| Lusmith |
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A few nights ago we played Conflict PvP at Game Master games in Long Island, NY. Really great crowd, we played a lot of PFS stuff. Two of the players was talking smack. So we decide to run a "Brother's Keeper's" Team vs. Team match. This is where my team of two had to face off versus their team a two. But the twist is, each team of two shares a pair of rings that allows them to communicate telepathically, absorb some of the other’s damage, swap places and even to bring the other back from the dead. So their neat little tricks you can you do this Conflict PvP match. Anywho, The characters the opposing team used are below, two TANKS: Barbarian (Invulnerable Rager)and they kinda kicked our ass.
So it time for a re-match and I need some help.
Game Balanced: So Conflict PVP has a pretty good system that assigns points for certain parts of your character. Your character has to be under the battlepoint cap that the GM sets (with help with conflict book but can tweak it easily). So without getting into all the detail the areas considered are basically:
• Level (their's a chart in the book)
• Abilities Score (equal to the "“Purchase Method,”)
• Race (standard races and races under Race point value under 10 are free)
• Equipment ( 1 point for 100gp, zero cost if its under 100gp)
and one point for every sourcebook you use over 2.
(EDIT:If you want the details, cause I am did this from memory, you can find them in sample pages at the bottom of this page:
)
So forget about my team played, cause is was a mess.
my question is:
**WHAT WOULD YOU PLAY AND HOW WOULD YOU TAKE THESE THUGS DOWN UNDER 10 ROUNDS.**
Your class options are: Any class, archtype from the SRD only. Up to 8th level, with any legal combo of feats, traits, etc...
but no third party stuff
Magic: Let say only very basic magic like potions or +1 or 2 stuff. Becuase magic is very expense in battlepoints and you can't go over the Cap.
said thug:
Male Half-Orc Barbarian (Invulnerable Rager) 9
CN Medium Humanoid (Orc, Human)
Init +2; Senses Darkvision, Scent; Perception +13
DEFENSE
AC 16, touch 10, flat-footed 14 (+4 armor, +2 shield, +2 Dex, -2 rage)
**hp 132** (9d12+63)
Fort +13, Ref +5, Will +8
Defensive Abilities **DR 7/—**; 14/lethal; Resist fire 2, Extreme Endurance (Fire)
OFFENSE
Speed 40 ft.
Melee Greatclub +13/+8 (1d10+7/20/x2) or
Greatclub (with Shillelagh Oil) +14/+9 (3d8+8/20/x2) or
Greatclub (with Shillelagh Oil + Power Attack) +11/+6 (3d8+16/20/x2) or Axe, Orc Double +13/+8 (1d8+6/20/x3)
Ranged Longbow, Comp. (Str +4) +12/+7 (1d8+4/20/x3)
Special Attacks Elemental Rage, Lesser (1/rage), attack deals +1D6 energy damage, Scent, Increase Damage Reduction (Ex) x3
TACTICS
Base Statistics When not raging, the Orc has AC 18 touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex); hp 101; Fort +10, Ref +5, Will +6; Melee Greatclub +10/+5 (1d10+3/20/x2) or Greatclub (with Shillelagh Oil) +11/+6 (3d8+4/20/x2); Ranged Longbow, Comp. (Str +4) +10/+5 (1d8+2/20/x3); Str 14, Dex 14, Con 18, Int 9, Wis 12, Cha 8; CMB +11; CMD 23; Skills Swim -1, Climb -1
STATISTICS
Str 18, Dex 14, Con 24, Int 9, Wis 12, Cha 8
Base Atk +9; CMB +13; CMD 23
Feats Extra Rage Power, Improved Iron Will (1/day), Iron Will, Power Attack -3/+6, Raging Vitality
Skills Acrobatics +14 (+18 jump), Climb +1, Escape Artist -1, Fly -1, Intimidate +10, Perception +13, Stealth -1, Survival +6, Swim +8
Languages Common, Orc
SQ Fast Movement +10 (Ex), Increase Damage Reduction (Ex), Increase Damage Reduction (Ex), Increase Damage Reduction (Ex), Orc Ferocity (1/day), Rage (24 rounds/day) (Ex), War Paint of the Terrible Visage
Combat Gear +1 Wooden Armor, Arrows (20), Axe, Orc Double, +1 Buckler, Greatclub, Longbow, Comp. (Str +4); Other Gear Oil of Shillelagh, Manacles, Potion of Barkskin +5, Smokestick, War Paint of the Terrible Visage (2 uses)
BATTLEPOINTS
Ability Scores 15; Race 0; Level 45; Expand Source books: Core Rulebook, Advance Player’s Guide 0; Equipment: +1 Wooden Armor 12, +1 Buckler 12, Equipment: masterwork composite Longbow (Str +4) 8, Equipment: Oil of Shillelagh 3; potion of barkskin +5 60;Potion of Fly; Equipment: Arrows x20 , Buckler, Manacles Masterwork, Smokestick, Tanglefoot bag 0; Grand Total:155
----
His Improved Iron Will gives a better than average chance of resisting mind spells, while more importantly allowing him to reroll one such save a Match. At higher levels he also carries a potion of barkskin +5, thus improving his AC to almost respectable levels.
By 9th level, Blacklaw’s Power Attack has improved his damage to 3d8+1d6+16. More importantly, however, his hit points have increased to an incredible 128.
**WHAT WOULD YOU PLAY AND HOW WOULD YOU TAKE these THUGS DOWN IN UNDER 10 ROUNDS.**
Wait, a couple note before you help us out:
1. this fight was mostly indoors. Also in the conflict pvp the supplemental rules flight is limited to 60" up.
2. There is no prep ahead of the match, everything starts on round one. You can't magic on before the match starts. (although you can start the match with one item in both hands or one 2-handed weapon.
3. The conflict maps are a bigger than the paizo flip-maps but these guys move so fast that they can cover it in 2 rounds or less)