20th level char

The Iron Mark

First Post
Our DM wants us to make a 20th level character so we can all have a big fight. If you win, you get more exp for your normal campaign guy. Haven't rolled stats yet, but assume at least one 18. Standard wealth, with access to the following books: Oriental Adventures, Tome & Blood, Sword & Fist, Manual of the Planes, Dungeon Master's Guide, Player's Handbook, and the Psionics Handbook. So help me make the best level 20 character I can!
 

log in or register to remove this ad

Are you dueling other characters or fighting monsters? Do you know what the others will be? What races are allowed? do you use the DMG or FRCS method for ECL?
 


Dueling other characters. So far, I know there is a monk. Player's Handbook races only, others need the DM's approval. I think the ECL thing will be used with the DMG's way, because the DM doesn't have the FRCS book. I also might be able to use the BoEM, BoEMII, and ITCK(need DM approval). That's it I think.
 

Timestop (x1 or 2), Mords Disjunction, Gate (Solars), plenty of scrolls, 'nuff said.

Edit-Improved Initiative, Halfling with high dex, etc... to improve your initiative for anyone else using this tactic...

Consider Leadership feats to gain level 19 followers
 
Last edited:

It's all about initiative. Put high scores in Dex and Int (you need 19 to cast time stop).

I suggest the following:

Race: Halfling
Class: Transmuter20
Feats: Empower Spell, Improved Initiative, Maximize Spell
Dex: 18 (base) + 2 (racial) + 5 (leveling) + 5 (inherent) + 6 (enhancement) = 36
Int: 16 (base) + 6 (enhancement) = 22
Spells Prepared: 6-disintigrate, greater dispelling (5); 9-time stop (5).

Equipment: manual of quickness of action +5, gloves of Dexterity +6, headband of intellect +6, scrolls of enervation (50), scrolls of time stop (4)

Equipment value: 259,800 gp

If your DM lets you come in with spells pre-cast, drop a time stop for a twice-Empowered, Maximized cat's grace. It lasts 20 hours and gives you 7-10 points of Dex (increasing your final score by 1d4+1, since it doesn't stack with the gloves). If he doesn't, you still have Initiative +17.

When you go, cast time stop as needed; with 4-5 prepared and 4 scrolls, you should get about 20 rounds to unload on the party. Pick any nice spells, but be sure to have some that don't allow saves for the monk and group members with good saves.
 


I am almost done with my all-around PC smack. He can deal an average of about 1000 dmg with spells before an enemy can strike, OR 300 in melee + Vorpal, and has great defensive capabilities. When do you need to be ready by?
 

I'd go either one of 2 ways.

One way to go is pure magic. I don't think anything compares to an arcane magic smackdown using 9th level magic. So going this route, you're trying to max out your firepower.

The other way is to anticipate that other players are going for the magic smackdown, and so you try to beat them by taking away their firepower. So going this route, you'd try to minmax a character that:
a) can somehow cast Anti-Magic Shell, and
b) is still going to kick butt in a dead magic zone

So, it would be something like a cleric, a spellsword, a rogue (if there is any magic item you can get that casts Anti-Magic; max out Use Magic Device and get Skill Mastery in it), or an arcane trickster. A character like this is an archmage's worst nightmare. And if it's a spellcaster (cleric, spellsword, arcane trickster), then you can also develop a magic smackdown (like a cleric that minmaxes a smackdown using Harm).

Whichever way you go, take CRGreathouse's advice about initiative. In a duel, you need to strike first. Maybe a cleric with the Luck domain (so that if you lose initiative, you have a second chance at winning it).
 

Chun-tzu said:
Maybe a cleric with the Luck domain (so that if you lose initiative, you have a second chance at winning it).

That's it! A level in cleric should give you just the edge you need... be a Clr1/Tra19 with the Luck domain. Init could be as high as +19 with a good roll, so you should be set.

As for antimagic: It only works if you can kill your foes in one round. They will undoubtedly kill you otherwise - telekinesis a heavy object at you (the object is non-magical), lightning bolt the ceiling, etc.

In a duel like this, you *must* win initiative and you *must* drop all your foes before they can act. Oh, and at only 6th level, a circle of death looks like a good choice. Heighten them to 7th and 8th level and take Spell Focus (Necromancy); unless everyone can make 10-15 saves at a reasonable DC, they're dead. It only costs 500 gp per try...

Whatever you do, get your initiative as high as possible. If you had access to Defenders of the Faith, for example, you could take a level of Contemplative for an additional +2. (Trust me, it's worth it.) *Nothing* as as important as initiative. If you lose initiative, you have at best a 1% chance to win.
 

Remove ads

Top