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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Shadow Lodge

Withdrawing from this, I mostly stated up the character, but I just lost interest.


Okay. Sorry to lose you.


Have something cooking for this but my computer is being fixed. Should be able to put something up Wednesday or Thursday.


Ok


yeah Anti magic and I'm done for :)


antimagic sounds like something that's a problem on that side of the world, not this one =_


Will have a character ready soon, polishing off the build.


Here's a link to what I have in progress so far. Still have some work to do.

Mythic Validk

Hit points:
3d10 ⇒ (5, 6, 9) = 20
13d8 ⇒ (6, 1, 3, 4, 5, 8, 8, 3, 3, 6, 7, 6, 8) = 68
3d6 ⇒ (5, 4, 1) = 10

268 total. Ouch. But then wizards are supposed to be a bit squishy.


Bump for visibility.


Hmm, we'll see how much trouble it is to build a paladin/summoner (synthesist)/champion

That could be some pretty serious cheese.


Trust me, you'll want it.


Any thoughts on what I have so far?


Looks good.


Since Herolab doesn't do gestalt, this is a tedious process. It will be a while before I get it all worked out.


Apperantly there is a method for doing gestalt with herolab, I belive it was discussed previously in this thread.

I personally have been using google docs, especially for more complicated characters.

Considering that this is supposed to be a one-off, what else is needed to kick things off?


Y'all should have a reason to fight (and not flee) the oblivion lord.

Also, every character gets eight extra lives from Nadur, The Oblivion Lord's greatest enemy. This is if you're killed by an effect that would bypass Mythic Immortality.


rhesus_pieces wrote:
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...

Eidolon would be Conjuration.


Dragonflyer1243, Vrog Skyreaver, Rhesus_pieces, Trekkie90909, Ashe, and Fnord72 are the first to reach The Oblivion Lord. As soon as all of you post with an alias, I'll open gameplay.

To everyone else: It is highly unlikely that just those six will be able to take down the Oblivion Lord alone. Submissions are still viable.


fnord72 wrote:

Apperantly there is a method for doing gestalt with herolab, I belive it was discussed previously in this thread.

Yes, it consists of using the editor to make a custom class which incorporates the features of both classes. I've fiddled with it before, and I cannot claim enough expertise that such is easy at all.

Silver Crusade

I would love to try out my idea for a Gestalt Character.

Oath of Vengeance Paladin 20/Unbreakable Fighter 20/Champion 10 Tiefling Demon Spawn

If it's cool, I'll post stats this evening.


Ok, it's sort of built.

Twink Fu:

Twink Fu
Half-Elf Summoner (Synthesist) 20, Paladin (Oath of Vengance)/ Mythic Champion 10 (Pathfinder RPG Advanced Player's Guide 54; Pathfinder RPG Ultimate Magic 0)
LG Huge humanoid (elf, human)
Init +31; Senses low-light vision, scent; Perception +39
--------------------
Defense
--------------------
AC 60, touch 22, flat-footed 53 (+4 armor, +4 shield, +6 Dex, -2 size, +30 natural, +5 deflection, +1 dodge, +1 insight+ 1 luck)
hp 354 (20d10+230)
Fort +45, Ref +36, Will +43; +2 vs. enchantments
Defensive Abilities evasion, life bond; Immune sleep, acid, cold, electricity, fire, sonic, hard to kill, mythic saving throws, unstoppable; DR 10/evil, holy champion; Immune aura of righteousness, sleep, charm, compulsion, disease, fear, inhaled poison

