
Avoron |
I think a playable Ferdinand would end up having to choose between going Wis-based and going Cha-based. For the Wis-based version, I'd start out with four levels of drunken master, then a level of inquisitor or cleric for wisdom to Bluff, then continue in whichever class you prefer. For the Cha-based version, you could go ninja 2/drunken master 4, then either continue in ninja or dip into bard and/or paladin as you see fit. Prioritized stats would be Dex, Con, and Wis or Cha. Feats, abilities, and equipment should focus on improving Bluff, initiative, and defenses. Lots of skill points into Bluff, Use Magic Device, and Linguistics.

Trimalchio |

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.
Augmented: If you expend two uses of mythic power, you can cast a silent, stilled mythic wish, even if you're helpless or couldn't otherwise take actions (but not unconscious).
The way it is worded it seems pretty clear that on what would be his turn Pazuzu could use mythic wish. It isn't exactly an immediate action, he just one way of acting when he normally wouldn't be able to act. It's not surprising that mythic wish is insanely powerful. Another trick is Pazuzu can force any d20 roll to be a 1 as an immediate action, this is also a potential game ender for some builds. At least he gets only one mythic wish a day.

Ice Cream Golem |

I really love several of these builds. The gnome made my day. The archer swarm won't work within this setting, but 200+ archers is pretty cool. I made several mistakes in putting together this challenge, but I don't think I should change the original post. Sucks that the rules negate any crit-fishing build though.
I've got one!
Perfect Victor- The guy made of the discarded original body of a mage of mine by his cheeky friends. He's perfect because he never talks back. He's a mostly non-magical Savage technologist Barbarian.
His tactic is to shoot his enemies as much as possible really fast. He can scrape by taking tens, is non-mythic and has an 880.000 GP limit. Savage technologists, using modern weapons make extremely effective gunslingers as well. Really, they've got Dex to damage, improved dexterity, rage powers, high hit-points and they patch their saves pretty well too.
HP 157 6.5*19 dice +20 Con +2 Favored Class +12 Dice for first level
Init +25 17 Dex +4 Improved Initiative +1 insight +2 Reactionary trait +1 Luck
STR 10 (0) 10 Base
DEX 44 (17) 20 base 5 Level 5 Inh 8 Morale 6 Enh
CON 12 (2) 12 Base
INT 10 (0) 10 Base
WIS 18 (4) 14 Base +4 Enh
CHA 7 (-2) 7 Base (Surprise)
The morale bonus is as high as it is due to superstitious granting +7 (2+1/4LV) and the human Favored class bonus granting +1/3 to superstitious taken 18 times
FORT + 33 12 (Class) 1 (luck) 13 (morale) 5 (resistance) 1 (Competence) 1 (Con)
REF + 43 6 (Class) 1 (luck) 13 (morale) 5 (resistance) 1 (Competence) 17 (Dex)
WILL + 30 6 (Class) 1 (luck) 13 (morale) 5 (resistance) 1 (Competence) 4 (wis)
Feats
1 Rapid Reload
1 Improved Init
3 Point Blank Shot
5 Precise Shot
7 Deadly Aim
9 Improved Precise Shot
11 Far Shot
13 Two Weapon Fighting
15 Improved Two Weapon Fighting
17 Greater Two Weapon Fighting
19 Hammer the Gap
Rage Powers
2 Superstition
4 Witch Hunter
6 Guarded Stance
8 Savage Intuition
10 Reckless Abandon
12 Surprise Accuracy
14 Sharpened Accuracy
16 Deadly Accuracy
18 Raging swimmer
20 Internal Fortitude
Magical and Technical Items
72 K Wirejack Tendons Mark III
137.5 K Tome of Dex +5
552 K one +10 and one +9 Gravity Pistol (Holy crap is that a nasty amount of gold) They are +4 Holy Speed and +5 Holy Speed Gravity Pistol's
5 K Cracked Dusty rose Prism
25 K Cloak of Resistance +5
20 K Stone of Good Luck
16 K Headband of Wisdom +4
33.6 Ring of Return
10 k Slippers, Quick Action (probably glamered or something, jeez)
8.9 K Left over
Damage per Shot Averages 50.5
4.5 Damage Dice
4.5 Magic Weapon (1/2 are 4 and 1/2 are 5)
7 Holy
12 Deadly Aim
17 Dex
6 Witch Hunter
To for the worst shot is 28
5 BAB
4 Magic Weapon
17 Dex
