Kill My Character!!!


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So I've been working on a build for a long time, and I feel like he's pretty powerful. He's got an amazing AC, great saves, a killer initiative, really high to-hit and spectacular special abilities, including a powerful, sustainable Nova. I'm planning on taking him through the entire Bestiary to see just how good he really is, 1-20, but before that, I want to take him through The Beastmass.

So, my challenge to you is, please find ways to kill him using the monsters from the Beastmass. I want to see any and all weaknesses he has. I'm really looking for spells or effects that could bring him down, especially those duplicated by Miracle and Wish, but any and all tactics that could do the trick would work. Then, if you’d like, add in ways to counter it. Thanks guys!

Here he is.

The Hexborn
CG Male Elf Hexcrafter 19/Crossblooded Tattoo Sorcerer 1 (Orc/Bronze Dragon)
20 Point Buy
STR 12 (10 Base, +6 Belt, -4 Size, -6 Age, +6 Nacreous Gray Sphere)
DEX 33 (16 Base, +2 Race, +6 Belt, +5 Wish, +4 Size, -6 Age, +6 NGS)
CON 20 (14 Base, -2 Race, +6 Belt, +2 Wish, -6 Age, +6 NGS)
INT 37 (16 Base, +2 Race, +6 Head, +5 Level, +5 Wish, +3 Age)
WIS 20 (9 Base, +6 Head, +2 Wish, +3 Age)
CHA 16 (7 Base, +6 Head, +3 Age)

Traits & Drawbacks
Magical Lineage: Shocking Grasp; Fate’s Favored; Reactionary; Pride

Build
1- H1: Level 1 Spells; Arcane Pool; Cantrips; Spell Combat; Racial Feat: Run (Retrained to Improved Initiative 50 gp); Weapon Finesse
2- H2: Spellstrike
3- TS1: Level 1 Sorcerer Spells; Tattoo Familiar (Greensting Scorpion); Varisian Tattoo (Evocation); Intensify Spell
4- H3: +1 Int; Arcane Deed: Flamboyant Arcana
5- H4: Level 2 Spells; Hex Arcana: Flight; Extra Arcana (Arcane Deed: Precise Strike)
6- H5: Bonus Feat: Elemental Spell (Acid)
7- H6: Hex Arcana: Evil Eye; Hex Arcana: Slumber; Leadership
8- H7: Level 3 Spells; +1 Int; Knowledge Pool; Medium Armor
9- H8: Improved Spell Combat; Empower Spell
10- H9: Accurate Strike
11- H10: Level 4 Spells; Fighter Training; Dazing Spell
12- H11: +1 Int; Spell Recall; Bonus Feat: Quicken Spell
13- H12: Arcane Edge; Arcane Deed: Evasive; Extra Arcana: Aligned Weapon
14- H13: Level 5 Spells; Heavy Armor
15- H14: Greater Spell Combat; Spell Perfection (Shocking Grasp)
16- H15: +1 Int; Reflection
17- H16: Level 6 Spells; Counterstrike; Heighten Spell
18- H17: Bonus Feat: Preferred Spell (Shocking Grasp)
19- H18: Summon Spirit; Eternal Slumber; Extra Arcana: Bane Blade
20- H19: +1 Int; Greater Spell Access

Favored Class: Hexcrafter Magus. All Favored class bonuses go into new Magus Arcana.

Basic Stuff
Hit Points: 214

AC: 51 (10 Base, 8 Armor, 2 Luck (Jingasa), 2 Size, 1 Dodge (when haste is active), 7 Shield, 5 Deflection, 5 Natural, 11 Dex, 1 (Dusty Rose Prism Ioun))

Touch AC: 31 (10 Base, 2 Luck, 2 Size, 1 Dodge, 5 Deflection, 11 Dex, 1 Dusty Rose Prism)

Flat-Footed AC: 40 (Can't be caught Flat-footed)

Caster Level: 24 (20 Level, 4 Kimono), 25 (Evocation), 26 (Shocking Grasp)

Concentration: +41 (24 CL, 13 Int, 2 Luck, 2 Ioun)

Hex DC: 33 (10 Base, 10 (1/2 Level), 13 Int)

Spell DC: 23 (0)-29 (6) (10 Base, 13 Int, +Spell Level), 24-30 Evocation, 25-31 Shocking Grasp

Fort Save: +24 (+28) (11 Base, 5 Ability, 4 Kimono, 2 Luck, 2 Ioun) (+4 Dragonbane Divination Sticks)

Reflex Save: +25 (+29) (6 Base, 11 Ability, 4 Kimono, 2 Luck, 2 Ioun) (+4 DDS)

Will Save: +26 (+30) (13 Base, 5 Ability, 4 Kimono, 2 Luck, 2 Ioun) (+4 DDS)

Initiative: +27 (+31 if weapon is drawn) (11 Dex, 4 Familiar, 4 Improved Initiative, 2 Fleet, 2 Trait, 2 Luck, 2 Ioun (+4 Dueling if weapon is already drawn))

Vs. Spell Resistance: +30, +31 Evocation, +32 Shocking Grasp (24 CL, 2 Race, 2 Luck, 2 Ioun)

CMB: +17 (14 BAB, 1 Str, -2 Size, +2 Luck, +2 Ioun)

CMD: +44 (10 Base, 14 BAB, 1 Str, -2 Size, 11 Dex, 2 Luck, 2 Ioun, 5 Deflection, 1 Dodge)

Arcane Pool: 22 (9 1/2 Magus level, 13 Int)

To Hit: Assuming his Scabbard of Vigor bonus will always be +3 for 3 rounds: +37 (+40 with Shocking Grasp if the enemy is wearing or holding metal) (14 BAB, 5 Enhancement (+3 Scabbard, +2 Bane), 2 Luck, 2 Ioun, 2 Size, 11 Dex, 1 Haste). Full Attack: 35 (38)/35 (38)/35/35/30/25= Quickened Spellstrike (If wearing or holding Metal)/Spellstrike (Same)/Haste/3 Base Attacks, all at a -2 for Spell Combat.

