Beastmass: A challenge to Master Min-Maxers


Advice

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I submit that no one is giving the pit fiend enough credit. If it already knows about you before hand, and it can conceivably know when the encounter is going to take place and where. It is a harder nut to crack than what yall have done for them.

My pit fiend would have true seeing active via a scroll, a contingency scroll cast with his wish spell being activated the moment these lvl 20 characters show up in just the spot he knows they are going to show up in. His contingency wish spell? Time stop. This allows the Pit Fiend a chance to set up the characters down fall.

Lets say time stop gives him 3 rounds to do his stuff. why? for a d4 roll. it is reasonable to say he rolls a 2. First round he gates in a Cyclops half-fiend he had waiting in hell for just this moment. This Cyclops is armed with a +1 vorpal Brilliant and can see invisible due to having see invisiblity via a scroll cast on it on round 3 of time stop. In the second round however, he decides to gate in another level 19 devil.

Before the level 20 character in question gets to do anything, he/she is being attacked by the Cyclops wielding the vorpal brilliant sword, with a guaranteed natural 20, and the confirmation roll of a 25 that targets an individuals touch AC when it is also Flat-footed.

the Level 20's head rolls off their shoulders.

The devil laughs.


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OK, I realized I had missed a couple of very big screw-ups in my build. the most obvious one was that I still listed myself as having a claw attack, even though I had removed Eldritch Heritage (Abyssal) from the build. (4 feats didn't seem worth it). I just got over a bout of heatstroke, so my mind is still a little clouded. Anyways, I fixed that, switched the Amulet of Mighty Fists for a +5 strength tome, and switched multiattack for quickdraw so I could fight with a falchion and a quickdraw shield.

Mr. Paddywagon:
Mr. Paddywagon

Human variant channeling antipaladin 4/ancient lorekeeper oracle of life 8/holy vindicator 8

28 (17 base, +6 belt, +5 tome, -6 age, +6 G.A.R)
24 (14 base, -6 age, +6 G.A.R., +6 belt, +4 tome)
16 (10 base, -6 age, +6 G.A.R, +6 belt.)
10 (7 base +3 age)
10 (7 base, +3 age)
36 (16 base, +2 race, +3 age, +6 headband, +4 manual, +5 level)

HP: 172
AC: 56, or 74 when fighting defensively (10 + 7 Dex + 9 armour + 1 dodge + 10 sacred + 8 profane + 1 shield + 5 natural armour + 5 ring of protection + 2 fighting defensively) + 16 Osyluth's Guile)
flat-footed AC: 47
Touch AC: 59 (assuming Paddy is fighting defensively)

Initiative + 13 (possibly a problem)

Feats:

1st Racial Heritage(Elf)
Bonus Enforcer
3rd Dodge
5th Alignment Channel(Good)
7th Alignment Channel(Evil)
9th Osyluth's Guile
10th Channel Smite (Holy Vindicator Bonus Feat)
11th Quick Channel
13th Improved Initiative
15th Extra Channel
17th Improved Channel
19th Quick Draw

Traits:

Reactionary
Sacred Conduit

Saves:

Fort: +32 (+11 base, +3 con, +5 resistance, +13 charisma)
Ref: +31 (+6 base, +7 dex, +5 resistance, +13 charisma)
Will: +32 (+14 base, +5 resistance, + 13 charisma)

Gear:

Manual of Charisma +4 110,000
Manual of Dex +4 110,000
Manual of Str+5 131,250
Headband of Cha +6 36,000
Belt of Str/Dex/Con +6 77,000
Ring of Evasion 25,000
Ring of Prot. +5 50,000
Scroll of G.A.R (2) 7,650
Celestial Armour 22,400
Amulet of Nat. Armour +5 50,000
cloak of Resistance +5 25,000
Handy Haversack 2,000
+5 merciful,spellstoring,
keen falchion 128,000
Contingency Focus 1,500
Boots of Haste 6,000
Phylactery of
Positive Channeling 11,000
Phylactery of
Negative Channeling 11,000
Quickdraw Buckler Small Change
Scroll of Spellbane(2) 7,650

I probably chose my spells badly, but I only own the core rulebook.

Oracle's curse - clouded vision (blind past 60 feet, darkvision, 30 feet blindsense

Oracle Spells - also all cure spells:
0- I don't think these will matter in the Beastmass, with the exception of Read Magic.
1- Touch of Fatigue (Bonus), Sanctuary, Command, Tap Inner Beauty, Protection from Good, Protection from Evil (DC 24) 10/day
2- Mirror Image (Bonus), Spiritual Weapon, Resist Energy, Remove Paralysis, Weapon of Awe, Desecrate (DC 25) 9/day
3- Limp Lash (Bonus), Animate Dead, Deadly Juggernaut, Hydrophobia, Invisibility Purge (DC 26) 9/day
4- Stinking Cloud (Bonus), Greater Magic Weapon, Freedom of Movement, Summon Monster IV, Divine Power (DC 27) 9/day
5- Dimension Door (Bonus), Plane Shift, Righteous Might, True Seeing (DC 28) 9/day
6- Overland Flight (Bonus), Heal, Harm (DC 29) 7/day
7- Contingency (Bonus), Summon Monster VII (DC 30) 5/day

Antipaladin Spells:
1- Death Knell x3 (DC 25)

skills:

Perception + 10
Intimidate + 36
UMD + 29
Bluff + 24

Base Attack Routine (fighting defensively): falchion +27/+22/+17/+12, 2d4+18, 15-20 crit.

merciful weapon lets paddy deal 1d6 extra damage (all is nonlethal) and lets him do a free demoralize with enforcer.
divine power adds 4 to hit and damage.
weapon of awe adds 2 damage.
deadly juggernaut adds 1 to hit and damage for every kill in 14 minutes.
Greater Magic Weapon adds +3 on both attack rolls and damage.
Righteous Might gives +4 strength while making me large - so +1 to hit, +3 damage.
Haste (with the boots) gives a fifth attack and a +1 to hit.
Smite Good (solar and gold dragon only) gives +13 to hit and AC and +4 damage.
Stigmata gives +3 sacred and +3 profane to attack rolls, damage, or AC - attack rolls in this case.

so with everything but Deadly Juggernaut and smite good active (because Deadly Juggernaut is variable and smite good only affects the solar and gold dragon) the attack routine becomes:

falchion +42/+42/+37/+32/+22, 2d6+30, 15-20 crit.

