
Lusmith |
1 person marked this as a favorite. |

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)

Dragonchess Player |

Target the Ref save with save-or-suck spells (entangle, grease, web, etc.) to prevent them from moving/acting effectively, then target the Will save until they are disabled (hold person, etc.), and swarm them under with pets/summoned creatures and regular attacks/touch or ranged touch energy attacks while they are helpless. A druid or elf oracle (Wood mystery, with Wood Bond as one of their revelations) and a half-elf alchemist (bramble brewer), bard, or summoner (master summoner) would probably be able to take them if optimized for combat and high save DCs.

Wasum |

Your invulnerable rager is actually pretty vulnerable. Just make a synthesist or master summoner. Or Zen Archer. or Heavens-Oracle. Or Tetori-Monk. Or maybe a DD-build. Alchemist-Pouncer? Even a druid could be really powerful. But that barbarian does not seem to be that much of a challenge. Bad defense, bad offense. A vanilla Fighter would kill it in about two rounds.

Lusmith |

you specify only up to 8th level, but youre fighting a level 9 barb?
from the Conflict PvP Rulebook:
A Level Off: Character level is one of the things that must be purchased
with Battlepoints. When purchasing a character’s level, a player
can choose to have his character be one level above or one below the
Match Level. Shifting a character’s level above or below the Match
Level does not change the Battlepoint Cap; it changes only the number
of Battlepoints needed to purchase the character’s level. Thus, a character whose level is lower than the Match Level will naturally have more Battlepoints available to spend on equipment, which will cause more
powerful magical items to be available to him for purchase.
(to summarize when balancing characters you can be one level off of the match level which I believe was set to nine.)

Lusmith |

Target the Ref save with save-or-suck spells (entangle, grease, web, etc.) to prevent them from moving/acting effectively, then target the Will save until they are disabled (hold person, etc.), and swarm them under with pets/summoned creatures and regular attacks/touch or ranged touch energy attacks while they are helpless. A druid or elf oracle (Wood mystery, with Wood Bond as one of their revelations) and a half-elf alchemist (bramble brewer), bard, or summoner (master summoner) would probably be able to take them if optimized for combat and high save DCs.
ok, so the thing about playing Conflict pvp against experienced players is that they realized most classes need to prep. I would say you have two round tops before the fighters are on you. The map is huge, but still, when barbarians are covering 80' per round, you just don't have that much prep time. here are a few examples of the conflict battlemaps for example:
• [Conflict Map I (paizo's site)
but they cover these map in about a round, depending where you are.

Lusmith |

My pfs conjurer is 10th level and he could do it. Round 1 cast greater invisibility, round 2 cast fly, round 3+ lightning bolt, ice storm, acid pit, ect. He could even do that at 8th level - the only trick is to survive round 1.
by round two you have an adjacent barb on you butt. that's the issue, this due will fly.
plus he has a DR 7/—

Lusmith |

Sap Master Ninja build. Ridiculous non lethal damage and repeated swift action vanishing until they're unconcious then coup de grace, they can't (reliably) hit what they can't see (especially with 5 ft steps whilst invisible).
So his DR is 14 against non-lethal. His HP is over 132. You have 10 rounds.

AndIMustMask |

okay then. in combat, remember that they have to spend actions to apply the oil to the greatclub, similar with the potion of barkskin and/or fly.
also, how does his warpaint interact with the whole "no preptime" rule?
he doesn't have superstitious, so I'd say something along the same lines as Dragonchess Player: hammer away at their saves (particularly reflex), and control the battlefield to prevent them from just charging up and gibbing you (rough terrain, pits, wall spells, black tentacles, etc. if you have them).
a battle cleric or oracle might have a fun time with them--maybe even a witch (especially if you're able to make a scarred witch doctor), provided your partner isn't dumb.