Speed Base 30 ft, Fly 40, Climb 30, Swim 30

Languages All listed here (except secret), Thassilonian

Skills All of the following reflect the +4 from the Ioun stones and Luckstone. (All Dex-based -1)
Acrobatics 26, Appraise 21, Bluff 13, Climb 13, Craft 21, Diplomacy 8, Disable Device 21, Disguise 12, Escape Artist 36, Fly 39, Handle Animal 17, Heal 11, Intimidate 30, Knowledge (Arcana) 30, Knowledge (Dungeoneering) 30, Knowledge (Engineering) 27, Knowledge (Geography) 27, Knowledge (History) 27, Knowledge (Local) 27, Knowledge (Nature) 27, Knowledge (Nobility) 27, Knowledge (Planes) 30, Knowledge (Religion) 27, Linguistics 37, Perception 33, Perform 8, Profession 14, Ride 20, Sense Motive 30, Sleight of Hand 21, Spellcraft 40, Stealth 36, Survival 15, Swim 13, Use Magic Device 30

Special Qualities and Immunities: Immune to Sleep and Flanking. Freedom of Movement. Truesight, Darkvision, and Low-light Vision. Negates 1st Critical Hit or Sneak attack rolled against him 1/day. DR 5/Piercing. Resist Acid 30, Resist Cold 30, Resist Electricity 30, Resist Fire 30, Resist Sonic 30. Evasion, Uncanny Dodge, Improved Uncanny Dodge. +2 Vs. Enchantment. +2 Disarm, +2 Feint, +2 vs. disarm, +2 CMB vs. feint. Rolls twice vs. Evil mind-affecting effects. Also, his feet rarely touch the ground, if ever. He always prefers flight to any other form of movement. Constant 20% miss chance. 8 Mirror Images (2 average, 6 levels).

Important Misc. Stuff
Traits & Drawbacks: Every GM I’ve ever played with has let me take a drawback for an extra trait, which is perfectly within the rules, so, I allowed it. If you feel this is against The Beastmass rules, then treat him as if he doesn’t have Pride and Reactionary.
Run-> Improved Initiative: As far as I can tell, Run can be retrained, because it's a bonus feat, even though it came from an alternate Racial trait.
Precise Strike: It comes down to this. Either, A) you feel it doesn't work because Magi don't specifically have Panache points, or, B) you feel that The Developers weren't intentionally trying to troll the entire paizo community by giving Magi something they wouldn't be able to use, and must have intended that it would work the way we all know it should.
Leadership: Even though leadership is allowed, I didn't feel it would accurately depict what The Hexborn could do in combat. So, I made his cohort and followers be crafters. This is why he has 1/2 price items. It was either that, or this.
Knowledge Pool: As outlined here, Knowledge Pool essentially means that, with time and effort, The Hexborn has any and all Magus Spells in his Spellbook.
Reflection: As an immediate action, The Hexborn can spend Arcane pool points up to the level of any spell or spell-like ability targeting him to immediately reflect it back at the caster at full force. This is one of his signature moves. Keep in mind that if he uses this during his opponent's turn, he can't use his next swift action.

Wealth & Items
He pays half-price for items due to Leadership (See ‘Leadership’ Section, above) Retrain lvl 1 feat 50gp, Handy Haversack 1000, +1 Dueling Transformative Impervious Agile Vicious Spell-Storing Merciful Rapier 38500; Bracers of Armor +8 32000; Jingasa of The Fortunate Soldier 2500; Wayfinder 250; Clear Spindle Ioun Stone (In Wayfinder) 2000; Flawed Pale Green Prism Ioun stone 14000; Pale Green Prism Ioun stone 15000; Iridescent Spindle 9000; Cracked Dusty Rose Prism 500; Dusty Rose Prism 2500; Ring of Deflection +5 25000; Ring of Freedom of Movement 20000; Amulet of Natural Armor +5 25000; Headband of Mental Superiority +6 77000; Belt of Physical Perfection +6 77000; Otherworldly Kimono 38000; Luckstone 10000; Dragonbane Divination Sticks 6400; Celestial Shield (+5) 20085; Boots of Speed 6000; +5 Wish (Dex) 125000; +5 Wish (Int) 125000; +2 Wish (Wis) 50000; +2 Wish (Con) 50000; Nacreous Gray Sphere 5000; Permanent Reduce Person 2500; Permanent Darkvision 5000, Wyroot Battleaxe (3 life points) 2005; Truesight Goggles 92400
Total: 878690

Important Item stuff
Celestial Shield: The Witchborn uses a Celestial Shield, which has no Armor Check Penalty or Arcane Spell Failure Chance. Hence, no negatives to hit due to lack of proficiency and no chance to lose spells.
Wyroot Weapon: He has a non-magical Wyroot Battleaxe that can hold 3 life points at any given time. He uses this weapon to regain Arcane Pool Points after a battle. For any who say that the coup-de-grace would only negate the extra damage from a critical, and not the whole attack, I refer once again to this, and would ask them to ponder what the word ‘unharmed’ means. With an ability like Eternal Slumber, and as powerful as The Hexborn is, it’s safe to say that he has an unconscious body nearby at all times that he can coup-de-grace with this weapon to regain arcane points. He keeps it in his handy haversack. (It’s a tiny creature, probably a rat or similar.)
Dragonbane Divination Sticks: Roll a d3 randomly for each day of The Beastmass, or if you're just going to show one specific example, roll for that example. Also, because of Fate's Favored, instead of +3, it will grant him a +4.
Spell-Storing Weapon: Please refer to this in regards to spell-storing and Spell Perfection. Also, I'm treating spell-storing weapons as not needing to roll an attack, but also never being able to crit. If I'm mistaken, please let me know.

