20th level char


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CRGreathouse said:


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...

The spell's description states that anything with 9 or more HD isn't affected. I'm pretty sure a 20th level character has more than 8 HD...
 

RogueJK said:
The spell's description states that anything with 9 or more HD isn't affected. I'm pretty sure a 20th level character has more than 8 HD...

Oops. Back to the drawing board!

How about []itrap the soul[/i] for 20,000 gp each? No SR, and the save DC is 22 + Int modifier with Spell Focus (Conjuration).
 

Initiative Breaker

You can survive that first round without initiative if you have the feat Reactive Counterspell. This will let you counter that one nasty transmutation spell that starts an enemy's combo before it starts. Of course, you then need to quicken your first planned spell, or you won't get to use it at all.

Which means you have to plan one step ahead, and count on (if you get the initiative) being able to survive the first few spell you cast negated.

In this situation, you might also try to weather the onslaught: wizards, clerics and druids will wear themselves out of spells (except the evil cleric with harm). You might want to try this:
contingency a teleport to get you out of the situation under a condition or a command word. First chance you get, be able to dispel any teleport wards, zot out of there, and use a crystal ball to start scrying from a safe distance. This might be seen as conceding, but if its everyman for himself, well, I'd rather be the 30th man in the Royal Rumble than the first. Get out of there, conserve your strength, and then come back and nail the survivor.
 

If you can play a non-standard race:

Large creature with reach, perhaps troll. Get initiative, get initiative, get initiative. Bulk up on Adamantine armor. Get yourself a Ioun stone of spell storing with anti-magic field. Take at least one level of ranger. Dual-wield spiked chains. Invest as much money as you can enhancing those spiked chains. With your natural reach doubled by a reach weapon, you can strike with them at opponents who are outside your anti-magic field.

Different thought: Shapechange and Wall of Force. Enclose yourself in a Wall of Force sphere and Shapechange to fill it completely. Nobody will be able to affect you for 1/minute per level unless they blow a high-level spell to do it.

Try shapechanging into something that has a really high AC and SR, like a Solar. Or shapechange into a Golem, which is immune to most magic. Just keep a few silent, stilled dispel magics on hand (it might not be in the rules, but I wouldn't allow a golem to spellcast normally).

Try taking Leadership and equipping cohort and all followers with Hats of Disguise to all look like you.
 

Lookie....

My Multipurpose smack is posted over in the smack thread. He deals about 400 damage/round+ Vorpal(7 attax and he has power crit) in melee and 1100 with spells....He is immune to crits, sneak attax, and several kinds of energy, has evason, an AC up around 50, and saves in the low 30s, and average hp is 283 WITHOUT Tensers Transformation.
 


Initiative is the key, I would agree.

But who needs a cleric with the Luck domain?

Be a fatespinner: they get two rerolls per day (I suppose you could take Luck domain for three times)

You'll want a Chain Contingency: Antimagic Shell + Wall of Force is best (WoF unaffected by AMS)- this at least means if you lose Init you are practically unharmable.

Take 10+ Mordenkainen's DJ scrolls unless they try Chain Contingency.

The best bet then is Time Stop and proceed with a simple fatespin, roll DCs (reroll if necessary) for Chain Disintegrate. Ensure Death Ward and the like are dispelled beforehand and the foes will be little piles of dust before you know it.

(Chained Empowered Enervate is necessary).

This beats about anything.
e.g.
DM_Matt's multi-purpose vorpal smack fighter is near useless: he can't penetrate the AMS/WoF, so wish/lim wish saves down (-18), enervate with Quickened True Strike if necessary then Disintegrate at will!
 

I like this combo...

I just won a tournament simialr to what you are going to do using this. Cleric lvl 15, with reached Harms (lvl 8 slot) followed by a quickened seering light (7th lvl slot) both spells have 30 or better range and have no save all you need to do is make a ranged touch attack. (Monks can be a pain, but don't forget your antil life shells and buffs)
 

So Clr1/Tra17/Fatespinner2 with two rerolls a day is the best way to go. (Any more fatespinner levels and caster level will really start to hurt.)

Initiative +17 with two free rerolls. If you're really tricky, have everyone else roll initiative first so you know what you need to get (the highest roll less 17; I assume you have the better Dex).

Quick question - is there any way to get Dex higher? If you had access to DotF, two arms of Nyr would help. Is there anything in the PsiH?
 

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