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*Pathfinder & Starfinder
Fighters vs mages at high level.
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<blockquote data-quote="boredgremlin" data-source="post: 2216777" data-attributes="member: 31646"><p>Didnt realize they nerfed it so bad in 3.5 Apparently it doesnt affect ranged touches, area effects, or effect spells. One must wonder what it does stop with this rewrite. But your spells still wont kill him. </p><p>1) Desintegrate- A ranged touch. You need a 20 (see above) and even then it gives a fort save. Which a fighter will likely pass. If he passes he only takes 5d6. On a failure its 40d6. which sucks to be sure. Maximum 240 damage. A 30th level fighter still has a chance to survive, even at max damage. </p><p>2) Meteor swarm. 9th level spell. - maximize spell is +4, epic enhance spell only affects spells whose variables change with caster level. Meteor swarm is a straight 2d6 bludgeoning with a ranged to hit roll and 6d6 fire around impact. No level variance so no enhance spell feat. You could maximize it up to a 13th level slot and on a hit do 12 pts of bludgeoning and 36 pts of fire. We allready found that the mage needs a 20 to hit with a ranged touch attack. So the bludgeoning isnt a concern, as if a fighter would even feel 2D6 at that level. And the fire still gets a reflex save. Fire resistance effects each ball individually. Since the spell turning sucks now, i would go with major universal resistance. 30 pts resistance to all elements. So even on a failed save the fighter only takes 6 pts of damage. Not too scary. With the rewrite for 3.5 this spell should probably only be 7th level. Maybe 8th. </p><p>3) Energy drain- the book says it works as enervation, which requires a ranged touch. You still need to roll a natural 20. and if you tried to maximize it you have a 5% chance of landing a level 13 spell. </p><p>In essence none of the three spells you mentioned would make a fighter even hesitate. Much less lose the fight. Now just for shits and giggles lets see just how many levels of 10+spells you actualy get. Assuming all 7 epic feats were spent on improved spell capacity. In order to actually get that 13th level spell you have to have an intelligence of 36, and you dont get a 2nd till your INT hits 45. So lets all bear this in mind before talking about all 9th level spells plus metamagic enhancements or two that this mage is supposed to be throwing around. </p><p> Before anyone even mentions the epic spells, they really really suck. </p><p>The costs are astronomical, the spellcraft DC's are rediculous, metamagic doesnt affect them so they are usually less effective then normal spells. A smart patient archer dusts an equal level mage at every single level. The trick is not to waste feats on the +1 dam, +2 damage etc feats, Your magic weapons more then beat those out. Those feats need to be used to enhance a fighters saves and initiative. Do that and the mage dies. Unless he had a lot more money on magic items and was probably still higher level.</p></blockquote><p></p>
[QUOTE="boredgremlin, post: 2216777, member: 31646"] Didnt realize they nerfed it so bad in 3.5 Apparently it doesnt affect ranged touches, area effects, or effect spells. One must wonder what it does stop with this rewrite. But your spells still wont kill him. 1) Desintegrate- A ranged touch. You need a 20 (see above) and even then it gives a fort save. Which a fighter will likely pass. If he passes he only takes 5d6. On a failure its 40d6. which sucks to be sure. Maximum 240 damage. A 30th level fighter still has a chance to survive, even at max damage. 2) Meteor swarm. 9th level spell. - maximize spell is +4, epic enhance spell only affects spells whose variables change with caster level. Meteor swarm is a straight 2d6 bludgeoning with a ranged to hit roll and 6d6 fire around impact. No level variance so no enhance spell feat. You could maximize it up to a 13th level slot and on a hit do 12 pts of bludgeoning and 36 pts of fire. We allready found that the mage needs a 20 to hit with a ranged touch attack. So the bludgeoning isnt a concern, as if a fighter would even feel 2D6 at that level. And the fire still gets a reflex save. Fire resistance effects each ball individually. Since the spell turning sucks now, i would go with major universal resistance. 30 pts resistance to all elements. So even on a failed save the fighter only takes 6 pts of damage. Not too scary. With the rewrite for 3.5 this spell should probably only be 7th level. Maybe 8th. 3) Energy drain- the book says it works as enervation, which requires a ranged touch. You still need to roll a natural 20. and if you tried to maximize it you have a 5% chance of landing a level 13 spell. In essence none of the three spells you mentioned would make a fighter even hesitate. Much less lose the fight. Now just for shits and giggles lets see just how many levels of 10+spells you actualy get. Assuming all 7 epic feats were spent on improved spell capacity. In order to actually get that 13th level spell you have to have an intelligence of 36, and you dont get a 2nd till your INT hits 45. So lets all bear this in mind before talking about all 9th level spells plus metamagic enhancements or two that this mage is supposed to be throwing around. Before anyone even mentions the epic spells, they really really suck. The costs are astronomical, the spellcraft DC's are rediculous, metamagic doesnt affect them so they are usually less effective then normal spells. A smart patient archer dusts an equal level mage at every single level. The trick is not to waste feats on the +1 dam, +2 damage etc feats, Your magic weapons more then beat those out. Those feats need to be used to enhance a fighters saves and initiative. Do that and the mage dies. Unless he had a lot more money on magic items and was probably still higher level. [/QUOTE]
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