
Raphael Anaviel |

Release the Kraken!
Surprise round so Raphael can try to Banish the enemies?

Raphael Anaviel |

Same with Raphael.

Laurel Treekeeper |

The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.
Per this wouldn't the Eidolon be able to attack since it's an outsider?

Mu'aqquibat The Protector |

It only makes Mu'aqquibat The Protector able to make an AoO when the devil casts.
Can I?

Raphael Anaviel |

Posting in a couple hours, sorry for the delay.

Sazzat Tamm |

In reference to the infernal duke pulling the strings, It did seem like either (a)we were woefully unprepared for figuring out what was going on, or (b)we just weren't supposed to be able to figure out what what going on.
Out of curiosity, what was the spell that the big red guy used to splat Terentius?
Are you still interested in running another module in the list you started with?

drbuzzard |

It was implosion as Laurel said. I did pretty much flat out state it after it was disrupted.
If I do run another one, I will either go with my initial impression that prestige classes should have been banned (which means you get a nerf hammer), or I will have to do a hell of a lot of modification to Iron Medusa so that it's not just a doormat. Evidently just putting the simple mythic templates on things is about as effective as wrapping them in tissue paper and calling it armor.
When I ran that module just for a group of fairly optimized PFS characters, nothing lasted more than 2 rounds including the BBEG.
In retrospect I could have made that final combat into an real fight if I had just put in dimensional lock as it would have nerfed much of Sazzat's teleport ridiculousness (perfectly legal I know).

drbuzzard |

Here's the final BBEG with the template added (divine mythic template). He had barkskin, shield of faith, shield of fortification, and righteous might running (plus anti-life shell). Since he had been in telepathic communication with the devils in the previous rooms he knew what he was up against and was able to prep for it.
Chyvvom CR 20/MR 2
XP 307,200
Divine advanced contract devil (Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 3 76, Pathfinder RPG Mythic Adventures)
LE Huge outsider (devil, evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft., see in darkness; Perception +36
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Defense
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AC 37, touch 21, flat-footed 29 (+5 deflection, +7 Dex, +1 dodge, +16 natural, -2 size)
hp 389 (20d10+240)
Fort +19, Ref +21, Will +25
Defensive Abilities hard to kill; DR 10/good; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10; SR 21
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Offense
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Speed 30 ft.
Melee (M) binding contract (whip) +26/+21/+16/+11 (1d6+9 plus bleed) or
. . gore +29 (4d6+16)
Space 15 ft.; Reach 15 ft. (10 ft. with binding contract)
Special Attacks binding contract, bleed (1d6), mythic magic, mythic power (0/day, surge +1d6), simple divine spellcasting
Spell-Like Abilities (CL 13th; concentration +21)
. . Constant—tongues
. . At will—bestow curse (DC 21), detect thoughts (DC 20), dimension door, erase, identify, major image (DC 21), produce flame, sending
. . 3/day—arcane eye, break enchantment, greater teleport (self plus 50 lbs. of objects only), hold person (DC 20), locate creature, mage's private sanctum, scorching ray, silence (DC 20), vision
. . 1/day—antilife shell, barkskin, contact other plane, delayed blast fireball (DC 25), dismissal (DC 23), greater shield of fortification[ACG], harm (DC 24), heal, implosion (DC 27), plane shift (DC 22), righteous might, shield of faith, snowball (DC 19), summon (level 4, 1d6 bearded devils or 1 bone devil 50%), symbol of pain (DC 23)
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Statistics
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Str 33, Dex 25, Con 32, Int 28, Wis 28, Cha 26
Base Atk +20; CMB +33; CMD 56
Feats Alertness, Combat Casting, Deceitful, Dodge, Improved Initiative, Iron Will, Mobility, Persuasive, Weapon Focus (whip), Whip Mastery[UC]
Skills Bluff +35, Diplomacy +35, Disguise +10, Intimidate +35, Knowledge (arcana) +32, Knowledge (nobility) +32, Knowledge (planes) +32, Knowledge (religion) +32, Linguistics +29, Perception +36, Profession (scribe) +22, Sense Motive +36, Sleight of Hand +20, Spellcraft +22, Stealth +22
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Infernal, Orc, Undercommon; telepathy 100 ft.
SQ aura of grace, impale, infernal contract, infernal investment
Other Gear binding contract (whip)
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Special Abilities
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Aura of Grace (10 ft) All allies in 10 ft gain a +2 sacred/profane bonus to saves.
Binding Contract (Su) Binding Contract weapon uses Int for attack and damage.
Bleed (1d6) (Ex) Attack causes additional damage at the beginning of the target's turn.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Fire You are immune to fire damage.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Poison You are immune to poison.
Impale (2d8+16) (Ex) As a swift action can impale grappled foe on horns.
Infernal Contract (Su) Can summon a contract that allows mortal to sell soul in return for something.
Infernal Investment (Su) Can use greater scrying on contracted creature, who always fails save.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Magic (3/day) (Su) When you cast spells, you can cast the mythic version instead
Mythic Power (0/day, Surge +1d6) Use this power to perform your mythic abilities.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Simple Divine Spellcasting (Su) Can cast a limited number of divine spells
Spell Resistance (21) You have Spell Resistance.
Summon (level 4, 1d6 bearded devils or 1 bone devil 50%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Whip Mastery Using a whip does not provoke attacks of opportunity

