
Avoron |
Mashallah, sorry, but no. Let's look at just your fight with the shoggoth, ignoring the even worse difficulties you'd face with the others.
2. Actually, none of your weapon trainings work. You only receive weapon training in light blades, and the aklys is not a light blade.
3. Your aklys has a maximum range of 20 feet, so you need to fly your griffon up to the shoggoth to attack it - and let's be nice and assume that the griffon's flight speed works underwater. Unfortunately for you, the shoggoth has Combat Reflexes and takes an attack of opportunity against the griffon, hitting, it, grabbing it, and constricting it. The griffon takes 50 damage and falls unconscious, at which points your movement ends and you are too far away to attack the shoggoth. Oh, and you should start making swim checks.
4. If you somehow got within range and attacked the shoggoth, you would provoke another attack of opportunity, which allows it to hit you with a slam, grab you (barely), and constrict - for 50 damage. You also cannot perform any activity that requires two hands perform, such as attacking with your uselessly Gargantuan aklys.
5. Even if you could attack it, the shoggoth is immune to critical hits, and weapon training doesn't apply, so your attack only deals 4d8+12 points of damage, average 30, or 20 after DR. The shoggoth heals half of that at the start of its next turn. That's assuming you make your swim check, otherwise it's average 15, 5 after DR, and healed completely by the time the shoggoth acts.
6. After being very much not killed, the shoggoth starts its turn with you in a grapple and swallows you whole. If you somehow did not get grappled, it gets to have even more fun by trampling you and swallowing you immediately after. You could hit with an attack of opportunity for 1d8+15 damage, or attempt a DC 36 Reflex save, but either way you're hit for 32 damage and swallowed (and your griffon quietly dies). The shoggoth barely makes its combat maneuver check, but from there on you've lost all hope of survival. You're grappled, your CMB isn't high enough to escape, and you can't cut your way out because it would take two hands. Oh, and you're taking 12d6+22 damage every round (average 64).

Mashallah |

Mashallah, sorry, but no. Let's look at just your fight with the shoggoth, ignoring the even worse difficulties you'd face with the others.** spoiler omitted **...
Oh, right.
It was 3am, so I made several mistakes, my apologies.For Warpriest weapon damage, this does put some issues, but can be alleviated by using an impact one-handed weapon, as much as I dislike losing weapon training to damage.
Yes, this does cause problems in terms of not one-shotting anymore. Let me think on how to fix this.
Otherwise, Aklys can be replaced with a deer horn knife. This fixes both the light blades and maximum range problems. Aklys had no meaning past having 20ft range increment.
Other than that, I don't see jarring issues.

Mashallah |

It won't be as smooth, but it still works:
3d8 damage thanks to enlarge person.
And I realised I made a small mistake with modifiers - my large damage should have been 1 higher before applying crits.
And I forgot an item of darkvision, so let's say Railgun has both several Ioun Torches and Eyes of the Dragon.
Also, replace the weapon with a +5 seeking dueling bane (evil outsider) Deer Horn Knife.
And add a luckstone.
Also, add a scroll of permanency, a scroll of enlarge person, a scroll of remove curse, a scroll of greater restoration, a cold iron dagger, a silver dagger, and a flying broomstick.
This should all fit within the leftover 200k gold of the WBL.
Some of these things (like extra scrolls of gate and such) might be excessive.
Additionally, replace Slippery with Deft Dodger.
From 20 ft away and after applying 3 DEX damage, Railgun hits him on a 3. That deals 12d8+40 damage for 95 average, which should be good enough.
Balor is trickier as he now gets to attack.
Railgun uses Combat Expertise, bringing his AC to 43 (Balor needs a 12 to hit, meaning a miss within this challenge). Railgun hits for 267 (precise thrust ability maximises all damage on hit, as far as I understand the reading) + 3 CON damage (equivalent to further 40 damage for a total of 307), before backing away 20ft.
Balor lacks pounce and thus can't full attack, while his most reliable spells are saved against on a 7.
His best bet is summoning a CR 19 Demon like Vrolikai.
The Vrolikai immediately chooses the most obvious option (the Vrolikai, unlike the Balor, lacks complete knowledge of Railgun's abilities): Enervation and Quickened Enervation, followed up by moving in to threaten the Fighter.
But Railgun has smash from the air and thus deflects both of those ranged touch attacks (+29 against +25 with combat expertise).
The movement also provokes an attack from Railgun, which is a hit on a 6, dealing 3d8+15 damage (average 37, so the Vrolikai is at 295 health).
Railgun is in a bit of a tight spot, but the issue is resolved by using Combat Expertise to attack the Balor (hitting on a 6) and ignoring both AoO's, followed up by moving away. This attack puts the Balor into negatives (around -20), but not quite at -CON, thus not activating death throes.
If Railgun kites the Vrolikai by attacking with combat expertise (hitting on a 6) and moving away, the Vrolikai can never hit. The only effective attack of the Vrolikai is Vampiric Touch for 9d6, so I'll assume all 3 Vampiric Touches go off for a total of 27d6, or 94 average, putting our hero at 110 HP.
Railgun takes a couple minutes of fiddling with a wand of Infernal Healing to get out of the Power Word range of health.
Railgun wins initiative and hits (Combat Expertise for 43 AC) for 18d8+109 maximised for 267 damage with bonus 3 CHA damage, knowing that a Pit Fiend is a dangerous spellcaster.
As Railgun has several Ioun Torches, dispelling any of the options to see in the darkness wouldn't work.
None of Pit Fiend's save or sucks can reliably affect Railgun.
Wishing for Deeper Darkness also won't work since Railgun has blindsense 60ft and miss negation from a seeking weapon.
Against Pit Fiend's most likely to succeed spell (Meteor Swarm), Railgun saves on a 6.
Railgun's CMD is 54, meaning the Pit Fiend needs 16 to successfully graple (meaning a fail under the terms of the challenge).
To hit with an attack, the Devil needs a 16 at best.
His best bet is summoning an Immolation Devil, which he does.
The Immolation's Devil constant fire shield is irrelevant to a range attacker.
The Immolation Devil immediately uses fire storm, dealing 30 damage after save on average, and moves in to threaten. This brings our hero down to 174 from 204, also known as dangerously close to Power Words.
This provokes an attack from Railgun, but he decides not to attack so as to not get burnt by the fire shield.
Railgun attacks the Pit Fiend without Combat Expertise (hitting on a 4, dealing 104 damage, and putting the devil at -16 HP, meaning it needs 4 rounds to get up; 4 rounds is very good), this provokes the Immolation Devil, who hits on a 9 for 19 damage.
Railgun moves away from the Immolation Devil's reach, provoking again for 19 further damage.
This means 146 health.
The saves for Burn have failed, but Burn damage applies on start of turn, not mid turn, thus AoO Burn is irrelevant RAW.
Immolation devil moves in and attacks, hitting again for 19 more on a 9, 137 health.
Railgun takes 7 further damage from burn, 130, and can finally start fighting defensively. He hits the Immolation Devil on a 7 (and gets hit on a 14), allowing him to kite happily. As he kites, he probably shoots the Pit Fiend once to prevent it from getting up.
Once both are down, he finishes them off with Celestial Healing, rolls on the ground to extinguish himself, and heals up with Infernal Healing.
Railgun hijacks surprise round and wins initiative, following up with a throw for 253 damage + 3 CON damage (effectively 44 more damage, thus 297 total).
Linnorm regenerates 15, putting him at 103 total.
The Linnorm uses two breath weapons, dealing 148 damage since Railgun needs a 11 to save and thus fails one save while passing the other (and bringing him to 56 health). That kinda hurts. Railgun saves against the Strength Drain on a 8, so it doesn't affect him.
A Combat Expertised Vital Strike hits the Linnorm on a 7, dealing 94 damage and leaving 9, which are promptly healed up to 24.
The Linnorm needs a 13 to hit and can't full-attack and is thus doomed to go into far negatives on the next round and get stabbed with a cold iron dagger.
He saves against the curse on a 9.
In case this is sketchy, he has a scroll of Remove Curse and can thus just remove it.
Either way, he follows this up with Infernal Healing.
Here Railgun is finally mounted on his Griffon.
He wins initiative, flies towards the dragon and attacks for 253 damage + 3 DEX damage with Combat Expertise + Fighting Defensively for 46 AC, leaving the dragon at 124 HP.
The Dragon, lacking the flyby attack feat (at least, according to pfsrd), doesn't have many good options. While he can Dispel the Enlarge Person with little risk (which he does), he can't make any meaningful attacks without getting into the 200 throw range.
Thus, he does that, and nothing else of note, before getting shot out of the sky.
Railgun lost his Enlargement, which is unpleasant, so he refreshes it via scrolls.
Onto Solar Angel, shall we?
Railgun assumes Giant Form.
As Giants are humanoids, Enlarge Person should apply to the newfound Giant form.
Moreover, Enlarge Person is not a (polymorph) subschool effect RAW, so polymorph rules (like not stacking) do not apply to it.
This gives 6d8 damage and bonus +8 strength.
Meaning Railgun deals 36d8+121 maximised damage for 409 on first hit.
He then defiles the Angel with Infernal Healing and happily prances away.
This one is immune to ability damage, which is sad.
Railgun just kites the thing while on a flying broomstick, enjoying immunity to its attacks (it has difficulty hitting him with ranged attacks and can't quite hit a flying target in melee), until it falls.
He then follows up with Gating it to the elemental plane of water so it drowns.

Mashallah |

Actually, an adjustment on Shoggoth:
I just realised throwing weapons simply don't work underwater instead of having the penalty as other ranged weapons.
That simply means he has to be killed in melee. Shoggoth has no way of hitting Fighting Defensively + Combat Expertising Railgun, who can just stab away with melee vital strikes, the first of which would be DEX-damaging to reduce armor, so even with combined Fighting Defensively + Combat Expertise (and maybe some melee kiting), Railgun hits on a 6 or so, while the Shoggoth needs a 16 to hit or 15 to grapple or nat 20 for any non-grapple combat maneuver.

Mashallah |

Ah, I also forgot to factor in that the weapon not being oversized means +5 AC and +4 ranged damage from Learned Duelist abilities, making the whole run that easier.
Especially since this allows swapping out bane (evil outsider) for bane (good outsider), meaning the damage is enough to bring solar to -21 HP (if bane is maximised) or -16 HP (if bane is not maximised) in the first hit, assuming CON damage as ability damage of choice, even if we assume that Giant Form doesn't stack with Enlarge Person (honestly, I'm not sure on this, so I'm glad this now works regardless).
Regeneration then brings the angel to -1 or -6, spelling death.

