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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Here's my entry, a Suli Daring Champion/Paladin/Mythic Champion. You said that he's have about 3 rounds to prepare, so his stats are calculated with Smite Evil, Challenge, and his Frenzychip activated, as well as having begun his rounds of Displacement, activated his Divine Bond and having summoned the Simurgh.
I've never played gestalt or Mythic characters before, so please let me know if I messed anything up.

Stats:

Spoiler:
Male Suli Cavalier(Daring Champion, Order of the Lion) 20/Paladin 20 Tier 10 Champion
LG Medium Outsider (Native)
Initiative +18; Senses Perception +25; Low Light Vision.
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DEFENSE
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AC 61, touch 42, flat-footed 45 (+12 Armor, +7 Shield, +4 Dex, +12 Dodge, +5 Natural Armor, +12 Deflection, -2 Challenge, +1 Insight)
HP: 368 (20d10+20+120+80+44)
Fort: +34, Ref: +29(Roll Twice), Will: +28
Resistances: Acid 5, Cold 5, Electricity 5, Fire 5
DR 10/Evil
Spell Resistance 21
Moderate Fortification
Aura of Courage
Divine Health
Channel Energy-66 HP
Lay On Hands-66HP+Fatigued, Staggered, Cursed, Exhausted, Blinded, Deafened
Aura of Resolve
Aura of Righteousness
Evasion
Freedom of Movement
Reflecting Buckler(1 per day)
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OFFENSE
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Speed 40 ft.
Brilliant Energy, Holy, Flaming Burst, Bane(Evil Outsider), Phase Locking +5 Rapier +55/+55/+50/+45 (1d8+5d6+57, 15-20/X4, P)
Power Attack: Brilliant Energy, Holy, Flaming Burst, Bane(Evil Outsider), Phase Locking +5 Rapier +49/+49/+44/+39 (1d8+5d6+75, 15-20/X4, P)
Precise Strike: +20 precision damage if Yanev has at least 1 panache point-Not already calculated
Reach 10 Ft.
Spells-Caster Level 16, Concentration check +28
4th level-Fire of Vengeance(x2), Litany of Thunder(x2, Fort Save-25)
3rd level-Fire of Judgment(x4)
2nd level-Litany of Righteousness(x3), Litany of Entanglement(x2, Will Save-24)
1st level-Knight’s Calling(Will Save-23), Cure Light Wounds(1d8+5), Word of Resolve(x2), Hero’s Defiance
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STATISTICS
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Str 44, Dex 20, Con 22, Int 16, Wis 14, Cha 35
Base Atk +20; CMB +37; CMD 52/57 (10, +5 Dex, +15 Str, +20 BA, +2 Wayfinder Bonus, +5 vs. Trip or Disarm)
Panache-12/12
Mythic Power Uses-22/23
Traits Reactionary, Vengeful
Feats: Seize the Moment, Broken Wing Gambit, Outflank, Combat Reflexes, Improved Critical, Greater Mercy, Power Attack, Critical Focus, Blinding Critical(Fort Save, 30), Dodge, Osyluth Guile, Weapon Focus(Rapier), Mythic Power Attack, Improved Critical(Mythic), Dodge(Mythic), Lightning Reflexes, Lightning Reflexes(Mythic), Toughness, Toughness(Mythic)
Skills:
ACP 1
Acrobatics: + 29 (20 rank, 5 dex, -1 ACP, 5 Cyberkinetic Legs)
Intimidate: +35 (20 rank, 12 cha, 3 TCS)
Knowledge(Religion): +26 (20 rank, 3 int, 3 TCS)
Perception: +25 (20 rank, 2 wis, 3 TCS)
Sense Motive: +25 (20 rank, 2 wis, 3 TCS)
Stealth: +24 (20 rank, 5 dex, -1 ACP)
Spellcraft: +26 (20 rank, 3 int, 3 TCS)
Favored Class Bonus: +20 HP
Languages Common, Elven, Dwarven, Halfling

Hit Point Rolls
Spoiler:
2,9,2,10,2,3,6,5,7,2,5,6,6,1,9,2,8,10,2,7

Abilities:
Spoiler:
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RACIAL ABILITIES
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Low-Light Vision: Suli can see twice as far as humans in dim light.
Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Energy Resistance: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
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CLASS ABILITIES
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Aura of Good (Ex) The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage (Su) At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex) At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su) At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Channel Positive Energy (Su) When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Spells Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Divine Bond (Sp)
Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Aura of Resolve (Su) At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Justice (Su) At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
Aura of Faith (Su) At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Righteousness (Su) At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Holy Champion (Su) At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.
Challenge (Ex) Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.
Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
Champion's Finesse (Ex) At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.
Tactician (Ex) At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Lion’s Call (Ex) At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
Nimble (Ex) At 3rd level, a daring champion gains a +1 dodge bonus to AC when wearing light or no armor and carrying no more than a light load. Anything that causes the daring champion to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
Panache and Deeds (Ex) At 4th level, a daring champion gains the swashbuckler's panache class feature, along with the following swashbuckler deeds: dodging panache, opportune parry and riposte, precise strike, and swashbuckler initiative.
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.
Banner (Ex) At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
Bonus Feat At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.
For the King (Ex) At 8th level, an order of the lion cavalier can call out to his allies, inspiring them to greatness. As a swift action, the cavalier can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.
Greater Tactician (Ex) At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.
Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler's next turn.
Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe's body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
Head: The target is confused for 1 round. This is a mind-affecting effect.
Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
Torso or Wings: The target is staggered for 1 round.
Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding.
Dizzying Defense (Ex): At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.
Demanding Challenge (Ex) At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.
Greater Banner (Ex) At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
Master Tactician (Ex) At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.
Champion's Weapon Mastery (Ex) At 20th level, when a daring champion threatens a critical hit with a light or one-handed piercing melee weapon, that critical is automatically confirmed. Furthermore, the critical modifier of those weapons increases by 1 (×2 becomes ×3, for example).
Sudden Attack (Ex) As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Punishing Blow (Ex) Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can't be suppressed or ignored (such as the tarrasque) is immune to this effect.
Titan's Bane (Ex) You can move through the space of any creature two or more size categories larger than you without provoking attacks of opportunity, and you can share such a creature's space. When sharing a larger opponent's space, you gain cover against all melee and ranged attacks made by the creature, and it is considered flat-footed for the purposes of any melee or ranged attacks you make against it.
Disabling Strike (Ex) With your mighty strikes, you can brutally batter the limbs of your foes. Whenever you score a successful critical hit against an adjacent creature, as a free action you can expend one use of mythic power to potentially disable one of that creature's limbs. Mythic creatures receive a Fortitude save to negate this effect (DC = 10 + your Strength modifier + your tier), while non-mythic creatures do not. An affected creature takes 1d4 points of Constitution damage and one of its limbs (your choice) is mangled. If you choose to disable an arm, the creature drops anything held in that arm, cannot hold items in that arm, and makes natural attacks with that arm at a –4 penalty. If you choose to disable a leg, the target's base movement speed is halved. These penalties are removed when the Constitution damage taken from this ability is healed. Foes that are immune to critical hits are immune to this ability, as are those with unusual anatomies (subject to GM discretion).
Precision (Ex) Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can't give any of these attacks a higher attack bonus than your base attack bonus. For example, a 12th-level fighter normally has a base attack bonus of +12/+7/+2; with this ability, his base attack bonus is +12/+12/+7. This ability doesn't reduce the penalties from two-weapon fighting or other situational penalties on attack rolls (such as Combat Expertise, Power Attack, fighting defensively, or harmful conditions). You can select this ability more than once. Each time you select it, the attack bonus on additional attacks increases by another 5.
Titan's Rage (Su) You can cause yourself to grow in size, becoming a terrifying sight to behold. As a standard action (or a free action if you have the rage class feature), you can expend one use of mythic power to increase your size to one size category larger. This grants you a +4 size bonus to Strength and Constitution, imposes a –2 penalty to Dexterity, grants you a +2 natural armor bonus, increases your natural reach by 5 feet, and increases your weapon damage based on the new size of your weapons.
This size increase lasts a number of rounds equal to your tier, and doesn't stack with any other spell or ability that alters your size.
Critical Master X2(Ex) Whenever you roll a critical threat against a non-mythic creature, you automatically confirm the critical hit and deal the maximum amount of damage to that creature. This ability can be selected twice. The second time it is selected, it also applies to mythic creatures.
Flash of Rage (Ex) Whenever you or an ally within 30 feet is struck by a critical hit, you can enter a rage as a free action on your next turn. This rage functions as the barbarian class feature, and lasts a number of rounds equal to your tier. You aren't fatigued after this rage. If you have the rage class feature, these rounds don't count toward your daily uses of that ability, you can use abilities that require patience and concentration while in this rage (although you are still restricted when using your rage class feature normally), and these rounds of rage don't count toward the total number of rounds of rage used when determining how long you are fatigued. Rounds of rage granted by this ability don't stack, but the duration is reset if another critical hit occurs.
Lesson Learned (Ex) Whenever you fail a saving throw against a supernatural or spell-like ability, you gain a +5 bonus on all further saving throws against that ability, including subsequent saves against an ongoing effect, or against the same effect produced by a different source or creature. This bonus lasts for a number of minutes equal to your tier. For example, if you fail a save against a demon's fireball spell-like ability, you gain this bonus against a fireball spell-like ability from any creature; if you fail a save against a blue dragon's electricity breath weapon, you gain this bonus against all blue dragon electricity breath weapons, but not against a black dragon's acid breath weapon or a gorgon's petrification breath weapon. If you fail another saving throw against the same ability, the duration of lesson learned resets but the bonus doesn't stack with itself.
Enhanced Ability(Strength) (Ex) You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.
Legendary Champion (Ex) At 10th tier, whenever you make an attack roll against a non-mythic foe and miss, you may immediately roll again. You must take the second roll, even if it's lower. Once per round when you roll a natural 20 on an attack roll, you regain one use of mythic power.
Ability Score Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.
Mythic Feat Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.
Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Saving Throws (Ex) At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
Force of Will (Ex) At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
Unstoppable (Ex) At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
Immortal (Su) At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.
Legendary Hero (Su) At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.


