Cthulhu's unspeakable presence question.


Rules Questions

251 to 300 of 444 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

1 person marked this as a favorite.
bbangerter wrote:
Anzyr wrote:

Step 1: Wizard becomes aware of Cthulhu rising from the depths and must prevent it from reaching the kingdom and driving everyone mad.

Step 2: Plane Shift off Greater Demiplane (being mean I could Astral Project then do this).
Step 3. Teleport Closer to Cthulhu's approach, but not close enough to trigger combat.

You are now in some arbitrary location in the world.

Cthulhu greater teleports into the city. Everyone there dies.

I don't think a person who spends their time summoning, getting profane bonuses from, and making simulacra of greater demons really cares if a bunch of bystanders gets snuffed.


bbangerter wrote:
Anzyr wrote:

Step 1: Wizard becomes aware of Cthulhu rising from the depths and must prevent it from reaching the kingdom and driving everyone mad.

Step 2: Plane Shift off Greater Demiplane (being mean I could Astral Project then do this).
Step 3. Teleport Closer to Cthulhu's approach, but not close enough to trigger combat.

You are now in some arbitrary location in the world.

Cthulhu greater teleports into the city. Everyone there dies.

Or Cthulhu Greater Teleports to you and steps on whatever's left after his Aura kills you.


alientude wrote:
I don't understand how knowing legends about Cthulhu somehow means knowing every last bit of information about it.

You know every possible Legend about it. Which should just about cover it.

@ bbangerter - Oh well, no use crying over spilled milk. Just go there and deal with him then.


JoeJ wrote:
bbangerter wrote:
Anzyr wrote:

Step 1: Wizard becomes aware of Cthulhu rising from the depths and must prevent it from reaching the kingdom and driving everyone mad.

Step 2: Plane Shift off Greater Demiplane (being mean I could Astral Project then do this).
Step 3. Teleport Closer to Cthulhu's approach, but not close enough to trigger combat.

You are now in some arbitrary location in the world.

Cthulhu greater teleports into the city. Everyone there dies.

Or Cthulhu Greater Teleports to you and steps on whatever's left after his Aura kills you.

He's going to be very dead then. He can't attack me after teleporting. I can stop time without provoking. Plan proceeds as usual. Also, Greater Heroism is on my daily buffs list, so I'm immune to the aura.


Anzyr wrote:
JoeJ wrote:
bbangerter wrote:
Anzyr wrote:

Step 1: Wizard becomes aware of Cthulhu rising from the depths and must prevent it from reaching the kingdom and driving everyone mad.

Step 2: Plane Shift off Greater Demiplane (being mean I could Astral Project then do this).
Step 3. Teleport Closer to Cthulhu's approach, but not close enough to trigger combat.

You are now in some arbitrary location in the world.

Cthulhu greater teleports into the city. Everyone there dies.

Or Cthulhu Greater Teleports to you and steps on whatever's left after his Aura kills you.

He's going to be very dead then. He can't attack me after tleporting. I can stop time without provoking. Plan proceeds as usual.

You failed your Will save, so you're already dead.


3 people marked this as a favorite.

While following this has been amusing, here is my fix for the problem.

If you feel that the Great Old Ones are far too weak for what they should be (I am among this group): The creatures given stats are not the Great Old Ones, but merely avatars of them. Should they be beaten, that was merely an avatar. Should the real one awaken, nothing mortal (or previously mortal) could stop it and the world is destroyed.

If you feel that the Great Old Ones are just right based on their stats: Congrats, you beat Cthulhu with magic and he goes back to R'lyeh. There he will sleep but he will still win because he will still exist millennia after everyone involved with trapping him again have already died and been forgotten. Because that is Lovecraft. You do not get to win, just hold on a bit longer.

If you feel that the Great Old Ones are too strong based on their stats: Then you have never read Lovecraft and do not know what you are talking about.

Sczarni

1 person marked this as a favorite.

Uhm, can I just suggest mass undead armies? Swarms? Mindless things? Chtulhu ain't got squat on them?

A Knight of the Sepulcher can just walk to him, laugh his bony ass at literally everything Chtulhu does except for starspawns, proceed to only get hit on nat 20s, ignores criticals and just politely shows him back to R'lyeh after explaining about death and taxes? Mostly taxes?

Yes, a wizard could theoretically do all that. Or just create enough things that simply were never told the definition of insanity (Hint: doing the same thing all over again and expecting stuff to change) and just bring him down hit point by hit point. Constructs (Mecha-Godzila vs Chtulhu?), Vermin (Mothra vs. Chtulhu) or Undead (Zombie Nazis vs Chtulhu?). So many ways that don't require and depend on shady definitions of Wish.

Also, them three things should be made into an epic trilogy by Michael Bay.

