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*Pathfinder & Starfinder
Fighters vs mages at high level.
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<blockquote data-quote="Diirk" data-source="post: 2217143" data-attributes="member: 14476"><p>Please look up the automatic metamagic feats. Automatic Quicken x 3 = can quicken any 9th level spell without raising its level.</p><p></p><p></p><p>ARRRGHHH ! YOU STILL HAVE IT COMPLETELY WRONG. Improved Manyshot gives you 2 arrows + 1 per 5 points of BAB ABOVE +6. So 2 at 6, 3 at 11, 4 at 16, 5 at 21, 6 at 26. I know BAB doesn't go over 20, but your epic attack bonus increases by +1 each odd level after 20 and for the purposes of feats that reference BAB, you add the 2 together. Otherwise Improved Manyshot would be pointless. A lvl 30 fighter has 25 BAB + epic attack, so he would get 5 arrows.</p><p></p><p></p><p>Haha, if the fighter readies an action to interrupt my spell casting, I just use one of my many magic items (wands, scrolls etc) instead of casting a spell. Great, he just wasted his turn. You could probably word your readied action more generally, but there's ways around that too.</p><p></p><p></p><p></p><p>"The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur."</p><p></p><p>Its instant. It happens instantly. Its not quickened, because it doesn't count against your limit of quickened spells per round... it just happens instantly when the conditions are met. A convenient condition might be "When I get injured". Thats fairly specific.</p><p></p><p></p><p>See you've made a few more fundamental mistakes here. You're right about the dragons, that was my bad.. but there's plenty other bad things you can summon. Its true that they'll only stick around for 30 rounds without some sort of contract, but this force cage.. it doesn't have to last 2 hours/level. Its dismissible. That means I can get rid of it any time I want to. And you can get named beings, just not unique beings (eg. The Tarrasque.. there's only 1 in all of existance.)</p><p></p><p></p><p></p><p>I'm aware that walls of force block cloud effects. Thats whats so great about this combo. You cast the cloudkill first, then you put the force effects around it , and all of a sudden you're trapped in the middle and there's nowhere for the gas to dissipate to. 1d4 con save for half is truely pitiful, but when you have no way to heal it and your stuck in it for long periods of time, you die. Simple.</p><p></p><p></p><p>The average of d4 is 2.5 HP per die, not 2. A lvl 30 mage with 10 con will have an average of 75 hitpoints. Con makes most of his hitpoints. If he has 20 con, he'll have 225 hitpoints at level 30. A 28 point buy mage might have 8 str, 14 dex, 14 con, 16 int, 12 wis, 10 cha. So 20 con just means a +6 con item. A +6 con item costs 36k gold. The average lvl 20 character has 760k worth of positions. The average lvl 30 has somewhere in the order of millions. A +6 con item to a lvl 30 mage is similar to what a movie ticket costs for you. Its completely negligable.</p><p></p><p></p><p>Like I said, the choker, gives you an extra spell per round. I personally wouldn't bother tho, its simply not necessary.</p><p></p><p></p><p>Yeah, but it lasts longer than true strike and its not like 8th level spells are particularly important for just 1 fight. Its main use is that it lasts a long time and its there when you need it to make the difference.</p><p></p><p></p><p>I've explained this thing before. The 2nd ring doesn't stack; named bonuses in general do NOT stack. Rings of protection are deflection bonuses (bonii?). They DO NOT stack with each other.</p><p>Winning initiative is irrelevant with a well worded contingiency. With automatic quicken, quickened greater teleport is a 7th level spell. The chance to hit you is almost gauranteed. Or I could just disjunction you a few times and destroy all of your magic items.</p><p></p><p></p><p>Er.... a +6 con item costs 36 thousand. Its non epic. Look it up in the standard DM guide. Its peanuts. You have 40 SR? You must have paid alot. As a level 30 wizard I wouldn't be surprised if my caster level was 35+ (there're quite alot of effects that boost caster level), and I probably have some spell penetration feats. 40 SR vs a lvl 30 wizard should be completely trivial. The ring doesn't stack, the touch is virtually gauranteed, the initiative and SR are basically irrelevant...