Pit Fighter: Make me invincible


Advice

1 to 50 of 99 << first < prev | 1 | 2 | next > last >>

So, we're doing a small PvP campaign sorta thing.

Basically, we all make 6th level characters, and fight against each other, 1 on 1 usually, but sometimes teams.

I want to dominate this competition. However, I know I'll miss something or some opponent set up if I don't come here and ask first.

6th level character, 16,000 gp of items, only 20% of that money can be used on consumables (potions, scrolls, etc). Pathfinder Core and Advanced Players Guide material, only.

Bring it!


Off the top of my head, a Heavens Oracle and just Color Spray to win every fight in the first round. Hmm.


Or, make a summoner... maximize his initiative score(+2 trait bonus, +4 imp initiative, high dex) and go invisible. And let the eidolon kill your enemy. If it dies, use your standard action summon monster sla and keep hiding. Feats could go(imp initiative sf-conj, augment summoning)

Color spray may win it for you but if you lose initiative or aren't able to get within 15 ft of your enemy in the first round you are relatively screwed.

Better off going maximizing your chance of going first and putting up a layer of protection.


Frozen Forever wrote:
Off the top of my head, a Heavens Oracle and just Color Spray to win every fight in the first round. Hmm.

Until someone makes a bloodied skeletal champion with 2-3 levels of X and pummels you to death.

In other words what restrictions are in play for this setup so we may better prepare you?


Standard Char Ops stuff:
What sources are available? (sorry, I didn't read your last line)
What sort of Char Gen (roll or point-buy)?
If you do point-buy, how many points?
What sort of terrain (this is probably least important, but arena-style caters to slightly different builds)?
How many fights and will you be able to replenish your resources between rounds?

edited for my poor reading comprehension.


Base classes and races from the Core rulebook, and Advanced Player's guide.

The terrain is going to be arena-like. Largely open areas. One has four pillars near the center (for cover, etc). One has a mound in the center that is difficult terrain with metal spikes on the walls (bull rush?). One is a very small, circular caged in pit. I really don't know what the deal with flying is going to be, but I'm assuming most of these will allow it (other than the cage).

Rest will most likely be infinite (no back-to-back fights, so 1/day things become more valuable).

Stats I think are going to be a choice from here, probably:

18,18,14,8,8,8
18,18,12,10,8,8
18,18,10,10,10,8
18,16,14,12,10,10
18,16,12,12,12,8
18,14,14,12,12,10
18,14,12,12,12,12
16,16,16,10,10,8
16,16,14,12,12,8
16,16,14,12,10,10
14,14,14,14,14,12


like posternutbag said, we may need more details.

how is this challenge going to work?

1. how far apart will you start from your combatant?
2. Is there any precombat buffing?
3. Along the same lines as 2, if you have a pet(animal companion/eidolon/undead minion(s) created from animate dead), do you start with them out?

Because, if you can start with undead minions, I would say make a cleric/oracle necromancer(give them 1 of the traits that boost caster lvl with specific spells, death knell, among other things) and have 20+ hd of undead minions at the start of battle. I do not think there is any comparable tricks at lvl 6.


thepuregamer wrote:

like posternutbag said, we may need more details.

how is this challenge going to work?

1. how far apart will you start from your combatant?
2. Is there any precombat buffing?
3. Along the same lines as 2, if you have a pet(animal companion/eidolon/undead minion(s) created from animate dead), do you start with them out?

1. Variable, between 30 and 150 feet depending on arena.

2. Two rounds of buffing time.

3. Two rounds of buff time can be used to summon stuff... You get any animal companion, divine bond, eidolon, etc, in every map but the cage (which is the 30 foot starting distance methinks).

EDIT: Got some answers.


So is everybody else that you play with really such a better player than you that you alone need to come here and ask for help? Do we get credit if you win?


Quandary wrote:
So is everybody else that you play with really such a better player than you that you alone need to come here and ask for help? Do we get credit if you win?

Hey man, if you don't want to play along, you don't have to come nay-say.

I can come up with some fun ideas, but I thought it would be neat to see everyone else's ideas, too.

In other words, yes. You get credit. Extra credit.


