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<blockquote data-quote="Jack Simth" data-source="post: 4350390" data-attributes="member: 29252"><p>Hmm....</p><p></p><p>Human Cleric-10; pick up a Candle of Invocation, so that you're casting as a Cleric-12 for the arena battle; also pick up a strand of Prayer Beads that includes a Bead of Karma, some fullplate, and a reach weapon (a Longspear, maybe).</p><p></p><p>Feats:</p><p>Extend Spell</p><p>Persistent Spell</p><p>Divine Metamagic(Persistent Spell)</p><p>Extra Turning</p><p>Extra Turning</p><p>Domains to flavor, but Planning nets you Extend Spell for free (netting you an extra feat slot for Extra Turning) and the Undeath domain grants Extra Turning as a bonus feat.</p><p></p><p>If permitted, before the fight, you do your buffing. prepare spells using the Candle, Invoke the bead of Karma (cast as Cleric-12, caster level 16!), then Persist the following spells:</p><p>Antilife Shell (so they can't approach you).</p><p>Righteous Might (So you can hit them from a loong ways off ... and so that you hit hard).</p><p>Divine Power (so you hit harder, and more often).</p><p>Certain spells you simply cast on your stuff:</p><p>Greater Magic Weapon (your mundane longspear is now a +4 longspear for the next 16 hours)</p><p>Magic Vestments (your mundane fullplate is now +4 fullplate for the next 16 hours)</p><p></p><p>Spells to keep prepared in case they're needed during the fight:</p><p>Air Walk (flight)</p><p>Freedom of Movement (in case of grapple monsters or combat controllers)</p><p>Protection From Energy (in case your opponent seems to favor elemental damage - this is unlikely to be needed)</p><p>Wind Wall (nothing more annoying than an archer)</p><p>Spell Resistence (you'll want this if you find out you're facing a caster).</p><p></p><p>Now, granted, a lot of this will depend on the specific rules of the arena.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4350390, member: 29252"] Hmm.... Human Cleric-10; pick up a Candle of Invocation, so that you're casting as a Cleric-12 for the arena battle; also pick up a strand of Prayer Beads that includes a Bead of Karma, some fullplate, and a reach weapon (a Longspear, maybe). Feats: Extend Spell Persistent Spell Divine Metamagic(Persistent Spell) Extra Turning Extra Turning Domains to flavor, but Planning nets you Extend Spell for free (netting you an extra feat slot for Extra Turning) and the Undeath domain grants Extra Turning as a bonus feat. If permitted, before the fight, you do your buffing. prepare spells using the Candle, Invoke the bead of Karma (cast as Cleric-12, caster level 16!), then Persist the following spells: Antilife Shell (so they can't approach you). Righteous Might (So you can hit them from a loong ways off ... and so that you hit hard). Divine Power (so you hit harder, and more often). Certain spells you simply cast on your stuff: Greater Magic Weapon (your mundane longspear is now a +4 longspear for the next 16 hours) Magic Vestments (your mundane fullplate is now +4 fullplate for the next 16 hours) Spells to keep prepared in case they're needed during the fight: Air Walk (flight) Freedom of Movement (in case of grapple monsters or combat controllers) Protection From Energy (in case your opponent seems to favor elemental damage - this is unlikely to be needed) Wind Wall (nothing more annoying than an archer) Spell Resistence (you'll want this if you find out you're facing a caster). Now, granted, a lot of this will depend on the specific rules of the arena. [/QUOTE]
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