6 Reckless Abandon
-2 Rapid Shot
-2 Two Weapon Fighting
Number of shots is 10
4 Base
3 Two Weapon Fighting
2 For two Speed Weapons
1 For Rapid Shot
Average DPR is 505 assuming all shots hit
PV isn't entirely sure why he must slay the dragon and Pazuzu, but orders are orders. He stoically whittles a piece of wood as he rides towards the dragon's desert temple. He sets a return point for his ring to the ship so as to speed up the process.
He's surprised by the convenient lack of traps as he walks through the dragon's home. He is also surprised do the size and majesty of his foe as he turns the corner. "You are truly a paragon of your race, a worth foe!" he shouts at the beast as he approaches. The dragon does not respond, noting his firearms, and uses his breathe weapon. PV did not expect to get within his range increment and is not at a disadvantage. Nontheless, he enters and rage due to the dragon's rudeness.
Initiative is rolled PV's Average init roll is 35 and Ancalagon's top is 32.
Ancalagon is between the first and second range increment. PV takes a -1 penalty to his To Hit rolls due to far shot. Modern Firearms resolve against touch within 5 range increments. The worst to hit for his attacks is 29 vs Ancalagon's touch AC of 5 after haste. Ten shots hit for all ten shots hit for 505 damage and Ancalagon drops. He teleports back to the ship. He helps the crew gather the treasure and socializes a bit.
On entering the Cathedral he notices the abyss below him and marks the hallway with the Ring of Return. Pazuzu flies down to the other end of the hallway and begins to speak. Recognizing the fact that he is battling a demon lord he immediately opens fire. Pazuzu is not surprised and uses a wish to take twenty on his initiative due to knowledge of the rocket-tag nature of high level play (eh, I'd give a demon lord meta knowledge).
Pazuzu's init is 33 and PV's is 35.
Pazuzu's got the highest touch AC at 38, but PV hits on a 9 within 30 feet. Pazuzu takes 505 damage and uses Mythic Time Stop. I don't see any buffs for he can cast which are not constant. Reshaping the environment for a kill is his best bet. Pazuzu could put him in an adamantium box and fill it with lava, but he couldn't then dispel magic on the human (Who would take 20D6 and teleport out with the ring unbeknownst to Pazuzu (I think your items get your saves, so none of his would be damaged by virtue of weird mechanics)). Pazuzu decides to put one tone of lava 200 feet above the human and casts greater dispel magic on him as time returns to normal. I believe this is 40D6 damage (20 for a colossal falling object falling 150+ feet and 20 for being submerged in lava). I wouldn't know if a ref save to jump of the hallway applies, but, since I don't know, he won't get one.This deals 140 damage. Thank god death from massive damage is out in pathfinder. Anyway it would splash everywhere after falling that distance so the second round is just exposure damage or an average of 7 per round. It fell directly on him so I doubt he'd move anywhere but down. He can stand in it for 3 more rounds. Pazuzu is horrified when he stands up (free action with slippers) and shoots him for another 505. Pazuzu dies (he wouldn't if I knew what his regen was). PV picks up the gun and runs off from where the lava was. He had two rounds, so I figure he can get away. Above average damage rolls for the lava would have killed him, but I could buy 20 more hitpoints with a belt of con+2 for 4-ish K.
Okay guys, let me know if I goofed. If you spot a way I could improve on the build, that would be cool too.
EDIT Bad word choice
EDIT 2 Sideromancer pointed out a problem with my Cha Mod, it has been fixed

Trimalchio |

As a demon lord in his own realm Pazuzu gets an additional +10 to initiative for a total bonus of 23, so if he spends his mythic wish he can go first.
As an immortal outsider who doesn't need to sleep he can then proceed to spam blasphemy at Perfect Victor paralyzing him each round until he dies of old age.

