The the God challenge, the God-let a potentially impossible challenge for min-maxers


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So the beast-mass post was a bunch of fun to read. Now that potential PC power has risen, and we've got some nastier dudes fleshed out. I think a new challenge may be in order.

Link to ye olde beastmass!

A fight against several of the baddest bads we now have at character level twenty with or without mythic levels. Ancalagon- the now named mythic red wyrm, Pazuzu and Cthulhu.

Rules are easy there's a hardcore, and normal challenge.

Hardcore
non-mythic
880.000 gp cap
Doesn't include module and region-specific character options

Normal
MR 10
1.100.000 gp
Any paizo-published player option is available

Per fight you may elect to take 5, 10, 15 for your die rolls for that fight. The enemy takes 15 if you take 5, 10 if you take 10, and so on. Abilities that allow you to re-roll improves any roll it would apply to by 5 in your favor. Reducing Ancalagon's HP to 0 is enough to beat him. You must reduce Pazuzu's HP to 0 and destroy his plane with your Plane-away McGuffin to defeat him. You must defeat Cthulhu twice and survive on his iconic cyclopean island for two weeks, or rescue yourself to defeat him. Bonus points for vivid descriptions and self-imposed limits.

A levitating Spanish galleon named The Victoria and manned by Red Shirts is your vessel. The Red Shirts keep minions off of you and treat your wounds in between fights.

Ancalagon's Stats:

Mythic Wyrm Red Dragon CR 25/MR 10
XP 1,638,400
CE Gargantuan dragon (fire, mythic)
Init +12M; Senses blindsight 60 ft., darkvision 120 ft., low-light vision, smoke vision, x-ray vision; Perception +35
Aura fire (10 ft., 2d6 fire), frightful presence (330 ft., DC 30)

DEFENSE
AC 50, touch 4, flat-footed 50 (–2 Dex, +46 natural, –4 size)
hp 518 (27d12+343); fast healing 5
Fort +24, Ref +13, Will +22
Defensive Abilities dragon blood (2d6 fire), fortification (50%); DR 20/epic and magic; Immune dragon traits, fire, paralysis, sleep; SR 36; Weaknesses vulnerable to cold

OFFENSE
Speed 40 ft., fly 250 ft. (clumsy)
Melee bite +40 (4d6+25/18–20 plus bleed and grab), 2 claws +40 (2d8+17/19–20 plus bleed and grab), 2 wings +38 (2d6+8), tail slap +38 (2d8+25)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks bleed (2d6), breath weapon (60-ft. cone, 22d10 fire damage, Reflex DC 32 half, usable every 1d4 rounds), crush, dragon fury (2d6 fire), lingering breath (4d6 fire, 10 rounds), manipulate flames, melt stone, mythic power (10/day, surge +1d12), sooty flame, swallow whole (2d6 bludgeoning and 2d6 fire damage, AC 28, 51 hp), tail sweep (DC 32, 2d6+25), wild arcana
Spell-Like Abilities (CL 27th; concentration +34)

At will—detect magic, find the path, pyrotechnics (DC 19), suggestion (DC 20), wall of fire

Sorcerer Spells Known (caster level 17th; concentration +24)

8th (4)—discern location, iron body
7th (7)—insanity (DC 24), limited wish M, spell turning
6th (7)—antimagic field M, contingency M, greater dispel magic
5th (7)—polymorph, telekinesis, teleport, wall of forceM
4th (7)—fear (DC 21), fire shield, greater invisibility, stoneskin M
3rd (8)—dispel magic M, displacement, haste M, tongues
2nd (8)—alter self, detect thoughts (DC 19), misdirection, resist energy M, see invisibility
1st (8)—alarm, grease, magic missile M, shield, true strike M

M Mythic spell

STATISTICS
Str 45, Dex 6, Con 29, Int 20, Wis 21, Cha 24
Base Atk +27; CMB +48 (+52 grapple); CMD 56 (60 vs. trip)
Feats Cleave, Critical Focus M, Greater Vital Strike, Improved Critical (bite) M, Improved Critical (claws), Improved Initiative M, Improved Iron Will, Improved Vital Strike, Iron Will M, Multiattack, Power Attack M, Quicken Spell, Staggering Critical, Vital Strike
Skills Appraise +35, Bluff +37, Diplomacy +37, Fly +14, Intimidate +37, Knowledge (arcana) +35, Knowledge (history) +35, Perception +35, Sense Motive +35, Spellcraft +35, Stealth +16 190
Languages Abyssal, Common, Draconic, Dwarven, Giant, Orc
SQ dragon cantrips, mythic spellcasting

SPECIAL ABILITIES
Fire Aura (Su)

A wyrm red dragon is surrounded by an aura of intense heat. All creatures within 10 feet take 2d6 points of fire damage at the beginning of the dragon's turn.

Manipulate Flames (Su)

A wyrm red dragon can control any fire spell within 110 feet of the dragon as a standard action.

This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster.

It can make all decisions allowed to the caster, including canceling the spell if it so desires.

Melt Stone (Su)

The dragon can use its breath weapon to melt rock at a range of 100 feet, affecting a 55-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

Encounter Notes:

You'll find Ancalagon in his palace atop a mound of gold. His warning system sets him on fire and wakes him up as you enter the room he's in. Treat the gold as difficult terrain. Mythic contingency allows for 6 spells at his tier. 1 Greater Dispel Magic on the target of his first breath weapon attack when he next uses his breath weapon. 2 Spell Turning on being targeted with a spell. 3 Spell Turning on Spell Turning timing out or being used up. 4 Greater Dispel Magic on failing a saving throw. 5 Haste on entering combat. 6 Iron Body on entering combat.
He'll open with fire breath.
If you engage him in melee and you drop him to or below 400 hit points he melts the ceiling with his fire breath and flies out of the palace to engage you at a range.
If you attempted to keep him at a range he closes with you and does the dragon dance.
If he detects you casting a spell he will drop an Antimagic Field.
If in doubt, treat him as an intelligent red dragon. He will fight to the death.

The Red Shirts will congratulate you if you survived and treat your wounds. The crew will recover the dragon's treasure for you. The Victoria flies through a portal that leads just outside Shibaxet.

Pazuzu's Entry:

CE Large outsider (air, chaotic, demon, evil, extraplanar)
Init +13; Senses darkvision 60 ft., detect good, detect law, true seeing; Perception +58
Aura frightful presence (180 ft., DC 40, 10 rounds), locusts (10 ft., distraction, DC 43), unholy aura (DC 31)

DEFENSE
AC 48, touch 38, flat-footed 39 (+4 deflection, +9 Dex, +10 natural, +16 profane, –1 size)
hp 752 (35d10+560); regeneration (deific or Mythic)
Fort +31, Ref +32, Will +35
Defensive Abilities Abyssal resurrection, avian mastery, freedom of movement; DR 20/cold iron, epic, and good; Immune ability damage, ability drain, charm effects, compulsion effects, cold, death effects, electricity, energy drain, petrification, and poison; Resist acid 30, cold 30, fire 30; SR 41
Speed 60 ft., fly 150 ft. (perfect)
Melee +5 anarchic keen unholy longsword +54/+49/+44/+39 (2d6+20/17–20), bite +49 (2d6+15), claw +49 (1d6+15), sting +49 (2d8+15 plus poison), 2 talons +49 1d6+15
Space 10 ft.; Reach 10 ft.
Special Attacks hear name, poison, possession, profane wishcraft, swarm master
Spell-Like Abilities (CL 30th; concentration +43)

Constant—detect good, detect law, freedom of movement, speak with animals (winged animals only), true seeing, unholy aura (DC 31)
At will—astral projection, blasphemy* (DC 30), control winds, desecrate*, dominate person* (DC 28), greater dispel magic, greater teleport, shapechange, telekinesis* (DC 28), unhallow, unholy blight* (DC 27)
3/day—quickened dominate person* (DC 28), summon demons, symbol of persuasion (DC 29), sympathy (DC 31), whirlwind*
1/day—dominate monster (DC 32), time stop*, wish*
* Pazuzu can use the Mythic version of this ability in his realm.

STATISTICS
Str 40, Dex 28, Con 42, Int 33, Wis 34, Cha 36
Base Atk +35; CMB +51 (+55 sunder); CMD 92 (94 vs. sunder)
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Greater Vital Strike, Improved Initiative, Improved Sunder, Improved Vital Strike, Multiattack, Power Attack, Quicken Spell-Like Ability (dominate person), Vital Strike
Skills Acrobatics +47 (+59 when jumping), Bluff +51, Diplomacy +51, Fly +53, Intimidate +48, Knowledge (arcana) +49, Knowledge (local) +46, Knowledge (nature) +46, Knowledge (nobility) +46, Knowledge (planes) +49, Knowledge (religion) +46, Perception +58, Sense Motive +50, Spellcraft +49, Stealth +43, Survival +47, Use Magic Device +48; Racial Modifiers +8 Perception
Languages Abyssal, Auran, Celestial, Common, Draconic; telepathy 300 ft.
SQ demon lord traits

SPECIAL ABILITIES
Aura of Locusts (Su)

Pazuzu exhales clouds of locusts. In any round in which he does not move more than 5 feet, he is surrounded by a 10-foot-radius spread of these creatures. Any creature that enters this area must succeed at a DC 43 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Avian Mastery (Su)

Any creature flying under its own power (flight from a source other than a spell, spell-like ability, or magic item) that attempts to attack Pazuzu with a melee attack must attempt a DC 40 Will save. If it fails, the creature can't follow through with the attack, that part of its action is lost, and it can't directly attack Pazuzu for 1d4 rounds. Once a creature succeeds at this save, it is immune to this ability for 24 hours. The save DC is Charisma-based.

