Survivors of Hell


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I have an idea for a new type of... play by post-ish game. To apply, do the following:
1: Create a level 8 character of any race/class combo
2: Post character sheet in this thread
3: Run your character through the following simulation: A portal to all three Hells has oppened. There is no way to close it. Your PCs goal is to hold them off for as long as possible. Monsters arrive in "Waves". You have 1 hour to prepare between waves. You can be anywhere within 1,000 feet of the portal. . A wave lasts for 100 rounds. Every 3 waves, PCs have 8 hours to rest. The purpose of this challenge is to see, which builds can survive the longest? The "goal" here is not to die. A new wave can only start once all monsters from a previous wave have been killed. PCs can not level up between waves. For added fun, form a group, and run the simulation in a play-by-post fassion.
Waves work like this:
Wave 1: Every round 1 HD worth of evil outsiders exit the portal. Every three rounds 3 HD worth of evil outsiders exit the portal. In the last round of the wave, 8 HD worth of evil outsiders leave the portal.
Wave 2 : Every round 3 HD worth of evil outsiders exit the portal. Every three rounds 5 HD worth of evil outsiders exit the portal. In the last round of the wave, 10 HD worth of evil outsiders leave the portal.
Wave 3: Every round 5 HD worth of evil outsiders exit the portal. Every three rounds 7 HD worth of evil outsiders exit the portal. In the last round of the wave, 12 HD worth of evil outsiders leave the portal.

Etc,etc. Let the battles begin!


Oh, also dice rolls go as following: 10-11-9-15-5-10

Critical threats are activated when the total number of hits ( Not crits) Have a total crit chance of 20% or more


Oh, also dice rolls go as following: 10-11-9-15-5-10

Critical threats are activated when the total number of hits ( Not misses) Have a total crit chance of 60% or more

Shadow Lodge

hmm, maybe bringing out my zen archer build with my quiver of abundant ammunition


So, pure combat builds with dumped int/cha and minimal skills.

10 minute duration to each wave with known intervals, allowing pre-buff before each wave.

Durability & resource management > nova dpr.

Things should start to become interesting around wave 4 or 5.

Total adventuring day = ~2 hours, 30 minutes.


A group of archer based rangers with favored enemy undead and abundant ammunition will last the longest. Maybe include a single cleric for buff spells and they will slaughter everything.


We should assume the attackers have the same pre-buff options at the players.

By wave 3 you will consistently have opponents with at will invisibility coming through the portals. Invisible imps could start as early as wave 1.

Starting with wave 4, Deeper Darkness should be putting in a regular appearance. Devils will most certainly put that See in Darkness ability to good use.


So, for what evil outsider is coming through the portal, I suggest rolling a die as appropriate. ( Say, if there are 20 CR1 outsiders. roll 1d20). That way, outcomes are pretty random.


A group of archer based rangers with favored enemy undead and abundant ammunition will last the longest. Maybe include a single cleric for buff spells and they will slaughter everything. Favoured enemy undead? Why? Also, eventually outsiders will become so tough that the rangers can't hurt them.

We should assume the attackers have the same pre-buff options at the players.

By wave 3 you will consistently have opponents with at will invisibility coming through the portals. Invisible imps could start as early as wave 1.

Starting with wave 4, Deeper Darkness should be putting in a regular appearance. Devils will most certainly put that See in Darkness ability to good use.

Great Idea!


Also, how about a simular situation with good outsiders, chaotic/lawful outsiders, and undead? Who would last the longest there?

I think Paladins will do really well in the first few waves, but eventually they will run out of smite.


With 8 hours between waves, daily use items and casters will only recover once every 9 waves. You may want to specify 24 hours after every 3 waves if the intent is to allow for spell recovery.

Round/level spells, like Abundant Ammunition, are near worthless. You would need 13 castings to maintain the spell for the duration of a single wave. Class abilities, like rage and bardic performance are in the same boat. Neither last long enough to have a significant impact on even a single wave. Minute/level spells & abilities will be useful, lasting most of each wave. 10 minute/level spells would last 2 full waves.

