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Beastmass: A challenge to Master Min-Maxers


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The only issue I see (by a quick view) is that you can't have four levels of paladin with 18 levels of Summoner. >.>;

Also, with the beastmass being a known challenge, would a wizard-type be able to research each of these monsters?


Ganny wrote:

The only issue I see (by a quick view) is that you can't have four levels of paladin with 18 levels of Summoner. >.>;

Also, with the beastmass being a known challenge, would a wizard-type be able to research each of these monsters?

I'm an idiot. Editing that post. >_<


Three minor questions and One major one Cross wind.

1. What did you put your one skill rank per level into?
2. What level did you pick each of your feats/evolution points? Minor nitpick but wondering.
3. Did you become a straight 16th Synthesist before going Paladin or did you space them out? If the latter how? Minor but wondering

Big Question
3. What are your Summoner spells known/ Paladin spells prepared? This is a major factor missing from your build.

Other wise, this is awesome! Thanks!


human juju oracle 20 feats Feats Command Undead, Craft Wondrous Item, Extend Spell, Heighten Spell, Quicken Spell, Spell Focus (necromancy), Spell Specialization (animate dead)(+2cl), Spell Perfection (animate dead)(double cl for feats), Undead Master(+4cl), Varisian Tattoo (necromancy)(+1cl), bloatmage initiate(+1cl) so far cl 36 add 26 cl from 26 orange ioun stones each 30k for a cl of 56 with juju spirit vessel you know control 336cr of undead make the undead bloody advanced trolls 4cr for 84 of these monsters, add buffs when needed and watch your enemies fall
defensive item adamantin full plate with etherealness and SR 19 costs 90.5k


Run, Just Run wrote:

human juju oracle 20 feats Feats Command Undead, Craft Wondrous Item, Extend Spell, Heighten Spell, Quicken Spell, Spell Focus (necromancy), Spell Specialization (animate dead)(+2cl), Spell Perfection (animate dead)(double cl for feats), Undead Master(+4cl), Varisian Tattoo (necromancy)(+1cl), bloatmage initiate(+1cl) so far cl 36 add 26 cl from 26 orange ioun stones each 30k for a cl of 56 with juju spirit vessel you know control 336cr of undead make the undead bloody advanced trolls 4cr for 84 of these monsters, add buffs when needed and watch your enemies fall

defensive item adamantin full plate with etherealness and SR 19 costs 90.5k

Spells Known? Ability Scores? Revelations? Skills?


1 person marked this as a favorite.
Lawful GM wrote:

Three minor questions and One major one Cross wind.

1. What did you put your one skill rank per level into?
2. What level did you pick each of your feats/evolution points? Minor nitpick but wondering.
3. Did you become a straight 16th Synthesist before going Paladin or did you space them out? If the latter how? Minor but wondering

Big Question
3. What are your Summoner spells known/ Paladin spells prepared? This is a major factor missing from your build.

Other wise, this is awesome! Thanks!

1.) Perception seems good. Heehee, I only have one skill. <_< >_> Because I'm a half-elf, I'll even take skill focus: Perception, just for you. My perception check, at level 20, if I take a trait which gives +1 and class skill, is now really freaking good.

2.) Not sure it matters, but let's go with:

1: Extra Evolution + SF(Perception)
3: Improved Initiative,
5: Extra Evolution
7: Power Attack
9: Dimensional Agility
11: Extra Evolution
13: Dimensional Assault
15: Extra Evolution
17: Extend Spell
19: Quicken Spell

Dammit. I don't get a feat at 20, so I can't take Extra Evolution 5 times.

So I have only 30 points to spend, not 31. So I have 1 less head. TRAGEDY STRIKES. Let's assume I cast quickened lesser evolution surge on any combat where this will make a difference (Monsters with between 610 and 740 HP).

3.) If I had to do this, I'd go Summoner 1, Paladin 2, Summoner 6, Paladin 2, Summoner 9. Maximum survivability while qualifying for feats.

Big Question: Beats me, but here's a shot. Ignore my paladin spells. =)

Summoner 1: Enlarge Person, Feather Fall, Rejuvenate Eidolon (lesser), Pro from Evil, Grease
Summoner 2: Lesser Evolution surge, Haste, Resist Energy, See Invis, Wind Wall, ???
Summoner 3: DIMENSION DOOR (only important spell on this list), Dimensional Anchor (ok, also important), Water Breathing, Stoneskin, ???, ???
Summoner 4: Greater Evolution Surge, Teleport, ???, ???, ???
Summoner 5: Greater Dispel Magic, Plane Shift, True Seeing, Greater Teleport
Summoner 6: Dimensional Lock, ???

I can also cast Summon Monster 8 16 times per day, to get whatever spells those summons could cast on me.

Fair?

-Cross


Run, Just Run wrote:

human juju oracle 20 feats Feats Command Undead, Craft Wondrous Item, Extend Spell, Heighten Spell, Quicken Spell, Spell Focus (necromancy), Spell Specialization (animate dead)(+2cl), Spell Perfection (animate dead)(double cl for feats), Undead Master(+4cl), Varisian Tattoo (necromancy)(+1cl), bloatmage initiate(+1cl) so far cl 36 add 26 cl from 26 orange ioun stones each 30k for a cl of 56 with juju spirit vessel you know control 336cr of undead make the undead bloody advanced trolls 4cr for 84 of these monsters, add buffs when needed and watch your enemies fall

defensive item adamantin full plate with etherealness and SR 19 costs 90.5k

Bonuses from the same source (orange ioun stones) don't stack, and your character would get splatted as soon as something ignored the trolls and went to kill you.

Need higher AC/Saves.

-Cross


[edit]Answered my own questions. 1.) If the monsters came in prebuffed, the pit fiend would of splatted the monk, so they don't come in prebuffed.

2.) This is a theory game, so we can assume paladin's don't fall when they kill the ancient gold or the solar.


Awesome Crosswind. Big prize for being first to post build.


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Ganny wrote:

Crosswind, this may destroy your build but I must ask: If the monsters have foreknowledge of the character's build...would that mean they come in buffed and ready to rock?

Also Crosswind, you do realize that if you succeed in killing the Solar, you would fall so hard you'd be the reason in killing the dinosaurs, right?

Ganny - In all fairness, none of the monsters in the original beastmas buffed themselves, but I'm willing to allow the monsters to buff themselves! =) ...all of a sudden are they able to hit my AC occasionally? Because I don't think they can get me to fail a save.

...what if I'm, like, totally a MOON Paladin. For moons. So I, err, hate the sun? So it's okay if I kill solars? <_< >_>

-Cross (I WILL KILL HER LAST.)


