Magical Knack gives me +2 caster level. :-) The monk stuff was for two reasons: saving throws and early access to Kirin Style. Basically, successful Knowledge checks let me add my INT mod x2 to damage with attacks. If I ran out of magic missiles and whatnot, people would have been eating ray of frost for 1d3 + 2(evoker ability) + 10(kirin style). And I agree with Jaron, martial vs. martial tends to turn into a stick-whacking contest. Caster vs. caster tends to turn into a "who will fail their saving throw first" contest. Mixing things up makes things exciting, and a bit of prep work will keep the playing field even. As I've stated, 900gp would have entirely negated Dakar's strategy. And yeah, Synthesists and Master Summoners should be banned. Rather OP, and extremely easy to build incorrectly.
Again, a potion see invisibility costs 150gp. That's chump change to a 7th level character. I'm a big fan of situational consumables. Potions of stoneskin, displacement, resist energy, and protection from arrows are also potential combat-wreckers depending on the opponent. Based on what I've seen in PvP Arenas, versatility is extremely important - and becomes more and more mandatory as the levels increase.
Dakar's Build:
Dakar the Ugly
Master of Many Styles 2/Evoker 5 Alignment: CN Languages: Common, Draconic, Dwarven, Giant, Goblin, Infernal Familiar: Faerie Dragon Opposition Schools: Enchantment; Necromancy Intense Spells +2 Force Missile 8/day (1d4 + 2) STR 10
Speed: 30ft
BAB: +3
Skills
Traits
Alternate Racial Traits
Feats
Money: 173gp, 9sp, 4cp Armor/Weapons
Belt:
Potions:
Scrolls:
Other Gear: Antiplague x2 (both bandoliers), Antitoxin x2 (both bandoliers), Bandolier x2 (worn, faerie dragon), Earplugs x2 (worn, faerie dragon), Explorer’s Outfit (free, worn), Hex Nail x5 (4me, 1familiar), Meditation Tea (familiar bandolier), Smelling Salts (familiar bandolier), Wand of Vanish (faerie dragon), pearl of power (level one), Soul Stimulant (familiar bandolier), Spell Component Pouch x3, Thunderstone x2 (my bandolier), Traveling Spellbook, Twitch Tonic (familiar bandolier), Wismuth Salix (familiar bandolier) Spells Known
DC 16 (5/day + school) Level One: infernal healing, mage armor, *magic missile x3, obscuring mist, shield, snowball, vanish DC 17 (3/day + school) Level Two: blur, flaming sphere, flurry of snowballs, glitterdust, lipstitch, mirror image, protection from arrows, scorching ray, spontaneous immolation, warding weapon DC 18 (2/day + school) Level Three: displacement, fireball, pellet blast
For future reference, casters get nasty once 3rd-level spells come into play. If you're a mid-level character, it's absolutely necessary to be able to counter flight and invisibility. A potion of fly costs 750gp and lasts for 5min. A potion of see invisibility costs 150gp and lasts for 30min. Those consumables, or a ranged weapon w/readied actions would have evened things up. Based on what I saw, if I hadn't been flying, any one of you would have killed me in 2-4 rounds.
How are you making a ranged attack during your charge? I thought it was melee-only.
