Second Draft - Edit: Added Book Tags
Arowain, Male Human Clr14/Spelldancer1/Contemplative1
Domains: Time, Travel, Mysticism
Hit Dice: 14d8+2d6+32 (134 hp)
Initiative: +7
Speed: Walk 20'
AC: 30 (+10 armor, +3 shield, +3 dex, +1 insight, +3 luck)
Attacks: Club +1 (Wrathful Healing) +14/+9;
Damage: Club +1 (Wrathful Healing) 1d6;
Face\Reach: 5 ft. by 5 ft.\5
Special Qualities: Divine Health, Spelldance, Turn Undead 7/day
Saves: Fortitude: +24, Reflex: +22, Will: +32
Abilities: Str 8, Dex 16, Con 14, Int 10, Wis 22, Cha 18
Skills: Concentration 19; Knowledge (Religion) 14; Perform 32;
Feats: Combat Casting, Dodge, Empower Spell, Endurance, Extend Spell, Improved Initiative, Mobility, Persistent Spell
Alignment: Neutral Good
Possessions:
Cleric's Vestments (PHB, fluff)
Cloak of Displacement (Major) (DMG, 50% miss chance)
Vest of Resistance +5 (T&B, +5 resistance to saves)
Psychoactive Skin of the Hero (PsiH, +3 luck AC/ATK/SV)
Wand of Cure Critical Wounds (DMG, 4d6+16 healing)
Masterwork Dragonscale Shield (QF, +3 AC)
Masterwork Dragonscale Armor (QF, +10 AC)
Club +1 of Wrathful Healing (EA, heal 1/2 dmg)
Necklace of Prayer Beads (Bead of Karma) (DMG, +4 caster level 1 spell/day)
Pale Green Ioun Stone (DMG, +1 circumstance AC/ATK/SV/Skills)
Horn of Blasting (DMG, cone sonic damage + stunning)
Belt of the Performer +20 (DMG, Custom, +20 competence to perform)
Helm of Alacrity +1 (BoEMII, +1 insight AC)
Brooch of Shielding (DMG, negates magic missile)
Spell DC 16 + Spell Level, Spells per Day: 6/7+1/7+1/6+1/5+1/5+1/4+1/3+1/2+1
****
Tournament Preparation:
Day 1
Spelldance for 1 minute.
Cast 10x Extended Belsameth's Blessing (among other things, Con +6, for half a year).
Take 10 on perform check to well exceed DC of 25.
Pass Fort Save of 20 except on a 1.
Day 2
Cast Favor of Ilmater.
Spelldance for 3 minutes.
Cast Extended, 14x Empowered Eagle's Splendor (Cha +34).
Take 10 on perform check, to meet DC of 41.
Fail Fort Save of 40 (unless a 13 or better is rolled) taking 2 points of temporary Con damage, and becoming fatigued. Favor of Ilmater elimates the possibility of being fatigued.
Cast Lesser Restoration to restore the two temporary points of ability damage.
Day 3
Cast Favor of Ilmater.
Spelldance for 5 minutes.
Cast Extended, 22x Empowered Eagle's Splendor (Cha +48).
Take 10 on perform check, to meet DC of 57.
Fail Fort Save of 55 (unless a 4 or better is rolled) taking 2 points of temporary Con damage, and becoming fatigued. Favor of Ilmater elimates the possibility of being fatigued.
Cast Lesser Restoration to restore the two temporary points of ability damage.
Day 4
Cast Favor of Ilmater.
Spelldance for 6 minutes.
Cast 10x Extended, 22x Empowered Eagle's Splendor (Cha +48).
Take 10 on perform check to meed DC of 66.
Fail Fort Save of 64 (unless a 13 or better is rolled) taking 2 points of temporary Con damage, and becoming fatigued. Favor of Ilmater elimates the possibility of being fatigued.
Cast Lesser Restoration to restore the two temporary points of ability damage.
Day 5
Cast Favor of Ilmater.
Spelldance for 6 minutes.
Cast 10x Extended, 22x Empowered Eagle's Splendor (Cha +48) on Mok'Tar.
Take 10 on perform check to meed DC of 66.
Fail Fort Save of 64 (unless a 13 or better is rolled) taking 2 points of temporary Con damage, and becoming fatigued. Favor of Ilmater elimates the possibility of being fatigued.
Cast Lesser Restoration to restore the two temporary points of ability damage.
Day 6
Cast Favor of Ilmater.
Spelldance for 6 minutes.
Cast 10x Extended, 22x Empowered Owl's Wisdom (Wis +48).
Take 10 on perform check to meed DC of 66.
Fail Fort Save of 64 (unless a 13 or better is rolled) taking 2 points of temporary Con damage, and becoming fatigued. Favor of Ilmater elimates the possibility of being fatigued.
Cast Lesser Restoration to restore the two temporary points of ability damage.
Day 7
The Arowain rested. (Or perhaps cast Permanency on Mok'Tar and himself-- 5th level Time domain spell)
Day 8
Tournament begins.