Avoron |
1 person marked this as a favorite. |
On second thought, I'm not sure if the die-altering version of mythic wish could be used on an initiative check, because you can't take immediate actions while flat-footed.
Regardless, Pazuzu and Cthulhu are probably better off just saving their mythic wish and using it to duplicate geas for a no-save control effect. Or to give the challenger a natural 1 on his save against one of their other incapacitating spell-like abilities. If one of them gets a turn, you've basically already lost.

zza ni |

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.
you are referring to the bonus rule that say:
Bonuses without a type always stack, unless they are from the same source.but im not sure it apply here as this is not the same source.
i mean if the freebooter used his bane and then used it again it won't stack with itself but other freebooters bane is a new source not the same.
bringing in spells is not a good reference as the same spell can't effect some1 twice in the same duration with or without a bonus. you can't haste a hasted person nor enlarge an enlarged person. the only exception would be spells that target effect both the target and something else or connect to something else (like charms) AND the reason they stack IS because they are from (or effect) different sources

Trinam |

So what you are saying is that if fifty different people all cast haste then you'd get a +50 AC/attack bonus/reflex save from haste as it's also untyped and dodge bonuses stack like untyped ones do... except it doesn't work that way, because again, "from the same source (such as the same spell cast twice in succession)"
It doesn't make a distinction about the spell being cast by the same person, here. It only cares if the spell or effect or whatever has the same name, and thus is the same source.
Good try though. 8/10 for effort.

