Beastmass Updated Challenge.


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Original Beastmass

Bestiary 1------------------------------------------- CR----------- Environment:


  • Solar, Angel ------------------------------- 23----------- Good Aligned Plane
  • Balor, Demon------------------------------ 20----------- Any (Abyss)
  • Pit Fiend, Devil----------------------------- 20----------- Any (Hell)
  • Red Dragon, Great Wyrm------------------ 22----------- Warm Mountains
  • Gold Dragon, Great Wyrm----------------- 23----------- Warm Plains
  • Silver Dragon, Great Wyrm---------------- 22----------- Temperate Mountains
  • Tarn Linnorm------------------------------- 20----------- Cold Lakes or Swamps
  • Shoggoth----------------------------------- 19----------- Cold Aquatic or Underground
  • Tarrasque---------------------------------- 25----------- Any

Bestiary II------------------------------------------ CR----------- Environment:

  • Pleroma, Aeon-------------------------------- 20----------- Any (Outer Plane)
  • Draconal, Agathion---------------------------- 20----------- Any Air (Nirvana)
  • Star, Archon---------------------------------- 19----------- Any (Heaven)
  • Brijidine, Azata-------------------------------- 18----------- Any (Elysium)
  • Astradaemon, Daemon------------------------ 16----------- Any (Abaddon or Astral Plane)
  • Olethradaemon, Daemon---------------------- 20----------- Any (Abaddon)
  • Purodaemon, Daemon------------------------- 18----------- Any (Abaddon)
  • Vrolikia, Demon------------------------------- 19----------- Any (Abyss)
  • Immolation, Devil------------------------------ 19----------- Any (Hell)
  • Crystal Primal Dragon, Great Wyrm----------- 18----------- Any Underground (Plane of Earth)
  • Umbral Primal Dragon, Great Wyrm----------- 22----------- Any
  • Lhaskharut, Inevitable------------------------- 20----------- Any
  • Jabberwock----------------------------------- 23----------- Any Forest
  • Mu Spore------------------------------------- 21----------- Any
  • Night-Crawler, Nightshade-------------------- 18----------- Any (Negative Energy Plane)
  • Night-wave, Nightshade----------------------- 20----------- Any (Negative Energy Plane)
  • Keketar, Protean------------------------------ 17----------- Any (Limbo)
  • Iathavos, Qlippoth----------------------------- 20----------- Any (Abyss)
  • Ravener--------------------------------------- 22----------- Warm Mountains
  • Sard------------------------------------------ 19----------- Any Forest
  • Thrasfyr--------------------------------------- 17----------- Any
  • Elysian Titan----------------------------------- 21----------- Any Land (Elysium)
  • Thanatotie Titan------------------------------- 22----------- Any (Abyss)
  • Xacarba--------------------------------------- 15----------- Any Land (Abyss)

Bestiary III----------------------------------------- CR----------- Environment:

  • Asurendra, Asura----------------------------- 20----------- Any (Hell)
  • Bandersnatch---------------------------------- 17----------- Any Forest
  • Tempest Behemoth---------------------------- 22----------- Any Air
  • Thalassic Behemoth--------------------------- 20----------- Any Water
  • Thunder Behemoth---------------------------- 18----------- Any Land
  • Shaggy, Demodand--------------------------- 18----------- Any (Abyss)
  • Arvan, Div------------------------------------ 20----------- Any (Abaddon)
  • Forest Imperial Dragon, Great Wyrm---------- 22----------- Any Forest
  • Sea Imperial Dragon, Great Wyrm------------ 20----------- Any Water
  • Sky Imperial Dragon, Great Wyrm------------ 21----------- Temperate or Warm Mountains
  • Jinushigami, Kami----------------------------- 20----------- Any
  • Eremite, Kyton-------------------------------- 20----------- Any (Plane of Shadows)
  • Tor Linnorm----------------------------------- 21----------- Cold Volcanic Mountains
  • Norn------------------------------------------ 18----------- Cold Mountains
  • Void Yai, Oni--------------------------------- 20----------- Cold or Temperate Mountains
  • Maharraja, Rakshasa-------------------------- 20----------- Any
  • Deep Sea Serpent----------------------------- 19----------- Any Ocean
  • Thriae Queen---------------------------------- 18----------- Any
  • Hekatonkhirres Titan-------------------------- 24----------- Any
  • Tzitzimitl--------------------------------------- 19----------- Any

Bestiary IV----------------------------------------- CR----------- Environment:

  • Bhole----------------------------------------- 17----------- Any Underground
  • Flesh Colossus-------------------------------- 16/MR 6-----Any Land
  • Iron Colossus--------------------------------- 21/MR 8-----Any Land
  • Stone Colossus-------------------------------- 19/MR 7-----Any Land
  • Dagon, Demon Lord-------------------------- 28----------- Any Ocean (Abyss)
  • Kostchtchie, Demon Lord--------------------- 26----------- Any Cold (Abyss)
  • Pazuzu, Demon Lord-------------------------- 30----------- Any (Abyss)
  • Lunar Outer Dragon, Ancient------------------ 18----------- Vacuum
  • Solar Outer Dragon, Ancient------------------ 18----------- Vacuum
  • Time Outer Dragon, Ancient------------------- 20----------- Vacuum
  • Void Outer Dragon, Ancient------------------- 18----------- Vacuum
  • Vortex Outer Dragon, Ancient----------------- 19----------- Vacuum
  • Drakainia-------------------------------------- 25/MR 8-----Any
  • Elohim---------------------------------------- 23/MR 6-----Any (Extraplanar)
  • Cernunnas, Empyreal Lord-------------------- 30----------- Any Forest or Plain (Elysium)
  • Korada, Empyreal Lord----------------------- 26----------- Any Forest or Mountain (Elysium)
  • Vildeis, Empyreal Lord------------------------ 28----------- Any (Heaven)
  • Bokrug, Great Old One----------------------- 27----------- Any Water
  • Cthulhu, Great Old One----------------------- 30----------- Any (R’lyeh)
  • Hastur, Great Old One------------------------ 29----------- Any
  • Guardian Dragon------------------------------ 24/MR 10---Any
  • Julunggali-------------------------------------- 21/MR 8----Any Land or Water
  • Agyra Kaiju----------------------------------- 27----------- Warm Mountains
  • Bezravnis Kaiju------------------------------- 26----------- Warm Deserts
  • Mogaru Kaiju--------------------------------- 28----------- Warm Forests or Water
  • Yamaraj Psychopomp------------------------- 20----------- Any (Purgatory)
  • Star-Spawn of Cthulhu------------------------ 20----------- Any
  • Fomorian Titan-------------------------------- 22/MR 8-----Any (Abyss)

Rule Set:


  • Characters should use 20 point buy for starting ability scores
  • Any class (including archetypes), race (except for custom races), and feat from Pathfinder can be used, no 3PP material (ex: dream scarred press, wotc, ect…); additional restriction, magic item crafting costs cannot be reduced beyond the 5% produced by the hedge magician magical trait (to prevent excessive WBL abuse).
  • For the use of honor or fame systems, or any system that is similar; Points may be purchased for a cumulative cost of 500 gold pieces per rank. 1 points 500gp, 2 points 1500gp,…, 5 points 7,500gp,…, 10 points 27,500gp, ect…
  • Builds should be as descriptive as possible as per the original beastmass and the Zen Archer monk guide.
  • One to Four party members may enter the combat for contest; for each party member beyond the first, reduce starting wealth for each by a cumulative percentage; 2nd party member would reduce would reduce overall wealth by 5%, 3rd party member would reduce overall wealth by 10%, 4th party member would reduce overall wealth by 20%
  • Cohorts do not count towards the party member limit, but they start with having npc wealth of their level -3. As such, Familiars and Animal companions also do not count towards the party member limit.
  • The PC(s) receive on rest period between every 3 encounters.
  • Each creature will have a starting attitude of hostile towards the single PC or Group of PCs
  • Gathering information on creatures is crucial for any PC, but to represent the more unusual creatures in each bestiary after the first, we need to make it more difficult. The baseline is the Bestiary 1, which allows for Knowledge DCs at 10 + CR/ +5 after that to know more about the creatures.
  • Knowledge checks DCs for Bestiary 2 are: 15 + CR/ + 5 for each ability after the initial result
  • Knowledge checks DCs for Bestiary 3 are: 20 + CR/ + 5 for each ability after the initial result
  • Knowledge check DCs for Bestiary 4 are: 25 + CR/ + 5 for each ability after the initial result; however the base DC will increase on a 1:1 basis if the creature has Mythic Ranks.
  • Every combat encounter should be a CR 25 challenge or greater. Environmental factors, I believe, do not greatly influence an encounters CR in a meaningful way after level 10, so they should not be factored in for the encounters final CR. If a player wishes to impose such extreme environmental factors that they alone would constitute a challenge to their PC or PCs, then that will be on top of the base CR of the challenge.
  • Using table 12—3 on page 398 of the Core Rulebook we can determine how many creatures are needed to make a CR 25 encounter. 1 Creature = CR; 2 Creatures = CR+2; 3 Creatures = CR+3; 4 Creatures = CR+4; 6 Creatures = CR+5; 8 Creatures = CR+6; 12 Creatures = CR+7; 16 Creatures = CR+8. If an encounter has more than 4 creatures, they will be broken down into groups of two (or the nearest whole number rounding up) for initiative counts. Example Shoggoth needs 8 creatures to make a CR 25 challenge, for initiative we will have 2 Shoggoth in each initiative grouping.
  • The PC or PCs will use their own initiatives, if they have familiars, eidolons, or animal companions they will go on their own initiative counts. This rule will also apply to followers. Summoned creatures will go on the same initiative count as the summoning creature.
  • Each combat will take place in the environment listed in the creature’s stat block with a few minor changes. There is a 50/50 chance that either the monster or the PC(s) get field advantage. If the monster gets field advantage, then they also get two precombat buffs if applicable and a surprise round. For example, Shoggoth can be found in any cold aquatic or underground environment. If it gets field advantage, the battle will take place in a vast underground cavern system filled with icy flowing murky water (DC 30 swim check to move about; failure drags you 1d6x5 feet deeper into the cavern and characters might start to suffocate). If the PC(s) get field advantage, then they remove the water from the underground cavern system or they decide to fight Shoggoth on a small island or from a boat. This is just an example.
  • Each combat should be played out five times with the opportunity of gaining field advantage changing each time. To advance to the next opponent, the PC(s) needs at least three wins; any tie will be declared a loss for the PC(s).
  • Each lost match for the PC(s) will still allow them to advance to the next opponent however with a twist. For every lost match, the PC(s) are reincarnated randomly, with any result of Other (GMs choice) being a kobold with a negative advanced template (-4 to all physical stats, -2 natural armor).
  • If the PC(s) loses two matches in a row or have lost a total of four matches, then they have failed the challenge.
  • Each combat should have a round by round post with dice rolls, these combat posts do not need to be detailed, just enough to show what each combatant did with rolls as necessary. <Dice>1d20</dice> with [ or ] replacing the < or > to roll a dice.