Crosswind, if you allow the monsters to come in buffed, the Pit Fiend kills you. He uses his Wish to cast Righteous Might, gaining a +4 size bonus to Strength and Constitution, -2 size bonus to dex...and his attacks go up in size. You win initiative, but can't kill it in one round. He uses Blasphemy to paralyze you and moves in range of his bite. You spend that round paralyzed, he walks over and performs a Coup de Grace using his bite, the damage being normally 6d6+15 becomes 12d6+30 on a crit. The fort save to be made is 72 on average damage, and you die.


He's a naughty Solar? Great build Crosswind, I wonder if a Druid could do it? I might take a stab at it, but it'll likely take me a few days minimum.

Grand Lodge

Ganny wrote:
Crosswind, if you allow the monsters to come in buffed, the Pit Fiend kills you. He uses his Wish to cast Righteous Might, gaining a +4 size bonus to Strength and Constitution, -2 size bonus to dex...and his attacks go up in size. You win initiative, but can't kill it in one round. He uses Blasphemy to paralyze you and moves in range of his bite. You spend that round paralyzed, he walks over and performs a Coup de Grace using his bite, the damage being normally 6d6+15 becomes 12d6+30 on a crit. The fort save to be made is 72 on average damage, and you die.

I don't see how you get him being paralyzed. A Pit Fiend has 20 HD, so at most the sythesist (also having 20 HD) will be dazed.


Kiinyan wrote:
I don't see how you get him being paralyzed. A Pit Fiend has 20 HD, so at most the sythesist (also having 20 HD) will be dazed.

Actually, pit fiends have a CL of 18, meaning a 20 HD creature is immune to its Blasphemy completely. Although, I am a bit confused where 18 comes from, since it's a spell-like and the Pit Fiend has 20 HD itself. That's somewhat odd.


4 people marked this as FAQ candidate.
Crosswind wrote:

Bonuses from the same source (orange ioun stones) don't stack, and your character would get splatted as soon as something ignored the trolls and went to kill you.

Need higher AC/Saves.

-Cross

No, it says usually don't stack.

Orange Ioun stones are untyped and each from a different source (a different stone) so it may ot may not stack. We need a FAQ about it.

"Bonuses without a type always stack, unless they are from the same source."

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun- stones/orange-prism-ioun-stone

Now, a Orange Ioun Stone and a Flawed Orange Ioun stone are different magic items but also different sources. Multiple Orange Ioun Stones are also different sources.


Darkwolf117 wrote:
Kiinyan wrote:
I don't see how you get him being paralyzed. A Pit Fiend has 20 HD, so at most the sythesist (also having 20 HD) will be dazed.
Actually, pit fiends have a CL of 18, meaning a 20 HD creature is immune to its Blasphemy completely. Although, I am a bit confused where 18 comes from, since it's a spell-like and the Pit Fiend has 20 HD itself. That's somewhat odd.

He may be thinking that the synthesist's hit dice drops down to the eidolon's hit dice... which I don't think is true.

In any case, all the pit fiend has to do is go first or survive the first pounce and then wish for an Antimagic field. Then Mr. Sythesist is doomed like you wouldn't believe since he would lose his eidolon form whenever he is within 10 feet of the pit fiend (unless I am mistaken).


Matrix Dragon wrote:
He may be thinking that the synthesist's hit dice drops down to the eidolon's hit dice... which I don't think is true.

Ah, that could make sense, but yeah, I doubt it. The synth still has his own hit dice, and the eidolon is just temp HP.

Matrix Dragon wrote:
In any case, all the pit fiend has to do is go first or survive the first pounce and then wish for an Antimagic field. Then Mr. Sythesist is doomed like you wouldn't believe since he would lose his eidolon form whenever he is within 10 feet of the pit fiend (unless I am mistaken).

That would indeed be rather painful for the synthesist. Though... now I'm curious how reach weapons would interact on that. Would a claw wink out of existence if the synth/eidolon itself is out of the field? Hmm... P:


Hrm...my impression was that since the Eidolon Suit was a separate entity, those HD were considered for the effects of spells that are based on HD, such as Blasphemy, Holy Word, etc. I know that's how it works for ordinary Eidolons.


Ganny wrote:
Hrm...my impression was that since the Eidolon Suit was a separate entity, those HD were considered for the effects of spells that are based on HD, such as Blasphemy, Holy Word, etc. I know that's how it works for ordinary Eidolons.

Not so, you are one creature when synthegisted, there is no Summoner or Eidolon, just the combined being.


Lawful GM wrote:
Run, Just Run wrote:

human juju oracle 20 feats Feats Command Undead, Craft Wondrous Item, Extend Spell, Heighten Spell, Quicken Spell, Spell Focus (necromancy), Spell Specialization (animate dead)(+2cl), Spell Perfection (animate dead)(double cl for feats), Undead Master(+4cl), Varisian Tattoo (necromancy)(+1cl), bloatmage initiate(+1cl) so far cl 36 add 26 cl from 26 orange ioun stones each 30k for a cl of 56 with juju spirit vessel you know control 336cr of undead make the undead bloody advanced trolls 4cr for 84 of these monsters, add buffs when needed and watch your enemies fall

defensive item adamantin full plate with etherealness and SR 19 costs 90.5k
Spells Known? Ability Scores? Revelations? Skills?

The main thing he needs is animate dead only major revelation is spirit vessel and he would max stealth and spell craft. also str is 10 dex 10 con 18 int 9 wis 9 cha 18 with bonus from level bumbs int to 10 wis to 10 and cha to 20 use canopic jar 9th lvl spell just before enemy is to die so you have a mummy at your command. Get command undead with oracle revelation as a feat for 2 grave-knights under your control 9th lvl fighter 10cr.


Starbuck_II wrote:
Ganny wrote:
Hrm...my impression was that since the Eidolon Suit was a separate entity, those HD were considered for the effects of spells that are based on HD, such as Blasphemy, Holy Word, etc. I know that's how it works for ordinary Eidolons.
Not so, you are one creature when synthegisted, there is no Summoner or Eidolon, just the combined being.

...Uh...that can't be right. It has to be treated as a separate creature, or the anti-magic field would have no effect.


40 people marked this as a favorite.

Alright, presenting The Vacuum. He's pretty damn squishy, but as best I can tell he can take down each of the big bads, one after another, with absolutely no rest, even assuming all of the bad guys get 15s on their rolls, and he gets 5s. He took some work, and there were several places where I may have made mistakes, so please give feedback. This might not be entirely in the spirit of the competition, but I think by the RAW of this challenge, The Vacuum succeeds.

The Vacuum:

The Vacuum

Tiefling Diviner (Foresight) 20

Relevant stuff:

7 (7 base, -6 age, +6 G.A.R.)
30 (16 base, +2 race -6 age, +6 G.A.R., +6 belt, +4 manual)
13 (7 base, -6 age, +6 G.A.R, +6 belt.)
40 (18 base +3 age +4 race +5 levels, +6 headband, +4 manual)
10 (7 base, +3 age)
17 (14 base, +3 age)

HP: 120
AC: not good, doesn't matter

Initiative auto 40, always acts in surprise round.

