Help me create a character to prove level 20 PVP arena fights... aren't reasonable


Advice

1 to 50 of 96 << first < prev | 1 | 2 | next > last >>

Hi all,

Some local players have decided that having some pvp fights would be fun. For some reason they believe level 20 is a good level to go with and that balance can still be maintained. I'd like to quickly correct this naive assumption in the hope that a more reasonable level can be chosen as the standard.

The key rules for the matches are as follows:

----------------------------------

1) Generally follows Pathfinder Society rules and resources

2) Low wealth. Can choose: 20th level with 100k gold, 19th level with 160k gold, 18th level with 190k gold, or 17th level with 230k gold

3) 2-5 combatants, free for all (assume 2 may be hostile to you)

4) No pre-buffs or pre-battle preparations (not even hour/level)

5) The fight takes place on a 200' x 200' square. Roughly 70' above ground, 30' below ground. Miscellaneous unpredictable terrain elements.

6) May or may not start with LoS to other combatants, but anyone can make it to cover on their first round

7) May not intentionally leave the arena (including dimensional and planar travel). If forced to leave by another player, will randomly reappear in a few rounds.

8) While the opponents may not know your exact build, they will likely have counters to common tactics such as invisibility, stealth, and flying. Even with knowledge of your build, it should not be easy to counter without significant investment which would severely weaken their likely builds.

9) No use of rules which are overly funky, elaborate, or subject to debate. (no custom items, no mythic rules, etc) A lot of this is covered by being PFS-ish, but just emphasizing.

----------------------------------

The goal here isn't to come up with a maximum cheesiness ultimate build. I'd just like to see a few example builds that demonstrate why choosing to have level 20 arena fights will quickly deteriorate into rocket-tag.

Thanks

Grand Lodge

2 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

Why not just let them learn the hard way? There is no "standard" for PVP, because the game isn't built around Player vs Player arena combat.


Diviner Wizard. Stack everything into Int. Auto-go-first and start spamming save or sucks.

Even if their saves are good, you could do something like this:

Quickened Enervation (Quickened Empowered if you're good with dropping a trait onto it). Their saves are reduced by 1-4, average 2.5 (average 3.5 with Empowered). Standard Action <<SoS on the save that class is weak to>>.

Sadly the low wealth does hurt, otherwise that could be Quickened Maximized. Can crafting be used to augment wealth?


LazarX wrote:
Why not just let them learn the hard way? There is no "standard" for PVP, because the game isn't built around Player vs Player arena combat.

I can still see how it could be fun to occasionally do a little PVP. High level PVP just gets silly, imho, so I'd like to encourage using lower levels. Best way to do this is by... example/demonstration.

kestral:
I imagine a Diviner Wizard is a good place to start. Probably would want to pop out a Time Stop too. Enervation isn't probably the greatest tactic as that only partially incapacitates a single foe - the other combatants are likely to do far more to you on their first turns. Also, it may not be easy to hit their touch ACs... and you might not start with LoS to them either. I've also seen many high level builds whose savings throws are pretty ridiculous across the board.

Crafting isn't allowed. (not PFS legal) Basically, you get your class features, your memorized/prepared spells, and some magic items. That's it.


Aah. When you said arena style I assumed 1v1.

Okay. So no Enervation unless you're actually aiming at a single target. I was trying to put down one guy quickly, and nothing drops the Fighter faster than nerfing his saves and Dominating him.

On that note: Dominate Person/Monster is going to be your friend.

Summons, of course. And throw in a Gate too-- bring in a Solar for an hour. That's expensive (21,500), but hey. It gets you a CR23 demigod.

At that point you probably have as many bodies as the rest of the battlefield.


Well, this one is easy.

Ninja, Hidden Master (Ex) wrote:
At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.

Get a way to fly, see invisibility, and stab/shoot away. There are ways to counter it, sure, but if they think this is a good idea I doubt they'll think of them. Archery would probably be best, grab sniper goggles and spam arrows.

You can also do any of the charging builds, cavalier with a flying mount (for x4 damage on a charge), Pummeling Charge, hell, dire tiger Druid with Air Walk could be hilarious (and murderous). Extra actions from the animal companion too. Primalist Arcane Bloodrager is probably the winner here (for the ability to slap extra spells on when you bloodrage and pounce).

