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Fighters vs mages at high level.
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<blockquote data-quote="boredgremlin" data-source="post: 2211335" data-attributes="member: 31646"><p>You buy magic items with silence on them permanently. Its only a second level spell so the items are dirt cheap. throw them all around the mage so he is helpless. Alternatively take arrows or sling stones with silence on them. Again because the spell is cheap you can get a bunch. Thunderstones are good too. Even at high level the mages fortitude save sucks. And who says you cant pay more to get an even more powerfull stone? Any effect to deafen the mage severely weakens him, any silence damn near nerfs him. </p><p> The high level mage will likely have a few silent spells. So buy many cheap silence stones. That way if he moves you can use one of your 5 attacks to throw another one at his new location. He may have silent attack spells. You have a ton of feats. Take iron will and lightning reflexes and buy cloaks of resistance. Improved initiative is good too. </p><p> Also an archer fighter will often trounce a mage. The mages range is less important, rapid shot lets you still attack as many times, and the spells can have silence on them. A poison for intelligence is also good, or alternatively STR. The wizards paltry STR score is easily attacked with poison. And reducing it to 0 kills a mage as dead as a fighter. </p><p> So in closing, iron will, improved initiative, rapid shot, multi arrow feat from the epic book, uncanny accuracy from the epic book (in case of spells to create a miss chance), improved many shot, epic will and epic reflexes, or if you go melee substitute a missile feat for the spellcasting harries (-15 to concentration checks to cast defensively), and the dire charge. Devastating critical is also lethal, especially to low fortitude characters ( on any critical hit the target must make a fortitude save DC 10 1/2 character level plus STR mod. For an average of 30 or so, assuming +5 STR. ) Combine this with a longsword or other high crit range weapon the improved crit prerequisite means a long sword will crit on a 16+ with a 30 DC fort save required. Thats one dead wizard. Especially with deafen and silence keeping him gimped.</p></blockquote><p></p>
[QUOTE="boredgremlin, post: 2211335, member: 31646"] You buy magic items with silence on them permanently. Its only a second level spell so the items are dirt cheap. throw them all around the mage so he is helpless. Alternatively take arrows or sling stones with silence on them. Again because the spell is cheap you can get a bunch. Thunderstones are good too. Even at high level the mages fortitude save sucks. And who says you cant pay more to get an even more powerfull stone? Any effect to deafen the mage severely weakens him, any silence damn near nerfs him. The high level mage will likely have a few silent spells. So buy many cheap silence stones. That way if he moves you can use one of your 5 attacks to throw another one at his new location. He may have silent attack spells. You have a ton of feats. Take iron will and lightning reflexes and buy cloaks of resistance. Improved initiative is good too. Also an archer fighter will often trounce a mage. The mages range is less important, rapid shot lets you still attack as many times, and the spells can have silence on them. A poison for intelligence is also good, or alternatively STR. The wizards paltry STR score is easily attacked with poison. And reducing it to 0 kills a mage as dead as a fighter. So in closing, iron will, improved initiative, rapid shot, multi arrow feat from the epic book, uncanny accuracy from the epic book (in case of spells to create a miss chance), improved many shot, epic will and epic reflexes, or if you go melee substitute a missile feat for the spellcasting harries (-15 to concentration checks to cast defensively), and the dire charge. Devastating critical is also lethal, especially to low fortitude characters ( on any critical hit the target must make a fortitude save DC 10 1/2 character level plus STR mod. For an average of 30 or so, assuming +5 STR. ) Combine this with a longsword or other high crit range weapon the improved crit prerequisite means a long sword will crit on a 16+ with a 30 DC fort save required. Thats one dead wizard. Especially with deafen and silence keeping him gimped. [/QUOTE]
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