Boss fight mock battle


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I create a boss for an upcoming session with my real life group

I need a group of valiant players willing to take this beast down.
this guy

My real life party is a wizard, a bloodrager, a paladin, a fighter (crossbow specialist) and a cleric. They are all veterans and very skilled players so this creature is much stronger than your typical monster and he is a boss so even stronger. I'm worried he may be a little too strong even. You don't have to make the same characters that's just a guide.

Characters that will fight him are 12th level and mythic tier 3.

You will have 200 000 gp to get gear and you can use 32 point buy for your characters. (my real life players don't have this much but I want to stress test this thing)

What you know. He is a demon. He is known as the lord of flames. He is a powerful general in the legions of the abyss. He always fights alone and is very proud he will likely go for the strongest foes first.

If your interested make a character when I have 5 I will try it out and we may try multiple battles if you want and if you like I could even make more monsters for additional matches.

Grand Lodge

dotting...gonna make something tonight...


I'll give you a hand, stress testing this


Interesting. I'll give it a shot. It should be fun. While you said we don't need to mimic their classes, I'll take a crack at running a Paladin, since their effectiveness against evil outsiders means they'll be a huge asset for your party. Running a stress test without one is like taking a car for a drive with a wheel missing.

Any restrictions on gear? And also, is your game straight PF, or do you allow 3.5 materials?


Aww.... I was already cracking on a Paly build to do a 200 damage charge. Mounted Marshal/Spirited/Lance for x4 charge damage.

But you go ahead.


Pathfinder only.


This sounds like fun. I've had an idea for a bloodrager kicking around anyway. I'll see what I can come up with!


@Lyall: Looks like I may not have the time after all, so go ahead. Work is picking up more than I anticipated.


Hmm don't do the charger. I'm familiar with the concept and I already know that if you land a good hit or a crit you could decimate his hp and make the battle an easy win.

So for the purposes of this battle assume it's indoors in a citadel and you fought your way to the roof were he is waiting for you. So no mounts and only animal companions of medium size or smaller.


I was bored so I only did a 25 point buy and just rang up your bog standard "underpowered" monk. I'd prolly get more fancier with the defensive items and stuff if I was doing this for real, and id break it down into what works best statistically, but this should give you and idea as to how hard melee classes can hit this thing.

Tactics are simple, you trigger Amazing Init, trigger Titan Rage ,with your extra standard action), trigger your boots of speed (free action), trigger Mythic Power Attack (free action), and then use Fleet Warrior to walk up to him and full attack with Flurry of Blows. Proceed to destroy him, before optimising your monk further.

Mythic Monk:

Mythic Monk
Archon-blooded aasimar (lawbringers) brother of the seal 7/monk 5/Champion 3 (Pathfinder RPG Advanced Race Guide 84)
LG Large outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +22
--------------------
Defense
--------------------
AC 20, touch 18, flat-footed 18 (-1 Dex, +2 dodge, +2 natural, -1 size, +8 Wis)
hp 131 (12d8+68)
Fort +15, Ref +10, Will +17; +2 vs. [evil], +2 bonus vs. sleep, paralysis, and stunning, +2 vs. enchantments
Defensive Abilities evasion, hard to kill; Immune disease; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 60 ft., fly 60 ft. (average)
Melee unarmed strike +24/+24/+19 (8d6+31+3 flurry) or
unarmed strike flurry of blows +26/+26/+26/+26/+21/+16 (8d6+31+3 flurry)
Space 10 ft.; Reach 10 ft.
Special Attacks flurry of blows, mythic power (9/day, surge +1d6), stunning fist (6/day, DC 23)
Spell-Like Abilities (CL 12th; concentration +12)
1/day—continual flame
Brother of the Seal Spell-Like Abilities (CL 0th; concentration +0)
2/day—hold portal
--------------------
Statistics
--------------------
Str 32, Dex 8, Con 18, Int 10, Wis 24, Cha 10
Base Atk +8; CMB +23; CMD 39 (39 vs. sunder)
Feats Angel Wings[ARG], Angelic Blood[ARG], Awesome Blow, Combat Reflexes, Dodge, Dragon Ferocity[UC], Dragon Style[UC], Improved Initiative, Improved Unarmed Strike[M], Power Attack[M], Stunning Fist, Titan Strike[M]
Traits reactionary, wisdom in the flesh
Skills Acrobatics +9 (+26 to jump), Fly +20, Intimidate +2, Knowledge (arcana) +5, Perception +22 (+26 to find magical glyphs, symbols, runes, and writings), Sense Motive +24; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Celestial, Common
SQ amazing initiative, domino strike, fast movement, high jump, ki pool (9 points magic), maneuver training, recuperation, runefinding, slow fall 20 ft., trapfinding +3, unsealing, water splitting stone
Other Gear amulet of mighty fists +5, belt of giant strength +6, boots of speed, headband of inspired wisdom +6, pauldrons of unflinching fortitude +2/+3, stonefist gloves
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Boots of speed (10 rounds/day) Affected by haste
Combat Reflexes (1 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Domino Strike +7 (Ex) When Awsome Blow knocks a foe into another thing, both take extra damage.
Dragon Ferocity +5, 1d4+11 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+3 bonus, bypass all DR).
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Flight (60 feet, Average) You can fly!
Flurry of Blows +10/+10/+10/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
High Jump (+5/+25 with Ki point) (Ex) +5 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike [Mythic] As a swift action, use 1 power to ignore up to 15 hardness with unarmed strikes.
Ki Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities.
Pauldrons of unflinching fortitude +2/+3 Spend 1 power as immediate action to reroll failed Fortitude save.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Runefinding (Ex) When you come within 10' of trapped magical writing, you get an automatic roll to find it.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stonefist gloves Bypasses hardness less than 8. Add half tier to sunder attempts.
Stunning Fist (6/day, DC 23) You can stun an opponent with an unarmed attack.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Titan Strike [Mythic] +1 for each size cat foe is larger than you to DC of stunning fist and various maneuvers.
Titan's Rage (3 rounds) (Su) Spend 1 power to increase by one size category.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Unsealing (Su) Use Stunning Fist to breach magical wards or protections (as dispel magic).
Water Splitting Stone 7 (Ex) When attacking an object, you ignore the listed amount of hardness.
Wisdom in the Flesh (Fly) Fly becomes a Wisdom-based, class skill.


I'll see if I can come up with something - planning on an Evoker of some sort :D


Interesting.


Can the builds make use of retraining?


When is this starting?
I'm on vacation until the end of the week, and might not be able to get a lot of work in.

Thinking some sort of Hellknights (prestige class), probably with ranger/slayer.


I can get something worked up.

Liberty's Edge

Hi DireMerc!

I have two "already made and tested" 12-ish level characters that could work. I would only need to add the mythic tiers.

I hope you like one of them:

Ganorok "The Mouse"
Small Ratfolk Rogue 12 Cleric of Abadar 1
Tomb "procurer", excellent against traps and very good hiding and attacking the back of the enemies.

Quote:

The small ratfolk smiles charmingly.

"You sure need to hire me! If you are going in there, you will need a professional "procurer", and that's me. I will make sure no one gets hurt because of traps, and I can also scout ahead, warning you of dangers. I am silent and fast a a mouse, very handy disarming them, and able to spot a poisonous spider in the complete darkness of a dark cavern. I also have several tricks up my sleeve, which have saved my employers more than once. A resume? Let me see. I once , when little, escaped the dungeons of the City of Aquila. Did you heard about that? I am the only one that have escaped! And then got recruited by a couple trying to break a curse, and had to break in the damn city again! Well, with those connections, I reformed myself, embraced Abadar's creed and make a career of my abilities. The exploration of Sultan Abd-Abbas Mausoleum? That was me, that was the place when I found my celestial armor! The rescue of a couple children from the old mines of gold of Starguard? Me, me me! I tell you, I am the mouse for the job! Combat? Very good at it! I got a perfect strategy! I let the big slow guys behind me pummel the monsters to oblivion, while I do the best that I can do, get out of their way! Well, sometimes I help a little, Tooth and Claw, my nice twin swords have done their share, sometimes, but I must say that let the strong big guys do their stuff works well for all the involved, well, except the monsters! I help them by telling them where the enemies are, how many, armed with what, and leading them to the place. So, do we have a deal?"

----

Ruperta of Hetzau
Varisian Human Female Cleric of Desna 12
Really good healer - buffer armed with a powerful repeating crossbow.
Quote:

"Ruperta of Hetzau is a Young Human Varisian Healer (Cleric), follower of Desna, who has been directed, in a vision from her goddess, to abandon the road she so much love and look for a green star in the city of Korvosa. She doesn't know what this "Green Star" is, or where in Korvosa it is located (or if Korvosa is just a stop in a much longer travel).

