Fighter Vs. Spellcaster


Pathfinder First Edition General Discussion

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Core races only.


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Charon's Little Helper wrote:
Tarantula wrote:
Wrath wrote:

Can you have custom items? Fighter will need them in an arena match.

Is there a chance for skill use? I mean PvP the right build could just outright talk an opponent into giving up with an opposed roll. Magic gear prevents mind control magic, but diplomacy, bluff and intimidate are not magic. What if I build my fighter to dump stat everything but will and charisma then just talk the wizard to death?

These are such wearisome threads. Yet strangely enticing....

Quote:
Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.

It also takes 1 minute of interaction. No go in combat.

You can use bluff to feint, or intimidate to demoralize in combat as normal. If you think that will help, go for it.

Actually - with Skill Unlock, you can get Diplomacy checks down to 1 round.

SRD Diplomacy Skill Unlocks wrote:

With sufficient ranks in Diplomacy, you earn the following.

5 Ranks: The time required to influence a creature's attitude or gather information is halved.

10 Ranks: You can attempt to adjust a creature's attitude in 1 round by taking a –10 penalty. If you take 1 minute to adjust a creature's attitude, add your Charisma bonus to the number of hours that attitude change persists.

15 Ranks: You can attempt to adjust a creature's attitude in 1 round with no penalty. If you take 1 minute to adjust a creature's attitude, the duration of the resulting change is measured in days, not hours. You can gather information in 10 minutes by taking a –5 penalty.

20 Ranks: You can attempt to adjust a creature's attitude in 1 round with no penalty. If you take 1 minute to adjust a creature's attitude, the duration of the resulting change is measured in weeks, not hours. You can gather information in 1d4 minutes with no penalty.

So - a charisma martial can't win a fight with the wizard, but if they win initiative they will be able to convince the wizard...

Even barring the bit about Diplomacy being generally ineffective in combat and against creatures that mean you harm, I'm afraid that's still just not so, as the wizard's starting attitude should be considered hostile and diplomacy, even max skill unlocked, can't do more than make him or her indifferent towards the fighter. The wizard is no longer unfriendly but you cannot further change their attitude to helpful or friendly unless you are a human that traded out skilled for silver tongued.

It probably bears mentioning that if convincing the opponent not to regard you as an enemy counts as winning the fight I feel like a Fey Sorceress has the fighter beat quite handily without putting a scratch on him.

The Exchange

Yeah, Tarantual and Charon, those rules are written with the asu option on PvE settings.

PvP changes things. For example, in this situation the the NPC is just a class based NPC being run by another character at the table. Hell, I've even done that during games where I handed the stats of an enemy over to a player who was incapacitated and said "here, run this. Try to kill the party with it"

Also, the word "generally" in there means just that. For general game conditions.

This is in no way a general nor common game condition. Therefore the chance for this to work is there.

Cha martial talks wizard into being his friend. They walk up to shake hands. Martial kills him with surprise attack using sneak attack bonus from some sort of BS class combination I'm sure someone will know about somewhere.


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Charon's Little Helper wrote:

Frankly - a Dex Sohei doesn't even need the VMC.

+12 from Dex

+4 Improved Initiative

+2 trait

+2 Elf thing

+10 Sohei ability

roll of 20

Total of 50 - ezpz

No traits; you're still tied at 48.

Sovereign Court

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Tarantula wrote:
Charon's Little Helper wrote:

Frankly - a Dex Sohei doesn't even need the VMC.

+12 from Dex

+4 Improved Initiative

+2 trait

+2 Elf thing

+10 Sohei ability

roll of 20

Total of 50 - ezpz

No traits; you're still tied at 48.

I actually already tweaked my previous post from +2 Elf to +4 Half-elf, so he's at 50 without the +2 trait bonus.


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Wrath wrote:
Cha martial talks wizard into being his friend. They walk up to shake hands. Martial kills him with surprise attack using sneak attack bonus from some sort of BS class combination I'm sure someone will know about somewhere.

Again, this is contingent on beating their initiative of 48. I don't think you can win initiative AND a meaningful Cha martial. I also disagree that you can stop this previously agreed upon fight by diplomacy. Presumably there is some very good reason why both characters agreed in this combat to the death. Probably with gods involved. Even if the wizard and the fighter were best of friends, they might still be willing to fight each other to the death in order to save their world from being destroyed.


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Well, we haven't had a Fighter build from the OP as yet. I may look at putting together something but for now here is my Oracle, Apocalypse, Agent of Gozreh, bane of those who would despoil the natural world.

Apocalypse is a Nature Oracle who travels the world on his trusted mount, Ajax. Together they blunt the spread of civilisation, destroying towns and cities, logging and strip mining operations, fishing fleets and any others who would encroach too far on the natural world. Apocalypse doesn't kill indiscriminately, but he has little regard for people who choose to align themselves with those who would profit from the ravaging of the realm he has sworn to protect.