While detailed, this is a rough draft of an updated beastmass challenge. I am also working on fleshing on the field advantage system I proposed and also working on making a set of twists for each encounter.

A twist may be that certain abilities may have already been used before combat starts, such as a Pit Fiend's 1/year wish or that the pit fiend is actually an infernal duke with unique traits as presented in the Bestiary.

What do you think?

Lantern Lodge

Sure, but that is a lot of beats to fight. I am myself working on scenarios for character benchmarking, this in particular only tests one v one.


81 beasts in fact.

It may not be the best benchmark, but it offers a wide array of high level scenarios.

Non social ones though.


Sounds like to many beasts for me to consider. Since this is about thoerycraft why not limit it to CR 23+. That leaves 5 from bestiary 1-3 and many from 4.

Beat the 4 from 1-3 and two of the ones from 4 in two days. One of the 4s has to be done on each day.

If I pay the gold can I have a demi plane to retreat to for a period of time? Time stop plus a timeless plane equals full buff.

Encounters may not be closer then 4 hours together. This helps with 10 min a level buffs lasting through all of the encounters.

Do monsters get to spend treasure? I think they should but the challenge gets much harder.

Is suggest using average damage for HP lost effects. A condition sticks if has better then a 75 percent chance to work. Not sure when to use criticals.

Suggest very large arenas.

Lantern Lodge

Why force encounters to be separated by 4 hours? If a caster wants buffs, let them have their buffs, nothing wrong with that. It's like saying "Hey! Lets purposely make it harder for these classes!" Thats not the purpose of a benchmark.

Not to mention, it really limits those who wish to prove they can do it all in one day (looks at the gunslinger >.<)


CR 25 is arbitrarily used as the benchmark and offers a higher challenge, it is also the highest CR that a group of 4 non-mythic heroes can supposedly handle with a moderate amount of system mastery.

If gold is paid for the spell, I do not see a problem with having your own demi plane to retreat to. Be aware however, that some encounters could take place in the very plane due to twists.


  • Hero retreats to private plane, however the next encounter is with an intelligent foe who has been diving information about the PC(s). The enemies ready an ambush on that plane.

That is an example of an arbitrary twist, one that could happen, could the player set up an ambush of their own on their character's personal plane, I see no reason to not allow it. That could even be their field advantage.

Encounters could happen through out the day, however the rest period of 8 hours should still be there. The player should decide the time of day that they rest, I say this because certain classes need time to prepare and rest to replenish their resources. After that rest period, the encounters could happen back to back to back with no rest between or spaced evenly throughout the day.

If monsters have treasure, I think they should be able to use it, this may cause their CR to increase, thus decreasing the number of opponents in a fight. This does not mean that they should have gear specifically set to nullify the PC(s), but to increase their own versatility and survivability (sp?).

I think dice rolls would be best, if someone get's lucky they get lucky, if they don't they don't. Averages are fine, but I think that would cheapen a feat or trait for the followers of Abadar who can choose to deal average damage with their attacks and also certain classes as well.

I did mention in an example with Shoggoth that its fight could take place on a small island, a vast underwater cavern. So each fight might take place in an area roughly the size of a small town (Sandpoint for example) to a metropolis (Magnimar for example), or a beach (Rickity Squibs from Skull and Shackles), to a half-mile radius of the Mwangi Expanse to an entire plane of existance (rocket tag to the extreme).

I do suggest a set standard size for the encounter area.

I would like to see a gunslinger (or any character do this updated Beastmass in a single day). However classes or characters that require bought resources (such as bullets, flasks, or arrows), might have a disadvantage.

So I think a grace period before the first Bestiary and between the other bestiaries should also be given. This grace period can be used for shopping, healing, gathering information. This also implies that treasure is handed out for defeating certain monsters.


While I do have a build that can complete this challenge, it is broken and full of cheese. I called it Legion.

Simply put: Legion is any race with any class combination 5 or 10/Noble Scion 10/any class combination 5. So long as it ends up with 20 levels with 10 levels being Noble Scion.

This build abuses leadership past the nth degree. While it followed the rules of the original Beastmass and Beastmass 3-Dragon Hunt, it would never be allowed in a game outside of theorycrafting.

For theorycrafting purposes:

Legion has unlimited followers, cohorts, stewards, skills, magic, money, land, called creatures, summoned creatures, anything and everything under the sun and moon.


I guess I'm not too familiar with the Beastmass challenge. Could you post the rules for the challenge, and how it will be done? Order, time-frame, all at once, level, banned classes, etc?


Sindalla wrote:
I guess I'm not too familiar with the Beastmass challenge. Could you post the rules for the challenge, and how it will be done? Order, time-frame, all at once, level, banned classes, etc?

Beastmass I also have the link in the first post. The rules are modified from the first beastmass as well. Both first posts in this thread and in the linked thread have the rules.

Assume 3 CR 25 or greater encounters a day. Probably 2 hours after the PC(s) wake up, then 4 hours after that, and 2 hours after that, so long as the PC(s) get their 8 hour rest. IF the PC(s) need a greater challenge, the encounters can happen back to back to back with no rest between any of the 81 encounters.

Between each bestiary though, there should be a 3 day rest period to give the PC(s) time to rest/recover and replenish their abilities. So the PC(s) should be starting fresh at the beginning of each bestiary.


Okay, I wanted to try my hand at a Synthesist Summoner. I've never built one before, but I spent a good number of hours pouring over the PRD and fourms to make sure that he's legal.

Eiridal:

Half-Elf Synthesist Summoner 20
------------------------------------------------------------------------
Ability Scores
Strength 8
Dexterity 10
Constitution 10
Intelligence 14
Wisdom 10
Charisma 30
------------------------------------------------------------------------
Defense
Hit Points 122
Armor Class 11
Touch 11 Flat-Footed 10

Fortitude +11
Reflex +11
Will +27
------------------------------------------------------------------------
Miscellaneous and Skills
Initiative +0
Speed 30ft

Fly +23
Knowledge (Arcana) +25
Knowledge (Planes) +25
Spellcraft +25

Common, Elven, Abyssal, Celestial

Trait: Metamagic Master (Summon Eidolon)
Trait: Magical Lineage (Summon Eidolon)

Favored Class Bonus: 1/4 Evolution Points per level
------------------------------------------------------------------------
Combat
Base Attack Bonus +15
Combat Maneuver Bonus +14
Combat Manuever Defense 24

Spear +14
1d8-1 x3
------------------------------------------------------------------------
Feats
1:Extra Evolution

Your eidolon has more evolutions.

Prerequisites: Eidolon class feature.

Benefit: Your eidolon’s evolution pool increases by 1.

Special: This evolution can be taken once at 1st level, and again at 5th, 10th, 15th, and 20th.

(+5 Evolution Points)

3:Power Attack

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

(-4 to hit, +12 to damage with bite)

5:Extra Evolution (See Above)

7:Combat Casting

You are adept at spellcasting when threatened or distracted.

Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

(Concentration Bonus +36)

9:Quicken Spell (Metamagic)

You can cast spells in a fraction of the normal time.

Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.

Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell's actual level.)

Casting a quickened spell doesn't provoke an attack of opportunity.

Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.

11:Extra Evolution (See Above)

13:Uncanny Concentration

You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions, damage, weather effects, and even the effects of other spells.

Prerequisites: Combat Casting.

Benefit: You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.

(Concentration Bonus +36)

15:Extra Evolution (See Above)

17:Dodge

Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.

Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

19:*(retrain at level 20)*

20:Extra Evolution (See Above)
------------------------------------------------------------------------
Special Abilities
Spells (listed later)

Cantrips (listed later)

Fused Eidolon

A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

(Stats while fused listed later)

Fused Link

Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

This ability replaces life link.

Summon Monster IX/Gate 13 uses/day

Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Shielded Meld

At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.

This ability replaces shield ally.

Maker's Jump

At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.

This ability replaces maker’s call and transposition.

Aspect

At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.
Greater Shielded Meld

At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.

This ability replaces greater shield ally.

Split Forms

At 16th level, as a swift action, the synthesist and his fused eidolon can split into two creatures: the synthesist and the eidolon. Both have the same evolutions. The synthesist emerges in a square adjacent to the eidolon if possible. All effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon.

The synthesist can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a full-round action. For the duration of this effect, the eidolon functions as a normal eidolon of the summoner’s class level.

This ability replaces merge forms.

Greater Aspect

At 18th level, a summoner can divert more of his eidolon’s evolutions to himself. This ability functions as the aspect ability, but up to 6 evolution points can be taken. Unlike the aspect ability, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the summoner.

