CO Request: Take down the Champion

Post/Author/DateTimePost
#1

crazy_monkey

May 21, 2008 16:34:05
In my guise as Calahan, I run The Battle Nexus play-by-post game over in the Play-by-Post Haven.

The Nexus has run through three tournament cycles so far and has been dominated by Coraga, a human barbarian with the whirling frenzy variant from Unearthed Arcana.

I'm looking for two things.

1. A character that can take her down.

2. Someone to play said character. ;)

For reference, the Battle Nexus character creation rules and resources can be found here.

Thanks for any input you can provide.
#2

altpersona

May 21, 2008 16:47:14
hmm, 34 points of damage, and go first in 3 lvls..

should be do-able.
#3

crazy_monkey

May 21, 2008 16:51:12
As an aside, I'm also using this thread as a crash course in how the CO process works. ;)
#4

tshern

May 21, 2008 16:55:22
Warblade with Power attack and Punishing stance seem like a decent way to go. I think we made a build that consistently made 22 damage at level 1 per attack. The Desert wind maneuver that does 1d6+IL worth of fire damage is a nice plus.
#5

darksamuari

May 21, 2008 16:57:22
Well, looking at the character is seems like if you developed a character specifically targeting her weak spots
  • A hider who attacks with ranged attacks
  • A high defense fighter
  • A flyer possibly
  • Someone that could go against that weak will save.
#6

snex

May 21, 2008 16:58:08
the guy has a will save of 0, just cast sleep.
#7

crazy_monkey

May 21, 2008 16:59:32
Unfortunately, the Nexus doesn't allow Tome of Battle (yet).

For reference, the books usable in the Nexus are:

Core 3

Complete Adventurer, Complete Arcane, Complete Divine, Complete Warrior

Deities and Demigods, Manual of the Planes, Monster Manual II (all using the 3.5 update document download)

Expanded Psionics Handbook

Libris Mortis

Monster Manual III

Races of Eberron

Savage Species (with monster class revisions done by yours truly)

Spell Compendium

Unearthed Arcana (specific options are laid out in the first post of the thread linked to in the first post of this thread)
#8

darksamuari

May 21, 2008 17:01:38
If you can evade him for +6 rounds, he'll become fatigued aswell.
#9

altpersona

May 21, 2008 17:04:26
sleep is win...

spec up your DC and dex and take imp init, going last is going kill you..
#10

crazy_monkey

May 21, 2008 17:04:52
She plays her whirling frenzy fairly smartly, holding onto it until her enemy is within reach.
#11

darksamuari

May 21, 2008 17:10:30
Is there a specific area/place where the battle would occur? Location and surroundings could be very important.
#12

cyrocloud

May 21, 2008 17:33:31
Sleep would be my first guess to take him down and if you realy focused on it you should be able to get him unless he rolls a nat 20, but some creative uses with silent image might be the best way to go, like be a gnome and make a giant wall which you could cast sleep behind pretty easily.
#13

22_Over_7

May 21, 2008 17:37:38
Flight. Isn't the Winged template in Savage Species? Can't you cast Alter Self as a 3rd level Wizard?

Tips for the future:
1) Links are bad, no one wants to follow them. [sblock][/sblock] stuff.
2) Issuing "challenges" is usually bad, but yours is fairly well-posed.
#14

tshern

May 21, 2008 17:38:40
Sleep requires a full-round action. Color spray however...
#15

piggyk

May 21, 2008 17:48:03
The easiest option I can think of would be a Cleric 3 with Heighten Spell, and Divine Metamagic (Heighten Spell). Toss in SF (Enchantment) for fun if you're playing a Human.

A human with maximum Wisdom would have a save DC of 17. Use Heighten Spell and 5 turn attempts to make it DC 21, which is beyond her capabilities.

Then, take your scythe or heavy pick or whatever (you don't actually have to be proficient for what you're about to do) and coup de grace your little heart out.