Apocalypse Oracle gives you an extra 1d4 negative levels with anything that gives negative levels, great for enervation spam. Need some way to pick up Enervation though, Samsaran maybe? Well, they get Energy Drain at least. 3d4 negative levels is probably enough to make them waaaaaay less useful.


Void domain wizard.

Use reveal weakness to force a -10 on all saves, then quickened baleful polymorph.


I imagine most people are going to have that ioun stone/wayfinder to prevent mental control. I can see Gate being nasty, although there are various means to be protected versus summoned creatures, I believe?

Bob, you're right... that level 20 Ninja ability is quite strong in this sort of event. I'm going to mark that down as a worthy example.

There's many things that shut down charging... and some character's AC/hp may be too high to reliably one-shot.

Void Wizard's Reveal Weakness has 30' range, but I suppose it's still a decent example of a hard to resist save or die combo.

Ideally, I'd like to see things that are oppressively dominating, even without going first, and are extremely hard to avoid.


I like BBB's Ninja idea. Take abilities that allow you to add onto the range for Sneak Attack with a bow and flying, then fly around nuking stats. Hit a wizard with 2-3 attacks on a Full-Attack action, and reduce his Int by 20-30 points. He's probably a much less significant problem at that point. Same for any of the other casters. Same for hammering down the Strength of Dex of melee characters. The Ninja's Assassinate ability might work while under this Hidden Master ability, too, at least against things with a poor Fort save.


Saldiven:

Yep, although the ability doesn't stack with itself, so you're going to be tagging them with -10 to stats at most.

Remember, they're not going to be sitting around waiting for you to snipe them. They're going to be throwing out mists, going underground, summoning barriers, etc. I wouldn't be surprised if a few managed to get immunity to Sneak Attack either.

It could turn into a very long and annoying game of hide and go seek. (a game which casters will likely enjoy more, as they have time to cast all their nasty spells)


1 person marked this as a favorite.

First: This pretty much becomes "Who got the highest initiative? You win."
The martial grapple or otherwise lays into the caster so he can't cast.
The caster spams some max DC SoD spells on everyone else.

Sometimes you get a bit of a fight if they are all martials. But it still mostly comes down to who got initiative, then a glass cannon DPR build to take them down.

I don't think it works very well past about level 10-12.

Byakko wrote:

...

4) No pre-buffs or pre-battle preparations (not even hour/level)

...

Completely in-character, I would be tempted to cheat this. There is a lot you can do that makes other things nearly undetectable.


Byakko wrote:

Saldiven:

Yep, although the ability doesn't stack with itself, so you're going to be tagging them with -10 to stats at most.

Remember, they're not going to be sitting around waiting for you to snipe them. They're going to be throwing out mists, going underground, summoning barriers, etc. I wouldn't be surprised if a few managed to get immunity to Sneak Attack either.

It could turn into a very long and annoying game of hide and go seek. (a game which casters will likely enjoy more, as they have time to cast all their nasty spells)

Good point; didn't catch the lack of stacking.

Ninja can go underground and/or through barriers, too, with one of his tricks.

As mentioned, it would really depend on who got to go first, especially since no pre-buffing is allowed.


icehawk333 wrote:

Void domain wizard.

Use reveal weakness to force a -10 on all saves, then quickened baleful polymorph.

Maybe combine that with Mind Fog and find a really mean Will save spell (none come to mind right now, but I'm sure you can find one).

If you are willing to make the commitment, with the Eldritch Heritage chain, you can take the Kobold bloodline and earth glide at will. Find a way to not worry about air and you can do things like sneak attack, or touch spells, or whatever you wish to someone while you are underground. I once played a (mostly) incorporeal necromancer-type who pretty much lived underground while draining levels and raising undead... fun stuff :)

If you don't want to make that commitment, you can do something similar with a Stone Oracle (and you can get Crystal Sight, so you can see easily while you are earth gliding).

I've seen some builds where characters were pretty much immune to damage (something like 20/- or more DR) on these boards, so that may be another way to go.

Grand Lodge

A level 19 diviner wizard with spell perfection enervation. Trait magical lineage and wayang spell hunter enervation.