Paladin's should do well, not because of smite, but due to excellent self-healing + strong defense. A better choice might be the Oradin. Oracle of Battle 6/Paladin 2.


Alright, fine. "24 hours after each wave, during which time daily use items and spell slots are regenerated, but HP is only restored as through 8 hours sleep.


So, anyone interested in posting a combat simulation for one wave? Anyone?

Sovereign Court

Solution: Dex based Dwarf Drunken Master with crazy high defenses. Give him a huge supply of booze (in bag of holding if there is a need to keep it safe) and Wholeness of Body for infinite healing.

Edit: With retraining they could have both Wholeness of Body & Dragon's Breath - which - with virtually infinite uses (either every other round - or every round if the character springs for a Ring of Ki Mastery) - it'd be great for clearing out the lesser fiends.


customizing till the end wrote:
So, anyone interested in posting a combat simulation for one wave? Anyone?

I have a character mostly built, but not formatted for posting.

I'll try to get proper stat block online this evening after tweaking some of the fine details.

Rin

Highlights:

  • Mage Armor & Ablative Armor should always be up.
  • Converting part of incoming damage to non-lethal doubles effectiveness of healing.
  • Enduring Blade gives arcane pool enhancements a minute/level duration
  • Extend Rod gives Protection from Evil a duration > all 3 waves (by 10 minutes). Extra uses can extend Infernal Healing
  • Pearls of power allow multiple castings of Shield & Infernal Healing. Shield will be up for most of every wave.
  • AC will predominately be 32, 31 vs non-evil opponents, without sacrificing offense.

Downsides

  • I'm stuck in melee. Eventually I will fight opponents that can hit me.
  • Could have resists/higher intelligence/natural armor as a tiefling

Note: Used retraining to drop a lower level feat for Extra Arcana

I'll set up a combat simulation thread in the pbp area this evening if nobody starts one before then.


Alright, so by your calculation, how many fiends do you kill before you die? Rin looks awesome by the way!

Charons little helper- the dretch can tank two dragons breaths on average- so every round a new dretch is coming in, you'll be overwhelmed eventually. Still, it's a great idea!


customizing till the end wrote:

Alright, so by your calculation, how many fiends do you kill before you die? Rin looks awesome by the way!

Charons little helper- the dretch can tank two dragons breaths on average- so every round a new dretch is coming in, you'll be overwhelmed eventually. Still, it's a great idea!

If we are assuming dretches for wave 1: Rin stands in front of the portal and kills each dretch as it enters without resource expenditure.

They are not capable of hitting her, she always hits. The second hit each round kills; it is a crit.

Given an int of 5, we can assume no fancy tactics.

Spoiler:
Mage Armor, Ablative Armor, & extended Prot. vs Evil are in place. Durations for all > 2.5 hours.

Arcane Mark + spell combat + spellstrike used while casting defensively each round.

Sovereign Court

customizing till the end wrote:
Charons little helper- the dretch can tank two dragons breaths on average- so every round a new dretch is coming in, you'll be overwhelmed eventually. Still, it's a great idea!

How do you figure? Dragon's Breath (8d6 at level 8) averages 28 elemental damage (pretty much any kind you want) - the dretch has a horrible reflex save - 18hp, and Resis 10. So - they'd have a 50% chance or so of surviving the first round.

But if you have a dretch with 5hp left - the monk can use Dragon's Breath again the next round on both it AND the fresh dretch. (yay AOE)


We don't have an actual build for the Drunken Master, but the Dretches will most likely fail their reflex save even on a 15.

Staggered dretches ftw.


I made a combat simulations thread


http://paizo.com/threads/rzs2t866?Survivors-of-Hell-PBP-combat-simulator


Might be better with an actual play by post. I might consider making a character for this.


Huh... you're right Charon's little helper. Though later on, the demons get an at-will teleport ability, so they could avoid the AOE.

Snowlily- we are not assuming first wave dretches- dretches are 2 HD outsiders. In the special waves ( 3 and 8 HD) dretches could appear- assume that the armies of the hells are smart, and that they will be trying out different demons, devils and daemons. Once they find something that works, they keep on sending them.

