boredgremlin said:
1) teleport- Distant shot lets the archer/fighter shoot at anything he can see with no range penalties. If you can cast a spell at him, he can shoot you. Teleport only helps you run away for good. Wont help you at all in the fight.
Oh, you can do a lot of things after you teleported away.
For example,
Gate in some uber nasty critter (HD = 2x caster level) to keep the fighter busy.
Then
quickened Teleport away.
Watch via
Greater Scrying while preparing and come back, once you are done.
4) force cage/ 7th level, quickened to 11th i presume/ close range. No save true. But the archer can still shoot out. The mage has cover but its not perfect. The miss chance from cover isnt that high. Or you can use the windowless cell. Which means you cant attack him either. Still a stalemate. We fight again the next day i guess.
Not at all... the fighter sits in there (closed version) and can do basically nothing, while the wizard has plenty of time to continue.
Like putting up a
maximized Cloudkill and a few other nasty spells like that, then add a
Forcecage (barred version) around the first and surround it with a few additional
Wall of Force spells (or something like that), then dismiss the closed cell inside.
5)familiars- they are such an easy target and weak point for a mage I wasnt even gonna mention them for pity sake, but since someone else brought it up. You can bet your butt if the mage has some funky little animal flying around i am gonna shoot it first.
Uhm... you don't get to shoot, remember?
6)shapechange- Maximum 25 HD shape. The 30th level wizard actually loses 5 HD by casting this spell.
You don't really lose any HD.
And I was mainly speaking of being able to cast an extra spell per round, which a certain form found in the MM allows via
Shapechange.
7) Moment of prescience- helps you make a save, or ranged touch attack, but it doesnt increase the saves of your spells, Upps you AC a lot for one attack. Since the hasted fighter has 4 per round with over a 50% chance of hitting for 7d8+35 i fail to see how having him miss one attack will save you.
Yep, one touch attack, all that is needed.
8) irresitable dance/ range touch. - A touch spell? are you kidding? You better win initiative trying this one. otherwise your toast. A fight ender if you get lucky enough to land it. But we arent talking luck. We are talking math and likelyhoods.
Yes, either you win initiative, or you have means to survive the first round (
Contingency). In both cases, you can then simply teleport next to the fighter and touch him (easily with
Moment of Prescience,
True Strike, etc).
9)flesh shiver- Cant find this one. I am only using core and epic feats so you only get core and epic spells. Otherwise we get into all kinds of funky places and some of that optional stuff is really poorly balanced.
That's fair enough. Just listing some spells, which will shut down the fighter.
Most of them are core, of course.
10) dimensional lock+forcecage- As covered under force cage earlier the archer can still shoot you, unless you wall yourself off from him as well. In which case you cant hurt him either.
See above.
Your 13 level sorceress could roll a maximimum HP of 52. Assuming a +4 Con mod you still only get another 52 for 104.
+3 Con mod only, actually. I admittedly did roll pretty good.
But that is not the point. The point is, there are spells to raise your hit points, which have pretty long durations, too.
False Life for example. My sorceress already has this one up 24/7. Empowered, of course.
And then what about your charisma?
That's pretty good. Thanks for asking.
Your spell casting attribute? lol. Oh and even with an 18 con your sorceress still died in one round againt a fighter reduced to an effective 22nd level. The 30th level fighter did 180 damage, assuming nothing under 50% hit.
Well, a 13th level sorceress is no match for a 30th level fighter, so much for sure... I was just giving you an example to show how far off your hit point guesses are. Only completely incompetent wizards will have so few hit points.
Even if by some miracle you survived the 100 hp shot you have to make a concentration check DC 110 to cast a spell that round.
How so? If you ready you automatically lose. Since your ready action will never trigger. Or, if it triggers, it will just drop some stupid 0th level spell cast first to trigger the ready action.
Otherwise there is no Concentration check.
Lol also of note. I changed my gear one time. When i saw they gimped spell turning in 3.5. Everything else was standard gear for any archer on an adventure. No specail mage killing gear or anything.
See? And that's the problem. Without such equipment you can do exactly nothing to stop a wizard, unless you happen to stumble upon the wizard sleeping or something.
While the wizard lovers had to scramble and specially prepare just to have a shot.
Where did you see any special preparations? All the above are standard spells a 30th level wizard will probably have prepared at all times.
Lol which still had to hit roll a 20 unless they used quicken true strike. Tsk tsk. All this prep work and all you have is hoping to win initiative with a touch spell? Which if i wanted to take another ring of protection instead of 30pts of resistance would still only have a 50% chance of connecting.
Your core rules only fighter has a touch AC of about 50 without Dex? Not bad!
Bye
Thanee