Help me win a PvP Match


Advice


Right now I am putting together a four man team to take on friend. All four have to be level 20 and decked out in full battle garb.

So far I have a Two Weapon Warrior, Stalwart Defender, Slayer, and Scarred Witch Doctor.

I am martial heavy I know but I am looking at picking up an Elven/Half Elven Spell Dance or Arcane Archer.

My Two Weapon Warrior has the following
Vishkanya
Str: 28
Dex: 21
Con: 16
Int: 22
Wis: 19
Cha: 22

AC: 40
HP: 191
Attacks: 18 per full round. with two Vorpal Speed Impact Katanas.
He also packs a base speed of 40ft, thanks to Items.
Feats:
TWF (and all other feats applicable.)
Weapon Focus
Iron Will
Power Attack
Steadfast Personality
Improved Crit.
Crit Focus
Hammer the Gap
Bleeding Crit
Stagging/Stunning Crit
Deadly Finish

My Stalwart Defender has the Following.
Phalanx Soldier/10 Stalwart Defender/10
Str:31
Dex:17
Con:42
Int: 19
Wis: 23
Cha:19
HP: 512 (I rolled well)
AC: 33
DR: 20
Armor allows for him to negate critical hits.
Main Weapon is an Impact, Keen, Defending, Ghost Touch Adamantine Horse Chopper.
Secondary Weapon is something called Summoner's Sorrow.
Possesses a Ring of Evasion
And his shield is a Force Tower
Feats:
Combat Expertise
Combat Reflexes
Dodge
Improved Trip
Greater Trip
Lunge/Monkey Lunge
Power Attack
Tripping Strike
Antagonize
Diehard
Endurance
Stalwart and Improved
Iron Will
Toughness

Now here is my question I am planning on running a Witch (Specifically a Scarred Witch Doctor) with the Eldritch Heritage Feat Tree taking the Orc blood line to help with survivability and buffing of the team. I would include more but I don't have her done just yet. So suggestions are more than welcome.

Second issue is I don't know if keep I should keep with my theme of Martial Power or pick up a secondary spell caster like Magus/Eldritch Knight/Arcane Archer Type of thing for extra fire power. At the moment I am kinda thinking I should go with Combat Caster. But I also have slayer potentially waiting the wings as I like the combination of Powerful Sneak, Deadly Sneak, Assassinate. I feel as if this would put me at a disadvantage however, but I don't really know. So if you could point me in a direction to find a strong Arcane Archer Build or Spell Dancer Magus that would be excellent.

Some tactics I know he will more than likely be using:
Animal Companions. He likes that extra body on the field and I wracking my brain as to how to kill them. My best bet is to use my Witch for that.
Summoner. He f%%$ing loves these things and I can see why I was planning on doing it myself. I need learn how to deal with these as well though I am hoping my Stalwart Defender can hopefully use Summoner's Sorrow as an effective deterrent.
Keen. This is what I see as his biggest weakness. He loves the Keen enchantment. I myself like Improved Critical as it opens some new feats that will eventually come up. He thinks that Keen does the same thing allowing him to not worry about the Improved Critical Feat and take something else cool. I hope my Vishkanya will prove the validity of this Feat to him.
ALSO he will more than likely be using some kind of Fighter/Barbarian.

I know this is a long as hell post but I really would like to beat this guy.
So help if you can thank you!


Okay, so Scarred Witchdoctor is definitely a great choice because of a witch's versatility and having higher hit points than the average caster.

From what it seems like, you're focusing a lot more on survivability and having tough to kill characters, while he'll be trying to overwhelm you with extra bodies on the field. First off, I don't know how much time you guys will have to buff, but make sure you have Protection from whatever alignment he likes to summon from, since that means that his summoned baddies can't touch you.

