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<blockquote data-quote="Sollir Furryfoot" data-source="post: 2134249" data-attributes="member: 748"><p>i would look up the old Games of Death on the Fight Club section of this messageboard, but you'd have to look back a fair ways.  While this was 3e still, there were still some nasty, *nasty* opponents.  I believe some successful types in the 13th level one included an Adamantine, Spiked Chain Wielding Antimagic-surrounded fighter, a Bard with a cleric cohort who used scrolls with 9th level spells on them (such as Gate) via Use Magic Device.  In the 17th level one, someone used a Cube of Force to great effect, combined with the overall nature of their character and cohort (I never saw the build so I can't say what it was), another was playing a Psion with tricked out Astral Constructs (even deadlier as a build in 3.5 with Overchannel and similar), and I was playing a variant of the Antimagic wielder with an Arcane Archer who'd imbue his arrows with Antimagic Field, along with virulent, Con-draining poison (awfully hard to resist poison without all those bonuses to saves ^_^).  In the 13th level one I was playing a Enchanter/Red Wizard one trick pony whose main schtick was to Dominate Person with a fairly high DC (around 30 I think).</p><p></p><p>A major question I'd be asking is if you'd allow the Leadership feat-having more than one set of actions a round really can boost up a player's power.  Casters generally get eliminated quickly due to low hp and thus being prime early targets, especially when they're an antimagic warrior in the round.  Other broken items are Dust of Sneezing and Choking (esp. with telekinesis/even possibly mage hand), Dust of Disappearance, Cube of Force (already mentioned), and Quaal's Feather Token (Tree), among others.</p><p></p><p>In 3.5 beware of the Wizard/Ur Priest/Mystic Theurge combo (and the Apostle of Peace variant).  Vow of Poverty might be a popular feat, *especially* for cohorts if they're allowed.  </p><p></p><p>Happy gaming!</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 2134249, member: 748"] i would look up the old Games of Death on the Fight Club section of this messageboard, but you'd have to look back a fair ways. While this was 3e still, there were still some nasty, *nasty* opponents. I believe some successful types in the 13th level one included an Adamantine, Spiked Chain Wielding Antimagic-surrounded fighter, a Bard with a cleric cohort who used scrolls with 9th level spells on them (such as Gate) via Use Magic Device. In the 17th level one, someone used a Cube of Force to great effect, combined with the overall nature of their character and cohort (I never saw the build so I can't say what it was), another was playing a Psion with tricked out Astral Constructs (even deadlier as a build in 3.5 with Overchannel and similar), and I was playing a variant of the Antimagic wielder with an Arcane Archer who'd imbue his arrows with Antimagic Field, along with virulent, Con-draining poison (awfully hard to resist poison without all those bonuses to saves ^_^). In the 13th level one I was playing a Enchanter/Red Wizard one trick pony whose main schtick was to Dominate Person with a fairly high DC (around 30 I think). A major question I'd be asking is if you'd allow the Leadership feat-having more than one set of actions a round really can boost up a player's power. Casters generally get eliminated quickly due to low hp and thus being prime early targets, especially when they're an antimagic warrior in the round. Other broken items are Dust of Sneezing and Choking (esp. with telekinesis/even possibly mage hand), Dust of Disappearance, Cube of Force (already mentioned), and Quaal's Feather Token (Tree), among others. In 3.5 beware of the Wizard/Ur Priest/Mystic Theurge combo (and the Apostle of Peace variant). Vow of Poverty might be a popular feat, *especially* for cohorts if they're allowed. Happy gaming! [/QUOTE]
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