And you always have Sanctuary as a back-up plan...
#16

altpersona

May 21, 2008 18:08:57
as long as you win init, then go ahead and use sleep.

you could always beat her at her own game, and counter berserker..

EDIT, i forgot to mention a tripper could be alright... monkey grip'n a XL spike chain.
#17

davethemagicweasel

May 21, 2008 18:18:53
Empowered Ego Whip (maybe Wilder if you need to Surge to get the ML up to the required level, afb atm).

Otherwise, some sort of Spider Climbing or flying ranged attacker would do the job in a 1 v 1 situation.

Either way Imp Initiative is basically mandatory in PvP arenas imo.
#18

blargney_the_second

May 21, 2008 18:20:09
Human fighter 2/psy warrior 1

Feats: Aberrant Blood, Inhuman Reach, Combat Reflexes, Combat Expertise, Improved Trip, Deft Opportunist

Weapon: some sort of tripping polearm with 10' reach.
#19

jaronk

May 21, 2008 18:25:03
Yeah, that will save is a joke. I'd just go with a decent Sorcerer or Wizard, perhaps with Spell Focus (Conjuration) or something, and drop Glitterdust on her (then move). Next round, Sleep it is (remember, the casting time on Sleep means you can't just cast it... gotta blind the barbarian first).

JaronK
#20

altpersona

May 21, 2008 18:33:26
Scare
Hideous laughter
Hold person
Daze
Daze monster
http://www.d20srd.org/srd/spells/colorSpray.htm
command : flee > incures AoO > trip : or halt... or die... (srd dosnt include die..)
sleep

thats my short list of spells from the spell filter. some are win some are just a good start.
#21

sinfire_titan

May 21, 2008 20:07:06
Oh if only Incarnum were allowed. I'd like to see Eisin against that character, just for the chance to play him again...
#22

Midnight_v

May 21, 2008 20:20:25
grease work? then sleep?
#23

hogarth

May 21, 2008 21:22:21
Empowered Ego Whip (maybe Wilder if you need to Surge to get the ML up to the required level, afb atm).

In the Core Coliseum, I had excellent success with a psion using Brain Lock; his psicrystal wore barding with armor spikes and could kill the Brain Locked enemy at its leisure.
Otherwise, some sort of Spider Climbing or flying ranged attacker would do the job in a 1 v 1 situation.

Either way Imp Initiative is basically mandatory in PvP arenas imo.

Yes on Spider Climb/Levitate. Improved Initiative may be useless, depending on the size of the arena and whether they start with line of sight or not. In this case, the arena looks like a featureless 50' x 100' rectangle, so Improved Initiative is definitely necessary (unless you prebuff with Invisibility or the like).
#24

bosheck

May 21, 2008 22:37:42
Backbiter would be a fine spell, for maximum humiliation.

I see Libris Mortis there as well. Fell Draining cantrips (Sonic snap, and Caltrops) were always a favorite low level tactic of mine, but it is by no means an instant win.
#25

ninjarabbit

May 22, 2008 7:13:48
Be a wizard or cleric, have 3 shatters prepared, and shatter the melee weapons. It's mean but effective.
#26

hogarth

May 22, 2008 7:36:28
Be a wizard or cleric, have 3 shatters prepared, and shatter the melee weapons. It's mean but effective.

The problem is that the arena is about one barbarian-charge wide. So it'll be hard to cast three spells without getting thumped at the same time. You need some sort of "immunity to melee" defense like flight, invisibility, super-hiding, etc.
#27

ninjarabbit

May 22, 2008 8:06:07
The problem is that the arena is about one barbarian-charge wide. So it'll be hard to cast three spells without getting thumped at the same time. You need some sort of "immunity to melee" defense like flight, invisibility, super-hiding, etc.

Sanctuary should do the trick
#28

davethemagicweasel

May 22, 2008 8:43:24
Be a wizard or cleric, have 3 shatters prepared, and shatter the melee weapons. It's mean but effective.

By which point the Barbarian has got close enough to you to grapple you and beat you unconscious with his fists.