![]() |

Suthainn wrote:Sap Master Ninja build. Ridiculous non lethal damage and repeated swift action vanishing until they're unconcious then coup de grace, they can't (reliably) hit what they can't see (especially with 5 ft steps whilst invisible).So his DR is 14 against non-lethal. His HP is over 132. You have 10 rounds.
At 9th level a Ninja (Scout) with sap feats is dealing 10d6+10 per round sneak damage before any magical/weapon/power attack bonuses and going invisible at the end of every round, hitting isn't a problem at all vs AC 14 (no dex) with a +4 (+2 charge, +2 invisible) before any BAB and Str/Dex added, should only be missing on a 1.
45 points per round average before weapon etc, DR 14... round 5 at worst he's down unconscious. Spend 4 rounds flexing. Coup de grace round 10. Smile.

AndIMustMask |

Talos the Talon! wrote:My pfs conjurer is 10th level and he could do it. Round 1 cast greater invisibility, round 2 cast fly, round 3+ lightning bolt, ice storm, acid pit, ect. He could even do that at 8th level - the only trick is to survive round 1.by round two you have an adjacent barb on you butt. that's the issue, this due will fly.
plus he has a DR 7/—
just thought I'd point out--yes he has fly, but he has no idea you're flying, because you're invisible before you cast it (unless he's abusing OOC knowledge). hell, after round one he'd have no idea where you might be, because of greater invisibility and a move action. so he'd have to find you when you could be anywhere within 60ft of where you were in the first round (30ft move after casting invis, 30ft move after casting fly). you'll be invisible/undetectable the entire match if you tack on silent/still spell as well.

Lusmith |

Spells, spell like abilities, and energy damage ignore DR so it doesn't mean much against casters unless they are using summons. Round 1 Greater Invisibility + Move would mean that they likely have no way to find you being Barbarians and then he flies away and does his thing.
Greater Invisibility: So we kidda of tried that and it worked for a short while but he used his Scent to track us down. When they both did that the cover the map again pretty quickly. This real issue in practice is the wizard needs line of sight on a lot of the spells being mentioned so you have to stay close enough so the map does not interrupt you lines of sight.

mplindustries |

Those are really poorly made characters. I don't know how you wouldn't kill them in 10 rounds. They have terrible attacks, crappy rage powers, no non standard defenses...
A single archer could probably take them both out, never mind two archers.
A level 8 Ranger or Fighter could easily have PB Shot, Precise Shot, Rapid Shot, Deadly Aim, Manyshot, and Clustered Shots, thus hitting their trivially low ACs with 4 arrows (5 if their partner gave Haste) hitting for 1d8+10ish per shot, and obviously combining together for the purposes of DR. That's an average of over 50 damage a round after DR.
What else? Oh, Greater Invisibility is a 4th level spell, castable by a level 8 character. These guys have no way at all to combat that. A full caster would basically make his team immune to the barbarian's attacks. The aforementioned archer, a Ninja, a Bomber Alchemist, a Zen Archer, etc., would all destroy these barbarians with ease if paired with a caster.
Crap, even just meeting strength for strength would work if you weren't as incompetent at building your characters as they were. Level 1 characters with a two-handed weapon usually outdamage the pitiful numbers they've got. If they got 24 Con, I could get 24 Strength. With Power Attack, a two-handed weapon is dealing +19 damage before dice, magic, and other feats. That's more than their average damage in total. Even with Shillelagh Oil on, they're only dealing 20.5 average per hit.

Aratrok |
1 person marked this as a favorite. |

A wizard of virtually any type.
Round 1: Cast greater invisibility and move away. The barbarian is either moving towards your last location or applying his consumables.
Round 2: Cast fly and move into the air. The barbarian now has no way to locate your position.
Round 3: Bomb the hell out of him with reflex targeting spells, or a good old dazing acid arrow. If he drinks his potion of fly cast dispel magic on it. It's CL 5th, so your dispel check is very likely to succeed. If it fails, keep moving after casting and dispelling until it goes away.
He'll be neutered and stuck to the ground with no way to locate you after you cast a spell and then move, so the bow is no threat. If you're paranoid you can purchase being level 9 to get access to 5th level spells and cast fickle winds to immunize yourself against ranged weapons.

