[Tournament] 1 vs 1 - Build Level 10


Advice


Hello, I would like advice to create a character level 10 for a tournament (1 vs 1).

The rules for the creation :
- All official books authorized
- ONLY uncommon AUTHORIZED
- Rare forbidden
- Equipment 5000 gold maximum
- consumable usable once, not reusable

The terrain for the combat randomly selected.

Between the combat, the character will recover full hp and spells ....

Liberty's Edge

I guess all Common is authorized too ;-)

I am not sure I get the rule about consumables. Is it OK to buy several scrolls of True Strike, for example ?

And can you buy new ones between fights when you recover HPs and spells ?

Are the opponents supposed to be PCs or monsters ?


If you want advice, do you happen to have a direction you would like to take the character?

Melee? Ranged? Spellcaster?

You didn't mention any variant rules, so I assume none are being used (like free archetype or ABP).

Do you at least have a class in mind?


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In addition to what trb said, are the characters going to recover full spells and hp between every combat because reasons or because of a full night of rest?

This leads to another question, what about 1/day feats? They'll also get them back?

Arena size and standard distance between the two opponents?

Are companions/familiars allowed?

I'd go with a war priest with bastion dedication I think ( if companions are allowed, a druidwith bastion dedication then).


Quote:
This leads to another question, what about 1/day feats? They'll also get them back?

Yes.

Quote:
Arena size and standard distance between the two opponents?

Perhaps, for the distance. Arena size is unknown.

Quote:
Are companions/familiars allowed?
Quote:
Melee? Ranged? Spellcaster?

I 'm open to your suggestions.

First ideas :
A character with a block reaction against attacks, also spells.

A character with greater darkvision that put the opponents in the darkness to have an advantage.

A character that petrified the opponents and then fall the petrified opponent with a dimension door.

The first problem is the initiative. For example, a spellcaster attacked by a melee opponent.

The second problem is the terrain. A character can move to attack a character if it's a melee character.

The third problem is the senses, the character mus be able to see the invisible opponents ...

The fourth problem is a flying opponent.


Waldham wrote:


Quote:
Arena size and standard distance between the two opponents?

Perhaps, for the distance. Arena size is unknown.

I admit I don't get your answer.

What does it means "Perhaps, for the distance" in response to my question?

Also, the "arena size is unknown" means that you haven't decided yet or that there are several arena scenarios and because so terrain/size can change depends the arena?

Waldham wrote:


Quote:
Are companions/familiars allowed?
Quote:
Melee? Ranged? Spellcaster?

I 'm open to your suggestions.

I am not sure whether you are the creator of the event or not, but in case you were the one who created the event:

To make the tournament more fun, I'd entirely forbid animal companions.
I'd also forbid the bastion dedication.

You should also think about the possibility to fly ( the majority of spellcasters can be permanently with flying, spamming cantrips from above ). Any martial character with not 20 DEX would have hard time against a flying character, assuming he'd be able to use ranged weapon.

That's why I'd forbid fly too ( whatever the way a character gets it ).

I'd also forbid enchantment spells meant to let the player "surrender", like suggestion and similar.

If you are just partecipating into this tournament, I'd still bring these arguments to the creator, just to bring them to his/her attention ( regardless the outcome ).

Liberty's Edge

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AFAIK you will never have a character that can successfully face all possible situations. Because PF2 is specifically built to avoid this and to put the emphasis on teamwork being required.

Liberty's Edge

HumbleGamer wrote:
Waldham wrote:


Quote:
Arena size and standard distance between the two opponents?

Perhaps, for the distance. Arena size is unknown.

I admit I don't get your answer.

What does it means "Perhaps, for the distance" in response to my question?

Also, the "arena size is unknown" means that you haven't decided yet or that there are several arena scenarios and because so terrain/size can change depends the arena?

Waldham wrote:


Quote:
Are companions/familiars allowed?
Quote:
Melee? Ranged? Spellcaster?

I 'm open to your suggestions.

I am not sure whether you are the creator of the event or not, but in case you were the one who created the event:

To make the tournament more fun, I'd entirely forbid animal companions.
I'd also forbid the bastion dedication.

You should also think about the possibility to fly ( the majority of spellcasters can be permanently with flying, spamming cantrips from above ). Any martial character with not 20 DEX would have hard time against a flying character, assuming he'd be able to use ranged weapon.

That's why I'd forbid fly too ( whatever the way a character gets it ).

I'd also forbid enchantment spells meant to let the player "surrender", like suggestion and similar.

If you are just partecipating into this tournament, I'd still bring these arguments to the creator, just to bring them to his/her attention ( regardless the outcome ).

Extending rune is level 9. Fly becomes much less of a problem for melee combattants at that point.


The Raven Black wrote:


Extending rune is level 9. Fly becomes much less of a problem for melee combattants at that point.

Extending rune would mean a great investement, as well as renouncing to other runes because the possibility of somebody flying.

Then you find yourself delivering one single ranged melee hit ( without benefitting from an additional elemental rune ) and the enemy a cantrip which deals double your damage.

I think I'd rather consider ( if that were the situation, and because so I'd have to consider every available scenario ) a DEX build or some spellcasting cantrip as a backup ( or maybe the eldritch archer archetype ).

Possibilities are quite infinite, but still I'd limit something which can be abused over and over ( like companions, fly and suggestions ).

Roll for initiative: Battlecry
1st Action: Bon Mot
2nd/3rd Action: Suggestion "withdrawn from the tournament"


Perhaps, it's a standard size.

Because the terrain can change.