In large scale conflicts against whole areas or armies he combines weather control with earthquakes, firestorms and Miracle created control winds (with CL21 he can take it from complete calm to tornado strength). Against individuals he mostly throws dazing evocations at them until one sticks and then drops polar midnight on them. He has a range of other options including things like plane shift and energy drain. If toying with an opponent he spends time buffing Ajax with spells like divine power and divine vessel and letting him kick them to death. Divine Vessel brings see in darkness which works nicely with deeper darkness and polar midnight to ensure supernatural darkness. Frightful Aspect offers the potential for a no save fear effect. Defensively he has a mass of options.

He has strong saves, decent AC (which he doesn't lose when flat footed due to the Robe and which Ajax can add +7 to 6 times per round) and a massive range of buff and defensive spells from anti life shell, repulsion, death ward, fickle winds etc. Nine Lives offers a range of protections including being able to negate any crits which sneak past his heavy fortification. Ajax is also able to take hits on himself in order to save his master with In Harms Way.

Paragon Surge allows him to access any spell on his list that he needs and Miracle opens up an enormous range of options.

Stats and Skills:
Apocalypse
Male half-elf oracle (enlightened philosopher) 20
LN Medium humanoid (elf, human)
Init +19/23 with natural divination; Senses all-around vision, darkvision 120 ft., low-light vision, scent, see invisible and ethereal 120 ft., tremorsense 30 ft.; Perception +41

--------------------
Defense
--------------------
AC 46, touch 27, flat-footed 46 (+8 armor, +5 deflection, +11 Dex, +1 insight, +5 natural, +6 shield)
hp 246 (20d8+143)
Fort +33, Ref +29, Will +34; +2 vs. enchantments
Defensive Abilities fortification 75%; Immune sleep, poison, confusion, exhaustion, fatigue, nausea, sickened

--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dueling adamantine spiked gauntlet +16/+11/+6 (1d4)

--------------------
Statistics
--------------------
Str 8, Dex 20, Con 24, Int 22, Wis 18, Cha 32

Base Atk +15; CMB +15 (+17 disarm); CMD 41 (43 vs. disarm)

Feats Alertness, Craft Wondrous Item, Dazing Spell[APG], Eldritch Heritage[UM], Greater Spell Focus (evocation), Improved Initiative, Improved Spell Sharing[ACG], Persistent Spell[APG], Quicken Spell, Silent Spell, Skill Focus (Knowledge [arcana]), Spell Focus (evocation), Spell Perfection[APG]

Skills Acrobatics +7, Appraise +8, Bluff +35 (+37 to Feint), Climb +1, Diplomacy +38, Disguise +35, Escape Artist +32, Fly +17, Handle Animal +16, Heal +6, Intimidate +15, Knowledge (arcana) +15, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +13, Perception +41 (+44 on checks that do not rely on hearing), Ride +21, Sense Motive +37, Spellcraft +35, Stealth +27, Survival +6, Swim +1, Use Magic Device +22;

Languages Aquan, Auran, Common, Elven, Ignan, Lip Reading, Terran

SQ elf blood, final revelation, oracle's curse (deaf), revelations (bonded mount, friend to the animals [30 ft.], mental acuity (+5), natural divination, nature's whispers, undo artifice)

Spells:
Apocalypse prebuffs with a range of long duration spells some of which are shared with Ajax through Improved Spell Sharing and the Horsemasters Saddle. They are:

Moment of Prescience (+21 to one roll)
Nine Lives (various bonuses)
Life Bubble (immunity to gasses and vapours)
Ward of the Season (set to Winter)
Magic Vestment x2 (Apocalypse's shield and Ajax's armour)
Delay Poison (poison immunity)
Ant Haul (increased carrying capacity)

He has employed Miracle to duplicate Contingency on himself and Ajax. Each is set to cast Heal if the target is reduced below 0HP, confused, dazed, feebleminded, nauseated, stunned or incapacitated by ability damage. Given each lasts 21 days I assume these spell slots have been recovered.

The effect of these buffs are included in the stats and his available spell slots reduced accordingly.

He employs his Natural Divination each morning choosing Initiative twice and the Save bonus twice, leaving two uses available.

