Mage killer rogue


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Vidmaster7 wrote:
See the other problem is you have to fight the wizard completely on his terms he gets to choose where the fight is and the weapon not many people can win in that situation. why is it the mage doesn't have to come after the rogue (then its a stalemate right?) or a neutral ground instead of the wizards fortress a giant arena both combatants come in unprepared for the other one and go at it (much fairer then infinitely prepared mage with infinite resources) Really though the whole fallacy is there not really PC's battling there more like DMNPC they didn't have an adventuring career that shaped what they are what spells or tactic they favor whats feats etc. the only influence is hypothetical each other. too sterile

That's why I think it would fairer and more accurate for someone else to be the GM, so the two people could see more realistically. The advantage of choosing the battlefield is HUGE and will definitely make the Wizard more powerful.

For all experiments all variables must remain the same, except for the one you're testing.


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Snowblind wrote:

The thing is that as far as I know the rogue player agreed to these terms.

If I was the rogue player but I got to play with an entire 4 man party of tier 1 casters built any way I desired, I would still expect to lose horribly. The fact that the rogue player expects to win despite the odds being horribly stacked against them reeks of hubris.

maybe the mage player just isn't very good and won't think of all the things you guys are thinking of?


Vidmaster7 wrote:
Snowblind wrote:

The thing is that as far as I know the rogue player agreed to these terms.

If I was the rogue player but I got to play with an entire 4 man party of tier 1 casters built any way I desired, I would still expect to lose horribly. The fact that the rogue player expects to win despite the odds being horribly stacked against them reeks of hubris.

maybe the mage player just isn't very good and won't think of all the things you guys are thinking of?

If your plan depends on the other guy screwing up of their own accord, then it is a &%$%y plan.


lol i;m not saying your wrong here i agree whole whole heartedly. but you can only prepare so much at some point your going to have to just accept there is nothing more you can do and hope luck is on your side.


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There's a whole lot of lovely backstory there buried in the thread, but I'll summarize what the OP has told us:

The OP normally plays wizards, hasn't played a Rogue since AD&D (or DDO).

Their GM apparently made a comment to the effect of "A Rogue could never beat a Wizard at level 20", they decided to prove them wrong. They admit several times that this is a terrible idea, and mostly just Player v DM.

Eventually they gave us more of the rules (I can summarize those if you're curious, but I think I have already). Part of that is a restriction that the Rogue should have as little magical help as possible. This appears to be their choice.

With stuff like this peppered in:

Zarius wrote:

Then wizards should quit trying to assume they're gods? I mean, seriously... My DM literally said that a L20 Rogue COULD NOT beat a L20 wizard. I find THAT highly offensive.

It's an exercise in fun. I expect to win,

Then some more arguments, and we haven't seen them (in this thread) in a week.

Personally, I'm starting to think their wizard experience is either less than advertised, only at low levels, or from something else (DDO). They argued that AMF was "harmless" because it didn't cause damage. They argued that they should be immune to or get a save against Foresight because it was "like a scrying spell". They brought up the 2,000 gp Ring of True Strike (and insisted it was technically legal). They called Blood Money "cheese" for letting you replace expensive material components... when that's the only thing it really does. Oh, and said you couldn't heal the ability damage from it because it was blood loss, and you can't heal that with magic. Also said you die at 0 Str. Says wand of Antimagic Field is a thing. Says Adamantine Golems are objects so they should be able to use Shrink Item on them. Also I just realized they suggested the Rogue would be buying/crafting an Adamantine Golem. It has to be buying, because they're looking at +30 to the DC for all those requirements not met. Probably just one of the early ideas long forgotten.

So, it's unlikely that the Wizard is going to screw up (for one thing, the Wizard player is the one smart enough to know the Wizard would win). They're also the GM, so while the Rogue can come in here and say it's "cheese", if the GM doesn't agree they're going to have to face it anyway. The Rogue ceded the home field advantage from the very start. They began this planning on "slogging through the Wizard's tower then going toe-to-toe with them". Hubris doesn't seem strong enough to describe that. Once the contest had a setting (demiplane), it just got worse. The complete control over the environment is bad enough, but as I've pointed out before, once the Wizard is aware of the Rogue it's 9th level spell DC "Will save or get off my lawn". It's not mind-affecting, charm, compulsion, or any other descriptor, and it's one of the Rogue's bad saves (and there's no equivalent of Twist Away for Will saves). This one I think I'll chalk up to ignorance more than hubris, but they certainly both play a part.


