Arena Warden

Post/Author/DateTimePost
#1

toastedamphibian

Nov 05, 2008 1:58:37
Hello, Im making a character for an arena game and I'm looking for a little advice. Originally I was working on an archer build, but i've found the rules on ghost archers to be quite lacking. I don't want to give the DM too many headaches and he isnt in a position where houseruleing would really be fair so I've been contemplating a diffrent route. (Yes I want a ghost character. I know a straight caster would be better.)

The 2nd level of the ghost savage progression from the wizards site gives access to the telekinesses spell as an at SU ability CL 12. 3rd lvl Tomb warden lets you add your CHA bonus to attack and damage rolls as well as all your saves for 10 minutes a day. (Very few arena fights are likely to ever last that long.) 4th level Master of the Unseen Hand lets you use your caster level as your BaB and add your carisma as damage on Violent thrust attacks with weapons. My current build looks like this:

Show

Air Goblin [-2 str, +4 dex, -2 con]
32pt point buy: 8 str, 18 dex, 8 con, 8 int, 8 wis, 18 cha

HexBlade: Toughness feat, curse concentration 4 BWS: 2
Knight: BWS: 4 knightly challenge
Ghost: Undeath, Manifestaion [str and con scores are now zero]
Ghost: +2 cha, Telekineses
HexBlade: Cha to saves VS spells/spelllikes concentration 5 BWS: 5 Ghostly Grasp feat
Tomb Warden: (Hopefully DM will let me say im burried in the arena) Turn Immunity concentration 6
Tomb Warden: Tombsense (know exact location of all intruders in tomb) concentration 7
Tomb Warden: Insight bonus to attacks, damage, saves, = to Cha mod Concentration 8 Ability focus: Telekineses (?)
Master of the Unseen Hand: TK CL =13 Switch TK form during same casting
Master of the Unseen Hand: TK CL =14 Use Combat Manuever to Attack w/weapon sustain as move action
Master of the Unseen Hand: TK CL =15 (Max for weight/number of projectiles) Full attack with Combat Manuever
Master of the Unseen Hand: TK CL=16 Use CL instead of BAB for Violent Thrust and add Cha to dmg
Master of the Unseen Hand: TK CL=17 Use TK to throw creature 10ft up per CL


For my projectile I think i have settled on the Large greataxe [3d6 x3 dmg, 24lbs (max 25lbs per projectile if I want to launch as many as possible) 40gp each.

At ECL 8 I'll be doing (+18[6bab+5cha+5TW+1Knight+1size] Thrust item [W]+6)x12
At ECL 12 I'll be doing (+30[16cl+6cha+6TW+1Knight +1size] Thrust Item [W]+13)x15
#2

toastedamphibian

Nov 05, 2008 16:04:39
Did I do something wrong?
Is my post hard to read?
Did I violate typical posting guide lines?
Is my build so retarded that noone cares?
Are their no apparent improvments?
#3

hogarth

Nov 05, 2008 17:03:57
I've seen ghosts used in the Core Coliseum; they work pretty well, as long as you always have somewhere to hide.

I wouldn't bother with the full BAB classes, but that's up to you. I'd go for something like:
Old whisper gnome ghost wizard (illusionist, using the Shadow Shaper variant from Unearthed Arcana) -- or -- cleric (magic + trickery domains for Hide skill & wizard scrolls/wands) -- or -- psion (the ability to use Solicit Psicrystal or Schism to maintain concentration on Telekinesis while performing other actions is great, plus Vigor is good for boosting your puny hp)

Pump up your Hide skill and use scrolls until you can start using Telekinesis (e.g. with 250 gp, you can buy a CL 9 scroll of magic missile that can basically kill any 1st level character). The ability to use wizard scrolls and wands is a huge advantage, especially at low level; it expands your defensive arsenal tremendously.

What abilities do you have besides Telekinesis? Ability drain or magic jar?
#4

toastedamphibian

Nov 05, 2008 17:14:26
All arena characters start at level 1, so I have to use the template progression found here :http://www.wizards.com/default.asp?x=dnd/sp/20040117a

1st Ethereal, fly, ghostly equipment, ghost skills +2, manifestation, undeath
2nd Cha +2, lesser ghost powers, turn resistance +2

2 levels gets me one lesser power (curropting touch, frightfull moan, or telekinesis), of which TK seems by far the most usefull.


