Fighters vs mages at high level.

boredgremlin said:
Bows, archers tear a mage up. With improved many shot the fighter gets 7 arrows per attack action, Magic arrows of course. A mages AC sucks, even with magical protections, still lets just say the fighters BAB 20,15,10. Since the lowest usually misses. Thats 21 arrows.

Ok firstly, the fighter has BAB 20 + epic attack bonus of 5 for a total of 25. He gets 4 attacks per round normally (BAB 20), or improved manyshot lets him shoot 5 arrows as a standard action (2 at 6, 3 at 11, 4 at 16, 5 at 21.. he gets his 6th arrow at level 31). I'm not sure where the hell you got 7 from.
Next, when you full attack, you don't get to manyshot with each attack action.. manyshot is a standard action. And haste doesn't give you extra arrows on many shot, it only gives you additional attacks on full attacks. So really we're looking at a standard action for 5 arrows, or a full action for 6 (4 BAB, +1 rapid shot, +1 haste). There's probably some options out there somewhere to get a few more, but its still a far cry from 21.

Casting a few spells a round really isn't too much of a stretch; if said fighter finds himself in the area of 2-3 disjunction's, he's unlikely to have any magical equipment remaining, which leaves him as cannon fodder.

Winning initiative isn't really an issue either with contingency: there are any number of defensive options to make the fighter waste his turn if he gets it first.
 

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Thanee said:
But that is not needed... for example, a simple quickened Spectral Hand + Otto's Irresistible Dance with a Moment of Prescience in place (which will always be in place, unless it has been used up just recently) will leave the wizard with 2+ rounds to finish off the fighter, and can always be renewed with a quickened True Strike, once it runs out.

This spectral hand? "A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. "

However you aren't limited to 1 quickened spell around with that multispell feat, you can have your familiar deliver touch attacks (and you can buff it with personal spells), etc etc
 

Diirk said:
This spectral hand? "...any touch range spell of 4th level or lower..."

Oops! :eek:

There you see, I never actually used that spell... :heh:

Then just make it a quickened Greater Teleport or use the deliver touch spell familiar ability. :D

Bye
Thanee
 

Yeah, there's something delightfully backwards about a "human charmer" tiny viper delivering an irresistable dance to a fighter.... ;)
 

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.
2)trap the soul- /hightened to 9th level/ close range/. DC 10+9+10(INT), +4(greater focus)= DC 33. With the cloak and feats the fighters bad save is 28. So he only needs a 5 to beat that DC. After doing that you not only wasted the spell but lost a 30,000 gp gem. And honestly how many gems that size are just floating around in your economy anyway? Your talking the hope diamond here. And it has to be one big one. Not a bunch of little ones.
3)finger of death/ hieghtened to 9th level/ close/ Fort save. DC 33 as above, compared to a ranged fighters save of 34. Umm thats a 5% chance to fail, after succeeding the fighter takes 3d6+30. Not fun. But not lethal either. A good scratch to a fighter this high. Nothing more.
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.
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. A familiar for a 30th level mage has:AC base +10 (a shot so easy for a fighter like this he could do it asleep. Anything but a one) and half the HP of the wizard. One shot will kill this thing with improved many shot. 7d8+35 minimum. Costing the mage 3,000 xp. Thats not a fight ender or anything but it sure sucks.
6)shapechange- Maximum 25 HD shape. The 30th level wizard actually loses 5 HD by casting this spell. Incorporeal and gaseous forms help you escape but not much else. Spells cant be cast on material opponents. Or at all from a gaseous shape. If your trying to ditch your spells and give the fighter a challenge by becoming a dragon or something you might have a chance. But its no sure thing. You do lose 5HD and the fighter can kill big beasties too.
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.
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.
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.
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.
Your 13 level sorceress could roll a maximimum HP of 52. Assuming a +4 Con mod you still only get another 52 for 104. And then what about your charisma? 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.
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. Lol you tell me how a 30th level mage is gonna do that. Even quickened spells need a concentration check if you got hit.
So you lost the whole round. The archer fighter probably has an itit of +10(dex)+4 improved init (+14), +4 haste from blinding speed (+18). Assuming the fighter didnt take superior initiative for +22. Compared to the mages +4 from improved initiative, maybe another 4 from dex. +8. Though that would mean you put an 18 on CON (the HP you mentioned) and DEX. So what happened to your spell casting ability? Anyway i will take a +18 against a +8 any day. So after tagging your sorry mage 6 ways from sunday, it fails the concentration check of 110 minimum, loses the round. And the figher finishes hosing her next round.
This assumed spending your time with a maximized energy drain and actually making the attack roll. With a quickened true stike. Just to only take 126 damage. Without that you took 180. And there is no concentration check or second round.
I believe i just elegantly demonstrated how a fighter who intelligently bought a cloak and used his feats to improve his saves will usually hand the wizard his but on a plate.
This is reasonable because i skipped on both weapon specailizations and improved toughness. This is very reasonable because to be honest, at that point your magic weapons are so good that the extra +4 from epic specialization is a total waste. And earlier the +2 from regular specialization isnt much better. There are many good feats. But the fighter can allready slug it out with the best of them. A smart fighter uses those feats to up initiative and saves. To cover his weakness.
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. While the wizard lovers had to scramble and specially prepare just to have a shot. And the only decent thing they could come up with was a touch spell. 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.
Lol oh yeah. All bow before the uber wizard.
 