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Bob Bob Bob wrote:
...

+1

Also, reading it all summarized like that makes me realize that this thing is even more stupid than I thought.


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yeah i just kind of want to saunter away red-faced looking at the ground...


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Avh wrote:


On the other side, trying to rescue the planetar once called can be tricky, as the planetar may have to fight its own allies (or command them to go away), depending on the deal made during Planar binding.

Would a player run wizard, if aasimar and thus a legal target for planar binding, agree to any service which might require them to fight and kill their friends when summoned by planar binding? Especially when they expect their friends are likely to mount a rescue? Is that reasonable?

Planar binding explicitly states that "unreasonable commands are never agreed to". I would argue that violating one's alignment (for an outsider exemplifying the good alignment in the case of a Planetar) by fighting allies attempting to free you is unreasonable.

The reason planar binding is considered so powerful is because it is sometimes treated like a standard summon monster spell. I think it should be treated as an entire social roleplaying scene with the NPCs having motivations, and the wizard's actions having consequences.

Planar binding can probably be used to summon low level devils and demons without severe problems by a 20th level wizard (as their bosses probably don't care, and in some cases see it as a corruption of the wizard), but summoning and trapping some of the most powerful creatures in Golarion, both in combat potential and social status, should matter.

In any case, I wouldn't expect the rogue to run into rooms full of 18 HD outsiders in the wizard's demi-plane. Possibly low and mid-level hit dice bindings, or lots of summon monsters IXs with unlimited duration on a timeless plane. If it is filled with 17-18 HD outsider bindings, simply walk back out and ask the GM what happens after 20 days pass.


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It occurred to me, shouldn't the wizard have to pay for all extra spells in his spellbook (beyond the few gained by leveling)? Since we're assuming no overly beneficial NPCs on either side, the scroll sourcing and spellbook scribing costs should add up.


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Snowblind wrote:
Quintain wrote:

Protection from evil prevents mental control, regardless of source.

...

Please check your sources before making statements like that.

FAQ wrote:

Protection From Evil: Does the "protection against possession and mental control" aspect work against non-evil controlling spells and effects?

No. The spell says "This second effect only functions against spells and effects created by evil creatures or objects." So if a chaotic neutral enemy casts charm person on you, protection from evil doesn't have any effect because neither the spell nor the caster is evil.

I truly hate Paizo's FAQ system. :/

This is flat out game changing.


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Vidmaster7 wrote:
See the other problem is you have to fight the wizard completely on his terms he gets to choose where the fight is and the weapon not many people can win in that situation. why is it the mage doesn't have to come after the rogue (then its a stalemate right?) or a neutral ground instead of the wizards fortress a giant arena both combatants come in unprepared for the other one and go at it (much fairer then infinitely prepared mage with infinite resources) Really though the whole fallacy is there not really PC's battling there more like DMNPC they didn't have an adventuring career that shaped what they are what spells or tactic they favor whats feats etc. the only influence is hypothetical each other. too sterile

That's why I'm not really agreeing to the restrictions put on the rogue by the "GM"/player of the Wizard. If the rogue is so weak, why would you need to restrict what he can or cannot do to try to win?

Any class can beat any class if you completely neuter one side.


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Quintain wrote:
Initially, the binding allows for a Will saving throw. A planetar has a will save of +19, A DC 30 save isn't exactly insurmountable. This is not including it's spellcasting abilities.

DC 27 actually (10 + 8 spell + 9 intelligence).

And I accounted for it in my list of examples.

Quote:
Moreover, the protective aura of All angel subtypes includes a "magic circle vs evil which prevents compulsion (mental control).

As said by other, it doesn't prevent neutral source of mental compulsion.

However, Planar binding isn't a compulsion, so even an evil wizard can call an angel and bind it.