Hmm, didnt really want to go caster (Too many caster types already) the full BAB classes are their stricty to meet the entry requierments for tomb warden as quickly as possible to increase the CHA synergy (TombWarden requiers +3BAB, +5 Base will save, and toughness)

The age categories is something I hadnt thought of and should really look into, cha bonuses are more usefull than dexterity bonus in this build I think, and the con and str penalties are irrelevant after 2nd level.
Venerable Air Goblin
Age and race mods: str-5 dex+1 Con-5 Int+3 Wis+3 Cha+3
32 Point buy: .........str 8 dex 17 con 9 Int 9 Wis 9 Cha 18
Starting abilitie scores: Str 3, Dex 18, con 4 Int 12 Wis 12 Cha 21

It will put my AC one lower till my 4th HD but my dcs, save bonuses from hexblade/tombwarden and my damage is better. Ill be down 1 hp at first and 2 hp at secound, but the increased Int would probably let me take Knight as my first HD and still get my 8 ranks of concentration in time for SotUH at the same level. (Getting me 2 extra hp at first level.)

Or old, whcih puts me at str 4 dex 20 con 4 int 10 wis 10 cha 20 with my original point buy. Swapping the first 2 levels replaces the temp hp loss and my defense stays the same but my damage and saves go up. Str and Con penalties go away at ECL 3, so it basicly changes my stat mods from +4 dex to +2dex +2int +2wis +2cha

If I go venerable I can say I died of old age between matches....
#5

hogarth

Nov 05, 2008 22:22:01
All arena characters start at level 1, so I have to use the template progression found here :http://www.wizards.com/default.asp?x=dnd/sp/20040117a

Wow...etherealness for +1 LA? That's cheap at twice the price!


2 levels gets me one lesser power (curropting touch, frightfull moan, or telekinesis), of which TK seems by far the most usefull.

Absolutely.

Hmm, didnt really want to go caster (Too many caster types already)

I'm not surprised that there are so many casters. But if you want to make it past level 5 or so, you'll really be handicapped if you don't have access to effects like See Invisibility or Touchsight (in my experience).

Also remember -- the more actions you have compared to your opponent, the better. What's the policy on bringing pets into the arena? Familiars and animal companions only?
#6

toastedamphibian

Nov 11, 2008 19:58:32
Gah, I wrote a reply to this about a week ago. I guess the forum ate it.

I'm not surprised that there are so many casters. But if you want to make it past level 5 or so, you'll really be handicapped if you don't have access to effects like See Invisibility or Touchsight (in my experience).

Tombsight, 2nd level tomb warden ability [ECL 7 in my build] says something along the lines of "You know the exact location of all intruders in the tomb." Would this not negate invisibility?

Also remember -- the more actions you have compared to your opponent, the better. What's the policy on bringing pets into the arena? Familiars and animal companions only?

I belive this is correct.
#7

hogarth

Nov 11, 2008 20:35:27
Tombsight, 2nd level tomb warden ability [ECL 7 in my build] says something along the lines of "You know the exact location of all intruders in the tomb." Would this not negate invisibility?

It would probably allow you to auto-pinpoint your enemy, although you might still have a miss chance for total concealment. That's assuming that you're always fighting in the tomb you're guarding. Are you allowed to assume that under the arena rules?
#8

toastedamphibian

Nov 13, 2008 17:28:33
Im planning on declareing the arena as the tomb. If that isnt approved then the character is rather pointless and I'll probably come up with some other idea so, for the sake of argument, we will assume thats alright.

However, I just had a sad revelation. Knight gives me no benifit. It provides a moral bonus to which I am Immune. Stupid undeath. Duskblade 1/ Hexblade 2? Probably take resit energy and obscuring mist as my spells known.
#9

toastedamphibian

Nov 13, 2008 17:42:13
It would probably allow you to auto-pinpoint your enemy, although you might still have a miss chance for total concealment.

So, this and my intention to use obscuring miss means blind-fight is a good choice? Nevermind, that only works for melee attacks.