WombattheDaniel |

Well that took forever. Also, I'm so so so so sorry in advance.
The Harbinger
Male Contemplative (Monstrous Humanoid) 2, Hexcrafter/Eldritch Archer 19
NE Medium Undead (Extraplanar) (In the body of a Grim Reaper via Parasitic Soul (CL Arbitrary))
Init +71 (17 Dex, 4 Improved Initiative, 4 Familiar, 1 Competence (ioun), 2 Luck, 2 Trait, 25 Insight (Moment of Prescience), 4 Enhancement (Dueling), 1 Alchemical (Zerk), 2 Untyped (Runeforged Longbow), 4 Untyped (Heightened Awareness) +5 Untyped (Nerveskitter)
Senses Greater Arcane Sight, Permanent See Invisibility, True Seeing, Permanent Aura Sight, Permanent Read Magic, Find Traps, Detect Chaos/Evil/Good/Law, Detect Charm, Detect Scrying, Detect the Faithful, Detect Thoughts, Greater Detect Magic, Low-Light Vision, Darkvision 60 ft, Darkvision 120 ft (Greater Darkvision), Blindsight 40 ft (Echolocation Spell), Blindsense 60 ft (Eyes of the Dragon), Tremorsense 20 ft (Tremor Boots), See in Darkness 60 ft (Eyes of the Void), Status Sight; Perception +Arbitrary
Persistent Auras (CL 14825): Widened Aura of Doom 40 ft (DC 70), Widened Archon’s Aura 40 ft (DC 70), Misfortune Aura 20 ft, Widened Aura of the Unremarkable 60 ft (DC 70), Widened Unholy Aura 40 ft, Permanent Symbol of Sleep 60 ft (DC 70 No HP limit), Permanent Symbol of Slowing 60 ft (DC 70), Permanent Symbol of Stunning 60 ft (DC 70), Permanent Symbol of Weakness 60 ft (DC 70 No HP limit), Permanent Symbol of Insanity 60 ft (DC 70 No HP limit), Permanent Symbol of Laughter 60 ft (DC 70 No HP limit), Permanent Symbol of Persuasion 60 ft (DC 70 No HP limit), Permanent Symbol of Revelation 60 ft (No save), Permanent Symbol of Vulnerability 60 ft (DC 70), Permanent Symbol of Pain 60 ft (DC 70, No HP limit) (All symbols are already active and are carved onto Bracers)
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Defense
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AC 93, touch 59 (69 vs. Firearms), flat-footed 76 (Never Surprised or Flat-Footed) (10 Base +10 Natural +7 Ironskin +6 Deflection (Nereid’s Grace)+2 Luck (Unwilling Shield)+20 Death’s Grace +4 (+5/+6/+7/+8) Dodge +17 Dex +2 Insight +8 Armor +5 Enhancement (Magic Vestment on Silken Ceremonial Robes) +4 Shield -2 Unliving Rage)
HP 816 (32d8+640+32 (Toughness)); Fast Healing 2
Fort +60; +63 vs Spells/SLA’s (+359 with Dragonbane Divination Sticks)
Reflex +70; +73 vs Spells/SLA’s (+369 with DDS)
Will +57; +60 vs. Spells/SLA’s (+356 with DDS)
DR 10/-
Immune Mind-affecting effects, bleed, blinding, death effects, disease, paralysis, poison, sleep, stunning, nonlethal damage, ability drain, energy drain, Str damage, Dex damage, Con damage, exhaustion, fatigue, effects that require Fort saves (unless harmless or can harm objects), effects that target souls, grapple, entangle, death from massive damage, precision damage, flanking, surprise, any effect that causes him to be flat-footed, takes half damage from any effect that deals HP damage (Unwilling Shield; CL Arbitrary); Does not eat, breathe or sleep; Resist Acid 30, Cold 30, Electricity 30, Fire 30, Sonic 30, Positive Energy 10; Protection from Energy (120), All; Endure Elements
SR 14,837
Constant Spells (CL 14,825) Freedom of Movement, Winds of Vengeance, Greater Stunning Barrier (DC 70), Nondetection, Undetectable Alignment, Nine Lives, Anti-Summoning Shield, Bullet Ward, Wreath of Blades (4 Mithral +5 Vicious Keen Unholy Daggers with 7,212 Hardness Each), Cushioning Bands, Nereid’s Grace, Bestow Weapon Proficiency (Estoc), Shocking Image (8 images), Countless Eyes, Greater Invisibility, Mind Blank, Foresight, Unwilling Shield (Tarrasque; CL Arbitrary), Aroden’s Spellbane
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Offense
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Speed 60 ft, Fly 90 ft (perfect), Burrow 30 ft, Earth Glide 10 ft, Swim 90 ft
Melee Deceiver +75 Haste/+75/+70/+65/+60 (4d6+28+Stored Spell (First hit only)/15–20/×2 plus Death Strike (DC 46), Energy Drain (DC 46), Shaken on Critical no save, and Heightened Rime Dazing Frostbite (DC 50; 1d6+14,825 Nonlethal, Cold)
Ranged Devourer +74 Spellstrike/+74 Rapid Shot/+74 Haste/ +74 ( 2 arrows) Manyshot/+69/+64/+59 (2d6+30+40 (Greater Named Bullet)+Stored Spell (every arrow)/19-20/x3 plus Death Strike, Energy Drain, Shaken on Critical, Heightened Rime Dazing Frostbite
Space 5 ft; Reach 5 ft
Special Attacks Dominate (30 ft, DC 48); Slumber (30 ft., DC 44); Eternal Slumber (Touch, DC 44); Energy Drain (2 Levels on hit; no save; DC 46 to remove after 24 hrs); Death Strike (on critical hit, DC 46)
Spell-Like Abilities (CL 14,832; concentration +14,862 (Doesn’t need to make Concentration Checks))
Constant- Detect Magic, Mage Hand, Read Magic, Tongues
At will- Daze, Detect Thoughts, Ghost Sound, Magic Missile
1/day-Telekinesis, Commune, Dimensional Anchor, Control Summoned Creature
Hexcrafter/Eldritch Archer Spells Known (CL 14,836th; concentration +14,866 (Doesn’t need to make Concentration Checks)):
6th (9/day)- Heightened Dazing Rime Frostbite*3 (DC 56), Disintegrate*2 (DC 45), 4 others that vary based on encounter/are Irrelevant
5th (10/day)- Varies based on encounter/Irrelevant
4th (10/day)- Varies based on encounter/Irrelevant
3rd (11/day)- Varies based on encounter/Irrelevant
2nd (11/day)- Varies based on encounter/Irrelevant
1st (11/day)- Varies based on encounter/Irrelevant
0 (5 spells; At will)- Brand (Hexcrafter Archetype), Prestidigitation, Touch of Fatigue (Greater Spell Access), Spark, Mending
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Statistics
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Str 42 Dex 45 Con N/A Int 57 Wis 38 Cha 51
BAB 18 CMB +62 CMD 93 (+1 v Large, +2 vs Huge, +3 vs Gargantuan, +4 vs Colossal)
Traits Wayang Spellhunter (Frostbite), Reactionary, Fate’s Favored, Outlander: Loreseeker (Frostbite, Disintegrate, Major Curse), Eastern Mysteries
Drawbacks Pride
Feats Spell Focus (Transmutation) (1), Additional Traits (3), Rime Spell (5), Point Blank Shot (Magus Bonus) (6), Rapid Shot (7), Spell Specialization (Frostbite) (9), Dazing Spell (11), Heighten Spell (Magus Bonus) (12), Greater Spell Focus (Transmutation) (13), Spell Perfection (Frostbite) (15), Ability Focus (Hex) (17), Manyshot (Magus Bonus) (18), Extra Arcana (Eternal Slumber) (19)
Arcana/Hexes Familiar (5), Slumber (6), Coven (7), Reach Spellstrike (9), Arcane Accuracy (13), Prehensile Hair (16), Summon Spirit (19), Eternal Slumber (via feat) (19)
Other Feats Alertness (Familiar), Alertness (Vampire), Combat Reflexes (Vampire), Dodge (Vampire), Improved Initiative (Vampire), Lightning Reflexes (Vampire), Toughness (Vampire)
Skills All +Arbitrary for Checks
Languages: Aboleth, Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Dark Folk, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Hallit, Ignan, Infernal, Kelish, Necril, Orc, Osiriani, Polyglot, Skald, Sylvan, Tengu, Terran, Thassilonian, Tien, Undercommon, Varisian, Vudrani, Wayang, 10 more; Tongues, Comprehend Languages, Cultural Adaptation Telepathy 100ft.
SQ ?
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Special Abilities
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Dominate (Su) A vampire can crush a humanoid opponent's will as a standard action. Anyone he targets must succeed on a Will save (DC 48) or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.
Slumber (Su) A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save (DC 44) to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.
Coven (Ex) The witch counts as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever the witch with this hex is within 30 feet of another witch with this hex, she can use the aid another action to grant a +1 bonus to the other witch’s caster level for 1 round. This bonus applies to the witch’s spells and all of her hexes.
Reflection (Su) (Via Ring of Arcane Mastery, 3/day) The magus can sacrifice 1 or more points from his arcane pool as an immediate action to reflect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or lower than the number of points expended. If insufficient points are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent.
Eternal Slumber (Su) The witch can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will save (DC 44) to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the witch ends the effect. The witch can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. She can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Death Strike (Su) A grim reaper automatically confirms any critical hit. A creature damaged by a critical hit from a grim reaper must succeed at a DC 46 Fortitude saving throw or be instantly killed. The save DC is Charisma-based.
Death’s Grace (Su) The dark power stolen from countless souls protects a grim reaper, granting it a profane bonus on all saving throws and to AC equal to its Charisma modifier.
Final Death (Su) A creature killed by a grim reaper can't be brought back to life by any means short of divine intervention.
Misfortune Aura (Su) When a living creature attempts an ability check, attack roll, caster level check, skill check, or saving throw within 20 feet of a grim reaper, it must roll two d20s and take the lowest roll before applying any modifiers.
Status Sight (Su) When a grim reaper gazes on a creature, it can see that creature's emotion aura and that creature's current health and overall well-being. This acts as the status spell, as well as the emotion aura aspect of the analyze aura spell.
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Ecology
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Environment All
Organization Always surrounded by no less than 15000 invisible, incorporeal Followers, Spawn, Worshippers, and Dominated and/or Charmed Witches/Hexcrafters all with the Coven and Scar Hexes within 1 mile of The Harbinger. They never join in the fight but they always use Standard Actions to use Aid Another. They are all constantly under the effects of a Telepathic Bond spell with The Harbinger. He uses them for a variety of different things, including (but not limited to): increasing his CL, Casting beneficial spells on him, using aid another to help with skill checks (in this case only 100 or so move to within 30 ft and use aid another).
Treasure Deceiver (+5 Dueling Impervious Unholy Spell-Storing Vicious Keen Adamantine Estoc), Devourer (+5 Adaptive Impervious Glamered Runeforged (Sadistic) Cyclonic Seeking Conductive Whipwood Longbow), +1 Heavy Fortification Undead-Controlling Etherealness Greater Shadow Ghost Touch Glamered Deathless (Positive Energy) Silken Ceremonial Robes (Provides no armor Bonus), Efficient Quiver *2, Handy Haversack, Wayfinder, Orange Prism Ioun Stone (Implanted), Dusty Rose Prism Ioun Stone (Implanted), Rod of Absorption, Ghost salt Blanch *5, 400 Spell-Storing Arrows, Ring of Evasion & Arcane Mastery, Ring of Spell Storing (Major) & Arcane Mastery, Hand of Glory, Ring of Foe Focus & Arcane Mastery (on Hand of Glory), Headband of Mental Superiority +6 & Veiled Eye, Sandals of Quick Reaction & Tremor Boots *6, Belt of Physical Might +6 & Security, Bracers of Falcon’s Aim & Armor +8, Eyes of the Dragon & Eagle, Otherworldly Kimono, Iron Circlet of Guarded Souls & Jingasa of the Fortunate Soldier, Luckstone, Dragonbane Divination Sticks *100, Glove of Storing & Dueling, Blessed Book, Mithral +5 Vicious Keen Unholy Dagger (for Wreath of Blades)
Item-Specific Spell Effects Gravity Bow, Lead Blades, Book Ward (On Blessed Book), Greater Magic Aura (all objects), Greater Named Bullet (Every Arrow), Hardening (7212 Hardness) (all objects)
Caster Level: Arbitrary (32) (19 Level, 3 Deathwine, 4 Bead of Karma, 3 Sharesister, 1 Death Knell, 1 Ioun (Orange Prism Ioun stone), 1 Alchemical (Aether); Coven Hex +Scar Hex +Summon Spirit +Dominate=Arbitrary)
Concentration: Arbitrary (+62) (32 CL (Arbitrary), 23 Int, 4 Kimono, 2 Luck, 1 Competence (Pale Green Prism))
Vs. Spell Resistance: Arbitrary (+44) (32 CL, 4 Kimono, 7 Luck (Divine Power), 1 Ioun (Pale Green Prism))
Hex DC: +44 (10 Base, 9 (1/2 Level), 23 Int, 2 Untyped (Ability Focus))
Spell DC: 36 (0)-42 (6); Transmutation +2 (Spell Focus/Greater Spell Focus)) (10 Base, 23 Int, +3 Sharesister +Spell Level) (Trans: Spell Focus, Greater Spell Focus)
Frostbite DC: [b]56 (10 Base, 6 Spell Level (Heighten Spell), 23 Int, 3 Sharesister, 1 Spell Focus, 1 Greater Spell Focus, 2 Spell Specialization, 1 Loreseeker (Campaign Trait), 2 Eastern Mysteries (Faction Trait), 7 Spell Perfection)
Fort Save: +60 (1 Base (Contemplative), 11 Base (Magus), 20 Ability, 20 Profane (Death’s Grace), 5 Resistance (Kimono), 2 Luck (Luckstone), 1 Competence (Ioun) (+Arbitrary with Dragonbane Divination Sticks)
Reflex Save: +69 (+Arbitrary) (4 Base (Contemplative), 6 Base (Magus), 17 Ability, 20 Profane (Death’s Grace), 5 Resistance (Kimono), 1 Dodge (Haste), 2 Luck (Luckstone), 10 Competence (Heightened Reflexes), 2 Insight (Foresight) +2 Untyped (Lightning Reflexes) (+Arbitrary w/ DDS)
Will Save: +57 (+Arbitrary) (4 Base (Contemplative, 11 Base (Magus), 14 Ability, 20 Profane (Death’s Grace), 5 Resistance (Kimono), 2 Luck, 1 Competence (Ioun) (+Arbitrary w/ DDS)
CMB: +62 (4 BAB (Contemplative), 14 BAB (Magus), 7 Luck (Divine Power), 1 Competence (Ioun), +20 Insight (Resilient Reservoir))
CMD: 93 (+94/95/96/97 (10 Base, 18 BAB, 16 Str, 17 Dex, 20 Profane, 2 Luck (Unwilling Shield), 1 Insight (Ioun), 4 Dodge (Feat, Haste, Runeforged Weapon, Extreme Flexibility, (Death from Below: +1 vs Large, +2 vs Huge, +3 vs Gargantuan, +4 vs Colossal), 1 Competence (Ioun), 6 Deflection (Nereid’s Mastery), -2 Unliving Rage)
Arcane Pool: 32 (9 (1/2 Magus level), 23 Int)
Melee To Hit: +75 (Haste)/+75/+70/+65/+60 (18 BAB, 16 Str, 7 Luck (Divine Power), 5 Enhancement, 1 Competence (Ioun), +2 Sacred (Weapon of Awe), 1 Haste, 23 Insight (Arcane Accuracy), 2 Untyped (Greater Invisibility)).
Ranged To Hit: +74 (Spellstrike)/+74 (Rapid Shot)/+74 (Haste)/+74 (Two arrows; Manyshot)/+69/+64/+59/+54 (18 BAB, 17 Dex, 7 Luck (Divine Power), 7 Enhancement (+5 Enh., +2 Bane), 1 Competence (Ioun), +2 Sacred (Weapon of Awe), 1 Haste, 23 Insight (Arcane Accuracy), 2 Untyped (Greater Invisibility), -2 Spell Combat, -2 Rapid Shot).