Avoron |
8 people marked this as a favorite. |
Let's face it: at the upper limits of caster power, this sort of challenge is a joke.
Mythic or no mythic, an optimized full caster is a sight to behold. Remember how The Vacuum used reach mass suffocations to suck through all of the Beastmass terrors like they were dust bunnies? That was just a glimpse of what a 20th level wizard can bring to the table. A 20th level Pact Wizard with the resilient illusions discovery can toss around a DC 60-something shades duplicating trap the soul that can take out pretty much anything in the game.
This was part of why I faced the Beastmass with my blatantly non-casting-focused gnome: using a high-level save-or-die just seemed too simplistic a path. You pick your favorite spell, slap a bunch of boosts and metamagic on it, and watch your enemies fall before you.
But what if instead of just looking at the best of the best, we look at what we can do with the low end of spellcaster ability?
I’m going to take on this challenge with the adept NPC class.
N Medium humanoid (human)
Init +21; Senses Perception +54; see in darkness
--------------------
Defense
--------------------
AC 44, touch 23, flat-footed 39 (+5 Dex, +10 armor, +6 shield, +5 deflection, +5 natural, +2 cover, +1 competence)
hp 210 (20d6+140)
Fort +21
Ref +21
Will +37
Defensive Abilities moderate fortification, 20% miss chance; Immune possession and mental control
--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft.
Melee cestus +31/+26 (1d4+16/19-20)
Adept Spells Prepared (CL 21st; concentration +37)
0th (3/day) - create water, detect magic, guidance
1st (7/day) - command x3 (DC 27), comprehend languages, endure elements, obscuring mist x2
2nd (7/day) - delay poison, invisibility x2, resist energy, see invisibility, web x2 (DC 28)
3rd (7/day) - bestow curse x3 (DC 29), tenebrous deeper darkness x2, remove curse, tongues
4th (7/day) - minor creation, polymorph x2, restoration x2, stoneskin
5th (6/day) - piercing tenebrous baleful polymorph x3 (DC 39), break enchantment, heal, true seeing
--------------------
Statistics
--------------------
Str 9, Dex 20, Con 22, Int 14, Wis 42, Cha 19
Base Atk +10; CMB +12 (+31 with cestus) CMD 41
Feats Alertness, Combat Stamina, Craft Wondrous Item, Defensive Combat Training, Eldritch Heritage (arcane), Equipment Trick, Greater Eldritch Heritage (arcane), Greater Spell Focus (transmutation), Improved Eldritch Heritage (arcane), Improved Initiative, Persistent Spell, Piercing Spell, Skill Focus (knowledge (arcana)), Skill Focus (perception), Skill Focus (use magic device), Spell Focus (transmutation), Spell Perfection (baleful polymorph), Tenebrous Spell
Traits Fate’s Favored, Magical Lineage (baleful polymorph), Wayang Spellhunter (baleful polymorph)
Drawback Sleepy
Skills Perception +56, Knowledge (arcana) +37, Sense Motive +40, Spellcraft +31, Use Magic Device +36
Languages Aklo, Common, Draconic
SQ summon familiar (rabbit, protector)
Combat Gear scroll of mage’s disjunction, spell component pouch (1000 gp in eye ointment, 1000 gp in granite and diamond dust, dweomer’s essence x10)
Other Gear +5 hostelling moderate fortification mithral kikko, +5 buckler, +1 guided impervious training adamantine cestus (Improved Initiative), +1 dueling training cestus (Combat Stamina), +1 training cestus (Defensive Combat Training), +1 training cestus (Equipment Trick), altar of nethys, amulet of natural armor +5, belt of physical might (Dex/Con) +6, boots of the earth, cauldron of flying, clear spindle ioun stone, cloak of resistance +5/minor cloak of displacement, dark blue rhomboid ioun stone, demon senses, dream journal of the pallid seer, dusty rose prism ioun stone, extend metamagic rod, eyes of the eagle, flawed pale green prism ioun stone, glove of storing, greater eye piercings, greater hat of disguise/cyclops helm, handy haversack, headband of mental prowess (Wis/Cha) +6, mantle of immortality, orange prism ioun stone, pale green prism ioun stone, quicken metamagic rod, ring of freedom of movement, ring of protection +5, robe of runes, silver holy symbol of nethys, stone of good luck, tome of understanding +5 (expended), wayfinder, +5 benevolent studded leather barding (worn by familiar)
On the morning of the challenge, 9143 prepares his spells while praying at his altar of nethys, gaining some minor skill bonuses and +1 CL for his baleful polymorphs. He then flies over to the Victoria, landing his cauldron of flying on the deck of the ship and hopping out along with his rabbit protector familiar.
9143 is decked out in his mithral kikko and defensive items, and his rabbit is suited up in its studded leather barding. He uses his greater hat of disguise to assume the form of a kasatha at the beginning of the day and refresh it as necessary, gaining +2 Str and four arms for easier holding. His lower left arm wears a cestus and his buckler and holds his rod of absorption. His lower right arm wears a cestus and holds his wayfinder with his clear spindle ioun stone slotted into it. His upper left arm wears his dueling cestus and his glove of storing with his quicken metamagic rod in it. His upper right arm wears his guided cestus.
Finally, it’s time to cast a few spells. Using his rod of Extend Spell, 9143 casts extended see invisibility, extended tenebrous deeper darkness, and extended stoneskin, each lasting seven hours or more. He follows up with a 21 hour delay poison and a 24 hour endure elements for good measure. With that, our challenger is ready to go.
9143 spends 10 stamina points with the Improved Initiative combat trick to get a 20 on his initiative roll, resulting in a total of 41 that easily beats Ancalagon’s Mythic Improved Initiative. He saves against the frightful presence on a 2.
He spends a move action to move toward Ancalagon and draw his scroll of mage’s disjunction, activating it as a standard action with an easy Use Magic Device check to eliminate all of Ancalagon’s contingencies. He recalls his previously cast endure elements as a free action with his robe of runes to get a +2 bonus to the DC of any spells he casts this round, then uses another free action to summon his rod of Quicken Spell out from the glove of storing on his left hand.
Finally, he hits Ancalagon with a DC 43 persistent piercing quickened tenebrous baleful polymorph with dweomer’s essence as a material component. With the effective penalty from Persistent Spell, the dragon fails both his Fortitude and Will saves on a 19. The +39 caster level check to overcome spell resistance succeed on a 1.
Ancalagon turns into a hedgehog. 9143 stows his rod, picks up the hedgehog, casts endure elements on it, and sets it in the cauldron.
He flies toward Pazuzu, recalls his endure elements with his robe, and casts a DC 43 persistent piercing tenebrous baleful polymorph with dweomer’s essence as a material component. Pazuzu fails his Fortitude save on a 16 and his Will save on a 12, and the check to overcome his spell resistance succeeds on a 1.
Pazuzu turns into a hedgehog. 9143 picks up the hedgehog, casts endure elements on it, and sets it in the cauldron.
He flies toward Cthulhu, recalls his endure elements, and casts a DC 43 persistent piercing tenebrous baleful polymorph with dweomer’s essence as a material component. Cthulhu fails his Fortitude save on an 18 and his Will save on a 14, and the check to overcome his spell resistance succeeds on a 1.
Cthulhu turns into a hedgehog, which 9143 tosses into the cauldron with the others.
Is this character still a bit of a one-trick-pony? Sure, but I think that trick in itself is a good enough accomplishment. A random NPC with no mythic ranks just walked into combat with some of the most terrifying creatures in the game and walked back out with three hedgehogs napping on his lap.