Oracle Spell-Like Abilities (CL 20th; concentration +31)
. . 11/day—undo artifice (DC31)

Oracle (Enlightened Philosopher) Spells Known (CL 21st; concentration +35/40 to cast defensively)

. . 9th (7/day)—astral projection, energy drain (DC 30), miracle, polar midnight[UM] (DC 30)
. . 8th (5/day)—mass cure critical wounds, divine vessel[APG], earthquake, fire storm (DC31), frightful aspect[UC], moment of prescience, nine lives[ARG], greater spell immunity
. . 7th (8/day)—control weather, mass cure serious wounds, ethereal jaunt, holy word (DC30), repulsion (DC 28), waves of ecstasy[UM] (DC 28)
. . 6th (8/day)—antilife shell, blade barrier (DC 29), mass cure moderate wounds, greater dispel magic, harm (DC 27), heal, wind walk
. . 5th (7/day)—commune, mass cure light wounds, major curse[UM] (DC 26), fickle winds[UM], flame strike (DC 30), life bubble[APG] (DC 26), plane shift (DC 26), true seeing, wall of stone
. . 4th (7/day)—air walk, blessing of fervor[APG] (DC 25), cure critical wounds, death ward, discern lies (DC 25), dismissal (DC25)divine power, freedom of movement, ward of the season[ARG]
. . 3rd (7/day)—borrow fortune[APG], cure serious wounds, deeper darkness, invisibility purge, magic circle against evil, magic vestment, paragon surge[ARG], searing light, water walk, wrathful mantle[APG] (DC 26)
. . 2nd (8/day)—bear's endurance, bull's strength, cure moderate wounds, delay poison, grace[APG], owl's wisdom, pilfering hand[UC], remove paralysis, resist energy, silence (DC 23)
. . 1st (8/day)—ant haul[APG] (DC 22), charm animal (DC 22), comprehend languages, cure light wounds, divine favor, liberating command[UC], murderous command[UM] (DC 22), obscuring mist, remove fear, remove sickness[UM] (DC 22), sanctuary (DC 22), shield of faith
. . 0 (at will)—create water, detect magic, detect poison, guidance, mending, purify food and drink (DC 21), read magic, spark[APG] (DC 23), stabilize
. . Mystery Nature

Equipment:

Apocalypse has Craft Wondrous Item and had made a large quantity of his own fear as per the contest rules. Items marked with an asterix are gained at craft cost. Spellcraft has been maxxed out throughout meaning there is no issue with hitting the relevant DC, even accounting for the increase from failing to meet prerequisites.

His total gear value (including Ajax's) is approximately 1.3m GP, more than 50% higher than usual as the majority of his equipment spend is on wondrous items.

Gear boots of teleportation*, piercing metamagic rod (greater)[UE], +1 heavy fortification ghost touch impervious adamantine buckler[/i], +1 dueling adamantine spiked gauntlet, dark blue rhomboid ioun stone*, dusty rose prism ioun stone*, orange prism ioun stone*, pale green prism ioun stone*, +8 bracers of armor*, amulet of natural armor +5*, bead of newt prevention[UE]*, belt of physical might +6 (Dex, Con)*, circlet of persuasion*, cloak of resistance +5*, gloves of elvenkind[ARG]*, handy haversack*, headband of mental superiority +6*, inquisitor's monocle[UE]*, manual of bodily health +4*, manual of quickness of action +1*, page of spell knowledge (bull's strength), (commune), (comprehend languages), (deeper darkness), (liberating command), (searing light), (remove fear)[UE]*, ring of freedom of movement, ring of protection +5, robe of eyes*, stone of good luck (luckstone)*, tome of leadership and influence +4*, vest of escape*, diamond dust (50000gp), spell component pouch (5), wooden holy symbol of Gozreh, 3.214 gp

Ajax:
Animal Companion
Ajax, N Large animal
Init +5; Senses low-light vision, scent; Perception +5

--------------------
Defense
--------------------
AC 46, touch 11, flat-footed 45 (+14 armor, +1 Dex, +1 insight, +21 natural, -1 size)
hp 152 (16d8+80)
Fort +27, Ref +26, Will +19 (+4 morale bonus vs. Enchantment spells and effects)
Ajax gets a +11 bonus to all saves when within 30'of Apocaypse (which is included) as do all other animals.
Defensive Abilities evasion, fortification 75%; DR 3/—; Immune poison

--------------------
Offense
--------------------
Speed 50 ft. (35 ft. in armor)
Melee bite +19 (1d4+8), 2 hooves +17 (1d6+4)
Space 10 ft.; Reach 5 ft.

--------------------
Statistics
--------------------
Str 26, Dex 20, Con 18, Int 6, Wis 12, Cha 6

Base Atk +12; CMB +21; CMD 37 (41 vs. trip)

Feats Bodyguard[APG], Combat Reflexes, Heavy Armor Proficiency, In Harm's Way[APG], Iron Will, Light Armor Proficiency, Medium Armor Proficiency, Toughness

Tricks Aid, Air Walk, Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Exclusive, Flank, Guard, Heel, Sneak, Stay

Skills Acrobatics +9, Climb +7, Fly +11, Linguistics -1, Perception +5, Stealth +0, Swim +7
Languages Common

SQ devotion, improved evasion, multiattack

Gear +1 benevolent heavy fortification ghost touch adamantine full plate, dusty rose prism ioun stone*, amulet of natural armor +5*, horsemaster's saddle[UE]*, horseshoes of a zephyr*


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Let's have a warm-up, and start with easy mode. I submit a 1st-level arcanist for this battle.