Hear Name (Su)

Pazuzu hears his name whenever it is spoken, regardless of distance—this ability functions even across planar boundaries. If a creature speaks Pazuzu's name aloud three times in the same breath, Pazuzu automatically knows that creature's precise location and name. If Pazuzu is on the same plane as someone who speaks his name three times in a single breath, he can immediately attempt to possess that creature.

Poison (Ex)

Sting—injury; save Fort DC 43; frequency 1/round for 6 rounds; effect 1d6 Wisdom drain and nauseated; cure 3 consecutive saves.

Possession (Su)

Once per day as a swift action, Pazuzu can attempt to possess a single living creature within 1 mile, provided he knows the target's name. The target can resist this possession attempt by succeeding at a DC 43 Will save. A lawful creature gains a +10 bonus on this saving throw, and a good creature gains a +20 bonus on the saving throw (these bonuses stack). If the creature successfully saves, it is immune to possession attempts by Pazuzu for the rest of its life. If the saving throw fails, Pazuzu can control the possessed creature from afar. While possessing a creature, Pazuzu automatically knows every thought that creature has. By concentrating, he can sense the creature's surroundings using that creature's senses.

As a swift action, he can cause the creature to perform any ability it can perform on its own. Pazuzu can use any of his spell-like abilities through a possessed target, with the effects resolving as if the possessed creature had created the effect. Possession is permanent, but Pazuzu can only possess one creature at a time. When Pazuzu isn't actively controlling the target, it can take its own actions. Dispel chaos or dispel evil ends this possession effect as if it were an enchantment spell, but unless the caster of the spell succeeds at a DC 30 caster level check, as a swift action Pazuzu can attempt to possess the caster as he is driven out of the target. A creature possessed by Pazuzu is immune to protection from evil, magic circle against evil, and any similar effects. The save DC is Charisma-based.

Profane Wishcraft (Su)

A creature that accepts a wish from Pazuzu immediately becomes chaotic evil unless it succeeds at a DC 43 Will save. A creature that becomes chaotic evil in this way gains the benefits of a good hope spell for 1 week, followed by the effects of crushing despair for 1d6 months (CL 30th). The save DC is Charisma-based.

Swarm Master (Su)

Pazuzu is immune to swarm damage and other swarm effects (such as distraction). As a swift action, he can direct the movement of any swarm within 30 feet.

Pazuzu Encounter:

Pazuzu is perched on a spire within his great mostly-floor-less cathedral. Two ten foot wide and fifty foot long bridges intersect to form an X below the center dome. Harpies mock you from various perches. There is no ground below the cathedral. Only oblivion waits below you.
Since the Red Shirts'll snipe any minions he calls and he can't target them by virtue of DM magic, his options are more limited Than I thought. He may attempt to possess you, fight you in melee, or use flyby attacks to drop you into the abyss. He'll fight you to the death, but will exploit every possible advantage.

If you defeat him the Red Shirts will recover you and fire their death laser to destroy the plain. The Victoria will crash into an island on a foggy plain with rules similar to earth. They will attempt to restore you as others explore the island.

Cthulhu's Spread:

CE Colossal aberration (chaotic, evil, Great Old One)
Init +15; Senses darkvision 60 ft., true seeing; Perception +52
Aura unspeakable presence (300 ft., DC 40)

DEFENSE
AC 49, touch 29, flat-footed 44 (+12 deflection, +5 Dex, +10 insight, +20 natural, –8 size)
hp 774 (36d8+612); fast healing 30
Fort +29, Ref +29, Will +33
Defensive Abilities freedom of movement, immortality, insanity (DC 40), non-euclidean; DR 20/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, and petrification; Resist acid 30, electricity 30, fire 30, sonic 30; SR 41

DEFENSE
Speed 60 ft., fly 200 ft. (average), swim 60 ft.
Melee 2 claws +42 (4d6+23/19–20 plus grab), 4 tentacles +42 (2d10+34/19–20 plus grab)
Space 40 ft.; Reach 40 ft.
Special Attacks cleaving claws, constrict (3d6+23), dreams of madness, Mythic Power (10/day, Surge +1d12), powerful blows (tentacle), tentacles, trample (2d8+30, DC 51)
Spell-Like Abilities (CL 30th; concentration +42)

Constant—freedom of movement, true seeing
At will—astral projection, control weatherM, dreamM, greater dispel magic, greater teleport, insanity (DC 29), nightmareM (DC 29), sendingM
3/day—antipathy (DC 30), demand (DC 30), quickened feeblemind, gate, weird (DC 31)
1/day—implosion (DC 31), summon (level 9, 2d4 star-spawn of Cthulhu 100%), symbol of insanity (DC 30), wish M

STATISTICS
Str 56, Dex 21, Con 45, Int 31, Wis 36, Cha 34
Base Atk +27; CMB +58 (+60 bull rush, +62 grapple or sunder); CMD 97 (99 vs. bull rush or sunder)
Feats Ability Focus (nightmare), Awesome Blow, Combat Reflexes, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (claw), Improved Critical (tentacle), Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (feeblemind), Staggering Critical, Vital Strike
Skills Fly +36, Knowledge (arcana) +49, Knowledge (dungeoneering, engineering, geography, history, nature, planes, religion) +46, Perception +52, Sense Motive +49, Spellcraft +49, Swim +70, Use Magic Device +48
Languages Aklo; telepathy 300 ft.
SQ compression, greater starflight, otherworldly insight

SPECIAL ABILITIES
Cleaving Claws (Ex)

A single attack from one of Cthulhu's claws can target all creatures in a 10-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the claw.

Dreams of Madness (Su)

When Cthulhu uses his nightmare spell-like ability on a creature with one or more ranks in a Craft or Perform skill, he also afflicts the creature with maddening dreams. In addition to the effect of nightmare, the target must succeed at a DC 40 Will save or contract a random insanity. This is a mind-affecting effect. A creature that already has an insanity is immune to this ability. The save DC is Charisma-based.

Greater Starflight (Su)

Cthulhu can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM's discretion).

Immortality (Ex)

If Cthulhu is killed, his body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to his reach. This cloud blocks vision as obscuring mist, but can't be dispersed by any amount of wind. Any creature in this area must succeed at a DC 45 Fortitude save or be nauseated for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Cthulhu returns to life after 2d6 rounds, manifesting from the cloud and restored to life via true resurrection, but is staggered for 2d6 rounds (nothing can remove this staggered effect). If slain again while he is staggered from this effect, Cthulhu reverts to vapor form again and his essence fades away after 2d6 rounds, returning to his tomb in R'lyeh until he is released again. The save DC is Constitution-based.

Non-Euclidean (Ex)

Cthulhu does not exist wholly in the physical world, and space and time strain against his presence. This grants Cthulhu a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+12). His apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. True seeing can defeat this miss chance, but any creature that looks upon Cthulhu while under the effects of true seeing must succeed at a DC 40 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based.

Tentacles (Ex)

Cthulhu's tentacles are a primary attack.

Unspeakable Presence (Su)

Failing a DC 40 Will save against Cthulhu's unspeakable presence causes the victim to immediately die of fright. This is a death and fear effect. A creature immune to fear that fails its save against Cthulhu's unspeakable presence is staggered for 1d6 rounds instead of killed. The save DC is Charisma-based.

VS Cthulhu:

The island seems to be carved from black stone, covered in places by silt. The Red Shirts all scream and die as the mountain opens. Cthulhu steps out as anyone who is woken up so abruptly does and spots you. I should think he would engage you in melee by trying to squish ya and only attack in earnest after you damage him. So you start with one round up on him. Remember to kill him twice.

Welp I dunno if it can be done, but I'll try and make a build that can do it under normal rules, rolling tens. Will post it.


I'll see if any ideas inspire me.

The Hardcore is non-mythic and the normal is mythic tier 10?


Snowlilly wrote:

I'll see if any ideas inspire me.

The Hardcore is non-mythic and the normal is mythic tier 10?

Yup, everything else is pretty loose. I'm thinking about a Samurai/druid combo hardest at the moment. I think I saw a jump oriented joke build that would ruin these guys a couple times over, but it's mythic.

