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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I'm almost done with my character, but I need to know: at 20th level, how would you rule Monk's Robes interact with unarmed strike damage? Does it progress? If so, to what? 3d6? 3d8? 2d12?

Anyway might as well roll hp:

HP: 20d8 ⇒ (5, 3, 2, 1, 5, 7, 4, 2, 8, 8, 1, 8, 4, 2, 5, 8, 1, 2, 5, 1) = 82

Ignore that first roll, that should be an 8 for 85. Right on average.


I'm not surprised by him being immune to crit/SA in the slightest. He's (i'm sure) also immune to ability damage and drain, as well as anything that requires a fort save but doesn't effect objects (being undead and all). He's probably also got an SR in the 40-50 range, as well as upwards of 1000 hp, and an AC in the mid to high 50s. That's my assumptions that I made going into building my character. I'd imagine that he also has improved uncanny dodge and improved evasion/mettle as well.

finally, i'd assume that his attacks do negative levels and ability damage/drain, which will most likely bypass your deathward type protection.


I figured the AC part which is why I built my weapon/abilities to hit his touch, flat footed, no deflection AC. I didn't take into account the precision damage immunity which actually doesn't effect Undead in pathfinder as neither traits nor type say it doesnt.


sorry, I meant that he's immune to fort save stuff cause he's undead.


fnord72 wrote:

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?

Death ward. You'll definitely want death ward.

Dark Archive

Vrog Skyreaver wrote:

I'm not surprised by him being immune to crit/SA in the slightest. He's (i'm sure) also immune to ability damage and drain, as well as anything that requires a fort save but doesn't effect objects (being undead and all). He's probably also got an SR in the 40-50 range, as well as upwards of 1000 hp, and an AC in the mid to high 50s. That's my assumptions that I made going into building my character. I'd imagine that he also has improved uncanny dodge and improved evasion/mettle as well.

finally, i'd assume that his attacks do negative levels and ability damage/drain, which will most likely bypass your deathward type protection.

Undershooting for HP and AC


Negative energy is the one thing I'm actually not worried about... Death effects on the other hand...


Cr500cricket wrote:
Undershooting for HP and AC

appearantly =_


Doombringer the DM wrote:
Negative energy is the one thing I'm actually not worried about... Death effects on the other hand...

Energy drain?


GM Overlord wrote:
Doombringer the DM wrote:
Negative energy is the one thing I'm actually not worried about... Death effects on the other hand...
Energy drain?

Good point. Potion (or scroll) it is! Then again, I suppose I don't want to do that until I see his energy drain ability first hand. Unless its a burst, I should be good.


It feels odd, playing a character that can easily one shot a tarrasque... And be able to full around attack Lucifer (who is statted by the way) into unconsciousness.


Yeah, I'm not really maxing out anything, but I think I'm making a character that's powerful...enough, for my tastes. He can deal something like 500 damage on a melee full attack, without any buffs except for smite evil. I do believe that I'm making him for durability more than damage, though.

Speaking of,

Health Rolls: 12 + 21d12 + 2d10 + 370 ⇒ 12 + (11, 8, 11, 8, 11, 1, 6, 5, 7, 9, 11, 7, 2, 9, 7, 6, 5, 6, 2, 10, 8) + (6, 10) + 370 = 548 Assuming my current total of 40 Constitution


I'm 90% finished with the dragon. However, the statblock is stuck on my malfunctioning computer, and I still need to spend 1.6 million gold. It's all I have left to do, though.

So uh, I'll do my best to have it posted soon.


This is what I've got at the moment. Criticism, admiration, comments are appreciated, as long as they aren't mean.