Gear:
Spoiler:
1 Mithral Moderate Fortification, Champion, +6 Breastplate, 1 +5 Reflecting Buckler, 1 Holy, Bane(Evil Outsider), Phase Locking +5 Rapier(Brilliant Energy/Flaming Burst from Divine Bond), Ring of Evasion, Ring of Freedom of Movement, Belt of Physical Perfection +6, Otherworldly Kimono, Mantle of Spell Resistance, Truesight Goggles, Boots of Speed, Gauntlets of the Weaponmaster, Amulet of Natural Armor +5, Major Cloak of Displacement, Bracers of Sworn Vengeance, Tome of Leadership and Influence +5, Manual of Gainful Exercise +5, Dusty Rose Ioun Stone/Wayfinder, Frenzychip, Cyberkinetic Legs, 2 Cyberkinetic Arms. Use a Crown of the Simurgh as an artifact.

Background:
Spoiler:
This Suli warrior has wandered Golarion for years, doing everything he can to uphold the tenets of justice as his deity, Ragathiel, demands. Despite wielding a rapier, he uses his brute force and willpower to defeat any opponent in his path, and he has now prepared to take on the greatest challenge he has ever faced, this boss.


ginganinja wrote:
I dare someone to play a Mobile Fighter and full attack twice a round via the mythic rules ^_^

Screw that. Play a mobile fighter/monk of the four winds. Full attack 4 times a round, then tack on mythic.

So basically this sounds like you created this uber god character and you want to test it out, so it is just a one-shot battle.
My biggest beef is that at half this level it becomes a game of rocket tag. Are we to expect that one or more of us are going to die every round? In the same vien, you have to seriously consider save-or-die spells against your boss. Will they auto-fail? Can one character lock you down while the others wail on it?

Still, sounds like fun :) I am thinking of alchemist first off, no idea really at this point.

Oh, a Word from the Wise.
Build simple characters. I had built up a mounted barbarian/cavaleer once. His attack sequence was 75 lines long. And that was only aainst the first of 4 targets.

Oh ya. Are psionics allowed?


Can I play Skulda in this game? She's not made according to your creation rules, but she's pretty powerful.


Hmm, someones submitted a Paladin, so I'll toss up between a Monk, a Ranger or a Sorcerer. Damn, this is going to be really hard to narrow down my final character :(


Pathfinder Rulebook Subscriber

I'm making a sorcerer if that helps :)

Silver Crusade RPG Superstar 2014 Top 16

I'm working on a Sorcerer/Oracle 10, Mystic Theurge/Summoner (Synthesist) 10/Archmage 10

Man, I've never statted up a character like this before. SO MANY CHOICES! LOL


HP rolls: 1d10 ⇒ 61d10 ⇒ 21d10 ⇒ 101d10 ⇒ 51d10 ⇒ 41d10 ⇒ 101d10 ⇒ 91d10 ⇒ 101d10 ⇒ 31d10 ⇒ 101d10 ⇒ 91d10 ⇒ 61d10 ⇒ 61d10 ⇒ 41d10 ⇒ 71d10 ⇒ 51d10 ⇒ 91d10 ⇒ 101d10 ⇒ 9

Silver Crusade RPG Superstar 2014 Top 16

HP Rolls: 9d8 + 10d10 ⇒ (5, 5, 5, 7, 4, 2, 5, 8, 3) + (6, 2, 5, 10, 6, 9, 5, 10, 8, 1) = 106
Eidolon HP: 8d10 ⇒ (6, 5, 10, 2, 10, 8, 8, 5) = 54


Here is my offering (will make a profile if accepted):

The Blur
Elf Monk(Martial Artist) 20/Fighter (Mobile Fighter) 20/Trickster 10

Ability Scores:

STR 14/20
DEX 30/36
CON 18/24
INT 18/24
WIS 28/34
CHA 14/20

Combat Info:

HP 304
AC 54 Touch 46 Flat-Footed 40
BAB 20 CMB 33 CMD 75
Initiative +23

Fort +19
Ref +25
Will +24

Speed 220'

Unarmed 40/35/30/25 (+44/39/34/29 if I move at least 5' before attacking) to hit; 4d8+27 (2d8+34 if I move at least 5' before attacking) damage; x2 crit
w/Flurry +38/38/33/33/28/28/23 (+42/42/37/37/33/33/27 if I move at least 5' before attacking) to hit

+5 seeking, Ghost Touch, Holy, Bane (Undead) shuriken
38/33/28/23 (+42/37/32/27 if I move at least 5' before attacking) to hit; 1d2+10 (1d2+15 if I move at least 5' before attacking) +(bane: 2d6+2) +(holy: 2d6); x2 crit.; 10' range inc.

w/Flurry: 36/36/31/31/26/26/21 (+40/40/35/35/30/30/25 if I move at least 5' before attacking) to hit

Class Features:

Monk: Flurry of Blows (Greater Two-Weapon Fighting), Improved Evasion, Fast Movement, Maneuver Training, Pain Points, Exploit Weakness (+32), Extreme Endurance, Martial Arts Master, Physical Resistance, High Jump, Greater Defensive Roll (3/day), Quivering Palm

Fighter: Agile +5, Armor Training, Leaping Attack (+5), Armor Mastery II, Rapid Attack, Fleet-Footed, Whirlwind Blitz

Skills:

Acrobatics r20 +36/+128 to jump, Climb r20 +28, Escape Artist r20 +36, Heal r20 +35, Knowledge (Engineering, Geography, Religion) r20 +30, Perception r20 +37, Sense Motive r20+35, Use Magic Device r20 +28

Gear:

+6 Belt of Physical Perfection, Robe of Eyes, Unfettered Shirt, Truesight Goggles, Dryad Sandals, Gloves of Dueling, Laurel Wreath, +6 Headband of Mental Superiority, +5 Amulet of Mighty Fists, Juggernaut's Pauldrons, +8 Bracers of Armor, +5 Tome of Int (used), +5 Tome of Wisdom (used), +4 Tome of Charisma (used), +4 Manuals of Str, Dex, and Con (used), +5 Ring of Protection, Greater Ring of Inner Fortitude, Pearl of Power 9th x5, Orb of Storms x2, +5 Holy, Ghost-Touch, Seeking, Bane (Undead) Shuriken x50, Pearl of Power (6th) x5, Pearl of Power (4th) x5

Handy Haversack containing: Bead of Newt Prevention x100, Snapleaf x100, Potion of Cure Serious Wounds (cl 15)x100, Potion of Lesser Restoration x100, Potion of Haste (cl 20)x100, Wand of Cure Critical Wounds (cl 20)x5, Scroll of Heal x50, Scroll of Breath of Life x50, 172,150gp in diamond dust in 1000 gp sacks.