CHANNELING:
9 negative channels/day, 8d6. with variant channeling (Ale, Wine) it is instead 5d6 and causes 1 round of Nausea. DC 32
16 positive channels/day, 10d6. 6d6+1 round Nausea with variant channeling. DC 34

as far as I can tell, the phylacteries add their 2d6 AFTER the damage is halved from variant channeling, so the damage is 5d6 and 6d6 instead of 4d6 and 5d6.

Just tell me if you find anything illegal with the build. Loaded into the contingency for the first day is Spellbane, targeting Antimagic Field, Time Stop and Greater Dispel Magic.


Rogar Stonebow wrote:

I submit that no one is giving the pit fiend enough credit. If it already knows about you before hand, and it can conceivably know when the encounter is going to take place and where. It is a harder nut to crack than what yall have done for them.

My pit fiend would have true seeing active via a scroll, a contingency scroll cast with his wish spell being activated the moment these lvl 20 characters show up in just the spot he knows they are going to show up in. His contingency wish spell? Time stop. This allows the Pit Fiend a chance to set up the characters down fall.

Lets say time stop gives him 3 rounds to do his stuff. why? for a d4 roll. it is reasonable to say he rolls a 2. First round he gates in a Cyclops half-fiend he had waiting in hell for just this moment. This Cyclops is armed with a +1 vorpal Brilliant and can see invisible due to having see invisiblity via a scroll cast on it on round 3 of time stop. In the second round however, he decides to gate in another level 19 devil.

Before the level 20 character in question gets to do anything, he/she is being attacked by the Cyclops wielding the vorpal brilliant sword, with a guaranteed natural 20, and the confirmation roll of a 25 that targets an individuals touch AC when it is also Flat-footed.

the Level 20's head rolls off their shoulders.

The devil laughs.

You cannot put Wish into a Contingency spell. It is limited to a maximum of one third of your caster level. Also Wish cannot duplicate Time Stop, it is limited to duplicating level 8 spells. Anything beyond that enters complete random fiat terrain.


I was thinking of extrapolating some of my characters to 20 to see how they fare in this, but I'm confused on the rules. What does it mean when enemies have foreknowledge of our character? Wouldn't that mean they could spend time buffing and getting equipment specifically to counter us? How much buffing can you get in? Can you buff before each fight, in between fights, or do you go from one directly to the other in like a round? How do you handle perception checks, stealth, and surprise rounds?


if you're confused about the rules I would recommend reading through the original beastmass, by One. The link on the first post is broken, but you can find One's statblock (and with it, the beastmass) on the zenith games guide to the builds. I agree that the rules are a little unclear here, but a readthrough of One's attempt clears things up a lot.

also, by characters do you mean theorycraft-type builds or characters you've actually played? because the beastmass is sort of designed for superpowered level 20 builds, not well-rounded playable characters. it'll probably be pretty difficult with your average PC. virtual high-five from me if you manage it, though.


I know I just skimmed, but....

Any fight I run with the prescribed monsters that happen to know any character is coming, is going to thrash just about anything.

Then again, I make full use of whatever treasure my monsters get, and play them intelligently.

Specifically, if someone that (supposedly) badass was coming my way... Those that were capable would be bringing in back up. The uber lvl 20 would wind up facing a lot more than just those guys.

That said.... I'll be back with a fun thought experiment at some point in the near future.

P.S.... If Tar-Baphon's Wish to have that one dude's heart teleported into his hand was disrupted only by a deific artifact, I'm fairly certain a single wish spell would insta-kill any uber-20 guy... But, that's just arguing semantic.


paddywagon man wrote:

if you're confused about the rules I would recommend reading through the original beastmass, by One. The link on the first post is broken, but you can find One's statblock (and with it, the beastmass) on the zenith games guide to the builds. I agree that the rules are a little unclear here, but a readthrough of One's attempt clears things up a lot.

also, by characters do you mean theorycraft-type builds or characters you've actually played? because the beastmass is sort of designed for superpowered level 20 builds, not well-rounded playable characters. it'll probably be pretty difficult with your average PC. virtual high-five from me if you manage it, though.

Ah, I see. Well that will be helpful. As for your question, a little of column A a little from column B. I plan to use characters I currently play, then see how they go to 20, that being that I'm keeping the feats and stats they currently have built and seeing how far I can go. Really it's less of a test to see if they're badasses and more trying to figure out if I can even build them to halfway competent or salvage them if they're currently terrible.


Jehova wrote:

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.

** spoiler omitted **...

What is the +2 to DC from school power coming from?


Who needs rest? The monsters only rolling 10s on saves and spell resistance makes this too easy.
Jimmy The Human CLeric. Domains Glory and Darkness. N alignment
Base stats
str 10
dex 13
int 10
Wis 25
Cha 10

Items used to boost stats.
Belt of Physical Might +6 Dex and Con
Ioune stones Deep red(Dex), Rohm(Con), Incandescent Blue(Wis)
Manual of Bodily Health+5, Manual of Quickness of Action +5, Tome of Understanding +5 Headband of inspired wisdom +6

Boosted stats
Str 10
Dex 26
con 23
int 15
wis 38
cha 15

HP:230
Other Equipment.
Ring of Spell storing Greater (Holds Miracle)
Greater metamagic rod of quicken.
Bag of holding (full of diamond dust)
Bag of holding (full of incense)
Otherworldly Kimono (+4 Cl checks +4 saves)
Saves
Fort:+22
Ref:+18
will:+32

Feats: Spell Focus abj, greater spell focus abj, spell pen, greater spell pen, reach spell, improved initiative, skill focus perception, alertness, spell focus necro, blindfight.
Init:+12
Spells (Notable)
lvl9
Gate
Miraclex6

lvl8
Reach Plane shift (DC 31)x2

lvl7
repulsionx6 (DC33)

lvl6
wind Walkx4

lvl5
Plane shift
reach protection from energyx4
Spell Resistance x2
lvl3
Water breathing.