Go first...start round quickened maximized empowered enervat for -6 levels.

Follow it up with time stop.

Next rounds drop area CC down.

Last round of time stop.

Hit them again with a echoing empowered maximized enervate for another -12.
Followed by quicken cloud kill.

-18 levels on top of everything that goes off when time stop ends means instant death to a cloudkill. Just laugh as you explain their is no PvP with a wizard level 18+ they just get owned.

This is all assuming no prebuffing prior to battle.

Game over.


Just copy paste The vacuum and laugh as every other player dies.

though much of the abuse of L20 is magic items so the've done well to limit the insanity by capping the gold.

Grand Lodge

Byakko wrote:
I imagine most people are going to have that ioun stone/wayfinder to prevent mental control.

Let them, just don't create an evil character. That ioun stone ONLY protects against spells cast by an Evil character that attempt to actively control someone (i.e. Domination, charm, suggestion, etc...), not baleful polymorph or confusion. There are numerous discussion threads and the ioun stone is clear about what spell effects it replicates (specifically Protection From Evil).

Spam Domination and hide until they die, then dominate some others. This game breaks that high up.

Scarab Sages

2 people marked this as a favorite.

Divination wizard to go first.

Move action: pull out a yard stick.

Free action speech: "Measurement contests are beneath me, but have at it if you like."

Swift action: quickened enlarge item on the yard stick

Standard action: Greater teleport to someplace more interesting.


Oh man this sounds like the perfect use of a Beast-Bonded Witch, just Twin Soul (Su) the 2nd most powerful and work your way down. If done right you'll never even be able to die.

Or you can make a nature shaman with an ultimate familiar-companion, depending on how exactly you work this you can use all your wealth on your familiar to create a very very hit die creature that's nearly immune to everything.

Sovereign Court

It wouldn't even be too hard at level 20...take a look at Oracles, Sorcerers, Shamans for their ridiculous at their capstone abilities. A lot of them are far from being balanced, simply because they were made with the idea in mind that nobody reaches level 20, even bloodlines/mysteries that aren't great, have ridiculous capstone.

Scarab Sages

Sure I will give this a whirl.

Spoiler:
Main Tactics
#1) Against spellcasters just have a readied action, if the spell is harmful to you with a successful Spellcraft Check, eat it with the ioun stone.
#2) Against any class, combine the True-Seeing and Elemental Body III extracts so you are now a Large Earth Elemental with True Seeing. From there grapple a target and drag it underneath the earth with Earth Glide so they can suffociate to death.
#3) Toss a cloudkill bomb. If your opponent isn't immune to poison, cannot fly away, they will be suffering CON damage.

Name: Flint
Race: Dhampir (Jiang-Shi heritage)
Level: 20
Class: Alchemist (12)
Prestige class: Living Monolith (8)
Archetypes: N/A
Caster Level: 19

Maxed Skills: Spellcraft, Climb, Fly, Craft Alchemy

Immunities: Bleed, Blood Drain, Cold, Disease (Natural and Magical), Nonlethal, Paralysis, Poison, Sleep

STR 18 / DEX 11 / CON 16 / INT 18 / WIS 10 / CHA 7

Level Progression
Alchemist (1-12)
Living Monolith (13-20)

Feats
1st Level: Life-Dominant Soul
3rd Level: Improved Unarmed Strike
5th Level: Improved Grapple
7th Level: Extra Discovery (Ragdoll Mutagen)
9th Level: Greater Grapple
11th Level: Extra Discovery (Wings)
13th Level: Rapid Grappler
15th Level: Extra Discovery (Poison Bomb aka Cloudkill Bomb)
17th Level: Extra Discovery (Wings)
19th Level: Extra Discovery (Greater Mutagen)

Discoveries
Preserve Organs (2nd, 4th, 6th level)
Combine Extraction (8th Level)
Mummification (10th level)
Smoke Bomb (12th Level)

Unique Qualities
1) Healed, instead of harmed, by negative and positive energy by half the amount. Still hurt by positive energy used to harm undead.
2) Meld Into Stone (at-will)
3) Statue
4) 3/day Enlarge Person
5) 75% chance to treat critical/sneak attacks as normal damage instead.
6) Tremorsense 30 feet
7) Deathwatch (Constant)
8) Detect Undead (Constant)
9) DR 3/- (+1 while affected by enlarge person)
10) Ib Stone

Items: Iridescent Spine Ioun Stone, Western (Ioun Stone), Lavendar and Green Ellipsoid (Ioun Stone), Form-Fixing Gauntlets, Band of the Stalwart Warrior, Wayfinder

Money Spent: 84,500 gold

Scarab Sages

Bazaar Trader wrote:

Sure I will give this a whirl.