Arcanist 1:
Colin Spreyton
Human Arcanist 1
N Medium humanoid (human)
Init +6; Senses Perception +?

----- Defense -----
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +1

----- Offense -----
Speed 30 ft.
Melee scythe -4 (2d4/x4)
Special Attacks arcane reservoir (3/day, max 4), consume spells
Arcanist Spells Prepared (CL 1st; concentration +4)
1st (3/day)—color spray (DC 16), mage armor
0 (at will)—acid splash, daze, detect magic, read magic

----- Tactics -----
Before Combat Colin casts mage armor, and whatever buff scrolls he bothered to buy. He laments not being able to use his favorite buff, heightened awareness, and prays to RNG gods that he wins the initiative without it.
During Combat Colin casts color spray, and expends 1 point from his arcane reservoir to increase the spell DC by 1. If the enemy fails their Will save, Coling finishes the fight with a coup de grace from his scythe.
Morale Colin contemplates a surrender if he loses the initiative.

----- Statistics -----
Str 10, Dex 14, Con 13, Int 17, Wis 8, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Greater Spell Focus (illusion), Spell Focus (illusion)
Skills (6 skill ranks, but I doubt they matter)
Languages Common, (human ethnicity language if any), 3 others
SQ arcane exploits (bloodline development [arcane]), arcane bond (greensting scorpion)
Gear full WBL (minus the 18gp for the scythe) worth of neat stuff like scrolls for buffs and pet animals (if those are permitted)


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im posting this here just as my first half built idea, but ive decided to rebuild it because i was thinking last night about some better strategies and want to pursue them.

http://www.myth-weavers.com/sheet.html#id=1017531

The plan was simple, get tanky enough to survive the martial when he wins initiative, capture him in a wall of stone when he approaches (using tower shield and wind wall to prevent him from shooting at me), then unleash a swarm of 80 fine sized fast zombie stirge. The stirge can be purchased for 20 gold as a guardian, reanimated for 25, and their corpses can have shrink object permanenceied for 7500g (corpses are objects, duration is permanent)

Stirges are able to automatically grapple on a touch attack, which they would make at a total of +14 to hit, and any who do hit will automatically drain 1 con at the end of their turn.

Even assuming they need 20s to hit his touch, hes unlikely to be able to kill them all before they drain him, and in the event of magic items to prevent con drain i can simply stand just outside the wall of stone with antimagic field up (which i planned to do anyway)

edit: said strix, meant stirge


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Fun fact dead creatures are also still creatures for spell targeting.


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Baval wrote:
then unleash a swarm of 80 fine sized fast zombie stirge.

Zombies lose all special attacks.


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andreww wrote:
Baval wrote:
then unleash a swarm of 80 fine sized fast zombie stirge.
Zombies lose all special attacks.

correction, zombies lose all supernatural and spelllike abilities, but keep extraordinary abilities that directly buff their attacks, such as the stirge blood drain.

"Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality."

Ive been a necromancer a long time =P

edit: zombies lose special attacks, and blood drain is an attack not quality as i thought. my bad. Fair point. that said i could just rebuild as an oracle so i can make them juju zombies instead who keep their special attacks.

Firewarrior44 wrote:
Fun fact dead creatures are also still creatures for spell targeting.

Debatable, ive never had a DM rule that a corpse counts as a creature, but if thats the case even more reason for me to redo my build.

in addition, gentle repose calls out a corpse as an object in its save
http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/gentleRepose.html#_g entle-repose


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Chess Pwn wrote:
Why do you have the Courageous in your +4 Courageous Dueling Spiked Gauntlet? Are you really that worried about getting feared?

Eh just felt like it. I mainly built it assuming he adventures and isn't just built solely for this challenge.

I also fixed my Sorcerer entry to be a Human so its should be legal now.


Baval wrote:
andreww wrote:
Baval wrote:
then unleash a swarm of 80 fine sized fast zombie stirge.
Zombies lose all special attacks.

correction, zombies lose all supernatural and spelllike abilities, but keep extraordinary abilities that directly buff their attacks, such as the stirge blood drain.

"Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality."

Ive been a necromancer a long time =P

edit: zombies lose special attacks, and blood drain is an attack not quality as i thought. my bad. Fair point. that said i could just rebuild as an oracle so i can make them juju zombies instead who keep their special attacks.

Firewarrior44 wrote:
Fun fact dead creatures are also still creatures for spell targeting.
Debatable, ive never had a DM rule that a corpse counts as a creature, but if thats the case even more reason for me to redo my build.