lvl1
Detect evil

Jimmy wakes up, after a late night of worshiping the darkness, he slept in a bit. Not to worry, time to go slaughter some monsters. He starts off on his way to the water to kill the SHoggoth, on the way he notices a tarrasque. He Casts wind walk. flies backwards a few 500feet. Next round he closes the gap. He dispels windwalk as a free action, and casts plane shift, easily makes the touch attack and sends the tarrasque to the bottom layer of the abyss. (tarrasque gets a 22 on its saving throw).
Eager to make his way to the Shoggoth he continues on his way. He enters the water after casting water breathing. He wins initiative (with a score of +12) casts reach plane shift on the shoggoth. Shoggoth gets a 25 on its will save and is sent to the plane of fire. Next on the list is the Tarn Linnorm.
When exploring the mountains Jimmy casts Repulsion on himself, so he won't be sorrounded by giants and the like(As mountains are the most infested with crap region in all the realm). The Tarn Linnorm emerges from its lake and shoots its breath (as it fails the save to approach and grapple) dealing 99 acid damage. regardless of who goes next the Linnorm roles a 2 on its breath recharge and can't do shit next round. Jimmy responds to these attacks as appropriate (barely makes the fortitude save on the poison btw) he casts reach plane shift on the linnorn, makes the touch attack, linnorn fails the save with a 30. Jimmy heals himself with channel energy. Repeats until full health.
Jimmy finds a dungeon. Dungeons are notorious for having evil stuff inside and Jimmy knows how to prepare. He casts miracle with magic circle against evil (DC 37) He also casts Spell resistance. He begins to explore. He enters a candlelit room. A Balor, knowing the danger of the caster in front of him, drops from above and makes a full attack. Jimmy shits his pants, but is otherwise unaffected as the balor continously fails the will saves to make melee attacks. Jimmy regains his composure and wins the initiative. He defensively casts Miracle to raise the save for Banishment(DC 37). The Balor gets a 35 and is sent back to the abyss from which it came.
In light of this fight Jimmy decides to cast detect evil to prevent himself from being caught off gaurd. He also casts Spell resistance to extend its duration. He is therefore not taken aback when he enters another room and finds a pit fiend. The pit fiend initiative. It knows melee attacking Jimmy is a bad idea, as it watched the fight with the balor. It casts wish and immidiately all sound in the room is blocked(unhallowed effect, range is full room not just 20ft). It knows Jimmy can not cast silently and that Jimmy's only hope is that his ring of spell storing will oneshot the pit fiend. Jimmy uses his ring of spell storing to use miracle with a banish effect. The pit fiend does not make the save and is banished. (Don't complain about the wish, in a real game where not every fricken roll was exactly 10 it would have likely resulted in the pit fiend winning)
With nothing left in the dungeon Jimmy moves on to the Solar, he enters the garden and wins initiative. On his turn he casts miracle, and uses his rod to cast quickened miracle, both miracles take the effect of destruction. (DC36) The solar gets a 10 on both rolls (counting each as single rolls, if they count as 10 and 11 by the rules then Jimmy casts quickened destruction and quickened dimensional anchor, the solar will fail the destruction save and get one round to try and kill Jimmy. As Jimmy has 230 hp and wont fail the slaying arrow DC he can simply tank the damage from one round, 80 dmg average if the solar is full attacking with its bow, and cast destruction again the next) The solar takes 400 damage and is engulfed in unholy fire, its remains burning away.
Last but not least is the Golden dragon. Jimmy wins the perception duel and gets the surprise round. He casts Miracle and quickened miracle.Each casts reach destruction (DC 36) with both. Dragon fails both saves (no matter how you calculate them) and takes 400 damage and is engulfed in unholy fire until its remains are consumed.


I ditent look too closely but freedom of movement May let the lindorm ignore repulsion? But i think it is great to see a new addition to the gang of super characters.


Cap. Darling wrote:
I ditent look too closely but freedom of movement May let the lindorm ignore repulsion? But i think it is great to see a new addition to the gang of super characters.

What new addition? All of them are the same, "The Caster with a Thousand Faces."

It's been a while since I read this thread all the way through, but it seemed like all of them pumped the DC of some spell or other, and won that way.

Magic over all.

The Zen Archer was a lot more interesting. So far we have seen Dazing Spell, Suffocation, this guy uses Banishment and Destruction.

But it's all the same. Full caster, pump DC.

I can't remember have we seen a Bard? Think there was one Magus, but not sure he succeeded. No Fighters, Rogues, heck even Paladins in this thing.


Turl3Bear wrote:

He dispels windwalk as a free action, and casts plane shift, easily makes the touch attack and sends the tarrasque to the bottom layer of the abyss. (tarrasque gets a 22 on its saving throw).

...

Not that I'm auditing this, but it stuck out like a sore thumb. How are you getting free action dismissal? Dismissing spells is a standard action unless it's a concentration spell.


sunbeam wrote:
Cap. Darling wrote:
I ditent look too closely but freedom of movement May let the lindorm ignore repulsion? But i think it is great to see a new addition to the gang of super characters.

What new addition? All of them are the same, "The Caster with a Thousand Faces."

It's been a while since I read this thread all the way through, but it seemed like all of them pumped the DC of some spell or other, and won that way.

Magic over all.

The Zen Archer was a lot more interesting. So far we have seen Dazing Spell, Suffocation, this guy uses Banishment and Destruction.

But it's all the same. Full caster, pump DC.

I can't remember have we seen a Bard? Think there was one Magus, but not sure he succeeded. No Fighters, Rogues, heck even Paladins in this thing.

It is still new. If you look at the actual number of full builds for this i think we have a surprising high number of folks that use other than save or die tricks. I think pummeling style will allow a normal(qinggong)monk to do this one since his defenses will be at least as good as One's. Pehaps i will try my luck when i finish what i am writing now:)


sunbeam wrote:
Cap. Darling wrote:
I ditent look too closely but freedom of movement May let the lindorm ignore repulsion? But i think it is great to see a new addition to the gang of super characters.