** spoiler omitted **...

Also if I went 10/10 instead of 12/8...

Immunities Gained: Petrification, Death Effects, Energy Drain
Special Quality: Immortality

What is lost
1) Access to 11th level or higher discoveries. (IE: Poison Bomb aka Cloudkill Bomb)

2) The only tactic lost is the third option which relies on the fact you have poison immunity, your opponent doesn't and you use a cloudkill bomb.

Spoiler:
Also yes I made a small mistake. I forgot alchemists aren't actually casters. I should have taken Ka Stone instead of Ib Stone


8 people marked this as a favorite.

My advice would be that if some people want to have fun doing this, and you don't think it is fun, but want to ruin it to prove yourself right, you will serve yourself, and everyone else, better by simply not participating.

The only way to win is not to play.


Geysermancer. Done.

Sovereign Court

Let's have fun with the oracle:

Oracle of Battle 20: you get more action economies, you can move and take a full round action in the same round to attack someone. Mostly a combat oracle build.

Oracle of Lore 20: Wish once per day at no cost, time stop is also on your list of spells, so even if the first round start, you can just cast time stop to buff yourself. Have Wish + Miracle on your spell list and go to town.

Lunar Oracle 20: Transform into a lycanthrope at will, you can dump all your physical stats and increase your cha, wisdom and intelligence to the maximum(play a venerable character even). Now at level 20, you can just transform into a lycanthrope and you will get all their physical might. Your lycenthrope transformation lasts hour = charisma modifier, so at least 10 hours and during that time, you can switch between hybrid, human, and animal form.

--------------

For money issues:

Level 20 Alchemist: Grab the Philosopher's Stone grand discovery. Once per month, transform 1000 pounds of lead into gold and sells it for 50 000 gp. Rinse and repeat every month, since you can make the philosopher stone for free. Eventually after a couple of months, you will have more gold than anybody else in the arena.


Baleful polymorph is out, by high level you should be wearing a rosary of these babies.


There are multiple combatants?

Persistent Dazing Ball Lightning. Persistent Dazing anything really. Unless your opponents have super-optimized saves, they're f&+&ed.

If you were really feeling mean though, you could cast Acid Fog with a Quickened Wall of Force. No save, No Spell Resistance, No immunities.

At that point you can sit back and relax until they eventually die. Or you could speed things along with Magic Missile and whatnot.

If they aren't immune to poison, then Cloudkill works even better. But at that point, why not both?


I actually think that, with these rules, this is not actually unreasonable.


Easy peasy. Staff of the master, quicken spell. Limited wish duplicates geas. Instant fight ender, no save gg.


Diviner wizard, time stop, gate, prismatic sphere should do the trick.

No prebuffs will hurt but second round time stop plus having your solar will help.


Thanks for the responses. I'm going to try to reply a little to each of the posts:

ElterAgo wrote:
First: This pretty much becomes "Who got the highest initiative? You win."

I share that sentiment, but some people aren't convinced of that without a few examples. (thus, this thread)

haremlord wrote:
...incorporeal...earth gliding...

These are some effective defensive strategies. I imagine if multiple people start focusing on evasive tactics, a kind of stalemate can develop.

Fruian Thistlefoot wrote:
...enervate...time stop...cloud kill...

Seems fairly effective. However, this is somewhat dependent on being able to land the enervate. It's a close range spell and still requires an attack roll.

Movin wrote:

Just copy paste The vacuum and laugh as every other player dies.

though much of the abuse of L20 is magic items so the've done well to limit the insanity by capping the gold.

As you've noticed, it's a bit tougher to get high DCs without a lot of gold.

Btw, I'm getting a DC of 40 (Base 10, +2 Spell Focus, +2 Greater Spell Focus, +2 School Power, +15 Int, +9 Spell Level), not 47.

