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*Pathfinder & Starfinder
Fighters vs mages at high level.
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<blockquote data-quote="Diirk" data-source="post: 2217014" data-attributes="member: 14476"><p>Ok, I said before boredgremlin but maybe you weren't paying attention. Improved manyshot gives you 5 arrows per standard action, not 7 per attack action. Winning initiative is irrelevant with a good contigency (which can be prepared up to 30 days in advance... 60 with extend spell, so its ALWAYS going to be up). Epic mages can cast multiple spells per round. 2-5 spells per round most likely.</p><p></p><p>You can have all the gear in the world, but it will be completely useless after 2-3 disjunctions.</p><p></p><p>To address your points:</p><p>1) Teleport is used (quickened) to either a) get out of sight so you CAN'T shoot with your bow to return a round or 2 later, or b) close the distance to unload a bunch of spells on you before you can respond. Its all about keeping you from acting.</p><p>2-3) A few disjunctions will cripple your saves. The DC should be quite a bit higher than 33, too, most likely.</p><p>4) Personally I wouldn't bother with forcecage, but its another one of those spells that allows the mage as much prep time as he wants. Like to say, gate in 10 ancient dragons then watch the fun.</p><p>5) That actually benefits the mage; if you waste time killing the familiar thats time you're spending ignoring the actual threat. Which isn't particularly hindered by the death of his familiar anyway, particularly since he can just bring it back to life later. However I'd fully expect a 30 mage to have at a bare minimum 250ish hp, which means 125+ for the familiar. You conceivably could fail to kill it in a round depending on buffs etc.</p><p>6) I wouldn't bother with shapechance either, you can do some neat things with it tho, like turn into a choker to get an extra standard action per round (an extra spell/round)</p><p>7) Moment of prescience is mainly used as a true strike with an exceedingly long duration. Gaurantees that no save touch spell will hit you.</p><p>8) We aren't talking luck either. We're talking moment of prescience and/or truestrike, quickened teleport and a touch thats gauranteed to hit you (except on a 1) before you can react.</p><p>9-10) Don't know and wouldn't bother.</p><p></p><p>The hp thing.. assume a starting con of 14-16.. con is fairly important to casters. Further remember that a +6 con item costs 36k. I'm not sure what the expected wealth of a 30th level character is, but its somewhere in the millions. 36k is peanuts. You can bet any 30th level mage is going to have a 20+ con. And your fighter didn't do 180 damage, you did manyshot COMPLETELY WRONG.</p><p></p><p>And you don't need a concetration check to cast a spell in the same round as you take damage. you only make a concentration check if you're damaged while you're casting the spell.</p><p></p><p>And feel free to get a 2nd protection ring. They don't stack with each other.</p><p></p><p>And we didn't need to scramble to produce anything.. hell you don't need irresistable dance, you can go for something like imprisonment, dominate person, a nice cloudkill before a forcecage with no walls will kill you quick enough if you aren't immune to poison, if you boost your caster level high enough you could use wish to duplicate blasphemy and kill the fighter straight off, etc etc etc</p><p></p><p>The options are endless. Fighters just can't compare with the versatility that is a well designed wizard.</p><p></p><p>Note none of this even uses epic spells. Those things are mean. Note also spells can be heightened above 9th level for even higher save DCs.</p></blockquote><p></p>
[QUOTE="Diirk, post: 2217014, member: 14476"] Ok, I said before boredgremlin but maybe you weren't paying attention. Improved manyshot gives you 5 arrows per standard action, not 7 per attack action. Winning initiative is irrelevant with a good contigency (which can be prepared up to 30 days in advance... 60 with extend spell, so its ALWAYS going to be up). Epic mages can cast multiple spells per round. 2-5 spells per round most likely. You can have all the gear in the world, but it will be completely useless after 2-3 disjunctions. To address your points: 1) Teleport is used (quickened) to either a) get out of sight so you CAN'T shoot with your bow to return a round or 2 later, or b) close the distance to unload a bunch of spells on you before you can respond. Its all about keeping you from acting. 2-3) A few disjunctions will cripple your saves. The DC should be quite a bit higher than 33, too, most likely. 4) Personally I wouldn't bother with forcecage, but its another one of those spells that allows the mage as much prep time as he wants. Like to say, gate in 10 ancient dragons then watch the fun. 5) That actually benefits the mage; if you waste time killing the familiar thats time you're spending ignoring the actual threat. Which isn't particularly hindered by the death of his familiar anyway, particularly since he can just bring it back to life later. However I'd fully expect a 30 mage to have at a bare minimum 250ish hp, which means 125+ for the familiar. You conceivably could fail to kill it in a round depending on buffs etc. 6) I wouldn't bother with shapechance either, you can do some neat things with it tho, like turn into a choker to get an extra standard action per round (an extra spell/round) 7) Moment of prescience is mainly used as a true strike with an exceedingly long duration. Gaurantees that no save touch spell will hit you. 8) We aren't talking luck either. We're talking moment of prescience and/or truestrike, quickened teleport and a touch thats gauranteed to hit you (except on a 1) before you can react. 9-10) Don't know and wouldn't bother. The hp thing.. assume a starting con of 14-16.. con is fairly important to casters. Further remember that a +6 con item costs 36k. I'm not sure what the expected wealth of a 30th level character is, but its somewhere in the millions. 36k is peanuts. You can bet any 30th level mage is going to have a 20+ con. And your fighter didn't do 180 damage, you did manyshot COMPLETELY WRONG. And you don't need a concetration check to cast a spell in the same round as you take damage. you only make a concentration check if you're damaged while you're casting the spell. And feel free to get a 2nd protection ring. They don't stack with each other. And we didn't need to scramble to produce anything.. hell you don't need irresistable dance, you can go for something like imprisonment, dominate person, a nice cloudkill before a forcecage with no walls will kill you quick enough if you aren't immune to poison, if you boost your caster level high enough you could use wish to duplicate blasphemy and kill the fighter straight off, etc etc etc The options are endless. Fighters just can't compare with the versatility that is a well designed wizard. Note none of this even uses epic spells. Those things are mean. Note also spells can be heightened above 9th level for even higher save DCs. [/QUOTE]
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