NimbleNZ
First Post
Aasimar necropolitan mage killer
Aka: Fluffy the wizard slayer
“The extraordinarily rare evil aasimar often makes the vilest villain”.
Hi,
This is my third attempt at level 20 warrior VS level 20 wizard PVP for arena matches, I hope you like it. Please let me know what you think!
Rules are pretty much the same rules as before:
“arena is a 1000 ft cube, leaving the arena forfeits, celerity is allowed, only 1 contingency allowed, match lasts 50 rounds, audience or DM decide the winner if both combatants still active at the end. I've used whatever books I can find for the warrior so the wizard can do the same”.
To this I would only add that players may or may not know what class their opponent will be fighting with. It might be used in a free for all battle, team battles, or duels.
I also made a thread with some questions that relate to this build, such as speed and undead using CHA instead of CON. The link is here: http://www.giantitp.com/forums/showthread.php?t=221318
Ok, here goes!
Templates: Necropolitan (LA +0)
2 Flaws and the quick trait
HP: 130 + (20 x 7 Wis) = 270 (probably HP is lower, not sure how it works retro-actively).
Touch AC: 44 or 35 if MDJ’d (I have not stacked monk AC with swordsage AC, don't worry).
Initiative: You won’t be going first!
Attack: +16/+11/+6/+1
+16 (BAB) +1 (WF katana) +3 (strength) = 20 (+5 with chosen of evil feat)
Damage: Ubercharge as best you can, then power attack. Damage isn’t great, but if you disjunction away the wizard’s buffs then it doesn’t need to be.
Special attacks:
-Momentary disjunction every 5 rounds, will save: DC 20 + 8 (CHA bonus) = 28
-Fearsome eye gaze attack (DC 14 for anyone looking character), paralyses with fear 1d4 rounds
Reach:15ft (30ft with reach weapon)
Speed: 30ft + 10ft (quick trait) + 10ft (fast leg graft) = 50ft
Flying: (50 x2) + 30ft (air heritage) = 130. 260 on a charge, 520 on a double move.
NOTE: I may be wrong about the fly speed, it may not double the quick trait/leg graft as well. In that the base fly speed is 90ft (30 x2 +30). I made a thread inquiring about this here:
Saves:
Will and reflex saves: Using concentration = 42
Fortitude: 17 (levels) +8 (CHA from sustaining prescence) +2 (great fortitude) +8 (CHA instead of CON for undead) = 35
NOTE: I may be wrong about undead using CHA instead of CON for fortitude saves. If yes, the fortitude save is 27 and not 35.
Key skills: Concentration, PrC pre-requisites
Feats:13 + 5 vile
Air heritage, Power attack, Improved bull rush, Shock trooper, Mage slayer, Quick draw, Weapon focus (katana), Improved initiative, Toughness, Iron will, Endurance, Skill focus (+3 concentration), Great fortitude, Willing deformity, Deformity: tall (+5ft reach), Chosen of evil, Deformity: gaunt (+2 dexterity and -2 Constitution), Vile martial strike: katana (+1 damage)
Classes (not in order of progression):
Fighter 1
Monk 2 EVASION
Totemist 2
Swordsage 2
Dragon warrior 2
Witch slayer 5 METTLE
Iaijatsu master 1
Exemplar 4
Immunities!:
Negative levels.
Poisons.
Mind-affecting.
Paralysis and Stunning.
Ability Drain, Energy Drain, damage to physical stats.
Items/grafts:
Tomes/manuals: 110k x3 = 330k
Fearsome eye graft: 120k (see invisibility as spell, gaze attack 30 ft) Gloves of Cha, periapt of Wis, Headband of Int: 118k
Membranous wing graft: 50k
Ring of freedom of movement: 40k
Claws of the leopard: approx 38.5k
Belt of battle: 12k (for extra turns/actions)
Pick of piercing (for bigby?): 9.5k
Fast Leg graft: 4k (+10 land speed)
Long arm graft: 5k (+5 reach, can has 2 long arms?)
727k total (under WBL this time
)
Tactics:
The tactics assume that the wizard will expend a lot of high level spells on things like: time stop, force cage + cloud-kill, death-effect stuff, etc. You want the wizard to do this because most of it will not hurt you.
You are immune to must things and you dont rely much on items so when your stuff gets dispelled you can keep fighting.
Fluffy's will and reflex saves are high, and they use concentration so you don’t fail on a 1. Fluffy is vulnerable to a 1 on a fortitude save, or a very high attack roll (maybe just 20) to beat your touch AC. Wizards will have to use true strike to get past your AC, so that’s a 50% reduction in their damage right away.
Your defences should give you a decent window in which to kill the wizard. There’s only 1 contingency allowed, so once you burn through it you should be able to rush up and disjunction him.
Also, every round he spends facing you within 30ft is another chance he will roll a 1 on his will save to avoid being paralysed by your gaze attack.
That’s about it. You’ll still probably lose, but you’ll make him sweat a bit first which is a moral win for a level 20 melee type against a level 20 wizard. And maybe, just maybe, you’ll get lucky.
Hope you like it guys, let me know what you think
Ps: when criticising, please try to imagine that you haven’t just read this build and describe how you would act in that situation. I know there are weaknesses, but just because they exist it doesn’t (necessarily) follow that they would be exploited on the first turn!
Cheers guys,
NimbleNZ
Aka: Fluffy the wizard slayer
“The extraordinarily rare evil aasimar often makes the vilest villain”.
Hi,
This is my third attempt at level 20 warrior VS level 20 wizard PVP for arena matches, I hope you like it. Please let me know what you think!