At high levels grapple is useless, at level 3 I suspect the Wizard/Cleric aren't defended against it.

Hmmm... Abrupt Jaunt would cover it nicely tho. You'd still need a spell to actually put the Barbarian down tho, otherwise you run out of jaunts and then (s)he punches you.

edit - semi-ninja'd, that'll teach me to leave the browser open.
#29

ChristopherGroves

May 22, 2008 9:00:40
There are two ways to do it ... disable hitting that will save ... or out damage ... I wonder if we can out-damage as a caster ...
#30

altpersona

May 22, 2008 9:09:09
with the books listed i doubt it.

if it were an cheesewrought kobold, then ya, probably..
#31

ChristopherGroves

May 22, 2008 9:40:36
Is she really using a MW large guisarme with monkey grip?

Really?
#32

crazy_monkey

May 22, 2008 10:03:48
Yes, yes she is. She's really the only player in the Nexus right now that comes at it from a "build it to win it" perspective.
#33

sodaguy

May 22, 2008 10:11:29
Use the same build but swap monkey grip for something better to deal an awesome blow against the users of monkey grip.
#34

crazy_monkey

May 22, 2008 10:13:53
I take it Monkey Grip is not very popular?
#35

ChristopherGroves

May 22, 2008 10:15:41
No, it really isn't.

SodaGuy: I was thinking the exact same thing ;)
#36

crazy_monkey

May 22, 2008 10:17:01
Without derailing the thread over much, what's the problem with Monkey Grip?
#37

ninjarabbit

May 22, 2008 10:18:01
Question: are clerics allowed to bring in any undead they might have rebuked/commanded?
#38

crazy_monkey

May 22, 2008 10:19:30
There isn't a "Campaign" outside the Nexus so other than animal companions, familiars and the like, there isn't any capacity to bring in outside help.
#39

ninjarabbit

May 22, 2008 10:29:44
Without derailing the thread over much, what's the problem with Monkey Grip?

From a CO perspecitive it isn't very good, it's basically a crappy version of power attack that you can't turn off.

Actually now I think of it between monkey grip and whirling frenzy she's going to have a hard time hitting anything with a good AC. This is actually one of the rare times I might recommend a sword and board character since you could outlast the whirling frenzy since it's only going to last 3 rounds.
#40

ChristopherGroves

May 22, 2008 10:34:12
Or the above combined with a fear-striker (someone using intimidate, etc.) ... need to check what feats are available.

Monkey Grip only works well in specific situations; Power Attack is millions of times better (but this is one of those wonky one-trick-pony situations where Monkey Grip has some mathematical benefit ... drawback being to hit)
#41

nebelmond

May 22, 2008 10:36:41
If you really just want to beat her in her present form, make a Shadow from Savage Species. Seeing how she has no magic weaponry or attacks, she can't touch it.
#42

altpersona

May 22, 2008 10:38:50
if your dead set against sleep...

then a regular wiz with a bumped up DC can use color spray and scare as an equivilent of time stop... both give you rounds to do your thing. add extend spell to color spray to make it last 4 - 10 rounds. that should be enough time to use every spell you know.

if your a cleric instead use hold person. hold person = helpless = win

hold person, scare, and color spray are all 1 standard action.

using a human w/ flaws just ensures win.

without spells, Goad should work fine. use a move action to stop your opponent from attacking you in melee.

how's about if your a wiz, take imp familiar: worg. (as per the keeps pdf...) 30hp

you cast 1 spell : color spray: barbarian is stunned for at least 4 rounds. worg moves, bites, trips. bites , bites, bites , bites. re color spray, bite x 4 : max one casting damage is 10?x4 bites minimum is 5x 4 bites, worst case it takes 2 castings.

ok worst case is the barb makes the save both times. but your worg is a nice meat shield...

this is of course , if you can use your familiar and if worg is allowed.
#43

hogarth

May 22, 2008 10:59:43
From a CO perspecitive it isn't very good, it's basically a crappy version of power attack that you can't turn off.