EDIT: I do agree with Haskol, but this is just representation of Pathfinder stats versus Chtulhu mythos. Level 20/Mythic 10 have (and should) have more than a reasonable chance to curbstomp the Old Ones. Maybe even more. Heroes in the books aren't even in the double digits, and their magic is substantially less good.


JoeJ wrote:
Anzyr wrote:
JoeJ wrote:
bbangerter wrote:
Anzyr wrote:

Step 1: Wizard becomes aware of Cthulhu rising from the depths and must prevent it from reaching the kingdom and driving everyone mad.

Step 2: Plane Shift off Greater Demiplane (being mean I could Astral Project then do this).
Step 3. Teleport Closer to Cthulhu's approach, but not close enough to trigger combat.

You are now in some arbitrary location in the world.

Cthulhu greater teleports into the city. Everyone there dies.

Or Cthulhu Greater Teleports to you and steps on whatever's left after his Aura kills you.

He's going to be very dead then. He can't attack me after tleporting. I can stop time without provoking. Plan proceeds as usual.

You failed your Will save, so you're already dead.

First of all, what will save? Second of all the chances of failing it are literally unrealistically low, once you factor in the reroll. And that's discounting the Lunar Oracle who is just immune.


Haskol wrote:

While following this has been amusing, here is my fix for the problem.

If you feel that the Great Old Ones are far too weak for what they should be (I am among this group): The creatures given stats are not the Great Old Ones, but merely avatars of them. Should they be beaten, that was merely an avatar. Should the real one awaken, nothing mortal (or previously mortal) could stop it and the world is destroyed.

If you feel that the Great Old Ones are just right based on their stats: Congrats, you beat Cthulhu with magic and he goes back to R'lyeh. There he will sleep but he will still win because he will still exist millennia after everyone involved with trapping him again have already died and been forgotten. Because that is Lovecraft. You do not get to win, just hold on a bit longer.

If you feel that the Great Old Ones are too strong based on their stats: Then you have never read Lovecraft and do not know what you are talking about.

My casters will exist millennia after he's been forgotten. And they'll be getting stronger with every passing day. Think of the Simulacrums, Clones, Explosive Runes and Permanent Symbols you can stockpile in that time...


1 person marked this as a favorite.
The Lion Cleric wrote:

Uhm, can I just suggest mass undead armies? Swarms? Mindless things? Chtulhu ain't got s!&@ on them?

A Knight of the Sepulcher can just walk to him, laugh his bony ass at literally everything Chtulhu does except for starspawns, proceed to only get hit on nat 20s, ignores criticals and just politely shows him back to R'lyeh after explaining about death and taxes? Mostly taxes?

Yes, a wizard could theoretically do all that. Or just create enough things that simply were never told the definition of insanity (Hint: doing the same thing all over again and expecting stuff to change) and just bring him down hit point by hit point. Constructs (Mecha-Godzila vs Chtulhu?), Vermin (Mothra vs. Chtulhu) or Undead (Zombie Nazis vs Chtulhu?). So many ways that don't require and depend on shady definitions of Wish.

Also, them three things should be made into an epic trilogy by Michael Bay.

The only way I'd allow Mecha-Godzilla into the campaign is if it were constructed by gnomes.

Sczarni

1 person marked this as a favorite.
JoeJ wrote:

The only way I'd allow Mecha-Godzilla into the campaign is if it were constructed by gnomes.

Is there any other way? They can rebuild it, they have the technology.


2 people marked this as a favorite.
Anzyr wrote:
You know every possible Legend about it. Which should just about cover it.

Please show where legend lore says you know every legend about the target. The idea that the plural of a word (legends) means the entirety of that word is...odd.

Also, legends are by their very nature full of inaccuracies. So even if you know every single legend ever told about Cthulhu, you'd get plenty of disinformation.


5 people marked this as a favorite.

Here's my take on this nonsense. Anzyr's position is what happens when you turn Pathfinder (or any RPG) into nothing more than a numbers game. You go dumpster diving for any bonuses you can find regardless of where they come from. You’ll grab one line out of one stat block out of one book because it gives you a +X bonus of a type that is different than the one you found in a different line of a different stat block of a different book. You tie this all together by being charmingly snide and condescending to people who would be bored to tears playing that way.

The game didn't get to sometimes be called Mathfinder for nothing.


Anzyr wrote:
Haskol wrote:

While following this has been amusing, here is my fix for the problem.

If you feel that the Great Old Ones are far too weak for what they should be (I am among this group): The creatures given stats are not the Great Old Ones, but merely avatars of them. Should they be beaten, that was merely an avatar. Should the real one awaken, nothing mortal (or previously mortal) could stop it and the world is destroyed.