Twin Eidolon

At 20th level, a summoner and his eidolon share a true connection. As a standard action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon’s evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action.
------------------------------------------------------------------------
Gear
Headband of Alluring Charisma +6
Ring of Wizardry IV
Tome of Leadership +1 (already read)
(Rest of gear equiped by Eidolon)
------------------------------------------------------------------------
Spells

6- DC: 26 7/day

Walk Through Space
Incendiary Cloud
Maze
Hostile Juxtaposition, Greater
Dominate Monster

5- DC: 25 7/day

Banishment
Hungry Pit
Planar Adaptation
Rejuvenate Eidolon, Greater
Creeping Doom

4- DC: 24 13/day

Baleful Polymorph
Acid Pit
Hold Monster
Infernal Healing, Greater
Hostile Juxtaposition
Evolution Surge, Greater

3- DC: 23 8/day

Rejuvenate Eidolon
Spiked Pit
Control Summoned Creature
Diminsional Anchor
Greater Invisibility
Stoneskin

2- DC: 22 8/day

Barkskin
Create Pit
Haste
Summon Eidolon
Wind Wall
Cushioning Bands

1- DC: 21 8/day

Rejuvenate Eidolon, Lesser
Feather Fall
Grease
Expeditious Retreat
Endure Elements
Infernal Healing

0- DC: 20 -/day

Acid Splash
Arcane Mark
Open Close
Read Magic
Light
Detect Magic

Eidolon:

Eidolon Quadruped
------------------------------------------------------------------------
Ability Scores
Strength 34
Dexterity 28
Constitution 20
Intelligence 7
Wisdom 10
Charisma 11
------------------------------------------------------------------------
Defense
Hit Points 197
Armor Class 54
Touch 25 Flat-footed 44

Fortitude 19
Reflex 23
Will 14

Spell Resistance 31
Immune (Cold, Acid, Fire, Electricity)
------------------------------------------------------------------------
Combat
Base Attack Bonus +15
Combat Maneuver Bonus +27
Combat Manuever Defense 46

Bite: +32/+27 1d8+23
Bite w/Power Attack: +28/+23 1d8+35
------------------------------------------------------------------------
Special Abilities

Darkvision 60ft
Link
Share Spells
Evasion
Ability Score Increase (Strength x2, Constitution x1)
Devotion
Multi-Attack
Improved Evasion
------------------------------------------------------------------------
Evolutions

Bite (2) (1 Free, 1 Spent) 1 Point
Limbs (Legs 2) (Free)
Limbs (Arms) 2 Points
Improved Natural Armor (5) 5 Points
No Breath 4 Points
Swim (2) 2 Points
Improved Damage (Bite) 1 Point
Pounce 1 Point
Spell Resistance 4 Points
Flight (3 Magic) 8 Points
Immunity (Acid) 2 Points
Immunity (Cold) 2 Points
Immunity (Electric) 2 Points
Immunity (Fire) 2 Points
=36/36
------------------------------------------------------------------------
Gear

Belt of Physical Perfection +6
Bracers of Armor +8
Amulet of the Mighty Fists +5
Ring of Protection +5
Truesight Goggles
Cloak of Resistance +5
Harness, Eidolon Anchoring
Manuel of Gainful Excercise +4 (already read)

Stats while fused:

Half-Elf (Outsider) Synthesist Summoner 20
------------------------------------------------------------------------
Ability Scores
Strength 32
Dexterity 28
Constitution 20
Intelligence 14
Wisdom 10
Charisma 30
------------------------------------------------------------------------
Defense
Hit Points 222 (197)
Armor Class 58
Touch 25 Flat-Footed 48

Fortitude +20
Reflex +24
Will +31

Spell Resistance 31
Immune (Cold, Acid, Fire, Electricity)
------------------------------------------------------------------------
Miscellaneous and Skills
Initiative +9
Speed 40ft, Fly (Perfect) 60ft, Swim 40ft

Truesight

Fly +32
Knowledge (Arcana) +25
Knowledge (Planes) +25
Spellcraft +25

Common, Elven, Abyssal, Celestial

Trait: Metamagic Master (Summon Eidolon)
Trait: Magical Lineage (Summon Eidolon)

Favored Class Bonus: 1/4 Evolution Points per level
------------------------------------------------------------------------
Combat
Base Attack Bonus +15
Combat Maneuver Bonus +27
Combat Manuever Defense 46

Bite +32/+27
1d8+23

Bite /w Power Attack +28/+23
1d8+35

I'd like to go ahead and submit him.

If I messed up anywhere, let me know and I'll be sure to fix it.

Liberty's Edge

*cracks knuckles* Time fro good ole' Nesod the Monkchinegun to take on the Beastmass.

Dark Archive

Clarification question/ Since the primary issue with the Beastmass is the PC's get to spend their time and resources buffing and buying gear specifically for these opponents and the critters didn't how are you going to address that?

Most specifically you have multiple ancient creatures with access to Wish/Miracle and who should have used those powers to improve themselves (at least to overcome they're glaring weaknesses) how are those being handled?

A possible solution is to divide the critters into a small group and allow some of the posters here to spend that cash for the critter and drop it here. This keeps it fair and as equal as an arbitrary contest like this can be.
edit: Also, creatures who have spent their cash on gear shouldn't cause the CR to increase. That treasure value is already on the stat listing so assume that it has already been factored into the CR rating.

I have no interest in creating a PC for this challenge but have no problem equipping any of these critters and posting the optimized version.


Sindalla wrote:

Okay, I wanted to try my hand at a Synthesist Summoner. I've never built one before, but I spent a good number of hours pouring over the PRD and fourms to make sure that he's legal.

** spoiler omitted **...

Looks good. I will assume a Neutral Alignment for Eiridal the Summoner.

Remember since these are CR 25 or greater encounters you may face multiple opponents.

If we just go with bestiary 1 creatures, to get them to be CR 25:

Bestiary 1 CR 25 Encounter:


  • 2 Solars
  • 6 Balors
  • 6 Pit Fiends
  • 3 Great Wyrm Red Dragons
  • 2 Great Wyrm Gold Dragons
  • 3 Great Wyrm Silver Dragons
  • 6 Tarn Linnorms
  • 8 Shoggoths
  • 1 Tarrasque

So on day one you'll have 3 encounters at some point, first encounter field advantage goes to:
Field Advantage 1-50 PC(s), 51-100 Creatures: 1d100 ⇒ 80 (rolled 80)
So 2 Solars get a 2 rounds to buff themselves before a surprise round as you trespass into their sanctuary. Their sanctuary is a large open plain along Heaven's planar boarder roughly 2000 feet wide and 8000 feet long. These two solar's patrol the area attacking any non-good outsider creature entering the area. They start 250 feet in the air.

Assuming that Eiridal is in his suit, the Solar's buff themselves with Divine Favor and Energy Resistance (+3 atk and dmg, 30 fire resistance) and draw their bows.

Surprise Round: Solars fire their bows at the flat-footed opponent
Solar 1: 1d20 + 34 ⇒ (15) + 34 = 49 (rolled 49)
Solar 2: 1d20 + 34 ⇒ (8) + 34 = 42 (rolled 42)
damage from Solar 1: 2d6 + 17 ⇒ (1, 3) + 17 = 21
Eiridal's Fort Save: 1d20 + 20 ⇒ (9) + 20 = 29

This would be an example of how things might play out in a post.


Mathwei ap Niall wrote:

Clarification question/ Since the primary issue with the Beastmass is the PC's get to spend their time and resources buffing and buying gear specifically for these opponents and the critters didn't how are you going to address that?

Most specifically you have multiple ancient creatures with access to Wish/Miracle and who should have used those powers to improve themselves (at least to overcome they're glaring weaknesses) how are those being handled?

A possible solution is to divide the critters into a small group and allow some of the posters here to spend that cash for the critter and drop it here. This keeps it fair and as equal as an arbitrary contest like this can be.
edit: Also, creatures who have spent their cash on gear shouldn't cause the CR to increase. That treasure value is already on the stat listing so assume that it has already been factored into the CR rating.

I have no interest in creating a PC for this challenge but have no problem equipping any of these critters and posting the optimized version.

It would make sense that some of the more intelligent creatures would spend some of their wealth shoring up their weaknesses or going for broke and enhancing their strengths instead.

If you'd like to post a few optimized creatures here with either upgraded gear or possible tactics, it would be most appreciated and would help with a better randomized benchmark.

Dark Archive

Shasf wrote:
Mathwei ap Niall wrote:

Clarification question/ Since the primary issue with the Beastmass is the PC's get to spend their time and resources buffing and buying gear specifically for these opponents and the critters didn't how are you going to address that?

Most specifically you have multiple ancient creatures with access to Wish/Miracle and who should have used those powers to improve themselves (at least to overcome they're glaring weaknesses) how are those being handled?

A possible solution is to divide the critters into a small group and allow some of the posters here to spend that cash for the critter and drop it here. This keeps it fair and as equal as an arbitrary contest like this can be.
edit: Also, creatures who have spent their cash on gear shouldn't cause the CR to increase. That treasure value is already on the stat listing so assume that it has already been factored into the CR rating.

I have no interest in creating a PC for this challenge but have no problem equipping any of these critters and posting the optimized version.

It would make sense that some of the more intelligent creatures would spend some of their wealth shoring up their weaknesses or going for broke and enhancing their strengths instead.

If you'd like to post a few optimized creatures here with either upgraded gear or possible tactics, it would be most appreciated and would help with a better randomized benchmark.

Certainly, give me a few hours to put something together and we'll see how it goes.

Grand Lodge

Sindalla wrote:

Okay, I wanted to try my hand at a Synthesist Summoner. I've never built one before, but I spent a good number of hours pouring over the PRD and fourms to make sure that he's legal.

** spoiler omitted **...

Beware wisdom drain.


Maybe I should make a list of rolls to be used in turn, or each roll used starts at 1 and moves up to the maximum of the die used then repeats in that fashion until combat resolves.

Lantern Lodge

Ummm... spending a creature's gold for itself DOES increase it's CR. How does it not? How does giving a creature more gear than what it has listed not make it more difficult? If it says they have 100,000 gold, or 100,000 worth of treasure, that isn't in combat gear, it's in treasure (art, gold, and stuff they normally wouldn't use). This also includes using wish to 'shore up' defenses. Even environmental factors have an effect on CR.

There wasn't any issues with the original beastmass, each class was able to perform to it's full ability. "fixing" the fights to nerf buffs (and thus casters) strays away from the original intent.

One thing you can do is to make several versions of the same fight and allow players to post the best that they can do. For example, 3 difficulties to each fight: You get surprise round, no surprise round, they get surprise round. You can also add in a fore-knowledge difficulty factor too, with difficulties like 'I know what I'm about to fight in the next ten mins', 'I don't know what I'm about to fight right now, but I know i'm fighting these certain monsters today' to 'I have no clue whatsover what I'm about to fight'.

