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General Tabletop Discussion
*Pathfinder & Starfinder
Fighters vs mages at high level.
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<blockquote data-quote="Gidien" data-source="post: 2216655" data-attributes="member: 6372"><p>The Antimagic Sphere will not work very well, seeing as the wizard can either fly up out of reach or teleprt to the edge of his spell range, lay down a disjunction or two (or three or four...), and then just relax and clean up at will. At lvl 30 and some PrCs and some magic items, the wiz should have a good caster level, and thus a good chance at disjoining the field after two tries. Which isn't even getting into epic level spells, which can be brutally abused. The wizard will surely have a chain contingency with plenty of clever defensive spells set to go off at the start of combat, which could be a problem for any bruiser, even if he wins initiative.</p><p></p><p>I'm thinking the Ring of Counterspells is a great idea, as is the ranged attack idea (thought that Wind Wall is a silly easy way to shut down and archer). With some useful items, the archer could bring down the wizard very quickly whatever the distance. Still, I think it is being overlooked that we are arguing this for a vanilla wizard and a fighter specifically prepped to take down said mage. Putting them on equal ground, with an equal amount of appropriate prep time, and there is no contest.</p><p></p><p>Though I did see a hulking hurler build a while back that used and area attack feature to force a hard ref save... I can't see even a flying, buffed, invisible, wind walled wizard surviving a many ton pointy lead ball impact, and even with save buffs, wizards aren't famous for their reflex saves...</p></blockquote><p></p>
[QUOTE="Gidien, post: 2216655, member: 6372"] The Antimagic Sphere will not work very well, seeing as the wizard can either fly up out of reach or teleprt to the edge of his spell range, lay down a disjunction or two (or three or four...), and then just relax and clean up at will. At lvl 30 and some PrCs and some magic items, the wiz should have a good caster level, and thus a good chance at disjoining the field after two tries. Which isn't even getting into epic level spells, which can be brutally abused. The wizard will surely have a chain contingency with plenty of clever defensive spells set to go off at the start of combat, which could be a problem for any bruiser, even if he wins initiative. I'm thinking the Ring of Counterspells is a great idea, as is the ranged attack idea (thought that Wind Wall is a silly easy way to shut down and archer). With some useful items, the archer could bring down the wizard very quickly whatever the distance. Still, I think it is being overlooked that we are arguing this for a vanilla wizard and a fighter specifically prepped to take down said mage. Putting them on equal ground, with an equal amount of appropriate prep time, and there is no contest. Though I did see a hulking hurler build a while back that used and area attack feature to force a hard ref save... I can't see even a flying, buffed, invisible, wind walled wizard surviving a many ton pointy lead ball impact, and even with save buffs, wizards aren't famous for their reflex saves... [/QUOTE]
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Fighters vs mages at high level.
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