If you feel that the Great Old Ones are just right based on their stats: Congrats, you beat Cthulhu with magic and he goes back to R'lyeh. There he will sleep but he will still win because he will still exist millennia after everyone involved with trapping him again have already died and been forgotten. Because that is Lovecraft. You do not get to win, just hold on a bit longer.

If you feel that the Great Old Ones are too strong based on their stats: Then you have never read Lovecraft and do not know what you are talking about.

My casters will exist millennia after he's been forgotten. And they'll be getting stronger with every passing day. Think of the Simulacrums, Clones, Explosive Runes and Permanent Symbols you can stockpile in that time...

Well, until the God of Death comes down and says "You've lived far too long, time to go." I can't see Pharasma, or most other deities of Death, being okay with a mortal stockpiling enough magic to outlive the Universe.


1 person marked this as a favorite.
Anzyr wrote:
First of all, what will save? Second of all the chances of failing it are literally unrealistically low, once you factor in the reroll. And that's discounting the Lunar Oracle who is just immune.

That would be the SOD Will save of his 300' aura. And when did your 20th level wizard turn into a 20th level oracle? Is this a 40th level character now? If you're just going to keep arbitrarily adding levels, Cthulhu is going to bring along all his 55 billion Simulacra.

But if you just want to play "top this" rather than serious consider how Cthulhu might be used in a campaign, then your Explosive Runes automatically fail because the instant the Time Stop ends his Contingency kicks in and Teleports him somewhere else. So they're now wasted to no effect.


The Lion Cleric wrote:
JoeJ wrote:

The only way I'd allow Mecha-Godzilla into the campaign is if it were constructed by gnomes.

Is there any other way? They can rebuild it, they have the technology.

To get even further off topic (assuming that's possible), I didn't like Tinker Gnome when they first appeared in Dragonlance, but I love them in Spelljammer. Short insane engineers flying spaceships powered by giant hamsters is just such a fantastic concept.

Sczarni

1 person marked this as a favorite.
Simon Legrande wrote:

Here's my take on this nonsense. Anzyr's position is what happens when you turn Pathfinder (or any RPG) into nothing more than a numbers game. You go dumpster diving for any bonuses you can find regardless of where they come from. You’ll grab one line out of one stat block out of one book because it gives you a +X bonus of a type that is different than the one you found in a different line of a different stat block of a different book. You tie this all together by being charmingly snide and condescending to people who would be bored to tears playing that way.

The game didn't get to sometimes be called Mathfinder for nothing.

Heh, while the smartypants attitude isn't something I agree with or even like (I ignore sarcasm every single time, and I live in the UK, it's like I'm surrounded by silence all the time), I can understand why people do such things. I find play over lvl 8 utterly ridiculous in almost all situations when you're trying to be even remotely realistic.

However, in a lvl 20 (Mythic optional) game, you are clearly a god. That's why I agree with the Chtulhu stats, because they are a clear challenge for even GODS. In the event of the Explosive Runes, they are the gods of Lawyers (Imagine the horror) but they are and should be able to defeat Chtulhu and his jolly band of Elder Ones. Level 20 characters routinely achieve what is described as godly in Greek, Nordic, Slavic myths, so, they simply are gods.

I limit my games to level 8 or 6, and for the 'badasses' in my games, defeating Chtulhu's stat block as presented is just as impossible as defeating ANY god.

I hope people understood me.

PS: I am fully expecting Anzyr to present to me a build that defeats Chtulhu's current stat block with lvl 8 non-mythic characters. I will be respectful of such a thing.

Sczarni

1 person marked this as a favorite.
JoeJ wrote:
The Lion Cleric wrote:
JoeJ wrote:

The only way I'd allow Mecha-Godzilla into the campaign is if it were constructed by gnomes.

Is there any other way? They can rebuild it, they have the technology.

To get even further off topic (assuming that's possible), I didn't like Tinker Gnome when they first appeared in Dragonlance, but I love them in Spelljammer. Short insane engineers flying spaceships powered by giant hamsters is just such a fantastic concept.

In a world, torn together by conflict...

An Elder God appears in order to sow ruin and madness...

The only way to stop a god...

Is to build a god of their own...

But will the beast stop after defeating this interdimentional menace?

Mecha-Godzilla versus Chtulhu. Whoever wins, we lose...

Shadow Lodge

1 person marked this as a favorite.
Anzyr wrote:
You know every possible Legend about it. Which should just about cover it.

Let's pretend that's right, just for laughs.

You know EVERY legend about Cthulhu. You head is stuffed so full of contradictory information you won't have a clue what might work and what might not.

And then you are eaten by a Star-Spawn.


The Lion Cleric wrote:
JoeJ wrote:
The Lion Cleric wrote:
JoeJ wrote:

The only way I'd allow Mecha-Godzilla into the campaign is if it were constructed by gnomes.

