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Would like a GM to do me a favor, run a one shot high level combat(details inside)


Recruitment


Pathfinder Campaign Setting, Companion Subscriber

I'm looking for a GM to run a single combat vs the creature I created for the Talented Bestiary, which is an incredibly badass CR 26 daemon. I just want to see how it turned out.

I do not need to be apart of said fight, just ask that I am able to witness it.

If a GM is willing to run this, I will obviously provide the stats, should that be necessary.

Thanks in advance!


Roll up four level 20 characters and I'll run the creature for you in a combat, no worries. You control the adventurers, I control the beastie.

Wealth by level
20 point buy for stats
Core and Featured races
2 traits

In my experience, CR +6 is roughly appropriate to make a tough combat against a single creature, so four level 20 characters sounds about right.

Character building is annoying, I get it, so I could probably help build one or two of them.


Are there level 20 iconics stats you can use?


Pathfinder Campaign Setting, Companion Subscriber

If I am involved in the combat, I only want to run one PC. Because I think it will take four individual players to take this thing down.

It's basically a daemonic tarrasque, to give you an idea of it's power level.


Monkeygod wrote:

If I am involved in the combat, I only want to run one PC. Because I think it will take four individual players to take this thing down.

It's basically a daemonic tarrasque, to give you an idea of it's power level.

Then we need 3 more players. Although I will warn you, in my experience when it comes to successfully executing tactics, one head is usually better than four.

As an addendum to the character creation rules, buffs lasting an hour or longer can be cast before the fight.

Leadership is banned.

Magic item creation feats add +20% of wealth by level worth of items of the specified type to your character per feat taken.

I believe these rules reflect "standard pathfinder" pretty well, and since we're playtesting a badass monster here, that's what I think is wise to shoot for.

Monkeygod, could you post (or maybe rather pm me, since half the fun of rare monsters is the uncertainty) the stats of this thing?

Andostre wrote:
Are there level 20 iconics stats you can use?

The premade NPCs I've been able to find are built to almost ridiculously low levels of optimization. I don't think running the monster against them will be a very good test, to be honest.

Grand Lodge

I would be willing to play one of the characters for the combat. I can create the character myself.


Great stuff. We just need two more people, then.


Ohhhhh... Can I make a character? Tell me what you need! (though I'm more used to martials than full casters, but anyway, this can be super fun). I have a 18th level Archer Warpriest somewhere between my aliases, if you want to take it as a base, or will have some free afternoons the next days where I can build you something.


I'll jump in


Is this a monster we would never have known about? Or would we have had information about it beforehand, and been able to make Knowledge rolls to determine potential strengths and weaknesses?


Also who wants to do what? I can throw together some mean martials or play god as a flippin' 20th level caster, either way


Dodekatheon wrote:
Is this a monster we would never have known about? Or would we have had information about it beforehand, and been able to make Knowledge rolls to determine potential strengths and weaknesses?

You won't know it's there 'till you meet it.

Knowledge checks will be available when you encounter it, though.

Grand Lodge

Here is my character submission.