Lusmith |

Lusmith wrote:just thought I'd point out--yes he has fly, but he has no idea you're flying, because you're invisible before you cast it (unless he's abusing OOC knowledge). hell, after round one he'd have no idea where you might be, because of greater invisibility and a move action. so he'd have to find you when you could be anywhere within 60ft of where you were in the first round (30ft move after casting invis, 30ft move after casting fly). you'll be invisible/undetectable the entire match if you tack on silent/still spell as well.Talos the Talon! wrote:My pfs conjurer is 10th level and he could do it. Round 1 cast greater invisibility, round 2 cast fly, round 3+ lightning bolt, ice storm, acid pit, ect. He could even do that at 8th level - the only trick is to survive round 1.by round two you have an adjacent barb on you butt. that's the issue, this [dude] will fly.
plus he has a DR 7/—
so the scent thing is still an issue. Two barbs with scent covers about 60 feet a round and you need to stay in line of sight to fire off the spells.

chaoseffect |

Scent only lets them know if they are within 30 feet of you (not taking into account wind direction which I doubt is tracked), though they can spend a move action to figure out what direction if they get that close. If you keep moving they can never really catch up; you move beyond 30 feet, so now they wait to see where a spell effect comes from (which you can move again right after making). Even if they get within 30 feet by moving at random, they still have to use a move action to figure out the direction then... and that's their turn. You attack and move and it repeats.

Finlanderboy |

A gnome arcane sorcerer/ dual cursed heavens oracle that is decked out for cha casting a persistent colorspray. You should be able to get the DC up to 20(my pfs one is 21 at 8).
The first colorspray he has about a 15% chance of not being dropped in the first spell. A gnome with 16 con should be able to take one hit from him if he loses iniative. If he wins go invisible and sneak around.

![]() |

Like I said - survive round 1 (those maps look like there is no charge lane round 1) then keep away and carpet bomb...the conjurer I had in mind actually has a ring of invisibility, so he would pretty much have free reign from the bell - cant charge what you cant see. Keeping a barbarian busy with difficult terrain is pretty easy too.
The barbarian really has to grab the wizard round 1 and not let him go to win.

Kerebrus |

just a quick rules ammendment for the other team - the most increased Damage Reduction they can have is x2, once at level 8 as a Rage Power, and once at level 9 as a Feat: Extra Rage Power. Invulnerable Rager does not allow easier access to that Rage Power.
is that 24 Constitution right??????
Druid casting Spike Stones could work.
Acid Pit seems ... wrong
or just look into a vast number of Rays.
Ray of Enfeeblement means that they cannot use that bow.
is this tag team? I can see solid things with a Witch (Evil eye to reduce the save for two rounds)
shadowdancer + A few Darkness spells / items + Hide in Plain Sight
I think a Tetori Monk Build could work to lock one up in a grapple. Even pumped up on Rage I think you could hold him.

Finlanderboy |

at level 8 a tetori monk built to grapple woould have well over a 23 that is your CMD. standard grapple, move pin, swiift stunning fist. The barb may resist the stunning fist but he would still be pinned with like a 30+ CMD to escape only to be grapple and pinned the following round again.
My pfs level 8 build has a 32 grapple and 40 cmd.

Lusmith |

is anyone else having an issue with the conflictpvp.com site, I am having an issue with main page that has the sample pages? I wan't to post he battlepoint page...
nevermind, it's my job blocking some parts of the conflictpvp.com web site. the battlepoint cap stuff is at the bottom of the page with all the pretty pictures.