Liberty's Edge

I don't know if I want to actually post a full build, but
Halfling oracle 4/paladin 2/mystery cultist of Arshea 10/chevalier 3
CL 13 6th level spells

str 7
dex 18 + 6 enh + 1 level + 5 wish + 2 size (alter self) = 32 + 11
con 14 + 6 enh
int 7
wis 10
cha 19+4 level + 6 enh + 5 wish +4 sacred = 38 + 14

AC:
10
14 armor (arshea)
14 dex (cha from nature or lore)
14 deflection (smite)
5 natural armor
8 shield
1 insight
6 dodge fight defensively with cautious fighter and crane style, dodge feat
AC 74 - all enemies only hit on natural 20

attack
+5 adamantine anarchic agile keen rapier using bane baldric

7 enhancement (epic)
14 cha
15 bab
1 size
11 dex
1 weapon focus
1 haste
~ some other spells, insight bonus somewhere, haste etc
49

damage 1d6+11 dex 7 enh 20 level 2d6 bane 2d6 anarchic = 54

saves:
7 + 14 + 5 + 5 = 31
5 + 14 + 5 + 11 = 35
13 + 14 + 5 + 0 = 32

So I think once I finish all the weird bits (e.g. way more damage, way's to deal with regeneration) we just fight them. Gotta stop the dragon from just flying away though.


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DRAGON AM INSIDE PALACE. USE PROFESSION (ENGINEERING) TO DETERMINE STRUCTURAL WEAKPOINTS, SUNDER PALACE. DRAGON AM HAVING TO FIND NEW HOUSE. WHEN DRAGON EMERGE FROM RUBBLE, BARBARIAN FIRE BARBARIAN TO CASTY MISSILE. DEAL NONLETHAL DAMAGE WITH MERCIFUL WEAPON, DRAGON AM OUT COLD. NEGOTIATE WITH DRAGON FROM POSITION OF BARBARIAN STRENGTH, NOW BATTY BAT AM MYTHIC. REST AM CLOCKWORK.

PAZUZU AM TRYING TO GET ENGAGED IN FLYBY ATTACK VERSUS BARBARIAN, WHO AM HAVING RAGELANCEPOUNCE. THIS AM NOT CHALLENGE.

CTHULHU AM TRYING GRAPPLE BARBARIAN, BUT BARBARIAN AM HAVING ABSURD CMD DUE TO BARBARIAN/NOT BARBARIAN DESTRUCITY. BARBARIAN AM FINALLY HAVING TO USE TWO ROUNDS ON ENEMY, THOUGH. THAT AM WORTH SOMETHING.

SILLY CHALLENGE, BARBARIAN AM ALWAYS WINNER.


Really, the hard one is Cthulhu only because he has immunity to mind affecting.
Dazing, magical lineage Snap dragon, quickened with lesser rod.
Plus this is a spell that persists and can be redirected every round with a move action.
The snap dragons fireworks will daze for 1 round - but it recycles with a move action.

So, the others are 9/10 times helpless, while you find a way to kill them.

But Cthulhu's immunities, make this tactic not help much. Sure, you'll hurt him, but no dazing.


Starbuck_II wrote:

Really, the hard one is Cthulhu only because he has immunity to mind affecting.

Dazing, magical lineage Snap dragon, quickened with lesser rod.
Plus this is a spell that persists and can be redirected every round with a move action.
The snap dragons fireworks will daze for 1 round - but it recycles with a move action.

So, the others are 9/10 times helpless, while you find a way to kill them.

But Cthulhu's immunities, make this tactic not help much. Sure, you'll hurt him, but no dazing.

I think it would take slightly more effort for that to work on Ancalagon. He's got a contingency to dispel the first spell he fails a save against. He's also immune to fire, so you would have to change the energy type of the spell to cold or acid. Electric's out due to the iron body contingency.

So you would know about the fire immunity and could see the iron body spell's effect.

Yeah, you've got him. However, if he passes even one save against your fireworks he can target you with those fireworks due to the Manipulate Flames ability he has. I also think spell turning would buy him a bit of time while you pelt him with fireworks.

EDIT: Never mind, you've got him good. Anyways the rules I've already established make it so saving more than once without a re-roll is a moot point. Anyway, the challenge is in one character that can handle all three. The dazing meta-magic does end 2/3's of them, however.

EDIT: Removed gratuitous ''s.

Pazuzu's resistances also keep him safe from those fireworks unless you can convert them to Force or Sonic damage.


Per fight you may elect to take 5, 10, 15 for your die rolls for that fight. The enemy takes 15 if you take 5, 10 if you take 10, and so on.

what does this mean


AM BARBARIAN wrote:

DRAGON AM INSIDE PALACE. USE PROFESSION (ENGINEERING) TO DETERMINE STRUCTURAL WEAKPOINTS, SUNDER PALACE. DRAGON AM HAVING TO FIND NEW HOUSE. WHEN DRAGON EMERGE FROM RUBBLE, BARBARIAN FIRE BARBARIAN TO CASTY MISSILE. DEAL NONLETHAL DAMAGE WITH MERCIFUL WEAPON, DRAGON AM OUT COLD. NEGOTIATE WITH DRAGON FROM POSITION OF BARBARIAN STRENGTH, NOW BATTY BAT AM MYTHIC. REST AM CLOCKWORK.

PAZUZU AM TRYING TO GET ENGAGED IN FLYBY ATTACK VERSUS BARBARIAN, WHO AM HAVING RAGELANCEPOUNCE. THIS AM NOT CHALLENGE.

CTHULHU AM TRYING GRAPPLE BARBARIAN, BUT BARBARIAN AM HAVING ABSURD CMD DUE TO BARBARIAN/NOT BARBARIAN DESTRUCITY. BARBARIAN AM FINALLY HAVING TO USE TWO ROUNDS ON ENEMY, THOUGH. THAT AM WORTH SOMETHING.

SILLY CHALLENGE, BARBARIAN AM ALWAYS WINNER.

God, I love this comment. Does AM BARBARIAN's CMB for grapple hit the 97 ballpark for Cthulhu? And is his CMB in the 67-77 range?


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At this point I don't think AM BARBARIAN is restricted to numbers.


Lady-J wrote:

Per fight you may elect to take 5, 10, 15 for your die rolls for that fight. The enemy takes 15 if you take 5, 10 if you take 10, and so on.

what does this mean

Rather than make it always ten or come up with something that can still represent how well certain abilities can proc I decided to set the rolls to a specific numbers. You can choose to take five, ten or fifteen for all of your rolls in that fight. If you choose to take five, then they take fifteen. If you choose to take ten, then you both will.

Honestly, it isn't a great idea. It does take a out a bit of meta, but I don't think it's worth it.

If we cycled numbers you could time using certain abilities so that they work to their fullest. Like, instead of opening with your trump card you wait until you know you would get a fifteen.


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Vidmaster7 wrote:
At this point I don't think AM BARBARIAN is restricted to numbers.

You've got a point there.


lvl 20 Hardcore Bomb Alchemist would win initiative against Ancalagon and drop him in one turn due to cold weakness and pitiful touch AC. Pazuzu and Cthulhu is trickier to calculate due to high touch AC but since we roll higher on initiative they are at least flatfooted on the first round and all force bombs should go in, dealing ~60% of their hitpoints. What happens next it's hard to determine since both creatures have Wish and other nasty abilities but if they don't cure the lingering damage from the bombs they die at the start of next turn from nearly 1000 in total.


Ice Cream Golem wrote:

Hardcore

non-mythic
880.000 gp cap
Doesn't include module and region-specific character options

Normal
MR 10
1.100.000 gp
Any paizo-published player option is available

How is crafting accounted for?

Quote:
Per fight you may elect to take 5, 10, 15 for your die rolls for that fight. The enemy takes 15 if you take 5, 10 if you take 10, and so on. Abilities that allow you to re-roll improves any roll it would apply to by 5 in your favor.

Isn't this the wrong way around? If I make my life much harder (by taking 5) the opponents becomes much easier (by takin 15)?


andreww wrote:
Ice Cream Golem wrote:

Hardcore

non-mythic
880.000 gp cap
Doesn't include module and region-specific character options

Normal
MR 10
1.100.000 gp
Any paizo-published player option is available

How is crafting accounted for?

Quote:
Per fight you may elect to take 5, 10, 15 for your die rolls for that fight. The enemy takes 15 if you take 5, 10 if you take 10, and so on. Abilities that allow you to re-roll improves any roll it would apply to by 5 in your favor.

Isn't this the wrong way around? If I make my life much harder (by taking 5) the opponents becomes much easier (by takin 15)?

On the first point you can sell items for half their value, and craft them for the same. I think it would just give you half off the items you made yourself.

On the second point it is very intentional. I should think it would stress test some of the builds. If you don't want to, you don't need to put yourself at a disadvantage.