Mythic Powers:

Display of Wisdom, Mythic Sustenance, Extra Mythic Feat x4, Mythic Sight, Feather Step, Wall Run, Master of Escaping


19d12 + 12 ⇒ (6, 3, 9, 8, 5, 7, 6, 7, 12, 5, 8, 5, 7, 9, 1, 1, 2, 8, 3) + 12 = 124


Pathfinder Rulebook Subscriber

HP: 19d10 + 10 ⇒ (8, 1, 5, 3, 4, 3, 9, 6, 6, 3, 6, 7, 3, 1, 1, 8, 6, 1, 6) + 10 = 97


The blur pt 2.

Feats:

Agile Maneuvers, Combat Reflexes, Greater Weapon Focus (Unarmed Strike), Greater Weapon Specialization (Unarmed Strike), Deflect Arrows, Dodge, Fleet x14, Mobility, Toughness, Weapon Finesse, Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike)

Mythic Feats:

Fleet x6, Improved Unarmed Strike, Titan Strike, Weapon Finesse


Oh Gobo, I was going to make something like that. Think I still would because I will never get to play this monster in a real game.


all my crunch is at home on a word file, should have emailed it to myself so I would finigh it today. I will have my character up tomorrow


HP: 17d12 + 3d10 ⇒ (10, 8, 2, 2, 9, 1, 10, 10, 11, 8, 3, 11, 3, 9, 11, 11, 10) + (1, 10, 9) = 149

Gonna Roll up an Advanced Half-Dragon Barbarian/Fighter.. Adds +3 CR on one side so he'll end up Barbarian 17/Fighter 20


Pathfinder Rulebook Subscriber

Most of the crunch is complete, I didn't pick all of the spells yet, just the important ones.

Atropos
Rakshasa, Maharaja 20/
12 Oracle (War-Sighted)/6 Magus(Kensai)/2 Antipaladin/
10 Archmage
CE Outsider

Look upon your doom, mortals. I, who have lived a thousand lives and survived a thousand battles, have conquered worlds and had gods kneel before my power. What chance do you have?

Description:

Standing seven feet tall, Atropos appears as a lithe, muscular humanoid. His skin shines like polished obsidian, and his eyes glitter with malevolent green light.
On closer inspection, the viewer sees he has yellowed fangs, pointed ears, and hands that face outwards. When moving around him, the viewer occasionally
sees his humanoid face morph into that of a tiger for a brief moment. His most notable feature (when he decides to reveal them) are the four serpents connected to his back. Each
of these heads are intelligent, though subservient to Atropos. A powerful warrior in his own right, many a hero has attempted to slay him only to be surprised by his disjointed arms,
bending in ways that regular joints could never do. However, his true power comes as a powerful archmage, capable of wrecking or saving planets.

When he is not waging war, Atropos can be found in his floating castle, surrounded by every luxury imagineable. A score of enslaved solars are his most powerful personal servants, and most of the time he does
not deign to leave his home. However with the encroaching threat, Atropos has taken up Iesyq, his powerfully enhanced rhoka, and wandered into the day to day affairs of mortals again.

Rakshasa Mod:

+16 +18 +20 +14 +12 +18
NA: 13
18th level Sorc

Base Stats:

Str 17 +16 +5 +6=44
Dex 13 +18 +5 +6=42
Con 7 +20 +5 +6=41
Int 7 +18 +5 +6=38
Wis 8 +14 +5 +6=32
Cha 18 +18 +5 +5 +6 + 10=62

Saves:
Fort 12+28+15+5=+60
Ref: 12+56+5=+75
Will: 12+28+5+11=56

Init: +39 (+16+13+10)
AC: 10+13(Arm)+26(Cha)+18 (NA)+10(Def)+6(dodge)=83

CMB: 20+17=+37
CMD: 10+20+17+16+6+10=79
HP: 97+300+20+12=429

Mythic Surge 23/Day

Feats,traits,Class choices, Mythic Choices:

1 Improved Init
3 Spell Focus
5 Combat Reflexes
7 GSF
9 SP
11 Improved Unarmed Strike
13 Quicken
15 Maximize
17 Spell Perf
19 Greater Spell Pen

Martial Flex:
(Snake Style,Snake Sidewind, Snake Fang)

Magus
1 EWP(Rhoka),Weapon Focus (Rhoka)
3 Arcana (Close Range)
5 Heighten
6 Arcana (Broad Study)

Oracle
1 Lunar, Deafness
3 Prophetic Armor

Traits:
Magical Knack (Sorc)
Magical Knowledge(Disint)

Mythic Feats:
Mythic Spell Lore (Time Stop,Disint,PK,Haste,True Strike,Contingency,Limited Wish,Antimagic Field, Terraform, Monstrous Physique 2)
Spell Focus
Spell Pen
Mythic Quicken Spell
Mythic Maximize

Paths
Extra Feat(Mythic Heighten)
Enduring Armor
Eldritch Breach
Mythic Spellpower
Extra Feat(Mythic Improved Init)
Tangible Illusion
Channel Power
Legendary Itemx3

Melee:

To Hit: +42

Attack
+43 1d8+22+Mythic Bane 15-20/x2

Full Attack
+41/+36/+31/+26 1d8+22+Mythic Bane 15-20/x2
And
+35 x4 Bites 1d6+13+Mythic Bane
And
Spell Combat

Items:

Iesyq (see below)
Truesight Goggles-184,800
Natural Armor+5 Amulet of Mighty Fists +5 (Phase Locking, Mythic Bane, Harvesting) -200k
Robes of the Summit (198,000)
Belt of Physical Perfection+6 -144k
Headband of Mental Superiority of the Kobold King+6-174k
Boots of Striding and Springing8000
Cloak of Resist +5-25,000
Ring of Continuation x2-112,000
Orange Prism Ioun Stone-30k (+1 CL)
Tunic of Careful Casting (5k)(+2 to concentration)
1,162k

Runestone of Power (9) (162,000) x5 810,000
Runestone of Power (8) (128,000) x5 640,000

Page of Spell Knowledge(81k) (9)
Wish
Mass Suffocate
Shapechange
Foresight
Gate

Page of Spell Knowledge (8) 64k
Frightful Presence
Moment of Presience
Prediction of Failure
Polymorph Any Object

Page of Spell Knowledge (6) 64k
Bloodsworn Retribution
Dispel Magic, Greater
Heroism, Greater

Wish x5 125k
Gate x5 50k

Greater Magic Fang (Perma) x4- 30k
Arcane Sight Perma (7.5k)

Karma Prayer Bead x5(100k)

3447.5k

Glaberzu Claw


Iesyq:

+5 Mythic Bane Keen Harvesting Rhoka-200k

Surge 8/day
Surge +2d8 on Attacks

Legendary Powers
Eternal Bond
Foe-Biting
3xPowerful
Unstoppable Strike
4x Spellcasting (Wish x3)

Spells:

DC:36+SL
DC(Trans):40+SL
DC(Disint):44+SL

Caster Level:
Sorc: 23
Oracle: 15

Spells:
Oracle (Known/Per Day)
6th: (1/10) Heal, Litany of Madness, (Bloodsworn Retribution)
5th: (2/12)
4th: (3/12) Divine Power, Restoration
3rd: (4/13)
2nd: (5/14)
1st: (5/14) Divine Favor
0th: (9)

Sorcerer:
9th: (1/14) Time Stop (Wish, Mass Suffocate, Shapechange, Foresight,Gate)
8th: (2/16) Prismatic Wall, Prying Eyes (Greater) (Moment of Presience, Frightful Presence, Prediction of Failure, Polymorph Any Object)
7th: (3/12) Terraform, Limited Wish, Spell Turning
6th: (3/13) Disint, Contingency,Antimagic Field, Greater Dispel Magic, Greater Heroism,Borrowed Time)
5th: (4/13)
4th: (4/13) Phantasmal Killer, Monstrous Physique 2
3rd: (4/13) Haste, Fly, Bloodrage
2nd: (5/14)
1st: (5/14) Blood Magic, True Strike
0th: (9)


HP Rolls: 16d10 + 1d8 + 3d6 ⇒ (8, 7, 5, 8, 2, 5, 3, 8, 3, 6, 3, 5, 9, 8, 3, 1) + (6) + (1, 4, 5) = 100


Pathfinder Rulebook Subscriber
cartmanbeck wrote:

I'm working on a Sorcerer/Oracle 10, Mystic Theurge/Summoner (Synthesist) 10/Archmage 10

Man, I've never statted up a character like this before. SO MANY CHOICES! LOL

Before you work too hard on that, you can't use classes like Mystic Theurge in gestalt (most of the time, it's no PrCs).