Well if you rule a corpse isn't a creature a slew of spells simply cease to work

Me wrote:



  • Reincarnate : Target dead creature touched
  • Sculpt Corpse : Target one dead creature touched
  • Decompose corpse : Target one corpse or corporeal undead
  • Gentle Repose : Target corpse touched
  • Animate Dead : Targets one or more corpses touched
  • Raise Dead : Target dead creature touched
  • Breath of Life : Target creature touched

The Exchange

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Tarantula wrote:
Wrath wrote:
Cha martial talks wizard into being his friend. They walk up to shake hands. Martial kills him with surprise attack using sneak attack bonus from some sort of BS class combination I'm sure someone will know about somewhere.
Again, this is contingent on beating their initiative of 48. I don't think you can win initiative AND a meaningful Cha martial. I also disagree that you can stop this previously agreed upon fight by diplomacy. Presumably there is some very good reason why both characters agreed in this combat to the death. Probably with gods involved. Even if the wizard and the fighter were best of friends, they might still be willing to fight each other to the death in order to save their world from being destroyed.

Ha! Now that's an awesome response. I'll totally accept that as reasons why my Fighter couldn't out talk the Wizaed.


Firewarrior44 wrote:
Baval wrote:
andreww wrote:
Baval wrote:
then unleash a swarm of 80 fine sized fast zombie stirge.
Zombies lose all special attacks.

correction, zombies lose all supernatural and spelllike abilities, but keep extraordinary abilities that directly buff their attacks, such as the stirge blood drain.

"Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality."

Ive been a necromancer a long time =P

edit: zombies lose special attacks, and blood drain is an attack not quality as i thought. my bad. Fair point. that said i could just rebuild as an oracle so i can make them juju zombies instead who keep their special attacks.

Firewarrior44 wrote:
Fun fact dead creatures are also still creatures for spell targeting.
Debatable, ive never had a DM rule that a corpse counts as a creature, but if thats the case even more reason for me to redo my build.

Well if you rule a corpse isn't a creature a slew of spells simply cease to work

Me wrote:



  • Reincarnate : Target dead creature touched
  • Sculpt Corpse : Target one dead creature touched
  • Decompose corpse : Target one corpse or corporeal undead
  • Gentle Repose : Target corpse touched
  • Animate Dead : Targets one or more corpses touched
  • Raise Dead : Target dead creature touched
  • Breath of Life : Target creature touched

A few of those dont specify creature, and theres no reason to assume they couldnt be both a creature and an object. As I edited above, gentle repose save specifically calls out a corpse as being an object

edit: in addition, though it is 3.5, theres this

"The last 3.5 Dungeons & Dragons FAQ that was released by Wizards of the Coast stated that a dead body is treated as an object, and thus it can be damaged using the rules for “Smashing an Object”. As far as we (d20pfsrd.com editors) know, there has been no such statement for Pathfinder so whether or not this is true in your campaign should be considered GM discretion."


Correct. Hence why I said also in my previous post.


Brain in a Jar wrote:
Chess Pwn wrote:
Why do you have the Courageous in your +4 Courageous Dueling Spiked Gauntlet? Are you really that worried about getting feared?

Eh just felt like it. I mainly built it assuming he adventures and isn't just built solely for this challenge.

I also fixed my Sorcerer entry to be a Human so its should be legal now.

I just don't see why a small morale bonus for fear is worth having, especially when you have heroism up all the time which gives a +2 morale bonus. Like you're getting an effective +2 to fear saves from it. I don't see how spending tens of thousands of gp for that bonus against fear is worth it.


Firewarrior44 wrote:
Correct. Hence why I said also in my previous post.

fair enough, but in that case im not sure what you point was


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Meh it was tangentially related to the dead "bodies are objects" statement, and it's an obscure rule that I felt like bringing up.

Also it increases the number of options. For example you could mage armor all the Stirge's prior to fight (though not sure how practical/useful that is)


Corpses are things which are good for some creature oriented spells and not others. i.e. things such as Cure Light Wounds have no effect on corpses.


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How does summoning and people without goz masks deal with an eversmoking bottle?


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Chess Pwn wrote:
Brain in a Jar wrote:
Chess Pwn wrote:
Why do you have the Courageous in your +4 Courageous Dueling Spiked Gauntlet? Are you really that worried about getting feared?

Eh just felt like it. I mainly built it assuming he adventures and isn't just built solely for this challenge.

I also fixed my Sorcerer entry to be a Human so its should be legal now.

I just don't see why a small morale bonus for fear is worth having, especially when you have heroism up all the time which gives a +2 morale bonus. Like you're getting an effective +2 to fear saves from it. I don't see how spending tens of thousands of gp for that bonus against fear is worth it.

It isn't.

But i literally didn't care because to me this challenge seems easy. I could have wasted money on a Vorpal weapon and still do fine. :)


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Drahliana Moonrunner wrote:
Corpses are things which are good for some creature oriented spells and not others. i.e. things such as Cure Light Wounds have no effect on corpses.

