How to poke BBEG, run and live?


Advice


Hi all, my character just died for a really stupid reason, now I gotta build a new character and I'm wondering...

How would you build a 9th level character who could walk right into the BBEG's lair, get jumped by everything, possibly set off every type of trap, get targeted by every type of spell/damage, etc., run, and live?

I did do some forum searching on this, and got some good ideas, one was the implanted ioun stone of regeneration,(so even if you did die you can come back) another was get diehard and deathless feats, maybe toughness and improved toughness...

I was considering a beastmorph/viv to get some good combat output with fast heal etc, so I could devote more feats to this sort of thing, but none of these address save or die type spells, stat drain, or covers how you might escape.

I'm assuming a spell/item/class ability combo that would work, on another thread somebody mentioned theres a way to put up an anti-magic shell that does not effect you (though didn't go into detail) but I figure theres gotta be some kind of way to do this assuming your focused on surviving just about anything for just a round or three and GTFO.

any ideas? non-corp? illusions? anything?


Hey Baal. There is no way to guarantee it, but there are ways to increase your chances. I think concept is very important, so I do have to ask do you care about what class you would have to play or do you only care about getting out alive?

I can work with either one.

What stat buy are you using, how much gold do you have to spend?

Also what books are you allowed to use?


hey wraith! 9th level, 45k but cant spend more than 1/3 (IE 15k) on any one item, rolled stats so assume 1 17, 1 16, rest mid level. bookwise I "think" I could use almost anything put out by paizo, though too much from ARG could be pushing it.

concept wise I was thinking a gnome beastmorph/vivisectionist but primarily because of fast healing/survivability, (I really liked the beastmorph build where the author used weapon finesse to max dex and con and went for tiny rather than enlarged)

That got me thinking about various little furry critters with big teeth/claws IE animal from the muppets, the movies "critters 1, 2 and 3" (yeah they were way B movies but very funny on the same level as "I come in peace") that little furball of teeth in dark crystal, but I'm not totally attached to this. was also thinking of going for kobold or goblin (for teeth and claw racial benifits) though like I said it would be a strech but I think the DM will have symptathy (nothing I could have done could have prevented the death, one shot killed and turned into wraith on a supprise round, it sucked)

but I'm not totally attached to this or anything, if somebody had some tricky way to put up an anti-magic shell with imp invis and d-door or teleport at will for a few rounds, I'd go for that. Just because of whats going on in the game, I'll have to wander through rune forge all alone for a while, and I'd really like to play an impatient curious character who wont wait for the discussions and arguements to end before opening doors etc (theres been way way to much of that lately in the party.)but at the same time dont want to die for being much too curious and impatient.


Wraiths suck, evil bastards. Not me the monsters :)

Kobold and goblins don't have a bite attack. I am just making sure you are clear on that unless the GM is going to bend a rule or two. If so it is always nice to have a free attack(natural attacks can be made at a -5 penalty when you full attack).

Antimagic at level 9 is not going to happen, and that are many ways to kill people without using magic also. I would look at high saves, and mobility(actual speed or the ability to teleport(actual teleport spell or dimension door as an example).

Mechanical answer

I would look at a druid. You can shapechange into a lot of creatures at that level, and you have a good will or fort save. Reflex won't be that great, but you should have enough hit points to survive being curious.

I would go dwarf(they boost wisdom and constitution score). Sometime before level 9 I would also look at steel soul

Steel Soul=Benefit: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf's hardy racial trait.

If you are using wildshape to change forms then you con score should up. That will also boost your saves, and you can also take different animal forms to provide various forms of transportation with high speed

You also have access to airwalk(basically allows you to fly)
Freedom of movement(you can move without being impeded)

--------------------------------------------------------------------

Concept answer:

I looked at the beastmorph, and it has the ability to shapechange also, but not as well.
I would have an extract of haste if possible, and one for the gaseous form spell.

Alchemist already have a high fort save, but a lower will save.
Since UMD is a class skill being able to handle scrolls should also not be an issue. By level 9 you should have at least a +11. If you take skill focus you or will have at least a +14. You can also have a masterwork item that will boost any skill for only 50 gp. You are now at a +16.
That +16 assumes you go goblin, and keep your charisma at an 8.

Now where you go from here depends on how much you want to plan around running away.

Having an oil or scroll of Fog cloud or a smoke still will give you concealment. That makes it impossible to target you with spells unless the BBEG has blindsight. It also give you a 50% miss chance for any attacks aimed at your square.

I would also look at a hat of disguise. Once you get out of the BBEG's sight that might be useful, especially if he does not know all of his people or did, or if some are still alive. Telling the BBEG "he went that way", while you go the other way is not a bad idea.

I don't know what books improved toughness and deathless would be in. I know about the deathless initiate and the deathless master feat, but you have to be an orc, IIRC

Taking iron will, and improved iron will for your will saves is not a bad idea however.

I will also add the some traps don't affect one person, they affect the entire room. As an example a cloudkill trap is pretty dangerous, especially if combined with another trap that locks you inside the room.