Snowlilly |

Let's face it: at the upper limits of caster power, this sort of challenge is a joke.
With 10 mythic tiers, even a chained rogue can one-round each of the opponents. (He'll have to one-round Cthulhu twice, just like everyone else.) Put the Undetectable property on his legendary Foe-Biting weapon walk up to his opponents with permanent invisibility.
Precision damage that can be multiplied on crits and applied to opponents with total concealment. Change 1's and 2's on all damage dice to sixes. No to-hit penalties on iterative attacks. Mythic Power Attack + Mythic Improved Critical.

Kaouse |
2 people marked this as a favorite. |

Ohkwang "The King"
N Samsaran Oracle (Cyclopean Seer 20) w Wizard VMC (get Beyond Morality)
CHA - 18
+2 Race
+5 LVL
+5 INH
+6 ENH
+4 Sacred (Luthier's Rapier)
+2 Profane (Succubus Gift)
+3 Age
+5 untyped (Genius Avaricious)
= 50 CHA = +20 mod.
Capstone of Cyclopean Seer allows you to use Flash of Insight an unlimited amount of times as long as the result you chose is less than or equal to your CHA. With this, you can get a nat 20 once per round, as long as Luthier's Rapier is active.
Get a Vorpal blade and pre-cast Bless Weapon. Luthier's Rapier doesn't require you to wield it in order to get it's benefits.
Alternatively, you can also decrease an enemy's save by your oracle level (-20), so after that it's pretty much just a matter of choosing the right spell.
For AC, Celestial Obedience to Arshea gives CHA as Armor bonus, Nature's Whispers adds CHA as DEX bonus, and Bestow Grace of the Champion adds Smite, for CHA as Deflection Bonus (every enemy here is Evil), giving you an AC of 70 before anything else. If you want to push this further, get Osyluth's Guile & Dodging Panache (via Amateur Swashbuckler) to add CHA as a Dodge Bonus twice. This puts your AC around 110, well beyond anyone's hope of attacking you. Thanks to auto-Nat 20s, you can also easily refill your Panache pool.
Bestow Grace of the Champion (CHA as untyped bonus to saves) also stacks with the Paladin spell, Bestow Grace (CHA as sacred bonus to saves), so your saves are +46-52 before stats and items.
Most of this stuff doesn't require the wizard VMC for Beyond Morality, since there is no restriction on good Oracles casting evil spells (Genius Avaricious). Thus, you can be Lawful Good and get most of these benefits anyway (Succubus Profane Gift is a little harder to justify though). Beyond Morality is really just nice to have though, and quite thematic.
Of course, there's always the Mythic version of Beyond Morality...