crunch:
jong shuo
Human (Tian-Shu) sorcerer 20
NG Medium humanoid (human)
Init +9; Senses blindsense 60 ft., darkvision 120 ft.; Perception +0
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 15 (+5 armor, +5 Dex, +1 dodge)
hp 103 (20d6+40)
Fort +12, Ref +18, Will +17
Immune acid; SR 18
--------------------
Offense
--------------------
Speed 30 ft., burrow 30 ft.
Special Attacks avalanche
Bloodline Spell-Like Abilities (CL 20th; concentration +30)
. . 13/day—acid ray (1d6+10 acid)
. . 1/day—limited wish, plane shift (plane of earth) (DC 28)
Sorcerer Spells Known (CL 20th; concentration +30)
. . 9th (7/day)—clashing rocks[APG] (DC 30), shapechange, summon monster IX, wish
. . 8th (7/day)—iron body, polar ray, stormbolts[APG] (DC 30), summon monster VIII
. . 7th (7/day)—delayed blast fireball (DC 29), finger of death (DC 28), plane shift (DC 28), prismatic spray
. . 6th (8/day)—contagious flame[APG], disintegrate (DC 27), greater heroism, wall of iron
. . 5th (8/day)—cone of cold (DC 27), fabricate, geyser[APG] (DC 26), wall of force, wall of stone
. . 4th (8/day)—greater false life[UM], greater invisibility, obsidian flow[UC] (DC 25), stoneskin, true form[APG] (DC 24)
. . 3rd (8/day)—fireball (DC 25), fly, lightning bolt (DC 25), greater magic weapon, water breathing
. . 2nd (9/day)—aggressive thundercloud[ACG] (DC 24), darkness, fiery shuriken[UC], glitterdust (DC 23), communal protection from evil[UC], scorching ray
. . 1st (9/day)—burning hands (DC 23), comprehend languages, enlarge person (DC 22), mage armor, magic missile, true strike
. . 0 (at will)—breeze[UM], dancing lights, detect magic, light, mending, message, prestidigitation, read magic, resistance
. . Bloodline Shaitan
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 12, Int 10, Wis 10, Cha 30
Base Atk +10; CMB +10; CMD 26
Feats Combat Casting, Dodge, Eschew Materials, Greater Spell Focus (evocation), Greater Spell Penetration, Improved Initiative, Lightning Reflexes, Spell Focus (conjuration), Spell Focus (evocation), Spell Focus (illusion), Spell Focus (necromancy), Spell Focus (transmutation), Spell Penetration, Weapon Focus (ray)
Skills Fly +28, Knowledge (planes) +23, Spellcraft +23
Languages Common, Tien
SQ elemental movement, power of the shaitan, unstoppable magic
Combat Gear fortunate charm, gloves of the commanding conjurer[UE], greater maximize metamagic rod, greater quicken metamagic rod, horn of blasting, greater, robe of the archmagi (white); Other Gear belt of incredible dexterity +6, boots of levitation, cloak of resistance +5, efreeti bottle, eyes of the dragon[UE], headband of alluring charisma +6, ring of freedom of movement, ring of summoning affinity (inevitable)[ACG], 2,900 gp
--------------------
Special Abilities
--------------------
Acid Ray (1d6+10 acid, 13/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability
Avalanche (+30 CMB) (Su) At 9th level, whenever you hit a single target with a spell that deals damage, you may make a bull rush check as a swift action. Your CMB for this maneuver is equal to your sorcerer caster level + your Charisma bonus. You can make this maneuver even
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Burrow (30 feet) You have a Burrow speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (120 feet) You can see in the dark (black and white only).
Elemental Movement (Burrow 30') (Su) You gain a Burrow Speed of 30'
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Immunity to Acid You are immune to acid damage.
Power of the Shaitan (Su) At 20th level, you gain the power of genies to grant wishes. Once per day, you can cast limited wish as a spell-like ability. Such wishes must begin with the words "I wish," and cannot duplicate a wish you have granted within the past 24 hours
Shaitan You were born with the power of earth genies, and the magic of the shaitans is strong in you.

Bonus Spells: true strike (3rd), glitterdust (5th), greater magic weapon (7th), stoneskin (9th), wall of stone
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (18) You have Spell Resistance.
Unstoppable Magic +2 racial bonus on CL checks against spell resistance.


I'll put together a martial, then.

How are we handling HP, Ierox?


Also will one player having the crafting feats increase WBL for the entire group?


Final question for now; variant heritages for Aasimar and Tieflings? Variant abilities, either rolled or choosing?


Hp is max at first level, then average rounded up for subsequent levels.

You can pick a variant heritage for tieflings, aasimar, skinwalkers and dhampir, but you can't use the variant abilities d100 table for any of them.

Dodekatheon wrote:
Also will one player having the crafting feats increase WBL for the entire group?

No. Only for themselves. Alternatively, if you like, you can grant a portion of the WBL increase to another party member. They still have to spend it on the appropriate sort of items.

Say you're a wizard 20 with Scribe Scroll and Craft Magic Arms and Armor.