But she believer in luck, and the luck is where The Great Dreamer directs you, so she will go.
Once in Korvosa she looks for a sign, something to direct her towards the road Desna wants her to travel."


Thinking Sarenrae archer-arpriest, Quicken Blessing, Healing and Good blessings.

Longbow that shoots out d10's? Yes please.


OK, finished.

Error Flynn:

Error Flynn
Human (Taldan) swashbuckler 12/Champion 3 (Pathfinder RPG Advanced Class Guide 56)
NG Medium humanoid (human)
Init +14; Senses Perception +22
--------------------
Defense
--------------------
AC 31, touch 27, flat-footed 18 (+4 armor, +2 deflection, +9 Dex, +4 dodge, +1 insight, +1 luck)
hp 139 (12d10+63)
Fort +14, Ref +22, Will +14
Defensive Abilities charmed life 5/day, evasion, hard to kill, nimble +3, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 evil outsider-bane heartseeker adamantine rapier +30/+30/+25 (1d6+14/15-20+12 Precision plus 2d6 vs. Evil Outsider)
Special Attacks deeds (bleeding wound, derring-do, dodging panache, evasive, kip-up, menacing swordplay, opportune parry and riposte, precise strike, subtle blade, superior feint, swashbuckler initiative, swashbuckler's grace, targeted strike), mythic power (9/day, surge +1d6), panache (6), swashbuckler weapon training +2
--------------------
Statistics
--------------------
Str 14, Dex 29, Con 18, Int 9, Wis 14, Cha 16
Base Atk +12; CMB +14; CMD 41 (41 vs. disarm)
Feats Combat Reflexes[M], Critical Focus, Dodge, Fencing Grace, Greater Weapon Focus (rapier), Iron Will, Power Attack[M], Signature Deed[UC], Weapon Focus (rapier)[M]
Traits indomitable faith, resilient
Skills Acrobatics +24, Bluff +10, Climb +10, Diplomacy +10, Intimidate +7, Perception +22, Ride +13, Sense Motive +6, Sleight of Hand +15, Survival +2 (+4 to avoid becoming lost), Swim +10
Languages Common
SQ amazing initiative, dare (), recuperation, swashbuckler finesse
Combat Gear dust of appearance, jingasa of the fortunate soldier, potion of cure serious wounds (2), potion of darkvision, potion of fly, potion of heroism, potion of lesser restoration (2), potion of neutralize poison, potion of remove blindness/deafness, potion of remove curse, potion of remove fear (2), potion of remove paralysis; Other Gear +3 glamered impervious silken ceremonial armor, +3 evil outsider-bane heartseeker adamantine rapier, clear spindle ioun stone, dusty rose prism ioun stone, bead of newt prevention, belt of physical might +4 (Dex, Con), boots of speed, cloak of resistance +5, eyes of the eagle, handy haversack, headband of alluring charisma +2, necklace of adaptation, ring of protection +2, wayfinder, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 1,620 gp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Bead of newt prevention When bearer fails save vs hostile polymorph effect it is negated & the bead destroyed.
Boots of speed (10 rounds/day) Affected by haste
Charmed Life +3 (5/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs foes who already provoked one for moving.
Critical Focus +4 to confirm critical hits.
Evasion (when Panache left) (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Ever Ready (+3, 1 AoO/round) (Ex) Add tier to AoO attack & damage rolls, make AoO while flat-footed, additional AoO.
Fencing Grace Add Dex instead of Str to rapier damage. +2 CMD vs. disarm if you have at least 1 panache point.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+3 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Ioun stone (clear spindle) Sustains bearer without food or water.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities.
Necklace of adaptation Immune to all harmful vapors and gases and can breathe anywhere.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Signature Deed (Deed: Opportune Parry and Riposte [Signature Deed] [Ex]) Pick a deed that you have access to and that you must spend grit to perform. You can perform this deed for 1 fewer grit point (minimum 0). If the amount of grit needed to perform the deed is reduced to 0, you can perform this deed for the normal acti
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having
Uncanny Dodge (Panache left) (Ex) Retain Dex bonus to AC when flat-footed.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Weapon Focus [Mythic, Rapier] As a swift action, use 1 power to add half tier to attack with selected weapon.