Sovereign Court

customizing till the end wrote:
Huh... you're right Charon's little helper. Though later on, the demons get an at-will teleport ability, so they could avoid the AOE.

Right - but when they clump up to kill him - he could easily tumble away and hit all of his melee foes with a cone.

Plus - a monk's offense (not stellar) wouldn't be as bad against lots of lesser opponents as a monk's main disadvantage in combat is accuracy. With Pummeling Style/Charge, DR would be a minor issue as well.


A way to exploit this that we routinely have done in DDO. (Which is roughly an MMORPG version of the 3.5 rules, although the power increase is tremendous.)

At the end of the wave leave the last monster alive. Grapple him, tie him up. Now everyone can take as long as they want to prepare for the next wave. (Of course in the online game tying him up isn't an option. Someone gets his aggro and then sits there blocking while everyone else does whatever they need to. Obviously not long enough to sleep but you don't get to sleep in the MMO version anyway--rest points are defined in the quest.)


A proper statblock with a few minor tweeks. Decided to put a little more focus on AC.

Rin:

Rin
Female human (Garundi) magus (bladebound, kensai) 8 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
N Medium humanoid (human)
Init +13; Senses Perception +11
--------------------
Defense
--------------------
AC 29, touch 24, flat-footed 19 (+4 armor, +2 deflection, +6 Dex, +4 dodge, +1 insight, +1 luck, +1 natural)
hp 67 (8d8+24)
Fort +10, Ref +10, Will +10
Defensive Abilities canny defense +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade +15/+10 (1d6+12/18-20)
Special Attacks arcane pool (+2, 6 points), improved spell combat, magus arcana (enduring blade[UC], spell blending [2 spells of lower level][UM]), spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 8th; concentration +12)
. . 3rd—monstrous physique I[UM], vampiric touch
. . 2nd—ablative barrier[UC], alter self, fog cloud, glitterdust (DC 16)
. . 1st—infernal healing[ISWG], mage armor, protection from evil, shield
. . 0 (at will)—acid splash, arcane mark, detect magic, light
--------------------
Statistics
--------------------
Str 7, Dex 22, Con 14, Int 18, Wis 13, Cha 7
Base Atk +6; CMB +4; CMD 28
Feats Arcane Strike, Blind-fight, Extra Arcana[UM], Fencing Grace, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Traits indomitable faith, reactionary
Skills Acrobatics +14, Climb +4, Fly +13, Heal +11, Knowledge (arcana) +15, Knowledge (dungeoneering) +8, Knowledge (planes) +15, Perception +11, Sense Motive +3, Spellcraft +15
Languages Abyssal, Celestial, Common, Elven, Infernal, Osiriani
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, iaijutsu, perfect strike
Combat Gear extend metamagic rod (lesser), jingasa of the fortunate soldier[UE], pearl of power (1st level) (3), healer's kit; Other Gear dusty rose prism ioun stone, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, cracked dusty rose prism ioun stone, headband of vast intelligence +2, ring of protection +1, 450 gp
--------------------
Special Abilities
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Arcane Pool +2 (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Blind-Fight Re-roll misses because of concealment, other benefits.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Rapier) Kensai abilities only function when wielding a weapon of this type.
Enduring Blade (Su) 1 Arcane Pool: Duration of enchants to magus weapon increase to 1 minute per level.
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Fencing Grace Add Dex instead of Str to rapier damage. +2 CMD vs. disarm if you have at least 1 panache point.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Spellstrike (Su) Deliver touch spells as part of a melee attack.


Charons little helper- you're right so far, but later on, how will he deal with flying creatures like the erinyes?