I say you should multiclass and make a summoner 5/oracle of nature 1(or druid 1). Then you can Take boon companion and have a 5th lvl eidolon and a 5th lvl animal companion out at the start of the fight. And your summoner summon monster ability still functions at summon monster 3 since you get that at 5th lvl.

If you pick the deaf curse(not necessarily the right choice because of the -4 to initiative) you can also be casting buffs sliently from invisibility.

If you really want to cheese them out, you can take a bunch of pet classes and just start the fight with 3 or 4 lvl 5 pets(your saves will likely rock too but your non pet class abilities will be sad)---this doesn't work I think. So I retract it. I suspect your class lvls would just stack for multiple classes with animal companion like abilities.


Can you heal/regains spells between fights?


Mounted Summoner, Master-Blaster style

Invulnerable Rager Barbarian: DR 3/-, get diehard, rage powers like guarded life, I even think there is a half orc trait to keep you standing well beyond whats reasonable. Go all out unkillable and whale away with THF.

Zen Archer: Pump wisdom, get the best bow you can. the rest is hardly needed.

Two weapon rogue into shadow dancer. get the shadow for a flanker then try for as many iterative sneak attacks as you can.

Cleric of Lamashtu: Chaos and madness domains. Touch of chaos, and vision of madness on saving throws. Then bring out a big save-or-lose.


Giant Druid Beats (not really invincible, but loads of fun!)

Barbarian 1/Druid 5

  • High STR & DEX, at least a 13 WIS
  • Plant Domain: GROWTH variant from the APG
    -Swift Enlarge person
  • Great Club (has to be non-magical)
  • Rhino Hide armor (or Dragonhide plate, but then drop barbarian level)
    -Misc. filler gear: Rings, Amulet, etc.
  • Spells: Shillelagh, Barkskin, Bull's Strength, Bear's Endurance

    Buff up with spells saving Enlarge Person until last, then Rage.
    Charge attack...
    - Great Club 1d10... Enlarged 2d8... Shillelagh'd 4d8 (I think, chart ended at 3d8)
    - Rhinohide Armor ... 2d6

    There's probably a wildshape build that beats this in damage, like Dire Tiger or something, but gear is probably pointless then since it merges into the form. Shame it's not 7th level, cuz then you could have the Dire Tiger and a level of Barbarian for Rage WHILE wildshaped.


  • Human Paladin/6 (warrior of holy light archtype)
    Str 16, Dex 20, Con 10, Int 8, Wis 10, Cha 17
    HP: 49; AC: 23; Touch: 16; Flat Footed: 18
    Fort +9; Ref +11; Will +9; Initiative +5
    +1 MC Longbow (+3 Str) +8/+8/+3 1d8+8 X3 crit (includes rapid shot and deadly aim calculated in)
    MW Greatsword +10/+5 2d6+4 19-20/X2
    +1 Mithral Breastplate +7 AC; +5 Max Dex, ACP -1
    Belt of Incredible Dexterity +2
    Ring of Protection +1
    Cloak of Resistance +1
    Feats: Point Blank Shot, Rapid Shot, Deadly Aim, Toughness
    Skills:
    Languages Known: Common
    Special Features: Lay on Hands (3d6) 7/day; Divine Bond (+1 bonus, 6 minutes, once per day); Power of Faith (standard action, +1 morale bonus to AC, Attack rolls, damage rolls, and saves vs fear, 1 minute duration, unlimited use), Divine Grace, Mercy (Fatigue)

    With this build you gain lots of healing (lay on hands) usable on yourself as a swift action, High saves, Power of Faith grants a nice all around boost, Divine Bond gives you a nice bonus with either weapon. Within 30 ft, you get a +1 to hit and damage on top of other benefits.

    EDIT: What so you normally play?


    Thanks, that helps. I will post some stuff later, but here are quick thoughts:
    1) At first I thought a Zen Archer Monk would be the way to go, but that build is too dependent on expensive gear. 16000 gp just doesn't go very far.

    2) Summoner would be a good build, with two rounds to buff/summon you could bring some hurt, but if you couldn't bring your Eidolon in the cage, you are basically gambling that you won't draw the cage terrain. I think the Summoner would decimate all, except in that instance.