Silver Crusade RPG Superstar 2014 Top 16

rhesus_pieces wrote:
cartmanbeck wrote:

I'm working on a Sorcerer/Oracle 10, Mystic Theurge/Summoner (Synthesist) 10/Archmage 10

Man, I've never statted up a character like this before. SO MANY CHOICES! LOL

Before you work too hard on that, you can't use classes like Mystic Theurge in gestalt (most of the time, it's no PrCs).

Oh crap, really? That would totally invalidate my build.

PAGING GM, IS THIS THE CASE?


Pathfinder Rulebook Subscriber
cartmanbeck wrote:
rhesus_pieces wrote:
cartmanbeck wrote:

I'm working on a Sorcerer/Oracle 10, Mystic Theurge/Summoner (Synthesist) 10/Archmage 10

Man, I've never statted up a character like this before. SO MANY CHOICES! LOL

Before you work too hard on that, you can't use classes like Mystic Theurge in gestalt (most of the time, it's no PrCs).

Oh crap, really? That would totally invalidate my build.

PAGING GM, IS THIS THE CASE?

Yea, this is the rule.

Quote:


A gestalt character can’t combine two prestige classes at any level, although it’s okay to combine a prestige class and a regular class. Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes, because they unduly complicate the game balance of what’s already a high-powered variant. Because it’s possible for gestalt characters to qualify for prestige classes earlier than normal, the game master is entirely justified in toughening the prerequisites of a prestige class so it’s available only after 5th level, even for gestalt characters.

From here:

http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm


actually, the gestalt rules that our estimable GM linked have this to say about using prestige classes:

d20srd.org wrote:


Prestige Classes

The high-powered nature of the gestalt character variant gives you more room to create unique prestige classes. First, you can create narrowly specialized prestige classes, and they’ll still be compelling choices for PCs because the characters can simultaneously advance in a regular class while taking levels in the prestige class. Players won’t feel shoehorned into a very specific prestige class if they have another class they’re also advancing in. Second, you can create truly outrageous prestige classes-but add the additional cost that such classes take up both class choices for gestalt characters. For example, a prestige class that offered a d12 Hit Die, +1/level base attack bonus, two good saves, full spellcasting, and a host of class features would be completely unbalanced in a standard game. But if it takes up both “class slots” for a gestalt characters, it’s no more powerful than taking a level in the barbarian/wizard gestalt.

EDIT: nm, it does say that further up.

Silver Crusade RPG Superstar 2014 Top 16

I mean, it says they "SHOULD" be prohibited, but that doesn't necessarily mean they are. If that's the case, honestly I've spent way too much time working on this, and I'll probably just drop. It's a lot of work making these characters...

Silver Crusade RPG Superstar 2014 Top 16

I'm paging the GM because if it's not allowed, I'm not going to be able to put enough time in to rebuild the character. So I want to make sure.


Is 740hps raging a good thing?


depends: what's your AC?


Skulda wrote:
Can I play Skulda in this game? She's not made according to your creation rules, but she's pretty powerful.

Add mythic and you should be fine.


Gobo Horde wrote:
ginganinja wrote:
I dare someone to play a Mobile Fighter and full attack twice a round via the mythic rules ^_^

Screw that. Play a mobile fighter/monk of the four winds. Full attack 4 times a round, then tack on mythic.

So basically this sounds like you created this uber god character and you want to test it out, so it is just a one-shot battle.
My biggest beef is that at half this level it becomes a game of rocket tag. Are we to expect that one or more of us are going to die every round? In the same vien, you have to seriously consider save-or-die spells against your boss. Will they auto-fail? Can one character lock you down while the others wail on it?

Still, sounds like fun :) I am thinking of alchemist first off, no idea really at this point.

Oh, a Word from the Wise.
Build simple characters. I had built up a mounted barbarian/cavaleer once. His attack sequence was 75 lines long. And that was only aainst the first of 4 targets.

Oh ya. Are psionics allowed?

1. Yes, at least one death/round is likely

2. Depends on the spell
3. Psionics is allowed


cartmanbeck wrote:
I'm paging the GM because if it's not allowed, I'm not going to be able to put enough time in to rebuild the character. So I want to make sure.

Mystic Theurge is not allowed. Sorry.


Well, if psionics are allowed, that changes everything.....I think I'm gonna go with an aegis/soulknife (mindbolt). I should have it up tomorrow.

Shadow Lodge

Is there any problem with other PrCs? such as Mystery Cultist? The Gestalt rules only call out disallowing PrCs that combine two classes, which Mystery Cultist does not.

I've changed my idea to Swashbuckler 20 / Nymph (7) Mystery Cultist 10 ? 3


Other PrCs should be fine.


Meh. No thanks, I'm lazy. Have fun guys!


Great (i think).
Now i just have to figure out what lvl of cheese i want to go for.
A raging barbarian who uses mythic vital strike and furious finish. He takes all of his damage and damage dice, maximizes them and then multiplies the total by 4.
Since it is a standard action, mythic initiative means i can do it twice a round. (If i actually wanted cheese, i would add monk of the four winds, 5 maximized greater vital strikes a round.)

Or i could go Alchemist/Wizard.

God Wizard meets Mr. Do it all Alchy.:
Mythic Brew potion lets me make any wizard spell a potion (including mythic lvl 9 ones), including timestop, and eternal potion means i can timestop as long as i want. Make a potion of timestop and a set of buff potions for everyone and i just one-round buffed the entire party with as many wizard and self-only spells as i want.

Next up, a gnome Alchemist can get pretty much permenant invisibility and if you take the mythic feat to get a minor artifact and one of the abilities you can give it makes you completely undetectable as long as you are invisible (your call as to whether a diety can see through it)

Next up, the Alchemist is almost immune to death, depending on how much you invest in it. Alchemists get Elixer of Life as a discovery and combined with alchemical extract, can have as many lesser resserections as they want. Do it to someone else and they can grant as many true ressurections as they want...

Lastly, an alchemist can implant bombs. 4 mill is a LOT of boom.
Heck, 2 mill implanted in a tumor familiar and thrown at the big bad to die is a venerable nuke. At 150gp per d6 is about 13333d6 of damage :(
And there are 2 feats that let the familar kill himself.

The worst part is that the alchemist could do all that, and pretty much all at once.
You sure you want me to build this guy?

As a psion, you can get the 9th lvl power called timeless body, making you immune to all negative and positive effects for a round. Combine it with mythic and you can do it every round. Assuming you used all your base mythic power on this, you can be invulnerable for 23 rounds...
Next is a chaotic wilder. Using perfect surge and chaotic surge you can use a power at +20 caster level. A specific power cast by a lvl 40, 10th mythic tier should give even the god you are creating a pause.

I also know about a pathfinder chronicaller build that can create epic tales, scrolls that grant the entire party an extra standard action, and can be read by anyone. Combine that with summons, like an anjelic host, and your "Anjelic Choir" can grant the entire party 5+ standard actions a turn, as well as lots of bard buffs.
Where it gets crazy is when you gestalt it with Summoner (or Master Summoner) and your choir lets YOU summon 5 times a round, summons with full bard buffs and 20 minute durations.

Well those are the few i can think of off the top of my head.
The problem is i have enough system mastery that i know plenty of game-breaking combos/builds that can rather wreck the intent of this game. I have to figure out how much I use.
And if I do my research, i can build much worse. Those are literally from memory only.

I think Ill go with the Alchemist/wizard. I dont want to die :)


Just thought of this. I can take potion sponges (potion in pill form) and be all Nero.
Take the Red pill and you will gain power unlike your wildest dreams. Or. Take the Blue pill and you will forget you ever met us.
Choose


"Puny mortals, I will destroy you all! Your chaotic lifestyles would never fit my perfect world!"


Yanev smiles and cracks his knuckles
I live by a strict code, but even my code allows me to smash your face in!

Shadow Lodge

20d10 + 266 ⇒ (4, 4, 4, 8, 2, 5, 10, 7, 5, 1, 5, 6, 6, 6, 6, 1, 4, 3, 6, 6) + 266 = 365 Not the greatest HP, but the build will have 80+ AC (100+ when using defensive fighting, but only against a single target), and the lowest save is 37 without gear.


Ah, yes. Hps

hps:
20d8 - 20 ⇒ (4, 8, 5, 1, 6, 1, 3, 2, 1, 2, 6, 8, 8, 6, 8, 5, 1, 2, 6, 7) - 20 = 70

Oops. Rolled 20d80 by mistake. Got 910! Did someone say 700?
70 hps... well I figured that I would be one-shotted if the god looked my way no matter what so that there was no point in trying to up my hps too much and instead try for other types of defenses, still this is rather crappy :)
Well I do have +42 initiative (56 if I take the imp initiative line of feats) so I should be able to get my stuff off once at least :)

Statting this guy up is like statting 4 regular characters :(
1: alchemist, 2: wizard, 3: mythic, 4: gear and gold...
I also do all my characters by hand...