Personally, my counter to his strategy would be sheer damage output, and an archer would be perfect for your fourth character. If you can take out his casters without having to go through all the bodies inbetween, then you're in a great situation. Personally, I'd recommend one of a few options, Warpriest is awesome for damage, self-buffing, etc., Bard and Inquisitor are both great for buffing the party in addition to themselves, and Paladins are actually pretty good at buffing the party via their various auras. I would go with the Warpriest, because of their versatility and ability to buff themselves terrifying quickly, because I don't know exactly how long you will have to prepare, but if you have longer, then get scrolls of buff spells and go with the paladin.

Your main priority is going to be protecting your archer/witch from all their melee opponents while they're outputting massive damage and/or debuffing like crazy. Your goal with the archer should be to take out the casters first.

I hope this was helpful, best of luck!


Well, if you would like to play with extreme cheese; I have just the build for you: Legion

Any combination of classes to 10; Noble Scion 10

This allows for a large number of followers, secondary characters, and wealth.

Though what is the battlefield likely to be?

Also, use a wizard; divination specialist because of the bonus to initiative; that would be another way to win.


Dragonflyer1243 wrote:

Okay, so Scarred Witchdoctor is definitely a great choice because of a witch's versatility and having higher hit points than the average caster.

From what it seems like, you're focusing a lot more on survivability and having tough to kill characters, while he'll be trying to overwhelm you with extra bodies on the field. First off, I don't know how much time you guys will have to buff, but make sure you have Protection from whatever alignment he likes to summon from, since that means that his summoned baddies can't touch you.

Personally, my counter to his strategy would be sheer damage output, and an archer would be perfect for your fourth character. If you can take out his casters without having to go through all the bodies inbetween, then you're in a great situation. Personally, I'd recommend one of a few options, Warpriest is awesome for damage, self-buffing, etc., Bard and Inquisitor are both great for buffing the party in addition to themselves, and Paladins are actually pretty good at buffing the party via their various auras. I would go with the Warpriest, because of their versatility and ability to buff themselves terrifying quickly, because I don't know exactly how long you will have to prepare, but if you have longer, then get scrolls of buff spells and go with the paladin.

Your main priority is going to be protecting your archer/witch from all their melee opponents while they're outputting massive damage and/or debuffing like crazy. Your goal with the archer should be to take out the casters first.

I hope this was helpful, best of luck!

That is incredible helpful! I love Warpriests as they tend to act like a divine energizer bunny. I played one once and He was the only one to consistently be at full health.

Okay what would you recommend as far as races go for an Archer Priest?
I am immediately Drawn to a Half-Elf sheerly if not completely for flavor. But beyond that I don't know.

Also anyone have any cool names for a male Vishkanya that swings lighting fast with Katanas? Just for Flavor you know.


Shasf wrote:

Well, if you would like to play with extreme cheese; I have just the build for you: Legion

Any combination of classes to 10; Noble Scion 10

This allows for a large number of followers, secondary characters, and wealth.

Though what is the battlefield likely to be?

Also, use a wizard; divination specialist because of the bonus to initiative; that would be another way to win.

I am not sure my guess is either an arena or in a field somewhere. We haven't talked about it yet. And That sort of thing is cool but I don't feel like it fits in with the general theme of what I want. But thank you for the recommendation I have another character that I'd like this for.


You're looking for anything with Dex and Wis bonuses, and preferably avoiding negatives in Str or Con, going with what seems to be your battle plan. I'd pick either a Vanara or a Garuda-Blooded Aasimar. The Vanara could be very strong depending on the battlefield, but the Aasimar is probably your best choice.

Sovereign Court

for level 20, you might consider at least one oracle. Oracles final revelation, were written almost as a joke, as they know most people never reaches level 20, the final revelation can literally shut down a lot of tactics without much effort, I mean many gives you blanket immunity to stuffs and they benefit a lot from the feat divine protection (+cha to my saves? yes please!).


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If you want to win you just need 4 level 20 divination specialist wizards. You will go first. Cast time stop and summon in something big or lay down CC so much that it will destroy everything else.

