Arena fighting

Hey, interesting suggestion. What happens if the mirror is broken? Would the clone be under my control(player wise)? Seems like a good idea, but I don't want to spend 92000gp if it can be broken easily.
 

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A couple of minor things I'd suggest:

(1) ring of evasion- 25k (gives you the evasion ability of a rogue, useful against all that evocation magic)

(2) ring of counterspells: Harm- 4k (allow that Brbn to survive the next round to squash the spell-caster)

(3) shield/armor with spell resistance

Put the rest into a good wpn. Don't discount the use of a wondrous item of some kind that summons creatures. A rod of the Viper would be useful, conjuring a Huge constrictor. Tese things will help divide spell-casters attention. Hope some of this helps. Good luck.
 

Spell Resistance is out of the question. The highest SR you can get is 19 (practically impossible NOT to beat, since theyre all 15th level spellcasters)

Ring of counterspells is nice, and I'll probably have to get two of them, spending cash after each round to "refill" them.

Ring of evasion...not really subject to fireballs and such...but ill think about it.

Thanks for the suggestions, though.
 

Hey, interesting suggestion. What happens if the mirror is broken? Would the clone be under my control(player wise)? Seems like a good idea, but I don't want to spend 92000gp if it can be broken easily.

The item description doesn't say it's made of glass, so it could be polished silver or steel if you wanted.

The clone wouldn't be under your control - it would attack the original with the same intelligence, abilities, items, spells, etc as the original.

Depending on the DM, it could either be run by the DM, or run by you... as long as the controller remembers that all the duplicate really cares about is defeating/destroying the original.

Also note that the mirror functions up to four times per day... you'd have to sort out with your DM whether a/ it can duplicate the same person more than once in a day, and b/ more than one duplicate of the same person can be active simultaneously...

-Hyp.
 

Another concern:

Can PvP combat be fairly adjucated?

This is more of a gripe then a concern, as I'm usually on the bad end of an argument. Without going into specifics, it's obvious that some players bend the rules when it benefits them most. The DM can't possibly play referee over every match, so it's mostly player run. What's to prevent someone from bending a rule here and there? I hate having to stop the match and "complain" when I suspect foul play, because it usually ends in a house rule ("I know the rules say it, but this way makes more sense, so we'll just house rule it"<--I get this a lot).
 

A quick questrion: Where is this 'Fight Club' you speak of?

Now for the advice. You are already dead. Hitpoints can be drained so quickly you won't even realize they're there, DCs and saves can go into the high 30s, AC and attacks can easily go over 100, and in general there are so many ways to reduce your opponent to a corpse in a single round that there's no way to effectively defend against them. So you need to hit harder and faster.

1) Win initiative, if they've won, then you're dead.

2)Look for ways to negate their abilities on their side, and then beat the crap out of them.

Here are some ideas.

Get a Contingency loaded with your most powerful healing spell. When reduced to 10 hp or less, you get a free Heal or Cure Critical Wounds.

Hasted with continual Horns of Blasting. A horn of blasting stuns you opponent for one round, you can use it with your haste action and then move up and beat the crap out of your opponent. Horns are also only 12k gp, so you can get 3 or 4.

Fighter focusing on Trips/Disarms. Most people don't bother with a secondary weapon, and if you can keep them down and away from their sword, you can win the battle.

Anti-magic grappler. Most characters are weak without magic and even weaker when grappling. Grab hold and twist their arms off.

Miss chances are your friend. Get a Ring of Blinking and a couple of Swords of Sublety and that rogue becomes a sneak attaking death machine.
 

Re: It's hard to bring on the smackdown when you can't move.

I suggest picking up Magic of Faerun, for spellcaster and nonspellcaster alike.

Your Barbarian would benefit greatly from the weapon enhancements Spellblade (+1 price factor, pick a spell, once per day the weapon absorbs it if you're ever targetted, youc an either use a touch attack to deliver it to a new target OR let it drain away harmlessly, either action being on the next round) ... and Dispelling (+1 price factor, one per day make a melee touch attack to deliver a targeted Dispel Magic).

Or, also from MoF -- a Rune, made by a Runecaster. Runes are like nonstandard scroll/potion hybrids, but Runecasters can also make them as permanent (charges-per-day) magic items.

Get a 1/day Extended Antimagic Field rune for the barbarian -- on an amulet. Forgo magic at all, laugh as the enemy proves unable to use THERI magic either. Heh. You just touch the rune, drop teh amulet inside the armor, and close towards melee range, on that first round.

An archer MIGHT still get you, so having a passel of throwing weapons (throwing axes, or javelins, or such) would be a good idea. Your barbarian should have plenty of STR bonusses to damage with thrown weapons ...

Alternately, get a Rogue(5)/Spellfire Channeler (10) [PrC from Magic of Faerun], wear a Mithril Shirt of Speed (always hasted), and use the partial action to ready to absorb incoming spells.