Grandmother Shinescale
Female old sovereign dragon eldritch knight 2/paladin (sacred servant) 20/guardian 10
-- Gargantuan dragon
Init +17; Senses Perception +37, see invisibility, arcane sight, true seeing, dragon senses
Aura good (overwhelming), courage (10ft), faith (10ft.), righteousness (10ft.)
--------------------
DEFENSE
--------------------
AC 57, touch 14, flat-footed 54 (+14 armor, +3 Dex, +28 natural, -4 size, +1 insight, +5 deflection)
hp 548 (22d12+2d10+370) plus 100 temporary hit points
Fort +50, Ref +38, Will +45
Immune paralysis, sleep, blindness, confusion, poison, disease, fear, compulsion DR 15/epic, 10/evil SR 29
--------------------
OFFENSE
--------------------
Spd 50ft., fly 250ft. (clumsy)
Melee bite +45 (4d6+36+2d6 holy+2d6 bane), 2 claws +43 (2d8+25+2d6 holy+2d6 bane), gore +43 (2d8+25+2d6 holy+2d6 bane), tail slap +43 (2d8+25+2d6 holy+2d6 bane)
Space 20ft., Reach 15ft. (20 with bite and gore)
Special Attacks breath weapon (60ft cone, 16d6 sonic, DC 36), crush (DC 36, 4d6+30), tail sweep (DC 36, 2d6+30), violent retort, absorb blow, mythic power 23/day, dogmatic discordance, golden armor 1/day, inspiring word 13/day (8 rounds), smite evil 4/day, divine grace, lay on hands 27/day (10d6 plus fatigued, diseased, cursed, deafened, paralyzed, blinded), channel positive energy 9d6, aura of justice,
Spell-like Abilities (CL 24th, concentration +41)
At will – calm emotions, detect evil, detect good, sympathetic vibration, tongues
1/day – plane shift
3/day – change shape
1/week – greater planar ally
Paladin Spells Prepared (CL 17th, concentration +32)
4th (6/day) – break enchantment, death ward, dispel evil, neutralize poison, restoration, blaze of glory, discern lies*
3rd (6/day) – discern lies, dispel magic (2), prayer, remove curse, holy whisper, magic vestment*
2nd (7/day) – remove paralysis (2), shield other, undetectable alignment, fire of entanglement, light lance, paladin's sacrifice, enthrall*
1st (8/day) – cure light wounds (2), detect undead (2), divine favor, endure elements, lesser restoration, ghostbane dirge, divine favor*
Domain nobility*
Sorcerer Spells Known (CL 12th, concentration +27)
6th (5/day) – antimagic field
5th (8/day) – feeblemind, suffocation
4th (9/day) – dimensional anchor, dimension door, greater invisibility
3rd (9/day) – dispel magic, sleet storm, daylight, water breathing
2nd (9/day) – glitterdust, shatter, mirror image, invisibility, knock
1st (10/day) – shield, magic missile, feather fall, touch of the sea, break
0 (at will) – spark, acid splash, detect magic, detect poison, dancing lights, ghost sound, mage hand, mending, message
--------------------
STATISTICS
--------------------
Str 56, Dex 17, Con 40, Int 26, Wis 30, Cha 45
Base Atk +24; CMB +51; CMD 64
Feats Improved Initiative, Power Attack, Improved Bull Rush, Greater Bull Rush, Death from Above, Multiattack, Arcane Strike, Death from Above (M), Arcane Strike (M), Furious Focus, Furious Focus (M), Leadership, Death or Glory, Hammer the Gap, Eagle Eyes, Eagle Eyes (M), Extra Path Ability (M), Cornugon Smash
Skills Bluff +44, Diplomacy +44, Disguise +44, Fly +22, Handle Animal +42, Heal +14, Intimidate +44, Knowledge (all) +13, Perception +37, Perform (dance, oratory) +44, Sense Motive +37, Spellcraft +35, Swim +50, Use Magic Device +42
Languages tongues, Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Sylvan
SQ Mythic path abilities (armor master (2), impervious body (3), cage enemy, turn the tables, farwalker, indomitable (2), beyond morality), holy champion, mercies (fatigued, diseased, cursed, deafened, paralyzed, blinded), divine bond (5 bonuses), divine health, divine grace,
Combat Gear ; Other Gear +5 adhesive deathless ghost touch bolstering mithral full plate of determination, ring of protection +5, ring of spell turning, belt of physical perfection +6, headband of mental superiority +6, truesight goggles, +2 holy evil outsider bane amulet of mighty fists, bracers of sworn vengeance, black soul shard, implanted ioun stones (2 lavender and green ellipsoids, pearly white spindle, iridescent spindle, clear spindle, dusty rose prism, 5 amber spindles, gamboye nodule, 100 cracked emereald ellipsoids), luckstone, well of many worlds, figurine of wondrous power: basalt dragon, mithral rose