Scribe Scroll gives you 880'000*20%=176000 gp worth of scrolls. You buy this amount of scrolls, at full price.

You decide that you want a +5 heavy fortification mithral buckler, and a +5 armored kilt for your wizard.

Since you can't create the nonmagical part of the item, you pay for those bits out of your normal WBL, and use the WBL increase from your crafting feat to pay for the +5 armor and +10 shield. This comes to (10^2)*1000+(5^2)*1000=125000, leaving you with 51000 extra gp to spend on enchanting arms and armor. You donate this to the party fighter, seeing as you have little use for a magically enhanced pointy stick.


Word.


Pathfinder Campaign Setting, Companion Subscriber

The more I think about creating a character for this game, the more uncomfortable I am knowing full well what the monster we are facing is capable of.

Not that I would intentionally metagame, but it is rather hard to avoid doing so 100%, after spending so much time helping build our foe.

So, I will bow out of this.

Grand Lodge

I can replace one of my feats for crafting feat if anyone needs the extra money.


Monkeygod wrote:
So, I will bow out of this.

Do you mean you want the combat to be made but not participate, or that you are not interested in the combat anymore?


Pathfinder Campaign Setting, Companion Subscriber

I originally meant I just was not going to participate, and still wanted the combat to take place.

However, I think I might roll up a level 20 Inquisitor, as I feel that is versatile enough to be effective, without feeling like I am cheating or using my meta knowledge of what we're fighting.

That said, if there's better players or characters who show interest, I will gladly not make something.

I just wanna see how my creation holds up to a group of PCs!


Okay, so Keeg has his sorcerer, Dodekatheon was rolling up a martial, and Jereru is also interested.

Monkeygod sounds like he's rolling an inquisitor, but is willing to give up the spot for someone else if they want.

It sounds like it'd be appropriate for Jereru to do a divine caster?

That way we'd be looking at a classic group of arcane + martial + divine + skilled.


Alright, I'll change to that. I was having a look at options - since I don't use Hero Lab, this is a bit intensive. But I'll come up with something buff-y and divine-y.


I swear I am building... it's just that a 20th level full caster takes a lot of spells, metamagics and gear to consider.

You can follow how is it going here. Advice welcomed!

Grand Lodge

For ninth level spells I would recommend spell immunity greater communal, and implosion.


I will probably memorize one Implosion because that's what I would do normally, or so I guess, but I don't think I will be able to slip it through the creature's saves. I had Energy Drain in mind, though (no saves, and SR shouldn't be a problem vs an outsider).

That will be, of course, after all buffs are set, which will take a pair of rounds, I guess.


My martial is ready to go, I'll post the crunch soon.


Keeg the sorcerer (Blasting with some Abjuration)
Dodekatheon the ? Martial (probably full combat)
Jereru the Cleric/Paladin (Buffing & Healing with some combat)

Can I join?, if so what should I play?

Knowledge (Planes) DC: 15 + 26 = 41


How much statistically do you think our chances improve if I play a monk of the lotus? (They can completely and utterly destroy themselves to true resurrect the others.


Yes, of course, that'd be great!

Are you sure you're thinking of the Monk of the Lotus? I can't seem to find that benefit anywhere.

I'm not convinced that adding that capability would help you moreso than any other class.


... isn't that what I typed?


Ancient Dragon Master wrote:
... isn't that what I typed?

To my knowledge, Monk of the Lotus gains Touch of Serenity, Touch of Surrender, Touch of Peace and Learned Master - I don't see anything about ressurection in there.

What am I missing?


No, sorry my mistake. It was monk of the healing hand I was thinking of.


Master Zhu, ready to go. All costs are listed and I provided a feat/level progression to be sure everything is legit.

I'll be honest he's sort of hyper optimized but I don't feel too bad about that given the "daemonic tarrasque" description :p


We have 3 ways to get a fair chance (CR+4)
1) GM gives us mythic ranks
2) GM gives us full, 1/2, or 1/3 gestalt
3) We Hyper optimise

What are we missing?


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

Are you looking for only 4, or willing to go up to 6? This sounds like a lot of fun. I would probably build a human paladin.

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