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*Pathfinder & Starfinder
Fighters vs mages at high level.
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<blockquote data-quote="Thanee" data-source="post: 2217000" data-attributes="member: 478"><p>Oh, you can do a lot of things after you teleported away.</p><p></p><p>For example, <em>Gate</em> in some uber nasty critter (HD = 2x caster level) to keep the fighter busy.</p><p>Then <em>quickened Teleport</em> away.</p><p>Watch via <em>Greater Scrying</em> while preparing and come back, once you are done.</p><p></p><p></p><p></p><p>Not at all... the fighter sits in there (closed version) and can do basically nothing, while the wizard has plenty of time to continue.</p><p></p><p>Like putting up a <em>maximized Cloudkill</em> and a few other nasty spells like that, then add a <em>Forcecage</em> (barred version) around the first and surround it with a few additional <em>Wall of Force</em> spells (or something like that), then dismiss the closed cell inside.</p><p></p><p></p><p></p><p>Uhm... you don't get to shoot, remember? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>You don't really lose any HD. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>And I was mainly speaking of being able to cast an extra spell per round, which a certain form found in the MM allows via <em>Shapechange</em>.</p><p></p><p></p><p></p><p>Yep, one touch attack, all that is needed.</p><p></p><p></p><p></p><p>Yes, either you win initiative, or you have means to survive the first round (<em>Contingency</em>). In both cases, you can then simply teleport next to the fighter and touch him (easily with <em>Moment of Prescience</em>, <em>True Strike</em>, etc).</p><p></p><p></p><p></p><p>That's fair enough. Just listing some spells, which will shut down the fighter. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Most of them are core, of course.</p><p></p><p></p><p></p><p>See above.</p><p></p><p></p><p></p><p>+3 Con mod only, actually. I admittedly did roll pretty good. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But that is not the point. The point is, there are spells to raise your hit points, which have pretty long durations, too. <em>False Life</em> for example. My sorceress already has this one up 24/7. Empowered, of course.</p><p></p><p></p><p></p><p>That's pretty good. Thanks for asking. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>Well, a 13th level sorceress is no match for a 30th level fighter, so much for sure... I was just giving you an example to show how far off your hit point guesses are. Only completely incompetent wizards will have so few hit points.</p><p></p><p></p><p></p><p>How so? If you ready you automatically lose. Since your ready action will never trigger. Or, if it triggers, it will just drop some stupid 0th level spell cast first to trigger the ready action.</p><p></p><p>Otherwise there is no Concentration check.</p><p></p><p></p><p></p><p>See? And that's the problem. Without such equipment you can do exactly nothing to stop a wizard, unless you happen to stumble upon the wizard sleeping or something. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Where did you see any special preparations? All the above are standard spells a 30th level wizard will probably have prepared at all times.</p><p></p><p></p><p></p><p>Your core rules only fighter has a touch AC of about 50 without Dex? Not bad! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Bye</p><p>Thanee</p></blockquote><p></p>
[QUOTE="Thanee, post: 2217000, member: 478"] Oh, you can do a lot of things after you teleported away. For example, [i]Gate[/i] in some uber nasty critter (HD = 2x caster level) to keep the fighter busy. Then [i]quickened Teleport[/i] away. Watch via [i]Greater Scrying[/i] while preparing and come back, once you are done. Not at all... the fighter sits in there (closed version) and can do basically nothing, while the wizard has plenty of time to continue. Like putting up a [i]maximized Cloudkill[/i] and a few other nasty spells like that, then add a [i]Forcecage[/i] (barred version) around the first and surround it with a few additional [i]Wall of Force[/i] spells (or something like that), then dismiss the closed cell inside. Uhm... you don't get to shoot, remember? ;) You don't really lose any HD. ;) And I was mainly speaking of being able to cast an extra spell per round, which a certain form found in the MM allows via [i]Shapechange[/i]. Yep, one touch attack, all that is needed. Yes, either you win initiative, or you have means to survive the first round ([i]Contingency[/i]). In both cases, you can then simply teleport next to the fighter and touch him (easily with [i]Moment of Prescience[/i], [i]True Strike[/i], etc). That's fair enough. Just listing some spells, which will shut down the fighter. ;) Most of them are core, of course. See above. +3 Con mod only, actually. I admittedly did roll pretty good. :) But that is not the point. The point is, there are spells to raise your hit points, which have pretty long durations, too. [i]False Life[/i] for example. My sorceress already has this one up 24/7. Empowered, of course. That's pretty good. Thanks for asking. :D Well, a 13th level sorceress is no match for a 30th level fighter, so much for sure... I was just giving you an example to show how far off your hit point guesses are. Only completely incompetent wizards will have so few hit points. How so? If you ready you automatically lose. Since your ready action will never trigger. Or, if it triggers, it will just drop some stupid 0th level spell cast first to trigger the ready action. Otherwise there is no Concentration check. See? And that's the problem. Without such equipment you can do exactly nothing to stop a wizard, unless you happen to stumble upon the wizard sleeping or something. ;) Where did you see any special preparations? All the above are standard spells a 30th level wizard will probably have prepared at all times. Your core rules only fighter has a touch AC of about 50 without Dex? Not bad! :D Bye Thanee [/QUOTE]
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