Game over.


I was just building an Anti-mage Magus, actually.

Spoiler:
Anti-Caster Kensai Magus Whip Meister
STATS (20 PB) 90,000 + 90,000 + 137,500 + 137,500 = 455,000 gp
STR: 8: -1
DEX: 17 + 6 (ENH) + 5 (INH) = 28: +9
CON: 14 + 6 (ENH) = 20: +5
INT: 18 + 2 + 6 (ENH) + 5 (LVL) + 5 (INH) = +13
WIS: 8 + 6 (ENH) = 14: +2
CHA: 7: -2

Kensai: Exotic Weapon Proficiency: Whip
Kensai: Weapon Focus: Whip
Human: Weapon Finesse
Level 1: Slashing Grace
Level 3: Whip Mastery
Arcana 3:Lingering Pain
Magus 5: Enforcer
Level 5: Rime Spell
Arcana 6: Disruptive
Level 7: Improved Whip Mastery
Kensai 9: Critical Perfection
Level 9: Combat Reflexes
Magus 11: Extra Arcana: Spellbreaker
Level 11: Extra Arcana: Flamboyant Arcana
Arcana 12: Arcane Deed: Precise Strike
Level 13:Teleport Tactician
Arcana 15: Reflection
Level 15: Quicken Spell
Magus 17: Dazzling Display
Level 17: Shatter Defenses
Arcana 18: Bane Blade
Level 19: Extra Arcana: Arcane Accuracy / Arcane Deed: Evasive
Kensai 20: Weapon Mastery

Weapon: +1 Cruel Phase Locking Dueling Monowhip
Cost: 70,000 gp + 32,000 gp + 14,000 = 116,000 gp
Arcane Pool: +5 Cruel Keen Bane Dueling Phase Locking Monowhip

Armor: +5 Determination Undead Controlling Haramaki
Cost: 3 + 25,000 gp + 30,000 gp + 49,000 gp = 114,000 gp
Jingassa of the Fortunate Soldier (5000 gp)
Luckstone (30,000 gp)

AC: 10 (Base) + 6 (Armor) + 9 (DEX) + 13 (INT) + 2 (J+FF) = 40 AC
Initiative: 9 (DEX) + 13 (INT) + 2 (LS+FF) + 4 (Dueling) = +28 (48 w/ nat 20 rolls)

Attack Roll: 15 (BAB) + 9 (DEX) + 5 (Enh) + 2 (Bane) + 1 (WF) = +32 (Vs Touch)
Damage: 2d6 (Base) + 2d6 (Bane) + 9 (DEX) + 5 (Enh) + 2 (Bane) = 31 damage
+ 20 (Prec. Stk.) + 13 (if Flat Footed)

Traits: Fate’s Favored & Defensive Strategist

Total Money Spent so far: 455,000 + 265,000 = 715,000 gp
CL 20 Recharge Wand 45000 gp (760,000 gp)
Otherworldly Kimono: 67000 gp (827,000gp)

So many options, so little feats. :(

At any rate, I'd say the Magus is probably the ultimate anti-caster. He gets Disruptive and Spellbreaker as Arcana, which might not seem like much at level 20, but combined with another arcana, Lingering Pain, can really make those concentration checks suck (especially if you use it on a crit, hot damn!). Even if they somehow pass their concentration checks, the Magus ability Counterstrike allows you to get a free Attack of Opportunity anyway. Furthermore, Disruptive and Spellbreaker grant him access to Teleport Tactician, which gives him a free Attack of Opportunity whenever somebody successfully casts a Teleportation spell of some sort in his vicinity (10 uninterrupted feet with Improved Whip Mastery, BTW). Combine that with a Phase Locking whip and casters are going to have a hard time getting away from you. Even the withdraw action won't work too well against a whip user. Dimension Door next to a caster and they're pretty boned.