Maps could also be made. Each encounter would have starting positions. Predefined actions for said monsters could be made, with patrol paths for when they don't perceive any threats.

Lantern Lodge

One die rotation you could use is: 10-5-15-9-11-4-16-8-12-3-17-7-13-2-18-6-14-1-19-20. Fairly randomized with near-perfect distribution of high and low.


FrodoOf9Fingers wrote:

Ummm... spending a creature's gold for itself DOES increase it's CR. How does it not? How does giving a creature more gear than what it has listed not make it more difficult? If it says they have 100,000 gold, or 100,000 worth of treasure, that isn't in combat gear, it's in treasure (art, gold, and stuff they normally wouldn't use). This also includes using wish to 'shore up' defenses. Even environmental factors have an effect on CR.

There wasn't any issues with the original beastmass, each class was able to perform to it's full ability. "fixing" the fights to nerf buffs (and thus casters) strays away from the original intent.

One thing you can do is to make several versions of the same fight and allow players to post the best that they can do. For example, 3 difficulties to each fight: You get surprise round, no surprise round, they get surprise round. You can also add in a fore-knowledge difficulty factor too, with difficulties like 'I know what I'm about to fight in the next ten mins', 'I don't know what I'm about to fight right now, but I know i'm fighting these certain monsters today' to 'I have no clue whatsover what I'm about to fight'.

Maps could also be made. Each encounter would have starting positions. Predefined actions for said monsters could be made, with patrol paths for when they don't perceive any threats.

Ad Hoc CR Adjustments:

Ad Hoc CR Adjustments: While you can adjust a specific monster's CR by advancing it, applying templates, or giving it class levels, you can also adjust an encounter's difficulty by applying ad hoc adjustments to the encounter or creature itself. Listed here are three additional ways you can alter an encounter's difficulty.

Favorable Terrain for the PCs: An encounter against a monster that's out of its favored element (like a yeti encountered in a sweltering cave with lava, or an enormous dragon encountered in a tiny room) gives the PCs an advantage. Build the encounter as normal, but when you award experience for the encounter, do so as if the encounter were one CR lower than its actual CR.

Unfavorable Terrain for the PCs: Monsters are designed with the assumption that they are encountered in their favored terrain—encountering a water-breathing aboleth in an underwater area does not increase the CR for that encounter, even though none of the PCs breathe water. If, on the other hand, the terrain impacts the encounter significantly (such as an encounter against a creature with blindsight in an area that suppresses all light), you can, at your option, increase the effective XP award as if the encounter's CR were one higher.

NPC Gear Adjustments: You can significantly increase or decrease the power level of an NPC with class levels by adjusting the NPC's gear. The combined value of an NPC's gear is given in Creating NPCs on Table: NPC Gear. A classed NPC encountered with no gear should have his CR reduced by 1 (provided that loss of gear actually hampers the NPC), while a classed NPC that instead has gear equivalent to that of a PC (as listed on Table: Character Wealth by Level) has a CR of 1 higher than his actual CR.

While I will not deny that changing a creature's equipment could increase or decrease its CR, I think by giving an intelligent creature a budget of roughly 80,000k to spend on two or three items could be "fair".

But I should leave that to the players if they would like a harder challenge, let them decide on the course of action their opponents take with input from the community at large.

FrodoOf9Fingers wrote:
One die rotation you could use is: 10-5-15-9-11-4-16-8-12-3-17-7-13-2-18-6-14-1-19-20. Fairly randomized with near-perfect distribution of high and low.

Looks good, I just want challengers and critters to use every roll available to show a more accurate situation, rather than using an average system of numbers.

  • Example from the original beastmass had average hit points, damage, and a 10,11,9,...,10,9,11 system for d20s.

  • Lantern Lodge

    Honestly, dice rotations with damage dice is a lot of work. Imagine doing that with 20d6 per hit (something a sap master rogue would do)


    FrodoOf9Fingers wrote:
    Honestly, dice rotations with damage dice is a lot of work. Imagine doing that with 20d6 per hit (something a sap master rogue would do)

    True, so on damage dice, should they use <dice=damage>20d6+0</dice>

    damage: 20d6 + 0 ⇒ (3, 1, 5, 4, 4, 1, 5, 5, 6, 5, 1, 5, 4, 2, 4, 3, 3, 4, 5, 6) + 0 = 76

    or an average result?

    Lantern Lodge

    Either way works... but this is theory crafting, averages are what we live by, not by being lucky :P

    Dark Archive

    FrodoOf9Fingers wrote:

    Ummm... spending a creature's gold for itself DOES increase it's CR. How does it not? How does giving a creature more gear than what it has listed not make it more difficult? If it says they have 100,000 gold, or 100,000 worth of treasure, that isn't in combat gear, it's in treasure (art, gold, and stuff they normally wouldn't use). This also includes using wish to 'shore up' defenses. Even environmental factors have an effect on CR.

    There wasn't any issues with the original beastmass, each class was able to perform to it's full ability. "fixing" the fights to nerf buffs (and thus casters) strays away from the original intent.

    One thing you can do is to make several versions of the same fight and allow players to post the best that they can do. For example, 3 difficulties to each fight: You get surprise round, no surprise round, they get surprise round. You can also add in a fore-knowledge difficulty factor too, with difficulties like 'I know what I'm about to fight in the next ten mins', 'I don't know what I'm about to fight right now, but I know i'm fighting these certain monsters today' to 'I have no clue whatsover what I'm about to fight'.

    Maps could also be made. Each encounter would have starting positions. Predefined actions for said monsters could be made, with patrol paths for when they don't perceive any threats.

    A creatures gear IS factored into it's CR already AND is set as part of it's treasure.

    Look at the solar for example, it's treasure line includes it's gear with the rest left over for the GM to assign as they see fit. That's why we no longer have random loot tables for creatures treasures.

    Solar Treasure Line wrote:
    Treasure double (+5 full plate, +5 dancing greatsword, +5 composite longbow [+9 Str bonus])

    End of the day, it's probably best to use the standard rules for wealth across the board for creatures as well as PC's. The game is built around that assumption, which is what I'll be doing for my submissions.

    Wealth Assumptions wrote:
    For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins.

    Using this rule does pretty much remove the effectiveness of investing in item creation feats since they give you nothing under this rule but it does make the playing field a easily understood one.

    Lantern Lodge

    The gear specifically listed is accounted into CR, any additional gear is not. Take for example, the Pit Fiend, whose treasure is left at simply "double". For a CR 20 encounter on medium progression, that's 134,000 gold worth of treasure. Spending that gold/treasure on items that the pit fiend would use in an encounter increases the CR.

    Is that bad? Only if you don't want to increase the CR. So if the target CR is going to be CR 25, then CR 25 creatures should have nothing added on, CR 24 should have some, etc...


    FrodoOf9Fingers wrote:
    Either way works... but this is theory crafting, averages are what we live by, not by being lucky :P

    I like both, but you are correct.

    So averages should be used to quicken the pace of the challenge.

    On a side note though FrodoOf9Fingers (or can I call you Frodo?), could you take your Kensai magus through the updated challenge?

    I would like to see how far each challenger could go, given two days to prepare before the first bestiary challenge, then having a two to three rest period between each other bestiaries. Or for more challenging engagement, take on each encounter within five minutes of completing each encounter.

    I also realize the encounter by post would take an inordinate amount of time, so I should say if you'd like to do three battles of each encounter, one with a surprise round, one with no surprise round, one with the enemy getting a surprise round.

    In the instances of surprise rounds, the PC(s) or Creature gets two rounds to buff themselves before starting combat. Think of it as a count down timer 3, 2, 1, Fight if you will.

    Dark Archive

    FrodoOf9Fingers wrote:

    The gear specifically listed is accounted into CR, any additional gear is not. Take for example, the Pit Fiend, whose treasure is left at simply "double". For a CR 20 encounter on medium progression, that's 134,000 gold worth of treasure. Spending that gold/treasure on items that the pit fiend would use in an encounter increases the CR.

    Is that bad? Only if you don't want to increase the CR. So if the target CR is going to be CR 25, then CR 25 creatures should have nothing added on, CR 24 should have some, etc...

    This is where we disagree, I believe that treasure value is there for customizing the encounters (Like every published product that actually uses that treasure value on it's critters) while you seem to be stating it's a bunch of gold and treasure stuffed in a corner and has no bearing on the fight.

    I leave iot up to the users on how they choose to interpret it. My postings will use it, and leave it up to the individuals to decide if they want to use them.

    Lantern Lodge

    You can call me Frodo, this screen name is what I've had since playing Warcraft 3 online, it's been a good 10-13 years :).

    Ok, before I do this with the Kensai, I have a few questions:

    First, does there have to be a 4 hour break between fights? Or can I cut that time down by using my own resources to teleport? 5 minutes between encounters doesn't make it harder, it makes it easier because of those buffs (shield, a useful level 1 spell, would last for 3 encounters when there's only 5 mins in between).

    Second, should I assume that my character knows what he is fighting? What can I assume that I know? He does have 38 intelligence...


    Shasf wrote:
    Sindalla wrote:

    Okay, I wanted to try my hand at a Synthesist Summoner. I've never built one before, but I spent a good number of hours pouring over the PRD and fourms to make sure that he's legal.

    ** spoiler omitted **...

    Looks good. I will assume a Neutral Alignment for Eiridal the Summoner.

    Remember since these are CR 25 or greater encounters you may face multiple opponents.

    If we just go with bestiary 1 creatures, to get them to be CR 25:
    ** spoiler omitted **

    So on day one you'll have 3 encounters at some point, first encounter field advantage goes to:
    [dice=Field Advantage 1-50 PC(s), 51-100 Creatures]1d100 (rolled 80)
    So 2 Solars get a 2 rounds to buff themselves before a surprise round as you trespass into their sanctuary. Their sanctuary is a large open plain along Heaven's planar boarder roughly 2000 feet wide and 8000 feet long. These two solar's patrol the area attacking any non-good outsider creature entering the area. They start 250 feet in the air.