Better check up on how Spell Turning works. It doesn't do a thing against Disintegrate, Meteor Swarm, Energy Drain, etc, etc...
Assuming one even CAN set such a contingency. Considering that initiative and combat rounds are metagame concepts.

It's been somewhat listed before but....
Fighter has Mage Slayer, Stand Still, and hopefully Improved Trip feats. Fighter is wearing Greater Ring of Spell Storing with Antimagic field in it.

Fighter somehow wins initiative, activates the Antimagic Field, and somehow closes the distance. And somehow gets lucky keeping the Mage within the Field. Which even with Stand Still is far from guaranteed.
 

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. :D

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! :D

Bye
Thanee
 

Well I originally posted the Iajutsu Master idea because I was really reaching to think of a way for a fighter to win, but people really think this would be a challenge if the Wizard wins initiative?

I don't think anyone has brought up the Time Stop+MDJ+Reverse Gravity+Gate yet. No saving throws involved and the fighter looses all of his magical items and is sent to the plane of your choice. Lots of options and there really is no reason the fighter should be able to prevent this.

Honestly people, if you think a 30th lvl wizard winning initiative doesn't mean death for his enemy in a one on one fight, then you need to play a high level wizard some time.

Edit: Oops, I should have said there are no saves for the reverse gravity+gate thing, MDJ I think the fighter will get some will saves for his items. Good luck with that.
 

Ok, I said before boredgremlin but maybe you weren't paying attention. Improved manyshot gives you 5 arrows per standard action, not 7 per attack action. Winning initiative is irrelevant with a good contigency (which can be prepared up to 30 days in advance... 60 with extend spell, so its ALWAYS going to be up). Epic mages can cast multiple spells per round. 2-5 spells per round most likely.

You can have all the gear in the world, but it will be completely useless after 2-3 disjunctions.

To address your points:
1) Teleport is used (quickened) to either a) get out of sight so you CAN'T shoot with your bow to return a round or 2 later, or b) close the distance to unload a bunch of spells on you before you can respond. Its all about keeping you from acting.
2-3) A few disjunctions will cripple your saves. The DC should be quite a bit higher than 33, too, most likely.
4) Personally I wouldn't bother with forcecage, but its another one of those spells that allows the mage as much prep time as he wants. Like to say, gate in 10 ancient dragons then watch the fun.
5) That actually benefits the mage; if you waste time killing the familiar thats time you're spending ignoring the actual threat. Which isn't particularly hindered by the death of his familiar anyway, particularly since he can just bring it back to life later. However I'd fully expect a 30 mage to have at a bare minimum 250ish hp, which means 125+ for the familiar. You conceivably could fail to kill it in a round depending on buffs etc.
6) I wouldn't bother with shapechance either, you can do some neat things with it tho, like turn into a choker to get an extra standard action per round (an extra spell/round)
7) Moment of prescience is mainly used as a true strike with an exceedingly long duration. Gaurantees that no save touch spell will hit you.
8) We aren't talking luck either. We're talking moment of prescience and/or truestrike, quickened teleport and a touch thats gauranteed to hit you (except on a 1) before you can react.
9-10) Don't know and wouldn't bother.

The hp thing.. assume a starting con of 14-16.. con is fairly important to casters. Further remember that a +6 con item costs 36k. I'm not sure what the expected wealth of a 30th level character is, but its somewhere in the millions. 36k is peanuts. You can bet any 30th level mage is going to have a 20+ con. And your fighter didn't do 180 damage, you did manyshot COMPLETELY WRONG.

And you don't need a concetration check to cast a spell in the same round as you take damage. you only make a concentration check if you're damaged while you're casting the spell.

And feel free to get a 2nd protection ring. They don't stack with each other.

And we didn't need to scramble to produce anything.. hell you don't need irresistable dance, you can go for something like imprisonment, dominate person, a nice cloudkill before a forcecage with no walls will kill you quick enough if you aren't immune to poison, if you boost your caster level high enough you could use wish to duplicate blasphemy and kill the fighter straight off, etc etc etc

The options are endless. Fighters just can't compare with the versatility that is a well designed wizard.

Note none of this even uses epic spells. Those things are mean. Note also spells can be heightened above 9th level for even higher save DCs.
 

Hey guys, good job analyzing that argument!

Just to sum up what I think should happen (kinda an addition to my post above). We have two options.

1) Wizard wins initiative. He casts Time Stop+MDJ (maybe a few of these)+Reverse Gravity+Gate. Fighter Dies.

2) Wizard loses initiative. His contingency Sacutuary is triggered (from the protection domain he picked up through Arcane Disciple). He casts Time Stop+MDJ (maybe a few of these)+Reverse Gravity+Gate. Fighter Dies.

I really don't understand how people think the fighter has a chance...
 

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