Avoron |
+2 Race
Samsarans don't get a bonus to charisma. Fortunately, you can use a lilitu instead of a succubus for an extra +2 profane bonus.
Capstone of Cyclopean Seer allows you to use Flash of Insight an unlimited amount of times as long as the result you chose is less than or equal to your CHA. With this, you can get a nat 20 once per round, as long as Luthier's Rapier is active.
Don't forget that you can use this on any sort of die, not just a d20. Which means you can get a day of prep time in a single round by hijacking your percentile roll for exiting an erratic time demiplane.

Trimalchio |

Let's face it: at the upper limits of caster power, this sort of challenge is a joke.
I’m going to take on this challenge with the adept NPC class.
** spoiler omitted **...
I agree there's plenty of save or die caster builds that can cakewalk these stat blocks.
I'm somewhat surprised Cthulhu doesn't behave immunity to polymorph.
NPC 9143 is making use of an optional sub system designed to improve fighters -- using 1 feat to take 20 on initiative is the sort of trade nearly every character would make if allowed.
~~
Flash of insight limits you to d20 rolls. Although that probably won't stop Ohkwang from devistating any opposition.
Beyond mortality doesn't circumvent alignment restrictions for casting, so you couldn't cast both good aligned and evil aligned spells, and Arshea probably would have a couple issues with sacrifices to Mammon.

Kaouse |

Samsaran race isn't really needed, it's just there to make spellcasting of certain spells easier, but as a level 20 oracle, you'll do as well enough with Miracle.
Beyond Morality does let you cast stuff like Bestow Grace & Bestow Grace of the Champion on yourself, but Celestial Obedience to Arshea probably has to go. Without Beyond Morality though, your saves fall pretty low (though of course you can spend money to patch this up). Your AC is still high due to Nature's Whispers, Osyluth's Guile and Dodging Panache, though Dodging Panache precludes the use of Flash of Insight, so that might have to leave too. Of course, AC, too can be patched up with spells/funds.
This was really just a thought project in trying to get a +20 CHA to fully abuse Cyclopean Seer's capstone ability. At that point, what else do you need, really? (Aside from Doomsaying to make them all Save or Die).
So, what's a good Save or Die for these guys? Preferably ones that can be cast as a swift action, since Doomsaying is a standard action. I'm thinking Bestow Curse with a 50% inaction penalty, since none of these guys are immune to curse. Any other, more drastic ideas?

Avoron |
Flash of insight limits you to d20 rolls.
You gain the cyclops racial ability of the same name. If you already possess this ability, you gain an additional daily use.
Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.

Trimalchio |

Final Revelation
Upon reaching 20th level, you embody ancient cyclopes’ insight. You can use each of the following once per day as a spell-like ability: discern location, prying eyes, and stone tell. In addition, using flash of insight to select a d20 roll result equal to or lower than your Charisma modifier doesn’t expend that ability.
This ability replaces the final revelation of the oracle’s mystery
~~
So by strict raw you can only apply it to d20 rolls.

ohako |
uh, for the boozy koan-gnome: don't you still suffer the normal effects of drinking alcohol?
Drunkenness: Just like drugs, alcohol can be abused and have significant negative effects. In general, a character can consume a number of alcoholic beverages equal to 1 plus double his Constitution modifier. Drinks consumed in excess of this total cause the character to become sickened for 1 hour per drink above this maximum. Particularly exotic or strong forms of alcohol might be treated as normal drugs. Those who regularly abuse alcohol might eventually develop a moderate addiction.
Huh. Looks like you only ever get sickened. I guess you can koan all you like while feeling slightly queasy. I always thought this was the normal limiting power of drunken masters, that you couldn't keep on drinking.
Don't you also need to use a potion sponge to drink underwater?

