I need a hand with an arena team

Post/Author/DateTimePost
#1

dr_rocktopus

Jun 03, 2009 2:39:00
ECL 20, here is what I have so far...

Team AMF!
Books:

Player's Handbook, Dungeon Master's Guide, Monster Manual, Expanded Psionics Handbook, Unearthed Arcana, Tome of Battle, Magic Item Compendium and Spell Compendium. Comp War, Div, Arc, Adv.
+ Complete Mage
+ War Weaver

Rules:
You will be constructing a party of four characters, to a reasonable level of optimization, with the following rules:
• The books allowed are Player's Handbook, Dungeon Master's Guide, Monster Manual, Expanded Psionics Handbook, Unearthed Arcana, Tome of Battle, Magic Item Compendium and Spell Compendium. The character in each role can use the Complete book from their listing. Keld Waived this one.-Jake 6/1/09 1:06 AM
• You may select one additional sourcebook from the following list:
Complete Champion, Complete Mage, Complete Psionic, Complete Scoundrel; or, you may request specific material from another book.
• The party must all be the same level and have no extraneous XP beyond that needed to be at their current level.
• The party has free rein to purchase goods and magic items as their WBL would allow, excepting items which grant a wish or gate power or a fashion to obtain same (candle of invocation, ring of three wishes etc.)
• Each character uses a 32 point buy.
• The party must conform to these specifications:

Probable Mounts:
4x Cauchemar Nightmares

Need to buy:
Rings of Enduring Arcana


32k in the pot...
Can I get a price check on a scroll of genesis?

[INDENT][INDENT][INDENT][INDENT]

One barbarian:

Neutral Good, human
Zeit Windböe
Ape Totem Barbarian3/Warblade3/10 Frenzied Berserker/Warblade 4

Gear

Mind Vault 8k
Crystal Mask Of Visual Insight 10k
Belt of Battle 18k
Ring of Freedom 40k

Ring of greater spell-storing & Counterspells 200k + 6k
CS is GDM!

hand of glory 8k
Ring of Blink and Spellguard 27+6k
Bolt Shirt 8k
Boots of Temporal Acceleration 43k
reduced-size clone as a necklace 10k
+5 warning eager deep crystal lance 105k
Ghostblight weapon capsules x3 and delivery system in lance 1k
Luckstone 20k
Robe of Eyes 120k
non-breathing ioun 10k
Pale green ioun, 30k
Cachemar Nightmare 4k
4 Greater Glyph Seals 16 k
+6 str item, 36k
32k into the pot

760k spent.

#2

dr_rocktopus

Jun 03, 2009 2:39:31
reserved
#3

dr_rocktopus

Jun 03, 2009 2:40:25
I mostly need help with spell selection, remaining EWL, and some feats. I think a lot of the tricks are self-evident if you know me fairly well, but I'm never sure what anyone knows. If you have questions about a specific choice, please ask.
#4

SwordDisciple

Jun 03, 2009 4:58:09
I like the ideas Doc

For spells.. How do you want the two arcane casters to behave? Battlefield control? Summoner?
#5

afroakuma

Jun 03, 2009 6:53:38
I wonder what this could be for?

Don't worry, I won't peek.
#6

dr_rocktopus

Jun 03, 2009 8:37:42
There are three full casters:
Buffs\BC
Self-Buff\Persists\Gish with low DCs
Mail Delivery\BC\Save or suck with DC 10+15+Spell Level + bonuses
#7

dr_rocktopus

Jun 03, 2009 10:31:03
Formatting is starting to get cleaned up. Hopefully this will be prettiful enough to read righteous soon.
#8

dbay

Jun 03, 2009 13:21:02
Assuming you're going to be fighting other insane optimized lunacies (I may have misread the post) I would go for spells without saves, mostly. Prismatic Wall is a good one, especially if there is some way of moving people backwards with no way to fight- just throw them into the wall. If you get their BSF like that, there is no way he can planeshift himself back.

