The Hardest Boss you will Ever Face (Inactive)

Game Master Cr500cricket

"The Legend of the Oblivion Lord, a Godlike force of destruction is true. It has also turned its sights upon our world. It's mere entry into our world annihilated all of Lojis and his rampages have destroyed most of Groden, Quirith and Hindarin. All attempts to stop him have failed so far... help?


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The ground was featureless for miles. All barren rock with no trace of life. A massive creature stands in the middle of a large open plain, it stands about 50ft tall and looks like a pitch black suit of spiked plate. It carries a shield and a strange sword that looks like two saw toothed blades placed side by side.

Initiative:

Archaon: 1d20 + 15 ⇒ (16) + 15 = 31
The Blur: 1d20 + 23 ⇒ (15) + 23 = 38
Grem: 1d20 + 23 ⇒ (2) + 23 = 25
The Oblivion Lord: 1d20 + 17 ⇒ (13) + 17 = 30
Validk: 1d20 + 20 ⇒ (3) + 20 = 23
Yanev: 1d20 + 18 ⇒ (4) + 18 = 22

Round 1 initiative:
Blur
Archaon
The Oblivion Lord
Grem
Validk
Yanev


Male Wildrunner Monk (Martial Artist) 7 | Alchemically Quickened Aegis (Aberrant) 6 | Trickster 3

how far away from it are we? It really just matters so I know how far away from him I end up. I'm going to use mythic spring attack to attack him 7 times then bound away.

Flurry: 1d20 + 42 ⇒ (16) + 42 = 581d20 + 42 ⇒ (16) + 42 = 581d20 + 37 ⇒ (6) + 37 = 431d20 + 37 ⇒ (19) + 37 = 561d20 + 33 ⇒ (13) + 33 = 461d20 + 33 ⇒ (18) + 33 = 511d20 + 27 ⇒ (9) + 27 = 36

I'll give you damage rolls, and you can just let me know how many times I hit, if any.

Damage: 4d8 + 34 ⇒ (7, 2, 8, 8) + 34 = 594d8 + 34 ⇒ (5, 2, 5, 6) + 34 = 524d8 + 34 ⇒ (4, 6, 1, 6) + 34 = 514d8 + 34 ⇒ (5, 1, 4, 3) + 34 = 474d8 + 34 ⇒ (7, 2, 8, 4) + 34 = 554d8 + 34 ⇒ (7, 2, 4, 6) + 34 = 534d8 + 34 ⇒ (8, 6, 3, 6) + 34 = 57


M Nagaji; 20 Paladin (Warrior of the Holy Light)/20 Ninja/ (Dual-Path)10 Champion/Trickster

Assuming everyone was within 10 feet of me when we buffed, you get to use smite evil for 1 minute (+cha to attack and ac (deflection), + level to damage). Beneficial Auras (if you're w/in 10 feet): +4 vs fear, compulsion, and charm effects (morale) Beneficial Aura (30 feet): +2 to AC, Attack, Damage, Saves vs fear (morale), cold resistance 20, 50% fortification; if you take ability score damage it will heal you once for 8 points -- the area within 30 feet of me is treated as daylight.

Grem narrows his eyes at the abomination before moving in to attack.

All attacks Vs Flat Footed AC; Mainhand Attacks bypass Armor Bonus; Attack is treated as Good, Adamantine, Silver, Cold Iron, magic, Slashing, ghost touch, and Epic for the purposes of overcoming DR/other effects; does not auto fail on a natural roll of 1; Smite evil causes attacks to bypass all damage reduction, Sudden attack also bypasses dr

Attack Rolls

Standard Action 1

Attack Main hand 1: 1d20 + 94 ⇒ (1) + 94 = 95
Attack Off hand 1: 1d20 + 94 ⇒ (3) + 94 = 97

For sudden strike roll 2 times and take the higher result:

Attack Sudden Strike 1 MP Mainhand: 1d20 + 104 ⇒ (1) + 104 = 105
Attack Sudden Strike second roll: 1d20 + 104 ⇒ (16) + 104 = 120