Alright, just about finished with this beast.

Just wanted to ask if it would be allowable to take the Disjoining weapon enchant? It's something I'd want to have in any mythic campaign but it could easily mess with your fight.

Here's my character so far. He's mostly finished, just needs to spend a bit more of his gold depending on you answer to the above question. Let me know what you think.

Balgrim Balor-Breaker:

Bloodrager (Primalist), Dwarf, N/G
HP 151 / 151 (76 lvl, + 48 Con, +12 FC, +15 Champion) / HP 211 / 211 (Rage+Titan's Rage)
AC 33 (31 Rage+Titan's Rage)
Touch 16 (12 Rage+Titan's Rage)
Flat-Footed 30 (29 Rage+Titan's Rage)
DR 3/-, Resist Fire 30
Armor Check -4
Init +9
Speed 20ft, Fly 80ft (Perfect)

Str 26 (36 Rage+Titan's Rage)
Dex 14 (12 Rage+Titan's Rage)
Con 18 (28 Rage+Titan's Rage)
Int 10
Wis 14
Cha 16

Fort +24 (+4 vs Spell) (+29 Rage+Titan's Rage)
Ref +19 (+4 vs Spell) (+18 Rage+Titan's Rage)
Will +20 (+4 vs Spell)

BAB +12/+7/+2
CMB +24 (+30 Rage+Titan's Rage)
CMD 35 (41 Rage+Titan's Rage)

+3 Furious Falchion +30/+30/+25/+20 (2d6+15/15-20x2)
+3 FuriousFalchion +34/+30/+25/+20 (2d6+42/15-20x2) (Bloodrage+Power Attack+Titan's Rage)

Traits : Ruthless, Focused Mind
Feats : Power Attack, Furious Focus, Steel Soul, Imporved Initiative, Weapon Focus(Greatsword), Lightning Reflexes, Improved Critical (Falchion), Blind-Fight, Iron Will
Special Abilities : Hardy, Darkvision 60ft, Indomitable Stance, Armored Swiftness, Armor Training, Blood Deflection,
Greater Bloodrage : +6 Str/Con, +3 Will, 2nd level or lower spell, (30 / 30) rnds/day
Destined Bloodline : Destined Strike +6 (5 / 5), Fated Bloodrager +3
Rage Powers : Mighty Swing, Clear mind, Reckless Abandon, Inspire Ferocity,
Mythic Champion Tier 3 : Mythic Power (9 / 9), Hard To Kill, Surge +1d6, Amazing Initiative, Recuperation, Fleet Charge, Mythic Rage, Mythic Spellcasting (Fly, Heroism, Magic Missile) , Titan's Rage
Mythic Feats : Power Attack, Blind Fight
Skills : 48 Ranks (48 Level)
Intimidate +22, Perception +21, Spellcraft +19, Survival +21
Languages : Common, Dwarven

Spells : DC 13+spell level Concentration +17
1-level (2 / 3) : Shield, Protection from Evil, Magic Missile, Shadow Weapon, Long Arm, Line in the Sand, Phantom Blood
2-level (2 / 3) : Blur, Adhesive Blood, See Invisibility, Resist Energy, Mirror Image, Brow Gasher
3-level (0 / 2) : Fly, Heroism, Wind Wall, Burrow

Buffs : Mythic Fly, Mythic Heroism, Resist Energy (Fire), Phantom Blood

Gear :
+3 Furious Falchion
+5 Dwarven Plate
Belt of Physical Might +4
Cloak of Protection +5
Amulet of Natural Armor +3
Boots of Haste
Belt of Alluring Charisma +2
Rod of Minor Extend Spell

PP - 0, GP - , SP - , CP -

40k, 25k, 32k, 12k, 4k, 41.5k, 16k, 3k
173.5k


Any word on how we do hit points?


Hmm roll hp and re-roll 1's is how I do in my games.

I'll get it going probably tomorrow assuming I have 5 ready characters.


I'll, hopefully, finish mine tonight.

Two-weapon fighting (scimitars) warpriest/champion of Sarenrae.

Also:
HP: 12d8 ⇒ (2, 4, 6, 2, 1, 3, 3, 4, 8, 1, 3, 5) = 42

Round 2: 2d8 ⇒ (8, 8) = 16

Man, those rolls sucked.

