Ok, after doing some tweaks here are the partial builds. After looking closely at the wizard, the fighter is going to lose. It is only a matter of time. A 20th level Diviner gets an automatic 20 on initiative rolls plus half his level. Even if the fighter rolls a 20 he can't beat that.
Here's the Fighter:
FIGHTER ARCHER CR 19
Male Human (Kellid) Fighter 20
NN Medium Humanoid (Human)
Init +18; Senses Perception +26
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DEFENSE
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AC 31, touch 22, flat-footed 19 (+9 armor, +12 Dex)
hp 244 (20d10+100)
Fort +24, Ref +24, Will +21
Defensive Abilities Bravery +5; DR 5/—
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OFFENSE
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Spd 30 ft.
Melee Gauntlet (from Armor) +23/+18/+13/+8 (1d3+5/20/x2) and
Unarmed Strike +26/+21/+16/+11 (1d3+8/20/x2)
Ranged +5 Longbow, Composite (Str +5) +40/+40/+35/+30/+25 (1d8+27/19-20/x3)
Special Attacks Weapon Training: Blades, Heavy, Weapon Training: Blades, Light, Weapon Training: Bows, Weapon Training: Natural
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STATISTICS
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Str 14/20, Dex 28/34, Con 12/18, Int 10, Wis 18/24, Cha 10
Base Atk +20; CMB +25; CMD 47 (51 vs. Disarm51 vs. Sunder)
Feats Critical Focus, Critical Mastery, Deadly Aim -6/+12, Exhausting Critical, Great Fortitude, Greater Weapon Focus: Longbow, Improved Critical: Longbow, Improved Initiative, Improved Iron Will (1/day), Improved Precise Shot, Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus: Perception, Staggering Critical (DC 30), Stunning Critical (DC 30), Tiring Critical, Toughness +20, Weapon Focus: Longbow, Weapon Specialization: Longbow
Traits Reactionary
Skills Acrobatics +13, Appraise +1, Bluff +1, Climb +15, Diplomacy +1, Disguise +1, Escape Artist +13, Fly +13, Heal +8, Intimidate +1, Perception +26, Ride +13, Sense Motive +8, Stealth +25, Survival +8, Swim +15
Languages Common, Hallit
SQ Armor Mastery (Ex), Armor Training 4 (Ex), Gloves of Dueling, Ring of Evasion, Ring of Freedom of Movement, Weapon Mastery: -Choose- (Ex)
Combat Gear +1 Corrosive, Flaming, Frost, Shock Arrows (50), +5 Longbow, Composite (Str +5), Celestial Armor; Other Gear Belt of Physical Perfection, +6, Boots, Winged (3/day), Bracers of Archery, Greater, Cloak of Resistance, +5, Gem of Seeing, Gloves of Dueling, Headband of Inspired Wisdom, +6, Manual of Bodily Health, +2, Manual of Quickness of Action, +5, Potion of Fly, Potion of Good Hope, Potion of Haste, Potion of Invisibility, Ring of Evasion, Ring of Freedom of Movement, Stone of Good Luck (Luckstone), Tome of Understanding, +4
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SPECIAL ABILITIES
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Armor Mastery (Ex) DR 5/- while wearing armor
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Bravery +5 (Ex) +5 Will save vs. Fear
Critical Focus +4 to confirm critical hits.
Critical Mastery Apply two Critical feats to a critical hit rather than one.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Exhausting Critical Critical hit Exhausts target.
Gloves of Dueling These supple leather gloves grant the wearer gains a +4 bonus to his CMD against disarm attacks, attempts to sunder his wielded weapons, and effects that cause him to lose his grip on his weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, his weapon training bonus increases by +2.
Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Improved Iron Will (1/day) 1/day, re-roll a Will save.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of Evasion This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.
Moderate transmutation; CL 7th; Forge Ring, jump; Price 25,000 gp.
Ring of Freedom of Movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Moderate abjuration; CL 7th; Forge Ring, freedom of movement; Price 40,000 gp.
Staggering Critical (DC 30) Critical hit staggers target
Stunning Critical (DC 30) Critical hit stuns or staggers target.
Tiring Critical Critical hit fatigues target.
Weapon Mastery: -Choose- (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training: Blades, Heavy +5 (Ex) +5 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training: Blades, Light +4 (Ex) +4 Attack, Damage, CMB, CMD with Light Blades
Weapon Training: Bows +6 (Ex) +6 Attack, Damage, CMB, CMD with Bows
Weapon Training: Natural +3 (Ex) +3 Attack, Damage, CMB, CMD with Natural weapons
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This fighter has a single trick: his bow. He can unload big damage and if you guys have any suggestions to boost damage let me know. Its the only thing he's got really. Note his arrows; they add an extra 14 points of elemental damage. His saves are good but I can't think of any way to get them up higher.
Here is his opponent:
WIZARD CR 19
Male Elf Wizard 20
CG Medium Humanoid (Elf)
Init +22; Senses Low-Light Vision; Perception +5
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DEFENSE
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AC 18, touch 18, flat-footed 10 (+8 Dex)
hp 222 (20d6+120)
Fort +18, Ref +19, Will +20
Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 30 ft.
