Looking for help in local Lord of the Cheese contest...lvl 20 smackdown

Oddlug

First Post
Hi, trying to farm up some suggestions for a local Lord of Cheese lvl 20 smackdown we are doing.

Basic setup is each player has 1 lvl 20 character and they toe off man to man. The sketchy rules are as follows:

28 pt stat buy
760,000gp starting gold
No familiars/pets/etc...you must enter the arena alone
No prestige classes/only base phb classes
No templates
Any item in dmg is available, but only as listed, and armor or weapon can be created but only using the abilities in the DMG
No artifacts
You may not leave the ring, doing so is a forfeit (making blink, dimdoor, etherealness, teleport, etc. unusable on yourself, though you are allowed to use them for summoned creatures or on your opponent)
Cheese factor should be kept to under 8 (8 being the proverbial bag o snails and cleave)
Other players have a communal veto on things that smack of level 9 cheese.
The arena itself is 200'-200'-100' square and it composed of an inert material that is only affectable by gods
Wish can only be used to emulate 8th level or lower spells
The battle begins with 5 rounds of buffing (you have NO access to your opponent during this period) at the end of the 5 rounds a partition vanishes revealing the other half of the arena and your opponent. Initiative is rolled and someone dies :-)
That pretty much covers the rules as I recall them...


Would love some suggestions...
 

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Master of Annihilation

Here's the character I used in a similar challenge. Alter it if needed.

Level 20 Grey Elf wizard. 20 Int at level 1 +5 from levels +5 from headband of intellect. The only item you really need is a Talisman of the Sphere (DMG p 227.)

Round one (assuming you've got your protective spells, see invisibility, etc.) cast Wish and wish for a Sphere of Annihilation to appear in the center of the arena. You then attempt to control it, and will automatically at the check because the of the Talisman. Then it's as simple as sending the Sphere at your opponent. You might want to cast another Wish afterward to put the Sphere on another plane so you don't have to concentrate on it anymore.
 

Well, given those rules, a Fighter-type most likely won't stand a chance. You'll have to go with a caster.

I'll assume that only the PHB and DMG are allowed. (I'll provide some general tips at this time, and them probably some more detailed character ideas later if I have them time.)

I'd say to make a 20th level Cleric. Take Improved Initiative and Quicken Spell, and get access to the Luck and Magic domains. This way, you can Haste yourself with a wand, scroll, or other device. Or you could buy Boots of Speed, and take the Travel domain, for that great domain ability.

If you don't win initiative, reroll it with the Luck domain ability.

Then, you can get 3 spells off (Normal, Haste, Quickened), and you have a pretty good chance of destroying your opponent before they can even act. Some ideas to try are Harm (if you can get a touch attack in) followed by Searing Light, or Destruction (for enemies with low Fort. saves, like Wizards)

Make sure to take Spell Penetration.

Good buffs include Divine Favor, Righteous Might, Magic Vestment, Spell Immunity, Spell Resistance, Spell Turning, and Divine Power.

Buy a Necklace of Prayer Beads (Karma). The +4 caster level lasts for 10 minutes, which is plently of time for a battle.

For a cheap trick, cast Antimagic Field on yourself, and when you win initiative, charge the enemy and engage them in melee. You'll have to be sure to equip yourself with Adamantine armor and weapons. This is extremely good against casters since they spells won't function, and it negates the opponent's magical equipment.
 
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Now that I think of it, you don't even need the stupid Talisman! A 20th level wizard with 30 Int has a +30 mod on the check, which is only DC 30!
 

Barbarian 15 Fighter 4 Cleric 1 (Luck Domain,)
Human

Feats
---------------------------------------------------------------------------
1 Mounted Combat,Ride By Attack,Spirited Charge
2 Weapon Focus Lance
3 Power Attack
4 Weapon Specialization Lance
6 Sunder
9 Improved Initvative
12 Improved Critical Lance
15 Iron Will
18 Lighting Reflexes

Stats(Battle Ready)
STR 42(16+5 level +5 tomb +6 item +6 rage+4 enlargement)
DEX 26
CON 26(16 +4 tomb +6 Rage)
Others - 8

+5 Str Levels
+5 Str Tomb
+5 Dex Tomb
+4 Con Tomb

Equipment-
Wand Greater Magic Weapon (20th Level Caster)
Potion Divine Favor (20th level)
Potion Haste (20th Level)
Horse-shoes of Speed
+1 Keen Lance
Rhino Hide Armor
Wand Divine Might
Ioun Stone of Spellstoring (Antimagic Field)
Glove of Dexterity +6
Belt of STR +6
Potion of True Strike
Warhorse

Initvative:(26 dex) +12 (Re-roll if not win initvative)
Average HP:289 (When raging)

Prep: Drink Haste Potion,use wand of Divine Might,Wand of GMW ,Potion of Divine Favor,round before its starting,drink potion of true strike.

Round 1...hopefully you win initvative. Charge your Opponent (200 foot charge,should make it...)
Attack will be at: +19(Bab)+16 Str -19 Power Attack +20 True Strike+2 charge +1 Mounted +5 weapon +1 focus +5 Divine Favor= total: +50 on the Charge.
Damage will be: (2d6+24 str +19 power attack +5 weapon +5 Divine Favor +2 Specialization)x4 = 248 Average Damage.
This should kill them.If not,use your haste action to activate the anti magic field vs spell user or,attack again with partial action if they are also a fighter type.Unless they are a straight barbarian,or maxed for Hp this should kill them.

*Note* I did not take no pet to mean no mount. If this is the case,simply take the magic domain,and get a wand of phantom steed at 20th level caster...very fast and effective and negates the bringing a pet with you.
 
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DarkJester said:
+5 Str Tomb
+5 Dex Tomb
+4 Con Tomb

I'd just like to point out that a tomb is where someone could be buried, while a tome is a type of book. No offense meant, I just thought people should know.

Thanks, I'm off to play my 7th level Rouge, her name is Maybelline ;). (please, someone get it...)
 

That no pets rule is really really odd. Effectivly is says that Druids arn't allow to compete for one thing as the animals are a intrigral part of druid. It takes mounted combat out of the game, Strips Wizard and sorcerers of there familiars, limits many PRCs from their companions. (Shadowdancers, etc)


Basically, this rule arbitraily weakens some classes that depend upon these things, while doing nothing to classes without abilties of this nature.

I presume summoning is still allowed. So why not "pets?" If you take animal companions from druids, you might as well take spontainious casting of cures from clerics.
 


Yes..I get it, even wioth out the prompt.... ;) ;)


But don't ingonre cleric, The healing spells will really help if you don't kil everyone in the first few rounds...
 

Keep in mind that this is a One-on-One arena battle.

You shouldn't have to worry about healing, since you'll either be the winner or dead after the first round. You'll get two rounds if you are lucky.

That's why it's so important to win initiative. With 20th level characters, the first person to go wins the fight 99% of the time.
 

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