
Ancient Dragon Master |

What should I play? I am building a character for a one off fight against a CR 26 daemon
Our current characters are
Cleric 18/Paladin 2
Sorcerer 20
UnMonk 15/Fighter (Weapon Master) 4/Student of perfection 1
Hp is max at first level, then average rounded up for subsequent levels.
Level: 20
WBL
20 point buy for stats
Core and Featured races
2 traits
Magic item creation feats add +20% of wealth by level worth of items of the specified type to your character per feat taken.
Leadership is banned.
Buffs lasting an hour or longer can be cast before the fight.
You can pick a variant heritage for tieflings, aasimar, skinwalkers and dhampir, but you can't use the variant abilities d100 table for any of them.
I think that covers everything.

Chromantic Durgon <3 |

Okay I looked at your team mates
The cleric guy I don't really understand, he seems to have not leveled up for Hit points or his saves or his to hit so I can't fully understand what it is he is going for.
Probably worth suggesting he prepare at least one, maybe two mass heals in his 9th level slots.
Your sorc doesn't fill me with confidence, just taking a bazillion spell focus feats isn't a typical 20th level build. Also they don't have a belt of con, which might be a nice idea to suggest. Avalanche is cute but I'm guessing +30 won't be enough.
The UnMonk on the other hand seems to have a pretty clear idea of what they're doing so I wouldn't worry about that one. You look like you're covered in melee.
You've got some Arcane and Divine casting so might I suggest some ranged support?
An Inquisitor or a War Priest are the strongest options.
Depending on if the Cleric/Paladin intends on involving himself in melee you might benefit from a bard. I'd say a bard wasn't worth it just to buff the fighter, but if he's buffing two party members he would be worth it.
Could have a rod of quickening, first round a combat cast good hope, quickened haste and Inspire Courage.
For a first round +7 to hit, 6 to damage and an extra attack. Then go into archery. Honestly you could fully invest in being an archery bard and just do the first round of buffing thing, doesn't actually require any feat or build investment to do that.

Chromantic Durgon <3 |

That would be one way to go yeah :). Thats what I'd do for archery.
Another would be an Alchemist using bombs for ranged damage. Their advantage is they can give out spells from their list (using the infusion discovery) that would usually be personal range and let other party members use them.
Particularly for your unmonk their might be a spell he wants on the Alchemist list, things like Monstrous Physique IV or Giant Form I Or Elemental body III might all be useful.
For example I imagine turning into a Large Earth Elemental, A Troll or and I believe there is a 6 armed huge monstrous humanoid somewhere which is pretty amazing. Just can't for the life of me remember it's name.
EDIT: Its a Gegenees, it would allow him to make his full attack with his weapon held in two hands and then 4 additional slam attacks. Which is pretty kewl.

SmiloDan RPG Superstar 2012 Top 32 |

Core only for classes? $#!+ I was going to say ranged inquisitor or warpriest half-orc (Sacred Tattoo) with Fates Favored trait and Quickened divine favor buffing.
I guess ranged ranger? It's a classic for a reason and can switch hit and heal in a pinch. They can even buff if they take a non-animal companion Hunter's Bond. Max Perception, Stealth, and Survival. Pearls of Power!
Druids are solid too. Boost Wisdom, wildshape into something fun, buff your beefy animal companion. You can use spontaneous summoning for crowd control.
A pure paladin is good too. Get the most out of Smite Evil. +5 Full plate and +5 shield and Charisma to AC. Save money and don't get a Ring of Protection. You just might be able to get an AC it will miss half the time. :-P That and swift action 10d6 self-healing should keep you up. Your divine bond on your weapon can save you some cash too, so you can get a belt of +6 Str & Con (and maybe Dex) and a hat of +6 Wis & Cha. A cloak of res +5 plus Cha to all saves plus +3 from the belts and hat should also help with your defenses. Pearls of Power!
Core Only for feats and spells too? What about archetypes? Are they allowed?

