any other abilities that rely on the missing feat or skill as a prerequisite don't function while this ability is in effect.


Anzyr, you skipped my whole post about why you are breaking the rules and I already told you I got the contingency from a scroll.

If you aren't even going to try just say so. But you are breaking rules here and it isn't helping your case.


DM Darth Loof wrote:
So say there's a typical lvl 20 wizard (or cleric), and a typical lvl 20 fighter. If they fought to the death, I think we all know who would win (spoiler alert: it's not the fighter). So my question is: how many mythic levels do you think the fighter would need before you considered it a fair fight? And what if they're both, say, 16th level? 12th? Discuss!

Explosive runes cheese is OP. Just keep making explosive runes and you can kill gods. I'm telling you man, more explosive runes. Anything. Everything. Dead.


Anzyr wrote:
Shadowkire wrote:

As someone said up thread:

If Anzyr's Spellbane suppresses Mage's Magnificent Enclosure then Anzyr can't cast that spell, because it would count as casting said spell while in an anti-magic field.

[edit]
Aside from that it is questionable what would happen if he cast MME during Time Stop. TS states you can't enter the area of an antimagic field, MME is a touch spell that generates(among other things) an antimagic field out to a 10ft radius.

Going full rules lawyer:
Time Stop doesn't say you can't be in the area of an antimagic field, that is assumed because TS can't be cast within one. It only says you can't move into an area with antimagic. Thus the wizard would trap himself inside the antimagic field with the fighter.

Time Stop:
"You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop."

Mage's Magnificent Enclosure:
"Within the area of the spell, effects are suppressed and creatures are affected as by antimagic field."

I used a Reach MMME. Then moved into the area suppressing it. This is why the order I do things in matters.

You can't apply metamagic to MME using the staff. Also as I'm counting that's 4 of your feats you have claimed.

If you MME before the time stop then that's your whole turn. You quickened a disjunction and you used an MME, you get one move action. You aren't hitting my AC (ha ha) and if you cast it on the ground then I get a reflex save.

Also, when did you put the acid in it?

But anyway, you use the MME, it doesn't help, your turn is over. I shoot you to death with arrows.

This is the third time I've killed you in this scenario. I thought you were supposed to be winning?

Also, you STILL can't cast a spell you have spellbane up for, you still can't drop an AOE on a creature during a time stop. And you changed your metamagic choice on MME from extended to reach. Which is whatever because you can't netanagic that spell anyway, or cast it during a time stop on an opponent, or cast it at all with your spellbane up.


Uwotm8 wrote:
DM Darth Loof wrote:
So say there's a typical lvl 20 wizard (or cleric), and a typical lvl 20 fighter. If they fought to the death, I think we all know who would win (spoiler alert: it's not the fighter). So my question is: how many mythic levels do you think the fighter would need before you considered it a fair fight? And what if they're both, say, 16th level? 12th? Discuss!
Explosive runes cheese is OP. Just keep making explosive runes and you can kill gods. I'm telling you man, more explosive runes. Anything. Everything. Dead.

Unless the god in question has evasion. As per 3.5's god rules, they don't fail saves on a natural 1 and often have bonkers awesome saving throws.

Liberty's Edge

Auren "Rin" Cloudstrider wrote:
Shisumo wrote:
Auren "Rin" Cloudstrider wrote:
generally, for a martial build to defeat a spellcaster, they need a lot of help from a spellcaster
"Generally" is not a word with any relevance where mythic is concerned.
Mythic martials also need a spellcasters help. because they also depend on a lot of magic items, and master craftsman has issues with providing the utility magic items the martial character needs to take the caster down. barely working for maybe a portion of the big 6.

At the best of times that argument is specious - if everyone has access to magic items and we're not making the wizard actually buy all the craft feats associated with their gear, then saying "the fighter needs a caster to make his stuff" without applying the same against the wizard is just being hypocritical.

In this context though it's even worse because it's entirely untrue. I won't call it trivial, but it's certainly damned easy for a mythic fighter, especially at 20th level and 10 tiers, to have personally crafted every magical item they're carrying. Again, you're significantly underestimating mythic characters.


Cerberus Seven wrote:
Uwotm8 wrote:
DM Darth Loof wrote:
So say there's a typical lvl 20 wizard (or cleric), and a typical lvl 20 fighter. If they fought to the death, I think we all know who would win (spoiler alert: it's not the fighter). So my question is: how many mythic levels do you think the fighter would need before you considered it a fair fight? And what if they're both, say, 16th level? 12th? Discuss!
Explosive runes cheese is OP. Just keep making explosive runes and you can kill gods. I'm telling you man, more explosive runes. Anything. Everything. Dead.
Unless the god in question has evasion. As per 3.5's god rules, they don't fail saves on a natural 1 and often have bonkers awesome saving throws.

Runes doesnt allow a save to those standing next to them. It's sort of why dropping a billion of them on things can theoretically kill almost anything.


Shadowkire wrote:
Anzyr wrote:
Shadowkire wrote:

As someone said up thread:

If Anzyr's Spellbane suppresses Mage's Magnificent Enclosure then Anzyr can't cast that spell, because it would count as casting said spell while in an anti-magic field.

[edit]
Aside from that it is questionable what would happen if he cast MME during Time Stop. TS states you can't enter the area of an antimagic field, MME is a touch spell that generates(among other things) an antimagic field out to a 10ft radius.

Going full rules lawyer:
Time Stop doesn't say you can't be in the area of an antimagic field, that is assumed because TS can't be cast within one. It only says you can't move into an area with antimagic. Thus the wizard would trap himself inside the antimagic field with the fighter.

Time Stop:
"You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop."

Mage's Magnificent Enclosure:
"Within the area of the spell, effects are suppressed and creatures are affected as by antimagic field."

I used a Reach MMME. Then moved into the area suppressing it. This is why the order I do things in matters.
I thought meta magic rods required a person to hold them, how are you holding a glass orb, a rod, and piecing the glass orb with a nail?

I already asked him that before his last round of responses. That is one he chose not to answer. Presumably because he doesn't have an answer.

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