En World Game of Death #2 - Part 3

What have I learned? Let's see

Kooky concepts like an armored spellcaster may seem great at 3 AM, but if you want the leanest meanest fighting machine possible, you need to stick with a simple and brutal concept.

Terrain is a HUGE factor in a game like this. My original plan was to stay around the edges and blast people with 2 bolts a round. But I could never get a good shot due to all the terrain. Plus the small area of the arena favored the up close and personal classes. Although it also made burst dispel magics more effective.

It's better to get perks like fire resistance and what not from spells rather than putting them on armor or weapons. Too expensive.

Massed missile fire is super effective.

I should have bought fly and dust of disappearance.

Bull rushing is seldom a good idea for a caster :)
 

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Welp, What did I learn from this?

  1. Limits should be set on what a person can bring into the arena. Example: there where 9 spells of 7th level or above available in the arena.
  2. Pcgen sometimes has a wacky random number generator. It likes to roll series. (5 15-20s in a row, then 5 1-5s in a row)
  3. Domination isn't nearly as effective as it would appear if there are a couple of antimagic fields in play.
  4. 20 1st level warriors can evenually cut down a 10th level fighter with bows
  5. Dr. Midnight in all magic gear shouldn't have charged the rat in full plate armor in an antimagic field.
  6. If your going to have fighter type find someway to deal with will saves.
    [/list=1]


    Just my thoughts on it,
 


What have I learned?

The first thing you should think about when designing your character is, how am I going to deal with anti-magic?

The best concept in the world will be ruined by impatience.

Buy your followers nice stuff and treat them well, because they can actually kick butt as a group.

Mass haste makes even first-level warrior something to be reckoned with.

No matter how clearly defined the rules seem, tough questions will inevitably crop up.

Bards don't suck.

You don't really need anything outside core rules.
 


Verdan the Vicious

Verdin the Vicious (9th level cleric, Human Male)
Stats:
Str 14,
Dex 12,
Con 14,
Int 10,
Wis 18,
Cha 8

Hit Points: 66 (8+8*5+9*2)
AC: 21 (touch 11, Flat-footed 20)

Feats:
Luck of Heroes
Spellcasting Prodigy (Wis)
Lightning Reflexes
Discipline
Scribe Scroll
Weapon Proficiency (Long Sword)
Weapon Focus (Long Sword)

Skills: Total
Climb -3
Concentration +16
Escape Artist -4
Jump -3
Listen +4
Spellcraft +13
Spot +8
Knowledge (Aglarond) 2

BAB: +6/+1

Melee (Hizagkuur Long sword)
+10/+5 (+6 BAB, +2 Str, +1 mw, +1 wpn focus)
damage
d8+4 (+2 Str, +1 Electricity, +1 Fire)

Melee (dagger)
+9/+4 (+6 BAB, +2 Str, +1 mw)
damage
d4+2

Missile (light crossbow)
+9/+4 (+6 BAB, +1 Dex, +2 mw)
d8

Saves
Fortitude +11
Reflex +9
Will +14

Equipment:
+1 Full Plate of moderate fortification (17650 gp, 50 lb)
Masterwork buckler (165 gp, 5 lbs)
Hizagkuur longsword (masterwork) (1815 gp, 4 lbs)
Masterwork light crossbow (335 gp, 6 lbs)
50 masterwork crossbow bolts (350 gp, 5 lbs)
Dagger (2 gp, 1 lbs)
Net (20 gp, 10 lbs)
4 Tanglefoot bags (200 gp, 16 lbs)
Cloak of resistance +2 (4000 gp, 1 lbs)
Brooch of Shielding (1500 gp -)
Ring of Counterspells (Dispel Magic) (4000 gp, -)
Ring of Featherfall (2200 gp, -)
Potion of Cat’s Grace (300 gp, -)
Potion of Fly (750 gp, -)
======= ======== ===
SUBTOTAL 1 33287 gp 98 lbs