Byrdology |

Straight MoMS will not only beat your rager, but humiliate him with crane and snake style. Your character will be lucky to get a hit in all the while provoking a riposte when he tries, and the monk will still do damage to him on his action as well. The DR will draw out the fight a bit, but the fight would be over before it really ever begins.

![]() |

Dragonchess Player wrote:Target the Ref save with save-or-suck spells (entangle, grease, web, etc.) to prevent them from moving/acting effectively, then target the Will save until they are disabled (hold person, etc.), and swarm them under with pets/summoned creatures and regular attacks/touch or ranged touch energy attacks while they are helpless. A druid or elf oracle (Wood mystery, with Wood Bond as one of their revelations) and a half-elf alchemist (bramble brewer), bard, or summoner (master summoner) would probably be able to take them if optimized for combat and high save DCs.ok, so the thing about playing Conflict pvp against experienced players is that they realized most classes need to prep. I would say you have two round tops before the fighters are on you. The map is huge, but still, when barbarians are covering 80' per round, you just don't have that much prep time. here are a few examples of the conflict battlemaps for example:
• [Conflict Map I (paizo's site)
but they cover these map in about a round, depending where you are.
You only need two rounds to invis + fly. once your over 30' up, scent stops working. A high initiative caster will take that second turn before his opponent.
Are you telling these guys which square I'm in when there is no line of sight? If so how are they getting this knowledge? If not, how do they know where to run too?

![]() |

I've not read all the way though the conflict rules, but this guy can deal the needed damage while being very difficult for that barbarians to hit. I would probably need to tweak equipment as I used standard WBL. I may also need to adjust source material slightly, but to only minor impact.
By the second round he's got a 33-36 AC, increasing to 39 on turn 3 and 40 by turn 4. You're friends are only hitting on a natural 20 at that point, a problem I won't have. He's attacking on rounds 3 and 4 while putting final buffs in place. Highly unlikely he'll lose initiative to the barbarians you posted.
Alternately, vanish + levitate. Buff outside scent range. Again, highly unlikely I won't be invisible and out of reach before he gets his second turn.
Either way, once engaged I'm hitting nearly as hard as they are and have twice the attacks per round. I'm also stacking status effects, some of which don't have saving throws.
Joe
Male Human (Garundi) Magus (Bladebound, Kensai) 8
N Medium Humanoid (human)
Init +12; Senses Perception +6
--------------------
Defense
--------------------
AC 24, touch 23, flat-footed 13 (+11 Dex, +1 natural, +1 deflection)
hp 67 (8d8+24)
Fort +8, Ref +9, Will +4
Defensive Abilities canny defense +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Black Blade +16/+11 (1d6+13/18-20/x2) and
. . Black Blade + Arcane Pool +17/+12 (1d6+14/15-20/x2)
Special Attacks spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 8):
3 (2/day) Haste, Elemental Aura, Rime
2 (4/day) Mirror Image, Glitterdust, Levitate, Frigid Touch
1 (4/day) Shocking Grasp, Shield, Mage Armor, Vanish
0 (at will) Read Magic, Touch of Fatigue (DC 14), Detect Magic, Prestidigitation (DC 14)
--------------------
Statistics
--------------------
Str 13, Dex 24, Con 14, Int 18, Wis 7, Cha 7
Base Atk +6; CMB +7; CMD 30
Feats Arcane Strike, Dervish Dance, Power Attack -2/+4, Rime Spell, Weapon Finesse, Weapon Focus (Scimitar), Weapon Specialization (Scimitar)
Traits Highlander (hills or mountains), Magical Lineage (Elemental Aura)
Skills Acrobatics +12, Climb +5, Handle Animal -1, Linguistics +5, Perception +6, Perform (dance) +0, Ride +11, Sense Motive +1, Sleight of Hand +8, Spellcraft +15, Stealth +19 (+21 in hilly or rocky areas), Swim +5, Use Magic Device +9 Modifiers highlander (hills or mountains)
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Gnome, Osiriani
SQ arcane pool (+2) (6/day), black blade, black blade: arcane pool (2/day), black blade: energy attunement, black blade: strike +2, black blade: telepathy, black blade: unbreakable, chosen weapon (scimitar), iaijutsu, improved spell combat, magus arcana (spell blending [mage armor, touch of fatigue]), perfect strike
Combat Gear Jingasa of the fortunate soldier (1/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day); Other Gear Black Blade + Arcane Pool, Amulet of natural armor +1, Belt of incredible dexterity +4, Headband of vast intelligence +2 (Stealth), Ioun stone (dusty rose prism, cracked), Ring of protection +1, 500 GP
--------------------
Special Abilities
--------------------
Arcane Pool (+2) (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Magical Lineage (Elemental Aura) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spellstrike (Su) Deliver touch spells as part of a melee attack.

