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<blockquote data-quote="Hohige" data-source="post: 8019786" data-attributes="member: 7019463"><p>Basically no, wizard spells can trully threaten a guy that heals 210 hp in a single turn that has 200 hp. Well It's Divine Soul Sorcerer.</p><p></p><p>Utterly wreck a Sorcerer. OK?</p><p></p><p>Counter</p><p></p><p>1) Subtle Counterspell is the simpliest, but depends of range.</p><p></p><p>2) Resilient feat (Inteligente) + Headband of Intelect (19 Inteligente, uncommon) + Favored of the Gods (+2d4 save divine soul, average +5) + Ring of Protection (+1 save rare) + Stone of lucky (+1 save, uncommon) .</p><p>It's +17 inteligence saving throw against DC 18</p><p><strong>Even with 1 on dice, The Sorcerer wins.</strong></p><p></p><p>Remember portent is 3d20, average dice is 5, 10 and 15. Expending the lowest dice to force the sorcerer to lose initiative. That is not yet guaranteed, because the wizard can still roll less than 5 on dice.</p><p></p><p>. So, It's 10 and 15 portent dices. Well...</p><p></p><p>3) Staff of charming, It completely counter feeblemind combining it with the counter 2. The feeblemind spell returns against the original caster. Good lucky.</p><p></p><p>4) Long range battle, the Sorcerer hits at 620 feet x 150ft wizard. Well, we know what happens here.</p><p></p><p>5) You must see, both portent and feeblemind spell require <strong>see</strong> the target.</p><p>But the sorcerer can stay <em>16h</em> on extended etherealness spell, allowing him to set your position whatever he wants, back up to counter 1 and 4</p><p></p><p></p><p>There is <em>100% chance </em>to defeat the Wizard.</p></blockquote><p></p>
[QUOTE="Hohige, post: 8019786, member: 7019463"] Basically no, wizard spells can trully threaten a guy that heals 210 hp in a single turn that has 200 hp. Well It's Divine Soul Sorcerer. Utterly wreck a Sorcerer. OK? Counter 1) Subtle Counterspell is the simpliest, but depends of range. 2) Resilient feat (Inteligente) + Headband of Intelect (19 Inteligente, uncommon) + Favored of the Gods (+2d4 save divine soul, average +5) + Ring of Protection (+1 save rare) + Stone of lucky (+1 save, uncommon) . It's +17 inteligence saving throw against DC 18 [B]Even with 1 on dice, The Sorcerer wins.[/B] Remember portent is 3d20, average dice is 5, 10 and 15. Expending the lowest dice to force the sorcerer to lose initiative. That is not yet guaranteed, because the wizard can still roll less than 5 on dice. . So, It's 10 and 15 portent dices. Well... 3) Staff of charming, It completely counter feeblemind combining it with the counter 2. The feeblemind spell returns against the original caster. Good lucky. 4) Long range battle, the Sorcerer hits at 620 feet x 150ft wizard. Well, we know what happens here. 5) You must see, both portent and feeblemind spell require [B]see[/B] the target. But the sorcerer can stay [I]16h[/I] on extended etherealness spell, allowing him to set your position whatever he wants, back up to counter 1 and 4 There is [I]100% chance [/I]to defeat the Wizard. [/QUOTE]
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