Quote:
So, you are down to doing the whole bargaining for cooperation bit. Which may be a charisma check that the wizard can easily make given additional spells, but even then the Planetar is a caster as well, and should have buffs running as much as any prepared PC.

Fair enough. The "standard" spell list doesn't include any buff that last more than a couple minutes however. At best, we're looking at +2 to its charisma modifier, but that won't be a game changer.

Quote:
Quote:
We will suppose the nature of the service is opposed to the outsider but not impossible or unreasonnable (+6 to the outsider's opposed charisma roll), and the wizard will not offer any rewards (+0 to the wizard's opposed charisma roll).

If this is the case, that is perfect. It plays right into my tactic. Now, here's where the lawyer in me says you need to write out the terms of this planar binding's service.

This is where the great weakness of the planar binding spells exist. Unless you cover every eventuality, the rogue will be able to essentially bypass these "guards" via diplomacy.

Except that I implied those modifiers in order to have the worst possible chance for the wizard. In a real negociation, the wizard will offer rewards (which may or may not cost money), and will ask things that are well received by its target.

You know, when you don't want your favorite(s) outsider(s) to pursue you afterwards, or even better, when you want to have more than magical binds between you and the outsider.

And then, i wonder how the rogue will know how to find the loopholes in a contract established by an entity with at least 29 intelligence prepared for as long as he needed to prevent such loopholes.

Quote:
See the other problem is you have to fight the wizard completely on his terms he gets to choose where the fight is and the weapon not many people can win in that situation. why is it the mage doesn't have to come after the rogue (then its a stalemate right?) or a neutral ground instead of the wizards fortress a giant arena both combatants come in unprepared for the other one and go at it (much fairer then infinitely prepared mage with infinite resources)

Honestly, it is even worse for the rogue if he was the prey and not the hunter. Unlike the wizard, he wouldn't have any clue as to when the wizard would attack (so, probably no buff). And nothing the rogue could have would prevent a wizard from obliterating him (and his house).

An neutral arena/fortress would be different, but even then, the wizard will probably be victorious.


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I'm not sure it's any better for the rogue if the wizard has to come to him rather than him needing to go to the wizard.

In the latter scenario, if you are very, very lucky, you might be able to somehow force things to reach a point that the wizard is not expecting you just yet when the first round of combat begins.

In the former, it is possible to make yourself extremely difficult to find with magic, but putting off the conflict indefinitely is not the same as winning, and victory is basically impossible if the wizard is going to you, knows where you are, and gets to decide when the battle begins. Because the wizard can sleep on it, knowing you aren't coming for him, wake up with a spell list specifically designed to beat you into the ground, cast all his buffs ahead of time, call up as many minions as he can take with him, and THEN teleport to where you are and lay waste to you.

For people commenting that this seems rather unfair either way, well, that is kind of what happens when the rogue's class features are all about disabling traps and damaging something caught by surprise and the wizard's class features are a mastery of magic, which does literally everything by level 20. It's kind of baked into the system a fight between a highly magical class and a nonmagical class is preposterously one-sided if the highly magical class knows anything about what they're doing.

Liberty's Edge

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Quintain wrote:
Snowblind wrote:
Quintain wrote:

Protection from evil prevents mental control, regardless of source.

...

Please check your sources before making statements like that.

FAQ wrote:

Protection From Evil: Does the "protection against possession and mental control" aspect work against non-evil controlling spells and effects?

No. The spell says "This second effect only functions against spells and effects created by evil creatures or objects." So if a chaotic neutral enemy casts charm person on you, protection from evil doesn't have any effect because neither the spell nor the caster is evil.

I truly hate Paizo's FAQ system. :/

This is flat out game changing.

??

It is only 'game changing' if you weren't doing it the way the book says... and if that is the case you are equally free to continue not doing it the way the book AND FAQ now say.


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I think I could defeat a rogue with a wizard if he got to pick where to fight. Just getting past limited wish -> geas is pretty hard.


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CWheezy wrote:
I think I could defeat a rogue with a wizard if he got to pick where to fight. Just getting past limited wish -> geas is pretty hard.

negative energy plan hes gonna be a little late but just go on in he will be right there to fight you.


