3v3 New Year's Eve Tournament


Advice


So i'm preparing a 3v3 tournament for my group, so we can take a break from our regular campaign. I know this game was not designed for PvP, but still we are just doing this for fun, i would like to give the group some challenge and yet some flavorful combs. For this module i will be the main GM and the rest will be Rule lawyers, and i will create the majority of encounters in the tournament. The character creation rules are the following:

-No Summons, Companions.
-Races: Core and Featured (without Aasimar, Fetchling and Tiefling)
-No Antagonize, Leadership, Divine protection, Improved Familiar, Augmented Summons.
-Classes: Core, Base, Alternate, Hybrid, Paizo Prestiges (without Summoner, Hunter, Druid)
-Level 8 Characters (Standard Gold,20 point buy, 0.75*HD)
-No Tech Equipment, Archetypes.
-At least one martial character in the team.
-1 Trait for character.
-Items: +2 max weapon enhancement, 2 wands maximum, 2 alchemical items maximum, one attribute enhancer item (eg Belt of Giant Strengh)
-No Pounce Combinations (like beast totem or vulpine pounce)
-Demon Implants.
-No Burrow.
--------------------------------------------------------------
The map for the encounters will be Conflict games main PvP arena, found in their main book.

The question is--what combinations do you guys recommend me for 3v3 encounters?

Scarab Sages

For 3 v 3, I recommend the Mist Assassins. Waves Oracle 1/Rogue 7. Obscuring Mist + Watersight revalation. Slayer 8 for the pure martial build, wear a goz mask. Blackend curse Waves Oracle pure caster, using blasts or control as needed, seeing through the mist.


Some suggestions:

Zen Archer monk
and
Reach Cleric (with growth domain)
and
Whatever

Brown-Fur Transmuter Arcanist
and
Rageshaper Bloodrager
and
Whatever


Do you want to beat the snot out of em? I can think of many flavorful things but in the end it boils down to what odds of success you seek.

One flavorful combo I've always liked is a small group making use of reach tactics and bodyguard chain. My proposed layout is an inquisitor, paladin, and weapon adept monk with dip in cleric with glaive/naginata weapon. The group tactics are laid as this (roughly)....

1) the human paladin takes point and goes max defense build with shield of swings and the harms way feat. His goal is to do modest damage but also absorb any blows directed at his teammates that succeed in spite of his aid another. Anything that succeeds in hurting him can be healed with his swift action touch for a good while. Plenty of traits or gear help increase bonuses to aid another action, buy all that one can.

2) weapon adept monk/cleric of Fumeiyoshi. One level of cleric is all you need for you to gain war/tactics domain to gain rerolls to initiative for group (BIG!!!) and destruction. More importantly it gives you channel smite and guided hand at level 1 so your entire chance to hit is based off wisdom. Channel smite can be used for small gain to damage so its not dead weight. Grab crusaders flurry and go to town on your enemies with flurry and ki attacks. Deflect arrows is a nice gain as well. Odds are you will be the main damage dealer.

3) the inquisitor. Could go ranged or melee with this to be honest. The main reason he is here when I don't have a clear cut idea of what to do with him is because teamwork feats and solo tactics should not be ignored in this environment. Tactics inquisition is wow powerful at level 8, glory/heroism is perfect for ranged and melee for him and group, and list goes on. Especially with either tactics Inquisition or tactics domain this class is almost guaranteed to go first to pick off weaker health opponents. I prefer ranged honestly as he would have the paladin and monk to protect him in most cases and he can fire volleys at range and this enable this group to pick where they fight.


Thanks all for the advice.

@imbicatus: Yes that's a good, yet cheap combination that i've thought of, specially since the slayer was introduced, i no longer use rogue for it.

@Renegadeshepherd: I don't want to necesarilly beat them, i'll rather lose, but give them some trouble :} but yes combinations such as this are exactly what i was looking for, since they are consequent, they fit in a theme, all of them being followers of a common good, and all of them being WIS classes.

I've these so far:

1) A Sword and board Slayer, a Gunslinger and a Conjuration Wizard.
2) Swordlord, a Skald and a Paladin Archer.
3) A Blade adept EK, a Hedge Witch and an Alchemist.
4) Flying blade Swashbuckler, Trip Lore Warden, Cleric of Desna.
5) Daring Champion, Sniper Slayer and Warpriest.
6) Kata master, Dervish Magus and Sorcerer (Illusion)
7) Red Mantis Assasin, Alchemist and Evil Cleric.
8) Brawler dirty trick master, Inquisitor and Weapon Master Archer.
9) ZAM, Reach cleric, Dragon sorcerer.
10) Brown fur Transmuter, Rageshaper Bloodrager and Investigator.
11) Hurler Barbarian, Shaman and Nat. Weapon Ranger.
12) Maneuver Magus, Conjuration Wizard and Myrmidarch Magus.
13) Phalanx Fighter, Musketeer Swashbuckler switch hitter and Evangelist Archetype Cleric.
14) Arcanist, Sound Striker Net and Trident Bard and Thug Rogue.
15) Hexcrafter, Hellknight and Evil Cleric.

Damn i'm sure i'm missing a lot of nice stuff and i'm sure i can replace some stuff in these ones. we are going to play all night PvP for no interruptions, so probably going to be a lot of fights.


Do you only want NPCs as opponents?


Since I see you're using the Brown-Fur/Rageshaper combination, here's a bit of tactics suggestions:
Arsinoitherium form for 4d8 damage
Bestial Aspect makes that 6d8
Improved Natural Attack makes that 8d8
Strong Jaw, from a potion or a wand, makes that 16d8
Vital Strike makes that 32d8
Furious Finish (with rage cycling) makes that 256 base damage
Enough to kill the average CR 16 monster, or CR 17 once strength and other damage bonuses are added in.

The Exchange

16) Heavens oracle into veiled illusionist. Evangelist cleric (archer) of susumu, Antipally with a reach weapon

For 15, change that evil cleric to a hangover cleric of dispater.


Slayer (TWF, kukris, Improved Critical, Butterfly's Sting)
and
Kensai (standard magus tricks for insane shocking grasp damage, plus Power Attack/Furious Focus, wielding a scythe)
and
Witch (focused on slumber hex to allow a coup de grace from the kensai, Ability Focus for a higher DC, buffing/debuffing spells)


17) 3 clerics
18) 3 Druids

It's too bad summons aren't allowed for those Druids :(. I mean it is really funny to summon large numbers of cyclops who are going to get a one time crit with destruction domains power in effect where its auto confirmed. Pretty much one turn kill.


Psst...Renegadeshepherd...druids aren't allowed in the tournament. Just FYI.


Avoron wrote:
Psst...Renegadeshepherd...druids aren't allowed in the tournament. Just FYI.

oops.

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