Dakar reads his scroll and flies away. As he does this, the dragon disappears. map is updated Combat: Dakar Standard: read scroll of fly
Dakar Move: 30ft fly (1/2 movement because of tanglefoot bag) Dragon: usa greater invisibility SLA
Thought your Touch AC was a 15 last round. Would have hit you right on the nose. Undeterred, the Dakar duplicates launch another snowball at Azoth. Hits Touch AC 24 for 24pts cold damage. Fort DC 16 to avoid staggered for 1 round At the same time, Azoth's katana becomes covered with slimy grease. Reflex DC 14 to avoid dropping the weapon Combat: Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 5d6 + 10 ⇒ (1, 4, 4, 2, 3) + 10 = 24 Familiar casts grease
The Dakars reappear 30ft to the left of his previous position - still flying - and throws snowballs at Azoth. take 30pts cold damage and make a Fort DC 16 to avoid being staggered for 1 round Combat: Move 30ft to the left (maintain 25ft elevation)
Standard: cast snowball Snowball: 1d20 + 8 ⇒ (7) + 8 = 15 Damage: 5d6 + 10 ⇒ (2, 5, 2, 6, 5) + 10 = 30 Familiar recasts greater invisibility
Dakar: -33HP
The invisible dragon whimpers as Azoth's first strike hits its mark. Then it goes silent. In unison, the seven Dakars fire rays of fire from their hands. Fortunately for Azoth, they all miss. He glares and pulls out a potion. Combat Stuff: Dragon stealths to Dakar. (even with the movement penalties, he has well over a +20 mod, so I'm not going to bother rolling).
Dakar Standard: cast scorching ray
Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Yeah, that's what I usually go with as well. Means the crit hit... Also, at the moment, I'm easy to pinpoint since the faerie dragon on my shoulder is still visible. ;-) -33HP; AC 17/16/14 (+2 vs. AoOs, spells, SLAs, etc.) Azoth's blade turns crimson with blood as his second blow seems to have scored a serious injury on his invisible opponent. A moment later, the dragon steps back and vanishes. Dakar reappears 25ft in the air - along with 6 identical friends. Combat Stuff: Familiar Action: 5ft back and cast greater invisibility
Dakar Swift: Activate Kirin Style Knowledge Check DC 22: 1d20 + 17 ⇒ (14) + 17 = 31 Dakar Move: Fly 30ft away (end up 25ft in the air) Dakar Standard: cast mirror image Illusory Doubles: 1d4 + 2 ⇒ (4) + 2 = 6
My bad - should be the parchment. Dakar reappears - flying 20ft in the air. He mutters something, and four beads of force fly from his hand and strike Glor (take 18pts force damage). Then he vanishes again. GM Only: Swift Action: Kirin Knowledge Check DC 22: 1d20 + 17 ⇒ (7) + 17 = 24
Move Action: move forward until I'm 25ft off the ground Standard Action: cast magic missile Damage: 4d4 + 6 ⇒ (1, 4, 3, 4) + 6 = 18 Familiar Actions: move to me and use wand of vanish (2rds remaining of greater invisibility)
Dakar says nothing as he shifts into a combat stance. He drinks the potion and vanishes. The dragon begins to fly toward Glor but stops after only 10ft. It's 15ft in the air. GM Only: Swift Action: enter Kirin Style
Standard Action: drink potion Move action: 30ft toward Glor at a 45degree angle. Should end up something like 20ft in the air. Familiar Standard Action: poke Dakar with wand of vanish.
The ugly hobgoblin steps forward to the starting block. Though unarmored and carrying no visible weapons, he appears completely at ease. He pulls out a piece of parchment and assumes a ready position. A moment later, a tiny dragon holding a rod flies down from the sky and clings to Dakar's back. GM Only:
Dakar Move Action: pull his scroll of fly
Faerie Dragon: pull his wand of vanish Initiative: 1d20 + 9 ⇒ (10) + 9 = 19
As Dakar steps forward, it's immediately obvious that he's quite ugly - even for a hobgoblin. He wears no armor and carries no visible weapons but moves with the assurance of someone who knows he's the absolute best at what he does. He draws a number. "Ah, number 8. Seems I'll have to wait a while. No matter...." Dakar then returns to his spot in line.
Dakar grins evily as he examines the possible opponents. soon i can show them my true strength.... Looks like I'm up first! Can't wait to get started. Mr. GM, how do you want us to handle attack crunchiness and whatnot? The last Arena PbP I've seen used spoiler tags to hide dice rolling and simply indicated attack/damage values. Are we doing something similar? |