M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
Originallt I was only doing Investigator to reach the 40s number of d6, but I never saw the rule about tanking a score to increase the others. I'm sadly not doing 69/69 for thememe, but it was so perfect I jept it. I'll look into updating ir later.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
Investigator build didn't work out since there's no Free Action Study, only Swift. Here's his pertinent stats, he'll ocassionally pull out a random trick like causing the enemy to bleed or something from his Rogue toolkit, or possibly intimidating it if we somehow get a surprise round. (Free Phantom Thief gives him a +15 to intimidate, lol) Epic Cognatogen and Mutagen +10 to Mental or Physical [Plan is to drink the cognatogen, and if running out of bombs, cower and drink the physical mutagen] HP: 240 (hd) + 40 (mythic) + 420 (con) + 30 (fcb) = 730
Will, before battle, drink a few different "%chance to miss" mutagens so as to not outright die by flyby attacks. Damage (assuming it hits, and d6 bombs aren't dodged): The Grenade Launcher: +8 Reliable Speed Ghost Touch Musket (1d12+29+11 BP, 15d6+29 Fire or Cold or Acid or 15d4+29 Sonic or Force [DC 64 Reflex/Fort halves], 14d6+10 Sneak Attack, +3 to one attack) Assuming they all hit, that's 7d12+280+105d6+238+96d6+70 per turn after mutagen, even more if Targeted Admixture is added, adding 29 for each successful hit for giving up splash damage. That assumes, of course, all attacks hit. That's an average of 1300 or so damage per turn. I specifically avoided 3rd party shenanigans aside from the Epic Handbook, so I probably have the most underpowered character here. He can, however, cause *absolutely unavoidable* damage if he so wishes, with splash damage from force bombs. 1.3k damage average assuming everything lands with mutagens up, 1.5k with targeted admixture. Due to the nature of bombs, this isn't unlimited and he can only keep it up for like 10 or so rounds before his numbers no longer include the bombs. The sneak attack still applies.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
I'll have the fully rewritten Alchemist 30 // Gunslinger 5 / Investigator 25 after a job interview today. His main method of not getting hit is his extracts, as I tried to say as within 1st party material as I could for this.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
"Haagenti is supposed to be the Demon Lord that doesn't resort to violence immediately, so it makes sense that they'd be the one to show up without trying to obliterate the place outright," John says. "As long as there are no Agnoias or Yarahkuts, this is fine," he says. He is genuinely shocked at a Demon Lord showing up in a bar. This feels like a set up to a corny joke. Dude has a 40d6 rocket launcher after I finish the rewrite, hence his mentioning of those guys who's whole deal is spreading ignorance and preventing too powerful technologies. "That wouldn't make sense, there being no cat," John retorts, "we've been recruited from different places in the universe, yeah? Unless there's some truly universal threat... it'd make sense to round up one world's powers. Only thing that makes sense is Daemons or Rovagug, or some god I'm unfamiliar with." John then takes a sip, gitting a tad tipsy as he hasn't exactly focused his alchemical efforts on not-getting-drunk elixirs, "if it is daemons, I at least hope I get to meet the bastard people accuse me of being a servant of, though."