Laugh as (for a mere standard action) you fire off three 1d6 Spellfire blasts per round, each one potentially getting full sneak attack damage. Laugh harder when they realise their own Harm spells are just giving you more ammunition.

Heh.

...

Say, where is this place you're playing, anyway? Sounds like a fun lil' diversion to me ...
 

Demon Knight said:
I hate having to stop the match and "complain" when I suspect foul play, because it usually ends in a house rule ("I know the rules say it, but this way makes more sense, so we'll just house rule it"<--I get this a lot).

To which the proper response is "Tough, if not stated before the match, no house rule is in effect. Otherwise, published rules or nothing."
 

Alright, I'll try to get MoF, and also FRCS, if I have the cash (possibly, but there's not many good bookstores in my area...maybe online...)

The two places are:
PlayByWeb.com--The game is SGW-arena under D&D 3rd.

RPOL.net--The game is DnD-Crossroads Arena under Fantasy.

To which the proper response is "Tough, if not stated before the match, no house rule is in effect. Otherwise, published rules or nothing."

I'll try that out, hehe.

Hasted with continual Horns of Blasting. A horn of blasting stuns you opponent for one round, you can use it with your haste action and then move up and beat the crap out of your opponent. Horns are also only 12k gp, so you can get 3 or 4.

Fort saves of DC 16 are laughed upon...I mean, how hard could it be to miss? But that 1 round could be all I need. Thanks!


Until I get those 2 books, I'll just have to use what tricks I can find, hehe. Thanks for the help guys!
 

here, while you look for those books and the cash to buy them with:

Rune of Antimagic Field (2/day); costs 96,000gp
... touch activated
... spell level 8
... caster level 15 (Cleric(5) / Runecaster(10) ...)
... resulting duration is 150 minutes,or, 1500 rounds
... multiple uses is in case of counterspells; Dispel Magic is specifically and explicitly excluded from stopping or removing an Antimagic Field ... heh!

(Cost formula for X-per-day runes is: spell level x caster level x charges x 400gp)

That, and some Adamantium weapons and armor, should cover your barbarian quite nicely (Adamantium's non-magic +2 enhancement bonus works even in an antimagic field). Note that the rune could be inscribed onto the armor itself; touch your armored chest, and *poof* two-and-a-half-hour antimagic field.

OTOH, you could instead have the following weapon and armor(won't work in an Antimagic Field, of course); I presume you use a Dwarven Waraxe, custom made by me JUST for you:

"Forgecleaver"
Dwarven Waraxe; constructed of Fever-Iron; +1, Sure-Striking (+1), Spellblade:Harm (+1), Spellblade: *insert spell here* (+1), Flaming Burst (+2);
... +7 market price equivalent; costs 98,000gp for enchantments
... materials/MW cost is +1,500gp; per MoF page 177, this satisfies all Masterwork requirements for enchantment (and the benefits superscede all normal Masterwork benefits).
... base cost 30gp

... NET COST, 99,530gp

EFFECTS:

  • Fever-Iron weapons look like barely-crusted-over molten metal (think "looks like the Balrog from the first LOTR movie", heh). They do +1 fire damage, which (MoF page 179) does stack with magical fire dmage adds, and works even in antimagic fields or dead magic zones.

    Sure-Striking makes the weapon penetrate DR as if it were a +5 weapon, but adds nothing to attack or damage rolls.

    Spellblade:Harm; MoF page 141 describes this as so: "The wielder is immune to a single spell chosen at the time the weapon is created. The chosen spell must be one that is targetted against the wielder (not a spell that affects an area). When the wielder is subjected to the spell, the weapon absorbs the spell. On the wielder's next turn, she can opt to let the spell drain harmlessly away or direct the spell at a new target as a free action." ... obviously, this solves your harm-inflict problem entirely. Plus, on your next action, you (as a free action) redirect the Harm at yoruopponent ... following it up with a full attack. HEH.

    Spellblade: *insert spell here*; pick another targetted spell you're having trouble with. Become immune to it. HEH.

    Flaming Burst; see DMG

Well, this sucker should do 1d10+STR, plus 1d6+1 fire damage. On a critical hit, it does yet MORE fire damage, to the tune of +2d10 more.

Whack someone a few times with that, and they'll be crying uncle in very short order. If you need/want to save money, drop the second as-yet un-named Spellblade ability; that saves you 26,000gp (!!) ...

Oh, if you want -- and wear metal armor -- Fever Iron armor gives you a stacks-with-magick and works-without-magick Fire Resistance (2), and costs +2000gp ... and also replaces/fulfills Masterwork requirements and bonusses.

That should hold you over until you get MoF (which I would go for prior to FRCS, for pure smackdown sorts of affairs; more of it is "useful content" for such purposes than the setting-background-heavy FRCS, which is ofc the better first-buy choice for a "real" campaign set in the FR).
 

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