    3) so I am leaning towards Inquisitor. Balanced class, and with no back-to-back fights Judgment is, in effect permanent.


    How does a Zen archer in an arena have any higher equipment cost then a fighter?


    Human Fighter 6
    Str 20, Dex 14, Con 16, Int 10, Wis 12, Cha 10
    HP: 67; AC: 23; Touch: 13; Flat Footed: 21
    Fort +9; Ref +5; Will +4 (+6 vs Fear); Initiative +2
    Great Sword (+1 Keen): +14/+9; 2d6+11; 17-20/X2
    Full Plate (+1) +10 AC; +2 Max Dex; -4 ACP
    Ring of Protection +1
    Cloak of Resitance +1
    Feats: Power attack, Weapon Focus (Great Sword), Toughness, Cleave, Step Up, Weapon Specialization (Great Sword), Great CLeave, Lunge
    Skills: Acrobatics +1, Climb +8, Perception +4, Ride +2, Swim +7
    Special Features: Bravery +2, Armor Training 1, Weapon Training 1 (Heavy Blades)

    I created this character to test out something, but I thought I'd throw it up anyways. It follows your parameters.


    Ranger (Guide)

    In Buffing Drink Potion of See Invisible & Potion of Cats Grace
    Possessions: +2 Composite Longbow (+4 Str)... & some other stuff :D

    1st: Point Blank Shot
    1st: Improved initiative
    2nd: Rapid Shot
    3rd: Deadly Aim
    5th: Weapon Focus (Composite Longbow)
    6th: Manyshot

    Str: 18 Dex: 20(24) Con: 14 Int: 8 Wis: 8 Cha: 8

    Attack: 6 BAB + 7 Dex + 4 Guide + 1 WF + 1 PBS + 2 Weapon Enchantment - 2 Rapid Shot - 2 Deadly Aim = 17/17/17/12

    Damage d8+4(str)+4(guide)+2(weapon enchant)+1(PBS)+4(DA)=d8+15


    Boosting AC for a Monk is more expensive than boosting AC for a Fighter (ie Full Plate costs less than Bracers of Armor +2); even after you factor in Wis to AC and the Monk AC bonus it is cheaper to boost a Fighter's AC.
    The cost to shore up a Monk's AC is just too high at the low to lower mid levels. An arcane caster actually has the exact same problem (high cost to boost AC), except that they have spells that can help shore up this weakness.

    I'm still thinking about the cage match senario... the Summoner gets Summon Monster 3 as a SLA, which gets you a Croc or a Dretch per round.


    Human Monk 6
    Str 19, Dex 16, Con 12, Int 10, Wis 20, Cha 10
    HP: 48; AC: 21; Touch: 21; Flat Footed: 17
    Fort +9; Ref +5; Will +4 (+2 vs Enchantments); Initiative +3; Speed 50 ft
    Unarmed Strike: +10/+10/+5; 1d8+5; 20/X2
    Headband of Wisdom +2
    Belt of Giant Strength +2
    Ring of Protection +1
    Amulet of Mighty Fists +1
    Feats: Dodge, Improved Grapple, Improved Trip, Weapon Focus (Unarmed Strike), Toughness, Extra Ki, Power Attack
    Skills: Acrobatics +1, Climb +8, Perception +4, Ride +2, Swim +7
    Special Features: Stunning Fist (Stun for 1 round; Fatigue) 6/day; Unarmed Strike, AC Bonus, Flurry of Blows, Evasion, Fast Movement (+20 feet), Still Mind, Maneuver Training, Ki Pool (Magic) 10 points, Slow fall 30 ft, High Jump, Purity of body

    1000 GP left over...


    posternutbag wrote:

    Boosting AC for a Monk is more expensive than boosting AC for a Fighter (ie Full Plate costs less than Bracers of Armor +2); even after you factor in Wis to AC and the Monk AC bonus it is cheaper to boost a Fighter's AC.

    The cost to shore up a Monk's AC is just too high at the low to lower mid levels. An arcane caster actually has the exact same problem (high cost to boost AC), except that they have spells that can help shore up this weakness.