What new addition? All of them are the same, "The Caster with a Thousand Faces."

It's been a while since I read this thread all the way through, but it seemed like all of them pumped the DC of some spell or other, and won that way.

Magic over all.

The Zen Archer was a lot more interesting. So far we have seen Dazing Spell, Suffocation, this guy uses Banishment and Destruction.

But it's all the same. Full caster, pump DC.

I can't remember have we seen a Bard? Think there was one Magus, but not sure he succeeded. No Fighters, Rogues, heck even Paladins in this thing.

Pretty obvious why there is no paladin applicants. Gold Dragon and Solar... really hampers his style.


Rogar Stonebow wrote:
sunbeam wrote:
Cap. Darling wrote:
I ditent look too closely but freedom of movement May let the lindorm ignore repulsion? But i think it is great to see a new addition to the gang of super characters.

What new addition? All of them are the same, "The Caster with a Thousand Faces."

It's been a while since I read this thread all the way through, but it seemed like all of them pumped the DC of some spell or other, and won that way.

Magic over all.

The Zen Archer was a lot more interesting. So far we have seen Dazing Spell, Suffocation, this guy uses Banishment and Destruction.

But it's all the same. Full caster, pump DC.

I can't remember have we seen a Bard? Think there was one Magus, but not sure he succeeded. No Fighters, Rogues, heck even Paladins in this thing.

Pretty obvious why there is no paladin applicants. Gold Dragon and Solar... really hampers his style.

And there is a paladin/summoner. Limeburger or somthing.


Cap. Darling wrote:


It is still new. If you look at the actual number of full builds for this i think we have a surprising high number of folks that use other than save or die tricks. I think pummeling style will allow a normal(qinggong)monk to do this one since his defenses will be at least as good as One's. Pehaps i will try my luck when i finish what i am writing now:)

Was the Zen Archer your build? One of the big advantages he had, was the fact he wasn't in melee. Even if he had good defenses, his whole style let him avoid being in melee with the challenges. (And a lot of those challenges were very poor at ranged combat other than spells, though many of them had ways of getting into melee range quickly.)

If you are going to build a character that actually involves getting into melee with these things, I'm not sure it is a viable, or at least smart way to do it.

Even if whatever you make has great defenses and saving throws, you will fail on a one, if you have to make a number of them.

Additionally you will generally be hit if the opponent rolls a 20.

The Zen Archer avoids having to make any saving throws or evade attacks a lot of times.


sunbeam wrote:
Cap. Darling wrote:


It is still new. If you look at the actual number of full builds for this i think we have a surprising high number of folks that use other than save or die tricks. I think pummeling style will allow a normal(qinggong)monk to do this one since his defenses will be at least as good as One's. Pehaps i will try my luck when i finish what i am writing now:)

Was the Zen Archer your build? One of the big advantages he had, was the fact he wasn't in melee. Even if he had good defenses, his whole style let him avoid being in melee with the challenges. (And a lot of those challenges were very poor at ranged combat other than spells, though many of them had ways of getting into melee range quickly.)

If you are going to build a character that actually involves getting into melee with these things, I'm not sure it is a viable, or at least smart way to do it.

Even if whatever you make has great defenses and saving throws, you will fail on a one, if you have to make a number of them.

Additionally you will generally be hit if the opponent rolls a 20.

The Zen Archer avoids having to make any saving throws or evade attacks a lot of times.

I havent made a built for this. But i Think a monk or a sacred Fist could be made to do it. And at level 20 most Can survive a single crit or hit if not a failed save. The trick would be to get High hit/damage and use pummeling style/ charge to deliver it all at once. Survive one round and do it again. But i Will look closer one of these days.


I would be more interested to see how people did against some of these enemies who have actually employed some of their treasure to shore up some of their obvious weaknesses. Obviously that isn't going to apply to something like the Shoggoth but it certainly could with the rest.


sunbeam wrote:
But it's all the same. Full caster, pump DC.

The Slaughterking beat every monster in a different way.

The Magus did succeed. There's no way I could see a rogue ever succeeding (primarily because of the Shoggoth), but I could see a ninja winning thanks to hidden master.

There was a Magus who won (I think in the one-the-zen-archer thread, though), and I think there was a not-fully-fleshed out bard who would have won.

Also, @andreww: it was gone over 1000 times. If they have gear beyond what is listed, then their CR changes. When their CR changes, they are no longer the "default" monster listed in the bestiary.


You mean each of monsters failed against a different save-or-be-permanently-incapacitated? Stylish, but not exactly what I'd call diverse.


It's more diverse than a martial just firing 10 arrows at everything he sees and killing it in the first round.

Lantern Lodge

@Turl3Bear

The advantage of the Pit Fiend is to get close and cast Anti-Magic field with it's wish. After that your screwed unless you retreat and come back. You'd have to withdraw, and even then you'd provoke due to his reach. He hits you, and gets a free grapple attempt. It continues to go south from there.


Turl3Bear wrote:

Who needs rest? The monsters only rolling 10s on saves and spell resistance makes this too easy.

Jimmy The Human CLeric. Domains Glory and Darkness. N alignment
Base stats
str 10
dex 13
int 10
Wis 25
Cha 10

Items used to boost stats.
Belt of Physical Might +6 Dex and Con
Ioune stones Deep red(Dex), Rohm(Con), Incandescent Blue(Wis)
Manual of Bodily Health+5, Manual of Quickness of Action +5, Tome of Understanding +5 Headband of inspired wisdom +6

Boosted stats
Str 10
Dex 26
con 23
int 15
wis 38
cha 15

HP:230
Other Equipment.
Ring of Spell storing Greater (Holds Miracle)
Greater metamagic rod of quicken.
Bag of holding (full of diamond dust)
Bag of holding (full of incense)
Otherworldly Kimono (+4 Cl checks +4 saves)
Saves
Fort:+22
Ref:+18
will:+32