drbuzzard |

Oh as to figuring out what was going on, it was rather like your average PFS module. You could probably piece together some part of it, but there was simply no way to get the full story without reading the module. I consider it very annoying that the story line simply ends hanging with no hints on how to resolve it.

Lucian Threl |

Mythic out scales gestalt at higher tiers, but until the upper reaches it appears gestalt is more powerful.
I'm surprised the BBEG was a contract devil. I always considered them more of a roleplaying creature than a combat one.

drbuzzard |

You went in guns blazing, but he is supposed to offer you contracts as you come into the room. The gist of the module is that people are enticed into the contest which is a trap and then the devils inside use the duress of being trapped to get contestants to sign away their souls to the infernal duke to give him more power (so he can return to Hell).
The two people who you found in there had signed contracts. The contracts were usual devil legalese so even if you think they would help you, you ended up screwed.

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I once ran a game with powerful characters, and my solution was mo make them face a bunch of bad guys. For example, in the fight against the Stag Lord (it was Kingmaker) there was the Stag Lord, with a CR +5 from the party, dozen CR monsters, and two dozen "small fries" ambushing in a very good tactical position a dozen PC's. It was a very nice fight, with one of good guys dropping.
But a single guy against many PC's? Very hard to pull off.

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What about this?
Throw 4 Bone Devils, and drop the Antilife shell. That should make an interesting fight...

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Also, for Gestalt, I think the only way to keep it "interesting" and not "overpowered" is to stick to the core races, simple classes (core and base) and avoid archetypes, prestige classes and other complex stuff. Keeping gives too many "synergy" options that border on the over-powered.

drbuzzard |

Actually the worst guy from the other table for being a twink god was a dwarf fighter/druid.
Anything which can shape change and then still get fighter bonuses on a crapload of attacks is a lot of trouble. Would probably be equally obnoxious with a barbarian, though he was also using the wildshape full dragonhide plate which meant his AC was crazy (on top of crazy saves, and 8 tentacles, a beak, and horns).
Actually he might have been a beastmorph alchemist. Don't recall. Either way the flying octopus was well over the top.

Sazzat Tamm |

For the record, I think Lucian's is a lot scarier than Tamm over the long haul.
6 times a day Tamm gets to go super-nova and bounce around, but I think Lucian could more consistently deal sneak attack damage on lots of attacks.
I just wanted to see the dimensional agility feat chain work (and I guess it does once you put those 4 feats, outflank, and three levels of what most people consider to be a sub-par prestige class together)
If you want to request a rebuild on anything before we continue, I'd understand.
As an aside: I thought the argument about whether a wildshaped druid in the form of a fish could breathe water was pretty hilarious in the other thread.

drbuzzard |

The freaky ability to flank with yourself is what I consider the over the top bit I suppose. Shades of Nightcrawler there, most impressive. Though I imagine Lucian might actually deal more damage with a flanker.
Thing is next module will again feature a bunch of evil outsiders and Sazzat would just mow them down again.
Yes, I can throw certain cheese in to stop you, but I prefer not to have foreknowledge of players assumed in encounters (this module was a bit difference since they could telepathically pass data around).

Sazzat Tamm |

Oh, I understand that he's good.
I probably went overboard with outflank + fortuitous weapons + combat reflexes + keen weapons going for 10+ sneak attacks in a round.

