Calling all fighters!

Use arrows with some poison that lowers INT. Use an item of Haste. Get gloves of dexterity, they will bump your to-hit with the arrows as well as your initiative. Be sure to get a +4 STR modifier, and a mighty composite longbow; you've got to get through Stoneskin probably. If you drop his INT you will win.
 

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To be of more help, we'd need to know the character's stats, or the stat generation method and whether or not non-core books are allowed. A lot of Feats are primo for pit fighters.

I would definitely take Improved Initiative if they're starting back-to-back. It will help you not be flat-footed against the Rogue and beat the Wizard to the punch.

Items of Haste are a must. The +4 AC and the extra partial action are critical for making meat out of a caster.

Boots of Striding & Springing are a no-brainer. Probably the best overall footgear out there.

Armor of Fortitude is also a must. Get the best you can afford. It will take the edge off of criticals and Sneak Attack.

A Vestment of Faith is probably too expensive given your level, so take a Vest of Escape. It will help in the event you're grappled.

A Horn of Blasting is just broken. Play it for your partial action, stun the target, use your full action to pound on them. Repeat. There's a chance the Horn is ruined, but who cares? While it works, it will be devastating.

Because the buff casters can use their spells before combat begins, my money's on a Sorcerer, though. Or a Cleric with the Travel domain as he can fly.

Greg
 

Wow, your rules are really harsh for non spellcasters. Letting Wizards or (possibly even worse) Clerics come in with all defensive/buffing spells up really makes them overpowered. The thing that makes non-spellcasters powerful is that they are always ready to go, no rounds needed for casting spells.

Suggestions:
Go with potions. They are very cheap compared to your max gold at that level, and you can have just drank all of them. Str/Dex/Con/Wis buffing for sure, also any others you can come up with. A Brooch of Shielding is also a wise investment, as is (if you can afford it)a +5 weapon. Even +5 arrows would do, just something that will ignore Stoneskin. Bumping your saves is probably a good idea, a Cloak of Resistance will do that. Potions of any buffing/defensive spells that might be useful, particularly ones that will last a little longer. Basically, the spellcasters have a huge bonus because of the format, you can even the odds a little by using potions to match whatever spells they can cast on themselves. And hey, if you drink a potion of stoneskin (not sure if it's possible), your DR from it (+5) will technically let you attack others with a DR of +5, even if only with natural weapons. Not sure if that'll work, but it's worth a try.

--Seule
 


Equip your fighter with a dagger and then get the Improved Unarmed Attack-feat. Win the initiative and grapple your opponent. Start stabbing him until he dies. If it's a spellcaster - grab his spell component pouch and eat it!
 

+1 Flaming (for dammage) Surestrike (For getting past stoneskin) weapon is already 18k of your 49k total. How does your group rule Bead of Force and Invisibility? You could also drop 24k on 2 Ioun Stones (Spell storing, pay extra to have them loaded by decent level casters with a couple dispell magic to wipe the buffs on the casters, and Improve invis because I doubt they will devote a spare slot to see invis after the buff stage, Or a regular Invis and a Poly Other, see how the mage likes it if you win Initiative and turn him into a fish).
Iron Bands of Bilarro would also be NASTY. Imp Invis, immobalize Fred, Coup de Grace Fred, release bands, Immobalize Bill.............
Interesting little subject.
 

A Sure Striking weapon. Counts as a +5 weapon against
Damage Reduction ( aka Stoneskin ).

2-ball bolos to auto-trip and most likely auto-grapple spellcasters.

Quickdraw to switch between whatever weapon is most
useful for the current moment.

How about a +1 Sure Striking, Returning, Distance Harpoon!

Keep even flyers from getting too far away...
 

Hmmm... the stone skin potion is impossible (no 5th level spells inpotions) and even if it was, it wouldn't grant your natural attacks as +5, it either says so right there in the spell, or it says so in the MM/DMG.

Rav
 

Wow

I agree that spellcasters are at a huge advantage if they have time to prepare...... Especially clerics. (divine favor, divine power...)

You need something that lets you fly. There is an item with flying and haste... boots of speed?

Be sure to take expertise as well as improved disarm. Very useful against wands and similar stuff. Thought about a tangling whip or so? will keep spellcasters from getting away from you to cast.

Fort saves... Pyrotechniques.... required fort saves against blinding... :) but i think you need a fire.

What about blindfight and deeper darkness? If noone got a daylight prepared, they are toast. Get something to find invisible guys and ethereal. Ghosttouch weapons. I vote for arrows.

Is it possible to buy arrows that curse the opponent as per bestow curse? Only partial actions or -6 at Int would be very useful.
 

Go multi:

Fighter/Rogue/Barbarian 4/3/3

- Fighter for Weapon Spec
- Rogue for Sneak & Evasion
- Barbarian for rage & hitpoints.

That's my suggestion.
 

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