You turn it off by using a different weapon.

That still doesn't make it a good feat, though.
#44

sinfire_titan

May 22, 2008 11:13:12
You turn it off by using a different weapon.

That still doesn't make it a good feat, though.

Or by using the Sizing enhancement.
#45

pfooti

May 23, 2008 12:27:42
Yeah, if I were building a character to fight that one, I'd focus on the +0 will save. Typical 3rd-level characters can drop lots of useful will-save-or-die spells at around DC 17 or 18 or so. A martial wizard (UA variant) can get Improved Initiative instead of Scribe Scroll, and can prepare Nerveskitter, that's a +9 initiative mod. Add to that a reasonable DEX, and you've got a pretty good chance of winning initiative. That's all it really takes.

Monkey Grip Hate, by the math: Monkey Grip turns your 1d10 guisarme (avg damage 5.5) into a 2d6 guisarme (avg damage 7), which is a 1.5 damage upgrade, on average. This at a cost of -2 attack. That's worse than power attacking for 2: a guisarme would do 4 more damage. Even a greatsword goes from 2d6 to 3d6, for 3.5 more damage at -2 attack, not worth it. Feats are costly, and monkey grip is one of the worst feats ever.
#46

ChristopherGroves

May 23, 2008 12:40:43
Without PHB2 I'd go the same route pfooti suggests

Wizard 3 (UA fighter feat variant - Improved Init)

For feats you can get some mileage out of spell focus / greater spell focus (that's +2 to the DC right there).

Assuming wizard with 16 INT and moderate DEX you should have a +mid-low teens init bonus and a DC for 2nd level spells of 17 just with those few feats. A stat booster and/or more points into those scores would be goodness.

And, of course, buy some trained dogs. No reason to fight fair if you can buy stuff from the PHB.
#47

vicen_korel

May 23, 2008 13:17:11
Wizard human
H -- Widen spell
1st -- Sculpt Spell
3rd -- Fiery burst
Sculpt Burning Hands stack the 4 10ft x 10ft squares on top of her that's 4 reflex saves against 4d4 damage per square = 16d4 damage 2.5 damage a die = 40 points of damage total figure she makes 2 of the saves 20 points of damage, probably better out there though, I'm AFB.
*not do able because of book restraints*
OR

Gnome Illusionist
1st -- spell focus(illusion)
3rd -- greater spell focus(illusion)

Readied Action Color Spray --> Sleep --> coup

*EDIT*

I take it back lets have some fun:
Halfling Scout 1/ Battle Sorcerer 2
Str 14, Dex 18, Con 16, Int 8, Wis 8, Cha 12
Feats: Point Blank Shot, Dodge
Familiar: Hedgehog
Spells: Shield, Ray of Frost, Acid Splash
AC: 26 (10 + 1 size + 4 dex + 4 chain shirt + 4 shield + 2 Hedgehog + 1 dodge)
Skills: Max Tumble (6 ranks + 4 dex - 2 Chain shirt = + 8)

1st round: Cast shield
2nd round: Tumble (DC 15) 10 ft Ray of Frost for 1d6 +d3 + 1 damage
3rd round: Repeat 2nd round until out of 0th level spells
Beyond: Tumble (DC 15) 10 ft Throw something for d4 + d6 + 3 damage

Considering her best attack is going to be +10 on a charge (and if you only move 10ft away that charging won't work either) at you that AC should keep you safe. On the other hand those spells are touch attack on an AC 11 (13 - 2 for charge) with + 7 to hit. Once you are out of spells it's AC 13 (15 - 2 for charge) with + 7 to hit.

