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Antimagic shell (I know, I know ...)
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<blockquote data-quote="Magus_Jerel" data-source="post: 194842" data-attributes="member: 3940"><p>If said Barbarian is wearing boots of striding and springing and has drunk a fly potion - His "charge" range is 720 feet.</p><p></p><p>Base fly move - 90ft</p><p>Boots see and double this to 180 ft</p><p>Use the full round charge action:</p><p>720 feet to smacking said magic user - 1 attack</p><p></p><p>The wizzie using AMF doesn't even get a chance to throw that medium or close range spell before they find themselves in hand to hand combat. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Since the barbarian can get in from that far out - I'll be content to "spot" him the 5 feet of distance that he doesn't have His boots and fly spell ya rules lawyers.</p><p></p><p></p><p>Damage:</p><p>Conan's to hit is +21 (I'll throw in weapon focus in addition to a MW weapon), and the wizard's AC is 13, IF he has a dex of 16 as well as a high intelligence score (very possible with elves and some good character creation rolls).</p><p></p><p>Even with a power attack of +10 Conan has a 95% chance of hitting the wizzie</p><p></p><p>Said 13th level wizard could consider himself lucky to have about 57 hp (+2 con bonus; living greyhawk rules)</p><p></p><p>Conan uses a greatsword...</p><p></p><p>2d6 +9 (1.5x str mod) +10 (power attack)</p><p>dealing 21-31 points of damage a swing</p><p></p><p>Now; lets say Conan gets just a wee bit lucky; and manages to score a crit.</p><p>The damage range is 42 to 62 points.</p><p></p><p>The hardcore combat math specifies that in this situation; that Conan will outright kill the wizard anywhere from 1 to 3 rounds should the wizard maintain his AMF.</p><p></p><p>Presuming the wizard only takes about 26 points of damage - and doesn't suffer a critial and die; He will have to do one of several things</p><p></p><p>1. get farther than 720 feet away from Conan</p><p>2. Kill Conan</p><p>3. Do something else that will cause Conan to miss him</p><p>4. Restrain Conan</p><p></p><p>1 and 3 are out as the wizard is "unwilling" to drop his AMF - option 4 is the smart choice... but</p><p>our wizard makes a mistake and uses option 2</p><p></p><p>Now -</p><p></p><p>The Barbarian is raging and has about an 18 con while doing so. that means that Conan has 143 HP (+4 net con bonus, living greyhawk rules)</p><p></p><p>In order to get Conan with a spell, the wizard must take a partial action to distance himself from Conan - so the AMF no longer protects him. The wizard then throws his best spell - a delayed blast fireball - at Conan; dealing not less than 13 and not more than 78 points of damage. Conan doesn't make the reflex save - but The "average" damage is around 40 points - not all that much damage for Conan.</p><p></p><p>When Conan repeats his attack; He will knock the wizard down to an "average" total of 5 hit points. </p><p></p><p>Please note:</p><p></p><p>If you make your players roll HP under normal rules or If Conan is even the slightest bit lucky - the wizard is dying already at -2 hit points. Even if Conan is unlucky; the wizard is in a very bad position, and will most certainly be dead if Conan gets to attack him in round three.</p><p></p><p>If the wizard has survived, The wizard needs to retreat, kill or restrain Conan. Tactically speaking - retreat only possible by either the combination of haste/fly/s&s boots or teleportation spells. The wizard - because He is using AMF - can only hope to drop his AMF, step back, and teleport away.</p><p></p><p>To do other than so and fail to kill or otherwise prevent Conan from attacking the wizard on round 2; is for the wizard to invite a 95% chance of death.</p><p></p><p>The "invincible" stratagem of casting AMF and casting inside that AMF is - bluntly - non-existent.</p></blockquote><p></p>
[QUOTE="Magus_Jerel, post: 194842, member: 3940"] If said Barbarian is wearing boots of striding and springing and has drunk a fly potion - His "charge" range is 720 feet. Base fly move - 90ft Boots see and double this to 180 ft Use the full round charge action: 720 feet to smacking said magic user - 1 attack The wizzie using AMF doesn't even get a chance to throw that medium or close range spell before they find themselves in hand to hand combat. :) Since the barbarian can get in from that far out - I'll be content to "spot" him the 5 feet of distance that he doesn't have His boots and fly spell ya rules lawyers. Damage: Conan's to hit is +21 (I'll throw in weapon focus in addition to a MW weapon), and the wizard's AC is 13, IF he has a dex of 16 as well as a high intelligence score (very possible with elves and some good character creation rolls). Even with a power attack of +10 Conan has a 95% chance of hitting the wizzie Said 13th level wizard could consider himself lucky to have about 57 hp (+2 con bonus; living greyhawk rules) Conan uses a greatsword... 2d6 +9 (1.5x str mod) +10 (power attack) dealing 21-31 points of damage a swing Now; lets say Conan gets just a wee bit lucky; and manages to score a crit. The damage range is 42 to 62 points. The hardcore combat math specifies that in this situation; that Conan will outright kill the wizard anywhere from 1 to 3 rounds should the wizard maintain his AMF. Presuming the wizard only takes about 26 points of damage - and doesn't suffer a critial and die; He will have to do one of several things 1. get farther than 720 feet away from Conan 2. Kill Conan 3. Do something else that will cause Conan to miss him 4. Restrain Conan 1 and 3 are out as the wizard is "unwilling" to drop his AMF - option 4 is the smart choice... but our wizard makes a mistake and uses option 2 Now - The Barbarian is raging and has about an 18 con while doing so. that means that Conan has 143 HP (+4 net con bonus, living greyhawk rules) In order to get Conan with a spell, the wizard must take a partial action to distance himself from Conan - so the AMF no longer protects him. The wizard then throws his best spell - a delayed blast fireball - at Conan; dealing not less than 13 and not more than 78 points of damage. Conan doesn't make the reflex save - but The "average" damage is around 40 points - not all that much damage for Conan. When Conan repeats his attack; He will knock the wizard down to an "average" total of 5 hit points. Please note: If you make your players roll HP under normal rules or If Conan is even the slightest bit lucky - the wizard is dying already at -2 hit points. Even if Conan is unlucky; the wizard is in a very bad position, and will most certainly be dead if Conan gets to attack him in round three. If the wizard has survived, The wizard needs to retreat, kill or restrain Conan. Tactically speaking - retreat only possible by either the combination of haste/fly/s&s boots or teleportation spells. The wizard - because He is using AMF - can only hope to drop his AMF, step back, and teleport away. To do other than so and fail to kill or otherwise prevent Conan from attacking the wizard on round 2; is for the wizard to invite a 95% chance of death. The "invincible" stratagem of casting AMF and casting inside that AMF is - bluntly - non-existent. [/QUOTE]
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