--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 claws +33 (1d8+20)
Melee +5 called glamered holy impervious mythic bane speed legendary adamantine falchion +45/+45/+40/+35/+30 (2d4+35/15-20/×5 plus 2d6 vs. evil+2d6 vs. mythic subtype)
Special Attacks aura of faith, holy champion, mythic power (23/day, surge +1d12), smite evil
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 20th; concentration +33)
. . 16/day—summon monster
Summoner (Synthesist) Spells Known (CL 20th; concentration +33):
. . 6th (7/day)—dimensional lock, greater planar binding (DC 29), protection from spells, summon monster viii, walk through space{super}UC{/super}
. . 5th (8/day)—greater dispel magic, greater heroism, greater rejuvenate eidolon{super}APG{/super}, greater teleport, true seeing
. . 4th (8/day)—communal stoneskin{super}UC{/super}, dismissal (DC 27), greater evolution surge{super}APG{/super} (DC 27), teleport, transmogrify{super}APG{/super} (DC 27), wall of stone
. . 3rd (8/day)—dimension door, displacement, fly, phantom chariot{super}UC{/super}, rejuvenate eidolon{super}APG{/super}, restore eidolon{super}UM{/super} (DC 26)
. . 2nd (8/day)—ablative barrier{super}UC{/super}, barkskin, communal protection from evil{super}UC{/super}, glitterdust (DC 25), haste, see invisibility
. . 1st (9/day)—endure elements, feather fall, long arm, mage armor, protection from evil, shield
. . 0 (at will)—detect magic, guidance, light, mage hand, mending, read magic
--------------------
Statistics
--------------------
Str 50, Dex 22, Con 28, Int 16, Wis 25, Cha 46
Base Atk +20; CMB +32; CMD 66
Feats Critical Focus, Dodge, Furious Focus[APG], Greater Spell Penetration, Improved Critical (falchion), Improved Initiative, Power Attack, Skill Focus (Perception), Spell Penetration, Staggering Critical, Toughness
Traits seeker
Skills Diplomacy +33, Fly +25, Linguistics +7, Perception +39, Spellcraft +24, Use Magic Device +36; Racial Modifiers +2 Perception
Languages Common, Elven
SQ eidolon link, elf blood, fused eidolon, fused link, shielded meld, maker's jump, share spells with eidolon, split forms, twin eidolon
Combat Gear jingasa of the fortunate soldier; Other Gear amulet of natural armor +5, belt of physical perfection +6, cloak of resistance +5, headband of mental superiority +6, dusty rose prism ioun stone, ring of evasion, ring of protection +5, tome of leadership and influence +5, tome of understanding +5, 900,000 gp
--------------------
Special Abilities
--------------------
Critical Focus +4 to confirm critical hits.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Greater Shielded Meld (Ex) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.

At 12th level, whenever the synthesist is fused wit
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Immunity to Sonic You are immune to sonic damage.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Life Bond (Su) Damage that drops you below 1 hp is taken by the Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maker's Jump (3/day) (Sp) At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this abi
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Split Forms (20 rounds/day) (Su) At 16th level, as a swift action, the synthesist and his fused eidolon can split into two creatures: the synthesist and the eidolon. Both have the same evolutions. The synthesist emerges in a square adjacent to the eidolon if possible. All effects an
Staggering Critical (DC 25) Critical hit staggers target
Summon Monster IX or Gate (16/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Faith (10' radius) (Su) Your weapons, and attacks against enemies in aura are considered good-aligned for overcoming DR.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Aura of Righteousness +4 (10' radius) (Su) You are immune to compulsion. Allies within aura gain a morale bonus to saves vs compulsion.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Critical Focus +4 to confirm critical hits.
Critical Master (Mythic) (Ex) Automatically confirm critical hits and do maximum damage.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +6, 20 mins, 4/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+10 bonus, bypass all DR).
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Champion (Su) Smite Evil banishes evil outsiders, channel energy/lay on hands healing is Maximized.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Ioun stone (clear spindle) Sustains bearer without food or water.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Lay on Hands (10d6, 28/day) (Su) You can heal 10d6 damage, 28/day
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maximized Critical (Ex) Maximise the weapon dice on a critical hit.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Nauseated) (Su) When you use your lay on hands ability, it also removes the nauseated condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Mythic Power (23/day, Surge +1d12) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Sight (Sp) See illusions and magical deceptions for what they truly are, as if using true seeing.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Power Attack -0/+18 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Powerful Justice (Su) At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR.
Punishing Blow (Ex) Creatures hit lose regeneration and fast healing for 1 rnd. Criticals cause loss of DR.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenating (100 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Smite Evil (7/day) (Su) +18 to hit, +20 to damage, +18 deflection bonus to AC when used.
Staggering Critical (DC 30) Critical hit staggers target
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.