PS:After thinking about it that UMD idea won't work to well with a low charisma until level 10
-------------------------------------------------------------------

Monks are also good defensively, and they run fast, but you won't have access to teleport for about 3 more levels. Paladins also have good saves, but the GM might try to say your being reckless is chaotic. If he is willing to give you some freedom though that might work well, and if you boost your charisma score then you will be really hard to kill.

Bards have poor fort saves, but if you go dwarf you can make for that. You just won't have access to Dimension Door until level 10.
----------------------------------------------------------------------

PS:Having a few potions of invisibility on hand will always help if you can't cast the spell. You should also have a want of cure light wounds or some potions so you can heal yourself in case you start to take bleeding damage. Having potions of lesser restoration is also a good idea so you can handle ability damage.


Just a quick thought Theologian Cleric (travel) 7 monk 2 could give you a lot of good options for this including a dim door with a 800 foot +80 foot/level for escaping at the end (lvl 5 free metamagic enlarge feat on dim door)

Silver Crusade

If your only goal is to enter, live, and leave, then I say let others do the work. Use a conjuring wizard, buy as many Summon Monster wands as you can of various levels and one wand of invisibility (50 charges each). Then use low-level summons to clear the traps and bigger monsters to fight the defenders where necessary. And ofcourse turn invisible if any fighting starts, summoning more monsters doesn't break it, also use some of the great control spells (black tentacles, pits and protection from XXX jump to mind). Also a ring of sustanance is cheap buy to bring your spell recovery time from 8 hrs to 2hrs; That is assuming you're given opportunities to rest. Just don't really see this character having much left when all is said and done. Might be worth it though just to see your GM's face when you walk in with 600+ prepared monster sheets for your summoning XD


wraith- I'll have to break it down some, might have a build possibility in a day or two, been thinking that a protection from spells device (+8 to save) might be worthwile, but how do you beat stat drain? is there any device or spell which does that?

bert- like the idea of D-door, what else does the theologian cleric get?

Book- LOL very nice, another good thing is that pretty much anybody with a high UMD could do that with wands couldent they? how long does a summon moster spell last when activated through wand?

btw is there any way to set spells to a trigger? like if HP drops to x? there are some healing abilities which do this but I wasnt sure if there was a way to do it with other spells.


was looking at the dispelling fist feat, how important do you think dispell or counterspell might be for survival?


First thought was a Reincarnated Druid. At 5th level even if die you day you reincarnated 1 day latter in a safe spot.


You can't really become immune to stat drain, but you can boost your saves, and use the restoration line of spells to cure it.

Sczarni

I've got to ask what is BBEG?


Big bad evil guy i think :)

@Baalbamoth: Theologian cleric as sort of a specialist cleric they only get 1 domain but are considered 2 levels higher for it's abilities, can prepare the domain spells in non domain slots, and at 5th 10th 15th and 20th levels can permanently modify a domain spell with a metamagic feat from a specific list without effecting it's level.

With travel or more likely trade so you can also be party face you would have a speed of 50 (10 from the domain and 10 from longstrider) allowing you to get therre faster evaision from the 2 levels of monk to help with the aoe effects and fairly good saves for most of the rest.


Here is my attempt at the tag the BBEG character

Spoiler:

Samsaran Theologian Cleric of Apsu (trade) 7 Monk 2

Str 13 +1 lvl 4
Dex 14
Con 14 +1 lvl 8
Int 10
Wis 18 (22)
Cha 08

Hp 62
Ac 21
Fort 13
Ref 10
Wil 17

Traits Magical Knack Cleric, Reactionary

Skills
Acrobatics 3
Perception 9
Stealth 8
Fly 1
Swim 1
Sense Motive 7 (18) can add 4 as a free action 9 times per day

lvl---Bab
lvl 1 --0 Channel Smite
lvl 3 --2 Guided Hand (staff)
lvl 5 --3 Weapon Focus Quarter Staff
lvl 7 --5 Power Attack
lvl 8 --5 Dodge
lvl 9 --6 Deflect Arrows Snake Style

Staff +2 +12/+12/+7 1d6+9

Spells from samsaran
2nd Barkskin (druid)
2nd Invisibility (inquisitor)
3rd Arcane Sight (inquisitor)
4th Vermin Shape 2 (druid)
9th Shapechange (druid)

Items 46000

Headband of inspired wisdom +4 16000
Quarterstaff +2 (one end only as its a 2 handed weapon :) 8600
Cloak of Resistance +3 9000
Bracers of Armor +3 9000
Lesser Metamagic Rod Extend 3000
400 for other gear

Ok the concept is vermin shape lets you be a tiny vermin for 9 mins gaining a total stealth check of +23 and hopefully a fly speed of 80 (60 from the spell 10 from domain 10 from longstrider) With arcane sight and find traps up most traps should be easilly detected with a +18 perception. If you really have to fight divine power makes your attacks +15/+15/+15/+10 for 1d6+12 each hit and snake style gives you a rather good defensive move if needed although you have plenty of long duration buffs if you need to increase it more and of course to get out you have a 1520 foot dimension door spell as your level 4 domain spell.

I figure there are folks out there that can suggest better buffs and spells to take but this to me seems a very strong starting point.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / How to poke BBEG, run and live? All Messageboards

Want to post a reply? Sign in.