Is there any other way? They can rebuild it, they have the technology.

To get even further off topic (assuming that's possible), I didn't like Tinker Gnome when they first appeared in Dragonlance, but I love them in Spelljammer. Short insane engineers flying spaceships powered by giant hamsters is just such a fantastic concept.

In a world, torn together by conflict...

An Elder God appears in order to sow ruin and madness...

The only way to stop a god...

Is to build a god of their own...

But will the beast stop after defeating this interdimentional menace?

Mecha-Godzilla versus Chtulhu. Whoever wins, we lose...

Sharknado. Oh, wait, Cthulhu's CR 30? Make it a Sharktopusnado :)

Sczarni

Wyntr wrote:
The Lion Cleric wrote:
JoeJ wrote:
The Lion Cleric wrote:
JoeJ wrote:

The only way I'd allow Mecha-Godzilla into the campaign is if it were constructed by gnomes.

Is there any other way? They can rebuild it, they have the technology.

To get even further off topic (assuming that's possible), I didn't like Tinker Gnome when they first appeared in Dragonlance, but I love them in Spelljammer. Short insane engineers flying spaceships powered by giant hamsters is just such a fantastic concept.

In a world, torn together by conflict...

An Elder God appears in order to sow ruin and madness...

The only way to stop a god...

Is to build a god of their own...

But will the beast stop after defeating this interdimentional menace?

Mecha-Godzilla versus Chtulhu. Whoever wins, we lose...

Sharknado. Oh, wait, Cthulhu's CR 30? Make it a Sharktopusnado :)

Just cram everything in there and add Shia LeBouf for good measure.

Mecha-Sharktopusnado versus Nazi-Chtulhu versus Decepticon Mothra vs Chuck Norris. IN SPACE!


JoeJ wrote:
Anzyr wrote:
First of all, what will save? Second of all the chances of failing it are literally unrealistically low, once you factor in the reroll. And that's discounting the Lunar Oracle who is just immune.

That would be the SOD Will save of his 300' aura. And when did your 20th level wizard turn into a 20th level oracle? Is this a 40th level character now? If you're just going to keep arbitrarily adding levels, Cthulhu is going to bring along all his 55 billion Simulacra.

But if you just want to play "top this" rather than serious consider how Cthulhu might be used in a campaign, then your Explosive Runes automatically fail because the instant the Time Stop ends his Contingency kicks in and Teleports him somewhere else. So they're now wasted to no effect.

Top this? Cthulhu has just awoken. If you want to blow his one Wish on a contingent Teleport feel free. It will only delay the inevitable. Furthermore please bother to actually read the rules:

Failing a DC 40 Will save against Cthulhu's unspeakable presence causes the victim to immediately die of fright. This is a death and fear effect. A creature immune to fear that fails its save against Cthulhu's unspeakable presence is staggered for 1d6 rounds instead of killed. The save DC is Charisma-based.

I'm immune to fear so at worst I become staggered which is a non-issue as it can be removed while time is stopped. And that's assuming a blow a measly DC40 Will save.


The Lion Cleric wrote:
Wyntr wrote:
The Lion Cleric wrote:
JoeJ wrote:
The Lion Cleric wrote:
JoeJ wrote:

The only way I'd allow Mecha-Godzilla into the campaign is if it were constructed by gnomes.

Is there any other way? They can rebuild it, they have the technology.

To get even further off topic (assuming that's possible), I didn't like Tinker Gnome when they first appeared in Dragonlance, but I love them in Spelljammer. Short insane engineers flying spaceships powered by giant hamsters is just such a fantastic concept.

In a world, torn together by conflict...

An Elder God appears in order to sow ruin and madness...

The only way to stop a god...

Is to build a god of their own...

But will the beast stop after defeating this interdimentional menace?

Mecha-Godzilla versus Chtulhu. Whoever wins, we lose...

Sharknado. Oh, wait, Cthulhu's CR 30? Make it a Sharktopusnado :)

Just cram everything in there and add Shia LeBouf for good measure.

Mecha-Sharktopusnado versus Nazi-Chtulhu versus Decepticon Mothra vs Chuck Norris. IN SPACE!

I think you need to serious increase the opposition or Chuck Norris won't even be able to get a workout out of it.


2 people marked this as a favorite.
Anzyr wrote:
JoeJ wrote:
Anzyr wrote:
First of all, what will save? Second of all the chances of failing it are literally unrealistically low, once you factor in the reroll. And that's discounting the Lunar Oracle who is just immune.

That would be the SOD Will save of his 300' aura. And when did your 20th level wizard turn into a 20th level oracle? Is this a 40th level character now? If you're just going to keep arbitrarily adding levels, Cthulhu is going to bring along all his 55 billion Simulacra.