Defensively, your saves do kinda suck, but most of the more important save or sucks that you can run into can be turned back on your opponent via the Reflection Magus Arcana. Sure it hemorrhages your Arcane Pool points, but if it has the chance to take out a caster it's more than worth it. Outside of saves though, your defenses are decent, and can be further improved if you have the money. Opportune Parry and Riposite allow you to use one of your 20+ Attacks of Opportunity to roll against your opponent. Combine this with the Frostbite debuffing build that this character takes advantage of, and even full BAB characters may have trouble hitting you. If you wanted to focus more on physical defense, you could even grab Arcane Deed for the Dodging Panache Deed, allowing you to avoid full attacks.

Offensively, you can do a great deal of damage even without spells, thanks in part to Precise Strike and Shatter Defenses, which allows you to add tons of damage while you are Spellstriking Frostbite touches (which itself has +CL touches and +CL damage per touch). With a monowhip in hand you can even attack against Touch AC, negating any problem you can have with to-hit bonuses.

Finally, if winning Initiative is important to you, by all means, replace 2 feats with "Improved Initiative" and "Extra Arcana: Familiar (Greensting Scorpion)" As long as there's no pre-buffing, you'll have initiative in the bag.

When it comes down to it, no 20 level build will be able to get it all, but g$# d~!n can you make some people's lives miserable.


Level 20 Divine Strategist..... highest initiative possible.

Go first and Implosion his ass into next week....


Claxon wrote:

If you want to win you just need 4 level 20 divination specialist wizards. You will go first. Cast time stop and summon in something big or lay down CC so much that it will destroy everything else.

Game over.

Silver Surfer wrote:

Level 20 Divine Strategist..... highest initiative possible.

Go first and Implosion his ass into next week....

A Kensai who focuses on Initaitive basically can't be beat. Instead of half level to Initaitive, the Kensai gets his INT bonus to initative, which can be higher than +10. He also gets the auto-20 Iniative, but he gets it at level 19 instead of 20 (cough*cough*dipping a level into Mindchemist Alchemist becomes possible*cough*cough). He also gets access to a familiar in class if he so chooses, unlike a Divine Strategist that needs to spend multiple feats to do so.

Of course, none of this takes into account the possibility of pre-buffing, so a full spellcaster with access to the right spells might indeed beat him.


Okay I looked at the oracles. This could be a viable option with the Lunar Mysteries.
but I like the idea of a warpriest. I like the way they work. And they make great archers. And I plan on using the Luck Blessings. It sounds like a lot of fun. Buffing and Shutting down, a long with a witch is well... kinda scary... So yeah definitely doing that.


I know you have your melee guys handled but still gonna throw it out here...how about an Arcane bloodline Bloodrager...instant buffs when you rage and can grab all the focus of your opponent really easily...just an idea tho


Hoooolllyyy Crap... Well I was hoping that but while I understand how important Initiative is, I also like the idea of just outlasting your opponent is just as potent. I know this from fighting myself. Your opponent gets tired and makes mistakes. Especially if the Warpriest is Human. He will get Human Racial Feats that are... well frankly amazing. so I think with that I am going to say that the team has been decided on.


Let me know how it goes, it seems like you have a really solid strategy!


@OP: is this a one time thing for bragging rights? Or is this perhaps a themed test of your martial versus what he comes up with? Because If you just want to win then all you have to do is go four clerics. Between them have initiative so high they can't not go first ,without very special circumstances, and then use dazing effects to stun lock the others. A blasting cleric could cast two dazing fireballs after their reflex and another could double channel rulership to attack their will. In almost all cases game over. You could make a case for adding a master summoner just to have disposable summons attack what you couldn't daze lock.