    I'm still thinking about the cage match senario... the Summoner gets Summon Monster 3 as a SLA, which gets you a Croc or a Dretch per round.

    well, lets look at an example biped eidolon from a half elf summoner.

    I would pick imp initiative, spell focus(conj), augment summoning as his feats. (for the racial bonus skill focus-prolly stealth). and pick up the +2 trait bonus to initiative for him.

    Biped

    Size Medium; Speed 30 ft.; AC= 20(10 base, 8na, 2 dex);
    Saves Fort(+6), Ref (+3), Will (+6);
    Attack 4 +10 claws (1d8+d6 energy+); Ability Scores Str 18, Dex 14, Con 14, Int 7, Wis 10, Cha 11;
    Free Evolutions claws(legs), limbs (arms), limbs (legs).
    Evolutions(10points):claws(arms),imp damage(claws), energy attacks(acid),ina, reach(claws), push(claws), DR5/alignment.

    A few evolutions can be switched around depending on what you want.
    Good evolutions to switch in are:
    +2 str for 2 evolution pts, rend, scent to find invisible characters...

    Feats: weapon focus(claws), iron will, improved natural attack(claws).

    If +10 to hit isn't enough for you, I suggest going for the +2 str boost.

    Also, I leave magical gear to you as well.


    If the fight starts with 60+ feet of distance then go ranger(guide variant). If you go first the other person may not get to go at all.


    Potion of Darkvision is also good to keep with you (as the backup for See Invisible also). Potion of Greater Invisiblity (Can be made by Summoner) could also be handy.

    -----

    Other way to go is Cleric I think. Cleric or Irori gets Improved Unarmed Strike for free. So Dwarf Cleric of Irori could have Deflect Aroows, Shield Focus & Missile Shield. Dwarf because of the great saves in case it will come down to SoS/SoD contest. Clerics Sanctuary is also very handy as a buff, since opponent could lose its precisious first act. For combat there could be Hold Person / Blindness. Also Desecrate + Animate Dead is very good, in case you can buy/have Skeletons(Archers Preferably). Skeletons shouldn't weight too much, but they are worth Bag of Holding, if you get them. And keep scrolls of Dispel Magic (or memorize, if you have slots) in order to foil your opponents tricks.


    Uh, is flying allowed?

    Edit:

    Quote:
    I really don't know what the deal with flying is going to be, but I'm assuming most of these will allow it (other than the cage).

    That's a huge deal. Can't really decide anything until I know the state/viability of flying.

    A wizard can cast fly, invisibility, then float up and cast wind wall/shield/whatever. Then it's shooting fish in a barrel versus most classes.

    Or summon spam while invisible. InvisPurge won't help if you're too far away. See Invisibility is a good idea, but so is dispel magic q:

    Would a wand of dispel magic with 10 charges be acceptable?


    I'm still trying to check on flying, because, of course, it's a biggie. However, I think most people will be thinking "flight and invisibility! I'm invincible!" I want to ensure that no, they are not, in these cases. Archer/ranged build with see invisibility becomes a good counter.

    Love all the neat ideas so far. The two big animal companions one was my favorite!


    Kierato wrote:


    EDIT: What so you normally play?

    I'm usually the DM. But in the last game I've played, I was a barbarian/fighter dwarf (got to 3/4).


    UPDATE! No flight whatsoever.

    1 trait can be selected (from the APG only).

    The cage prevents animal companions and their ilk, so the summoner is junk there.

    The arena, if both combatants agree, can be chosen. If they disagree, it's random. Grr.


    Frozen Forever wrote:
    Archer/ranged build with see invisibility becomes a good counter.

    Not versus wind wall. . .


    Frozen Forever wrote:
    UPDATE! No flight whatsoever.

    LOL ok. . .

    Quote:
    The cage prevents animal companions and their ilk, so the summoner is junk there.

    Ouch.


    Frozen Forever wrote:
    The cage prevents animal companions and their ilk, so the summoner is junk there.

    Does it also prevent summoning, or does it just knock out mounts/companions/familiars?