But if you just want to play "top this" rather than serious consider how Cthulhu might be used in a campaign, then your Explosive Runes automatically fail because the instant the Time Stop ends his Contingency kicks in and Teleports him somewhere else. So they're now wasted to no effect.

Top this? Cthulhu has just awoken. If you want to blow his one Wish on a contingent Teleport feel free. It will only delay the inevitable. Furthermore please bother to actually read the rules:

Failing a DC 40 Will save against Cthulhu's unspeakable presence causes the victim to immediately die of fright. This is a death and fear effect. A creature immune to fear that fails its save against Cthulhu's unspeakable presence is staggered for 1d6 rounds instead of killed. The save DC is Charisma-based.

I'm immune to fear so at worst I become staggered which is a non-issue as it can be removed while time is stopped. And that's assuming a blow a measly DC40 Will save.

Yes, I'm sure you're immune to everything. Yawn.


JoeJ wrote:
Anzyr wrote:
JoeJ wrote:
Anzyr wrote:
First of all, what will save? Second of all the chances of failing it are literally unrealistically low, once you factor in the reroll. And that's discounting the Lunar Oracle who is just immune.

That would be the SOD Will save of his 300' aura. And when did your 20th level wizard turn into a 20th level oracle? Is this a 40th level character now? If you're just going to keep arbitrarily adding levels, Cthulhu is going to bring along all his 55 billion Simulacra.

But if you just want to play "top this" rather than serious consider how Cthulhu might be used in a campaign, then your Explosive Runes automatically fail because the instant the Time Stop ends his Contingency kicks in and Teleports him somewhere else. So they're now wasted to no effect.

Top this? Cthulhu has just awoken. If you want to blow his one Wish on a contingent Teleport feel free. It will only delay the inevitable. Furthermore please bother to actually read the rules:

Failing a DC 40 Will save against Cthulhu's unspeakable presence causes the victim to immediately die of fright. This is a death and fear effect. A creature immune to fear that fails its save against Cthulhu's unspeakable presence is staggered for 1d6 rounds instead of killed. The save DC is Charisma-based.

I'm immune to fear so at worst I become staggered which is a non-issue as it can be removed while time is stopped. And that's assuming a blow a measly DC40 Will save.

Yes, I'm sure you're immune to everything. Yawn.

Just a lot of things. But not staggered sadly. (Though if anyone knows a way to get immunity to it drop me line.) Fear immunity is super easy though and you should have known I was immunity since I've mentioned Greater Heroism quite a bit. And seriously what high level caster goes adventuring without Extended Greater Heroism? Next, you are going to ask how I cast Overland Flight out of yesterdays spell slots.

Sczarni

JoeJ wrote:


I think you need to serious increase the opposition or Chuck Norris won't even be able to get a workout out of it.

I think we should replace Chuck Norris with a Golarion-appropriate NPC. Are there any famous ones? I don't really play in Golarion.


2 people marked this as a favorite.

Cthulhu can cast mythic wish (for Deathless).

Oh sure you may be able to burst him/it down once, but all you did was let him know that you are a threat. He can deathless through the staggered condition and use that time to call allies. He can then summon spawn (who can gate in allies, since that is a call not a summon). He then himself can gate in other Old Ones, Balor Lords, and the like.


1 person marked this as a favorite.

Well... that will only delay the inevitable really. He will be able to teleport away. But eventually, I'll just hunt him down and Mage's Disjunction it. And then he will die, turn to mist and I'll have to kill him again. No big deal though. And he isn't going to win a chain gate off. Though I suppose to be safe... some of the Explosive Runes should be Dazing....


The Lion Cleric wrote:
JoeJ wrote:


I think you need to serious increase the opposition or Chuck Norris won't even be able to get a workout out of it.

I think we should replace Chuck Norris with a Golarion-appropriate NPC. Are there any famous ones? I don't really play in Golarion.

Better to have Aroden step out of the shadows to let everyone know that he was never really dead.

Also need some undead mecha-nazis from the moon.


1 person marked this as a favorite.
Anzyr wrote:
Well... that will only delay the inevitable really. He will be able to teleport away. But eventually, I'll just hunt him down and Mage's Disjunction it. And then he will die, turn to mist and I'll have to kill him again. No big deal though. And he isn't going to win a chain gate off. Though I suppose to be safe... some of the Explosive Runes should be Dazing....

Inevitable? Wasn't one of your earlier claims that high level casters don't die? I'm sure the rest of your game group will thank the GM for giving both your ridiculous oracle/wizard mash-up and Cthulhu something to occupy themselves with for the rest of eternity so they don't wreck the fun for everyone else.

PS - I hear there's a certain kobold looking for something to do.