WombattheDaniel |
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Other Information
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The Harbinger began (un)life as a Contemplative, but was feared by his family and peers, who disagreed with his quest for knowledge about the transformative powers of Undeath. For him, all of the arcane arts were intriguing, especially Transmutation, but Necromancy had always been the most fascinating, and the further he delved into black texts, the further the members of his enlightened, dispassionate race drew away from him. Interest turned to fascination, fascination to obsession, and obsession to reverence. Eventually, after the death of his mother, he was overcome with emotion, and in a fit of passion, raised her from the dead as a zombie-the first ever undead member of the Contemplative race.
For this, he was banished, and his mother’s undead corpse destroyed. He vowed revenge on his classmates and former family; on the entire race that had turned their backs on him. Several years passed, and he heard a whisper of a dark coven of vampires that stalked a Halfling village several miles up-river from where he was hiding. After months of searching, he finally found them, and begged them to give him the gift of unlife. Their leader, Lassatha (a direct descendant of the very first vampires) was intrigued by his strange ways and customs, as well as his inherent ability to speak directly to the minds of others, and agreed to turn him, if he could perform a simple task for her and her sisters. The Halfling village was protected by holy magics that kept the vampires from entering. These wards were created and maintained by a Human Deacon who had come from a distant land with several paladins and other holy warriors at his side. If The Harbinger could somehow bring down the magical protection around the village and allow Lassatha to feast on the Deacon, she would personally turn him into a vampire. He said he could do even better than that, and proposed that if he could turn the entire village over to her, she would have to turn him into a free vampire, not a spawn. She agreed. He wasted no time after the bargain was struck. His plans were already in effect, and he knew just how to achieve them.
He started small. Using his innate magical powers, he began to ‘haunt’ the village. Moving objects around with telekinesis and speaking in dark whispers to the minds of the villagers. He especially took a hold on the more popular and charismatic youth, finding their self-interest to be a potent weakness. Through them, he slowly touched the minds of the villagers, poisoning their thoughts by degrees into anarchy and madness. The Deacon and his followers prayed and fasted for respite, they held ceremonies and holidays, trying desperately to win back the hearts of the halflings they loved so much. But The Harbinger was patient, and over the course of a few generations, he had enslaved the village by means of a cult, for whom “The Great Voice” had become their new god. The paladins and clerics were long gone, fallen to the cult, driven from the city or killed openly in the streets. Only the lone Deacon, now an old and broken man, continued to hold fast to his hope for his fallen flock, constantly fighting off the voices in his mind. But The Harbinger’s poison had already taken effect, and none now listened to the “False Preacher”.
Finally, the time came to strike. Using his greatest pawn, the mayor of the village, The Harbinger had the villagers put the Deacon on trial for trying to corrupt the minds of the youth and saw to it that the wards protecting the city were brought down. The townsfolk cheered and the Deacon wept. The Deacon was found guilty and sentenced to death. The Mayor besought The Great Voice to give them direction, and The Harbinger sentenced him to death, but told them that one of his heralds would come and perform the deed. At long last, The Harbinger returned to Lassatha and sent her to the village. They welcomed her as a God, and her retribution was slow and painful. And as the life drained from the Deacon’s tired eyes, The Harbinger smiled.
With her revenge at long last fulfilled, the wards abolished, and an entire village-worth of fresh, willing sacrifices, Lassatha was all-too-pleased to give The Harbinger his reward. And as he shed the coils of mortality, he stretched his eyes toward the future, and saw once again all of his former brothers whom he had left behind so many years before. Their suffering would be incomprehensible. Their deaths would be eternal.
Reaper
He returned home a darkness and a fury, but not a bringer of death. Death was too good for those who had wronged him so long ago. It was these that he slowly tortured and drained, until he had made them into the monsters that they had so despised. These became his first spawn; his minions.
He began to use his newfound powers and followers to dominate the minds of lesser beings. He used them as pawns in an intricate game, corrupting the minds of influential people behind the scenes: Bankers, Merchants, Priests, Teachers, Advisors; all were potential victims of his schemes. And so his power grew. He began to enact dark plots that stretched across centuries.
As he fed on the blood of others, his body grew stronger and more lithe. His limbs began to realize their strength, and for the first time in his entire existence, he used his legs to walk and his tongue to speak-the first of his kind to do so in eons.
But still, his lust for power was stronger even than his lust for blood, and he once again turned his attention to the Arcane Arts. For millennia he studied, learning and plotting out what strategies would be necessary for survival and to achieve his goals. He learned to mix arcane knowledge with martial, and he took pleasure from both pursuits equally. During this time, his love of Transmutation and Necromancy returned to him, and he developed a fascination with the Occult.
In time, he joined a coven of like-minded witches and hags, and quickly had them at his beck-and-call. He discovered that he had a knack for using his power of dominating the minds of others in conjunction with his ability to summon spirits and creating spawn to achieve new levels of power that he never thought possible. As his Arcane knowledge grew, he learned of other worlds and planes of existence, and the methods to reach them. Minds fell under his influence, then families, then cities, then nations, then entire worlds.
Power. Wealth. Veneration. Blood. He had all he ever needed. But still, there was one thing that had always plagued him. His own frailties and weaknesses were glaring, and he knew that he would need to find a new way of existing. It was then that he had an epiphany. He scoured the planes, through followers and through his own means, until he located a being known as a Grim Reaper. Using a powerful scroll, he merged his soul with the body of the Reaper and sent its essence screaming into the Void. His numberless concourses of followers, worshippers and pawns watched as the lifeless husk of his former self fell to the earth at the feet of the Reaper. All was silent and still. Then, The Harbinger stretched out his hand. For the first time in millennia, he felt the warm light of day, and it did not harm him.
His gaze turned to his kingdoms, powers, minions, slaves, wealth, and worlds within his frigid grasp, and he frowned. He had everything he had ever wanted, yet still, he lusted for more. And so, his eyes turned from the Material Plane, resting on the otherworldly domains of Gods and Monsters alike. These would be his trophies, too. All would bow before him. Or all would burn.
Attributes Explained
20 Point-buy
Str- 42 (29 Reaper (7 point-buy), 5 Inherent (Wish), 6 Enhancement (Headband), 2 Profane (Unliving Rage))
Dex- 45 (30 Reaper (7 point-buy), 5 Wish, 6 Headband, 4 Profane (Lilitu))
Con- N/A (7 point-buy)
Int- 57 (18 point-buy, 14 Race, 3 Age, 2 Vampire, 5 Wish, 6 Belt, 5 Level, 4 Profane (Lilitu))
Wis- 38 (14 Base, 6 Race, 3 Age, 2 Vampire, 5 Wish, 6 Belt, 2 Profane (Succubus))
Cha- 51 (16 Base, 10 Race, 3 Age, 4 Vampire, 5 Wish, 6 Belt, 5 Untyped (Genius Avaricious), 2 Profane (Unliving Rage))
The Wishes he got from Lilitu Demons, or just a single one over the course of many weeks. He hit her (them) and the succubus that gave him the profane gift with Eternal Slumber and keeps them locked up very safe in a personal Demiplane that only he knows how to access.
Followers Explained With his ability to Dominate others, his Create Spawn and Summon Spirit abilities, as well as his longevity, otherworldly intelligence, and patience, he has unlimited followers. And if his charms, magic, or schemes don’t so the trick, he can always threaten them with an eternal destruction via his Final Death ability.
His favorite method of creating followers is by casting Dominate on a newborn/child and guiding it through its life, never poking too hard, but just enough to get it to become/learn/do what he wants it to do. It started with one Elf, whom he followed every day of its life, re-dominating it just before the duration of the SLA wore off. He was careful to avoid protection from X spells, as well as high-level dispels, and guided the elf to become a powerful crafting wizard. By the time the elf had reached full maturity, he was so far engrained into the elf’s personal life that he could make him do anything for him. So, he turned him into a spawn. He then began the process over again while his immortal minion made other magical items for him. He repeated this process until he had a goodly number of spawn and began cranking out serious nosh.
Not everyone becomes a spawn, however. Some are dominated to become profoundly wealthy and powerful businessmen (for money), or great political leaders (for influence and power), or other types of important figures (for X reasons). In every case, he tells them to just lead normal lives, and only occasionally does he intervene or give a new command. And extremely slowly, his undead army of followers grows.
But the bulk of his followers come from the fanatical death cult members he has inspired. He started his own religion (slightly by chance, slightly by design), and has found that it, above most things, has been a source of perfect fodder for his armies.
Also, because of his great power, he rarely, if ever, comes out to play. He really prefers to send his most powerful agents out instead of facing his enemies himself. This doesn’t mean that he won’t, however. He just understands that his most powerful defense comes from not being physically present at the fights.