    Dark Archive

    Yeah, 20 Cha 20 Con Heaven oracle, toss out widened (via rod) heightened color sprays, buff invis purge, go to town. DC call it 22-23 color sprays win games. Meanwhile you have tons of hp to chew through. Start with sanctuary in case you get rushed.


    Thalin wrote:
    Yeah, 20 Cha 20 Con Heaven oracle, toss out widened (via rod) heightened color sprays, buff invis purge, go to town. DC call it 22-23 color sprays win games. Meanwhile you have tons of hp to chew through. Start with sanctuary in case you get rushed.

    *Closes eyes*

    PRD wrote:
    Sightless creatures are not affected by color spray.


    If you know the other players and what they like to roll with perhaps a human paladin with the favored class energy resistance option from the APG? No flying works in your favor you can ditch dex go heavy armor and even if your reflex blows energy resistance can compensate. Tanglefoot Bag may be an issue though.

    meabolex brings up a good idea smoked lenses for +8 on visual based effects and then blind fight to mitigate the concealment issue may be opponent appropriate expendatures.


    AvalonXQ wrote:


    Does it also prevent summoning, or does it just knock out mounts/companions/familiars?

    You can summon in there, but using full round actions in such a tight quarters seems scary.


    Human Barbarian 6, Invulnerable rager style

    Take 18,18,14,8,8,8. 18s go to Str (+2 to this) and con, 14 goes to wisdom.

    Rage powers you want superstitious and both beast totems (AC boost and you're always armed).

    Feats go for power attack, Blind fight, Iron will, and improved iron will.

    Equipment you want Rhino Hide armor (5.5k), a +1 cold iron greatsword (slightly tougher to sunder, or go nuts and get adamantine), cloak of resistance +2. +2 str belt is always good.

    For consumables I'd take a couple potions of invis, heroism, etc. Tanglefoot bags are also good.

    Raging with the str belt you're on +15 to hit for 4d6+19 on a charge, you have DR 3/-, fire resist 2, and 5d12 + 48 hit points.

    Saves would be +13 fort (+16 v. spells), +8 will (+11 v. spells and you get to reroll a failure), +3 reflex (+6 v. spells, this is why you have HP).

    AC is going to be a rather terribad 15, 13 when raging, 11 after raging and charging. You still have DR and way more HP than most folks (average of 81) and on a full round attack go for +13/+8 for 2d6+19.

    There's no flight and it sounds like a lot of people are going to go cheeky, so just make the dude that murders them in the first round.

    If invisibility is a significant worry, change human to half orc, drop both the iron will feats, and take scent.


    meabolex wrote:
    Thalin wrote:
    Yeah, 20 Cha 20 Con Heaven oracle, toss out widened (via rod) heightened color sprays, buff invis purge, go to town. DC call it 22-23 color sprays win games. Meanwhile you have tons of hp to chew through. Start with sanctuary in case you get rushed.

    *Closes eyes*

    PRD wrote:
    Sightless creatures are not affected by color spray.

    Yeah but where is the rule that says you can close your eyes as an immediate action?

    If the enemy is spending readied actions to close their eyes then you are already winning.


    Should the selection:
    18,16,12,12,12,8
    Be:
    18,16,14,12,12,8?

    Somehow that line doesn't make sense to me otherwise.


    Oh man, apparently we get a Hero Point, too.

    Oh god, the cheese, it's filling my brain.


    Hmm, i think a Gnome Paladin 2/Oracle of NAture 4 riding on a boar with blindfight and some way to make his opponent not see (Fog or Darkness spell) could really rock.

    Have to flesh him out, brb...


    Well, a little defensive, but interesting to play i think.

    Buff one round with Barkskin (for another +3 AC for 60 min) followed by a Fog Cloud.

    Then try to locate your Enemy and kill him.