![]() |

With zero effort or creativity: 2 Archery focus rangers with favoured enemy human riding their horse companions.
Ever heard of the Battle of Carrhae? It'll be like that, but much faster.

Lusmith |

Counter with your own invuln. rager with pounce and a greatsword, or double barrel abusing gunslingers with clustered shots or archers(probably better)? I mean the only reason you shouldn't beat these guys is the time stipulation really.
In conflict the time stipulation is key. If fact, there is a panic law where if you as a player don't make up your mind on your actions within 60 seconds your character is panicked and loses his standard action. It make combat roll pretty quick and allows for tactical mistakes to be made. Which is cool, cause you kidda get that sense of urgency in battle.
Looking back at the match, my parter rushed a couple decisions when the barbs were one him. One of the many reason we got our butt kicked. Althought it was still a blast and I am looking forward to the rematch!
Especially after this freaking thread of awesome!

Lusmith |

The quickest way I can see is to keep out of range and to use range. How large is the area?
You can see the map we played on here.
http://store.conflictbooks.com/p/BEST-SELLERS/27M1002.htmlAlot of tactical areas as the GM explained before the match. High ground, there's a balcony. Low ground, there is water streams where one of the barb sneaked up us through,:( etc..
Its a little bigger than your regular flip-map; the site says it 24" by 36".

![]() |

Darkflame wrote:Hey Darkflame how can you prevent him from raging or kill his rage. Is this a houserule or SRD?i would make a anti barbarian magus
making him fatigued at the beginning befor he can enter rage ;)
frostbite doese this no save!
Is he going to enrage on his turn 1 and stay enraged?
If so, I have the option to levitate invisibly until he runs out.

Lusmith |

Lusmith wrote:Darkflame wrote:Hey Darkflame how can you prevent him from raging or kill his rage. Is this a houserule or SRD?i would make a anti barbarian magus
making him fatigued at the beginning befor he can enter rage ;)
frostbite doese this no save!
Is he going to enrage on his turn 1 and stay enraged?
If so, I have the option to levitate invisibly until he runs out.
Yep, no doubt about it! he will rage, the match is only 10 rounds unless we go into sudden death so there is no reason for him not to rage for the whole match.

Lusmith |

Darkflame wrote:Got that in the build I posted.i would make a anti barbarian magus
making him fatigued at the beginning befor he can enter rage ;)
frostbite doese this no save!
BTW Arthonthos: I am checking out your build. I think I will see how much Conflict battlepoints its worth and run with it. I will take care of it at lunch so my boss doesn't fire me! Then post up the math.

![]() |

Evoker Wizard (Admixture) casts a Rime Fireball (Cold), if they take damage they are entangled for 3 rounds.
From the PRD
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity.
So their move is reduced to 20'
2nd character - 8th Alchemist w/ Fast Bombs & Acid Bomb & Rapid Shot = 3 bombs (4d6+Int +1d6 acid dmg the round after x3) = 12d6+3xInt +3d6 following round. Rinse and repeat until they are down.
If you want insult to injury, use Force Bombs instead, force them to make 3 Ref saves or be knocked prone (and from they entangle they are -2 to their saves due to the dex penalty).
If they drink their potion of fly, dispel magic.

