
GM Overlord |

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.
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

The Blur |

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

Grem Schmidt |

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

The Blur |

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

AM Dark Knight |

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.

GM Overlord |

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.

AM Dark Knight |

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

fnord72 |
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.

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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.

Doombringer the DM |

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.

Grem Schmidt |

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.

Archaon, The Everchosen |

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.

Grem Schmidt |

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.

AM Dark Knight |

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

Archaon, The Everchosen |

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.

Grem Schmidt |

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.

The Blur |

The ability specifically reads:
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 Ghujod |

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.

Malen Crose |

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

GM Overlord |

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
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

Canard Kuroihane |

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?

FanaticRat |
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.

Grem Schmidt |

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.