(Mostly) Relevant Spells:

0th
1st 4+4+1
2nd 4+4+1 Resist Energy
3rd 4+4+1 Protection From Energy
4th 3+4+1 Ride the Waves, 2x Emergency Force Sphere, 4x Dimension Door,
5th 3+4+1 Overland Flight, Teleport
6th 3+4+1 Contingency
7th 3+4+1 Greater Age Resistance, Quickened Hydraulic Torrent, Quickened Protection From Energy
8th 2+4+1 2x Quickened Dimension Door,
9th 2+4+1+1 6x Reach Mass Suffocation, Foresight or something

Feats:

Scribe Scroll
5th Level Wizard Bonus Spell Focus (Necromancy)
10th Level Wizard Bonus Greater Spell Focus (Necromancy)
15th Level Wizard Bonus Bloatmage Inititate
20th Level Wizard Bonus Spell Perfection (Mass Suffocation)

1st Eldritch Heritage
3rd Skill Focus: Knowledge (Planes)
5th Spell Penetration
7th Greater Spell Penetration
9th Varisian tattoo
11th Eldritch Heritage
13th Quicken Spell
15th Improved Eldritch Heritage
17th Greater Eldritch Heritage
19th Reach Spell

Traits:

Magical Lineage (mass suffocation)
Deft Dodger

Saves:

Fort: +14 (+6 base, +1 con, +5 resistance, +2 ioun stones)
Ref: +24 (+6 base, +10 dex, +5 resistance, + 2 ioun stones, +1 trait)
Will: +17

(I started pumping reflex to evade the Balor's death throes, but realized it's not actually necessary for success, with 120 hp and protection from energy. He'll still evade on a 9 to complete the challenge with no damage taken assuming the average rolls.)

Gear:

Orange Prism Ioun Stone 30,000
Manual of Int +4 110,000
Manual of Dex +4 110,000
Robe of Archmagi 75,000
Headband of Int +6 36,000
Belt of Dex +6, Con +6 90,000
Ring of Evasion 25,000
Moon Circlet 25,000
5 Cracked Amber Spindles 17,000
Pale Green Prism (Cracked) 4,000
Pale Green Prism 30,000

552,000 gp spent, less spell costs (Contingency, Aroden's Spellbane)

Base 10 DC
Spell Perfection (doubles other feats' bonuses)
Spell Focus +2 DC
Greater Spell Focus +2 DC
Varisian Tattoo +2 CL
Bloatmage Initiate +2 CL
School Power +2 DC
Orange Prism Ioun Stone +1 CL
Moon Circlet (Full Moon) +2 CL
40 Intelligence +15 DC
Spell +9 DC

Spell Penetration +4 CL check for SR
Greater Spell Penetration +4 CL Check for SR
Robe of Archmagi +2 CL Check for SR

DC = 47, tarrasque fails on a 15 (17 within 30 ft.), balor on 17 (19 within 30 ft., gold, solar, linnorm, and pit fiend on 19 always.

CLC = +37 (succeeds on a 1 vs. anything)

The Vacuum is a very intelligent fellow, and though he undergoes the same challenge as One, he is much more in the know about his adversary's abilities, and has planned his spell list accordingly. Since he is smarter than One, and literally everything else that's not a deity, he also undertakes beastmass precisely when he means to, during the full moon, and knows when his first trial will begin. At dawn on the first day, when preparing spells, The Vacuum casts Greater Age Resistance, Overland Flight, and Ride the Waves, which each last 20 hours, enough for the whole day. He also has had prepared (since yesterday) a contingent spell of Greater Invisibility, with a trigger of him speaking the words 'suck it', in Abyssal.

Round 1: The Vacuum vs. The Shoggoth

With his water-breathing and swim speed, The Vacuum does not need to worry about anything other than the eldritch horror that will shortly charge him. He automatically goes first. I am assuming, based on One's actions, that The Vacuum is able to see and target the shoggoth, though it has some concealment. If he's unable to target it properly, he simply swims 20 ft. towards it and casts a quickened Hydraulic Torrent to shove the jellies out of the way 60 ft. in front of him, putting the beasty only 10 ft. behind jellies, where it can be hit with a Reach Mass Suffocation, which it will fail on a 19. The jelly rules specifically call out that they need to breathe, and suffocation damage is not fast-healed. One round in the shoggoth is unconscious, and The Vacuum swims off as it dies. One down.

Round 2: The Vacuum vs. The Demon

Here The Vacuum could encounter trouble, as he starts off within range of the Balor's melee weapons. He automatically wins initiative and can act before the Balor despite this being his surprise round thanks to the Diviner ability. If he goes straight for the kill-spell, however, he'll provoke an attack of opportunity, and he only gets one standard action, so no quickened spells allowed. Thankfully, The Vacuum has planned for this eventuality, and has intimate knowledge of the Rules of Engagement, specifically this line from the SRD: "You can't execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies." The Vacuum utters the phrase 'suck it', in Abyssal, as a free action, activating his Congingent Greater Invisibility, and allowing him to cast another of his Reach Mass Suffocation on the Balor, dropping it unconscious and then killing it. Since the Balor will be dead in 3 rounds, not instantly, The Vacuum teleport away to safety. but if this is not allowed he will simply cast a quickened (or even normal) Protection From Energy while the Balor dies, taking no damage from the Death Throes.

Round 3: The Vacuum vs. The Devil

The Vacuum starts 60 ft. away, he has darkvision, wins initiative, knocks out the Pit Fiend with his Reach Mass Suffocation. If necessary he casts light or something on an ioun stone to make sure he can see properly for his next engagement.

Round 4: The Vacuum vs. The Linnorm

The Linnorm gets a surprise round, but The Vacuum hijacks it. He casts his spell, the Linnorm is knocked out. The Vacuum isn't really even tired yet, so he decides to just continue on his quest with no rest. If he did rest, he could prepare another Contingent Spell Greater Invisibility, so he could start within 30 ft. of the tarrasque without provoking, giving the tarrasque a -2 on his fortitude save. For purposes of this theory-crafting, it won't matter, since the tarrasque fails on a 15.

Round 5: The Vacuum vs. The Dragon

The dragon likely wins the initiative, but it doesn't matter. With his Reach Spell, The Vacuum can suck the air out of it at 300 ft., which he does, using his Arcane Bond to save a spell. The Vacuum likely fails his will save vs. fear, but a -2 penalty to attack rolls and saves does not faze him in the slightest. The dragon crashes and then dies.