Wands and scrolls:
Wand of Cure Light Wounds (750 gp)
8 Dispel Magic (9th caster level) (2700 gp, -216 xp)
Endurance (75 gp, -6 xp)
Bull’s Strength (75 gp, - 6 xp)
Owl’s Wisdom (75 gp, -6 xp)
Delay Poison (75 gp, - 6xp)
2 Deeper Darkness (375 gp, -30 xp)
2 Meld into Stone (375 gp, -30 xp)
2 Wind wall (375 gp, -30 xp)
5 Protection from Elements (937 gp 5 sp, -75 xp)
Freedom of Movement (350 gp, -28 xp)
Death Ward (350 gp, -28 xp)
2 Dismissal (9th caster level) (900 gp, -56 xp)
2 Magical Vestment, (9th caster level) (675 gp, -54 xp)
3 Greater Magical Weapon (9th caster level) (1350 gp, -108 xp)
2 Harrier (9th caster level) (900 gp, -72 xp) DotF, page 87
4 Flame Strike (9th caster level) (2250 gp, - 180 xp)
2 Wall of Stone (1125 gp, - 90 xp)
Ethereal Jaunt (562 gp 5 sp, - 45 xp)
2 Hand of Divinity (37 gp 5 sp, -3 xp) MoF, page 98
3 Cure Critical Wounds (1050 gp, -84 xp)
Repel Vermin (350 gp, -28 xp)
======= ======
SUBTOTAL 2 15712 gp 5 sp ??
GRAND TOTAL 48999 gp 5 sp


Spells Memorised:COLOR]

0-level (6, DC 15)
1. Detect Magic
2. Detect Magic
3. Guidance (+1 competence, 1 minute)
4. Read Magic
5. Guidance
6. Light

1st-level (6+d, DC 16)
1. Bless (+1morale bonus, 9 minutes)
2. Divine Favour (+3 luck bonus, 1 minute)
3. Entropic shield (20% miss, 9 minutes)
4. Obscuring Mist (9 minutes)
5. Protection from Chaos ([+2 deflection AC, +2 resistance saves, vs chaos] prevents domination and summoned creatures from attacking, 9 minutes)
6. Shield of Faith (+3 deflection bonus, 9 minutes)
d. Magic Weapon (+1 enhancement, 9 minutes)

2nd-level (5+d, DC 17)
1. Hold Person (190 ft Will negates, 9 rounds)
2. Hold Person (190 ft Will negates, 9 rounds)
3. Silence (760ft, Will negates, 9 minutes)
4. Silence (760ft, Will negates, 9 minutes)
5. Silence (760ft, Will negates, 9 minutes)
d. Spiritual Weapon (190ft, +6/+1 d8, 9rounds)

3rd-level (4+d, DC 18)
1. Dispel Magic (190ft d20+9 vs 11+caster level, ignores SR)
2. Blindness/Deafness (190 ft, Fort, 50% miss, no Dex, +2 to hit, ½ speed, -4 to Str and Dex skills)
3. Remove Blindness/Deafness (Touch)
4. Blindness/Deafness (190 ft, Fort, 50% miss, no Dex, +2 to hit, ½ speed, -4 to Str and Dex skills)
d. Dispel Magic (190ft d20+9 vs 11+caster level, ignores SR)

4th-level (3+d, DC 19)
1. Dimensional Anchor (190ft, touch attack, 9 minutes)
2. Poison (Fort, DC18)
3. Spell Immunity (Enervation, Ice Storm)
d. Divine Power (Fighter BAB, 18 Str, +9 hp, 9 rounds)

5th-level (2+d, DC 20)
1. Ethereal Jaunt (9 rounds)
2. True Seeing (90 minutes)
d. Spell Resistance (SR 21, 9 minutes)

What did I learn? Not packing Haste put a serious cramp in my style. With it, I would have been able to get to my boost phase relatively undisturbed. That you can't take things for granted, and even little mistakes have big consequences. I knew I should have sunk into the sand, before passing Vilhelm. I should've had an extra scroll of true seeing...

My plan for success? Now that would be telling... But perhaps you can suss out how I was to get 30 rounds of undisturbed boosting given the above :p
 



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