Darryl Vilani |

In straight up melee, my guy is practically impossible to beat. I went with survivability over DPS. While it may take me a little longer to kill something, I generally don't have to worry about them getting me. The only real worry I have is against feint as I have Improved Uncanny Dodge and Blindfight, so Sneak Attack is not a worry for me. Of course my focus on melee means no ranged ability.

drbuzzard |

OK, because I'm just a lazy git and not willing to actually tally up treasure and such I'm going to use the PFS rewards as there is an available chronicle sheet.
55K GP and you level up.
It will probably take a little while to figure out how to ramp up Iron Medusa to make it something other than an exercise in target dummies. I'll let you know when I'm ready.
I am enforcing the 'no prestige class' rule, and Sazzat is OK with it.

Raphael Anaviel |

Leveling up...

Lucian Threl |

Mostly done leveling up. Lucian now staggers targets that he crits, and his sneak attacks do strength damage. Also upgrades one of his weapons to be menacing and added a freaking ranged weapon.

Darryl Vilani |

Remember , we discussed it I moved the PrC to the same side as the archetype so they wouldn't scale together. You originally allowed it as the PrC is actually the complement of the archetype (they are made to go together).
Are you saying no more levels in PrC or rebuild character?

Sazzat Tamm |

I think Tamm's rebuild will be an alchemist/ranger that does a lot of shooting.
Quick question: if you have rapid reload for two different types of crossbows (two separate feats) and the crossbow mastery feat, does the no attacks of opportunity benefit apply to both types of crossbows?

Sazzat Tamm |

You're right. Point blank master and crossbow mastery are required....
They do hate crossbows, I can understand the reasoning a little because they're simple weapons, but on the other hand, no one who really uses them to effect is going to lack martial weapon proficiencies.

Sazzat Tamm |

When the hooded champion ranger archetype talks about bows, RAW they probably aren't including crossbows, right?
Right now I think Tamm 2.0 will be built out primarily out alchemist and bolt ace gunslinger (with a dip into inspired blade so that his grit/panache pool will be built off Int,Wis, and Cha)
I started thinking I would do a mind chemist / brainiac kind of guy, but when I tacked on bolt ace (because hooded champion wouldn't work with my crossbow) it makes a lot more sense to use mutagens for dex instead of cognatons for int. I may go back to the brainiac concept after I get the concepts fleshed out enough to run his full attack through a dpr calculator and see how much difference it really makes.
The tradeoff between mind-chemist and grenadier will be either a bonus on identifying monsters versus the ability to combine alchemical weapons with ammo to get Int damage to crossbow shots (free action at 15th level) makes me think grenadier is a better choice. I can get Cognaton either way.
Cognaton on mental stats would increase the max size of my grit/panache pool, but not change the amount I start with every day, right?
Bolt Ace touch attacks and deadly aim? Yay or Nay?
(I'm not sure that the class needs touch attacks all the time to be effective given how single attribute dependent it is on Dex)
I've tried to figure out some shenanigans to use with a launching crossbow, crossbow mastery for reloading, hybridization funnel (for combined acid/fire shots, holy water/fire, etc ), an alchemist's int to damage on splash weapons, bolt ace's crossbow training, clustered shots, rapid shot, etc.
The rules are pretty unclear as to how exactly all of that would work.
both alchemical weapons have full effect, is that double int damage? dex to damage from the bolt ace crossbow training? if it's an enchanted launcher does the bonus apply to damage? what all bonuses would apply to splash damage? Can you critically hit? What's the range? Does crossbow training change the critical range/multiplier?

Laurel Treekeeper |

I have seen faqs regarding other things that have said you can only get a stat bonus to anything once. You can get multiple stat bonuses but only one from each stat. IIRC the specific faq was regarding AC but I suffer from CRS too.

Sazzat Tamm |

right, so the question would be that if you chuck an acid/fire flash at any enemy with a +5 int bonus would the damage be:
1. 1d6+5(acid) + 1d6+5(fire)
2. 1d6(acid) + 1d6(fire) + 5(of either)
3. something else
You're really getting two touch attacks with one action. Resistances applying separately.
The most liberal interpretations of the rules would let Tamm touch a full round attack to fire 4 touch attacks with rapid shot and clustered shots doing 4d6+(int*4)+(dex*4)+(enhancement*4)+4d6+(int*4)+(dex*4)+(enhancement*4)
That would be half fire and half acid.
so 40-50 points of fire and 40-50 points of acid each.
Probably not worth the hassle and the exotic weapon proficiency.

drbuzzard |

I would say 2.
Keep in mind that they did already nerf Bolt Ace a bit in that you cannot use signature deed on the deed which makes your shots touch attacks.
As for touch attacks and deadly aim, I suppose I don't have a big issue since you can't use signature deed on it anyway. Somehow I suspect I'll regret saying that.