Spells Prepared
0 (5)-Brand (Hexcrafter Archetype), Dancing Lights, Detect Magic, Mage Hand, Touch of Fatigue (Greater Spell Access)
1 (9 Slots)-Color Spray, Grease, Obscuring Mist, Ray of Enfeeblement, True Strike, Vanish, Silent Image, Touch of Gracelessness *2 (GSA)
2 (8 Slots)-Frigid Touch *2, Glitterdust, Alter Self, Mirror Image, Blur, Web, Resist Energy (GSA)
3 (8 Slots)-Ray of Exhaustion *2, Slow, Vampiric Touch, Haste, Call The Void (GSA), Resinous Skin (GSA), Force Hook Charge
4 (8 Slots)- Dimension Door, Monstrous Physique II, Keen Edge, Ebervate (GSA), Calcific Touch (GSA)
5 (8 Slots)-Cloudkill, Cone of Cold *2, Overland Flight, Wall of Force, Teleport, Feeblemind (GSA), Hold Monster (GSA)
6 (6 Slots)-Undead Anatomy III, Chain Lightning *2, Dispel Magic (Greater), Disintegrate, Summon Monster VI (GSA)

Important Stuff about Spells: Because of Knowledge Pool, he has all Magus spells available to him. Because of Preferred Spell, his Shocking Grasps are all Spontaneous. In addition, he is under the effects of a permanent Reduce Person. He is also constantly using Alter Self (Halfling), Monstrous Physique II (assuming the form of a Coral Capuchin), Mirror Image, Blur, Resinous Skin, Resist Energy (30, All) and Overland Flight. He does this by casting these spells on himself the moment they fade away, then using Spell Recall to get them back and then using his Wyroot weapon to regain Arcane Pool points.

Combat
Offense: The Hexborn has a huge number of special attacks and abilities, requiring a great deal of actions, but, if done correctly, He can end the fight with one turn. If he knows he’s going to have to hit you with his sword, he will take a round to close the distance while simultaneously pulling out his sword (Move Action), which triggers his scabbard of vigor (Free Action), which he will enchant with a +3 for 3 rounds. He will then enchant it with his Arcane Pool Abilities (Usually Keen, Bane and some sort of Aligned weapon) (A Swift action), then use his Standard Action to cast a hex (most likely Evil Eye, Slumber or Ice Tomb) or a buffing spell (most likely True Strike). The next round will consist of him clicking his heels together as a free action to trigger haste (though this can be done in the previous round if he needs it to close the distance), using another Move Action if he has to, then casting a Spontaneous Quickened Intensified Empowered Shocking Grasp (Level 3) (Sometimes Elemental (Level 4)), then Spellstrike with it, hit, then unleash his stored spell (usually an Intensified Empowered Dazing or Maximized Shocking Grasp), then use an immediate action to add 13 Bleed damage with Arcane Edge, then cast an Intensified Empowered Maximized Dazing Shocking Grasp (Level 6) with his Standard Action and Spellstrike with it as well. Usually, even without criticals, he takes down most foes with just these few attacks, doing 2d3+59d6+296 (Average 476 damage), as he bypasses all damage reduction, bar epic (Elemental resistances still apply, of course). When full attacking with Spell Combat (Quickened Spellstrike/Spellstrike/Extra attack from Haste/3 base attacks/Stored Spell and Arcane Edge), and assuming all of his attacks hit, he does roughly 6d3+87d6+420 (Avg. 687) before criticals. Because his Shocking Grasps are spontaneous, he can keep this going for quite a while before he runs out of ammo. Then, when he’s all done, he uses his Wyroot weapon in conjunction with Spell Recall to replenish all his spells and Arcane Pool Points.

When facing squishy foes, he usually prefers to use his move action to get within range, then use Slumber (30 ft), Ice Tomb (We’ll say 60 ft.) and/or Eternal Slumber (Touch) to end the fight without it really even beginning. If his opponent's save is within 1 step of his Hex DC, he will use Evil Eye to reduce his saves, then use one of these others the next round.

Defense: (See also ‘Special Qualities and Immunities’ section above) The Hexborn has a massive AC, a competitive CMD and Touch AC, impressive saves, Uncanny Dodge, Improved Uncanny Dodge, Evasion, along with his coup-d’états: Reflection. So, essentially, there are only a handful of Attacks, Spells, and SLA’s that can touch him. This is where I need the most help. I want to find out which spells and abilities can get to him, especially those duplicated by a Miracle or Wish, as this would be what The Pit Fiend and the Solar in the Beastmass would use to bring him down. I’m sure there are a great deal of spells that Wish can reproduce, but I need to know specifically which ones and how to use them.
Remember, because of his Wyroot weapon, treat The Hexborn as always having a full complement of Arcane Pool Points and as having a fully-prepared spell list. Also, he can’t be caught flat-footed, and any spell that targets him can (and most likely will) be reflected back at the original caster at full force. Essentially, if he beats you at initiative, there’s a very likely chance that he will end the fight in the first round with his hexes. If not, then you have 2 rounds max to take him down, though if you don’t have good saves, it could be over after just 1.