I've been following this thread for the past few days with a few chuckles, some eyerolls, and a lot of shaking of my cleanly-shaven head. As a 30+ year DM/GM/Storyteller I've made it a policy to never punish a player for a clever strategy, even if I disagree with the premise of that strategy. Anzyr, in my opinion, has developed a strategy that clearly steps outside of the comfort zone of most people. While I disagree with the premise that Chtulhu can be beaten so easily, that is my own hang-up based on close to 40 years of reading Lovecraftian literature, and I shouldn't allow my bias for a Great Old One to take away from Anzyr's clever strategy.

Were I the GM of the scenario outlined by Anzyr I would grudgingly allow the outcome because Cthulhu is a high priest, and Dark Gods become vengeful against those that slay their high priests...


1 person marked this as a favorite.
Anzyr wrote:
Well... that will only delay the inevitable really. He will be able to teleport away. But eventually, I'll just hunt him down and Mage's Disjunction it. And then he will die, turn to mist and I'll have to kill him again. No big deal though. And he isn't going to win a chain gate off. Though I suppose to be safe... some of the Explosive Runes should be Dazing....

You can actually use mythic wish when you could otherwise not take actions.

Um with Deathless up he can just fast heal back to full? Once the staggered condition goes away, even if he gets "killed" again he turns back into the cloud.

The big C has also called forth ALL the great old ones to destroy YOU. There is no plane or space you can go to that is safe. YOU die. Cthulhu is not the old one you attack first, you better get rid of the rest of them before you even challenge him.


This just in: Cthulhu announced today that he has hired Chuck Norris to be his bodyguard, and has as a result become completely unkillable by anybody anywhere. When asked for a statement, Norris indicated that he felt a little ambivalent working for a cosmic horror, stating, however, that, "the money was good."


Marcus Robert Hosler wrote:
Anzyr wrote:
Well... that will only delay the inevitable really. He will be able to teleport away. But eventually, I'll just hunt him down and Mage's Disjunction it. And then he will die, turn to mist and I'll have to kill him again. No big deal though. And he isn't going to win a chain gate off. Though I suppose to be safe... some of the Explosive Runes should be Dazing....

You can actually use mythic wish when you could otherwise not take actions.

Um with Deathless up he can just fast heal back to full? Once the staggered condition goes away, even if he gets "killed" again he turns back into the cloud.

The big C has also called forth ALL the great old ones to destroy YOU. There is no plane or space you can go to that is safe. YOU die. Cthulhu is not the old one you attack first, you better get rid of the rest of them before you even challenge him.

His Fast Heal can be mitigated by additional damage and he is welcome to summon the great old ones as soon as they have stats. Maybe they will give more xp then him. Also Cthulhu is not a high level caster so he will eventually be put back to rest, even if he is equally unkillable.


1 person marked this as a favorite.
Anzyr wrote:
His Fast Heal can be mitigated by additional damage and he is welcome to summon the great old ones as soon as they have stats. Maybe they will give more xp then him. Also Cthulhu is not a high level caster so he will eventually be put back to rest, even if he is equally unkillable.

I love how that first part is you twisting RAW to your advantage and then the second part is you twisting RAI to your advantage.

There are at least two other stated great old ones, but you are also going to assume the rest do not exist without stats -- fine.

Then you say Cthulhu is a not a high level caster (even though he is and has 10 more CL over your wizard), which somehow means that via flavor text his master will eventually put him to sleep again, which is not something listed anywhere in the rules. If we are making rule inferences then Cthulhu could be summoning Old ones that aren't in a bestiary yet.


1 person marked this as a favorite.
Anzyr wrote:
Eh... once he's killed once, my casters would arrange to make him resurrecting again a waste of time.

If you keep killing the Pope of the Old Gods as someone said before, I'd expect them to take notice and do something about it even if it's just whisking away his remains so he can properly plan for you next time.


2 people marked this as a favorite.
Anzyr wrote:

Step 1: Wizard becomes aware of Cthulhu rising from the depths and must prevent it from reaching the kingdom and driving everyone mad.

Step 2: Plane Shift off Greater Demiplane (being mean I could Astral Project then do this).
Step 3. Teleport Closer to Cthulhu's approach, but not close enough to trigger combat.
Step 4. Summon Monster IX for a Nalfeshnee.
Step 5. Cast Heroism on it and order it to drop it's True Seeing.
Step 6. Approach until initiative is triggered.
Step 7. You win initiative (guaranteed).
Step 8. Order Nalfeshnee to ready an action to greater dispel when it sees the runes by Cthulhu.
Step 9. Use Staff of the Master to Quicken Time Stop. Fly into range and toss out the individual runes (think it as "making it rain"). Move out of range.
Step 10. Normal Time resumes. Nalfeshnees ready action triggers. Greater Dispel is guaranteed to fail against the runes setting them all off.
Step 11. Watch the Fireworks.

