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Fighters vs mages at high level.
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<blockquote data-quote="M.Weasel" data-source="post: 2211826" data-attributes="member: 24047"><p>Hmm...</p><p></p><p>Take the Mage Slayer feat chain (from Complete Arcane), Combat Reflexes, and fight with a spiked chain. Bump your initiative up as high as possible, since you need to get within reach of the mage before he can cast anything. Get an item of <em>Giant Size</em> (from Complete Arcane) with a 17+ caster level, an item of continuous <em>Antimagic Field</em> created with the Extraordinary Spell Aim metamagic feat (from Complete Adventurer), a Spireshard weapon (weapon enhancement from one of the issues of Dragon, whichever one it was that was devoted to a lot of different campaign settings... It forces the person hit to make a Will save or lose spells/spell-like abilities for 1d4 rounds), a Ring of Counterspelling (I believe that's the name of it... It lets you cast a spell into it that automatically counterspells if you have the same spell cast at you) with Mordenkainen's Disjunction in it, an item of Dimension Door or a similar spell, and anything else that looks good - in particular, stuff with reach is good. Make sure your damage and attack are disgustingly high; you may also want to consider getting a high movement rate and using the Leap Attack and Shock Trooper feats, possibly in conjunction with the Frenzied Berserker PrC (if you can PrC for this challenge), so that you can do a leaping charge as your first attack and deal massive damage. An item from continuous Sadism and Masochism (from the Book of Vile Darkness) may also be worthwhile.</p><p></p><p>With this setup, you start with a leaping charge (if you can), power attacking for full BAB and transferring all that to AC with Shock Trooper. If you can't charge, you Dimension Door to within 10 ft. of the wizard. With Giant Size and a reach weapon, even without other reach boosters, you should have a reach of 60 ft. Antimagic Field will take care of any spells the wizard casts at you, but Extraordinary Spell Aim will let you be unaffected by it (not cut out of its area of affect, mind - unaffected, meaning spells cast into your square are still disabled). The Ring of Counterspelling will take care of his almost certain casting of Mordenkainen's Disjunction at you, and the Spireshard weapon will hopefully disable him even more. The Mage Slayer feat (and its follow-ups) will keep him from casting anything, with luck, since you get AoOs whenever he casts, your reach is long enough that he can't simply step away (or even use a withdraw action) and cast, and you should be able to do mroe damage than he can make a Concentration check against.</p><p></p><p>EDIT: Oh, you might also want to invest in the Knock-Down feat from Sword & Fist, if you can. You'll probably have a very high Strength, and you should always deal well over 10 damage, so forcing the wizard to take AoOs from getting up from prone will make him die just a bit faster.</p></blockquote><p></p>
[QUOTE="M.Weasel, post: 2211826, member: 24047"] Hmm... Take the Mage Slayer feat chain (from Complete Arcane), Combat Reflexes, and fight with a spiked chain. Bump your initiative up as high as possible, since you need to get within reach of the mage before he can cast anything. Get an item of [i]Giant Size[/i] (from Complete Arcane) with a 17+ caster level, an item of continuous [i]Antimagic Field[/i] created with the Extraordinary Spell Aim metamagic feat (from Complete Adventurer), a Spireshard weapon (weapon enhancement from one of the issues of Dragon, whichever one it was that was devoted to a lot of different campaign settings... It forces the person hit to make a Will save or lose spells/spell-like abilities for 1d4 rounds), a Ring of Counterspelling (I believe that's the name of it... It lets you cast a spell into it that automatically counterspells if you have the same spell cast at you) with Mordenkainen's Disjunction in it, an item of Dimension Door or a similar spell, and anything else that looks good - in particular, stuff with reach is good. Make sure your damage and attack are disgustingly high; you may also want to consider getting a high movement rate and using the Leap Attack and Shock Trooper feats, possibly in conjunction with the Frenzied Berserker PrC (if you can PrC for this challenge), so that you can do a leaping charge as your first attack and deal massive damage. An item from continuous Sadism and Masochism (from the Book of Vile Darkness) may also be worthwhile. With this setup, you start with a leaping charge (if you can), power attacking for full BAB and transferring all that to AC with Shock Trooper. If you can't charge, you Dimension Door to within 10 ft. of the wizard. With Giant Size and a reach weapon, even without other reach boosters, you should have a reach of 60 ft. Antimagic Field will take care of any spells the wizard casts at you, but Extraordinary Spell Aim will let you be unaffected by it (not cut out of its area of affect, mind - unaffected, meaning spells cast into your square are still disabled). The Ring of Counterspelling will take care of his almost certain casting of Mordenkainen's Disjunction at you, and the Spireshard weapon will hopefully disable him even more. The Mage Slayer feat (and its follow-ups) will keep him from casting anything, with luck, since you get AoOs whenever he casts, your reach is long enough that he can't simply step away (or even use a withdraw action) and cast, and you should be able to do mroe damage than he can make a Concentration check against. EDIT: Oh, you might also want to invest in the Knock-Down feat from Sword & Fist, if you can. You'll probably have a very high Strength, and you should always deal well over 10 damage, so forcing the wizard to take AoOs from getting up from prone will make him die just a bit faster. [/QUOTE]
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