Grandmother Shinescale has purchased tomes that increase her Strength, Dexterity, and Charisma by 5 each.


Excuse, I forgot to count his bonus HP from mythic tiers - 50 bonus HP, for a total of 598 hit points. I also need to include the basic mythic abilities somewhere on the completed sheet.


If you take a look at my character sheet, the breakdown that I use via spoilers tends to compartmentalize the info in a way that's easy to find.


Alright I finished mine. GM, I'm still unsure if you rule if Monk's Robes increase damage dice after 2d10; what's your ruling on that?

Anywho...

Canard Kuroihane

For those that don't wanna click stuff

Canard:
Canard Kuroihane
NG Male Tengu Martial Artist and Kensai 20/ Champion and Archmage 10
Init: +34 (always 54 on init check) (+14 DEX, +9 INT, +10 Mythic, +1 Competence)

Defense:
DEFENSE
AC: 68 Touch: 55 Flat footed: 44 (+14 DEX, +9 INT, +8 WIS, +13 Armor, +6 Monk, +1 Luck, +Dodge, +5 Deflection, +1 Insight)
HP: 315 (20d8+250) 85 base, 20 fcb, 20 Toughness, 20 mythic Toughness, 140 con, 50 champion
Fort: 29 Ref:33 Will: 29
Defensive Abilities: Evasion, Improved Evasion, Physical Resistance (5 points), Greater Defensive Roll (3/day), Canny Defense
Immune: Fatigue, Exhaustion, Stunning, Death Effects, Energy Drain

Offense:
OFFENSE
Speed: 120ft, fly 60ft
Melee: Holy Evil Outsider Bane, Mythic Bane Unarmed Strike +37/+37/+32 (4d8+24| 19-20 x3 +2d6 vs evil +4d6 vs evil outsiders) or+33/+33/+28 (4d8+32 |19-20 x 3)
Flurry of Blows: +40/+40/+35/+35/+30/+30/+25 (4d8+27 | 19-20 x3 +2d6 vs evil +4d6 vs evil outsiders) or +36/+36/+31/+31/+26/+26/+21 (4d8+32 |19-20 x 3)

If large air elemental, DEX increases by 8, damage dice increases to 6d8, to hit increases by 3, damage increases by 4, AC increases by 8 (+5 nat armor, +4 DEX, -1 Size). Against evil outsiders attack and damage rolls increase by 4.

Arcane Pool: 24/day, Mythic Power: 23/day surge 1d12, Weapon Mastery (Unarmed Strike) Quivering Palm DC 29, Pain Points, Exploit Weakness, 23 aoo/round

Stats and Feats:
Stats:
STR: 16 DEX: 38 CON: 24 INT:28 WIS: 26 CHA: 14
Base ATK: +15 CMB: +36 (37 on Disarm, 40 on grapple) CMD: 74 (76 vs disarm, 78 vs grapple)
Feats:
1. Weapon Finesse, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike), Combat Reflexes
2. Improved Grapple
3. Agile Maneuvers
5. Elemental Spell, Pirahna Strike
6.Improved Disarm
7.Intensify Spell
9. Greater Grapple
10. Improved Critical (Unarmed Strike)
11. Pin Down, Toughness
12. Deflect Arrows
13. Quicken Spell
14. Snatch Arrows
15. Spell Perfection (Shocking Grasp)
17. Iron Will, Greater Weapon Focus
18. Dodge
19. Great Fortitude