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Unless it's dead magic as well... Honestly, dead magic plane would probably be the best bet, but it hits all the same problems as when the Wizard uses it against the Rogue, Mecha Cthulhu (or any other bound/animated/Simulacrum/created minion).

Also, real question, would a Spellbane set to Greater Create Demiplane make you immune to the dead magic trait? Or any other trait added by that spell?


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Vidmaster7 wrote:
CWheezy wrote:
I think I could defeat a rogue with a wizard if he got to pick where to fight. Just getting past limited wish -> geas is pretty hard.
negative energy plan hes gonna be a little late but just go on in he will be right there to fight you.

Subverting geas (or even a limited wish -> geas) is easy. Make yourself deaf. Understanding his communication is a requirement for geas to work.


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Quintain wrote:
Vidmaster7 wrote:
CWheezy wrote:
I think I could defeat a rogue with a wizard if he got to pick where to fight. Just getting past limited wish -> geas is pretty hard.
negative energy plan hes gonna be a little late but just go on in he will be right there to fight you.
Subverting geas (or even a limited wish -> geas) is easy. Make yourself deaf. Understanding his communication is a requirement for geas to work.

And make sure you are not familiar with any sort of lipreading, sign language, or even crude gestures from the Wizard? If the Wizard tells the Rogue to go to sleep, or gestures for the Rogue to, that could be interpreted as a clear command.


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My Self wrote:
Quintain wrote:
Vidmaster7 wrote:
CWheezy wrote:
I think I could defeat a rogue with a wizard if he got to pick where to fight. Just getting past limited wish -> geas is pretty hard.
negative energy plan hes gonna be a little late but just go on in he will be right there to fight you.
Subverting geas (or even a limited wish -> geas) is easy. Make yourself deaf. Understanding his communication is a requirement for geas to work.
And make sure you are not familiar with any sort of lipreading, sign language, or even crude gestures from the Wizard? If the Wizard tells the Rogue to go to sleep, or gestures for the Rogue to, that could be interpreted as a clear command.

If it has to be interpeted it's not a clear command.


Cavall wrote:
My Self wrote:
Quintain wrote:
Vidmaster7 wrote:
CWheezy wrote:
I think I could defeat a rogue with a wizard if he got to pick where to fight. Just getting past limited wish -> geas is pretty hard.
negative energy plan hes gonna be a little late but just go on in he will be right there to fight you.
Subverting geas (or even a limited wish -> geas) is easy. Make yourself deaf. Understanding his communication is a requirement for geas to work.
And make sure you are not familiar with any sort of lipreading, sign language, or even crude gestures from the Wizard? If the Wizard tells the Rogue to go to sleep, or gestures for the Rogue to, that could be interpreted as a clear command.
If it has to be interpreted it's not a clear command.

You have to interpret speech by listening and processing what was said, even a simple imperative like "go to sleep" in your native tongue.

All clear commands require interpretation. Gestures would absolutely work. You don't get to sidestep a geas by sticking your fingers in your ears.


If you gesture at me to tilt my head and close my eyes I just have to tilt my head and close my eyes to fulfill the Geas. Just because you wanted it to mean lie down and go to sleep doesn't compel me to see it that way or mean I even would recognize it as a potential intent.

Maybe you're all world class Charades players and that's skewing your view.


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If you have to roll a skill check, it's not a clear command. And you can't be forced to roll a skill check.

Moreover, you can create a spell that has the same effect as the alienation psionic power and apply it to yourself and you are good to go.

One limited wish and geas ....wasted.


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Of course if the GM decides it's reasonable... And the GM is e wizard...


MageHunter wrote:
Of course if the GM decides it's reasonable... And the GM is e wizard...

lol so true it might as well be DM vrs lvl 20 rogue or the main character in a book vrs the writer.


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So I can't believe this needs to be said again, but if your plan relies on the Rogue researching a custom magic spell, no. Just no.

And it's not a Limited Wish and a Geas. It's a Limited Wish. Of which the Wizard has 5 or 6, if they want.

So the OP said all Pathfinder, does that mean the Wizard gets Sacred Geometry? Free metamagic for everything!


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Bob Bob Bob wrote:

...

