The usual, out of MManual 4th level orc. 66 hp.Jester of the FoS wrote: Depends on the level of the orc. It's static damage from feats and items that really make-up the difference in the epic tier. A wizard probably will dish it out, even with at-wills.
Nope, There's no way a wizard could do that much damage with an at will.
Intelligence: starting at 20, +6 =26 = +8 damage.
Wand +6 = +14 damage total.
Feats that increase force damage by say +2 = +16 total
Bracers of the perfect shot (+6) = +22 total.
Paragon path feature that increases damage by+1 =+23 total
Things that I missed/forgot (+3) = +25 total.
Magic missile: 4d4+25 damage. Nope the wizard will need 2 rounds with at will powers to kill that single, unwashed orc.
Even with a critical, he would propably need 2 rounds as the crit does 41 damage +6d6.
Oh, and this wizard is known as the "Master of the Magic missile".
Now, if that wizard was ambushed by 3 orcs, 1 raiders and 2 bersekers, that would be about 5-6 rounds of combat if he decided to fight with at will powers only.
By the way, a 25th level elite usually has about 360-380 hp.
Rituals do let you fly. There's an overland flight one from Dragon for mid-Paragon that makes travel easy.Jester of the FoS wrote:alhoon wrote:"I'm the embodiment of magical knowledge. I have read forgotten libraries constructed aeons ago by mythical beings... Fly? Well, not more than 20' over the surface. Change to a bird? Nope."
Shapechanging... they might have one, but it'd likely work for travel only and in combat you resume your own form.
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My point exactly. "There's one in dragon" i.e Not PHB, not Arcane power. And you CAN'T fight when flying. It's like the spell lands you to the encounter.
"Hey, guys! See those giants down there 1 mile down? Well, take out your swords and let's get them! No, we can't peper them with spells and arrows from over here you moron! Once we decide to attack the magic starts unraveling!"
The same goes for shapechanging. Because the magic of shapechanging is also too fragile to accept the stress of combat. Heh... here, I got an explanation. Too fragile magic, not withstanding the stress of combat. I believe it was too hard for WotC staff to think of that, when they wrote the ritual. They just divided the game to "combat mode" and "traveling mode"
I was ranting about the Pre-3rd edition saves here.Jester of the FoS wrote:alhoon wrote:Bragan the 10th level fighter with his items has a save vs spells at 9. So, if the 1st level mage threw a charm person on him, OR a 20th level archmage ... he resists with a 9.
Hey, I disagree here. Traps are best used as... skill challenges! Far better option IMO than "search DC 22, Disable device DC 23" or even worse... find traps 32%, disable traps 35%... good luck finding the trap. Oh and in 2nd edition, traps aimed at 6th level or so parties could actually kill. Save vs Poison (i.e 14-15 for the poor wizard) or DEATH.Jester of the FoS wrote: Now, traps are essentially a mini-combat and best used in-combat. And exploration is the tiny length of time spent in halls between rooms where combat occurs. So the game is has moved from combat and traps and exploration to combat, and combat with traps, and short rests.