What exactly is your plan with the sorc? I can't really put it together. Crazy spontaneous casting, but who needs that many spells per day?

An optimized dispeller could be good. If you can just lockdown the other party's casting (or prevent them from doing likewise- can you counterspell dispel magic? cool stuff) then win.

I might be way off in my reading of your post.
#9

dr_rocktopus

Jun 03, 2009 13:24:47
The crazy sorcerer is in fact a mailman and counterspeller with some BC. He uses his huge count of spell slots to power metamagic through sanctum spell + ultimate magus.

He's mostly unfinished, right now, so any help would be great.


I was told, basically, to bring to bear my full kung-fu. Then I was told to scratch out my builds and try again. Then after that debacle where I explained that I chained timestop 12 times and built him a tomb using a lyre of building, I was told to try again. So... I.. made these.
#10

phaedrusxy

Jun 03, 2009 13:26:51
Scroll of Genesis:
9x17x25 = 3825 (base cost of a 9th level scroll)
5000 x 5 = 25000 (cost for 5000 XP)
Total = 28825
#11

dr_rocktopus

Jun 03, 2009 13:31:07
God bless you, PXY. Looks like I ought to have a demiplane, then, neh?



Can I recruit your assistance more directly or should I cross post this to the BG boards?
#12

muertog

Jun 03, 2009 13:51:34
Hmm. Wonder if Craft Contingent Spell for an AMF for the Barb might be a good idea... "First time a spell is cast by an unfriendly source that would affect me, trigger AMF"
"First time a spell is cast by an unfriendly source, put up a dispelling screen around that source."
"Second time a spell is...

You could pay for CCS as an item, right? :P

Wonder if using the Sorc as a mail-man type counterspeller would be useful...
"I ready an action to cast an orb at the first unfriendly source that attempts to cast a spell I recognize as something I want to interrupt." Better boost your spellcraft in that case, then.
#13

afroakuma

Jun 03, 2009 14:05:21
I wonder if the challenge in question might have specific prohibitions against Craft Contingency Spell? And genesis?
#14

bomaz

Jun 03, 2009 14:07:14
Have you considered using white raven tactics?

its always nice to give an ally an extra turn this round
#15

dr_rocktopus

Jun 03, 2009 15:40:39
I wonder if the challenge in question might have specific prohibitions against Craft Contingency Spell? And genesis?

Craft contingent I knew, but I guess I saw the rules prior to the genesis ban. It's not really a meaningful impediment, sadly. I'll just use astral hospice or something similar instead from one of the allowed books.

ASTRAL HOSPICE

Excerpted from SPC
Conjuration (Teleportation)
Level: Cleric 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: See text
Duration: 24 hours/level
Saving Throw: None
Spell Resistance: No
This spell can be cast only upon the
Astral Plane (DMG 154). It opens up
a small planar portal to a demiplane
where natural healing can occur (unlike
on the Astral Plane itself). The
firm surface of the demiplane is roughly
50 feet square, and the demiplane
extends 50 feet above the surface. The
demiplane’s traits (including time,
gravity, and magic) match those of the
Material Plane, and the demiplane is
self-contained; walking to one end
returns a character to the point from
which he began. The demiplane has no
unusual planar traits.
he only way in or out of the
demiplane is through the entrance
created by you, and only those named
or described by you upon the casting
of the spell can enter. The portal continues
to exist and remains visible on
the Astral Plane only while the hospice
demiplane exists. When you leave the
demiplane, the portal seals shut and
vanishes. Anyone still in the hospice
demiplane at that time appears on
the Astral Plane at the location of the
hospice’s entrance.
Material Component: A single flawless
gemstone of at least 250 gp value.
#16

SwordDisciple

Jun 03, 2009 16:42:02
How set are you on your mailman build? I'm not sure how one of my builds would go there but he does much of what you want him to do.. He Snipes rather well and can give an opponent -20 to a Saves for a round (or -24)

Ring of Spellbattle is a cheap (and sometimes irritating for others) magic item to have.. Counter or turn one of their spells back on them.. Cheap fun

You have to have Battlemagic Perception for your counterspeller..