So the OP said all Pathfinder, does that mean the Wizard gets Sacred Geometry? Free metamagic for everything!

*snigger*


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Math is hard for writers ok


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CWheezy wrote:
Math is hard for writers ok

So they put All of the Maths in there and hope for the best?


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The Sideromancer wrote:
It occurred to me, shouldn't the wizard have to pay for all extra spells in his spellbook (beyond the few gained by leveling)? Since we're assuming no overly beneficial NPCs on either side, the scroll sourcing and spellbook scribing costs should add up.

No. Take another look at 20th level expected wealth; a few tens of thousands of GP are nothing.


Plausible Pseudonym wrote:

If you gesture at me to tilt my head and close my eyes I just have to tilt my head and close my eyes to fulfill the Geas. Just because you wanted it to mean lie down and go to sleep doesn't compel me to see it that way or mean I even would recognize it as a potential intent.

Maybe you're all world class Charades players and that's skewing your view.

I was thinking something more along the lines of the Rogue taking lipreading or some form of sign language (Drow Sign Language?) with their languages known, and the Wizard abusing that. Or the Wizard just having preprinted geas command cards.


avr wrote:
The Sideromancer wrote:
It occurred to me, shouldn't the wizard have to pay for all extra spells in his spellbook (beyond the few gained by leveling)? Since we're assuming no overly beneficial NPCs on either side, the scroll sourcing and spellbook scribing costs should add up.
No. Take another look at 20th level expected wealth; a few tens of thousands of GP are nothing.

I want to help you realize what you just said.


Cavall wrote:
avr wrote:
The Sideromancer wrote:
It occurred to me, shouldn't the wizard have to pay for all extra spells in his spellbook (beyond the few gained by leveling)? Since we're assuming no overly beneficial NPCs on either side, the scroll sourcing and spellbook scribing costs should add up.
No. Take another look at 20th level expected wealth; a few tens of thousands of GP are nothing.
I want to help you realize what you just said.

Fire away. Or do you think that a twentieth or less of the wizard's wealth will make a difference to the outcome here?

I've seen this 'but what about the wizard's spellbook costs?' before. The people who raise the question have never done the math about how little money it actually is relative to the normal wealth by level figures.

Edit: Oh, and you may enjoy this thread.


yeah its so little you need like, 2 blessed books and that covers it, for pagecount and cost.

Its pretty sweet


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"No NPC allies" and "No NPCs whatsoever" are two very different things, unless you're arguing that both sides are naked and with no equipment until they start putting ranks into mining, harvesting, weaving, and other resource gathering skills so they're allowed to have shirts, pants, swords, armor, and any gear whatsoever.

There's standardized rates for copying spells from another Wizard's spellbook. They're not allies. They're shopkeepers. Again, unless you're arguing that neither side can buy metal/wood/stone, let alone the finished weapons/armor/rings/everything.

Now, thankfully, someone has done the numbers, and here's the scroll/spellbook only version, which comes out to 500k to know every Core Wizard spell (basically paying the highest cost possible). Here's the better version, using all spells to January 2015, Blessed Books, and paying other Wizards. Comes out to 150k, but it is @#$%ing everything, even the stuff you probably don't care about. 1,213 total, so even if you prepared none of the same spells it would still take you at least two weeks to prepare all of them.


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Bob Bob Bob wrote:

"No NPC allies" and "No NPCs whatsoever" are two very different things, unless you're arguing that both sides are naked and with no equipment until they start putting ranks into mining, harvesting, weaving, and other resource gathering skills so they're allowed to have shirts, pants, swords, armor, and any gear whatsoever.

There's standardized rates for copying spells from another Wizard's spellbook. They're not allies. They're shopkeepers. Again, unless you're arguing that neither side can buy metal/wood/stone, let alone the finished weapons/armor/rings/everything.

Now, thankfully, someone has done the numbers, and here's the scroll/spellbook only version, which comes out to 500k to know every Core Wizard spell (basically paying the highest cost possible). Here's the better version, using all spells to January 2015, Blessed Books, and paying other Wizards. Comes out to 150k, but it is @#$%ing everything, even the stuff you probably don't care about. 1,213 total, so even if you prepared none of the same spells it would still take you at least two weeks to prepare all of them.

minecraft style you want it you make it.