Yup, it's specifically called out in the dead condition. But Bull's strength, enlarge person, bestow curse etc would all technically still work.


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_Ozy_ wrote:
How does summoning and people without goz masks deal with an eversmoking bottle?

Presumably summons have other forms of sight, or you just summon enough of them it doesn't matter. Area spells you don't have to see through fog either.


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Tarantula wrote:
_Ozy_ wrote:
How does summoning and people without goz masks deal with an eversmoking bottle?
Presumably summons have other forms of sight, or you just summon enough of them it doesn't matter. Area spells you don't have to see through fog either.

You have to know at least generally where the person is. 50 to 100 foot radius makes that pretty damn hard. The only forms of sight that would work would be blindsight/echolocation, or some sort of 'smoke sight'. Truesight effects won't work.

Things like blindsight/echolocation typically have a shorter range, so someone outside that range can attack from total concealment. I guess if you get initiative and can kill the opponent on the first round, you might be ok. After that, not being able to see the battlefield seems like a pretty important disadvantage.


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_Ozy_ wrote:
Tarantula wrote:
_Ozy_ wrote:
How does summoning and people without goz masks deal with an eversmoking bottle?
Presumably summons have other forms of sight, or you just summon enough of them it doesn't matter. Area spells you don't have to see through fog either.

You have to know at least generally where the person is. 50 to 100 foot radius makes that pretty damn hard. The only forms of sight that would work would be blindsight/echolocation, or some sort of 'smoke sight'. Truesight effects won't work.

Things like blindsight/echolocation typically have a shorter range, so someone outside that range can attack from total concealment. I guess if you get initiative and can kill the opponent on the first round, you might be ok. After that, not being able to see the battlefield seems like a pretty important disadvantage.

meh, wasnt an issue for me because i was summoning (reanimating) into an extremely small space (smallest dome i could make)


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Any martial worth his salt will be flying. Plus, with the smoke, you won't know where he is to form the wall.


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_Ozy_ wrote:
Any martial worth his salt will be flying. Plus, with the smoke, you won't know where he is to form the wall.

doesnt matter if hes flying, ill be on the ground so he will have to get close to hit me. once he does hit me, ill know hes within a set distance (there are only so many ranges he could attack me from, and if hes adjacent i can see him) and then i can make the wall.


Well, no, if he's adjacent you still can't 'see' him, though you will know the square. Also, what makes you immune to ranged attacks?


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_Ozy_ wrote:
How does summoning and people without goz masks deal with an eversmoking bottle?

How do people using the eversmoking bottle deal with it? Goz Mask and Fog Cutting Lenses are both out given the contest rules. I suppose you could level dip into Oracle for it.


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I think the thing I'm wondering about is "what martial would do best" in this sort of thing.

Considering that so many different caster builds will be able to end you if you fail a save, I have to think it might be something with exceptional saves but nonetheless strong like a Paladin or a ZAM.


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PossibleCabbage wrote:

I think the thing I'm wondering about is "what martial would do best" in this sort of thing.

Considering that so many different caster builds will be able to end you if you fail a save, I have to think it might be something with exceptional saves but nonetheless strong like a Paladin or a ZAM.

Probably, although I feel AM BARBARIAN probably needs to be mentioned if we're talking about a martial that might kill a caster one on one.


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Blackwaltzomega wrote:
PossibleCabbage wrote:

I think the thing I'm wondering about is "what martial would do best" in this sort of thing.

Considering that so many different caster builds will be able to end you if you fail a save, I have to think it might be something with exceptional saves but nonetheless strong like a Paladin or a ZAM.

Probably, although I feel AM BARBARIAN probably needs to be mentioned if we're talking about a martial that might kill a caster one on one.

AM BARBARIAN is what Caster parents tell their Caster children will come for them if they don't behave...the great boogeyman of the martials.

Definitely the scariest martial build i can think of.


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BigDTBone wrote:

Slee Papnea

1st round
Quicken Extend Suffocate - DC 30 Fort for 6 rounds

Suffocate is a close spell, you start 400 feet away. (200 foot radius for level 20). How are you closing the distance?


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_Ozy_ wrote:
Well, no, if he's adjacent you still can't 'see' him, though you will know the square. Also, what makes you immune to ranged attacks?

adjacent creatures only get partial cover in obscuring mist, i can see him. tower shield and wind wall make me immune to ranged attacks

edit: didnt realize ever smoking bottle was different from obscuring mist, but regardless if he hits me while adjacent ill know which direction i was hit from and that hes close enough to hit me as you said

i could also just use gust of wind, and it wont smoke in an anti magic zone


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Brain in a Jar wrote:
Blackwaltzomega wrote:
PossibleCabbage wrote:

I think the thing I'm wondering about is "what martial would do best" in this sort of thing.