Standard Action 2 - cost 1 MP

Attack Main hand 2: 1d20 + 94 ⇒ (5) + 94 = 99
Attack Off hand 2: 1d20 + 94 ⇒ (19) + 94 = 113

Damage Rolls; the 1d6 is acid damage

Damage Main hand 1: 4d6 + 125 + 16d6 + 1d6 ⇒ (6, 3, 3, 2) + 125 + (2, 1, 3, 5, 5, 1, 6, 2, 3, 5, 4, 5, 5, 2, 1, 1) + (2) = 192
Damage Off hand 1: 4d6 + 125 + 16d6 + 1d6 ⇒ (5, 4, 5, 6) + 125 + (1, 1, 4, 1, 2, 6, 1, 1, 5, 6, 6, 2, 3, 6, 6, 4) + (2) = 202
Damage Sudden Strike: 4d6 + 125 + 16d6 + 1d6 ⇒ (1, 1, 3, 6) + 125 + (6, 6, 1, 2, 1, 1, 2, 4, 1, 6, 5, 2, 5, 4, 5, 1) + (5) = 193

if at least 2 hit -> rend

Rend: 1d10 + 42 ⇒ (8) + 42 = 50

Damage Main hand 2: 4d6 + 125 + 16d6 + 1d6 ⇒ (2, 5, 4, 6) + 125 + (4, 6, 1, 1, 4, 2, 3, 5, 2, 6, 6, 6, 2, 3, 6, 4) + (6) = 209
Damage Off Hand 2: 938 = 938

if both hit -> rend

Rend: 1d10 + 42 ⇒ (1) + 42 = 43

Smite: 5/7, LoH:30/31, MP: 21/23, LP: 8/8, Ki: 24/26


Male Wildrunner Monk (Martial Artist) 7 | Alchemically Quickened Aegis (Aberrant) 6 | Trickster 3

I missed that we had 3 rounds to buff, so I would have drank a potion of haste, a potion of haste, and a potion of haste (I know they don't stack, but they're 3 separate effects that have to be dispelled; I also know they won't increase my speed). I also would have offered the casters the 15 pearls of power that I have: 5 9th, 5 6th, and 5 4th, as well as the scrolls that I carry (check out my profile). If it's alright with our GM and since he hasn't responded yet, i'll post my haste attack and add 1 to the hit rolls above, which will make them 59, 59, 44, 57, 47, 52, 37. Then I will spend a mythic point to take an extra standard to go full defensive, and swift action study him defensively. That will make my AC 71, Touch 63, FF 50.

Defensive Study Roll (DC=10+CR): 1d20 + 32 ⇒ (15) + 32 = 47

Forgotten haste attack: 1d20 + 43 ⇒ (17) + 43 = 60
Damage Roll: 4d8 + 34 ⇒ (4, 8, 5, 2) + 34 = 53


Static 938 damage?
Also he's immune to crits/sneak attacks


Male Wildrunner Monk (Martial Artist) 7 | Alchemically Quickened Aegis (Aberrant) 6 | Trickster 3

did I hit with any of my attacks?


Male Half-Orc. When being transported to Golarion, something went wrong. Rogue (He has to sneak around) Vivisectionist Alchemist (The stuff on his toolbelt? Obviously made by an alchemist that loves more sneak attack) Paladin (Duh.) Assassin (Training with the League of Assassins) Oracle (Sarenrae's Personal Touch)

Immune to... Immune to sneak attack? Excuse me while I go completely rebuild my sneak attack focused character... Rogues and all... Is there any particular reason you made clear before or is he because... He just is? I want to look for a magical item or feat that doesn't totally invalidate my build.


The Blur wrote:
did I hit with any of my attacks?

No, you didn't.


Male Wildrunner Monk (Martial Artist) 7 | Alchemically Quickened Aegis (Aberrant) 6 | Trickster 3

Gotcha. His AC is 61+, gang. How far away did we start, btw?