I can't really say that every spell in the book was what I was thinking there either. A little thought should be able to cut down the spells you want a great deal.


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Bob Bob Bob wrote:

.

So the OP said all Pathfinder, does that mean the Wizard gets Sacred Geometry? Free metamagic for everything!

The only cost is your self respect.


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My Self wrote:
I was thinking something more along the lines of the Rogue taking lipreading or some form of sign language (Drow Sign Language?) with their languages known, and the Wizard abusing that. Or the Wizard just having preprinted geas command cards.

That's the thing, the wizard has to guess how to communicate to the rogue. If the rogue doesn't take any skills that facilitate communication...being illiterate, and deaf for example, allows for prevention of all communication based spells -- unless the wizard specifically uses more resources to facilitate said communication.

And if the wizard misses his guess, the spell is attempted but wasted.

There are far too many people who have convinced themselves that there are *no* counters to the power of a wizard.

The counter to the power of a wizard is in the choices of the wizard. He still has to follow the rules of the game. Wrong choices = defeated wizard.


There is a 5th level Telepathy spell if you're that worried about it.


Plausible Pseudonym wrote:
There is a 5th level Telepathy spell if you're that worried about it.

Requires the recipient to have a language. No language, no telepathy.

And for a wizard, it's a 6th level spell. Unlikely to be memorized, given the options.

I'm not saying that these counters are absolute, but there *are* counters to the tactics that people say are insurmountable.

It just takes some forethought.

There are also magic items that cause backlash when the bearer is attempted to be contacted via telepathy/mental contact.


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Quintain wrote:
My Self wrote:
I was thinking something more along the lines of the Rogue taking lipreading or some form of sign language (Drow Sign Language?) with their languages known, and the Wizard abusing that. Or the Wizard just having preprinted geas command cards.

That's the thing, the wizard has to guess how to communicate to the rogue. If the rogue doesn't take any skills that facilitate communication...being illiterate, and deaf for example, allows for prevention of all communication based spells -- unless the wizard specifically uses more resources to facilitate said communication.

And if the wizard misses his guess, the spell is attempted but wasted.

There are far too many people who have convinced themselves that there are *no* counters to the power of a wizard.

The counter to the power of a wizard is in the choices of the wizard. He still has to follow the rules of the game. Wrong choices = defeated wizard.

Which kind of makes debating beating one pointless. You are either dealing with schrodinger's wizard, who has the right spells for the occasion, or schrodinger's wizard-killer, a character who, despite usually not having class features that lend themselves well to fighting a powerful magic user, has the circumstances fall in their favor while the wizard has made the wrong choices.

If the wizard is prepared to fight you, you lose. That's basically what it comes out to with vancian casting and an overstuffed spell list. Similarly, if the planets align in your favor, you win.

However, since wizards can be reasonably assumed to have their own tower or pocket dimension where assailing them is virtually suicide at max level while martials long since lost the class features that gave them keeps and followers for leveling up, it is fairly reasonable to assume the vast majority of battles against high level wizards happen on the wizard's terms or not at all. That's how magic tends to shake out in this game.


Quintain wrote:
Plausible Pseudonym wrote:
There is a 5th level Telepathy spell if you're that worried about it.

Requires the recipient to have a language. No language, no telepathy.

And for a wizard, it's a 6th level spell. Unlikely to be memorized, given the options.

I thought we were talking about a 20th level Rogue trying to avoid a Limited Wish Geas (which is even bigger garbage than my user name, incidentally) through something like Silence or Deafness/Blindness mitigated through some other senses. I don't think there's a way to remove your knowledge of language and still function, so I'm not sure what your point is. Mine is that Telepathy plus a Limited Wish to simulate Geas does sound like a sure winner if there's no SR, Spell Immunity, Turning, etc. in play.


avr wrote:
Cavall wrote:
avr wrote:
The Sideromancer wrote:
It occurred to me, shouldn't the wizard have to pay for all extra spells in his spellbook (beyond the few gained by leveling)? Since we're assuming no overly beneficial NPCs on either side, the scroll sourcing and spellbook scribing costs should add up.
No. Take another look at 20th level expected wealth; a few tens of thousands of GP are nothing.
I want to help you realize what you just said.