Considering that so many different caster builds will be able to end you if you fail a save, I have to think it might be something with exceptional saves but nonetheless strong like a Paladin or a ZAM.

Probably, although I feel AM BARBARIAN probably needs to be mentioned if we're talking about a martial that might kill a caster one on one.

AM BARBARIAN is what Caster parents tell their Caster children will come for them if they don't behave...the great boogeyman of the martials.

Definitely the scariest martial build i can think of.

Is AM BARBARIAN using the leadership feat to gain a flying synthesist mount? Or how else are we overcoming "the wizard has overland flight active at the start of the fight"?


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^ he could buy a griffon, theyre in the mounts section on the PRD


What the fighter needs is an item that can invoke anti-magic shell even if it's just a one-use item. And true-sight so that he can pick out his foe from illusions or invisibility.

If the wizard is flying the fighter flies out to the wizard just above and invokes the item.

It'll mean that he takes falling damage along with the wizard, but he'll take the damage and then finish off said wizard when they are both on ground.


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an AM barbarian has a significant weakness though, even with leadership his mount will be relatively defenseless, or he will have to use up part of his wealth defending it. In turn, without his mount he cant really do anything to the caster


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OK, here is a first pass at a level 20 Martial. It is very much just a rough draft at the moment, especially as concerns equipment. It definitely needs some back up weapons but probably needs to lose some stuff first to afford them. I have been rather liberal in my interpretation of what she can craft with craft clothing.

She remains pretty hosed against fickle winds so I ended up dipping a few levels of unchained rogue and barbarian to increase her melee damage output. Her will save isn't as high as I would like but she largely beats the lantern archon spam or balor gating plans above.

The stat bock includes the effects of mutagen, rage, haste boots and point blank shot and assumes she is always using power attack, deadly aim, manyshot and/or rapid shot as appropriate.

Archer Girl:
Artemis
Female half-elf barbarian (urban barbarian) 2/fighter (mutation warrior) 15/rogue (unchained) 3
N Medium humanoid (elf, human)

Init +23; Senses all-around vision, darkvision 120 ft., low-light vision, see invisible and ethereal 120 ft.; Perception +45

--------------------
Defense
--------------------
AC 59, touch 34, flat-footed 59 (+8 armor, +5 deflection, +17 Dex, +1 dodge, +1 insight, +11 natural, +6 shield)
hp 261 (20 HD; 3d8+15d10+2d12+140)
Fort +27, Ref +33, Will +22 (+4 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. enchantments, +2 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
Defensive Abilities danger sense +1, dual minded, evasion, fortification 75%, uncanny dodge; Immune sleep

--------------------
Offense
--------------------
Speed 60 ft.

Melee +3 furious adamantine elven curve blade +41/+41/+36/+31/+26 (1d10+49/18-20)

Ranged +5 adaptive impervious seeking composite longbow +43/+43/+43/+38/+33/+28 (1d8+30/19-20/×3)

Special Attacks rage (13 rounds/day), rage power (superstition +2), sneak attack (unchained) +2d6, weapon trainings (bows +5, heavy blades +4, close +3)

--------------------
Statistics
--------------------
Str 25, Dex 44, Con 24, Int 14, Wis 20, Cha 6

Base Atk +19; CMB +23; CMD 60 (64 vs. disarm, 64 vs. sunder)

Feats Alertness, Clustered Shots[UC], Craft Wondrous Item, Critical Focus, Deadly Aim, Exotic Weapon Proficiency (elven curve blade), Improved Critical (longbow), Improved Initiative, Improved Precise Shot, Iron Will, Manyshot, Master Craftsman, Point Blank Master[APG], Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Staggering Critical, Weapon Finesse, Weapon Focus (longbow), Weapon Specialization (longbow)

Skills Acrobatics +42 (+54 to jump), Appraise +4, Bluff +0, Climb +13, Craft (clothing) +31, Diplomacy +0, Disable Device +48, Disguise +0, Escape Artist +28, Fly +19, Heal +7, Intimidate +0, Linguistics +8, Perception +45, Ride +19, Sense Motive +34, Sleight of Hand +36, Stealth +42, Survival +11, Swim +13, Use Magic Device +4; Racial Modifiers +2 Perception

Languages Ancient Osiriani, Azlanti, Common, Elven, Thassilonian, Undercommon

SQ controlled rage, crowd control, elf blood, mutagen (+8/+6/+4/-2, +6 natural armor, 15 hours), mutagen discoveries (grand mutagen, greater mutagen, wings[UM]), rogue talent (combat trick), trapfinding +1

Gear mutagen (grand)[APG], [/b]+5 heavy fortification adamantine buckler, +3 adamantine elven curve blade, +5 adaptive impervious seeking composite longbow, dark blue rhomboid ioun stone, dusty rose prism ioun stone, pale green prism ioun stone, amulet of natural armor +5, belt of physical perfection +6*, boots of speed*, bracers of armor +8*, cloak of resistance +5*, gloves of dueling[APG]*, handy haversack, headband of mental prowess +6 (Int, Wis)*, manual of quickness of action +4, ring of freedom of movement, ring of protection +5, robe of eyes*, stone of good luck (luckstone), tome of understanding +4, vest of escape, masterwork artisan's tools, masterwork thieves' tools, 4316gp

Asterixed items are crafted at half price.