Wealth Explained- With unlimited followers and cohorts, most of whom follow him blindly or are dominated/too terrified to go against him, he has unlimited wealth. As said previously, many of these are/can be merchants or other powerful figures, so there is that, but also, there is another way that he makes money.
The Plane of Earth is a universe-sized piggy bank of Gold, Silver, Diamonds, and other precious materials. Through the eons, he slowly infiltrates/takes over the infrastructure of one planet at a time, pulling small amounts of raw materials from its wealth and economy. It takes millennia to drain a single planet, and as such, he has infinite wealth.
CL Explained As can be found here, he can/does have nigh-infinite CL. For the purpose of these exercises, I had him utilize only enough followers to make his 1 rd/lvl spells last over 24 Hours. Using this formula, his 1 min/lvl spells last ~10 days, His 1 hr/lvl last ~616 Days, and
his 1 day/lvl spells last ~40 years.
Spells Explained You may have noticed that many of his buff spells are not on his spell list and/or too high of level to cast. Because he has infinite time (He’s immortal and so are many of his followers), Infinite Wealth (See below), and infinite manpower (also below), he can crank out scrolls of nigh-unlimited CL (see below as well). With Aid Another, he can make a high enough UMD check to cast these spells.
As for the Spell DC’s of his constant spell effects, especially the ludicrously high Spell DC’s of his Permanent Symbols: Basically, he has engineered his perfect army, making them become exactly what he wanted them to be. This means that he can, with only time as his expenditure, make DC’s of stupidly high levels. He does this by having these creatures develop traits, feats, and class structure to tailor to a specific spell. That, and he can always summon the spirit of someone who has already done that. For example, A Rage Prophet adds his Con Modifier and his Charisma Modifier to save DC’s while he rages. Through various (fairly simple) methods, he can get both of these to somewhere around +17 or even +20. This, coupled with Spell Focus, Greater Spell Focus, Spell Specialization, Sharesister Spell, Elemental Focus, Greater Elemental Focus, Various traits (like the ones The Harbinger himself has, along with others), Spell Perfection, Heighten Spell (To make every spell level 9), and of course, the 10 base, he can achieve 70+ Spell DC, easily. I just chose DC 70 as an average and a good base.
Essentially, whatever the highest possible DC is for any spell, ever, he uses that DC.
As for Unwilling Shield[i], once he used Eternal Slumber on the Tarrasque, he had a slave use a [i]Polymorph Any Object spell to make it the same creature, but the size of a strawberry. Duration Factor: 11, Permanent. CL: Arbitrary (see below). He keeps the peacefully-sleeping Tarrasque in a Life Bubble inside of a smaller-than-average Familiar Satchel tucked into the folds of his robes.
Other Thoughts According to this, technically one could have arbitrarily high ability scores, provided they have enough wealth, time and manpower to craft the items in question. The Harbinger has all of these things.
This would mean that his to-hit would be nigh-infinite, as would his damage, his Spell DC’s, his SLA and Special Ability DC’s, his Saves, his AC, his skill and ability checks, and his spells/day. I decided that I wasn’t going to exploit those rules, however. And I think that’s for the best. Besides, he is frighteningly beastly even without them.
Sorry again for that.
The Harbinger vs The Beastmass
Tactics: Varies, but usually he just shoots you with an arrow and bad things happen. He always starts with both his estoc and his bow in his hands, but then when he acts in the surprise round, he snaps his fingers (free action) to make the Estoc disappear into his Glove of Storing.
The Harbinger vs. Other Powerful Beings
Being immune to cold, The Harbinger uses his rod of Elemental Spell to make his Frostbite spell deal Electrical damage before the fight. Long story short, Bokrug only saves vs. Daze on a natural 20. It’s over after only a few hits. Bokrug evaporates and goes back to sleep.
See entry for Bokrug.
See entry for Hastur.
There are many ways that The Harbinger could end this fight:
1. Just walk up to him. The Angel is carrying a rod of Absorption, but that doesn’t negate area affect spells or auras. Because of The Harbinger’s permanently-activated Symbols, he could just walk to within 35 ft. of Balthazaar and watch him get hit with 3d6 Strength Damage, Permanent Confusion, Sleep, Hideous Laughter, and -4 to basically everything.
2. Sunder/Steal his rod of Absorption. Or send someone else to do it. Like this guy.
3. Mage’s Disjunction. At CL 14825, Every single spell effect and magical item that Balthazaar has would be completely negated, with thousands more in the bank. Then, he could do the next thing…
4. Turn him into a pin cushion. Even without Frostbite, The Harbinger could use his surprise round to sunder the rod of absorption himself, and even with half damage, the rod is gone in one shot. Then The Harbinger would win initiative and full-round from up to 1100 ft away, hitting the Angel for 32d6+480+360 (One is an actual Critical hit, and therefore one of the 40’s would be critplied) +16 Negative levels +Death Strike (which The Angel would eventually fail but I’m too lazy to do the math for), and then stored spells on top of that: Frigid Touch 4d6 (Staggered), Mudball (Blinded), Vampiric Touch *6=60d6 negative energy damage. Altogether, we’re looking at ~1190 lethal damage.
5. Frostbite. Of course, there’s this. And it works with option #4, too. Adding 1d6+14832 nonlethal cold damage to every arrow, we get ~119,860 lethal/nonlethal damage in one round.
6. Close your eyes and point to something. There are a huge number of deadly spells not covered by The Harbinger’s Spellbane. He can use one of those. Or, he can Grapple/pin him and use energy drain until he dies. Or he could sick his legions on him. Or so many other things.
7. Gate? Though Gate is Spellbane’d, that doesn’t mean that one of his pawns can’t use it on him (at a Higher CL than both the Hallow/Dispel Magic effect and his HD). Then call him through. He would then be under the control of the pawn, who would in turn, be under the control of The Harbinger. However, I’m not sure of Balthazaar counts as a “Unique Being” or not (probably does…but that also means that The Harbinger does, as well). But just to be safe, we’ll say that this one doesn’t work on him.
Despite all of these options, there is one that is more evil; more cruel. One that Balthazaar has not prepared for.
Balthazaar is an extremely well-prepared opponent, but he has several weaknesses. One in particular that is pretty glaring. It is this weakness that becomes his downfall.
As the mightiest of Angels meditates, knowing that his challenger is coming (having at-will Commune is pretty awesome), he senses a dark presence of overwhelming evil. His alabaster eyes open and he sees, some 120 ft. up in the air, the skeletal, black, emotionless figure of The Harbinger floating there. The Harbinger is constantly invisible, but he sees right through the glamer. It is Balthazaar’s creed that he waits for his opponents to attack him, so he does not move. Suddenly, 20 or so other wizards teleport 60 or so feet away from Balthazaar’s shrine, each bringing with them a seemingly-ordinary man or woman from a variety of races. They look terrified, begging for mercy as they struggle against their captors, but then, with a single word from The Harbinger, the wizards and others cast Hold Person on each of their charges in tandem. The Men, Women and Children freeze in place. The Harbinger produces a scroll and begins reading from it.
Balthazaar suddenly realizes what is happening and springs to his feet with a battle cry and a shout of vengeance, his sword flying towards The Harbinger, his rod leaving his hands as he knocks an arrow in his bow. “NO!!!” He screams, but it’s too late.
With simultaneous quickened Teleports, The wizards are gone, and The Harbinger’s spell is complete. Wail of the Banshee. There are no survivors.
Balthazaar was outside of the radius of the spell, but still, he nocks an arrow and lets it fly. It misses its target, and The Harbinger utters another word. The Wizards each reappear with another captive. “YOU WILL NOT HARM ANOTHER!!!” The Solar screams, his holy fury manifest through his every motion. He turns his attention to the Wizards, who have just finished casting Hold Person. He begins firing at the Wizards, but even their defenses are too powerful, and none of them are touched.
This is just enough time for The Harbinger. He moves to within 35 ft of the Angel, and the fight is over. As the Angel falls from the sky, the sword follows after him. The Harbinger catches it and shatters it with one hand. He then moves down to the Solar and produces another scroll: Dominate Monster, Arbitrary CL, DC 70. When the deed is done, The Angel rises and bows before his new master. “What would you have me do?” The mighty angel asks in a voice that spans Eternity.
The Harbinger indicates the paralyzed men and women and says, “Start there.”
Yikes. That got super dark. Sorry, guys.
Arkalion is a beast, but his main weakness is that his initiative maxes out at 78. The Harbinger has a +71. By Beastmass rules, he beats his 78 with an 81.
The Harbinger Greater Teleports to 300 ft. away. He lets Arkalion see him. Initiative. The Harbinger wins. Free action put the Estoc away. Swift action to use Arcane Accuracy. Using Spell Combat he casts his Frostbite Combo and full-round attacks. Btw, as far as I can tell, Arkalion’s build mentions that he is immune to critical hits, but the only thing I’ve been able to find is heavy Fortification armor, which only grants a 75% miss chance for the critical. It’s unimportant either way.
His first arrow has Dispel Magic it, focusing on his Ice Body spell, which unravels (He is now no longer immune to “ability score damage, blindness, critical hits, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect [his] physiology or respiration”). The first arrow strikes for 2d6+30+40 Damage (~77 Damage) plus 2 Negative Levels. By the second arrow, the fight is over, as he strikes with a critical hit as well as 14839 nonlethal cold damage.
Again, I’m sorry everyone.