Feats: Spell Focus abj, greater spell focus abj, spell pen, greater spell pen, reach spell, improved initiative, skill focus perception, alertness, spell focus necro, blindfight.
Init:+12
Spells (Notable)
lvl9
Gate
Miraclex6

lvl8
Reach Plane shift (DC 31)x2

lvl7
repulsionx6 (DC33)

lvl6
wind Walkx4

lvl5
Plane shift
reach protection from energyx4
Spell Resistance x2
lvl3
Water breathing.

lvl1
Detect evil

Jimmy wakes up, after a late night of worshiping the darkness, he slept in a bit. Not to worry, time to go slaughter some monsters. He starts off on his way to the water to kill the SHoggoth, on the way he notices a tarrasque. He Casts wind walk. flies backwards a few 500feet. Next round he closes the gap. He dispels windwalk as a free action, and casts plane shift, easily makes the touch attack and sends the tarrasque to the bottom layer of the abyss. (tarrasque gets a 22 on its saving throw).
Eager to make his way to the Shoggoth he continues on his way. He enters the water after casting water breathing. He wins initiative (with a score of +12) casts reach plane shift on the shoggoth. Shoggoth gets a 25 on its will save and is sent to the plane of fire. Next on the list is the Tarn
...

Minor changes Blind fight is a free feat witht the darkness domain, didnt realize that when building, Cleric also has Greater spell focus necromancy as a feat. This makes the solar fight one round as both the 10 and 11 roll fail the save.


Am I the only one who hates the whole idea of Wish, Miracle and Contingency in this thing? What's stopping me from making an initiative build and just buying 880,000 gold worth of scrolls of Wish and on the first day, when fighting the Shoggoth (who doesn't get a surprise round), I win initiative and Wish all of my opponents away?

What's stopping me from using Wishes and/or Miracles to gain all the XP in the world and fighting them with Pun-Pun like power?

I'll play fair if they play fair.

I propose we strike these spells from The Beastmass, since most of them require a GM fiat, anyway.


Huh. Apparently I am the only one. Noted.


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WombattheDaniel wrote:
Huh. Apparently I am the only one. Noted.

That's because no serious optimizers is going to use Wish or Miracle in a way that requires DM fiat. There are listed options for both spells that do not require DM fiat and those are the options that sensible optimizers will use.


Anzyr wrote:
WombattheDaniel wrote:
Huh. Apparently I am the only one. Noted.

That's because no serious optimizers is going to use Wish or Miracle in a way that requires DM fiat. There are listed options for both spells that do not require DM fiat and those are the options that sensible optimizers will use.

In the case of wishing away you would have replicate a Teleport or Plane Shift spell, which will allow a Will save for the monsters. And it would save your gold, spell slots and give you better DCs to directly use those spells.


The advantage of using wish is that you don't even need to be on the same plane as the thing you are screwing.

Heck, arguably you can kill all of the targets at once by using time stop scrolls with maximize metamagic gems baked in, dropping a few dozen prismatic walls next to each other and wish-teleporting all the targets into the prismatic walls for dozens of saves vs effectively dead and thousands of damage (wish's "ignore local conditions" clause might bypass the can't interact with creatures part of timestop).

Dark Archive

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All references to cramming souls in and our of creatures courtesy of Parasitic Soul:

Parasitic Soul:
This spell functions like magic jar except as noted above, and instead of your own soul, you may transfer a trapped soul (such as one trapped with soul bind or trap the soul) from the receptacle into an unwilling target’s body. If the target creature fails its saving throw, it dies, and the trapped soul in the receptacle inhabits the body as if using magic jar. The trapped soul does not get a saving throw to resist this transfer. To dismiss the spell, you must be within range of the possessed body.

So, I keep putting my familiar in better and better bodies. Upgrades all around.

In Homage to the Vacuum, I will go ahead and use it as a preferred spell for some occasions, just realize that by switching out the Preferred Spell to Parasitic Soul, you could easily do this run with just one spell, which happens to have a range of medium (100 ft. + 10 ft./level).

So in short, swap out all reference to Suffocation, insert Parasitic Soul in all slots, and swap out daze for reach. Poof! Just upgrade after upgrade with familiars as you move forward. Just remember to put the soul back when you are done playing with it. (your familiar's, drop the others in the ocean)

Annie Arcanist
Elf arcanist 20 (Pathfinder RPG Advanced Class Guide 8)
LG Medium humanoid (elf)
Init +30; Senses low-light vision; Perception +32
--------------------
Defense
--------------------
AC 35, touch 18, flat-footed 32 (+6 armor, +5 deflection, +3 Dex, +5 natural, +6 shield)
hp 162 (20d6+80)
Fort +16, Ref +15, Will +21; +2 vs. enchantments, +4 and one size larger to resist effects of wind
Defensive Abilities evasion, fortification 75%; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dueling spiked gauntlet +10/+5 (1d4-1)
Special Attacks arcane reservoir (10/43), arcanist exploits (consume magic items, dimensional slide, familiar, greater metamagic knowledge, lepidstadt shifter, metamagic knowledge, metamixing, potent magic, quick study, school understanding), consume spells, magical supremacy
Spell-Like Abilities (CL 20th; concentration +24)
. . 3/day—touch of fatigue (DC 16)
Arcanist Spells Prepared (CL 20th; concentration +33)
. . 9th—parasitic soul (DC 34), mass suffocation[APG] (DC 36)
. . 8th—trap the soul
. . 5th—magic jar (DC 30), suffocation[APG] (DC 30)
. . 3rd—hydraulic torrent[APG]
--------------------
Statistics
--------------------
Str 7, Dex 17, Con 18, Int 36, Wis 17, Cha 18
Base Atk +10; CMB +9 (+11 disarm); CMD 26 (28 vs. disarm, 31 vs. grapple)
Feats Additional Traits, Alertness, Dazing Spell[APG], Greater Spell Focus (necromancy), Improved Initiative, Persistent Spell[APG], Quicken Spell, Run, Spell Focus (necromancy), Spell Perfection[APG], Varisian Tattoo[ISWG]
Traits magical lineage, seeker, warrior of old
Skills Acrobatics +4 (+8 to jump with a running start), Appraise +14, Bluff +5 (+7 to Feint), Climb -1, Diplomacy +5, Disguise +5, Escape Artist +29, Fly +27, Heal +4, Intimidate +5, Knowledge (arcana) +37, Knowledge (dungeoneering) +37, Knowledge (engineering) +37, Knowledge (geography) +37, Knowledge (history) +37, Knowledge (local) +37, Knowledge (nature) +37, Knowledge (planes) +37, Knowledge (religion) +37, Linguistics +37, Perception +32, Ride +4, Sense Motive +6, Spellcraft +37 (+39 to identify magic item properties), Stealth +4, Survival +4, Swim -1, Use Magic Device +28; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Common, Elven
SQ elven magic, prescience, school (foresight)
Other Gear +5 amorphous fortification (heavy) glamered hosteling restful haramaki, +5 determination ghost touch mithral light steel shield, +1 dueling spiked gauntlet, pale green prism ioun stone, amulet of natural armor +5, belt of physical might +6 (Dex, Con), cloak of resistance +5, eversmoking bottle, goz mask, handy haversack, headband of mental superiority +6, ring of evasion, ring of protection +5, tome of clear thought +5, 82,433 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (43/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Magic Items (Su) Move act, destroy potion/scroll or -5 wand chg for +1/2 spell level to reservoir. Staves better.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Slide (200 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Fortification 75% You have a chance to negate critical hits on attacks.
Greater Metamagic Knowledge When preparing spells, can exchange bonus MM feat for another that qualify for.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Lepidstadt Shifter (Su) Expend 1 Arc. Res. to cast a spell while polymorphed.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Suffocation) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Magical Supremacy (Su) Spend 1+spell level reservoir to cast any prepared spell at +2 CL & DC (no slot expended).
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on casting time.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Prescience (16/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Quicken Spell Cast a spell as a swift action. +4 Levels.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
School Understanding Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 4 rds.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Suffocation, Mass) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Varisian Tattoo (Necromancy) Spells from chosen school gain +1 caster level.