Is it possible to have a dracolisk with the reptile rider feat from lizardfolk ancestry ?


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The problem is that you will end up with a mess of a fight. Invisibility, Fly, Wall of Stone, crazy move speed hit and run builds, there are many ways to make the fight one-sided and at the same time absolutely not funny. And if the participants want to win they will certainly come up with such builds.

PF2 is not a game well suited for 1v1 fights.


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Yeah, I came here to say that PF2 is even worse for 1 v 1 fights than PF1. In PF2 to guarantee a good chance at a win you would need to know who you're enemy is in advance and prepare for them specifically.

Magic has an edge because of the format, you can blow all of your spells and not worry about it, you'll get them back before the next fight. Having flight, invisibility and some attack spells will be hard to counter for any martial character (without dipping into a magic class to pick up counters).

Whatever you build you'll want to make sure to have counters to flight and invisibility. If you don't I think you've already lost.


Another thing to account for is the way player and NPC numbers oppose one another vs the way player vs player numbers would.

For example, I just looked at a 10th Fighter build I made. It had an AC of 26 and a +21 to hit. Saves of 20/18/17. Looking at a 10th level character, it's looking like a save DC in the 25-27 range is reasonable.

So, spells with saves are going to be less effective because there's not a big gap between the enemy save DC and bonus. Assuming someone knows this, they load up on attack spells. Attack spells are usually so-so because you have a hard time hitting the enemy monster. But against a PC, it's probably similar to the weapon attack. In the realm of a 21 vs a 26.

So basically the analysis here is, you're not going to succeed defensively against attack rolls. And you're not going to succeed by using spells with saves. Outside of a nat 1, I think a PC can't critical fail against an equal level PCs spell.

I think the combatant that understands these dynamics has a big advantage.

And you still have to deal with things like invisibility and flight. There's also a question of if combatants can buff. If a caster can pre-cast invisibility and flight I think they have too much of an edge vs someone trying to use items or consumables.


Save DC for a level 10 caster would be 29. So actually would be quite easy to target a low save. You could even get something nasty like incapacitation effects to totally wreck a PC.


Onkonk wrote:
Save DC for a level 10 caster would be 29. So actually would be quite easy to target a low save. You could even get something nasty like incapacitation effects to totally wreck a PC.

How do you get Save DC of 29?

I'm probably forgetting something, but 10+proficiency (level + bonus, usually expert so 12 at level 10) + ability modifier (+5). That's 27. There might be a couple other bonuses out there, but I'm not familiar with them.

But still, even at a 27 if you have a spell that target's their weak save you actually have a pretty good chance of them failing. And even if they don't, the chance that they can do enough hp damage to take you out before you can cast again is very low. But a single failed save could really take them out of the fight.

This just pushes further towards casters winning however.

Edit: I was incorrectly recalling the bonus from expert to be +2, not +4. That was the problem.


Yeah, a Fighter with 18 wisdom and a resillient rune has a 40% chance of failing a Will save to a 5th level sleep spell and the caster can just steal the fighter's weapon and then do a spell attack vs the sleeping target that has -6 AC.

And this is probably not the best tactic you can do but 40% chance of just losing instantly when you've maxed Wis is not very good odds.


Onkonk wrote:

Yeah, a Fighter with 18 wisdom and a resillient rune has a 45% chance of failing a Will save to a 5th level sleep spell and the caster can just steal the fighter's weapon and then do a spell attack vs the sleeping target that has -6 AC.

And this is probably not the best tactic you can do but 45% chance of just losing instantly when you've maxed Wis is not very good odds.

I'd also consider battle cry for a free demoralize, and then bon mot before casting your Trump card.

The odds are going from 45% loss chances to 65%.

Anyway, I'd try to move him out of the arena rather than making an attack.


HumbleGamer wrote:

Anyway, I'd try to move him out of the arena rather than making an attack.

After 1 round (unless crit fail) they sleep like normal which means they wake up by mundane stuff so I don't think it would work.


Onkonk wrote:
HumbleGamer wrote:

Anyway, I'd try to move him out of the arena rather than making an attack.

After 1 round (unless crit fail) they sleep like normal which means they wake up by mundane stuff so I don't think it would work.

That would be up to the DM, but yeah.

That's the reason a suggestion "abandon the arena" Or "give up the fight" Would imo be wiser.

Silver Crusade

I think I'd go with a martial switch hitter (emphasis on ranged) with a caster dedication and scrolls to handle the utility stuff.

Crazy high move speed.

Probably fighter with druid dedication. Dex 20,con, Wis , STR of 18.

Basic plan is to keep out of range and shoot to death. If other guy is better at ranged then close and beat him to death.

Monk or ranger may work out better but can likely multiclass for those

Liberty's Edge

If it was against monsters, I would likely go Investigator or Ranger with the max RK abilities so that I start the fight knowing everything about my opponent.

Those RK omni-abilities are exactly level 10.

Silver Crusade

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The Raven Black wrote:


Those RK omni-abilities are exactly level 10.

There are a LOT of really cool abilities that come online at level 10.

Flurry of blows for a character with the monk archetype.

Mighty Bulwark from the Sentinel

All sorts of cool swashbuckler feats

sneak savant

etc etc etc.

I've got characters picking L10 feats for at least 3 or so levels :-)


Hello, which method is most advantageous to render the opponent unconscious ?

Sleeper hold from a monk feat or stupor poison from drow shootist ?


Incap on the poison makes it unusable in this scenario.

Sleeper Hold is also not good as they're just unconscious and will wake up by mundane means afterwards on their turn, they don't even lose any action economy since they stand up and have their weapons still.

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