    Assuming that Eiridal is in his suit, the Solar's buff themselves with Divine Favor and Energy Resistance (+3 atk and dmg, 30 fire resistance) and draw their bows.

    Surprise Round: Solars fire their bows at the flat-footed opponent
    [dice=Solar 1]1d20+34 (rolled 49)
    [dice=Solar 2]1d20+34 (rolled 42)
    [dice=damage from Solar 1]2d6+17
    [dice=Eiridal's Fort Save]1d20+20

    This would be an example of how things might play out in a post.

    Okay, would common sense things come into account? For example, if I'm on a different plane of existence, would I not have traveled to the plane while under the effects of Planar Adaptation?

    Lantern Lodge

    So, the great wyrms go down in the first round of combat. With their size penalties, the only dragon that might see me first is the Gold dragon, but as soon as I throw in stealth he's out.

    Using invisibility, I can get to 70 feet away without being detected. On the way I enchant my weapon (making it a +1 merciful cruel keen agile bane Frosting burst (or firey burst), corrosive burst wakishazi) From there, the first round of combat starts (whether surprise or not it really doesn't matter). I go first, using Force Hook Charge to close the gap, and using accurate strike. All four attacks hit, two critical threats (until we get the dice rotation down, I'm just going with the 60% rule?). Because of what I've learned from the gold dragon fight, I only really get one round to do my buissness, and so I use 2 arcane pool points for every critical to deal more damage.

    Since my weapon is enchanted with frosting burst (firey burst for the silver dragon), I get a little extra damage, but the total average is the same for all of the dragons: 5d6+32 + 8d6+6d10+128 + 5d6+33 + 8d6+6d10+132 + 20(force hook charge), which averages to 526.5, greater than any of the dragons HP plus their con modifiers, meaning they are unconsciousness in one round. The Silver Dragon has ferocity, so th eKensai would deactivate the merciful enchantment, dealing 4d6 less damage, averaging to 512.5 damage, killing the silver dragon. each fight uses 6 arcane pool points.

    I did all of the regular beastmass already, so I'll move on to beastiary two soon. Though, if there's any issues here, let me know.

    Though, possible questions come up: What distance do you start away from the dragon? If I started within 70 feet, I wouldn't need a surprise round to get into position. Should we have a standard of some sort, like one or two of the monster's move speeds to it's target? Or do we just let the players decide?


    OK, I am willing to give this one a go with a straight Oracle 20.

    Some things to note:

    1. She has CWI so I gave her 25% increase on WBL as per Ultimate Campaign

    2. She can take 20 on any knowledge check and retry with a +16 bonus allowing her to ID pretty much anything. Her minimum check without the bonus is 33, 49 with it.

    3. Her stats include the benefit from extended heroism and extended shapechange into a medium water elemental. She can maintain these spells all day if needed despite their 10 minute/level duration (extended lasts for 7 hours)

    4. Her charisma is 4 higher due to planar binding a Lilitu demon. Beating its charisma check is trivial for her, especially with moment of prescience and she can simply compel it into obedience with little trouble. After gaining the gift she imprisons the creature to avoid subsequent complications.

    5. Note that she can act in the surprise round and rolls three times for initiative.

    For background Ahlissa has appointed herself a guardian of mortal beings destiny. Some say she is capable of seeing the future and acts to preserve the timeline, others that she is just an interfering egotist. Whatever the truth she has been known to turn up pretty much anywhere, rarely explains herself and when she does she proves to be frustratingly inscrutable. She is equally comfortable in the courts of kings, the worst of slums and the outer planes. She has allied and warred with powerful outsiders of many different types.

    Ahlissa has a great dislike of outsider involvement in the mortal world and is not above driving out demons and angels alike. She is known to have made many enemies in her time, many of which now find themselves subject to imprisonment in some out of the way location on a backwater plane of existence. Some claim to have slain her in the past and yet somehow she always seems to find a way to return.

    Spoiler:
    Ahlissa
    Female Half-Elf Oracle (Enlightened Philosopher) 20
    LG Medium humanoid (elf, human)

    Init +22; Senses oracle's curses (deaf), low-light vision, scent, tremorsense 30 ft.; Perception +41

    --------------------
    Defense
    --------------------

    AC 48, touch 22, flat-footed 42 (+10 armor, +6 shield, +6 Dex, +10 natural, +5 deflection, +1 insight)
    hp 263 (20d8+160)

    Fort +38, Ref +36, Will +39; +2 vs. enchantments, +8 resistance vs. divination and mind-affecting, +4 and one size larger to resist effects of wind

    Defensive Abilities evasion; Immune sleep, confusion, fatigue, exhaustion, nausea, sickened

    --------------------
    Offense
    --------------------
    Speed 30 ft., fly 40 ft. (average), swim 30 ft.

    Oracle (Enlightened Philosopher) Spells Known (CL 21st; concentration +38/43 for defensive casting):

    9th (8/day)—astral projection, miracle, polar midnight (DC 35), summon monster ix

    8th (8/day)—antimagic field, euphoric tranquility, frightful aspect, greater spell immunity, mass cure critical wounds, moment of prescience, stormbolts (DC 36), summon monster viii

    7th (9/day)—dictum, ethereal jaunt, greater scrying (DC 33), holy word (DC 35), mass cure serious wounds, repulsion (DC 33), summon monster vii

    6th (9/day)—antilife shell, blade barrier (DC 36), chains of light (DC 32), greater dispel magic, heal, mass cure moderate wounds, wind walk

    5th (9/day)—fickle winds, flame strike (DC 33), greater forbid action (DC 31), major curse (DC 30), mass cure light wounds, plane shift (DC 31), spell resistance, true seeing

    4th (9/day)—blessing of fervor (DC 30), cure critical wounds, death ward, dimensional anchor, discern lies (DC 30), holy smite (DC 32), order's wrath (DC 32), shield of the dawnflower

    3rd (10/day)—borrow fortune, cure serious wounds, invisibility purge, magic circle against chaos, magic circle against evil, paragon surge, searing light, water walk

    2nd (10/day)—boiling blood (DC 27), cure moderate wounds, delay poison, grace, owl's wisdom, pilfering hand, resist energy, silence (DC 28), sound burst (DC 30)

    1st (10/day)—air bubble, ant haul (DC 27), cure light wounds, hide from undead (DC 27), memory lapse (DC 27), murderous command (DC 27), obscuring mist, sanctuary (DC 27), shield of faith

    0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 26), scrivener's chant, stabilize

    --------------------
    Statistics
    --------------------
    Str 7, Dex 22, Con 26, Int 22, Wis 14, Cha 42
    Base Atk +15; CMB +15; CMD 35

    Feats Craft Wondrous Item, Dazing Spell, Eldritch Heritage, Greater Spell Focus (evocation), Noble Scion of War, Persistent Spell, Quicken Spell, Silent Spell, Skill Focus (Knowledge [planes]), Spell Focus (evocation), Spell Penetration, Spell Perfection (blade barrier)

    Traits magical lineage (blade barrier), underbridge dweller (magnimar)

    Skills Acrobatics +9, Appraise +9, Bluff +44, Climb +1, Diplomacy +49, Disable Device +35, Disguise +38, Escape Artist +35, Fly +14/24, Handle Animal +20, Heal +5, Intimidate +19, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +15, Knowledge (planes) +28, Knowledge (religion) +13, Linguistics +13, Perception +41 (+44 on checks that do not rely on hearing), Perform (sing) +20, Ride +9, Sense Motive +37, Spellcraft +32, Stealth +41, Survival +5, Swim +9, Use Magic Device +20; Racial Modifiers +2 Perception

    Languages Abyssal, Aquan, Auran, Celestial, Common, Elven, Ignan, Infernal, Terran

    SQ final revelation of the enlightened philosopher, mysteries (mystery [time]), revelations (knowledge of the ages, mental acuity, rewind time, temporal celerity, time hop, time sight), familiar (greensting scorpion)

    Combat Gear

    Head: Goz Mask
    Headband: +6 Headband of Mental Superiority
    Neck: +5 Amulet of Natural Armour
    Eyes: Eyes of the Eagle
    Shoulders: Cloak of Invisibility (as Ring)
    Chest: Otherworldly Kimono
    Body: Vest of Escape
    Armour: +1 Mithral Kikko Armour of Improved Shadow (+5 with Magic Vestment)
    Belt: +6 Belt of Physical Might (Con/Dex)
    Bracer: Bracelet of Bargaining
    Hands: Gloves of Elvenkind
    Boots: Boots of Evasion (as Ring)
    Ring 1: Ring of Freedom of Movement
    Ring 2: Ring of Protection +5
    Shield: +1 Light Mithral Shield (+5 with Magic Vestment)

    Metamagic Rods: Ectoplasmic, Lesser Extend (x2), Extend, Greater Extend, Elemental (Cold), Persistent, Reach, Selective

    Ioun Stones: Dusty Rose Prism, Orange Prism, Cracked Dusty Rose Prism, Iridescent Spindle, Cracked Palm Green Prism (saves), Nacreous Gray Sphere, Clear Spindle

    Other Gear: Karmic Prayer Bead, Handy Haversack, Hat of Disguise, Polymorphic Pouch, Stone of Good Luck

    Tomes (used): Bodily Health +2, Quickness of Action +2, Leadership and Influence +5, Understanding +1

    Nonmagical Gear: masterwork tool (perception), masterwork tool (stealth), masterwork tool (diplomacy), thieves' tools, masterwork

    Buffing

    At the start of an adventuring day, after renewing any needed buff spells Ahlissa casts Paragon Surge/Improved Eldritch Heritage for Shapechange and Heroism, casting an extended version of each which lasts for 7 hours. She renews them as needed throughout the day if she has available spell slots. She generally takes the form of a medium water elemental and puts her armour back on after transforming to avoid it melding into her body.

    Spell Slots after buffing:

    9/9/3/9/7/9/9/7/6

    Lengthy Buff Spells:

    Level 9: Arodens Spellbane**
    Level 8: Moment of Prescience, Mind Blank**
    Level 5: Life Bubble*, Extended Overland Flight**
    Level 4: Extended Ride the Waves*
    Level 3: Extended Magic Vestment (x2)*
    Level 2: Extended Delay Poison
    Level 1: Ant Haul

    Spells marked with a * are Oracle spells accessed via two castings of Paragon Surge/Expanded Arcana

    Spells marked with a ** are Wizard spells accessed via one casting of Paragon Surge/Improved Eldritch Heritage.