Divvox2 wrote:
...Spam Domination...

This is definitely a good example of a save or lose spell. However, there are probably more reliable and immediate alternatives. (although this may, granted, allow you a way to more easily overcome the other combatants)

Duiker wrote:
...pull out a yard stick...enlarge item on the yard stick...

Wouldn't this make anything measured against the yard stick return a smaller number? I don't believe this works to your advantage.

Onyxlion wrote:
Oh man this sounds like the perfect use of a Beast-Bonded Witch, just Twin Soul (Su) the 2nd most powerful and work your way down. If done right you'll never even be able to die.

They still get a saving throw, so it's really no superior to other save or lose spells. I imagine there'll be a lot of anti-magic / dispels flying around, which could put a damper on this sort of strategy. You also have to put yourself in a pretty vulnerable position before even being able to use this ability.

Bazaar Trader wrote:
Alchemist (1-12)/Living Monolith (13-20)

I don't believe that sort of build will be terribly effective - you can bet everyone will have some sort of plan to defeat being grappled. You can also bet they're going to be flying in short order. Btw, I don't believe you can pull someone underground with Earth Glide/grapple.

Dave Justus wrote:

My advice would be that if some people want to have fun doing this, and you don't think it is fun, but want to ruin it to prove yourself right, you will serve yourself, and everyone else, better by simply not participating.

The only way to win is not to play.

I appreciate your thoughts, but I'm trying to enable fun not discourage it. Do you really think people are going to enjoy spending many, many hours putting together a 20th level character, show up to an event, only to be defeated before they even have a chance to act?

I can't see that as being fun for most people, thus I'm gathering some examples on why it's a bad idea to set the level so high. I believe more fun can be had for all at lower levels.

Eltacolibre wrote:
...Oracle of Battle... Oracle of Lore... Lunar Oracle...

Some fun builds, but I'm looking for things which explosively win with little counter-play. Also, pre-match antics such as gold generation are against the stated rules.

Kaouse wrote:
...Persistent Dazing anything really...cast Acid Fog with a Quickened Wall of Force...

Yep, the persistent dazing spells are nasty, although I could see it quickly being "interpreted" as only dazing once per spell. Walls of Force aren't a huge barrier at level 20. They'll just dispel it or Dim Door out. (I suppose I wasn't clear about the dimensional travel... as long as you use effects which keep you within the arena, you're okay.)

CWheezy wrote:
Easy peasy. Staff of the master, quicken spell. Limited wish duplicates geas. Instant fight ender, no save gg.

Interesting combination. It might cause some debate with the "a geas cannot compel a creature to kill itself or perform acts that would result in certain death", but it seems like a fairly effective no-save option in general.

Trimalchio wrote:
Diviner wizard, time stop, gate, prismatic sphere should do the trick.

That seems to be one of the general go-to strategies. A bunch of summoned creatures doing battle while the wizards hide may actually be kind of fun, so I don't see this as necessarily fun-breaking. Except for the poor non-casters.


You know, if you can reliably have earth glide there's always the option of gating in something without a way to go underground that you can't control and just letting it wreak havoc. Think the Tarrasque would answer a summon?


Gate is for bring in extraplanar creatures. The GM could rule the Big T is currently on another plane, but the OP was trying to avoid GM fiat.


Bob Bob Bob wrote:
You know, if you can reliably have earth glide there's always the option of gating in something without a way to go underground that you can't control and just letting it wreak havoc. Think the Tarrasque would answer a summon?

What Wraithstrike said. But Cthulhu is a thing.


kestral287 wrote:
Bob Bob Bob wrote:
You know, if you can reliably have earth glide there's always the option of gating in something without a way to go underground that you can't control and just letting it wreak havoc. Think the Tarrasque would answer a summon?
What Wraithstrike said. But Cthulhu is a thing.

Also GM Fiat since he may or may not come through the gate. Basically any nonstandard/unique entity is GM Fiat. Otherwise I would definitely advise this. I would also advise plane shifting or mazing yourself out of the area and let everyone kill each other. You can come in and clean up at the end. :)


I will put this here from the level 20 vs 4 level 10s thread. Tweak as you like, and go to town.