Paladin (Warrior of the Holy Light) /Ninja 20 Mythic: Trickster/Champion 10

HP rolls: 20d10 ⇒ (4, 9, 7, 6, 6, 5, 7, 7, 5, 8, 1, 7, 6, 4, 3, 4, 1, 7, 9, 1) = 107

General Information:
Male Nagaji
HP: 467 (107 base +320 Con +20 FCB +20 GH)
AC: 70 Touch: 49 Flat Footed: 56 (10 + Armor 11 + Shield 4 + Dex 13 + Natural Armor 10 + Deflection 16 + 1 Dodge + 1 Insight + 2 sacred + 2 morale + Misc)
CMD: 95 (10 + 20 bab + 26 str + 13 dex + 16 defl + 1 dodge + 1 insight + 2 morale + 2 sacred + 4 pauldrons)
Dr: 10/Evil
Fast healing 10
SR: 17
50% Fort (AoE)
Land Speed: 60
Climb Speed: 50
Swim Speed: 60
Max: 13 AoO/round
Init: +24
Senses: Low Light Vision, Dark Vision, See invisibility, Blind Sense, True Sight Perception +42
Immune: Poison, Disease, Age, Fear, Mind Control, Possession, FoM immunities

Fort: +54 (Base +12 Con +16 Cha +16 +5 resistance +1 competence +4 morale)
Ref: +53 (Base +12 Dex +13 Cha +16 Resistance +5 competence +1+4 morale +1 haste) - Evasion
Will: +48 (Base +12 Wis +9 Cha +16 Resistance +5 competence +1+4 morale)

Normal Size:
Attack (falcata): +78/78/78/78/78/73/68/63 (20 Bab + 26 str + 16 cha + 5 weapon +4 morale +4 bane +1 wf +1 haste +1 competence) 17-20/x4

Damage (falcata) 1d8+103 (+2 morale +5 weapon +4 bane +26 str +48 smite +18 power attack) +4d6 bane +2d6 holy +10d6 sneak attack +1d6 acid (+1d10 +39 str rend)

On crit (auto confirms vs mythic/non mythic): [686/686/686/686/686/662/638/614]+49 rend (maximized; precision x2 not multiplied, pa x2 then multiplied): (8 weapon + 2 morale +5 weapon +29 bane + 48 smite +36 Power attack +12 holy) x4 +120 sneak attack +6 acid

Enlarged (AC-2):
Attack (falcata) same
Damage (falcata) 2d6 +104 +4d6+2d6+10d6+1d6
On crit: normal damage +20

STR: 53 (16 base +2 Race +6 belt +6 cyber +5 injector +5 tome +2 stone + 5 levels + 4 mythic +2 bull)
DEX: 36 (10 +6 belt +6 dex +5 injector +5 tome +2 stone +2 cat)
CON: 42 (14 +6 belt +6 tech +5 injector +5 tome +6 stone)
INT: 30 (10 base -2 race +6 headband +5 injector +5 tome +6 stone)
WIS: 28 (10 +6 headband +5 injector +5 tome +2 stone)
CHA: 42 (16 base +2 race +6 headband +5 injector +5 tome +2 stone +6 mythic)

Racial:
Racial:
Nat Armor +1
Perception +2
Handle Animal reptiles +2
+2 vs poison/mental attacks

Items:
Items:
Cyberfiber muscles +6 str
Belt of Physical Perfection +6
Headband of Mental Superiority +6 of Ninjitsu
Merciful Baldric (3 extra mercies, mercies remove poison, curses, disease instead of delaying them)
Cyber ears (+2 perception +4 vs sonic)
Cyber eyes (+2 perception +4 vs visual effects)
Thoracic implantation chamber (+6 con)
Wirejack tendons (+6 dex)
Cortex gun +5 x6
+5 tome of stat x6
Clear Spindle Ioun Stone (Immune mind control/possession)
Opalescent White Pyramid (Weapon proficiency/focus)
Wayfinder, Ebon (2 slots, filled)
5x Amber spindle Ioun Stone (+5 to saves)
Amethyst Pyramid (hide from undead)
3x crimson sphere ioun stone (+6 enhance int)
Dark blue rhomboid (alertness +4 percep/sense)
Dark Green Rhomboid (detect poison constant)
Deep Red sphere (+2 dex)
Dusty rose prism (+1 AC)
Dusty rose prism (cracked - +1 init)
Eastern Star (understand written and spoken language)
Gamboge nodule (immune poison)
Incandescent blue sphere (+2 wis)
Lavender and Green ellipsoid absorbs 50 spell levels of level 8 or lower spells
3x Onyx Rhomboid (+6 enhance con)
Pale Blue Rhomboid (+2 enhance str)
Pale Green Prism (+1 comp attack rolls, saves, checks)
Pale Orange rhomboid (Immune death 1/day)
Pink and Green sphere (+2 cha)
Scarlett and Green cabochon (endurance)
Ioun Torch
Western Star (Stones invisible)
Swarmbane Runewell Amulet of natural armor (minor artifact) +5 NA, +5 enhancement to NA, 10 fast healing, immune aging, no food/drink, fly perfect maneuverability 60’
Bracers of the avenging knight +4 smite level
Juggernaught’s Pauldrons +4 CMD, ferocity, enlarge person at will
Helm of Underwater Action
Deliquescent Gauntlets of the weaponmaster – store up to 10 weapons, GH 3/day
Boots of Speed (permanent Haste)
True sight Goggles
Robe of infinite twine.
Bead of Newt Prevention x10
Potion of shield x3
Ring of Spell Turning (Reflects 9 levels of spells 3/day)
Ring of Freedom of Movement
Universal solvent
Pot of cat’s grace
Pot of bull’s str
+5 Radiant Champion Celestial Armor of spell resistance (Daylight 1hr, +2 sacred, 17 spell resist)
Legendary Item Falcata (details in mythic section)
+5 Impervious Bane (Evil Outsider), Mythic Bane (Evil Outsider) Ghost Touch Holy Falcata
+5 Impervious Vorpal Falcata
+5 Impervious Bane, Mythic Bane, Ghost Touch, Impact Heavy Mace (x2)
+5 Impervious Bane, Mythic Bane, Ghost Touch, Holy Rapier (x2)
+5 Impervious Adaptive Bane, Mythic Bane, Ghost Touch, Holy Composite Longbow

Feats:
Feats:

(1) Two Weapon fighting
(2) Quick Draw (Ninja Combat Trick)
(3)Double Slice
(5) Power Attack
(7) Improved Two Weapon Fighting
(9) Critical Focus
(11) Two Weapon Rend
(13) Greater Two Weapon Fighting
(15) Improved Critical falcata
(17) Strike Back
(19) Combat Reflexes
(20) Blind Fight (ninja trick – Feat)

From Items:
Exotic Weapon Proficiency Falcata
Weapon Focus Falcata
Endurance
Alertness

Too Much Mythic Stuffs:
Mythic Feat
(1) Dual Path
(2) Mythic Power Attack
(3) Mythic Improved Critical
(4) Mythic Two Weapon Fighting
(5) Mythic Improved Two Weapon Fighting

Mythic Ability Score
+4 str
+6 cha

Mythic abilities:
Hard to kill; auto stabilize, die at -82 hp
Mythic Power (23)
Mythic Surge (1d12)
Amazing Initiative (+10 init) spend MP ->extra standard
Recuperation
Mythic Saving throw -> success save yields immune
Unstoppable -> MP removes 1 status ailment
Immortal
Legendary Hero – MP regen

Path Abilities:
Sudden Attack (Champion)
Legendary Champion (nat 20 – 1 mythic power restored)
Fleet Charge (Trickster)
Level 1: Legendary Item (universal)
Level 2: Armor Master
Level 3: Legendary Item (Universal)
Level 4: Backlash (crits provoke AoO)
Level 5: Deadly Dodge (+4 dodge AC, if miss you provokes AoO)
Level 6: Legendary Item (Universal)
Level 7: Blind Sense (Universal)
Level 8: Critical Master
Level 9: Critical Master (Auto crit mythic, maximize damage)
Level 10: Precision Critical