Rules:
I'm going to use Porpentine’s original Beastmass rules with a few changes. Because The Hexborn has a keen rapier, which provides roughly a 30% chance of a critical hit, a cumulative 60% critical threat would make the weapon function more like it has a 50% critical threat. So, instead of 60%, I’m going to say that every 3rd every 4th hit he makes will be a critical. (Every 3rd is too powerful and too frequent, IMO) Also, every cumulative 20th d20 roll will result in automatic failure, as if the character rolled a 1, regardless of who rolls it. All other rules are standard.

As far as Surprise Rounds go, When I go through the Beastmass, I will do so 3 times: Once with surprise rounds for The Hexborn, once with no surprise round at all, and once with surprise rounds for the monsters. Choose your poison.

What I have so far...
So I've already come up with one way that the Beastmass guys could kill him, but of course, I need to know as many as possible.
-Gold Dragon, Pit Fiend, and Solar (Through Wish). Cast Anti-Magic Field, then close the distance and ground and pound. Fairly straight-forward, but especially effective for the Dragon.

Once again, I’m specifically looking for ways to kill him using the original Beatmass characters. I will eventually make sister posts about his journey through the Bestiary, and even about him taking on other characters who have beaten it…but that's a story for another time. Thanks again everybody, and happy hunting!


Anything that can jump ýou and can grapple reliably. I am not well versed with the beastmass but I still wanted to mention a possible vulnerability. Enjoying the idea.


+1 for being the first to respond! (Thanks)

He actually has a Ring of Freedom of Movement, so grapple's a no-go, but other combat maneuvers might work if done correctly...


WombattheDaniel wrote:

+1 for being the first to respond! (Thanks)

He actually has a Ring of Freedom of Movement, so grapple's a no-go, but other combat maneuvers might work if done correctly...

Ah, I checked to see if he had any counter grapple spells but didnt check the items. Truly such levels are formidable, good luck.


Thanks! I'm hoping to get a good deal of feedback. I don't want to feel like I'm short-changing myself on the small stuff or missing anything.


I'm wondering if you are actually going to play this character.


I have before, but not at this level. At about 6th level, I started realizing he was pretty beastly, so I decided to delve a little deeper into what he could really do. That's when I started optimizing and changing the build, etc. All of this is theorycrafting anyways, and just for fun, but still, after a thread like this, I'm not sure if any sane GM would even let me play him.


Anti-Magic plus grapple would seem to be your biggest weakness. Most caster orientated entrants can use Aroden's Spellbane to get round that but it isn't available to you. This is particularly dangerous now given the emanation FAQ for large creatures as dragons now fit inside their own fields.

I haven't looked in any detail at what you posted by Alter Self and Monstrous Physique wont stack as they are both polymorph effects.

If you want to store your pool recharge creature in a handy haversack you are going to need to have a way for it to breathe.


andreww wrote:
Anti-Magic plus grapple would seem to be your biggest weakness. Most caster orientated entrants can use Aroden's Spellbane to get round that but it isn't available to you. This is particularly dangerous now given the emanation FAQ for large creatures as dragons now fit inside their own fields.

Agreed. Any way to get around it? Buy a scroll of Spellbane?

andreww wrote:
I haven't looked in any detail at what you posted by Alter Self and Monstrous Physique wont stack as they are both polymorph effects.

Noted. I wasn't sure if they stacked or not, but what I had read suggested that they did. That's a pretty big flaw, but not one that can't be changed. I'll get right on that.

andreww wrote:
If you want to store your pool recharge creature in a handy haversack you are going to need to have a way for it to breathe.

Also noted. Any ideas here?


WombattheDaniel wrote:
Agreed. Any way to get around it? Buy a scroll of Spellbane?

In a real actual game that will get expensive fast as they last less than a day. For something like Beastmass it might work although your enemy could teleport away. Having a CL of 17 it is also vulnerable to dispel.

Quote:
Noted. I wasn't sure if they stacked or not, but what I had read suggested that they did. That's a pretty big flaw, but not one that can't be changed. I'll get right on that.

They are both polymorph effects and therefore only the most recent will work.

Quote:
Also noted. Any ideas here?

Air Bubble is level 1, Life Bubble is level 5, both would work but I have no idea if either is on the Magus list. Life Bubble is a great buff as it makes you immune to most gas attacks and lasts ages. Failing that a necklace of adaptation.


andreww wrote:

I haven't looked in any detail at what you posted by Alter Self and Monstrous Physique wont stack as they are both polymorph effects.

Took care of it.


If you get a racial feat you cannot retrain it to another. Just like you cannot retrain the figthers weapon and armor profs to other feats. And the kimono dosent increase caster level just casterlevel checks. It is also questionable if tattoed sorcerer combines with Crosblooded. And the wyroot need a confirmed crit so CDG on his familiar is not enough, with some GMs.
Polymorph spells dosent stack and neither Does size bonuses, so he cannot have both alter self and monsterous physique and reduc person wont help. Also he need beastshape to turn in to a magically beast and Will loose lots equipment when he Does.
Leadership dosent give discount om magic items in the creation phase.
And he need to pay for someone casting the wishes and not just the material components.
Edit: this post was a looooooong time in the writing that explain why i repeat what others have already said.


andreww wrote:
WombattheDaniel wrote:
Agreed. Any way to get around it? Buy a scroll of Spellbane?
In a real actual game that will get expensive fast as they last less than a day. For something like Beastmass it might work although your enemy could teleport away. Having a CL of 17 it is also vulnerable to dispel.

Well, his cohort is a level 17 wizard, I guess I could have him cast it on him every day...

Grand Lodge

Reduce Person + Alter Self(Halfling) don't stack.

Transmutation wrote:
In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.