BadBird |

At level 20 an Eldritch Knight can easily have 9 levels of spellcasting on top of being a combat monster. The possibilities are almost endless. Throw ~150 damage Dazing Empowered Heightened Intensified Spell Perfection Battering Blasts with good BAB, make Dimensional Dervish/Savant attacks with Sense Vitals and Knowledge is Power tripping, use Named Bullet to throw an auto-critting x3 spear with two hands and then roll out guaranteed Spell Critical, be a Synergist Witch with Improved Familiar to pounce while wielding a scimitar and a cestus, so that you've still got a free hand after going crit-fishing to use Spell Critical. And so on. And of course, abuse Contingency just in case anything bad might happen.

Potato disciple |

How about the ever so classic sorcerer(draconic) 14/paladin 2/ dragon disciple 4? Eldritch heritage(abyssal) should give you stupid strength, couple that with FotD 3 for stupid damage as well as great saves if you put some points in charisma. Go silver sorcerer for fluff, and basically be a demon slayer draconic paladin. Noice.
PD

Kaouse |

Wait, you're leveling up to level 20, and your challenge is just to face a single CR 26 demon? Presumably by itself? While you have a team of level 20 characters?
...yeah, my suggestion is that you shouldn't worry too much about winning. As long as you guys have at least one halfway decent player, your team should be more than capable of stomping this match.
As such, I'd highly suggest using this opportunity to try out builds that you consider more fun, but may be considered weak or non-optimized in other settings. Go wild and crazy with your ideas and try to see what you like.
Of course, if you don't care about any of that and you just want to win, then just play a Cyclopean Seer Oracle, use Doomsaying on the monster (drastically lowering it's saves), then follow it up with a Quickened Save-Or-Suck that effectively ends the battle immediately. Quickened Blindness/Deafness, Quickened Bestow Curse (50% inaction chance), Dazing Cold Ice Strike (comes with an in-built Quicken) etc. any are perfectly sufficient options.
Be warned, invalidating the entire premise of your "campaign" within the first round of combat may get a book thrown at your head, so always make sure to wear a hardhat when using this build.

Ancient Dragon Master |

Wait, you're leveling up to level 20, and your challenge is just to face a single CR 26 demon? Presumably by itself? While you have a team of level 20 characters?
...yeah, my suggestion is that you shouldn't worry too much about winning. As long as you guys have at least one halfway decent player, your team should be more than capable of stomping this match.
Would you suggest this if we were fighting the tarrasque?
As such, I'd highly suggest using this opportunity to try out builds that you consider more fun, but may be considered weak or non-optimized in other settings. Go wild and crazy with your ideas and try to see what you like.
I don't have crazy/fun build ideas
Of course, if you don't care about any of that and you just want to win, then just play a Cyclopean Seer Oracle, use Doomsaying on the monster (drastically lowering it's saves), then follow it up with a Quickened Save-Or-Suck that effectively ends the battle immediately. Quickened Blindness/Deafness, Quickened Bestow Curse (50% inaction chance), Dazing Cold Ice Strike (comes with an in-built Quicken) etc. any are perfectly sufficient options.
What do you recommend assuming that the beast has the tarrasques immunitys and resistances?
Be warned, invalidating the entire premise of your "campaign" within the first round of combat may get a book thrown at your head, so always make sure to wear a hardhat when using this build.
PBP

Scott Wilhelm |
Give your character 2 levels in Cavalier, Order of the Penitent, 6 levels in Alchemist, taking Infusion, Tentacle and King Crab Tumor Familiar with the Protector Archetype,
9 levels in Tetori. I would recommend 3 levels in Fighter with the Pathfinder Society Field Guide version of the Lore Warden Archetype, but I heard a rumor about the archetype being recently nerfed somehow, so double-check before you do.
The Grapple attack of this character is positively devastating. Order of the Penitent grants an ability called Expert Captor, allowing you to do the Tie Up Maintain a Grapple Check without first having Pinned your opponent and without the -10 Penalty you normally have. Greater Grapple lets you Grapple a second time in a Round, once as a Standard Action as per normal, and a second time as a Move Action. So you might Grapple and Tie Up any opponent in 1 round.
You get to Buff yourself. So put True Strike on yourself and give your Familiar an Infusion of True Strike. Cast Touch Injection, using the Share Spells ability to put Touch Injection on your Familiar. On the 1st round, you do that. On the 2nd round, you cast True Strike on yourself somehow, and then the Sorcerer Dim Doors you onto the Daemon. You Initiate your Grapple as a Standard Action with your additional +20 on top of your full time bonus, which you should easily get above +30. Your Familiar hits you with Touch Injection, injecting you with True Strike again as a Readied Action, then you Tie Up the Daemon as a Move Action, again at a +20. Unless your opponent has a CMB much over 50, you should have about a 90% of neutralizing any opponent in 1 round.