This could give her long enough to get a hit or two in but it isn't likely (needs 16+ or 18+ if not charging), and should be very annoying (which is why I would do it this way). you negate every advantage she could have and poke at her weaknesses slowly taking her out. Plus no worries of being taken out of the tourney for "accidently" killing her with your coup attack.
#48

altpersona

May 23, 2008 14:31:40
the cleric version, to me, just seems so much easier.

imp init
max dex

+8 init, add more if you think its needed, boost your dc the same as a wiz would.

hold person = CDG = check her pockets for change cause she's not gonna need it.

i would be a +1 for the shadow idea, except for the +7 LA, and im not up to seed on how the savage species advancement works..
#49

hogarth

May 23, 2008 15:02:39
My suggestion: a jermlaine wizard with the Animal Companion UA variant. Fly around on your eagle mount and toss spells at your enemy. (Yes, I know jermlaine get an Int penalty.)
#50

alastar

May 23, 2008 15:27:02
I'snt there a way to get 2 scorching rays as a level 1 evoker?

8d6 sounds like outdamaging.
#51

nebelmond

May 23, 2008 15:58:45
the cleric version, to me, just seems so much easier.

imp init
max dex

+8 init, add more if you think its needed, boost your dc the same as a wiz would.

hold person = CDG = check her pockets for change cause she's not gonna need it.

i would be a +1 for the shadow idea, except for the +7 LA, and im not up to seed on how the savage species advancement works..

I have not seen Monkey's adaption of the SS progression, but in the book, incorporeal is a racial trait, so he gets it from the get go. so he slowly touches her to 0 str, mumbling something like "this won't be over quickly and you won't enjoy it" or something

I guess it's the best bet really, all the other ideas work with lvl 3 casters and you start with a lvl 1. Won't make it to 3 before facing her i'd say. But it is a bit cheesy and not very future proof. ^_^
#52

nebelmond

May 23, 2008 16:00:22
I'snt there a way to get 2 scorching rays as a level 1 evoker?

8d6 sounds like outdamaging.

Yes, but not with the books allowed iirc. And 8d6 wouldn't kill her most probably (8x3.5=28), her counter charge though would kill you most probably. ^_^
#53

shadeseraph

May 23, 2008 16:15:33
I'm not sure if that would work by the rules, but... Isn't she using Monkey Grip and a Large Guisarme for extra range? That would make monkey grip pretty useful, given that you can't get extra range any other way without using magic, with the allowed books. Tripping at 15' is great on an arena. You are out of the range of any melee combatant.
#54

erhnamdj

May 23, 2008 16:25:21
I would go with a dmm: quicken cleric. That would get you two spells to start with. I wonder... no, immediate actions aren't very useful. Couldn't use them while flat-footed. Except for nerveskitter, I believe.

This looks like something I might be willing to do. I need to make a level one character, right?
#55

piggyk

May 23, 2008 16:32:20
I'd probably go with a cleric, overall.

Take the Trickery domain, buff up with Invisibility and Sanctuary, and use Summon Swarm.

Summon Swarm has no cap on its duration, beyond Concentration. Summon something immune to weapon damage and wait her out.

Just remember that the swarms that are immune to weapon damage (bats and spiders) have either blindsense or tremorsense, and will approach the nearest living creature, including you.

Use that to your advantage - sneak past her (even if she hears you and knows exactly what square you're in, Invisibility + Sanctuary means that she's pretty unlikely to hit you) and keep her between you and the swarm.

If forced to break invisibility, you can always fall back on Hold Person + coup de grace, or Cause Fear + the Intimidate skill to make her panicked.

EDIT: Bah, just realized Summon Swarm isn't on the cleric spell list. Well, Pestilence domain (CDiv) + Domain Spontaneity feat (same) will let you use it.
#56

22_Over_7

May 23, 2008 16:48:18
Couldn't a Warlock use the Summon Swarm-like invocation?
#57

ChristopherGroves

May 23, 2008 16:49:21
I'm not sure if that would work by the rules, but... Isn't she using Monkey Grip and a Large Guisarme for extra range? That would make monkey grip pretty useful, given that you can't get extra range any other way without using magic, with the allowed books. Tripping at 15' is great on an arena. You are out of the range of any melee combatant.