Avoron |
Mashallah, nice edits - here are some more comments.
The solar and tarrasque fights are actually fine. Despite its brawn, the tarrasque is very easily kited, although you'll have a hard time getting it to fit through a gate. And you deal with the solar in the only reasonable way: by killing it in one hit. You were correct to have doubts about the stacking of giant form and enlarge person - the polymorph subschool rules state that "other spells that change your size have no effect on you while you are under the effects of a polymorph spell" - but you compensated to achieve the necessary damage regardless, so it all checks out.
But first you need to get through the other five.

Mashallah |

Shoggoth - ooh, didn't notice Ooze traits there. Other points are also good. I have to think on this.
Balor - I wasn't sure on how that ability works in this scenario as I never actually played an Oracle before.
A proper fix for this would be tough, and I have to think on this for a while.
Definitely replacing Oracle with Diviner, though.

Avoron |
A proper fix for this would be tough, and I have to think on this for a while.
Definitely replacing Oracle with Diviner, though.
Excellent choice. Other than that, you mainly need to figure out a way to deal with combat maneuvers and dispelling - plus killing the pit fiend before it makes any wishes.

Mashallah |

A thing I just noticed: deer horn knife is x3, meaning it's x4 with fighter's capstone.
This also means ability damage is 4, not 3.
This makes everything much better.
So, I redid the build pretty highly.
Behold, Learned Duelist/Mutation Warrior Fighter (VMC Diviner Wizard) 20
Traits:
Fate's Favored
Pragmatic Activator
STR 19 (27 under mutagen)
DEX 26 (32 under mutagen)
CON 18 (22 under mutagen)
INT 26 (no penalty thanks to vest of stable mutation)
WIS 16
CHA 7
The initial 20PB array was 12 16(+2=18) 12 16 10 7
Then 2 points go to DEX, 2 to INT, 1 to STR.
204 max HP (244 under mutagen)
+30 initiative (+33 under mutagen)
+7(10) from dex, +4 from improved initiative, +4 from dueling, +10 from diviner, +2 from luckstone and fate's favored, +1 from Cracked Dusty Rose Prism, +1 from Flawed Green Pale Prism
Fort +28
12 Base, 8 CON, 5 cloak, 3 from iouns and luckstone
Ref +25
6 base, 11 DEX, 5 cloak, 3 from iouns and luckstone
Will +22
6 base, 3 WIS, 5 cloak, 3 from iouns and luckstone, 5 from armed bravery
43 AC, 30 touch, 26 Flat-footed (assuming mutagen)
10 base, 11 DEX, 5 Dodge from Learned Duelist, 7 Armor, 5 Natural Armor, 5 Deflection, -1 Size, 1 from Dusty Rose Prism
47 CMD
10 base, 11 DEX, 8 STR, 5 Dodge, 5 Deflection, 1 size, 1 dusty rose prism, 6 Combat Maneuver Defence (AWT)
+39 to hit when throwing the knife (+36 melee)
+20 BAB, 11 DEX, 5 enhancement, 6 weapon training, -1 size, 2 luckstone, 1 flawed green pale prism, -5 deadly aim
3d8+39 on a regular attack
10 deadly aim, 5 enhancement, 8 strength, 16 trained throw
12d8+46 on a vital strike for 100 average (+7 from int thanks to learned duelist)
21d8+163 maximised on a critical vital strike for 331 total
Fly +27
Arcana +30
Nature +30
Planes +30
Religion +30
Perception +29
Ride +22
Stealth +34
Swim +19
UMD +30
7 - Wings
11 - dunno, empty slot
15 - Greater Mutagen
19 - Grand Mutagen.
Feats:
1 - Deadly Aim, Improved Initiative
5 - Advanced Weapon Training (Trained Throw)
9 - Combat Expertise
13 - Power Attack
17 - Smash from the Air
Fighter bonus feats:
2 - Exotic Weapon Proficiency (Deer Horn Knife)
4 - Combat Reflexes
6 - Vital Strike
8 - Ricochet Toss
10 - Advanced Weapon Training (Armed Bravery)
12 - Improved Vital Strike
14 - Cut from the Air
16 - Greater Vital Strike
18 - Advanced Weapon Training (Combat Maneuver Defence)
20 - Advanced Weapon Training (Focused Weapon)
Gloves of Dueling
Cyclops helm x5
Belt of +6 to stuff
Headband of +6 to int and wis
Cloak +5
Ring +5
Necklace +5
Cold Iron Large +5 Holy Distance Seeking Dueling Deer Horn Knife
Sandals of Quick Reaction
Vest of Stable Mutation
+5 Catskin Leather
Permanent Enlarge Person
Scroll of Gate
Flawed Green Pale Prism
Wand of Infernal Healing
Eyes of the Dragon
Dusty Rose Prism
Luckstone
Cracked Dusty Tose Prism
Griffon
Total: 853000-ish
All of these assume mutagen active in advance, which feels reasonable given 200 minute duration.
Railgun simply uses total defence on the first round - the Shoggoth can't grapple him on the first round.
After that, the Railgun moves in (or charges, whatever) with Combat Expertise and fighting defensively (hitting on a 6 with both enabled or even 2 if Power Attack is disabled) and starts happily hacking away, knowing that the Shoggoth can't reasonably hit or grapple him.
Balor is reasonably easy.
Railgun moves first, is essentially unhittable on AoO's, and, depending on interpretation of interaction between holy and precise thrust, deals either 343 or 338 damage, followed up by 4 CON damage, which is enough to bring Balor to negatives before his first action.
Death Throes can be healed away with Infernal Healing.
See Balor.
Here the interaction is actually important.
If Holy damage is maximised (which, I believe, should be the case), the alpha strike damage is 387 after counting CON damage, leaving the Linnorm at -2.
If it's not maximised, the Linnorm is at 3, which spells pain.
I'm honestly unsure on this one.
But 3-4 damage can be found somewhere, somehow, eh.
At worst, the knife can be upgraded to a Dragon Bane one so it still works, at the cost of dropping one of the Ioun Stones.
The curse is saved against on a 7, though.
Griffon to fly in range for the attack. Assuming the weapon is NOT Dragon Bane, 331 damage +52 from 4 CON damage brings the Dragon to negatives.
Surprise round:
331 damage, 44 from -4 CON, total 375. After regenerating 15 HP, Solar is at 3 total, but Railgun still acts first and thus wins.
Fun with kiting, as previously.

WombattheDaniel |

I actually missed a few things. The Frostbite DC is correct in the "Explanation" section but I forgot to update it in the "Offense" Section. The DC should be 56.
His treasure should also include 100 Adamantine bullets for Bullet Ward.
The Longbow's crit multiplier is *3, not *2, so all regular weapon damage (including Greater Named Bullet when it's an actual Crit) would be *3. Of course, Spell Combat/Spellstrike only allows for a *2 on his Frostbite Spell. Also, I never posted the numbers for a critical Frostbite, which would be every time, basically.
I'm sure there's more and I'll post as I find them.
Edit: The fight with Arkalion does not result in a critical hit on the second arrow. I see now that he WAS immune to critical hits, but once his Ice body spell is gone, then the Heavy Fortification would take over. Still, though, it doesn't really matter.

Avoron |
Mashallah: Very nice job responding to all of the issues. Most of the problems do, in fact, go away when you always go first and can kill pretty much anything in one shot. Oh, and you need to worry about combat maneuvers even less than you think you do, since your CMD calculation did not include BAB. That would make it 67, rather than 47.

Mashallah |

Mashallah: Very nice job responding to all of the issues. Most of the problems do, in fact, go away when you always go first and can kill pretty much anything in one shot. Oh, and you need to worry about combat maneuvers even less than you think you do, since your CMD calculation did not include BAB. That would make it 67, rather than 47.
Fighter can into Beastmass!
Seriously, though, I hate Fighter without 3pp archetypes (like DSP Myrmidon, which is great) and consider it almost as bad as NPC classes, so this was a fun ride.
Also, CMD would be 74:
I still had an unpicked Wizard Arcane Discovery and "Knowledge is Power" is the only interesting one. Slapping INT mod of +7 to CMD on top of all the other stuff is pretty good.

