My friends and I have decided to do a for-fun-only gladiatorial combat challenge. There will be no Role-Play. This is simply a way of building the biggest, baddest team and annihilate each other. The rules are relatively simple:
*No 3rd Party Materials
*Teams of 2 (one team per player)
*Character Level 13
*Any race with an RP of 15 or less
*Any class, any archetype
*20 point buy, no stat lower than 7 before racial bonuses
*Max HP per HD
There will be anywhere from 2 - 6 teams in the very large arena at once.Starting gold of 531,000gp (appropriate for a level 13 character). No single item can be more than 50% of this, but otherwise there are no restrictions on how items are bought. Team members cannot share gold or items; each character is responsible for outfitting themself.
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So, with that in mind I decided early on that I wanted a Drow (haven't decided on class yet) who could cast deeper darkness at will (with the Drow Nobility feat chain) and use an elixir of darksight to see through the supernatural darkness. This is my base tactic. If my opponents can't see me, it'll be hard to hit me without using an AOO spell.
The other character I have decided on is an Orc Titan Mauler Barbarian 12 / Fighter 1 (using the elixir of darksight, of course). (Starting stats of 24, 14, 16, 5, 7, 5, after racial bonuses and a +2 str and +1 con increase from level progression). With the Titan Mauler I have decided to use Jason Nelson's "unofficial" rewrite of Massive Weapons, as it makes sense and more accurately describes what a Titan Mauler should be able to do:
Jason Nelson wrote:
Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. This allows her to use weapons designed for creatures larger than her size, always treating them as two-handed weapons and applying a cumulative -2 penalty on attack rolls per size category of difference. The total attack roll penalty is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.
I am also using giant-hide armor, storm giant. This allows me to do some pretty wicked things. While using the giant form II property of the armor, I can wield a colossal weapon without penalty. My weapon of choice is a Colossal Transformative Impact Keen Furious Greatsword +3. The impact ability makes my base weapon damage 12d6 (according to the progression listed under Improved Natural Attack, which is the only progression I could find).
Now, take all that and combine it with Improved Vital Strike, Furious Finish, and Deadly Finish, and I'm doing a minimum 216 damage, and that's just the weapon dice. Throw in all the other damage bonuses and the total damage is (an estimated) 261 damage (rage, giant form, belt of strength +6, manual of strength +4, power attack). My total raging HP will be (an estimated) 375 points. A caster on the other hand will have (an estimated) 117 HP (and that's giving them a generous +3 Con mod). It's enough to two-shot a hardened warrior like myself, and easily enough to one-shot a squishy caster (and most others in between). Deadly Finish just adds insult to injury.
Something about this seems way too good to be true. Granted, the whole point of this combat is to create an uber powerful team, but seriously, this is just disgusting.
The biggest downside to this build is going to be a disgustingly low will save, a very low reflex save, and a relatively low AC. The AC I'm not too worried about because of the deeper darkness. However, the low saves will put me in jeopardy of AOO spells.
Can anyone find any flaws in my calculations? Or advice in improving the damage? (Keep in mind that I haven't chosen all my items yet so these numbers are only rough estimates.)