Nord wrote:
lvl 20 Hardcore Bomb Alchemist would win initiative against Ancalagon and drop him in one turn due to cold weakness and pitiful touch AC. Pazuzu and Cthulhu is trickier to calculate due to high touch AC but since we roll higher on initiative they are at least flatfooted on the first round and all force bombs should go in, dealing ~60% of their hitpoints. What happens next it's hard to determine since both creatures have Wish and other nasty abilities but if they don't cure the lingering damage from the bombs they die at the start of next turn from nearly 1000 in total.

The capital M after the 12 in the dragon's entry means it can take 20 on its roll. So to beat it your initiative needs to be greater than 32 (+1 from haste contingency) on a 5, 10, or 15. I'm sure it's possible, but it would perhaps detract from your character's offensive potential.

Cthulhu needs to be killed twice, so he likely has 4 rounds plus wish. Honestly, I don't think the spell-mimicking part of wish should include meta-magic or anything else similar to a feat or class feature. I could see a wind-based spell being anyone's first attempt to counter a bomb throwing alchemist, but my Int can probably be divided into theirs. I'm sure Cthulhu, at least, would try and target your bomb stuff somehow.


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I don't have time to post the build but a mythic sorcerer with magical lineage chain lightning built for blasting can achieve a DC 46 chain lightning with spell pen of 48 doing something around 1400 on a failed save with quicken spell.

The relevant stuff is perfect spell, magical lineage, mythic empower spell, mythic maximize spell, channel power, quicken spell, draconic bloodline, blood havoc, mythic chain lightning, energy conversion, mythic spell focus and mythic spell pen.

Cthulhu fails his save even rolling 15 and dies

To kill Pazuz he'd have to use the mythic path ability to change the element of the spell, then if he takes 15 it takes two rounds to kill him. Taking 10 it takes 1

For the dragon you mages disjunction (don't target him target anything within 80ft of him and strip his contingencies off him, can't spell turn an AOE). Then kill him in one round. With a rod of quicken greater this can be done in one round.

All this can be done from 800ft away with mind blank greater invis.

In fact you could bunch em all up said character can kill all three in 2 rounds if he makes his spell do acid damage.

Wizard might be able to do the same, I've never bothered to check.


Chromantic Durgon <3 wrote:

I don't have time to post the build but a mythic sorcerer with magical lineage chain lightning built for blasting can achieve a DC 46 chain lightning with spell pen of 48 doing something around 1400 on a failed save with quicken spell.

The relevant stuff is perfect spell, magical lineage, mythic empower spell, mythic maximize spell, channel power, quicken spell, draconic bloodline, blood havoc, mythic chain lightning, energy conversion, mythic spell focus and mythic spell pen.

Cthulhu fails his save even rolling 15 and dies

To kill Pazuz he'd have to use the mythic path ability to change the element of the spell, then if he takes 15 it takes two rounds to kill him. Taking 10 it takes 1

For the dragon you mages disjunction (don't target him target anything within 80ft of him and strip his contingencies off him, can't spell turn an AOE). Then kill him in one round. With a rod of quicken greater this can be done in one round.

All this can be done from 800ft away with mind blank greater invis.

In fact you could bunch em all up said character can kill all three in 2 rounds if he makes his spell do acid damage.

Wizard might be able to do the same, I've never bothered to check.

Jeez, that's scary stuff. Thanks for reading the encounter bit XD


Ice Cream Golem wrote:
God, I love this comment. Does AM BARBARIAN's CMB for grapple hit the 97 ballpark for Cthulhu? And is his CMB in the 67-77 range?

Y'know what? Let's run actual numbers.

20 str + 5 leveling up + 5 inherent + 6 belt + 10 from mythic tiers +2 enhanced ability (str) = 48 strength, +8 morale from raging + 3 more from a +5 furious courageous spear=59 strength. He's officially stronger than Cthulhu, at least. That's a +24 bonus from STR. Dex of 14 > 20 (belt) > 24 (inherent), that's another +7.

So that's 31. Plus another 20 from BAB is 50, plus 10 for base makes 61. 5 from deflection brings us to 66. Titan's Rage makes him BIGGER, giving a +1 to CMD and another +4 str at the cost of -2 dex, so it's a net 68.

With Strength Surge, this becomes +20=88. This means we have to get inventive. Dance of 100 cuts on a scroll/wand, UMD'd at 15th level, is a +5 > +8. That's a 96.

Cthulhu's +62 grapple or sunder ain't hitting that. Actually, he may not even need the Dance of 100 cuts, given Strength Surge is basically just a 'nah,' but the dance makes him not need surge unless Cthulhu's rolling a 76-62=14 or better, meaning if AM takes 10 on this challenge, the boss can't grapple him under the rules put forward.

Edit: he's not gonna manage to grapple Cthulhu back, though. Size rules say he's too small to even try, but he can definitely hit him hard.


Trinam wrote:
Ice Cream Golem wrote:
God, I love this comment. Does AM BARBARIAN's CMB for grapple hit the 97 ballpark for Cthulhu? And is his CMB in the 67-77 range?
Edit: he's not gonna manage to grapple Cthulhu back, though. Size rules say he's too small to even try, but he can definitely hit him hard.

Drag, Overrun, Re-position, Trip and, Bull rush are the only maneuvers which have a size category difference restriction.

Grapple doesn't have a size restriction. A Pixie can grapple a Kaiju numbers permitting. So yes AM BARBARIAN most definitely can grapple puny Cthulhu.


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Firewarrior44 wrote:

Drag, Overrun, Re-position, Trip and, Bull rush are the only maneuvers which have a size category difference restriction.

Grapple doesn't have a size restriction. A Pixie can grapple a Kaiju numbers permitting. So yes AM BARBARIAN most definitely can grapple puny Cthulhu.

Did not notice that. Sadly, he's still not likely to pull off a grapple on Cthulhu, since AM's CMB is at best 20+24+20(surging)+1 ioun stone+8 morale+1 size+2 bonus str= +76. He'd need a 20. Cthulhu, like Ridley, is too big. :(

AND WHILE I'M HERE, MORE NUMBERS...

Barbarian's worst save would be Will, which based on really quick math would be at a 3 (wisdom 16 after headband)+6(base)+5(cloak)=14, with Superstition adding on a +7 bonus, +6 more for human favored class bonus=13, making it 27--except wait, furious courageous lance, +30 basically uninvested. That's enough to deal with any spell on a 2 or better, with a Eater of Magic reroll. That leaves only the DC40 unspeakable Presence to really worry about. The 'take 10' rules mean for this challenge he wouldn't have to worry about it, BUT... You could +4 inherent bonus him up to 20 to make his save +32, now he's fine on an 8. A pale green prism ioun stone gives another +1 competence, making it 33. A crystal mask of mindarmor (masks and headbands being two slots thank goodness) gives another +4 insight to will saves, now he's at +37 and can do it on a three.

And that's his bad save. Barbarians, man.

AND THEN THERE'S DAMAGE....

Observed State is clearly a Legendary Weapon, (AM taking 'always a chance,' 3x precision, and 3x legendary item... not a lot of champion abilities he really wants tbh. He takes Titan's Rage, Incredible Parry, +2 STR, and... that's about it. The Parry is hilarious since he uses his off-hand claw attack to set it up.) and is a +5 furious merciful courageous lance. It has Foe-Biting. He has Mythic Power Attack, and Raging Brutality. Let's get metal as heck.

He's got a Con of 14 + 6 (belt) + 10 (rage+raging vitality) + 3 (courageous)=33, giving him a total +11 con. The Dance of 100 Cuts is a +8 morale to attack and damage thanks to courageous. His BAB is 20/20/20/20, and his STR was +24. His weapon is a +7, and he charges all the time for the +2 and pounce. (He also can remove his hand to claw as a free action, which he uses to parry, but precision makes that a +20 as well. Is nice.) The pale green ioun stone gives another +1 competence to attack. Point is without even really trying, he's already at +61/+61/+61/+61 and doesn't miss on a natural 1. He's hitting. Four times. Period. Even without the charge/dance of 100 cuts (which makes him 51/51/51/51), which is terrifying. Power attack gives a -6, reckless abandon gives a +6, and stunning assault gives a -5 (DC 30 vs stun--only matters for the dragon, whom he could take 5 on everything and therefore force consistent stuns every turn.), so it's a net of 56/56/56/56 (46/46/46/46), either way that's absurd and he hits everything when taking 5.

Twohanding the lance is +36 from STR alone, +7 from weapon enchantment, +8 from the dance of 100 cuts, +6 witch hunter, +16 twohanding raging brutality, +29 twohanding mythic power attack, making it d8+102. Spirited Charge makes the first hit 3d8+306. Becoming large (and gaining the additional +4 str) ups his attack bonuses by 1 overall and his damages by 3 (and the damage die to large), making it 2d6+105, and spirited charge makes the opening of his trademark RAGELANCEPOUNCE 6d6+315. He could theoretically down the dragon in a single round, though the others would get a full turn off on him.

Except not, because Foe-Biting. This is all he needs to use his mythic power for, so the first hit is now 12d6+630, and each subsequent hit is 4d6+210, not including crits. If Merciful is on (as it would be for the dragon because negotiation), add +2d6.