Alright, so we will be using 25 point-buy. That means more build flexibility


Also, all paizo content is allowed- so guided weapon enhancements, and synthesists, though rather cheesy, are allowed


Weeper:

NG Male skinwalker Brawler 2, monk(master of many styles,quingong) 5, cleric (crusader) 1.
Init:+14 senses: Perception +10, low-light vision
--------------------------------------------------------------------------- --------------------------
Defences:
--------------------------------------------------------------------------- ----------------------------
AC: 32 touch: 29 flat footed: 25 ( +7 wis +6 dex+1 deflection +1 monk +2 natural +3 fighting defensively +1 shield +1 dodge)
HP: 62 ( 1d10+6d8+31)
Saves: Fort+11 Ref+15 Will+14
Defensive abilities: Crane style, sword play style, still mind,
--------------------------------------------------------------------------- ---------------------------
Offence:
Speed: 40 feet
Melee: Scimitar +10/+10 ( 1d8+9 (15-20/*2))
Special attacks: Brawlers flurry,
Ranged: shuriken +7/+7 (1d4+2)
--------------------------------------------------------------------------- --------------------------
Statistics: ( Always in bestial form)
Str: 7 Dex: 22 Con: 12 Int: 5 Wis: 24 Cha: 7
Base attack: + 5 CMB: +3 CMD: 27
Feats: Imp.unarmed strike, stunning fist, weapon focus: scimitar, crusaders flurry, weapon spec: scimitar, IMP.init, crane style, sword play style, dodge, toughness
Traits: Reactionary, Killer (+2 damage on a crit)
Skills: Use magic device+7, perception +10
Gear: Wand of see invisibility, +1 keen guided scimitar, headband of incredible wisdom +2, belt of incredible dexterity +2, Ring of protection +1, 500 shuriken,1 dusty rose prism ioun stone, cloak of resistance +1.
--------------------------------------------------------------------------- ---------------------------
Special abilities:
Ki pool 9 points
Ki powers: Barkskin, True strike
Martial flexibility 4 times/day
Channel positive energy 1d6 3/day
Cure spells spontaneous casting
Maneuver training
Touch of good 10/day (+1)
Fuse style

Spells prepared: (cleric)
0: Virtue, Detect magic, Light
1: Protection from evil *3, Domain: Protection from evil


customizing till the end wrote:
Also, all paizo content is allowed- so guided weapon enhancements, and synthesists, though rather cheesy, are allowed

Does that mean Azlanti are allowed :P

Flying opponents will be truly harsh unless you have a permanent means of flight. The Fly spell lacks the duration to last a full wave, unless you're a witch using a the Fly hex. Only wizards and clerics will have spells of sufficient duration.

I'm starting to think kineticist may be a more viable choice, with no ammo requirements for unlimited ranged attacks + kinetic whip for melee. I'll have to come up with an alternate build to test how viable the idea is at 8th level.

An alternate solution to the fly problem may be Stryx/Aasimar builds that allow for flight.


Who are the azlanti?

And yeah, the kineticist would obliderate the earlier waves with standard blasts.

( Physical blasts do 4d6+4+CON at that level, which obliderates Imps etc)

But higher CR outsiders would pressure the Kineticist. Multi-target infusions cost burn, after all...


Azlanti are human+; the Runelords are Azlanti.

Bonus feat, extra skill point, +2 to all stats.

Shattered Star:
There is an opportunity for a single PC in the Shattered Star AP to become Azlanti.
In the most hilarious way possible.

Sovereign Court

customizing till the end wrote:
Charons little helper- you're right so far, but later on, how will he deal with flying creatures like the erinyes?

Are there any flying devils with long-ranged attacks lower HD than the erinyes? Because an erinyes is 9hd - so there could only be a single erinyes for the last round of the 2nd & 3rd waves.

With high AC & deflect arrow the monk could pretty much ignore it until it was the only thing left, and then slowly wear it down with a normal heavy crossbow if need be.


Charon's Little Helper wrote:
customizing till the end wrote:
Charons little helper- you're right so far, but later on, how will he deal with flying creatures like the erinyes?

Are there any flying devils with long-ranged attacks lower HD than the erinyes? Because an erinyes is 9hd - so there could only be a single erinyes for the last round of the 2nd & 3rd waves.

With high AC & deflect arrow the monk could pretty much ignore it until it was the only thing left, and then slowly wear it down with a normal heavy crossbow if need be.

After the first time using Deflect Arrow, it would start chain casting Unholy Blight.

Still not an issue until the fourth wave, when they may appear every third round.

Sovereign Court

Snowlilly wrote:

After the first time using Deflect Arrow, it would start chain casting Unholy Blight.