AM Dark Knight wrote:
Immune to... Immune to sneak attack? Excuse me while I go completely rebuild my sneak attack focused character... Rogues and all... Is there any particular reason you made clear before or is he because... He just is? I want to look for a magical item or feat that doesn't totally invalidate my build.

Yes. Undead traits. He's neither alive nor dead. So not Undead type but Undead traits. Feel free to change classes.


The Blur wrote:
Gotcha. His AC is 61+, gang. How far away did we start, btw?

120ft.minus any Movement during your first 3 rounds.


The Blur runs up and delivers a flurry of punches and kicks. The Oblivion Lord turns and looks at The Blur as he springs back. The Oblivion Lord looks unaffected by these attacks.


Male Half-Orc. When being transported to Golarion, something went wrong. Rogue (He has to sneak around) Vivisectionist Alchemist (The stuff on his toolbelt? Obviously made by an alchemist that loves more sneak attack) Paladin (Duh.) Assassin (Training with the League of Assassins) Oracle (Sarenrae's Personal Touch)

Undead traits in Pathfinder do not provide immunity to sneak attack unless incorporeal. The only things with such an immunity are incorporeal beings, oozes, elementals and swarms


dear god, a 59 missed?! Ok, so at 20th level, with full BAB progression, and rolling a 20, a max of +11 on a weapon (+5, +2 holy, +2 bane, +2 mythic bane) would require a minimum strength of 28 for a 5% chance to hit. Maybe start sundering his armor?

there are other ways to become immune to SA: spells, class abilities, heavy fort armor gets you to 75%.

Reconsidering my own build since it is half rogue.


Okay, That's extremely weird. SA is viable...
This feels so wrong.

Dark Archive

Male Cricket (Currently Retraining levels)
fnord72 wrote:

dear god, a 59 missed?! Ok, so at 20th level, with full BAB progression, and rolling a 20, a max of +11 on a weapon (+5, +2 holy, +2 bane, +2 mythic bane) would require a minimum strength of 28 for a 5% chance to hit. Maybe start sundering his armor?

there are other ways to become immune to SA: spells, class abilities, heavy fort armor gets you to 75%.

Reconsidering my own build since it is half rogue.

Rolling 20 is a 100% chance to hit.


Pit Fiend

Yeah, they changed it for PF. The reasoning was that precision damage wasn't necessarily backstab damage, it was attacking a weak point and the body's structure (a humanoid zombie will still have its leg broken if you were to put a knife into its knee, and a skeleton will definitely be damaged, if you take out some of the joints were the bones connect) Only things that don't have an anatomy (and thus no clear weak point) are immune now.


Male Wildrunner Monk (Martial Artist) 7 | Alchemically Quickened Aegis (Aberrant) 6 | Trickster 3

I'll just have to study him offensively next time. Also, i'm currently 100' away from him (and 60' away from the party, cause aoe spells are a thing).


I guess hitting chinks in the armour...


M Nagaji; 20 Paladin (Warrior of the Holy Light)/20 Ninja/ (Dual-Path)10 Champion/Trickster

Were undead traits your reasoning for immunity to crits as well? Because the only things normally immune to them in Pathfinder are Oozes, Elementals, and Swarms. Yes that is static damage on a crit - I have some nice mythic path abilities there.


Yeah Undead does not make you immune to crits. Only Ooze, Elementals, and Incoporeal are immune to crits.

Archaon shifts into Pummeling Style and Charges as well.