Round 6: The Vacuum vs. The Angel

Even at starting 300 ft. away with the Solar getting a surprise round, it would fall on a 19 fort. save like everything else. 40 ft. away with The Vacuum getting two rounds in a row, no sweat.

Round 7: The Vacuum vs. The Tarrasque

The only monster that really has any chance to save vs. The Vacuum, he still will only succeed on a 15 or higher, which is high enough for our purposes. If The Vacuum had a day to rest, the Tarrasque would need a 17 to save (due to his 8th level Diviner ability) , and The Vacuum would be able to get off two Suffocations, having re-prepared spells, one in the surprise round and one for normal initiative. A necessary roll of 15 is good enough for our purposes though, even if we go with alternating 10, 15, 5, or something, for rolls. The Tarrasque's SR of 36, the highest of the bunch, is also overcome even on a 1.

Sczarni

Awesome. Love the submissions from Jehova and Crosswind. Glad to see the thread is back on track.

I do not have a firm enough grasp of the rules or a mind capable of such creativity so I will be relegated to being an observer in this thread. Which is still fun.


Crosswind wrote:
Run, Just Run wrote:

human juju oracle 20 feats Feats Command Undead, Craft Wondrous Item, Extend Spell, Heighten Spell, Quicken Spell, Spell Focus (necromancy), Spell Specialization (animate dead)(+2cl), Spell Perfection (animate dead)(double cl for feats), Undead Master(+4cl), Varisian Tattoo (necromancy)(+1cl), bloatmage initiate(+1cl) so far cl 36 add 26 cl from 26 orange ioun stones each 30k for a cl of 56 with juju spirit vessel you know control 336cr of undead make the undead bloody advanced trolls 4cr for 84 of these monsters, add buffs when needed and watch your enemies fall

defensive item adamantin full plate with etherealness and SR 19 costs 90.5k

Bonuses from the same source (orange ioun stones) don't stack, and your character would get splatted as soon as something ignored the trolls and went to kill you.

Need higher AC/Saves.

-Cross

why I have etherealness armor, I can stay that way at all times as for ioun stones means I control 432hd so 108 bloody advanced trolls. with extra 750k I'm not sure what I would buy a headband of mental superiority +6 (144k) raising int and wis to 16 and cha to 26 belt of mighty con +6 (26k) so con is 24 boots of teleportation (49k) manual of bodily health +4 (110k) for a 28 con tome of leadership +4 110k for a cha of 30 cloak of resistance +5 (25k) ring of evasion (25k) ring of regeneration 90k ring of spell turning 100k 2 life drinkers (for graveknights) 88k 2 living steel suits of full plate for graveknights 6k 2k left over get 4 cure light and 4 inflict light wound


@ Jehova: That is very, very badass.

Also,

Ganny wrote:
...Uh...that can't be right. It has to be treated as a separate creature, or the anti-magic field would have no effect.
Synthesist wrote:
Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature.

So, as a summoned creature (basically, anyway), the eidolon will vanish while in the antimagic field, but that doesn't matter to the synthesist. However, all other effects target them as a whole.


Ganny wrote:
Starbuck_II wrote:
Ganny wrote:
Hrm...my impression was that since the Eidolon Suit was a separate entity, those HD were considered for the effects of spells that are based on HD, such as Blasphemy, Holy Word, etc. I know that's how it works for ordinary Eidolons.
Not so, you are one creature when synthegisted, there is no Summoner or Eidolon, just the combined being.
...Uh...that can't be right. It has to be treated as a separate creature, or the anti-magic field would have no effect.

Eidolon suit is not a separate entity - synthesist is pretty explicit on it. I'm willing to bet that it's suppressed in an antimagic field, but I'm not exactly sure why.

I guess my question is this: If antimagic field is only 10 feet around a creature, and I have 15 foot reach...can I just cheerily attack from out of the antimagic field with my full attack?

<_< >_>

-Cross (Also, multiple orange ioun stones still don't stack. Just because you have 2 examples of Item A, doesn't mean they're different sources. You are getting 2 bonuses from orange ioun stones - they do not stack. Feel free to search the forums for every discussion on this that has occurred)


Ooooh. Well, damn. Guess I shouldn't of won that fight then using Blasphemy. Yikes.


Ganny wrote:
Ooooh. Well, damn. Guess I shouldn't of won that fight then using Blasphemy. Yikes.

Alright. Re: Anti-Magic Field. Are you gentlemen ready for some absolute nonsense?

Because the summoner knows that anti-magic field is the only way he can be stopped, before this fight he casts Summon Eidolon, and then pays a cleric (or uses his outrageous UMD, which he could take instead of perception...) to cast Spell Immunity: Antimagic Field on it/himself.

Antimagic field no longer affects the eidolon. The summoner proceeds to bite things to death with giant gaping maws.

-Cross


@ Crosswind: Hmm... not to be a downer but...

Spell Immunity wrote:
The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply.

The only note of spell resistance that antimagic field mentions is if it is cast on top of a summoned creature.

Antimagic Field wrote:
Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out.

Not entirely sure Spell Immunity will keep you safe from that.


@ Crosswind, If only you were a real spellcaster you could cast Aroden's Spellbane :D

I had it on The Vacuum preventing Wish, Miracle, Disjunction, and AMF, but he didn't really need it so I dropped it for a 6th Reach Mass Suffocation. I guess it's possible you could pull it off with UMD, which would probably solve your AMF problems.

Also, point of interest, if all 7 monsters were somehow piled together so there was a piece of each within 30 ft. of the others, The Vacuum could conceivably suck the air out of all of them at once, with a single spell. Mass Suffocation is the coolest thing ever.


@ Jehova: ...YOU ARE AWESOME. I totally could use this spell for something :O

@ Crosswind: Actually, in regards to Antimagic field, now I'm wondering if it is meant to hit spell resistance whenever it runs into summoned monsters too, in which case, Spell Immunity or (possibly, if your Summoner level is high enough) just the spell resistance evolution might do it.

Not sure how that's supposed to work now actually.


As far as I can tell, AMF does not check SR when summoned monsters walk into it, only when it is cast on top of them. If this is not what it's supposed to do, the wording is pretty poor. Since this is the Pit Fiend, not the Balor, he isn't necessarily casting the AMF within 10 feet of the Eidolon. In that case I guess it depends on who wins initiative whether the spell resistance matters or not. In either case a Spellbane would just negate the whole problem.

A few questions @ Crosswind:

Were you factoring in Smite Evil on the shoggoth, dragon, tarrasque, or solar? None of those is evil, so they shouldn't have DR bypassed or take extra damage. I'm assuming the smite you mentioned is from the paladin, and not some other thing. Also, how did you keep the tarrasque down?

Sczarni

Crosswind wrote:

Hey, look, rather than accepting a challenge, people on the internet would rather whine about it.

(I'm betting there's a paladin/synthesist out there who can do this. I am not sure who else.)