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
"I haven't heard anything about it, other than its power was near to the power of a demigod, or more powerful, without actually having any of the deific outright invulnerabilities," John says. A "mere mortal" like him has no chance of besting an outright deity, but an absurdly hardy and fast cat? That sounds right up his alley.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
2 more levels? (Mostly joking, I'm confident John has an unavoidable damage method [Deadly Bombs + Fort Save Bomb Discovery + Exploding Bullet] if he has Deadly Bombs, but it's not too much damage)
But yeah, sounds good.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
What was Catzilla's Reflex, Fortitude, and Touch before the rework? No matter what I think John can pull off damage, with a combination of exploding bullets, frost bombs, and Deadly Bombs. The problem is how much damage. But yeah if we do the rework, I'll likely come up with a different character, for sure.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
I'll probably see how high I can crank John if I ditch the "mere human" thing, and then I'll get back to you. I'll decline the templates if there's no way he can even make a dent, but if he can, I'll probably ask for one or the other.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
Well, now that I have a vague idea of what the Catzilla is... I might give John some more abilities [i.e. make him, mechanically, a bit more than human], and yeah considering every 2 levels gives me 6d6, I'd be fine with 50.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
Wait. Gunchemist apparently stacks with the one I used for free archetype?! Oh, now I have a horrifying idea. I'll probably work on it later, but it'll replace rogue with Investigator to get a ~40d6 per bullet attack.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
Free Archetype: Oenopion Researcher (on AON) / Visionary Researcher [on D20] (I'll find the post where we got to pick a free archetype, I picked Phantom Thief on the other side because who the hell wouldn't want a Phantom Thief with Sneak Attack?). Granted, they only get half the benefits which is kind of pathetic. That, and I have the money to spare. Turns out, it doesn't cost more money to infuse a +10/+10/+10 mutagen then a +2 mutagen :)
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
I misread Epic Mutagen. I do hope adapting Epic Mutagen for a Cognatogen equivalent is okay as well, but apparently it's +10 to all physical [mutagen]/mental [cognatogen] stats, and the penalty to mental/physical stats are removed due to flawless mutagens. So, all in all, worth it.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
"I try to minimize pain where-ever possible with my extracts, granted some pain is inherent," John says, "since such rapid changes to the body naturally are going to hurt regardless of whatever plane you're aligned with. If you'd like to fortify your mind," he says as he pulls out more cognatogens, "I can grant you some of those effects. Granted, I'd assume you'd want the strength-enhancing ones for beating a cat to a pulp, yes?" Agh, need to get extracts up.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
Yeah, I have to ask since we have so many rogues: immunity to precision, yes or no? I still haven't gotten the extracts done yet, but the gist: Targeted Admoxture, See Invisibility & co. He isn't that big on the magic, but a free INT to damage is a free INT to damage. Anyone have an idea of an infusion they'd like? John's 2k with absolutely perfect everything, but 1.5k on average assuming everything hits.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
Alright, unless I miscalculated, with both good mutagen/cognatogen timing, as well as Targeted Bomb Admixture, I should be pushing 2k per round maximum, 1.5k per round average for the 11 rounds John can fire bombs. John can, and will, also boost your most pertinent stat by an extra alchemical +6, or in the case of the other human, a +12 to boost everyone else's damage.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
I don't think I can hit 3k DPR, even with epic cognatogen, especially sustained for 50 rounds. 2k DPR is possible if everything is maximum, 1.5k DPR is average, but... bombs are a limited resource. After 11 rounds John's damage potential drops by 15d6. I'll see if adding gunslinger levels makes a difference if necessary, that'd give me a constant DEX to damage from the bullet itself which might help, since I can then chug a
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
"If you've gotten yourself used to mutagens," he says as he switches the set-up of his alchemical lab on the table, and goes to shake the other human's hand, "oh I can concoct a much more powerful mutagen for you, specifically. You worked with Haagenti?" Free +12 STR mutagen with no downsides, lmao. Perks of being considered an alchemist. He then takes another sip of mead. "I must admit," he says between sips, "didn't expect to see another human here, given the godlings and outsiders. We're all here to fight a cat. Makes you wonder, what on Golarion and beyond gets a cat to be so bloody powerful it needs Godlings, Outsiders, and humans with either rumored or true connections to deific figures of technological or alchemical destruction to combat, hunh?"