    Spellbane prevents the functioning of Anti-Magic Field, Gate, Mage's Disjunction and Invisibility Purge

    She also casts Extended Contingency using Miracle every 40 days connecting a Heal spell to any time she is reduced to below 0HP.

    Permanent Spells (25k):

    Arcane Sight
    Tongues
    Darkvision
    See Invisibility


    FrodoOf9Fingers wrote:

    You can call me Frodo, this screen name is what I've had since playing Warcraft 3 online, it's been a good 10-13 years :).

    Ok, before I do this with the Kensai, I have a few questions:

    First, does there have to be a 4 hour break between fights? Or can I cut that time down by using my own resources to teleport? 5 minutes between encounters doesn't make it harder, it makes it easier because of those buffs (shield, a useful level 1 spell, would last for 3 encounters when there's only 5 mins in between).

    Second, should I assume that my character knows what he is fighting? What can I assume that I know? He does have 38 intelligence...

    There does not have to be a break between fights. I leave it up to the respective participants to determine length between encounters. So long as they have at least three in the given adventuring day.

    So yes, PC(s) may cut down any time by using their own resources if they choose to put a time between fights and wish to use more of their resources than needed for sheer enjoyment of showing off. PC(s) can be flamboyant if they want to be.

    I think it would be safe to assume that each PC(s) knows what types of creatures that they may be facing.

    • Ex: The PC(s) have been invited to partake in a tournament of sorts and are given a list of creature types they may be expected to face, but not specifics. A dragons are on the list, but not the types of dragons.
    • Then they can research the most powerful types of creatures of that creature type on their own time to get a better idea of what they may be facing.

    Aberrations – Strange creatures with stranger abilities
    Constructs – Mindless automatons, immune to magic
    Dragons – Commonly a red fire breathing beast (Legends of Belkazen) or Linnorms for the Land of the Linnorm Kings
    Humanoids – Humans, Elves, Halflings, Gnomes, ect…
    Magic Beasts – Fairy tail creatures like the Bandersnatch
    Monstrous Humanoids – Medusa and Minotaur
    Oozes – Gelatinous Cubes
    Outsiders – Angels, demons, devils.
    Undead – Vampires and Mummies

    If the character wishes to do research on foes, I’d say between an hour or two for each creatures depending on knowledge checks (or down to 30 minutes for really high knowledge checks). Using a Library would given even the non-proficient a +10 to their knowledge checks, so hopefuls would at least know some abilities of the first two bestiaries.

    Just by taking 10s (using a library) your Kensai would have an average 34 knowledge check for each creature type in the contest and would likely discover some of the more bizarre creatures. But if I recall correctly, the skills were not yet picked on the kensai for the beastmass 3 – dragon hunt.

    Sindalla wrote:


    ** spoiler omitted **

    Okay, would common sense things come into account? For example, if I'm on a different plane of existence, would I not have traveled to the plane while under the effects of Planar Adaptation?

    I am beginning to think that it may be better just to use Golarian maps for the battles, such as Sandpoint and its Hinterlands. That gives a very wide area and an assortment of terrain types: Aquatic, Urban, Forest, Swamp, Plains, Hills, mountains a little further north, Underground.

    Sandpoint
    Sandpoint Hinterlands

    That way if anyone wanted to make a character that runs around with nothing on and use no magic, they could still survive.

    For harder challenges, change locations to benefit the creature the most.

    FrodoOf9Fingers wrote:


    ***omitted***

    I did all of the regular beastmass already, so I'll move on to beastiary two soon. Though, if there's any issues here, let me know.

    Though, possible questions come up: What distance do you start away from the dragon? If I started within 70 feet, I wouldn't need a surprise round to get into position. Should we have a standard of some sort, like one or two of the monster's move speeds to it's target? Or do we just let the players decide?

    I was hoping the increased number of creatures would cause a few issues, shoot.

    I’d use average starting/spotting distances depending on terrain type with +/- 25% distance depending on who has the surprise round. If the PC(s) have the surprise round they choose the +/- distance if they want to change that at all, if the monster has the surprise round the player should position them in the most advantageous way, in the instance where the PC(s) get to act in the surprise round due to a class feature, spell, or ability no change in distance, use the average.

    andreww wrote:

    OK, I am willing to give this one a go with a straight Oracle 20.

    Some things to note:

    1. She has CWI so I gave her 25% increase on WBL as per Ultimate Campaign

    2. She can take 20 on any knowledge check and retry with a +16 bonus allowing her to ID pretty much anything. Her minimum check without the bonus is 33, 49 with it.

    3. Her stats include the benefit from extended heroism and extended shapechange into a medium water elemental. She can maintain these spells all day if needed despite their 10 minute/level duration (extended lasts for 7 hours)

    4. Her charisma is 4 higher due to planar binding a Lilitu demon. Beating its charisma check is trivial for her, especially with moment of prescience and she can simply compel it into obedience with little trouble. After gaining the gift she imprisons the creature to avoid subsequent complications.

    5. Note that she can act in the surprise round and rolls three times for initiative.

    For background Ahlissa has appointed herself a guardian of mortal beings destiny. Some say she is capable of seeing the future and acts to preserve the timeline, others that she is just an interfering egotist. Whatever the truth she has been known to turn up pretty much anywhere, rarely explains herself and when she does she proves to be frustratingly inscrutable. She is equally comfortable in the courts of kings, the worst of slums and the outer planes. She has allied and warred with powerful outsiders of many different types.

    Ahlissa has a great dislike of outsider involvement in the mortal world and is not above driving out demons and angels alike. She is known to have made many enemies in her time, many of which now find themselves subject to imprisonment in some out of the way location on a backwater plane of existence. Some claim to have slain her in the past and yet somehow she always seems to find a way to return.

    ** spoiler omitted **...

    Looks like a great build Andrewww.

    As Frodo mentioned, and I do agree with using the average results of die, unless anyone has another method of doing so.


    Nothing I can think of. Also, note, I made the summoner based off the idea that he would have to travel to all those locations. If I don't have to go to those locations now, I may submit a different character.


    Sindalla wrote:
    Nothing I can think of. Also, note, I made the summoner based off the idea that he would have to travel to all those locations. If I don't have to go to those locations now, I may submit a different character.

    By all means, I was actually going to ask that, I was looking over the summoner build and hit preview and saw your post.

    Though your summoner with that high of AC may not be hit, I did note that the build had no mention of evasion, which may cause problems from AoEs.


    Shasf wrote:
    Sindalla wrote:
    Nothing I can think of. Also, note, I made the summoner based off the idea that he would have to travel to all those locations. If I don't have to go to those locations now, I may submit a different character.

    By all means, I was actually going to ask that, I was looking over the summoner build and hit preview and saw your post.

    Though your summoner with that high of AC may not be hit, I did note that the build had no mention of evasion, which may cause problems from AoEs.

    It's in the Eidolon's Special Abilities.

    Open the Eidolon tab and scroll down to that, I have evasion and improved evasion.

    The stats while fused was mostly supposed to just be combat stats. I didn't want to post everything from the two combined, I was worried the website would break.


    Sindalla wrote:
    Shasf wrote:
    Sindalla wrote:
    Nothing I can think of. Also, note, I made the summoner based off the idea that he would have to travel to all those locations. If I don't have to go to those locations now, I may submit a different character.

    By all means, I was actually going to ask that, I was looking over the summoner build and hit preview and saw your post.

    Though your summoner with that high of AC may not be hit, I did note that the build had no mention of evasion, which may cause problems from AoEs.

    It's in the Eidolon's Special Abilities.

    Open the Eidolon tab and scroll down to that, I have evasion and improved evasion.

    The stats while fused was mostly supposed to just be combat stats. I didn't want to post everything from the two combined, I was worried the website would break.

    I must be a watson today instead of a sherlock for over looking such an obvious thing. Damn my eyes.


    Lol, it happens to the best of us, no worries.

    So, how exactly is the Beast Mass done? Opening a new forum for the rolls? Do I decide what would happen? Do you have some sort of simulator?


    Personally I would play it out using a dice roller. There are plenty around you can link to. Maybe note the outcome if using averages as well.


    Sindalla wrote:

    Lol, it happens to the best of us, no worries.

    So, how exactly is the Beast Mass done? Opening a new forum for the rolls? Do I decide what would happen? Do you have some sort of simulator?

    As andreww and frodo suggest, use average dice results

    single 1d20 - 10 then 11 alternating round to round
    multiple d20s - 10,11,9 then 10,9,11
    d2s to d12s - average results

    • Ex: 1d6 - 3 then 4 (or 3.5s)

    You can decide on the course of actions taken by your PC(s) and the direction of encounters.

    Post your results as one or more posts. No matter how far you've gotten in the challenge. With each challenge posted, it can help the community and yourself see what kind of tactics that each PC brings and how the players would run the monsters.

    Though in games that I GM at home, I tend to be a bit of a party killing GM by accidents of rolling high in front of my players and them succumbing to challenges about 5 CRs less than their combined level. I have issues with critting PCs every other hit. Alternatively, when I play and someone wishes to kill my PC, they kill everything but my PC.

    So if you want to simulate my rolls, have a crit every third attack roll after the first (the opening hit is always a crit; I've stopped rolling for a while because of this) from the creature with 75% or higher for damage rolls.


    OK, I thought I would see how Ahlissa might fare in the her first day of adventuring. She confronts the first three in the Bestiary 1 CR25 challenge list, 2 Solars, 6 Balors and 6 Pit Fiends. I have made a couple of minor tweaks to the build posted above. I managed to miss 20 skill points so she has a higher Knowledge: Arcane and Religion and I added a point to Linguistics to give her lip reading. I switched out Sound Burst for Dread Bolt as an [Evil] spell can come in handy occasionally.