Edit: Ah! That's better! That gives me a base 56. Eh.


Not going to be able to finish everything tonight, still need to spend some more money.

Will continue work tomorrow morning, and should have it posted sometime tomorrow.

Just saying I'm still here, and interested!


I used 1/2 max+1 for HP if that's OK.


This is just too much for me to commit to right now. As much fun as I would have, I just have too much on my plate to handle this insanity.

Y'all have fun taking him down, and I'll certainly be dropping in from time to time!


Thats fine Drbuzzard

I'll say no to the the Disjoining weapon because yes that would mess with the fight a bit.

I think I have 3 characters so far so still some time before we can start.

-Balgrim Balor-Breaker

-Error Flynn

-Unnamed Mythic Monk

-

-

Lol not a lot of diversity in mythic paths thought everyone went champion for damage. Would like to see other paths as well.

My real life group I put the restriction maximum 1 person per path so there is a champion, a guardian, a archmage, a marshal and a heriophant

Liberty's Edge

So, you didn't like Ruperta or Ganorok?


I can probably switch to guardian with little enough negative impact. I do intend to be fairly tanky. I'll see what I can do.


Hm, as a bloodrager, Balor is kind of designed to work as a champion. It's vaguely possible I could work him as a Marshall but it would would be a pretty poor design decision.


cosario they are fine but incomplete. Go ahead and add mythic levels to either I'm not looking at backstory for this one.

If you could switch Drbuzard that would be good. You can leave it as champion incorrigible I was just saying I don't want 5 champions just beating him down.

Liberty's Edge

Which one would you prefer? I would go with Ruperta, but I would like to know your opinion.


As we don't have a divine presence yet, I'd suggest Ruperta.


hmm yes ruperta


If we are stuck on lacking a specific path, then I can work something up on short notice.


Well, it looks like we have a guardian, a champion and I imagine Ruperta will be a hierophant?

Tessai was considering en evoker? Not sure if they're still in?

A marshal or trickster would be great.


Mythic Trickster is easy. Ninja with Invisible Blade, Undetectable mythic item ability, Fleet Warrior (picked up via Path Dabbling), and Titan's bane. Enemy is flat footed to all of your attacks, and you get to add sneak attack to every hit. With Mythic Weapon Finesse, as well as Mythic Two Weapon Fighting, you can add Dex to damage and take no penalties for TWF. You move, you full attack it, and you kill it, without the creature having any idea where you are. Also, its prolly taking Str/Dex damage each time you successfully sneak attack it.

Add a Marshal with Deadly Guidance x4 and that same Ninja is adding 10d6 sneak attack on all of its attacks (that hit), per round. Thats really, really scary.


That's...impressive. Honestly, I've personally never seen mythic played at this level. I'm really curious to see how DireMerc's Lord of Flames is going to stand up to a party of characters throwing around this kind of power.


True I expect him to lose but I think he may be able to get a kill or two


He cannot kill us if Deathless is up =]


OK, remade him as a guardian.

Error Flynn:

Error Flynn
Human swashbuckler 12/Guardian 3 (Pathfinder RPG Advanced Class Guide 56)
NG Medium humanoid (human)
Init +14; Senses Perception +22
--------------------
Defense
--------------------
AC 31, touch 27, flat-footed 18 (+4 armor, +2 deflection, +9 Dex, +4 dodge, +1 insight, +1 luck)
hp 140 (12d10+64)
Fort +14, Ref +22, Will +12
Defensive Abilities charmed life 5/day, evasion, hard to kill, nimble +3, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +4 bane impervious adamantine rapier +31/+26/+21 (1d6+15/15-20+12 Precision plus 2d6 vs. )
Special Attacks deeds (bleeding wound, derring-do, dodging panache, evasive, kip-up, menacing swordplay, opportune parry and riposte, precise strike, subtle blade, superior feint, swashbuckler initiative, swashbuckler's grace, targeted strike), mythic power (9/day, surge +1d6), panache (5), swashbuckler weapon training +2
--------------------
Statistics
--------------------
Str 14, Dex 29, Con 18, Int 10, Wis 14, Cha 16
Base Atk +12; CMB +14; CMD 41 (41 vs. disarm)
Feats Combat Reflexes[M], Critical Focus, Dodge, Fencing Grace, Greater Weapon Focus (rapier), Lunge, Power Attack[M], Signature Deed[UC], Weapon Focus (rapier)[M]
Traits indomitable faith, resilient
Skills Acrobatics +24, Bluff +8, Climb +10, Diplomacy +17, Perception +22, Sense Motive +6, Sleight of Hand +24, Survival +2 (+4 to avoid becoming lost), Swim +10
Languages Common
SQ amazing initiative, dare (), recuperation, swashbuckler finesse
Combat Gear dust of appearance, jingasa of the fortunate soldier, potion of cure serious wounds (2), potion of fly, potion of good hope, potion of neutralize poison, potion of remove fear, potion of remove paralysis, potion of resist cold 30, potion of resist electricity 30, potion of resist fire 30; Other Gear +3 impervious silken ceremonial armor, +4 bane impervious adamantine rapier, clear spindle ioun stone, dusty rose prism ioun stone, bead of newt prevention, belt of physical might +4 (Dex, Con), boots of speed, cloak of resistance +5, eyes of the eagle, handy haversack, headband of alluring charisma +2, necklace of adaptation, ring of protection +2, wayfinder, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 470 gp
--------------------
Special Abilities
--------------------
Absorb Blow (15 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Bead of newt prevention When bearer fails save vs hostile polymorph effect it is negated & the bead destroyed.
Boots of speed (10 rounds/day) Affected by haste
Charmed Life +3 (5/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs foes who already provoked one for moving.
Critical Focus +4 to confirm critical hits.
Evasion (when Panache left) (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Ever Ready (+3, 1 AoO/round) (Ex) Add tier to AoO attack & damage rolls, make AoO while flat-footed, additional AoO.
Fencing Grace Add Dex instead of Str to rapier damage. +2 CMD vs. disarm if you have at least 1 panache point.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Ioun stone (clear spindle) Sustains bearer without food or water.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities.
Necklace of adaptation Immune to all harmful vapors and gases and can breathe anywhere.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Retributive Reach (Ex) Threatened area increases by 5 ft. Spend 1 power to add tier to AoO attack and damage.
Signature Deed (Deed: Opportune Parry and Riposte [Signature Deed] [Ex]) Pick a deed that you have access to and that you must spend grit to perform. You can perform this deed for 1 fewer grit point (minimum 0). If the amount of grit needed to perform the deed is reduced to 0, you can perform this deed for the normal acti
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having
Uncanny Dodge (Panache left) (Ex) Retain Dex bonus to AC when flat-footed.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Weapon Focus [Mythic, Rapier] As a swift action, use 1 power to add half tier to attack with selected weapon.

Liberty's Edge

Yes, I will add the Hierophant levels to Ruperta.


Just rustled up an Marshal and a Trickster so the GM can see some of the tactics involved + what might come up. Also IIRC these were the only two roles with no interest so maybe we can spark some ideas or something, IDK.

Ninja:

Ninja Trickster
Azata-blooded aasimar (musetouched) ninja 12/Trickster 3 (Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Combat 13)
CG Medium outsider (native)
Init +17; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 23, touch 21, flat-footed 12 (+10 Dex, +1 dodge, +2 natural)
hp 111 (12d8+48)
Fort +11, Ref +24, Will +10; +2 vs. [evil]
Defensive Abilities evasion, hard to kill, improved uncanny dodge; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 60 ft., fly 60 ft. (average)
Melee +5 wakizashi +22/+22/+22/+17 (1d6+21/15-20) or
+5 wakizashi +22/+22/+22/+17 (1d6+13/15-20)
Special Attacks mythic power (9/day, surge +1d6), sneak attack +6d6
Spell-Like Abilities (CL 12th; concentration +16)
1/day—glitterdust (DC 16)
Ninja Spell-Like Abilities (CL 0th; concentration +0)
—invisible blade
—vanishing trick
--------------------
Statistics
--------------------
Str 7, Dex 30, Con 14, Int 9, Wis 12, Cha 18
Base Atk +9; CMB +5 (+7 reposition); CMD 28
Feats Angel Wings[ARG], Angelic Blood[ARG], Improved Critical (wakizashi), Improved Initiative, Improved Two-weapon Fighting, Piranha Strike, Two-weapon Fighting[M], Weapon Finesse[M]
Skills Acrobatics +10 (+22 to jump), Bluff +19 (+21 to feint), Diplomacy +21, Disguise +23, Fly +25, Perception +16, Stealth +25, Use Magic Device +19; Racial Modifiers +2 Diplomacy
Languages Celestial, Common
SQ amazing initiative, ki pool (10 points), legendary fortification, legendary power, legendary surge, light steps, mythic bond, ninja tricks (bonus feat, combat trick, evasion, invisible blade, sacred sneak attack, vanishing trick), no trace +4, poison use, recuperation, undetectable
Other Gear +5 wakizashi, +5 wakizashi, - legendary/dynamic item -, belt of incredible dexterity +6, boots of speed, cloak of resistance +5, headband of ninjitsu, 150 gp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Boots of speed (10 rounds/day) Affected by haste
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+3 bonus, bypass all DR).
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Flight (60 feet, Average) You can fly!
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Headband of ninjitsu (1/day) +2 to hit on sneak att, can sneak att concealed. Activate to feint/reposition as swift.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Invisible Blade (Su) Whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility. The ninja must have the vanishing trick ninja trick before selecting this ninja trick.
Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Legendary Fortification When a critical hit or sneak attack is scored against a creature wearing an item with this ability, the wearer can expend one use of legendary power to negate the critical hit or sneak attack and instead take normal damage.