Wielding an even bigger weapon with Monkey Grip does not increase your reach ... I'll look for the rule, but I'm pretty sure on that.
#58

erhnamdj

May 23, 2008 17:08:21
Actually, it doesn't look like they're using the Complete Psionic "errata" for the XPH. Maybe a guy that bhurns out Astral Constructs would be the way to go.
#59

darksamuari

May 23, 2008 17:08:41
Don't any of you worry, by Saturday night/Sunday afternoon I shall have a build ready to chomp this champion, to horrify this hero, to obliterate this obstacle!

I am preparing
#60

shadeseraph

May 23, 2008 17:18:47
Wielding an even bigger weapon with Monkey Grip does not increase your reach ... I'll look for the rule, but I'm pretty sure on that.

I think that, too. But that would explain why she has taken it. If you think about that, it makes sense, even if it's not legal. An ogre wielding a large guisarme gets 15' range, and one could argue that this is because the longitude of the weapon. We know it doesn't work, but maybe the ones supervising the arena don't.

On the other way, she has taken Combat reflexes for an 1v1 arena. And all his weapons are big. So maybe I'm wrong and she just took it for the extra damage. Unless she has taken Combat Reflexes because it's a prerequisite for other feat/class. But that doesn't explain the weapons.
#61

drakir_nosslin

May 23, 2008 18:26:22
How about a human druid?

1:st round: cast Obscuring Mist, move into mist. Use listen to stay away from the raging barbarian, who cannot attack what she can't find and has a hard time killing us. Then, after the rage ends, move out from the fog, draw a longbow and pick her off... One could also buy a light horse to be sure that she'll never catch up.

Thoughts?

Edit: Since it's a druid, we don't need to buy a horse, it's our animal companion!
#62

altpersona

May 23, 2008 19:38:33
I have not seen Monkey's adaption of the SS progression, but in the book, incorporeal is a racial trait, so he gets it from the get go. so he slowly touches her to 0 str, mumbling something like "this won't be over quickly and you won't enjoy it" or something

I guess it's the best bet really, all the other ideas work with lvl 3 casters and you start with a lvl 1. Won't make it to 3 before facing her i'd say. But it is a bit cheesy and not very future proof. ^_^

which one is cheesy and not future proof?

i think the shadow peters out fastest.

if your using the SS progression, do you have to take all the shadow levels? if you do, your probably going to get clericed in the next few levels.

if you can stop taking shadow levels, and use something else, you take cleric and bolster your self... or alter self to more advantageous undead.

as far as getting turned / rebuked goes. i would do my best to hide your true nature, if you can...

shadow warlock would rock. fly, incorporeal, ranged EB. summon swarm.. it would be funny to pull a HIVE in the arena.
#63

ShakaUVM

May 23, 2008 19:59:49
Yeah, if I were building a character to fight that one, I'd focus on the +0 will save. Typical 3rd-level characters can drop lots of useful will-save-or-die spells at around DC 17 or 18 or so. A martial wizard (UA variant) can get Improved Initiative instead of Scribe Scroll, and can prepare Nerveskitter, that's a +9 initiative mod. Add to that a reasonable DEX, and you've got a pretty good chance of winning initiative. That's all it really takes.

Don't forget, they're using action points -- one of the benefits of an action point is to double the bonus from improved init. They can also be used to add +1 to a spell DC, or gain an extra use of turn undead, or emulate a feat (such as, oh, Extra Turning).

Personally, I'd go cleric with DMM: Heighten Spell and Hold Person. Coup de grace with a pick for the win.
Human
Str 14
Dex 14
Con 16
Int 8
Wis 14
Cha 14
Feats:
Improved Init
Heighten
DMM: Heighten
Emulated Feat: Extra Turning
(Do they allow flaws?)

+10 to init, DC 21 Will save or die. Enough hit points to survive for a round even if he loses init. Seems like an easy win.