Attack: 1d20 + 100 ⇒ (4) + 100 = 104
Attack: 1d20 + 100 ⇒ (17) + 100 = 117
Attack: 1d20 + 100 ⇒ (17) + 100 = 117
Attack: 1d20 + 95 ⇒ (4) + 95 = 99
Attack: 1d20 + 90 ⇒ (17) + 90 = 107
Attack: 1d20 + 85 ⇒ (18) + 85 = 103

Attack Confirmation: 1d20 + 100 ⇒ (20) + 100 = 120 Auto Confirm, If one attack Crits all crit thanks to Pummeling Style.
Attack Confirmation: 1d20 + 100 ⇒ (16) + 100 = 116
Attack Confirmation: 1d20 + 90 ⇒ (14) + 90 = 104
Attack Confirmation: 1d20 + 85 ⇒ (8) + 85 = 93

Damage: 9d8 + 546 + 4d6 ⇒ (5, 6, 4, 6, 5, 8, 7, 7, 4) + 546 + (3, 6, 5, 6) = 618
Damage: 9d8 + 528 + 4d6 ⇒ (8, 7, 1, 6, 8, 7, 4, 1, 7) + 528 + (2, 5, 1, 2) = 587
Damage: 9d8 + 528 + 4d6 ⇒ (3, 1, 3, 2, 6, 2, 8, 3, 5) + 528 + (2, 4, 6, 6) = 579
Damage: 9d8 + 528 + 4d6 ⇒ (3, 5, 7, 4, 2, 6, 8, 7, 4) + 528 + (2, 6, 1, 3) = 586
Damage: 9d8 + 528 + 4d6 ⇒ (8, 5, 6, 4, 2, 8, 6, 1, 6) + 528 + (6, 1, 5, 6) = 592
Damage: 9d8 + 528 + 4d6 ⇒ (3, 4, 2, 3, 2, 4, 5, 1, 3) + 528 + (4, 3, 6, 5) = 573

Damage is 3535 considered One attack so DR only applies once.

If he is still immune to crits for some reason then Damage is
Damage: 3d8 + 137 + 4d6 ⇒ (3, 4, 3) + 137 + (2, 5, 3, 1) = 158
Damage: 3d8 + 131 + 4d6 ⇒ (1, 6, 8) + 131 + (2, 1, 5, 1) = 155
Damage: 3d8 + 131 + 4d6 ⇒ (8, 7, 2) + 131 + (1, 5, 6, 1) = 161
Damage: 3d8 + 131 + 4d6 ⇒ (2, 7, 5) + 131 + (2, 1, 2, 5) = 155
Damage: 3d8 + 131 + 4d6 ⇒ (5, 4, 6) + 131 + (2, 6, 3, 4) = 161
Damage: 3d8 + 131 + 4d6 ⇒ (2, 8, 8) + 131 + (4, 6, 2, 3) = 164

Damage 954 DR still only applies once. But should be no DR as smite overcomes all DR.


Archaon runs up to the Oblivion Lord and delivers a crushing blow to the head that causes the Oblivion Lord to stagger to the side.


The Oblivion Lord looks at Archaon without expression, all of a sudden a sphere of utter blackness appears in Archaon's chest. And he disappears.


Archaon:
At the end of the round a tree will start growing 120ft. S of the Oblivion Lord. You'll emerge from it alive at your initiative count next turn.


M Nagaji; 20 Paladin (Warrior of the Holy Light)/20 Ninja/ (Dual-Path)10 Champion/Trickster

And now Grem's stuff would happen - I'll make sure to post in proper turn order next time :P Out of curiosity what (if anything) hit?

Oh, and I forgot this earlier, but he can't take attacks of opportunity for

1d4 + 1 ⇒ (3) + 1 = 4

rounds.


Sudden strike hit.


M Nagaji; 20 Paladin (Warrior of the Holy Light)/20 Ninja/ (Dual-Path)10 Champion/Trickster

So we're looking at a flat footed -armor AC of about 120 guys...


Male Half-Orc. When being transported to Golarion, something went wrong. Rogue (He has to sneak around) Vivisectionist Alchemist (The stuff on his toolbelt? Obviously made by an alchemist that loves more sneak attack) Paladin (Duh.) Assassin (Training with the League of Assassins) Oracle (Sarenrae's Personal Touch)

Which is why you have to hit flatfooted, touch, no deflection! Which leaves just about only size PENALTIES :3


Grem Schmidt wrote:
So we're looking at a flat footed -armor AC of about 120 guys...