Mashallah |
1 person marked this as a favorite. |

All in all, I'm not happy with how that one turned out, since it had to resort to using Diviner.
Here's an attempt at not acting in surprise rounds:
Aquaman - Undine UCMonk 16/UCRogue(Thug) 4 (Rogue levels taken last)
Monk FCB choices:
15 times racial FCB of Monk, one time bonus HP on Monk
Traits:
Fate's Favored
Pragmatic Activator
STR 11
DEX 28
CON 18
INT 19
WIS 26
CHA 7
The initial 20PB array was 7(-2=5) 16(+2=18) 12 13 17(+2=19) 7
Then 4 points go to DEX, 1 to WIS
202 max HP
+21 initiative
+9 from DEX, +4 from Improved Initiative, +4 from Dueling Gauntlet on left hand, +2 from Luckstone and fate's favored, +1 from Green Pale Prism, +1 from Flawed Green Pale Prism
Fort +24
11 Base, 4 CON, 5 cloak, 4 from iouns and luckstone
Ref +32
14 base, 9 DEX, 5 cloak, 4 from iouns and luckstone
Will +23
6 base, 8 WIS, 5 cloak, 4 from iouns and luckstone
52 AC, 39 touch, 41 Flat-footed
10 base, 9 DEX, 13 from monk, 1 Dodge, 8 Armor, 5 Natural from Barkskin, 5 Deflection, 1 from Dusty Rose Prism
57 CMD (+15 bonus against grapple checks from FCB up to 72 total)
10 base, 19 BAB, 9 DEX, 0 STR, 13 monk, 5 Deflection, 1 dusty rose prism
+33 to hit with Piranha Strike
+19 BAB, 9 DEX, 5 enhancement, 2 luckstone, 1 flawed green pale prism, 1 green pale prism, -5 Piranha Strike, 1 weapon focus
2d10+24 physical on a regular attack
average 35
9 DEX, 10 Piranha Strike, 5 Enhancement
Additional 1d6 acid from Delinquesent Gloves and either 2d6 or 3d6 Precision Sneak Attack.
Monk Bonus Feats:
1 - Combat Reflexes
2 - Dodge
6 - Mobility
10 - Medusa's Wrath
14 - Improved Critical (Unarmed Strike)
Ki Pool: 16
Ki Powers:
4 - Barkskin (since it lasts f$$@ing forever, I assume it's always up)
6 - Ki Metabolism
8 - Abundant Step
10 - Restoration
12 - Ki Leech
14 - Blood Crow Strike
16 - Greater Blind-Fight
Style Strikes:
5 - Spin Kick
9 - Elbow Smash
13 - Foot Stomp
Stunning Fist 23/day DC 30
(17 from levels + 5 from FCB + 1 from Mantis style; 10 + 10 from levels + 8 WIS + 2 from Ability Focus)
Talents
2 - Ninja Trick (Pressure Points)
4 - Combat Trick (Pummeling Charge)
1 - Improved Initiative
3 - Ability Focus (Stunning Fist)
5 - f~~%, what did I want in this slot? empty, I guess
7 - Mantis Style
9 - Dimensional Agility
11 - Dimensional Assault
13 - Pummeling Style
15 - Weapon Focus (Unarmed Strike)
17 - Piranha Strike
19 - Accomplished Sneak Attacker
Acrobatics +30
Heal +15
Arcana +28
Nature +28
Planes +28
Religion +31
Perception +40
Stealth +36
Swim +20
UMD +31
Belt of +6 to stuff
Headband of +6 to int and wis
Cloak +5
Ring +5
Necklace +5
AoMF +5
+1 cold iron dueling gauntlet
Boots of Speed
Ring of Ki Mastery (full of Ki)
Bracers of Armor +8
Deliquescent Gloves
Flawed Green Pale Prism
Wand of Infernal Healing
Wand of Celestial Healing
Ten Scrolls of Spell Turning
Eyes of the Eagle
Dusty Rose Prism
Luckstone
Green Pale Prism
Total: a bit under 630k
As Barkskin is initially used, the challenge begins with 15 Ki.
Aquaman starts the day swimming about carelessly. Suddenly, he sees a Shoggoth. Recognising that it's a dangerous beast, he, obviously, activates Mantis Style (swift) and uses Dimensional Assault (Full-round) to Charge with a staggering Stunning Fist.
This hits on a 2 and the Shoggoth has to roll a 13 to avoid being staggered. This also comes with 35 damage -10 DR -10 fast healing, leaving the Shoggoth at 318.
The Shoggoth can't do anything meaningful (all attacks require nat 20 to hit, all maneuvers require nat 20 to succeed), except trying to escape. That provokes for 25 more damage (DR applied).
Aquaman responds to the escape attempt with a Dimensional Dervish flurry with +35/+35/+35/+35/+35/+30/+30/+25/+20 to hit. Eight of those hit.
After that, the Shoggoth is left at 53 health.
Really, at this point nothing matters and the beast goes down quickly - running away against pummeling charge is impossible, staying is also impossible.
22 Stunning fists, 14 ki
Seeing that this day is dangerous, Aquaman uses a scroll of Spell Turning to protect himself from anything unforeseen.
The Balor needs a nat 20 to hit Aquaman with any attack or combat maneuver, so that's out of the question.
All spells also fail short (including Dispel, which will just be spell turned back).
Summons just delay the inevitable as they also can't meaningfully harm Aquaman.
This battle doesn't really require any ki or stunning fist expenditure, just flurrying all day.
The Death Throes are saved against on a 2
22 Stunning fists, 14 ki
The Pit Fiend is a dangerous beast. It's preferable to kill it in one round, which Aquaman can accomplish.
The initiative is won easily, after which Aquaman (thanks to having racial darkvision) uses Pummeling Charge in a +35/+35/+35/+35/+35/+30/+30/+25/+20 series (Medusa's Wrath works against flat-footed enemied).
The first attack applies -4 AC from debilitating strike.
Each attack applies -1 DEX via pressure points.
Thanks to attacking Flat-Footed AC and reducing DEX, all the attacks hit on a 2.
This, by itself, deals 18d10+216+27d6 damage. I think that's enough.
The Pit Fiend is finished off with Celestial Healing.
22 stunning fists, 14 ki
The Linnorm can't do much in the surprise round to secure victory (sunder requires an 11, everything else is futile).
And it can be argued that Uncanny Dodge allows using Total Defence out of combat 24/7, meaning sunder requires a 17.
Risks related to AoO sunders are negated with Dimensional Assault + Pummeling Charge. Defensive snap gives +4 AC/CMD after first attack.
22 stunning fists, 13 ki
Ooh, a flying thingy against a melee character, how quaint.
The perception check is won by Aquaman, I believe, giving him the surprise round.
The surprise round is spent on one abundant step towards the dragon
Then Aquaman acts first. On his actual turn, he uses Boots of Speed.
He then Dimensional Dervishes.
As the dragon is flat-footed, the attack series is +36/+36/+36/+36/+36/+36/+31/+31/+26/+21.
Just to make it more hilarious, let's say Aquaman makes merely 8 attacks for 364 damage and 8 DEX damage. The Dragon then falls from the sky and (likely) dies to fall damage.
22 stunning fists, 11 ki, 9 rounds of boots
Solar is a bit tough due to having massive flat-footed AC. Another issue is that Aquaman's attacks aren't epic and thus are hurt by the DR.
Nothing pounce can't solve, though.
Surprise round: boots of speed, pummeling style, charge (+36/+36/+36/+36/+36/+36/+31/+31/+26/+21), sicken, -4 AC
First round: boots of speed, +34/+34/+34/+34/+34/+34/+29/+29/+24/+19
At least about 16 of these should hit, bringing the Angel to far negatives.
22 stunning fists, 11 ki, 7 rounds of boots
See Solar Angel for attack series.
Most of the attacks should hit, dealing far more damage than is needed. Possibly throw in a ki strike for an extra attack.
ORAORAORAORAORAORAORAORAORAORAORA
After that, it can be pummeled for a while more until it's at negative several thousand health and a restaurant built around its corpse, selling TarrasqueBurgers to everyone passing nearby.

Mashallah |

I actually missed a few things. The Frostbite DC is correct in the "Explanation" section but I forgot to update it in the "Offense" Section. The DC should be 56.
His treasure should also include 100 Adamantine bullets for Bullet Ward.
The Longbow's crit multiplier is *3, not *2, so all regular weapon damage (including Greater Named Bullet when it's an actual Crit) would be *3. Of course, Spell Combat/Spellstrike only allows for a *2 on his Frostbite Spell. Also, I never posted the numbers for a critical Frostbite, which would be every time, basically.
I'm sure there's more and I'll post as I find them.
Edit: The fight with Arkalion does not result in a critical hit on the second arrow. I see now that he WAS immune to critical hits, but once his Ice body spell is gone, then the Heavy Fortification would take over. Still, though, it doesn't really matter.
I'd like to point out several problems.
First, followers:Followers Explained With his ability to Dominate others, his Create Spawn and Summon Spirit abilities, as well as his longevity, otherworldly intelligence, and patience, he has unlimited followers. And if his charms, magic, or schemes don’t so the trick, he can always threaten them with an eternal destruction via his Final Death ability.
His favorite method of creating followers is by casting Dominate on a newborn/child and guiding it through its life, never poking too hard, but just enough to get it to become/learn/do what he wants it to do. It started with one Elf, whom he followed every day of its life, re-dominating it just before the duration of the SLA wore off. He was careful to avoid protection from X spells, as well as high-level dispels, and guided the elf to become a powerful crafting wizard. By the time the elf had reached full maturity, he was so far engrained into the elf’s personal life that he could make him do anything for him. So, he turned him into a spawn. He then began the process over again while his immortal minion made other magical items for him. He repeated this process until he had a goodly number of spawn and began cranking out serious nosh.
Literally RAW illegal. Dominate is direct and utter control, almost the way you control a character in an RPG. You simply can't just use it to softly poke, thus breaking this apart and meaning your idea with optimising NPC's for the things you need doesn't work out.
Then, Wealth:
The Plane of Earth is a universe-sized piggy bank of Gold, Silver, Diamonds, and other precious materials. Through the eons, he slowly infiltrates/takes over the infrastructure of one planet at a time, pulling small amounts of raw materials from its wealth and economy. It takes millennia to drain a single planet, and as such, he has infinite wealth.
Because surely everyone would let you do it before you became essentially a demigod.
You'd be stopped by literally everyone interested in the Plane of Earth, especially as just slaughtering your Coven is enough to grind your gears. Speaking of the Coven...
CL:
CL Explained As can be found here, he can/does have nigh-infinite CL. For the purpose of these exercises, I had him utilize only enough followers to make his 1 rd/lvl spells last over 24 Hours. Using this formula, his 1 min/lvl spells last ~10 days, His 1 hr/lvl last ~616 Days, and
his 1 day/lvl spells last ~40 years.
I'm pretty sure this doesn't work RAW. There are two issues with it, the first one is with the Scar.
Scar:
The witch can use her hexes on the scarred target at a range of up to 1 mile, and she is considered to have a body part from the target for the purpose of scrying and similar divination spells.
The ability granted by the Coven hex is joining a hag Coven. Great, you can now join a Coven from a mile away. The aid another part is, by its' wording, an additional effect that persists while the Hex is active, not the Hex per se, therefore it's not amplified by Scar RAW.
The second issue is with aid another itself. You can't just arbitrarily decide in which order Helpful, Fools for Friends, and Ring of Tactical Precision stack.
Helpful explicitly sets the bonus to +4 from +2. There are two ways to interpret it: either before everything else or after everything else. The former would mean it just doesn't work (leaving you with +3), the latter would mean you can chain Fools for Friends -> Helpful -> Ring of Tactical Precision for a total of +5, but not +6. The former is more strictly RAW, though, so +3 is the more likely option.
And, the last but not least: your followers would get slaughtered before you could snowball this far.
Upon close inspection, this build seems to fall apart.

WombattheDaniel |

First of all, thanks for saying something. I was actually kind of surprised I didn't get more reactions to this guy. Really thought he was gonna make some waves.
Dominate is direct and utter control, almost the way you control a character in an RPG. You simply can't just use it to softly poke, thus breaking this apart and meaning your idea with optimising NPC's for the things you need doesn't work out.
I actually never said that they were all dominated, just that that was his favorite way of doing it. And also, if they are dominated, then he can simply tell them to live their lives normally and to forget his existence and/or influence. They wouldn't even know that they were being controlled.
Because surely everyone would let you do it before you became essentially a demigod.
You'd be stopped by literally everyone interested in the Plane of Earth, especially as just slaughtering your Coven is enough to grind your gears.
People probably would try to stop him, you're right. But he just wouldn't care because he's centuries older, a thousand times smarter, and a millon times more powerful than them anyway and has out-thought them in every possible way. He's smarter than you, he's smarter than me, in fact, he's almost twice as smart as the smartest beings known in Pathfinder. And he's patient, too. Oh, also he can cast Commune and almost every other Divination spell (essentially) at-will. And like I explained in the original post, he always starts small. The Plane of Earth idea comes much, much, much later. He starts with businessmen and other ordinary people, leading them to success there.
I'm just saying that as far as plots and plans to ruin his business, they're not gonna happen without direct divine intervention.
But y'know...if I were to write the end of the story, I would probably say that his God, Urgathoa, can only protect him for so long before the others break her and get to him. And then it's all over. This is of course assuming that there aren't any other Gods who would help protect him/have reasons for keeping him alive...
I'm pretty sure this doesn't work RAW. There are two issues with it...
In the link I provided, and in the subsequent posts, scores of people saw this technique as being RAW. Extremely Cheesy, I'll give you that...but RAW. But if you really feel that way, you'll probably have to take it up with them.
And as for slaughtering his coven, he's not the only one who can benefit from the arbitrary CL. Any protections he has, the coven can have, too. Also, I was very conservative with the numbers. I didn't approach even a small fraction of what the Coven in the given link can do. In fact, they can have their CL so high that 1 rd/lvl buffs last months. I thought this was extremely silly, so I didn't write that in.

Klara Meison |

>I actually never said that they were all dominated, just that that was his favorite way of doing it. And also, if they are dominated, then he can simply tell them to live their lives normally and to forget his existence and/or influence. They wouldn't even know that they were being controlled.
That isn't actually possible. Sense motive explicitly notes that it allows to see if the creature is Dominated, and DC for that is 15. That implies that dominate estabilishes a pretty crude control, which isn't sufficient for your purposes. What you are thinking of are Charm-class spells.
>People probably would try to stop him, you're right. But he just wouldn't care because he's centuries older, a thousand times smarter, and a millon times more powerful than them anyway and has out-thought them in every possible way.
I believe their point was that he would be stopped quite a fair bit earlier than he got to that point. As soon as he got over a certain level of power, a group of adventurers would appear and take him down, or a god would drop a meteor on his head, or something else would happen that would prevent him from achieving infinite power. It wouldn't be terribly hard, either-he is as vulnerable to attrition warfare as any other caster, so all it takes is a dedicated and careful enough enemy with a lot of time on their hands.
>In the link I provided, and in the subsequent posts, scores of people saw this technique as being RAW. Extremely Cheesy, I'll give you that...but RAW. But if you really feel that way, you'll probably have to take it up with them.
Argument from popularity is not a valid form of argumentation.