Sorry more questions.. Team AMF is what? Is it an Arena match? and if so, how many battles are you doing before rest?

Cheers Doc
#17

dr_rocktopus

Jun 03, 2009 17:55:20
Team AMF is for the Test of Might by afroakuma. It's the reference implementation of a moderately to weakly optimized party. I would love BmP, being a tremendous advocate of it, but will have to settle for rings of spellbattle.

Dispelling cord... worth it?

Ring of Enduring Arcana... worth it?
#18

dr_rocktopus

Jun 03, 2009 18:00:24
It was called Team AMF because the original trick was to use spellguard rings to make my team immune to my BC caster's AMFs. I'll be using those to make my team immune to things like pre-laid symbols of spell loss instead, and my dispelling screens.

The going ruling is that this basically means you are totally unaffected by the spell. The AMF was vetoed, but you'll notice extraordinary spell aim on my list, which has the same purpose and effect for a higher price and lesser degree.
#19

SwordDisciple

Jun 03, 2009 18:08:12
Dispelling cord... worth it? If you want a Vest of Resistance then no.. otherwise yes

Ring of Enduring Arcana... worth it? Yes!
#20

dr_rocktopus

Jun 03, 2009 18:12:07
I don't expect the opponent to have a CL above 28. So I just need a few sundry bonuses to my counterspeller to make sure I can stick my counters.
#21

SwordDisciple

Jun 03, 2009 18:28:09
Are you allowed a Dagger of Denial?

There is also the Ring of Greater Counterspells

Hmm.. If you had a feat free I would have gone True Believer and picked up the Rod of Reversal.. For 10,000gp you gain the Improved Counterspell feat..

A Charm of Countersong could work because you have Bard in there..?

And a Skin of Power Damping for each character.. 10,000gp each to make any spell effect minimized on that character (in case you can't counter something?)
#22

dr_rocktopus

Jun 03, 2009 18:57:40
source on dagger of denial?
#23

SwordDisciple

Jun 03, 2009 19:01:45
MiC pg 60

For ease:

DAGGER OF DENIAL [RELIC]
Price (Item Level):
20,302 gp (15th)
Body Slot: — (held)
Caster Level: 20th
Aura: Strong; (DC 25)
abjuration
Activation: —; see text
Weight: 1 lb.
This black-bladed dagger has a wavy blade and a hilt set with a chunk of fool’s gold. When you wield this weapon, it functions as a +1 unholy dagger.
Unlike most relics, a dagger of denial functions for a wielder of any alignment, and it retains its sentience and basic relic powers even if you don’t establish the proper divine connection, though it will not reveal its intelligence to you or use any relic powers on your behalf. However, if you aren’t neutral, lawful evil, neutral evil, or chaotic evil, the dagger betrays you at the first available opportunity. A dagger of denial starts working against you by surreptitiously dispelling your spells and those of your allies, leaving you without the magic you depend on for battle.
Relic Power: If you have established the proper divine connection, a dagger of denial reveals its intelligence and sentience (AL NE; Int 18, Wis 10, Cha 18; speech, telepathy, darkvision 120 ft., blindsense, hearing, Intimidate 10 ranks for a total modifi er of +13, Spellcraft 10 ranks for a total modifi er of +14, Bluff 10 ranks for a total modifi er of +14, Ego score 26). In addition, the dagger can use detect magic at will and greater dispel magic once per day.
To use the relic power, you must worship Vecna and either sacrifice a 6th-level divine spell slot or have the True Believer feat and at least 11 HD. If you sacrifice an 8th-level divine spell slot (or you have the True Believer feat and at least 15 HD), the dagger grants you a continuous detect scrying effect and can use arcane eye once per day.
A dagger of denial takes great glee in disrupting other spellcasters. It giggles and cackles to you constantly when facing enemy spellcasters. It generally readies an action to counterspell such a foe’s spellcasting with greater dispel magic.
Lore: The four daggers of denial known to exist were originally gifts from Vecna to the wizards he charged with keeping his priests in line (Knowledge [religion] DC 20).
Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, arcane eye, detect magic, detect scrying, greater dispel magic.
Cost to Create: 10,000 gp (plus 302 gp for masterwork dagger), 800 XP, 20 days.