Kaouse wrote:


A Kensai who focuses on Initaitive basically can't be beat. Instead of half level to Initaitive, the Kensai gets his INT bonus to initative, which can be higher than +10. He also gets the auto-20 Iniative, but he gets it at level 19 instead of 20 (cough*cough*dipping a level into Mindchemist Alchemist becomes possible*cough*cough). He also gets access to a familiar in class if he so chooses, unlike a Divine Strategist that needs to spend multiple feats to do so.

Of course, none of this takes into account the possibility of pre-buffing, so a full spellcaster with access to the right spells might indeed beat him.

Sadly no.... Divine Strategist gets the Tactics inquisition (or 1 lvl Monk dip) and now.... he gets WIS to Inititaive + 1/2 caster level + Nat 20 at 20th + all the initiative boosts that anyone else can get + others that only divine class can get eg) Warrior Priest + stuff that you need 9th level casting to get (which Magus doesnt get access to) eg) Miracle = used for permanent Initiative stat boost.

The "Who has the highest Initiative possible" debate has been done before... Divine Strategist comes out on top

Sovereign Court

damn that's without even taking into account that with the luck domain the divine strategist would have moment of prescience, so a possible +20 on top of it.


Claxon wrote:

If you want to win you just need 4 level 20 divination specialist wizards. You will go first. Cast time stop and summon in something big or lay down CC so much that it will destroy everything else.

Game over.

Claxon speaks wisdom. You need another full caster. Level 20 is begging for a Divination Wizard to wreck face. Greater Rod of Quicken -> Time Stop -> Summon IX, Amusing battlefield control spells as available -> standard action to Dominate Monster his nastiest martial.

That's how you win bodies on the field. Make your own and steal his with the same character in one turn.


Where is that "I AM BARBARIAN" guy when you need him? This sounds like a thread for him. I miss that guy.


Silver Surfer wrote:
Kaouse wrote:


A Kensai who focuses on Initaitive basically can't be beat. Instead of half level to Initaitive, the Kensai gets his INT bonus to initative, which can be higher than +10. He also gets the auto-20 Iniative, but he gets it at level 19 instead of 20 (cough*cough*dipping a level into Mindchemist Alchemist becomes possible*cough*cough). He also gets access to a familiar in class if he so chooses, unlike a Divine Strategist that needs to spend multiple feats to do so.

Of course, none of this takes into account the possibility of pre-buffing, so a full spellcaster with access to the right spells might indeed beat him.

Sadly no.... Divine Strategist gets the Tactics inquisition (or 1 lvl Monk dip) and now.... he gets WIS to Inititaive + 1/2 caster level + Nat 20 at 20th + all the initiative boosts that anyone else can get + others that only divine class can get eg) Warrior Priest + stuff that you need 9th level casting to get (which Magus doesnt get access to) eg) Miracle = used for permanent Initiative stat boost.

The "Who has the highest Initiative possible" debate has been done before... Divine Strategist comes out on top

Oh yeah, the Tactics Inquisition. Totally forgot about that. Also, if you count as your own ally, wouldn't you technically be getting a bonus equal to 3/4 your level on Initiative? 1/2 naturally and 1/4 to your allies? Ludicrous, I know, but isn't it also RAW?

As for Warrior Priest, note that the Magus can grab the Swashbuckler's Grace deed as a similar Initiative boost. That said, spending 4+ feats on Initiative is a bit much IMO (Familiar, Warrior Priest, Improved Initiative etc.). Also, how do you get a permanent Initiative boost with Miracle, and how much is the boost exactly? Isn't the entire spell basically GM fiat?

Oh, and what 1 level monk dip gives you WIS to Initiative? I know of a 2 level Inquisitor dip that works, but if you were thinking of the Sohei, they just get the same old "1/2 level + nat 20 @ 20" that the Divine Strategist already gets.


I think the key here is full casters with high initiative.

Whether it is a divination wizard, or a divine strategist cleric.

Assuming your enemy isn't using such, he will have zero chance at beating.

Hell, run 2 divine strategist and 2 divination wizards.

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