Because he's already acted, he's not flat footed.


M Nagaji; 20 Paladin (Warrior of the Holy Light)/20 Ninja/ (Dual-Path)10 Champion/Trickster

undetectably invisible ;), he's always flat footed against me


Male Wildrunner Monk (Martial Artist) 7 | Alchemically Quickened Aegis (Aberrant) 6 | Trickster 3

actually, the only time you're flatfooted (not including character abilities that specifically delineate it) is before you've acted in combat. Being invisible doesn't make you flat-footed.


Didn't expect that.

Swift Action Haste
Standard Action Purified Calling
Move Action Fly up into the air
use mythic power to regain smite

After Lord goes again:
Swift Action Smite
Standard Divine Favor
Move Fly higher
Free Rage adding mythic bane to weapon and burst of speed to self.

Lord goes again:
Swift touch of rage
Charge using mythic power on power attack.

will post attack after lord goes 2 more times.


M Nagaji; 20 Paladin (Warrior of the Holy Light)/20 Ninja/ (Dual-Path)10 Champion/Trickster

It is mechanically equivalent - gives him all the flat footed penalties against me, just not the condition.


Male Wildrunner Monk (Martial Artist) 7 | Alchemically Quickened Aegis (Aberrant) 6 | Trickster 3

true, but there are some effects that require you to be flatfooted.


Grem Schmidt wrote:
It is mechanically equivalent - gives him all the flat footed penalties against me, just not the condition.

Is there anything that can go through?


Just waiting for Validk and Yanev before posting round recap


M Nagaji; 20 Paladin (Warrior of the Holy Light)/20 Ninja/ (Dual-Path)10 Champion/Trickster
GM Overlord wrote:
Grem Schmidt wrote:
It is mechanically equivalent - gives him all the flat footed penalties against me, just not the condition.
Is there anything that can go through?

You mean that can go through it? The exact text is "cannot be detected by any means." The light level around me (30' radius) is considered daylight - not sure what the prevailing light level is, but the most he'd see of me is a pool of light dashing around the field damaging him.


Male Wildrunner Monk (Martial Artist) 7 | Alchemically Quickened Aegis (Aberrant) 6 | Trickster 3

The ability specifically reads:

PRD wrote:


Hidden Master (Su): At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.


Validk is invisible, and with his legendary equipment, undetectable. Thus he is exercising patience and observing how the lord of oblivion is handling the others. An opportunity will present itself soon, and Validk plans to be ready for that opportunity.

Though he does cast a summon monster IX. Keeping the LoO busy with various attacks will let Validk see where his weaknesses are.


Just Yanev now.


M Half Orc Fighter(Lore Warden)/3 (HP 4/30| AC:16 | T:12 | FF:14 | CMB:11/13 | CMD:24/25/26 | Fort:+7 | Ref:+5 | Will:+4 | Init:+4 | Perc:+4 | Speed 30)

Sorry for the delay. Yanev runs towards the Oblivion Lord and casts Fire of Judgement (he should auto-succeed on the concentration check) before using Power Attack with his rapier.
Fire of Judgement DC: 24
Power Attack: 1d20 + 47 ⇒ (8) + 47 = 55 The attack roll is to Touch AC
On the off chance that hit, here's damage.
damage: 1d8 + 5d6 + 93 ⇒ (1) + (2, 4, 3, 3, 5) + 93 = 111


(SR check please)


SR Check: 1d20 + 16 ⇒ (7) + 16 = 23


:)


Round 1 Recap

The Blur Runs in and delivers a flurry of punches, but to no effect.

Archaon Charged and gave a Tremendous blow to the Oblivion Lord's head.

The Oblivion Lord Created a Sphere of Annihilation in Archaon's chest. Archaon disappeared. The sphere is now resting against the Oblivion Lord's Leg.