Here is your hat and staff, let's make reality your ****:
I, Snowblind wrote:

I will toss out a strategy for the level 20 character. I am not posting a full build, since what I am doing doesn't actually let the party interact with the level 20 character in any way. I will run through any relevant numbers when they come up. I am assuming that only long duration spells that are reasonable to have up for most of the day are available as buffs(not that the level 20 character will be using any)

I feel that the thing people should probably be focusing on winning initiative and killing the other side before their turn. I am assuming neither party gets buff time - .

Lvl 20 diviner wizard probably can't be beaten in that respect.

Lets look at initiative boosters (note: some of these boost ability checks - initative is a dex check)
expected Dex - 29 (16 starting + 6 belt + 5 inherent) = +9
Elf fleet footed= + 2
Improved initiative = +4
Appropriate Familiar = +4
Reactionary trait= +2
Luckstone+fate's favored trait = +2
Dueling weapon (something like a cestus)=+4
Courageous +4 weapon (on the same cestus) + moral bonus to ability checks ioun stone= +3
init competance bonus ioun stone= +1
Diviner bonus=+10
total modifier = 41
The diviner auto nat.20s, so a level 10 character needs a total modifier of 42 to have a theoretical chance of beating our diviner.

So far, the diviner's race is locked into elf, Improved initiative+extra traits for reactionary and fate's favored(assuming no starting bonus traits). I quickly added up the cost of all this and it comes out to about 260k. Standard wbl is 880000, so we have about 620k left. Not bad.

Diviner goes first then.

A cl17 scroll of time stop with a maximize metamagic gem baked in (they count as material components so I can't see why this shouldn't be legal; also note that any metamagic from here on in is done with gems - it could also be done with pearls of power and a few staffs of the master, but this would require more gold) costs about 6K(purchase price). He could reasonably have 10 or so of these without putting a huge dent in his WBL

That's 5 minutes of stopped time (albeit with 1 minute spent activating scrolls). No spell slots expended, and the wizard has 560K left.

Lets look at what he can do in this time.

The wizard cannot harm the party. He can, however, disintegrate the ground underneath them (1600 per scroll). He could drop a prismatic sphere below each character (4k a scroll) - when the timestop ends they all fall and insta-die.

I can probably stop here, but note that the caster can turn polymorph into a huge dragon (FOTDIII, 3k) or something else big, hover above the party and use widened spellbane (8k) to neutralise any spell effects he doens't like, which he knows about using analyse dweomer (overland flight is a concern). If the party members have items that are troublesome, wall of suppression works too (I don't know how item will saves from analyze dweomer and time stop interact, but afaik wall of suppression beats pretty much any item or spell a level 10 party could have, so it doesn't really matter).

So far, the caster is looking at under 50k in scrolls. By actually using his spell slots, he can reduce this to just 4k for the maximize gem and 16k if he needs the walls of suppression. This uses up 5 level 9 slots, 1 level 8 slot and 5 level 6 slots (a wizard with 34 int has at least 5 of every slot)

This requires casting 15 or so spells. That is a minute and a half of apparent time. He has 2 and a half minutes left.

The only concern I have with this plan is what to do if one of the party members has natural flight. My tippy skills fail me, and I cannot actually think of a way to do this that a) offers no save and b) doesn't require a favourable GM ruling e.g. dropping big things on them using shrink object to force them into the sphere.

I suppose the caster could spend the next 25 rounds wishing up simulacrums of their favourite demon/empyreal lords for the (surviving) party members to fight, but that would almost be sporting.

Anyone got a better idea?

So by the end of it, every combatant but you will have all their items suppressed, and be at the bottom of a pit getting hit by a prismatic sphere.

That should beat most characters fairly well. Blow the rest of your money on wishing for simulacrums of big scarey things while timestopped? Maybe some of the people in this thread can suggest narrow builds that don't die to this BS, and we can devise some methods of beating those narrow builds with some other BS.


You know, all the best stuff probably requires GM adjudication. Lots of high CR stuff is also mythic, Kaiju, or otherwise out there.