</p><p>AND YOU STILL DID MANYSHOT WRONG. You don't get 5 arrows per attack in your full attack, you get 5 ARROWS PER STANDARD ACTION. Look it up in the Player's Handbook (Improved Manyshot just builds on the standard one). You get 5 arrows if you manyshot (standard action), or 6 if you haste/rapid shot on a full attack.</p><p></p><p></p><p>If you lose initiative and get hit before casting a spell it doesn't count as taking damage while casting the spell. You actually have to take damage inbetween the time you start casting and end casting.. if the spell is a standard action to cast, this generally only happens via readied actions , or continual damage (eg. acid arrows etc). You might want to reread the PHB.</p><p>That fluff about your turn starting at the start of the round not when your initiative comes up not only is a bit odd, but it doesn't matter; if you shoot me when I'm just standing there doing nothing its irrelevant; I don't actually start casting the spell til my initiative. You can tell it because I start flapping my arms and speaking weird words.</p><p>And as I said before.. if you ready an action it actually benefits me even more. I can cast more than 1 spell a round and you can only disrupt one of them. And it gives you less attacks per round, as you can only ready a standard action (not a full attack.. so a MAXIMUM of 5 arrows) and I can even baffle you by not casting a spell and do something else isntead, in which case your turn is wasted.</p><p></p><p></p><p>Very much not a DM call, it explicitly says on page 21 of the DMG that same bonuses do NOT stack.</p><p></p><p></p><p>Funnily enough this actually hurts you worse than it hurts me. Without any magic items (they don't function in metamagic) you have virtually no hope of hurting me. And when I gate in a few nasties (which don't disappear in antimagic, as they're called not summoned) and you find yourself with no magic items.... well, thats a bit of hurting.</p><p></p><p></p><p>Remember it takes an action to activate this antimagic field, so you'd be doing it instead of shooting me with arrows. And my high spellcraft check would let me identify what it was you were casting from this ring.</p><p></p><p></p><p>Not to sound rude, but the number of blatant rules errors you make in your posts lead me to believe you haven't read them very thoroughly. I suggest you do so before further partaking in this discussion.</p></blockquote><p></p>
[QUOTE="Diirk, post: 2217143, member: 14476"] Please look up the automatic metamagic feats. Automatic Quicken x 3 = can quicken any 9th level spell without raising its level. ARRRGHHH ! YOU STILL HAVE IT COMPLETELY WRONG. Improved Manyshot gives you 2 arrows + 1 per 5 points of BAB ABOVE +6. So 2 at 6, 3 at 11, 4 at 16, 5 at 21, 6 at 26. I know BAB doesn't go over 20, but your epic attack bonus increases by +1 each odd level after 20 and for the purposes of feats that reference BAB, you add the 2 together. Otherwise Improved Manyshot would be pointless. A lvl 30 fighter has 25 BAB + epic attack, so he would get 5 arrows. Haha, if the fighter readies an action to interrupt my spell casting, I just use one of my many magic items (wands, scrolls etc) instead of casting a spell. Great, he just wasted his turn. You could probably word your readied action more generally, but there's ways around that too. "The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur." Its instant. It happens instantly. Its not quickened, because it doesn't count against your limit of quickened spells per round... it just happens instantly when the conditions are met. A convenient condition might be "When I get injured". Thats fairly specific. See you've made a few more fundamental mistakes here. You're right about the dragons, that was my bad.. but there's plenty other bad things you can summon. Its true that they'll only stick around for 30 rounds without some sort of contract, but this force cage.. it doesn't have to last 2 hours/level. Its dismissible. That means I can get rid of it any time I want to. And you can get named beings, just not unique beings (eg. The Tarrasque.. there's only 1 in all of existance.) I'm aware that walls of force block cloud effects. Thats whats so great about this combo. You cast the cloudkill first, then you put the force effects around it , and all of a sudden you're trapped in the middle and