Kaouse |

Kaouse wrote:Wait, you're leveling up to level 20, and your challenge is just to face a single CR 26 demon? Presumably by itself? While you have a team of level 20 characters?
...yeah, my suggestion is that you shouldn't worry too much about winning. As long as you guys have at least one halfway decent player, your team should be more than capable of stomping this match.
Would you suggest this if we were fighting the tarrasque?
Kaouse wrote:
As such, I'd highly suggest using this opportunity to try out builds that you consider more fun, but may be considered weak or non-optimized in other settings. Go wild and crazy with your ideas and try to see what you like.I don't have crazy/fun build ideas
Kaouse wrote:
Of course, if you don't care about any of that and you just want to win, then just play a Cyclopean Seer Oracle, use Doomsaying on the monster (drastically lowering it's saves), then follow it up with a Quickened Save-Or-Suck that effectively ends the battle immediately. Quickened Blindness/Deafness, Quickened Bestow Curse (50% inaction chance), Dazing Cold Ice Strike (comes with an in-built Quicken) etc. any are perfectly sufficient options.What do you recommend assuming that the beast has the tarrasques immunitys and resistances?
Kaouse wrote:PBP
Be warned, invalidating the entire premise of your "campaign" within the first round of combat may get a book thrown at your head, so always make sure to wear a hardhat when using this build.
Yes I would suggest this if you were fighting the Terrasque. The Terrasque actually isn't that big of a deal outside of it's unsuppressible regeneration. But a good Level 20 caster can easily defeat it (IIRC, it's not immune to Soul-based Save-or-Dies like Trap the Soul).
Hell, the creature also has terrible ranged options, so flying spellcasters and halfway decent archers can simply whittle it down into negatives from afar, so long as they have decent AC/miss chance. Once it's in the negatives, it's effectively defeated.
Just deal ~1 billion damage to it, then hire people to constantly damage it so it doesn't regenerate. Turn it into a never ending food supply and solve World Hunger (which, to be fair, probably doesn't exist in a world where Create Food and Water is like, a 1st level spell). Or just turn it's innards into an amusement park ride for the kiddies. Or play carnival games, where Terrasque entrails are the prize! Fun for the whole family!
As for the build with the Cyclopean Seer, anything I mentioned there would suffice. It's not immune to curses (which Doomsaying technically is, BTW), and it's not immune to Dazing. Dazing would buy you and your team literally all the time in the world to kill it, effectively ending the battle. But a Curse could also be quite powerful, since they are permanent, and 50-75% inaction is huge.
Plus, you can specifically create curses, so maybe if you asked nicely, your GM would allow you to use Greater Bestow Curse to negate the Terrasque's regeneration. Or, if you're really desperate, try using a Wish/Miracle to negate it's regeneration for one round, which I believe is how the Terrasque used to be killed for good back in the old days.
Or just use Trap the Soul. That works. If you want to get off the spell in the same round as you use Doomsaying (important for how Doomsaying works), you will need a Greater Quicken Metamagic Rod, so heads up.

Scott Wilhelm |
So what did we do with him? XD
I suppose a tree-shrew wizard managed to teleport the Tarrasque back into space the same way that Platyosaurus Wizard managed to millions of years before. That's how Dinosaurs came to rule the Earth in the first place. And that's how the mammals managed to rule the Earth later.
Also I feel like the chances of him re-entering the same planet as the once he exited are pretty low. And if that planets sun has collapsed it likely won't be a problem for anyone anyway xD
Astronomical mass extinctions seem to happen tens of millions of years apart. I guess it just takes that long for a wizard to re-discover the spells to re-summon and re-banish the Tarrasque.

Lady-J |
SR 37.
20 + 2 + 2=+24The problem with trap the soul is that it allows SR. With average SR of CR (26) +11 i need tp be able to get +36.
Plus theres theres the question:Do daemons have souls?
daemons are literally souls their body is a physical manifestation of their soul rather then it being a container for it like the mortal races