Grem delivered several blows to the Oblivion Lord.

Validk Summoned something, and is looking for weaknesses

Yanev Ran up to the Oblivion Lord cast a spell, which spiderwebbed across an undetectable field around the Oblivion Lord, then attacked but missed.

Round two

Initiative:

Grandmother Shinescale: 1d20 + 17 ⇒ (7) + 17 = 24
Canard: 1d20 + 34 ⇒ (1) + 34 = 35
Atropos: 1d20 + 39 ⇒ (3) + 39 = 42

Order
Atropos
Blur
Canard
Archaon
The Oblivion Lord
Grem
Grandmother Shinescale
Validk
Yanev


My initiative should be 54: my level 19 Kensai ability makes my init rolls always nat 20s


In any case:

First thing's first:

Spend a mythic point for an extra standard action to use the scroll of miracle, praying to whatever good god that will listen to send that sphere of annihilation to outer space somewhere out of the way.

Then, I'm going to use two points from my arcane pool as a swift for Accurate Strike to resolve all my melee attacks as touch until the end of this turn.

Then, assuming that worked, as my full round action I'm going to flurry of blows the guy. Since I still have true strike, my first attack has +20 to hit, with an additional +3 if this guy is wearing metal armor. Also, my enchantment bonus is treated as 4 higher due to him being an evil outsider. Also gonna try acroing in to avoid an AoO but I doubt it matters

1d20 + 100d1d20 + 72 ⇒ (20) + (16, 12, 19, 5, 17, 7, 20, 4, 9, 9, 19, 17, 17, 2, 17, 8, 20, 13, 2, 9, 16, 1, 17, 9, 16, 17, 17, 1, 7, 14, 5, 14, 15, 17, 2, 4, 6, 6, 10, 7, 15, 9, 13, 11, 18, 19, 1, 19, 6, 5, 19, 10, 16, 1, 7, 20, 12, 19, 17, 12, 8, 20, 17, 11, 20, 9, 6, 8, 1, 6, 17, 5, 19, 5, 5, 3, 7, 14, 3, 11, 7, 6, 2, 3, 8, 18, 5, 7, 1, 14, 13, 19, 17, 14, 14, 18, 15, 7, 7, 1) + 72 = 11751d20 + 52d6 ⇒ (15) + (5, 4, 5, 1, 1, 2, 4, 1, 6, 6, 6, 6, 2, 6, 5, 1, 5, 1, 2, 3, 5, 3, 3, 5, 2, 1, 6, 5, 3, 5, 2, 5, 3, 6, 2, 5, 3, 5, 3, 2, 3, 3, 4, 2, 3, 4, 1, 3, 3, 3, 3, 4) = 1971d20 + 47d6 ⇒ (7) + (3, 6, 2, 2, 1, 5, 5, 1, 4, 3, 2, 3, 5, 5, 1, 3, 6, 1, 4, 3, 6, 3, 5, 2, 3, 4, 2, 1, 4, 1, 5, 5, 1, 1, 6, 1, 4, 2, 2, 1, 1, 1, 2, 1, 1, 5, 1) = 1431d20 + 47 ⇒ (10) + 47 = 571d20 + 42 ⇒ (8) + 42 = 501d20 + 42 ⇒ (2) + 42 = 441d20 + 37 ⇒ (12) + 37 = 491d20 + 100d8 + 36 + 6d6 ⇒ (6) + (1, 8, 7, 3, 5, 7, 4, 8, 2, 6, 7, 4, 6, 4, 4, 5, 3, 2, 8, 4, 2, 4, 8, 6, 5, 2, 7, 8, 2, 6, 8, 6, 7, 6, 6, 7, 3, 3, 6, 6, 8, 8, 1, 8, 6, 1, 3, 2, 6, 4, 7, 1, 2, 3, 7, 4, 6, 2, 4, 7, 3, 3, 1, 3, 5, 2, 8, 6, 1, 8, 4, 8, 2, 6, 6, 5, 8, 2, 6, 1, 6, 2, 1, 2, 1, 1, 2, 4, 6, 4, 3, 8, 5, 4, 5, 6, 1, 7, 1, 2) + 36 + (2, 6, 1, 2, 1, 5) = 514 first attack
6d8 + 36 + 6d6 ⇒ (1, 5, 6, 1, 5, 7) + 36 + (1, 5, 5, 3, 5, 5) = 85 second attack
6d8 + 36 + 6d6 ⇒ (4, 2, 5, 3, 6, 1) + 36 + (3, 2, 2, 2, 1, 3) = 70 third attack
6d8 + 36 + 6d6 ⇒ (5, 8, 6, 5, 1, 4) + 36 + (4, 6, 5, 6, 3, 5) = 94 fourth attack
6d8 + 36 + 6d6 ⇒ (1, 1, 5, 5, 1, 4) + 36 + (5, 5, 2, 5, 6, 3) = 79 fifth attack
6d8 + 36 + 6d6 ⇒ (1, 2, 4, 4, 1, 8) + 36 + (4, 4, 3, 1, 5, 2) = 75 sixth attack
6d8 + 36 + 6d6 ⇒ (8, 7, 4, 4, 3, 1) + 36 + (4, 6, 4, 4, 2, 4) = 87 seventh attack
6d8 + 36 + 6d6 ⇒ (1, 5, 5, 8, 7, 4) + 36 + (3, 1, 1, 5, 6, 4) = 86 eighth attack