****
Spells Cast:
Spells Cast Bi-Annually:
10x Extended Belsameth's Blessing (Weretiger, Hybrid) (5) - Str +12, Dex +4, Con +6, +2 AC, +2 Fort/Will, Balance +4, Hide +7, Listen +10, Move Silently +7, Search +8, Spot +10, Swim +5 (RR, makes caster natural lycanthrope for 1 day/level, can be given to another character but makes them afflicted, not natural)
Spells Cast Daily:
Energy Immunity (6) - Fire (T&B, self explanitory)
6x Empowered Endurance (2) - +16 Con (Perform DC 24, Fort DC 22) (PHB)
Persistent Divine Power (4) - 16 Base Attack Bonus, 18 Str, +16 HP (Perform DC 18, Fort DC 26) (PHB)
Persistent Divine Favor (1) - +5 ATK/DMG (Perform DC 15, Fort DC 30) (PHB)
18x Empowered Bull's Strength (2) - +40 Str (Perform DC 38, Fort DC 66)(PHB)
Blindsight (4) - Blindsight (MoF, 30' blindsight)
Greater Magic Weapon (4) - +5 ATK/DMG (PHB)
Magic Vestment (3) - +5 AC (PHB)
Magic Vestment (3) - +5 AC (PHB)
Spikes (3) - +10 DMG, 19-20/x2 (DotF)
Spells Cast (in round one of an encounter) if Necessary:
Mass Haste (7) - AC +4, +Extra Partial Action (PHB)
Battle Tide (5) - +Extra Partial Action (MoF, +action and minor penalties to affected enemies)
Shield of Faith (1) - +4 AC (PHB)
****
Adjusted Stat Block:
HD: 14d8+2d6+208 (286 hp)
Init: +9
Spd: Walk 20'
AC: 50 (30 base +4 haste, +2 BB, +10 MV, +4 SoF)
ATK: +58/+53/+48/+43, +58, +58 (16 BAB +32 Str, +5 GMW, +5 DF)
DMG: 1d8+52 (+32 Str, +10 Spikes, +5 GMW, +5 DF)
Face: 5 ft. x 5 ft./10 ft.
SQ: Spelldance, Divine Health, Scent, Blindsight, Darkvision 60', Fire Immunity
SV: Fort +61, Ref +48, Will +82
Abil: Str 74, Dex 28, Con 36, Int 10, Wis 70, Cha 66
Skills: Concentration 30; Knowledge (Religion) 18; Perform +56; Balance +10; Hide +10, Listen +40, Move Silent +10, Search +9, Spot +40, Swim +11
Feats: Combat Casting, Dodge, Empower Spell, Endurance, Extend Spell, Improved Initiative, Mobility, Persistent Spell, Blindfight, Multiattack, Power Attack
Spell DC 40+Spell Level, Spells Remaining per Day: 6/13/11+1/9+1/8+1/11+1/9+1/9+1/8+1
****
Munchkinland Traits:
286 hp. His weapon of wrathful healing compounds this trait by allowing him to heal half the damage he inflicts.
AC 50. 50% miss chance from displacement further strengthens this trait.
Up to 6 attacks per round means that if spellcasting won't work, Arowain can deal out around 340 points of melee damage per round. Wrathful healing makes this even more applicable.
Scent, Blindsight, and Darkvision allow for various forms of detection. With +40 to spot and listen Arowain is surprisingly difficult to surprise for a priest.
Saves are suitable for a munchkin game with even DC 70 spells having a decent chance of being saved. This trait is compounded by high hit points.
Abilities are exemplary. For the purposes of this demonstration, I assumed a roll of 3 out of 4 on all stat buff spells, this will fluxuate in game both directions.
Spellcasting ability. Spellcasters rule high level gaming and Arowain is capable of gaining two extra partial actions per round for 3 spells per round, he also has a +9 to init that allows first strike capability with those spells.
Healing. As a cleric, aside from having armor, spells, buffs, and attack bonus, Arowain also has longevity for both himself and his allies. A well timed mass heal can spell instant victory, and with a wand of cure critical wounds he allows physical attack damage allies (including himself) to continue through multiple encounters with minimal damage retention.
Defense and Versatility. With detection, hit points, AC, saves, healing, and high ability scores, Arowain has many traits designed to keep him alive long enough to deliver a payload of Corean's Fire, Blade Barriers, Flame Strikes, and Fire Storms. Added versatility comes in the form of domain spells granting access to staples such as Mass Haste and Fly.
****
Finishing Move: Sunfire Blades
Best used on a large group or a cluster of heavily armored foes. Preferrably affected by Battletide to reduce their saving throws by 2.
Instead of casting shield of faith in the first round, Arowain begins casting an Empowered Blade Barrier. Like Summon Monster, blade barrier has a full round casting time and thus will not come into being until the beginning of his next turn. On his next turn as the spinning barrier of blades comes into existence at about mid-calf, three empowered fire storms descend from the heavens upon the victims of the attack. Four reflex saves (DC 46, 45, 45, and 45) must be made or an average damage of 320 points of damage will be inflicted upon everyone in the area of effect. If the opponents are also suffering from Battletide, this makes the saves more difficult. If cast in a smaller area where the area of effect fills the available space, it becomes even more deadly as circumstance penalties hamper reflex saves.
For optimum carnage, this should be used in an area either already covered, or about to be covered in an Acid Fog or Solid Fog spell so that efforts to escape the Sunfire Blades are cut to 1/10th movement. Zone of Speed can also be substituted. Telekinesis and high strength grapplers can be used as supplementals to forcibly hurl opponents (back) into the area of effect.