Avoron |
So by strict raw you can only apply it to d20 rolls.
Oh, for the capstone, sure. I guess I should have been more clear; I was just referring to Flash of Insight in general. Whenever he needs to, Ohkwang could just plane shift to his personal erratic-time demiplane and spend a day there doing whatever he wants. By the time he leaves, he's regained his use of Flash of Insight if spent and he can use it to select the result of the percentile die he rolls to determine how much time has passed on the material plane: only one round. With Abundant Revelations, he still has a use of Flash of Insight left to use with his capstone all day long. And he can do this as much as he wants, since he regains his uses whenever he spends a day in his plane.
uh, for the boozy koan-gnome: don't you still suffer the normal effects of drinking alcohol?
I gave him a periapt of proof against poison in the hopes that it would prevent any of the more harmful effects.
Don't you also need to use a potion sponge to drink underwater?
Well, it's not a potion, and I don't think there are strict rules about drinking mundane liquids. It shouldn't be a problem since it really doesn't matter if he spills any, and his pearl of the sirines let's him "breathe in water as if he were in clean, fresh air" and "act underwater without hindrance."

Trimalchio |

While that's an interesting thought experiment I'd be surprised if anyone would run it that way.
The erratic time table is an example table and it isn't clear such a roll is made by the player character.
~~
The best SoS is probably trap the soul, but its expensive. Polymorph any object will also work well.
One issue with this challenge is many of these monsters would probably be aware of an attacker before they are within line of effect. It's always assumed that initiative is rolled once everyone is within striking distance which is unlikely in actual play.

Avoron |
The best SoS is probably trap the soul, but its expensive.
That's why using shades to duplicate trap the soul is so effective. No material components, ninth level save DCs, and any other benefits of being an illusion spell.
Specifically, it allows you to use the Resilient Illusions arcane discovery to make a caster level check in place of your save DC. This is powerful enough just with all the caster-level boosting feats (doubled with Spell Perfection) and items, but if Ohkwang swaps out Beyond Morality and somehow gets shades on his spell list he could get auto-20s on all those checks.But it's hard to beat the shades-abusing potential of the pact wizard archetype. They get to roll twice on those caster level checks and add their intelligence bonus to the result, pushing their save DCs to truly ridiculous levels.
And the best thing about optimizing for shades and the like is that it makes you the exact opposite of a one-trick pony. Oh, you've got an army of minions? Let me just conjure up some creeping doom.
Don't worry, it's just an illusion!

Kaouse |

Trimalchio wrote:The best SoS is probably trap the soul, but its expensive.That's why using shades to duplicate trap the soul is so effective. No material components, ninth level save DCs, and any other benefits of being an illusion spell.
Specifically, it allows you to use the Resilient Illusions arcane discovery to make a caster level check in place of your save DC. This is powerful enough just with all the caster-level boosting feats (doubled with Spell Perfection) and items, but if Ohkwang swaps out Beyond Morality and somehow gets shades on his spell list he could get auto-20s on all those checks.
But it's hard to beat the shades-abusing potential of the pact wizard archetype. They get to roll twice on those caster level checks and add their intelligence bonus to the result, pushing their save DCs to truly ridiculous levels.
And the best thing about optimizing for shades and the like is that it makes you the exact opposite of a one-trick pony. Oh, you've got an army of minions? Let me just conjure up some creeping doom.
Don't worry, it's just an illusion!
Resilient Illusion only works on the save to disbelieve. The target still gets a second save against any spell you copy that allows a save (albeit at the higher spell level DC). Not that it matters, since Ohkwang is an Oracle, and thus can just use Miracle to copy Trap the Soul for free. Combined with Doomsaying for an effective +20 to save DC, it accomplishes much of what you stated here.
The real issue though, is the fact that Doomsaying is a Standard action, so this combo takes 2 rounds to reliably work (though to be fair, all of these monsters have fairly poor chances to hit a DC 39 spell anyway). Alas, I know of no way to get extra standard actions that allow supernatural abilities and/or 9th level spells to be cast in the same turn.
Well, aside from making a Simulacrum of myself...