    Encounter 1:
    The Solars

    While travelling through the vast gulf of the astral plane our hero encounters a pair of Solars seeking to end her intervention in their lords plans for the mortal realm. Home field advantage goes to the Solars. The first prepares by casting at will SMVII twice. He conjures up 1d3 Lillend Azatas (it is an SLA so not subject to the alignment spell prevention) and a Greater Air Elemental. He gets 3 Lillends and they all begin to perform granting everyone +2 attack and weapon damage and +2 on saves versus charm and fear. The second uses SMVII for a second Greater Air Elemental and then Miracle for Anti-Magic Field.

    Our little group of allies ambush Ahlissa who for some reason is not travelling invisibly. I assume they emerge from some sort of astral nebula. The air elementals are out front either side of the AMF solar (but out of the AMF obviously). The second solar hangs further back to use spells with the Lillends spread out behind the melee group. Starting encounter distance is 100'. Ahlissa gets to act in the surprise round and rolls three times for initiative:

    Initiative: 11 10 14 16 19 17

    Ahlissa 36
    Solars 25
    Lillends 22
    Elementals 31

    Surprise Round

    Ahlissa: Casts dazing blade barrier hitting the rear solar, a Lillend and an air elemental. CL29 means she needs a 5 to beat SR on the solar which succeeds. DC is 36, all fail taking 56 damage and becoming dazed for 6 rounds.

    Elementals: Both charge Ahlissa from the sides, the second gains flanking bonuses. I realised later that I missed that one as dazed. They each make sure to stand far enough back not to be caught in the AMF when the solar moves in. With charge and inspire courage bonuses they still only attack at +25 and need a 20 to hit. Both miss.

    Solar 1: The AMF solar charges into melee. The spellbane negates his AMF and he tries to sunder her armour to give the elementals a better chance of hitting. Mithral armour has hardness 15 +2/plus. Kikko armour has 25hp base +10hp/plus. Magic Vestment increase the item enhancement bonus and has no exclusionary text about effect on hardness and hp which gives it hardness 25 and 75hp. He power attacks reducing his CMB to 33 but increasing his damage to 3d6+38. He hits with a 7 doing 53 damage and breaking her armour reducing her AC by 5. He could have taken a single swing at +33 but 50 or so damage isn't doing much good when she has over 250hp, especially with only a 30% chance to hit.

    Solar 2: Dazed and takes a further 55 damage. He regenrates 15 and fails the daze save and the daze duration resets to 6 rounds. Blade barrier lasts 1 minute/level. It cannot kill the solar but by the time it expires it will be fine mincemeat. I ignore it for now unless something rescues it.

    Lillends: Lillend 1 inside the barrier is doomed. It dies on its turn. Two and three launch suggestion spells at her hoping for a 1 to compel her to surrender. She passes both.

    Round 1:

    Ahlissa: Surrounded by three enemies she defensively casts dazing blade barrier in a circle catching solar 1 and both elementals. His AMF is negated in her spellbane. She beats SR and the solar and one air elemental fail to save taking 54 damage. She follows up with a quickened murderous command on the elemental which saved. It fails to save forcing it to attack its nearest ally which requires it to pass through the blade barrier.

    Elementals: Number 1 is dazed and doomed. Number two moves to attack the solar as per murderous command forcing a further save against the daze. It fails taking 51 damage and becoming dazed.

    Solars: Both are dazed and effectively screwed.

    Lillends: Both launch further suggestion spells suggesting she dismiss her spellbane. She passes both.

    Round 2:

    Ahlissa: Hangs around waiting for the Lillends to disappear.

    At this point the Lillends are incapable of doing anything to her. She will simply ignore them until the summon spell expires. The elementals both die in the barrier. The solars are reduced to mincemeat over the course of a minute or two but she still needs to overcome their regeneration. She plants a dread bolt into each of them beating SR for both.

    The encounter ends with her having used up 2 2nd, 1 5th and 2 6th level spell slots. She casts mending a few times to restore her armour. Taking average results would have made the battle easier as the elemental would have failed its first save against dazing blade barrier.

    Encounter 2:
    Six Balor Demons

    An abyssal incursion from the Worldwound is threatening the free peoples. With the wardstonees gone a group of Balor demons are demolishing a city. Three patrol the central square telekinetically hurling death around while randomly dominating people into attacking their friends and neighbours. One stalks the halls of the King slaughtering courtiers and knights alike. A fifth squats in the Temple of Iomedae torturing hapless clerics and parishioners who sought shelter there. The last lurks 100' above in the smoke and ash hanging over the city watching for approaching danger. Unfortunately for him with her Goz Mask she spots him automatically. The home field advantage goes to Ahlissa.

    She arrives flying over the stricken city while invisible. Knowing she has to react quickly but appreciating she may need some buffs she casts resist energy: fire and blessing of fervour selecting the AC and Reflex saves option unless otherwise noted. Starting encounter distance is 30', while +38 perception is strong she has an effective stealth while invisible of +61 and all of her spells are silent.

    Initiative: 9 17 17 4 8 10 11

    Ahlissa: 39
    City group: 15
    Castle Balor: 19
    Temple Balor: 21
    Watcher: 22

    Surprise Round:

    Ahlissa: Drops a circular dazing blade barrier into the square catching the three balors there. She beats SR on a 2 and passes each. With +17 reflex they need a 19 to save and they all fail taking 45 damage. Unless something gets them out they are doomed.

    Round 1:

    Ahlissa: She directs her attention to the Balor flying above. She evokes a second dazing blade barrier hitting him. She beats sr and he fails his save taking 48 damage. Unable to act he also falls to the ground out of the blade barrier taking a further 18 falling damage. She then descends towards the square.

    Watcher: Dazed 1/6

    Temple Balor: Hearing he roars of pain from his erstwhile allies he emerges to find the carnage outside. He opens with dominate monster but she passes and follows up with quickened telekinesis trying to bullrush her into her own blade barrier (she starts 10' from an edge). +28 versus CMD37 passes but only forces her back 5'.

    Castle Balor: Hearing the roar of his allies her also emerges from his enjoyable diversions. Seeing his ally trying to force Ahlissa into the blade barrier he adds his own weight to the attempt with quickened telekinesis but he fails. Puzzled by his failure he hits the impudent mortal with firestorm which she evades entirely.

    City Group: Each takes a further 66 damage. They don't have long to survive. I am not rechecking daze saves as they need to make 6 consecutive 19+ saves to avoid further daze rounds.

    Round 2:

    Ahlissa: Enemies who are spread out can be quite annoying. She does easily identify the Balors and casts greater spell immunity for power word stun, blasphemy, telekinesis and firestorm.

    Watcher: Dazed 2/6

    Temple Balor: Balors don't have spellcraft or knowledge arcana. He maintains concentration trying to bullrush her again but it fails against her immunity. Snarling in frustration he flies forward to bring her within range of his whip.

    Castle Balor: Seeing his allies telekinesis fail he also flies forward to bring her within range. However he also brings her in range of Implosion which he casts but she saves.

    City Group: They take another 55 damage

    Round 3:

    Ahlissa: Her enemies have moved close enough to target. She invokes another dazing blade barrier catching the castle and temple balor. Defensive casting is automatic. She beats sr on both and the temple balor fails taking 55 damage. The castle balor jumps into the ring to remain in reach.

    Watcher: Dazed 3/6

    Temple Balor: Effectively out of the fight, he takes another 38 damage.

    Castle Balor: Full attacks without power attack. AC is currently 50 so his first attacks need a 19/20 to hit. ]Only the first longsword attack hits dealing 27 damage. He begins to wonder if perhaps he has made a mistake.

    City Group: A further 44 damage. They have taken 210 damage each so far.

    Round 4:

    Ahlissa: She still has another enemy in her face. She drops a further dazing blade barrier cutting across the square to catch the castle balor and the watcher. She beats SR for both and both fail taking 63 damage.

    At this point the encounter is over. All six balors are trapped in dazing blade barriers which will kill them in little time. She flies out of the way to avoid their death throes although she only fails the save on a 1 and evasion negates the damage. This was a more draining encounter as they start spread out which has cost her more spell slots. She used up 1 2nd, 1 4th, 4 6th and 1 8th.

    Encounter 3:
    6 Pit Fiends

    For this encounter we have to renew Heroism and Shapechange. This takes 2 3rd level and 1 9th level slots. Home field advantage goes to the Pit Fiends.

    Our encounter this time takes place in an iron fortress on the third level of Hell. Here a group of infernal generals plan an invasion of the material plane through their dupes in Cheliax. Warned of the risk Ahlissa plans a pre-emptive strike but she has reckoned without the defences on the tower. The Fiends are aware of her location but have allowed her entry in order to capture her and punish her for her temerity. Their chamber is supernaturally dark and each now lurks invisibly in alcoves around the room One has created a persistent image of the group meeting round a black basalt table with a map of the inner sea carved into it. The rest each construct magic circles versus good giving them +2AC and Saves. Navigating by way of blindsight and scent she enters the huge cavernous hall hosting the meeting of the infernal dukes. The chamber is 200' across and 300' high. The fiends lurk in alcoves 60' up.

    Initiative: 19 5 7 14 12 5 2 17 15

    Ahlissa 41
    Fiend 1 27
    Fiend 2 25
    Fiend 3 18
    Fiend 4 15
    Fiend 5 30
    Fiend 6 28

    Surprise Round:

    As she approaches the table invisibly she easily spots the illusion. The real fiends are outside of her blindsight and scent range. She activates her timesight gaining true seeing and realises she may be in trouble. She casts quickened spell resistance giving her SR33.

    Fiends: Our infernal dukes have heard of what happened against the balors and learned what they can of this mortal. They consider her a serious threat but recognise that anti-magic field isn't going to do much. Each have agreed to use their Wish spell to take her down.

    Fiend 5: Uses Wishe to duplicate a Geas spell, "kneel before your masters and submit to my dominion", he fails to penetrate her SR.

    Fiend 6: Uses Wish to duplicate maximised piercing enervation. He hits but just fails to beat SR.

    Fiend 1: Uses Wish to duplicate maximised piercing enervation. He hits and beats SR inflicting 4 negative levels and reducing ability checks, CMD, CMB, saves, attack rolls and skill checks by 4 and reducing her HP by 20.