Fire away. Or do you think that a twentieth or less of the wizard's wealth will make a difference to the outcome here?

I've seen this 'but what about the wizard's spellbook costs?' before. The people who raise the question have never done the math about how little money it actually is relative to the normal wealth by level figures.

Edit: Oh, and you may enjoy this thread.

You don't get to hand wave character wealth away. It's not the point of what difference it makes, just that if you should pay for something it's then needed to be paid for.

Even at 5 spells per level that's 14.5k. The amount listed here more than doubled that. Which is about 4% starting cash. That's not hand waveable. I've done the math for you.


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Bob Bob Bob wrote:
The Wizard doesn't have "infinite" time. They have some kind of demiplane lair, and that (at a minimum) requires some setup time. Part of that setup presumably also includes making/getting the guards and minions to staff it. The highest number I've seen given on the Wizard side for bound outsiders is 20 Horned Devils (and I think that was mostly flippant). The person advocating for the Rogue was the one who suggested the Rogue summon 1,000 Lantern Archons in response.

I believe the 20 horned devils was me, and I wasn't being "flippant".

Depending on the amount of time available to the wizard he could certainly call and bind 20 horned devils, which would be virtually impossible for the rogue to beat under circumstance the wizard could cause (dead magic demi-plane).

I mean I guess it is flippant in that I think the whole situation is farcical and strongly agree with the statement that "a wizard who gets to pick the battlefield and has an unspecified amount of preparation time has a very very low chance of losing assuming they have good system mastery, especially for magic and what it can and can't do".

Ultimately this isn't about what the ideal rogue can do against a wizard.

It's about who has better system mastery and thinks things out more. Whomever has better system mastery will win. However, a 20th level wizard played by someone who has equal system mastery to a player playing a 20th level rogue will win 99.9% of the time, IMO.


Sacred Geometry, Abomination wrote:
Quintain wrote:
Plausible Pseudonym wrote:
There is a 5th level Telepathy spell if you're that worried about it.

Requires the recipient to have a language. No language, no telepathy.

And for a wizard, it's a 6th level spell. Unlikely to be memorized, given the options.

I thought we were talking about a 20th level Rogue trying to avoid a Limited Wish Geas (which is even bigger garbage than my user name, incidentally) through something like Silence or Deafness/Blindness mitigated through some other senses. I don't think there's a way to remove your knowledge of language and still function, so I'm not sure what your point is. Mine is that Telepathy plus a Limited Wish to simulate Geas does sound like a sure winner if there's no SR, Spell Immunity, Turning, etc. in play.

Plus, I feel that a blind, deaf, illiterate Rogue has significantly crippled themselves in other ways.


not just illiterate, no language at all.


CWheezy wrote:
not just illiterate, no language at all.

If you are on a solo mission, being able to not have a language for a short duration would seem to be a benefit, would it not?


Sacred Geometry, Abomination wrote:
Quintain wrote:
Plausible Pseudonym wrote:
There is a 5th level Telepathy spell if you're that worried about it.

Requires the recipient to have a language. No language, no telepathy.

And for a wizard, it's a 6th level spell. Unlikely to be memorized, given the options.

I thought we were talking about a 20th level Rogue trying to avoid a Limited Wish Geas (which is even bigger garbage than my user name, incidentally) through something like Silence or Deafness/Blindness mitigated through some other senses. I don't think there's a way to remove your knowledge of language and still function, so I'm not sure what your point is. Mine is that Telepathy plus a Limited Wish to simulate Geas does sound like a sure winner if there's no SR, Spell Immunity, Turning, etc. in play.

With this common spell combination in play, would it not make sense for the rogue to prepare a counter?

Or are we dealing with the most ignorant rogue on the plane vs Shrodinger's Wizard?


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It would make sense if this were the best defense. Other than Feeblemind and Primal Regression, both of which have terrible downsides, what can strip the ability to use language away?

A Ring of Spell Turning would make more sense than trying to erase your ability to understand language. (So the Wizard leads with Mage's Disjunction or (better) Euphoric Tranquility).

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