Mythic Feats
1. Dual Path
3. Mythic Weapon Finesse
5. Mythic Improved Unarmed Strike
7. Titan Strike
9. Mythic Toughness

Traits: Magical Lineage, Clever Wordplay UMD (apparently you can do this)

Skills:
Acrobatics: 39 (20 ranks) (59 if jumping)
Bluff: 24 (20 Ranks) HB
Climb: 9 (1 rank)
Diplomacy: 24 (20 ranks) HB
Fly: 39 (20ranks) HB
Heal: 11 (1 rank)
K.Arcana 34 (15 ranks)
K.Dungeoneering 29 (10 ranks)
K.Engineering 17 (1 rank)
K.Geography 17 (1 rank)
K.History 34 (15 ranks)
K.Local: 17 (1 rank)
K.Nature 26 (10 ranks)
K.Nobility: 17 (1 rank)
K.Planes: 34 (15 ranks)
K.Religion: 34 (15 ranks)
Linguistics: 40 (20 ranks)
Perception: 35 (16 ranks)
Profession: 14 (1 rank)
Sense Motive: 23 (10 ranks)
Spellcraft: 34 (15 ranks)
Stealth: 36 (15 ranks)
Survival: 11 (1 rank)
Swim: 9 (1 rank)
UMD: 28 (14 ranks)

Languages: Common, Tengu, Draconic, Tien, Elven, Abyssal, Infernal, Celestial, Aklo, Slyvian, Halfling, Gnome, Orc, Gnoll, Nagaji, Auran, Ingan, Aquan, Terran, Varisian, Halit, Skald, Ancient Ossirian, Shadowtongue, Necril, Undercommon, Minkain, Thassalonian, Polyglot, Shoanti, Hon-La, Vudran, Giant, Goblin, Aboleth, Garuda, Dwarven, Grippli, Catfolk, Minatan, Samasaran, Wayang, Cyclops, Boggard, Senzar, Hwan

Spells Prepared:
Spells Prepared:
6th (5/day) Greater Dispel Magic x2, Mythic Elemental Body III x2, True Seeing
5th (6/day) Overland Flight, Mythic Wall of Force, Teleport, Fire Snake, Elemental Body II, Telekinesis
4th (6/day) Greater False Life x2, Mythic Stoneskin, Mythic Dimension Door x 2, Greater Invisibility,
3rd (6/day) Heroism x2, Fly, Mythic Haste x2, Displacement
2nd (6/day) Mythic Mirror Image x2, Ablative Barrier, Glitterdust (DC 21), Invisibility, Scorching Ray
1st (7/day) Mythic Intensified Shocking Grasp x 3, Mythic True Strike, Mythic Intensified Elemental Shocking Grasp (Fire), Shield, Mythic Quickened Intensified Shocking Grasp

Class and Race abilities:
Special Abilities:
Sneaky
Gifted Linguist
Exotic Weapon Training (Rope Dart, Bich’hwa, other stuff that doesn’t matter)
Low light vision
HIgh Jump
Manuever Training
Greater Spell Combat
Spellstrike
Counterstrike
Perfect Strike
Fighter Training
Iajutsu
Critical Perfection
Superior Reflexes
Iajutsu Focus
Iajutsu Master
Martial Arts Mastery

Magus Arcana: Bane Blade, Devoted Blade, Accurate Strike, Spell Blending (heroism and Greater False Life), Lingering Pain

Mythic Abilities:
Sudden Attack (Ex)
Legendary Champion (Ex)
Impossible Speed (Ex)
Uncanny Grapple (Ex)
Fleet Warrior (Ex)
Precision (Ex)
Shatter Spells (Su)
Competent Caster (Ex)
Enduring Armor (Su)
Mirror Dodge (Su)
Channel Power (Su)
Mythic Spellcasting (Ex)