Presumably, you don't want to be eating the AoOs you'd have to from being Tiny anyway.


WombattheDaniel wrote:
andreww wrote:
WombattheDaniel wrote:
Agreed. Any way to get around it? Buy a scroll of Spellbane?
In a real actual game that will get expensive fast as they last less than a day. For something like Beastmass it might work although your enemy could teleport away. Having a CL of 17 it is also vulnerable to dispel.
Well, his cohort is a level 17 wizard, I guess I could have him cast it on him every day...

It's centered on the caster, I don't think it works although it isn't specifically called out as a personal spell.


Cap. Darling wrote:
If you get a racial feat you cannot retrain it to another. Just like you cannot retrain the figthers weapon and armor profs to other feats.

From what I could tell, Racial feats can't be reatrained, but if you look at Fleet-Footed, it specifically says that you recieve it as a bonus feat.

Cap. Darling wrote:
And the kimono dosent increase caster level just casterlevel checks.

Noted.

Cap. Darling wrote:
It is also questionable if tattoed sorcerer combines with Crosblooded.

Noted, but from what I researched, it does.

Cap. Darling wrote:
And the wyroot need a confirmed crit so CDG on his familiar is not enough, with some GMs.

The Rat actually isn't his familiar. Also, throughout the Beastmass, he will be CDG-ing the monsters he faces, and won't even have to use the rat.

Cap. Darling wrote:
Polymorph spells dosent stack and neither Does size bonuses, so he cannot have both alter self and monsterous physique and reduc person wont help.

I see the edit. :)

Cap. Darling wrote:
Also he need beastshape to turn in to a magically beast and Will loose lots equipment when he Does.

But that equipment gets absorbed into him and still provides its benefits.

Cap. Darling wrote:
Leadership dosent give discount om magic items in the creation phase.

But using a cohort to craft for you does.

Cap. Darling wrote:
And he need to pay for someone casting the wishes and not just the material components.

Not necessarily. Not if they're a cohort.

Cap. Darling wrote:
Edit: this post was a looooooong time in the writing that explain why i repeat what others have already said.

Gotcha.

Thanks for helping me understand the rules better. I'm always learning haha. Do you have any ways that any of the Beastmass champions could bring him down?


andreww wrote:
WombattheDaniel wrote:
andreww wrote:
WombattheDaniel wrote:
Agreed. Any way to get around it? Buy a scroll of Spellbane?
In a real actual game that will get expensive fast as they last less than a day. For something like Beastmass it might work although your enemy could teleport away. Having a CL of 17 it is also vulnerable to dispel.
Well, his cohort is a level 17 wizard, I guess I could have him cast it on him every day...
It's centered on the caster, I don't think it works although it isn't specifically called out as a personal spell.

Well this is good, because this is exactly what I wanted this thread to be about. Find the kinks, tweak them, and see if he could survive the best GM's on the messageboards. Add 'Spellbane' to the list of ways to bring him down.


WombattheDaniel wrote:
Cap. Darling wrote:
If you get a racial feat you cannot retrain it to another. Just like you cannot retrain the figthers weapon and armor profs to other feats.
From what I could tell, Racial feats can't be reatrained, but if you look at Fleet-Footed, it specifically says that you recieve it as a bonus feat.

Doesn't matter. The retraining rules, while not calling out racial bonus feats, do include this. "If the old feat is a bonus feat granted by a class feature, you must replace it with a feat that you could choose using that class feature." It seems unreasonable to assume that you can retrain a specific bonus feat to a general one.


Cohort magic item crafting is somthing that May happen in game but there are no rules about it providing item discount. Same Does with the wishes.
He he wont get all his items with him in magic beast form and he wont be casting spells. And the shield Will keep him from spell combat.
Edit: also note that his strategy is vulnerabel to stuff that make you ignore level 1 spells.
And generally a great build:)


Antimagic Field doesn't just hurt you, it automatically kills you.

Losing 6 Str from your Belt and 6 Str from aging penalties kicking back in off of a 12... dead.

So, Antimagic Field means instantly roll a new character. The Dragon and Balor (or Pit Fiend? Whichever has Wish) beats you hands down.


QuidEst wrote:
WombattheDaniel wrote:
Cap. Darling wrote:
If you get a racial feat you cannot retrain it to another. Just like you cannot retrain the figthers weapon and armor profs to other feats.
From what I could tell, Racial feats can't be reatrained, but if you look at Fleet-Footed, it specifically says that you recieve it as a bonus feat.
Doesn't matter. The retraining rules, while not calling out racial bonus feats, do include this. "If the old feat is a bonus feat granted by a class feature, you must replace it with a feat that you could choose using that class feature." It seems unreasonable to assume that you can retrain a specific bonus feat to a general one.

Fair enough. Stricken. He no longer has Improved Initiative, and has gained the Run Racial Feat. Any thoughts on how to kill him?


Also bear in mind that shocking grasp is only a level 1 spell despite the metamagic you layer onto it. Any of the enemies who know about you in advance could very easily have Spell Immunity running which might cause you issues.

Your second plan of Hexes would fail against a number of them. The dragon cannot be Slumbered for example and only needs a 10 to save against Ice Tomb. It also has Spell Immunity as a spell known and can choose 3 spells when it casts it. Even without mandated prior knowledge with a +36 Knowledge Local it probably knows a bit about you as that covers legends and personalities which is likely to include most level 20 characters.


kestral287 wrote:

Antimagic Field doesn't just hurt you, it automatically kills you.

Losing 6 Str from your Belt and 6 Str from aging penalties kicking back in off of a 12... dead.

So, Antimagic Field means instantly roll a new character. The Dragon and Balor (or Pit Fiend? Whichever has Wish) beats you hands down.