Rules are pretty much the same rules as before:
“arena is a 1000 ft cube, leaving the arena forfeits, celerity is allowed, only 1 contingency allowed, match lasts 50 rounds, audience or DM decide the winner if both combatants still active at the end. I've used whatever books I can find for the warrior so the wizard can do the same”.
To this I would only add that players may or may not know what class their opponent will be fighting with. It might be used in a free for all battle, team battles, or duels.
I also made a thread with some questions that relate to this build, such as speed and undead using CHA instead of CON. The link is here: http://www.giantitp.com/forums/showthread.php?t=221318
Ok, here goes!
Templates: Necropolitan (LA +0)
2 Flaws and the quick trait
HP: 130 + (20 x 7 Wis) = 270 (probably HP is lower, not sure how it works retro-actively).
Touch AC: 44 or 35 if MDJ’d (I have not stacked monk AC with swordsage AC, don't worry).
Initiative: You won’t be going first!
Attack: +16/+11/+6/+1
+16 (BAB) +1 (WF katana) +3 (strength) = 20 (+5 with chosen of evil feat)
Damage: Ubercharge as best you can, then power attack. Damage isn’t great, but if you disjunction away the wizard’s buffs then it doesn’t need to be.
Special attacks:
-Momentary disjunction every 5 rounds, will save: DC 20 + 8 (CHA bonus) = 28
-Fearsome eye gaze attack (DC 14 for anyone looking character), paralyses with fear 1d4 rounds
Reach:15ft (30ft with reach weapon)
Speed: 30ft + 10ft (quick trait) + 10ft (fast leg graft) = 50ft
Flying: (50 x2) + 30ft (air heritage) = 130. 260 on a charge, 520 on a double move.
NOTE: I may be wrong about the fly speed, it may not double the quick trait/leg graft as well. In that the base fly speed is 90ft (30 x2 +30). I made a thread inquiring about this here:
Saves:
Will and reflex saves: Using concentration = 42
Fortitude: 17 (levels) +8 (CHA from sustaining prescence) +2 (great fortitude) +8 (CHA instead of CON for undead) = 35
NOTE: I may be wrong about undead using CHA instead of CON for fortitude saves. If yes, the fortitude save is 27 and not 35.
Key skills: Concentration, PrC pre-requisites
Feats:13 + 5 vile
Air heritage, Power attack, Improved bull rush, Shock trooper, Mage slayer, Quick draw, Weapon focus (katana), Improved initiative, Toughness, Iron will, Endurance, Skill focus (+3 concentration), Great fortitude, Willing deformity, Deformity: tall (+5ft reach), Chosen of evil, Deformity: gaunt (+2 dexterity and -2 Constitution), Vile martial strike: katana (+1 damage)
Classes (not in order of progression):
Fighter 1
Monk 2 EVASION
Totemist 2
Swordsage 2
Dragon warrior 2
Witch slayer 5 METTLE
Iaijatsu master 1
Exemplar 4
Immunities!:
Negative levels.
Poisons.
Mind-affecting.
Paralysis and Stunning.
Ability Drain, Energy Drain, damage to physical stats.
Items/grafts:
Tomes/manuals: 110k x3 = 330k
Fearsome eye graft: 120k (see invisibility as spell, gaze attack 30 ft) Gloves of Cha, periapt of Wis, Headband of Int: 118k
Membranous wing graft: 50k
Ring of freedom of movement: 40k
Claws of the leopard: approx 38.5k
Belt of battle: 12k (for extra turns/actions)
Pick of piercing (for bigby?): 9.5k
Fast Leg graft: 4k (+10 land speed)
Long arm graft: 5k (+5 reach, can has 2 long arms?)
727k total (under WBL this time

Tactics:
The tactics assume that the wizard will expend a lot of high level spells on things like: time stop, force cage + cloud-kill, death-effect stuff, etc. You want the wizard to do this because most of it will not hurt you.
You are immune to must things and you dont rely much on items so when your stuff gets dispelled you can keep fighting.
Fluffy's will and reflex saves are high, and they use concentration so you don’t fail on a 1. Fluffy is vulnerable to a 1 on a fortitude save, or a very high attack roll (maybe just 20) to beat your touch AC. Wizards will have to use true strike to get past your AC, so that’s a 50% reduction in their damage right away.
Your defences should give you a decent window in which to kill the wizard. There’s only 1 contingency allowed, so once you burn through it you should be able to rush up and disjunction him.
Also, every round he spends facing you within 30ft is another chance he will roll a 1 on his will save to avoid being paralysed by your gaze attack.
That’s about it. You’ll still probably lose, but you’ll make him sweat a bit first which is a moral win for a level 20 melee type against a level 20 wizard. And maybe, just maybe, you’ll get lucky.
Hope you like it guys, let me know what you think

Ps: when criticising, please try to imagine that you haven’t just read this build and describe how you would act in that situation. I know there are weaknesses, but just because they exist it doesn’t (necessarily) follow that they would be exploited on the first turn!

Cheers guys,
NimbleNZ
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