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My First Ever d&d post! attempt at warrior vs wizard pvp
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<blockquote data-quote="Dandu" data-source="post: 5711981" data-attributes="member: 85158"><p>Not even Greater Celerity. Regular Celerity is all you need, because casting Time Stop is a standard action.</p><p></p><p>Here is how I would do it.</p><p></p><p>Pre-match: Buffs are Mind Blank (24 hours) and Extended Shapechange (duration 8-9 hours depending on how much caster level is boosted).</p><p>Initiative rolls: Cast Celerity. Gain a standard action. Cast Time Stop. Assume minimum rolls, gain 2 rounds.</p><p>Virtual round 1: Dazed.</p><p>Virtual Round 2: Swift Action Shapechange into a Choker for an extra standard action. Cast Gate and summon an Epic level monster (say, a <a href="http://www.d20srd.org/srd/epic/monsters/abomination.htm#phane" target="_blank">Phane</a>). Use extra standard action to cast Rope Trick. Use move action to enter the Rope Trick.</p><p>Round 1: Fighter dies to Epic level monster.</p><p></p><p>There are, needless to say, many other ways of doing this. Offhand, you could Polymorph Any Object the floor and ceiling into <em>aqua regia</em> or lava and then teleport away. That's always quite fun to do. Or open a Bag of Holding on the floor and put a Portable Hole right above it so that when Time Stop ends, one falls into the other for maximum hilarity. Really, the sky's the limit here.</p><p></p><p>The trouble is getting into a position to deliver those critical hits. And getting critical hits in the first place, considering a Mithral Buckler of Greater Fortification is very affordable towards the endgame. And that there are several buffs (Elemental Body, Veil of Undeath) that make you immune to critical hits. I could go on.</p></blockquote><p></p>
[QUOTE="Dandu, post: 5711981, member: 85158"] Not even Greater Celerity. Regular Celerity is all you need, because casting Time Stop is a standard action. Here is how I would do it. Pre-match: Buffs are Mind Blank (24 hours) and Extended Shapechange (duration 8-9 hours depending on how much caster level is boosted). Initiative rolls: Cast Celerity. Gain a standard action. Cast Time Stop. Assume minimum rolls, gain 2 rounds. Virtual round 1: Dazed. Virtual Round 2: Swift Action Shapechange into a Choker for an extra standard action. Cast Gate and summon an Epic level monster (say, a [URL="http://www.d20srd.org/srd/epic/monsters/abomination.htm#phane"]Phane[/URL]). Use extra standard action to cast Rope Trick. Use move action to enter the Rope Trick. Round 1: Fighter dies to Epic level monster. There are, needless to say, many other ways of doing this. Offhand, you could Polymorph Any Object the floor and ceiling into [I]aqua regia[/I] or lava and then teleport away. That's always quite fun to do. Or open a Bag of Holding on the floor and put a Portable Hole right above it so that when Time Stop ends, one falls into the other for maximum hilarity. Really, the sky's the limit here. The trouble is getting into a position to deliver those critical hits. And getting critical hits in the first place, considering a Mithral Buckler of Greater Fortification is very affordable towards the endgame. And that there are several buffs (Elemental Body, Veil of Undeath) that make you immune to critical hits. I could go on. [/QUOTE]
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