-Cross

Nope, antimagic field, pit fiend laughs and then kills the dummy off.


@ lantzkev, that's the discussion we've been having.


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I don't see how you can get past Fickle Winds. It clearly states that "arrows and bolts fired at the targets are deflected upward and miss"

Even if you were firing from underneath. It would still miss, because thats what the spell does.


Jehova wrote:

As far as I can tell, AMF does not check SR when summoned monsters walk into it, only when it is cast on top of them. If this is not what it's supposed to do, the wording is pretty poor. Since this is the Pit Fiend, not the Balor, he isn't necessarily casting the AMF within 10 feet of the Eidolon. In that case I guess it depends on who wins initiative whether the spell resistance matters or not. In either case a Spellbane would just negate the whole problem.

A few questions @ Crosswind:

Were you factoring in Smite Evil on the shoggoth, dragon, tarrasque, or solar? None of those is evil, so they shouldn't have DR bypassed or take extra damage. I'm assuming the smite you mentioned is from the paladin, and not some other thing. Also, how did you keep the tarrasque down?

Confession: I did not know those things were not evil. I don't DM pathfinder and haven't read the MM. EMBARRASSING.

Without Smite, I do 4 less damage per attack. I'm pretty sure that my attacks, which end up being at like +43, still auto-hit everything. I don't punch through DR, but I'm still doing like 60ish damage a hit. Worst comes to worst, it takes me...3 rounds to kill one of those guys?

As for keeping the tarrasque down...well, none of us can actually kill it. But I can do the most damage per round to it. In fact, I damage it at approximately a 9:1 damage to regen ratio, which gives me plenty of time to sleep a few days after I beat it into super-unconsciousness, before returning to my weekly beating-the-sleeping-tarrasque...

-Cross

Sczarni

I had always assumed smite bypasses DR period,

Quote:

Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

And as to it, I replied without reading the last few posts when I saw the synth comment, guess I should of kept reading... Although I still think it's valid.


I had assumed the 'regardless' part was referring to the target being undead, an evil outsider, etc., since later in the description it states:

Quote:
If the paladin targets a creature that is not evil, the smite is wasted with no effect.

It seems pretty awkward that a paladin's smite evil would bypass a neutral good creature's DR 15/Epic and Evil, I've certainly never used smite that way in my games, and I can't imagine it's the intended interpretation.

@ Crosswind, suffocation may actually keep the tarrasque down permanently. It's a slightly iffy rules area, but the universal rules for regeneration (which the tarrasque still uses, despite nothing being able to suppress the effect) clearly say:

Quote:
Regeneration also does not restore hit points lost from starvation, thirst, or suffocation.

This is the same part of the rules One used in his 'starve it on the astral plane' technique.


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Jehova wrote:
I had assumed the 'regardless' part was referring to the target being undead, an evil outsider, etc., since later in the description it states:
Quote:
If the paladin targets a creature that is not evil, the smite is wasted with no effect.

It seems pretty awkward that a paladin's smite evil would bypass a neutral good creature's DR 15/Epic and Evil, I've certainly never used smite that way in my games, and I can't imagine it's the intended interpretation.

@ Crosswind, suffocation may actually keep the tarrasque down permanently. It's a slightly iffy rules area, but the universal rules for regeneration (which the tarrasque still uses, despite nothing being able to suppress the effect) clearly say:

Quote:
Regeneration also does not restore hit points lost from starvation, thirst, or suffocation.
This is the same part of the rules One used in his 'starve it on the astral plane' technique.

I prefer my "AND ON EVERY TUESDAY, I SHALL SPEND THE DAY PUMMELING THE UNCONSCIOUS TARRASQUE" approach. =D

-Cross

Sczarni

I've always preferred to think it only applied if evil, but the regardless of type was explained as an always on effect for the group we play with, I think the type part should be strongly focused on though. As an alignment has zero to do with creature type.


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I just found a flaw in The Vacuum, he's got Spell Perfection with only 2 metamagic feats D:

This seemed very problematic at first, but actually he can just dump Greater Spell Penetration and still be able to hit through the tarrasque's SR on a 4, grabbing, I don't know, Piercing Spell or something with his 7th level feat.

And lantzkev, it does specifically say that the outsider or dragon needs to be evil, the point being that undead, demons, devils, evil dragons, etc. are super, super evil, and the paladin can crazy-smite them due to this increased evilitude.


Found small problem in Crosswind's build.

The heads don't automatically have natural attacks.

Head (Ex): An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). This evolution can be selected more than once.

So you have a 4 headed eidoloin with one bite.

Also you only have +4 evolution points from Half Elf as you only have 16 levels in favoured class.

Jehova: Where are you getting +4 int from Race? Should it not be +2? And where is Tiefling's racial penalty?


I think the +4 Int comes from taking #46 on variant tiefling abilities table, trading out Darkness for a +2 racial bonus to Int. Not sure where the penalty went, and by my math Vaccuum's Dex should only be 28 (16+2=18-6=12+6=18+6=24+4=28). That was the only issue I found that others haven't already mentioned.


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Lawful GM wrote:

Found small problem in Crosswind's build.

The heads don't automatically have natural attacks.

Head (Ex): An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). This evolution can be selected more than once.

So you have a 4 headed eidoloin with one bite.

Also you only have +4 evolution points from Half Elf as you only have 16 levels in favoured class.

Lawful - Half elf, multitalented:

"Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes." Summoner + Paladin are both favored classes.

You're right about heads, though. So I need to scare up 5 evolution points? And, if I recall correctly, I'm already down 1 evolution point from not being able to take Extra Evolution at 20. Because having anything less than six heads would be UNACCEPTABLE, and my reflex saves/touch AC are already way bigger than need be, I think I'll drop the dex evolutions. Do not forget that quadrupeds start off with 1 head with bite already, so I only need to add 5 to get up to 6. =)

End Result:

-----------------
Limburger Wolf-Bound, the Summoner
Build: Half elf Synthesist (16), Oath of Vengeance Paladin (4)
Laaaaame Stats (20 point buy): 7/7/7/8/18/18+2
Half elf class bonus goes to summoner for +5 evolution points.
Traits:
Reactionary
Feats:
Improved Initiative
Extra Evolution x4
Improved Natural Attack (Bite)
Power Attack
Dimensional Agility
Dimensional Assault
Defensive Combat Training
Advanced Defensive Combat Training

Eidolon is as follows:
Quadruped
Improved Natural Armor x4 (4)
Huge Size (10)
Head/Bite x5 (15)
Pounce (1)
Total Evo Points Required: 30
Total Evo Points We Have: 21(16 lvls), +5 (half-elf bonus) +4 (feats)= 30
Ability Bonuses into Dex (+3)
+6 str/dex from being lvl 16

CMD is 10 + 16 (BAB) + 19 (STR) + 11 (DEX) + 2(Huge) + 1(Haste) + 5(Deflection) + 8 (Feats) + 8(Smite, if evil). So, 72 or 80.
--------------------------------

To summarize:
Our initiative is at +16, we have 62/34/52 AC, 44/35/43 saves, and we have 6 attacks at +52, so we only miss anything on a natural 1. We have reach and teleport-pounce, so we’re full attacking every round. When we get to attack, we do 369 damage which ignores all DR.