Only armor, shields, an
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Saving Throws - All) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities.
No Trace +4 (Ex) Survival DCs to track you are at +4, gain +4 to Stealth when you are stationary and not acting.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sacred Sneak Attack (Su) Sneak attack dam vs undead/evil outsider is good-aligned for overcoming DR.
Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Titan's Bane (Ex) Move through space of creature two sizes larger without AoO, can share its space.
Two-Weapon Fighting [Mythic] As an imm. action, use 1 power to negate all two weapon fighting attack penalties for 3 rds.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

This is the Ninja I mentioned above. Swift Action Greater Invisibility combined with the Undetectable Legendary Item mythic
ability means that your options are limited in terms of finding where this Ninja is. Its debatable if anything can technically detect it but thats a discussion for another time. Mythic Weapon Finesse means that its damage is great, Mythic Two-Weapon Fighting says goodbye to any penalties, and Titan's Bane gives the Ninja yet another way of getting Sneak Attack if for whatever reason Invisibility is off the table. If I was building this character for more of a "team" environment (since atm its quite selfish), I'd prolly Dual Path Champion and pick up Fleet Warrior that way, and then get Path Dabbling for Eldritch flight (and go Halfling, which would work better with Titan's Bane) but I'm fairly certain you didn't want us all picking Duel Path, so I just went single classed.

Ranger Marshal:

Ranger Marshal
Human ranger 12/Marshal 3
CG Medium humanoid (human)
Init +20; Senses Perception +17
--------------------
Defense
--------------------
AC 25, touch 22, flat-footed 13 (+3 armor, +11 Dex, +1 dodge)
hp 160 (12d10+84)
Fort +18, Ref +25, Will +13
Defensive Abilities evasion, hard to kill
--------------------
Offense
--------------------
Speed 60 ft.
Ranged +5 composite longbow +27/+27/+27/+27/+22/+17 (1d8+20/×3)
Special Attacks combat style (archery), favored enemies (evil outsiders +6, monstrous humanoids +2, native outsiders +2), mythic power (9/day, surge +1d6), quarry
Ranger Spells Prepared (CL 9th; concentration +11)
3rd—named bullet[UC]
2nd—barkskin (2), protection from energy
1st—abundant ammunition[UC], gravity bow[APG], resist energy
--------------------
Statistics
--------------------
Str 14, Dex 32, Con 20, Int 9, Wis 14, Cha 8
Base Atk +12; CMB +17; CMD 36
Feats Deadly Aim[M], Endurance, Improved Initiative, Improved Precise Shot, Iron Will, Manyshot[M], Point Blank Master[APG], Point-blank Shot, Precise Shot, Rapid Shot[M], Weapon Focus (longbow)
Traits deadeye bowman, reactionary
Skills Acrobatics +11 (+23 to jump), Heal +17, Knowledge (nature) +14, Perception +17, Spellcraft +14, Stealth +26, Survival +22
Languages Common
SQ amazing initiative, camouflage, favored terrains (abyssial +2, urban +4), hunter's bond (companions), recuperation, swift tracker, track +6, wild empathy +11, woodland stride
Combat Gear durable arrow (50); Other Gear +5 composite longbow (+2 Str), belt of physical might +6 (Dex, Con), boots of speed, bracers of armor +3, cloak of resistance +5, hunter's band, 150 gp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Boots of speed (10 rounds/day) Affected by haste
Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Deadeye Bowman When using a longbow, your target is denied the soft cover AC bonus from one creature.
Decisive Strike (Su) As a swift action, use 1 power to grant an ally in 30 ft an att with a +3 bonus that bypasses all DR.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Evil Outsiders +6) (Ex) +6 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs. Favored Enemy (Monstrous Humanoids) foes.
Favored Enemy (Native Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Native Outsiders) foes.
Favored Terrain (Abyssial +2) (Ex) +2 to rolls when in Favored Terrain (Abyssial).
Favored Terrain (Urban +4) (Ex) +4 to rolls when in Favored Terrain (Urban).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hunter's band +1 to hit favored enemies (also for those affected by hunter's bond).
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Manyshot [Mythic] When using Manyshot, your second shot also fires 2 arrows.
Mythic Bond (Ex) Swift action to grant allies your full favored enemy bonuses instead of half.
Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quarry (Ex) +2 to hit and other bonuses vs. designated quarry.
Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +6 Add the listed bonus to survival checks made to track.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