I can go into more detail as needed.

Up until now I'd just assumed Anzyr had this down tight, but after reading this plan, man is it full of big holes.

What if at step 2, your Greater Demiplane has an ambush waiting for YOU?

Also, what if around step 6, Cthulhu or a minion detects you and gets off a surprise attack? With, heaven forbid, a Greater Dispel of it's own? You can't win initiative if it's never rolled.

Around step 9, what if Cthulhu is accompanied by a cloud of acid, or flames, burning up the papers as they fall?

Sure, the plan might work perfectly, but more than likely, a single stumble and it's all for naught.


1 person marked this as a favorite.
Anzyr wrote:
You ready an action to cast it once the time stop ends. Then you use your move to get out of dodge. Also, Explosive Runes are permanent. What GM wouldn't let you stockpile them?

Why ready? That consumes your standard. Just do it once it ends. What are you going to do with a 30/60/120(depending on build)ft move action that has meaning against a 300ft aura and 200ft fly speed? He can just double move for 400ft and you're right in his aura.


1 person marked this as a favorite.
Anzyr wrote:
Step 9. Use Staff of the Master to Quicken Time Stop. Fly into range and toss out the individual runes (think it as "making it rain"). Move out of range.

About that bit.

Time Stop has a maximum of 5 rounds duration. Overland flight is 40ft/round, Big C's aura is 300ft... or a minimum of 7 rounds equivalent travel, and this isn't even counting the distance back. If you roll poorly on Time Stop, you'll get 2 rounds top.

A "safe" distance regarding Cthulhu is quite subjective. My choice of safe distance is "on another planet".


1 person marked this as a favorite.
Anzyr wrote:
Also, Explosive Runes are permanent. What GM wouldn't let you stockpile them?

A DM that knows the trick and has a surprising amount of enemies who "poorly" cast Greater Dispel Magic at stockpiling wizards.


1 person marked this as a favorite.
Cranky Dog wrote:
Anzyr wrote:
Step 9. Use Staff of the Master to Quicken Time Stop. Fly into range and toss out the individual runes (think it as "making it rain"). Move out of range.

About that bit.

Time Stop has a maximum of 5 rounds duration. Overland flight is 40ft/round, Big C's aura is 300ft... or a minimum of 7 rounds equivalent travel, and this isn't even counting the distance back. If you roll poorly on Time Stop, you'll get 2 rounds top.

A "safe" distance regarding Cthulhu is quite subjective. My choice of safe distance is "on another planet".

This right here is where I keep thinking the gap in the plan lies also. With everything else that needs to get done it just doesn't seem like there is enough time or actions left to move as much as would be needed.


1 person marked this as a favorite.
Anzyr wrote:
Marcus Robert Hosler wrote:
Anzyr wrote:
Well... that will only delay the inevitable really. He will be able to teleport away. But eventually, I'll just hunt him down and Mage's Disjunction it. And then he will die, turn to mist and I'll have to kill him again. No big deal though. And he isn't going to win a chain gate off. Though I suppose to be safe... some of the Explosive Runes should be Dazing....

You can actually use mythic wish when you could otherwise not take actions.

Um with Deathless up he can just fast heal back to full? Once the staggered condition goes away, even if he gets "killed" again he turns back into the cloud.

The big C has also called forth ALL the great old ones to destroy YOU. There is no plane or space you can go to that is safe. YOU die. Cthulhu is not the old one you attack first, you better get rid of the rest of them before you even challenge him.

His Fast Heal can be mitigated by additional damage and he is welcome to summon the great old ones as soon as they have stats. Maybe they will give more xp then him. Also Cthulhu is not a high level caster so he will eventually be put back to rest, even if he is equally unkillable.

Your assumption about being prepared for Big C still stands as flawed. The idea that you can discern enough information about an super-being who has not acted in normal reality in millenia, if not longer, from simple Legend Lore or Vision is kind of silly. See, those spells, as per the spell description (which I know is how you roll) do not specifically grant you any knowledge of the creature's exact abilities. All is says is that it "brings to mind legends". Well, great, you have some hints to go on, probably stuff about his condo being at the bottom of an ocean 'somewhere'. Also, he drives people insane just thinking about him and invades / twists the dreams of whole worlds when he's only half-awake. Lastly, you know he's weak against boats. That's what the actual Call of Cthulhu goes on about. So unless you're just looking at him somehow, you're certainly not getting anything like his death aura or whatever. Hell, the Call of Cthulhu suggests there ISN'T one, since those level 5 experts or whatever didn't drop dead at the sight of him immediately. None of this allows you to account for his Mythic Wish SLA to copy a Deathless effect onto himself, the unlimited Astral Projection SLA, or even his simple ability to summon Star Spawn. This critical lack of information on your opponent, known as the fog of war, is what makes it impossible for a character in-game to precisely predict everything about his opponent. There's only so high you can stack these contingencies you go on about when you're the sole person making all these plans and trying to fight the good fight.