Legendary Item: +5 Bane (evil outsider) Mythic Bane (evil outsider) Ghost Touch Holy Falcata
Legendary Power: 8
Legendary Surge: 1d20 +2
Lvl1: Foe Biting deal 2x damage
Lvl2: Returning
Lvl 3: Dedicated Bond
Lvl 4: Rejuvenating (1 = 100 hp, 2 = cures ailment)
Lvl 5: Unstoppable Strike(1 = touch, 2= ignores deflection)
Lvl 6: Perfect Surge
Lvl 7: Everlasting
Lvl 8: Powerful
Lvl 9: Powerful
Lvl 10: Powerful

Classes:
Class Abilities: Paladin
Aura of Good
Detect Evil
Smite evil 7/day
Divine Grace
Lay on Hands (31/day) – heals 10d6
Nimbus of Light: 30’ radius of light (as daylight spell) +2 morale bonus to AC, attack, damage, and saving throws vs fear, cures 2d4 ability damage, resistance 20 choice, 50% fortification
Aura of Courage – Immune Fear; allies in 10 feet gain +4 bonus
Divine Health – Immune diseases
Mercy – Fatigued, Diseased, Cursed, Paralyzed, Poisoned, Blinded, Shaken, Frightened
Channel Positive Energy = cleric level 2 loh - channel
Divine Bond -weapon
Aura of resolve – Immune to charm, allies w/in 10 feet gain +4 moral bonus vs charm
Aura of Justice – 2 uses of smite to grant it to all allies w/in 10 feet.
Shining light – 30’ burst of pure white light as stan action; 10d6 damage to evil, outside blinded for 1d4 rnds (DC 36 reflex), good heal 10d6 +2 scred bonus on ability checks, attack rolls, saving throws, and skill checks 1/rnd. 3/day
Aura of Righteousness – Dr 5/evil immunity to compushion spells and abilities; allies gain +4 moral bonus
Holy Champion – Dr 10/evil, smite vs outsider banishment. Maximized LoH/Channel/ Shining light/nimbus healing.

Class Abilities: Ninja
Poison Use
Sneak Attack +10d6
Ki Pool (26)
Ninja Tricks
- Combat Trick
- Dark Vision
-Feather Fall
-Wall Climber (20’)
Master Ninja Tricks
-Deadly Shuriken
-Evasion
-Advanced Rogue Talent (Confounding Blades – creature cannot take AoO for 1d4 +1 rnds)
-See the Unseen
-Unbound Steps
-Feat
No Trace +6
Uncanny Dodge
Improved Uncanny Dodge
Light Steps
Hidden Master – 3 points – 20 minutes greater invisibility; can’t be revealed by anything even invisibility purge/see invisibility/true sight. Optional: sacrifice SA dice to deal ability damage.

Skills:
Skills (18):
Acrobatics 41 (13+20+3 +4+1)
Appraise 38 (10+20+3+4+1)
Bluff 46 (16+20+3+2+4+1)
Climb 62 (26+20+3+8+4+1)
Diplomacy 44 (16+20+3+4+1)
Disable Device 43 (13+20+3+2+4+1)
Escape Artist 41 (13+20+3+4+1)
Fly 41 (13+20+3+4+1)
Knowledge Local 38 (10+20+3+4+1)
Knowledge Nobility 38 (10+20+3+4+1)
Knowledge Religion 38 (10+20+3+4+1)
Perception 47 (9+20+3+2+2+2+4+4+1)
Sense Motive 43 (9+20+3+2+4+4+1)
Sleight of Hand 41 (13+20+3+4+1)
Spellcraft 38 (10+20+3 +4 +1)
Stealth 41 (13+20+3+4+1)
Swim 62 (26+20+3+8+4+1)
Use magical Device 44 (16+20+3+4+1)

I'll get a Backstory/Name up when I don't feel so brain-dead :P. Also need to tally up equipment cost... bleh.


Rolling HP:
19d10 ⇒ (9, 8, 10, 3, 6, 6, 4, 4, 6, 4, 1, 3, 9, 3, 5, 1, 1, 10, 5) = 98

12d10 ⇒ (1, 9, 8, 2, 9, 8, 2, 4, 5, 6, 1, 2) = 57

Wow way bellow average. Oh well


after statting him up, I think I'm just going to stick with my submission above, the blur.


Pathfinder Rulebook Subscriber
Trekkie90909 wrote:

Paladin (Warrior of the Holy Light) /Ninja 20 Mythic: Trickster/Champion 10

[Dice=HP rolls]20d10

** spoiler omitted **...

How are you getting the injectors/tomes, the ioun stones/belt/headbands/cat's grace/bull's str to stack? They are inherent and enhancement, which seems like they wouldn't stack.


They wont.. You can have 1 enhancement and 1 inherent booster for each score.. You can however also have sacred, luck, insight, size, morale, and circustance bonuses to stack onto that.. Doesnt look like he's doing that though.. His stats will be way less than advertised..


@Gobo: Please, do the tumor nuke. It was always theorycrafting, but now...

Dice Roll:

Tumor Bomb: 100d6 + 32 ⇒ (2, 4, 4, 6, 3, 1, 5, 1, 5, 5, 1, 3, 1, 2, 3, 3, 6, 4, 1, 3, 6, 3, 1, 2, 6, 6, 1, 1, 2, 5, 4, 1, 3, 4, 1, 1, 4, 4, 2, 2, 2, 1, 4, 6, 6, 6, 5, 4, 6, 6, 4, 5, 4, 3, 1, 3, 2, 3, 5, 1, 2, 6, 4, 6, 4, 6, 2, 2, 2, 3, 4, 6, 5, 6, 2, 2, 1, 2, 2, 5, 3, 5, 3, 3, 2, 4, 2, 3, 4, 2, 5, 1, 1, 4, 3, 6, 1, 4, 4, 5) + 32 = 368Tumor Bomb: 100d6 + 32 ⇒ (5, 4, 1, 3, 4, 1, 2, 1, 1, 3, 2, 6, 4, 6, 4, 1, 5, 5, 3, 5, 6, 4, 1, 1, 2, 5, 2, 6, 6, 1, 1, 6, 1, 4, 6, 5, 1, 1, 5, 4, 3, 1, 3, 3, 5, 6, 3, 1, 2, 6, 5, 3, 6, 1, 6, 3, 5, 3, 2, 3, 6, 6, 1, 3, 2, 2, 6, 5, 1, 1, 1, 2, 2, 1, 2, 3, 3, 5, 4, 5, 4, 3, 6, 2, 1, 3, 6, 2, 3, 3, 4, 1, 5, 5, 1, 6, 1, 4, 4, 4) + 32 = 365Tumor Bomb: 100d6 + 32 ⇒ (4, 2, 6, 1, 2, 6, 6, 5, 2, 1, 4, 3, 4, 3, 5, 6, 1, 5, 1, 2, 3, 2, 2, 5, 1, 6, 5, 6, 3, 2, 4, 5, 6, 5, 2, 3, 4, 4, 6, 6, 6, 5, 5, 1, 4, 1, 4, 2, 6, 6, 5, 2, 1, 2, 1, 3, 2, 6, 5, 2, 6, 1, 2, 1, 3, 1, 5, 6, 5, 3, 4, 5, 1, 5, 3, 6, 1, 2, 6, 6, 2, 6, 1, 4, 5, 4, 2, 2, 4, 4, 2, 4, 4, 6, 6, 2, 3, 2, 6, 4) + 32 = 395Tumor Bomb: 100d6 + 32 ⇒ (2, 2, 5, 3, 2, 5, 5, 1, 4, 6, 4, 1, 3, 1, 5, 5, 4, 1, 3, 4, 4, 2, 4, 1, 1, 5, 5, 4, 2, 5, 5, 3, 4, 2, 4, 1, 5, 4, 5, 6, 1, 5, 4, 1, 5, 2, 5, 3, 4, 1, 5, 6, 2, 4, 3, 6, 2, 1, 3, 2, 4, 4, 4, 5, 1, 3, 3, 3, 3, 1, 5, 4, 3, 2, 2, 6, 4, 2, 2, 3, 5, 6, 1, 1, 4, 4, 6, 5, 2, 3, 6, 5, 2, 3, 4, 5, 4, 2, 1, 5) + 32 = 373Tumor Bomb: 100d6 + 32 ⇒ (4, 6, 2, 3, 2, 2, 4, 5, 3, 1, 4, 5, 5, 5, 3, 4, 4, 3, 1, 1, 1, 1, 5, 4, 6, 1, 5, 2, 5, 6, 3, 6, 6, 1, 6, 6, 4, 2, 4, 4, 2, 1, 1, 1, 5, 5, 6, 4, 4, 6, 6, 6, 5, 1, 1, 5, 2, 5, 6, 4, 6, 5, 3, 6, 6, 4, 3, 3, 2, 4, 6, 5, 3, 2, 2, 3, 5, 2, 1, 2, 6, 1, 3, 4, 1, 6, 5, 5, 2, 5, 1, 6, 3, 5, 2, 6, 2, 4, 2, 3) + 32 = 398Tumor Bomb: 100d6 + 32 ⇒ (3, 4, 6, 1, 1, 1, 5, 4, 4, 3, 4, 3, 1, 6, 3, 5, 3, 3, 2, 6, 2, 3, 6, 1, 4, 1, 5, 6, 4, 2, 1, 4, 1, 3, 2, 1, 6, 5, 6, 6, 3, 2, 2, 4, 5, 2, 6, 2, 6, 6, 2, 3, 5, 2, 6, 1, 4, 2, 5, 3, 6, 4, 6, 6, 1, 5, 4, 1, 4, 2, 4, 4, 3, 5, 2, 2, 2, 5, 6, 1, 5, 6, 3, 6, 1, 6, 1, 3, 5, 4, 6, 5, 2, 4, 4, 3, 2, 1, 4, 2) + 32 = 386Tumor Bomb: 100d6 + 32 ⇒ (3, 2, 1, 3, 6, 4, 3, 6, 6, 1, 2, 1, 6, 5, 4, 4, 2, 1, 1, 3, 2, 1, 6, 3, 2, 5, 1, 5, 5, 4, 4, 4, 1, 3, 5, 5, 1, 3, 3, 5, 1, 3, 6, 2, 6, 3, 3, 4, 6, 6, 4, 1, 6, 6, 3, 2, 6, 6, 1, 6, 3, 4, 6, 2, 4, 4, 2, 3, 2, 6, 3, 1, 6, 4, 2, 6, 4, 6, 4, 3, 1, 6, 6, 1, 3, 4, 4, 5, 3, 5, 1, 2, 5, 6, 3, 5, 6, 6, 1, 6) + 32 = 399Tumor Bomb: 100d6 + 32 ⇒ (1, 3, 6, 3, 5, 4, 3, 4, 1, 2, 3, 4, 2, 5, 4, 5, 2, 2, 5, 3, 3, 6, 5, 1, 3, 6, 1, 2, 4, 1, 6, 2, 3, 6, 2, 3, 4, 5, 5, 4, 2, 5, 1, 4, 1, 1, 5, 1, 5, 6, 4, 3, 2, 5, 5, 5, 6, 1, 4, 3, 4, 4, 1, 1, 1, 5, 4, 2, 1, 4, 2, 3, 2, 5, 1, 6, 4, 6, 5, 3, 4, 2, 4, 6, 6, 3, 3, 6, 1, 6, 3, 5, 4, 3, 5, 5, 3, 3, 2, 2) + 32 = 380Tumor Bomb: 100d6 + 32 ⇒ (6, 4, 3, 3, 4, 2, 6, 3, 1, 5, 4, 3, 6, 5, 6, 3, 5, 5, 2, 3, 1, 1, 5, 5, 6, 6, 6, 4, 2, 4, 5, 4, 4, 3, 6, 6, 2, 6, 2, 6, 2, 1, 6, 3, 4, 6, 3, 1, 2, 5, 4, 2, 5, 4, 3, 4, 6, 6, 5, 4, 1, 1, 6, 1, 3, 5, 5, 4, 5, 2, 4, 6, 2, 6, 5, 3, 6, 6, 6, 5, 3, 5, 1, 4, 4, 2, 1, 2, 5, 5, 6, 5, 3, 3, 6, 2, 3, 1, 6, 4) + 32 = 424Tumor Bomb: 100d6 + 32 ⇒ (2, 4, 1, 2, 3, 5, 4, 1, 5, 5, 1, 6, 4, 4, 4, 1, 2, 4, 3, 5, 5, 2, 5, 4, 3, 6, 4, 5, 6, 5, 4, 4, 1, 5, 3, 2, 5, 4, 5, 1, 6, 5, 6, 4, 1, 3, 1, 6, 4, 4, 5, 4, 6, 1, 6, 6, 6, 6, 2, 6, 6, 1, 2, 5, 1, 4, 3, 1, 4, 5, 2, 6, 6, 2, 2, 4, 6, 6, 4, 5, 1, 1, 4, 3, 6, 6, 5, 5, 6, 4, 3, 2, 6, 2, 5, 6, 4, 1, 6, 5) + 32 = 421Tumor Bomb: 100d6 + 32 ⇒ (4, 5, 6, 6, 6, 1, 6, 4, 4, 1, 4, 1, 3, 5, 2, 2, 1, 4, 3, 4, 4, 1, 1, 4, 2, 6, 1, 5, 3, 4, 2, 1, 1, 6, 5, 6, 1, 2, 3, 3, 1, 6, 5, 5, 6, 2, 4, 3, 2, 2, 3, 5, 3, 5, 5, 2, 2, 5, 5, 5, 4, 6, 4, 5, 6, 3, 2, 4, 3, 1, 2, 3, 1, 4, 5, 1, 5, 6, 4, 4, 3, 6, 5, 6, 2, 5, 6, 6, 4, 1, 6, 1, 3, 2, 5, 6, 5, 6, 3, 5) + 32 = 400Tumor Bomb: 100d6 + 32 ⇒ (3, 6, 5, 5, 4, 4, 3, 1, 2, 4, 5, 2, 4, 4, 2, 6, 2, 6, 4, 1, 4, 2, 2, 3, 3, 2, 1, 5, 6, 5, 2, 1, 2, 4, 5, 6, 2, 6, 1, 3, 4, 3, 6, 5, 1, 5, 1, 1, 5, 6, 6, 4, 4, 2, 1, 3, 6, 5, 5, 3, 1, 5, 5, 3, 3, 3, 3, 5, 4, 2, 5, 3, 2, 2, 1, 5, 6, 3, 3, 6, 4, 5, 5, 4, 2, 4, 1, 5, 6, 2, 6, 6, 4, 6, 4, 2, 1, 2, 3, 1) + 32 = 389Tumor Bomb: 100d6 + 32 ⇒ (2, 4, 5, 3, 6, 6, 3, 1, 6, 5, 4, 5, 4, 4, 6, 1, 5, 4, 2, 3, 2, 1, 6, 6, 2, 5, 4, 2, 4, 1, 4, 3, 2, 1, 4, 5, 5, 1, 3, 5, 6, 1, 6, 6, 6, 2, 5, 2, 5, 2, 1, 4, 1, 6, 4, 2, 1, 3, 6, 5, 1, 2, 3, 2, 2, 4, 2, 2, 4, 4, 4, 2, 4, 5, 5, 5, 1, 3, 3, 5, 2, 3, 5, 1, 3, 2, 5, 5, 5, 2, 4, 1, 4, 3, 2, 1, 2, 1, 5, 1) + 32 = 371Tumor Bomb: 36d6 + 32 ⇒ (6, 5, 4, 2, 6, 2, 2, 2, 3, 2, 3, 5, 3, 5, 6, 2, 6, 4, 2, 3, 2, 4, 3, 6, 3, 3, 6, 3, 4, 5, 2, 6, 4, 1, 6, 4) + 32 = 167


grace/bulls don't stack, but they provide a higher bonus (+4 vs +2) for at least a few rounds than the stones, listed as is just to make that obvious. The belts give an inherent bonus so they stack with everything.

Regarding inherent bonus stacking; the only rules I've ever been able to find on that are from the wish spell:

Quote:

Note: An inherent bonus may not exceed +5 for a single ability

score, and inherent bonuses to a particular ability score do not
stack, so only the best one applies

This is contradicted later in the same book the spell is in (core rulebook) since there are items which grant +6 inherent bonuses after 24 hours of wear. There are several classes which grant up to +6 bonuses as class features as well. What I interpret the rule to mean is that for the wish spell only, bonuses do not stack, and the cap is +5. This is to prevent wish/miracle stacking abuse/wish stacking with tomes (all have the same source - the wish spell).

With that as a guideline inherent bonuses are treated as typeless bonuses, so bonuses from different sources stack.

This is up to GM discretion of course.