AM BARBARIAN doesn't even need his third iterative attack, and growing to large on his mount doesn't matter past the first fight because he is riding a colossal mythic red dragon, it can take the difference.

AM BARBARIAN wrote:
AM MORE EVIDENCE OF BARBARIAN NOT-BARBARIAN DESTRUCITY.

Liberty's Edge

Barbarians can be immune to fear.


They can, but that's not a really good rage power though.


Can anyone do this with a non-mythic fighter? ;)


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I'll make a non-mythic fighter.

Might take a bit to whip him up though.

Chthulu's problem for a melee character is his miss chance, which is 50% unless you have true seeing, in which case you get a random insanity every round you see him.


Trinam wrote:
20 str + 5 leveling up + 5 inherent + 6 belt + 10 from mythic tiers +2 enhanced ability (str) = 48 strength, +8 morale from raging + 3 more from a +5 furious courageous spear=59 strength. He's officially stronger than Cthulhu, at least. That's a +24 bonus from STR. Dex of 14 > 20 (belt) > 24 (inherent), that's another +7.

It seems like you're not aware of the courageous FAQ. Courageous only increases morale bonuses to fear, not all morale bonuses. So it does very little for a barbarian.

Dark Archive

AM BARBARIAN CAN GRAPPLE UGLY SQUID MAN YOU JUST NEED MORE NUMBERS!

So first I mean we have to take improved and greater grapple=+4
Then we worship Falayna=+4
Gauntlets of skilled maneuver=+2
+10
Also MORE STRENGTH!
Wish tomes=+5
Then AM BARBARIAN has clearly played eyes of the ten and waking rune
+4
So 65 Str=+27 60 Str=+25

20+20+25+1+8+1+2+4+4+2=+87(we can take 15 so) 102 CMB

SQUID MAN AM GRAPPLED


Chess Pwn wrote:
Trinam wrote:
20 str + 5 leveling up + 5 inherent + 6 belt + 10 from mythic tiers +2 enhanced ability (str) = 48 strength, +8 morale from raging + 3 more from a +5 furious courageous spear=59 strength. He's officially stronger than Cthulhu, at least. That's a +24 bonus from STR. Dex of 14 > 20 (belt) > 24 (inherent), that's another +7.
It seems like you're not aware of the courageous FAQ. Courageous only increases morale bonuses to fear, not all morale bonuses. So it does very little for a barbarian.

Where is this faq? SRD just says this:

da SRD wrote:
A courageous weapon fortifies the wielder's courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon's enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1).


Backpack wrote:


Wish tomes=+5

(psst. I like the rest of this, but the +5 inherent is this bonus)


Lemartes wrote:
Can anyone do this with a non-mythic fighter? ;)

Most likely.

Trivial with a mythic fighter, since he could hit for >1k / swing, without rolling any dice.


Trinam wrote:
Chess Pwn wrote:
Trinam wrote:
20 str + 5 leveling up + 5 inherent + 6 belt + 10 from mythic tiers +2 enhanced ability (str) = 48 strength, +8 morale from raging + 3 more from a +5 furious courageous spear=59 strength. He's officially stronger than Cthulhu, at least. That's a +24 bonus from STR. Dex of 14 > 20 (belt) > 24 (inherent), that's another +7.
It seems like you're not aware of the courageous FAQ. Courageous only increases morale bonuses to fear, not all morale bonuses. So it does very little for a barbarian.

Where is this faq? SRD just says this:

da SRD wrote:
A courageous weapon fortifies the wielder's courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon's enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1).

FAQ

Dark Archive

Trinam wrote:
Backpack wrote:


Wish tomes=+5
(psst. I like the rest of this, but the +5 inherent is this bonus)

Ah i missed that bit!


Shouldn't pazuzu be opening with mythic time stop or mythic blasphemy? He also has mythic wish, so he may also want to use that to make an immediate action to take 20 on initiative, 43 init is pretty good and is another consideration to overcome unless your build can handle a mythic time stop/blasphemy from Pazuzu.

We should also assume his lair has an ongoing hallow tied to an effect, maybe dispel magic against all non believers.

Sovereign Court RPG Superstar 2011 Top 32

As a demigod level entity on his home plane, can't Pazuzu literally control physical reality in his vicinity? The Abyss is divinely morphic. Mythic time stop gives him time to craft the perfect deathtrap. How good is AM BARBARIAN when there's no air to fly in, and the entire environment is made of tunnels that require Escape Artist checks to squeeze through? Or just sealed away in a mile thick globe of solid rock?


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ryric wrote:
As a demigod level entity on his home plane, can't Pazuzu literally control physical reality in his vicinity? The Abyss is divinely morphic. Mythic time stop gives him time to craft the perfect deathtrap. How good is AM BARBARIAN when there's no air to fly in, and the entire environment is made of tunnels that require Escape Artist checks to squeeze through? Or just sealed away in a mile thick globe of solid rock?

PRETTY GOOD. EVERYONE KNOW DC OF PHYSICS AM ONLY 42. BARARIAN ONLY LET PHYSICS EXIST BECAUSE BARBARIAN AM NICE GUY.

TIME STOP NOT EVEN WORKING SO WELL WHEN CONCEPT OF TIME AM MERE CONSTRUCT OF PUBLIC CONSCIOUSNESS TO MEASURE THE ABSTRACT CONCEPT OF CONTINUAL CHANGE. COMBINED WILL OF HUMANITY AM PROBABLY LIKE DC 50? BARBARIAN NOT SEE PROBLEM WITH SUNDERING TIME AND SPACE IN ALTERNATE DIMENSION TO WIN ARGUMENT.

AM NEVER BAD REASON TO SUNDER.


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AM BARBARIAN wrote:
ryric wrote:
As a demigod level entity on his home plane, can't Pazuzu literally control physical reality in his vicinity? The Abyss is divinely morphic. Mythic time stop gives him time to craft the perfect deathtrap. How good is AM BARBARIAN when there's no air to fly in, and the entire environment is made of tunnels that require Escape Artist checks to squeeze through? Or just sealed away in a mile thick globe of solid rock?

PRETTY GOOD. EVERYONE KNOW DC OF PHYSICS AM ONLY 42. BARARIAN ONLY LET PHYSICS EXIST BECAUSE BARBARIAN AM NICE GUY.

TIME STOP NOT EVEN WORKING SO WELL WHEN CONCEPT OF TIME AM MERE CONSTRUCT OF PUBLIC CONSCIOUSNESS TO MEASURE THE ABSTRACT CONCEPT OF CONTINUAL CHANGE. COMBINED WILL OF HUMANITY AM PROBABLY LIKE DC 50? BARBARIAN NOT SEE PROBLEM WITH SUNDERING TIME AND SPACE IN ALTERNATE DIMENSION TO WIN ARGUMENT.

AM NEVER BAD REASON TO SUNDER.

Them's the breaks


Snowlilly wrote:
Lemartes wrote:
Can anyone do this with a non-mythic fighter? ;)
Trivial with a mythic fighter, since he could hit for >1k / swing, without rolling any dice.

How?


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Simple, walk up to Ancalagon, make a diplomacy check of 131+1d12, which makes him helpful. Then walk up to Pazuzu, make the same diplomacy check. Then all three of us walk up to Cthulhu and since he's immune to mind affecting, you stand back and let Ancalagon and Pazuzu whoop up on him.

partial crunch:

Unnamed Hero
Aasimar mesmerist (cult master) 20/Marshal 10 (Pathfinder RPG Bestiary 7, Pathfinder RPG Occult Adventures 38, 96)
LE Medium outsider (native)
Hero Points 1
Init +12; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 deflection, +2 Dex)
hp 203 (20d8+100)
Fort +8, Ref +14, Will +36
Defensive Abilities hard to kill, mythic saving throws, unstoppable; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bold stare (susceptability[OA]), hypnotic stare (-3), manifold tricks (5 tricks), mental potency (+4), mesmerist tricks 30/day (), mythic power (23/day, surge +1d12)
Mesmerist (Cult Master) Spells Known (CL 20th; concentration +40)
. . 6th (9/day)—mass charm monster (DC 36), euphoric tranquility[APG]
. . 5th (9/day)—inveigle monster (DC 35)
. . 4th (10/day)—majestic image[UI] (DC 34)
. . 3rd (10/day)—charm monster (DC 33), inveigle person (DC 33)
. . 2nd (10/day)—focused scrutiny[ACG]
. . 1st (10/day)—adoration[UC]
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 10, Wis 18, Cha 50
Base Atk +15; CMB +14; CMD 28
Feats Diabolical Negotiator, Dual Path[M], Leadership, Persuasive[M], Signature Skill, Skill Focus (Diplomacy), Voice Of The Sibyl[M]
Traits asmodean acolyte, memorable
Skills Bluff +46 (+50 for 1 hour when displayed while approaching a negotiation), Diplomacy +87 (+91 for 1 hour when displayed while approaching a negotiation), Intimidate +53 (+57 for 1 hour when displayed while approaching a negotiation), Perception +6, Sense Motive +9 (+13 for 1 hour when displayed while approaching a negotiation); Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Infernal
SQ amazing initiative, commanding entrance, display of charisma[MA], false healing (2d8+20 hp), fanatical devotion, fanatical stare +4, fast friends, fleet charge[MA], force of will, glib lie (DC 35), hero points, immortal, legendary hero, rally[MA], reborn, recuperation, visionary commander
Combat Gear mesmerizing tattoo; Other Gear cloak of the diplomat[ARG], headband of mental prowess +6 (Wis, Cha), knight's pennon of parley[APG], praenomen, tome of leadership and influence +5, 553,000 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).
Commanding Entrance (100 ft. radius) (Ex) Spend 1 power when entering an area to influence attitudes of those near you.
Darkvision (60 feet) You can see in the dark (black and white only).
Diabolical Negotiator You can shift a character's attitude more than 2 steps with Diplomacy.
Display of Charisma (Su) As a free action, use 1 power for +20 to a Cha skill or check.
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.
False Healing (2d8+20 hp, 20 hours, 23/day) (Su) Touch creature to grant temporary HP or temporarily remove 1d4 ability damage.
Fanatical Devotion (Ex) Your followers become more devoted.
Fanatical Stare +4 (Su) Target gains comp. bonus on attack and weapon damge, hyp stare Will pen becomes bonus.
Fast Friends (10 hours, DC 40) (Sp) Spend 1 power to improve attitudes of creatures within 30 ft. by 1 step.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+10 bonus, bypass all DR).
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Glib Lie (DC 35) (Su) You are protected from truth-telling magic; CL check to compel truth or detect your lies.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hypnotic Stare (-3, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Leadership (score 40) You attract loyal companions and devoted followers.
Legendary Hero (Su) One use of mythic power is regained each hr.
Manifold Tricks (Su) You can have mulitple tricks implanted at once.
Mental Potency (+4) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (300 feet, 30/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Persuasive [Mythic] Use 1 power to treat your roll for Diplomacy or Intimidate as a natural 20.
Rally (Su) As a swift action, use 1 power to grant allies in 30 ft a d20 reroll before your next turn.
Reborn (Su) Ceremony enables you to be reborn in body of cohort.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Susceptability (Su) Hyp. stare applies to Sense Motive vs. Bluff, reduces DC of Diplo & Intim checks vs. target.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Visionary Commander (Su) Allies in 30 ft roll twice for Initiative, and act normally in a surprise rd. When ally in 30 ft crits, regain 1 power.


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Philo Parynx wrote:
you stand back and let Ancalagon and Pazuzu whoop up on him

Not sure how helpful Ancalagon will be for that, what with him dying as soon as he gets within 300 ft. of Cthulhu and all.

Here's a rather unconventional approach to the challenge: an elderly gnome who uses Bewildering Koan and drunken ki to lock down the mighty opponents by drinking alcohol and asking meaningless questions. This character was copied directly from my submission to the original Beastmass, so he uses an 880,000 gp limit and no mythic material, falling under the Hardcore challenge mode. I'm sure some of his abilities came from module- or region-specific character options, but probably nothing irreplaceable. Furthermore, he’ll do just fine rolling 5s and letting his opponents roll 15s. So without further ado,

Ferdinand, the Gnome Bard/Inquisitor/Monk/Oracle/Paladin/Shadowdancer/Wizard:
Male venerable gnome bard (street performer) 7/inquisitor (heretic) of iomedae 2/monk (drunken master, qinggong) 4/nature oracle 1/paladin (sacred shield) of iomedae 2/shadowdancer 3/diviner wizard 1
LG Small humanoid (gnome)
Init +46; Senses darkvision, low-light vision, Perception +38
--------------------
Defense
--------------------
AC 54, touch 44, flat-footed 41, (+14 Cha, +11 Wis, +8 armor, +5 deflection, +2 natural, +1 insight, +2 monk)
hp 191 (17d8+2d10+1d6+100)
Fort +41
Ref +35
Will +54
Defensive Abilities illusion resistance, well-versed, ac bonus, evasion, nature’s whispers, legalistic, divine grace, bastion of good, uncanny dodge,
--------------------
Offense
--------------------
Speed 30 ft, fly 40 ft with broom
Melee cestus +39/+34/+29 (1d3+16) 19-20/x2
cestus flurry of blows +37/+37/+32/+27 (1d3+16) 19-20/x2
Special Attacks bardic performance (disappearing act, distraction, fascinate, harmless performer, suggestion) (DC 27, 37/day), judgement 1/day, flurry of blows, ki strike, Stunning Fist (DC 33, 9/day)
Bard/Inquisitor/Oracle/Wizard Spells Known/Prepared (CL 7th/2nd/1st/1st, concentration +21/+13/+15/+2)
it really doesn’t matter
--------------------
Statistics
--------------------
Str 11, Dex 13, Con 20, Int 16, Wis 32, Cha 38
Base Atk +13; CMB +15; CMD 52
Feats Additional Traits, Bewildering Koan, Casual Illusionist, Combat Reflexes (monk bonus), Craft Wondrous Item, Deceitful, Dodge (monk bonus), Improved Initiative, Improved Unarmed Strike (monk bonus), Mobility, Noble Scion of War, Scribe Scroll (wizard bonus), Skill Focus (bluff), Stunning Fist (monk bonus), Voice of the Sibyl
Rogue Talents Ninja Trick (Forgotten Trick)
Traits Alien Origins, Fate’s Favored, Pragmatic Activator, Reactionary
Skills Bluff +85, Disguise +49, Linguistics +28, Perception +38, Perform (dance) +41, Perform (oratory) +44, Sleight of Hand +35, Stealth +43
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Boggard, Catfolk, Celestial, Common, Cyclops, Dark Folk, Draconic, Dwarven, D’ziriak, Elven, Giant, Gnoll, Gnome, Goblin, Grippli, Halfling, Ignan, Infernal, Necril, Orc, Protean, Sphynx, Strix, Sylvan, Tengu, Terran, Treant, Undercommon, Vanaran, Vegepygmy, Vishkanya, Wayang, 9 other
Special Qualities obsessive, gnome magic, weapon familiarity, gift of tongues, versatile performance, gladhandling, streetwise, quick change, pageant of the peacock, seize the initiative 14/day, stern gaze, cunning initiative, detect alignment, track, lore of escape, hide tracks, fast movement, maneuver training, ki pool (13 points), drunken ki, barkskin, legalistic, aura of good, detect evil, lay on hands, hide in plain sight, shadow illusion 1/day, summon shadow, forwarned, prescience 4/day, arcane bond (hare familiar)
Combat Gear scroll of extended widened globe of tranquil water (in wrist sheath), wand of dimension door (in wrist sheath)
Other Gear +5 dueling guided ki intensifying cold iron cestus, belt of physical perfection +6, bracers of armor +8, broom of flying, circlet of persuasion, cloak of resistance +5, cyclops helm (in haversack), dusty rose prism ioun stone, flask of endless sake (in glove), flawed pale green prism ioun stone, glove of storing, handy haversack, headband of mental superiority +6, mantle of immortality, masterwork bluff tool, monk’s robe, mulberry pentacle ioun stone, pearl of the sirines, periapt of proof against poison, ring of freedom of movement, ring of protection +5, rod of absorption (held), sandals of quick reaction, spring-loaded wrist sheath x2, stone of good luck, tome of leadership and influence (expended), tome of understanding (expended)
Note on the use of Bewildering Koan:
The strength of this build lies in the feat Bewildering Koan, which has been clarified by Sean K Reynolds.
Bewildering Koan allows Ferdinand to spend a ki point as a swift action to make an opponent lose their next turn, provided he wins a Bluff check opposed by their Sense Motive check. When combined with Drunken Ki, this allows him to potentially lock down opponents indefinitely by drinking to gain temporary ki immediately after he spends it. Causing opponents to lose their turns prevents them from doing almost anything, with a few exceptions such as immediate actions, attacks of opportunity, speaking, and hovering. And while they are immobilized, his shadow companion Megan can make short work of them.
This strategy is specially tailored to the Beastmass and similar challenges, because it is only entirely effective against single opponents that can understand a language. Against multiple enemies, Ferdinand must rely on his wand of dimension door to escape, although he has invested a few levels to obtain not-too-shabby defensive statistics.
Before the Challenge:
Apart from pondering unanswerable questions, one of Ferdinand's main hobbies is magic item crafting. He uses Pageant of the Peacock and his Cyclops Helm to obtain over 100 on every item he attempts, and has built up an impressive collection.
When Ferdinand first hears rumors of the challenge, he spends the next week or so pondering it and making the relevant Knowledge checks with Pageant of the Peacock and his Cyclops Helm. He now knows more than he would ever need to about all three of the monsters he will be facing, although he doesn't do much about this knowledge other than buying his scroll and brushing up on subjunctive verb forms in Aklo.