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Baval wrote:
_Ozy_ wrote:
Well, no, if he's adjacent you still can't 'see' him, though you will know the square. Also, what makes you immune to ranged attacks?

adjacent creatures only get partial cover in obscuring mist, i can see him. tower shield and wind wall make me immune to ranged attacks

edit: didnt realize ever smoking bottle was different from obscuring mist, but regardless if he hits me while adjacent ill know which direction i was hit from and that hes close enough to hit me as you said

i could also just use gust of wind, and it wont smoke in an anti magic zone

Gust of wind will only disperse the smoke if the bottle is stoppered. If you want to put yourself in an anti-magic zone against an archer, well I'm sure he would be pleased with that.

As far as wind wall: cyclonic enchantment, again if I were the ranged martial, that would be a no-brainer.


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Drahliana Moonrunner wrote:

What the fighter needs is an item that can invoke anti-magic shell even if it's just a one-use item. And true-sight so that he can pick out his foe from illusions or invisibility.

If the wizard is flying the fighter flies out to the wizard just above and invokes the item.

It'll mean that he takes falling damage along with the wizard, but he'll take the damage and then finish off said wizard when they are both on ground.

Equalizer Shield


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Baval wrote:
^ he could buy a griffon, theyre in the mounts section on the PRD

How long do you think an ordinary griffon is going to last in such a contest?

I went through various permutations trying to get my full levelled animal companion to the point where it might survive on the nature oracle above and I am still very doubtful.


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_Ozy_ wrote:
Baval wrote:
_Ozy_ wrote:
Well, no, if he's adjacent you still can't 'see' him, though you will know the square. Also, what makes you immune to ranged attacks?

adjacent creatures only get partial cover in obscuring mist, i can see him. tower shield and wind wall make me immune to ranged attacks

edit: didnt realize ever smoking bottle was different from obscuring mist, but regardless if he hits me while adjacent ill know which direction i was hit from and that hes close enough to hit me as you said

i could also just use gust of wind, and it wont smoke in an anti magic zone

Gust of wind will only disperse the smoke if the bottle is stoppered. If you want to put yourself in an anti-magic zone against an archer, well I'm sure he would be pleased with that.

As far as wind wall: cyclonic enchantment, again if I were the ranged martial, that would be a no-brainer.

cyclonic is not on the PRD, as a necromancer I have no problem whatsoever being in an antimagic field, especially when my opponent is on the other side of a wall of stone, and he would still need to get around my tower shield to shoot at me


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_Ozy_ wrote:
As far as wind wall: cyclonic enchantment, again if I were the ranged martial, that would be a no-brainer.

Not legal for this contest as it isn't part of the PRD.


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andreww wrote:
Baval wrote:
^ he could buy a griffon, theyre in the mounts section on the PRD

How long do you think an ordinary griffon is going to last in such a contest?

I went through various permutations trying to get my full levelled animal companion to the point where it might survive on the nature oracle above and I am still very doubtful.

i mentioned that it would be a weakpoint in my next post, however the goal of an AM barbarian is to win the fight in a single charge, so in theory it wouldnt be an issue


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andreww wrote:
_Ozy_ wrote:
As far as wind wall: cyclonic enchantment, again if I were the ranged martial, that would be a no-brainer.
Not legal for this contest as it isn't part of the PRD.

Is there a list somewhere? It's in the Ranged Tactics toolbox, which books aren't part of the PRD?


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_Ozy_ wrote:
Drahliana Moonrunner wrote:

What the fighter needs is an item that can invoke anti-magic shell even if it's just a one-use item. And true-sight so that he can pick out his foe from illusions or invisibility.

If the wizard is flying the fighter flies out to the wizard just above and invokes the item.

It'll mean that he takes falling damage along with the wizard, but he'll take the damage and then finish off said wizard when they are both on ground.

Equalizer Shield

From champions of purity and so not on the PRD.

Also about 15% of your total available wealth at this level.


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_Ozy_ wrote:
andreww wrote:
_Ozy_ wrote:
As far as wind wall: cyclonic enchantment, again if I were the ranged martial, that would be a no-brainer.
Not legal for this contest as it isn't part of the PRD.
Is there a list somewhere? It's in the Ranged Tactics toolbox, which books aren't part of the PRD?

Look to the left of the forums for the PRD link. Click it and it will show you everything.

Or, just go HERE

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