------------------

3 feats, one trait, and ~90k in gold unspent.

Additionally, a whole lot of gold spent on items that I know will not matter (Ex. Heavy Fortification on Armor)

Anyhow.

Annie has spent weeks preparing, casting as many Divinations as she could muster. Although she cannot know when or exactly when she will be attacked, she has some idea. She spends several tens of thousands of gold on level 2 scrolls she plans to consume for her resevoir.
-------------------

Round 1: Annie Archaist vs. The Shoggoth

Annie gets to the lake, and polymorphs into -pick a decent aquatic form-
Annie automatically goes first.
Annie casts her perfect suffocation, mass.
DC is 10 + 9 (Level) + 2 (Spell Focus) +2 (Greater Spell Focus) + 13 (Int) = 36
Shoggoth's roll = 19+10 = 39. Dead.

Round 2: Annie vs. The Demon

Annie is on her way to the demon when she pulls a gem out of her pocket, and traps the soul of her familiar inside. She knows this might be a tough one, so she puts her familiars spiritless body inside her hostelling armor. Thanks to her absurdly large arcane pool, Annie keeps her school power active, and acts during the surprise round along with the Balor. She goes first, as her Initiative is +30 and rolls a 20 per the class ability opposed to the balors horrible attempt.
Realizing the fights are getting harder, Annie comes up with a bold plan. Thanks to her permanently uncorked bottle, her intimate knowledge of the Balor's strengths and weaknesses, she is happy with the goz mask and bottle providing total concealment (true seeing allows darkness, invisibility, etc. but no mention of smoke, fog, etc.). Annie sees just fine, so decides she wants a new improved body for her familiar, and uses a dweller's essence to cast Parasitic Soul on the demon.

SR=+2 (Elf) +2 (Spell Pen) +2 (Greater Spell Pen) +5 (Dweomer's Essence) +20
(Caster Level) = +31, defeat without rolling.

Balor rolls a 10 on his save for a total of 35

DC of Parasitic Soul is 10 + 9 (Spell Level) + 13 (Int) + 1 (Spell Focus) + 1 (Spell Focus) + 2 (Potent Magic) = 36. My loyal familiar is now a Balor. Might be handy.

Round 3: Annie vs. The Devil

Annie knows this was coming as well, so shifts into whatever form she likes best with dark vision 60+ Thanks Polymorph. She picks up another gem with 1g, probably a bit of quartz, and stuffs the soul of a clam inside. when she meets the devil, she soul swaps him, drops the gem to the bottom of the ocean, and continues on (his save is ridiculously low compared to the above, same tactic.)

Round 4: Annie vs. The Linnorm

Annie is a sparrow (why not) for this one. The Linnorm gets a surprise round, but knowing this was coming, Annie preempts because she had refilled her resevoir as needed using more scrolls as and was using her school ability. She again gets 50, trouncing the Linnorm.

not caring to waste any time, she uses her mastery of magic to suffocate the beast. (Magical Supremecy, 1 reservoir point, DC 36 v. 35 from Tor Linnorm, 30 for cairn linnorm)

Round 5: Annie vs. The Dragon

continuing on, this time as a moth or something ridiculous, The dragon solidly loses with is -1 initiative mod., Annie flutters in, passes the DC 30 will save (30 to 31) and again uses magical supremacy as above. As the dragon plummets to the ground gasping for breath having rolled a 33 (or 34 with luck gem) and needing a 36. SR wasn't an issue with dragons. Odd?

Round 6: Annie vs. The Angel

Again knowing is the key, and Annie acts first with her amazing init of 50. She lets the demon have fun, and it charges the angel. I assume the angel returns the favor. At any rate, Annie still has her mask and bottle on. No sense being anything odd for this.

Solar charges Balor, hits a bunch, much rolling of dice, it matters not.

Annie shifts 200' to much closer to Solar, and uses her Immediate action to put up her emergency force sphere if the angel opts to target her.

Realizing the angel is prettier than the Balor, she takes shoves her familiar into the prettier body, and the Balor into her pretty gem, which she some how loses at the bottom of an ocean some time later. The angels save is worse than the Balors.

Round 7: Annie vs. The Tarrasque

Annie laughs hysterically. Surely, this is the best familiar ever. Out with the Angel, in with the Tarrasque. With a mighty +12 will save. . . SR 36 is harsh, so Annie musters all her might as outlined above, and rolls a 10 for a total of 40. yay team. She wins with a Tarrasque familiar from this point on. Hope she isn't too evil.