Gear:
Combat Gear:
+6 Belt of Physical Perfection 144,000gp
+6 Headband of Mental Superiority (Fly, Diplomacy, Bluff) 144,000gp
+4 Tome of Clear Thought 110,000gp
+4 Manual of Quickness of Action 110,000gp
+4 Manual of Bodily Health 110,000gp
+4 Tome of Understanding 110,000gp
+5 / 6 Pauldrons of Unflinching Fortitude 37,500gp
Monk’s Robe 13,000gp
+5 Ring of Protection 25,000gp
Ring of Freedom of Movement 40,000gp
Jingasa of the Fortunate Soldier 5,000gp
Eyes of the Eagle 2,500gp
Sandals of Quick Reaction 4,000gp
Gauntlets of the Skilled Maneuver (grapple) 4,000gp
Bracelets of Second Chances 15,750 gp
+3 Spell storing Mythic Bane (evil outsider) Amulet of Mighty Fists 100,000gp (Stores Empowered Intensified Shocking Grasp)
Handy Haversack 4,000gp
Thorny Violet Ioun Stone 8,000gp
Pale Green Prism Ioun Stone 30,000gp
Dusty Rose Prism Ioun Stone 5,000gp
Dusty Rose Prism Ioun Stone (Cracked) 500gp
Polymorphic Pouch 5,000gp
Pearl of Power I x6 6,000gp
Pearl of Power II x 3 12,000gp
Pearl of Power III x 3 27,000gp
Pearl of Power IV x 3 48,000gp
Pearl of Power V x 3 75,00gp
Pearl of Power VI x 3 108,000gp
Stone of Good Luck 20,000gp
Empower Rod 32,500 gp
Potion of Lesser restoration x3 900gp
Oil of Daylight x2 1,500gp
Potion of cure serious wounds x2 1,500gp
Potion of Endure Elements 50gp
Potion of Protection from Evil x2 100gp
Scroll of Breath of life x2 2,250 gp
Scroll of Heal x4 6600 gp
Scroll of Resurrection 12,275
Scroll of Barkskin cl 12th x2 1,200 gp
Scroll of Time Stop x 2 7,650 gp
Scroll of Miracle x2 7,650 gp
Scroll of Wish x2 7,650 gp
Scroll of Summon Monster IX x 3 11,475 gp
Scroll of Aroden's Spellbane x2 7650 gp
Scroll of Greater Heroism x 3 4,950 gp
Scroll of Resist Energy cl 11 x4 2,200gp
Scroll of Mass Heal x 3 11,475
Wand of Cure Light Wounds 750 gp

Lots of other mundane crap


FanaticRat and leinathan make aliases and post in the discussion thread. I'll get you in next round.


At first I just kinda lost interest in this but now?
I think Timelord Tim is dead (the wizard/alchy) but I might just have to try to build up a new character :)
Are you ok if I build the one-hit build?
The one-hit build (in theory in my head anyway :p) will hit for a truly massive amount of damage, well into the thousands, and as a static number.
I will literally do something like;
I attack. rolls 1d20+xx
if I hit, I do xxxx damage. My turn is done.

Now it looks like he won't come in this round, so it would have to be next round and all of this will be moot if everything is blown to bits anyways XD


I don't mind.


Realizing I made a lapse in thinking :(
The one-hit build needs to charge to get the massive amount of damage and needs to vital strike to have all the damage maximized :(
The oversight is that you can't combine the two :(
So I'll probably have to change some stuff around and it won't do nearly as much damage , but we'll see :)


Gobo Horde wrote:

Realizing I made a lapse in thinking :(

The one-hit build needs to charge to get the massive amount of damage and needs to vital strike to have all the damage maximized :(
The oversight is that you can't combine the two :(
So I'll probably have to change some stuff around and it won't do nearly as much damage , but we'll see :)

You can charge with vital strike. It's a useless feat otherwise.


GM Overlord wrote:
You can charge with vital strike. It's a useless feat otherwise.

I assume you mean this as a houserule (which is one I strongly agree with and implement in my home games). RAW you can't (which is why so many people think the vital strike chain is crap).


Yeah, it's a house rule.


O.o
Excelent >:)

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