Still not an issue until the fourth wave, when they may appear every third round.

So... make sure that it's a LE Drunken Master? :P


Charon's Little Helper wrote:
Snowlilly wrote:

After the first time using Deflect Arrow, it would start chain casting Unholy Blight.

Still not an issue until the fourth wave, when they may appear every third round.

So... make sure that it's a LE Drunken Master? :P

Works for now .... evil is probably the optimal alignment for any non-paladin.

Sovereign Court

So - for the build -

LE Dwarf Drunken Master Monk (level 8):

Str: 7
Dex: 22 (20)
Con: 18
Int: 7
Wis: 20 (18)
Cha: 5

Traits: Fate's Favored / Glory of Old

Skills: Perception +16 / Acrobatics +17 / Escape Artist +17

Feats: Pummeling Style / Fast Drinker / Dodge / Deflect Arrow / Steel Soul / Weapon Finesse / Combat Reflexes / Stunning Fist

Qinggong: Wholeness of Body / Barkskin / Dragon's Breath - 8d6 (DC 19)

Note: Feats/Qinggong powers only possible with retraining

Gear: Cloak Resis +2/Potions of Mage Armor x8/Ring of Ki/Agile AoMF/Ring of Prot +1/Jingasa/Heavy Crossbow/Potion of Fly x3/Belt of Dex +2/Headband of Wis +2/infinite booze!!

Attack roll unarmed: +12/+12/+7/+7 for 1d10+6damage
Heavy crossbow: +12 for 1d10 (19-20)

Movement: 40ft

AC: 34 (+6 dex/+5 Wis/+2 Class/+2 luck/+4armor/+1deflection/+3nat armor/+1 dodge)
Touch AC: 27
Flatfooted AC: 27

CMD: 28 (plus dwarf bonuses)
CMB: +4 / +12 (for things you can Weapon Finesse)

HP: 75 (PFS style)

Fort: +12 (+17 vs spell & spell-like/+15 vs poison)
Ref: +14 (+19 vs spell & spell-like) with Evasion
Will: +13 (+18 vs spell & spell-like)

It should be able to get through the first 2-3 waves without breaking a sweat. It can literally use Dragon's Breath every turn, though against tougher single foes it would consider to flurry them (damage is mediocre, but Pummeling Style gets through DR slowly/steadily)

Note: This isn't quite how I'd normally build a drunken master - but I think it works better for this challenge.


Linkified for ease of use

Combat


Daimion:

Daimian Cloudwalker
Male gnome aerokineticist 8 (Pathfinder RPG Occult Adventures 10)
N Small humanoid (gnome)
Init +9; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 31, touch 18, flat-footed 25 (+7 armor, +1 deflection, +6 Dex, +1 natural, +5 shield, +1 size)
hp 99 (8d8+56)
Fort +14, Ref +15, Will +7; +2 vs. illusions
Defensive Abilities defensive training, fortification 15%
--------------------
Offense
--------------------
Speed 20 ft.
Melee empowered kinetic whip charged water blast +17 (12d6+21/20/x2)
Ranged empowered torrent charged water blast +18 (12d6+28/20/x2)
Special Attacks hatred, kinetic blast, metakinesis (empower)
Kineticist Spell-Like Abilities (CL 8th; concentration +7)
. . Constant—feather fall
Kineticist Wild Talents Known
. . Defense—enveloping winds, shroud of water
. . Infusions—kinetic blade, kinetic whip, torrent (DC 21)
. . Blasts—charged water blast (8d6+19 ½ electricity and ½ bludgeoning), electric blast (4d6+8 electricity), water blast (4d6+15)
. . Utility—air cushion, basic aerokinesis, basic hydrokinesis, expanded defense (shroud of water), kinetic healer, wings of air
--------------------
Statistics
--------------------
Str 8, Dex 24, Con 22, Int 10, Wis 12, Cha 9
Base Atk +6; CMB +4; CMD 22
Feats Point-Blank Shot, Precise Shot, Weapon Finesse, Weapon Focus (kineticist blast)
Traits indomitable faith, reactionary
Skills Acrobatics +14 (+10 to jump), Fly +20, Heal +10, Knowledge (planes) +8, Perception +14, Survival +1 (+3 to avoid becoming lost); Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ burn (2 points/round, max 9), elemental overflow +2, expanded element (water), gather power, gnome magic, infusion specialization 2, internal buffer 1
Combat Gear healer's kit; Other Gear +2 mithral kikko armor[UC], cestus[APG], clear spindle ioun stone, amulet of natural armor +1, belt of physical might +2 (Dex, Con), cape of free will +2/+3[MA], ring of protection +1, wayfinder[ISWG], 195 gp
--------------------
Special Abilities
--------------------
Air Cushion (Sp) Constantly under the effects of feather fall.
Burn 2/round (8 nonlethal/burn, 9/day) Burn HP to gain greater effects on your wild talents.
Cape of free will +2/+3 Spend 1 power as immediate action to reroll failed Will save.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Elemental Overflow +2/+4 (Max +2, +2 DEX, +2 CON, 15% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Empowered Torrent Charged Water Blast (DC 21) (Sp) Level 4; Burn 3
Empowered Torrent Electric Blast (DC 21) (Sp) Level 4; Burn 1
Empowered Torrent Water Blast (DC 21) (Sp) Level 4; Burn 1
Fortification 15% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Ioun stone (clear spindle) Sustains bearer without food or water.
Kinetic Blade Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Kinetic Whip Form a kinetic blade with reach.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metakinesis (1 burn: Empower) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
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.
Torrent (DC 21) Blast becomes a 30' line
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
Wings of Air (Sp) You are constantly under the effects of fly.