Dark Archive

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I got bored pushing buttons on HeroLab, so some spells used are not in the spell book. There are only 5 or so spells in the spell book. I have lots to burn still, even after tons of augery type spells to figure out what and where to look for the BBEGs. Likewise, I have a 30+ perception and 3 feats to burn if I need to rely on old fashioned eye-balls.

note that Annie can do all the above without actually expending any spell slots thanks to the capstone for Arcanists. The DCs will not change (excepting the ones that go up thanks to the +2 DC from the capstone. . . ) With fewer useless enchants on her armor, she could have neigh infinite level 2 scrolls and dweomer's essences.

I reckon that with the ~80k she had left over, she could afford 40 essences (20,000 gold) and 400 scrolls (60,000 gold).

She could make the same run back and forth about 20 some odd times without any real effort.

Did not use any aging. Would be worse with a Tiefling using the +2 alt racial int and venerable age. Going invisible does not work on demons and angels as they can Truesight, but " It does not negate concealment, including that caused by fog and the like." Yay goz mask and smoking bottles.

Enemies without true sight cannot see through polymorph, so walking in as a rat or whatever vermin requests their lair should be sufficient to get in unnoticed.

Enemies with true sight see through polymorph. Doesn't work.

Finally, Annie has a +33 to all Knowledge skills, so 43 on all Knowledge rolls by the rules set forth. The Tarrasque has a CR of 25. So even on him the 10+CR gets me 10 above. I should know what the base weaknesses (weakest save) and special perception abilities (which have true sight).

All souls are dropped to the bottom of the ocean into the maelstrom.

The dino gets his soul back after the terrasque is properly de-souled and wished permanently dead.

No familiars were permanently harmed in the building of Annie.


Did i undestand correctly that, in the rules of beastmass, you get a crit when the accumulatet chance is 60%or more?


Dusting off the digital shelf. I shall bring the concept of Legion to this struggle for dominance in this beastmass challenge.

Legion is any and all combinations of X classes up to level 10 and then 10 levels of Noble Scion.

With each new archetype, new class, feats, spells, and other trinkets made, Legion grows.

We have Class combinations X 10/Noble Scion 10 or any other combination that includes 10 levels of Noble Scion. Now what this allows is using and abusing serious leadership cheese. At level 10 in the Noble Scion prestige class, we have a cohort up to our maximum level which is 20 for this purpose.

So this build uses sheer numbers to overwhelm its opponents with nearly, if not, unlimited wealth, followers, and heroes. With each realm being quickly overrun by sheer volume.

Shoggoth fight - The great ooze puts up a decent fight, but with watersinger bards in the mix, Legion removes any and all concealment and deals with the ooze with insulting alchemical items such as the alkali flask and coordinated efforts of teamwork.

Balor fight - The Balor gets the surprise round and can do anything it wants, on regular initiative Legion wins with sheer numbers. While yes the Balor knows of Legion it has no knowledge of which group of Legion it will be facing.

Pit Fiend fight - No amount of preparation will save this devil as Legion appears ready for the fight.

Tarn Linnorm, Ancient Gold Dragon, Solar Angel, and Tarrasque fight - without the cramp confines of buildings these fights prove to be pebbles crushed to dust in the path of Legion as it marches on.

Legion wins fights through action economy and diversity of abilities, either through class abilities, races, or items. It always has the right tools for the task at hand.


But your endless chain is broken if one dies. I dont find it all that convincing. And it is not clear at all that you get extra wealth with followers and cohorts.


Cap. Darling wrote:
But your endless chain is broken if one dies. I dont find it all that convincing. And it is not clear at all that you get extra wealth with followers and cohorts.

The noble scion provides the wealth, if one dies, the others pick up the chain, the cohort followers may leave that is true. But where the chain is cut is more continuity.


Shasf wrote:
Cap. Darling wrote:
But your endless chain is broken if one dies. I dont find it all that convincing. And it is not clear at all that you get extra wealth with followers and cohorts.
The noble scion provides the wealth, if one dies, the others pick up the chain, the cohort followers may leave that is true. But where the chain is cut is more continuity.

I dont undestand. If you loose a cohort do you get instant replacement?

Edit: anyway what you present is a loophole that is unplayable, not a build.


yea, itry pretty pun pun


It is a crazy build, but it doesn't violate anything RAW that I'm aware of.


By Unplayable i meen that you cannot have a unending Line of characters so it is impossible just to finish building your character and you will never actually get to play. Even if you say that all the cohorts are identical they all need at least a separate place to track hit points. Since the cohorts cohort is following the cohort and not the PC, the second one of them bites the dust the endless Line is all of a sudden not endless any more.
It is a fun loophole but if it had been doable Shasf could have offered a More than endlesswaves of unmade cohorts destroy the monsters.


You just leave an infinit amount of cohorts at "home" so that you only lose those you sent on a mission if the chain is broken somehow. That way you wont face these problems.


Wasum wrote:
You just leave an infinit amount of cohorts at "home" so that you only lose those you sent on a mission if the chain is broken somehow. That way you wont face these problems.

the rules have the PC in the room and the cohorts are a line of command so they need the be there top and Down.

And a infinite amount of cohorts kill you by bookkeeping long before the game start since it will take a infinite time to make:)


Cap. Darling wrote:

Since the cohorts cohort is following the cohort and not the PC, the second one of them bites the dust the endless Line is all of a sudden not endless any more.

Now see you are making a mistake here.

After all, "The Last shall be First," otherwise it's all for one, and one on all, all of the time.


sunbeam wrote:
Cap. Darling wrote:

Since the cohorts cohort is following the cohort and not the PC, the second one of them bites the dust the endless Line is all of a sudden not endless any more.

Now see you are making a mistake here.

After all, "The Last shall be First," otherwise it's all for one, and one on all, all of the time.

How is that making any sense?


Cap. Darling wrote:

I dont undestand. If you loose a cohort do you get instant replacement?

Edit: anyway what you present is a loophole that is unplayable, not a build.