Avoron |
Resilient Illusion only works on the save to disbelieve. The target still gets a second save against any spell you copy that allows a save (albeit at the higher spell level DC).
Yes, they get a second save... against the DC of the shades spell. Which is now equal to the result of your caster level check. The ability is triggered by the save to disbelieve, but once the spell's save DC has been changed there's no restriction on what 'sort' of saves that change applies to. But you're right that you really don't need to use it; your save DCs will surely be through the roof regardless.
Not that it matters, since Ohkwang is an Oracle, and thus can just use Miracle to copy Trap the Soul for free.
Um... aren't you forgetting something?
When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.
Alas, I know of no way to get extra standard actions that allow supernatural abilities and/or 9th level spells to be cast in the same turn.
Greater quicken metamagic rod?
Out of interest do we think the Oliphuant of Jandlee would give any of these builds more trouble?
Well, it's immune to polymorph effects, which knocks baleful polymorph and polymorph any object out of the picture. And its constant freedom SLA stops a few other incapacitating tactics. But it can still be taken out fairly easily by trap the soul or mass suffocation if you can get the DC high enough. You could also control it with dominate monster or greater possession, but I hear that hasn't worked out that well for spellcasters in the past.
And of course, the Bewildering Koan drowning tactic works just fine.
Kaouse |

Oh yeah, a Greater Quicken Metamagic Rod would work. As for Shades, Ohkwang could just chose the Shadow Mystery to get access to pretty much every Shadow Spell of importance (Dark Secrets Revelation). He'd lose out on Nature's Whispers, though Cloak of Darkness isn't a bad substitute (+12 armor bonus total).
Actually, losing Nature's Whispers may be for the best, since now he can just use Deific Obedience to Calistra to add his CHA to AC as well as his DEX. Previously, it wouldn't have stacked with Nature's Whispers.
This is especially good, since Calistra is a Chaotic Neutral deity, and thus shouldn't care too much about good or evil spells.
Plus, shadow spells are especially good for him since he could also use them to cast Genius Avaricous for free as well (as opposed to continually paying the 3000gp cost).
EDIT: I just realized that Simulacrum is also an illusion spell from the "Shadow" subschool, meaning it can be added to the oracle list via "Dark Secrets." Snow Cone Wish Machines and Snow Cone Profane Pacts, here we come.

Ice Cream Golem |

Out of interest do we think the Oliphuant of Jandlee would give any of these builds more trouble?
The only other CR30 I know is Baba Yaga and she can prep every spell on the wizard and witch spell list and some cleric spells so running an encounter against her would be a bit complicated me thinks.
Yeah, that one looks pretty good. I've got another that would be cool to add as well. Honestly, I think I should fix the rolling rules a bit too. To make characters with crit builds viable, and so that the monsters' high crit range is meaningful as well.
Anyone have any thoughts on potential fixes?
Also, pumping damage without magic is a b~$%~. Aside from pumping dex and a few feats, there really isn't much. I have a character that can two round Ancalagon and Pazuzu without magic, but needs three rounds on Cthulhu. Three rounds is too long they'd hafta start a crazy chase with the Benny Hill theme in the background. He can out run the monster, but Cthulhu regenerates :/
Anyone think its gotta be weird for Cthulhu to see a human? They all die upon seeing him, so he really only gets to meet the super tough ones. Also the DC for his save or die is higher than any spell he can cast, poor guy.