Aha! Didn't catch that. War won by attrition. Good eye. Add that to the list. Any ways to overcome it?


Cap. Darling wrote:

Cohort magic item crafting is somthing that May happen in game but there are no rules about it providing item discount. Same Does with the wishes.

He he wont get all his items with him in magic beast form and he wont be casting spells. And the shield Will keep him from spell combat.
Edit: also note that his strategy is vulnerabel to stuff that make you ignore level 1 spells.
And generally a great build:)

Also noted. And thanks! Still a bit rough, as you can see, but he's getting there. :)


WombattheDaniel wrote:
QuidEst wrote:
WombattheDaniel wrote:
Cap. Darling wrote:
If you get a racial feat you cannot retrain it to another. Just like you cannot retrain the figthers weapon and armor profs to other feats.
From what I could tell, Racial feats can't be reatrained, but if you look at Fleet-Footed, it specifically says that you recieve it as a bonus feat.
Doesn't matter. The retraining rules, while not calling out racial bonus feats, do include this. "If the old feat is a bonus feat granted by a class feature, you must replace it with a feat that you could choose using that class feature." It seems unreasonable to assume that you can retrain a specific bonus feat to a general one.
Fair enough. Stricken. He no longer has Improved Initiative, and has gained the Run Racial Feat. Any thoughts on how to kill him?

I don't have something perfect, but does the Pit Fiend have any means of seriously boosting his CL even for a little while? A high enough CL Blasphemy doesn't need to worry about your saves, and it doesn't target. I don't think there's anything that will boost it high enough, though. Forgot Freedom of Movement, which was silly of me.

In addition, they could have Spell Turning up themselves. Not sure how Reflection works in that case, but you could get it shut down for a few minutes due to resonance.


Level 20 assassin uses greater invisibility, undetectable legendary item, and death attack. Boom, headshot.


WombattheDaniel wrote:
kestral287 wrote:

Antimagic Field doesn't just hurt you, it automatically kills you.

Losing 6 Str from your Belt and 6 Str from aging penalties kicking back in off of a 12... dead.

So, Antimagic Field means instantly roll a new character. The Dragon and Balor (or Pit Fiend? Whichever has Wish) beats you hands down.

Aha! Didn't catch that. War won by attrition. Good eye. Add that to the list. Any ways to overcome it?

Beyond a Spellbane, your only option is waiting it out. Even that's not all that practical. If they're wise to you, readying an action to cast when you get close is death. So: you're into "need consumables to survive" territory.

The Pit Fiend can also cheat and Geas you. There is no defense against that one.


a lot of your build I find interesting but something I noticed that I can't seem to figure out is how is a Nacreous Gray Sphere giving you a +6 to STR, DEX, and CON?

EDIT: Nevermind I see now, it's not a bonus but a way to avoid the age penalty right?


MrTheThird wrote:
a lot of your build I find interesting but something I noticed that I can't seem to figure out is how is a Nacreous Gray Sphere giving you a +6 to STR, DEX, and CON?

By negating the -6 Age penalties he has in the same block.


kestral287 wrote:
MrTheThird wrote:
a lot of your build I find interesting but something I noticed that I can't seem to figure out is how is a Nacreous Gray Sphere giving you a +6 to STR, DEX, and CON?
By negating the -6 Age penalties he has in the same block.

Figured it out just before you posted :D


Precise Strike doesn't work if you have a shield bigger than a buckler, can't use that with the Celestial Shield unfortunately.


Your saves are too high, the Dragonbane Divination sticks give luck boni, which don't stack.

Also, as noted earlier, you can only have one polymorph spell active at a time.

I would like to know, how an quickened intensified empowered shocking grasp is level 3? You can ignore quickened with spell perfection, but empowered is still a +2 metamagic, leaving your spell at level 4, 5 with elemental. That also makes your intensified, maximised, empowered, dazing shocking grasp impossible, because that spell would be level 7.

Easy dirty tactics like sundering your items would of course easily kill your character (rip the kimono, smash your rapier, destroy your shield and then watch you weep). Preferably do that as you try to close the distance, using aoo with combat reflexes and subbing the attack with a sunder maneuver. Solar Angel with Improved Sunder will be especially good at this.

You would also have issues with anything immune to both acid and electricity (which is not part of the beastmass)

But to get to the point:
Strategy for the Pit Fiend: Round 1: Greater dispel magic on your resist fire (one of four is likely to get through, if more are sucessful you target mirror image), fly out of range. Then: Quickend Fireball and Meteor Swarm. Fly away from you to stay out of slumber hex range. The Fireball you save but still take half damage. Meteor Swarm hits you (good assumption with a ranged touch attack of +29) with the bludgeoning damage (I think it is unlikely that you have mirror image on all the time) for 8d6 and you save for the meteor swarm to take half damage. Here it becomes interesting because after 24d6 fire damage from meteor swarm and 10d6 from fireball (both saved for half) you have taken 25d6 damage from the meteor swarm and fireball (-20 for bludgeoing, still leaves us at an average of 87 damge). Alternatively (just saw you somehow have evasion? From where?): Use scorching rays and keep distance until you are under 150 hp. Then use power word stun, take away your weapon and beat the living crap out of you, considering your AC just dropped by 14 points and you are now at a very hittable 37. Alternate between hitting you and power word stun, as you are bound to keep being stunned longer and longer. The Pit Fiend Celebrates with the legions of hell as another challenger has been slayed. This even works with reflection, because the Balor can just keep spamming power word stun until you are out of arcane pool points.