Some highlights to Godzilla yourself: Star-Spawn of Cthulhu, Jabberwock, Tempest Behemoth, Tor Linnorm (especially if you can lava parts of the floor), and finally, the only explicitly extraplanar one, the Hundred-handed ones. Thing is, with a bead of karma you can summon two Hekantonkheires and run for it.

As for the diviner wizard build, several problems. You can't buy scrolls with metamagic gems on them, that's a custom item. Prismatic Sphere from a scroll? DC 23, Paladin/Barbarian/Cha-caster with Divine Protection can survive and you've blown your entire wad. +5 inherent bonus to dex? More money than you get (or uses "overly funky, elaborate, or subject to debate" rules). Look, you need to modify it to the thread you're posting in, not just splat it down and hope it fits.


Frankly, one Time Stop into Gate, Summon Monster IX, Prismatic Sphere, Whatever will do fine (prune down as you roll, of course). The "ten Maximized Time Stop" thing was massive overkill. If the wealth can be made to fit, throw a Staff of the Master in there to Maximize the Time Stop, but I haven't tried running those numbers yet.

Hundred-Handed Ones are funny, but I'm not really seeing an advantage over just Gating in a Solar.


Solar vs Titan: Solar gets cleric casting, better Will save, better elemental defenses, and better flying movement. Titan gets better Fort save, better DR, better SR (only by one, but they're already at the bleeding edge), and immunity to mind-affecting. Regeneration is a wash (Solar is better but more vulnerable, Titan basically requires you summon something else or know it's coming). Both have solid melee and ranged options (though the Titan destroys in single combat, even it only makes a DC 41 Fort save half the time). The Solar has better activated SLAs, the Titan has constant Spell Turning (reactivation is a swift action). Finally, and most importantly, Solars are NG holiest of holies. You need to control them to fight for you (and not just sit things out). Hekantonkheires?

Hekantonkheires wrote:
...all the while destroying entire worlds. They are warped engines of mayhem, their existence based wholly on the devastation of life...they wander with such destructive and seemingly mindless intentions that they spare no time in communicating with other creatures, especially those that would beg for mercy. The hekatonkheires were created to destroy, and so that is all they desire to do...

They don't need help getting to the killing.


Paying a Solar to fight for you for an hour is fairly cheap. 11500 gold, plus the cost of the Gate itself. Or you need a caster level of 22, which isn't hard-- Orange Prism Ioun Stone + Varisan Tattoo (Conjuration). The Hundred-Handed One's CL24 requirement isn't all that hard either, but it is kind of expensive-- the easiest way is a karma bead, which comes with a price tag of 45,800 if you can't buy an isolated bead and have to get the whole thing.

Point taken on the rest. I'd still favor the Solar though, personally. Even if controlled vs. uncontrolled isn't on the table.


I would go with the kimono for plus 4 to level since by the rules of no prebuffs you will need to spend a standard action activating the karma bead.

Maze will also be a no save time out for most characters.

You'll want to consider what quicken spell buffs you'll be casting during time stop, fly, fickle winds etc.

Abusing metamagic gems also seems the way to go in this scenario.

The Exchange

If you're trying to "prove it's a bad idea" I suggest going the exact opposite direction. Build a Turtle instead of trying to "win."

Take 1 or 2 levels of a bunch of classes to get your saves through the stratosphere. Two levels of monk get you great touch AC, evasion, a couple of feats (Dodge) and +3 on all your saves. Two levels of paladin and you add your charisma to all your saves. Take Improved Iron Will, Improved Great Fortitude, and buy any item that gives you rerolls. Toughness is a must.

Go for the level 17 option for max gold. Make sure you can UMD a scroll of heal. Spend all your turns with consumables that crank up AC and saves. Ring of freedom of movement and Necklace of Adaptation of course. Read a scroll of cloudkill and just stick to the middle of it. If 9th level scrolls are allowed start with a scroll of primatic sphere to give yourself all the time you need.

Basically make it so pointless to attack you that no one does. It doesn't matter if you can't hurt anyone, you don't actually want to be the winner.

Spoiler:
If you do actually want to try to win, go for a Kensai Magus of at least 19th level. Unless someone else gets a great roll you will go first. Dimension Dervish people into oblivion.

Grand Lodge

Quote:
Seems fairly effective. However, this is somewhat dependent on being able to land the enervate. It's a close range spell and still requires an attack roll.