Monkey Grip Hate, by the math: Monkey Grip turns your 1d10 guisarme (avg damage 5.5) into a 2d6 guisarme (avg damage 7), which is a 1.5 damage upgrade, on average. This at a cost of -2 attack. That's worse than power attacking for 2: a guisarme would do 4 more damage. Even a greatsword goes from 2d6 to 3d6, for 3.5 more damage at -2 attack, not worth it. Feats are costly, and monkey grip is one of the worst feats ever.

Yeah, monkey grip is almost always inferior to Power Attack, and can't be adjusted for the situation, and doesn't count as prereqs for other feats. It is indeed one of the worst feats ever, but it's very popular (especially with FF7 fan boys).
#64

erhnamdj

May 23, 2008 21:05:27
Gee, ShakaUVM, thanks for posting that.
#65

ShakaUVM

May 25, 2008 0:07:23
Gee, ShakaUVM, thanks for posting that.

What?

My main point was the use of action points in their arena, which nobody has been talking about. It opens up new options for people to consider. Since we can emulate extra turning to pick up an effective +4 to our save DC, we can shift our stats around to boost Str and Con since a 14 in Wis and Cha is now all we need.
#66

erhnamdj

May 25, 2008 1:21:24
What?

I meant you let the cat out of the bag. I wanted to use that cat. While it was still in the bag.
#67

nebelmond

May 25, 2008 4:53:19
So how exactly do you cast Hold Person at lvl 1?
#68

reddleman

May 25, 2008 5:32:17
So how exactly do you cast Hold Person at lvl 1?

I think they were assuming that they would start at level 3. I was a little confused about that myself.

What's a good Cleric 1 save or die? Cause Fear? Moon Lust?
#69

erhnamdj

May 25, 2008 5:54:54
So how exactly do you cast Hold Person at lvl 1?

Yeah, I wasn't sure on what level the character was. Killing the uber, level three, whirling frenzy chick isn't as easy at level one. Not even close. Not with their books allowed.
#70

altpersona

May 25, 2008 11:24:29
i did not intend to cast a hold person at level one. (i have an idea how it can be done... but i havent checked yet.)

i assumed that you would not face the champ until you had won some battles / level twice.

not that it cant be done at level one...

EDIT:

I took a minute to check into level one options.

a precocious bard can hold person at level one. you only get 2 rounds, but you should be ok. they are paralyzed and helpless.

a level 1 wiz/sorc has a few options that work. color pray, scare, sleep, grease.

a level 1 cleric has limited options. it looks like scare and ranged attacks are the only way to beat the lvl3 barb, that i see.
#71

ShakaUVM

May 26, 2008 11:41:07
a level 1 cleric has limited options. it looks like scare and ranged attacks are the only way to beat the lvl3 barb, that i see.

Based on what other people were saying, it appeared to be a 3rd level build.

At 1st level, a cleric could pull out a one-round calm emotions if he wanted. While not an I-Win button, it breaks the barbarian's one rage per day and fatigues them when they don't roll a 20 on the will save.
#72

altpersona

May 26, 2008 11:58:49
i see a handful of lvl 1 build casters that can take the lvl 3 barb.

the big question i have at the moment, is what does it take to claim a win in their arena. they have a penalty if you kill your opponent. i see lots of ways to kill and a few ways to make the barb helpless, but they almost all fail after a few rounds.

spells have durations, saves will be made, strength and skill checks will eventually succeed.

in round 1 i can prevent the barb from taking actions...
in round 2 i can prevent the barb from taking actions with out wasting more spells.
in round 3 i can put my butt on her face and do basically what ever i like..

somewhere around round 10, if i have not killed her, she will get free of my control and kill me, dead.

so, when do is the match over, round 1? 2? 3? or 10?