There are likely a couple of errors in here. It is shown here in fused with eidolon form which is huge.

Dark Archive

great, was going to go to sleep, but nooo. there had to be a thread of awesome, now I gotta make a gestalt


Been thinking, need to do a bit more twinking on that build. It could be a fair amount better.


HP before Mythic: 20d10 ⇒ (9, 5, 8, 3, 1, 8, 9, 9, 5, 5, 1, 9, 10, 7, 5, 6, 6, 4, 2, 6) = 118

That could have been a lot more :/

Anyways, I'm thinking a Rogue/Paladin who is actually going to try and take this God alive :3 Let's hope he survives round one, eh?


Theoretically... Would a sphere of annihilation work on a god? :3 I always need a backup plan.

Dark Archive

My computer! She is dead. I'll be back in a few days, I can't do this from my iPad.

Dark Archive

Doombringer the DM wrote:
Theoretically... Would a sphere of annihilation work on a god? :3 I always need a backup plan.

Not in this case. It'd be like using lightning on Zeus or Water on Poseidon. No point in using a god's signature attack on himself.


or to quote lina inverse "it's like saying 'hey, you, give me the power to destroy you!'"


"Hey, nice sphere. Here have another one!


Curious. What does this Oblivion Lord look like? Some giant humanoid? A monstrosity? A Medium sized humanoid with extreme power radiating from his body?

Oh! And what sorts of magical items can my divine mount (hippogriff) wear? I want to make sure she's protected too you know!


He's a 50ft. Tall suit of pitch black spiked full plate with pure oblivion seeping through the chinks.


Oh that's lovely... Well if I were to take leadership and build my cohort to be exactly like me... and have my cohort take leadership... and have her cohort take leadership etc... I think we might either have one god that's really confused at how he's being hurt or lots of dead Palarogues.


Cohorts can't be leaders.


Hm. I'm guessing that tech and something like a Belt of Physical Perfection that both grant enhancement bonuses don't stack right? It's one or the other?


same type of bonus never stacks with the exception of dodge bonuses


1 person marked this as a favorite.

Well, I came up with flavour. I just have to put the finishing touches on the build itself.

Awesomely Cool Backstory:

Sarenrae stared into the Abyss, but this time, the Abyss stared back. She sighed and pondered for a minute before speaking. "I am loathe to admit it, but I may need your power. A darkness is coming like nothing the Planes have ever seen before. Asmodeus. Torag. Abadar. Iomedae... and so many more have come together in order to face this threat. However we need you amongst our number... and the other have agreed that we would rather risk the chance that you go free than the Planes be ripped to shreds by this darkness."[/b]

A low rumbling laughter shook the entire Abyss. "You are desperate. I have not had the pleasure of your company since you locked me in this prison." The voice radiated pure evil, filling the entire plane with such a foulness that it birthed a thousand new demons. "I know of this force of which you speak. I might even be convinced to help you. The right to destroy is mine and mine alone."

Sarenrae narrowed her eyes and conjured a lance made of white wood and tossed it into the Abyss. "Rovagug, I will not release you completely but know you won't help us of your own volition, so here are my terms. You place your entire essence within that lance, and it will be wielded by a Champion of my choosing... in return, I will give you a chance to be released from that lance."

The Rough Beast cackled. "Interesting. Do tell, how would I be able to free myself?"

"First, the lance must be used to destroy this new God who is threatening these realms... the second condition is that it must be used by one of your Anti-Paladins to strike a fatal blow to myself. Once we have succeeded, I will cast the lance off into the material realm for fate to decide what happens."

"I accept you terms... but tell me, who will be wielding this lance, this weapon of fused holy and unholy power?"

Sarenrae smiled. "A Paladin from a different realm entirely. He is known as The Dark Knight... but his name is Bruce Wayne."