You can do anything with the Marshal path. For instance, I made a cool Battle Herald character that works with it pretty well. Its a good path for a Paladin as well for its ability to give the entire party Smite but I decided to go Ranger and pick up Mythic Hunters bond, which gives the entire party my favoured enemy bonus. This equates to +6 on all attack and damage rolls against evil outsiders which is pretty cool, and the Ranger itself doesn't do too badly on its own just because Archery is awesome. Add in Named Bullet and its got some serious threat potential but really, its just going to stand at range and full attack away.

Can you seriously imagine though a party with Clarion Call + Mythic Bond. Lets give the entire party Smite and full favoured enemy progression! Scary as hell.


I like the ranger marshal since there is a fighter with a similar build in the actual party.

Ok so we have

-Balgrim Balor-Breaker Champion

-Error Flynn Guardian

-Ranger marhsal

-Ruperta hierophant

-Tessai's evoker Archmage?


Haven't heard from Tessai since the initial post, maybe throw the a PM and see if they're still on board?


One guy is an easy fight depending on your bloodrager. I have a 9th level one mythic tier 3 in wrath so here are a few quick numbers for this battle. I will do up a 12th level one if you want me to run through with you guys.

Str 17start+3levels+4Mythic++enhancement+10rage, so 40

Attack
BAB+12+15str+9weapon+5morale-4power attack for a +37 to hit

Weapon is a Falchion +5 Furious, Courageous, Evil outsider Bane so 64,000 with upgradable from mythic

Damage will be 2d4+2d6+22str+9weapon+5morale+3Arcane Strike+12power attack so 51total

Arcane Strike becomes +9 damage while raging due to blooded arcane strike then +27 on a vital strike.

Now Vital strike and its 6d4+2d6+171 If you Crit and you Crit on 15-20 your damage is 10d4+2d6+513. You spend your mythic power on mirror dodge so he can't full attack, you will also spend mythic power to take and extra standard to vital strike twice a round. Even with not criting this guy you will hit 4 time in 2 round for an average 193 a hit. So with the party this guys should be easy unless his AC is crazy high

Feats:
1st: Desperate Battler
3rd: Arcane Strike
5th: Blooded Arcane Strike
7th: Vital Strike
9th: Improved Critical
11th: Improved Vital Strike

Bloodlines: Destined, Draconic
Bloodline Feats: Power attack, Toughness, Iron Will

Mythic Feats: Arcane Strike, Vital Strike, Improved Critical

Trickster Mythic Talents:
1st: Legendary Item Sword
2nd: Extra Mythic Feat
3rd: Mirror Dodge


Thankfully I don't have to deal with anything that overpowered in my actually group.


Yeah, I didn't want to go that crazy with my build. Mythic vital strike is pretty broken, but then so is most of mythic from what I've seen.

We'll see how that actual fight plays out. Does seem like we need one more though.


anyone want to make a wizard?


I can run up an Arcanist / Witch ^_^


actually lets just try it with these 4 for now.

-Balgrim Balor-Breaker Champion

-Error Flynn Guardian

-Ranger marshal

-Ruperta hierophant

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