EDIT : that bold part makes sense dont it... oy..
#73

crazy_monkey

May 26, 2008 12:01:56
The Nexus rules are such that if you knock your opponent down to neg hp or can realistically coup de grace your opponent (as in, the opponent is helpless), you win.
#74

altpersona

May 26, 2008 12:08:56
ok, 1 helpless round i can do several ways.

i hope to have a build ready maybe tonight... to bad things dont start for another 10 days?

does everyone start at level 1? or do you keep your levels between cycles?

that is to say, is the level 3 going to be fighting lvl 1's.

how many rounds do most cycles go? how many fights should it take to win the whole cycle.

my train of thought is for xp. if its only a few fights, then the character will never level much beyond 3rd..
#75

nebelmond

May 27, 2008 10:33:12
New contestents start at lvl 1. Fighters keep their earnings (money, rewards, exp) between cycles). So yes, a lvl 3 will be fighting lvl 1s.

It's a ko-system, so with about 8 people you'll have three rounds for the whole cycle. In addition there's the option of challenging other fighters and exhibition matches against certain monsters.

New participants can sign up till June 3rd I think.

You may be able to reach lvl 3 in one circle, especialy if you beat higher level people/monster regularly. You get exp for losing, too. You will be at a disadvantage for your first cycle, but with the next the playing field should be much more equal for people starting now again.
#76

altpersona

May 27, 2008 12:26:57
with the exception that ima win em all.. that seems less than fair about the level 1s vs lvl 3s..

if my understanding of the way the setup works, and things in general are correct then 4 fights vs lvl 3's should be 3600xp. can be third by the end of the round.

can still expect to be a level behind in the next cycle.. and on par after that. advancing from their should be slow.

just need to solve one issue with the character i want to do and ill be ready...
#77

altpersona

May 27, 2008 13:56:11
did i see a list of things that were explicitly banned, i dont seem to be able to find it again..
#78

nebelmond

May 27, 2008 22:59:59
A number of spells in cycle three I think. Not sure how valid that list is for this cycle.
#79

crazy_monkey

May 28, 2008 11:11:13
I opted to take out the banned list and rely on the Tournament rules for insta-death instead (ie, if you kill someone, you're in trouble).

Mainly because I wanted to see what actually "needs" to be banned in practice before making that decision.
#80

altpersona

May 28, 2008 13:39:55
cool,

you can use my character as a template then, for what should be banned

the only thing holding me up is figuring the value of 1 point of save DC and a feat.

i was really wanting to use magewright, but i dont think i can make that work. i might have to settle for adept.

as an adept i only have one problem to overcome..

so my list is narrowed down to adept, wiz, or bard.

the bard is the easiest. the wiz is the most powerfull, the adept is the funnest..

EDIT: still concedering a halfling warlock also, but i may have a hard time not killing with that one..
#81

crazy_monkey

May 28, 2008 14:05:51
Remember, the Nexus has an "Insurance Policy" you can purchase with a percentage of your winnings to make sure you don't kill anyone.
#82

KillerGM

May 28, 2008 18:38:37
Hey guys, this is Coraga's player. I made her up to have fun, not min/max or take "the best" feats. I hadn't played with Monkey Grip before, and had always wanted a character who used bigger weapons. I picked the variants because I'd never played with them and they seemed like fun. I didn't think she'd be critiqued or have people building characters to take her down. :P
#83

crazy_monkey

May 28, 2008 18:40:02
That's partially my fault since I started the thread. ;) Sorry about that. It did have the very pleasant side effect of getting a multitude of new players in the Nexus, though. :D
#84

altpersona

May 28, 2008 18:56:38
ya, no way i prefer to pull my punches..

for the record, im not targeting one character (you) in particular...

im cover all the bases... i hope...
#85

altpersona

May 28, 2008 19:28:15
here i am talkin smack... i just looked at the sign up list.. i see trouble...

i might not even make it in before the deadline now..

EDIT: i just submitted my entry...

some good stuff in the competition... if i win it will be due to rolls.. i fully expect ErhnamDJ to win if i dont.
#86

sirlavandino

May 31, 2008 7:30:46
and what about that frog-like outsider +0 LA in Planar Handbook, the Neraph i think was called....a lvl 3 Neraph wiz should be a be able to alter self into a Ravid for a +15 NA 10+15+4(MageArmor)+ X DEX = 29+++ AC at least...u would be invulnerable by every fighter type class....