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20th level Gauntlet run.. tournament.. which class?

We've got a 20th level Gauntlet run comming up soon in the IC forum here. My question would be, what class do I play?

60 point buy... so kinda super generous.... Just basic races, +0 ECL ones.

Been thinking of telepath Psion, for the minions and psions can heal and restore themselves.

Or the Paladin 10/ Templar 10

Or some Cleric or druid....

Anyone has any suggestions or concepts since I can't pick.. anonying. So iv you have ideas of exprience plz do tell.

Grtz. TFO-
 

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Gauntlet run? As in the Run-Between-Two-Lines-Of-Guys-Who-Take-Swings-At-You kinda gauntlet?


'cause if so, uh, something with a whole lotta tumble, good ac, and alot of hit points. Might I suggest a human Fighter / Master Samurai with expertise?
 

A 20th level monk built with 60 points- oh my!

While pure offense might be slightly lacking, defense and mobility would be unequaled.

You'll need items to let you fly, see invisibily, etc. (true seeing would be nice), and be improved invisible your self.

Whatever you choose, think about countering killer tactics like arrows at a distance, attacks form the air, improved invisible attackers, etc.

Perhaps the best tactic of all is to create a character with virtually no dependency on magic except for some item that will create an anti-magic field.

Good luck!
 

Gauntlet as in a huge Dungeon with 10 starting positions... it's HUGE mind you and it will be several levels worth of exp.

10 players start at 10 different locations and all head for the finally same exit I guess. You can encounter eachother and your actions are up to yourself when you do.

I don't think monk is viable since a monk can't heal itself. I've giving a throught about rogues but they simple suck in single combat.

Ranged is in most dungeons not really that usuefull with all distances being able to charge at once and stuff... so it's kinda tricky. The above posted 3 options presented by myself still stand as the 3 choises for the moment..
 

Don't worry over-much about healing yourself if you can equip yourself - potions that heal are not very expensive, and you can carry a LOT of them in a Heward's Handy Haversack!

However, in the situation you describe, a cleric with appropriate domains may be the best choice - very flexible, can get in direct combat, can heal themselves well, etc. One of the prestige classes that grant +1 level per level for spellcasting would probably be a great choice.

Lots of choices!
 

Better yet - a 20th level Rogue with 60 points to spend - wow!

Max out Intelligence first, this will give you an amazing number of skill points - you'll be able to pretty much max out every Rogue skill.

I don't know what max you'll be allowed for any stat, but it would be easy enough to have a 20 Intelligence boosted by magic items to at least a 24, if not higher.

Now you can use most any magic item (with Use Magic Device skill) and get the best of both Arcane and Divine magic to work for you.

Plus find and disable pretty much any trap, even magical ones.

Items that boost skills by +10 are pretty cheap, get lots of those! Also take Skill Mastery (twice, maybe) and take 10 wit all you skills.
 

60 point buy... wow. I'd go for an Orc Frenzied Berserker.

You just can't beat the frenzied berserker for all out offensive power. Start off with 22 strength, gain 6 enhancement, 5 from levels and 5 inherent... 38 strength, 48 while raging. That's +19 to hit just from strength, which means you can put supreme power attack to its maximum use. With two weapons, and greater two weapon style.. you're well on your way to mincing anything in your path.


Assuming two +5 weapons...

attacks at +22/+22/+22/+17/+17/+12/+12/+7/+7

5 of which do 1d8+64
4 of which do 1d6+54

Not too bad... and doors? Fah... you breathe and doors blow open for you.

Ahh, what an insane prestige class :)

-The Souljourner
 


You can't scry a location.

But here's a quick hint:

Find the Path

Divination
Level: Clr 6, Drd 6, Knowledge 6, Travel 6
Components: V, S, F
Casting Time: 3 rounds
Range: Personal or touch
Target: The character or creature touched
Duration: 10 minutes/level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)

The recipient of this spell can find the shortest, most direct physical route to a specified destination. Note that the spell works with respect to locales, not objects or creatures within a locale. The location must be on the same plane as the character at the time of casting.

The spell enables the subject to sense the correct direction that will eventually lead him to his destination, indicating at the appropriate times the exact path to follow or physical actions to take. The spell frees the subject, and those with him, from a maze spell in a single round.

This divination is keyed to the recipient, not his companions, and does not predict or allow for the actions of creatures (including guardians).

The text in the PHB specifically mentions entrances and exits as valid locations.

A rogue with all kinds of magical ways to get sneak attacks (blinking, Imp invis/dust of disappearence, multiple horns of blasting, etc) could UMD a scroll to Find the Path, start sneaking out with mad rolls, and have enough ways of getting sneak attacks to fight when stealth fails.

A cleric could also work. Find the Path, Etherealness, crazy self buffing, etc.
 

Monk healing

Yes monks can heal themselves. It's not much, but with monkly goodness you shouldn't be encountering much combat. You realize that with mobility, run etc. you can probably just run from one end of the dungeon to the other, ignoring baddies and their AOOs as you speed by at a rate of, what, 500' per round? Careful about the anti-magic stuff, though...your speed above 50'/round is supernatural- and all your spell-like abilities would go away too. Still, if all it is is a race to the exit, you'll want the fastest possible character. Get yourself a ring of "find the path" and just get there hours before anyone else.
 

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