Mashallah |

>I actually never said that they were all dominated, just that that was his favorite way of doing it. And also, if they are dominated, then he can simply tell them to live their lives normally and to forget his existence and/or influence. They wouldn't even know that they were being controlled.
That isn't actually possible. Sense motive explicitly notes that it allows to see if the creature is Dominated, and DC for that is 15. That implies that dominate estabilishes a pretty crude control, which isn't sufficient for your purposes. What you are thinking of are Charm-class spells.
>People probably would try to stop him, you're right. But he just wouldn't care because he's centuries older, a thousand times smarter, and a millon times more powerful than them anyway and has out-thought them in every possible way.
I believe their point was that he would be stopped quite a fair bit earlier than he got to that point. As soon as he got over a certain level of power, a group of adventurers would appear and take him down, or a god would drop a meteor on his head, or something else would happen that would prevent him from achieving infinite power. It wouldn't be terribly hard, either-he is as vulnerable to attrition warfare as any other caster, so all it takes is a dedicated and careful enough enemy with a lot of time on their hands.
>In the link I provided, and in the subsequent posts, scores of people saw this technique as being RAW. Extremely Cheesy, I'll give you that...but RAW. But if you really feel that way, you'll probably have to take it up with them.
Argument from popularity is not a valid form of argumentation.
Charm-class spells, on the other hand, don't offer any explicit control at all - they just make the target consider you their friend.
What should work, though, is extremely generous usage of suggestions and triggered suggestions, but this is a tad resource heavy.And I agree with the other points.

Mashallah |

Mashallah wrote:Aquaman - Undine UCMonk 16/UCRogue(Thug) 4 (Rogue levels taken last)This looks fine, except that the linnorm could charge in the surprise round, boosting its CMB enough to sunder your belt or amulet. You might still beat it, though.
The Total Defence trick addresses that.
I'm not sure whether it's legal, but if it is, the Linnorm would need to roll a 15 on a charge to sunder.A less cheesy way:
Restoration Ki Power can be replaced with Furious Defence for extra +4 to AC/CMD, denying the Linnorm his sunder attempt.

WombattheDaniel |

>I actually never said that they were all dominated, just that that was his favorite way of doing it. And also, if they are dominated, then he can simply tell them to live their lives normally and to forget his existence and/or influence. They wouldn't even know that they were being controlled.
That isn't actually possible. Sense motive explicitly notes that it allows to see if the creature is Dominated, and DC for that is 15. That implies that dominate estabilishes a pretty crude control, which isn't sufficient for your purposes. What you are thinking of are Charm-class spells.
*Which he can cast basically at-will*
Suffice it to say that he would be aware of all of this. He would know exactly how to counter it, how to fool it, and most of all, how to avoid moments like that entirely.
And of course, this is all assuming that the other person attempting the check wasn't himself dominated.
>People probably would try to stop him, you're right. But he just wouldn't care because he's centuries older, a thousand times smarter, and a millon times more powerful than them anyway and has out-thought them in every possible way.
I believe their point was that he would be stopped quite a fair bit earlier than he got to that point. As soon as he got over a certain level of power, a group of adventurers would appear and take him down, or a god would drop a meteor on his head, or something else would happen that would prevent him from achieving infinite power. It wouldn't be terribly hard, either-he is as vulnerable to attrition warfare as any other caster, so all it takes is a dedicated and careful enough enemy with a lot of time on their hands.
*Of which he has infinitely more*
I've already explained this in the OP. If he doesn't want to draw attention to certain actions, then people don't know they happen. He is immortal. Most spellcasters are not. He is powerful enough that it is likely that he has watched those spellcasters since the day they were born. He is the Grim Reaper, after all. And lastly, his plans and actions span eons. Kingdoms rise and fall before he fully sees a plan come to fruition. The only way anyone would know about any of his plans would be if they were directly involved, and even then, they likely wouldn't even know that they were ivolved or that what they were doing was actually helping fulfill his millenia-long goals.
>In the link I provided, and in the subsequent posts, scores of people saw this technique as being RAW. Extremely Cheesy, I'll give you that...but RAW. But if you really feel that way, you'll probably have to take it up with them.
Argument from popularity is not a valid form of argumentation.
What I was saying is that if all of those people agreed on something togther (which is the express intent of these forums, especially those dedicated to rules), then there must be something to it.
Regardless, the Coven Hex states:
In addition, whenever the witch with this hex is within 30 feet of another witch with this hex, she can use the aid another action to grant a +1 bonus to the other witch’s caster level for 1 round.
Emphasis mine. This changes the normal rules for the Aid another action, giving you a set, numerical basis of 30 ft. Then, the Scar hex increases this to a range of 1 mile. Full stop. I see nothing wrong with this and neither did many others. *shrugs*

Mashallah |

Emphasis mine. This changes the normal rules for the Aid another action, giving you a set, numerical basis of 30 ft. Then, the Scar hex increases this to a range of 1 mile. Full stop. I see nothing wrong with this and neither did many others. *shrugs*
That is an additional ability granted by being a member of a Coven while possessing the Coven Hex.
The ability of the Coven Hex itself is joining a Coven, which is the part that is increased by Scar, allowing you to join a Coven from a mile away.Remember: Scar doesn't say "all ranges are increased to a mile", it says "you can use your hexes from a mile away". And that here clearly applies only to joining the Coven.

Mashallah |

It is the Hex that allows you to use the Aid another action from within 30 ft to increase CL. Otherwise you could never do that. It is directly because of that feature that this trick works.
By that logic, Prehensile Hair can make attacks from up to a mile away if you have the Scar Hex.
The ability/action of the Hex isn't Aid Another.
The ability of the Hex is joining a Coven, which, in turn, as a side-effect, gives you Aid Another.
Compare to Prehensile Hair:
The ability of the Hex is not attacking with the hair, it is growing hair and turning it into a natural weapon.
Both disqualify from Scar range increase for the exact same reason - their meaningful range is on an ability granted by using the Hex, not on the Hex itself.

Klara Meison |

>Suffice it to say that he would be aware of all of this. He would know exactly how to counter it, how to fool it, and most of all, how to avoid moments like that entirely.
>If he doesn't want to draw attention to certain actions, then people don't know they happen. He is immortal. Most spellcasters are not. He is powerful enough that it is likely that he has watched those spellcasters since the day they were born....
You are saying what he "is". I am saying he would never get to this point. He wasn't the first spellcaster in the world. Neither was he the first immortal spellcaster in the world with the access to divination spells and a desire to insure others wouldn't challenge his immortality. Therefore, as soon as he gets even an inkling of a practical idea that could grant him unimaginable power, as soon as he finds his first 2 witch apprentices to test the basics of it, he would be murdered by a rival Immortal.
>*Of which he has infinitely more*
That doesn't help-he is the one defending, and attacking is always easier. When you defend, you need to protect all your weakpoints. When you attack, you only need to exploit one to win.
>And lastly, his plans and actions span eons. Kingdoms rise and fall before he fully sees a plan come to fruition. The only way anyone would know about any of his plans would be if they were directly involved
In a world with Commune, Kytons who can't lie, Divination spells, mind reading and other magical information security nightmares, those things are directly contradictory. There is no way to insure perfect information safety over the course of decades on Golarion.

Lab_Rat |

Hey all,
Loving the thought experiment of this thread.
I noticed however that some characters are using the ring of counterspell incorrectly.
For example, loading the ring with greater dispel magic. In this case the ring will only activate and counter if the wearer is the target of the spell. i.e. the enemy is using greater dispel magic to dispel a buff on your character. If the enemy uses it and targets a specific spell or targets an item you are wearing, the ring of counterspells will not activate to counter it.

Avoron |
2 people marked this as a favorite. |
First of all, thanks for saying something. I was actually kind of surprised I didn't get more reactions to this guy. Really thought he was gonna make some waves.
Well, by all means, let me make some waves now.
As we were forewarned, the scope of the character you have created is big. Really big. Ridiculously, needlessly big. So big that its size could be of no conceivable use to anyone in an actual game, and endeavoring to attain it is a complete waste of time and energy.
So let's make it bigger.
The Ellimist - neutral good level 20 human nature oracle with variant multiclass witch, continually transforming himself into an animal with his capstone to cast awaken on himself an arbitrary number of times. It's easy to say "arbitrary number," but let's be a little bit more specific. He has cast awaken on himself 100000000000000000000000000000000000000000000000000000000000000000000000 000000000 times. That number, 10^80, is a common estimate for the number of particles in the observable universe, and it seemed as good a place to start as any. Time isn't an issue; the Ellimist has lived through the entire lifespan of the universe many times over, thanks to abuse of unusual planar time traits and great wyrm time dragon simulacra.
This spamming of awaken has provided him with 2x10^80 extra HD - and all that accompanies them. His ability scores, attacks, damage, AC, hp, saves, skills, and most other statistics you could think of are all a solid seventy-five orders of magnitude above anything else in Pathfinder. He has every feat he could possibly qualify for, many of them a great number of times. Using independent spell research, he has studied every spell listed in every book as a divine spell and learned them all. He can cast these spells an absurd number of times per day, with an absurdly high DC. Infinite wealth? Easy. I find the most elegant solution to be blood money → true creation → profit.
And that brings us to caster level. As long as we're using swarms of incorporeal covening minions, we might as well be efficient about it. Let's use young awakened hedgehogs, which have the upper hand in both packing capacity and adorableness - all with the coven and scar hexes, naturally. If you ensure that a significant percentage of them are strategy channeling clerics and teamwork commanding battle heralds (with Grand Master Performer and shoanti war paints, of course), each aid another adds +18 to your caster level. Packed 100 to a cube, you can fit 493271934516 minions within a 1 mile radius, giving your caster level a bonus of approximately 8878894800000.
Some religions say the Earth was made in six days. It would take the Ellimist less than six seconds.

WombattheDaniel |

WombattheDaniel wrote:First of all, thanks for saying something. I was actually kind of surprised I didn't get more reactions to this guy. Really thought he was gonna make some waves.Well, by all means, let me make some waves now.
As we were forewarned, the scope of the character you have created is big. Really big. Ridiculously, needlessly big. So big that its size could be of no conceivable use to anyone in an actual game, and endeavoring to attain it is a complete waste of time and energy.
So let's make it bigger.
The Ellimist - neutral good level 20 human nature oracle with variant multiclass witch, continually transforming himself into an animal with his capstone to cast awaken on himself an arbitrary number of times. It's easy to say "arbitrary number," but let's be a little bit more specific. He has cast awaken on himself 100000000000000000000000000000000000000000000000000000000000000000000000 000000000 times. That number, 10^80, is a common estimate for the number of particles in the observable universe, and it seemed as good a place to start as any. Time isn't an issue; the Ellimist has lived through the entire lifespan of the universe many times over, thanks to abuse of unusual planar time traits and great wyrm time dragon simulacra.
This spamming of awaken has provided him with 2x10^80 extra HD - and all that accompanies them. His ability scores, attacks, damage, AC, hp, saves, skills, and most other statistics you could think of are all a solid seventy-five orders of magnitude above anything else in Pathfinder. He has every feat he could possibly qualify for, many of them a great number of times. Using independent spell research, he has studied every spell listed in every book as a divine spell and learned them all. He can cast these spells an absurd number of times per day, with an absurdly high DC. Infinite wealth? Easy. I find the most elegant solution to be blood money → true creation → profit.
And that brings us to caster level. As long as we're using swarms of...
...I said I was sorry.

