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*Pathfinder & Starfinder
To balance high level mages.
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<blockquote data-quote="Tzarevitch" data-source="post: 250900" data-attributes="member: 1792"><p>How did they have their teeth pulled? They have gained the ability to cast multiple spells per round at trivial cost through the "haste" spell. At higher levels they can cast even more in a round using Quicken Spell and the Uberspell called "Timestop" and then teleport away. </p><p></p><p>A fighter gains 1 extra attack every 6th lvl and this caps at 4. Note the theoretical maximum for a mage is 15 spells in a round (1 Quickened spell, 1 normal spell, 1 "hasted" spell in a "timestop" that gives the maximum of 5 rounds). At high levels and without magic of his own, the fighter will be lucky to hit the mage (through "blink" or "mirror image") and even if he does he will be lucky to do damage (through "stoneskin", "protection from the elements" and similar spells). </p><p></p><p>A high level fighter with minimal magic simply cannot deal with a high level spellcaster unless he gets the drop on him AND catches him without protection. The suggestion that the previous writer is using bad anti-spellcaster tactics makes no sense. The tactics you are suggesting either don't work against high level spellcasters or are impossible for a fighter to pull off on his own without magical help.</p><p></p><p>The often cited "hold-action-then-strike-caster-when-he-casts" tactic does not work very well in 3e. All the caster has to do is move away from a melee combattant. Missile combattants are harders for a caster to evade but missiles rarely do that much damage and they are easier to ward against. Even if you hit, any caster worth his salt will have maximum concentration, probably an item to further boost concentration and a protective spell (like "Stoneskin") and then will continue casting anyway and I have never met a pure fighter who can cast "Dispel Magic" without a magic item to do it for him. </p><p></p><p>The counter I came up with is to add a new feat called Sovereign Soul. Its prerequisites are Great Fortitude, Lightning Reflexes and Iron Will and a minimum character level of 10. Characters with this feat gain a spell resistance equal to 11+ HD to maximum of 31. This tends to allow fighters (who can afford to spend feats for it) a good chance to shrug off some magical effects. (Monks get this ability for free instead of their lame SR).</p><p></p><p>A second feat that I added called Penetrating Strike allows a character to penetrate DR of +1 per 5 points of BAB (meaning that your penetration is less effective with subsequent swings). This only works against corporeal creatures. Its prerequisites are Power Attack, and Sunder. (Monks get this ability for free instead of their lame penetration ability.) </p><p></p><p>I have found this tends to allow a high level fighter or monk a chance to get close enough to do lethal damage to a spellcaster. </p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 250900, member: 1792"] How did they have their teeth pulled? They have gained the ability to cast multiple spells per round at trivial cost through the "haste" spell. At higher levels they can cast even more in a round using Quicken Spell and the Uberspell called "Timestop" and then teleport away. A fighter gains 1 extra attack every 6th lvl and this caps at 4. Note the theoretical maximum for a mage is 15 spells in a round (1 Quickened spell, 1 normal spell, 1 "hasted" spell in a "timestop" that gives the maximum of 5 rounds). At high levels and without magic of his own, the fighter will be lucky to hit the mage (through "blink" or "mirror image") and even if he does he will be lucky to do damage (through "stoneskin", "protection from the elements" and similar spells). A high level fighter with minimal magic simply cannot deal with a high level spellcaster unless he gets the drop on him AND catches him without protection. The suggestion that the previous writer is using bad anti-spellcaster tactics makes no sense. The tactics you are suggesting either don't work against high level spellcasters or are impossible for a fighter to pull off on his own without magical help. The often cited "hold-action-then-strike-caster-when-he-casts" tactic does not work very well in 3e. All the caster has to do is move away from a melee combattant. Missile combattants are harders for a caster to evade but missiles rarely do that much damage and they are easier to ward against. Even if you hit, any caster worth his salt will have maximum concentration, probably an item to further boost concentration and a protective spell (like "Stoneskin") and then will continue casting anyway and I have never met a pure fighter who can cast "Dispel Magic" without a magic item to do it for him. The counter I came up with is to add a new feat called Sovereign Soul. Its prerequisites are Great Fortitude, Lightning Reflexes and Iron Will and a minimum character level of 10. Characters with this feat gain a spell resistance equal to 11+ HD to maximum of 31. This tends to allow fighters (who can afford to spend feats for it) a good chance to shrug off some magical effects. (Monks get this ability for free instead of their lame SR). A second feat that I added called Penetrating Strike allows a character to penetrate DR of +1 per 5 points of BAB (meaning that your penetration is less effective with subsequent swings). This only works against corporeal creatures. Its prerequisites are Power Attack, and Sunder. (Monks get this ability for free instead of their lame penetration ability.) I have found this tends to allow a high level fighter or monk a chance to get close enough to do lethal damage to a spellcaster. Tzarevitch [/QUOTE]
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