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General Tabletop Discussion
*Pathfinder & Starfinder
Dealing with Greater Invisibility
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<blockquote data-quote="Greenfield" data-source="post: 7355931" data-attributes="member: 6669384"><p>My example premised a monster with a +2 Dex to AC.</p><p></p><p></p><p>In my "Let's run the number" section it became pretty clear that the fighter will do the most damage, with the rogue doing the least. A Cleric can become as good a fighter as the Fighter, with the right spells.</p><p></p><p></p><p>It isn't about increasing the accuracy of the touch attacks. It's about a very squishy caster finishing the battle without being squished. </p><p></p><p>Think about it: Big monster is being hit from all sides, and all of it hurts. Beating on the fighter just makes him mad. Beating on the Wiz/Sorc makes him run and hide, or fall down and die. Fastest way to cut the DPS you're taking is to drop the spell caster.</p><p></p><p>And Fireball is a great spell, if you're facing a lot of opponents. At 10th level and up it does 10D6, which averages to 35 points of damage, with a reflex Save for half. Against a single big-bad, Scorching Ray is more effective. 8 dice, no save at 10th level and 12 dice no save at 11th. Plus it's a lower level spell, one you're more likely to be able to prepare a bunch of.</p><p></p><p>If you're worried about Fire Resistance, switch to one of the Orb spells. Same level, different elements, same bang for the buck.</p><p></p><p>The number of monsters with True Seeing is very very small, unless you're looking in a different set of MM books than I am. And Tremorsense isn't all that common either. Blindfighting, on the other hand, gives the monster two tries at that 50/50 hit thing. Again, better bang for the buck.</p><p></p><p></p><p></p><p>It doesn't trivialize the encounter, it just tips things substantially in the favor of the party in general, and the GI character in specific.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 7355931, member: 6669384"] My example premised a monster with a +2 Dex to AC. In my "Let's run the number" section it became pretty clear that the fighter will do the most damage, with the rogue doing the least. A Cleric can become as good a fighter as the Fighter, with the right spells. It isn't about increasing the accuracy of the touch attacks. It's about a very squishy caster finishing the battle without being squished. Think about it: Big monster is being hit from all sides, and all of it hurts. Beating on the fighter just makes him mad. Beating on the Wiz/Sorc makes him run and hide, or fall down and die. Fastest way to cut the DPS you're taking is to drop the spell caster. And Fireball is a great spell, if you're facing a lot of opponents. At 10th level and up it does 10D6, which averages to 35 points of damage, with a reflex Save for half. Against a single big-bad, Scorching Ray is more effective. 8 dice, no save at 10th level and 12 dice no save at 11th. Plus it's a lower level spell, one you're more likely to be able to prepare a bunch of. If you're worried about Fire Resistance, switch to one of the Orb spells. Same level, different elements, same bang for the buck. The number of monsters with True Seeing is very very small, unless you're looking in a different set of MM books than I am. And Tremorsense isn't all that common either. Blindfighting, on the other hand, gives the monster two tries at that 50/50 hit thing. Again, better bang for the buck. It doesn't trivialize the encounter, it just tips things substantially in the favor of the party in general, and the GI character in specific. [/QUOTE]
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