Melee Unarmed Strike +9/+4 (1d3-1/20/x2)
Wizard Spells Known (CL 20, 9 melee touch, 18 ranged touch):
9 (5/day) Gate, Foresight, Foresight, Dominate Monster (DC 32), Wish, Time Stop (DC 32)
8 (5/day) Moment of Prescience (DC 29), Moment of Prescience (DC 29), Mind Blank (DC 29), Maze, Maze
7 (6/day) Hold Person, Mass (DC 30), Power Word Blind, Arcane Sight, Greater (DC 28), Forcecage (DC 29), Limited Wish
6 (6/day) True Seeing (DC 27), True Seeing (DC 27), Flesh to Stone (DC 29), Flesh to Stone (DC 29)
5 (6/day) Wall of Stone (DC 26), Dominate Person (DC 28), Contact Other Plane (DC 26), Cloudkill (DC 26), Wall of Force, Baleful Polymorph (DC 28)
4 (6/day) Invisibility, Greater (DC 25), Dimension Door, Dimension Door, Arcane Eye
3 (7/day) Aqueous Orb (DC 24), Wind Wall, Slow (DC 26), Slow (DC 26), Slow (DC 26), Fly (DC 26), Fly (DC 26), Seek Thoughts (DC 24)
2 (7/day) See Invisibility (DC 23), See Invisibility (DC 23), See Invisibility (DC 23), Mirror Image (DC 23), Mirror Image (DC 23), Mirror Image (DC 23)
1 (7/day) Identify, Emergency Force Sphere, Emergency Force Sphere
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STATISTICS
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Str 8, Dex 20/26, Con 14/20, Int 26/32, Wis 10/16, Cha 10
Base Atk +10; CMB +9; CMD 27
Feats Elven Weapon Proficiencies, Empower Spell, Great Fortitude, Greater Spell Focus: Enchantment, Greater Spell Focus: Transmutation, Heighten Spell, Improved Great Fortitude (1/day), Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus: Enchantment, Spell Focus: Evocation, Spell Focus: Transmutation, Still Spell, Toughness +20, Wizard Weapon Proficiencies
Skills Perception +5
Languages Common, Elven
SQ Abjuration, Bonded Object: -Choose- (1/day) (Sp), Divination, Diviner's Fortune +10 (14/day) (Sp), Elven Magic, Forewarned +10 (Su), Metamagic Rod, Maximize, Greater, Metamagic Rod, Quicken, Greater, Necromancy, Scrying Adept (Su)
Other Gear Belt of Physical Might, DEX & CON +6, Cloak of Resistance, +5, Headband of Mental Prowess, INT & WIS +6: -Choose-, Helm of Teleportation, Manual of Quickness of Action, +4, Metamagic Rod, Maximize, Greater, Metamagic Rod, Quicken, Greater, Tome of Clear Thought, +4
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SPECIAL ABILITIES
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Bonded Object: -Choose- (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +10 (14/day) (Sp) Creature touched gains +10 to attackrolls, skill checks, ability checks, and saving throws for 1r.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Forewarned +10 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Greater Spell Focus: Enchantment +1 to the Save DC of spells from one school.
Greater Spell Focus: Transmutation +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Improved Great Fortitude (1/day) 1/day, re-roll a Fort save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Metamagic Rod, Maximize, Greater The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.
Strong (no school); CL 17th; Craft Rod, Maximize Spell feat; Price 121,500 gp.
Metamagic Rod, Quicken, Greater The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.
Strong (no school); CL 17th; Craft Rod, Quicken Spell; Price 170,000 gp.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Scrying Adept (Su) At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -10 pena
Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC.
Spell Focus: Evocation Spells from one school of magic have +1 to their save DC.
Spell Focus: Transmutation Spells from one school of magic have +1 to their save DC.
Still Spell You can cast a spell with no somatic components. +1 Level.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
The wizard has lots of open spell slots,after I removed a bunch of the non core stuff (and I'm sure I may have missed a couple items), it still looked like more then enough to do the deed. Losing the non core stuff forced me to pump up the Spell DCs slightly so now the Fighter has only a 50/50 chance of resisting a 9th level Will save (although with Improved Iron Will he'll get two shots at the first one).
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7 comments:
Nice work. Both builds are excellent, however, I would change a few things. First, I would not play a human fighter. Facing off against a wizard, I need saves and initiative. I would be a halfling with all six feats that boost your save throws. I would maximize dex and equiptment to gain the highest initiative and highest touch AC possible.
Second, I would have some magic item that could counter a maze spell (something like a ring of countspell or spell turning) and an item that makes it difficult to target the fighter.
Truly, the one scary variable that the wizard brings to this fight is Gate. I have not yet figured out how to deal with this spell, but most others are fairly easy to mitigate with a good save throw, good touch AC or cover (not that physical cover exists in this contest).
I still leave this contest firmly in the hands of the dice. There is no way that a wizard auto-wins at any level.
What if the fighter had a mount and all the mounted combat stuff? If the fighter wins initiative, the mount (obviously a huge flying lion of somekind) reaches the wizard in one round, pounces, and grapples, all while the fighter rains arrows into the wizard?
Game over.... right?
Highest saves that I can get think of (before buffs):
Base: 12/6/6
Physical Stat bonuses: 5/12/9
Feats: 2/2/2
Race: 1/1/1
Item: 5/5/5
Fort: 25/26/22
Make that 26/27/23.
Stone of Good Luck.
Stone of Good Luck is already included. Halfling might be a good idea. +1 to all saves and a +1 to hit and the loss in damage is negligible.
Your mount trick seems to miss that Fighter auto loses initiative vs a 20th level Wizard. Wizard casts Timestop and then buffs himself and screws over the fighter before he even gets a turn.
A question for Obiri, if you were the diviner in question, what would you do with the 1d4+1 rounds granted to you by Time Stop?
How about Mind blank (even nullifies true seeing) followed by Greater Invisibility? With whatever rounds are left you can Gate in some Balors, throw up a Wind Wall, and then start nailing the fighters with Bouncing or Persistent spells. Dominate would be particularly fun, even if you only got a round or two out of it. Confusion would be hilarious.
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