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
I'll get the extracts done tomorrow, but it will mostly consist of backup strategies in case aspects of his character fail (See Invisibility, Targeted Admixture, and True Strike)
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
Oooh. Haagenti. I might as well bring up 'rumors' so there's an in-character reason why John gives you a proper Alchemist's Flawless Epic (+12!) STR mutagen. He's an alchemist with a horrifying gun, he's presumably gotten rumors of connections to the Harbinger and the Demon Lord "Oh? Despite what seem to be some kind of chaotic influences on you, you seem to be human, like me. My name is John Smith, the Alchemist. Despite all the alchemical modifications to my form, and-- believe me, there are numerous," he says as he shudders remembering the taste and the consequences of some of the less-well-thought-out procedures he has done to himself, "I am still at my core, human and mortal. Unless you believe the rumours, that is. That I'm," he then laughs hysterically, clearly getting tipsy on mead already, "some spawn of Cixyron and/or Haagenti given flesh! HA! What kind of crackpot conspiracy is that?!" He then gets out his material to brew a potential new mutagen for the new party member. The Sixth Bull's Mutagen, he guesses, would be appropriate for the man. That's a lot of party members. Hopefully this cat has quite a lot of HP.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
"I doubt any of us here are truly capable of everything," John says, sipping yet more mead. "Otherwise they merely would have called said person here to simply delete," he says as he snaps his fingers, "the cat. I do agree though, that that was certainly an entrace, Demiurge. "
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
"If we're showing why we're here, infinitely high ceiling and 'indestructible' flagons... I'll show you why I was invited to a table with godlings and outsiders," John says as he grabs two flagons, with an impossibly wide smile on his face. In one, he fills with the amount of blackpowder used to propel a single musket ball. The other, he fills with the same amount of magic-infused blackpowder. "This," he says as he points to the first flagon, "is the amount of blackpowder used to propel a single musket ball," he says as he lights it aflame and the expeced explosion happens, the flagon somehow still intact thanks to its construction. "Now, when you infuse it with mana akin to how a normal Alchemist makes bombs," he says as he lights the second, and the flagon, supposedly nigh-indestructible, immediately bursts into shards of glass that embed themselves in the Alchemist, with a fire erupting from the top that seems to reach the ceiling, though that should be impossible. He removes the glass shards from his body, blood barely even leaking out as he does so, and resumes speaking. "Human ingenuity is fueled, in-part, by our shorter lifespans in comparison to, say, elves, as well as an innate curiosity and desire for some form of power." I'd imagine he'd have to have done a lot of experiments on his own physiology, ha. Dude has 69 DEX and 69 INT. Well out of the normal human range. Tearing the last glass shard out, he does finally manage to spill a few drops of blood, despite being previously absolutely peppered with the glass. "If I were to become immortal, that is to say unable to die by aging, then I'd lose that very spark." As Umir steps into the shadows, John quickly whips out alchemical reagents, as well as talc and powdered silver, and quickly whips up an extract to see if he can locate the tiny outsider. He swirls it and drinks the extract in a quick motion, and then looks about the shadow. "Hm, impervious to any kind of sight against invisibility. Impressive!"
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
Yeah, and that's pershot. I get 5 attacks from BAB, one from the Speed Musket, and one from Rapid Shot, and one more from speed. OF course, some of those might miss depending on the enemy's Touch AC. Theoretically this would be worse with Manyshot and Explosive Missiles but... Grenade Launcher.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
Yeah. I just stacked Alchemist's 15d6 with Rogue's 15d6, and the only way to have both cooperate with evasion intact was to... well, give him a grenade launcher (gunchemist), essentially. Underground Chemist sadly doesn't have evasion.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
Three rogues. Free 15d6 to damage is a free 15d6! "Considering they offered us rooms, I don't think the cat is in our sights just yet," John says as he grins at the tiny outsider at the table. "And who might you be? I'm John," he says as he begins to extend his pinkie finger out for the tiny outsider to shake.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
Yeah. The absurd thing is that infused mutagens cost only 2000gp, and neither epic (+12) nor visionary (half bonus but can be given to others) make them cost more. One should be good for each person, since I believe they last 30h per.
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
"Pleasure to meet you, Umir, my name is John Smith, the Alchemist," John says as he pulls out yet another mutagen. This one is labeled "CAT-V6", along with a drawn-on picture of a cat. "Might I ask what the crown is for? Also, I realize that there's no ceiling here. So, if anyone needs proof of arcane powder's might, I'll quickly whip up a form of container that can withstand one explosion."
M Spellslinger 1 | hp 9/9 | Init +4; Perc +3 | AC15 (T14 FF11) | CMD 14 CMB +14 | Fort +2 Ref +4 Will +5
Alright, I wanted to decide which cognatogens/mutagens to prepare. So far it's a visionary STR mutagen for Bolvar, visionary INT mutagen for Sapphire, and a normal INT cognatogen for John, paired with a backup DEX mugaten if it's hard to hit the cat. A +6 may not be much, but it's a free +6 to one stat courtesy of alchemical chicanery. The name is technically called a Oenopion Researcher, but that implies a Nex connection I don't want this guy to have. I'll probably give you a DEX mutagen (technically, visionary epic flawless DEX mutagen) that gives you a nice natural armor bonus along with +6 to DEX when the fight actually starts. And the previous message was supposed to say "I still need to finish extracts", since I haven't prepared any and no doubt will at least need to see invisibility.
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