Specific Tactics:
If somebody is going to be a jerk and cast antimagic field, we can summon our eidolon and use a scroll of Spell Immunity: Antimagic Field on him.
If we are worried about our touch AC being too low, we can pick up 4 dex with an Evolution Surge before combat.
If we are grumpy and would like to up our DPR by 18, we can also Evolution surge up some more strength.

Summary of Beastmass Trials:
The Shoggoth loses initiative and dies immediately.

The Balor loses initiative, gets a surprise round. He can greater dispel magic (ring of counterspells) or antimagic field. He either dies immediately or...dies immediately, because antimagic is 10 feet around him, and Limburger can attack from outside of it.

The same thing happens to the pit fiend.

The Linnorm can't hit Limburger's AC except on a 20, can't grapple even on a 20 (...checks don't auto-succeed or fail, right?), and his sprays o' doom are evaded on a 2. He dies in 1 round.

The Gold Dragon, being Good, can't be smote. As such, he takes 2 rounds to kill. He suffers from similar problems as every other creature.

Same with the solar. Can't really...do anything. And cannot heal through Limburger's massive damage.

The Tarrasque takes 3 rounds to kill. During which it futilely bites, stabs, attempts to consume Limburger, who is too stinky and crunchy to be eaten. He dies, and Limburger uses his 36 Charisma to found a Sunday Polo Club wherein a bunch of level 5 half-orcs come in every sunday to power attack the tarrasque's body down to arbitrarily negative hitpoints, so it won't recover before next sunday.

-Cross


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Woops, good points Lawful and Brotato, here are The Vacuum's fixed ability scores:

Str 7 (7 base, -6 age, +6 G.A.R.)
Dex 26 (14 base, +2 race -6 age, +6 G.A.R., +6 belt, +4 manual)
Con 13 (7 base, -6 age, +6 G.A.R, +6 belt.)
Int 40 (18 base +3 age +4 race +5 levels, +6 headband, +4 manual)
Wis 10 (7 base, +3 age)
Cha 17 (16 base, -2 race, +3 age)

Yes, the +4 racial is from the Fiendish Heritage trait, taking the +2 to Int. Note that these changed scores (-4 dex) have absolutely no effect on the results of Beastmass.

Silver Crusade

The qinggong archetype does not replace anything, it allows you to choose if you wish to replace the class features IF you get them. It stacks with all other archetypes as long as they let something vanilla to replace.


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I am far from being a min max genius but I offer a new competitor using as few edge cases or argument provoking elements as possible.

Jadis, the White Witch:
Female Human Sorcerer 20
LE Medium Humanoid (human)
Init +16; Senses darkvision; Perception +33
--------------------
Defense
--------------------
AC 40, touch 21, flat-footed 35 (+8 armor, +6 shield, +5 Dex, +5 natural, +5 deflection)
hp 217 (20d6+120+17 false life)
Fort +19, Ref +17, Will +22 (+3 versus mind affecting)

Speed 60 Fly

Sorcerer Spells Known (CL 21):

9 (7/day) Wish, Prismatic Sphere (DC 31), Dominate Monster (DC 31), Time Stop

8 (6/day) Greater Shadow Evocation(DC 30), Moment of Prescience, Greater Planar Binding(DC 30), Mind Blank, Discern Location, Polymorph Any Object (DC 34), Power Word Stun, Temporal Stasis (DC 34)

7 (8/day) Greater Teleport, Greater Shadow Conjuration (DC 29), Spell Turning, Insanity (DC 29), Plane Shift (DC 29), Mage's Magnificent Mansion

6 (8/day) True Seeing, Repulsion (DC 28), Chain Lightning (DC 30), Flesh to Stone (DC 34), Disintegrate(DC 32), Greater Dispel Magic, Mass Suggestion (DC 28)

5 (7/day) Overland Flight, Baleful Polymorph (DC 31), Teleport, Wall of Force, Telekinesis, Fickle Winds, Mass Pain Strike(DC 29)

4 (9/day) Dimension Door, Dragon's Breath (DC 28), Dimensional Anchor, Greater Invisibility, Charm Monster (DC 26), Resilient Sphere (DC 28), Enervation, Ball Lightning (DC 28)

3 (9/day) Tongues, Magic Circle against Evil, Clairaudience/Clairvoyance, Dispel Magic, Haste, Fireball, (DC 27), Slow (DC 29)

2 (8/day) Stone Call, Darkvision, Resist Energy, False Life, Mirror Image, Command Undead (DC 24), Invisibility, See Invisibility

1 (9/day) Liberating Command, Shield, Magic Missile, Identify, True Strike, Disguise Self, Feather Fall (DC 27), Infernal Healing

0 (at will) Arcane Mark, Disrupt Undead, Message, Light, Mage Hand, Open/Close (DC 26), Detect Magic, Mending, Prestidigitation (DC 22)

Long Duration Buffs: Overland Flight, False Life, Mind Blank, Moment of Presience, Contingency (either vis Greater Shadow Evocation or the Robe/Scroll combo, set to cast Teleport when I click my fingers, an immediate action?)

--------------------
Statistics
--------------------
Str 9, Dex 20, Con 20, Int 14, Wis 18, Cha 34
Base Atk +10; CMB +9; CMD 30

Feats:

1 Eschew Materials (free)
1 Toughness
1 Great Fortitude
3 Piercing Spell
5 Persistent Spell
7 Spell Focus (Evocation) (Bloodline Bonus)
7 Greater Spell Focus (Evocation)
9 Dazing Spell
11 Quicken Spell
13 Spell Focus (Transmutation) (Bloodline Bonus)
13 Greater Spell Focus (Transmutation)
15 Spell Perfection (Flesh to Stone)
17 Reach Spell
19 Improved Initiative (Bloodline Bonus)
19 Heighten Spell

Traits: Magical Lineage (Flesh to Stone), Reactionary

Skills: Bluff +21 (1), Diplomacy +32 (15), Fly +20 (12), Knowledge (arcana) +15 (10),Knowledge (planes) +15 (10), Perception +33 (20), Spellcraft +20 (15), Use Magic Device +38 (20, Bonus)

Languages: Common, Draconic, Varisian

Special Qualities

Arcane apotheosis (applying Metamagic doesnt increase casting time)
Arcane familiar (Greenstong Scorpion, +4 Initiative)
Heavy Fortification (Negate 75% of crits and sneak attack)
Arcane Bloodline: +1 spell DC if metamagic feat is applied