As you might expect from an alcoholic gnome philosopher with an unlimited supply of sake, Ferdinand drinks quite frequently, refreshing his barkskin as necessary throughout the day and having a temporary ki point available at all times.

On the morning of the challenge, Ferdinand sets off aboard the Victoria like a happy little seafaring gnome. On his right hand, he is wearing his cestus, his glove of storing (which contains his flask of endless sake, already activated), and one of his spring-loaded wrist sheathes (which contains his wand of dimension door, in case the unthinkable happens and he runs into multiple creatures at once). With his left, he wears his other spring-loaded wrist sheath with his scroll in it and holds his rod of absorption.

Megan, his faithful shadow companion, stays by his side. His slightly less faithful rabbit familiar meanders about the ship, casually chewing on appealing planks of wood.

Ferdinand v. Ancalagon:
As soon as the Victoria sets down, Ferdinand and Megan stroll (or float, as the case may be) into the enormous palace.

Suddenly, they turn a corner to find themselves face to face with an enormous dragon, a ruddy glow emanating from beneath its red, gem-encrusted scales like lava visible between cracks of cooling stone. Ferdinand wins initiative.

Ferdinand uses Pageant of the Peacock as a move action, making an insanely high knowledge check to make sure that it’s actually Ancalagon, and gaining a bonus on Bluff checks just in case he recently became a lot more insightful. He uses Bewildering Koan as a swift action, asking an impossible question in Draconic and easily succeeding on Bluff (as he does in each of the fights). He then retrieves his flask from his glove as a free action, drinks as a standard action to regain a temporary ki point, and stores it again as a free action.

He can continue this each round, using Bewildering Koan and drinking, keeping Ancalagon completely unable to act. Meanwhile, Megan approaches Ancalagon underground and positions herself beneath him, out of line of effect of his fire aura. She makes a touch attack against him, triggering his haste and iron body contingencies if they haven’t already activated. Ferdinand and Megan have nothing better to do, so they wait 17 minutes for Ancalagon’s iron body to expire, drinking and koaning all the while. Then Megan resorts to her preferred (okay, only) combat strategy of attacking with her touch attack (hitting on a 2) and chipping away at Ancalagon’s strength until he collapses into unconsciousness.

Ferdinand can finish him off with a coup de grace.

Ferdinand v. Pazuzu:
Freshly congratulated and laden with dragon treasure, Ferdinand is in high spirits as the Victoria passes through the portal bordering Shibaxet. He flies into the cathedral on his broom, humming a little tune to himself and holding his scroll in his right hand. Megan stays behind with the crew, having had enough excitement for one day.

Suddenly, he looks up and notices a hawk-faced fiend with a scorpion’s tail and a black metal scepter, held aloft by four great feathered wings before it perches on a massive spire. Ferdinand wins initiative.

Ferdinand uses Bewildering Koan as a swift action to ask an unanswerable question in Abyssal (even getting a 70 Sense Motive with mythic wish wouldn’t be enough to beat his bluff check). He then uses Pageant of the Peacock as a move action and activates the scroll with his standard action, relying on Pageant to get an insane result with Use Magic Device (an intelligence-based skill for him). A 40-ft. radius sphere of water bubbles outward from Ferdinand, and he grips his pearl in the handle of his rod tightly. He takes 5-foot glide toward Pazuzu, his bubble following him as he moves. Each subsequent turn he drinks to gain a temporary ki point, asks a question to keep Pazuzu immobilized, and 5-foot steps closer and closer to where his opponent sits perched.

Ferdinand approaches until he is 15 feet away from the demon lord, both of them are surrounded by water. The two forces stand at an apparent impasse, the demon unable to act and the gnome unable to do anything about the demon besides ask him question after question that shakes his very grasp on the nature of reality. But there is one more important fact: all of them are surrounded by water. Pazuzu can hold his breath for a long time (more than 10 minutes before he even has to check), but Ferdinand can philosophize for longer with his pearl of the sirens in his hand. Regeneration does not protect Pazuzu from drowning, and even as the last breaths escape from his lungs, he can do nothing but lament at the absurdity of the situation.

Ferdinand v. Cthulhu:
Demon lord vanquished and death laser fired, Ferdinand and the crew of the Victoria steer off into the sunset into they crash onto a mysterious island.

Suddenly, the mountain splits wide open, and out emerges a towering impossibility, neither quite octopus nor dragon nor giant but something far worse that must surely herald the end of times. Ferdinand wins initiative.

Ferdinand uses Pageant of the Peacock and makes a knowledge check. He then uses Bewildering Koan to ask an unanswerable question in Aklo (it's not mind-affecting, and Cthulhu isn't immune to Bluff) and follows up with Drunken Ki to gain a temporary ki point. Each turn he inquires and drinks, keeping Cthulhu immobilized.

At this point, the two forces really are at an impasse. Cthulhu is immune to Megan’s strength damage and pretty much anything else Ferdinand could throw at him. He doesn’t breathe, or eat, or drink, or age. The rounds turn to minutes and the minutes turn to hours and there’s still nothing Ferdinand can do to deter the monstrosity in front of him. Cthulhu might as well be a god.

But he’s not. Beneath all those tentacles, beneath that Great Old One subtype, Cthulhu is still just an aberration… which means that he still has to do what all aberrations must do: sleep. Of course, gnomes need to sleep too, but this particular gnome can circumvent that by a few simple castings of keep watch. Ironic, really, that this eldritch horror is outdone by a level one spell. After hours or days of standing immobilized, Cthulhu will eventually collapse unconscious from exhaustion. A single coup de grace from Ferdinand does enough damage to force a DC 46 Fortitude save, which Cthulhu narrowly fails. Cthulhu dies.

But wait!! Cthulhu is immortal!! Sure, Ferdinand saves against Cthulhu’s nauseating fog on a 4, but who cares about that when Cthulhu reappears 7 rounds later, just in time for… it all to happen again the exact same way. Initiative, koan, drinking, sleepiness, unconsciousness, coup de grace, death. This time for a little bit longer.


Trinam wrote:
Firewarrior44 wrote:

Drag, Overrun, Re-position, Trip and, Bull rush are the only maneuvers which have a size category difference restriction.

Grapple doesn't have a size restriction. A Pixie can grapple a Kaiju numbers permitting. So yes AM BARBARIAN most definitely can grapple puny Cthulhu.

Did not notice that. Sadly, he's still not likely to pull off a grapple on Cthulhu, since AM's CMB is at best 20+24+20(surging)+1 ioun stone+8 morale+1 size+2 bonus str= +76. He'd need a 20. Cthulhu, like Ridley, is too big. :(

AND WHILE I'M HERE, MORE NUMBERS...

Barbarian's worst save would be Will, which based on really quick math would be at a 3 (wisdom 16 after headband)+6(base)+5(cloak)=14, with Superstition adding on a +7 bonus, +6 more for human favored class bonus=13, making it 27--except wait, furious courageous lance, +30 basically uninvested. That's enough to deal with any spell on a 2 or better, with a Eater of Magic reroll. That leaves only the DC40 unspeakable Presence to really worry about. The 'take 10' rules mean for this challenge he wouldn't have to worry about it, BUT... You could +4 inherent bonus him up to 20 to make his save +32, now he's fine on an 8. A pale green prism ioun stone gives another +1 competence, making it 33. A crystal mask of mindarmor (masks and headbands being two slots thank goodness) gives another +4 insight to will saves, now he's at +37 and can do it on a three.

And that's his bad save. Barbarians, man.

AND THEN THERE'S DAMAGE....

Observed State is clearly a Legendary Weapon, (AM taking 'always a chance,' 3x precision, and 3x legendary item... not a lot of champion abilities he really wants tbh. He takes Titan's Rage, Incredible Parry, +2 STR, and... that's about it. The Parry is hilarious since he uses his off-hand claw attack to set it up.) and is a +5 furious merciful courageous lance. It has Foe-Biting. He has Mythic Power Attack, and Raging Brutality. Let's get metal as heck.

He's got a Con of 14 + 6...

O_O X_X

That is ridiculous I've ran for 35th level 3.5 character with lower bonuses then that.


Vidmaster7 wrote:
Trinam wrote:
Firewarrior44 wrote:

Drag, Overrun, Re-position, Trip and, Bull rush are the only maneuvers which have a size category difference restriction.

Grapple doesn't have a size restriction. A Pixie can grapple a Kaiju numbers permitting. So yes AM BARBARIAN most definitely can grapple puny Cthulhu.

Did not notice that. Sadly, he's still not likely to pull off a grapple on Cthulhu, since AM's CMB is at best 20+24+20(surging)+1 ioun stone+8 morale+1 size+2 bonus str= +76. He'd need a 20. Cthulhu, like Ridley, is too big. :(

AND WHILE I'M HERE, MORE NUMBERS...