    Fiend 2: Uses Wish to duplicate maximised piercing enervation. He misses

    Fiend 3: Uses Wish to duplicate maximised piercing enervation. He hits inflicting another 4 negative levels.

    Fiend 4: With -8 save penalties he takes his chances and uses Wish to duplicate dazing piercing ball lightning. An effective CL23 needs a 10 to pierce SR which passes. Four orbs each do 3d6 damage and she takes a -12 penalty to her saves due to wearing metal armour. The DC is 27 so she needs a 3 to save. She makes all of them.

    Each also launches a quickened fireball which she only fails against on a 1 even with penalties. None of them have any effect.

    Round 1:

    Ahlissa: Angered by their assaults she raises her voice and cleanses herself. She quickens death ward and casts miracle to duplicate restoration removing all of her negative levels.

    Fiends: Knowing that their spells have little chance to penetrate her defences they have various options. They could engage in HP attrition with meteor swarm hoping to get her in power word stun range, spam trap the soul or mass hold monster hoping for a 1, drop multiple walls of fire or try to engage in melee but at a very low chance to hit. They go for the meteor swarm option, five of them launch swarm at her which shoots 20 exploding rocks, they only miss on a 1 but do have to beat SR as well. All of them hit but only six beat SR. She has to make 20 reflex saves, the first six at -4 but she only fails on a 1. She makes all of them and only takes 29 damage from the impact. After making the rolls I realise she would not have been affected by all of the explosions only six. As she passed all it doesn't actually matter.

    Fiend 4: Flies closer and takes his chances with power word stun but she is still well above the HP threshold.

    Each also launches a quickened fireball which she only fails against on a 1. None of them have any effect.

    Round 2:

    Ahlissa: Angered by their actions she casts dazing blade barrier catching two of the fiends and cutting the room in half. She applies her persistent rod to the spell. She beats SR and both fail the save taking 55 damage. I decide she removes 1 and 4. She follows up with quickened blessing of fervour gaining +2AC and Reflex.

    Fiends: Getting a bit desperate now three of them charge trying to bring their bites into play and get her into stun range. They don't power attack and the second and third both gain flank bonuses. The first attacks at +34, the others at +36 against an AC of 50. ]One hits dealing 24 damage and she saves against the disease. She is immune to the poison due to delay poison.

    Fiend 4 again tries his luck with power word stun to no effect.

    Each also launches a quickened fireball which she only fails against on a 1. None of them have any effect.

    Round 3:

    Ahlissa: Surrounded by enemies is exactly where she likes to be. It makes it much easier to hit everyone with a circular dazing blade barrier. Again she applies the persistent rod and beats SR. All of them fail and take 49 damage. They need to roll 13+ twice a round every round for 6 rounds to break out so they are toast. She casts quickened persistent murderous command at the last remaining fiend. She beats SR and he fails his save. Arguably magic circle versus good fails to prevent it as murderous command does not exert ongoing control.

    Fiend: Attacks an ally, irrelevant really. If his magic circle does work then he could try something like trap the soul but she only needs a 1 to pass and can reroll. The rest take another 15d6 damage.

    Round 4:

    Ahlissa: Drops a final dazing blade barrier on fiend 4. She beats SR, he fails the save and takes 48 damage.

    At this point the encounter is again over. She hasn't killed the fiends yet as she needs to overcome their regeneration. She allows the barriers to carve them up and then drops a couple of holy smites on the ones in the alcoves. The four which surround her she hits with Polar Midnight. Unable to move they are swiftly encased in ice and promptly suffocate and die as outsiders still need to breathe. She leaves their icicle corpses where they lie as a warning to others.

    Finished with Hell she plane shifts deep into the astral and uses paragon surge for magnificent mansion and dimensional lock. She sets up her secure dimensional shelter and settles in for some rest and relaxation.

    For this encounter she uses up 3 3rd, 2 4th, 1 5th, 3 6th, 2 7th, 3 8th and 4 9th

    Finally it is worth noting that if average results were used the outcome would be even more in her favour.

    Over the course of the three encounters she has used the following spell slots:

    1st:
    2nd: 3
    3rd: 3
    4th: 3
    5th: 2
    6th: 9
    7th: 2
    8th: 4
    9th: 4

    Taking into account her precast buff spells she have the following spells available for the day if she were to continue:

    9/6/0/6/5/0/7/2/2

    So she is moderately low on spell slots but still probably capable of completing at least another encounter if she chose too.

    Interestingly she completes these without using any of the extreme cheese which is often claimed by some as being the only reason casters are called stronger than other classes. She doesn't engage in simulacrum usage, blood money nonsense and much in the way of planar binding beyond a single helpful stat boost.

    Paragon Surge is useful but in terms of its impact the only real effect was from Spellbane which she could duplicate with a scroll and mnemonic vestment. She would need a few more ranks in UMD but it wouldn't make much difference. Losing shapechange and heroism would be mildly annoying but the vestment is only 5k so having three or four wouldn't be much of an issue. She would also need another for Mind Blank although it didn't actually come into play today.


    andreww wrote:

    OK, I thought I would see how Ahlissa might fare in the her first day of adventuring. She confronts the first three in the Bestiary 1 CR25 challenge list, 2 Solars, 6 Balors and 6 Pit Fiends. I have made a couple of minor tweaks to the build posted above. I managed to miss 20 skill points so she has a higher Knowledge: Arcane and Religion and I added a point to Linguistics to give her lip reading. I switched out Sound Burst for Dread Bolt as an [Evil] spell can come in handy occasionally.

    ** spoiler omitted **...

    Very well done, though one minor nit-pick.

    If your character has SR, that also effects spells cast on yourself unless you drop SR as a standard action. SO her spells might also fail and she might have to contend with the negative levels.

    on the wish spells though

    Wish for a word spell:

    Negation (wiz 6/burst area/20 rounds) + Acid Wave (wiz 4/burst area/20 rounds/10d6 acid plus sickened if damaged) = suppresses all magic in the area, also creates a real acid pool in the area (conjuration [creation] effect, so it is real) - The oracle would then have to make saves every round or take acid damage and she can't use magic and all her magical effects are suppressed for the duration.

    Then wish for an area of stone, circular around the area to contain the acid so it doesn't go away, then the other pit fiends can pummel the area with other conjuration [creation] effects.

    You did give them fore-knowledge of the oracle after all.

    Lantern Lodge

    Wish is... honestly too variable to take on. There's always something that they can do, especially with 6 wishes.

    Lantern Lodge

    Not to be too terribly nit picky, since this challenge is indeed very hard (can ANY martial handle 6 pit fiends with wishes, with fore-knowledge? One is hard enough for most classes), but how did you get a save against the images? It normally requires interaction or studying, both would not be something automatic (unless I've missed something...)


    Shasf wrote:

    Very well done, though one minor nit-pick.

    If your character has SR, that also effects spells cast on yourself unless you drop SR as a standard action. SO her spells might also fail and she might have to contend with the negative levels.

    From Spell Resistance

    Quote:
    A creature's spell resistance never interferes with its own spells, items, or abilities.

    Wish is tricky as is Miracle. I think the only useable way to incorporate it into these sort of things is to limit it to these effects which always work such as duplicating spells.


    FrodoOf9Fingers wrote:
    Not to be too terribly nit picky, since this challenge is indeed very hard (can ANY martial handle 6 pit fiends with wishes, with fore-knowledge? One is hard enough for most classes), but how did you get a save against the images? It normally requires interaction or studying, both would not be something automatic (unless I've missed something...)

    Viewing the illusion arguably counts as interaction. Arcane Sight allows her to auto-detect the existence of an illusion so True Sight is going to go up anyway.


    andreww wrote:
    Shasf wrote:

    Very well done, though one minor nit-pick.

    If your character has SR, that also effects spells cast on yourself unless you drop SR as a standard action. SO her spells might also fail and she might have to contend with the negative levels.

    From Spell Resistance

    Quote:
    A creature's spell resistance never interferes with its own spells, items, or abilities.
    Wish is tricky as is Miracle. I think the only useable way to incorporate it into these sort of things is to limit it to these effects which always work such as duplicating spells.

    damn my eyes (also bolded for emphasis for me)


    Other than that, great work on the encounters.

    *edit* also since wish is very very hard to predict, would adding in two more pit fiends and assuming they've already used wish that year be more appropriate? Or just let the player make the best call for the wish themselves and take it at that?


    Shasf wrote:

    on the wish spells though

    Wish for a word spell:

    Negation (wiz 6/burst area/20 rounds) + Acid Wave (wiz 4/burst area/20 rounds/10d6 acid plus sickened if damaged) = suppresses all magic in the area, also creates a real acid pool in the area (conjuration [creation] effect, so it is real) - The oracle would then have to make saves every round or take acid damage and she can't use magic and all her magical effects are suppressed for the duration.

    Then wish for an area of stone, circular around the area to contain the acid so it doesn't go away, then the other pit fiends can pummel the area with other conjuration [creation] effects.

    You did give them fore-knowledge of the oracle after all.

    I am pretty unfamiliar with the Words of Power system but taking on some of this.

    Negation would probably work. However, the final revelation effect of Enlightened Philosopher is neither SU nor SpL so she retains her Cha bonus to saves and immunity to various conditions. She does lose 10 charisma from the headband and profane gift, +4 resistance from the kimono and +2 morale from heroism, +1 from the stone of good luck and ioun stone and +6 dex from her belt reducing her reflex save to +20.

    Note Acid Wave does not work in the negation area, it does not have the same language as anti-magic field allowing instantaneous conjurations. In any event acid wave is not instantaneous, it has a duration of 2 rounds. Trying to enclose the area in a wall of stone allows a save to avoid entrapment which then allows her to leave the area.


    Shasf wrote:

    Other than that, great work on the encounters.

    *edit* also since wish is very very hard to predict, would adding in two more pit fiends and assuming they've already used wish that year be more appropriate? Or just let the player make the best call for the wish themselves and take it at that?

    Best call or have people make suggestions maybe. I went for multiple enervations hoping to impose large enough save penalties to allow them to get some control to stick. None of their other SLA's really have a hope against her saves and melee wasn't likely to do much of anything.


    Ahh, would it be better for them to use negation then bum rush her with aid another actions to grapple and pin?

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