Alright not done yet but here is

Archaon The Everchosen:
Archaon
Race: Human Focused Study Cha +2

1st: Synth Summoner / Bloodrager Cross Blooded
2nd: Monk Sohei / Bloodrager Cross Blooded
3rd: Cleric Crusader / Bloodrager Cross Blooded
4th: Paladin / Bloodrager Cross Blooded
5th: Oracle Lore / Bloodrager Cross Blooded
6th: Paladin / Bloodrager Cross Blooded
7th: Synth Summoner / Bloodrager Cross Blooded
8th: Synth Summoner / Bloodrager Cross Blooded
9th: Synth Summoner / Bloodrager Cross Blooded
10th: Synth Summoner / Bloodrager Cross Blooded
11th: Synth Summoner / Bloodrager Cross Blooded
12th: Synth Summoner / Bloodrager Cross Blooded
13th: Synth Summoner / Bloodrager Cross Blooded
14th: Synth Summoner / Bloodrager Cross Blooded
15th: Synth Summoner / Bloodrager Cross Blooded
16th: Synth Summoner / Bloodrager Cross Blooded
17th: Synth Summoner / Bloodrager Cross Blooded
18th: Synth Summoner / Bloodrager Cross Blooded
19th: Synth Summoner / Bloodrager Cross Blooded
20th: Synth Summoner / Bloodrager Cross Blooded

Mythic: Champion 10
Path: Enduring Armor
Path: Legendary Item
Path: Legendary Item
Path: Extra Mythic Feat
Path: Always a chance
Path: Perfect Strike
Path: Sleepless
Path: Mythic Rage
Path: Mythic Smite
Path: Legendary Item

Fleet Charge (Ex): As a swift action, you can expend one use of mythic power
to move up to your speed. At any point during this movement, you can make a
single melee or ranged attack at your highest attack bonus, adding your tier
to the attack roll. This is in addition to any other attacks you make this round.
Damage from this attack bypasses all damage reduction.

Arcane Surge (Su): As a swift action, you can expend one use of mythic power
to cast any one arcane spell without expending a prepared spell or spell slot.
If you prepare spells, this spell must be one you prepared today (even if you
have already cast it); if you're a spontaneous caster, this spell must be one of
your spells known. If the spell requires a saving throw, any non-mythic creatures
affected by the spell roll twice and take the lower result. If you must attempt
a caster level check for the spell to overcome a creature's spell resistance,
you can roll your caster level check twice (adding your tier to each) and take
the higher result. You can't add a metamagic feat to a spell you cast using
this ability.
Gender M

Size M

Traits: Fates Favored, Optimistic Gambler

Special Abilities :

•Darkvision 60'
•Bloodrage 51/51 Rounds
•Smite Evil 1/Day
•Touch of Rage 20/20 Day Swift Action: Duration 1d4+1 Rounds
•Destined Strike 5/5 Day +10Insight to one Attack

Height: 6'5" 225lbs

--------------------
Defense
--------------------
Includes Smite
AC 107(103), touch 58(54), flat-footed 90(86)
(+13Armor,+32Natural,+4Shield,+6Luck,+17Cha, +8 Wis)

HP: 298(10+98+100con+20level+20Toughness+50mythic) / Eidolon HP: 179
Fused HP: 418+179Temp
Raging/Fused HP: 538+251Temp
Base Saves Fort +18, Ref +13, Will +20
FUSED= Fort +56(62), Ref +57, Will +53(55) (+4vs Enchantment)

Fast Heal 10
Improved Evasion
--------------------
Offense
--------------------
Battle Form (Biped Eidolon= Chaos Armor)
Speed 50’, Fly 60' (Perfect)
Base Atk +20; CMB +42(+51); CMD: 54 (63rage, 80smite)

The Slayer of Kings (Legendary Sword)
+45/+40/+35/+30 3d8+34 15-20 x3

The Slayer of Kings: Rage W/ Power Attack, Touch of Rage, Flurry, Haste, Arcane Strike w/Mythic Bane, Divine Favor, Smite, Charge w/Burst of Speed, Mythic ability on Power attack

+98/+98/+98/+93/+88/+83 3d8+4d6+131(137First Hit) 15-20 x3
If one attack Crits all 6 crit. Bonus Damage on crit is 176 before multiplying.

-------------------
Stats:
-------------------
Str:18, Dex:12, Con:20, Int:26, Wis:26, Cha:44
Fused Stats:
Str:50, Dex:20, Con:32, Int:26, Wis:26, Cha:44

Feats:
Extra Evolution 1st
Skill Focus Survival Bonus
Improved Unarmed Strike Bonus
Stunning Fist Bonus
Weapon Focus Nodachi Bonus
Eldritch Heritage Orc Bloodline 3rd
Extra Evolution 5th
Toughness Bloodline
Arcane Strike 7th
Skill Focus Stealth
Crusaders Flurry 9th
Improved Initiative Bloodline
Pummeling Style 11th
Leadership Bloodline
Improved Critical 13th
Blooded Arcane Strike 15th
Power Attack Bloodline
Skill Focus Perception Bonus
Pummeling Charge 17th
Intimidating Prowess Bloodline
Quicken Spell like ability 19th
Reckless Rage
Mythic:
Dual Path(Archmage)
Mythic Arcane Strike
Mythic Improved Critical
Mythic Power Attack
Mythic Improved Initiative

Skills

--------------------
Eidolon
--------------------
Biped

Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).

Evolution pool: 22pts.
Improved Natural Armor x4(1pt/each), Huge (10pt),
Immune Fire(2pt),Immune Acid(2pt), Immune Cold(2pt), Immune Electricity(2pt)

Stats:
Str:50, Dex:18, Con:32
Armor:
+27Natural, -2Size, +4Shield

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Gear
-----------------
Belt of Physical Might +6 (Str,Con) 90000gp
Headband of Mental Superiority +6 (Int,Wis,Cha) 144000gp
Cloak of Etherealness 55000gp
Robe of Arcane Heritage 16000gp
Silver Spindle Implanted 24,000gp Divine Favor 3/Day
Pale Green Prism Implanted 30,000gp
Lavender and Green Ellipsoid Implanted 40,000gp
Gamboge Nodule Implanted 54,000gp
Bracers of the Avenging Knight 11,500gp
Helm of Teleportation 73,500gp
Seven League Boots 80,000gp
Truesight Goggles 184,800gp
Unfettered Shirt 10,000gp
Ring of Wizardry IV 100,000gp
Ring of Wizardry III 70,000gp
Metamagic Rod of Quicken 75,500gp
Minor Artifact: Runewell Amulet

The Slayer of Kings (Legendary Sword)
+5 Furious, Courageous, Evil Outsider Bane, Ghost Touch (100000gp)
-Upgradable
-Foe Biting
-Everlasting
-Returning
-Returning
-Inteligent
-Inteligent
-Inteligent
-Inteligent
-Inteligent
Int:20, Wis:20, Cha:14
Spell Casting: Caster level 20
Wish 3/Day, Magic Missle 3/Day

Summoner Spells Known
6-0: Read Magic, Detect Magic, Guidance, Messaging, Mending, Open/Close
5-1: Mage Armor, Shield, Pro Evil, Rejuvinate E., Feather Fall
5-2: Evolution Surge L. Haste, See Invisibility, Barkskin, Summon E.
4-3: Greater Invisibility, Dimdoor, Evolution Surge, Water Breathing
2-4: Purified Calling, Transmogrify

Cast Per Day
7-1st
6-2nd
4-3rd
2-4th

Archaon The Everchosen. Some would say he is myth. Those who worship Gorum know him as legend. Archaon is Gorum instrument. Some say a piece of the god himself is put into his champion. Only the most devout soul is chosen. As when one dies another is chosen in his place. It has been too long now. Archaon no longer remembers his mortal name. He has campaigned since his ascension. He moves from land to land always seeking war and strife so that he may honor Gorum.

The power has made Archaon brash and fearless. He believes to be Gorum himself on some level. He sees others as ones to be ruled and ordered. He lacks tact and is quite blunt. He may not be the best to call friend but is a very strong ally.

Still need to do skill and spell, I'm away this weekend at SCA event. Be back sunday night and will finish. Maybe your god should join others to face Archaon :)


Pathfinder Rulebook Subscriber
Ashe wrote:
Maybe your god should join others to face Archaon :)

Psh, 2 words, Antimagic Field.

Do you know what school your eidolon is though? I can make an exception for certain schools, and since we're on the same team...

Trekkie90909 wrote:


The belts give an inherent bonus so they stack with everything.

Nah, enhancement :/

If that's the way inherent bonuses work, I have some reworking to do...


It's not how they work.


Bumping for visibility.


@the ripper. I have managed to build up the tumor nuke before, tho I never got to actually set it off before :)
Oh ya. I have to stat up the familiar too -_-

Another thing I noticed about this game. Its Mr. Novas dream. Blow everything you have, no need to hold back :) I think...

About the Anti-magic field, I intend on taking spellbane with that as one of the effects negated :)
And possibly hand them out as buffs too @_@

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