Equipment

Headband of Mental Prowess (Wis & Cha +6)
Belt of Physical Might (Dex & Con +6)
Bracers of Armor +8
+5 Fortification (heavy) Mithral Buckler
Cloak of Resistance +5
Ring of Freedom of Movement
Ring of Protection +5
Amulet of Natural Armor +5
Rod of Absorption (50 spell levels)
Sandals of Quick Reaction,
Silent Metamagic Rod (greater) (3/day)

Ioun stone (dusty rose prism) (+1 Insight to AC)
Ioun stone (dusty rose prism, cracked) (+1 Initiative)
Ioun stone (iridescent spindle) (Sustain without air)
Ioun stone (mulberry pentacle) (+5 Bluff and Diplomacy)
Ioun stone (orange prism) (+1 Caster Level)
Ioun stone (pale blue rhomboid) (+2 Strength)
Ioun stone (pale green prism (cracked, saves)(+1 Competence to Saves)
Ioun stone (scarlet and blue sphere) (+2 Int, UMD)

Tome of leadership and influence +5, Mnemonic Vestment, Eyes of the Eagle, Glove of Storing, Handy Haversack, Circlet of Persuasion,Wand of Infernal Healing x4 (3000)

25000 GP spent on Permanent Arcane Sight, See Invisibility, Tongues and Darkvision.

18420 GP remains to be spent on scrolls for use with Mnemonic Vestment as required.

So a fairly straight forward metamagic using Arcane Bloodline sorcerer. Having to wait so long for Improved Initiative sucks but the Arcane Bonus feats are a pain as they only include Spell Focus and not Greater Spell Focus.

Fight Rules:
Fight Rules : no one flees for good - the pride of classdom and the Bestiary are at stake. Single d20s always result in 10, multiple d20s (like full attacks) go 10-11-9, 10-9-11, and repeat. Threats kick in when the percentages from hits (not misses) build up to 60% within or over rounds (eg. 12 basic /20x2 hits would offer one threat and confirmation). Strictly mathematically speaking, multiple 20x2 threats don’t produce exact 5% threat chances, apparently, but for a game guide I reckon a flat 5% per pip will do. If there’s a decisive close call I’ll flag it. Rough but simple.

Fight 1: The Shoggoth Strikes Back:

Shoggoth: Underwater, normal light levels, 90 feet apart, everyone has normal concealment beyond 20 feet, no surprise round.

No suprise round and 90' apart. With an Initiative of +11 versus my +15 I have the advantage. Assuming it goes first however we get:

Round 1:

Shoggoth:
(free) Maddening Cacophy, DC 22 will saves passes automatically
(move) burble through the water hoping to devour its new meal
(standard) Single slam attack 50/50 chance to hit but its only 3d6+15 damage and it cannot grab due to Freedom of Movement

Jadis
(free) Arrgh I am being attacked by the blob from outer space.
(standard) Persistent Piercing Flesh to Stone (level 8 slot), needing to beat SR30. Piercing reduces that by 5 (or possibly 10 depending on how you interpret Spell Perfection) meaning at worst I beat its SR on a 4. DC 35 Fortitude save, the Shoggoth's save is +19 so a 75% chance of petrification and it needs to roll twice. If it manages to pass both then..
(free) Quickened Flesh to Stone with a 60% chance to penetrate SR and another DC 35 Fortitude Save.

It shold go without saying that defensive casting is automatic. The highest DC is 33 versus my starting Concetration of +33.

If it survives the first round without becoming my newest lawn ornament then it could full attack. If it Power Attacks then it needs to roll a 15 even to hit. It could engulf instead which even with maximum damage isnt taking me below half HP. It cant trap me there so round two involves flying out of the goop and hitting it with another Piercing Persistent Flesh to Stone.

Resources Used: At worst it is likely to be 1 6th and 2 8th spell slots. Maybe some charges from a Wand of Infernal Healing.

Round 2: Revenge of the Balor:
Balor: 10 feet by 10 feet candle lit room, 100 feet high, 10 feet apart, Balor has foreknowledge of character's abilities and gets surprise round.

I am going to assume that the Balor is flying at the start as its the only way we can both fit into the room. He has a surprise round and looking at his abilities his best bet is to go for Implosion. I save against Dominate Monster on a 1, ignore Blasphemy and he cant use Quickened Telekinesis and something else in a surprise round. Unfortunately it would also be caught by my Rod of Absorption. Assuming he knew of its existence his best bet is to Firestorm me. Ref DC 26 versus a save of 17 gives me a save more often than not but even if I fail I am not that concerned about an average of 70 damage. He could try Greater Dispelling something (Headband maybe) but has no Knowledge: Arcana or Spellcraft to have an idea of what to target.

Round 1: 11 versus 15 gives the Initiative to me more times than not.

Balor: Worst case scenario I am on 130 HP and facing a possible full attack. The Balor's best attack bonus is 31 so he starts off needing a 9 to hit. Power attack takes that up to 15 and means all of his iterative attacks miss. Assuming no power attack and everything than can hit does (unlikely given it requires multiple 20's) I take a maximum of 7d6+47+3d4 which is still only 101 leaving me with at least 45 HP remaining. It is possible he could crit but the confirmation roll isnt easy and I negate 75% of crit effects.

If the Firestorm hits and the save is failed then I am at risk of being in Power Word Stun range which would suck but that requires failing the save, a decent damage roll and losing initiative. Not impossible but unlikely. I am pretty confident I get to my turn.

Jadis: A high Fort save and immunity to fire and lightning mean I have to get a little bit creative here to buy myself some time. Lets start with:

(Standard): Dazing Piercing Acidic Dragon's Breath. +21 versus its reduced SR of 26 stacks the deck in my favour. The 12d6 damage is irrelevant but the DC 28 Reflex save or be Dazed for 4 rounds is the killer. Its Reflex save is 17 so this make take a round or two. If it isn't dazed then..
(move)Fly out or range sucking up the OA, far better than standing there waiting to take a full attack.
(swift) Quicken Resist Energy (Fire) just in case it manages more Firestorms

If it is dazed then the next three rounds involve Piercing Enervations followed by Persistent Piercing Flesh to Stone. An average of -6 to its save leaves it with +22 versus DC35 rolling twice and a Quickened one as well.

On average I would estimate maybe two rounds to get a Dazing effect to stick while it is left to making charge attacks hoping to get me into Power Word range or limited effectiveness SLA's.

Resources Used:
Round 1: 1 6th, 2 8th
Round 2: 3 5th, 2 6th, 1 7th, 2 8th

Round 3: Attack of the Pit Fiend:
Pit Fiend: 60 feet by 60 feet dark room, 60 feet high, 50 feet apart, Pit Fiend has foreknowledge of character's abilities, no surprise round.