    Buff up as needed (silence vs caster, Hide from undead vs shadowdancer or evil Clerics, Divine Favor if enemy is hard to hit)

    Gnome Paladin 2/Oracle of Nature 4
    Favored Class: Oracle (2 Hp / Count as 1 level higher for curse)
    Trait: Magical Knack(Oracle, +2 casterlevel)

    18,18,14,8,8,8

    Str 18-2
    Dex 8
    Ko 14+2
    Int 8
    We 8
    Ch 18+2

    Str 16+2, Dex 8, Con 16, Int 8, Wis 8, Cha 20
    HP: 10+1d10+4d8 +24 +2 = 52; AC: 10+7+1+5+1+3=27; Touch: 17; Flat Footed: 19
    Fort +3+1+3+5+1=13; Ref +0+1-1+5+1=8; Will +3+4-1+5+1=12; Initiative -1
    Lance +1 (+11 / 1d6+4, 20 x3)
    On mounted Charge: +13 / 2d6+8
    +1 Mithral Breastplate +7 AC; +5 Max Dex, ACP -1
    Heavy Shield +1
    Belt of Giant Strenght +2
    Ring of Protection +1
    Cloak of Resistance +1
    Feats: Blind Fight, Toughness, Power Attack
    Skills:
    Ride Maxed
    Perception Maxed

    Languages Known: Common, Gnome
    Special Features: Lay on Hands (1d6) 6/day; Divine Grace, Smite Evil 1/day

    Revalations:
    Bonded Mount
    Nature’s Whispers

    Curse:
    Either Wasting or Lame, depends if you want to be immune to sickend or fatigued

    Spells per Day: 1 - 8; 2 - 4
    Spells known: (all cure and inflict)
    1 Obscuring Mist, Divine Favor, Hide from undead, (B) Charm Animal
    2 Silence, (B) Barkskin


    On second thought, mounted charge, a reach weapon and fog doesn´t mix well.
    Drop the lance and get yourself a +1 Scimitar instead.
    Always Power attack: +9 (1d4+8 / 18-20 *2)

    With this build you will wear your enemy down, not burst him to high heaven so buy potions accordingly.

    Also, 2-3 Scrolls of Dispel magic won´t hurt.

    [EDIT] A few things to remember:

    If your enemy is invisible, just wait him out (your fog lasts as long as his spell, and if he starts summoning just go full defensive. Miss-chance and AC 32 means you are really really hard to hit).
    Fog messes with casters line of sight, so not much worries here and if it gets tricky, silence should help. Also, your saves rock!

    Archer too have problems due to fog, and your boar should run faster than them if they try to get away. Maybe you can bump Int on your Boar and get him to learn Step up as a feat? Could be a nasty surprise for ranged enemies.

    Also, if your enemy is a melee build, high AC, the ability to damage him with Touch attack (inflict wounds), heal yourself 6d6 HP as free action (+ cure spells) and he has a high miss-chance in fog while you have Blindfight should let you win easily (after a few rounds).


    Andreas0815 wrote:

    On second thought, mounted charge, a reach weapon and fog doesn´t mix well.

    Drop the lance and get yourself a +1 Scimitar instead.
    Always Power attack: +9 (1d4+8 / 18-20 *2)

    With this build you will wear your enemy down, not burst him to high heaven so buy potions accordingly.

    Also, 2-3 Scrolls of Dispel magic won´t hurt.

    [EDIT] A few things to remember:

    If your enemy is invisible, just wait him out (your fog lasts as long as his spell, and if he starts summoning just go full defensive. Miss-chance and AC 32 means you are really really hard to hit).
    Fog messes with casters line of sight, so not much worries here and if it gets tricky, silence should help. Also, your saves rock!

    Archer too have problems due to fog, and your boar should run faster than them if they try to get away. Maybe you can bump Int on your Boar and get him to learn Step up as a feat? Could be a nasty surprise for ranged enemies.

    Also, if your enemy is a melee build, high AC, the ability to damage him with Touch attack (inflict wounds), heal yourself 6d6 HP as free action (+ cure spells) and he has a high miss-chance in fog while you have Blindfight should let you win easily (after a few rounds).

    I really like this guy, very imaginative and also effective!


    Thanks :)

    Hmm, interesting:

    The Rules wrote:
    Bonded mounts have an Intelligence score of at least 6.

    So definitive get it to learn Step up as one of its feats...