The Solar Angel works the same way: Stays out of your sleep hex range, uses destruction (once as a spell, once with miracle) and horrid wilting (via wish) to deal you 30d6 damage (already halfed, which you can't evade due to them being fort saves). Use power word stun, smash your face in, then use power word kill.

This strategy could also work for the Balor, if he found some way to deal you more damage, than the fire storm (after dispelling resist energy) would do (which is 20d6 or assuming a save 10d6, which will not get you under the required 150 HP for power word stun and the Balor does not have unlimited spells of Firestorm available)

Your main problem here becomes the relatively low HP which leaves you vulnerable to spells like Power word stun. Considering the Pit Fiend can spam power word stun all day, as soon as you are stunned, it is game over for you. Main Problem for you here is that unlike the Zen Archer in the Beastmass post you referenced, you don't actually have an efficient way of dealing damage on the distance. Apart from hold monster, your sleep hex (which can be avoided by distance) and Feeblemind, you are just lacking the strongest spells in the game.

Also a favorite: As your CMD is just not high enough, disarm your character (where he will loose both shield and weapon) and enjoy the AOO while you pick up your items again. Or just enjoy the -8 AC.

All these monsters also have greater reach than you, which means that kiting tactics will be very effective against you.

Your character build is strong, but not nearly unkillable (the saves are too low and you don't have enough rerolls, the AC is not ridiculous enough) and it lacks instant death options like pounce or ranged attacks (for damage) or high DC high level spells (like imprisonment) which would make killing the monsters a cakewalk.

And don't even try against people who can choose their character builds. Said Zen-Archer might pierce you before you get close to him, a pouncing raptor with a cavalier on top will rip you to shreds before you know what hit you, a druid with animal companion will both transform into huge dragons and see if you can withstand the 7 attacks from each that they will pour out (with both over 200 hp and an AC over 53), a pouncing vivisectionist beastmorph alchemist will crippling strike you once and your strength is at 0 in addition to you being under 0 HP.

+40 to attack at level 20 is realistic and other chars can also reach over 50 AC without a problem. The issue then becomes, if you can deal more damage than them. And considering all it takes to deafeat your char, is resist energy electricity and acid, I am just not sure that that can be achieved. Your Reflection and Hexes are strong, but not uncounterable and you are still vulnerable to pure damage. Anything that can pour that out quickly will kill your char. Just don't take the bestiary as a reference, because a 20th level wizard will be scarier than any of the CR20 monsters in that book, if put into the hands of a capable GM ;)

The Magus is a burst class, but if you have to rely on reflection, it comes down to your arcane pool lasting longer than your opponents HP. And I just don't see that happening.


Magical Lineage drops the level of its spell by one when it's metamagic'd. Effectively, Intensify is +0 on Shocking Grasp for him.

So, 1+(1-1)+2+(4-4)= 3

You're right on the Dragonbane sticks; those effectively only add +3 since they're overwriting the Luckstone.

Sundering items of that level takes too long. By the time something critical could be done the opponent is dead.

Pit Fiend autowins with close the distance -> Wish -> Antimagic Field. No point in mucking around with Dispel Magics to deal with Resist Fire when he dies if his magic items are shut off.

Evasion comes from the Evasive deed, via Arcane Deed.

Trying to kite something that can legally cast Dimension Door -> full attack is silly at best. It's not going to work. I would mention Bladed Dash too, but for some reason that's not on his spell lists. Not sure why Web of all things got the billing over one of the best Magus spells around, but hey.

Solar is as the Pit Fiend; Wish -> Antimagic Field is an autokill. No save, no recovery, no counter short of Spellbane, if this character gets caught in an Antimagic Field he dies. Destruction is a silly waste of a Miracle next to that.

CMD is an issue. The Tarn Linnorm will mock him if it pulls off a Disarm. However, the Shoggoth has a 55% chance to pull off a maneuver, the Balor a 50% chance, so not as much of an issue as what it might seem.


Mu'Randa wrote:
Level 20 assassin uses greater invisibility, undetectable legendary item, and death attack. Boom, headshot.

1. Beastmass creatures.

2. Details, man! Details! Give me some numbers, please!

3. Death Attack relies on melee weapons, and studying the target for at least 3 rounds. The moment you move within 60 ft, his blindsense picks you up, and you are detected, negating the ability completely, as far as I was able to read.


Kendreyek wrote:
Precise Strike doesn't work if you have a shield bigger than a buckler, can't use that with the Celestial Shield unfortunately.

Noted. This is good, though. It saves him money. He'll instead invest in a +5 Mithral Buckler. Problem solved.


Thank you, Kestral. Saved me a lot of time of typing haha


And as far as the DDS, noted. If I could go back and change it all I would. Maybe I'll set up a Google Doc to edit and link it here.


kestral287 wrote:
Trying to kite something that can legally cast Dimension Door -> full attack is silly at best. It's not going to work. I would mention Bladed Dash too, but for some reason that's not on his spell lists. Not sure why Web of all things got the billing over one of the best Magus spells around, but hey.

Honestly I've never heard of the spell, but looking it up...wow. That's brutal. Yeah that's way better than web. Consider it changed.


So, as of right now, all we have are several variations of the same basic thing: If the Dragon, Pit Fiend or Solar wins Initiative (Which by Beastmass rules they couldn't, but that's just a technicality), they pop an Antimagic Field and walk up to The Hexborn. Anything else?


Mage's Disjunction maybe?

Also, dont forget there is both "Bladed Dash" and "Greater Bladed Dash" And for the dimension and full attack stuff: look up the dimensional savant tree or whatever, after 4 feats you basically Full attack with teleport.... its like a DBZ attack right there.