First it is a ranged Touch attack against an enemy who is not buffed. At level 18+ he is shooting that at 70ft away. That isn't that close anymore. He also should have a minimum +11 to hit at that point. Typical Touch AC is 12-16. Just don't roll a 3 or less. The math is in the Wizard's favor.

If they have an insane touch AC like a monk during the time stop you will change strategies and/or Maze the monk to get you a very long time to buff and prepare for his return.


Couldn't you cast Maze on yourself anf buff up with spells then wait for everyone else to expend their resources? Come back a minute later or so with Greater Invisibilitu and start blasting away?


Go Divine Strategist.... win initiative.... and then unleash Miracle or a ubered Gate/Implosion


Trimalchio wrote:

I would go with the kimono for plus 4 to level since by the rules of no prebuffs you will need to spend a standard action activating the karma bead.

Maze will also be a no save time out for most characters.

You'll want to consider what quicken spell buffs you'll be casting during time stop, fly, fickle winds etc.

Abusing metamagic gems also seems the way to go in this scenario.

Kimono is +4 to CL vs. SR. Won't help you control a Solar.

Easiest way to hit the Solar's necessary points is Varisan Tattoo + Orange Prism Ioun Stone. It's a bit of money, but it works.

If you want to go the Diviner Summon route, your money is straightforward. +6 Int Headband, Orange Prism Ioun Stone, one Maximizing Gem, that leaves 30k for material components for spells-- enough that you can drop Time Stop with Maximized Gem, Gate, Gate, Gate, Prismatic Sphere. Now you have three Solars (or whatever you like with 22 hit die or less) to command.

Silver Surfer wrote:
Go Divine Strategist.... win initiative.... and then unleash Miracle or a ubered Gate/Implosion

Or go Diviner, win Initiative, and do the same thing, now with more Time Stop. Why Gate in one Solar when you can Gate in three?


Uh, paying a Solar to fight for you is going to require, at minimum, a round of negotiation. Probably at least a minute (standard time for diplomacy). You don't just hand them money and say "do whatever I want". Completely removing yourself from the fight for a minute sounds like you're doing your opponent's work for them. That's why you need to either control the summon or know that they'll kill anything around them.

Also, if you're gating in things during a Time Stop you have a problem. Specifically, the part of Time Stop where it can't affect other creatures and the part of Gate where it says it affects other creatures (well, creature in the case of your plan).


Don't make a turtle. The other combatants will kill each other off until there's only one, and the last man stand will grind you down over many turns. It won't prove that high levels fights are terribly balanced and boring, just that fighting your character is boring.

Stick to the plan, nuke them all from orbit, make sure as few PCs as possible get to take a turn.


Controlling a Solar isn't hard. To say it again:

Orange Prism Ioun Stone + Varisan Tatto (Conjuration). CL22 for Conjuration spells. Solar has 22 hit dice.

Point taken on Gate during Time Stop though.

In that case, Time Stop with Maximized gem in the surprise round, set up your top two buffs (probably Mind Blank + Invisibility), drop a Summon Monster IX and a Prismatic Sphere. Then open up Gates from inside your sphere starting in the first round.


kestral287 wrote:

Or go Diviner, win Initiative, and do the same thing, now with more Time Stop. Why Gate in one Solar when you can Gate in three?

Prob is that Divine Strategist guarantees Initiative win..... Diviner doesnt.

And Miracle is the most powerful spell in the game since technically anything is possible.

Sovereign Court

kestral287 wrote:
Bob Bob Bob wrote:
You know, if you can reliably have earth glide there's always the option of gating in something without a way to go underground that you can't control and just letting it wreak havoc. Think the Tarrasque would answer a summon?
What Wraithstrike said. But Cthulhu is a thing.

He lives on the prime Material plane (R'lyeh, Earth, to be specific), so a gate probably wouldn't work even if dread Cthulhu was so inclined.

Diviner wizard with time stop is probably the most devastating. Before anyone else can act, the wizard has dropped a half dozen buffs on herself and cast damaging, lasting area affect spells.

1 to 50 of 96 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Help me create a character to prove level 20 PVP arena fights... aren't reasonable All Messageboards

Want to post a reply? Sign in.