Rin:

Rin
Female human (Garundi) magus (bladebound, kensai) 8 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
N Medium humanoid (human)
Init +13; Senses Perception +12
--------------------
Defense
--------------------
AC 29, touch 24, flat-footed 19 (+4 armor, +2 deflection, +6 Dex, +4 dodge, +1 insight, +1 luck, +1 natural)
hp 67 (8d8+24)
Fort +10, Ref +10, Will +11
Defensive Abilities canny defense +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade +15/+10 (1d6+12/18-20)
Special Attacks arcane pool (+2, 6 points), improved spell combat, magus arcana (enduring blade[UC], spell blending [2 spells of lower level][UM]), spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 8th; concentration +12)
. . 3rd—monstrous physique I[UM], vampiric touch
. . 2nd—ablative barrier[UC], alter self, fog cloud, glitterdust (DC 16)
. . 1st—infernal healing[ISWG], mage armor, protection from evil, shield
. . 0 (at will)—acid splash, arcane mark, detect magic, light
--------------------
Statistics
--------------------
Str 9, Dex 22, Con 14, Int 18, Wis 14, Cha 7
Base Atk +6; CMB +5; CMD 29
Feats Arcane Strike, Blind-fight, Extra Arcana[UM], Fencing Grace, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Traits indomitable faith, reactionary
Skills Acrobatics +14, Climb +5, Fly +13, Heal +12, Knowledge (arcana) +15, Knowledge (dungeoneering) +8, Knowledge (planes) +15, Perception +12, Sense Motive +4, Spellcraft +15
Languages Abyssal, Celestial, Common, Elven, Infernal, Osiriani
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, iaijutsu, perfect strike
Combat Gear extend metamagic rod (lesser), jingasa of the fortunate soldier[UE], pearl of power (1st level) (3), healer's kit; Other Gear dusty rose prism ioun stone, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, cracked dusty rose prism ioun stone, headband of vast intelligence +2, ring of protection +1, 450 gp
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Special Abilities
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Arcane Pool +2 (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Blind-Fight Re-roll misses because of concealment, other benefits.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Rapier) Kensai abilities only function when wielding a weapon of this type.
Enduring Blade (Su) 1 Arcane Pool: Duration of enchants to magus weapon increase to 1 minute per level.
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Fencing Grace Add Dex instead of Str to rapier damage. +2 CMD vs. disarm if you have at least 1 panache point.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Spellstrike (Su) Deliver touch spells as part of a melee attack.


How do you become an Azlanti in the shattered star campaign?


Also, maost demons are resistant to electricity. Wouldn't an earth blast be better?