#24

phaedrusxy

Jun 03, 2009 19:24:06
WTF man, that thing is insanely good for only 20k! (Well... and having to worship Vecna... Hey... maybe Dandu is right!)
#25

SwordDisciple

Jun 03, 2009 19:29:25
Yep.. And if you are going to worship Vecna

Vecna-Blooded (LA+1)

“Vecna-blooded” is an acquired template that can be added to any evil creature capable of casting 2nd-level or higher arcane spells. When an arcane spellcaster manages to unravel the Seven Riddles of Vecna, that individual can become Vecnablooded. None know the true nature of these riddles, but solving them sends a caster to a pocket dimension known as the Oubliette of Secrets. There, after exposure to a number of bizarre tortures and ordeals at the hands of a strange creature known as the Anchorite, the caster emerges as a Vecna-blooded creature. The creature loses all distinguishing characteristics, hair, and other traits, keeping only a small, thin mouth, the faintest trace of a nose, and eyes. These changes are permanent and remain even after the creature loses this template.

Some sages believe that several Anchorites exist, and that they are the most powerful of Vecna’s servants. They seek out lost secrets and forgotten lore. Several point to the disappearance of Delether of Hardby as the Anchorites’ work. Every page of the books in Delether’s library had been carefully removed and replaced with cured human skin—apparently taken from Delether, judging by the faint remnants of his tattoos found in several of the volumes. Special


Actions: A Vecna-blooded creature gains the following special actions.

Enigma Aura (Su): Once per day, as a standard action, a Vecna-blooded creature can wrap itself in an aura that makes creatures within 120 feet intermittently forget it’s there. At the start of each affected creature’s turn, that creature has a 50% chance to be unable to attack the Vecna-blooded creature in any way, including with spells and special abilities. The aura lasts for 1 minute after it’s activated.

Hidden Spell (Su): Once per day, as a swift action, a Vecnablooded creature can cause flat-footed opponents to take a –4 penalty on saves against spells the creature casts on that same turn.


Special Qualities: A Vecna-blooded creature gains the following special Qualities.

Cloak of Mystery (Su): All knowledge of the Vecna-blooded creature fades from the world. Its original name, its deeds before becoming Vecna-blooded, and so forth, disappear from memory. Only Vecna and the Vecna-blooded creature retain this knowledge.

A Vecna-blooded creature gains immunity to all divination spells cast against it or cast to learn information about it. Such divination fails to reveal any information. The Vecnablooded creature immediately learns the name, appearance, and location of the caster who attempted the divination. Unlike other god-blooded abilities, the Vecna-blooded creature retains this special quality after it loses other abilities from this template.

Doesn't give you the prereq's for the Relic but a DM might agree that you are a true believer if you have this template..
#26

dr_rocktopus

Jun 03, 2009 20:35:28
Man, I'd love that, but no LA buy-off.

Also, I won by concession.
#27

dr_rocktopus

Jun 03, 2009 20:36:03
This thread, however, is staying up, as an example and because of some of the neat resources coming up now. Dagger of Denial. Man that's good.
#28

SwordDisciple

Jun 03, 2009 20:52:55
Man, I'd love that, but no LA buy-off.

Also, I won by concession.

Congrats Doc
#29

cragghunter

Jun 03, 2009 23:50:26
Put simulacrum on your spell list you should be able to have a few with your wbl
at least 10th level versions of team members for extra actions , aid another , flanking buddy plus I noticed cooperative spell on your arcane casters heh heh heh.