Oh right, since I changed classes I have to reroll.

HP: 1d10 + 18d8 + 10 ⇒ (4) + (8, 8, 2, 8, 4, 3, 2, 2, 3, 6, 7, 6, 1, 2, 7, 8, 3, 4) + 10 = 98


Can I assume that he is evil enough for my smite evil to go off? I want to set up my character so that his stats are calculated for after he preps, since there is a LARGE difference between Batman now, and Batman when he Smites/Drinks Potions/Uses Wands/Casts Spell/Drinks Mutagen.


3 rounds to prepare.
He's lawful evil.


test:
Test: 37d8 + 605 + 6 + 5 + 5 + 5 + 6 + 5 + 5 + 7 + 5 + 5 + 5 ⇒ (7, 5, 8, 8, 5, 5, 8, 8, 8, 5, 7, 2, 3, 4, 7, 3, 7, 7, 4, 7, 6, 5, 4, 5, 3, 6, 2, 3, 7, 3, 8, 7, 1, 7, 3, 3, 3) + 605 + 6 + 5 + 5 + 5 + 6 + 5 + 5 + 7 + 5 + 5 + 5 = 858

These damage macros are so variable, it's going to be annoying to roll every single time.


If this is still taking characters I'm interested and can have a build done tonight. I always wondered how my characters would look gestalt.


Cohorts are single classed, not Gestalt, right?


Yep


GM Overlord wrote:
Yep

Alright, assuming the first thing I am going to do is swift action let out a scroll of Time Stop in my Spring Loaded wrist sheath, Standard action read it and move action whip out a potion from my Handy Haversack, would you mind me rolling my UMD and how many extra rounds I get here?

UMD: 1d20 + 31 ⇒ (19) + 31 = 50

Rounds of Time Stop: 1d4 + 1 ⇒ (3) + 1 = 4


Don't mind.


Why only 3 rounds to prepare?

Are we walking through some sort of dispel magic field?

If we know who we are going to be hunting down, and having somehow survived the odds to become as powerful as we are, why would we not have taken the time to learn as much as we reasonably could about the BBG, and have started preparing spells long before we run into him?

At our level buff spells (at CL 20) are starting at 20 hours for hours per level; 3 hours 20 minutes (200 minutes) for 10 minutes/level; 20 minutes for minutes per level, and 20 rounds for the fun short ones. And this doesn't include extend spell either.

Seems likely that knowing that he's in that castle/dungeon/building/ruin/etc that we would start buffing as much as we could before we started.

Stands to reason that the BBG is going to have more than 3 buffs active.


Doombringer, since this is a one-shot, and we have a significant ransom in funds, why stop with only one time stop spell?

Cast time stop every round, for 6-15 rounds to prepare. While you're at it, buy a greater maximize rod to ensure that all three time stops are 5 rounds each.


To be fair, with spells like timestop, and clever use of items/actions, you can easily have more time. The only reason I'm using 1 time stop scroll is because that's all I really need(tehnically I'm not even a spellcaster since extracts don't count as spells, just magical effects), but theoretically, you can activate one, use that time to buff, and use another right after it expires, buff, and use a last one... buff.

Oh yeah, and we are fighting a god.


We know:

He's a 50ft. Tall suit of pitch black spiked full plate with pure oblivion seeping through the chinks. He's lawful evil.

So, good buffs are?

mindblank
nondetection
contigency

moment of prescience
freedom of movement
resist energy (all)
fly
see invis
greater spell immunity (what spells?)
magic circle vs evil
protection from law
align weapon
greater heroism
invisibility
holy aura
mythic haste

Others?


Hey all, I'm interested as f#&* and I want to make a monster character. I have two things in mind, both of which I will gladly make.

One of them is a troll fighter (viking) 20/bloodrager 15/guardian 10

The other one of them is a sovereign dragon eldritch knight 2/paladin 20/archmage 10

I think I prefer the sovereign dragon one, and if this is still running, I can start generating a character very soon.


For those of you still building your characters, i'd recommend not taking a brilliant energy weapon, since we know he's undead.

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