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Fighters vs mages at high level.
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<blockquote data-quote="boredgremlin" data-source="post: 2216968" data-attributes="member: 31646"><p>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. </p><p>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. </p><p>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. </p><p>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. </p><p>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.</p><p>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. </p><p>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. </p><p>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. </p><p>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. </p><p>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. </p><p> 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. </p><p> 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. </p><p> 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. </p><p> 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. </p><p> 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. </p><p>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. </p><p> 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. </p><p> Lol oh yeah. All bow before the uber wizard.</p></blockquote><p></p>
[QUOTE="boredgremlin, post: 2216968, member: 31646"] 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. [/QUOTE]
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