Anyway, we got 4 Pcs! wanna run a simulation now?


Lair

Female Nagaji antipaladin 7, fighter 1
CE Female humanoid (Reptilian)
Init:+7 Percepton: +3 low-light vision
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Defence:
AC:24 Touch: 12 Flat-footed: 23 (+11 armor,+1 dex +1 deflection +1 natural)
HP: 71 (7d10+33)
Fort +14 Ref+8 Will+10
Defensive abilities: Unholy resilience, Resistant, Necromantic affinity
--------------------------------------------------------------------------- --------------------------
Offence:
Speed: 20ft
Melee: +1 keen cruel falchion +13/+8 ( 2d4+14+cornugon smash/ 15-20 *2)
Ranged: +5 strength Composite longbow+9/+4(1d8+5 /*3)
Spells prepared:
1- Protection from law*3
2- Ironskin
--------------------------------------------------------------------------- --------------------------
Statistics: Str: 22 Dex: 12 Con: 15 Int:5 Wis: 10 Cha: 20
Bab: +8 CMB: +14 CMD: 25
Feats; Necromantic affinity, power attack, cornugon smash, Imp.init, Intimidating prowess
Traits: Reactionary, Bully
Skills: Intimidate+23 handle animal+7
Languages: Common,draconic
SQ: Aura of evil, smite good, Touch of corruption 8/day,Unholy resilence,Aura of cowardice, plague bringer, Channel negative energy, Fiendish boon: Companion (fiendish Tiger) Detect good,
Combat gear: +1 keen cruel falchion, +2 full plate, Belt of giant strength, Headband of alluring charisma, Ring of protection, Cracked pink and green sphere,
--------------------------------------------------------------------------- --------------------------
Special abilities:
Touch of corruption 8/day 3d6
Channel energy
Smite good
Cornugon smash
Fiendsih boon

Highlights: As an antipaladin, he's immune to detect good and unholy blight. Cornugon smash murders his foes, granting him temporary hit points that can last multiple waves. His companion boosts is DPR and can provide flanking ( not included in this calculation)
spoiler:

Sovereign Court

customizing till the end wrote:

Also, maost demons are resistant to electricity. Wouldn't an earth blast be better?

Anyway, we got 4 Pcs! wanna run a simulation now?

Except... you said that this was a portal to hell - not the abyss. So - I'm pretty sure that means devils - not demons.


I said the hells (plural- I meant hell, the abyss and abadonn). I also specified demons, devils and daemons.


They reason why one of my blasts is physical.

Element choice was driven by persistent effects (unlimited flight, +5 shield bonus), not damage types. Only earth blast with the rare earth infusion is going to bypass most DR, and Magus is the only class that can consistently break alignment DR at this level.


Okay... what about the new elements? Void+wind seems like a cool idea


Void + wind forces me to give up +5 AC.

The limiting factor in an endurance trial is, "Are you taking damage". Once it gets to the point the 1/round opponents can hit on a 15, that is ~15 hits in one wave. You are most likely dead.

Earth + water was tempting for the DR 6/admantine and rare earth infusion, but most things that can hit high AC will be doing quite a bit more than 6 damage. May still be optimal as it would completely negate damage from large numbers of low level opponents flanking/aiding.

I also considered void+water, but decided flying was more important. Flying allows me to avoid engaging a lot of otherwise dangerous opponents, extending my potential lifespan by 2-3 waves.

One scenario I looked at involved 3 dretches/round for 100 rounds. Rin can only kill 3 dretches/2 rounds, leaving 250 opponents after 10 minutes. Even with 5 successful aid other attempts/round (out of 8 attempts), dretches would still be unable to overcome her AC. She would, eventually, win.


True dat


customizing till the end wrote:
How do you become an Azlanti in the shattered star campaign?

Spoiler:
The group finds a viable clone of the Runelord of Lust. A malfunctioning Phantasmal Killer spells ties the person activating it to the clone.

Ahh, you failed both your saves and died? No problem, you open your eyes in the clone's body; your companions are standing over your corpse looking in your direction.

Personally, I'm hoping the fighter does it.

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