Mashallah |

A for fun entry that is automatically disqualified from the rules of the challenge for using a 3pp archetype.
Mostly since I like that particular 3pp archetype.
Here goes Bob, an Archon-Blooded Aasimar Gambler Kineticist. Since it is a Psionic class, I assume Psionic-Magic transparency to be fair to the bestiary (meaning SR is treated as PR and still has to be overcome).
Traits:
Fate's Favored
Reactionary
STR 13 (15 with 7 Burn)
DEX 22 (28 with 7 Burn)
CON 30 (34 with 7 Burn)
INT 16
WIS 20
CHA 7
Initial 20PB: 7 16 18 (+2=20) 10 11(+2=13) 7, then 4 points went into CON and 1 point went into Wis.
Init +23:
DEX +9 Improved initiative +4 ioun stuff and luckstone +4 dueling +4 reactionary +2
Attack +34:
BAB +15 DEX +9 elemental overflow +6 iouns and luckstone +4
Max HP: around 400
Max PP: 170
Nothing else is relevant.
Regular Feats:
1 - Psionic Body
3 - Power Penetration
5 - Greater Power Penetration
7 - Deep Focus
9 - Psionic Meditation
11 - Improved Initiative
13 - Ready Response
15 - Speed of Thought
17 - Whatever
19 - Persistent Focus (Greater Power Penetration)
Gambler Bonus Feats:
5 - Empower Power
9 - Whatever
13 - Whatever
17 - Whatever
At level 20, all burning wagers are known, Empower Power is our mastered metapsionic feat, Fire is our Live Dangerously element.
Powers:
Energy Ray
Flight
Those two are the only ones that matter for the purpose of this challenge.
Notes:
Energy Ray is always augmented to a 20PP cost, Empower costs 0PP to add thanks to the Metapsionic Master class feature.
Blasts:
Gambler's Blast
Crystalline Needle Blast
All relevant knowledges are at +27, which is sufficient to determine weaknesses of everyone except Tarrasque on a roll of 10.
Perception is +37.
Other skills don't matter.
Belt of +6 to stuff
Headband of +6 to int and wis
Cloak +5
Ring +5
Necklace +5
+5 dueling holy unholy large cold iron tri-bladed katar (yes, oversized)
Sandals of Quick Reaction
Luckstone
Green Pale Prism
Flawed Green Pale Prism
Eyes of the Eagle
Total: under 600k
The challenge is begun with both Psionic Foci up and an indeterminate active element to be fair to our enemies.
170PP
Bob sees the Shoggoth, recognises that the Shoggoth isn't immune to fire and uses a move action to switch element to fire.
He then uses the Double or Nothing Burning Wager, followed up by the Raise the Stakes Burning Wager, applying an Empowered (using his Deep Focus) Energy Ray to his next blast. He increases burn costs with Play the Odds so their total Burn Cost is exactly 7.
He then discharges all that with a Crystalline Energy Blast, which automatically crits because of Double or Nothing and hits on a roll of 2.
He expends his Psionic Focus to double the effect of Greater Power Penetration, meaning he beats Shoggoth's SR on a roll of 2.
The resulting damage is 100d6+124 for an average of 474.
90 of that is Piercing, 384 is Elemental, so the Shoggoth reduces total by 30.
444 still melts him in one hit.
150PP, energy type: fire
Bob restores both Foci after each fight.
Bob uses Ready Response to hijack the surprise round, switches active energy type to cold and does the same as with Shoggoth for the same damage with one difference: instead of raising the cost of Burning Wagers with Play the Odds, he reduces all of them to exactly 0.
Death Throes damage is irrelevant, might as well voluntarily fail the save.
130PP, energy type: cold
Bob doesn't change element and just freezes Pit Fiend. Finished off with a CdG. Other than that, see Balor.
110PP, energy type: cold
See Pit Fiend.
The curse is irrelevant for the purpose of this challenge, as is the fact that Bob needs a 12 to succeed.
90PP, energy type: cold
This one is more difficult.
The range of blasts is merely 150ft, making them incapable of reaching the dragon.
Fortunately, since the Dragon is Colossal, Bob wins perception.
Realising that the range is too high for his abilitites, he casts Flight (7PP) and expends Psionic Focus to increase speed via Speed of Thought. He then moves 90ft.
Next round, he spends the move action to cross the remaining 60ft (with a fly speed of 70ft).
Then he uses a free action for Double or Nothing, a swift action for Raise the Stakes and a Standard action to blast, hitting on a 5. Due to expending both of our Psionic Foci, doubling Power Penetration is not an option. Therefore, SR is pierced at a roll of 7.
Since the Dragon is vulnerable to cold damage, this deals 150d6+186 damage for an average of 711, quite surely sufficient to kill the dragon.
63PP, energy type: cold
This one causes issues due to having enormous AC, so the previous tactic is unreliable (by virtue of hitting on an 8).
Since we have some free time (surprise round) to Cash Out and gain free Power Points, why not do so?
The first round involves Cashing Out and switching active energy type to electricity.
The second round involves the same routine as for Shoggoth (including restoring 7 Burn), but with several key differences:
First, as the attack is electricity, it has +3 to hit, thus it hits on a 5.
Second, it gets +2 against SR, which, combined with Greater Power Penetration, means success on a 4.
Third, as the attack is electricity, it gets 60 less damage, meaning a total of merely 414, further reduced by 25 down to 389.
Still enough to kill Angel. Finished off with CdG.
As we used Cash Out, no PP is spent.
63PP, energy type: electricity
First, the opening move is the same Blast as for Angel for a total of 414 damage, reduced by 15 with 40 further healed away. (hits AC on a 2, pierces SR on a 6)
Since Energy Ray is as part of the Blast, it's not considered a ray mechanically (but, rather, a kinetic blast) and thus is not blocked by Tarrasque's Carapace.
But this eats both Psionic Foci, which isn't nice and doesn't work long-term.
Thus puts the Tarrasque at 166 health during the first round.
Also, we're down to 43PP.
For the first round, I'd, honestly, do the same (spending move action to regain Psionic focus for Power Penetration), just without Empowering.
This should deal 80d6+64 damage for an average of 344, further reduced by 15 and 40 regenerated away.
Bob is at 23 PP, Tarrasque is at over negative 100 HP, allowing CdG's on it (each CdG deals 4d6+24+2d6 damage for an average of 45, piercing DR and beating the regeneration of 40, making for a slow, but sure trip into the far, far negatives).
I think this is a win.

Mashallah |

Oh wait, Balor has Combat Reflexes and thus can make AoO's while flat-footed.
Solutions:
AC - add Inertial Armor as third power known (out of 21 max), spend 19 PP on it in the beginning of the day to get +13 armor up to a total of 42 AC. This leaves us with 4 PP and the fact that a lot of these fights were horrendously inefficient (e.g. the anti-Dragon blast was a ludicrous overkill in terms of expended resources).
CMD - it is 41 as is (10+15BAB+9DEX+2STR+5Deflect), and can be brought up to 46 with Defencive Combat Training.
This neutralises the Balor's AoO's.

Applied_People |

In 30 ft. the DC is in fact 42 having the School Power from Greater Eldritch Heritage, 40 if far more than 30 ft. from the target.
I'm still far from the DC 47...
I puzzled over this as well, but I figured it out. She counted +CL as being the same as +DC (which some people house rule but it certainly not RAW or RAI). If you add up all her plusses below, they equal 47.
Base 10 DC
Spell Perfection (doubles other feats' bonuses)
Spell Focus +2 DC
Greater Spell Focus +2 DC
Varisian Tattoo +2 CL
Bloatmage Initiate +2 CL
School Power +2 DC
Orange Prism Ioun Stone +1 CL
Moon Circlet (Full Moon) +2 CL
40 Intelligence +15 DC
Spell +9 DC
If you exclude +CL, you get 40 as the DC. Where do you come up with 42 within 30 ft.? All of the +DC items have no range component...base(10), spell level(9), INT bonus(15), Spell Focus(2) & Greater Spell Focus(2), and finally School Power(2).

Applied_People |

4mb4r4b4 wrote:In 30 ft. the DC is in fact 42 having the School Power from Greater Eldritch Heritage, 40 if far more than 30 ft. from the target.
I'm still far from the DC 47...
I puzzled over this as well, but I figured it out. She counted +CL as being the same as +DC (which some people house rule but it certainly not RAW or RAI). If you add up all her plusses below, they equal 47.
Base 10 DC
Spell Perfection (doubles other feats' bonuses)
Spell Focus +2 DC
Greater Spell Focus +2 DC
Varisian Tattoo +2 CL
Bloatmage Initiate +2 CL
School Power +2 DC
Orange Prism Ioun Stone +1 CL
Moon Circlet (Full Moon) +2 CL
40 Intelligence +15 DC
Spell +9 DCIf you exclude +CL, you get 40 as the DC. Where do you come up with 42 within 30 ft.? All of the +DC items have no range component...base(10), spell level(9), INT bonus(15), Spell Focus(2) & Greater Spell Focus(2), and finally School Power(2).
A Greater Rod of Focused Spell could net her another +2 DC, since she's using a spell that has multiple targets. Or better yet, use a rod for reach and instead take the Focused Spell feat and apply that for a +4 DC (thanks to Spell Perfection). That would get her to 44.

Ancient Dragon Master |

In the original beastmass he makes a claim that the zen archer can defeat the seven toughest monsters in the bestiary . make him fight these then see what he thinks
http://paizo.com/pathfinderRPG/prd/bestiary5/titanDanava.html#danava-pillar
http://paizo.com/pathfinderRPG/prd/bestiary4/greatOldOne.html#great-old-one -hastur
http://paizo.com/pathfinderRPG/prd/bestiary4/greatOldOne.html#great-old-one -cthulhu
http://paizo.com/pathfinderRPG/prd/bestiary4/empyrealLord.html#empyreal-lor d-cernunnos
http://paizo.com/pathfinderRPG/prd/bestiary4/demonLord.html#demon-lord-pazu zu
http://paizo.com/pathfinderRPG/prd/bestiary5/angels.html#empyrean-paragons
http://paizo.com/pathfinderRPG/prd/bestiary4/demonLord.html#demon-lord-dago n

fomore |

Alright, presenting The Vacuum. He's pretty damn squishy, but as best I can tell he can take down each of the big bads, one after another, with absolutely no rest, even assuming all of the bad guys get 15s on their rolls, and he gets 5s. He took some work, and there were several places where I may have made mistakes, so please give feedback. This might not be entirely in the spirit of the competition, but I think by the RAW of this challenge, The Vacuum succeeds.
** spoiler omitted **...
Forbidden schools of this beast are...?

avr |

Jehova wrote:Forbidden schools of this beast are...?Alright, presenting The Vacuum. He's pretty damn squishy, but as best I can tell he can take down each of the big bads, one after another, with absolutely no rest, even assuming all of the bad guys get 15s on their rolls, and he gets 5s. He took some work, and there were several places where I may have made mistakes, so please give feedback. This might not be entirely in the spirit of the competition, but I think by the RAW of this challenge, The Vacuum succeeds.
** spoiler omitted **...
... largely irrelevant. Vaccy uses a limited range of spells, I'm sure you could work something out.
... unknowable. Its creator hasn't posted in 5 years.