When the dare is to grease the character as-posted, at a character level of 20, very, very little is off the table.

mage's disjunction will turn off/destroy almost every magic item the OP character has for 2-3 rounds in addition to tearing down EVERY active spell he has up, including any permanent spells, followed by a metamagic rod quickened 9th level save-or-die against his then-effective Fort bonus of +13 (base 11 +2 for your then-current CON of 14, as all other bonuses just went *pouf*).

If the disjunction originates from an artifact, Aroden's spellbane doesn't stop it. Not a likely circumstance, certainly not within "the beastmass", but one to consider.

But then, Aroden's spellbane is a spell that can bite the user in the rear as there is nothing saying that one's foes cannot make use of it either, as they too can include the ability to ignore spellbane, disjunction, anti-magic field and at least one other annoying spell of their choosing at the caster levels the character will be dealing with.

Using highly optimized PCs warrants using highly optimized adversaries, not stock monsters, at least on occasion. ;)


You lose to anything that has wish or limited wish, as they can tag you with no save wish-geas. You need immunity to mind affecting

Silver Crusade

Great build


WombattheDaniel wrote:
Kendreyek wrote:
Precise Strike doesn't work if you have a shield bigger than a buckler, can't use that with the Celestial Shield unfortunately.
Noted. This is good, though. It saves him money. He'll instead invest in a +5 Mithral Buckler. Problem solved.

you need the off hand to be empty if you plan on using spell combat. And you should be planning on using spell combat:)


CWheezy wrote:

You lose to anything that has wish or limited wish, as they can tag you with no save wish-geas. You need immunity to mind affecting

With Reflection, he can turn the Geas back on whoever casts it on him. But I agree with you, immunity to Mind-affecting would be nice.

That does lead to the question: What happens to whoever cast it on him?


Cap. Darling wrote:
WombattheDaniel wrote:
Kendreyek wrote:
Precise Strike doesn't work if you have a shield bigger than a buckler, can't use that with the Celestial Shield unfortunately.
Noted. This is good, though. It saves him money. He'll instead invest in a +5 Mithral Buckler. Problem solved.
you need the off hand to be empty if you plan on using spell combat. And you should be planning on using spell combat:)

Are you sure it needs to be empty, or can it just be 'free' as it says? I've seen both ways on the boards.

EDIT: Free here meaning free to cast spells.


Turin the Mad wrote:

When the dare is to grease the character as-posted, at a character level of 20, very, very little is off the table.

mage's disjunction will turn off/destroy almost every magic item the OP character has for 2-3 rounds in addition to tearing down EVERY active spell he has up, including any permanent spells, followed by a metamagic rod quickened 9th level save-or-die against his then-effective Fort bonus of +13 (base 11 +2 for your then-current CON of 14, as all other bonuses just went *pouf*).

If the disjunction originates from an artifact, Aroden's spellbane doesn't stop it. Not a likely circumstance, certainly not within "the beastmass", but one to consider.

But then, Aroden's spellbane is a spell that can bite the user in the rear as there is nothing saying that one's foes cannot make use of it either, as they too can include the ability to ignore spellbane, disjunction, anti-magic field and at least one other annoying spell of their choosing at the caster levels the character will be dealing with.

Using highly optimized PCs warrants using highly optimized adversaries, not stock monsters, at least on occasion. ;)

I agree with you! Occasionally it's good, but I specifically said that I would make a sister post about just such situations later on. For Mage's Disjunction, the items use my Will save (which is higher). So I can see a high-level wizard or sorcerer casting it on him and having it stick, but for The Beastmass (which was the original intention of this post) none of them can cast it, and even if they could, the save DC wouldn't be high enough to beat his Will save.


WombattheDaniel wrote:
Cap. Darling wrote:
WombattheDaniel wrote:
Kendreyek wrote:
Precise Strike doesn't work if you have a shield bigger than a buckler, can't use that with the Celestial Shield unfortunately.
Noted. This is good, though. It saves him money. He'll instead invest in a +5 Mithral Buckler. Problem solved.
you need the off hand to be empty if you plan on using spell combat. And you should be planning on using spell combat:)

Are you sure it needs to be empty, or can it just be 'free' as it says? I've seen both ways on the boards.

EDIT: Free here meaning free to cast spells.

free most often meens that you Can have nothing in it. Like free hand fencing. But even if the other Reading is correct you Will loose you shield AC in every round you cast spells so it will not be of much use.


Cap. Darling wrote:
WombattheDaniel wrote:
Cap. Darling wrote:
WombattheDaniel wrote:
Kendreyek wrote:
Precise Strike doesn't work if you have a shield bigger than a buckler, can't use that with the Celestial Shield unfortunately.
Noted. This is good, though. It saves him money. He'll instead invest in a +5 Mithral Buckler. Problem solved.
you need the off hand to be empty if you plan on using spell combat. And you should be planning on using spell combat:)

Are you sure it needs to be empty, or can it just be 'free' as it says? I've seen both ways on the boards.

EDIT: Free here meaning free to cast spells.

free most often meens that you Can have nothing in it. Like free hand fencing. But even if the other Reading is correct you Will loose you shield AC in every round you cast spells so it will not be of much use.

That's how I had read it. Yes, he will lose his Shield Bonus to AC for the round, but if you refer back to my 'Combat' section of the original post, rarely does he have to actually cast a spell. If his hexes don't do the job, then he closes the distance with his base speed, then casts. And if it gets to that point, losing his shield bonus won't matter anyways.


WombattheDaniel wrote:

+1 for being the first to respond! (Thanks)

He actually has a Ring of Freedom of Movement, so grapple's a no-go, but other combat maneuvers might work if done correctly...

A Tetori will happily ignore that Ring and crush your spine regardless.

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