there's nowhere for the gas to dissipate to. 1d4 con save for half is truely pitiful, but when you have no way to heal it and your stuck in it for long periods of time, you die. Simple. The average of d4 is 2.5 HP per die, not 2. A lvl 30 mage with 10 con will have an average of 75 hitpoints. Con makes most of his hitpoints. If he has 20 con, he'll have 225 hitpoints at level 30. A 28 point buy mage might have 8 str, 14 dex, 14 con, 16 int, 12 wis, 10 cha. So 20 con just means a +6 con item. A +6 con item costs 36k gold. The average lvl 20 character has 760k worth of positions. The average lvl 30 has somewhere in the order of millions. A +6 con item to a lvl 30 mage is similar to what a movie ticket costs for you. Its completely negligable. Like I said, the choker, gives you an extra spell per round. I personally wouldn't bother tho, its simply not necessary. Yeah, but it lasts longer than true strike and its not like 8th level spells are particularly important for just 1 fight. Its main use is that it lasts a long time and its there when you need it to make the difference. I've explained this thing before. The 2nd ring doesn't stack; named bonuses in general do NOT stack. Rings of protection are deflection bonuses (bonii?). They DO NOT stack with each other. Winning initiative is irrelevant with a well worded contingiency. With automatic quicken, quickened greater teleport is a 7th level spell. The chance to hit you is almost gauranteed. Or I could just disjunction you a few times and destroy all of your magic items. Er.... a +6 con item costs 36 thousand. Its non epic. Look it up in the standard DM guide. Its peanuts. You have 40 SR? You must have paid alot. As a level 30 wizard I wouldn't be surprised if my caster level was 35+ (there're quite alot of effects that boost caster level), and I probably have some spell penetration feats. 40 SR vs a lvl 30 wizard should be completely trivial. The ring doesn't stack, the touch is virtually gauranteed, the initiative and SR are basically irrelevant... AND YOU STILL DID MANYSHOT WRONG. You don't get 5 arrows per attack in your full attack, you get 5 ARROWS PER STANDARD ACTION. Look it up in the Player's Handbook (Improved Manyshot just builds on the standard one). You get 5 arrows if you manyshot (standard action), or 6 if you haste/rapid shot on a full attack. If you lose initiative and get hit before casting a spell it doesn't count as taking damage while casting the spell. You actually have to take damage inbetween the time you start casting and end casting.. if the spell is a standard action to cast, this generally only happens via readied actions , or continual damage (eg. acid arrows etc). You might want to reread the PHB. That fluff about your turn starting at the start of the round not when your initiative comes up not only is a bit odd, but it doesn't matter; if you shoot me when I'm just standing there doing nothing its irrelevant; I don't actually start casting the spell til my initiative. You can tell it because I start flapping my arms and speaking weird words. And as I said before.. if you ready an action it actually benefits me even more. I can cast more than 1 spell a round and you can only disrupt one of them. And it gives you less attacks per round, as you can only ready a standard action (not a full attack.. so a MAXIMUM of 5 arrows) and I can even baffle you by not casting a spell and do something else isntead, in which case your turn is wasted. Very much not a DM call, it explicitly says on page 21 of the DMG that same bonuses do NOT stack. Funnily enough this actually hurts you worse than it hurts me. Without any magic items (they don't function in metamagic) you have virtually no hope of hurting me. And when I gate in a few nasties (which don't disappear in antimagic, as they're called not summoned) and you find yourself with no magic items.... well, thats a bit of hurting. Remember it takes an action to activate this antimagic field, so you'd be doing it instead of shooting me with arrows. And my high spellcraft check would let me identify what it was you were casting from this ring. Not to sound rude, but the number of blatant rules errors you make in your posts lead me to believe you haven't read them very thoroughly. I suggest you do so before further partaking in this discussion. [/QUOTE]
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