OK this one is tricky due to the Wish AMF combo although it's Wish is only 1 per year so I imagine it would be quite leery of using it. It also has Power Word Stun but fortunately the rest of its SLA's are pretty much pointless. With an Initiative mod of +13 I am using Moment of Prescience to make sure I go first.

Darkvision lets me see the enemy and for this one it has to be full on offence.

Jadis

(Standard) Heightened (3rd), Piercing, Persistent, Dazing Magic Missile. A Level 9 spell which imposes 5 DC 27 Will saving throws, each rolling twice and taking the lowest or be Dazed for 3 rounds. SR is again penetrated on a 1 or 5 depending on point of views. Damage is irrelevant. Chance to avoid is virtually nil with an 18 Will save. Thankfully Pit Fiends dont come with Shield.

Rounds 2 and 3 again involve Piercing Enervation followed by Persistent, Piercing, Heightened (7th) Flesh to Stone, so +20 versus DC36 rolling twice and taking the lowest.

Resources Used:
Round 1: 1 6th, 2 8th
Round 2: 3 5th, 2 6th, 1 7th, 2 8th
Round 3: 2 5th, 2 9th

Round 4: The New Linnorm::
Moon lit Tarn, 50 feet apart, Linnorm gets surprise round.
Somehow the Colossal sized Dragon manages to get a surprise round. With reach of only 30' it will use the surprise round to breathe acid at me. DC 32 Fortitude is almost certainly a fail so the full 22d8 damage, an average of 99 and 7 strength drain next turn. Not a good start.

With an Initiative of 12 the advantage is with me but I am taking no chances. I activate Contingency and Teleport a mile away although staying in sight of the dragon, I dont want it thinking I have fled.

This is followed up with Greater Invisibility (True Seeing has a range of 120' assuming it even gets past Mind Blank which isnt clear), a scoll of Heal maybe before teleporting back to within 800' of the dragon (still well outside true seeing range). Reach Piercing Flesh to Stone has a range of 840', a DC of 35 and penetrates SR on a 1 or 5. It uses up a level 7 spell slot and I estimate 3 rounds before I have the newest centerpiece for my garden.

Resources Used:
Round 1: 1 6th, 2 8th
Round 2: 3 5th, 2 6th, 1 7th, 2 8th
Round 3: 2 5th, 2 9th, Moment of Precience
Round 4: 1 4th, 1 5th, 3 7th

To be continued...


Round 5 Attack of the Dragon:
Ancient Gold Dragon: Open Plain, 300 feet apart, Winner of perception check gets surprise round, Dragon starts in the air.

I assume this means winner of Perception check against opposed Stealth in which case neither of us gets a surprise round.

This fight is comically easy, embarassingly so. The Dragon has an initiative modifier of -1 so I am going first in the vast majority of situations.

Irs SR is 31 and its Refex save is only +14. A Dazing Piercing Ball Lightning forces 5 DC 28 reflex saves and goes through SR on a 1 or a 5. Subsequent rounds involve bouncing the Balls off the Dragon until it is dead.

In the unlikely event that they all fail to connect it can be followed up with Quickened Flesh to Stone (DC 35 versus +23, SR beaten on a 9) or Quickened Dimension Door to stay well out of the way of a counterattack. In that situation the Dragon probably casts anti magic field and we enter a complete stalemate. It cant reach me to kill me but it has enough castings of the spell that it is difficult to wait it out. In the unlikely event that it survives round 1 this one is possibly a draw.

Resources Used:
Round 1: 1 6th, 2 8th
Round 2: 3 5th, 2 6th, 1 7th, 2 8th
Round 3: 2 5th, 2 9th, Moment of Precience
Round 4: 1 4th, 1 5th, 3 7th
Round 5: 1 9th

Return of the Solar Angel::
Garden, 40 feet apart, Character gets surprise round, Solar does not have all its buffs up but if threatened it can plane shift away, buff itself and come back.

Hmm, Immunity to Petrification and SR 34 is annoying but that Ref defence of 14 is very tempting although it jumps to 18 due to the resistance bonus.

Surprise Round: Limited Wish to impose a -7 on its next save.
Round 1: Hope to win Initiative, 9 versus 15 is a good bet. Heightened (5th) Piercing Dazing Fireball penetrates SR on an 8 and Forces a DC 30 Reflex save. With a save against this spell of 11 the Solar needs a 19. If it fails then 5 rounds of inaction equals 4 Piercing Enervations followed by Piercing Polymorph any Object to turn it into a hatstand, Plane Shift to the Abyss, drop it into some deep dark hole and Plane back very quickly before the spell wears off or I get noticed.

Round 1: 1 6th, 2 8th
Round 2: 3 5th, 2 6th, 1 7th, 2 8th
Round 3: 2 5th, 2 9th, Moment of Precience
Round 4: 1 4th, 1 5th, 3 7th
Round 5: 1 9th
Round 6: 3 7th, 2 9th

Round 7, The Big Bad:
Tarrasque, Open Plain, Characters choice of distance (maximum 100 feet), Character gets surprise round.

Let the battle begin!

100'away with a surprise round? Well there's no way I want to be anywhere near the damn thing so first action is to Dimension Door 840' straight up.

It can loose its tail spikes at me but at this range the chance of hitting is negligible. Unfortunately very little I can do can effect it. It cant be Polymorphed or Petrified, I cant Daze it with Fire and while I can get it with Lightning dazes I doubt I can do enough damage to actually kill it in time bearing in mind its regeneration.

However its Will defence of 12 does leave one option, making it someone elses problem. In the rounds after Dimension Door we add Mirror Image, Haste and Greater Invisibility. I move to 50' above it (outside of its scent range) and start trying Piercing Reach Plane Shift with my remaining level 9 slots (2 by my count). It needs a 10 to get past SR but then its a DC30 will save at +12 or it gets dispatched to the Elemental Plane of Water to drown forever.

Total spell slots used over all 7 fights:

1 2nd
1 3rd
3 4th
6 5th
7 7th
4 8th
6 9th


Andreww,

-1+5+5+5+2+17 is 33 point buy. Point buy is 20. How did you get such high scores!?

Jehova,

What are your prohibited Schools?

Crosswind,

Regardless of Multi-talented you only get 1/4 evolution pool from your summoner levels, not your paladin ones. You lose one evolution point, making your AC 60/34/50.


andreww wrote:

** spoiler omitted **

** spoiler omitted **...

Love the Rod of absorbption idea. Though it's a 50k consumable, it's a great way to get around having middling saves (without it, the Balor, Pit Fiend, Tarn Linnorm and Solar all have reasonable shots to insta-gib you with implosion/destruction).

Nice work! =)

-Cross

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