Also, on the first successful hit, I will activate my spell storing AoMF to cast its contained Intensified Empowered Mythic Shocking Grasp for 15d8 ⇒ (1, 6, 7, 8, 7, 3, 6, 5, 2, 1, 1, 6, 2, 3, 5) = 63 electric damage, spending a mythic point for Channel Power to ignore the oblivion lord's SR and increase the damage done by 50%.

Also, if he's wearing metal armor, I also get a free grapple check when Mythic Shocking Grasp hits, for 1d20 + 49 ⇒ (10) + 49 = 59 +1/size level he's bigger than I. If the grapple check succeeds, I will use Uncanny Grapple to immediately throw him to the ground to make him prone.

Any crit threats automatically confirm, and I will spend two arcane points on each crit to increase the multiplier to X4

Meanwhile, the summoned Azata will cast divine power and fly about 100 feet closer.

EDIT: I have no idea why these rolls aren't calculating correctly and don't know how to fix them. I've tried rearranging them 10 times to no avail. Help?


M Nagaji; 20 Paladin (Warrior of the Holy Light)/20 Ninja/ (Dual-Path)10 Champion/Trickster

Lets start with what are you trying to roll, and what are the bonuses?


First, I'm trying to roll an acrobatics check. The bonus is +47

Next, I'm trying to roll my attack rolls. The bonuses are, in order, +72, +52, +47, +47, +42, +42, +37, +52

The damge rolls seem fine now, as is the grapple roll, but for some reason those other 9 rolls refuse to roll correctly. I've tried changing the order of the modifiers, putting in spaces and line breaks, adding a 0+ to the beginning of each to hit roll, but nothing seems to be working and it completely baffles me why.


M Nagaji; 20 Paladin (Warrior of the Holy Light)/20 Ninja/ (Dual-Path)10 Champion/Trickster

Ok so the format for the acrobatics is going to be Dice=Acrobatics 1d20+47 /Dice; put square brackets [] around "Dice=..." and "/Dice"

Same opening and closing expressions for the attack rolls, but substitute "attack 1" through "8" for "Acrobatics," with the appropriate modifier (1d20+72 for the first one)

It looks to me like you have too many dice rolls in the expression right now; for example your first attack is 101d20 +72 instead of 1d20+72

I put all my dice rolls in their own separate expression on separate lines of text to keep things straight, alternatively you can separate rolls with a semicolon (;). If you don't want to type these out every time, save them in a word document or something so you can copy/paste.

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