Depending on how people wish to rule it, yes. Because Legion is Legion and talking is a free action, recruitment can be "Hey, want to join up with us?" -- "Sure." --- chain is reconnected.

Did I also mention that due to the Noble Scion's level 19 servitor (lvl 19 npc guy) - Legion now has even more wealth?

Base Legion - 880,000 gp
Noble Scion - 41,250 gp
Servitor - 159,000 gp

Now since Legion is recruiting his Cohorts - They will have PC level wealth because Legion does not recruit anyone less. The cohorts that have npc level wealth become servitors instead.

Legion's followers (168 per Cohort) donates money to the group.

So, Legion now has an unlimited source of income, bodies, and other resources that we can use to build the character.

So now that we have wealth established among other things, Legion's main "PC" does not have to be present during any battle, as per the fight rules. However I will make a mock up of one to show off this extra cheese 12 cheese wheel of cheese.


exept you wont. Because by the time you have made a endless number of cohorts we will all have died of old age;)
Any way your plan basically take some rules very litterally and ignore others(like cohort max level being 17 on the leadership table) and assume a very high level of GM love.


Cap. Darling wrote:

exept you wont. Because by the time you have made a endless number of cohorts we will all have died of old age;)

Any way your plan basically take some rules very litterally and ignore others(like cohort max level being 17 on the leadership table) and assume a very high level of GM love.

Greater Leadership (Ex)

At 2nd level, a noble scion gains the Leadership feat as a bonus feat. He can recruit a cohort up to one level lower than himself. At 10th level, he can recruit a cohort of the same level as himself.

I didn't know I was ignoring the rules for leadership when this clearly spelled it out. Sorry for the facetious remark, but that is why we take the noble scion class so we have have cohorts the same level as the "PC"

As for GM love, all the builds presented in this thought exercise that is Beastmass, require a high level of it. You know, random loot, selling said loot, making loot, so on and so forth.


Shasf wrote:
Cap. Darling wrote:

exept you wont. Because by the time you have made a endless number of cohorts we will all have died of old age;)

Any way your plan basically take some rules very litterally and ignore others(like cohort max level being 17 on the leadership table) and assume a very high level of GM love.

Greater Leadership (Ex)

At 2nd level, a noble scion gains the Leadership feat as a bonus feat. He can recruit a cohort up to one level lower than himself. At 10th level, he can recruit a cohort of the same level as himself.

I didn't know I was ignoring the rules for leadership when this clearly spelled it out. Sorry for the facetious remark, but that is why we take the noble scion class so we have have cohorts the same level as the "PC"

Yes but the rule you get to ignore is, in my reading, that you usually have to be two levels above your cohort. The leadership table is still there you still have a leadership score and the highest level cohort you can recruit is still level 17. Those rules are not changed with the PC. I realize you are reading this differently, but that is my point you are reading a lot of rules in the best possible way.

I realize you will never have time to make a full build but if you get to make the 20+ cohorts that will take out one of the monsters i will be happy to comment:)


Cap. Darling wrote:


Yes but the rule you get to ignore is, in my reading, that you usually have to be two levels above your cohort. The leadership table is still there you still have a leadership score and the highest level cohort you can recruit is still level 17. Those rules are not changed with the PC. I realize you are reading this differently, but that is my point you are reading a lot of rules in the best possible way.
I realize you will never have time to make a full build but if you get to make the 20+ cohorts that will take out one of the monsters i will be happy to comment:)

Ah, so you read it as not adjusting the table itself, just what level of cohort you have access to and never going past the table.

The way I read it as adjusting the table to allow up to the same level of PC.

In either case, Legion itself comes online at level 15. So starting at level 15 and up to a max of level 17 in your reading. Legion becomes limitless.

In my reading, we can have limitless level 20s.

Either way, Legion is still limitless as far as leadership is concerned.


Cap. Darling wrote:
sunbeam wrote:
Cap. Darling wrote:

Since the cohorts cohort is following the cohort and not the PC, the second one of them bites the dust the endless Line is all of a sudden not endless any more.

Now see you are making a mistake here.

After all, "The Last shall be First," otherwise it's all for one, and one on all, all of the time.

How is that making any sense?

Simple, whether the chain is infinitely long or not, you just send in the last one first. If he dies he was the cohort of someone else anyway. Then you send in the new last guy.

While everyone else is doing whatever they do.


The Noble Scion thing is a specific rule that trumps the more general Leadership rules.

The issue I see is that the trick presupposes that you get to build your own cohorts, rather than having to... you know... recruit them from available NPCs. I don't know about you, but my campaigns don't usually see an excess of level 20 half base class half noble scions. YMMV.

I think an assumption of the thread is that a build needs to stand alone with no reliance on GM or circumstance (not counting circumstance bonuses, of course)


Lawful GM wrote:


So here is my challenge: can any of you build a 20th level character of any class, race and archetype combo to triumph over these seven beasts with only one rest period?

Builds must be 20 point buy but can include any feat, spell, item, trait etc from anything published by Paizo.

Builds should be as descriptively full as possible as per the linked example.

These are the fight rules regarding dice rolls

Quote:
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.
End Quote

That may be the assumption, but Legion is still within the rules of the contest. Since the OP did request the builds use: Builds must be 20 point buy but can include any feat, spell, item, trait etc from anything published by Paizo.

Since any feat combo can be used: Leadership and its effects are viable.
Since any class combo can be used: Noble Scion and all of its class abilities are viable.

Now with the other rule about race combo and published material by paizo, we can add in Mythic ranks, custom races and classes because of the race build rules found in the ARG and the class building guidelines found in the ACG.

--------------------------------

When Adept_Woodwright mentions Stand-Alone builds, I believe the post means that a single Player Character with no one or thing else that tags along.

If this is true, then the OP means that while any combination is viable, we cannot allow things like npcs into the mix. NPCs include animal companions, summoned monsters, called monsters, eidolons, npc classes, non-player characters with pc classes, and such.

Some of these are gained by class abilities however and can be argued to be PC controlled. Less work for the DM.

Given that assumption, I would like to know exactly what stand alone means now.

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