Barbarian's worst save would be Will, which based on really quick math would be at a 3 (wisdom 16 after headband)+6(base)+5(cloak)=14, with Superstition adding on a +7 bonus, +6 more for human favored class bonus=13, making it 27--except wait, furious courageous lance, +30 basically uninvested. That's enough to deal with any spell on a 2 or better, with a Eater of Magic reroll. That leaves only the DC40 unspeakable Presence to really worry about. The 'take 10' rules mean for this challenge he wouldn't have to worry about it, BUT... You could +4 inherent bonus him up to 20 to make his save +32, now he's fine on an 8. A pale green prism ioun stone gives another +1 competence, making it 33. A crystal mask of mindarmor (masks and headbands being two slots thank goodness) gives another +4 insight to will saves, now he's at +37 and can do it on a three.

And that's his bad save. Barbarians, man.

AND THEN THERE'S DAMAGE....

Observed State is clearly a Legendary Weapon, (AM taking 'always a chance,' 3x precision, and 3x legendary item... not a lot of champion abilities he really wants tbh. He takes Titan's Rage, Incredible Parry, +2 STR, and... that's about it. The Parry is hilarious since he uses his off-hand claw attack to set it up.) and is a +5 furious merciful courageous lance. It has Foe-Biting. He has Mythic Power Attack, and Raging Brutality. Let's get metal as heck.

He's

...

Right? Even I was like what the heck?


Lemartes wrote:
Snowlilly wrote:
Lemartes wrote:
Can anyone do this with a non-mythic fighter? ;)
Trivial with a mythic fighter, since he could hit for >1k / swing, without rolling any dice.
How?

Greater Mythic Vital Strike, x6 crit weapon (Weapon Mastery + Mythic Improved Critical), Foe Biter, Always a Chance, Mythic Greater Power Attack, Two Handed Fighter archetype.

Mythic Initiative allows for two vital strikes / round.

Use an Impact weapon and armor that grants some flavor of Righteous Might.


Avoron wrote:
Philo Parynx wrote:
you stand back and let Ancalagon and Pazuzu whoop up on him
Not sure how helpful Ancalagon will be for that, what with him dying as soon as he gets within 300 ft. of Cthulhu and all.

Mythic antimagic field stops that effect. Oh, he'll still likely die, but he'll at least get some licks in first.


Snowlilly wrote:
Lemartes wrote:
Snowlilly wrote:
Lemartes wrote:
Can anyone do this with a non-mythic fighter? ;)
Trivial with a mythic fighter, since he could hit for >1k / swing, without rolling any dice.
How?

Greater Mythic Vital Strike, x6 crit weapon (Weapon Mastery + Mythic Improved Critical), Foe Biter, Always a Chance, Mythic Greater Power Attack, Two Handed Fighter archetype.

Mythic Initiative allows for two vital strikes / round.

Use an Impact weapon and armor that grants some flavor of Righteous Might.

Thanks.

Speaking of mythic vital strike was it ever answered what "weapon damage dice" is applied for weapons that normally have multiple dice?

ie: a 2d4 weapon is not twice as good as a d8 weapon with regards to mythic vital strike.

Right?


Lemartes wrote:
Snowlilly wrote:
Lemartes wrote:
Snowlilly wrote:
Lemartes wrote:
Can anyone do this with a non-mythic fighter? ;)
Trivial with a mythic fighter, since he could hit for >1k / swing, without rolling any dice.
How?

Greater Mythic Vital Strike, x6 crit weapon (Weapon Mastery + Mythic Improved Critical), Foe Biter, Always a Chance, Mythic Greater Power Attack, Two Handed Fighter archetype.

Mythic Initiative allows for two vital strikes / round.

Use an Impact weapon and armor that grants some flavor of Righteous Might.

Thanks.

Speaking of mythic vital strike was it ever answered what "weapon damage dice" is applied for weapons that normally have multiple dice?

ie: a 2d4 weapon is not twice as good as a d8 weapon with regards to mythic vital strike.

Right?

Is the way I always interpreted it. Mythic Vital Strike is just applying the base damage multiplier from vital strike to your damage modifiers.

Even without vital strike

Mythic Greater Power Attack = 3*6*2 = 36
........ doubled on a crit = 76
. . . . . . . . .. x6 crit = 456
. . . .. x2 for Foe-Biting = 912

Over 900 points in static damage just from power attack on a critical hit, which the two-handed fighter can inflict automatically as a standard action.

He also gets a x2 strength mod from damage, another 504 damage, just from strength mods, without using vital strike.


Thanks.


so im going to try something easy and basic:

the rat gang(army more like it)

presenting level 20 ratfolk ranger "Warband leader chip" among his many feats are craft magic armor and arms and leadership (with items and such can easily be at leadership rank 25 when hes level 20).
his cohort take ranger class and leadership and theirs do the same leading to the following. (to make it easy all cohorts are ratfolk with ranger as class. all will have the same archtype to be shown later on)

chip leadership level = 25 > cohort level 17 > followers (again rangers all) level 1: 135. level 2: 13. level 3: 7. level 4: 4. level 5: 2. level 6: 2.

Chip's cohort - "general Chap" level 17 (cohort and others have nothing to increase their leadership level to make it easier) > got a level 12 cohort > followers: level 1: 30. level 2: 3. level 3: 1. level 4: 1.

General chap's Cohort - Marshal Chop level 12 > got a level 8 cohort 'Major Chup' > got followers: level 1: 8.

Marshal Chop's Cohort - Major Chup level 8 > got a level 5 cohort captain Choop (which actually is a level lower then two of Warband leader Chip followers).

all in all we have:
1 level 20, 1 level 17, 1 level 12, 1 level 8, 2 level 6,3 level 5, 5 level 4, 8 level 3, 16 level 2 and 173 level 1 rangers in the warband.
total of 211 Ratfolk rangers

next thing you need to know is they are ALL Freebooters

and have from level 1 this ability (which is an untyped bonus and so its stack)
Freebooter's Bane (Ex): At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1.

now Ratfolk got he swarming race ability (only to make the following easier. can be done without). and they build a device on board the ship. it is basically a 30X30X30 feet dangling ropes and crane (so they can strap up and stay 30 ft from one another) there is more then enough room for all of them especially since they can swarm 2 in the same 5 ft cube.

next is the part where the warband leader CRAFT a +1 DISTANCE longbow to each of them (844,000 not including masterwork bows, total cost around 938,950 gp) and by 20 arrows for each (211 gold .1 gp =20 arrows).

now all they need is to be ~2200 ft away from their target (all of which is well out of long distance spells which fall under 2000 ft at best) and they are set

round 1 of combat:
whoever win initiate from the warband yell "GET HIM" pointing at the target as a move action using his bane ability and as a standard ready an action to fire once the last one yell out. (im not using distance sight penalty or you can't see the sun)
once the last one uses his bane the massacre start:
bane bonus to hit and damage > +1(levels 1-4)X(173+16+8+5)+2(levels 5-9)X(2+3+1)+3(level 12)X(1)+4(level 17)X(1)+5(level 20)X(1) = +226 to attack and damage ,with at least +1 to bab and +1 magic from bow and we have

211 attacks with + 228 to hit(before -18 for max range ) and deal 1d6+227 damage each.
with 1 in 20 missing for rolling a nat 1 that still leave 190+ that hit so assumed minimum damage for round 1 of fight in about (with -20 for max dr)if they all roll a 1 for bow damage ~39,520 (was 43,130 before dr) you can put old cathulu 50% miss chance in and still be way too much overkill


Your idea is wonderful, but there's a problem with the stacking:

In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). If the modifiers to a particular roll do not stack, only the best bonus and worst penalty applies. Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified.

Multiple people using Freebooter's Bane would count as multiple bonuses coming from the same source, and thus they wouldn't stack with itself even though they are untyped. You would need to find a lot of different sources that ALL give untyped bonuses and are named different things.

Similarly, you could not use a bunch of Wizards to cast Umbral Infusion on a skeleton until it's an uber god skeleton, because it would ALSO be coming from the same source, even though different people technically cast the spell.


Avoron wrote:


Here's a rather unconventional approach to the challenge: an elderly gnome who uses Bewildering Koan and drunken ki to lock down the mighty opponents by drinking alcohol and asking meaningless questions. This character was copied directly from my submission to the original Beastmass, so he uses an 880,000 gp limit and no mythic material, falling under the Hardcore challenge mode. I'm sure some of his abilities came from module- or region-specific character options, but probably nothing irreplaceable. Furthermore, he’ll do just fine rolling 5s and letting his opponents roll 15s. So without further ado,** spoiler omitted **...

Fun build! Definitely someone to invite to parties and soirees.

One counter I see is Pazuzu could save his mythic wish until you're within 15ft then expend 4 uses to cast a mythic silence targeting his weapon.


Trimalchio wrote:
One counter I see is Pazuzu could save his mythic wish until you're within 15ft then expend 4 uses to cast a mythic silence targeting his weapon.

Well, Pazuzu never actually gets a turn. If we interpret the "helpless or couldn't otherwise take actions" clause of augmented mythic wish as allowing it to be cast during other characters' turns, all of these builds are going to have much bigger problems than an area of silence.

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