    Lets see what your buddy looks like:

    Starting Statistics: Size Small; Speed 40 ft.; AC +6 natural armor; Attack gore (1d6); Ability Scores Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4; Special Qualities low-light vision, scent.

    4th-Level Advancement: Size Medium; Attack gore (1d8); Ability Scores Str +4, Dex –2, Con +2; Special Attacks ferocity.

    Init +0; Senses low-light vision, scent; Perception +8
    DEFENSE
    AC 22, touch 10, flat-footed 22 (+8 natural, 4 Chainshirt barding)
    hp 39 (4d8+16)
    Fort +4+4, Ref +4+0, Will +1+1
    Defensive Abilities: ferocity
    OFFENSE
    Speed 40 ft.
    Melee gore +7 (1d8+6)
    STATISTICS
    Str 18, Dex 11, Con 18, Int 6, Wis 13, Cha 4
    Base Atk +3; CMB +7; CMD 17
    Feats Light Armor Prof, Step up

    Evasion (Ex), Devotion (+4 will vs ench)

    I really like the options the boar gives you:
    - if your enemy tries to run, hunt him down mounted
    - if he fights, dismount and try to flank
    - if he focus your mount use the time to kill him
    - if he 5ft steps back and casts/shots at you your mount steps up and both you and the boar gets an AoO
    - if your boar gets mindcontroled just ignore it, it can hit you only on a nat 20 anyway. And your enemy used up a valuable spell.
    Even in the arena without mount you can still hold your ground, your fog fills the whole arena and the enemy can´t use your movespeed of 20ft against you so you don´t need it anyway.

    Being mounted should give you a +1 bonus due to higher ground on your melee attacks, but check with your GM first.

    Also, Fog is really good vs some annoying tactics like 5ft step back, ranged full attack (50% miss chance now) or step back and cast.


    Well, looks like flight rules have changed. Limited to 15' up. So a ranged character is automatically going to be more effective right now.


    Bah, just throw up a fog cloud and wait him out, he has to come down eventually.

    Also keep in mind, 15 ft high means a Large Enemy, one with a reach weapon or a medium mounted enemy can easily attack you if he is right below you:

    --------- ceiling
    O empty space, 5ft high
    O
    O
    --------- ground

    --------- ceiling
    E = Flying enemy, 5ft high
    O = empty space above you, 5ft high
    Y = you with reach-weapon (maybe a backup lance?)
    --------- ground

    --------- ceiling
    E = Flying enemy, 5ft high
    Y = mounted medium creature
    MM = Mount
    --------- ground


    Andreas0815 wrote:

    Bah, just throw up a fog cloud and wait him out, he has to come down eventually.

    You talking about Obscuring Mist? Fog Cloud is a 2nd level spell.

    Obscuring mist is decent, but it's only 20 foot radius and can't move. Fine for the cage, not so great for the big maps.

    Still an effective strategy.

    Liberty's Edge

    Dragonsong wrote:
    Frozen Forever wrote:
    Off the top of my head, a Heavens Oracle and just Color Spray to win every fight in the first round. Hmm.

    Until someone makes a bloodied skeletal champion with 2-3 levels of X and pummels you to death.

    In other words what restrictions are in play for this setup so we may better prepare you?

    Or just makes the save, since they are 6th level and it's a 2nd level spell...

    These things tend to end up like rock, paper, scissors.


    ciretose wrote:


    Or just makes the save, since they are 6th level and it's a 2nd level spell...

    These things tend to end up like rock, paper, scissors.

    Yeah, but if you don't have a good will save (so, anyone but a monk/pally/cleric most likely) is going to have a tough time beating that heightened spray with a DC around 22, that I can do every round until they fail.

    Either way, you're right. Just about anyone can press an I win button in these things.


    or you can buy the tree feather token and hang out at the top while shooting your opponent to death as they try to climb up (only to be thrown down when they get close) I suggest zen archer for this.

    Other archers can shoot back but you can get cover in the leafy branches so you'll be safer, plus its only 400gp so you can do whatever else to make yourself even safer up their.

    1 to 50 of 99 << first < prev | 1 | 2 | next > last >>
    Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Pit Fighter: Make me invincible All Messageboards

    Want to post a reply? Sign in.