Darkflame |

if you win initiative you can cast a spell move and spellstrike with a magus the spell frostbite alows you a free atack in form of spellstrike if you hit him he is fatigues if he is fatigued he cant enter rage :-)
but if he is raged already this doesnt work even though fatigued is quite the nice condition to give your oponent what so ever
and then you hit him a few times with intensefied shocking grasp.
magus burst damage is AMAZING high magus is exelent at dueling because of the short nature of your combat!
at lvl 9 he could do 10d6 of damage in round 1 or just make it a flat 60 if you maximize it! if you hapen to roll a 15 and confirm the critical treath it could be flat 120 maximised or 20d6 intensefied shocking grasp.
but if you want to make an anti barb character there are alot of easy options

![]() |

I am just gonna add a small comment that not everything is correct on their character sheet.
Shillelagh oil can't improve damage dice of a greatclub and I am positive it doesn't scale up to 3d8.
They also lose their Shield bonus if they attack with two-handed weapons.
Its a buckler so they can use it, but they're at -1 Attack, the Oil specifically calls out "non magical club or quarterstaff", greatclub (a separate entry on the weapons list) is never mentioned so should probably not be allowed as the text would be more like "any non magical club or quarterstaff" if it was intended to work that way (though the damage dice is right, 1d10 > 2d8 > 3d8 for two size increases).

Odraude |

I've not read all the way though the conflict rules, but this guy can deal the needed damage while being very difficult for that barbarians to hit. I would probably need to tweak equipment as I used standard WBL. I may also need to adjust source material slightly, but to only minor impact.
By the second round he's got a 33-36 AC, increasing to 39 on turn 3 and 40 by turn 4. You're friends are only hitting on a natural 20 at that point, a problem I won't have. He's attacking on rounds 3 and 4 while putting final buffs in place. Highly unlikely he'll lose initiative to the barbarians you posted.
Alternately, vanish + levitate. Buff outside scent range. Again, highly unlikely I won't be invisible and out of reach before he gets his second turn.
Either way, once engaged I'm hitting nearly as hard as they are and have twice the attacks per round. I'm also stacking status effects, some of which don't have saving throws.
** spoiler omitted **...
I'm a bit confused. How is the magus casting Mage Armor when that isn't on the Magus's spell list?

jerrys |
this is far from optimal, but i would just make a fighter with a greatsword, full plate, and power attack. Maybe improved sunder if you really want to be a jerk about it. Which I probably would.
With that said, it's pretty lame to go away and design a new guy specifically to fight the other guy (which is why i suggested a boring character who also doesn't bypass the opponent's schtick). That's not really a rematch. I'd say you should rematch him with your original guys. Or is he making new guys too?
Also,
Malag wrote:They also lose their Shield bonus if they attack with two-handed weapons.Its a buckler so they can use it, but they're at -1 Attack
I think they get a -1 to attack AND they don't get the shield bonus. Unless he's 1-handing the club or something.

![]() |

I really want to say use a witch build for this that pumps the DC on their will saves to insane levels. Evil eye and Ill Omen as it starts, as soon as they're in range cast Beguiling gift and hand them a Philter of love. Your *utterly* hideous hag sisters now have two strapping barbarian worshipers who totally adore them. Order them to spend the rest of the match giving you a foot massge. Game over. As an added bonus, opponents are probably super angry at you :P

Darkflame |

A magus should not cast mage armor as it has armor with more AC than mage armor! but it is casting shield wich ads a +4 shield bonus!!
include mirror image and a +1 breastplate and it has a verry nice AC!
10+7+4+(dex)= 22-23 AC
and including mirror image this is an awsome defense!! but i wouldnt go all that defensive!
just attack him head on with a spell each round either webbing fatigueing him or shocking him! with a keen +3 black blade (bladebound)