Couldn't we keep things simpler and simply send a sacrificial lvl 0 commoner with Fly in low orbit and dump a Portable Hole filled with enough acid to bypass the resistance on Cthulhu?

He'll come back a mythic lvl 20 commoner!


There is some major salt in this thread lol.
I think it is pretty sad that when another player posts high level strategy he gets attacked and people think he is cheating somehow. Maybe learning pathfinder is really dumb when you try at all upsets some players.


1 person marked this as a favorite.
CWheezy wrote:

There is some major salt in this thread lol.

I think it is pretty sad that when another player posts high level strategy he gets attacked and people think he is cheating somehow. Maybe learning pathfinder is really dumb when you try at all upsets some players.

As Anzyr was kind enough to point out, using RAW isn't an exploit. In the same vein, pointing out flaws and holes isn't calling someone a cheater. I don't think I saw a single person claim he was somehow cheating.

Also, nice to see he has someone to join in the charmingly snide condescension. Maybe thinking you are the god of Pathfinder while posting flawed plans is just how some people roll.


Safe distance is just outside of the 300 range. You enter the 300 ft. Range on you have Heroism on your Dispeller. You do not cast time stop until you can close the gap in 1 round (which is 140 ft. you should be moving 70ft per action). There really isn't a flaw in the plan, you are just not using your head when executing it.


1 person marked this as a favorite.

Cthulhu Greater Dispel Magic's before you come in and then Quicken Feeblemind you, or watches as you explode from all of those Explosive Runes if he fails the check to dispel them.

Grand Lodge

1 person marked this as a favorite.
Anzyr wrote:
Safe distance is just outside of the 300 range. You enter the 300 ft. Range on you have Heroism on your Dispeller. You do not cast time stop until you can close the gap in 1 round (which is 140 ft. you should be moving 70ft per action). There really isn't a flaw in the plan, you are just not using your head when executing it.

70 feet. You are probably staggered by this point and only get one action.

Cthulhu moves 200 feet per round and has a 40 foot reach. So you move to 210, then 140, then 70, then time stop... That is a lot of chances for him to hit you.

For that matter, all Cthulhu has to do is *IGNORE* you.

You fly to within 210 feet of him.

He flys 400 feet past you. 190 feet away

You now cannot catch up.


FLite wrote:
Anzyr wrote:
Safe distance is just outside of the 300 range. You enter the 300 ft. Range on you have Heroism on your Dispeller. You do not cast time stop until you can close the gap in 1 round (which is 140 ft. you should be moving 70ft per action). There really isn't a flaw in the plan, you are just not using your head when executing it.

70 feet. You are probably staggered by this point and only get one action.

Cthulhu moves 200 feet per round and has a 40 foot reach. So you move to 210, then 140, then 70, then time stop... That is a lot of chances for him to hit you.

For that matter, all Cthulhu has to do is *IGNORE* you.

You fly to within 210 feet of him.

He flys 400 feet past you. 190 feet away

You now cannot catch up.

Uh, do you think DC 40 Will saves are hard for a caster to make? They aren't if you didn't know. The odds of actually falling victim the aura are extremely slim. His Fly speed is pretty far, but if he wants to run away, it is possible to catch up with a Swift Teleport. Really, this is all so obvious I feel bad posting it, but maybe this is not obvious to you?

Grand Lodge

1 person marked this as a favorite.
Holybushman wrote:
I've been following this thread for the past few days with a few chuckles, some eyerolls, and a lot of shaking of my cleanly-shaven head. As a 30+ year DM/GM/Storyteller I've made it a policy to never punish a player for a clever strategy, even if I disagree with the premise of that strategy.

It's not really punishing him for the strategy. It is that he showed up with the strategy, and said "this is trivial, I just do this, this, and this, and now cthulhu is dead." But this, this and this are all things that in game could have major consequences, could fail, etc.

Given your experience, have you ever had a player make a major deal with the devil, and just shrugged, said "yup, it works." and gone on without there being any consequences down the pipe? (Especially in story teller, which is basically set up to offer the PCs deals with the devil that will come back to bite them.)

Or had a player stockpile massive resources, well beyond his peers, and then advertise those resources by killing his enemies with them and not have someone covet those resources and try to come take them?

Anzyr seems to just be assuming that his character can do whatever he wants, and because the system does not have a rule "If you aquire more than 1,000,000 gp, there is a 20% chance each week that someone will attempt to rob you" that there is no chance that he will be robbed because the system doesn't say it can happen.

251 to 300 of 444 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Cthulhu's unspeakable presence question. All Messageboards

Want to post a reply? Sign in.